@0    = ~Alchemist Workshop~

@1    = ~Begin workshop?~
@2    = ~Begin.~

@3    = ~Exit.~
@4    = ~Alchemy: Concoctions~
@5    = ~Apply Alchemist Kit~
@6    = ~Grenade~
@7    = ~Grenade +1~
@8    = ~Grenade +2~
@9    = ~Grenade +3~
@10   = ~Grenade +4~
@11   = ~Grenade +5~
@12   = ~
A grenade is a small metal capsule filled with alchemical reagents, designed to detonate on contact with an enemy. The grenades require no attack roll to hit, but they are highly unstable, and only an alchemist can handle them safely.

STATISTICS:

Explosion: All creatures within the area of effect must make a save vs. breath at +3 or be stunned for 1 round and deafened for 2 rounds.

Unstable: non-Alchemists have a 15% chance per throw of accidentally detonating a grenade on their own person, suffering 1d6 piercing, crushing, and fire damage as well as being stunned for 1 round and deafened for 4 rounds on a failed save vs. death at -4.

Damage:  1D6
Damage type:  crushing/piercing
Speed Factor: 5
Requires: 9 Dexterity, 9 Intelligence~
@13    = ~
A grenade is a small metal capsule filled with alchemical reagents, designed to detonate on contact with an enemy. The grenades require no attack roll to hit, but they are highly unstable, and only an alchemist can handle them safely.

STATISTICS:

Explosion: All creatures within the area of effect must make a save vs. breath at +2 or be stunned for 1 round and deafened for 2 rounds.

Unstable: non-Alchemists have a 15% chance per throw of accidentally detonating a grenade on their own person, suffering 2d6 piercing, crushing, and fire damage as well as being stunned for 1 round and deafened for 4 rounds on a failed save vs. death at -5.

Damage:  2D6
Damage type:  crushing/piercing
Speed Factor: 4
Requires: 9 Dexterity, 9 Intelligence~
@14     = ~
A grenade is a small metal capsule filled with alchemical reagents, designed to detonate on contact with an enemy. The grenades require no attack roll to hit, but they are highly unstable, and only an alchemist can handle them safely.

STATISTICS:

Explosion: All creatures within the area of effect must make a save vs. breath at +1 or be stunned for 1 round and deafened for 2 rounds.

Unstable: non-Alchemists have a 15% chance per throw of accidentally detonating a grenade on their own person, suffering 3d6 piercing, crushing, and fire damage as well as being stunned for 1 round and deafened for 4 rounds on a failed save vs. death at -6.

Damage:  3D6
Damage type:  crushing/piercing
Speed Factor: 3
Requires: 9 Dexterity, 9 Intelligence~
@15     = ~
A grenade is a small metal capsule filled with alchemical reagents, designed to detonate on contact with an enemy. The grenades require no attack roll to hit, but they are highly unstable, and only an alchemist can handle them safely.

STATISTICS:

Explosion: All creatures within the area of effect must make a save vs. breath or be stunned for 1 round and deafened for 2 rounds.

Unstable: non-Alchemists have a 15% chance per throw of accidentally detonating a grenade on their own person, suffering 4d6 piercing, crushing, and fire damage as well as being stunned for 1 round and deafened for 4 rounds on a failed save vs. death at -7.

Damage:  4D6
Damage type:  crushing/piercing
Speed Factor: 2
Requires: 9 Dexterity, 9 Intelligence~
@16     = ~
A grenade is a small metal capsule filled with alchemical reagents, designed to detonate on contact with an enemy. The grenades require no attack roll to hit, but they are highly unstable, and only an alchemist can handle them safely.

STATISTICS:

Explosion: All creatures within the area of effect must make a save vs. breath at -1 or be stunned for 1 round and deafened for 2 rounds.

Unstable: non-Alchemists have a 15% chance per throw of accidentally detonating a grenade on their own person, suffering 5d6 piercing, crushing, and fire damage as well as being stunned for 1 round and deafened for 4 rounds on a failed save vs. death at -8.

Damage:  5D6
Damage type:  crushing/piercing
Speed Factor: 1
Requires: 9 Dexterity, 9 Intelligence~
@17     = ~
A grenade is a small metal capsule filled with alchemical reagents, designed to detonate on contact with an enemy. The grenades require no attack roll to hit, but they are highly unstable, and only an alchemist can handle them safely.

STATISTICS:

Explosion: All creatures within the area of effect must make a save vs. breath at -2 or be stunned for 1 round and deafened for 2 rounds.

Unstable: non-Alchemists have a 15% chance per throw of accidentally detonating a grenade on their own person, suffering 6d6 piercing, crushing, and fire damage as well as being stunned for 1 round and deafened for 4 rounds on a failed save vs. death at -9.

Damage:  6D6
Damage type:  crushing/piercing
Speed Factor: 0
Requires: 9 Dexterity, 9 Intelligence~
@18     = ~Poison Weapon~
@19     = ~
The same skills the Alchemist uses to create potions to soothe pain can also be used to inflict it. The Alchemist can apply a thin coating of poison to a weapon, directly injecting the toxin into the victim's bloodstream. Multiple strikes can further poison the target, but only one dose of poison can be applied to the weapon. Alchemists can develop deadlier poisons as they become more experienced.

For the next 2 rounds after using this ability, any creature the Alchemist attacks must make a saving throw or suffer poison damage for the next 5 rounds. The effects stack and vary based on level:

Level 1: 1d2 poison damage, plus 1 damage per round on a failed save vs. death at +4.
Level 4: 1d3 poison damage, plus 2 damage per round on a failed save vs. death at +3.
Level 7: 1d4 poison damage, plus 3 damage per round on a failed save vs. death at +2.
Level 10: 1d6 poison damage, plus 4 damage per round on a failed save vs. death at +1.
Level 13: 1d8 poison damage, plus 5 damage per round on a failed save vs. death.
Level 16: 1d10 poison damage, plus 6 damage per round on a failed save vs. death at -1.
Level 19: 1d12 poison damage, plus 6 damage per round on a failed save vs. death at -2.

The poison cannot be applied to a grenade.
~
@20     = ~Rainwater Brew~
@21     = ~
Cheap, efficient, and crude, this potion is a mix of rainwater, clay, ash, and roots from several plants. By themselves, the ingredients are worthless, but a clever alchemist can brew a healing elixir in almost any environment. This modest brew will restore 2d6 hit points to the drinker.

Alchemical Genius: An Alchemist gains an additional 1d3 hit points from this modest brew.

STATISTICS:

Heals 2d6 HP~
@22     = ~Sour Draught~
@23     = ~
Potent potions require less common ingredients, and this brew is no exception. Animal fat, bile, dried leaves, and fermented meat comprise this foul-smelling concoction, but a dying friend will not complain. This brew will restore 4d8 hit points to whoever is desperate enough to drink it.

Alchemical Genius: An Alchemist who forces him or herself to swallow this draught will regenerate 2 hit points per round for 4 rounds.

STATISTICS:

Heals 4d8 HP~
@24     = ~Sweet Elixir~
@25     = ~
One might mistake this sweet drink for white wine, but the gentle bite in the flavor comes not from alcohol, but transmuted quartz. Drinking this potion can soothe nearly any ailment, from common infection to lethal venom to an ugly hangover. The quartz binds to toxic substances and turns them into harmless salt, curing poison, disease, and intoxication. In case that is not enough to heal the sickly adventurer, the horse tears in the syrup will also restore 1d4 hit points to the user.

Alchemical Genius: As Alchemists have already developed immunities to poison, they use this elixir for a different purpose, turning the anti-venom properties into a +5% bonus to magic resistance for 10 turns.

STATISTICS:

Cures poison and disease
Heals 1d4 HP
Removes intoxication from alcohol-based potions
~
@26     = ~Alchemy: Concoctions~
@27     = ~
Given the right ingredients, an Alchemist can concoct any manner of potions and brews. The Alchemist can buy pure ingredients, or simply recycle them from previous concoctions. The process is similar to purchasing goods at a store, but the Alchemist can manage ingredients much more efficiently, making his or her concoctions much less expensive than a conventional apothecary's.

More experienced Alchemists can brew a broader variety of potions and manufacture stronger explosives. There is no limit on how many potions and grenades an Alchemist can create, provided he or she has the resources to make them.~
@28     = ~War Engine, Grade 1~
@29     = ~
Any Alchemist who fabricates this massive device is waging a war. With separate chambers for gaseous and liquid reagents and a well-crafted system of pumps to expedite the process, this device, when finally triggered, will produce a bloom of fire to rival the sun.

STATISTICS:

Everyone within a 30' radius is enveloped by the fire, suffering 20d6 fire damage with a save vs. breath at -4 for half damage. The force of the explosion knocks unconscious any creature who fails its save vs. breath.

The construction of this device is a monumental undertaking, immensely draining to the Alchemist both financially and personally. Aside from the cost in gold, the Alchemist invests 10,000 XP in the project, and the War Engine's components are so rare and so costly that the Alchemist could scour an entire region and only scrape together enough resources to build a few such devices.

Only an Alchemist of exceptional talent and preparation can properly use the device. Whether through magical modification or inherent ability, the Alchemist must possess 18 Intelligence to activate the device, which requires a full round of action to complete.

A War Engine can only be used once; nothing can be reused or recycled. When the smoke clears, there will be nothing left of the Alchemist's masterpiece but a glowing pool of molten glass and metal.
~
@30     = ~Electric Gel~
@31     = ~
This pale bluish gel emits a strange hum in its tightly-sealed brass container. When applied to a weapon, the gel triggers a painful electric discharge on contact, dealing 1d6 damage to the target and stunning it on a failed save vs. spell. The gel will lose its potency after 2 rounds of exposure to the air.

STATISTICS:

1d6 electrical damage on hit
Stun for 1 round on hit, save vs. spell negates
Duration: 2 rounds~
@32     = ~Radiant Philter~
@33     = ~
A viscous liquid shimmers inside this slender bottle. Brewed in a wax jar and leached through strips of magical parchment, this mixture of saltpeter, olive oil, chopped lizards, lye, mint leaves, and cinnamon can shield the user's skin from hostile energies.

By pouring the vial onto one's arm and speaking the command word, the user spreads a radiant prismatic liquid across his or her body, granting 25% resistance to fire, cold, acid, electricity, and magic damage. The liquid is enchanted to cling to the user's skin, but the effect will wear off after 20 rounds.

Alchemical Genius: An Alchemist receives double the normal benefits of this potion, gaining 50% resistance to energy damage.

STATISTICS:

25% resistance to fire, cold, acid, electricity, and magic damage
Duration: 20 rounds~
@34     = ~Black Mania~
@35     = ~
Not all of the Alchemist's brews are exactly medical. Some Alchemists turn their talents to producing narcotics, and make their living by peddling addictive poisons to the idle and restless.

This, however, is a more practical application of a narcotic blend. By heavily diluting the mixture and tweaking the recipe, the Alchemist can produce an energizing oil with only mildly addictive effects. Whoever drinks this oil finds it impossible to stand still, and their movements become violent and erratic.

In combat, Black Mania makes the user quick and unpredictable, doubling their attack and movement rates and granting +3 to save vs. breath and speed factor, as well as +2 to AC. But the mental effects are severe, penalizing THAC0, spellcasting speed, and save vs. spell by -2, and the user's shaking hands make it difficult to handle precise tasks, imposing a -2 penalty to missile weapon THAC0 and a -10% penalty to thieving skills.

The high is short-lived, however, and the effects will wear off after 3 rounds, leaving the user disappointed but thankfully not too thirsty for more.

Alchemical Genius: An Alchemist does not suffer any penalty to his or her save vs. spell when using this potion.

STATISTICS:

Double movement
Double attacks per round
+2 AC
+3 save vs. breath
+3 speed factor
-2 THAC0
-2 missile weapon THAC0
-10% to all thief skills
-2 spellcasting speed
-2 save vs. spell
Duration: 3 rounds~
@36     = ~Enchanted Silver~
@37     = ~
By melting a few pieces of cinnabar and pouring the resulting metal in a pewter bowl, an Alchemist can imbue several lumps of silver with a freezing aura. A warm thought will shield the user's hand from the cold, allowing him or her to throw 2 pieces of silver per round at +2 THAC0. The silver itself only deals 1d2 crushing damage, but the freezing aura will inflict 1d4 cold damage, with a 10% chance of dealing 1d10 instead.

The silver is blackened somewhat and the cinnabar is lost when the ball is thrown, but most of the silver remains intact, allowing the Alchemist to pick up the pieces, melt them down to remove the black rust, and save the metal for future use. Alchemists who don't recycle quickly go broke.

STATISTICS:

+2 THAC0
1d2 crushing damage, 1d4 cold damage (10% chance 1d10)
+1 attack per round
~
@38     = ~Bottle of Sludge~
@39     = ~
Concocting potions always leaves waste products, and not all can be recycled efficiently. Fortunately, an Alchemist with a mean streak can weaponize these chemicals. The process is as simple as filling a dirty bottle with an acidic solution and adding whatever waste the Alchemist happens to have on hand. The effects are weak and random because the toxins are not properly concentrated, but a bottle of sludge is a cheap way to make a weapon, and the glass can be easily recycled.

STATISTICS:

The bottle must be thrown against its target (with a +2 to hit), dealing 1d4 crushing or slashing damage from the broken glass. The acid splashes across the victim, dealing 2d4 damage with a save vs. breath for half damage and opening up the victim's skin, allowing the sludge to sink into the bloodstream. Since alchemical waste can consist of many different toxic substances, the effects vary, but all effects last for 6 seconds.

STATISTICS:

+2 THAC0
1d4 crushing/slashing damage
2d4 acid damage, save vs. breath for half
25% chance of inflicting 15% spell failure on a failed save vs. spell
25% chance of slowing the target on a failed save vs. polymorph
25% chance of poisoning the target on a failed save vs. death, dealing 3 damage over 6 seconds
25% chance of lowering the target's Strength by 1
~
@40     = ~Bonemeal Eyedrops~
@41     = ~
With a pinch of bonemeal, tomato or carrot juice, distilled water, a few drops of the user's own blood, and an eyeball from a bird of prey, an Alchemist can create a reddish solution capable of improving the user's eyesight. Aside from a light burning sensation, the user will suddenly find the world vastly more detailed, and they may even detect a subtle flicker betraying the presence of illusory magicks.

All classes will receive a +1 bonus to THAC0, as well as an additional +2 to missile weapon THAC0, +1 to damage with ranged attacks, and +2 to saves against illusion spells. Thieves, monks, and Shamans will also receive +10% to their Detect Traps and Detect Illusions skills. Finally, the potion will grant immunity to blindness. The eyedrops burn slightly, and so the user will gradually cry away the fluid, losing its benefits after 4 hours have passed.

The most potent effect, however, is much more short-lived. For 5 rounds after administering the drops, the user will be able to see through hostile illusions. Any foe hiding behind an illusory veil must save vs. spell or find themselves suddenly revealed.

Repeated use is dangerous, as every dose of the eyedrops has a 1% chance of permanently blinding the user after the 4 hours is over. A simple Cure Disease spell, or a normal healing potion from the Alchemist who created the eyedrops (Rainwater Brew, Sour Draft, Sweet Elixir, or Bitter Tonic), will be enough to restore the user's eyesight, though only an Alchemist's potion will allow the user to benefit from the eyedrops again.

Alchemical Genius: An Alchemist will never be blinded by these eyedrops.

STATISTICS:

+1 melee THAC0
+3 missile THAC0
+1 missile damage
+2 to save vs. illusion spells
+10% Detect Traps and Detect Illusions
Immunity to blindness
Duration: 4 hours
1% chance permanent blindness~
@42     = ~Smoke Bomb~
@43     = ~
Anyone can start a fire and produce a small cloud of smoke, but creating a burst of smoke in one swift movement takes some art. By collecting typical campfire smoke in a special container and pressurizing the contents, an Alchemist can design a small canister of concentrated smoke that will quickly create an obscuring cloud when broken, hiding the user for 1d4+3 seconds depending on air currents and other factors.

The smoke itself may be cheap, but creating and destroying a complex pressurized device like a Smoke Bomb is a more expensive process. Most Alchemists nevertheless keep at least a few of these canisters on hand, in case they need to escape from prowling monsters, ambushing thieves, or unsatisfied customers.

STATISTICS:

Invisibility for 1d4+3 seconds~
@44     = ~Bitter Tonic~
@45     = ~
Finding ingredients for potions can be a risky enterprise. Often, the most critical ingredients can only be found in toxic swamps and the bellies of hostile monsters. Alchemists must take measures to protect themselves from these hostile environments.

This potion is a highly concentrated reddish mixture made from roots, clay, crushed pearls and oyster shells, blood, alcohol, a small blob of raw sewage, and the liver of a freshly dead humanoid (dwarves, of course, are best). The Alchemist must know in advance what kind of toxins he or she is expecting, and therefore has to choose which kinds of blood to include in the mixture, whether mole, elf, dragon, beetle, or shark.

After intensive distilling and processing, the Alchemist produces a pale red solution capable of empowering the drinker's constitution and resilience. Bitter Tonic grants the drinker the ability to shrug off otherwise life-threatening poisons, diseases, and other ailments, improving his or her save vs. death and polymorph by 3 and providing an extra 5 hit points. These effects wear off after 30 rounds, but the drinker will still retain a bonus +1 to Constitution for 8 hours.

Alchemical Genius: An Alchemist using this tonic will receive an extra 5 hit points from this tonic.

STATISTICS:

+3 save vs. death
+3 save vs. polymorph
+5 HP
Duration: 30 rounds
+1 Constitution
Duration: 8 hours~
@46     = ~Brine Solution~
@47     = ~
Alchemy is just as demanding on the mind as it is on the body, and a wise Alchemist will take care of both. Often used in small doses to improve concentration during experiments, this solution will help the user focus on any task, no matter how large or small.

The Alchemist must take brain matter from an intelligent creature and process it into a drinkable solution. This usually entails harvesting a dolphin's brain and mixing it with whale oil and brine using an emulsifying agent (common soap will suffice) and adding quicksilver and greenstone as catalysts, with a pellet of transmuted quartz sealed in a thin layer of wax to neutralize the toxic quicksilver. Other brain types require different ingredients; sometimes the Alchemist must get creative.

Most of the brain's latent power goes to waste, since the workings of the mind are still poorly understood and the method behind this concoction is fairly crude. The brine still has subtle power, however, and banishes all distractions from the user's mind, both mundane and magical.

The user gains a +2 bonus to Intelligence, Wisdom, and saves vs. spell and wand for 50 rounds. With concentrated thought, the user can unlock more power from the potion: on a successful save vs. spell, he or she also gains +1 to luck, critical hit rolls, and caster level for 5 rounds.

Alchemical Genius: An Alchemist is especially accustomed to the effects of this potion, and gets an additional +1 to Intelligence and save vs. spell when using it.

STATISTICS:

+2 save vs. spell
+2 save vs. wand
+2 Intelligence
+2 Wisdom
Duration: 50 rounds

On a successful save vs. spell:
+1 luck
+1 critical hit rolls
+1 caster level
Duration: 5 rounds
~
@48     = ~Fine Perfume~
@49     = ~
An Alchemist's life is filled with arcane research, aggressive peddling, and the bloody aftermath of violent explosions. Drama, danger, discovery, and most importantly, the ceaseless and soulless pursuit of profit.

But sometimes it's just nice to smell pretty. Whether made from flowers, fruits, resins, leaves, bark, wood, honeycombs, ambergris, or any number of other things, a bit of fine perfume will make you smell quite nice. And who wouldn't want that?

With the right dosage, an Alchemist's perfume can make the wearer much more appealing in social situations, improving their Charisma by 1 point for 12 hours. The messy business of concocting potions, however, will erase the effects of any perfume from an Alchemist.

Alchemical Genius: An Alchemist knows just how much perfume to apply, and so the smell is never too strong. This gives the Alchemist an extra +1 to Charisma.

STATISTICS

+1 Charisma
Duration: 12 hours~
@50     = ~Pressurized Gas~
@51     = ~
A bottle of sludge is not the only way to weaponize alchemical waste. The Alchemist can also trap gaseous waste in a pressurized bottle, much like a Smoke Bomb. This bottle is more complex, however, and requires more resources to make sure the resulting cloud spreads far and wide. Any breathing creature who is caught in the cloud is confronted with a nauseating stench that sinks deep into their nostrils and sticks in the back of their throat.

The cloud lasts for 4 rounds before dissipating. Anyone in the area of effect must make a successful save vs. death or suffer 1 poison damage per second for 1 round, as well as spasms of retching that cause a -2 THAC0 penalty and -1 to casting time. The penalties from nausea do not stack, but the poison damage is cumulative.
~
@52     = ~Blizzard Wand~
@53     = ~
A chromium plating over a steel tube forms the body of this shimmering wand. A pale blue mists surrounds the metal, giving it a distinctive sheen. By packing the wand with salt and a few shards of ice encased in wax, the Alchemist can devise an alchemical wand capable of producing a blast of freezing air, dealing 6d4 damage with a save vs. wands for half. The blast is especially hostile to living targets, as the brutal cold slows their movements for 2 rounds on a failed save.~
@54     = ~War Engine, Grade 2~
@55     = ~
Any Alchemist who fabricates this massive device is waging a war. With separate chambers for gaseous and liquid reagents and a well-crafted system of pumps to expedite the process, this device, when finally triggered, will produce a bloom of fire to rival the sun.

STATISTICS:

Everyone within a 30' radius is enveloped by the fire, suffering 30d6 fire damage with a save vs. breath at -5 for half damage. Even creatures normally immune to fire cannot fully resist the blast, as their fire resistance will only work at 75% its normal value. The force of the explosion knocks unconscious any creature who fails its save vs. breath.

The construction of this device is a monumental undertaking, immensely draining to the Alchemist both financially and personally. Aside from the cost in gold, the Alchemist invests 20,000 XP in the project, and the War Engine's components are so rare and so costly that the Alchemist could scour an entire region and only scrape together enough resources to build a few such devices.

Only an Alchemist of exceptional talent and preparation can properly use the device. Whether through magical modification or inherent ability, the Alchemist must possess 18 Intelligence to activate the device, which requires a full round of action to complete.

A War Engine can only be used once; nothing can be reused or recycled. When the smoke clears, there will be nothing left of the Alchemist's masterpiece but a glowing pool of molten glass and metal.
~
@56     = ~War Engine, Grade 3~
@57     = ~
Any Alchemist who fabricates this massive device is waging a war. With separate chambers for gaseous and liquid reagents and a well-crafted system of pumps to expedite the process, this device, when finally triggered, will produce a bloom of fire to rival the sun.

STATISTICS:

Everyone within a 30' radius is enveloped by the fire, suffering 50d6 fire damage with a save vs. breath at -6 for half damage. Even creatures normally immune to fire cannot fully resist the blast, as their fire resistance will only work at 50% its normal value. The force of the explosion knocks unconscious any creature who fails its save vs. breath.

The construction of this device is a monumental undertaking, immensely draining to the Alchemist both financially and personally. Aside from the cost in gold, the Alchemist invests 50,000 XP in the project, and the War Engine's components are so rare and so costly that the Alchemist could scour an entire region and only scrape together enough resources to build a few such devices.

Only an Alchemist of exceptional talent and preparation can properly use the device. Whether through magical modification or inherent ability, the Alchemist must possess 18 Intelligence to activate the device, which requires a full round of action to complete.

A War Engine can only be used once; nothing can be reused or recycled. When the smoke clears, there will be nothing left of the Alchemist's masterpiece but a glowing pool of molten glass and metal.
~
@58     = ~War Engine, Grade 4~
@59     = ~
Any Alchemist who fabricates this massive device is waging a war. With separate chambers for gaseous and liquid reagents and a well-crafted system of pumps to expedite the process, this device, when finally triggered, will produce a bloom of fire to rival the sun.

STATISTICS:

Everyone within a 30' radius is enveloped by the fire, suffering 100d6 fire damage with a save vs. breath at -7 for half damage. Even creatures normally immune to fire cannot fully resist the blast, as their fire resistance will only work at 25% its normal value. The force of the explosion knocks unconscious any creature who fails its save vs. breath.

The construction of this device is a monumental undertaking, immensely draining to the Alchemist both financially and personally. Aside from the cost in gold, the Alchemist invests 100,000 XP in the project, and the War Engine's components are so rare and so costly that the Alchemist could scour an entire region and only scrape together enough resources to build a few such devices.

Only an Alchemist of exceptional talent and preparation can properly use the device. Whether through magical modification or inherent ability, the Alchemist must possess 18 Intelligence to activate the device, which requires a full round of action to complete.

A War Engine can only be used once; nothing can be reused or recycled. When the smoke clears, there will be nothing left of the Alchemist's masterpiece but a glowing pool of molten glass and metal.
~
@60     = ~Burning Oil~
@61     = ~
Simple to make but expensive to produce, this mixture of blackpowder and highly refined oil and gas will ignite when it breaks against a target. As soon as the bottle hits the ground, a small capsule of pure sodium and another capsule of water will break open. The sodium catches fire on contact with the water, setting the rest of the mixture alight.

A weak grenade inside the bottle then causes the flaming oil to expand rapidly, spreading the flame across all creatures within a 30 foot radius. Anyone caught inside the burst will suffer 4d6 points of damage with a save vs. breath for half.~
@62     = ~Musk Wine~
@63     = ~
Brewed from fermented plums and the musk of several animals (cattle, oxen, horses, donkeys, and buffalo, depending on the region), this strong wine has a peculiar noxious scent despite its sweet taste. Taken with a bit of Ankheg acid and some lime (the base, not the fruit) to neutralize the acid, this potion grants the drinker +3 to Strength and movement rate for 8 hours. Alchemists often use this potion when crossing through especially dangerous areas, both to fight off hostile creatures and to escape the area as quickly as possible.

Alchemical Genius: An Alchemist gains an additional +2 to Strength and movement rate when using this wine.

STATISTICS:

+3 Strength
+3 movement rate
Duration: 8 hours
~
@64     = ~Lime Juice~
@65     = ~
Most mages would consider Alchemists to be kindred spirits in their pursuit of the arcane, but research brings progress, progress commands respect, and sometimes respect devolves into envy, resentment, and finally enmity. A successful Alchemist may earn powerful enemies through no fault of their own. Perhaps the Alchemist's colleagues are jealous, or perhaps it's because the wandering Alchemist happened to sell a poison that somehow ended up on a certain dagger when a local political figure, by complete coincidence, happened to be assassinated.

Baseless accusations aside, an Alchemist must protect him or herself from other masters of the Art. This potion, a tart mix of lime juice, scorpion venom, peppers, and a few drops of dwarf or gnome blood, will grant the drinker 15% magic resistance for 10 rounds, evening the odds against spellcasting foes.

Alchemical Genius: The Alchemist can squeeze an extra 5% magic resistance from this bubbling concoction.

STATISTICS:
+15% magic resistance
Duration: 10 rounds~
@66     = ~Vial of Scales~
@67     = ~
Alchemists generally eschew tavern brawls, but potions like these are essential when traveling in hostile climes. Composed of powdered rust, beetle shells, bonemeal, and oak bark, this alcohol-based mixture conjures a barrier of jagged metal scales over the user's skin. For 20 rounds, the drinker gains +3 AC and can negate the first 1d3 attacks that come his or her way, much like the Stoneskin spell, frustrating an adversary's attempts to do the user harm.

Alchemical Genius: Alchemists can tweak the recipe to make it more effective on their own person, making the scales grant an additional +1 to AC for the vial's creator.

STATISTICS:

+3 AC
1d3 stoneskins
Duration: 20 rounds~
@68     = ~War Engine, Grade 5~
@69     = ~
Any Alchemist who fabricates this massive device is waging a war. With separate chambers for gaseous and liquid reagents and a well-crafted system of pumps to expedite the process, this device, when finally triggered, will produce a bloom of fire to rival the sun.

STATISTICS:

Everyone within a 30' radius is enveloped by the fire, suffering 150d6 fire damage with a save vs. breath at -10 for half damage. Fire resistance grants no protection from the blast. The force of the explosion knocks unconscious any creature who fails its save vs. breath.

The construction of this device is a monumental undertaking, immensely draining to the Alchemist both financially and personally. Aside from the cost in gold, the Alchemist invests 1,000,000 XP in the project, and the War Engine's components are so rare and so costly that the Alchemist could scour an entire region and only scrape together enough resources to build a few such devices.

Only an Alchemist of exceptional talent and preparation can properly use the device. Whether through magical modification or inherent ability, the Alchemist must possess 18 Intelligence to activate the device, which requires a full round of action to complete.

A War Engine can only be used once; nothing can be reused or recycled. When the smoke clears, there will be nothing left of the Alchemist's masterpiece but a glowing pool of molten glass and metal.
~

@70     = ~Refined Ectoplasm~
@71     = ~
Graveyard dust, rainwater, mashed blackbirds or nightcrawlers, and the dried blood of a small child are only the first ingredients an Alchemist will need to brew this bitter, earthy potion. To complete the brew, the Alchemist must extract the ectoplasm from a ghost or specter, whether by killing a wandering spirit or scraping the material from the throat of a medium, necromancer, or diviner contacting the dead. Left out at night over the course of 1-7 days (depending on the available moonlight), this potion will put the drinker in a spectral state, granting the powers and immunities one might expect of a ghost or spirit.

The drinker will gain 15% magic resistance, 40% cold resistance, and immunity to poison and disease. Nonmagical weapons will pass right through the drinker's body, which turns translucent for the next 10 rounds. For the next 2 rounds, the drinker cannot have his or her ability scores either boosted or drained, and if the user makes a save vs. death at -5, he or she also cannot die from damage for the next 12 seconds. Further, for the next 5 rounds, the drinker will be treated as an undead creature, becoming immune to the effects of spells such as Hold Person but vulnerable to effects such as a cleric's Turn Undead ability. Since the user's brain remains unaffected, there are some immunities the user will not gain. The transformation is very draining, however, and the drinker will suffer 2d6 damage and a -5 penalty to his or her save vs. death with every drink.

Alchemical Genius: The Alchemist suffers no damage when drinking this potion and only suffers a -4 penalty to save vs. death.

STATISTICS:

+15% magic resistance
+40% cold resistance
Immunity to poison and disease
Immunity to nonmagical weapons
-5 save vs. death (cumulative)
2d6 magic damage
Duration: 10 rounds

User's type is changed to undead
Duration: 5 rounds

User is immune to ability score changes
Duration: 2 rounds

On a successful save vs. death at -5:
User cannot drop below 1 HP
Duration: 2 rounds
~
@96     = ~Haunted Ether~
@97     = ~
Both complex engineering and mystical study are necessary to create this bottle of enchanted gas. The Alchemist must first invest in a fractional distillation column to collect the necessary gas from the atmosphere. Once the gas is collected, it must be infused with one or more hostile spirits. Reciting blasphemies in a graveyard is sufficient if the Alchemist is well-versed in Abyssal or is familiar with the teachings of the most popular deity among the dead; otherwise the Alchemist must resort to graverobbing, and conduct various illegal and unpleasant rituals with exhumed corpses.

If the Alchemist successfully enrages the local spirits, he or she may bind them to the collected gas. Delivering repeated electrical charges to the imprisoned spirits will gradually disorient them, allowing the bottle to be thrown just like a grenade. When the bottle shatters, the spirits will lash out at the closest living creatures they can find, dealing 4d12 magic damage with a save vs. death for half and inflicting fear on any victim who fails a save vs. spell. Victims who fail a save vs. wand at -2 are also shaken by the spirits' attack, suffering a -1 penalty to all of their saving throws for 5 rounds.

STATISTICS:

4d12 magic damage
-1 penalty to all saving throws for 5 rounds, save vs. wand at -2 negates
Fear for 5 rounds, save vs. spell negates
~
@72     = ~Elf Tendon Wand~
@73     = ~
Alchemists do not normally specialize in wand lore, but a bit of experimentation and creativity can prove very rewarding--provided that the Alchemist isn't shy about using unorthodox methods. This greasy, squishy, and twitchy wand, composed primarily of leg tendons from elves and half-elves, is an excellent example.

Drenching the tendons in pig blood, sewing them together with copper wire, and delivering a slight electric charge will keep the wand stiff while the Alchemist adds necromantic enchantments to the flesh. After a series of careful massages and remarkably vivid nightmares over the next couple of days, the Alchemist creates a wand that can deliver a bolt of necromantic energy to any living target. The bolt leeches from the target, healing the user and sapping the target's strength on a failed save vs. wand at -3. The loss of energy can also briefly paralyze or even kill weaker targets.

STATISTICS:

7d4 poison damage, save vs. breath for half (HP transferred to caster)
-1 Strength, Dexterity, and Constitution for 5 rounds, save vs. wand at -3 negates
Paralysis for 6 seconds, save vs. polymorph negates
Death, save vs. death at +6 negates
~
@74     = ~Murky Liquor~
@75     = ~
With the right ingredients, a skilled Alchemist can alter the very nature of a living being. By dissolving rock salt and frog juice in an alcohol-based solution and adding the remains of a deer or antelope digested in a crocodile's stomach, the Alchemist can concoct a smoky potion that transmutes the drinker's body into a semi-liquid state.

The drinker retains all of their normal functions, but the liquid state cushions the impact of enemy attacks and ruins any attempts to transmute or disintegrate the drinker's body. This grants the drinker a +15% resistance to all physical damage, but the danger of freezing imposes a -50% weakness to cold damage.

Alchemical Genius: Alchemists can retain a more resilient and saltier liquid state, gaining an additional +10% physical damage resistance and only suffering -25% to their cold resistance.

STATISTICS:

+15% resistance to crushing, slashing, piercing, and missile damage
-50% resistance to cold damage
Immunity to petrification, disintegration, and hostile polymorph effects
Duration: 10 rounds
~
@76     = ~Blood Nectar~
@77     = ~
Contrary to what one might expect from a potion called "Blood Nectar," this deep red, blood-flavored concoction does not, in fact, contain any nectar. It is primarily blood.

Sweetened with honey and apple juice and brewed with ginseng and hummingbird feathers, this potion grants the drinker a sudden burst of energy, banishing all trace of level drain and fatigue and temporarily empowering his or her attacks, increasing attack rolls by +2 and making all weapons strike as if they were of +3 enchantment. If the drinker makes a successful save vs. death, he or she also gains an extra 1/2 attack per round. The energy even transfers to the drinker's spells, which are cast at 3 levels higher than would normally be possible. Finally, the energy rush adds an extra few inches to every stride, granting a +4 bonus to movement rate.

Alchemical Genius: An Alchemist has stronger control over the Blood Nectar's energy, and gains an extra +1 bonus to casting time from this potion.

STATISTICS:

+3 caster level
+2 THAC0
+4 movement rate
Cures level drain and fatigue
Duration: 10 rounds

+2 saving throws
All weapons strike as +3
Duration: 5 rounds

On a successful save vs. death:
+1/2 attack per round
Duration: 10 rounds
~
@78     = ~Purified Ichor~
@79     = ~
Ichor can come from many sources, but the most convenient source is the bloodstream of a Bhaalspawn. In its unaltered state, the blood is little different from any other--extracting its true power is a complex process.

First, the Alchemist must conduct research into the parent deity and design a ritual to activate the hidden potential of the ichor. From there, the essence must be filtered out by leeching the blood with mummy wrappings, distillation, and precipitation in a centrifuge, producing a sweet-smelling golden liquid... or, in the case of ichor from evil deities, a foul mixture of grease and coarse dust.

Consuming the resulting substance is usually fatal; the purified ichor must be diluted and adapted to the user's system to have any positive effect. The exact method depends on the user, and requires intensive research and testing to discover. If the user is lucky, the method might be as harmless as crushing up some pearls and mixing the ichor with pumpkin juice and butter to produce an odd-flavored but perfectly drinkable potion.

If the user is unlucky, administering the dose might require vivisection.

Regardless of the method, the final result is a violent twisting of the digestive tract and the spread of the ichor through the user's body. The process is immensely painful and draining, permanently lowering the user's Constitution by 1 and dealing 10d10 poison damage with a save vs. death at -4 for half damage. If the user survives the process, he or she gains +1 to Strength, Dexterity, Intelligence, Wisdom, and Charisma as the divine ichor suffuses their system.

If the user dies in the process, he or she may try again after being resurrected, but once the attempt is successful, further doses will have no affected on the imbued character.

Alchemical Genius: An Alchemist may tweak the recipe to ease the burden on their system, negating the Constitution penalty and resisting the damage entirely.

STATISTICS:

+1 Strength, Dexterity, Intelligence, Wisdom, and Charisma
-1 Constitution
Duration: Permanent
~
@80     = ~Plasma~
@81     = ~
A crackling blue gas buzzes inside this small glass container. By collecting energy from various sources and transferring the latent power to an inert gas, the Alchemist can create a safe and useful form of plasma.

The user must open the bottle and inhale deeply, holding the gas in their lungs until the plasma is absorbed into the bloodstream. The plasma adds a special boost to every strike the user makes in combat, granting a +15% bonus to all physical damage dealt and inflicting 1d8+1 additional magic damage with every hit with a melee weapon, or 2d8+2 damage with every unarmed attack. The plasma quickly dissipates, however, and the effects will vanish within 5 rounds.

Alchemical Genius: Alchemists can use the plasma to hasten their movements, granting an additional attack per round for the duration.

STATISTICS:

+15% physical damage dealt
1d8+1 magic damage on hit (2d8+2 for unarmed attacks)
Duration: 5 rounds
~
@82     = ~UNUSED Bog Vapor~
@83     = ~UNUSED
STATISTICS:

Drain 1 level for 5 rounds on a failed save vs. death
50% chance of petrifying weaker creatures on a failed save vs. polymorph:
  Level 1-4: save at -5
  Level 5-8: save at 0
  Level 9-12: save at +5
  Level 13+: immune
~
@84     = ~Bog Vapor~
@85     = ~
A blend of eldritch magic and noxious gases, this bottle of smoky greenish vapor is dense with enchantments. The gas itself is nothing but simple air and water extracted from a bog, but the enchantments are more complex. The bottle is lined with residue from slain Will o' Wisps and toxic mushrooms, and the gas imbued with the souls of fallen treants.

The wielder may throw the bottle much like a grenade. Any living creature unfortunate enough to breathe in the fumes will suffer a -2 penalty to saving throws and -20% to magic resistance as the enchantment seeps into their system, rendering them vulnerable to hostile spells. The effect is short-lived, however, and will wear off after a single round.

STATISTICS:

-2 to all saving throws
-20% magic resistance
Duration: 1 round
~
@86     = ~Fairy Oil~
@87     = ~
Fey creatures are tricky to find and harder to catch, but an Alchemist who manages to capture enough of them can steal those powers, if only for a short time. The liquid itself is nothing more than peat and crushed buttercups mixed with olive oil, but if the Alchemist can convince a group of fairies to bestow the oil with their magic--or if the Alchemist mixes the oil with the fairies' blood and powdered bones--this potion will enshroud the drinker with a small cloud of illusory magic, which creates up to 3 mirror images of the drinker every round. This potion also grants a persistent phasing effect, which will cause the drinker to constantly teleport to his or her foes (whether the drinker wants to or not!). The magic addles the user's mind, however, and there is a 10% chance every round that the user will go catatonic for 2 rounds on a failed save vs. spell at -10.

Alchemical Genius: The Alchemist can will the illusory magicks to hide him or her entirely, rendering the Alchemist invisible per the Improved Invisibility spell.

STATISTICS:

1d3 Mirror Images per round
Drinker will teleport to nearby enemies
Duration: 10 rounds
10% chance each round of going catatonic on a failed save vs. spell at -10
Duration: 2 rounds
~
@88     = ~Magnetic Fluid~
@89     = ~
Despite its viscous nature, this fluid is actually an alloy of chromium and iron, kept in its liquid form by powerful transmutations. By heating and cooling the alloy in the presence of magnets and using a magical fire to burn other rare metals in its presence, the Alchemist can add a powerful magnetic field to the liquid alloy which only activates when the fluid is drunk.

The magnetic field is incredibly dangerous to the drinker, as it pulls weapons directly to the drinker's body, imposing a -4 penalty to AC against melee weapons and -6 AC against missile weapons. The drinker's own weapons, likewise, are pulled close to his or her body, forcing the drinker to make all melee attacks at a -4 penalty, and all ranged attacks at a -6 penalty. These penalties also apply to the drinker's weapon damage. The magnetism also decreases the user's electrical resistance, if any, to half its normal value.

However, the drinker can will this magnetic field to produce a violent backlash against his or her attackers. This backlash inflicts 1d4 damage per level and also knocks back and stuns the opponent for 1 round. A successful save vs. spell can negate the stun effect and a save vs. breath can halve the damage and negate the knockback. The backlash harms the user as well, dealing 1d2 electrical damage per level and stunning the user on a failed save vs. spell. The magnetic field only possesses so much power, however, and there is a 10% chance that the fluid's effects will dissipate after every hit the drinker suffers. Thus, the fluid will produce about 10 backlashes on average before the magnetic field vanishes. After 10 rounds, the field will fade away regardless of how many times the drinker is struck.

Since Beastmasters and Monks eschew nearly all metal equipment and devices, they do not suffer any THAC0 or damage penalties when using their normal weapons. They also only suffer only half the normal AC penalties and their electrical resistance is only reduced to 65% of its normal value, instead of 50%.

Alchemical Genius: The Alchemist has greater control of the magnetic field, and has only a 5% chance of losing its effects when struck. In addition, the Alchemist suffers the same decreased penalties as a Beastmaster or Monk.

STATISTICS:

Magnetic Backlash: Attackers suffer 1d4 damage per level of the drinker and are knocked back and stunned for 1 round on a failed save vs. spell. The user suffers 1d2 electrical damage per level and is stunned for 1 round on a failed save vs. spell.
Electrical resistance reduced to half its normal value
-4 melee THAC0 and damage, -6 missile THAC0 and damage
-4 AC against melee weapons, -6 AC against missile weapons
Duration: 10 rounds
~
@90     = ~Burning Syrup~
@91     = ~
This thick reddish syrup, composed of the nectar and sap of several flowers and trees, burns with anti-magic energy. By pouring the syrup over a magical item and then destroying it, the Alchemist may infuse the syrup with disruptive forces. This may require destroying multiple magical items depending on their power.

When drunk, the syrup creates a fiery anti-magic field around the user's body. The field blocks hostile magic, dealing 2d4 fire damage to nearby enemies and granting +25% resistance to magic, cold damage, and magic damage. The field also interferes with the user's own spells, if any, increasing spell failure (both arcane and divine) by 15% and dispelling all dispellable effects currently on the drinker, no matter their level. The field continues to dispel magical effects on the drinker every round for the next 5 rounds.

The anti-magic field doesn't stray far from the drinker's body, but it is wide enough to affect the drinker's melee attacks. Every successful melee hit the drinker manages to land with dispel all dispellable effects on his or her target on a failed save vs. spell.

Those who wish to use this syrup to even the odds against hostile spellcasters should exercise caution, however. The anti-magic field only lasts for 5 rounds, and when it finally dissipates, the drinker will be bereft of his or her defenses, and cannot benefit from another dose of the syrup for another 5 rounds afterwards.

Alchemical Genius: Alchemists are more familiar with the syrup's anti-magic properties and suffer no spell failure. In addition, Alchemists gain an extra 10% magic resistance from the syrup.

STATISTICS:

Dispels all dispellable effects on the drinker
Dispel Magic on melee hits, save vs. spell negates
+25% resistance to magic, cold, and magic damage
Deals 2d4 fire damage to close melee attackers
+15% spell failure
Duration: 5 rounds
~
@92     = ~Snake Lymph~
@93     = ~
Yuan-ti alchemists use a special blend of venom and assorted herbs to transform humanoid captives into histachii slaves. The process is irreversible and destroys the victim's mind, but it grants them unusual powers that make them helpful servants for their Yuan-ti masters.

Humanoid Alchemists unfortunately lack the same resources as their Yuan-ti counterparts, but an inability to create mindless slaves does not mean Yuan-ti alchemy has nothing else to offer. An Alchemist may concoct a special version of the histachii brew from Yuan-ti lymph and mandrake root that will grant the drinker a few limited powers at the cost of some minor brain damage.

Drinking the snake lymph brew will bestow incredible reflexes and coordination on the drinker, increasing his or her Dexterity by 1 point. The changes to the drinker's biology also grant +1 to all saving throws and an additional +1 to saves against Enchantment, Necromancy, and Transmutation spells. The toxins in the snake lymph will sicken the drinker, however, permanently lowering his or her maximum HP by 10, and the transformation will reduce Intelligence by 1 point.

Alchemical Genius: The Alchemist may tweak this potion to match their unique chemistry, allowing him or her to avoid suffering any penalty to their maximum HP.

STATISTICS:

+1 to all saving throws
+1 to saves against Enchantment, Necromancy, and Transmutation spells
+1 Dexterity
-1 Intelligence
-10 HP
Duration: Permanent
~
@94     = ~Vampire Milk~
@95     = ~
Brewing healing potions is an Alchemist's primary responsibility, but without divine magic to aid them, they cannot channel positive energy directly. Instead, they must learn to control negative energy.

This freezing bottle of bluish liquid is a mix of flour, blueberries, fine cheeses, and the breast milk of a slain vampire, wight, or bodak. Partly fermented and treated with lime and salt, this potion becomes a bitter fluid indistinguishable from paint. The concoction is extremely toxic when drunk normally, so the would-be drinker must build up a tolerance by taking small sips of the milk over the course of several days. Violent seizures, fits of vomiting, and terrifying hallucinations are typical side effects of the process.

Once the user adjusts to the toxins, however, he or she may use the negative energy in the vampire milk to close their wounds, healing 6d10 hit points with every bottle. The drinker can also channel the negative energy into their movements, gaining +1 to Stength, Dexterity, and saving throws and +3 to their movement rate. The vampire milk can even allow the drinker to take on a partial mist form, freeing them from physical impediments and granting +1 to saving throws. Finally, the negative energy extends to the drinker's melee attacks, which deal 2d6 magic damage to the target and heal the drinker in turn. If the victim fails its save vs. death, it will also lose 1 level for 5 rounds.

Alchemical Genius: Alchemists have greater control over the negative energy in this potion, allowing them to shrug off the effects of level drain as long as the potion lasts. Their melee attacks also drain twice as many levels and hit points from their opponents.

STATISTICS:

Heals 6d10 HP
Drain 1 level on melee attacks for 5 rounds, save vs. death negates
Drain 2d6 HP on melee attacks, save vs. death for half
+1 to saving throws
+1 Strength
+1 Dexterity
Free Action
+3 movement rate
Duration: 5 rounds
~

@101     = ~UNUSED Fire Wand~
@102     = ~UNUSED
STATISTICS:

2d6 fire damage, save vs. breath for half
Strikes twice
Can target two creatures at once
~
@98     = ~Moldy Poultice~
@99     = ~
Not all of the Alchemist's more advanced concoctions are disgusting or disturbing. This poultice is a small jar of very fertile soil topped with a lush green moss. The Alchemist must take special care when cultivating this moss, constantly making sure it has just the right amount of water and nutrients to thrive. Singing lullabies, burning incense, and paying compliments to the moss are all critical parts of the process.

Nurtured with love and blessed with plenty of exposure to moonlight, this moss will develop a faint glow. If the Alchemist has treated it well, the moss will gladly spend its precious energy to bring a dead creature back to life.

Its power spent and its personality sacrificed for the sake of the Alchemist's fallen comrade, the moss will lose its glow. The Alchemist is well advised to throw the moss away--keeping it around tends to make one somber, and the moss wouldn't want its best friend to be sad.

STATISTICS:

Resurrects one creature
Makes the Alchemist sigh and look wistfully into the distance every now and then
~
@100     = ~Alchemist Kit~
@103     = ~(sighs and looks wistfully into the distance)~
@104     = ~Regeneration~
@105     = ~
Constant experimentation with potions and toxins gives the Alchemist great insight into his or her biology, allowing an Alchemist to concoct a potion that will boost their healing rate. After choosing this ability, the Alchemist will gain permanent regeneration, healing 1 hit point every 2 seconds.~
@106     = ~Resist Magic~
@107     = ~
This ability allows the Alchemist to shrug off the effects of hostile magic. For 5 rounds, the Alchemist gains an additional 25% magic resistance, on top of any magic resistance that he or she currently possesses.
~
@108     = ~Set Time Trap~
@109     = ~
This ability allows the Alchemist to set a magical trap that casts a weaker version of the high-level Time Stop spell. For 6 seconds, the flow of time slows for all but the Alchemist.

The Alchemist may select this ability 3 times.
~
@110     = ~Set Special Snare~
@111     = ~
This ability sets a trap in the chosen location when no hostile creatures are in sight. When a hostile creature comes close enough, the trap will trigger, dealing 2d20 acid and 2d20 piercing damage and slowing every enemy in range for 2 rounds, with a save vs. breath at -2 to negate the slow effect and reduce damage by half.

The Alchemist may only set 5 traps at a time.
~
@112     = ~Use Any Item~
@113     = ~
Alchemists dabble in numerous disciplines in the pursuit of their craft, and learn how to make use of almost any resource, no matter how complex or obscure. This ability allows the Alchemist to use any item, even those that are typically restricted to one class. In addition, Alchemists will not suffer any penalties when using weapons that are usable by thieves.
~
@114     = ~Business Connections~
@115     = ~
Alchemy is a very expensive but very rewarding endeavour. By expanding his or her business contacts, the Alchemist can get resources faster and cheaper. Selecting this ability expands the Alchemist's gold supply by 10,000 pieces.~
@116     = ~Purity of Body~
@117     = ~
An Alchemit quickly learns the value of good health when dealing with toxic substances. A keen understanding of one's own system allows the Alchemist to brew a potion that will strengthen and purify his or her body. After choosing this ability, the Alchemist will gain +1 Strength, Dexterity, and Constitution, along with +10 to his or her maximum hit points.~
@118     = ~Alchemist Workshop~
@119    = ~~

@120    = ~Shapechange: Natural Form~
@121    = ~Shapechange: Natural Form

This ability causes the character to return to his or her natural shape and ends the polymorph effect.
~
@122    = ~Shapechange: Cat~
@123    = ~Shapechange: Cat

Strength: 10
Dexterity: 18

Base Armor Class: 8
Number of Attacks: 1
Attack Damage: 1d3 (slashing)
Enchantment: nonmagical

Special Abilities:
+25% to pickpocketing, hide in shadows, and move silently
~
@124    = ~Shapechange: Werebadger~
@125    = ~Shapechange: Werebadger

Strength: 17
Dexterity: 16

Base Armor Class: 4
Number of Attacks: 1.5
Attack Damage: 1d6+1 (crushing)
THAC0: +1
Enchantment: +1

Special Abilities:
30% cold resistance
35% slashing, crushing, piercing, missile damage resistance
~
@126    = ~Shapechange: Grizzly Bear~
@127    = ~Shapechange: Grizzly Bear

Strength: 18/90
Dexterity: 12

Base Armor Class: 4
Number of Attacks: 2
Attack Damage: 1d10 (slashing)
THAC0: +1
Enchantment: +1

Special Abilities:
25% cold resistance
Terrifying Roar: Fear for 2 rounds on a failed save vs. spell
~
@128    = ~Shapechange: Phase Spider~

@129    = ~Shapechange: Phase Spider

Strength: 14
Dexterity: 18

Base Armor Class: 3
Number of Attacks: 2
Attack Damage: 1d6 (piercing), 1 poison damage per 2 seconds for 5 rounds (save vs. death negates)
THAC0: +1
Enchantment: +1

Special Abilities:
Immunity to web effects
Phase Jump
~
@130    = ~Shapechange: Bombardier Beetle~

@131    = ~Shapechange: Bombardier Beetle

Strength: 16
Dexterity: 9

Base Armor Class: 1
Number of Attacks: 1
Attack Damage: 1d8+2 (piercing), 1d6 acid damage and stun for 3 seconds (save vs. death negates)
Enchantment: +1

Special Abilities:
Bombardier Beetle Acid: 3d4 acid damage, deafness for 7 rounds on a failed save vs. death, stun for 5 rounds on a failed save vs. spell
~
@132    = ~Shapechange: Orog Shaman~

@133    = ~Shapechange: Orog Shaman

Strength: 18/75
Dexterity: 10

Base Armor Class: 3
Number of Attacks: 1.5
Attack Damage: 1d10 (crushing)
Enchantment: +2

Special Abilities:
Bless
Hold Person
Remove Paralysis
Defensive Harmony
Neutralize Poison
~
@134    = ~Shapechange: Red Half-Dragon~

@135    = ~Shapechange: Red Half-Dragon

Strength: 18/100
Dexterity: 15

Base Armor Class: 2
Number of Attacks: 2
Attack Damage: 1d12+2 (slashing), 2d4 fire damage (save vs. breath for half)
THAC0: +2
Enchantment: +2

Special Abilities:
75% Fire Resistance
Fire Breath: 4d6 fire damage
~
@136    = ~Shapechange: Umber Hulk~

@137    = ~Shapechange: Umber Hulk

Strength: 20
Dexterity: 10

Base Armor Class: 2
Number of Attacks: 2
Attack Damage: 2d8 (crushing)
Enchantment: +2

Special Abilities:
Immunity to confusion
Confusing Gaze: confused for 5 rounds on a failed save vs. spell
~
@138    = ~Shapechange: Clay Golem~

@139    = ~Shapechange: Clay Golem

Strength: 18/100
Dexterity: 10

Base Armor Class: 0
Number of Attacks: 1.5
Attack Damage: 1d12 (crushing)
Enchantment: +2

Special Abilities:
75% magic resistance
40% slashing, piercing, and missile resistance
Immunity to poison and disease
~
@140    = ~Shapechange: Beholder~

@141    = ~Shapechange: Beholder

Strength: 20
Dexterity: 10
Enchantment: +7

Base Armor Class: 0
Number of Attacks: 3
Attack Damage: Fires random beholder rays
THAC0: +20

Special Abilities:
Free Action
Beholder Rays: Cause Serious Wounds, Lightning Bolt, Hold Person, Domination, Fear, Paralyze, Flesh to Stone, Disintegrate, Death Ray
~
@142    = ~Shapechange: Glabrezu~

@143    = ~Shapechange: Glabrezu

Strength: 20
Dexterity: 16

Base Armor Class: -4
Number of Attacks: 2.5
Attack Damage: 2d8 (crushing)
Enchantment: +3

Special Abilities:
40% magic resistance
Immunity to fear, charm, confusion, poison, disease, sleep, stun, and nonmagical weapons
~
@144    = ~Shapechange: Young Green Dragon~

@145    = ~Shapechange: Young Green Dragon

Strength: 22
Dexterity: 16

Base Armor Class: -5
Number of Attacks: 2.5
Attack Damage: 1d12+4 (slashing), 2d4 poison damage (save vs. death negates)
THAC0: +4
Enchantment: +4

Special Abilities:
50% magic resistance
15% slashing, crushing, piercing, and missile damage resistance
Immunity to hold, paralysis, stun, grease, web, entangle, poison, backstab, wing buffet, nonmagical missiles
~
@146    = ~Shapechange: Frost Giant~

@147    = ~Shapechange: Frost Giant

Strength: 21
Dexterity: 10

Base Armor Class: 0
Number of Attacks: 3
Attack Damage: 1d20+5 (slashing), unconsciousness for 6 seconds (save vs. death negates)
THAC0: +5
Enchantment: +4

Special Abilities:
80% cold resistance
10% slashing, crushing, piercing, and missile damage resistance
Double maximum HP
Immunity to hold, paralysis, stun, grease, web, entangle, wing buffet, backstab
~
@148    = ~Shapechange: Demilich~

@149    = ~Shapechange: Demilich

Strength: 12
Dexterity: 10

Base Armor Class: 0
Number of Attacks: 3
Attack Damage: 4d6 (magic damage), save vs. death at -2 for half damage; Maze for 6 seconds, save vs. spell at -4 negates (50% chance of bypassing magic resistance)
THAC0: +10
Enchantment: +7

Special Abilities:
75% magic resistance
50% fire, cold, electricity, acid, magical fire, and magical cold resistance
30% slashing, crushing, piercing, and missile damage resistance
Immunity to fear, charm, confusion, hold, paralysis, stun, level drain, berserk, petrification, Finger of Death, fatigue, sleep, poison, and disease
Immunity to level 1-5 spells
~
@150    = ~Terrifying Roar~

@151    = ~While in bear form, the Shapechanger may attempt to frighten enemies with a powerful roar. All enemies must save vs. spell or run in terror for 2 rounds.
~
@152    = ~Phase Jump~

@153    = ~While in phase spider form, the Shapechanger can briefly shift into the Astral Plane and back, allowing him or her to teleport to any location within range.
~
@154    = ~Bombardier Beetle Acid~

@155    = ~While in bombardier beetle form, the Shapechanger can create a cloud of corrosive fog, dealing 3d4 acid damage. Victims who fail a save vs. death are deafened for 7 rounds, suffering a 50% spell failure penalty, and those who fail a save vs. spell are also stunned for 5 rounds.
~
@156    = ~Neutralize Poison~

@157    = ~Neutralize Poison
(Necromancy)

Range: Touch 
Duration: Instant 
Casting Time: 1 
Area of Effect: 1 creature 
Saving Throw: None 

This spell removes all toxins from the body, both natural and magical in nature. When this spell is cast upon a poisoned individual, it immediately neutralizes any poison and restores 10 lost Hit Points. This spell will also cure any diseases that the target might be suffering from, as well as blindness and deafness.
~
@158    = ~Defensive Harmony~

@159    = ~Defensive Harmony
(Enchantment/Charm)

Range: 0
Duration: 6 rounds
Casting Time: 1
Area of Effect: 15-ft. radius
Saving Throw: None

Defensive Harmony grants affected creatures a defensive bonus by bestowing an enchanted coordination on their attacks and defenses. This allows a group of creatures to act as a single unit for a single battle or encounter. The effect is always centered on the caster, but affects all allies within a 15-ft. radius. Those affected can move outside of this area after the spell is cast and still enjoy the benefits of the harmony. While the spell is in effect, each affected creature gains a +2 bonus to his or her Armor Class. This lasts for 6 rounds or until dispelled.
~
@160    = ~Remove Paralysis~

@161    = ~Remove Paralysis
(Abjuration)

Range: 150 ft.
Duration: Permanent 
Casting Time: 6 
Area of Effect: 15-ft. radius
Saving Throw: None 

By the use of this spell, the caster can free all allied creatures within the area from the effects of any paralyzation or related magic (such as a ghoul's touch or a Hold spell).
~
@162    = ~Hold Person~

@163    = ~Hold Person
(Enchantment/Charm)

Range: 35 ft.
Duration: 1 turn
Casting Time: 5 
Area of Effect: 1 creature and any enemy within 4 ft.
Saving Throw: Neg. 

This spell holds one or more humans, demihumans, or humanoid creatures rigidly immobile and in place for one turn. This includes: brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level Fighter could be held, while an ogre could not. The effect is centered on the victim selected by the caster. Every enemy within 4 ft. of the target is also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Undead creatures cannot be held.

Held creatures cannot move or speak, but they remain aware of events around them even though they are helpless to change them. Time passes at a normal rate for the targets and hence being held does not stop any worsening of their condition due to wounds, disease, or poison.
~
@164    = ~Bless~

@165    = ~Bless
(Conjuration/Summoning)

Range: 40 ft.
Duration: 6 rounds
Casting Time: 9
Area of Effect: 15-ft. radius
Saving Throw: None

Upon uttering the Bless spell, the caster raises the morale of friendly creatures by +1. Furthermore, it raises their attack and damage rolls by +1. The caster determines at what range (up to 40 ft.) the spell will be cast. At the instant the spell is completed, it affects all creatures in a 15-ft. radius centered on the point selected by the caster (thus, affected creatures leaving the area are still subject to the spell's effects; those entering the area after the casting is completed are not).
~
@166    = ~Fire Breath~

@167    = ~While in half-dragon form, the Shapechanger can breathe a gout of flame up to 30 ft. long, inflicting 4d6 points of fire damage on all creatures caught within the 140-degree cone. There is no saving throw.
~
@168    = ~Confusing Gaze~

@169    = ~While in umber hulk form, the Shapechanger can deliver a confusing gaze to his or her opponents. Any enemy that fails a save vs. spell will suffer confusion for 5 rounds.
~
@170    = ~Power Word, Stun~

@171    = ~Power Word, Stun
(Conjuration/Summoning)

Range: Visual range of the caster 
Duration: Special
Casting Time: 1 
Area of Effect: 1 creature 
Saving Throw: None

When a Power Word, Stun spell is uttered, any creature of the caster's choice within visual range is stunned for the duration depending on its current Hit Points: 
 1 to 29 Hit Points: Stunned for 4d4 rounds; 
 30 to 59 Hit Points: Stunned for 2d4 rounds; 
 60 to 89 Hit Points: Stunned for 1d4 rounds; 
 90 or more Hit Points: unaffected.
Note that if a creature is weakened so that its Hit Points are below its usual maximum, the current number of Hit Points is used to determine this spell's effects.
~
@172    = ~Green Dragon Breath~

@173    = ~While in green dragon form, the Shapechanger may suffocate his or her foes with a cloud of poisonous fog, dealing 6d10 poison damage upon impact and an additional 2 poison damage per second for 2 rounds afterwards. A successful save vs. breath weapons will negate the lingering damage and cut the impact damage in half.
~
@174    = ~Resist Magic~

@175    = ~Resist Magic
This ability allows the Shapechanger to temporarily alter their anatomy to fight off the effects of malevolent magic. For 10 rounds, the user's Magic Resistance is increased by 40%, on top of any resistance the Shapechanger already possesses.
~
@176    = ~Whirlwind Attack~

@177    = ~Whirlwind Attack
This ability allows the Shapechanger to unleash a flurry of super-fast blows, doubling the user's attacks per round for the next 2 rounds. This ability cannot increase the attack rate of a Shapechanger in beholder or demilich form.
~
@178    = ~Hardiness~

@179    = ~Hardiness
This ability allows the Shapechanger to toughed his or her skin, doubling the user's resistance to slashing, crushing, piercing, and missile damage for 5 rounds. Thus, the user's clay golem form will grant 80% resistance to slashing, piercing, and missile damage, but no resistance to crushing damage.
~
@180    = ~Evasion~

@181    = ~Evasion
This ability allows the Shapechanger to lighten his or her body and dramatically increase their movement speed. For the next 5 rounds, the Shapechanger gains a +5 bonus to AC, saving throws, and movement rate.
~
@182    = ~Simulacrum~

@183    = ~With incredible effort, the Shapechanger may split his or her body into two, creating a semi-illusory double for 5 rounds. The simulacrum is created at 60% of the caster's level and possesses all of the abilities that the caster would have at that level, but the simulacrum is nevertheless an illusion and can be dispelled using divination magic.
~
@184    = ~Stoneskin~

@185    = ~This ability allows the Shapechanger to temporarily transmute his or her skin into thin sheets of stone, similar to the Stoneskin spell. For the next 10 rounds, the skins will absorb the impact of 5 physical attacks before the skins dissipate.
~
@186    = ~True Seeing~

@187    = ~This ability allows the Shapechanger to transmute his or her eyes such that they can perceive invisible creatures, similar to the True Seeing spell. When this spell is cast, an area roughly 120 ft. in radius around the caster will be affected. Instantly and once each round for 1 turn after this spell is cast, all hostile Illusion/Phantasm spells in the area of effect will be dispelled. The spells that are affected by this are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, Shadow Door, Mislead, Project Image, and Simulacrum. The area of effect is roughly a 120-ft. radius around the caster. The target's Magic Resistance, if any, does not come into effect with this spell. This spell only affects enemies; thus, it is unable to dispel the invisibility from a party member. Finally, the spell also protects the caster from magical blindness for 1 turn after it is cast.
~
@198    = ~Polymorph Other~

@199    = ~Extensive experience with shaping one's own body allows the Shapechanger to attempt to force another being into transforming its own. This ability allows the Shapechanger to temporarily transform a single enemy into a squirrel for 5 rounds, cutting its maximum HP in half and rendering it nearly helpless. This ability bypasses magic resistance and spell protections, and can even affect creatures normally immune to polymorph effects, such as devils and demons. Only a saving throw vs. polymorph at -2 can avoid the effect.
~
@200    = ~Craft/Upgrade Plasma Rod~
@201    = ~
This ability allows the user to create, upgrade, or replace the caster's Plasma Rod as <PRO_HESHE> gains levels.
~
@202    = ~Plasma Rod~
@203    = ~
This carefully-crafted weapon allows the Plasma Wizard to channel <PRO_HISHER> arcane power without a spellbook. As the Plasma Wizard gains levels, <PRO_HESHE> may upgrade the rod to use new forms of ammunition. All targets may make a save vs. breath to avoid taking damage. For every three levels of the Plasma Wizard, the victim must make its save at an additional -1 penalty, up to a maximum of -6.

STATISTICS:

THAC0: +1, +1 per 2 caster levels
Attacks per round: 2, +1/2 attack per round per 5 caster levels
Enchantment: +1 per 5 caster levels

Magic Missile, 1 missile: 1d3 magic damage (strikes as a level 1 spell)

~
@204    = ~
This carefully-crafted weapon allows the Plasma Wizard to channel <PRO_HISHER> arcane power without a spellbook. As the Plasma Wizard gains levels, <PRO_HESHE> may upgrade the rod to use new forms of ammunition. All targets may make a save vs. breath to avoid taking damage. For every three levels of the Plasma Wizard, the victim must make its save at an additional -1 penalty, up to a maximum of -6.

STATISTICS:

THAC0: +1, +1 per 2 caster levels
Attacks per round: 2, +1/2 attack per round per 5 caster levels
Enchantment: +1 per 5 caster levels

Magic Missile, 1 missile: 1d3 magic damage (strikes as a level 1 spell)

Scorching Ray: 1d4 fire damage, twice (strikes as a level 1 spell)

~
@205    = ~
This carefully-crafted weapon allows the Plasma Wizard to channel <PRO_HISHER> arcane power without a spellbook. As the Plasma Wizard gains levels, <PRO_HESHE> may upgrade the rod to use new forms of ammunition. All targets may make a save vs. breath to avoid taking damage. For every three levels of the Plasma Wizard, the victim must make its save at an additional -1 penalty, up to a maximum of -6.

STATISTICS:

THAC0: +1, +1 per 2 caster levels
Attacks per round: 2, +1/2 attack per round per 5 caster levels
Enchantment: +1 per 5 caster levels

Magic Missile, 2 missiles: 1d3 magic damage (strikes as a level 1 spell)

Scorching Ray: 2d4 fire damage, twice (strikes as a level 1 spell)

Lightning Bolt: 2d4 electricity damage (strikes as a level 2 spell)

~
@206    = ~
This carefully-crafted weapon allows the Plasma Wizard to channel <PRO_HISHER> arcane power without a spellbook. As the Plasma Wizard gains levels, <PRO_HESHE> may upgrade the rod to use new forms of ammunition. All targets may make a save vs. breath to avoid taking damage. For every three levels of the Plasma Wizard, the victim must make its save at an additional -1 penalty, up to a maximum of -6.

STATISTICS:

THAC0: +1, +1 per 2 caster levels
Attacks per round: 2, +1/2 attack per round per 5 caster levels
Enchantment: +1 per 5 caster levels

Magic Missile, 2 missiles: 1d3 magic damage (strikes as a level 1 spell)

Scorching Ray: 2d4 fire damage, twice (strikes as a level 1 spell)

Lightning Bolt: 2d4 electricity damage (strikes as a level 2 spell)

Acid Arrow: 1d3 acid damage, plus 2d3 lingering acid damage (strikes as a level 1 spell)

~
@207    = ~
This carefully-crafted weapon allows the Plasma Wizard to channel <PRO_HISHER> arcane power without a spellbook. As the Plasma Wizard gains levels, <PRO_HESHE> may upgrade the rod to use new forms of ammunition. All targets may make a save vs. breath to avoid taking damage. For every three levels of the Plasma Wizard, the victim must make its save at an additional -1 penalty, up to a maximum of -6.

STATISTICS:

THAC0: +1, +1 per 2 caster levels
Attacks per round: 2, +1/2 attack per round per 5 caster levels
Enchantment: +1 per 5 caster levels

Magic Missile, 2 missiles: 1d3 magic damage (strikes as a level 1 spell)

Scorching Ray: 2d4 fire damage, twice (strikes as a level 1 spell)

Lightning Bolt: 2d4 electricity damage (strikes as a level 2 spell)

Acid Arrow: 1d3 acid damage, plus 2d3 lingering acid damage (strikes as a level 1 spell)

Fireball: 2d4 fire damage (strikes as a level 2 spell)

~
@208    = ~
This carefully-crafted weapon allows the Plasma Wizard to channel <PRO_HISHER> arcane power without a spellbook. As the Plasma Wizard gains levels, <PRO_HESHE> may upgrade the rod to use new forms of ammunition. All targets may make a save vs. breath to avoid taking damage. For every three levels of the Plasma Wizard, the victim must make its save at an additional -1 penalty, up to a maximum of -6.

STATISTICS:

THAC0: +1, +1 per 2 caster levels
Attacks per round: 2, +1/2 attack per round per 5 caster levels
Enchantment: +1 per 5 caster levels

Magic Missile, 3 missiles: 1d3 magic damage (strikes as a level 1 spell)

Scorching Ray: 3d4 fire damage, twice (strikes as a level 1 spell)

Lightning Bolt: 3d4 electricity damage (strikes as a level 2 spell)

Acid Arrow: 1d3 acid damage, plus 3d3 lingering acid damage (strikes as a level 1 spell)

Fireball: 3d4 fire damage (strikes as a level 2 spell)

~
@209    = ~
This carefully-crafted weapon allows the Plasma Wizard to channel <PRO_HISHER> arcane power without a spellbook. As the Plasma Wizard gains levels, <PRO_HESHE> may upgrade the rod to use new forms of ammunition. All targets may make a save vs. breath to avoid taking damage. For every three levels of the Plasma Wizard, the victim must make its save at an additional -1 penalty, up to a maximum of -6.

STATISTICS:

THAC0: +1, +1 per 2 caster levels
Attacks per round: 2, +1/2 attack per round per 5 caster levels
Enchantment: +1 per 5 caster levels

Magic Missile, 3 missiles: 1d3 magic damage (strikes as a level 1 spell)

Scorching Ray: 3d4 fire damage, twice (strikes as a level 1 spell)

Lightning Bolt: 3d4 electricity damage (strikes as a level 2 spell)

Acid Arrow: 1d3 acid damage, plus 3d3 lingering acid damage (strikes as a level 1 spell)

Fireball: 3d4 fire damage (strikes as a level 2 spell)

Cone of Cold: 3d4 cold damage (strikes as a level 4 spell)

~
@210    = ~
This carefully-crafted weapon allows the Plasma Wizard to channel <PRO_HISHER> arcane power without a spellbook. As the Plasma Wizard gains levels, <PRO_HESHE> may upgrade the rod to use new forms of ammunition. All targets may make a save vs. breath to avoid taking damage. For every three levels of the Plasma Wizard, the victim must make its save at an additional -1 penalty, up to a maximum of -6.

STATISTICS:

THAC0: +1, +1 per 2 caster levels
Attacks per round: 2, +1/2 attack per round per 5 caster levels
Enchantment: +1 per 5 caster levels

Magic Missile, 3 missiles: 1d3 magic damage (strikes as a level 1 spell)

Scorching Ray: 3d4 fire damage, twice (strikes as a level 1 spell)

Lightning Bolt: 3d4 electricity damage (strikes as a level 2 spell)

Acid Arrow: 1d3 acid damage, plus 3d3 lingering acid damage (strikes as a level 1 spell)

Fireball: 3d4 fire damage (strikes as a level 2 spell)

Cone of Cold: 3d4 cold damage (strikes as a level 4 spell)

Fire Seeds: 3d6 fire damage (strikes as a level 5 spell)

~
@211    = ~
This carefully-crafted weapon allows the Plasma Wizard to channel <PRO_HISHER> arcane power without a spellbook. As the Plasma Wizard gains levels, <PRO_HESHE> may upgrade the rod to use new forms of ammunition. All targets may make a save vs. breath to avoid taking damage. For every three levels of the Plasma Wizard, the victim must make its save at an additional -1 penalty, up to a maximum of -6.

STATISTICS:

THAC0: +1, +1 per 2 caster levels
Attacks per round: 2, +1/2 attack per round per 5 caster levels
Enchantment: +1 per 5 caster levels

Magic Missile, 4 missiles: 1d3 magic damage (strikes as a level 1 spell)

Scorching Ray: 4d4 fire damage, twice (strikes as a level 1 spell)

Lightning Bolt: 4d4 electricity damage (strikes as a level 2 spell)

Acid Arrow: 1d3 acid damage, plus 4d3 lingering acid damage (strikes as a level 1 spell)

Fireball: 4d4 fire damage (strikes as a level 2 spell)

Cone of Cold: 4d4 cold damage (strikes as a level 4 spell)

Fire Seeds: 4d6 fire damage (strikes as a level 5 spell)

Chain Lightning: 4d3 electricity damage (strikes as a level 5 spell)

~
@212    = ~
This carefully-crafted weapon allows the Plasma Wizard to channel <PRO_HISHER> arcane power without a spellbook. As the Plasma Wizard gains levels, <PRO_HESHE> may upgrade the rod to use new forms of ammunition. All targets may make a save vs. breath to avoid taking damage. For every three levels of the Plasma Wizard, the victim must make its save at an additional -1 penalty, up to a maximum of -6.

STATISTICS:

THAC0: +1, +1 per 2 caster levels
Attacks per round: 2, +1/2 attack per round per 5 caster levels
Enchantment: +1 per 5 caster levels

Magic Missile, 4 missiles: 1d3 magic damage (strikes as a level 1 spell)

Scorching Ray: 4d4 fire damage, twice (strikes as a level 1 spell)

Lightning Bolt: 4d4 electricity damage (strikes as a level 2 spell)

Acid Arrow: 1d3 acid damage, plus 4d3 lingering acid damage (strikes as a level 1 spell)

Fireball: 4d4 fire damage (strikes as a level 2 spell)

Cone of Cold: 4d4 cold damage (strikes as a level 4 spell)

Fire Seeds: 4d6 fire damage (strikes as a level 5 spell)

Chain Lightning: 4d3 electricity damage (strikes as a level 5 spell)

Prismatic Spray: 4d4 magic damage (strikes as a level 6 spell)

~
@213    = ~
This carefully-crafted weapon allows the Plasma Wizard to channel <PRO_HISHER> arcane power without a spellbook. As the Plasma Wizard gains levels, <PRO_HESHE> may upgrade the rod to use new forms of ammunition. All targets may make a save vs. breath to avoid taking damage. For every three levels of the Plasma Wizard, the victim must make its save at an additional -1 penalty, up to a maximum of -6.

STATISTICS:

THAC0: +1, +1 per 2 caster levels
Attacks per round: 2, +1/2 attack per round per 5 caster levels
Enchantment: +1 per 5 caster levels

Magic Missile, 5 missiles: 1d3 magic damage (strikes as a level 1 spell)

Scorching Ray: 5d4 fire damage, twice (strikes as a level 1 spell)

Lightning Bolt: 5d4 electricity damage (strikes as a level 2 spell)

Acid Arrow: 1d3 acid damage, plus 5d3 lingering acid damage (strikes as a level 1 spell)

Fireball: 5d4 fire damage (strikes as a level 2 spell)

Cone of Cold: 5d4 cold damage (strikes as a level 4 spell)

Fire Seeds: 5d6 fire damage (strikes as a level 5 spell)

Chain Lightning: 5d3 electricity damage (strikes as a level 5 spell)

Prismatic Spray: 5d4 magic damage (strikes as a level 6 spell)

~
@214    = ~Whirlwind Attack~
@215    = ~
This ability allows the Plasma Wizard to channel <PRO_HISHER> magic into a flurry of super-fast blows. The ability sets the user's number of attacks per round to 10 at the cost of a 4 point penalty to THAC0. The Whirlwind Attack lasts for two rounds.
~
@216    = ~Deathblow~
@217    = ~
The Deathblow ability allows the Plasma Wizard to add a lethal charge to <PRO_HISHER> attacks. For the next 2 rounds, any creature of 10th level or lower is instantly killed when struck by the user.
~
@218    = ~Greater Deathblow~
@219    = ~
Like Deathblow, this ability allows the Plasma Wizard to slayer lesser foes with a single blow.  For the next 2 rounds, any creature of 12th level or lower is instantly killed when struck by the user.

Requires: Deathblow
~
@220    = ~Critical Strike~
@221    = ~
This ability allows the Plasma Wizard to concentrate <PRO_HISHER> magic into the space of a single round. For one round, all damage dealt by the Plasma Wizard is increased by 200%.
~
@222    = ~Power Attack~
@223    = ~
A Power Attack allows the Plasma Wizard to add a stunning charge to <PRO_HISHER> attacks for 2 rounds. Any opponent that fails a save vs. death will be stunned for 2 rounds.
~
@224    = ~Bypass Resistance~
@225    = ~
Through careful training and insight, the Plasma Wizard may lower the defenses of any creature struck by <PRO_HISHER> attacks, gradually wearing away the resistance of <PRO_HISHER> enemies and allowing the Plasma Wizard to damage even targets that are otherwise immune to magic. Every time the Plasma Wizard strikes a target, the victim's magic resistance decreases by a cumulative 1% for the next 10 rounds.

This ability is permanent and requires no special targeting.
~
@226    = ~Spirit of Flame~
@227    = ~
Through careful study, the mage gains a deeper understanding of the forces that pervade the universe. This ability grants a permanent +25% fire resistance and all fire damage dealt by the user is increased by 25%.
~
@228    = ~Aegis of Rime~
@229    = ~
Through careful study, the mage gains a deeper understanding of the forces that pervade the universe. This ability grants a permanent +25% cold resistance, and all cold damage dealt by the user is increased by 25%.
~
@230    = ~Scion of Storms~
@231    = ~
Through careful study, the mage gains a deeper understanding of the forces that pervade the universe. This ability grants a permanent +25% electricity resistance, and all electrical damage dealt by the user is increased by 25%.
~
@232    = ~Voice of Entropy~
@233    = ~
Through careful study, the mage gains a deeper understanding of the forces that pervade the universe. This ability grants a permanent +25% magic damage resistance, and all magic damage dealt by the user is increased by 25%.
~
@234    = ~Stoneskin~
@235    = ~Stoneskin
(Alteration)

Duration: 12 hours
Casting Time: 1
Area of Effect: The caster
Saving Throw: None 

When the Stone Dancer casts this powerful spell upon <PRO_HIMHER>self, an outer skin of stone will move up from the ground, completely covering <PRO_HIMHER>. This skin is of course magical and will hinder the monk in no way. The effect of this is to protect the monk from physical attacks such as melee weapons and projectiles. For every 2 levels of the caster, an additional skin is gained upon casting. For example, a 10th-level Stone Dancer would receive 5 skins while a 20th-level Stone Dancer would receive 10. For each skin the Stone Dancer possesses, the spell will stop one attack, so a 10th-level Stone Dancer would be protected from the first 5 attacks made against <PRO_HIMHER>, but the 6th would affect <PRO_HIMHER> normally. The skins will remain on the caster until <PRO_HESHE> is affected by a Dispel Magic, all of the skins are removed due to physical attacks, or the spell duration expires. It is important to note that this will not protect the Stone Dancer from any magical attacks, such as Fireball.~
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@300    = ~Shapeshift: Werewolf~

@301    = ~
While in werewolf form, the Shapeshifter gains a set of abilities that scale with level:

Level 1:
15 Strength, 16 Dexterity, 17 Constitution
6 AC, 10% magic resistance, +2 movement rate
+1 to hit and damage, 1d6 damage at 1.5 attacks per round
Regeneration: 1 HP per 60 seconds

Level 4:
17 STR, 18 DEX, 19 CON
4 AC, 20% MR, +4 movement rate, 10% resistance to elemental damage
+2 to hit and damage, 1d8 damage at 1.5 attacks per round (strikes as +1)
Regeneration: 1 HP per 30 seconds

Level 8:
18/50 STR, 20 DEX, 21 CON
2 AC, 30% MR, +6 movement rate, 20% resistance to elemental damage
+3 to hit and damage, 1d10 damage at 2 attacks per round (strikes as +2)
Regeneration: 1 HP per 12 seconds

Level 12:
18/00 STR, 22 DEX, 23 CON
0 AC, 40% MR, +8 movement rate, 30% resistance to elemental damage
+4 to hit and damage, 1d12 damage at 2.5 attacks per round (strikes as +3)
Regeneration: 1 HP per round
Immune to nonmagical weapons

Level 16:
20 STR, 24 DEX, 25 CON
-2 AC, 50% MR, +10 movement rate, 40% resistance to elemental damage
+5 to hit and damage, 1d12 damage at 3 attacks per round (strikes as +4)
Regeneration: 1 HP per second
Immune to +1 weapons and below

Level 20:
20 STR, 24 DEX, 25 CON
-4 AC, 50% MR, +10 movement rate, 50% resistance to elemental damage
+6 to hit and damage, 1d12 damage at 3.5 attacks per round (strikes as +5)
Regeneration: 1 HP per second
Immune to +2 weapons and below

~
@302    = ~Attack~
@303    = ~While in werewolf form, the Shapeshifter gains the following abilities:

1d6+1 damage per hit at 1 attack per round (strikes as a nonmagical weapon)
+1 THAC0
15 Strength
16 Dexterity
17 Constitution
6 base AC
10% magic resistance
Regeneration (1 HP per 60 seconds)
+2 movement rate~
@304    = ~While in werewolf form, the Shapeshifter gains the following abilities:

1d8+2 damage per hit at 1.5 attacks per round (strikes as a +1 weapon)
+2 THAC0
17 Strength
18 Dexterity
19 Constitution
4 base AC
20% magic resistance
10% resistance to fire, cold, acid, and electricity
Regeneration (1 HP per 30 seconds)
+4 movement rate~
@305    = ~While in werewolf form, the Shapeshifter gains the following abilities:

1d10+3 damage per hit at 2 attacks per round (strikes as a +2 weapon)
+3 THAC0
18/50 Strength
20 Dexterity
21 Constitution
2 base AC
30% magic resistance
20% resistance to fire, cold, acid, and electricity
Regeneration (1 HP per 12 seconds)
+6 movement rate~
@306    = ~While in werewolf form, the Shapeshifter gains the following abilities:

1d12+4 damage per hit at 2.5 attacks per round (strikes as a +3 weapon)
+4 THAC0
18/50 Strength
20 Dexterity
21 Constitution
2 base AC
30% magic resistance
20% resistance to fire, cold, acid, and electricity
Regeneration (1 HP per 12 seconds)
+6 movement rate~
@307    = ~While in werewolf form, the Shapeshifter gains the following abilities:

1d12+5 damage per hit at 3 attacks per round (strikes as a +4 weapon)
+5 THAC0
18/00 Strength
22 Dexterity
23 Constitution
0 base AC
40% magic resistance
30% resistance to fire, cold, acid, and electricity
Regeneration (1 HP per round)
+8 movement rate~
@308    = ~While in werewolf form, the Shapeshifter gains the following abilities:

1d12+6 damage per hit at 3 attacks per round (strikes as a +5 weapon)
+6 THAC0
20 Strength
24 Dexterity
25 Constitution
-1 base AC
50% magic resistance
40% resistance to fire, cold, acid, and electricity
Regeneration (1 HP per second)
+10 movement rate~
@309    = ~~
@310    = ~Through the Heart~
@311    = ~Through the Heart
Waiting until the right moment for the perfect strike, the Sniper may pierce their victim's heart. Upon choosing this ability, all of the Sniper's critical hits force the target to make a save vs. death or be instantly slain. Undead are unaffected, as are targets who are under the effects of Stoneskin or are otherwise are immune to missile damage.
This ability may be taken only once.~
@312    = ~Blink~
@313    = ~Blink
The Sniper may partially dip into the Astral Plane, allowing them to escape danger at the price of weakening their sensitivity to the Material Plane. For 5 rounds after activating this ability, the caster teleports to a random spot whenever they take damage, suffering a cumulative -1 penalty to saving throws, attack and damage rolls, and Armor Class for 2 rounds.~
@314    = ~From the Shadows~
@315    = ~From the Shadows
For a single round, the Sniper may turn invisible and plan their strikes without distractions. Upon activating this ability, the Sniper becomes invisible per the Improved Invisibility spell for 6 seconds, cannot be targeted or perceived by any enemy, and deals +400% bonus damage with ranged attacks, even after their initial strike.
This ability may be taken only once.~
@316    = ~Pierce Armor~
@317    = ~Pierce Armor
Upon activating this ability, the Sniper may undermine their target's defenses and find a vulnerable spot to exploit. For 5 rounds, each of the Sniper's attacks lower the target's resistance to missile damage by 10%, or 5% if the target has no resistance to missile damage. In addition, any target under the effects of Stoneskin or Iron Skins must make a save vs. spell or lose the effect.~
@318    = ~Use Any Item~
@319    = ~Use Any Item
Rogues take pride in their ability to adapt and make clever use of whatever is at hand. This ability is an extension of that basic skill. Once learned, the effect is permanent. The ability allows the rogue to use any item, even items that are typically restricted to one class. This allows the rogue to use everything from wands and scrolls to mighty weapons that none but a warrior could otherwise use.
Upon taking this ability, the Sniper permanently gains Specialization (two points) in longbows.~
@320    = ~Anti-Magic Strike~
@321    = ~Anti-Magic Strike
Upon choosing this ability, the Sniper permanently gains the ability to weaken their targets' defenses against magic. Whenever the Sniper lands a critical hit, they remove a single spell protection of 8th level or lower from the target and penalize its resistance to magic by 15% for 5 rounds.
This ability may be taken only once.~
@322    = ~Astral Shot~
@323    = ~Astral Shot
To ensure the perfect shot, the Sniper briefly enters the Astral Plane. For 12 seconds, the caster cannot be targeted by enemies until they make a successful attack, returning to the Material Plane. The caster's next attack is a guaranteed critical hit, strikes as if it were a +6 weapon, and deals 10d10 magic damage with a save vs. spell for half.
This ability may be taken only once.~
@324    = ~Pinpoint Accuracy~
@325    = ~Pinpoint Accuracy
Upon choosing this ability, the Sniper permanently gains a +1 bonus to hit, damage, and critical hit rolls.
This ability may be taken three times.~
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@400    = ~Blade Barrier~
@401    = ~
The Sword Dancer employs this spell to set up a wall of circling, razor-sharp blades. These whirl and flash around the caster, creating an barrier than grants a +3 bonus to AC against melee weapons and deals 2 slashing damage to nearby enemies every round. The barrier remains for 1 turn.~
@402    = ~Twin Fencer~
@403    = ~
This ability allows the user to conjure a duplicate of themself from thin air. The Twin Fencer has all of the abilities of its creator, but only has 60% of their levels and HP. The duplicate will dissipate in 5 rounds, and cannot be used in combination with Simulacrum and similar spell effects.~
@404    = ~Counterattack~
@405    = ~
This ability allows the Sword Dancer to transfer a portion of the energy of their enemy's attacks back onto them, granting +20% resistance to all forms of physical damage and dealing 5 damage to any creature that deals damage to the Sword Dancer. The effect will last no more than 5 rounds.~
@406    = ~Whirlwind Attack~
@407    = ~
By concentrating one's energies and projecting them outward, the user may deploy all of their weapons at once, automatically striking every creature in a 30' radius, whether friend or foe. For a single round, the user will deal 3 slashing, piercing, crushing, or missile damage per second, at the cost of an additional 60% chance of a critical miss when using melee attacks and an additional 80% chance of a critical miss with ranged weapons.~
@408    = ~Globe of Blades~
@409    = ~
A more powerful version of the Blade Barrier ability, this spell allows the user to increase the force behind each blade, dealing 8 points of slashing damage to nearby enemies every round with a save vs. breath at -2 for half. In addition, the globe blocks the next 5 physical attacks against the user and grants a +5 bonus to AC vs. melee weapons. The globe dissipates after 5 rounds.~
@410    = ~Flying Daggers~
@411    = ~
With intense concentration, the dancer may animate a set of small daggers and send them flying at their opponents in a flurry of blades. The Sword Dancer may select 5 different targets, each of which will be struck by one dagger per second for 10 seconds at 1 point of damage each. The daggers can strike more than once depending on chance: each dagger has a 20% chance of striking a second time, a 10% chance of striking three times, a 5% chance of striking four times, and so on.  Since the dancer must use a specific type of +3 dagger for this ability, certain creatures and mages with Improved Mantle and similar spells will be immune to the daggers.~
@412    = ~Windwalk~
@413    = ~
The Sky Dancer calls upon the force of the wind to transport them to another location, instantly teleporting them to any spot within range.
~
@414    = ~(subject is too high-level for Seduction)~
@415    = ~(subject is too high-level for Recruit Follower)~
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//Seducer (IWDEE)
@430 = ~SEDUCER: A Seducer is a thief who acts through persuasion rather than sleight of hand. Socially cunning and politically astute, they develop an ability to forge close relationships with the wealthy, powerful, or merely useful, and navigate complex social orders with speed and grace. Some may use their talents to influence people for the better, propping up and guiding the wise and honest, or exposing and ostracizing the corrupt and the selfish. Others use their talents for personal gain, exploiting their allies' weaknesses, and destroying their opponents with whatever means they can.

Despite the name, a Seducer's abilities are more complex than attractiveness or charm. A Seducer uses psionic abilities and arcane magic as well as physical appeal to influence others, and can gain control over potentially any creature with a semi-conscious mind--even those of a different orientation, species, or plane of existence, as well as sexless creatures, constructs, and the undead. No mind is truly safe from a Seducer's grasp; only sheer will and mental fortitude can block the Seducer's influence.

CLASS FEATURES:

- May cast Charm at will
- May cast Domination at will
- May cast Seduction at will
- May cast Recruit Follower at will
- May cast Dispel Charm at will
- +1 Charisma
- Immunity to charm and domination
- +1 to save vs. spell at level 1 and every 5 levels after
- +1 AC vs. melee weapons at level 1 and every 6 levels after

- Only gains 15 skill points per level (30 at level 1)
- Cannot detect traps or set traps
- Backstab does not progress beyond 2x
- Only gains 1d4 hit points per level
- May not wear any armor


DOMINATION: The Seducer may attempt to take control over any creature within 30 feet for 1d3 rounds, infiltrating their mind and probing their thoughts and desires. If the target fails its save vs. spell at +4, the Seducer will wriggle their way into the subject's mind and take over after half a round. As the Seducer grows more experienced, their charms become more effective:

Level 1: +4 to saving throw
Level 2: +3 to saving throw
Level 3: +2 to saving throw
Level 5: +1 to saving throw
Level 7: +0 to saving throw
Level 9: -1 to saving throw
Level 12: -2 to saving throw
Level 15: -3 to saving throw
Level 18: -4 to saving throw
Level 22: -5 to saving throw
Level 26: -6 to saving throw
Level 30: -7 to saving throw
Level 35: -8 to saving throw
Level 40: -9 to saving throw
Level 45: -10 to saving throw

Domination is not limited by the Seducer's line of sight; he or she can target creatures who are invisible or behind a corner. Domination bypasses spell protections, magic resistance, and immunity to charm effects, but non-humanoid targets are more resistant to the Seducer's charms and make their saving throws at a bonus:

Intelligent and familiar creatures such as animals and yuan-ti:
+1 to saving throw
Unintelligent and unnatural creatures such as undead, trolls, and giants:
+2 to saving throw
Alien and extraplanar creatures such as beholders, elementals, and demons:
+3 to saving throw

Creatures who already charmed, however, suffer a -3 penalty to their saving throw. 

The intense concentration involved in charming other creatures leaves the Seducer vulnerable. For 1 round after using Domination, the Seducer cannot attack and suffers -3 penalty to AC and -25% movement rate.


CHARM: Rather than focus their attention on a single target, a Seducer may attempt to charm multiple creatures at once. At level 1, a Seducer's Charm can affect two creatures at once; every 10 levels, the Seducer may charm another creature in the same round. Like Domination, Charm improves as the Seducer gains experience, but dividing the Seducer's attention makes the effect easier to resist:

Level 1: +7 to saving throw
Level 2: +6 to saving throw
Level 4: +5 to saving throw
Level 6: +4 to saving throw
Level 9: +3 to saving throw
Level 12: +2 to saving throw
Level 16: +1 to saving throw
Level 20: +0 to saving throw
Level 25: -1 to saving throw
Level 30: -2 to saving throw
Level 36: -3 to saving throw
Level 42: -4 to saving throw
Level 49: -5 to saving throw

As with Domination, Charm bypasses normal immunities, offers bonuses to alien minds (such as animals and extraplanar creatures), and imposes -3 penalty to AC and -25% movement rate on the Seducer for 1 round.


SEDUCTION: With time and great effort, a Seducer may take total control over a single creature. This ability cannot be used in the thick of combat; the Seducer must have a peaceful and safe environment to ensure the subject feels comfortable. The subject must also be under the effects of Charm or Domination in order for Seduction to be successful. Finally, the subject must have some senses or desires in order to be affected; golems and constructs are immune.

If the subject fails a save vs. spell at no penalty, the Seducer may coax it into joining the Seducer's party. The subject will obey any order and follow the party wherever it goes until it is dismissed from the group. The Seducer can take control of creatures up to half of his or her level.

(Seduction can have unintended effects if used on quest-related creatures, especially if a plot-critical creature is dismissed from the party for good. Some plot-relevant creatures, but not all, are immune by default.)

Most non-humanoid creatures (monsters, undead, elementals, and so forth) do not possess a standard character class. These creatures will be given the fighter class upon joining the party, allowing them to gain levels at the cost of a 50% XP penalty.


RECRUIT FOLLOWER: A Seducer of outstanding charisma may gather followers on his or her travels, whether by inspiring the righteous with a call to action, tempting the selfish with personal profit, or simply winning allies through sheer force of personal magnetism. This ability allows the Seducer to persuade the target to follow the Seducer's party wherever they may go, and is treated as the Seducer's familiar. Unlike Seduction, the target does not join the party, and therefore cannot gain levels, cannot be raised from the dead, and the Seducer cannot access its inventory or spellbook. However, there is no limit to how many followers a Seducer may possess (provided that he or she is able to keep all of them alive).

This ability cannot be used in the thick of combat, but unlike Seduction, the subject need not be charmed beforehand. The subject must have some senses or desires in order to be affected; golems and constructs are immune.

If the subject fails a save vs. spell at no penalty, the Seducer may coax it into following the Seducer's party until its dying breath. The Seducer can take control of creatures up to half of his or her level.

(Recruit Follower can have unintended effects if used on quest-related creatures. Some plot-relevant creatures, but not all, are immune by default.)


DISPEL CHARM: By delving into a charmed creature's mind, the Seducer can isolate and remove the charm's effects, whether the charm is magical, mundane, or psionic. This ability will dispel any charm effect from the target creature if he or she makes a save vs. spell at +5.


BETRAYAL: If the Seducer backstabs an opponent while it is under the effects of Charm or Domination, the Seducer may attempt to land a fatal blow while the target's guard is down. If the victim fails its save vs. death at -2, the Seducer will kill it instantly, using whatever weak point the Seducer can divine from its thoughts. Every 4 levels after level 1, victims of Betrayal must make their save at an additional -1 penalty, up to -7 at level 21. If the victim makes its save, the effects of Charm and Domination are broken and the Seducer cannot charm the target for another 5 rounds. Targets who resist the instant death effect will still suffer 2d6 damage, plus an additional 2d6 damage every 4 levels after level 1.

DUAL-CLASS REQUIREMENTS: 13 Intelligence, 15 Wisdom, 17 Charisma

- Hit Die: d4~


//Shapechanger (IWDEE)
@431 = ~SHAPECHANGER: Little is known about the source of a Shapechanger's powers. Alternately theorized to be the descendants of doppelgangers, lycanthropes, or some type of extraplanar being, Shapechangers have the power to radically transform their bodies--not just into humanoid forms, but also alien forms foreign to the Material plane. Shapechangers are adept at disguising themselves, but their true power lies in the ability to take on the forms of more powerful creatures.

CLASS FEATURES:

Advantages:
- 30% bonus to pickpocketing, hide in shadows, and move silently
- Learns new shapeshifting abilities as the Shapechanger gains levels:

Level 1: Cat
Level 3: Werebadger
Level 4: Grizzly Bear
Level 6: Phase Spider
Level 8: Bombardier Beetle
Level 9: Orog Shaman
Level 11: Red Half-Dragon
Level 13: Umber Hulk
Level 14: Clay Golem
Level 16: Beholder
Level 18: Glabrezu
Level 19: Young Green Dragon
Level 21: Frost Giant
Level 23: Demilich

Disadvantages:
- Cannot wear armor
- Only gets 10 skill points per level (20 at level 1)
- Cannot set traps
- Backstab multiplier is 1 point lower than a normal thief's (starts at no multiplier at level 1)

- Hit Die: d6~


//Alchemist (IWDEE)
@432 = ~ALCHEMIST: Alchemists are Transmuters who dedicate their lives to the study of chemistry and potionmaking. Some use their talents to sell potions and tonics, some turn their skills to adventuring, and others are motivated solely by the pursuit of truth. Alchemists are always searching for new ingredients to fuel their businesses and laboratories, and when the local economy falls short of their expectations, the Alchemist must set out on foot. Alchemists excel at making valuable brews and dangerous explosives out of whatever ingredients they can cobble together.

CLASS FEATURES:

Alchemical Genius:
- Can create potions and grenades at any time outside combat. Alchemists get additional benefits from their own potions.
- Can use Poison Weapon once per day at level 1. Gains an additional use of Poison Weapon every 4 levels after.

Alchemical Resilience:
- Immunity to poison
- 10% acid resistance per level
- 5% fire resistance per level
- Gains 1d6 hit points per level
- +1 to save vs. death and polymorph every 3 levels

Specialization:
- Can memorize 1 fewer spell per spell level compared to a generalist mage (an Alchemist cannot cast spells until level 2)
- -1 penalty to casting time
- -2 penalty to caster level

CONCOCTIONS: Given the right ingredients, an Alchemist can concoct any manner of potions and brews. The process is similar to purchasing goods at a store, but the Alchemist can manage ingredients much more efficiently, making his or her concoctions much less expensive than a conventional apothecary's.

More experienced Alchemists can brew a broader variety of potions and manufacture stronger explosives. There is no limit on how many potions and grenades an Alchemist can create, provided he or she has the resources to make them.

POISON WEAPON: The same skills the Alchemist uses to create potions to soothe pain can also be used to inflict it. The Alchemist can apply a thin coating of poison to a weapon, directly injecting the toxin into the victim's bloodstream. Multiple strikes can further poison the target, but only one dose of poison can be applied to the weapon. Alchemists can develop deadlier poisons as they become more experienced.

For the next 2 rounds after using this ability, any creature the Alchemist attacks must make a saving throw or suffer poison damage for the next 5 rounds. The effects stack and vary based on level:

Level 1: 1d2 poison damage, plus 1 damage per round on a failed save vs. death at +4.
Level 4: 1d3 poison damage, plus 2 damage per round on a failed save vs. death at +3.
Level 7: 1d4 poison damage, plus 3 damage per round on a failed save vs. death at +2.
Level 10: 1d6 poison damage, plus 4 damage per round on a failed save vs. death at +1.
Level 13: 1d8 poison damage, plus 5 damage per round on a failed save vs. death.
Level 16: 1d10 poison damage, plus 6 damage per round on a failed save vs. death at -1.
Level 19: 1d12 poison damage, plus 6 damage per round on a failed save vs. death at -2.

The poison cannot be applied to a grenade.

- Hit Die: d6~


//Plasma Wizard (IWDEE)
@433 = ~PLASMA WIZARD: Where other mages immerse themselves in the library and delve deep into lore both ancient and recent, the Plasma Wizard focuses on mastery of the elements and the energy that governs the universe. <PRO_HESHE> may cast fewer conventional spells than other mages, but has the ability to cast an unlimited number of simple evocation spells at will, and at higher levels can do so multiple times in a single round.

CLASS FEATURES:

- Gains one fewer spell slot per spell level than a non-specialized mage (cannot cast spells until level 2).
- May not learn or cast any spells of the Conjuration or Divination schools.
- Receives a +15% bonus when scribing scrolls from the Invocation school.
- Receives a -15% penalty when scribing scrolls from other schools.
- Receives a +2 bonus when making Saving Throws against spells from the Invocation school.
- Targets suffer a -2 penalty when making Saving Throws against spells from the Invocation school.
- May cast Craft/Upgrade Plasma Rod once per day. The Plasma Rod can fire unlimited magical ammunition at 2 attacks per round, and the Plasma Wizard may develop nine different projectiles as <PRO_HESHE> gains levels. When using the rod, the Plasma Wizard gains +1 to THAC0 every 2 levels, imposes an additional -1 save penalty every 3 levels, gains +1/2 attack per round every 4 levels, and deals an extra dice of damage and gets an additional +1 enchantment bonus for every 5 levels.

CRAFT/UPGRADE PLASMA ROD: The Plasma Wizard creates a unique type of crossbow that fires special ammunition. As the Plasma Wizard gains levels, the Plasma Rod can fire new forms of ammunition, and the weapon becomes more powerful. The Plasma Rod never runs out of ammunition, but victims may always attempt a save vs. breath to avoid damage. The Plasma Wizard may upgrade the rod after gaining each level:

1st level: May fire a Magic Missile (1d3 magic damage) from the Plasma Rod at will. The Plasma Wizard gains a +1 bonus to hit and +1 attack per round when using the rod.

2nd level: Gains first level 1 spell slot. The rod grants +2 to hit.

3rd level: May fire an Agannazar's Scorcher ray (1d4 fire damage) from the rod. All targets must make their saves vs. breath at a -1 penalty.

4th level: Gains +3 to hit and +1.5 attacks per round when using the rod.

5th level: May fire a Lightning Bolt (2d4 electricity damage) from the rod. All prior forms of ammunition deal an additional dice of damage. The rod strikes as a +1 weapon for the purposes of bypassing weapon immunities.

6th level: Gains +4 to hit when using the rod. All targets must make their saves vs. breath at a -2 penalty.

7th level: May fire an Acid Arrow (1d3 acid damage, plus 2d3 lingering acid damage) from the rod.

8th level: Gains +5 to hit and +2 attacks per round when using the rod.

9th level: May launch a Fireball (2d4 fire damage) from the rod. All targets must make their saves vs. breath at a -3 penalty.

10th level: Gains +6 to hit when using the rod, and all forms of ammunition deal an additional dice of damage. The rod strikes as a +2 weapon.

11th level: May unleash a Cone of Cold (3d4 cold damage) when using the rod.

12th level: Gains +7 to hit and +2.5 attacks per round when using the rod. All targets must make their saves vs. breath at a -4 penalty.

13th level: May launch a Fire Seed (3d6 fire damage) from the rod.

14th level: Gains +8 to hit when using the rod.

15th level: May cast Chain Lightning (4d3 electricity damage) from the rod.  All prior forms of ammunition deal an additional dice of damage. The rod strikes as a +3 weapon. All targets must make their saves vs. breath at a -5 penalty.

16th level: Gains +9 to hit and +3 attacks per round when using the rod.

17th level: May cast Prismatic Spray (2d3 magic damage) from the rod.

18th level: Gains +10 to hit when using the rod. All targets must make their saves vs. breath at a -6 penalty.

20th level: Gains +11 to hit and +3.5 attacks per round when using the rod. All prior forms of ammunition deal an additional dice of damage. The rod strikes as a +4 weapon.

22nd level: Gains +12 to hit when using the rod.

24th level: Gains +13 to hit and +3.5 attacks per round when using the rod.

25th level: The rod strikes as a +5 weapon.

26th level: Gains +14 to hit when using the rod.

28th level: Gains +15 to hit and +4 attacks per round when using the rod.

- Hit Die: d4~


//Vampyre (IWDEE)
@434 = ~VAMPYRE: Also known as vrylokas, vampyres are alpha predators, hunters who fill the same ecological niche as tigers or wolves--only their prey are humanoid races. Vampyres exist on the blood of their victims. Unlike true vampires, vampyres are not undead: while the Vampyre may drain the life force of its victims, it is not vulnerable to sunlight and has neither the resistances nor the vulnerabilities of the undead.

Advantages:
- Gains an extra half attack per round at levels 7 and 13.
- +15% bonus to Hide in Shadows and Move Silently.
- Immune to level drain.
- Vampiric Drain: Whenever the Vampyre strikes its victim with a melee attack, it drains 1d4 hit points from the target and transfers them to the Vampyre on a failed save vs. death. For every 5 levels of the Vampyre, the damage dice increases: 1d6 at level 5, 1d8 at level 10, 1d10 at level 15, and 1d12 at level 20.
- At level 6, Vampiric Drain forces the victim to make a save vs. death or lose 1 level for 5 rounds.
- At level 12, Vampiric Drain penalizes the victim's save vs. death by 1 point (cumulative) for 5 rounds.
- At level 18, Vampiric Drain decreases the victim's Constitution score by 1 point for 5 rounds on a failed save vs. death.
- Whenever the Vampyre successfully backstabs an enemy or lands a critical hit, the victim suffers twice the effects of Vampiric Drain.

Disadvantages:
- Backstab multiplier does not progress beyond 2x.
- Only gains 10 skill points per level (20 at level 1).
- May not dual-class.~



//Expanded Classes (BGEE)

//Seducer (BGEE)
@440 = ~SEDUCER: A Seducer is a thief who acts through persuasion rather than sleight of hand. Socially cunning and politically astute, they develop an ability to forge close relationships with the wealthy, powerful, or merely useful, and navigate complex social orders with speed and grace. Some may use their talents to influence people for the better, propping up and guiding the wise and honest, or exposing and ostracizing the corrupt and the selfish. Others use their talents for personal gain, exploiting their allies' weaknesses, and destroying their opponents with whatever means they can.

Despite the name, a Seducer's abilities are more complex than attractiveness or charm. A Seducer uses psionic abilities and arcane magic as well as physical appeal to influence others, and can gain control over potentially any creature with a semi-conscious mind--even those of a different orientation, species, or plane of existence, as well as sexless creatures, constructs, and the undead. No mind is truly safe from a Seducer's grasp; only sheer will and mental fortitude can block the Seducer's influence.

CLASS FEATURES:

- May cast Charm at will
- May cast Domination at will
- May cast Seduction at will
- May cast Recruit Follower at will
- May cast Dispel Charm at will
- +1 Charisma
- Immunity to charm and domination
- +1 to save vs. spell at level 1 and every 5 levels after
- +1 AC vs. melee weapons at level 1 and every 6 levels after

- Only gains 15 skill points per level (30 at level 1)
- Cannot detect traps or set traps
- Backstab does not progress beyond 2x
- Only gains 1d4 hit points per level
- May not wear any armor
- Does not gain Use Any Item or most thief HLAs


DOMINATION: The Seducer may attempt to take control over any creature within 30 feet for 1d3 rounds, infiltrating their mind and probing their thoughts and desires. If the target fails its save vs. spell at +4, the Seducer will wriggle their way into the subject's mind and take over after half a round. As the Seducer grows more experienced, their charms become more effective:

Level 1: +4 to saving throw
Level 2: +3 to saving throw
Level 3: +2 to saving throw
Level 5: +1 to saving throw
Level 7: +0 to saving throw
Level 9: -1 to saving throw
Level 12: -2 to saving throw
Level 15: -3 to saving throw
Level 18: -4 to saving throw
Level 22: -5 to saving throw
Level 26: -6 to saving throw
Level 30: -7 to saving throw
Level 35: -8 to saving throw
Level 40: -9 to saving throw
Level 45: -10 to saving throw

Domination is not limited by the Seducer's line of sight; he or she can target creatures who are invisible or behind a corner. Domination bypasses spell protections, magic resistance, and immunity to charm effects, but non-humanoid targets are more resistant to the Seducer's charms and make their saving throws at a bonus:

Intelligent and familiar creatures such as animals and yuan-ti:
+1 to saving throw
Unintelligent and unnatural creatures such as undead, trolls, and giants:
+2 to saving throw
Alien and extraplanar creatures such as beholders, elementals, and demons:
+3 to saving throw

Creatures who already charmed, however, suffer a -3 penalty to their saving throw. 

The intense concentration involved in charming other creatures leaves the Seducer vulnerable. For 1 round after using Domination, the Seducer cannot attack and suffers -3 penalty to AC and -25% movement rate.


CHARM: Rather than focus their attention on a single target, a Seducer may attempt to charm multiple creatures at once. At level 1, a Seducer's Charm can affect two creatures at once; every 10 levels, the Seducer may charm another creature in the same round. Like Domination, Charm improves as the Seducer gains experience, but dividing the Seducer's attention makes the effect easier to resist:

Level 1: +7 to saving throw
Level 2: +6 to saving throw
Level 4: +5 to saving throw
Level 6: +4 to saving throw
Level 9: +3 to saving throw
Level 12: +2 to saving throw
Level 16: +1 to saving throw
Level 20: +0 to saving throw
Level 25: -1 to saving throw
Level 30: -2 to saving throw
Level 36: -3 to saving throw
Level 42: -4 to saving throw
Level 49: -5 to saving throw

As with Domination, Charm bypasses normal immunities, offers bonuses to alien minds (such as animals and extraplanar creatures), and imposes -3 penalty to AC and -25% movement rate on the Seducer for 1 round.


SEDUCTION: With time and great effort, a Seducer may take total control over a single creature. This ability cannot be used in the thick of combat; the Seducer must have a peaceful and safe environment to ensure the subject feels comfortable. The subject must also be under the effects of Charm or Domination in order for Seduction to be successful. Finally, the subject must have some senses or desires in order to be affected; golems and constructs are immune.

If the subject fails a save vs. spell at no penalty, the Seducer may coax it into joining the Seducer's party. The subject will obey any order and follow the party wherever it goes until it is dismissed from the group. The Seducer can take control of creatures up to half of his or her level.

(Seduction can have unintended effects if used on quest-related creatures, especially if a plot-critical creature is dismissed from the party for good. Some plot-relevant creatures, but not all, are immune by default.)

Most non-humanoid creatures (monsters, undead, elementals, and so forth) do not possess a standard character class. These creatures will be given the fighter class upon joining the party, allowing them to gain levels at the cost of a 50% XP penalty.


RECRUIT FOLLOWER: A Seducer of outstanding charisma may gather followers on his or her travels, whether by inspiring the righteous with a call to action, tempting the selfish with personal profit, or simply winning allies through sheer force of personal magnetism. This ability allows the Seducer to persuade the target to follow the Seducer's party wherever they may go, and is treated as the Seducer's familiar. Unlike Seduction, the target does not join the party, and therefore cannot gain levels, cannot be raised from the dead, and the Seducer cannot access its inventory or spellbook. However, there is no limit to how many followers a Seducer may possess (provided that he or she is able to keep all of them alive).

This ability cannot be used in the thick of combat, but unlike Seduction, the subject need not be charmed beforehand. The subject must have some senses or desires in order to be affected; golems and constructs are immune.

If the subject fails a save vs. spell at no penalty, the Seducer may coax it into following the Seducer's party until its dying breath. The Seducer can take control of creatures up to half of his or her level.

(Recruit Follower can have unintended effects if used on quest-related creatures. Some plot-relevant creatures, but not all, are immune by default.)


DISPEL CHARM: By delving into a charmed creature's mind, the Seducer can isolate and remove the charm's effects, whether the charm is magical, mundane, or psionic. This ability will dispel any charm effect from the target creature if he or she makes a save vs. spell at +5.


BETRAYAL: If the Seducer backstabs an opponent while it is under the effects of Charm or Domination, the Seducer may attempt to land a fatal blow while the target's guard is down. If the victim fails its save vs. death at -2, the Seducer will kill it instantly, using whatever weak point the Seducer can divine from its thoughts. Every 4 levels after level 1, victims of Betrayal must make their save at an additional -1 penalty, up to -7 at level 21. If the victim makes its save, the effects of Charm and Domination are broken and the Seducer cannot charm the target for another 5 rounds. Targets who resist the instant death effect will still suffer 2d6 damage, plus an additional 2d6 damage every 4 levels after level 1.

High-Level Abilities:
- Psionic Lock
- Psionic Invisibility
- Psionic Breach
- Psionic Teleportation
- Psionic Time Stop
- Psionic Foresight
- Evasion
- Alchemy
- Scribe Scrolls

DUAL-CLASS REQUIREMENTS: 13 Intelligence, 15 Wisdom, 17 Charisma

- Hit Die: d4~


//Shapechanger (BGEE)
@441 = ~SHAPECHANGER: Little is known about the source of a Shapechanger's powers. Alternately theorized to be the descendants of doppelgangers, lycanthropes, or some type of extraplanar being, Shapechangers have the power to radically transform their bodies--not just into humanoid forms, but also alien forms foreign to the Material plane. Shapechangers are adept at disguising themselves, but their true power lies in the ability to take on the forms of more powerful creatures.

CLASS FEATURES:

Advantages:
- 30% bonus to pickpocketing, hide in shadows, and move silently
- Learns new shapeshifting abilities as the Shapechanger gains levels:

Level 1: Cat
Level 3: Werebadger
Level 4: Grizzly Bear
Level 6: Phase Spider
Level 8: Bombardier Beetle
Level 9: Orog Shaman
Level 11: Red Half-Dragon
Level 13: Umber Hulk
Level 14: Clay Golem
Level 16: Beholder
Level 18: Glabrezu
Level 19: Young Green Dragon
Level 21: Frost Giant
Level 23: Demilich

Disadvantages:
- Cannot wear armor
- Only gets 10 skill points per level (20 at level 1)
- Cannot set traps
- Backstab multiplier is 1 point lower than a normal thief's (starts at no multiplier at level 1)

High-Level Abilities:
- Whirlwind Attack
- Hardiness
- Resist Magic
- Evasion
- Stoneskin
- Simulacrum
- True Seeing
- Polymorph Other

- Hit Die: d6~


//Alchemist (BGEE)
@442 = ~ALCHEMIST: Alchemists are Transmuters who dedicate their lives to the study of chemistry and potionmaking. Some use their talents to sell potions and tonics, some turn their skills to adventuring, and others are motivated solely by the pursuit of truth. Alchemists are always searching for new ingredients to fuel their businesses and laboratories, and when the local economy falls short of their expectations, the Alchemist must set out on foot. Alchemists excel at making valuable brews and dangerous explosives out of whatever ingredients they can cobble together.

CLASS FEATURES:

Alchemical Genius:
- Can create potions and grenades at any time outside combat. Alchemists get additional benefits from their own potions.
- Can use Poison Weapon once per day at level 1. Gains an additional use of Poison Weapon every 4 levels after.

Alchemical Resilience:
- Immunity to poison
- 10% acid resistance per level
- 5% fire resistance per level
- Gains 1d6 hit points per level
- +1 to save vs. death and polymorph every 3 levels

Specialization:
- Can memorize 1 fewer spell per spell level compared to a generalist mage (an Alchemist cannot cast spells until level 2)
- -1 penalty to casting time
- -2 penalty to caster level
- Cannot gain most normal mage High-Level Abilities

CONCOCTIONS: Given the right ingredients, an Alchemist can concoct any manner of potions and brews. The process is similar to purchasing goods at a store, but the Alchemist can manage ingredients much more efficiently, making his or her concoctions much less expensive than a conventional apothecary's.

More experienced Alchemists can brew a broader variety of potions and manufacture stronger explosives. There is no limit on how many potions and grenades an Alchemist can create, provided he or she has the resources to make them.

POISON WEAPON: The same skills the Alchemist uses to create potions to soothe pain can also be used to inflict it. The Alchemist can apply a thin coating of poison to a weapon, directly injecting the toxin into the victim's bloodstream. Multiple strikes can further poison the target, but only one dose of poison can be applied to the weapon. Alchemists can develop deadlier poisons as they become more experienced.

For the next 2 rounds after using this ability, any creature the Alchemist attacks must make a saving throw or suffer poison damage for the next 5 rounds. The effects stack and vary based on level:

Level 1: 1d2 poison damage, plus 1 damage per round on a failed save vs. death at +4.
Level 4: 1d3 poison damage, plus 2 damage per round on a failed save vs. death at +3.
Level 7: 1d4 poison damage, plus 3 damage per round on a failed save vs. death at +2.
Level 10: 1d6 poison damage, plus 4 damage per round on a failed save vs. death at +1.
Level 13: 1d8 poison damage, plus 5 damage per round on a failed save vs. death.
Level 16: 1d10 poison damage, plus 6 damage per round on a failed save vs. death at -1.
Level 19: 1d12 poison damage, plus 6 damage per round on a failed save vs. death at -2.

The poison cannot be applied to a grenade.

High-Level Abilities:
- Use Any Item
- Regeneration
- Resist Magic
- Purity of Body
- Business Connections
- Extra Level 6 Spell
- Extra Level 7 Spell
- Extra Level 8 Spell

- Hit Die: d6~


//Plasma Wizard (BGEE)
@443 = ~PLASMA WIZARD: Where other mages immerse themselves in the library and delve deep into lore both ancient and recent, the Plasma Wizard focuses on mastery of the elements and the energy that governs the universe. <PRO_HESHE> may cast fewer conventional spells than other mages, but has the ability to cast an unlimited number of simple evocation spells at will, and at higher levels can do so multiple times in a single round.

CLASS FEATURES:

- Gains one fewer spell slot per spell level than a non-specialized mage (cannot cast spells until level 2).
- May not learn or cast any spells of the Enchantment school.
- Receives a +15% bonus when scribing scrolls from the Invocation school.
- Receives a -15% penalty when scribing scrolls from other schools.
- Receives a +2 bonus when making Saving Throws against spells from the Invocation school.
- Targets suffer a -2 penalty when making Saving Throws against spells from the Invocation school.
- May cast Craft/Upgrade Plasma Rod once per day. The Plasma Rod can fire unlimited magical ammunition at 2 attacks per round, and the Plasma Wizard may develop nine different projectiles as <PRO_HESHE> gains levels. When using the rod, the Plasma Wizard gains +1 to THAC0 every 2 levels, imposes an additional -1 save penalty every 3 levels, gains +1/2 attack per round every 4 levels, and deals an extra dice of damage and gets an additional +1 enchantment bonus for every 5 levels.

High-Level Abilities: Spirit of Flame, Aegis of Rime, Scion of Storms, Voice of Entropy, Energy Blades, Whirlwind Attack, Bypass Resistance, Power Attack, Critical Strike, (Greater) Deathblow

CRAFT/UPGRADE PLASMA ROD: The Plasma Wizard creates a unique type of crossbow that fires special ammunition. As the Plasma Wizard gains levels, the Plasma Rod can fire new forms of ammunition, and the weapon becomes more powerful. The Plasma Rod never runs out of ammunition, but victims may always attempt a save vs. breath to avoid damage. The Plasma Wizard may upgrade the rod after gaining each level:

1st level: May fire a Magic Missile (1d3 magic damage) from the Plasma Rod at will. The Plasma Wizard gains a +1 bonus to hit and +1 attack per round when using the rod.

2nd level: Gains first level 1 spell slot. The rod grants +2 to hit.

3rd level: May fire an Agannazar's Scorcher ray (1d4 fire damage) from the rod. All targets must make their saves vs. breath at a -1 penalty.

4th level: Gains +3 to hit and +1.5 attacks per round when using the rod.

5th level: May fire a Lightning Bolt (2d4 electricity damage) from the rod. All prior forms of ammunition deal an additional dice of damage. The rod strikes as a +1 weapon for the purposes of bypassing weapon immunities.

6th level: Gains +4 to hit when using the rod. All targets must make their saves vs. breath at a -2 penalty.

7th level: May fire an Acid Arrow (1d3 acid damage, plus 2d3 lingering acid damage) from the rod.

8th level: Gains +5 to hit and +2 attacks per round when using the rod.

9th level: May launch a Fireball (2d4 fire damage) from the rod. All targets must make their saves vs. breath at a -3 penalty.

10th level: Gains +6 to hit when using the rod, and all forms of ammunition deal an additional dice of damage. The rod strikes as a +2 weapon.

11th level: May unleash a Cone of Cold (3d4 cold damage) when using the rod.

12th level: Gains +7 to hit and +2.5 attacks per round when using the rod. All targets must make their saves vs. breath at a -4 penalty.

13th level: May launch a Fire Seed (3d6 fire damage) from the rod.

14th level: Gains +8 to hit when using the rod.

15th level: May cast Chain Lightning (4d3 electricity damage) from the rod.  All prior forms of ammunition deal an additional dice of damage. The rod strikes as a +3 weapon. All targets must make their saves vs. breath at a -5 penalty.

16th level: Gains +9 to hit and +3 attacks per round when using the rod.

17th level: May cast Prismatic Spray (2d3 magic damage) from the rod.

18th level: Gains +10 to hit when using the rod. All targets must make their saves vs. breath at a -6 penalty.

20th level: Gains +11 to hit and +3.5 attacks per round when using the rod. All prior forms of ammunition deal an additional dice of damage. The rod strikes as a +4 weapon.

22nd level: Gains +12 to hit when using the rod.

24th level: Gains +13 to hit and +3.5 attacks per round when using the rod.

25th level: The rod strikes as a +5 weapon.

26th level: Gains +14 to hit when using the rod.

28th level: Gains +15 to hit and +4 attacks per round when using the rod.

- Hit Die: d4~


//Vampyre (BGEE)
@444 = ~VAMPYRE: Also known as vrylokas, vampyres are alpha predators, hunters who fill the same ecological niche as tigers or wolves--only their prey are humanoid races. Vampyres exist on the blood of their victims. Unlike true vampires, vampyres are not undead: while the Vampyre may drain the life force of its victims, it is not vulnerable to sunlight and has neither the resistances nor the vulnerabilities of the undead.

Advantages:
- Gains an extra half attack per round at levels 7 and 13.
- +15% bonus to Hide in Shadows and Move Silently.
- Immune to level drain.
- Vampiric Drain: Whenever the Vampyre strikes its victim with a melee attack, it drains 1d4 hit points from the target and transfers them to the Vampyre on a failed save vs. death. For every 5 levels of the Vampyre, the damage dice increases: 1d6 at level 5, 1d8 at level 10, 1d10 at level 15, and 1d12 at level 20.
- At level 6, Vampiric Drain forces the victim to make a save vs. death or lose 1 level for 5 rounds.
- At level 12, Vampiric Drain penalizes the victim's save vs. death by 1 point (cumulative) for 5 rounds.
- At level 18, Vampiric Drain decreases the victim's Constitution score by 1 point for 5 rounds on a failed save vs. death.
- Whenever the Vampyre successfully backstabs an enemy or lands a critical hit, the victim suffers twice the effects of Vampiric Drain.

Disadvantages:
- Backstab multiplier does not progress beyond 2x.
- Only gains 10 skill points per level (20 at level 1).
- May not dual-class.~
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@500    = ~Mind Blast~

@501    = ~
Mind Blast

Range: 100 ft.
Duration: Special
Casting Time: Instant
Area of Effect: 1 creature
Saving Throw: Neg.

The psionicist invades <PRO_HISHER> target's mind with a powerful and intrusive thought, disrupting the victim's brain and incapacitating it for 2 rounds on a failed save vs. spell. For every 3 levels after level 1, Mind Blast lasts for another half of a round (3 seconds), up to a maximum of 5 rounds.~
@502    = ~Psionic Blast~
@503    = ~
Psionic Blast

Range: 20 ft.
Duration: 5 rounds
Casting Time: Instant
Area of Effect: 15-ft. radius
Saving Throw: Neg.

The psionicist harnesses all of its mental strength and unleashes it upon all enemies within the area of effect, scrambling brainwaves and sending a series of incompatible messages and ideas coursing through the mind of any creature that fails a save vs. spell, rendering it helpless to defend itself for 5 rounds. For every 7 levels after level 5, victims must make their save vs. spell at an additional -1 penalty, up to a maximum of -4.~
@504    = ~Psionic Disjunction~
@505    = ~
Psionic Disjunction
(Abjuration)

Range: 40 ft.
Duration: Instant
Casting Time: Instant
Area of Effect: 15-ft. radius
Saving Throw: None

Psionic Disjunction dispels the magical effects upon any enemies within the area (allies are unaffected). This includes effects given from spells, potions, and certain magical items such as wands. It does not, however, affect enchanted magical items. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of Psionic Disjunction is above the original caster, <PRO_HISHER> chance of success increases by 5%. For every level that the caster of Psionic Disjunction is below the original caster, <PRO_HISHER> chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 1% chance of success or failure. Thus, if a caster is 10 levels higher than the magic <PRO_HESHE> is trying to dispel, there is only a 1% chance of failure. Similarly, if the caster is 4 levels lower than the magic <PRO_HESHE> is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster.

Note: While this spell dispels the individual effects of Grease, Web, Stinking Cloud, and other such spells, it does not dispel the area of effect.~
@506    = ~Psionic Maze~
@507    = ~
Psionic Maze

Range: 70 ft.
Duration: Special
Casting Time: Instant
Area of Effect: 1 creature
Saving Throw: Neg.

Psionic Maze brings an extradimensional space into being. The subject vanishes into the shifting labyrinth of force planes for a period of time that is totally dependent upon its Intelligence.

Intelligence of Target    —    Time trapped in maze
         under 3                —            2d4 turns
         3 to 5                   —            1d4 turns
         6 to 8                   —            5d4 rounds
         9 to 11                 —            4d4 rounds
         12 to 14               —            3d4 rounds
         15 to 17               —            2d4 rounds
         18 and up            —           1d4 rounds

Note that if the 9th-level spell Freedom is cast in the area where a creature is mazed, it will effectively bring <PRO_HIMHER> back to this plane, ending the spell prematurely. Note that a mazed creature is not freed through Dispel Magic.  ~
@508    = ~Psionic Domination~
@509    = ~
Psionic Domination

Range: 40 ft.
Duration: Special
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: Neg.

Psionic Domination enables the caster to control the actions of any creature. This control is maintained through a telepathic link between the caster and the victim. The target has no option for release, even if made to do something against his morals. The target is allowed a Saving Throw vs. Spell with a -2 penalty to negate the effect. Psionic Domination lasts 10 rounds at level 7, with an extra 5 rounds for every 9 levels thereafter.~
@510    = ~Ego Whip~
@511    = ~
Ego Whip

Range: 10 ft.
Duration: 4 rounds
Casting Time: Instant
Area of Effect: 1 creature
Saving Throw: Neg.

The psionicist launches a mental assault on <PRO_HISHER> enemy's psyche, targeting its very sense of self. If the victim failed a save vs. death at +4, the crushing despair will leave it stunned and helpless for 4 rounds. For every 5 levels after level 3, the victim must makes its save vs. death at an additional -1 penalty.~
@512    = ~Detonate~
@513    = ~
Detonate

Range: 40 ft.
Duration: Instant
Casting Time: Instant
Area of Effect: 15-ft. radius
Saving Throw: None

Igniting the very air itself, the psionicist generates a sudden explosion as from nowhere. All enemies within the area of effect will suffer 5d6 points of magic damage with no saving throw. For every 6 levels after level 4, the psionicist will deal an additional 1d6 damage, up to a maximum of 9d6.~
@514    = ~Ballistic Attack~
@515    = ~Ballistic Attack

Range: 10 ft.
Duration: Instant
Casting Time: Instant
Area of Effect: 1 creature
Saving Throw: None

The psionicist grasps a boulder, rock, or similar object using telekinesis and launches it at a single foe at full force, dealing 1d12 crushing damage on impact. For every 4 levels after level 2, Ballistic Attack does an additional 1d12 damage, up to a maximum of 5d12.~
@516    = ~Planar Travel~
@517    = ~Planar Travel

Range: Visual range of caster
Duration: Instant
Casting Time: Instant
Area of Effect: The caster
Saving Throw: None

This spell transports the psionicist to any place within the visual range of the caster. When the spell is cast, a dimensional portal opens up in front of the psionicist, who immediately steps through it. Upon passing through the portal, the psionicist finds <PRO_HIMHER>self at <PRO_HISHER> chosen destination.~
@518    = ~Cure Serious Wounds~
@519    = ~Cure Serious Wounds

Duration: Permanent 
Casting Time: 1
Area of Effect: Caster 
Saving Throw: None 

The psionicist turns <PRO_HISHER> powers onto <PRO_HISHER> own body and brings healing factors into action. The psionicist recovers 4d8 +1/level (maximum +20) points of damage to <PRO_HISHER> body.~
@520    = ~Psionic Shield~
@521    = ~Psionic Shield
Calling upon hidden reserves of mental fortitude during times of danger, a psionicist can use the Psionic Shield ability to gain 25% resistance to all forms of damage, whether physical, elemental, or magical. The ability lasts for 10 rounds.~
@522    = ~Psychometabolism~
@523    = ~Psychometabolism
Taking direct control of her <PRO_HISHER> body, the psionicist may imbue <PRO_HIMHER>self with the ability to regenerate, regaining 3 Hit Points per second for 10 rounds.~
@524    = ~Psionic Mantle~
@525    = ~Psionic Mantle
By erecting an invisible forcefield of psionic energy, the psionicist may thwart any weapon that threatens to do <PRO_HIMHER> harm. For 3 rounds after using this ability, the psionicist is immune to weapons, regardless of their enchantment. This immunity cannot be dispelled, though it is vulnerable to the Breach spell.~
@526    = ~Psionic Stasis~
@527    = ~Psionic Stasis
Upon casting Psionic Stasis, the psionicist causes the flow of time to stop for all creatures within the area save for <PRO_HIMHER>self. For the next 1 round, the psionicist can move and act freely, but all other creatures are frozen in their actions, for they are literally between ticks of the clock.~
@528    = ~Astral Comet~
@529    = ~Astral Comet
The psionicist may locate a meteor or comet on another plane and construct a portal to bring it down on <PRO_HISHER> foes in the Prime Material Plane. The comet deals 10d10 crushing damage and sends out a powerful shockwave that knocks the psionicist's foes unconscious and throws them back. A successful save vs. breath will halve the damage and allow the victim to retain control of its footing and its faculties.~
@530    = ~Diffusion~
@531    = ~Diffusion
By rapidly disintegrating and re-integrating <PRO_HISHER> body, the psionicist interferes with any attempt to take apart, damage, disable, or in any way threaten <PRO_HISHER> form. For 5 rounds after activating this ability, the psionicist gains +5 to AC and a +5 bonus to all saving throws.~
@532    = ~Psionic Backlash~
@533    = ~Psionic Backlash
The psionicist may section off a portion of <PRO_HISHER> psyche and dedicate it to quickly reacting to <PRO_HISHER> enemies. On selecting this ability, every enemy who attacks the psionicist has a 50% chance of being stunned for 1 round on a failed save vs. spell.~
@534    = ~Mental Deconstruction~
@535    = ~Mental Deconstruction
The psionicist quickly analyzes the essential thought processes of a single target and designs a mental attack designed to completely break the victim's mind. If the target fails its save vs. spell at -2, it will be incapable of mustering a conscious thought or take any action for the next 4 hours. Unlike the wizard spell Feeblemind, Mental Deconstruction bypasses magic resistance and cannot be dispelled; only a Cure Disease or Heal spell may cure the victim.~
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@600    = ~Select HLA~
@601    = ~Use this ability to select a High Level Ability, whether druidic or divine. This ability will disappear after a single use. The spells the cleric/druid may choose are:

Energy Blades
Storm of Vengeance
Elemental Summoning
Greater Elemental Summoning
Globe of Blades
Summon Deva
Summon Fallen Deva
Implosion
Mass Raise Dead
Aura of Flaming Death
Fire Elemental Transformation
Earth Elemental Transformation

If the cleric/druid chooses the same HLA twice, it will have no effect and the ability is wasted.
~
@602    = ~Wolf Shapeshift Token~
@603    = ~This token enables the druid who created it to shapeshift at will into a wolf. While in that form, the druid is unable to speak or cast spells.

STATISTICS:

In shapeshifted form:
Base AC 6
Strength 17
Dexterity 18
2 attacks
Damage 1d8
Increased movement rate
Usable only by its creator (equip as a weapon to use)~
@604    = ~Bear Shapeshift Token~
@605    = ~This token enables the druid who created it to shapeshift at will into a brown bear. While in that form, the druid is unable to speak or cast spells.

STATISTICS:

In shapeshifted form:
Base AC 7
Strength 18/00
Dexterity 12
2 attacks
Damage 1d6
Usable only by its creator (equip as a weapon to use)~
@606    = ~Fire Elemental Token~
@607    = ~This token enables the druid who created it to shapeshift at will into a giant fire elemental. While in that form, the druid is unable to speak or cast spells.

STATISTICS:

In shapeshifted form:
Base AC -5
Strength 22
Dexterity 25
2 attacks
Damage 1d10 crushing + 1d10 fire (attacks count as +4)
Movement rate increased
Immunity to fire
Fire shield
Usable only by its creator (equip as a weapon to use)~
@608    = ~Earth Elemental Token~
@609    = ~This token enables the druid who created it to shapeshift at will into a giant earth elemental. While in that form, the druid is unable to speak or cast spells.

STATISTICS:

In shapeshifted form:
Base AC -5
Strength 25
Dexterity 10
2 attacks
Damage 2d10 crushing (attacks count as +4)
Movement rate decreased
50% immunity to physical damage

Usable only by its creator (equip as a weapon to use)~
@610    = ~Select HLA~
@611    = ~Use this ability to select a High Level Ability, whether arcane or divine. This ability will disappear after a single use. The spells the cleric/druid/mage may choose are:

Energy Blades
Storm of Vengeance
Elemental Summoning
Greater Elemental Summoning
Globe of Blades
Summon Deva
Summon Fallen Deva
Implosion
Mass Raise Dead
Aura of Flaming Death
Fire Elemental Transformation
Earth Elemental Transformation
Improved Alacrity
Extra Level 6 Spell Slot
Extra Level 7 Spell Slot
Extra Level 8 Spell Slot
Summon Planetar
Summon Fallen Planetar
Comet
Dragon's Breath

If the cleric/druid/mage chooses the same HLA twice, it will have no effect and the ability is wasted.
~
@612    = ~Create Bear Shapeshifting Token~
@613    = ~Create Wolf Shapeshifting Token~
@614    = ~Select Fighter HLA~
@615    = ~Use this ability to select a High Level Ability. This ability will disappear after a single use, and if the spell is canceled before being cast, it is permanently lost. The abilities the caster may choose are:

Whirlwind Attack
Power Attack
Critical Strike
Hardiness
Resist Magic
~
@616    = ~Select Druid HLA~
@617    = ~Use this ability to select a High Level Ability. This ability will disappear after a single use, and if the spell is canceled before being cast, it is permanently lost. The abilities the caster may choose are:

Fire Elemental Transformation
Earth Elemental Transformation
~
@618    = ~Select Thief HLA~
@619    = ~Use this ability to select a High Level Ability. This ability will disappear after a single use, and if the spell is canceled before being cast, it is permanently lost. The abilities the caster may choose are:

Evasion
Avoid Death
Use Any Item
Set Spike Trap
Set Exploding Trap
Set Time Trap
~
@620    = ~Select Priest HLA~
@621    = ~Use this ability to select a High Level Ability. This ability will disappear after a single use, and if the spell is canceled before being cast, it is permanently lost. The abilities the caster may choose are:

Energy Blades
Storm of Vengeance
Elemental Summoning
Greater Elemental Summoning
Globe of Blades
Summon Deva
Summon Fallen Deva
Implosion
Mass Raise Dead
Aura of Flaming Death

If the caster chooses the same HLA twice, it will have no effect and the ability is wasted.
~
@622    = ~Select Mage HLA~
@623    = ~Use this ability to select a High Level Ability. This ability will disappear after a single use, and if the spell is canceled before being cast, it is permanently lost. The abilities the caster may choose are:

Improved Alacrity
Extra Level 6 Spell Slot
Extra Level 7 Spell Slot
Extra Level 8 Spell Slot
Summon Planetar
Summon Fallen Planetar
Comet
Dragon's Breath

If the caster chooses the same HLA twice, it will have no effect and the ability is wasted.
~
@624    = ~Select HLA~
@625    = ~
Use this ability to select a High Level Ability. This ability will disappear after a single use, and if the spell is canceled before being cast, it is permanently lost. The caster may take fighter HLAs and most thief HLAs multiple times, but choosing Use Any Item or a mage or priest HLA more than once will have no effect.

WARNING: The fighter/druid/cleric/mage/thief only learns HLAs upon gaining mage levels, which determine <PRO_HISHER> spellbook. While <PRO_HESHE> gains 5 HLAs for each level, beginning at level 12, it takes 4.5 million XP to reach level 13, with a long gap in between. Some fighter/druid/cleric/mage/thieves may never gain enough experience to learn more than 5 or 10 HLAs.

The abilities the caster may choose are:

Whirlwind Attack
Power Attack
Critical Strike
Hardiness
Resist Magic

Fire Elemental Transformation
Earth Elemental Transformation

Use Any Item
Set Spike Trap
Set Exploding Trap
Set Time Trap
Evasion
Avoid Death

Extra Level 6 Spell Slot

- Available at level 14 and after: -

Energy Blades
Storm of Vengeance
Elemental Summoning
Greater Elemental Summoning
Globe of Blades
Summon Deva
Summon Fallen Deva
Implosion
Mass Raise Dead
Aura of Flaming Death
Extra Level 7 Spell Slot

- Available at level 16 and after: -

Extra Level 8 Spell Slot

- Available at level 18 and after: -

Improved Alacrity
Summon Planetar
Summon Fallen Planetar
Comet
Dragon's Breath

~
@626    = ~Select HLA~
@627    = ~
Use this ability to select a High Level Ability. This ability will disappear after a single use, and if the spell is canceled before being cast, it is permanently lost. The abilities the caster may choose are:

Whirlwind Attack
Power Attack
Critical Strike
Hardiness
Deathblow
~
@628    = ~Select HLA~
@629    = ~
Use this ability to select a High Level Ability. This ability will disappear after a single use, and if the spell is canceled before being cast, it is permanently lost. The abilities the caster may choose are:

Greater Whirlwind Attack
Power Attack
Critical Strike
Hardiness
Greater Deathblow
~
@630    = ~Share Insight~
@631    = ~Share Insight

Through close bonding with <PRO_HISHER> allies, the Seer may communicate telepathically with a single creature and share a portion of <PRO_HISHER> insight with them. For one round per level (up to a maximum of 20 rounds), the targeted creature will gain half of the Seer's insight bonuses, rounded up.
~
@632    = ~Share Mass Insight~
@633    = ~Share Mass Insight

Through close bonding with <PRO_HISHER> community, the Seer may communicate telepathically with <PRO_HISHER> allies and share a portion of <PRO_HISHER> insight with them. For one round per three levels (up to a maximum of 6 rounds at level 18), all allied creatures nearby will gain half of the Seer's insight bonuses, rounded up.
~
@634    = ~Foresight~
@635    = ~Foresight

With great concentration, the Seer may close off <PRO_HISHER> mind to all distractions and focus <PRO_HISHER> insight on the immediate future. For one round per four levels (up to a maximum of 5 rounds at level 20), all of the Seer's insight bonuses are doubled.
~
@636    = ~Dissociation~
@637    = ~Dissociation

The Seer may reach into the minds of other beings and see through their eyes as if they were <PRO_HISHER> own. For 10 rounds, the caster can see everything within the visual range of all creatures currently on the map.
~
@638    = ~Critical Strike~
@639    = ~Critical Strike
A high-level Seer's intimate knowledge of <PRO_HISHER> opponents allows <PRO_HIMHER> to, once per day, concentrate all of <PRO_HISHER> attacks in one round to strike a vital area every time. With this ability, every attack roll made in the next round is a natural 20, a critical hit.
~
@640    = ~Evasion~
@641    = ~Evasion
A Seer's natural sense of <PRO_HISHER> surroundings becomes heightened with the use of the Evasion ability. Evasion gives a bonus of 6 to AC and 4 to all Saving Throws. The effect lasts for 5 rounds. Evasion does not stack with multiple uses, but can be combined with Greater Evasion.~
@642    = ~Greater Evasion~
@643    = ~Greater Evasion
A more powerful version of Evasion, this ability improves Armor Class by 8 and Saving Throws by 6. In addition, Greater Evasion allows the rogue to move so quickly that <PRO_HISHER> movement rate is increased by 4 (base is 9) and normal missiles have no chance of striking <PRO_HIMHER>. The effect is short-lived, however, and will only last 3 rounds. Greater Evasion does not stack with multiple uses, but can be combined with Evasion.

Requires: Evasion~
@644    = ~Alchemy~
@645    = ~Alchemy
Experienced Seers can predict the results of alchemical experiments and concoct potions from whatever ingredients are at hand. With the Alchemy skill, Seer rogue can create one of eight types of potions once per day. 

The potions the Seer can create are randomly chosen from the following list: 
1) Potion of Stone Form
2) Potion of Perception
3) Potion of Extra Healing
4) Potion of Fire Resistance
5) Potion of Regeneration
6) Elixir of Health
7) Oil of Speed
8) Potion of Frost Giant Strength~
@646    = ~Scribe Scrolls~
@647    = ~Scribe Scrolls
This ability allows a Seer to create low- and mid-level spell scrolls. The scrolls that the Seer can create are randomly chosen from the following list:
1) Death Spell
2) Improved Invisibility
3) Cloudkill
4) Chaos
5) Lower Resistance
6) Chain Lightning
7) Cone of Cold
8) Cacofiend
9) Cure Critical Wounds
~
@648    = ~Use Any Item~
@649    = ~Use Any Item
When the Seer finally breaks through the veil of reality, <PRO_HESHE> can make nearly any object into a usable tool. Once learned, the effect is permanent. This ability allows the Seer to use any item, even items that are typically restricted to one class. This allows the Seer to use everything from wands and scrolls to mighty weapons that none but a warrior could otherwise use, though the Seer will still be unable to wear armor that would prove distracting to <PRO_HISHER> abilities.~
@650    = ~Call Seer's Voice~
@651    = ~Call Seer's Voice

The Seer turns <PRO_HISHER> sight inward and gazes into the source of <PRO_HISHER> powers. When the Seer uses this ability, <PRO_HESHE> brings a pale shadow of the source into being, creating a near-exact replica of the Seer at 60% of <PRO_HISHER> level and with 60% of the Seer's hit points. The entity is immune to mind-affecting magic and instant death effects, but is otherwise identical to the caster, though it cannot use the Seer's innate abilities. The ghost will last for 10 rounds or until it is destroyed.
~
@652    = ~Create Sky Bow~
@653    = ~
Create Sky Bow

This ability allows the Sky Dancer to create or replace a Sky Bow, a quasi-magical weapon that the Sky Dancer may use to focus their energy. While the bow has no bonus to hit rolls and does not grant any extra attacks per round as a normal bow might, nor does it have the material substance to fire a physical arrow, it has the power to fire a bolt of energy at the Sky Dancer's opponents, similar to a Lightning Bolt spell. The bolt may bounce off of walls and other barriers, shocking any creature caught in the area of effect. The Sky Dancer may replace the bow with stronger versions at higher levels:

Level 4-7: 1d4 electricity damage; strikes as a +1 weapon
Level 8-11: 1d6 electricity damage; strikes as a +2 weapon
Level 12-15: 1d8 electricity damage; strikes as a +3 weapon
Level 16 and up: 1d10 electricity damage; strikes as a +4 weapon
~
@654    = ~Sky Bow +1~
@655    = ~
This slender blue bow is as light as air, and just as hard to grasp for anyone but the Sky Dancer who created it. The bow may fire a tiny ball of pressurized air, which carries an electrical charge similar to a Lightning Bolt spell. The little ball of air is difficult to control at range, and if it cannot touch its intended target, the bolt will dissipate. If it does make contact, however, its first target becomes a conduit for the electrical charge, and the bolt will strike any creatures behind the target, bouncing off of any walls or barriers it makes contact with and potentially striking multiple times. Magic resistance, or spell protections such as a Minor Globe of Invulnerability, may block the bolt.

STATISTICS:

Enchantment: +1
THAC0: +0
Damage: 1d4 electricity damage
Speed Factor: 3

Weight: 0
~
@656    = ~Sky Bow +2~
@657    = ~
This slender blue bow is as light as air, and just as hard to grasp for anyone but the Sky Dancer who created it. The bow may fire a tiny ball of pressurized air, which carries an electrical charge similar to a Lightning Bolt spell. The little ball of air is difficult to control at range, and if it cannot touch its intended target, the bolt will dissipate. If it does make contact, however, its first target becomes a conduit for the electrical charge, and the bolt will strike any creatures behind the target, bouncing off of any walls or barriers it makes contact with and potentially striking multiple times. Magic resistance, or spell protections such as a Minor Globe of Invulnerability, may block the bolt.

STATISTICS:

Enchantment: +2
THAC0: +0
Damage: 1d6 electricity damage
Speed Factor: 3

Weight: 0
~
@658    = ~Sky Bow +3~
@659    = ~
This slender blue bow is as light as air, and just as hard to grasp for anyone but the Sky Dancer who created it. The bow may fire a tiny ball of pressurized air, which carries an electrical charge similar to a Lightning Bolt spell. The little ball of air is difficult to control at range, and if it cannot touch its intended target, the bolt will dissipate. If it does make contact, however, its first target becomes a conduit for the electrical charge, and the bolt will strike any creatures behind the target, bouncing off of any walls or barriers it makes contact with and potentially striking multiple times. Magic resistance, or spell protections such as a Minor Globe of Invulnerability, may block the bolt.

STATISTICS:

Enchantment: +3
THAC0: +0
Damage: 1d8 electricity damage
Speed Factor: 3

Weight: 0
~
@660    = ~Sky Bow +4~
@661    = ~
This slender blue bow is as light as air, and just as hard to grasp for anyone but the Sky Dancer who created it. The bow may fire a tiny ball of pressurized air, which carries an electrical charge similar to a Lightning Bolt spell. The little ball of air is difficult to control at range, and if it cannot touch its intended target, the bolt will dissipate. If it does make contact, however, its first target becomes a conduit for the electrical charge, and the bolt will strike any creatures behind the target, bouncing off of any walls or barriers it makes contact with and potentially striking multiple times. Magic resistance, or spell protections such as a Minor Globe of Invulnerability, may block the bolt.

STATISTICS:

Enchantment: +4
THAC0: +0
Damage: 1d10 electricity damage
Speed Factor: 3

Weight: 0
~
@662    = ~Chain Lightning~
@663    = ~
Chain Lightning 
(Invocation/Evocation)

Range: 40 ft.
Duration: Instant
Casting Time: 5
Area of Effect: Special 
Saving Throw: 1/2 

When the Sky Dancer casts Chain Lightning, arcs of electrical energy burst from <PRO_HISHER> fingertips. These brilliant arcs of lightning leap at all enemies near the caster, burning them with electrical damage. The lightning causes 1d6 points of damage for every 2 levels of the caster. If the target of the lightning saves vs. Spell, only half damage is inflicted. Thus, an 8th-level Sky Dancer will cause 4d6 damage to a victim (2d6 if the victim makes <PRO_HISHER> Saving Throw vs. Spell).
~
@664    = ~Greater Stunning Strike~
@665    = ~Greater Stunning Strike
This ability allows the monk's unarmed stunning attacks to last longer. On choosing this ability, all unarmed strikes will force the victim to save vs. spell or be stunned for 1d2 seconds, rather than 1. This ability is permanent and requires no activation.
~
@666    = ~Paralyzing Strike~
@667    = ~Paralyzing Strike
This ability allows the monk's unarmed attacks to disable even enemies that are immune to typical stunning effects. On choosing this ability, all unarmed strikes will force the victim to save vs. spell or be disabled for a single second. This ability is permanent and requires no activation.
~
@668    = ~Thunder Strike~
@669    = ~Thunder Strike
This ability empowers the monk's unarmed attacks with an electric charge. On choosing this ability, the monk's unarmed strikes have a 15% chance of dealing 1d20 electricity damage. This ability is permanent and requires no activation.
~
@670    = ~Brimstone Fist~
@671    = ~Brimstone Fist
This ability intensifies the fires the monk may inflict with unarmed blows. On choosing this ability, the monk's unarmed strikes have a 15% chance of dealing 1d20 fire damage. This ability is permanent and requires no activation.
~
@672    = ~Wind Form~
@673    = ~Wind Form
This ability allows the monk to merge their form with the wind itself, partially transforming their body into air. The monk gains a +5% bonus to physical damage resistance, +1 to Armor Class and Dexterity, +2 to movement rate, and +10% to Hide in Shadows and Move Silently. This ability is permanent and may be chosen up to three times.
~
@674    = ~Improved Wind Form~
@675    = ~Improved Wind Form
More powerful than Wind Form, this ability further merges the monk's body with the air around them. The monk gains is permanently hasted as per the Haste spell, doubling their movement rate and granting an extra attack per round.~
@676    = ~Aura of Flaming Death~
@677    = ~Aura of Flaming Death

This spell causes the caster to be enveloped by an aura of intense flame that both injures opponents and protects the caster from damage for 10 rounds. The shield grants a +4 bonus to Armor Class, immunity to magical fire damage as well as fire damage, and causes any opponent that hits the caster with any weapons or spells within a 5-ft. radius to suffer 2d10+2 fire damage. This shield also blocks the spells Summon Insects, Insect Plague, and Creeping Doom from affecting the caster.~
@678    = ~Growing Flames~
@679    = ~Growing Flames
This ability allows the monk to weaken their enemies' resistance to fire damage, making all forms of fire deal more damage to the target. Any foe struck by the monk's unarmed attack must save vs. spell at -3 or have its fire resistance lowered by 2% for 10 rounds, allowing the monk to deal fire damage even to enemies that are otherwise immune to fire. This ability is permanent and requires no activation.
~
@680    = ~Greater Shocking Grasp~
@681    = ~Greater Shocking Grasp
Level: 1
School: Evocation
Range: Personal
Duration: 5 rounds
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None

Whenever the wizard strikes a creature with an unarmed attack while this spell is in effect, an electrical charge will deal 1d8 points of damage. Unlike a typical Shocking Grasp spell, this effect will not end after one strike--every successful attack the caster delivers for 5 rounds will electrocute the target.~
@682    = ~Grapple~
@683    = ~Grapple
School: Alteration
Range: Touch
Duration: 2 rounds
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: Breath negates

With this spell, the caster violently seizes a single victim and roots it to the spot. If the target fails a save vs. breath, it cannot move for 2 rounds and suffers a -3 penalty to hit and Armor Class. Magic resistance offers no defense against this spell.~
@684    = ~Shatter Skull~
@685    = ~Shatter Skull

Once per day, the caster may lock onto a single part of a creature or construct--generally a skull, although any crucial body part will suffice--and attempt to use their full force to shatter it. The next successful attack the caster makes within 3 rounds suffers an additional 100 crushing damage with no saving throw.

This ability may be chosen only once.~
@686    = ~Greater Chill Touch~
@687    = ~Greater Chill Touch
Level: 1
School: Necromancy
Range: Personal
Duration: 5 rounds 
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: Special

When the caster completes this spell, a blue glow encompasses his hand. For 5 rounds, every successful unarmed attack the caster makes will deal 1d4 cold damage and slow the victim for 2 rounds on a failed save vs. spell, suffering a -2 penalty to hit rolls and Armor Class.~
@688    = ~Greater Barkskin~
@689    = ~Greater Barkskin
Level: 2
School: Alteration
Range: Personal
Duration: 1 turn
Casting Time: 3
Area of Effect: Caster
Saving Throw: None

When a wizard casts a Greater Barkskin spell, their skin becomes as tough as bark, improving its Armor Class by 4 points. The transmutation also helps feed the caster's own body, regenerating 1 Hit Point per 2 seconds for the duration of the spell.~
@690    = ~Greater Strength~
@691    = ~Greater Strength
Level: 2
School: Alteration
Range: Personal
Duration: 3 turns
Casting Time: 6
Area of Effect: Caster
Saving Throw: None

With this spell, the wizard pours energy into every muscle, amplifying whatever physical power the caster has--or replacing it, if the caster's natural muscle is meager. If the caster's Strength is 16 or lower, it will be set to 19. Otherwise, this spell will grant a +3 bonus to Strength. Multiple castings of this spell are cumulative, though this spell cannot advance the caster's Strength beyond 25.
~
@692    = ~Greater Ghoul Touch~
@693    = ~Greater Ghoul Touch
Level: 2
School: Necromancy
Range: Personal
Duration: Special
Casting Time: 1
Area of Effect: Special
Saving Throw: Death negates

When the caster completes this spell, a red glow encompasses their hand. For the next 5 rounds, each of the wizard's unarmed attacks will paralyze the target for 2 rounds unless the victim makes a save vs. death.~
@694    = ~Greater Flaming Fists~
@695    = ~Greater Flaming Fists
Level: 3
School: Invocation
Range: Personal
Duration: 1 turn
Casting Time: 1
Area of Effect: Special
Saving Throw: None

With this spell, the caster adds an intense heat to their fists, allowing them to scorch their enemies with a simple touch. For 10 rounds, each of the caster's unarmed attacks deals 2d6 fire damage.~
@696    = ~Greater Vampiric Touch~
@697    = ~Greater Vampiric Touch
Level: 3
School: Necromancy
Range: Personal
Duration: 1 turn
Casting Time: 3
Area of Effect: Caster
Saving Throw: None

When this spell is cast, the caster's hands glow with a faint green aura for 10 rounds. Every creature struck by the caster's unarmed attacks suffers an additional 2d4 magic damage with a save vs. spell for half, while the caster regains Hit Points equal to the damage dealt.~
@698    = ~Greater Stoneskin~
@699    = ~Greater Stoneskin
Level: 4
School: Alteration
Range: Personal
Duration: 12 hours
Casting Time: 1
Area of Effect: Caster
Saving Throw: None

When a wizard casts this powerful spell, an outer skin of stone will emerge from the ground to shield them, completely negating one physical attack for every two levels of the caster. Thus, a level 10 wizard would block the first five physical attacks against them. Unlike a typical Stoneskin spell, this will also grant a +2 bonus to Armor Class, even long after the skins are depleted.~
@700    = ~Greater Ironskin~
@701    = ~Greater Ironskin
Level: 5
School: Alteration
Range: Personal
Duration: 1 hour
Casting Time: 1
Area of Effect: Caster
Saving Throw: None

With this spell, the wizard forms a thin layer of pure iron over their body. For one hour after casting this spell, the caster is immune to poison and gains a 50% resistance to acid as well as +15% resistance to slashing, piercing and missile damage and a +3 bonus to Armor Class against edged weapons.~
@702    = ~Force Mage's Transformation~
@703    = ~Force Mage's Transformation
Level: 6
School: Alteration
Range: Personal
Duration: 20 rounds
Casting Time: 3
Area of Effect: Caster
Saving Throw: None

A massive amount of power is concentrated in a Force Wizard's fists, and when they distribute that power elsewhere, the impact is startling and often fatal. Upon casting this spell, the caster withdraws the energy from their knuckles, suffering a -10 penalty to unarmed attack rolls and -5 to damage rolls when using unarmed attacks. Only after 20 rounds have elapsed, or a Dispel Magic forces the reversion early, does the caster regain enough power in their fists to fight unarmed effectively.

But that shift in power allows the caster to instead channel their magic into their skin and their weapons. Rather than dealing intense damage at close range with bare hands, the caster gets an extra 2 attacks per round with any weapon they choose and makes all weapon attack rolls with a +15 bonus, with a +5 bonus to damage rolls as well. The shift also allows the caster to distribute their energy more efficiently, and use more of it to protect themselves, granting a +4 bonus to Armor Class and doubling the caster's effective Hit Points. Unlike a conventional Tenser's Transformation spell, the caster's ability to use magic is unaffected during this transformation.
~
@704    = ~Hardiness~
@705    = ~Hardiness
Calling upon hidden reserves of strength during times of danger, the caster can use the Hardiness ability to gain 30% resistance to all forms of physical damage. The ability lasts for 1 round for every 2 levels of the caster.
~
@706    = ~Greater Clenched Fist~
@707    = ~Greater Clenched Fist
Level: 8
School: Evocation
Range: Long
Duration: 2 rounds
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: Special

This spell causes a huge disembodied hand to crush the target between its massive fingers. The victim suffers 10d10 crushing damage with a save vs. spell for half damage, and if the saving throw is unsuccessful, the victim is also held in place for 2 rounds, unable to move or defend itself. Magic resistance offers no defense.
~
@708    = ~Greater Crushing Hand~
@709    = ~Greater Crushing Hand
Level: 9
School: Evocation
Range: Long
Duration: 1 turn
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: Special

An even stronger version of Greater Clenched Fist, this spell deals twice as much damage and is much more difficult to resist. The hand deals 20d10 crushing damage with a save vs. spell for half, and it makes its save at a -6 penalty. Magic resistance offers no chance of avoiding the spell, and if the victim's saving throw fails, they are also stunned for 2 rounds.
~
@710    = ~Mystic Fist~
@711    = ~Mystic Fist
The Force Wizard can focus their magic directly into their bare fists, allowing them to harm enemies immune to normal weapons and negating the attack and damage bonuses that enemies would otherwise get against an unarmed Force Wizard (attacks against unarmed creatures get +4 to hit and damage). In addition, the damage dealt by the Force Wizard's fists is no longer nonlethal, and can kill instead of knocking the victim unconscious.
For as long as Mystic Fist is active, the Force Wizard deals 1d4 crushing damage with their fists, which strike as a +1 weapons. Every 5 levels until level 20, the damage dice increases and the enchantment bonus goes up by 1. Thus, a level 10 Force Wizard's fists will deal 1d8 base crushing damage and strike as +3 weapons.
The Force Wizard can dispel this effect at any time if they wish to deal nonlethal damage or to harm creatures immune to magical weapons.~
@712    = ~Execution~
@713    = ~Execution
The Executioner finds the perfect opportunity to end a battle with a single blow. The next successful attack within 4 rounds will force the victim to make a saving vs. death or be instantly killed. Creatures with Stoneskins or Ironskins are immune to this effect.~
@714    = ~Fatal Blow~
@715    = ~Fatal Blow
The Deathblow ability allows the warrior to blow through the defenses of any lesser creature. For the next 2 rounds, any creature of 12th level or lower is instantly killed when struck by the warrior.~
@716    = ~Greater Fatal Blow~
@717    = ~Greater Fatal Blow
With massive effort, the Executioner may concentrate all their power for 2 rounds, dealing an additional 200% damage with each hit, roughly tripling their typical damage. For 2 rounds after Greater Fatal Blow ends, however, the Executioner is winded, dealing 20% less physical damage.

This ability may be chosen only once.~
@718    = ~Critical Strike~
@719    = ~Critical Strike
A high-level warrior's intimate knowledge of vital spots on opponents allows them to find every opportunity to strike a killing blow. Upon choosing this ability, the warrior permanently gets a +1 bonus to critical hit rolls.

This ability may be chosen multiple times, and the effects are cumulative.~
@720    = ~Dispel Mystic Fist~
@721    = ~Dispel Mystic Fist

With this ability, the caster sheds the magic from their hands. Until the Force Wizard reactivates Mystic Fist, their unarmed strikes will only deal 1d2 nonlethal damage, and enemies will get the standard +4 to hit and damage against the Force Wizard.~
@722    = ~Summon Prince of Fire~
@723    = ~Summon Prince of Fire
Range: 30 ft.
Duration: 1 turn
Casting Time: 9
Area of Effect: Special
Saving Throw: None

With this spell, the dancer calls upon an extraplanar ally, summoning the Elemental Prince of Fire, Zaaman Rul. The Prince stays for 1 turn and will obey the caster as long as they remain summoned.~
@724    = ~Summon Prince of Air~
@725    = ~Summon Prince of Air
Range: 30 ft.
Duration: 1 turn
Casting Time: 9
Area of Effect: Special
Saving Throw: None

With this spell, the dancer calls upon an extraplanar ally, summoning the Elemental Prince of Air, Chan. The Prince stays for 1 turn and will obey the caster as long as they remain summoned~
@726    = ~Flame Blade~
@727    = ~Flame Blade
(Evocation)
Range: 0 
Duration: 1 turn 
Casting Time: 3
Area of Effect: 3 ft. long, sword-like blade 
Saving Throw: None 

With this spell, the caster causes a blazing ray of red-hot fire to spring forth from their hand. If the caster successfully hits with the flame blade in melee combat, the creature struck suffers 1d6 points of fire damage. The blade is insubstantial and does not deal physical damage, nor does the wielder's Strength increase the damage.~
@728    = ~Fireball~
@729    = ~Fireball
Level: 3
School: Evocation
Range: Long
Duration: Instant
Casting Time: 3
Area of Effect: 30' radius
Saving Throw: Spell half

A fireball is an explosive burst of flame that detonates with a low roar, delivering damage proportional to the level of the caster who cast it - 1d6 points of damage for each level of experience of the spellcaster (up to a maximum of 10d6). The caster points his finger and speaks the range (distance and height) at which the fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball (an early impact results in an early detonation). Creatures who fail their saving throw vs. spell suffer full damage from the blast. Those who roll successful saving throws manage to dodge, fall flat, or roll aside, each receiving half damage.~
@730    = ~Fireshield (Red)~
@731    = ~Fireshield (Red)
(Evocation)

Level: 4
Range: 0
Duration: 3 rounds + 1 round/level
Casting Time: 4
Area of Effect: The caster
Saving Throw: None

The red Fireshield protects the user from fire damage by surrounding the caster with a shield of flame. This shield does not only grant the user a 50% Fire Resistance, but also protects <PRO_HIMHER> from attacks made from within a 5-ft. radius around <PRO_HIMHER>. An opponent that hits the caster with any weapons or spells within this radius suffers 1d8+2 points of fire damage.~
@732    = ~Perfect Execution~
@733    = ~Perfect Execution
An experienced Executioner can find multiple opportunities to end a fight just by reading their opponent's movements. Upon selecting this ability, every critical hit will force the Executioner's victim to make a save vs. death or be instantly slain.~
@734    = ~Remedy~
@735    = ~Remedy
(Necromancy)

Level: 1
Range: Touch
Duration: Permanent
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: None

At its most basic, a Witch Doctor's magic is about healing. With a gentle hand and whatever herbs or ointments the caster can find, the Witch Doctor may heal another creature for 2d4 Hit Points. At higher levels, the Witch Doctor's growing knowledge allows them to act faster and more effectively. Every 7 levels after 1st, Remedy's casting time decreases by 1, and heals a larger dice of damage: 2d6 at level 8, 2d8 at level 15, and 2d12 at level 22.
~
@736    = ~Enchanted Snare~
@737    = ~Enchanted Snare
(Enchantment)

Level: 1
Range: 5 feet
Duration: Special
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: None

Rope was one of humankind's first and most crucial inventions, and some ancient spellcasters could conjure, spin, and tighten rope with a single motion. This spell allows the Witch Doctor to grasp at a nearby creature, reducing its movement rate to zero and applying a -2 penalty to hit and Armor Class for 4 rounds. If the target makes its saving throw vs. breath weapons, however, it manages to wrestle free, only having its movement rate reduced by half for one round. At level 6, the victim makes its save at a -1 penalty, and at level 12, the save penalty is increased to -2.
~
@738    = ~Rune Stone~
@739    = ~Rune Stone
(Enchantment)

Level: 1
Range: 15
Duration: Permanent
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None

While more modern enchantments may last for years or even centuries, ancient magic was more brittle, and little of it survives the passage of time. Ancient methods, however, may still enchant objects for a short time--enough to empower a simple rock with unexpected force and fling it at any target, dealing 2d6 crushing damage with no saving throw. At levels 9 and 16, the damage increases to 2d8 and 2d10.
~
@740    = ~Tree's Blessing~
@741    = ~Tree's Blessing
(Transmutation)

Level: 2
Range: 15
Duration: 7 rounds
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: None

Metal armor was rare in ancient times, but even before modern metallurgy, humanoids found ways to defend themselves. A Witch Doctor may transform the skin of themselves or their allies, forming a sturdy but flexible layer of bark. The bark sets one's base Armor Class to 6 and grants a +1 to saves vs. death, breath, and polymorph. Every 6 levels, both the Armor Class and saving throw bonuses increase by 1, up to Armor Class 2 and +5 to saves vs. death, breath, and polymorph at level 24. A primitive variant of the Barkskin spell, this spell will conflict with its modern version, erasing a Barkskin spell and making it impossible for a Barkskin spell to affect the creature.
~
@742    = ~Herd Instinct~
@743    = ~Herd Instinct
Level: 4
School: Enchantment
Range: 15
Duration: 4 rounds
Casting Time: 5
Area of Effect: 10' radius
Saving Throw: Spell negates

Hunting herd animals was part of the staple diet of many nomadic peoples in the distant past, and a few talented Witch Doctors could manipulate social animals and trick them into viewing humanoid hunters as their own kind. If a creature in the area of effect fails its save vs. spell, the Witch Doctor will gain control of it for 4 rounds, potentially rallying multiple creatures and turning them against their former allies.
~
@744    = ~Hypnosis~
@745    = ~Hypnosis
Level: 5
School: Enchantment
Range: 20
Duration: Special
Casting Time: 7
Area of Effect: 1 person or animal
Saving Throw: Special

Modern magic is quick and powerful, but ancient spells often require more time to take effect, and they require extra attention. A Hypnosis spell is a dramatic example, potentially stunning a target for multiple rounds, but taking effect very slowly. For the first 6 seconds, this spell has no apparent effect.

But every round for 4 rounds after, this spell will stun the target on a failed save vs. spell for 6 seconds, as well as imposing a -1 penalty to saving throws vs. Enchantment spells for 5 rounds after--whether the victim made its saving throw that turn or not. Thus, after 12 seconds, the victim makes its save at a -1 penalty, even if it was not stunned the round before.

Then the spell accelerates, stunning and imposing the same penalty every 3 seconds, striking 5 times and making each saving throw harder to make. Seven rounds after casting this spell, the Witch Doctor makes one final attempt to stun their prey, and the victim makes this last save at a -6 penalty.

Hypnosis is slow to take effect, however, and a victim may break free multiple times. A Witch Doctor is wise not to count on its victim being incapacitated. A smilodon or giant sloth's massive claws only need a few seconds of freedom to tear apart an overconfident Witch Doctor.

Re-casting Hypnosis on the same target will not force additional saving throws; it will simply restart the process. However, past penalties to saving throws vs. Enchantment spells will remain, and make the next Hypnosis spell harder to resist.
~
@746    = ~Cure Disease~
@747    = ~Cure Disease
Level: 2
School: Necromancy
Range: Touch
Duration: Permanent
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None

By laying their hands upon a sickly person, the caster can cure almost any disease with this spell. The cure is permanent, but this does not grant the recipient of the spell immunity from further afflictions. Blindness and deafness are also cured with this spell, but some powerful magically created diseases may not be curable by this spell.
~
@748    = ~Locust Swarm~
@749    = ~Locust Swarm
Level: 2
School: Conjuration
Range: 30
Duration: 4 rounds
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: Special

Locusts laid waste to entire regions in ancient days. Impossible to fight with simple weapons or magic, many humanoids were helpless before the onslaught. Witch Doctors learned to harness that same power, however, and summon locusts for their own purposes. With this spell, the Witch Doctor conjures a small swarm to attack a single enemy, biting and distracting but seldom dealing significant damage. The victim suffers a -2 penalty to attack rolls, Armor Class, and casting speed due to the constant irritation, and if they fail a save vs. breath, they also have a 25% chance of miscasting any arcane or divine spell. There is a 50% chance the Witch Doctor also manages to summon wasps to join the attack, dealing 1 poison damage per 2 seconds for 12 seconds on a failed save vs. death. Magic resistance does not affect this spell. Locust Swarm is mutually exclusive with Locust Plague and the druid spells Summon Insects and Insect Plague.
~
@750    = ~Smolder~
@751    = ~Smolder
Level: 1
School: Evocation
Range: 25
Duration: Special
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: Spell half

Fire was one of humankind's most essential inventions, and Witch Doctors learned to light flames early on. With this spell, the caster sends an intense spark to a single creature, igniting it and dealing 1d10 fire damage, with a save vs. spell for half damage. At levels 8 and 16, this spell lasts for another round, dealing another 1d10 damage.
~
@752    = ~Locust Plague~
@753    = ~Locust Plague
Level: 5
School: Conjuration
Range: 30
Duration: 5 rounds
Casting Time: 5
Area of Effect: Special
Saving Throw: Special

Higher-level Witch Doctors can command larger swarms of insects to attack and distract their foes. This spell is a wider and stronger form of the Locust Swarm spell, touching one enemy at first and then spreading to others. Each victim suffers a -2 penalty to attack rolls, Armor Class, and casting speed due to the constant irritation, and if they fail a save vs. breath, they also have a 30% chance of miscasting any arcane or divine spell. There is a 75% chance the Witch Doctor also manages to summon wasps to join the attack, dealing 1 poison damage per 2 seconds for 3 rounds on a failed save vs. death. Magic resistance does not affect this spell. Locust Plague is mutually exclusive with Locust Swarm and the druid spells Summon Insects and Insect Plague.
~
@754    = ~Tremor~
@755    = ~Tremor
Level: 5
School: Alteration
Range: 30
Duration: 3 rounds
Casting Time: 9
Area of Effect: 30' radius
Saving Throw: Death partial

By extending the reach of their magic deep into the earth, the Witch Doctor may trigger a minor earthquake, potentially knocking their enemies unconscious from the tremor. Any creature in the area of effect, whether friendly or hostile, is knocked out for 3 rounds on a failed save vs. death at -2, failing to awaken even if they are attacked. The tremor also deals 6d6 damage, with a save for half damage, though certain flying enemies can jump or fly away in time to avoid being harmed. Magic resistance offers no defense against this spell.
~
@756    = ~Feast~
@757    = ~Feast
Level: 1
School: Conjuration
Range: Party
Duration: 8 hours
Casting Time: 3
Area of Effect: 20' radius
Saving Throw: None

In a world before gold and silver coins or fine markets, humanoids gave gifts of hot food and good company. Witch Doctors are tribal leaders, and a vital part of their role in their world was to feed and care for their people. One of the first spells used by humankind was simply to summon healthy and clean food to keep a tribe well-fed and content.

With this spell, the Witch Doctors shares a feast with their party, raising their maximum Hit Points by 5 and granting a +1 bonus to saves vs. death and polymorph. Only after 8 hours have passed will the meal's magic wear off.
~
@758    = ~Light Slumber~
@759    = ~Light Slumber
Level: 2
School: Enchantment
Range: 20
Duration: 5 rounds
Casting Time: 1
Area of Effect: 20' radius
Saving Throw: None

With a whisper and a subtle gesture, the Witch Doctor taps into a creature's natural need for sleep and triggers it, sending the target into a brief slumber for 5 rounds on a failed save vs. spell at a -1 penalty (-2 at level 12). The sleep is not deep, however, and the sleeper will awaken upon taking damage, though they will suffer a -2 penalty to attack rolls, Armor Class, and movement rate for the remaining duration of the spell while they shrug off the lingering drowsiness. Multiple castings will impose cumulative penalties to attack rolls, Armor Class, and movement rate, assuming the target fails its saving throws.
~
@760    = ~Hunter's Approach~
@761    = ~Hunter's Approach
Level: 2
School: Illusion
Range: Touch
Duration: Special
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None

Stealth is crucial for most any hunter, and Witch Doctors trying to find food for their tribe make the most of their primitive magic to gain any advantage in the hunt. For 4 rounds after casting this spell, the caster or another creature is invisible. If the recipient is a ranger, thief, or monk, they also get a +2 bonus to their movement rate.
~
@762    = ~Poisoned Arrows~
@763    = ~Poisoned Arrows
Level: 3
School: Conjuration
Range: 30
Duration: 4 rounds
Casting Time: 3
Area of Effect: Special
Saving Throw: None

Prey animals with sensitive hearing cannot always be surprised even with the help of illusions, and an unlucky breeze can send a mundane arrow astray, but a Witch Doctor on the hunt is nothing if not inventive. With this spell, the Witch Doctor fires an arrow tinged with a lingering venom, guiding it to the target and striking without needing an attack roll. The arrow itself deals 1d6 damage, and if the target fails a save vs. poison, it suffers an additional 1d6 poison damage each round for 4 rounds. The Witch Doctor's prey might survive the initial strike, but if the poison is potent enough, the hunter will find the animal's body not far away.

Skilled Witch Doctors can animate multiple arrows in a single round, firing at several targets at once. The Witch Doctor may launch 2 arrows at level 6, 3 arrows at level 13, and 4 arrows at level 21. The arrows interfere with each other's path, so each arrow has a 50% chance of preventing the next arrow from striking the target (i.e., immunity to the spell for 4 seconds). Thus, if two arrows are sent at the same creature, there is a 50% chance one will strike and a 50% chance both will strike, while a third arrow would be much less likely to land.
~
@764    = ~Curse of Withering~
@765    = ~Curse of Withering
Level: 5
School: Necromancy
Range: Sight of caster
Duration: Special
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: Special

While a Witch Doctor's primary role in a community is as a healer and hunter, sometimes they are called upon to lay a cruel curse on a dangerous enemy, attempting to kill a person or creature without a single touch. This curse is a long and painful exercise, corroding and weakening the victim's body from the inside out.

The target first loses 2 points of Strength for 20 rounds, or 1 point on a successful save vs. death. Every 3 rounds for the next 15 rounds, the curse spreads deeper through their system, the victim loses another 1 point of Strength, and if they fail another save vs. death, they lose an additional point of Strength and must make another save vs. death 9 seconds later or suffer the same effect. Multiple curses are not cumulative; this spell will fail to affect any creature that has been similarly cursed for 15 rounds after it is cast.

However, the Strength penalties will endure for the full 20 rounds after each one is triggered, and a new curse cast after 15 rounds can reduce a target's Strength by more than a single spell could. Each time this spell reduces a creature's Strength to 1 or less, the curse will deal 20d6 magic damage with no saving throw.
~
@766    = ~Lightning Bolt~
@767    = ~Lightning Bolt
Level: 2
School: Evocation
Range: Long
Duration: Instant
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: Spell half

Upon casting this spell, the Witch Doctor's releases a powerful stroke of electrical energy that inflicts 3d6 electricity damage to each enemy in the area of effect, with a save vs. spell for half damage. Allies are also affected by this spell, but a Witch Doctor can minimize the damage, and friendly creatures in the line of fire will suffer only 3d4 damage. Every 2 levels after 5th, the damage increases by 1 dice. Thus, a level 9 Witch Doctor would deal 5d6 damage to enemies and 5d4 damage to allies, while a level 29 bolt would deal 15d6 to enemies and 15d4 to allies. The lightning bolt will bounce off of walls, potentially hitting the same targets multiple times.
~
@768    = ~Remove Name~
@769    = ~Remove Name
Level: 6
School: Unknown
Range: Self or 5 feet
Duration: 2 rounds
Casting Time: 4
Area of Effect: Caster
Saving Throw: None

Perhaps it should not be surprising that the inner workings of this spell are lost to time.

Little is known about this spell or how it came to be, even among Primordial Witch Doctors. The popular theory is that it somehow erases a name and identity from existence for a short time, though some scholars describe it as an atypical illusion spell. The effects are different depending on whether the Witch Doctor casts it on themselves or on another creature.

For 2 rounds after casting this spell on oneself, all beings--whether living or undead or construct, Prime or extraplanar, friend or foe--become completely unable to perceive the caster. Nothing can attack the caster or target them with spells or abilities, even creatures able to detect invisible creatures. As far as the universe is concerned, the caster does not exist.

The caster can act uncontested for the duration, attacking and using items and even casting spells on other beings without being noticed. Inanimate objects and non-sentient energies, however, can still affect the caster. Spells such as Fireball and Dispel Magic operate normally, as long as another creature is the target, and an incoming spell cast before the caster removes their name will continue apace. Thus, a Secret Word spell could reveal the caster, if cast at just the right time. Every 3 levels after 16, the Witch Doctor gets a little faster at recreating the effect, reducing the casting time by 1 at levels 19, 22, and 25.

If this spell is cast on another creature within 5 feet, however, the effect is very different. Any creature besides the caster will forget their own name and identity--so much so, apparently, that they somehow erase themselves from existence, vanishing as if they had been targeted by a Maze spell. The spell fizzles quickly when cast in this way, and the creature returns to existence after 2 rounds. There is no saving throw.

Whatever strange magic is responsible for the effects of Remove Name, it seems to have also erased part of the memory of the spell itself over the millennia. Remove Name might well have erased its own name.
~
@770    = ~Deflect Blades~
@771    = ~Deflect Blades
Level: 3
School: Transmutation
Range: Personal
Duration: 1 round per 2 levels
Casting Time: 1
Area of Effect: Caster
Saving Throw: None

By enchanting a few pieces of metal or wood (any hard substance will do), the Witch Doctor can animate a small number of temporary shields to block incoming attacks, similar to a Stoneskin or Ironskins spell. The first time every 2 rounds that a Witch Doctor would suffer physical damage, this spell will negate it entirely (though nonphysical effects such as the heat of a Flame Blade may still reach the caster's skin). Despite the name, Deflect Blades can block any form of physical damage, from a giant's fist to a rogue's dagger.

This spell lasts for 1 round per 2 levels of the caster, and each shield only lasts for 12 seconds each. Thus, if the caster is struck multiple times in a single two-round period, only the first instance of damage is prevented; others will strike the caster at full force. A level 12 caster would block up to 6 attacks over 12 rounds, while at maximum strength, at level 20, this spell will block up to 10 attacks over 20 rounds. Multiple castings are not cumulative, and a successful Dispel Magic will remove all effects, no matter how many rounds were remaining.
~
@772    = ~Windwalk~
@773    = ~Windwalk
Level: 3
School: Transmutation
Range: Sight of caster
Duration: Instant
Casting Time: 1
Area of Effect: Caster
Saving Throw: None

With this spell, the Witch Doctor's body rides on a swift gale, traveling to a destination of their choice within an instant. Any creature attempting to target the caster will briefly lose track them due to the sudden shift. The caster may travel to any point within their line of sight.
~
@774    = ~Deep Winter~
@775    = ~Deep Winter
Level: 6
School: Evocation
Range: Long
Duration: Instant
Casting Time: 9
Area of Effect: 18-ft. cone with 90-deg. arc
Saving Throw: Spell half

With this spell, the caster may call upon a powerful, unnaturally cold gale of wind, blasting every creature in front of them with shards of ice and frozen air. The air itself is not enchanted when it strikes, and bypasses magic resistance. Any creature unfortunate enough to be caught in the gale will suffer 1d8+1 cold damage for every 2 levels of the caster, though they may make a save vs. spell at -2 to reduce the damage by half. A level 16 Deep Winter spell will deal 8d8+8 cold damage, while a level 30 spell will deal 15d8+15 damage.
~
@776    = ~Negative Energy Wave~
@777    = ~Negative Energy Wave
Level: 4
School: Necromancy
Range: 20
Duration: Instant
Casting Time: 3
Area of Effect: 15' radius
Saving Throw: Death negates

The same methods that allow a Witch Doctor to heal their allies also allow them to weaken their enemies. With this spell, a Witch Doctor may open a brief conduit to the Negative Energy Plane, sending a wave of negative energy over their enemies. Any non-undead creature in the wave must make a save vs. death at a -2 penalty or lose 2 levels and suffer a -2 penalty to attack rolls, damage rolls, and Armor Class. Unlike the more vicious draining powers of a wraith, Negative Energy Wave is not permanent, and each creature affected will recover after 8 hours, regaining their lost levels and shedding all combat penalties. At level 20, this spell will instead drain 3 levels.

Multiple castings will not inflict additional combat penalties, but can continue draining levels if a victim fails another save vs. death. A creature reduced to 0 levels will die instantly.
~
@778    = ~Petrification~
@779    = ~Petrification
Level: 6
School: Alteration
Range: 30
Duration: Permanent
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: Save vs. petrification negates

A Witch Doctor has some talent in bestowing curses, and Petrification allows them to instantly kill any creature that fails a save vs. petrification/polymorph. The effect is instant, and only a Stone to Flesh spell may restore the victim to life. A creature that succeeds on its saving throw is unaffected.
~
@780    = ~Awakening~
@781    = ~Awakening
Level: 4
School: Divination
Range: Party
Duration: 2 rounds
Casting Time: 2
Area of Effect: 15' radius
Saving Throw: None

When an enemy band or a wild predator attacks their people in the dead of night, a Witch Doctor may rouse all of their allies in an instant and brace them for combat, allowing each ally in the area of effect to strike at full force, even if they were fast asleep mere seconds before. Upon casting this spell, the Witch Doctor's allies immediately wake up from any form of sleep or unconsciousness, magical or otherwise, and all of their senses jolt them wide awake and prepared to fight.

For 2 rounds, the Witch Doctor and their allies get a +3 bonus to attack rolls and movement rate, a +2 bonus to caster level for arcane and divine spells, and all of their attacks deal maximum damage with each hit. At level 19, the Witch Doctor can keep their party energized longer: each bonus lasts for 3 rounds rather than 2.
~
@782    = ~Force of Nature~
@783    = ~Force of Nature
Level: 4
School: Conjuration
Range: Long
Duration: Instant
Casting Time: 5
Area of Effect: Special
Saving Throw: Spell partial

All of nature contains a subtle energy, and a Witch Doctor may gather a portion of it from their surroundings, concentrating it into an orb of glowing green energy. Upon casting this spell, the Witch Doctor flings the orb in any direction they choose. The orb will bounce off of walls and hard surfaces, potentially touching any creature in its path multiple times. Every time it touches an enemy, it will deal 5d8 magic damage with a save vs. spell for half. Every time it touches an ally, however, it will instead heal 5d2 Hit Points.

Every 4 levels above level 10, Force of Nature grows more potent, dealing an extra dice of damage and healing an extra dice of Hit Points, up to a maximum of 10d8 damage and 10d2 points of healing at level 30.
~
@784    = ~Diminishing Barrier~
@785    = ~Diminishing Barrier
Level: 5
School: Alteration
Range: Touch
Duration: Special
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: None

Diminishing Barrier is one of the Witch Doctor's only methods of shielding a creature from every form of magic. Upon casting this spell, the Witch Doctor conjures an intense shield of anti-magic energy around a creature of their choice, shielding them from hostile magic while still allowing the subject to cast spells while inside the barrier.

For 14 rounds, the target gains a dramatic boost to their magic resistance, on top of any they currently possess. However, the barrier grows thinner with each round, starting at 56% magic resistance and decreasing by 4 every round after until the spell wears off entirely after 14 rounds. Recasting the spell on the same creature will restart the process, starting them off at 56% magic resistance with 14 rounds left.
~
@786    = ~Tribal Unity~
@787    = ~Tribal Unity
Level: 6
School: Enchantment
Range: Party
Duration: 1 turn
Casting Time: 1
Area of Effect: 10' radius
Saving Throw: None

As a leader of their community, a Witch Doctor is responsible for coordinating with each member of the tribe on expeditions, whether that means hunts or war or simply foraging for food or useful herbs and clay deposits. When the tribe is threatened, a Witch Doctor keeps the group organized and focused.

When the Witch Doctor casts this spell, each ally within the area of effect gains a +3 bonus to Armor Class and +1 bonus to all saving throws for 10 rounds. At level 22, the effect is enhanced, granting each ally +4 to Armor Class and +2 to all saving throws.
~
@788    = ~Crashing Waterfall~
@789    = ~Crashing Waterfall
Level: 6
School: Transmutation
Range: Sight of caster
Duration: 1 turn
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: Special

With this simple but powerful spell, the Witch Doctor conjures a massive pillar of water to crash down on a single target of their choice, crushing the target underneath its colossal weight and drenching it in enchanted water. The waterfall first deals 25d4 nonlethal damage, with a save vs. breath at -2 to dodge some of the impact and reduce the damage by half. At level 26, the waterfall instead deals 30d4 damage, and the target makes its save at a -4 penalty. Magic resistance provides no defense against the waterfall.

The target is left waterlogged, suffering a -2 penalty to attack rolls and movement rate for 10 rounds, but also receiving a +40% bonus to fire resistance. Creatures that are not fully immune to electricity or cold damage receive a -40% penalty to their resistance to each element, magnifying future sources of damage in the next 10 rounds. Thus, a creature with immunity to cold and 50% resistance to fire and electricity would instead have 90% resistance to fire and only 10% resistance to electricity while waterlogged, but still have immunity to cold damage.
~
@790    = ~Dawn's Blessing~
@791    = ~Dawn's Blessing
Level: 4
School: Enchantment
Range: 15
Duration: 1 turn
Casting Time: 5
Area of Effect: 15' radius
Saving Throw: Special

Even in ancient times, undead were a scourge to humankind. When the sun fell and the land was enveloped in shadow, ancient peoples turned to Witch Doctors to protect them from the horrors of the night.

With this spell, the caster invokes the power of the sun and bestows a divine blessing on their allies, shielding them from undead and evil energies for the next 10 rounds. Each party member in the area of effect suffering from level drain has their levels restored, and all fear is banished from their hearts. While this blessing does not prevent further sources of level drain, it does grant the caster's allies immunity to fear as well as a +2 bonus to Armor Class and saving throws against undead.

Dawn's Blessing further gives each creature in the area of effect a +3 bonus to all saving throws against hostile Enchantment and Necromancy spells, and divine spellcasters gain a +3 bonus to caster level. Finally, the blessing prevents the group's ability scores from being reduced below 1 by the touch of a Shadow or a similar effect.
~
@792    = ~Raptor~
@793    = ~Monkey~
@794    = ~Viper~
@795    = ~Pterosaur~
@796    = ~Smilodon~
@797    = ~Giant Sloth~
@798    = ~Summon Minor Theropod~
@799    = ~Summon Minor Theropod
Level: 1
School: Conjuration
Range: 25 ft.
Duration: 3 turns
Casting Time: 1 
Area of Effect: Special 
Saving Throw: None 

Drawing on ancient memories and the magical traces of ages-old fossils, the Witch Doctor opens a portal to a primordial world and summons forth a vibrant red raptor. The raptor is small and fragile, but it will obey the caster's commands until 30 rounds have passed or the raptor is slain. At level 12, the caster has a 50% chance of summoning two raptors instead of one.
~
@800    = ~Summon Monkey~
@801    = ~Summon Monkey
Level: 2
School: Conjuration
Range: 25 ft.
Duration: 3 turns
Casting Time: 2 
Area of Effect: Special 
Saving Throw: None 

Drawing on ancient memories and the magical traces of ages-old fossils, the Witch Doctor opens a portal to a primordial world and summons forth a strong, spry monkey. The monkey has high Strength and deals crushing damage, and it will obey the caster's commands until 30 rounds have passed or the monkey is slain. At level 14, the caster has a 50% chance of summoning two monkeys instead of one.
~
@802    = ~Summon Viper~
@803    = ~Summon Viper
Level: 3
School: Conjuration
Range: 25 ft.
Duration: 3 turns
Casting Time: 3 
Area of Effect: Special 
Saving Throw: None 

Drawing on ancient memories and the magical traces of ages-old fossils, the Witch Doctor opens a portal to a primordial world and summons forth a brilliant green viper. The viper poisons its victims on a failed save vs. death and will obey the caster's commands until 30 rounds have passed or the viper is slain. At level 17, the caster has a 50% chance of summoning two vipers instead of one.
~
@804    = ~Summon Pterosaur~
@805    = ~Summon Pterosaur
Level: 4
School: Conjuration
Range: 25 ft.
Duration: 3 turns
Casting Time: 4 
Area of Effect: Special 
Saving Throw: None 

Drawing on ancient memories and the magical traces of ages-old fossils, the Witch Doctor opens a portal to a primordial world and summons forth a huge pterosaur, a beast akin to a nonvenomous wyvern. The pterosaur is fast-moving and is unaffected by the spells Web, Entangle, Grease, Earthquake, and Tremor. The pterosaur will obey the caster's commands until 30 rounds have passed or the raptor is slain. At level 20, the caster has a 50% chance of summoning two pterosaurs instead of one.
~
@806    = ~Summon Smilodon~
@807    = ~Summon Smilodon
Level: 5
School: Conjuration
Range: 25 ft.
Duration: 3 turns
Casting Time: 5 
Area of Effect: Special 
Saving Throw: None 

Drawing on ancient memories and the magical traces of ages-old fossils, the Witch Doctor opens a portal to a primordial world and summons forth a deadly smilodon. The smilodon attacks with teeth and claws, striking as a +2 weapon, and it will obey the caster's commands until 30 rounds have passed or the raptor is slain. At level 23, the caster has a 50% chance of summoning two smilodons instead of one.
~
@808    = ~Summon Giant Sloth~
@809    = ~Summon Giant Sloth
Level: 6
School: Conjuration
Range: 25 ft.
Duration: 3 turns
Casting Time: 6 
Area of Effect: Special 
Saving Throw: None 

Drawing on ancient memories and the magical traces of ages-old fossils, the Witch Doctor opens a portal to a primordial world and summons forth a giant sloth. The sloth is slow but has powerful attacks that strike as a +3 weapon and will obey the caster's commands until 30 rounds have passed or the raptor is slain. At level 26, the caster has a 50% chance of summoning two sloths instead of one.
~
@810    = ~Raptor~
@811    = ~Monkey~
@812    = ~Viper~
@813    = ~Pterosaur~
@814    = ~Smilodon~
@815    = ~Giant Sloth~
@816    = ~Resist Elements~
@817    = ~Resist Elements
Level: 3
School: Abjuration
Range: 5
Duration: 12 rounds
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: None

Nomadic humanoids in ancient times found shelter wherever they could. In the northern reaches of the Malatran Plateau, ancient humanoids set up short-term tipis to keep up with moving herds. In Icewind Dale, humanoids set up tents of animal hide to hunt in the summer months. Whether people lived, they needed shelter from the elements, and a Witch Doctor was vital for the most hostile environments.

With this spell, the Witch Doctor briefly shields an ally with a magical barrier, protecting them from damaging elements for a brief time. The ally gains a +35% bonus to their resistance against acid, fire, cold, and electricity for 12 rounds before the barrier dissipates (45% at level 15).
~
@818    = ~Thunderstrike~
@819    = ~Thunderstrike
Level: 3
School: Invocation
Range: Long
Duration: Special
Casting Time: 7
Area of Effect: 360' radius
Saving Throw: Spell half

A thunderstorm was early humankind's most salient experience with the raw power of nature. With deep meditation and a keen understanding of the movement of clouds, a Witch Doctor senses the moisture and electrical charges around them and reshapes the air to replicate the conditions for a lightning strike. Early Witch Doctors exclusively used this spell outdoors, but the modern version may work within structures and underground as well.

Thunderstrike deals 3d10 electricity damage with a save vs. spell for half damage, and if the subject fails its saving throw, the shock of the impact terrifies them, sending them into a panic for 2 rounds. Thunderstrike goes off an additional time per 4 levels, dealing another 3d10 damage to a random target and forcing another saving throw to avoid succumbing to fear.
~
@820    = ~Paralytic Snare~
@821    = ~Paralytic Snare
Level: 3
School: Transmutation
Range: 20
Duration: 3 rounds
Casting Time: 5
Area of Effect: 10' radius
Saving Throw: Spell negates

A giant sloth or a grounded pterosaur is a bountiful source of food for an ancient tribe, but approaching one can be fatal to an unwary hunter. With a network of magical strings, the Witch Doctor may send a volley of fine needles, each tipped with a paralytic toxin, at every creature in a 10-foot radius.

The needles deal no damage, but if the target is not immune to poison or missiles, it must make a saving throw vs. spell or be paralyzed by the toxin for 3 rounds. Larger creatures are more difficult to poison, but also are hit by more of the needles, and so this spell may paralyze giant beings as well as humanoids, animals, and monsters.
~
@822    = ~Set Spear Trap~
@823    = ~Set Spear Trap
This ability allows the Witch Doctor to set a simple spear trap that does 10d8 piercing damage to any creature or creatures that set it off. This ability may be chosen up to 5 times.~
@824    = ~Mass Raise Dead~
@825    = ~Mass Raise Dead
(Necromancy)
Range: 30 ft.
Duration: Permanent
Casting Time: 2
Area of Effect: Up to 5 party members
Saving Throw: None

A more powerful version of Raise Dead, this spell brings up to 5 party members back to life and heals 3d10+1 Hit Points per level of the caster. They can regain the rest of their Hit Points by natural healing or curative magic. This spell restores life to dwarves, gnomes, half-elves, halflings, elves, half-orcs, and humans.

For this spell to work, the target creature's body must be substantially intact. Disintegrated, dismembered or incinerated creatures cannot be restored.

This ability may only be chosen once.~
@826    = ~Meteor Shower~
@827    = ~Meteor Shower
(Evocation)
Range: 270 ft.
Duration: 4 rounds
Casting Time: 9
Area of Effect: 15-ft. radius
Saving Throw: Spell half

When the caster utters the words to this powerful spell, they call upon powerful forces indeed. These forces pull down meteors from above, hurling them randomly at anyone in the area of effect. Every round, the meteors deal 5d6 points of fire damage to each creature in the area of effect, with a save vs. spell for half damage. The caster is well advised to be careful in their use of this spell.

This ability may only be chosen once.~
@828    = ~Enhanced Tribal Song~
@829    = ~Enhanced Tribal Song
This is a powerful aid to both the Witch Doctor and their allies. In addition to curing all fatigue for each party member, the song also gives a +25% resistance to cold, +1 to attack rolls and Armor Class, +2 to saves vs. death, immunity to disease, poison, and fear, and heals 5 Hit Points for each round the Witch Doctor sings.

This ability replaces the current Bard Song.~
@830    = ~Flute Totem~
@831    = ~Flute Totem
A skilled Witch Doctor may enchant a simple flute with an array of protective enchantments, granting its blessing to any party member that wears it around their waist. The flute grants a +2 bonus to attack rolls and Armor Class, +1 to all saving throws, and allows the bearer to regenerate 1 Hit Point per round.

A Flute Totem cannot be worn alongside any other magical belt, and each totem can only be worn by a single party member. However, the Witch Doctor may select this ability multiple times, allowing them to give a totem to more than one party member.~
@832    = ~Flute Totem~
@833    = ~This simple flute is engraved with words and verses from a talented Witch Doctor, enchanted to protect and empower any ally that wears it around their waist.

STATISTICS:

Equipped abilities:
– Armor Class: +2
– THAC0: +2
– Saving throws: +1
– Regenerates 1 Hit Point per round

Weight: 0~
@834    = ~Ancestor Ghost~
@835    = ~Beast Form Attack~
@836    = ~Ancestral Intervention~
@837    = ~Ancestral Intervention

For ancient peoples, nearly all knowledge was passed down by oral tradition, and the names of one's ancestors, whether recited or sung or engraved on ritual tools, reminded people of who they are and where they came from.

A modern Witch Doctor may not know all the details of their own ancestry, but they still carry on the legacy of long-forgotten peoples, and those spirits give their favor to those who preserve their traditions. With this ability, a Witch Doctor may call a hunting party of 10 ancestral ghosts who will fight for the Witch Doctor for 4 rounds. As long as the Witch Doctor can summon the first ghost, the others will follow, bypassing the summoning limit.

Each ghost has 40 Hit Points, 33% Magic Resistance, and attacks twice per round with enchanted spears or axes at a THAC0 of 4. The spirits are immune to poison, disease, and fear, and move at double a normal human's movement rate. The Witch Doctor controls them telepathically, and each ghost will fight for the caster for 4 rounds or until they are slain.

This ability may be chosen only once.~
@838    = ~Beast Form~
@839    = ~Beast Form

This ability allows the Witch Doctor to embrace the bestial aspect of their nature, transforming into a hulking monstrosity akin to a werewolf. The Witch Doctor's Strength is set to 20, Dexterity is set to 18, and the Witch Doctor gains a +50% bonus to Magic Resistance and +15% resistance to all physical damage, with a base Armor Class of -2. The Witch Doctor may attack twice per round for 1d10+4 base slashing damage, which strikes as a +4 weapon and gets +4 to attack rolls. Finally, every time the Witch Doctor strikes a target while in Beast Form, the victim must make a save vs. spell or be stunned for 3 seconds.

This transformation will last for 10 rounds or until the Witch Doctor casts any spell from their spellbook, at which point they will revert to humanoid form.
~
@840    = ~Enduring Memory~
@841    = ~Enduring Memory

Long practice will write ancient magic deep into an experienced Witch Doctor's mind. With this ability, the Witch Doctor may memorize an additional spell per level level, from 1 to 6.

This ability may be chosen up to 3 times.~
@842    = ~Hunter's Sight~
@843    = ~Hunter's Sight
Level: 1
School: Divination
Range: Self
Duration: Special
Casting Time: 1
Area of Effect: Caster
Saving Throw: None

Ancient Witch Doctors used this spell to help them take down large and hardy prey animals, feeding their tribe better than foraging and simple hunting alone could. For 2 rounds after casting this spell, the Witch Doctor gets a +2 bonus to attack rolls. Every 7 levels, this spell lasts another 2 rounds, up to a maximum of 6 rounds at level 14.
~
@844    = ~Slow Poison~
@845    = ~Slow Poison
(Necromancy)

Level: 1
Sphere: Healing 
Range: Touch 
Duration: Instant
Casting Time: 1 
Area of Effect: 1 creature 
Saving Throw: None 

When this spell is placed upon a poisoned individual, it greatly slows the effects of venom, actually neutralizing all but the most deadly poisons.
~
@846    = ~Raise Dead~
@847    = ~Raise Dead
(Necromancy)

Level: 5
Range: Visual range of the caster
Duration: Permanent 
Casting Time: 9 
Area of Effect: 1 person 
Saving Throw: Special 

When the Witch Doctor casts a Raise Dead spell, they can restore life to a dwarf, gnome, half-elf, halfling, elf, half-orc, or human.

Note that the body of the person must be whole, otherwise missing parts are still missing when the person is brought back to life. The person has but 1 Hit Point when raised and must regain the rest by natural healing or curative magic.

For this spell to work, the target creature's body must be substantially intact. Disintegrated, dismembered or incinerated creatures cannot be restored.~
@848    = ~Into the Shimmer~
@849    = ~Into the Shimmer
(Transmutation)

Level: 6
Range: Self
Duration: 1 round per 2 levels
Casting Time: 8
Area of Effect: Caster
Saving Throw: None

With this spell, the caster taps into a little-understood plane called the Shimmer by the few scholars who study it. For the duration of the spell, the caster flickers in and out of the Shimmer, one foot in a shadowy demiplane and one foot in the Prime Material Plane--or whichever plane the Witch Doctor was in when they first cast this spell.

For 1 round for every 2 levels of the caster, up to a maximum of 15 rounds at level 30, the caster has a chance of entering the Shimmer every second, effectively making them immune to damage for that second. At level 16, the caster has a 30% chance of entering the Shimmer at any given second, ignoring all damage until the caster returns from the Shimmer.

Every 6 levels after level 16, the chance of entering the Shimmer each second increases by 10% as the caster refines the spell and makes it more consistent. Thus, a level 28 caster would have a 50% chance of avoiding any form of damage that threatens them for the next 14 rounds.

Entering the Shimmer disturbs the caster's body and spirit, however, rendering them weaker and less resilient. For each second the caster spends in the Shimmer, they get a -1 penalty to all saving throws for a full round (6 seconds). This penalty is cumulative, and spending multiple seconds in the Shimmer can make the caster very vulnerable to hostile magic.

There is no guarantee that the caster manages to enter the Shimmer at any given second, and no way of predicting if an incoming enemy strike or spell will coincide with the caster's phasing. Into the Shimmer can be a fickle spell.

Non-damaging effects, whether magical or physical, will still reach the caster, even if they are mostly on the other side of the Shimmer. An experienced Witch Doctor might dodge a dragon's claws as well as its breath attack, but a Hold Person spell would still reach the caster, and a successful Dispel Magic will bring back the caster from the Shimmer and prevent any further phasing.~
@850    = ~Ancestral Harmonizing~
@851    = ~Ancestral Harmonizing

A truly skilled Witch Doctor can be in direct contact with the spirits of the earliest masters of primordial magic, and even call on those spirits to help channel the Witch Doctor's spells. Upon selecting this ability, the Witch Doctor may cast 2 spells per round isntead of 1, as long as the first spell is one of their mage spells. Spellcasting is slower this way, however, and the caster will suffer a -2 penalty to casting time during their next spell.
~
@852    = ~Healing Balm~
@853    = ~Healing Balm
(Necromancy)

Level: 2
Range: 5
Duration: Special
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: None

With this spell, the Witch Doctor soothes a single creature's pain and expedites its natural healing process. First, the spell restores 2d4 Hit Points immediately, keeping the target away from the brink of death. Then the subject regenerates for a short period of time, healing 1 Hit Point per round for 6 rounds (2d4+6 Hit Points total). The most effective healing is not always the fastest, and Healing Balm is an attempt to balance the need to stave off imminent death with the need for fuller, longer-term healing. At level 12, this spell instead heals 3d4 Hit Points and the regeneration is faster, restoring 1 Hit Points per 3 seconds (3d4+12 Hit Points total).
~
@854    = ~Steady Healing~
@855    = ~Steady Healing
(Necromancy)

Level: 3
Range: 10
Duration: Special
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: None

A Witch Doctor will not always be close enough to rescue an endangered ally. When a friend needs to wade into dangerous waters or investigate a suspicious noise in the dead of night, a Witch Doctor may use this spell to protect their people even if they are separated. For 10 rounds, the subject regenerates 2 Hit Points per round (30 Hit Points total), up to the subject's maximum Hit Points. At level 15, the Witch Doctor may extend the duration, lasting 15 rounds instead of 10.~
@856    = ~Healing Surge~
@857    = ~Healing Surge
(Necromancy)

Level: 4
Range: 15
Duration: Special
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: None

Witch Doctors are hardy and resilient, and sometimes have to take on burdens that their allies cannot. With this spell, the Witch Doctor simultaneously sutures a single ally's wounds and transfers some of their own blood to the target, allowing the Witch Doctor to quickly rescue the subject from imminent death.

The target gets +10 to their maximum Hit Points for 2 rounds and is healed for 10d4 Hit Points. However, the Witch Doctor's blood loss weakens them, reducing their own maximum Hit Points by 10 points for 10 rounds. Multiple castings of this spell will continue to weaken the caster long-term as they feed their essence to the target.

When used on the caster, Healing Surge will recirculate the caster's blood, healing 10d4 Hit Points, but their maximum Hit Points will be reduced by 10 after 2 rounds have passed, and will not return to their normal maximum until 8 rounds after.

This spell is less efficient but faster-acting than other ancient healing spells, being primarily used in the thick of battle to buy precious time. At level 17, the range of the spell is increased to 30 feet and the casting time is reduced to 1.
~
@858    = ~Reveal Prey~
@859    = ~Reveal Prey
(Divination)

Level: 1
Range: Sight of caster
Duration: Instant
Casting Time: 1
Area of Effect: 10' radius
Saving Throw: Spell negates

With this spell, the Witch Doctor reveals any hiding or invisible creatures in a small area, including the caster's own allies. Unlike a Detect Invisibility spell, the caster must know the rough location of the hidden creature in order to target them, and spell level immunities such as Minor Globe of Invulnerability will block this spell. Reveal Prey can also pinpoint a creature under the effects of a Mirror Image spell, identifying the real creature and dispelling the duplicate images, though the target may make a save vs. spell to keep the images intact.

This spell is especially useful for hunting animal prey. Any animal in the area of effect that fails its save vs. spell suffers a -2 penalty to Armor Class and suffers 15% more damage from weapons and traps for 5 rounds.
~
@860    = ~Cold Iron Ring~
@861    = ~Cold Iron Ring
Little is known of these primitive rings of cold iron. Only a few such rings exist across the Realms, identifiable by the unique enchanting methods used to create them--methods that enchanters so far have been unable to replicate. Archaeologists believe the rings date back several thousand years, but their place of origin is unknown.

The enchantments on this ring are made of primitive magic, but have a remarkable number of properties, protecting the wearer from the attacks and spells of many different enemies: shapeshifters, vampires, fey creatures and yuan-ti... beings which apparently have been feared for millennia.

STATISTICS:

Equipped abilities:
– +2 bonus to Armor Class and saving throws against werewolves, doppelgangers, shapeshifters, fey creatures, vampires, and yuan-ti.

Weight: 0~
@862    = ~Theropod Claw~
@863    = ~Theropod Claw
Preserved with a thin layer of enchanted peat and wax, this heavy claw once belonged to a large theropod, thousands of years ago. Whoever killed this beast was proud enough of the feat to have the claw enchanted and preserved--probably at great expense or with great effort. They may be long gone and their story forgotten, but their trophy remains.

If this claw is hung on the wearer's belt, the claw will bestow a modest boon to the wearer's health. Perhaps its original owner wished for it to be displayed with pride.

STATISTICS:

Equipped abilities:
– Maximum Hit Points: +5

Weight: 4~
@864    = ~Toxodon Cloak~
@865    = ~Toxodon Cloak
This ancient cloak is the preserved hide of a toxodon, a massive beast akin to a rhinoceros. An adult toxodon was nearly impossible for early weaponry to penetrate, and so early humanoids generally knew not to challenge a king of the savannah.

But this cloak shows that at least one person or party challenged an adult toxodon and won. Simple but enduring enchantments have allowed this sturdy, leathery cloak to survive intact through the ages, and even now, the toxodon's tough hide can stop an arrow.

STATISTICS:

Equipped abilities:
– +1 to Armor Class vs. piercing and missile weapons

Weight: 8~
@866    = ~Seashell Necklace~
@867    = ~Seashell Necklace
On the surface, this necklace is just a thin string beaded with small seashells, a piece of jewelry you might see in any number of coastal places. But the faintest whisper of the ocean's voice can be heard if one listens close, and the shells still hold a tiny hint of the smell of the ocean.

But these shells do not belong to the snails or whelks or small mollusks that one might find on today's shores. They belong to much older creatures from before the fall of Netheril, though few beyond a handful of paleontologists could tell the difference by sight alone, without divination.

These shells are thousands of years old and still retain their sheen and a faint aura of magic. The string that holds them has been replaced countless times, but the shells remain, and the magic within them soothes the mind. Everything feels a bit more clear and simple when these seashells are around your neck.

STATISTICS:

Equipped abilities:
– +1 to Wisdom, to a maximum of 16.
– +1 to saves vs. Enchantment spells.

Weight: 1~
@868    = ~Darkhide Boots~
@869    = ~Darkhide Boots
It's not entirely clear what animal these boots were made from, but the leather is oddly dark and very sturdy. These boots have migrated from owner to owner for hundreds of years, and yet they are still intact, a factor of a subtle enchantment over the leather. They are quite comfortable.

The boots are virtually impervious to stains or corrosion, and some of those properties are granted to the wearer.

STATISTICS:

Equipped abilities:
– +25% resistance to acid damage.

Weight: 4~
@870    = ~Meteoric Iron Bands~
@871    = ~Meteoric Iron Bands
These dull metal bracers show heavy wear and tear, and the fresh leather strapping them together suggests that the metal has outlived whatever leather or hide originally bound them. Only a very well-reinforced enchantment has kept the metal from rusting over.

The metal itself is meteoric iron, and it appears to be magnetized. These bracers don't seem to attract electricity, but they do seem to move in response to metal around it. If the wearer is clever, that force can help them deflect melee weapons.

STATISTICS:

Equipped abilities:
– If the wearer has 13 Intelligence or higher, they get a +1 bonus to Armor Class except against missile weapons.

Weight: 4~
@872    = ~Aquamarine Ioun Stone~
@873    = ~Aquamarine Ioun Stone
This ancient stone has been passed down through several clans for millennia, traditionally being handed down to one's eldest child to protect them as they grow. Even when worn by daring hunters or reckless warriors, almost none of the stone's many owners died in combat or on the hunt.

The stone does not actually protect the wearer's body or mind directly. Instead, it gives them a quick rush of speed when the wearer is bloodied, helping them escape from fights that go south.

It's believed this stone was also the secret behind the string of victories by a Tethyrian marathon runner, Rianya the Red, many years before the Time of Troubles. He was known not simply for his incredible speed, but also the viciousness of his enemies, who on multiple occasions ambushed him the night before his races and beat him with clubs to sabotage his chances.

Rianya the Red would arrive at his races bloodied and bruised the next day, bravely defying his enemies' sabotage and still winning, much to the delight of his fans. His wounds were a symbol of his endless determination.

It's also possible that those wounds were self-inflicted to exploit this stone's powers. His enemies, after all, were never caught--and despite all of their supposed attacks, they never did seem to actually break his legs.

STATISTICS:

Equipped abilities:
– Grants a +2 bonus to movement rate while under 50% Hit Points.

Weight: 0~
@874    = ~Greenwood Ring~
@875    = ~Greenwood Ring
This strange ring is made of constantly-growing and ever-shifting green wood like that of a new sapling. Every night, it sheds a few dry bits of wood, regrowing by the morning. It is durable and long-lasting, and its enchantments do the same for the wearer, whose skin similarly becomes flexible but resilient. Edged weapons will still cleave through a sapling, but blunt weapons will have their impact absorbed by the sapling's bending fibers.

STATISTICS:

Equipped abilities:
– +1 bonus to Armor Class vs. crushing weapons. 

Weight: 0~
@876    = ~Ancient Memories~
@877    = ~Ancient Memories
Long practice will write ancient magic deep into an experienced Witch Doctor's mind. With this ability, the Witch Doctor may memorize an additional spell per spell level, from 1 to 4.
~
@878    = ~Deeper Memories~
@879    = ~Deeper Memories
Long practice will write ancient magic deep into an experienced Witch Doctor's mind. With this ability, the Witch Doctor may memorize an additional spell per spell level, from 1 to 5.
~
@880    = ~Primordial Memories~
@881    = ~Primordial Memories
Long practice will write ancient magic deep into an experienced Witch Doctor's mind. With this ability, the Witch Doctor may memorize an additional spell per spell level, from 1 to 6.
~
@882    = ~Kuo-toa Transformation: Small~
@883    = ~Kuo-toa Transformation: Small

This ability allows the Kuo-toa Disciple to permanently take on the appearance of a kuo-toa, in this case a smaller version. The change is cosmetic and does not impact the Disciple's abilities.

(To remove this ability without transforming, begin casting this ability and then interrupt it. This spell will vanish and no transformation will occur)~
@884    = ~Kuo-toa Transformation: Large~
@885    = ~Kuo-toa Transformation: Large

This ability allows the Kuo-toa Disciple to permanently take on the appearance of a kuo-toa, in this case a larger version. The change is cosmetic and does not impact the Disciple's abilities.

(To remove this ability without transforming, begin casting this ability and then interrupt it. This spell will vanish and no transformation will occur)~
@886    = ~Scaly Skin~
@887    = ~Scaly Skin

With this ability, the Kuo-toa Disciple may harden their skin into stiff scales, increasing their resistances to slashing, crushing, missile, and piercing damage by 25%, on top of any the Disciple already possesses. The scales are ephemeral, however, and the effect will dissipate after 1 round per 2 levels of the caster.~
@888    = ~Growing Insanity~
@889    = ~Growing Insanity

This ability allows the Kuo-toa Disciple to intensify the mental effects of their bard song. Upon choosing this ability, any creature attempting to make a saving throw against the Disciple's song must do so at a -2 penalty.

This ability replaces the current bard song.~
@890    = ~Natural Regeneration~
@891    = ~Natural Regeneration

This ability allows the Kuo-toa Disciple to steadily regenerate their wounds, not unlike a Kuo-toan Prince. The Disciple will regenerate slightly faster than 1 Hit Point per 3 seconds, as their natural haste helps speed up the process.

This ability may only be chosen once.~
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