Antipaladin antipaladin
HD d10 ยท BAB full ยท Fort good / Ref poor / Will good
| Ability | Cost | Effect | SpLvl | Unlock | Description |
|---|---|---|---|---|---|
| ๐ก๏ธ Attack | at-will | attack | |||
| ๐ก๏ธ Smite Good | room | smite | A FREE action (no action cost): your strikes smite GOOD foes this room โ +to-hit and +double your level to damage, but ONLY vs creatures of good alignment (angels, azatas, the Reclamation's crusaders). Use Detect Good first to see who qualifies. Once per 5 levels per room. (The dark mirror of Smite Evil.) | ||
| ๐ฏ Detect Good | free | detectevil | Sweep the room with profane sight (a FREE action) โ every foe that RADIATES GOOD is marked for your Smite Good, and you hear how many do not (no purchase for your smite there). | ||
| ๐ฏ Deadly Aim | free | buff | Lv1 | A FREE toggle โ the ranged Power Attack: with a bow, crossbow or firearm, trade โ2 to hit for heavy bonus damage every shot (scales with level). | |
| ๐ฅ Power Attack | free | buff | Lv1 | A FREE toggle โ trade accuracy for power with a MELEE weapon: โ1 to hit per +4 BAB, +2 damage each (ร1.5 two-handed). Flip on or off without spending your turn. | |
| ๐ Channel Negative | room | channelneg | Lv4 | Channel NEGATIVE energy โ mends the party's UNDEAD comrades (Tar Baphon, Vrood, Vesorianna, Farrus) for ยฝ level d6. Selective Channeling: the living take nothing; positive energy can't help these four, but this can. | |
| ๐ค Touch of Corruption | room | touch | Lv2 | A melee touch crackling with profane energy โ ยฝ level d6 negative damage (cap 10d6). Once per 5 levels per room. | |
| ๐ช Bull's Strength | slot | buff | sp2 | Lv7 | One martial ally gets +2 to hit and +2 melee damage for the rest of the room. (2nd-level antipaladin spell, level 7.) |
| ๐ฉธ Vampiric Touch | slot | touch | sp3 | Lv10 | A draining melee touch โ ยฝ level d6 negative (cap 10d6); you HEAL the energy dealt. (3rd-level antipaladin spell, level 10.) |
| ๐ฆต Trip | free | trip | Attack to trip (no damage). On a hit the foe is knocked prone, loses its turn, and you get a free attack. Prone = +4 for everyone to hit it. | ||
| ๐ Disarm | free | disarm | An opposed maneuver (your CMB vs its CMD) to knock a foe's weapon away. On a success it scrambles for its weapon (loses its next turn) and you land a free strike. (No effect on claws/fangs/fists โ nothing to drop.) | ||
| ๐ช Bull Rush | free | bullrush | Shove a foe back โ an opposed maneuver (your CMB vs its CMD). On a success it's driven out of reach and loses its turn closing again; a hard shove (5+ over its CMD) slams it prone. No free attack โ you've pushed it away. | ||
| ๐คผ Grapple | free | grapple | Seize a foe โ an opposed maneuver (your CMB vs its CMD). On a success it's grappled and helpless, burning its turns struggling free (~2 rounds), and your grip crushes for a free strike. Can't grapple incorporeal foes. | ||
| ๐ก๏ธ Fight Defensively | free | buff | Lv1 | A FREE toggle โ โ4 to all your attacks (and combat maneuvers) for a +2 dodge AC (+3 if you're acrobatic, e.g. a monk). Flip on or off without spending your turn. | |
| ๐ฅ Doom | slot | save_debuff | sp1 | Lv1 | A dread word saps a foe's nerve โ Will save or SHAKEN (โ2 to hit and damage) for the fight's opening. |
| ๐ป Invisibility | slot | invisible | sp2 | Lv7 | Vanish from sight โ enemies can't target you until you attack. |
| ๐ Darkness | slot | darkness | sp2 | Lv7 | Shroud a RANDOM 1d4+1 foes in magical darkness โ they CANNOT attack and CANNOT be attacked for 2 rounds. |
| ๐ Dispel Magic | slot | cleanse | sp3 | Lv10 | End hostile SPELL effects on an ally (hold, slow, magical blindness) โ or strip a buff off a foe. Physical grapple/stun/sickness are beyond it (PF1). |
Barbarian barbarian
HD d12 ยท BAB full ยท Fort good / Ref poor / Will poor
| Ability | Cost | Effect | SpLvl | Unlock | Description |
|---|---|---|---|---|---|
| โ๏ธ Attack | at-will | attack | |||
| ๐ฏ Deadly Aim | free | buff | Lv1 | A FREE toggle โ the ranged Power Attack: with a bow, crossbow or firearm, trade โ2 to hit for heavy bonus damage every shot (scales with level). | |
| ๐ฅ Power Attack | free | buff | Lv1 | A FREE toggle โ trade accuracy for power with a MELEE weapon: โ1 to hit per +4 BAB, +2 damage each (ร1.5 two-handed). Flip on or off without spending your turn. | |
| ๐ช Cleave | free | cleave | Hit your target and a second foe (โ2) โ every foe you DROP grants another swing, chaining until you stop felling them โ but you drop your guard (โ2 AC) this turn. | ||
| ๐ค Rage | free | buff | Fly into a rage for the rest of the room (FREE action โ still attack this turn): +2 to hit & damage and +1 Will, but โ2 AC. | ||
| ๐ข Taunt | room | taunt | A furious challenge โ EVERY enemy must make a Will save or be forced to attack YOU on its next turn (drawing fire off your allies). Once per room. | ||
| ๐ฆต Trip | free | trip | Attack to trip (no damage). On a hit the foe is knocked prone, loses its turn, and you get a free attack. Prone = +4 for everyone to hit it. | ||
| ๐ Disarm | free | disarm | An opposed maneuver (your CMB vs its CMD) to knock a foe's weapon away. On a success it scrambles for its weapon (loses its next turn) and you land a free strike. (No effect on claws/fangs/fists โ nothing to drop.) | ||
| ๐ช Bull Rush | free | bullrush | Shove a foe back โ an opposed maneuver (your CMB vs its CMD). On a success it's driven out of reach and loses its turn closing again; a hard shove (5+ over its CMD) slams it prone. No free attack โ you've pushed it away. | ||
| ๐คผ Grapple | free | grapple | Seize a foe โ an opposed maneuver (your CMB vs its CMD). On a success it's grappled and helpless, burning its turns struggling free (~2 rounds), and your grip crushes for a free strike. Can't grapple incorporeal foes. | ||
| ๐ก๏ธ Fight Defensively | free | buff | Lv1 | A FREE toggle โ โ4 to all your attacks (and combat maneuvers) for a +2 dodge AC (+3 if you're acrobatic, e.g. a monk). Flip on or off without spending your turn. |
Bard bard
HD d8 ยท BAB 3/4 ยท Fort poor / Ref good / Will good
| Ability | Cost | Effect | SpLvl | Unlock | Description |
|---|---|---|---|---|---|
| ๐ก๏ธ Attack | at-will | attack | |||
| ๐ฏ Deadly Aim | free | buff | Lv1 | A FREE toggle โ the ranged Power Attack: with a bow, crossbow or firearm, trade โ2 to hit for heavy bonus damage every shot (scales with level). | |
| ๐ฅ Power Attack | free | buff | Lv1 | A FREE toggle โ trade accuracy for power with a MELEE weapon: โ1 to hit per +4 BAB, +2 damage each (ร1.5 two-handed). Flip on or off without spending your turn. | |
| ๐ถ Inspire Courage | run | buff | Strike up a song โ you and all allies get +hit and damage for the ENTIRE dungeon (PF1 scaling: +1, +2 at level 5, +3 at 11, +4 at 17). | ||
| ๐ต Fascinate | free | fascinate | Up to 3 foes stand fascinated and lose their turns โ until something hits them. | ||
| ๐ Cure Light Wounds | slot | heal | sp1 | Lv1 | Heal the most-hurt ally โ 1d8 + caster level (max +5). |
| ๐ข๏ธ Grease | slot | grease | sp1 | Lv1 | Slick the floor โ 2 foes Reflex or fall prone (splat!). |
| ๐ค Sleep | slot | sleep | sp1 | Lv1 | Up to 3 weaker foes must save or fall asleep โ helpless, losing turns until struck. |
| ๐ป Vanish | slot | invisible | sp1 | Lv1 | A touched ally vanishes from sight โ enemies can't target them until they attack (a brief bard's Vanish). |
| ๐ Charm Person | slot | charm | sp1 | Lv1 | A living foe, Will save or CHARMED โ it regards your party as friends and WON'T attack you (it only tends its own side). A hit from your party snaps it out. No effect on the mindless (undead / constructs). |
| ๐ Hideous Laughter | slot | save_debuff | sp2 | Lv4 | A foe collapses in helpless laughter โ Will save or HELD (helpless, Sneak-Attackable). Each turn it may re-save to recover, but the attempt costs its turn. Humanoids only (PF1). |
| ๐ Cure Moderate Wounds | slot | heal | sp2 | Lv4 | Heal the most-hurt ally โ 2d8 + caster level (max +10). |
| ๐ Sound Burst | slot | aoe | sp2 | Lv4 | A concussive blast of sound โ 1d8 sonic to up to 3 foes, Fort for half. |
| โจ Glitterdust | slot | glitterdust | sp2 | Lv4 | A burst of clinging gold dust โ a RANDOM 1d4 foes must make a Will save or be BLINDED: โ4 to hit and denied their Dex (easier to hit, Sneak-Attackable) for a few rounds. |
| ๐ช Bull's Strength | slot | buff | sp2 | Lv4 | Bull-strong โ one ally gets +2 to hit and +2 melee damage for the rest of the room. |
| ๐ Cat's Grace | slot | buff | sp2 | Lv4 | Feline-quick โ one ally gets +2 AC and +1 ranged to-hit (Dex) for the rest of the room. |
| ๐ป Bear's Endurance | slot | buff | sp2 | Lv4 | Bear-hardy โ one ally gains temporary HP (+2 per level, from +4 Con) for the rest of the room. |
| ๐จ Haste | slot | haste | sp3 | Lv7 | The whole party blurs with speed โ an EXTRA attack each turn for 1 turn per 5 caster levels. |
| ๐ Slow | slot | slow | sp3 | Lv7 | Time drags for a RANDOM 2d4 foes โ Will save or be SLOWED (acts only every other turn, easier to hit). |
| ๐ Good Hope | slot | buff | sp3 | Lv7 | Fill the party with hope โ all allies get +2 to hit, damage, and saves for the rest of the room. |
| ๐ฆธ Heroism | slot | buff | sp3 | Lv7 | One ally becomes heroic โ +2 to hit and +2 to saves for the rest of the DUNGEON. |
| ๐ Dispel Magic | slot | cleanse | sp3 | Lv7 | End hostile SPELL effects on an ally (hold, slow, magical blindness) โ or strip a buff off a foe. Physical grapple/stun/sickness are beyond it (PF1). |
| ๐ซ Dominate Person | slot | dominate | sp5 | Lv13 | Seize a foe's mind โ Will save or it FIGHTS FOR YOU, savaging its own allies each turn (it re-saves each turn; breaks if you fall). No effect on the mindless. |
| ๐ฆธ Greater Heroism | slot | buff | sp5 | Lv13 | One ally becomes a LEGEND โ +4 to hit and +4 to saves for the rest of the room. |
| ๐ฃ๏ธ Mass Suggestion | slot | masscharm | sp6 | Lv16 | Up to 3 foes, Will save or CHARMED โ they stop attacking the party; a hit snaps each out. No effect on the mindless. |
| ๐ See Invisibility | slot | buff | sp2 | Lv7 | Your eyes catch the unseen โ you can find, target and strike INVISIBLE foes with no concealment miss. (It does NOT pierce mirror images or a displaced blur โ that needs True Seeing.) Lasts the whole DUNGEON. |
| ๐ Blindness | slot | save_debuff | sp2 | Lv4 | Fortitude save or STRUCK BLIND โ โ4 to hit and denied its Dex (easier to hit, Sneak-Attackable) for caster-level rounds. |
| ๐ซ Daze Monster | slot | save_debuff | sp2 | Lv4 | Will save or DAZED โ the creature loses its next turn outright. Cheap, reliable turn-denial. |
| ๐ข Shout | slot | aoe | sp4 | Lv10 | A devastating sonic BOOM staggers up to 3 foes โ 5d6 SONIC, Fortitude for half. |
| โ Hold Monster | slot | save_debuff | sp4 | Lv10 | ANY living foe must save or be HELD helpless โ Hold Person's big brother, no humanoid restriction. It re-saves each turn to break free (the attempt costs its turn). Mindless undead and constructs are immune. |
| ๐ Mass Cure Light Wounds | slot | heal | sp5 | Lv13 | A wave of healing washes the WHOLE party โ 1d8 + caster level (max +25) to every ally. |
| ๐ Irresistible Dance | slot | save_debuff | sp6 | Lv16 | The foe MUST dance โ NO SAVE (PF1): capering helplessly for 1d4+1 rounds, no actions. Mindless undead and constructs don't hear the tune. |
| ๐คซ Silence | slot | save_debuff | sp2 | Lv4 | Will save or the foe is wrapped in perfect SILENCE for caster-level rounds โ no spells, no holds, no healing words: an enemy caster falls back on its weapons. THE anti-caster tool. (Adapted: single target, not an area โ no grid.) |
| ๐ Dispel Magic, Greater | slot | cleanse | sp5 | Lv13 | A sweeping unweaving โ end ALL hostile SPELL effects on an ally (hold, slow, magical blindness), or tear every buff off a foe. Physical conditions stay (PF1). |
| ๐ Darkness | slot | darkness | sp2 | Lv4 | Shroud a RANDOM 1d4+1 foes in magical darkness โ they CANNOT attack and CANNOT be attacked for 2 rounds. |
| ๐ป Invisibility | slot | invisible | sp2 | Lv4 | Vanish from sight โ enemies can't target you until you attack. |
| ๐ Dimension Door | slot | tpstrike | sp4 | Lv10 | Fold space around an ally (or yourself): a GRAPPLED ally is torn free of the hold, they're UNTOUCHABLE until your next turn, and their next strike reaches ANY foe (even flyers) with a FULL attack. |
| ๐๏ธ Freedom of Movement | slot | freedommove | sp4 | Lv10 | Nothing can bind the target: grapples, chain-hooks and holds simply slip off โ one impediment shrugged per round of freedom (caster-level rounds this room). Casting it on a grappled ally frees them at once. THE counter to grapple rooms (the Gearsman Scrapers). |
| ๐ซฅ Invisibility, Greater | slot | invisible | sp4 | Lv10 | Total concealment for the whole fight โ you STAY invisible even when you attack. Cast it on a rogue ally and they Sneak Attack every foe that cannot see them. |
| ๐ฑ Cause Fear | slot | save_debuff | sp1 | Lv1 | One living foe of 5 HD or less: Will save or it FLEES in terror for 1d4 rounds (loses its turns, and is shaken); a made save leaves it shaken for one round. Mind-affecting: the undead and constructs are immune. |
| ๐ป Scare | slot | save_debuff | sp2 | Lv4 | Up to one foe per three caster levels (max 6), each of 5 HD or less: Will save or it FLEES in terror for 1d4 rounds; a made save leaves it shaken for one round. Mind-affecting. |
| ๐จ Fear | slot | save_debuff | sp3 | Lv7 | A cone of dread โ up to 6 foes, any size: Will save or each is PANICKED for one round per caster level (max 10) โ it flees and loses its turns; a made save leaves it shaken for one round. Mind-affecting. (Adaptation: the cone is the field, no grid.) |
| ๐คช Confusion | slot | save_debuff | sp3 | Lv7 | Up to 4 foes: Will save or CONFUSED for one round per caster level (max 10) โ each turn it rolls the book's table: 25% acts normally, 25% babbles, 25% hurts itself (1d8 + Str), 25% attacks its nearest ally. Mind-affecting. |
| ๐ Daylight | slot | daylight | sp3 | Lv7 | Brilliant light fills the room: every magical darkness on the field (Darkness, Obscuring Mist) is dispelled, and no lesser darkness can form here for the rest of the room. Not true sunlight โ it does not burn the undead (PF1). (Adaptation: the room is the area; no foe casts darkness today, so this is the counter waiting for its foe.) |
| ๐งฟ Remove Curse | slot | cleanse | sp3 | Lv7 | Lift a curse from an ally โ no check needed (PF1). A Bestow Curse (โ4 to hit and on saves) otherwise clings from room to room for the whole dungeon; Dispel Magic cannot touch it. |
| ๐ฆ Remove Fear | slot | buff | sp1 | Lv1 | Steady the partyโs nerve: any fear-born shakenness lifts at once, and for the rest of the dungeon each ally shrugs off Daunting Success and takes +4 on saves against fear. (Adaptation: the whole party, not one creature per four levels.) |
| ๐ Summon Monster I | slot | summon | sp1 | Lv1 | Call ONE celestial vermin โ a dire rat, giant centipede or giant spider โ to fight for the party. It acts on your initiative and fades after ~1 round per level. |
| ๐ท๏ธ Summon Monster II | slot | summon | sp2 | Lv4 | Call 1d3 celestial vermin of one kind โ dire rats, giant centipedes or giant spiders โ to fight for the party (~1 round per level). |
| ๐ฆ Summon Monster III | slot | summon | sp3 | Lv7 | Call a celestial dire ape to fight for the party (~1 round per level). |
| ๐ฆ Summon Monster IV | slot | summon | sp4 | Lv10 | Call a celestial ally โ a dire ape, a dire boar or a hound archon โ to fight for the party. It acts on your initiative and fades after ~1 round per level. |
| ๐ฆ Summon Monster V | slot | summon | sp5 | Lv13 | Call a celestial beast โ a basilisk or a lioness โ to fight for the party (~1 round per level). |
| ๐ฆ Summon Monster VI | slot | summon | sp6 | Lv16 | Call a greater celestial ally โ a blood caiman, a lioness or a bralani azata โ to fight for the party (~1 round per level). |
| โจ Blink | slot | buff | sp3 | Lv7 | You flicker between the Material and Ethereal planes for the room: half of the attacks that would hit you pass through nothing, and one in five of your own attacks flickers away (PF1: 50% / 20%). (Adaptation: True Seeing pierces it like Displacement; the ethereal side has no other surface here.) |
| ๐ Charm Monster | slot | charm | sp3 | Lv7 | ANY living creature, Will save or CHARMED โ it regards your party as friends and will not attack you (it only tends its own side); a hit snaps it out. No effect on the mindless. |
| ๐ค Deep Slumber | slot | sleep | sp3 | Lv7 | Up to 5 foes must save or fall ASLEEP โ helpless, losing turns until struck (PF1: 10 HD of creatures; here the count stands in for the HD). |
| ๐ฃ๏ธ Suggestion | slot | charm | sp2 | Lv4 | A reasonable-sounding course of action: one foe, Will save or it stops attacking the party until struck (the charm mechanics stand in for the suggestion). No effect on the mindless. |
| ๐คช Lesser Confusion | slot | save_debuff | sp1 | Lv1 | One foe, Will save or CONFUSED for a single round โ it rolls the confusion table once. No effect on the mindless. |
| ๐ข Greater Shout | slot | aoe | sp6 | Lv16 | A devastating sonic BOOM staggers up to 3 foes โ 10d6 SONIC, Fortitude for half, and a failed save also STUNS for a round (PF1). |
| ๐ Hypnotism | slot | fascinate | sp1 | Lv1 | One foe, Will save or it stands FASCINATED โ losing its turns until something hits it. (PF1: 2d4 HD; here one foe.) No effect on the mindless. |
| ๐ Hypnotic Pattern | slot | fascinate | sp2 | Lv4 | Up to 3 foes, Will save or FASCINATED โ losing their turns until something hits them. (PF1: 2d4 + CL HD; here three foes.) No effect on the mindless. |
| ๐ Rainbow Pattern | slot | fascinate | sp4 | Lv10 | Up to 5 foes, Will save or FASCINATED โ losing their turns until something hits them. (PF1: 24 HD; here five foes.) No effect on the mindless. |
| ๐ป Invisibility Sphere | slot | invisible | sp3 | Lv7 | The whole party fades from sight โ each ally unseen until they strike. |
| ๐ฆ Eagleโs Splendor | slot | buff | sp2 | Lv4 | +4 Charisma: a CHARISMA caster (sorcerer, bard, oracle, paladin) gets +2 to spell DCs and spell attacks for the room. On anyone else it only shines (adaptation: no other Charisma surface here). |
| ๐ฆ Foxโs Cunning | slot | buff | sp2 | Lv4 | +4 Intelligence: an INTELLIGENCE caster (wizard, magus, witch) gets +2 to spell DCs and spell attacks for the room. On anyone else it only sharpens wit (adaptation: no other Intelligence surface here). |
| ๐ฆ Mass Eagleโs Splendor | slot | buff | sp6 | Lv16 | Eagleโs Splendor on the whole party: every Charisma caster gets +2 to spell DCs and spell attacks for the room. |
| ๐ฆ Mass Foxโs Cunning | slot | buff | sp6 | Lv16 | Foxโs Cunning on the whole party: every Intelligence caster gets +2 to spell DCs and spell attacks for the room. |
| ๐ Mass Catโs Grace | slot | buff | sp6 | Lv16 | Feline-quick, all of you โ every ally gets +2 AC and +1 ranged to-hit (Dex) for the rest of the room. |
| ๐ค Rage | slot | buff | sp2 | Lv4 | The whole party flies into a rage: +2 Str and Con (+1 to hit and damage, +1 HP per level), +1 on Will saves, โ2 AC for the room (PF1). |
| ๐ซ๏ธ Blur | slot | buff | sp2 | Lv4 | An allyโs outline wavers: 20% of the attacks that would hit them miss for the room (PF1). True Seeing pierces it, like Displacement; an enemy Dispel can rip it. |
| ๐ Crushing Despair | slot | save_debuff | sp3 | Lv7 | A wave of hopelessness: up to 6 foes, Will negates, or โ2 to hit, damage and saves for the rest of the room (PF1). Mind-affecting. |
| ๐ซ๏ธ Mind Fog | slot | save_debuff | sp5 | Lv13 | A bank of mind-numbing fog: up to 6 foes, Will negates, or โ10 on all their Will saves for the rest of the room (PF1). Cast it first, then the save-or-suffer spells land. Mind-affecting. |
| ๐ถ Song of Discord | slot | save_debuff | sp5 | Lv13 | A song that turns the enemy line on itself: up to 6 foes, Will negates, or CONFUSED for 1 round per level โ each turn they babble, hurt themselves or savage their own allies (PF1: 50% attack their nearest ally; the confusion table stands in). Mind-affecting. |
| ๐๏ธ Eyebite | slot | hdladder | sp6 | Lv16 | Your gaze withers one foe, Fortitude negates: 4 HD or less fall COMATOSE, 5-9 HD are PANICKED (they flee for 1 round per level), 10 HD and up are SICKENED for the room (PF1). CR stands in for HD. (Adaptation: one foe per cast, not one per round.) |
| ๐ข Shatter | slot | aoe | sp2 | Lv4 | A sonic ring that shivers crystal and metal: one CONSTRUCT takes 1d6 per caster level (max 10d6) sonic, Fortitude half (PF1). Living foes and their gear are untouched here. |
| ๐ Break Enchantment | slot | cleanse | sp4 | Lv10 | Free an ally from every lasting enchantment at once โ curse, paralysis, slow, blindness โ with one caster-level check against the hostile magic (PF1: 1d20 + CL vs 11 + the effectโs CL). It never dispels a foe. |
| ๐ฑ Ear-Piercing Scream | slot | aoe | sp1 | Lv1 | A shriek of pure sound at one foe: 1d6 sonic per two caster levels (max 5d6) and it is DAZED a round; Fortitude for half and no daze (UM). Adaptation: dazed is the engine's stunned โ the turn is lost either way. |
| ๐๏ธ Hold Person | slot | save_debuff | sp2 | Lv4 | A HUMANOID foe must save or be HELD (helpless). Each of its turns it may re-save to break free โ but the attempt costs its turn either way. Humanoids only (PF1). |
| ๐ Mass Cure Moderate Wounds | slot | heal | sp6 | Lv16 | A stronger wave โ the WHOLE party heals 2d8 + caster level (max +30). |
| ๐ช Mirror Image | slot | mirrorimage | sp2 | Lv4 | Conjure shimmering duplicates (1d4 + 1 per 3 levels, max 8) โ each enemy attack that would hit you instead destroys an image, until they are all gone. Lasts the room. |
Bloodrager bloodrager
HD d10 ยท BAB full ยท Fort good / Ref poor / Will poor
| Ability | Cost | Effect | SpLvl | Unlock | Description |
|---|---|---|---|---|---|
| โ๏ธ Attack | at-will | attack | |||
| ๐ฏ Deadly Aim | free | buff | Lv1 | A FREE toggle โ the ranged Power Attack: with a bow, crossbow or firearm, trade โ2 to hit for heavy bonus damage every shot (scales with level). | |
| ๐ฅ Power Attack | free | buff | Lv1 | A FREE toggle โ trade accuracy for power with a MELEE weapon: โ1 to hit per +4 BAB, +2 damage each (ร1.5 two-handed). Flip on or off without spending your turn. | |
| ๐ช Cleave | free | cleave | Hit your target and a second foe (โ2) โ every foe you DROP grants another swing, chaining until you stop felling them โ but you drop your guard (โ2 AC) this turn. | ||
| ๐ฉธ Bloodrage | free | buff | Fly into a BLOODRAGE for the rest of the room (FREE action โ still attack this turn): +2 to hit & damage and +1 Will, but โ2 AC. | ||
| ๐ฅ Bloodline Surge | room | buff | Lv4 | HOME ADAPTATION โ not a book power. It stands in for your BLOODLINE POWERS (PF1 bloodragers pick a bloodline โ aberrant, abyssal, arcane, celestial, draconicโฆ โ and each grants its own powers at 1st, 4th, 8th, 12th, 16th and 20th level). The dungeon has no bloodline choice yet, so one generic surge covers them: +1 to hit, +3 damage, +2 AC for the rest of the room, self only, once per room, from level 4. SWIFT ACTION (v3.37.167): press it and you still strike or cast this turn โ one swift action a turn, shared with Quicken. | |
| ๐ข Taunt | room | taunt | A furious challenge โ EVERY enemy must make a Will save or be forced to attack YOU on its next turn. Once per room. | ||
| ๐ก๏ธ Shield | room | buff | sp1 | Lv1 | A wall of force โ +4 shield AC for the rest of the room. |
| ๐ฆฃ Enlarge Person | room | buff | sp1 | Lv1 | One ally grows a size category โ heavier blows (+2 damage) for the rest of the room. Put it on the fighter. |
| ๐ช Mirror Image | room | mirrorimage | sp2 | Lv7 | Conjure shimmering duplicates (1d4 + 1 per 3 levels, max 8) โ each enemy attack that would hit you instead destroys an image, until they are all gone. Lasts the room. |
| ๐ช Bull's Strength | room | buff | sp2 | Lv7 | Bull-strong โ one ally gets +2 to hit and +2 melee damage for the rest of the room. |
| ๐ซ๏ธ Displacement | room | buff | sp3 | Lv10 | An ally's form blurs and slips aside (range touch โ yours or any ally's) โ 50% of attacks that would hit them MISS instead, for the rest of the room. |
| ๐จ Haste | room | haste | sp3 | Lv10 | The whole party blurs with speed โ every ally gets an EXTRA attack each turn for 1 turn per 5 caster levels (on top of their action). |
| ๐ชจ Stoneskin | room | buff | sp4 | Lv13 | An ally's skin turns to stone โ DR 10 against physical blows (melee/claws/chains) for the rest of the DUNGEON. |
| ๐ฅ Burning Hands | room | aoe | sp1 | Lv1 | A cone of flame โ 2 foes, Reflex for half (level d4, cap 5d4). |
| ๐ฑ Cause Fear | room | save_debuff | sp1 | Lv1 | One living foe of 5 HD or less: Will save or it FLEES in terror for 1d4 rounds (loses its turns, and is shaken); a made save leaves it shaken for one round. Mind-affecting: the undead and constructs are immune. |
| ๐๏ธ Chill Touch | room | touch | sp1 | Lv1 | A ghostly touch of the grave โ ranged touch for ยฝlevel d6 negative energy (max 5d6); the chill of undeath. No effect on undead. |
| ๐ฎ Magic Missile | room | missile | sp1 | Lv1 | Unerring darts of force โ 1 dart +1 per 2 levels (max 5), 1d4+1 each, auto-hit. |
| ๐ฆด Ray of Enfeeblement | room | save_debuff | sp1 | Lv1 | A black ray saps a foe's strength โ Fortitude save or its blows weaken (โ2 to hit and damage). |
| โก Shocking Grasp | room | touch | sp1 | Lv1 | A charged touch โ ranged touch attack (level d6, cap 5d6). |
| ๐ฏ True Strike | room | buff | sp1 | Lv1 | Your next attack roll gains +20 (PF1 insight). Spent by the next swing or ray. |
| ๐ก๏ธ Protection from Evil (Communal) | room | buff | sp1 | Lv1 | Ward the whole party โ +2 AC and +2 to all saves for EVERY ally, for the rest of the room. |
| ๐ข๏ธ Grease | room | grease | sp1 | Lv1 | Slick the floor โ 2 foes Reflex or fall prone (splat!). |
| ๐ Color Spray | room | hdladder | sp1 | Lv1 | A cone of clashing color, up to 4 foes, Will negates: 2 HD or less fall UNCONSCIOUS, blinded and stunned; 3-4 HD are blinded and stunned; 5 HD and up are stunned a round (PF1). CR stands in for HD; the mindless are immune. |
| ๐ซ๏ธ Blur | room | buff | sp2 | Lv7 | An allyโs outline wavers: 20% of the attacks that would hit them miss for the room (PF1). True Seeing pierces it, like Displacement; an enemy Dispel can rip it. |
| ๐ป Bear's Endurance | room | buff | sp2 | Lv7 | Bear-hardy โ one ally gains temporary HP (+2 per level) for the rest of the room. |
| ๐ Cat's Grace | room | buff | sp2 | Lv7 | Feline-quick โ one ally gets +2 AC and +1 ranged to-hit (Dex) for the rest of the room. |
| ๐ซ False Life | room | buff | sp2 | Lv7 | Necromantic vigor โ the caster gains temporary HP (+1 per level) for the rest of the room. |
| โจ Glitterdust | room | glitterdust | sp2 | Lv7 | A burst of clinging gold dust โ a RANDOM 1d4 foes must make a Will save or be BLINDED: โ4 to hit and denied their Dex (easier to hit, Sneak-Attackable) for a few rounds. |
| ๐ป Invisibility | room | invisible | sp2 | Lv7 | Vanish from sight โ enemies can't target you until you attack. |
| โ๏ธ Scorching Ray | room | rays | sp2 | Lv7 | A searing ray (4d6 fire) โ SPLITS into 2 rays at caster level 7, 3 at 11; each rolls to hit. |
| ๐ See Invisibility | room | buff | sp2 | Lv7 | Your eyes catch the unseen โ you can find, target and strike INVISIBLE foes with no concealment miss. (It does NOT pierce mirror images or a displaced blur โ that needs True Seeing.) Lasts the room. |
| ๐ฅ Resist Energy (Fire) | room | buff | sp2 | Lv7 | An ally ignores the first 10 points of fire damage from each attack or spell for the room โ 20 at caster level 7, 30 at 11 (PF1). One energy type per casting; this is the fire version. |
| ๐ฅ Flaming Sphere | room | aoe | sp2 | Lv7 | A rolling ball of fire: 3d6 fire to one foe now (Reflex half), and it keeps ROLLING โ on each of your turns it burns your mark for 3d6, Reflex negates, for 1 round per level (PF1). It rides the lingering-storm engine; a bigger storm swallows it. |
| ๐ฅ Fireball | room | aoe | sp3 | Lv10 | A roaring blast that engulfs a RANDOM 1d6 enemies โ Reflex for half (level d6). |
| ๐ชฝ Fly | room | buff | sp3 | Lv10 | Take to the air, or send an ALLY aloft (Fly is a touch spell โ Josh). Grounded foes cannot reach the flyer, and the flyer CAN close with airborne enemies โ cast it on Freya or J'Mal to send them up after the flying angels. Lasts the room. |
| ๐ฆธ Heroism | room | buff | sp3 | Lv10 | One ally becomes heroic โ +2 to hit and +2 on saves for the rest of the DUNGEON (10 min/level). |
| ๐ช Keen Edge | room | buff | sp3 | Lv10 | An allyโs blade bites deeper: its critical threat range is DOUBLED for the room (PF1). It does not stack with Improved Critical or a magusโs keen pool. |
| โก Lightning Bolt | room | aoe | sp3 | Lv10 | A bolt skewering 2 foes โ Reflex for half (level d6). |
| ๐ Slow | room | slow | sp3 | Lv10 | Time drags for a RANDOM 2d4 foes โ Will save or be SLOWED (PF1 staggered): one single action a turn โ move OR attack, never both, never a full attack โ and โ1 AC. |
| ๐คข Stinking Cloud | room | save_debuff | sp3 | Lv10 | A choking miasma envelops one foe โ Fortitude save or NAUSEATED: retching, losing turns while it lingers. |
| ๐ฅ Protection from Fire | room | buff | sp3 | Lv10 | Ward the whole party against FIRE โ each ally gains a ward that ABSORBS the next 12 fire damage per caster level (max 120), soaked before it burns, until spent (and it lasts the whole DUNGEON). (PF1 Protection from Energy โ cast it when fiery foes loom.) |
| ๐ฆ Black Tentacles | room | blacktentacles | sp4 | Lv13 | Writhing tentacles erupt across the room โ EACH ROUND they grapple a random 1d4+1 foes (CMB vs CMD); the grappled are helpless until they tear free. Lasts the room. |
| ๐ Dimension Door | room | tpstrike | sp4 | Lv13 | Fold space around an ally (or yourself): a GRAPPLED ally is torn free of the hold, they're UNTOUCHABLE until your next turn, and their next strike reaches ANY foe (even flyers) with a FULL attack. |
| ๐จ Fear | room | save_debuff | sp4 | Lv13 | A cone of dread โ up to 6 foes, any size: Will save or each is PANICKED for one round per caster level (max 10) โ it flees and loses its turns; a made save leaves it shaken for one round. Mind-affecting. (Adaptation: the cone is the field, no grid.) |
| ๐ฅ Fire Shield | room | buff | sp4 | Lv13 | Wreathe yourself in flame โ any foe that hits you in melee is scorched for 1d6 + level fire. Lasts the room. |
| ๐ซฅ Invisibility, Greater | room | invisible | sp4 | Lv13 | Total concealment for the whole fight โ you STAY invisible even when you attack. Cast it on a rogue ally and they Sneak Attack every foe that cannot see them. |
| ๐ฉธ Enervation | room | touch | sp4 | Lv13 | A black ray of soul-draining negative energy โ ranged touch, ยฝlevel d4 (max 8d4); the grave saps the living. No effect on undead. |
| ๐ข Shout | room | aoe | sp4 | Lv13 | A devastating sonic BOOM staggers up to 3 foes โ 5d6 SONIC, Fortitude for half. |
| ๐ง Ice Storm | room | aoe | sp4 | Lv13 | Fist-sized hail hammers up to 4 foes โ 5d6 COLD, Reflex for half. |
| ๐ฏ๏ธ Bestow Curse | room | save_debuff | sp4 | Lv13 | Will save or CURSED โ โ4 on all its attacks for the rest of the room. (PF1 offers three curse shapes; the attack-rot is the one that matters in here.) |
Cleric cleric
HD d8 ยท BAB 3/4 ยท Fort good / Ref poor / Will good
| Ability | Cost | Effect | SpLvl | Unlock | Description |
|---|---|---|---|---|---|
| ๐จ Attack | at-will | attack | |||
| ๐ฏ Deadly Aim | free | buff | Lv1 | A FREE toggle โ the ranged Power Attack: with a bow, crossbow or firearm, trade โ2 to hit for heavy bonus damage every shot (scales with level). | |
| ๐ฅ Power Attack | free | buff | Lv1 | A FREE toggle โ trade accuracy for power with a MELEE weapon: โ1 to hit per +4 BAB, +2 damage each (ร1.5 two-handed). Flip on or off without spending your turn. | |
| ๐ Channel Positive | room | heal | Channel positive energy โ heal the whole party for ยฝlevel d6 (PF1e). 3 + WIS mod uses per room (PF1's 3 + CHA, keyed to Wisdom so clerics stay SAD). Selective Channeling (feat, taken early): the burst touches only whom you intend. | ||
| ๐ Cure Light Wounds | slot | heal | sp1 | Heal the most-hurt ally โ 1d8 + caster level (max +5). Once per room. | |
| ๐ก๏ธ Shield of Faith | slot | buff | sp1 | +2 deflection AC to an ally (the one with the LOWEST AC) for the rest of the room. | |
| ๐ Divine Favor | slot | buff | sp1 | Your god's luck rides your blows โ +1 to hit and damage per 3 caster levels (max +3, LUCK โ doesn't stack with Divine Power's luck; the bigger stands) for the rest of the room. | |
| โจ Bless | run | buff | sp1 | All allies gain +1 to hit for the ENTIRE dungeon โ cast once; it never fades between rooms. | |
| ๐ก๏ธ Protection from Evil (Communal) | slot | buff | sp2 | Lv3 | Ward the whole party โ +2 AC and +2 to all saves for EVERY ally, for the rest of the room. |
| ๐ Cure Moderate Wounds | slot | heal | sp2 | Lv3 | Heal the most-hurt ally โ 2d8 + caster level (max +10). Once per room. |
| ๐๏ธ Hold Person | slot | save_debuff | sp2 | Lv3 | A HUMANOID foe must save or be HELD (helpless). Each turn it may re-save to break free โ the attempt costs its turn. Humanoids only (PF1). |
| ๐ช Bull's Strength | slot | buff | sp2 | Lv3 | Bull-strong โ one ally gets +2 to hit and +2 melee damage for the rest of the room. |
| ๐ป Bear's Endurance | slot | buff | sp2 | Lv3 | Bear-hardy โ one ally gains temporary HP (+2 per level) for the rest of the room. |
| ๐ก๏ธ Spiritual Weapon | slot | spiritweapon | sp2 | Lv3 | Conjure a force-weapon shaped like your own over a foe โ it strikes that foe on EACH of your turns (with your buffs, feats & Haste) for 1 round per caster level (PF1), while you do other things. |
| ๐ฟ Prayer | slot | buff | sp3 | Lv5 | Fills the whole battlefield: ALL allies +1 to hit, damage & saves; ALL enemies โ1, for the rest of the room. (Only one is ever needed.) |
| ๐ Searing Light | slot | touch | sp3 | Lv5 | A ray of divine light โ ranged touch. 1d8 per 2 levels (max 5d8); UNDEAD take 1d6 per level (max 10d6), and light-vulnerable undead (vampires) 1d8 per level (max 10d8); a construct/object takes only 1d6 per 2 levels (max 5d6). (PF1) |
| ๐ Cure Serious Wounds | slot | heal | sp3 | Lv5 | Heal the most-hurt ally โ 3d8 + caster level (max +15). Once per room. |
| ๐ Dispel Magic | slot | cleanse | sp3 | Lv5 | End hostile SPELL effects on an ally (hold, slow, magical blindness) โ or strip a buff off a foe. Physical grapple/stun/sickness are beyond it (PF1). |
| ๐ก๏ธ Greater Magic Weapon | slot | buff | sp4 | Lv7 | Bless the party's weapons โ +1 enhancement per 4 caster levels (max +5): +N to hit and +N damage for EVERY ally, for the rest of the DUNGEON. |
| ๐ Cure Critical Wounds | slot | heal | sp4 | Lv7 | Heal the most-hurt ally โ 4d8 + caster level (max +20). Once per room. |
| ๐ฅ Protection from Fire | slot | buff | sp4 | Lv7 | Ward the whole party against FIRE โ each ally gains a ward that ABSORBS the next 12 fire damage per caster level (max 120), soaked before it burns, until spent (and it lasts the whole DUNGEON). (PF1 Protection from Energy โ cast it when fiery foes loom.) |
| ๐จ Blessing of Fervor | slot | haste | sp4 | Lv7 | The party surges with fervor โ an EXTRA attack each turn for 1 turn per 5 levels (like Haste). |
| ๐ Holy Smite | slot | aoe | sp4 | Lv7 | Searing light scourges 2 foes โ Will for half (ยฝlevel d8). PF1 alignment table (v3.37.170, Toby): EVIL foes take it all, neutral foes half, GOOD foes nothing. |
| ๐ฌ๏ธ Breath of Life | slot | revive | sp5 | Lv9 | Snatch a DYING ally back โ revive & heal them 5d8 + caster level (max +25). |
| โฐ๏ธ Raise Dead | slot | revive | sp5 | Lv9 | Call a SLAIN ally back into the run, restored to half health. |
| โจ Resurrection | slot | revive | sp7 | Lv13 | Fully resurrect a SLAIN ally โ back in the run at FULL health. |
| ๐ฅ Flame Strike | slot | aoe | sp5 | Lv9 | A column of divine fire scours up to 4 foes โ 1d6 per caster level (max 15d6), Reflex for half. |
| โ ๏ธ Slay Living | slot | savedie | sp5 | Lv9 | A death-touch stops one living heart (no effect on undead/constructs) โ Fortitude save or DIE; a made save still takes heavy damage. |
| ๐ Heal | slot | heal | sp6 | Lv11 | A torrent of positive energy knits the most-hurt ally โ 15d8 + caster level (max +25). |
| ๐ช๏ธ Blade Barrier | slot | aoe | sp6 | Lv11 | A whirling wall of blades slices through up to 4 foes โ 1d6 per caster level (max 15d6), Reflex for half. |
| ๐ Fire Storm | slot | aoe | sp8 | Lv15 | Sheets of divine flame roar over up to 6 foes โ 1d6 per caster level (max 20d6), Reflex for half. |
| ๐ Mass Heal | slot | heal | sp9 | Lv17 | A tidal wave of positive energy โ the WHOLE party heals 15d8 + caster level (max +25). |
| ๐ณ๏ธ Implosion | slot | savedie | sp9 | Lv17 | A creature's body collapses in on itself (no effect on undead/constructs) โ Fortitude save or DIE; a made save still takes heavy damage. |
| ๐ฆ Invisibility Purge | slot | invispurge | sp3 | Lv5 | A blaze of revealing light that does NOT DISCRIMINATE โ EVERY invisible creature in the room is dragged into view, YOUR OWN ALLIES INCLUDED, and nothing on either side can turn invisible again this room. Purge while your rogue lies in wait and you burn him too. (It does not touch mirror image or displacement โ that needs True Seeing.) |
| ๐๏ธ Freedom of Movement | slot | freedommove | sp4 | Lv7 | Nothing can bind the target: grapples, chain-hooks and holds simply slip off โ one impediment shrugged per round of freedom (caster-level rounds this room). Casting it on a grappled ally frees them at once. THE counter to grapple rooms (the Gearsman Scrapers). |
| ๐ฅ Doom | slot | save_debuff | sp1 | Lv1 | A dread word saps a foe's nerve โ Will save or SHAKEN (โ2 to hit and damage) for the fight's opening. |
| ๐ Blindness | slot | save_debuff | sp3 | Lv5 | Fortitude save or STRUCK BLIND โ โ4 to hit and denied its Dex (easier to hit, Sneak-Attackable) for caster-level rounds. |
| ๐ฅ Magic Vestment | slot | buff | sp3 | Lv5 | An ally's armor drinks in enchantment โ +3 AC for the rest of the DUNGEON (an hour-per-level blessing, castable at the door like Mage Armor). |
| ๐ค๏ธ Air Walk | slot | buff | sp4 | Lv7 | One ally treads the air itself โ airborne for the room: grounded foes can't reach them, and they CAN close with flyers. The divine answer to Fly. |
| โก Divine Power | slot | buff | sp4 | Lv7 | The caster channels their god's might โ +1 to hit and damage per 3 caster levels (max +6), temporary HP equal to your level, and an EXTRA attack whenever you full attack (doesn't stack with Haste's). Lasts the room โ the battle-cleric switch. (PF1) |
| โ ๏ธ Unholy Blight | slot | aoe | sp4 | Lv7 | A cold cloud of evil sears 2 foes โ Will for half (ยฝlevel d8). PF1 alignment table (v3.37.170, Toby): GOOD foes take it all, neutral foes half, EVIL foes nothing โ in an all-evil room it has no target, and bots skip it. |
| ๐ช Righteous Might | slot | buff | sp5 | Lv9 | The caster swells into a GIANT of the faith โ +2 to hit, +4 damage, +2 AC, and Large size that anchors you against grabs: +2 CMD vs grapples, trips and bull rushes. Lasts the room. |
| ๐๏ธ True Seeing | slot | buff | sp5 | Lv9 | Range TOUCH โ cast it on yourself or ANY ally. The target's eyes pierce all deception: see through darkness, ignore illusions and mirror images, and strike the invisible. Put it on the fighter with the most swings. Lasts the room. |
| โฐ๏ธ Undeath to Death | slot | savedie | sp6 | Lv11 | The animating necromancy is TORN OUT of one undead โ Will save or it is DESTROYED; a made save (or a boss lich) still takes heavy damage. Undead only. |
| ๐ Mass Cure Light Wounds | slot | heal | sp5 | Lv9 | A wave of healing washes the WHOLE party โ 1d8 + caster level (max +25) to every ally. |
| โ๏ธ Chains of Light | slot | save_debuff | sp6 | Lv11 | Blazing chains of pure force erupt and BIND one foe โ Reflex save or held fast (it struggles free on a later turn's save; the struggle costs the turn). FORCE, not mind-magic: it binds undead, constructs, anything with a body. (UM) |
| ๐ Mass Cure Moderate Wounds | slot | heal | sp6 | Lv11 | A stronger wave โ the WHOLE party heals 2d8 + caster level (max +30). |
| ๐ฅ Destruction | slot | savedie | sp7 | Lv13 | A word of pure annihilation โ Fortitude save or the foe is destroyed utterly; a made save (or a boss) still takes heavy damage. A death effect โ no purchase on undead or constructs. |
| ๐ Mass Cure Serious Wounds | slot | heal | sp7 | Lv13 | A surging tide โ the WHOLE party heals 3d8 + caster level (max +35). |
| ๐ Mass Cure Critical Wounds | slot | heal | sp8 | Lv15 | A flood of positive energy โ the WHOLE party heals 4d8 + caster level (max +40). |
| ๐ฆ Plague Storm | slot | aoe | sp6 | Lv11 | A rolling bank of windborne disease engulfs a RANDOM 2d4 foes โ Fortitude for half (ยฝ-level d6, max 10d6). Cloudkill's festering cousin. (UM) |
| ๐ Miracle | slot | wish | sp9 | Lv17 | Call directly upon your god. The divine will reads your need: the fallen are RAISED; else the party is MADE WHOLE (15d8+25 to everyone); else your god strikes your chosen foe โ Will save or be UNMADE (a boss or a made save still suffers grievously). |
| ๐ฆ Summon Monster IV | slot | summon | sp4 | Lv7 | Call a celestial ally โ a dire ape, a dire boar or a hound archon โ to fight for the party. It acts on your initiative and fades after ~1 round per level. |
| ๐ฆ Summon Monster VI | slot | summon | sp6 | Lv11 | Call a greater celestial ally โ a blood caiman, a lioness or a bralani azata โ to fight for the party (~1 round per level). |
| ๐ป Summon Monster VIII | slot | summon | sp8 | Lv15 | Call a mighty celestial ally โ a dire bear, a winter wolf or an erelim angel โ to fight for the party (~1 round per level). |
| ๐ซ๏ธ Obscuring Mist | slot | darkness | sp1 | Lv1 | A bank of fog swallows the enemy line โ shrouded foes stumble blindly (losing turns, your blows landing easier) until it disperses. Rides the magical-darkness rules. |
| ๐คซ Silence | slot | save_debuff | sp2 | Lv3 | Will save or the foe is wrapped in perfect SILENCE for caster-level rounds โ no spells, no holds, no healing words: an enemy caster falls back on its weapons. THE anti-caster tool. (Adapted: single target, not an area โ no grid.) |
| ๐ Dispel Magic, Greater | slot | cleanse | sp6 | Lv11 | A sweeping unweaving โ end ALL hostile SPELL effects on an ally (hold, slow, magical blindness), or tear every buff off a foe. Physical conditions stay (PF1). |
| ๐ Darkness | slot | darkness | sp2 | Lv3 | Shroud a RANDOM 1d4+1 foes in magical darkness โ they CANNOT attack and CANNOT be attacked for 2 rounds. |
| ๐ช Banishment | slot | savedie | sp6 | Lv11 | Hurl an OUTSIDER back to its home plane โ Will save or GONE; a made save still wracks it. Only works on outsiders (demons, devils, fiends). |
| ๐ฉ๏ธ Storm of Vengeance | slot | aoe | sp9 | Lv17 | A black tempest of hail and lightning batters up to 6 foes โ 1d6 per caster level (max 20d6), Reflex for half. |
| ๐ฑ Cause Fear | slot | save_debuff | sp1 | Lv1 | One living foe of 5 HD or less: Will save or it FLEES in terror for 1d4 rounds (loses its turns, and is shaken); a made save leaves it shaken for one round. Mind-affecting: the undead and constructs are immune. |
| ๐ Deeper Darkness | slot | darkness | sp3 | Lv5 | Supernatural darkness swallows a RANDOM 1d4+2 foes for 3 rounds: they cannot act and cannot be hit. Unlike Darkness, ordinary darkvision does NOT pierce it โ only True Seeing or blindsense can find them. Snuffs a Daylight in the room (equal level, PF1). |
| ๐ Daylight | slot | daylight | sp3 | Lv5 | Brilliant light fills the room: every magical darkness on the field (Darkness, Obscuring Mist) is dispelled, and no lesser darkness can form here for the rest of the room. Not true sunlight โ it does not burn the undead (PF1). (Adaptation: the room is the area; no foe casts darkness today, so this is the counter waiting for its foe.) |
| ๐๏ธ Remove Blindness/Deafness | slot | cleanse | sp3 | Lv5 | Cure an ally of blindness โ any source, no check needed (PF1). Deafness has no surface in this dungeon. |
| ๐ฉน Remove Paralysis | slot | cleanse | sp2 | Lv3 | Free an ally from paralysis or slow โ ANY source, even a ghoulโs touch, no check needed (PF1). |
| ๐ค Harm | slot | touch | sp6 | Lv11 | A touch that charges a living foe with negative energy: 10 damage per caster level (max 150), Will save for half. The undead are HEALED by it instead โ never aim it at them (PF1). |
| ๐งฟ Remove Curse | slot | cleanse | sp3 | Lv5 | Lift a curse from an ally โ no check needed (PF1). A Bestow Curse (โ4 to hit and on saves) otherwise clings from room to room for the whole dungeon; Dispel Magic cannot touch it. |
| ๐ฆ Remove Fear | slot | buff | sp1 | Lv1 | Steady the partyโs nerve: any fear-born shakenness lifts at once, and for the rest of the dungeon each ally shrugs off Daunting Success and takes +4 on saves against fear. (Adaptation: the whole party, not one creature per four levels.) |
| ๐ก๏ธ Spell Resistance | slot | buff | sp5 | Lv9 | Grant an ally spell resistance 12 + your caster level for the room: every enemy SPELL (fireball, hold, magic missile, bestow curse, finger of deathโฆ) must beat it or fail. Friendly magic passes freely (harmless spells, PF1). |
| โฐ๏ธ Death Ward | slot | buff | sp4 | Lv7 | Shield an ally from death magic and negative energy for the room: a Finger of Death fails outright and a vampireโs draining touch finds no life to drink (PF1). |
| ๐ฆ Contagion | slot | save_debuff | sp3 | Lv5 | A touch of disease: Fortitude negates, or the foe is DISEASED for the rest of the room โ sickened and fatigued (โ3 to hit and damage, โ1 AC and Reflex, โ2 on saves). Undead and constructs do not sicken. (Adaptation: PF1โs diseases deal ability damage over days; here the onset is immediate.) |
| ๐ Summon Monster I | slot | summon | sp1 | Lv1 | Call ONE celestial vermin โ a dire rat, giant centipede or giant spider โ to fight for the party. It acts on your initiative and fades after ~1 round per level. |
| ๐ท๏ธ Summon Monster II | slot | summon | sp2 | Lv3 | Call 1d3 celestial vermin of one kind โ dire rats, giant centipedes or giant spiders โ to fight for the party (~1 round per level). |
| ๐ฆ Summon Monster III | slot | summon | sp3 | Lv5 | Call a celestial dire ape to fight for the party (~1 round per level). |
| ๐ฆ Summon Monster V | slot | summon | sp5 | Lv9 | Call a celestial beast โ a basilisk or a lioness โ to fight for the party (~1 round per level). |
| ๐ป Summon Monster VII | slot | summon | sp7 | Lv13 | Call a great celestial beast โ a dire bear or a chimera โ to fight for the party (~1 round per level). |
| ๐ผ Summon Monster IX | slot | summon | sp9 | Lv17 | Call down a champion of the heavens โ a movanic deva or the great beast Ikualoโa โ to fight for the party (~1 round per level). |
| ๐ซ Repulsion | slot | save_debuff | sp7 | Lv13 | An invisible field holds the enemy at bay: up to 8 foes, Will negates, or for 1 round per level they cannot close to melee โ archers and casters still shoot and cast over it (PF1). |
| ๐ฏ Holy Word | slot | holyword | sp7 | Lv13 | A word of pure good: every NONGOOD foe reels, no save (spell resistance applies). Weaker than you by 10 HD: SLAIN; by 5: paralyzed, blinded and rattled; by 1: blinded and rattled; your equal: rattled (sickened 1d4). Above your level: untouched. (Adaptation: CR stands in for HD; deafness has no surface, so it rattles instead.) |
| ๐ฃ๏ธ Blasphemy | slot | holyword | sp7 | Lv13 | A word of pure evil: every NONEVIL foe reels, no save (SR applies) โ slain / paralyzed / blinded / rattled by how far below your level it is, as Holy Word. (Adaptation: any cleric may speak it โ heroes carry no alignment; CR stands in for HD.) |
| โ๏ธ Dictum | slot | holyword | sp7 | Lv13 | A word of pure law: every NONLAWFUL foe reels, no save (SR applies) โ slain / paralyzed / blinded / rattled by how far below your level it is, as Holy Word. (Adaptation: CR stands in for HD.) |
| ๐ช๏ธ Word of Chaos | slot | holyword | sp7 | Lv13 | A word of pure chaos: every NONCHAOTIC foe reels, no save (SR applies) โ slain / paralyzed / blinded / rattled by how far below your level it is, as Holy Word. (Adaptation: CR stands in for HD.) |
| ๐ Earthquake | slot | aoe | sp8 | Lv15 | The dungeon floor heaves: up to 8 foes take 8d6 from the collapsing stone (PF1โs cavern result), Reflex half, and a failed save also throws a grounded foe PRONE โ its next turn is spent standing. (Adaptation: the caster shapes the quake around the party.) |
| ๐ค Inflict Light Wounds | slot | touch | sp1 | Lv1 | A touch of negative energy: 1d8 + caster level (max +5) to a living foe, Will half. The undead are HEALED by it instead (PF1). |
| ๐ค Inflict Moderate Wounds | slot | touch | sp2 | Lv3 | A touch of negative energy: 2d8 + caster level (max +10) to a living foe, Will half. The undead are HEALED by it instead (PF1). |
| ๐ค Inflict Serious Wounds | slot | touch | sp3 | Lv5 | A touch of negative energy: 3d8 + caster level (max +15) to a living foe, Will half. The undead are HEALED by it instead (PF1). |
| ๐ค Inflict Critical Wounds | slot | touch | sp4 | Lv7 | A touch of negative energy: 4d8 + caster level (max +20) to a living foe, Will half. The undead are HEALED by it instead (PF1). |
| ๐ค Mass Inflict Light Wounds | slot | inflictmass | sp5 | Lv9 | Negative energy washes over up to 6 foes: 1d8 + caster level (max +25) each, Will half; undead among them are HEALED instead (PF1). |
| ๐ค Mass Inflict Moderate Wounds | slot | inflictmass | sp6 | Lv11 | Negative energy washes over up to 6 foes: 2d8 + caster level (max +30) each, Will half; undead among them are HEALED instead (PF1). |
| ๐ค Mass Inflict Serious Wounds | slot | inflictmass | sp7 | Lv13 | Negative energy washes over up to 6 foes: 3d8 + caster level (max +35) each, Will half; undead among them are HEALED instead (PF1). |
| ๐ค Mass Inflict Critical Wounds | slot | inflictmass | sp8 | Lv15 | Negative energy washes over up to 6 foes: 4d8 + caster level (max +40) each, Will half; undead among them are HEALED instead (PF1). |
| ๐ก๏ธ Magic Weapon | slot | buff | sp1 | Lv1 | One allyโs weapon gains a +1 enhancement bonus (+1 to hit and damage) for the room. An enhancement bonus never stacks โ a Greater Magic Weapon or Greater Magic Fang already up makes this a wasted slot (PF1). |
| ๐ช Dismissal | slot | savedie | sp4 | Lv7 | Send ONE outsider back to its home plane โ Will save or GONE; a made save still wracks it. Only works on outsiders (demons, devils, fiends). Banishment is the greater version. |
| ๐ฃ๏ธ Greater Command | slot | save_debuff | sp5 | Lv9 | "FALL!" โ up to 5 foes, Will save or each drops PRONE and loses its next turn. Mind-affecting and language-driven: the mindless dead and constructs donโt listen. |
| โจ True Resurrection | slot | revive | sp9 | Lv17 | Fully resurrect a SLAIN ally โ back in the run at FULL health. (As Resurrection: the no-body, any-age clause has no surface here.) |
| ๐ฟ Regenerate | slot | heal | sp7 | Lv13 | Regrow what was lost: heal an ally 4d8 + caster level (max +35). (The severed-limb clause has no surface here.) |
| ๐ฆ Eagleโs Splendor | slot | buff | sp2 | Lv3 | +4 Charisma: a CHARISMA caster (sorcerer, bard, oracle, paladin) gets +2 to spell DCs and spell attacks for the room. On anyone else it only shines (adaptation: no other Charisma surface here). |
| ๐ฆ Owlโs Wisdom | slot | buff | sp2 | Lv3 | +4 Wisdom: a WISDOM caster (cleric, druid, ranger, inquisitor) gets +2 to spell DCs and spell attacks for the room. On anyone else it only steadies (adaptation: no other Wisdom surface here). |
| ๐ฆ Mass Eagleโs Splendor | slot | buff | sp6 | Lv11 | Eagleโs Splendor on the whole party: every Charisma caster gets +2 to spell DCs and spell attacks for the room. |
| ๐ฆ Mass Owlโs Wisdom | slot | buff | sp6 | Lv11 | Owlโs Wisdom on the whole party: every Wisdom caster gets +2 to spell DCs and spell attacks for the room. |
| ๐ป Mass Bearโs Endurance | slot | buff | sp6 | Lv11 | Bear-hardy, all of you โ every ally gains temporary HP (+2 per level) for the rest of the room. |
| ๐ช Mass Bullโs Strength | slot | buff | sp6 | Lv11 | Every ally gets +2 to hit and +2 melee damage for the rest of the room. |
| ๐ฉธ Energy Drain | slot | touch | sp9 | Lv17 | A black ray that drinks the soul โ ranged touch, 1d4 per caster level (max 16d4) negative energy (PF1โs 2d4 negative levels have no surface โ the drain is damage here). No effect on undead. |
| ๐จ Chaos Hammer | slot | aoe | sp4 | Lv7 | Anarchic energy batters up to 3 foes โ 1d8 per 2 levels (max 5d8), Will half: LAWFUL foes take it all and a failed save also SLOWS them 1d6 rounds; neutral foes take half; chaotic foes are untouched (PF1). |
| โ๏ธ Orderโs Wrath | slot | aoe | sp4 | Lv7 | Axiomatic energy hammers up to 3 foes โ 1d8 per 2 levels (max 5d8), Will half: CHAOTIC foes take it all and a failed save also DAZES them a round; neutral foes take half; lawful foes are untouched (PF1). |
| ๐ฏ๏ธ Bane | slot | save_debuff | sp1 | Lv1 | Dread saps the enemy line: up to 8 foes, Will negates, or โ1 to hit, damage and saves for the room (PF1: โ1 attacks and โ1 on saves vs fear; it rides the Prayer penalty here). Mind-affecting. |
| ๐ก๏ธ Aid | slot | buff | sp2 | Lv3 | One ally takes heart: +1 to hit, +1 on saves and 1d8 + caster level (max +10) temporary HP for the room (PF1: the +1 saves is vs fear only). |
| ๐ Entropic Shield | slot | buff | sp1 | Lv1 | A shimmering field around you: enemy ARROWS, bolts and thrown weapons miss you 20% of the time for the room (PF1: ranged attacks only โ melee and spells are unaffected). |
| ๐ฌ๏ธ Wind Wall | slot | windwall | sp3 | Lv5 | A curtain of roaring wind across the field for 1 round per level (max 10): every enemy arrow, bolt and thrown weapon is flung aside โ spells and melee pass (PF1). |
| ๐๏ธ Sanctuary | slot | buff | sp1 | Lv1 | Foes cannot bring themselves to attack you โ you are untargetable until YOU attack or cast at a foe, which ends it (PF1: Will negates per attacker; here the ward simply holds until you break it). |
| ๐ฅ Resist Energy (Fire) | slot | buff | sp2 | Lv3 | An ally ignores the first 10 points of fire damage from each attack or spell for the room โ 20 at caster level 7, 30 at 11 (PF1). One energy type per casting; this is the fire version. |
| โ๏ธ Resist Energy (Cold) | slot | buff | sp2 | Lv3 | An ally ignores the first 10 points of cold damage from each attack or spell for the room โ 20 at caster level 7, 30 at 11 (PF1). One energy type per casting; this is the cold version. |
| ๐งช Resist Energy (Acid) | slot | buff | sp2 | Lv3 | An ally ignores the first 10 points of acid damage from each attack or spell for the room โ 20 at caster level 7, 30 at 11 (PF1). One energy type per casting; this is the acid version. |
| โก Resist Energy (Electricity) | slot | buff | sp2 | Lv3 | An ally ignores the first 10 points of electricity damage from each attack or spell for the room โ 20 at caster level 7, 30 at 11 (PF1). One energy type per casting; this is the electricity version. |
| ๐ข Resist Energy (Sonic) | slot | buff | sp2 | Lv3 | An ally ignores the first 10 points of sonic damage from each attack or spell for the room โ 20 at caster level 7, 30 at 11 (PF1). One energy type per casting; this is the sonic version. |
| โ๏ธ Protection from Cold | slot | buff | sp3 | Lv5 | Ward the whole party against COLD: each ally gains a ward that absorbs the next 12 points per caster level (max 120) of cold damage, then burns out (PF1 Protection from Energy โ the cold version). |
| ๐งช Protection from Acid | slot | buff | sp3 | Lv5 | Ward the whole party against ACID: each ally gains a ward that absorbs the next 12 points per caster level (max 120) of acid damage, then burns out (PF1 Protection from Energy โ the acid version). |
| โก Protection from Electricity | slot | buff | sp3 | Lv5 | Ward the whole party against ELECTRICITY: each ally gains a ward that absorbs the next 12 points per caster level (max 120) of electricity damage, then burns out (PF1 Protection from Energy โ the electricity version). |
| ๐ข Protection from Sonic | slot | buff | sp3 | Lv5 | Ward the whole party against SONIC: each ally gains a ward that absorbs the next 12 points per caster level (max 120) of sonic damage, then burns out (PF1 Protection from Energy โ the sonic version). |
| ๐ก๏ธ Shield Other | slot | buff | sp2 | Lv3 | You take the blows meant for an ally: HALF of every wound they suffer lands on you instead for the room (PF1: 1 hour/level, +1 AC and saves โ the ward is the damage share here). |
| ๐ Cloak of Chaos | slot | buff | sp8 | Lv15 | An aura of pure chaos wraps the whole party for the room: +4 AC, +4 on all saves and spell resistance 12 + caster level against enemy magic (PF1: vs lawful sources only; here against everything). The four 8th-level auras share one slot โ a second aura does not stack. |
| โจ Holy Aura | slot | buff | sp8 | Lv15 | An aura of holy light wraps the whole party for the room: +4 AC, +4 on all saves and spell resistance 12 + caster level against enemy magic (PF1: vs evil sources only; here against everything). The four 8th-level auras share one slot โ a second aura does not stack. |
| โ๏ธ Shield of Law | slot | buff | sp8 | Lv15 | An aura of perfect order wraps the whole party for the room: +4 AC, +4 on all saves and spell resistance 12 + caster level against enemy magic (PF1: vs chaotic sources only; here against everything). The four 8th-level auras share one slot โ a second aura does not stack. |
| ๐ฏ๏ธ Unholy Aura | slot | buff | sp8 | Lv15 | An aura of unholy dread wraps the whole party for the room: +4 AC, +4 on all saves and spell resistance 12 + caster level against enemy magic (PF1: vs good sources only; here against everything). The four 8th-level auras share one slot โ a second aura does not stack. |
| โญ Antilife Shell | slot | buff | sp6 | Lv11 | A barrier no living thing can cross: living melee foes cannot close on you for the room โ they turn on another ally or strain at the shell. Undead, constructs, archers and spells pass (PF1). |
| ๐ Circle of Death | slot | circleofdeath | sp6 | Lv11 | A ripple of negative energy slays 4d4 HD worth of living creatures, weakest first, none above 9 HD: each must make a Fortitude save or DIE (a boss loses half its life instead). CR stands in for HD (PF1). |
| โ ๏ธ Poison | slot | save_debuff | sp4 | Lv7 | A touch of virulent poison: one living foe, Fortitude negates, or it is POISONED โ sickened for the room and 1d6 poison at the start of each of its next 6 turns (PF1: 1d3 Con per round for 6 rounds; the damage stands in). The undead and constructs are immune. |
| ๐ข Shatter | slot | aoe | sp2 | Lv3 | A sonic ring that shivers crystal and metal: one CONSTRUCT takes 1d6 per caster level (max 10d6) sonic, Fortitude half (PF1). Living foes and their gear are untouched here. |
| ๐ Break Enchantment | slot | cleanse | sp5 | Lv9 | Free an ally from every lasting enchantment at once โ curse, paralysis, slow, blindness โ with one caster-level check against the hostile magic (PF1: 1d20 + CL vs 11 + the effectโs CL). It never dispels a foe. |
| ๐ง Animate Dead | slot | summon | sp3 | Lv5 | Raise 1d4+1 lesser undead (skeletons or ghouls) from the roomโs dead to fight for the party (PF1: 2 HD per caster level of skeletons/zombies; they crumble when the summoning ends). |
| ๐ซง Cleanse | slot | heal | sp5 | Lv9 | Wash one ally clean: heal 4d8 + caster level (max +25) and end every one of blindness, stun, sickness, nausea, paralysis and slow on them (APG). A curse is not a condition โ Remove Curse for that. The ability-damage clause has no surface here. |
| ๐ฏ๏ธ Bestow Curse | slot | save_debuff | sp3 | Lv5 | Will save or CURSED โ โ4 on all its attacks for the rest of the room. (PF1 offers three curse shapes; the attack-rot is the one that matters in here.) |
| ๐ฃ๏ธ Command | slot | save_debuff | sp1 | Lv1 | "FALL!" โ Will save or the foe drops PRONE and loses its next turn. Mind-affecting and language-driven: the mindless dead and constructs don't listen. |
| ๐ผ Spiritual Ally | slot | spiritally | sp4 | Lv7 | Call a guardian ANGEL bearing a blazing longsword over a foe โ it strikes on EACH of your turns (riding your buffs: Divine Favor, Prayer, Haste) for 1 round per caster level, retargeting when its mark falls. It fights happily alongside your Spiritual Weapon. (APG โ the ally is an angel, per Toby.) |
| ๐ฌ๏ธ Force Push | room | forcepush | Shove a foe with the Force Pike โ every melee ally who can act (not held, stunned, or asleep) gets a FREE attack against it. You forgo your own strike. 3ร per room. | ||
| ๐ Summon Devil I | slot | summon | sp3 | Lv5 | Seal an infernal pact โ 1d3 IMPS (CR 2) march up from Hell to fight for the party for a few rounds. (They soak hits; foes CAN turn on them.) |
| ๐ Summon Devil II | slot | summon | sp4 | Lv7 | Call up 1d4+1 lesser devils (imps / accusers, CR 2โ3) to fight for the party for a few rounds. |
| ๐ Summon Devil III | slot | summon | sp5 | Lv9 | Call up 1d4+1 ACCUSER DEVILS (CR 3) โ spying, hexing fiends โ to fight for the party for a few rounds. |
| ๐ Summon Devil IV | slot | summon | sp6 | Lv11 | Call up an ERINYES (CR 8) โ a fallen-angel archer โ to fight for the party for a few rounds. |
| ๐ Summon Devil V | slot | summon | sp7 | Lv13 | Call up a BONE DEVIL (CR 9) โ a skeletal osyluth โ to fight for the party for a few rounds. |
| ๐ Summon Devil VI | slot | summon | sp8 | Lv15 | Call up 1d3 greater devils (barbed / bomb devils, CR 11) to fight for the party for a few rounds. |
| ๐ Summon Devil VII | slot | summon | sp9 | Lv17 | Seal the ultimate pact โ a HORNED DEVIL (CR 16), a cornugon champion of Hell, marches up to fight for the party for a few rounds. |
Druid druid
HD d8 ยท BAB 3/4 ยท Fort good / Ref poor / Will good
| Ability | Cost | Effect | SpLvl | Unlock | Description |
|---|---|---|---|---|---|
| ๐ฟ Attack | at-will | attack | |||
| ๐ฏ Deadly Aim | free | buff | Lv1 | A FREE toggle โ the ranged Power Attack: with a bow, crossbow or firearm, trade โ2 to hit for heavy bonus damage every shot (scales with level). | |
| ๐ฅ Power Attack | free | buff | Lv1 | A FREE toggle โ trade accuracy for power with a MELEE weapon: โ1 to hit per +4 BAB, +2 damage each (ร1.5 two-handed). Flip on or off without spending your turn. | |
| ๐ฏ Tiger Form | room | form | Become a DIRE TIGER โ pounce on prey with claws + bite (3 attacks at full strength), +2 to hit, +4 damage, +1 AC. Lasts until you change back. | ||
| ๐ป Bear Form | room | form | Become a DIRE BEAR โ a wall of muscle: claws + bite (3 attacks), +2 to hit, +4 damage, +3 natural-armor AC, and +2 HP per level. Lasts until you change back. | ||
| ๐ฆ Hawk Form | room | form | Take to the sky โ FLY out of reach of grounded foes (they cannot hit you), with +1 to hit & AC. You can STILL cast your spells from the air. Lasts until you change back. | ||
| ๐ฒ Beast Mode | room | form | Rissa becomes the BEAST OF LEPIDSTADT โ LARGE and monstrously strong: +3 to hit, +6 damage, +2 AC, +2 HP/level, DR 10/adamantine (like Stoneskin), and she can SWAT airborne foes out of the sky. Lasts until she changes back. | ||
| ๐ Promethean | room | form | Rissa unfurls into a MULTI-TENTACLED HORROR โ 15-ft reach (strikes flyers too), FOUR tentacle attacks, and every hit GRAPPLES the foe: helpless until it breaks free. Lasts until she changes back. | ||
| ๐ณ Barkskin | slot | buff | sp2 | Lv1 | Bark-tough hide โ +3 natural-armor AC to an ally for the rest of the DUNGEON. |
| ๐พ Magic Fang | slot | buff | sp1 | Lv1 | Bless an ally's natural weapons (claws, fangs, fists โ range touch) โ +1 to hit and +1 damage for the rest of the room. |
| ๐ช Bull's Strength | slot | buff | sp2 | Lv3 | One ally gets +2 to hit and +2 melee damage for the rest of the room. |
| ๐ป Bear's Endurance | slot | buff | sp2 | Lv3 | Bear-hardy โ one ally gains temporary HP (+2 per level) for the rest of the room. |
| ๐ Cat's Grace | slot | buff | sp2 | Lv3 | Feline-quick โ one ally gets +2 AC and +1 to hit for the rest of the room. |
| ๐ชจ Iron Skin | slot | buff | sp6 | Lv7 | An ally's skin turns to iron โ DR 10 against physical blows for the rest of the room. |
| ๐ฟ Entangle | slot | grease | sp1 | Grasping vines erupt โ a RANDOM 2d4 foes must make a Reflex save or be ROOTED (rendered prone, losing the turn). | |
| โก Shocking Grasp | slot | touch | sp1 | Lv1 | A charged touch โ ranged touch attack (level d6, cap 5d6 electricity). |
| โก Lightning Bolt | slot | aoe | sp3 | Lv5 | A bolt skewering 2 foes โ Reflex for half (level d6). |
| ๐ฉ๏ธ Call Lightning | slot | aoe | sp3 | Lv5 | A bolt from the storm strikes 2 foes โ Reflex for half (half-level d6) โ and the STORM LINGERS: a free 3d6 bolt strikes on each of your turns for the rest of the room (the PF1 lingering storm, auto-called). |
| ๐ฌ๏ธ River of Wind | slot | grease | sp4 | Lv5 | A roaring torrent of air bowls over a RANDOM 3d4 foes โ Fortitude save or be knocked prone. |
| ๐ Fire Snake | slot | aoe | sp5 | Lv7 | A serpent of flame weaves through up to 4 foes โ 1d6 fire per caster level (max 15d6), Reflex for half. |
| โก Chain Lightning | slot | aoe | sp6 | Lv11 | A bolt forks from foe to foe โ 4 + 1d6 enemies (5โ10), Reflex for half (level d6, cap 15d6). |
| ๐ Cure Light Wounds | slot | heal | sp1 | Heal the most-hurt ally โ 1d8 + caster level (max +5). | |
| ๐ Cure Moderate Wounds | slot | heal | sp2 | Lv4 | Heal the most-hurt ally โ 2d8 + caster level (max +10). |
| ๐ฉน Remove Paralysis | slot | cleanse | sp2 | Lv3 | Free an ally from paralysis or slow โ ANY source, even a ghoulโs touch (PF1). |
| ๐ Dispel Magic | slot | cleanse | sp3 | Lv5 | End hostile SPELL effects on an ally (hold, slow, magical blindness) โ or strip a buff off a foe. Physical grapple/stun/sickness are beyond it (PF1). |
| ๐ฑ Reincarnate | slot | revive | sp4 | Lv7 | Grow a SLAIN ally a new body โ their soul returns as a DIFFERENT hero (random, from those not at the table or in the dungeon), at full health. |
| ๐ Fire Storm | slot | aoe | sp7 | Lv13 | Sheets of divine flame roar over up to 6 foes โ 1d6 per caster level (max 20d6), Reflex for half. (Druid 7th.) |
| ๐ฉ๏ธ Storm of Vengeance | slot | aoe | sp9 | Lv17 | A black tempest of hail and lightning batters up to 6 foes โ 1d6 per caster level (max 20d6), Reflex for half. |
| โ๏ธ Sunburst | slot | aoe | sp8 | Lv15 | A globe of blazing daylight โ up to 6 foes take level d6 (max 12d6, Reflex half); a failed save also BLINDS for 3 rounds. UNDEAD take 1d6 per level (max 15d6), vampires 1d8 per level โ the sun itself (PF1). |
| ๐ก๏ธ Flame Blade | slot | touch | sp2 | Lv3 | A scimitar of pure fire โ a touch attack for ยฝlevel d8 FIRE (max 10d8). |
| ๐จ๏ธ Sleet Storm | slot | grease | sp3 | Lv5 | Driving ice sheets the ground โ a RANDOM 2d4 foes save Reflex or slip PRONE. |
| ๐ค๏ธ Air Walk | slot | buff | sp4 | Lv7 | One ally treads the air itself โ airborne for the room: grounded foes can't reach them, and they CAN close with flyers. The divine answer to Fly. |
| ๐ง Ice Storm | slot | aoe | sp4 | Lv7 | Fist-sized hail hammers up to 4 foes โ 5d6 COLD, Reflex for half. |
| โ๏ธ Call Lightning Storm | slot | aoe | sp5 | Lv9 | The sky itself opens โ bolts hammer up to 3 foes for level d6 ELECTRICITY (max 15d6), Reflex for half โ and the STORM LINGERS: a free 5d6 bolt strikes on each of your turns for the rest of the room (the PF1 lingering storm, auto-called; v3.37.143). |
| ๐ฎ Foresight | slot | buff | sp9 | Lv17 | A sixth sense whispers of each danger before it lands โ +2 insight AC and saves, and NEVER caught flat-footed, for the REST OF THE DUNGEON (10 min/level). |
| ๐ Mass Cure Light Wounds | slot | heal | sp6 | Lv11 | A wave of healing washes the WHOLE party โ 1d8 + caster level (max +25) to every ally. |
| ๐ฆ Plague Storm | slot | aoe | sp6 | Lv11 | A rolling bank of windborne disease engulfs a RANDOM 2d4 foes โ Fortitude for half (ยฝ-level d6, max 10d6). Cloudkill's festering cousin. (UM) |
| ๐ Sunbeam | slot | aoe | sp7 | Lv13 | AIM a shaft of concentrated daylight โ it sweeps your chosen foe and up to 3 more, Reflex for half (ยฝ-level d8, max 10d8). UNDEAD take 1d6 per level (max 15d6) and light-vulnerable undead (vampires) 1d8 per level โ true DAYLIGHT (PF1). (v3.37.143: aimable + the undead table, per the Josh druid questions) |
| ๐ Finger of Death | slot | savedie | sp8 | Lv15 | A word of death stops one heart (no effect on undead/constructs) โ Fortitude save or DIE; a made save still takes heavy negative damage. |
| ๐ Summon Nature's Ally IV | slot | summon | sp4 | Lv7 | The wild answers โ a dire ape or dire boar charges in to fight for the party (~1 round per level). |
| ๐ Summon Nature's Ally VI | slot | summon | sp6 | Lv11 | The wild answers โ a blood caiman or a lioness joins the fight (~1 round per level). |
| ๐บ Summon Nature's Ally VIII | slot | summon | sp8 | Lv15 | The wild answers with its greatest โ a dire bear or a winter wolf (~1 round per level). |
| ๐ซ๏ธ Obscuring Mist | slot | darkness | sp1 | Lv1 | A bank of fog swallows the enemy line โ shrouded foes stumble blindly (losing turns, your blows landing easier) until it disperses. Rides the magical-darkness rules. |
| ๐ฅ Wall of Fire | slot | wall | sp5 | Lv9 | A curtain of flame across the field. While it stands, melee foes can reach at most 2 of them per target each round, no one can be flanked or sneak-attacked, and any melee foe pressing through it burns for 2d6 + caster level fire. Flyers cross over it; archers shoot over it. Lasts the room (level rounds, max 10); a new wall replaces the old. |
| ๐ช๏ธ Gust of Wind | slot | grease | sp2 | Lv3 | A roaring gale blasts a RANDOM 1d3 foes โ Fort save or be knocked prone. |
| ๐ฅ Flame Strike | slot | aoe | sp4 | Lv7 | A column of divine fire scours up to 4 foes โ 1d6 per caster level (max 15d6), Reflex for half. |
| ๐ชจ Stoneskin | slot | buff | sp5 | Lv9 | An ally's skin turns to stone โ DR 10 against physical blows (melee/claws/chains) for the rest of the DUNGEON. |
| ๐ Heal | slot | heal | sp7 | Lv13 | A torrent of positive energy knits the most-hurt ally โ 15d8 + caster level (max +25). |
| ๐ Daylight | slot | daylight | sp3 | Lv5 | Brilliant light fills the room: every magical darkness on the field (Darkness, Obscuring Mist) is dispelled, and no lesser darkness can form here for the rest of the room. Not true sunlight โ it does not burn the undead (PF1). (Adaptation: the room is the area; no foe casts darkness today, so this is the counter waiting for its foe.) |
| โฐ๏ธ Death Ward | slot | buff | sp4 | Lv9 | Shield an ally from death magic and negative energy for the room: a Finger of Death fails outright and a vampireโs draining touch finds no life to drink (PF1). |
| ๐ฆ Contagion | slot | save_debuff | sp3 | Lv5 | A touch of disease: Fortitude negates, or the foe is DISEASED for the rest of the room โ sickened and fatigued (โ3 to hit and damage, โ1 AC and Reflex, โ2 on saves). Undead and constructs do not sicken. (Adaptation: PF1โs diseases deal ability damage over days; here the onset is immediate.) |
| ๐ Summon Nature's Ally I | slot | summon | sp1 | Lv1 | The wild answers โ ONE dire rat, giant centipede or giant spider scuttles in to fight for the party (~1 round per level). |
| ๐ท๏ธ Summon Nature's Ally II | slot | summon | sp2 | Lv3 | The wild answers โ 1d3 vermin of one kind (dire rats, giant centipedes or giant spiders) swarm in to fight for the party (~1 round per level). |
| ๐ฆ Summon Nature's Ally III | slot | summon | sp3 | Lv5 | The wild answers โ a dire ape crashes in to fight for the party (~1 round per level). |
| ๐ฆ Summon Nature's Ally V | slot | summon | sp5 | Lv9 | The wild answers โ a basilisk or a lioness stalks in to fight for the party (~1 round per level). |
| ๐ป Summon Nature's Ally VII | slot | summon | sp7 | Lv13 | The wild answers โ a dire bear or a chimera thunders in to fight for the party (~1 round per level). |
| ๐ฆ Summon Nature's Ally IX | slot | summon | sp9 | Lv17 | The wild answers with its greatest โ Ikualoโa itself shakes the ground to fight for the party (~1 round per level). |
| ๐ Baleful Polymorph | slot | save_debuff | sp5 | Lv9 | Fortitude negates, or the foe becomes a harmless rabbit for the rest of the room: AC 12, a 1d3 nibble, no spells, no flight, no bow โ its hit points stay. A boss is too mighty to unmake (the standing save-or-lose boss rule). |
| ๐ Earthquake | slot | aoe | sp8 | Lv15 | The dungeon floor heaves: up to 8 foes take 8d6 from the collapsing stone (PF1โs cavern result), Reflex half, and a failed save also throws a grounded foe PRONE โ its next turn is spent standing. (Adaptation: the caster shapes the quake around the party.) |
| ๐พ Greater Magic Fang | slot | buff | sp3 | Lv5 | Bless an allyโs natural weapons โ +1 enhancement per 4 caster levels (max +5) to hit and damage for the rest of the dungeon (PF1: 1 hour/level). Cast it on the druid in wild shape or a claw-fighting ally; it does not stack with Greater Magic Weapon. |
| ๐ฟ Regenerate | slot | heal | sp9 | Lv17 | Regrow what was lost: heal an ally 4d8 + caster level (max +35). (The severed-limb clause has no surface here.) |
| ๐ซ๏ธ Fog Cloud | slot | darkness | sp2 | Lv3 | A bank of fog swallows the enemy line โ shrouded foes stumble blindly (losing turns, your blows landing easier) until it disperses. Rides the magical-darkness rules, like Obscuring Mist. |
| ๐ฅ Faerie Fire | slot | glitterdust | sp1 | Lv1 | Pale light limns every foe: any INVISIBLE foe is revealed for the room, no save. (PF1: it also negates blur and displacement โ no foe here has either.) |
| ๐ฆ Owlโs Wisdom | slot | buff | sp2 | Lv3 | +4 Wisdom: a WISDOM caster (cleric, druid, ranger, inquisitor) gets +2 to spell DCs and spell attacks for the room. On anyone else it only steadies (adaptation: no other Wisdom surface here). |
| ๐ฆ Mass Owlโs Wisdom | slot | buff | sp6 | Lv11 | Owlโs Wisdom on the whole party: every Wisdom caster gets +2 to spell DCs and spell attacks for the room. |
| ๐ป Mass Bearโs Endurance | slot | buff | sp6 | Lv11 | Bear-hardy, all of you โ every ally gains temporary HP (+2 per level) for the rest of the room. |
| ๐ช Mass Bullโs Strength | slot | buff | sp6 | Lv11 | Every ally gets +2 to hit and +2 melee damage for the rest of the room. |
| ๐ Mass Catโs Grace | slot | buff | sp6 | Lv11 | Feline-quick, all of you โ every ally gets +2 AC and +1 ranged to-hit (Dex) for the rest of the room. |
| ๐ฌ๏ธ Wind Wall | slot | windwall | sp2 | Lv3 | A curtain of roaring wind across the field for 1 round per level (max 10): every enemy arrow, bolt and thrown weapon is flung aside โ spells and melee pass (PF1). |
| ๐ฅ Resist Energy (Fire) | slot | buff | sp2 | Lv3 | An ally ignores the first 10 points of fire damage from each attack or spell for the room โ 20 at caster level 7, 30 at 11 (PF1). One energy type per casting; this is the fire version. |
| โ๏ธ Resist Energy (Cold) | slot | buff | sp2 | Lv3 | An ally ignores the first 10 points of cold damage from each attack or spell for the room โ 20 at caster level 7, 30 at 11 (PF1). One energy type per casting; this is the cold version. |
| ๐งช Resist Energy (Acid) | slot | buff | sp2 | Lv3 | An ally ignores the first 10 points of acid damage from each attack or spell for the room โ 20 at caster level 7, 30 at 11 (PF1). One energy type per casting; this is the acid version. |
| โก Resist Energy (Electricity) | slot | buff | sp2 | Lv3 | An ally ignores the first 10 points of electricity damage from each attack or spell for the room โ 20 at caster level 7, 30 at 11 (PF1). One energy type per casting; this is the electricity version. |
| ๐ข Resist Energy (Sonic) | slot | buff | sp2 | Lv3 | An ally ignores the first 10 points of sonic damage from each attack or spell for the room โ 20 at caster level 7, 30 at 11 (PF1). One energy type per casting; this is the sonic version. |
| โ๏ธ Protection from Cold | slot | buff | sp3 | Lv5 | Ward the whole party against COLD: each ally gains a ward that absorbs the next 12 points per caster level (max 120) of cold damage, then burns out (PF1 Protection from Energy โ the cold version). |
| ๐งช Protection from Acid | slot | buff | sp3 | Lv5 | Ward the whole party against ACID: each ally gains a ward that absorbs the next 12 points per caster level (max 120) of acid damage, then burns out (PF1 Protection from Energy โ the acid version). |
| โก Protection from Electricity | slot | buff | sp3 | Lv5 | Ward the whole party against ELECTRICITY: each ally gains a ward that absorbs the next 12 points per caster level (max 120) of electricity damage, then burns out (PF1 Protection from Energy โ the electricity version). |
| ๐ข Protection from Sonic | slot | buff | sp3 | Lv5 | Ward the whole party against SONIC: each ally gains a ward that absorbs the next 12 points per caster level (max 120) of sonic damage, then burns out (PF1 Protection from Energy โ the sonic version). |
| โญ Antilife Shell | slot | buff | sp6 | Lv11 | A barrier no living thing can cross: living melee foes cannot close on you for the room โ they turn on another ally or strain at the shell. Undead, constructs, archers and spells pass (PF1). |
| ๐ฅ Flaming Sphere | slot | aoe | sp2 | Lv3 | A rolling ball of fire: 3d6 fire to one foe now (Reflex half), and it keeps ROLLING โ on each of your turns it burns your mark for 3d6, Reflex negates, for 1 round per level (PF1). It rides the lingering-storm engine; a bigger storm swallows it. |
| ๐ฅ Produce Flame | slot | touch | sp1 | Lv1 | Flames dance in your palm โ a ranged touch for 1d6 + caster level (max +5) fire (PF1; the minute-per-level of repeat throws is one throw per cast here). |
| ๐ต Wall of Thorns | slot | wall | sp5 | Lv9 | A hedge of tearing thorns across the field: melee foes can reach at most 2 of them per target each round, no one can be flanked or sneak-attacked, and any foe pressing through is torn for 2d6 + caster level (PF1: 25 โ AC per 10 ft โ the fixed roll stands in). |
| ๐ชจ Spike Stones | slot | wall | sp4 | Lv7 | The floor sprouts stone spikes: melee foes can reach at most 2 of them per target each round, no one can be flanked or sneak-attacked, and a foe pressing through takes 1d8 and must save (Reflex) or be SLOWED 1d4 rounds by its wounded feet (PF1: half speed). |
| โ ๏ธ Poison | slot | save_debuff | sp3 | Lv5 | A touch of virulent poison: one living foe, Fortitude negates, or it is POISONED โ sickened for the room and 1d6 poison at the start of each of its next 6 turns (PF1: 1d3 Con per round for 6 rounds; the damage stands in). The undead and constructs are immune. |
| ๐ฆ Rusting Grasp | slot | touch | sp4 | Lv7 | Your touch corrodes metal: a CONSTRUCT takes 3d6 + caster level (max +15), no save (PF1). Against flesh it does nothing โ the armor- and weapon-rusting clauses have no surface here. |
| ๐ช๏ธ Whirlwind | slot | aoe | sp8 | Lv15 | A cyclone tears across the field: up to 6 foes take 3d6, Reflex half, and a failed save also lifts and batters them โ STUNNED a round (PF1: picked up and flung). |
| ๐ชจ Stone Call | slot | aoe | sp2 | Lv3 | A rain of dirt, gravel and small stones on up to 6 foes: 2d6 bludgeoning, NO save and no spell resistance (APG). The rubble that lingers as difficult terrain has no surface here. |
| ๐ฌ๏ธ Sirocco | slot | aoe | sp6 | Lv11 | A blast of furnace-hot desert wind over up to 6 foes: 4d6 fire and they are FATIGUED for the room (โ1 to hit and damage); a flyer that fails is torn from the sky โ knocked PRONE, and it takes wing again only once it has stood up. Fortitude halves the damage and negates the rest (APG). Adaptation: the wind covers the field, and the fatigue holds for the room instead of the spell's duration. |
| ๐๏ธ True Seeing | slot | buff | sp7 | Lv13 | Range TOUCH โ cast it on yourself or ANY ally. The target's eyes pierce all deception: see through darkness, ignore illusions and mirror images, and strike the invisible. Put it on the fighter with the most swings. Lasts the room. |
| ๐๏ธ Freedom of Movement | slot | freedommove | sp4 | Lv7 | Nothing can bind the target: grapples, chain-hooks and holds simply slip off โ one impediment shrugged per round of freedom (caster-level rounds this room). Casting it on a grappled ally frees them at once. THE counter to grapple rooms (the Gearsman Scrapers). |
| ๐ Mass Cure Moderate Wounds | slot | heal | sp7 | Lv13 | A stronger wave โ the WHOLE party heals 2d8 + caster level (max +30). |
| ๐ฆ Lion Form | room | form | Become a LION โ a pounce of claw/claw/bite (3 attacks), +2 to hit, +3 damage, +1 AC. Lasts until you change back. | ||
| ๐ฆ Dire Ape Form | room | form | Become a DIRE APE โ long rending arms (2 attacks that can BATTER flyers from the air), +2 to hit, +3 damage, +1 AC. Lasts until you change back. | ||
| ๐ Dire Boar Form | room | form | Become a DIRE BOAR โ a goring tusker with FEROCITY: +1 to hit, +4 damage, +2 AC and +1 HP per level. Lasts until you change back. | ||
| ๐ Crocodile Form | room | form | Become a GREAT CROCODILE โ one colossal vice-grip bite (the hardest single hit of any form), +2 to hit, +5 damage, +2 AC. Lasts until you change back. |
Fighter fighter
HD d10 ยท BAB full ยท Fort good / Ref poor / Will poor
| Ability | Cost | Effect | SpLvl | Unlock | Description |
|---|---|---|---|---|---|
| โ๏ธ Attack | at-will | attack | |||
| ๐ฏ Deadly Aim | free | buff | Lv1 | A FREE toggle โ the ranged Power Attack: with a bow, crossbow or firearm, trade โ2 to hit for heavy bonus damage every shot (scales with level). | |
| ๐ฅ Power Attack | free | buff | Lv1 | A FREE toggle โ trade accuracy for power with a MELEE weapon: โ1 to hit per +4 BAB, +2 damage each (ร1.5 two-handed). Flip on or off without spending your turn. | |
| ๐ฆต Trip | free | trip | Attack to trip (no damage). On a hit the foe is knocked prone, loses its turn, and you get a free attack. Prone = +4 for everyone to hit it. | ||
| ๐ช Cleave | free | cleave | Swing through โ hit your target, then a second foe (โ2). Great Cleave: every foe you DROP grants another swing, chaining until you stop felling them. | ||
| ๐ Disarm | free | disarm | An opposed maneuver (your CMB vs its CMD) to knock a foe's weapon away. On a success it scrambles for its weapon (loses its next turn) and you land a free strike. (No effect on claws/fangs/fists โ nothing to drop.) | ||
| ๐ช Bull Rush | free | bullrush | Shove a foe back โ an opposed maneuver (your CMB vs its CMD). On a success it's driven out of reach and loses its turn closing again; a hard shove (5+ over its CMD) slams it prone. No free attack โ you've pushed it away. | ||
| ๐คผ Grapple | free | grapple | Seize a foe โ an opposed maneuver (your CMB vs its CMD). On a success it's grappled and helpless, burning its turns struggling free (~2 rounds), and your grip crushes for a free strike. Can't grapple incorporeal foes. | ||
| ๐ก๏ธ Fight Defensively | free | buff | Lv1 | A FREE toggle โ โ4 to all your attacks (and combat maneuvers) for a +2 dodge AC (+3 if you're acrobatic, e.g. a monk). Flip on or off without spending your turn. |
Gunslinger gunslinger
HD d10 ยท BAB full ยท Fort good / Ref good / Will poor
| Ability | Cost | Effect | SpLvl | Unlock | Description |
|---|---|---|---|---|---|
| ๐ซ Attack | at-will | attack | |||
| ๐ฏ Deadly Aim | free | buff | Lv1 | A FREE toggle โ the ranged Power Attack: with a bow, crossbow or firearm, trade โ2 to hit for heavy bonus damage every shot (scales with level). | |
| ๐ฅ Power Attack | free | buff | Lv1 | A FREE toggle โ trade accuracy for power with a MELEE weapon: โ1 to hit per +4 BAB, +2 damage each (ร1.5 two-handed). Flip on or off without spending your turn. | |
| ๐ซ Rapid Shot | free | rapidshot | Fire 2 shots this turn โ each at โ2 to hit. (Needs a repeating firearm โ NOT a bolt-action rifle.) | ||
| ๐ฏ Bullseye Shot | free | bullseye | A carefully aimed shot at +4 to hit. | ||
| ๐ฅ Up Close & Deadly | free | upclose | DEED, 1 grit (swift): your next shot this turn deals +Nd6 (N = 1, +1 at 5, 9, 13 and 17); a MISS still grazes for half those dice. Needs a firearm in hand. | ||
| ๐ฏ Dead Shot | free | deadshot | Lv7 | DEED, 1 grit (full round): pool every iterative into ONE shot โ roll each attack; if any hits the shot lands, and every extra hit adds the gunโs base dice again. Needs a firearm and a second iterative (BAB 6). | |
| ๐คธ Gunslingerโs Dodge | free | deedinfo | DEED, 1 grit (automatic): a ranged attack that would hit you by less than 2 is dodged (+2 AC, spent as it happens). Press to hear your grit. |
Inquisitor inquisitor
HD d8 ยท BAB 3/4 ยท Fort good / Ref poor / Will good
| Ability | Cost | Effect | SpLvl | Unlock | Description |
|---|---|---|---|---|---|
| โ๏ธ Attack | at-will | attack | |||
| ๐ฏ Deadly Aim | free | buff | Lv1 | A FREE toggle โ the ranged Power Attack: with a bow, crossbow or firearm, trade โ2 to hit for heavy bonus damage every shot (scales with level). | |
| ๐ฅ Power Attack | free | buff | Lv1 | A FREE toggle โ trade accuracy for power with a MELEE weapon: โ1 to hit per +4 BAB, +2 damage each (ร1.5 two-handed). Flip on or off without spending your turn. | |
| ๐ก๏ธ Bane | room | bane | Declare a foe TYPE: SELECT an enemy, then click Bane (a FREE action โ 1 use per 5 levels per room). Your weapon turns bane against THAT creature type only โ +2 to hit and +2d6+2 damage vs it for the rest of the room. Re-declare (spends another use) to switch types. | ||
| โ๏ธ Judgement: Destruction | free | judgment | JUDGEMENT (free to choose, only one active, lasts the whole room): +damage on your strikes. | ||
| ๐ก๏ธ Judgement: Protection | free | judgment | JUDGEMENT (free to choose, only one active, lasts the room): +AC against your foes. | ||
| ๐ Judgement: Healing | free | judgment | JUDGEMENT (free to choose, only one active, lasts the room): regenerate HP each of your turns. | ||
| ๐ Cure Light Wounds | slot | heal | sp1 | Heal the most-hurt ally โ 1d8 + caster level (max +5). | |
| ๐ก๏ธ Shield of Faith | slot | buff | sp1 | +2 deflection AC to the lowest-AC ally for the rest of the room. | |
| ๐ Divine Favor | slot | buff | sp1 | Your god's luck rides your blows โ +1 to hit and damage per 3 caster levels (max +3, LUCK โ doesn't stack with Divine Power's luck; the bigger stands) for the rest of the room. | |
| โจ Bless | run | buff | sp1 | All allies gain +1 to hit for the ENTIRE dungeon โ cast once; it never fades between rooms. | |
| ๐ก๏ธ Protection from Evil (Communal) | slot | buff | sp2 | Lv4 | Ward the whole party โ +2 AC and +2 to all saves for EVERY ally, for the rest of the room. |
| ๐ Cure Moderate Wounds | slot | heal | sp2 | Lv4 | Heal the most-hurt ally โ 2d8 + caster level (max +10). |
| ๐๏ธ Hold Person | slot | save_debuff | sp2 | Lv4 | A HUMANOID foe must save or be HELD (helpless). Each turn it may re-save to break free โ the attempt costs its turn. Humanoids only (PF1). |
| ๐ช Bull's Strength | slot | buff | sp2 | Lv4 | Bull-strong โ one ally gets +2 to hit and +2 melee damage for the rest of the room. |
| ๐ก๏ธ Spiritual Weapon | slot | spiritweapon | sp2 | Lv4 | Conjure a force-weapon that strikes a foe on EACH of your turns (with your buffs & feats) for 1 round per caster level (PF1), while you do other things. |
| ๐ Cure Serious Wounds | slot | heal | sp3 | Lv7 | Heal the most-hurt ally โ 3d8 + caster level (max +15). |
| ๐ Dispel Magic | slot | cleanse | sp3 | Lv7 | End hostile SPELL effects on an ally (hold, slow, magical blindness) โ or strip a buff off a foe. Physical grapple/stun/sickness are beyond it (PF1). |
| ๐ฟ Prayer | slot | buff | sp3 | Lv7 | ALL allies +1 to hit, damage & saves; ALL enemies โ1, for the rest of the room. |
| ๐ Searing Light | slot | touch | sp3 | Lv7 | A ray of divine light โ ranged touch for ยฝlevel d8 (extra vs undead). |
| ๐ Cure Critical Wounds | slot | heal | sp4 | Lv10 | Heal the most-hurt ally โ 4d8 + caster level (max +20). |
| ๐ Holy Smite | slot | aoe | sp4 | Lv10 | Searing light scourges 2 foes โ Will for half (ยฝlevel d8). PF1 alignment table (v3.37.170, Toby): EVIL foes take it all, neutral foes half, GOOD foes nothing. |
| ๐ช Banishment | slot | savedie | sp5 | Lv13 | Hurl an OUTSIDER back to its home plane โ Will save or GONE; a made save still wracks it. Only works on outsiders (demons, devils, fiends). |
| ๐ Dispel Magic, Greater | slot | cleanse | sp6 | Lv16 | A sweeping unweaving โ end ALL hostile SPELL effects on an ally (hold, slow, magical blindness), or tear every buff off a foe. Physical conditions stay (PF1). |
| ๐จ Blessing of Fervor | slot | haste | sp4 | Lv10 | The party surges with fervor โ an EXTRA attack each turn for 1 turn per 5 levels (the haste choice). |
| ๐ค Sleep | slot | sleep | sp1 | Lv1 | Up to 3 weaker foes must save or fall asleep โ helpless, losing turns until struck. |
| ๐ซ๏ธ Displacement | slot | buff | sp3 | Lv7 | An ally's form blurs and slips aside (range touch โ yours or any ally's) โ 50% of attacks that would hit them MISS instead, for the rest of the room. |
| ๐ซฅ Invisibility, Greater | slot | invisible | sp4 | Lv10 | Total concealment for the whole fight โ you STAY invisible even when you attack. Cast it on a rogue ally and they Sneak Attack every foe that cannot see them. |
| ๐ See Invisibility | slot | buff | sp2 | Lv4 | Your eyes catch the unseen โ you can find, target and strike INVISIBLE foes with no concealment miss. (It does NOT pierce mirror images or a displaced blur โ that needs True Seeing.) Lasts the whole DUNGEON. |
| ๐ฆ Invisibility Purge | slot | invispurge | sp3 | Lv7 | A blaze of revealing light that does NOT DISCRIMINATE โ EVERY invisible creature in the room is dragged into view, YOUR OWN ALLIES INCLUDED, and nothing on either side can turn invisible again this room. Purge while your rogue lies in wait and you burn him too. (It does not touch mirror image or displacement โ that needs True Seeing.) |
| ๐๏ธ Freedom of Movement | slot | freedommove | sp4 | Lv10 | Nothing can bind the target: grapples, chain-hooks and holds simply slip off โ one impediment shrugged per round of freedom (caster-level rounds this room). Casting it on a grappled ally frees them at once. THE counter to grapple rooms (the Gearsman Scrapers). |
| ๐ฅ Doom | slot | save_debuff | sp1 | Lv1 | A dread word saps a foe's nerve โ Will save or SHAKEN (โ2 to hit and damage) for the fight's opening. |
| ๐ฅ Magic Vestment | slot | buff | sp3 | Lv7 | An ally's armor drinks in enchantment โ +3 AC for the rest of the DUNGEON (an hour-per-level blessing, castable at the door like Mage Armor). |
| โก Divine Power | slot | buff | sp4 | Lv10 | The caster channels their god's might โ +1 to hit and damage per 3 caster levels (max +6), temporary HP equal to your level, and an EXTRA attack whenever you full attack (doesn't stack with Haste's). Lasts the room โ the battle-cleric switch. (PF1) |
| โ ๏ธ Unholy Blight | slot | aoe | sp4 | Lv10 | A cold cloud of evil sears 2 foes โ Will for half (ยฝlevel d8). PF1 alignment table (v3.37.170, Toby): GOOD foes take it all, neutral foes half, EVIL foes nothing โ in an all-evil room it has no target, and bots skip it. |
| ๐ฑ Ear-Piercing Scream | slot | aoe | sp1 | Lv1 | A shriek of pure sound at one foe: 1d6 sonic per two caster levels (max 5d6) and it is DAZED a round; Fortitude for half and no daze (UM). Adaptation: dazed is the engine's stunned โ the turn is lost either way. |
| ๐ซง Cleanse | slot | heal | sp5 | Lv13 | Wash one ally clean: heal 4d8 + caster level (max +25) and end every one of blindness, stun, sickness, nausea, paralysis and slow on them (APG). A curse is not a condition โ Remove Curse for that. The ability-damage clause has no surface here. |
| ๐คซ Silence | slot | save_debuff | sp2 | Lv4 | Will save or the foe is wrapped in perfect SILENCE for caster-level rounds โ no spells, no holds, no healing words: an enemy caster falls back on its weapons. THE anti-caster tool. (Adapted: single target, not an area โ no grid.) |
| ๐ฃ๏ธ Command | slot | save_debuff | sp1 | Lv1 | "FALL!" โ Will save or the foe drops PRONE and loses its next turn. Mind-affecting and language-driven: the mindless dead and constructs don't listen. |
| ๐ช Righteous Might | slot | buff | sp5 | Lv13 | The caster swells into a GIANT of the faith โ +2 to hit, +4 damage, +2 AC, and Large size that anchors you against grabs: +2 CMD vs grapples, trips and bull rushes. Lasts the room. |
Investigator investigator
HD d8 ยท BAB 3/4 ยท Fort poor / Ref good / Will good ยท INT-fueled skirmisher: Studied Combat + alchemical extracts.
| Ability | Cost | Effect | SpLvl | Unlock | Description |
|---|---|---|---|---|---|
| โ๏ธ Attack | at-will | attack | |||
| ๐ฆต Trip | free | trip | Attack to trip (no damage). On a hit the foe is knocked prone, loses its turn, and you get a free attack. Prone = +4 for everyone to hit it. | ||
| ๐ Disarm | free | disarm | An opposed maneuver (your CMB vs its CMD) to knock a foe's weapon away. On a success it scrambles for its weapon (loses its next turn) and you land a free strike. (No effect on claws/fangs/fists โ nothing to drop.) | ||
| ๐ช Bull Rush | free | bullrush | Shove a foe back โ an opposed maneuver (your CMB vs its CMD). On a success it's driven out of reach and loses its turn closing again; a hard shove (5+ over its CMD) slams it prone. No free attack โ you've pushed it away. | ||
| ๐คผ Grapple | free | grapple | Seize a foe โ an opposed maneuver (your CMB vs its CMD). On a success it's grappled and helpless, burning its turns struggling free (~2 rounds), and your grip crushes for a free strike. Can't grapple incorporeal foes. | ||
| ๐ก๏ธ Fight Defensively | free | buff | Lv1 | A FREE toggle โ โ4 to all your attacks (and combat maneuvers) for a +2 dodge AC (+3 if you're acrobatic, e.g. a monk). Flip on or off without spending your turn. | |
| ๐ฏ Studied Combat | free | studytarget | STUDIED COMBAT (PF1 investigator) โ SWIFT: study a foe for +HALF YOUR LEVEL to hit and damage against it, and from level 4 every hit on it carries STUDIED STRIKE dice (1d6, +1d6 per 2 levels). Re-study any turn to switch marks; lasts until then or the room ends. | ||
| ๐งช Extract: Cure Light Wounds | room | heal | Lv1 | Drink (or share) a healing brew โ 1d8 + level (max +5). Two vials per room. | |
| ๐งช Extract: Shield | room | buff | sp1 | Lv1 | A brewed ward โ +4 AC for the rest of the room, and IMMUNE to Magic Missile. |
| ๐งช Extract: See Invisibility | room | buff | sp2 | Lv4 | A drop in each eye โ find, target and strike INVISIBLE foes. Lasts the whole DUNGEON (10 min/level). |
| ๐งช Extract: Heroism | room | buff | Lv7 | Liquid courage โ +2 to hit and +2 on saves for the rest of the DUNGEON (10 min/level). | |
| ๐งช Extract: Displacement | room | buff | sp3 | Lv7 | Your outline swims โ 50% of incoming blows miss outright for the rest of the room. |
| ๐งช Extract: Stoneskin | room | buff | sp4 | Lv10 | Your skin drinks the brew and hardens โ DR 10 vs physical blows for the rest of the DUNGEON (10 min/level). |
Magus magus
HD d8 ยท BAB 3/4 ยท Fort good / Ref poor / Will good
| Ability | Cost | Effect | SpLvl | Unlock | Description |
|---|---|---|---|---|---|
| โ๏ธ Attack | at-will | attack | |||
| ๐ฏ Deadly Aim | free | buff | Lv1 | A FREE toggle โ the ranged Power Attack: with a bow, crossbow or firearm, trade โ2 to hit for heavy bonus damage every shot (scales with level). | |
| ๐ฅ Power Attack | free | buff | Lv1 | A FREE toggle โ trade accuracy for power with a MELEE weapon: โ1 to hit per +4 BAB, +2 damage each (ร1.5 two-handed). Flip on or off without spending your turn. | |
| ๐ Blade Lash | room | bladelash | sp1 | Lv1 | Your blade lashes out like a whip โ strike one foe and TRIP it (combat-maneuver check); on a success it is knocked prone and loses its turn. |
| ๐ข๏ธ Grease | room | grease | sp1 | Lv1 | Slick the floor โ 2 foes Reflex or fall prone (splat!). |
| ๐ก๏ธ Shield | room | buff | sp1 | Lv1 | A wall of force โ +4 shield AC for the rest of the room. |
| ๐ป Vanish | room | invisible | sp1 | Lv1 | Wink out of sight โ enemies can't target you until you attack (a short-lived Invisibility). |
| ๐จ Bladed Dash | room | bladeddash | sp2 | Lv4 | Dash through the fray with a single deadly cut โ strike one foe, then you become UNTARGETABLE (no attack, buff, or heal can reach you) until your next turn. |
| โจ Glitterdust | room | glitterdust | sp2 | Lv4 | A burst of clinging gold dust โ a RANDOM 1d4 foes must make a Will save or be BLINDED: โ4 to hit and denied their Dex (easier to hit, Sneak-Attackable) for a few rounds. |
| ๐ช Mirror Image | room | mirrorimage | sp2 | Lv4 | Conjure shimmering duplicates (1d4 + 1 per 3 levels, max 8) โ each enemy attack that would hit you instead destroys an image, until they are all gone. Lasts the room. |
| โ๏ธ Scorching Ray | room | rays | sp2 | Lv4 | A searing ray (4d6 fire) โ SPLITS into 2 rays at caster level 7, 3 at 11; each rolls to hit. |
| ๐ซ๏ธ Displacement | room | buff | sp3 | Lv7 | An ally's form blurs and slips aside (range touch โ yours or any ally's) โ 50% of attacks that would hit them MISS instead, for the rest of the room. |
| ๐ชฝ Fly | room | buff | sp3 | Lv7 | Take to the air, or send an ALLY aloft (Fly is a touch spell โ Josh). Grounded foes cannot reach the flyer, and the flyer CAN close with airborne enemies โ cast it on Freya or J'Mal to send them up after the flying angels. Lasts the room. |
| ๐จ Haste | room | haste | sp3 | Lv7 | The whole party blurs with speed โ an EXTRA attack each turn for 1 turn per 5 caster levels. |
| ๐ Dispel Magic | room | cleanse | sp3 | Lv7 | End hostile SPELL effects on an ally (hold, slow, magical blindness) โ or strip a buff off a foe. Physical grapple/stun/sickness are beyond it (PF1). |
| ๐ช๏ธ Elemental Body | room | buff | sp4 | Lv10 | Become a being of raw element โ IMMUNE to critical hits and to paralysis, stun, sickening & blinding, for the rest of the room. |
| ๐ฅ Fire Shield | room | buff | sp4 | Lv10 | Wreathe yourself in flame โ any foe that hits you in melee is scorched for 1d6 + level fire. Lasts the room. |
| ๐ชจ Stoneskin | room | buff | sp4 | Lv10 | An ally's skin turns to stone โ DR 10 against physical blows (melee/claws/chains) for the rest of the DUNGEON. |
| ๐ Dimension Door | room | tpstrike | sp4 | Lv10 | Fold space around a melee ally: UNTOUCHABLE until your next turn, and their next strike reaches ANY foe (even flyers) with a FULL attack. |
| ๐ก๏ธ Dimensional Blade | room | dimensionalblade | sp5 | Lv13 | Fold your weapon a half-step out of phase โ a FREE action: your strikes resolve as TOUCH attacks (ignoring armor & natural armor) for 1 round. |
| ๐๏ธ Overland Flight | room | overlandflight | sp5 | Lv13 | Soar for the REST OF THE DUNGEON โ grounded foes cannot reach you, and you can still cast on the wing. A FREE action, cast once per dungeon (like Mage Armor). |
| โข๏ธ Disintegrate | room | disintegrate | sp6 | Lv16 | A thin green ray โ ranged touch attack, then 2d6 per caster level (max 40d6). Fort partial: a made save still takes 5d6. Reduced to 0 HP โ disintegrated to dust. |
| โก Chain Lightning | room | aoe | sp6 | Lv16 | A bolt forks from foe to foe โ 4 + 1d6 enemies (5โ10), Reflex for half (level d6, cap 15d6). |
| ๐ Dispel Magic, Greater | room | cleanse | sp6 | Lv16 | A sweeping unweaving โ end ALL hostile SPELL effects on an ally (hold, slow, magical blindness), or tear every buff off a foe. Physical conditions stay (PF1). |
| ๐๏ธ True Seeing | room | buff | sp6 | Lv16 | Range TOUCH โ cast it on yourself or ANY ally. The target's eyes pierce all deception: see through darkness, ignore illusions and mirror images, and strike the invisible. Put it on the fighter with the most swings. Lasts the room. |
| โก Shocking Grasp | room | spellstrike | Lv1 | Channel SHOCKING GRASP through the hit โ +level d6 electricity (cap 5d6; your Intensify/Empower/Maximize feats push it higher automatically). | |
| ๐ง Frigid Touch | room | spellstrike | Lv4 | Channel FRIGID TOUCH โ +4d6 cold, and the foe is staggered (sickened). | |
| ๐ฉธ Vampiric Touch | room | spellstrike | Lv7 | Channel VAMPIRIC TOUCH โ +ยฝlevel d6 negative energy (cap 10d6); you HEAL the damage dealt. | |
| ๐ช Forceful Strike | room | spellstrike | Lv10 | Channel FORCEFUL STRIKE โ +ยฝlevel d6 force and a BULL RUSH: the foe is shoved, provoking a free attack from one of your melee allies. | |
| โ๏ธ Polar Ray | room | spellstrike | Lv13 | Channel POLAR RAY โ a lance of utter cold: +level d6 cold (cap 15d6). | |
| ๐ See Invisibility | room | buff | sp2 | Lv4 | Your eyes catch the unseen โ you can find, target and strike INVISIBLE foes with no concealment miss. (It does NOT pierce mirror images or a displaced blur โ that needs True Seeing.) Lasts the whole DUNGEON. |
| ๐ Force Punch | room | forcepush | sp3 | Lv7 | A fist of pure force SLAMS a foe backward โ every melee ally who can act gets a FREE attack against it as it reels. You forgo your own strike. |
| ๐ฏ True Strike | room | buff | sp1 | Lv1 | Your next attack roll gains +20 (PF1 insight). Spent by the next swing or ray. |
| ๐ช Keen Edge | room | buff | sp3 | Lv7 | An allyโs blade bites deeper: its critical threat range is DOUBLED for the room (PF1). It does not stack with Improved Critical or a magusโs keen pool. |
| ๐ฑ Ear-Piercing Scream | room | aoe | sp1 | Lv1 | A shriek of pure sound at one foe: 1d6 sonic per two caster levels (max 5d6) and it is DAZED a round; Fortitude for half and no daze (UM). Adaptation: dazed is the engine's stunned โ the turn is lost either way. |
Monk monk
HD d8 ยท BAB 3/4 ยท Fort good / Ref good / Will good
| Ability | Cost | Effect | SpLvl | Unlock | Description |
|---|---|---|---|---|---|
| ๐ Attack | at-will | attack | |||
| ๐ฏ Deadly Aim | free | buff | Lv1 | A FREE toggle โ the ranged Power Attack: with a bow, crossbow or firearm, trade โ2 to hit for heavy bonus damage every shot (scales with level). | |
| ๐ฅ Power Attack | free | buff | Lv1 | A FREE toggle โ trade accuracy for power with a MELEE weapon: โ1 to hit per +4 BAB, +2 damage each (ร1.5 two-handed). Flip on or off without spending your turn. | |
| ๐ Stunning Fist | room | stunfist | Once per room: a precise strike โ your normal attack, and on a hit the foe must save (Fort, DC 10 + ยฝ level + WIS) or be STUNNED and lose its next turn. | ||
| ๐ฆต Trip | free | trip | Attack to trip (no damage). On a hit the foe is knocked prone, loses its turn, and you get a free attack. Prone = +4 for everyone to hit it. | ||
| ๐ Disarm | free | disarm | An opposed maneuver (your CMB vs its CMD) to knock a foe's weapon away. On a success it scrambles for its weapon (loses its next turn) and you land a free strike. (No effect on claws/fangs/fists โ nothing to drop.) | ||
| ๐ช Bull Rush | free | bullrush | Shove a foe back โ an opposed maneuver (your CMB vs its CMD). On a success it's driven out of reach and loses its turn closing again; a hard shove (5+ over its CMD) slams it prone. No free attack โ you've pushed it away. | ||
| ๐คผ Grapple | free | grapple | Seize a foe โ an opposed maneuver (your CMB vs its CMD). On a success it's grappled and helpless, burning its turns struggling free (~2 rounds), and your grip crushes for a free strike. Can't grapple incorporeal foes. | ||
| ๐ก๏ธ Fight Defensively | free | buff | Lv1 | A FREE toggle โ โ4 to all your attacks (and combat maneuvers) for a +2 dodge AC (+3 if you're acrobatic, e.g. a monk). Flip on or off without spending your turn. |
Oracle oracle
HD d8 ยท BAB 3/4 ยท Fort poor / Ref poor / Will good
| Ability | Cost | Effect | SpLvl | Unlock | Description |
|---|---|---|---|---|---|
| ๐ฅ Produce Flame | at-will | bolt | At-will ranged touch โ 1d6 + casting mod FIRE (iterates with BAB). | ||
| ๐ฏ Deadly Aim | free | buff | Lv1 | A FREE toggle โ the ranged Power Attack: with a bow, crossbow or firearm, trade โ2 to hit for heavy bonus damage every shot (scales with level). | |
| ๐ฅ Power Attack | free | buff | Lv1 | A FREE toggle โ trade accuracy for power with a MELEE weapon: โ1 to hit per +4 BAB, +2 damage each (ร1.5 two-handed). Flip on or off without spending your turn. | |
| ๐ Channel Positive | room | heal | Channel positive energy โ heal the whole party for ยฝlevel d6 (PF1e). 3 + WIS mod uses per room (PF1's 3 + CHA, keyed to Wisdom so clerics stay SAD). Selective Channeling (feat, taken early): the burst touches only whom you intend. | ||
| ๐ Cure Light Wounds | slot | heal | sp1 | Heal the most-hurt ally โ 1d8 + caster level (max +5). Once per room. | |
| ๐ก๏ธ Shield of Faith | slot | buff | sp1 | +2 deflection AC to an ally (the one with the LOWEST AC) for the rest of the room. | |
| ๐ Divine Favor | slot | buff | sp1 | Your god's luck rides your blows โ +1 to hit and damage per 3 caster levels (max +3, LUCK โ doesn't stack with Divine Power's luck; the bigger stands) for the rest of the room. | |
| โจ Bless | run | buff | sp1 | All allies gain +1 to hit for the ENTIRE dungeon โ cast once; it never fades between rooms. | |
| ๐ก๏ธ Protection from Evil (Communal) | slot | buff | sp2 | Lv3 | Ward the whole party โ +2 AC and +2 to all saves for EVERY ally, for the rest of the room. |
| ๐ Cure Moderate Wounds | slot | heal | sp2 | Lv3 | Heal the most-hurt ally โ 2d8 + caster level (max +10). Once per room. |
| ๐๏ธ Hold Person | slot | save_debuff | sp2 | Lv3 | A HUMANOID foe must save or be HELD (helpless). Each turn it may re-save to break free โ the attempt costs its turn. Humanoids only (PF1). |
| ๐ช Bull's Strength | slot | buff | sp2 | Lv3 | Bull-strong โ one ally gets +2 to hit and +2 melee damage for the rest of the room. |
| ๐ป Bear's Endurance | slot | buff | sp2 | Lv3 | Bear-hardy โ one ally gains temporary HP (+2 per level) for the rest of the room. |
| ๐ก๏ธ Spiritual Weapon | slot | spiritweapon | sp2 | Lv3 | Conjure a force-weapon shaped like your own over a foe โ it strikes that foe on EACH of your turns (with your buffs, feats & Haste) for 1 round per caster level (PF1), while you do other things. |
| ๐ฟ Prayer | slot | buff | sp3 | Lv5 | Fills the whole battlefield: ALL allies +1 to hit, damage & saves; ALL enemies โ1, for the rest of the room. (Only one is ever needed.) |
| ๐ Searing Light | slot | touch | sp3 | Lv5 | A ray of divine light โ ranged touch. 1d8 per 2 levels (max 5d8); UNDEAD take 1d6 per level (max 10d6), and light-vulnerable undead (vampires) 1d8 per level (max 10d8); a construct/object takes only 1d6 per 2 levels (max 5d6). (PF1) |
| ๐ Cure Serious Wounds | slot | heal | sp3 | Lv5 | Heal the most-hurt ally โ 3d8 + caster level (max +15). Once per room. |
| ๐ Dispel Magic | slot | cleanse | sp3 | Lv5 | End hostile SPELL effects on an ally (hold, slow, magical blindness) โ or strip a buff off a foe. Physical grapple/stun/sickness are beyond it (PF1). |
| ๐ก๏ธ Greater Magic Weapon | slot | buff | sp4 | Lv7 | Bless the party's weapons โ +1 enhancement per 4 caster levels (max +5): +N to hit and +N damage for EVERY ally, for the rest of the DUNGEON. |
| ๐ Cure Critical Wounds | slot | heal | sp4 | Lv7 | Heal the most-hurt ally โ 4d8 + caster level (max +20). Once per room. |
| ๐ฅ Protection from Fire | slot | buff | sp4 | Lv7 | Ward the whole party against FIRE โ each ally gains a ward that ABSORBS the next 12 fire damage per caster level (max 120), soaked before it burns, until spent (and it lasts the whole DUNGEON). (PF1 Protection from Energy โ cast it when fiery foes loom.) |
| ๐จ Blessing of Fervor | slot | haste | sp4 | Lv7 | The party surges with fervor โ an EXTRA attack each turn for 1 turn per 5 levels (like Haste). |
| ๐ Holy Smite | slot | aoe | sp4 | Lv7 | Searing light scourges 2 foes โ Will for half (ยฝlevel d8). PF1 alignment table (v3.37.170, Toby): EVIL foes take it all, neutral foes half, GOOD foes nothing. |
| ๐ฌ๏ธ Breath of Life | slot | revive | sp5 | Lv9 | Snatch a DYING ally back โ revive & heal them 5d8 + caster level (max +25). |
| โฐ๏ธ Raise Dead | slot | revive | sp5 | Lv9 | Call a SLAIN ally back into the run, restored to half health. |
| โจ Resurrection | slot | revive | sp7 | Lv13 | Fully resurrect a SLAIN ally โ back in the run at FULL health. |
| ๐ฅ Burning Hands | slot | aoe | sp1 | Lv1 | A cone of flame โ 2 foes, Reflex for half (level d4, cap 5d4). |
| โ๏ธ Scorching Ray | slot | rays | sp2 | Lv3 | A searing ray (4d6 fire) โ SPLITS into 2 rays at caster level 7, 3 at 11; each rolls to hit. |
| ๐ฅ Fireball | slot | aoe | sp3 | Lv5 | A roaring blast that engulfs a RANDOM 1d6 enemies โ Reflex for half (level d6). |
| ๐ Fire Snake | slot | aoe | sp5 | Lv10 | A serpent of flame weaves through up to 4 foes โ 1d6 fire per caster level (max 15d6), Reflex for half. |
| ๐ฅ Fire Shield | slot | buff | sp4 | Lv7 | Wreathe yourself in flame โ any foe that hits you in melee is scorched for 1d6 + level fire. Lasts the room. |
| ๐จ Haste | slot | haste | sp3 | Lv5 | The whole party blurs with speed โ an EXTRA attack each turn for 1 round per caster level. |
| ๐ Slow | slot | slow | sp3 | Lv5 | Time drags for a RANDOM 2d4 foes โ Will save or be SLOWED (PF1 staggered): one single action a turn โ move OR attack, never both, never a full attack โ and โ1 AC. |
| ๐ช Mirror Image | slot | mirrorimage | sp2 | Lv4 | Conjure shimmering duplicates (1d4 + 1 per 3 levels, max 8) โ each enemy attack that would hit you instead destroys an image, until they are all gone. Lasts the room. |
| ๐ซ๏ธ Displacement | slot | buff | sp3 | Lv6 | An ally's form blurs and slips aside (range touch โ yours or any ally's) โ 50% of attacks that would hit them MISS instead, for the rest of the room. |
| ๐ป Invisibility | slot | invisible | sp2 | Lv4 | Vanish from sight โ enemies can't target you until you attack. |
| ๐ Darkness | slot | darkness | sp2 | Lv4 | Shroud a RANDOM 1d4+1 foes in magical darkness โ they CANNOT attack and CANNOT be attacked for 2 rounds. |
| ๐๏ธ Darkvision (Communal) | slot | buff | sp3 | Lv6 | The whole party sees through magical darkness โ shrouded foes can be TARGETED again (they still stumble, losing their turns). Lasts the whole DUNGEON. |
| ๐ซฅ Invisibility, Greater | slot | invisible | sp4 | Lv8 | Total concealment for the whole fight โ you STAY invisible even when you attack. Cast it on a rogue ally and they Sneak Attack every foe that cannot see them. |
| ๐๏ธ True Seeing | slot | buff | sp5 | Lv9 | Range TOUCH โ cast it on yourself or ANY ally. The target's eyes pierce all deception: see through darkness, ignore illusions and mirror images, and strike the invisible. Put it on the fighter with the most swings. Lasts the room. |
| โฐ๏ธ Undeath to Death | slot | savedie | sp6 | Lv11 | The animating necromancy is TORN OUT of one undead โ Will save or it is DESTROYED; a made save (or a boss lich) still takes heavy damage. Undead only. |
| ๐ Mass Cure Light Wounds | slot | heal | sp5 | Lv9 | A wave of healing washes the WHOLE party โ 1d8 + caster level (max +25) to every ally. |
| โ๏ธ Chains of Light | slot | save_debuff | sp6 | Lv11 | Blazing chains of pure force erupt and BIND one foe โ Reflex save or held fast (it struggles free on a later turn's save; the struggle costs the turn). FORCE, not mind-magic: it binds undead, constructs, anything with a body. (UM) |
| ๐ Mass Cure Moderate Wounds | slot | heal | sp6 | Lv11 | A stronger wave โ the WHOLE party heals 2d8 + caster level (max +30). |
| ๐ฅ Destruction | slot | savedie | sp7 | Lv13 | A word of pure annihilation โ Fortitude save or the foe is destroyed utterly; a made save (or a boss) still takes heavy damage. A death effect โ no purchase on undead or constructs. |
| ๐ Mass Cure Serious Wounds | slot | heal | sp7 | Lv13 | A surging tide โ the WHOLE party heals 3d8 + caster level (max +35). |
| ๐ Mass Cure Critical Wounds | slot | heal | sp8 | Lv15 | A flood of positive energy โ the WHOLE party heals 4d8 + caster level (max +40). |
| ๐ฆ Plague Storm | slot | aoe | sp6 | Lv11 | A rolling bank of windborne disease engulfs a RANDOM 2d4 foes โ Fortitude for half (ยฝ-level d6, max 10d6). Cloudkill's festering cousin. (UM) |
| ๐ Miracle | slot | wish | sp9 | Lv17 | Call directly upon your god. The divine will reads your need: the fallen are RAISED; else the party is MADE WHOLE (15d8+25 to everyone); else your god strikes your chosen foe โ Will save or be UNMADE (a boss or a made save still suffers grievously). |
| ๐ฆ Summon Monster IV | slot | summon | sp4 | Lv7 | Call a celestial ally โ a dire ape, a dire boar or a hound archon โ to fight for the party. It acts on your initiative and fades after ~1 round per level. |
| ๐ฆ Summon Monster VI | slot | summon | sp6 | Lv11 | Call a greater celestial ally โ a blood caiman, a lioness or a bralani azata โ to fight for the party (~1 round per level). |
| ๐ป Summon Monster VIII | slot | summon | sp8 | Lv15 | Call a mighty celestial ally โ a dire bear, a winter wolf or an erelim angel โ to fight for the party (~1 round per level). |
| ๐คซ Silence | slot | save_debuff | sp2 | Lv3 | Will save or the foe is wrapped in perfect SILENCE for caster-level rounds โ no spells, no holds, no healing words: an enemy caster falls back on its weapons. THE anti-caster tool. (Adapted: single target, not an area โ no grid.) |
| ๐ช Banishment | slot | savedie | sp6 | Lv12 | Hurl an OUTSIDER back to its home plane โ Will save or GONE; a made save still wracks it. Only works on outsiders (demons, devils, fiends). |
| ๐ฉ๏ธ Storm of Vengeance | slot | aoe | sp9 | Lv18 | A black tempest of hail and lightning batters up to 6 foes โ 1d6 per caster level (max 20d6), Reflex for half. |
| ๐ฑ Cause Fear | slot | save_debuff | sp1 | Lv2 | One living foe of 5 HD or less: Will save or it FLEES in terror for 1d4 rounds (loses its turns, and is shaken); a made save leaves it shaken for one round. Mind-affecting: the undead and constructs are immune. |
| ๐ Deeper Darkness | slot | darkness | sp3 | Lv6 | Supernatural darkness swallows a RANDOM 1d4+2 foes for 3 rounds: they cannot act and cannot be hit. Unlike Darkness, ordinary darkvision does NOT pierce it โ only True Seeing or blindsense can find them. Snuffs a Daylight in the room (equal level, PF1). |
| ๐ Daylight | slot | daylight | sp3 | Lv6 | Brilliant light fills the room: every magical darkness on the field (Darkness, Obscuring Mist) is dispelled, and no lesser darkness can form here for the rest of the room. Not true sunlight โ it does not burn the undead (PF1). (Adaptation: the room is the area; no foe casts darkness today, so this is the counter waiting for its foe.) |
| ๐๏ธ Remove Blindness/Deafness | slot | cleanse | sp3 | Lv6 | Cure an ally of blindness โ any source, no check needed (PF1). Deafness has no surface in this dungeon. |
| ๐ฉน Remove Paralysis | slot | cleanse | sp2 | Lv4 | Free an ally from paralysis or slow โ ANY source, even a ghoulโs touch, no check needed (PF1). |
| ๐ค Harm | slot | touch | sp6 | Lv12 | A touch that charges a living foe with negative energy: 10 damage per caster level (max 150), Will save for half. The undead are HEALED by it instead โ never aim it at them (PF1). |
| ๐งฟ Remove Curse | slot | cleanse | sp3 | Lv6 | Lift a curse from an ally โ no check needed (PF1). A Bestow Curse (โ4 to hit and on saves) otherwise clings from room to room for the whole dungeon; Dispel Magic cannot touch it. |
| ๐ฆ Remove Fear | slot | buff | sp1 | Lv1 | Steady the partyโs nerve: any fear-born shakenness lifts at once, and for the rest of the dungeon each ally shrugs off Daunting Success and takes +4 on saves against fear. (Adaptation: the whole party, not one creature per four levels.) |
| ๐ก๏ธ Spell Resistance | slot | buff | sp5 | Lv10 | Grant an ally spell resistance 12 + your caster level for the room: every enemy SPELL (fireball, hold, magic missile, bestow curse, finger of deathโฆ) must beat it or fail. Friendly magic passes freely (harmless spells, PF1). |
| โฐ๏ธ Death Ward | slot | buff | sp4 | Lv8 | Shield an ally from death magic and negative energy for the room: a Finger of Death fails outright and a vampireโs draining touch finds no life to drink (PF1). |
| ๐ฆ Contagion | slot | save_debuff | sp3 | Lv6 | A touch of disease: Fortitude negates, or the foe is DISEASED for the rest of the room โ sickened and fatigued (โ3 to hit and damage, โ1 AC and Reflex, โ2 on saves). Undead and constructs do not sicken. (Adaptation: PF1โs diseases deal ability damage over days; here the onset is immediate.) |
| ๐ Summon Monster I | slot | summon | sp1 | Lv1 | Call ONE celestial vermin โ a dire rat, giant centipede or giant spider โ to fight for the party. It acts on your initiative and fades after ~1 round per level. |
| ๐ท๏ธ Summon Monster II | slot | summon | sp2 | Lv4 | Call 1d3 celestial vermin of one kind โ dire rats, giant centipedes or giant spiders โ to fight for the party (~1 round per level). |
| ๐ฆ Summon Monster III | slot | summon | sp3 | Lv6 | Call a celestial dire ape to fight for the party (~1 round per level). |
| ๐ฆ Summon Monster V | slot | summon | sp5 | Lv10 | Call a celestial beast โ a basilisk or a lioness โ to fight for the party (~1 round per level). |
| ๐ป Summon Monster VII | slot | summon | sp7 | Lv14 | Call a great celestial beast โ a dire bear or a chimera โ to fight for the party (~1 round per level). |
| ๐ผ Summon Monster IX | slot | summon | sp9 | Lv18 | Call down a champion of the heavens โ a movanic deva or the great beast Ikualoโa โ to fight for the party (~1 round per level). |
| ๐ซ Repulsion | slot | save_debuff | sp7 | Lv14 | An invisible field holds the enemy at bay: up to 8 foes, Will negates, or for 1 round per level they cannot close to melee โ archers and casters still shoot and cast over it (PF1). |
| ๐ฏ Holy Word | slot | holyword | sp7 | Lv14 | A word of pure good: every NONGOOD foe reels, no save (spell resistance applies). Weaker than you by 10 HD: SLAIN; by 5: paralyzed, blinded and rattled; by 1: blinded and rattled; your equal: rattled (sickened 1d4). Above your level: untouched. (Adaptation: CR stands in for HD; deafness has no surface, so it rattles instead.) |
| ๐ฃ๏ธ Blasphemy | slot | holyword | sp7 | Lv14 | A word of pure evil: every NONEVIL foe reels, no save (SR applies) โ slain / paralyzed / blinded / rattled by how far below your level it is, as Holy Word. (Adaptation: any cleric may speak it โ heroes carry no alignment; CR stands in for HD.) |
| โ๏ธ Dictum | slot | holyword | sp7 | Lv14 | A word of pure law: every NONLAWFUL foe reels, no save (SR applies) โ slain / paralyzed / blinded / rattled by how far below your level it is, as Holy Word. (Adaptation: CR stands in for HD.) |
| ๐ช๏ธ Word of Chaos | slot | holyword | sp7 | Lv14 | A word of pure chaos: every NONCHAOTIC foe reels, no save (SR applies) โ slain / paralyzed / blinded / rattled by how far below your level it is, as Holy Word. (Adaptation: CR stands in for HD.) |
| ๐ Earthquake | slot | aoe | sp8 | Lv16 | The dungeon floor heaves: up to 8 foes take 8d6 from the collapsing stone (PF1โs cavern result), Reflex half, and a failed save also throws a grounded foe PRONE โ its next turn is spent standing. (Adaptation: the caster shapes the quake around the party.) |
| ๐ค Inflict Light Wounds | slot | touch | sp1 | Lv1 | A touch of negative energy: 1d8 + caster level (max +5) to a living foe, Will half. The undead are HEALED by it instead (PF1). |
| ๐ค Inflict Moderate Wounds | slot | touch | sp2 | Lv4 | A touch of negative energy: 2d8 + caster level (max +10) to a living foe, Will half. The undead are HEALED by it instead (PF1). |
| ๐ค Inflict Serious Wounds | slot | touch | sp3 | Lv6 | A touch of negative energy: 3d8 + caster level (max +15) to a living foe, Will half. The undead are HEALED by it instead (PF1). |
| ๐ค Inflict Critical Wounds | slot | touch | sp4 | Lv8 | A touch of negative energy: 4d8 + caster level (max +20) to a living foe, Will half. The undead are HEALED by it instead (PF1). |
| ๐ค Mass Inflict Light Wounds | slot | inflictmass | sp5 | Lv10 | Negative energy washes over up to 6 foes: 1d8 + caster level (max +25) each, Will half; undead among them are HEALED instead (PF1). |
| ๐ค Mass Inflict Moderate Wounds | slot | inflictmass | sp6 | Lv12 | Negative energy washes over up to 6 foes: 2d8 + caster level (max +30) each, Will half; undead among them are HEALED instead (PF1). |
| ๐ค Mass Inflict Serious Wounds | slot | inflictmass | sp7 | Lv14 | Negative energy washes over up to 6 foes: 3d8 + caster level (max +35) each, Will half; undead among them are HEALED instead (PF1). |
| ๐ค Mass Inflict Critical Wounds | slot | inflictmass | sp8 | Lv16 | Negative energy washes over up to 6 foes: 4d8 + caster level (max +40) each, Will half; undead among them are HEALED instead (PF1). |
| ๐ก๏ธ Magic Weapon | slot | buff | sp1 | Lv1 | One allyโs weapon gains a +1 enhancement bonus (+1 to hit and damage) for the room. An enhancement bonus never stacks โ a Greater Magic Weapon or Greater Magic Fang already up makes this a wasted slot (PF1). |
| ๐ช Dismissal | slot | savedie | sp4 | Lv8 | Send ONE outsider back to its home plane โ Will save or GONE; a made save still wracks it. Only works on outsiders (demons, devils, fiends). Banishment is the greater version. |
| ๐ฃ๏ธ Greater Command | slot | save_debuff | sp5 | Lv10 | "FALL!" โ up to 5 foes, Will save or each drops PRONE and loses its next turn. Mind-affecting and language-driven: the mindless dead and constructs donโt listen. |
| โจ True Resurrection | slot | revive | sp9 | Lv18 | Fully resurrect a SLAIN ally โ back in the run at FULL health. (As Resurrection: the no-body, any-age clause has no surface here.) |
| ๐ฟ Regenerate | slot | heal | sp7 | Lv14 | Regrow what was lost: heal an ally 4d8 + caster level (max +35). (The severed-limb clause has no surface here.) |
| ๐ฆ Eagleโs Splendor | slot | buff | sp2 | Lv4 | +4 Charisma: a CHARISMA caster (sorcerer, bard, oracle, paladin) gets +2 to spell DCs and spell attacks for the room. On anyone else it only shines (adaptation: no other Charisma surface here). |
| ๐ฆ Owlโs Wisdom | slot | buff | sp2 | Lv4 | +4 Wisdom: a WISDOM caster (cleric, druid, ranger, inquisitor) gets +2 to spell DCs and spell attacks for the room. On anyone else it only steadies (adaptation: no other Wisdom surface here). |
| ๐ฆ Mass Eagleโs Splendor | slot | buff | sp6 | Lv12 | Eagleโs Splendor on the whole party: every Charisma caster gets +2 to spell DCs and spell attacks for the room. |
| ๐ฆ Mass Owlโs Wisdom | slot | buff | sp6 | Lv12 | Owlโs Wisdom on the whole party: every Wisdom caster gets +2 to spell DCs and spell attacks for the room. |
| ๐ป Mass Bearโs Endurance | slot | buff | sp6 | Lv12 | Bear-hardy, all of you โ every ally gains temporary HP (+2 per level) for the rest of the room. |
| ๐ช Mass Bullโs Strength | slot | buff | sp6 | Lv12 | Every ally gets +2 to hit and +2 melee damage for the rest of the room. |
| ๐ฉธ Energy Drain | slot | touch | sp9 | Lv18 | A black ray that drinks the soul โ ranged touch, 1d4 per caster level (max 16d4) negative energy (PF1โs 2d4 negative levels have no surface โ the drain is damage here). No effect on undead. |
| ๐จ Chaos Hammer | slot | aoe | sp4 | Lv8 | Anarchic energy batters up to 3 foes โ 1d8 per 2 levels (max 5d8), Will half: LAWFUL foes take it all and a failed save also SLOWS them 1d6 rounds; neutral foes take half; chaotic foes are untouched (PF1). |
| โ๏ธ Orderโs Wrath | slot | aoe | sp4 | Lv8 | Axiomatic energy hammers up to 3 foes โ 1d8 per 2 levels (max 5d8), Will half: CHAOTIC foes take it all and a failed save also DAZES them a round; neutral foes take half; lawful foes are untouched (PF1). |
| ๐ฏ๏ธ Bane | slot | save_debuff | sp1 | Lv1 | Dread saps the enemy line: up to 8 foes, Will negates, or โ1 to hit, damage and saves for the room (PF1: โ1 attacks and โ1 on saves vs fear; it rides the Prayer penalty here). Mind-affecting. |
| ๐ก๏ธ Aid | slot | buff | sp2 | Lv4 | One ally takes heart: +1 to hit, +1 on saves and 1d8 + caster level (max +10) temporary HP for the room (PF1: the +1 saves is vs fear only). |
| ๐ Entropic Shield | slot | buff | sp1 | Lv1 | A shimmering field around you: enemy ARROWS, bolts and thrown weapons miss you 20% of the time for the room (PF1: ranged attacks only โ melee and spells are unaffected). |
| ๐ฌ๏ธ Wind Wall | slot | windwall | sp3 | Lv6 | A curtain of roaring wind across the field for 1 round per level (max 10): every enemy arrow, bolt and thrown weapon is flung aside โ spells and melee pass (PF1). |
| ๐๏ธ Sanctuary | slot | buff | sp1 | Lv1 | Foes cannot bring themselves to attack you โ you are untargetable until YOU attack or cast at a foe, which ends it (PF1: Will negates per attacker; here the ward simply holds until you break it). |
| ๐ฅ Resist Energy (Fire) | slot | buff | sp2 | Lv4 | An ally ignores the first 10 points of fire damage from each attack or spell for the room โ 20 at caster level 7, 30 at 11 (PF1). One energy type per casting; this is the fire version. |
| โ๏ธ Resist Energy (Cold) | slot | buff | sp2 | Lv4 | An ally ignores the first 10 points of cold damage from each attack or spell for the room โ 20 at caster level 7, 30 at 11 (PF1). One energy type per casting; this is the cold version. |
| ๐งช Resist Energy (Acid) | slot | buff | sp2 | Lv4 | An ally ignores the first 10 points of acid damage from each attack or spell for the room โ 20 at caster level 7, 30 at 11 (PF1). One energy type per casting; this is the acid version. |
| โก Resist Energy (Electricity) | slot | buff | sp2 | Lv4 | An ally ignores the first 10 points of electricity damage from each attack or spell for the room โ 20 at caster level 7, 30 at 11 (PF1). One energy type per casting; this is the electricity version. |
| ๐ข Resist Energy (Sonic) | slot | buff | sp2 | Lv4 | An ally ignores the first 10 points of sonic damage from each attack or spell for the room โ 20 at caster level 7, 30 at 11 (PF1). One energy type per casting; this is the sonic version. |
| โ๏ธ Protection from Cold | slot | buff | sp3 | Lv6 | Ward the whole party against COLD: each ally gains a ward that absorbs the next 12 points per caster level (max 120) of cold damage, then burns out (PF1 Protection from Energy โ the cold version). |
| ๐งช Protection from Acid | slot | buff | sp3 | Lv6 | Ward the whole party against ACID: each ally gains a ward that absorbs the next 12 points per caster level (max 120) of acid damage, then burns out (PF1 Protection from Energy โ the acid version). |
| โก Protection from Electricity | slot | buff | sp3 | Lv6 | Ward the whole party against ELECTRICITY: each ally gains a ward that absorbs the next 12 points per caster level (max 120) of electricity damage, then burns out (PF1 Protection from Energy โ the electricity version). |
| ๐ข Protection from Sonic | slot | buff | sp3 | Lv6 | Ward the whole party against SONIC: each ally gains a ward that absorbs the next 12 points per caster level (max 120) of sonic damage, then burns out (PF1 Protection from Energy โ the sonic version). |
| ๐ก๏ธ Shield Other | slot | buff | sp2 | Lv4 | You take the blows meant for an ally: HALF of every wound they suffer lands on you instead for the room (PF1: 1 hour/level, +1 AC and saves โ the ward is the damage share here). |
| ๐ Cloak of Chaos | slot | buff | sp8 | Lv16 | An aura of pure chaos wraps the whole party for the room: +4 AC, +4 on all saves and spell resistance 12 + caster level against enemy magic (PF1: vs lawful sources only; here against everything). The four 8th-level auras share one slot โ a second aura does not stack. |
| โจ Holy Aura | slot | buff | sp8 | Lv16 | An aura of holy light wraps the whole party for the room: +4 AC, +4 on all saves and spell resistance 12 + caster level against enemy magic (PF1: vs evil sources only; here against everything). The four 8th-level auras share one slot โ a second aura does not stack. |
| โ๏ธ Shield of Law | slot | buff | sp8 | Lv16 | An aura of perfect order wraps the whole party for the room: +4 AC, +4 on all saves and spell resistance 12 + caster level against enemy magic (PF1: vs chaotic sources only; here against everything). The four 8th-level auras share one slot โ a second aura does not stack. |
| ๐ฏ๏ธ Unholy Aura | slot | buff | sp8 | Lv16 | An aura of unholy dread wraps the whole party for the room: +4 AC, +4 on all saves and spell resistance 12 + caster level against enemy magic (PF1: vs good sources only; here against everything). The four 8th-level auras share one slot โ a second aura does not stack. |
| โญ Antilife Shell | slot | buff | sp6 | Lv12 | A barrier no living thing can cross: living melee foes cannot close on you for the room โ they turn on another ally or strain at the shell. Undead, constructs, archers and spells pass (PF1). |
| ๐ Circle of Death | slot | circleofdeath | sp6 | Lv12 | A ripple of negative energy slays 4d4 HD worth of living creatures, weakest first, none above 9 HD: each must make a Fortitude save or DIE (a boss loses half its life instead). CR stands in for HD (PF1). |
| โ ๏ธ Poison | slot | save_debuff | sp4 | Lv8 | A touch of virulent poison: one living foe, Fortitude negates, or it is POISONED โ sickened for the room and 1d6 poison at the start of each of its next 6 turns (PF1: 1d3 Con per round for 6 rounds; the damage stands in). The undead and constructs are immune. |
| ๐ข Shatter | slot | aoe | sp2 | Lv4 | A sonic ring that shivers crystal and metal: one CONSTRUCT takes 1d6 per caster level (max 10d6) sonic, Fortitude half (PF1). Living foes and their gear are untouched here. |
| ๐ Break Enchantment | slot | cleanse | sp5 | Lv10 | Free an ally from every lasting enchantment at once โ curse, paralysis, slow, blindness โ with one caster-level check against the hostile magic (PF1: 1d20 + CL vs 11 + the effectโs CL). It never dispels a foe. |
| ๐ง Animate Dead | slot | summon | sp3 | Lv6 | Raise 1d4+1 lesser undead (skeletons or ghouls) from the roomโs dead to fight for the party (PF1: 2 HD per caster level of skeletons/zombies; they crumble when the summoning ends). |
| ๐ซง Cleanse | slot | heal | sp5 | Lv10 | Wash one ally clean: heal 4d8 + caster level (max +25) and end every one of blindness, stun, sickness, nausea, paralysis and slow on them (APG). A curse is not a condition โ Remove Curse for that. The ability-damage clause has no surface here. |
| ๐ฏ๏ธ Bestow Curse | slot | save_debuff | sp3 | Lv5 | Will save or CURSED โ โ4 on all its attacks for the rest of the room. (PF1 offers three curse shapes; the attack-rot is the one that matters in here.) |
| ๐ฃ๏ธ Command | slot | save_debuff | sp1 | Lv1 | "FALL!" โ Will save or the foe drops PRONE and loses its next turn. Mind-affecting and language-driven: the mindless dead and constructs don't listen. |
| ๐ซ๏ธ Obscuring Mist | slot | darkness | sp1 | Lv1 | A bank of fog swallows the enemy line โ shrouded foes stumble blindly (losing turns, your blows landing easier) until it disperses. Rides the magical-darkness rules. |
| ๐ผ Spiritual Ally | slot | spiritally | sp4 | Lv7 | Call a guardian ANGEL bearing a blazing longsword over a foe โ it strikes on EACH of your turns (riding your buffs: Divine Favor, Prayer, Haste) for 1 round per caster level, retargeting when its mark falls. It fights happily alongside your Spiritual Weapon. (APG โ the ally is an angel, per Toby.) |
Paladin paladin
HD d10 ยท BAB full ยท Fort good / Ref poor / Will good
| Ability | Cost | Effect | SpLvl | Unlock | Description |
|---|---|---|---|---|---|
| โ๏ธ Attack | at-will | attack | |||
| ๐ฏ Deadly Aim | free | buff | Lv1 | A FREE toggle โ the ranged Power Attack: with a bow, crossbow or firearm, trade โ2 to hit for heavy bonus damage every shot (scales with level). | |
| ๐ฅ Power Attack | free | buff | Lv1 | A FREE toggle โ trade accuracy for power with a MELEE weapon: โ1 to hit per +4 BAB, +2 damage each (ร1.5 two-handed). Flip on or off without spending your turn. | |
| โ๏ธ Smite Evil | room | smite | A FREE action (no action cost): your strikes smite EVIL foes this room โ +to-hit and +double your level to damage, but ONLY vs creatures of evil alignment. Use Detect Evil first to mark neutral foes (animals, constructs). Once per 5 levels per room. | ||
| ๐ฏ Detect Evil | free | detectevil | Bathe the room in revealing light (a FREE action โ no action cost) โ MARK every enemy as evil, so your Smite strikes ALL of them, even animals and constructs. Lasts the room. | ||
| ๐ Channel Positive | room | heal | Channel positive energy โ heal the whole party (scales with level). Selective Channeling (feat, taken early): the burst touches only whom you intend. | ||
| ๐ก๏ธ Shield of Faith | slot | buff | sp1 | Lv1 | +2 deflection AC to the ally with the LOWEST AC (who doesn't already have it) for the rest of the room. (1st-level paladin spell.) (Kept on the paladin by home rule.) |
| ๐ช Bull's Strength | slot | buff | sp2 | Lv7 | One martial ally gets +2 to hit and +2 melee damage for the rest of the room. (2nd-level paladin spell, level 4.) |
| ๐ฟ Prayer | slot | buff | sp3 | Lv10 | ALL allies +1 to hit, damage & saves; ALL enemies โ1, for the rest of the room. (3rd-level paladin spell, level 7.) |
| ๐จ Blessing of Fervor | slot | haste | sp4 | Lv13 | The party surges with fervor โ an EXTRA attack each turn for 1 turn per 5 levels (the haste choice). (4th-level paladin spell, level 10.) (Kept on the paladin by home rule.) |
| ๐ฆต Trip | free | trip | Attack to trip (no damage). On a hit the foe is knocked prone, loses its turn, and you get a free attack. Prone = +4 for everyone to hit it. | ||
| ๐ Disarm | free | disarm | An opposed maneuver (your CMB vs its CMD) to knock a foe's weapon away. On a success it scrambles for its weapon (loses its next turn) and you land a free strike. (No effect on claws/fangs/fists โ nothing to drop.) | ||
| ๐ช Bull Rush | free | bullrush | Shove a foe back โ an opposed maneuver (your CMB vs its CMD). On a success it's driven out of reach and loses its turn closing again; a hard shove (5+ over its CMD) slams it prone. No free attack โ you've pushed it away. | ||
| ๐คผ Grapple | free | grapple | Seize a foe โ an opposed maneuver (your CMB vs its CMD). On a success it's grappled and helpless, burning its turns struggling free (~2 rounds), and your grip crushes for a free strike. Can't grapple incorporeal foes. | ||
| ๐ก๏ธ Fight Defensively | free | buff | Lv1 | A FREE toggle โ โ4 to all your attacks (and combat maneuvers) for a +2 dodge AC (+3 if you're acrobatic, e.g. a monk). Flip on or off without spending your turn. | |
| ๐๏ธ Remove Blindness/Deafness | slot | cleanse | sp3 | Lv10 | Cure an ally of blindness โ any source, no check needed (PF1). Deafness has no surface in this dungeon. |
| ๐ฉน Remove Paralysis | slot | cleanse | sp2 | Lv7 | Free an ally from paralysis or slow โ ANY source, even a ghoulโs touch, no check needed (PF1). |
| ๐งฟ Remove Curse | slot | cleanse | sp3 | Lv10 | Lift a curse from an ally โ no check needed (PF1). A Bestow Curse (โ4 to hit and on saves) otherwise clings from room to room for the whole dungeon; Dispel Magic cannot touch it. |
| โฐ๏ธ Death Ward | slot | buff | sp4 | Lv13 | Shield an ally from death magic and negative energy for the room: a Finger of Death fails outright and a vampireโs draining touch finds no life to drink (PF1). |
| ๐ก๏ธ Magic Weapon | slot | buff | sp1 | Lv4 | One allyโs weapon gains a +1 enhancement bonus (+1 to hit and damage) for the room. An enhancement bonus never stacks โ a Greater Magic Weapon or Greater Magic Fang already up makes this a wasted slot (PF1). |
| ๐ฆ Eagleโs Splendor | slot | buff | sp2 | Lv7 | +4 Charisma: a CHARISMA caster (sorcerer, bard, oracle, paladin) gets +2 to spell DCs and spell attacks for the room. On anyone else it only shines (adaptation: no other Charisma surface here). |
| ๐ฆ Owlโs Wisdom | slot | buff | sp2 | Lv7 | +4 Wisdom: a WISDOM caster (cleric, druid, ranger, inquisitor) gets +2 to spell DCs and spell attacks for the room. On anyone else it only steadies (adaptation: no other Wisdom surface here). |
| โ๏ธ Bless Weapon | slot | buff | sp1 | Lv4 | Your weapon shines with holy power for the room: every critical threat against an EVIL foe confirms automatically (PF1). The good-alignment DR clause has no surface here โ no foe carries DR/good. |
| ๐ฅ Resist Energy (Fire) | slot | buff | sp2 | Lv7 | An ally ignores the first 10 points of fire damage from each attack or spell for the room โ 20 at caster level 7, 30 at 11 (PF1). One energy type per casting; this is the fire version. |
| โ๏ธ Resist Energy (Cold) | slot | buff | sp2 | Lv7 | An ally ignores the first 10 points of cold damage from each attack or spell for the room โ 20 at caster level 7, 30 at 11 (PF1). One energy type per casting; this is the cold version. |
| ๐งช Resist Energy (Acid) | slot | buff | sp2 | Lv7 | An ally ignores the first 10 points of acid damage from each attack or spell for the room โ 20 at caster level 7, 30 at 11 (PF1). One energy type per casting; this is the acid version. |
| โก Resist Energy (Electricity) | slot | buff | sp2 | Lv7 | An ally ignores the first 10 points of electricity damage from each attack or spell for the room โ 20 at caster level 7, 30 at 11 (PF1). One energy type per casting; this is the electricity version. |
| ๐ข Resist Energy (Sonic) | slot | buff | sp2 | Lv7 | An ally ignores the first 10 points of sonic damage from each attack or spell for the room โ 20 at caster level 7, 30 at 11 (PF1). One energy type per casting; this is the sonic version. |
| ๐ก๏ธ Shield Other | slot | buff | sp2 | Lv7 | You take the blows meant for an ally: HALF of every wound they suffer lands on you instead for the room (PF1: 1 hour/level, +1 AC and saves โ the ward is the damage share here). |
| ๐ Break Enchantment | slot | cleanse | sp4 | Lv13 | Free an ally from every lasting enchantment at once โ curse, paralysis, slow, blindness โ with one caster-level check against the hostile magic (PF1: 1d20 + CL vs 11 + the effectโs CL). It never dispels a foe. |
| ๐ Divine Favor | slot | buff | sp1 | Lv1 | Your god's luck rides your blows โ +1 to hit and damage per 3 caster levels (max +3, LUCK โ doesn't stack with Divine Power's luck; the bigger stands) for the rest of the room. |
| ๐ Cure Light Wounds | slot | heal | sp1 | Lv1 | Heal the most-hurt ally โ 1d8 + caster level (max +5). Once per room. |
| ๐ Cure Moderate Wounds | slot | heal | sp3 | Lv10 | Heal the most-hurt ally โ 2d8 + caster level (max +10). Once per room. |
| ๐ Cure Serious Wounds | slot | heal | sp4 | Lv13 | Heal the most-hurt ally โ 3d8 + caster level (max +15). Once per room. |
| โ๏ธ Holy Sword | slot | buff | sp4 | Lv13 | Your weapon BLAZES with holy wrath โ +2 to hit and damage, and +2d6 HOLY on every hit against EVIL foes (Detect Evil marks count), for the rest of the room. (Paladin 4th โ the class signature.) |
Ranger ranger
HD d10 ยท BAB full ยท Fort good / Ref good / Will poor
| Ability | Cost | Effect | SpLvl | Unlock | Description |
|---|---|---|---|---|---|
| ๐น Attack | at-will | attack | |||
| ๐ฏ Deadly Aim | free | buff | Lv1 | A FREE toggle โ the ranged Power Attack: with a bow, crossbow or firearm, trade โ2 to hit for heavy bonus damage every shot (scales with level). | |
| ๐ฅ Power Attack | free | buff | Lv1 | A FREE toggle โ trade accuracy for power with a MELEE weapon: โ1 to hit per +4 BAB, +2 damage each (ร1.5 two-handed). Flip on or off without spending your turn. | |
| ๐น Rapid Shot | free | rapidshot | Loose 2 shots this turn โ each at โ2 to hit. (Needs a weapon that can fire repeatedly โ NOT a bolt-action sniper rifle.) | ||
| ๐ฏ Bullseye Shot | free | bullseye | A carefully aimed shot at +4 to hit. | ||
| ๐ฆต Trip | free | trip | Attack to trip (no damage). On a hit the foe is knocked prone, loses its turn, and you get a free attack. Prone = +4 for everyone to hit it. | ||
| ๐ Disarm | free | disarm | An opposed maneuver (your CMB vs its CMD) to knock a foe's weapon away. On a success it scrambles for its weapon (loses its next turn) and you land a free strike. (No effect on claws/fangs/fists โ nothing to drop.) | ||
| ๐ช Bull Rush | free | bullrush | Shove a foe back โ an opposed maneuver (your CMB vs its CMD). On a success it's driven out of reach and loses its turn closing again; a hard shove (5+ over its CMD) slams it prone. No free attack โ you've pushed it away. | ||
| ๐คผ Grapple | free | grapple | Seize a foe โ an opposed maneuver (your CMB vs its CMD). On a success it's grappled and helpless, burning its turns struggling free (~2 rounds), and your grip crushes for a free strike. Can't grapple incorporeal foes. | ||
| ๐ก๏ธ Fight Defensively | free | buff | Lv1 | A FREE toggle โ โ4 to all your attacks (and combat maneuvers) for a +2 dodge AC (+3 if you're acrobatic, e.g. a monk). Flip on or off without spending your turn. | |
| ๐ Summon Nature's Ally I | slot | summon | sp1 | Lv4 | The wild answers โ ONE dire rat, giant centipede or giant spider scuttles in to fight for the party (~1 round per level). |
| ๐ท๏ธ Summon Nature's Ally II | slot | summon | sp2 | Lv7 | The wild answers โ 1d3 vermin of one kind (dire rats, giant centipedes or giant spiders) swarm in to fight for the party (~1 round per level). |
| ๐ฆ Summon Nature's Ally III | slot | summon | sp3 | Lv10 | The wild answers โ a dire ape crashes in to fight for the party (~1 round per level). |
| ๐ Summon Nature's Ally IV | slot | summon | sp4 | Lv13 | The wild answers โ a dire ape or dire boar charges in to fight for the party (~1 round per level). |
| ๐พ Greater Magic Fang | slot | buff | sp3 | Lv10 | Bless an allyโs natural weapons โ +1 enhancement per 4 caster levels (max +5) to hit and damage for the rest of the dungeon (PF1: 1 hour/level). Cast it on the druid in wild shape or a claw-fighting ally; it does not stack with Greater Magic Weapon. |
| ๐ฆ Owlโs Wisdom | slot | buff | sp2 | Lv7 | +4 Wisdom: a WISDOM caster (cleric, druid, ranger, inquisitor) gets +2 to spell DCs and spell attacks for the room. On anyone else it only steadies (adaptation: no other Wisdom surface here). |
| ๐ฌ๏ธ Wind Wall | slot | windwall | sp2 | Lv7 | A curtain of roaring wind across the field for 1 round per level (max 10): every enemy arrow, bolt and thrown weapon is flung aside โ spells and melee pass (PF1). |
| ๐ฅ Resist Energy (Fire) | slot | buff | sp1 | Lv4 | An ally ignores the first 10 points of fire damage from each attack or spell for the room โ 20 at caster level 7, 30 at 11 (PF1). One energy type per casting; this is the fire version. |
| โ๏ธ Resist Energy (Cold) | slot | buff | sp1 | Lv4 | An ally ignores the first 10 points of cold damage from each attack or spell for the room โ 20 at caster level 7, 30 at 11 (PF1). One energy type per casting; this is the cold version. |
| ๐งช Resist Energy (Acid) | slot | buff | sp1 | Lv4 | An ally ignores the first 10 points of acid damage from each attack or spell for the room โ 20 at caster level 7, 30 at 11 (PF1). One energy type per casting; this is the acid version. |
| โก Resist Energy (Electricity) | slot | buff | sp1 | Lv4 | An ally ignores the first 10 points of electricity damage from each attack or spell for the room โ 20 at caster level 7, 30 at 11 (PF1). One energy type per casting; this is the electricity version. |
| ๐ข Resist Energy (Sonic) | slot | buff | sp1 | Lv4 | An ally ignores the first 10 points of sonic damage from each attack or spell for the room โ 20 at caster level 7, 30 at 11 (PF1). One energy type per casting; this is the sonic version. |
| โ๏ธ Protection from Cold | slot | buff | sp2 | Lv7 | Ward the whole party against COLD: each ally gains a ward that absorbs the next 12 points per caster level (max 120) of cold damage, then burns out (PF1 Protection from Energy โ the cold version). |
| ๐งช Protection from Acid | slot | buff | sp2 | Lv7 | Ward the whole party against ACID: each ally gains a ward that absorbs the next 12 points per caster level (max 120) of acid damage, then burns out (PF1 Protection from Energy โ the acid version). |
| โก Protection from Electricity | slot | buff | sp2 | Lv7 | Ward the whole party against ELECTRICITY: each ally gains a ward that absorbs the next 12 points per caster level (max 120) of electricity damage, then burns out (PF1 Protection from Energy โ the electricity version). |
| ๐ข Protection from Sonic | slot | buff | sp2 | Lv7 | Ward the whole party against SONIC: each ally gains a ward that absorbs the next 12 points per caster level (max 120) of sonic damage, then burns out (PF1 Protection from Energy โ the sonic version). |
| ๐ชจ Stone Call | slot | aoe | sp2 | Lv7 | A rain of dirt, gravel and small stones on up to 6 foes: 2d6 bludgeoning, NO save and no spell resistance (APG). The rubble that lingers as difficult terrain has no surface here. |
| ๐ฟ Entangle | slot | grease | sp1 | Lv1 | Grasping vines erupt โ a RANDOM 2d4 foes must make a Reflex save or be ROOTED (rendered prone, losing the turn). |
| ๐พ Magic Fang | slot | buff | sp1 | Lv1 | Bless an ally's natural weapons (claws, fangs, fists โ range touch) โ +1 to hit and +1 damage for the rest of the room. |
| ๐ Cure Light Wounds | slot | heal | sp2 | Lv7 | Heal the most-hurt ally โ 1d8 + caster level (max +5). Once per room. |
| ๐ณ Barkskin | slot | buff | sp2 | Lv7 | Bark-tough hide โ +3 natural-armor AC to an ally for the rest of the DUNGEON. |
| ๐ Cure Moderate Wounds | slot | heal | sp3 | Lv10 | Heal the most-hurt ally โ 2d8 + caster level (max +10). Once per room. |
| ๐ Cure Serious Wounds | slot | heal | sp4 | Lv13 | Heal the most-hurt ally โ 3d8 + caster level (max +15). Once per room. |
| ๐๏ธ Freedom of Movement | slot | freedommove | sp4 | Lv13 | Nothing can bind the target: grapples, chain-hooks and holds simply slip off โ one impediment shrugged per round of freedom (caster-level rounds this room). Casting it on a grappled ally frees them at once. THE counter to grapple rooms (the Gearsman Scrapers). |
Rogue rogue
HD d8 ยท BAB 3/4 ยท Fort poor / Ref good / Will poor
| Ability | Cost | Effect | SpLvl | Unlock | Description |
|---|---|---|---|---|---|
| ๐ก๏ธ Attack | at-will | attack | |||
| ๐ฏ Deadly Aim | free | buff | Lv1 | A FREE toggle โ the ranged Power Attack: with a bow, crossbow or firearm, trade โ2 to hit for heavy bonus damage every shot (scales with level). | |
| ๐ฅ Power Attack | free | buff | Lv1 | A FREE toggle โ trade accuracy for power with a MELEE weapon: โ1 to hit per +4 BAB, +2 damage each (ร1.5 two-handed). Flip on or off without spending your turn. | |
| ๐ญ Feint | free | feint | Bluff a foe flat-footed; on success, a free Sneak-Attack strike. (You also Sneak Attack any prone/sickened/paralyzed/flat-footed foe, and strike twice with daggers.) | ||
| ๐ก๏ธ Fight Defensively | free | buff | Lv1 | A FREE toggle โ โ4 to all your attacks (and combat maneuvers) for a +2 dodge AC (+3 if you're acrobatic, e.g. a monk). Flip on or off without spending your turn. |
Sorcerer sorcerer
HD d6 ยท BAB 1/2 ยท Fort poor / Ref poor / Will good
| Ability | Cost | Effect | SpLvl | Unlock | Description |
|---|---|---|---|---|---|
| โ๏ธ Ray of Frost | at-will | bolt | At-will ranged touch โ 1d6 + casting mod COLD (iterates with BAB). | ||
| ๐ฏ Deadly Aim | free | buff | Lv1 | A FREE toggle โ the ranged Power Attack: with a bow, crossbow or firearm, trade โ2 to hit for heavy bonus damage every shot (scales with level). | |
| ๐ฅ Power Attack | free | buff | Lv1 | A FREE toggle โ trade accuracy for power with a MELEE weapon: โ1 to hit per +4 BAB, +2 damage each (ร1.5 two-handed). Flip on or off without spending your turn. | |
| ๐ฎ Magic Missile | slot | missile | sp1 | Lv1 | Unerring darts of force โ 1 dart +1 per 2 levels (max 5), 1d4+1 each, auto-hit. |
| ๐ฅ Burning Hands | slot | aoe | sp1 | Lv1 | A cone of flame โ 2 foes, Reflex for half (level d4, cap 5d4). |
| ๐ก๏ธ Shield | slot | buff | sp1 | Lv1 | A wall of force โ +4 shield AC for the rest of the room. |
| ๐ก๏ธ Mage Armor | run | magearmor | sp1 | +4 armor AC for the ENTIRE dungeon โ a FREE action (no turn cost), cast once. | |
| ๐ก๏ธ Protection from Evil (Communal) | slot | buff | sp2 | Lv4 | Ward the whole party โ +2 AC and +2 to all saves for EVERY ally, for the rest of the room. |
| ๐ Darkness | slot | darkness | sp2 | Lv4 | Shroud a RANDOM 1d4+1 foes in magical darkness โ they CANNOT attack and CANNOT be attacked for 2 rounds. |
| ๐ค Sleep | slot | sleep | sp1 | Lv1 | Up to 3 weaker foes must save or fall asleep โ helpless, losing turns until struck. |
| ๐ข Acid Arrow | slot | touch | sp2 | Lv4 | A bolt of acid โ ranged touch for ยฝlevel d6, and it KEEPS BURNING for ยฝlevel d6 more each of the foe's turns (1 round per 3 caster levels). |
| ๐ช๏ธ Gust of Wind | slot | grease | sp2 | Lv4 | A roaring gale blasts a RANDOM 1d3 foes โ Fort save or be knocked prone. |
| โจ Glitterdust | slot | glitterdust | sp2 | Lv4 | A burst of clinging gold dust โ a RANDOM 1d4 foes must make a Will save or be BLINDED: โ4 to hit and denied their Dex (easier to hit, Sneak-Attackable) for a few rounds. |
| โ๏ธ Scorching Ray | slot | rays | sp2 | Lv4 | A searing ray (4d6 fire) โ SPLITS into 2 rays at caster level 7, 3 at 11; each rolls to hit. |
| ๐ Cat's Grace | slot | buff | sp2 | Lv4 | Feline-quick โ one ally gets +2 AC and +1 ranged to-hit (Dex) for the rest of the room. |
| ๐ Dispel Magic | slot | cleanse | sp3 | Lv6 | End hostile SPELL effects on an ally (hold, slow, magical blindness) โ or strip a buff off a foe. Physical grapple/stun/sickness are beyond it (PF1). |
| ๐ชฝ Fly | slot | buff | sp3 | Lv6 | Take to the air, or send an ALLY aloft (Fly is a touch spell โ Josh). Grounded foes cannot reach the flyer, and the flyer CAN close with airborne enemies โ cast it on Freya or J'Mal to send them up after the flying angels. Lasts the room. |
| ๐ Slow | slot | slow | sp3 | Lv6 | Time drags for a RANDOM 2d4 foes โ Will save or be SLOWED (PF1 staggered): one single action a turn โ move OR attack, never both, never a full attack โ and โ1 AC. |
| ๐ฅ Fireball | slot | aoe | sp3 | Lv6 | A roaring blast that engulfs a RANDOM 1d6 enemies โ Reflex for half (level d6). |
| ๐๏ธ Hold Person | slot | save_debuff | sp3 | Lv6 | A HUMANOID foe must save or be HELD (helpless). Each of its turns it may re-save to break free โ but the attempt costs its turn either way. Humanoids only (PF1). |
| ๐จ Haste | slot | haste | sp3 | Lv6 | The whole party blurs with speed โ an EXTRA attack each turn for 1 turn per 5 caster levels. |
| ๐ชจ Stoneskin | slot | buff | sp4 | Lv8 | An ally's skin turns to stone โ DR 10 against physical blows (melee/claws/chains) for the rest of the DUNGEON. |
| ๐ Dimension Door | slot | tpstrike | sp4 | Lv8 | Fold space around a melee ally: UNTOUCHABLE until your next turn, and their next strike reaches ANY foe (even flyers) with a FULL attack. |
| โจ Teleport | slot | tpstrike | sp5 | Lv10 | Blink a melee ally across the battlefield: UNTOUCHABLE until your next turn, and their next strike reaches ANY foe with a FULL attack. |
| ๐ฆ Black Tentacles | slot | blacktentacles | sp4 | Lv8 | Writhing tentacles erupt across the room โ EACH ROUND they grapple a random 1d4+1 foes (CMB vs CMD); the grappled are helpless until they tear free. Lasts the room. |
| ๐ฉธ Infernal Healing, Greater | slot | infernalheal | sp4 | Lv8 | Diabolic ichor knits the ally with the LEAST HP (or the caster, if everyone is at full health) โ fast healing 4 (heals 4 HP at the start of each of their turns) for the rest of the room. |
| ๐ซฅ Invisibility, Greater | slot | invisible | sp4 | Lv8 | Total concealment for the whole fight โ you STAY invisible even when you attack. Cast it on a rogue ally and they Sneak Attack every foe that cannot see them. |
| ๐ฌ๏ธ River of Wind | slot | grease | sp4 | Lv8 | A roaring torrent of air bowls over a RANDOM 3d4 foes โ Fortitude save or be knocked prone. |
| ๐ Fire Snake | slot | aoe | sp5 | Lv10 | A serpent of flame weaves through up to 4 foes โ 1d6 fire per caster level (max 15d6), Reflex for half. |
| ๐ง Freezing Sphere | slot | aoe | sp6 | Lv12 | A globe of absolute cold detonates among up to 6 foes โ 1d6 per caster level (max 15d6), Reflex for half. |
| ๐ Dominate Monster | slot | dominate | sp9 | Lv18 | Seize ANY creature's mind โ Will save or it FIGHTS FOR YOU, savaging its own allies each turn (re-saves each turn; breaks if you fall). No effect on the mindless. |
| ๐ Waves of Exhaustion | slot | exhaust | sp7 | Lv14 | A wave of crushing fatigue โ up to 6 LIVING foes are EXHAUSTED, NO save (PF1: Str and Dex โ6 โ โ3 to hit, damage, AC and Reflex; the half-speed rider is stood in for by one action a turn). Undead and constructs are untouched. |
| ๐ Prismatic Spray | slot | prismatic | sp7 | Lv14 | A fan of clashing rays โ every foe struck takes a RANDOM element for level d6 (Reflex half, max 12d6), and a violet ray (1-in-8) UNMAKES the living outright on a failed Fortitude save. |
| โ๏ธ Sunburst | slot | aoe | sp8 | Lv16 | A globe of blazing daylight โ up to 6 foes take level d6 (max 12d6, Reflex half); a failed save also BLINDS for 3 rounds. UNDEAD take 1d6 per level (max 15d6), vampires 1d8 per level โ the sun itself (PF1). |
| ๐ชจ Stoneskin (Communal) | slot | buff | sp5 | Lv10 | The WHOLE party's skin turns to stone โ DR 10 vs physical blows for every ally, for the rest of the ROOM. (The communal casting divides the duration among its targets โ PF1; the solo Stoneskin lasts the whole dungeon.) |
| โ ๏ธ Cloudkill | slot | aoe | sp5 | Lv10 | A roiling bank of poison gas engulfs a RANDOM 3d4 foes โ Fortitude for half (level d4 poison). |
| ๐ซ Suffocation | slot | savedie | sp5 | Lv10 | Rip the air from one creature's lungs (no effect on undead/constructs) โ Fortitude save or DIE; a made save still takes heavy damage. |
| ๐๏ธ Overland Flight | slot | overlandflight | sp5 | Lv10 | Soar for the REST OF THE DUNGEON โ grounded foes cannot reach you, and you can still cast on the wing. A FREE action, cast once per dungeon (like Mage Armor). |
| ๐ฅถ Cone of Cold | slot | aoe | sp5 | Lv10 | A blast of frost engulfs 2+1d3 foes โ Reflex for half (level d6). |
| โข๏ธ Disintegrate | slot | disintegrate | sp6 | Lv12 | A thin green ray โ ranged touch attack, then 2d6 per caster level (max 40d6). Fort partial: a made save still takes 5d6. Reduced to 0 HP โ disintegrated to dust. |
| โก Chain Lightning | slot | aoe | sp6 | Lv12 | A bolt forks from foe to foe โ 4 + 1d6 enemies (5โ10), Reflex for half (level d6, cap 15d6). |
| ๐ฅ Delayed Blast Fireball | slot | aoe | sp7 | Lv14 | A roiling fireball engulfs up to 8 foes โ 1d6 fire per caster level (max 20d6), Reflex for half. |
| ๐ Finger of Death | slot | savedie | sp7 | Lv14 | A word of death stops one heart (no effect on undead/constructs) โ Fortitude save or DIE; a made save still takes heavy negative damage. |
| ๐ฅ Horrid Wilting | slot | aoe | sp8 | Lv16 | Moisture is ripped from up to 10 foes โ 1d6 per caster level (max 20d6), Fortitude for half. |
| โ๏ธ Polar Ray | slot | touch | sp8 | Lv16 | A lance of utter cold โ ranged touch, 1d6 per caster level (max 25d6). |
| โ๏ธ Meteor Swarm | slot | aoe | sp9 | Lv18 | Four blazing meteors scatter the room โ up to 12 foes, 1d6 fire per caster level (max 24d6), Reflex for half. |
| ๐ฑ Wail of the Banshee | slot | savedie | sp9 | Lv18 | A keening cry of death (no effect on undead/constructs) โ Fortitude save or DIE; a made save still takes heavy damage. |
| ๐ See Invisibility | slot | buff | sp2 | Lv4 | Your eyes catch the unseen โ you can find, target and strike INVISIBLE foes with no concealment miss. (It does NOT pierce mirror images or a displaced blur โ that needs True Seeing.) Lasts the whole DUNGEON. |
| ๐ฆด Ray of Enfeeblement | slot | save_debuff | sp1 | Lv2 | A black ray saps a foe's strength โ Fortitude save or its blows weaken (โ2 to hit and damage). |
| ๐ฆฃ Enlarge Person | slot | buff | sp1 | Lv2 | One ally grows a size category โ heavier blows (+2 damage) for the rest of the room. Put it on the fighter. |
| ๐ Blindness | slot | save_debuff | sp2 | Lv4 | Fortitude save or STRUCK BLIND โ โ4 to hit and denied its Dex (easier to hit, Sneak-Attackable) for caster-level rounds. |
| ๐ซ Daze Monster | slot | save_debuff | sp2 | Lv4 | Will save or DAZED โ the creature loses its next turn outright. Cheap, reliable turn-denial. |
| ๐ซ False Life | slot | buff | sp2 | Lv4 | Necromantic vigor โ the caster gains temporary HP (+1 per level) for the rest of the DUNGEON. |
| ๐คข Stinking Cloud | slot | save_debuff | sp3 | Lv6 | A choking miasma envelops one foe โ Fortitude save or NAUSEATED: retching, losing turns while it lingers. |
| ๐ง Ice Storm | slot | aoe | sp4 | Lv8 | Fist-sized hail hammers up to 4 foes โ 5d6 COLD, Reflex for half. |
| ๐ข Shout | slot | aoe | sp4 | Lv8 | A devastating sonic BOOM staggers up to 3 foes โ 5d6 SONIC, Fortitude for half. |
| ๐๏ธ True Seeing | slot | buff | sp6 | Lv12 | Range TOUCH โ cast it on yourself or ANY ally. The target's eyes pierce all deception: see through darkness, ignore illusions and mirror images, and strike the invisible. Put it on the fighter with the most swings. Lasts the room. |
| โ Hold Monster | slot | save_debuff | sp5 | Lv10 | ANY living foe must save or be HELD helpless โ Hold Person's big brother, no humanoid restriction. It re-saves each turn to break free (the attempt costs its turn). Mindless undead and constructs are immune. |
| ๐ฟ Flesh to Stone | slot | savedie | sp6 | Lv12 | Fortitude save or the foe is a STATUE โ out of the fight for good. A made save (or a boss too mighty to fell outright) still cracks and calcifies for heavy damage. Flesh only โ no effect on undead, constructs, oozes or elementals. |
| โฐ๏ธ Undeath to Death | slot | savedie | sp6 | Lv12 | The animating necromancy is TORN OUT of one undead โ Will save or it is DESTROYED; a made save (or a boss lich) still takes heavy damage. Undead only. |
| ๐๏ธ Hold Person, Mass | slot | save_debuff | sp7 | Lv14 | Up to FOUR humanoid foes must each save or be HELD helpless (each re-saves on its turn to break free). Humanoids only (PF1). |
| ๐ฅ Firebrand | slot | buff | sp7 | Lv14 | Every ally's weapon IGNITES โ +1d6 fire on every hit for the rest of the room. (UM) |
| ๐ถ๏ธ Power Word Blind | slot | powerword | sp7 | Lv14 | One word of raw authority โ NO SAVE: a foe at 200 HP or less is struck BLIND (โ4 to hit, denied its Dex). A mightier foe is beyond the word's reach โ the cast refuses and keeps your slot (PF1 HP cap). |
| ๐ง Mind Blank | slot | buff | sp8 | Lv16 | Seal an ally's mind โ IMMUNE to holds, fear and every mind-affecting assault for the REST OF THE DUNGEON (a day-long ward). |
| ๐ Maze | slot | maze | sp8 | Lv16 | Banish one foe โ even a boss โ into an extradimensional LABYRINTH. NO SAVE: it is simply GONE (untargetable, no turns) for 1d4+1 rounds while it hunts the exit. The ultimate stall. |
| ๐ซ Power Word Stun | slot | powerword | sp8 | Lv16 | One word โ NO SAVE: a foe at 150 HP or less is STUNNED for 1d4 turns. Over the cap, the word refuses and keeps your slot (PF1). |
| โ Hold Monster, Mass | slot | save_debuff | sp9 | Lv18 | Up to FOUR foes of any living kind must each save or be HELD helpless. The 9th-level lockdown. |
| โซ Power Word Kill | slot | powerword | sp9 | Lv18 | The last word โ NO SAVE, no roll: a foe at 100 HP or less simply DIES. Over the cap, the word refuses and keeps your slot (PF1). |
| ๐ฎ Foresight | slot | buff | sp9 | Lv18 | A sixth sense whispers of each danger before it lands โ +2 insight AC and saves, and NEVER caught flat-footed, for the REST OF THE DUNGEON (10 min/level). |
| โณ Time Stop | slot | timestop | sp9 | Lv18 | Time freezes for everyone but YOU โ 1d4+1 stolen moments (PF1 roll): casting it costs no action, and your next casts this turn are FREE actions too (buffs, healing, summons โ anything not aimed at a foe; each still spends its own slot). Striking at a foe CRASHES time back into motion. Summons rise inside the stop but cannot strike until time resumes. |
| ๐ Wish | slot | wish | sp9 | Lv18 | Bend reality itself. The magic reads your need: fallen allies are CALLED BACK to life; else a badly-hurt party is MADE WHOLE (15d8+25 to everyone); else it strikes at your chosen foe โ Will save or be UNMADE (a boss or a made save still suffers grievously). |
| ๐ฆ Summon Monster IV | slot | summon | sp4 | Lv8 | Call a celestial ally โ a dire ape, a dire boar or a hound archon โ to fight for the party. It acts on your initiative and fades after ~1 round per level. |
| ๐ฆ Summon Monster VI | slot | summon | sp6 | Lv12 | Call a greater celestial ally โ a blood caiman, a lioness or a bralani azata โ to fight for the party (~1 round per level). |
| ๐ป Summon Monster VIII | slot | summon | sp8 | Lv16 | Call a mighty celestial ally โ a dire bear, a winter wolf or an erelim angel โ to fight for the party (~1 round per level). |
| ๐ซ๏ธ Obscuring Mist | slot | darkness | sp1 | Lv2 | A bank of fog swallows the enemy line โ shrouded foes stumble blindly (losing turns, your blows landing easier) until it disperses. Rides the magical-darkness rules. |
| ๐ฉถ Ray of Exhaustion | slot | exhaust | sp3 | Lv6 | A grey beam drains one LIVING foe โ EXHAUSTED (PF1: Str and Dex โ6 โ โ3 to hit, damage, AC and Reflex, plus one action a turn); a Fortitude save leaves it merely FATIGUED (โ1 each). The single-target little brother of Waves of Exhaustion. Undead and constructs are untouched. |
| ๐ Waves of Fatigue | slot | exhaust | sp5 | Lv10 | A wave of weariness โ up to 6 LIVING foes are FATIGUED, NO save (PF1: Str and Dex โ2 โ โ1 to hit, damage, AC and Reflex). The 5th-level little sister of Waves of Exhaustion. Undead and constructs are untouched. |
| ๐ธ๏ธ Web | slot | wall | sp2 | Lv4 | Sticky strands fill the field. Melee foes can reach at most 2 of them per target each round, no one can be flanked or sneak-attacked, and a melee foe pressing through must save (Reflex) or stick fast and lose its turn. Flyers cross over it; archers shoot over it. Lasts the room (level rounds, max 10). |
| ๐ฅ Wall of Fire | slot | wall | sp4 | Lv8 | A curtain of flame across the field. While it stands, melee foes can reach at most 2 of them per target each round, no one can be flanked or sneak-attacked, and any melee foe pressing through it burns for 2d6 + caster level fire. Flyers cross over it; archers shoot over it. Lasts the room (level rounds, max 10); a new wall replaces the old. |
| ๐ง Wall of Ice | slot | wall | sp4 | Lv8 | A sheet of solid ice across the field. Melee foes can reach at most 2 of them per target each round, no one can be flanked or sneak-attacked, and a melee foe breaking through it takes 1d6 + caster level cold. Flyers cross over it; archers shoot over it. Lasts the room (level rounds, max 10). |
| ๐ซ๏ธ Solid Fog | slot | wall | sp4 | Lv8 | A bank of thick, clinging vapor. Melee foes can reach at most 2 of them per target each round, no one can be flanked or sneak-attacked, and foes wading through it swing at โ2 to hit and damage (PF1). Flyers cross over it; archers shoot over it. Lasts the room (level rounds, max 10). |
| ๐ฆ Wall of Force | slot | wall | sp5 | Lv10 | An invisible, impassable pane of force. Nothing burns or breaks it: only ONE melee foe per target can find a way around it each round, and no one can be flanked or sneak-attacked. Flyers cross over it; archers shoot over it. Lasts the room (level rounds, max 10). |
| ๐ Dispel Magic, Greater | slot | cleanse | sp6 | Lv12 | A sweeping unweaving โ end ALL hostile SPELL effects on an ally (hold, slow, magical blindness), or tear every buff off a foe. Physical conditions stay (PF1). |
| ๐ Charm Person | slot | charm | sp1 | Lv2 | A living HUMANOID (PF1 RAW โ Charm Monster reaches the rest), Will save or CHARMED โ it regards your party as friends and WON'T attack you (it only tends its own side). A hit from your party snaps it out. No effect on the mindless (undead / constructs). |
| ๐๏ธ Chill Touch | slot | touch | sp1 | Lv2 | A ghostly touch of the grave โ ranged touch for ยฝlevel d6 negative energy (max 5d6); the chill of undeath. No effect on undead. |
| ๐ข๏ธ Grease | slot | grease | sp1 | Lv2 | Slick the floor โ 2 foes Reflex or fall prone (splat!). |
| ๐ป Invisibility | slot | invisible | sp2 | Lv4 | Vanish from sight โ enemies can't target you until you attack. |
| ๐ซ๏ธ Displacement | slot | buff | sp3 | Lv6 | An ally's form blurs and slips aside (range touch โ yours or any ally's) โ 50% of attacks that would hit them MISS instead, for the rest of the room. |
| ๐ก๏ธ Greater Magic Weapon | slot | buff | sp3 | Lv6 | Bless the party's weapons โ +1 enhancement per 4 caster levels (max +5): +N to hit and +N damage for EVERY ally, for the rest of the DUNGEON. |
| ๐จ๏ธ Sleet Storm | slot | grease | sp3 | Lv6 | Driving ice sheets the ground โ a RANDOM 2d4 foes save Reflex or slip PRONE. |
| ๐ฉธ Enervation | slot | touch | sp4 | Lv8 | A black ray of soul-draining negative energy โ ranged touch, ยฝlevel d4 (max 8d4); the grave saps the living. No effect on undead. |
| ๐ฅ Fire Shield | slot | buff | sp4 | Lv8 | Wreathe yourself in flame โ any foe that hits you in melee is scorched for 1d6 + level fire. Lasts the room. |
| ๐ซ Dominate Person | slot | dominate | sp5 | Lv10 | Seize a foe's mind โ Will save or it FIGHTS FOR YOU, savaging its own allies each turn (it re-saves each turn; breaks if you fall). No effect on the mindless. |
| ๐ฆธ Greater Heroism | slot | buff | sp6 | Lv12 | One ally becomes a LEGEND โ +4 to hit and +4 to saves for the rest of the room. |
| ๐ช Banishment | slot | savedie | sp7 | Lv14 | Hurl an OUTSIDER back to its home plane โ Will save or GONE; a made save still wracks it. Only works on outsiders (demons, devils, fiends). |
| ๐ฑ Cause Fear | slot | save_debuff | sp1 | Lv2 | One living foe of 5 HD or less: Will save or it FLEES in terror for 1d4 rounds (loses its turns, and is shaken); a made save leaves it shaken for one round. Mind-affecting: the undead and constructs are immune. |
| ๐ป Scare | slot | save_debuff | sp2 | Lv4 | Up to one foe per three caster levels (max 6), each of 5 HD or less: Will save or it FLEES in terror for 1d4 rounds; a made save leaves it shaken for one round. Mind-affecting. |
| ๐จ Fear | slot | save_debuff | sp4 | Lv8 | A cone of dread โ up to 6 foes, any size: Will save or each is PANICKED for one round per caster level (max 10) โ it flees and loses its turns; a made save leaves it shaken for one round. Mind-affecting. (Adaptation: the cone is the field, no grid.) |
| ๐คช Confusion | slot | save_debuff | sp4 | Lv8 | Up to 4 foes: Will save or CONFUSED for one round per caster level (max 10) โ each turn it rolls the book's table: 25% acts normally, 25% babbles, 25% hurts itself (1d8 + Str), 25% attacks its nearest ally. Mind-affecting. |
| ๐ง Feeblemind | slot | save_debuff | sp5 | Lv10 | One foe: Will save (arcane casters take โ4) or its Intelligence and Charisma drop to 1 for the rest of the room โ it cannot cast spells at all. The anti-caster hammer. Mind-affecting. |
| ๐ Deeper Darkness | slot | darkness | sp3 | Lv6 | Supernatural darkness swallows a RANDOM 1d4+2 foes for 3 rounds: they cannot act and cannot be hit. Unlike Darkness, ordinary darkvision does NOT pierce it โ only True Seeing or blindsense can find them. Snuffs a Daylight in the room (equal level, PF1). |
| ๐ Daylight | slot | daylight | sp3 | Lv6 | Brilliant light fills the room: every magical darkness on the field (Darkness, Obscuring Mist) is dispelled, and no lesser darkness can form here for the rest of the room. Not true sunlight โ it does not burn the undead (PF1). (Adaptation: the room is the area; no foe casts darkness today, so this is the counter waiting for its foe.) |
| ๐งฟ Remove Curse | slot | cleanse | sp3 | Lv8 | Lift a curse from an ally โ no check needed (PF1). A Bestow Curse (โ4 to hit and on saves) otherwise clings from room to room for the whole dungeon; Dispel Magic cannot touch it. |
| ๐ฎ Lesser Globe of Invulnerability | slot | buff | sp4 | Lv8 | A shimmering globe around the party: enemy spells of 3rd level or lower (fireball, hold person, magic missile, bestow curse, dispel magic) cannot reach anyone inside for the room. Your own spells pass out freely (PF1). (Adaptation: the whole party huddles inside.) |
| ๐ฎ Globe of Invulnerability | slot | buff | sp6 | Lv12 | As the lesser globe, but it turns aside enemy spells of 4th level or lower for the room; Cone of Cold, Hold Monster, Chain Lightning, Disintegrate and Finger of Death still get through (PF1). |
| ๐งช Acid Fog | slot | wall | sp6 | Lv12 | A bank of caustic vapor fills the field: it clings like Solid Fog (melee foes reach at most 2 of them per target each round, no flanking or sneak attacks, foes wading through swing at โ2), and every round it eats 2d6 acid into each foe standing in it (PF1). (Adaptation: the fog covers the whole field.) |
| ๐ Incendiary Cloud | slot | wall | sp8 | Lv16 | A roiling cloud of smoke and embers fills the field: it obscures like a fog (melee foes reach at most 2 of them per target each round, no flanking or sneak attacks, foes wading through swing at โ2), and every round it burns each foe in it for 4d6 fire, Reflex half (PF1). (Adaptation: the cloud covers the whole field.) |
| ๐ป Phantasmal Killer | slot | savedie | sp4 | Lv8 | One foe sees its worst nightmare made flesh: Will to disbelieve, then Fortitude or DIE of fright; a made Fortitude save still takes 3d6. Mind-affecting fear and a death effect โ the mindless and the unliving are immune (PF1). |
| ๐ Weird | slot | savedie | sp9 | Lv18 | Phantasmal Killer for the whole field: up to 6 foes each face their nightmare โ Will to disbelieve, then Fortitude or DIE; a made Fortitude save still takes 3d6 and leaves them STUNNED a round (PF1; the Strength damage has no surface here). |
| ๐ฆ Contagion | slot | save_debuff | sp4 | Lv8 | A touch of disease: Fortitude negates, or the foe is DISEASED for the rest of the room โ sickened and fatigued (โ3 to hit and damage, โ1 AC and Reflex, โ2 on saves). Undead and constructs do not sicken. (Adaptation: PF1โs diseases deal ability damage over days; here the onset is immediate.) |
| ๐ Summon Monster I | slot | summon | sp1 | Lv1 | Call ONE celestial vermin โ a dire rat, giant centipede or giant spider โ to fight for the party. It acts on your initiative and fades after ~1 round per level. |
| ๐ท๏ธ Summon Monster II | slot | summon | sp2 | Lv4 | Call 1d3 celestial vermin of one kind โ dire rats, giant centipedes or giant spiders โ to fight for the party (~1 round per level). |
| ๐ฆ Summon Monster III | slot | summon | sp3 | Lv6 | Call a celestial dire ape to fight for the party (~1 round per level). |
| ๐ฆ Summon Monster V | slot | summon | sp5 | Lv10 | Call a celestial beast โ a basilisk or a lioness โ to fight for the party (~1 round per level). |
| ๐ป Summon Monster VII | slot | summon | sp7 | Lv14 | Call a great celestial beast โ a dire bear or a chimera โ to fight for the party (~1 round per level). |
| ๐ผ Summon Monster IX | slot | summon | sp9 | Lv18 | Call down a champion of the heavens โ a movanic deva or the great beast Ikualoโa โ to fight for the party (~1 round per level). |
| โจ Blink | slot | buff | sp3 | Lv6 | You flicker between the Material and Ethereal planes for the room: half of the attacks that would hit you pass through nothing, and one in five of your own attacks flickers away (PF1: 50% / 20%). (Adaptation: True Seeing pierces it like Displacement; the ethereal side has no other surface here.) |
| ๐ซ Repulsion | slot | save_debuff | sp6 | Lv12 | An invisible field holds the enemy at bay: up to 8 foes, Will negates, or for 1 round per level they cannot close to melee โ archers and casters still shoot and cast over it (PF1). |
| ๐ Insanity | slot | save_debuff | sp7 | Lv14 | A foeโs mind shatters โ Will negates, or it is CONFUSED for the rest of the room (permanent, PF1): each turn it acts, babbles, hurts itself or savages its own ally. No effect on the mindless. |
| ๐ Baleful Polymorph | slot | save_debuff | sp5 | Lv10 | Fortitude negates, or the foe becomes a harmless rabbit for the rest of the room: AC 12, a 1d3 nibble, no spells, no flight, no bow โ its hit points stay. A boss is too mighty to unmake (the standing save-or-lose boss rule). |
| ๐ฒ Forcecage | slot | forcecage | sp7 | Lv14 | Seal one foe โ even a boss โ in a windowless cell of force for 1 round per level: NO save, no spell resistance; it can neither act nor be targeted until the cage winks out (PF1โs windowless-cell option). |
| ๐ก๏ธ Magic Weapon | slot | buff | sp1 | Lv1 | One allyโs weapon gains a +1 enhancement bonus (+1 to hit and damage) for the room. An enhancement bonus never stacks โ a Greater Magic Weapon or Greater Magic Fang already up makes this a wasted slot (PF1). |
| ๐ Charm Monster | slot | charm | sp4 | Lv8 | ANY living creature, Will save or CHARMED โ it regards your party as friends and will not attack you (it only tends its own side); a hit snaps it out. No effect on the mindless. |
| ๐ Mass Charm Monster | slot | masscharm | sp8 | Lv16 | Up to 6 living creatures, Will save or CHARMED โ they stop attacking the party; a hit snaps each out. No effect on the mindless. |
| ๐ค Deep Slumber | slot | sleep | sp3 | Lv6 | Up to 5 foes must save or fall ASLEEP โ helpless, losing turns until struck (PF1: 10 HD of creatures; here the count stands in for the HD). |
| ๐ฃ๏ธ Suggestion | slot | charm | sp3 | Lv6 | A reasonable-sounding course of action: one foe, Will save or it stops attacking the party until struck (the charm mechanics stand in for the suggestion). No effect on the mindless. |
| ๐ช Dismissal | slot | savedie | sp5 | Lv10 | Send ONE outsider back to its home plane โ Will save or GONE; a made save still wracks it. Only works on outsiders (demons, devils, fiends). Banishment is the greater version. |
| ๐ข Greater Shout | slot | aoe | sp8 | Lv16 | A devastating sonic BOOM staggers up to 3 foes โ 10d6 SONIC, Fortitude for half, and a failed save also STUNS for a round (PF1). |
| ๐ซ๏ธ Fog Cloud | slot | darkness | sp2 | Lv4 | A bank of fog swallows the enemy line โ shrouded foes stumble blindly (losing turns, your blows landing easier) until it disperses. Rides the magical-darkness rules, like Obscuring Mist. |
| ๐ Hypnotism | slot | fascinate | sp1 | Lv1 | One foe, Will save or it stands FASCINATED โ losing its turns until something hits it. (PF1: 2d4 HD; here one foe.) No effect on the mindless. |
| ๐ Hypnotic Pattern | slot | fascinate | sp2 | Lv4 | Up to 3 foes, Will save or FASCINATED โ losing their turns until something hits them. (PF1: 2d4 + CL HD; here three foes.) No effect on the mindless. |
| ๐ Rainbow Pattern | slot | fascinate | sp4 | Lv8 | Up to 5 foes, Will save or FASCINATED โ losing their turns until something hits them. (PF1: 24 HD; here five foes.) No effect on the mindless. |
| ๐ป Invisibility Sphere | slot | invisible | sp3 | Lv6 | The whole party fades from sight โ each ally unseen until they strike. |
| ๐ป Mass Invisibility | slot | invisible | sp7 | Lv14 | The whole party fades from sight โ each ally unseen until they strike. (As Invisibility Sphere; PF1โs wider area has no surface here.) |
| ๐ฆฃ Mass Enlarge Person | slot | buff | sp4 | Lv8 | Every ally grows a size category โ heavier blows (+2 damage) for the rest of the room. |
| ๐ฆ Eagleโs Splendor | slot | buff | sp2 | Lv4 | +4 Charisma: a CHARISMA caster (sorcerer, bard, oracle, paladin) gets +2 to spell DCs and spell attacks for the room. On anyone else it only shines (adaptation: no other Charisma surface here). |
| ๐ฆ Foxโs Cunning | slot | buff | sp2 | Lv4 | +4 Intelligence: an INTELLIGENCE caster (wizard, magus, witch) gets +2 to spell DCs and spell attacks for the room. On anyone else it only sharpens wit (adaptation: no other Intelligence surface here). |
| ๐ฆ Owlโs Wisdom | slot | buff | sp2 | Lv4 | +4 Wisdom: a WISDOM caster (cleric, druid, ranger, inquisitor) gets +2 to spell DCs and spell attacks for the room. On anyone else it only steadies (adaptation: no other Wisdom surface here). |
| ๐ฆ Mass Eagleโs Splendor | slot | buff | sp6 | Lv12 | Eagleโs Splendor on the whole party: every Charisma caster gets +2 to spell DCs and spell attacks for the room. |
| ๐ฆ Mass Foxโs Cunning | slot | buff | sp6 | Lv12 | Foxโs Cunning on the whole party: every Intelligence caster gets +2 to spell DCs and spell attacks for the room. |
| ๐ฆ Mass Owlโs Wisdom | slot | buff | sp6 | Lv12 | Owlโs Wisdom on the whole party: every Wisdom caster gets +2 to spell DCs and spell attacks for the room. |
| ๐ป Mass Bearโs Endurance | slot | buff | sp6 | Lv12 | Bear-hardy, all of you โ every ally gains temporary HP (+2 per level) for the rest of the room. |
| ๐ช Mass Bullโs Strength | slot | buff | sp6 | Lv12 | Every ally gets +2 to hit and +2 melee damage for the rest of the room. |
| ๐ Mass Catโs Grace | slot | buff | sp6 | Lv12 | Feline-quick, all of you โ every ally gets +2 AC and +1 ranged to-hit (Dex) for the rest of the room. |
| ๐ฉธ Energy Drain | slot | touch | sp9 | Lv18 | A black ray that drinks the soul โ ranged touch, 1d4 per caster level (max 16d4) negative energy (PF1โs 2d4 negative levels have no surface โ the drain is damage here). No effect on undead. |
| ๐ค Rage | slot | buff | sp3 | Lv6 | The whole party flies into a rage: +2 Str and Con (+1 to hit and damage, +1 HP per level), +1 on Will saves, โ2 AC for the room (PF1). |
| ๐ Limited Wish | slot | wish | sp7 | Lv14 | Bend reality a little. The magic reads your need: ONE fallen ally is called back; else a badly-hurt party is mended (10d8 + caster level, max +15, to everyone); else it tears at your chosen foe โ Will save for a lighter wound (it cannot unmake anyone: that is Wish). |
| ๐ซ๏ธ Blur | slot | buff | sp2 | Lv4 | An allyโs outline wavers: 20% of the attacks that would hit them miss for the room (PF1). True Seeing pierces it, like Displacement; an enemy Dispel can rip it. |
| ๐น Protection from Arrows | slot | buff | sp2 | Lv4 | An ally shrugs off ranged weapons: DR 10 against every arrow, bolt and thrown blade, from a pool of 10 per caster level (max 100) for the room (PF1: DR 10/magic). |
| ๐ฌ๏ธ Wind Wall | slot | windwall | sp3 | Lv6 | A curtain of roaring wind across the field for 1 round per level (max 10): every enemy arrow, bolt and thrown weapon is flung aside โ spells and melee pass (PF1). |
| ๐ฏ True Strike | slot | buff | sp1 | Lv1 | Your next attack roll gains +20 (PF1 insight). Spent by the next swing or ray. |
| ๐ช Keen Edge | slot | buff | sp3 | Lv6 | An allyโs blade bites deeper: its critical threat range is DOUBLED for the room (PF1). It does not stack with Improved Critical or a magusโs keen pool. |
| ๐ฅ Resist Energy (Fire) | slot | buff | sp2 | Lv4 | An ally ignores the first 10 points of fire damage from each attack or spell for the room โ 20 at caster level 7, 30 at 11 (PF1). One energy type per casting; this is the fire version. |
| โ๏ธ Resist Energy (Cold) | slot | buff | sp2 | Lv4 | An ally ignores the first 10 points of cold damage from each attack or spell for the room โ 20 at caster level 7, 30 at 11 (PF1). One energy type per casting; this is the cold version. |
| ๐งช Resist Energy (Acid) | slot | buff | sp2 | Lv4 | An ally ignores the first 10 points of acid damage from each attack or spell for the room โ 20 at caster level 7, 30 at 11 (PF1). One energy type per casting; this is the acid version. |
| โก Resist Energy (Electricity) | slot | buff | sp2 | Lv4 | An ally ignores the first 10 points of electricity damage from each attack or spell for the room โ 20 at caster level 7, 30 at 11 (PF1). One energy type per casting; this is the electricity version. |
| ๐ข Resist Energy (Sonic) | slot | buff | sp2 | Lv4 | An ally ignores the first 10 points of sonic damage from each attack or spell for the room โ 20 at caster level 7, 30 at 11 (PF1). One energy type per casting; this is the sonic version. |
| โ๏ธ Protection from Cold | slot | buff | sp3 | Lv6 | Ward the whole party against COLD: each ally gains a ward that absorbs the next 12 points per caster level (max 120) of cold damage, then burns out (PF1 Protection from Energy โ the cold version). |
| ๐งช Protection from Acid | slot | buff | sp3 | Lv6 | Ward the whole party against ACID: each ally gains a ward that absorbs the next 12 points per caster level (max 120) of acid damage, then burns out (PF1 Protection from Energy โ the acid version). |
| โก Protection from Electricity | slot | buff | sp3 | Lv6 | Ward the whole party against ELECTRICITY: each ally gains a ward that absorbs the next 12 points per caster level (max 120) of electricity damage, then burns out (PF1 Protection from Energy โ the electricity version). |
| ๐ข Protection from Sonic | slot | buff | sp3 | Lv6 | Ward the whole party against SONIC: each ally gains a ward that absorbs the next 12 points per caster level (max 120) of sonic damage, then burns out (PF1 Protection from Energy โ the sonic version). |
| ๐ Spell Turning | slot | buff | sp7 | Lv14 | The next 3 enemy spells aimed at you are turned aside for the room (PF1: 1d4+6 spell levels reflected at the caster โ here they fizzle; the reflection has no surface). |
| โ๏ธ Transformation | slot | buff | sp6 | Lv12 | You become a warrior for the room: +4 Str, Dex and Con (+2 to hit and damage, +2 HP per level), +4 AC โ and NO SPELLS until the room ends (PF1). Bots never cast it. |
| ๐ Color Spray | slot | hdladder | sp1 | Lv1 | A cone of clashing color, up to 4 foes, Will negates: 2 HD or less fall UNCONSCIOUS, blinded and stunned; 3-4 HD are blinded and stunned; 5 HD and up are stunned a round (PF1). CR stands in for HD; the mindless are immune. |
| ๐ Scintillating Pattern | slot | hdladder | sp8 | Lv16 | A twisting pattern no mind can look away from โ NO save (PF1): up to 6 foes; 6 HD or less fall UNCONSCIOUS, 7-12 HD are stunned 1d4 rounds, 13 HD and up are confused 1d4 rounds. CR stands in for HD; the mindless are immune. |
| ๐ Crushing Despair | slot | save_debuff | sp4 | Lv8 | A wave of hopelessness: up to 6 foes, Will negates, or โ2 to hit, damage and saves for the rest of the room (PF1). Mind-affecting. |
| ๐ซ๏ธ Mind Fog | slot | save_debuff | sp5 | Lv10 | A bank of mind-numbing fog: up to 6 foes, Will negates, or โ10 on all their Will saves for the rest of the room (PF1). Cast it first, then the save-or-suffer spells land. Mind-affecting. |
| ๐ง Ghoul Touch | slot | save_debuff | sp2 | Lv4 | A touch of the grave: one living foe, Fortitude negates, or it is PARALYZED (up to 1 round per level; it can shake free on its turns). Physical, not mind-affecting โ but the undead do not fear it (adaptation: the touch is assumed to land). |
| โ Halt Undead | slot | save_debuff | sp3 | Lv6 | Up to 3 UNDEAD, Will negates (the mindless dead do not save โ they simply stop), or they stand HELD for up to 1 round per level. Nothing else is affected (PF1). |
| ๐ฎ Resilient Sphere | slot | forcecage | sp4 | Lv8 | A globe of force snaps shut around one foe โ Reflex negates, or it is sealed for 1 round per level: it can neither act nor be targeted until the sphere winks out (PF1). Even a boss. |
| ๐ Circle of Death | slot | circleofdeath | sp6 | Lv12 | A ripple of negative energy slays 4d4 HD worth of living creatures, weakest first, none above 9 HD: each must make a Fortitude save or DIE (a boss loses half its life instead). CR stands in for HD (PF1). |
| ๐๏ธ Eyebite | slot | hdladder | sp6 | Lv12 | Your gaze withers one foe, Fortitude negates: 4 HD or less fall COMATOSE, 5-9 HD are PANICKED (they flee for 1 round per level), 10 HD and up are SICKENED for the room (PF1). CR stands in for HD. (Adaptation: one foe per cast, not one per round.) |
| โ๏ธ Mageโs Sword | slot | spiritweapon | sp7 | Lv14 | A blade of pure force hangs over a foe and strikes on each of your turns for 1 round per level โ like Spiritual Weapon, but with +4 to hit and +6 damage (PF1: 4d6+3 force, +CL to hit). Never misses for want of a weapon. |
| ๐ฅ Flaming Sphere | slot | aoe | sp2 | Lv4 | A rolling ball of fire: 3d6 fire to one foe now (Reflex half), and it keeps ROLLING โ on each of your turns it burns your mark for 3d6, Reflex negates, for 1 round per level (PF1). It rides the lingering-storm engine; a bigger storm swallows it. |
| ๐ Prismatic Wall | slot | wall | sp8 | Lv16 | A shimmering wall of seven colors: melee foes can reach at most 2 of them per target each round, and any foe pressing through eats a ray โ 4d6 of a random energy (Reflex half), or 1 in 8 the VIOLET ray: Fortitude or it is unmade (bosses and the unliving shrug the violet). PF1โs seven-layer wall, folded into one crossing. |
| ๐ฅ Mageโs Disjunction | slot | disjunction | sp9 | Lv18 | Every magic on every foe comes apart: a Greater Dispel against each foe on the field (PF1: automatic โ here each foe still gets its dispel check; the item-destroying clause has no surface). |
| ๐ข Shatter | slot | aoe | sp2 | Lv4 | A sonic ring that shivers crystal and metal: one CONSTRUCT takes 1d6 per caster level (max 10d6) sonic, Fortitude half (PF1). Living foes and their gear are untouched here. |
| ๐ซณ Telekinesis | slot | forcepush | sp5 | Lv10 | A violent telekinetic thrust hurls a foe backward โ every melee ally who can act gets a FREE attack against it as it reels (PF1โs violent thrust / bull rush; the thrown-object damage has no surface). You forgo your own strike. |
| ๐ Break Enchantment | slot | cleanse | sp5 | Lv10 | Free an ally from every lasting enchantment at once โ curse, paralysis, slow, blindness โ with one caster-level check against the hostile magic (PF1: 1d20 + CL vs 11 + the effectโs CL). It never dispels a foe. |
| ๐ง Animate Dead | slot | summon | sp4 | Lv8 | Raise 1d4+1 lesser undead (skeletons or ghouls) from the roomโs dead to fight for the party (PF1: 2 HD per caster level of skeletons/zombies; they crumble when the summoning ends). |
| ๐ฏ๏ธ Control Undead | slot | dominate | sp7 | Lv14 | Seize an UNDEAD creature โ Will negates, or it FIGHTS FOR YOU, savaging its own allies each turn (it re-saves each turn; breaks if you fall). Nothing living answers it (PF1). |
| ๐ฑ Ear-Piercing Scream | slot | aoe | sp1 | Lv1 | A shriek of pure sound at one foe: 1d6 sonic per two caster levels (max 5d6) and it is DAZED a round; Fortitude for half and no daze (UM). Adaptation: dazed is the engine's stunned โ the turn is lost either way. |
| ๐ง Frigid Touch | slot | touch | sp2 | Lv4 | A melee touch of killing cold: 4d6 cold and the foe is STAGGERED a round โ one action on its next turn; a natural 20 leaves it staggered for the rest of the room (UM: 1 minute). Adaptation: staggered is the engine's slowed. The undead do not feel the cold. |
| ๐ชจ Stone Call | slot | aoe | sp2 | Lv4 | A rain of dirt, gravel and small stones on up to 6 foes: 2d6 bludgeoning, NO save and no spell resistance (APG). The rubble that lingers as difficult terrain has no surface here. |
| ๐ฌ๏ธ Sirocco | slot | aoe | sp6 | Lv12 | A blast of furnace-hot desert wind over up to 6 foes: 4d6 fire and they are FATIGUED for the room (โ1 to hit and damage); a flyer that fails is torn from the sky โ knocked PRONE, and it takes wing again only once it has stood up. Fortitude halves the damage and negates the rest (APG). Adaptation: the wind covers the field, and the fatigue holds for the room instead of the spell's duration. |
| ๐ฏ๏ธ Bestow Curse | slot | save_debuff | sp4 | Lv8 | Will save or CURSED โ โ4 on all its attacks for the rest of the room. (PF1 offers three curse shapes; the attack-rot is the one that matters in here.) |
| ๐ฆธ Heroism | slot | buff | sp3 | Lv6 | One ally becomes heroic โ +2 to hit and +2 on saves for the rest of the DUNGEON (10 min/level). |
| ๐ Irresistible Dance | slot | save_debuff | sp8 | Lv16 | The foe MUST dance โ NO SAVE (PF1): capering helplessly for 1d4+1 rounds, no actions. Mindless undead and constructs don't hear the tune. |
| ๐ช Mirror Image | slot | mirrorimage | sp2 | Lv4 | Conjure shimmering duplicates (1d4 + 1 per 3 levels, max 8) โ each enemy attack that would hit you instead destroys an image, until they are all gone. Lasts the room. |
| โก Shocking Grasp | slot | touch | sp1 | Lv1 | A charged touch โ ranged touch attack (level d6, cap 5d6). |
| โก Lightning Bolt | slot | aoe | sp3 | Lv6 | A bolt skewering 2 foes โ Reflex for half (level d6). |
Swashbuckler swashbuckler
HD d10 ยท BAB full ยท Fort good / Ref good / Will poor
| Ability | Cost | Effect | SpLvl | Unlock | Description |
|---|---|---|---|---|---|
| ๐คบ Attack | at-will | attack | |||
| ๐ฏ Deadly Aim | free | buff | Lv1 | A FREE toggle โ the ranged Power Attack: with a bow, crossbow or firearm, trade โ2 to hit for heavy bonus damage every shot (scales with level). | |
| ๐ฅ Power Attack | free | buff | Lv1 | A FREE toggle โ trade accuracy for power with a MELEE weapon: โ1 to hit per +4 BAB, +2 damage each (ร1.5 two-handed). Flip on or off without spending your turn. | |
| ๐ Disarm | free | disarm | A flick of the blade โ an opposed roll to DISARM a foe. On a success it scrambles for its weapon (loses its next turn) and you land a free strike. (You also auto-parry the first attack on you each round โ riposte, and Precise Strike adds your level to damage with a finesse blade.) | ||
| ๐ญ Feint | free | feint | Bluff a foe FLAT-FOOTED (an opposed check) โ on a success it loses its Dex to AC and your next strike lands for FREE. A duelist opens a gap; a rogue turns it into a Sneak Attack. | ||
| ๐ก๏ธ Fight Defensively | free | buff | Lv1 | A FREE toggle โ โ4 to all your attacks (and combat maneuvers) for a +2 dodge AC (+3 if you're acrobatic, e.g. a monk). Flip on or off without spending your turn. |
Theurge theurge
HD d6 ยท BAB 1/2 ยท Fort poor / Ref poor / Will good ยท Dual-school theurge โ spells via his curated arcane+divine book.
| Ability | Cost | Effect | SpLvl | Unlock | Description |
|---|---|---|---|---|---|
| โ๏ธ Ray of Frost | at-will | bolt | At-will ranged touch โ 1d6 + casting mod COLD (iterates with BAB). |
Wizard wizard
HD d6 ยท BAB 1/2 ยท Fort poor / Ref poor / Will good
| Ability | Cost | Effect | SpLvl | Unlock | Description |
|---|---|---|---|---|---|
| โ๏ธ Ray of Frost | at-will | bolt | At-will ranged touch โ 1d6 + casting mod COLD (iterates with BAB). | ||
| ๐ฏ Deadly Aim | free | buff | Lv1 | A FREE toggle โ the ranged Power Attack: with a bow, crossbow or firearm, trade โ2 to hit for heavy bonus damage every shot (scales with level). | |
| ๐ฅ Power Attack | free | buff | Lv1 | A FREE toggle โ trade accuracy for power with a MELEE weapon: โ1 to hit per +4 BAB, +2 damage each (ร1.5 two-handed). Flip on or off without spending your turn. | |
| โก Shocking Grasp | slot | touch | sp1 | Lv1 | A charged touch โ ranged touch attack (level d6, cap 5d6). |
| ๐ฎ Magic Missile | slot | missile | sp1 | Lv1 | Unerring darts of force โ 1 dart +1 per 2 levels (max 5), 1d4+1 each, auto-hit. |
| ๐ข๏ธ Grease | slot | grease | sp1 | Lv1 | Slick the floor โ 2 foes Reflex or fall prone (splat!). |
| ๐ค Sleep | slot | sleep | sp1 | Lv1 | Up to 3 weaker foes must save or fall asleep โ helpless, losing turns until struck. |
| ๐ก๏ธ Shield | slot | buff | sp1 | Lv1 | A wall of force โ +4 shield AC for the rest of the room. |
| ๐ก๏ธ Mage Armor | run | magearmor | sp1 | +4 armor AC for the ENTIRE dungeon โ a FREE action (no turn cost), cast once. | |
| ๐ก๏ธ Protection from Evil (Communal) | slot | buff | sp2 | Lv3 | Ward the whole party โ +2 AC and +2 to all saves for EVERY ally, for the rest of the room. |
| ๐ Darkness | slot | darkness | sp2 | Lv3 | Shroud a RANDOM 1d4+1 foes in magical darkness โ they CANNOT attack and CANNOT be attacked for 2 rounds. |
| ๐ป Invisibility | slot | invisible | sp2 | Lv3 | Vanish from sight โ enemies can't target you until you attack. |
| โจ Glitterdust | slot | glitterdust | sp2 | Lv3 | A burst of clinging gold dust โ a RANDOM 1d4 foes must make a Will save or be BLINDED: โ4 to hit and denied their Dex (easier to hit, Sneak-Attackable) for a few rounds. |
| ๐ข Acid Arrow | slot | touch | sp2 | Lv3 | A bolt of acid โ ranged touch for ยฝlevel d6, and it KEEPS BURNING for ยฝlevel d6 more each of the foe's turns (1 round per 3 caster levels). |
| โ๏ธ Scorching Ray | slot | rays | sp2 | Lv3 | A searing ray (4d6 fire) โ SPLITS into 2 rays at caster level 7, 3 at 11; each rolls to hit. |
| ๐๏ธ Hold Person | slot | save_debuff | sp3 | Lv5 | A HUMANOID foe must save or be HELD (helpless). Each of its turns it may re-save to break free โ but the attempt costs its turn either way. |
| ๐ชฝ Fly | slot | buff | sp3 | Lv5 | Take to the air, or send an ALLY aloft (Fly is a touch spell โ Josh). Grounded foes cannot reach the flyer, and the flyer CAN close with airborne enemies โ cast it on Freya or J'Mal to send them up after the flying angels. Lasts the room. |
| ๐ Dispel Magic | slot | cleanse | sp3 | Lv5 | End hostile SPELL effects on an ally (hold, slow, magical blindness) โ or strip a buff off a foe. Physical grapple/stun/sickness are beyond it (PF1). |
| ๐จ Haste | slot | haste | sp3 | Lv5 | The whole party blurs with speed โ every ally gets an EXTRA attack each turn for 1 turn per 5 caster levels (on top of their action). |
| ๐ Slow | slot | slow | sp3 | Lv5 | Time drags for a RANDOM 2d4 foes โ Will save or be SLOWED (PF1 staggered): one single action a turn โ move OR attack, never both, never a full attack โ and โ1 AC. |
| ๐ฅ Fireball | slot | aoe | sp3 | Lv5 | A roaring blast that engulfs a RANDOM 1d6 enemies โ Reflex for half (level d6). |
| โก Lightning Bolt | slot | aoe | sp3 | Lv5 | A bolt skewering 2 foes โ Reflex for half (level d6). |
| ๐ชจ Stoneskin | slot | buff | sp4 | Lv7 | An ally's skin turns to stone โ DR 10 against physical blows (melee/claws/chains) for the rest of the DUNGEON. |
| ๐ Dimension Door | slot | tpstrike | sp4 | Lv7 | Fold space around a melee ally: UNTOUCHABLE until your next turn, and their next strike reaches ANY foe (even flyers) with a FULL attack. |
| โจ Teleport | slot | tpstrike | sp5 | Lv9 | Blink a melee ally across the battlefield: UNTOUCHABLE until your next turn, and their next strike reaches ANY foe with a FULL attack. |
| ๐ฆ Black Tentacles | slot | blacktentacles | sp4 | Lv7 | Writhing tentacles erupt across the room โ EACH ROUND they grapple a random 1d4+1 foes (CMB vs CMD); the grappled are helpless until they tear free. Lasts the room. |
| ๐ฉธ Infernal Healing, Greater | slot | infernalheal | sp4 | Lv7 | Diabolic ichor knits the ally with the LEAST HP (or the caster, if everyone is at full health) โ fast healing 4 (heals 4 HP at the start of each of their turns) for the rest of the room. |
| ๐ซฅ Invisibility, Greater | slot | invisible | sp4 | Lv7 | Total concealment for the whole fight โ you STAY invisible even when you attack. Cast it on a rogue ally and they Sneak Attack every foe that cannot see them. |
| ๐ฌ๏ธ River of Wind | slot | grease | sp4 | Lv7 | A roaring torrent of air bowls over a RANDOM 3d4 foes โ Fortitude save or be knocked prone. |
| ๐ Fire Snake | slot | aoe | sp5 | Lv9 | A serpent of flame weaves through up to 4 foes โ 1d6 fire per caster level (max 15d6), Reflex for half. |
| ๐ชจ Stoneskin (Communal) | slot | buff | sp5 | Lv9 | The WHOLE party's skin turns to stone โ DR 10 vs physical blows for every ally, for the rest of the ROOM. (The communal casting divides the duration among its targets โ PF1; the solo Stoneskin lasts the whole dungeon.) |
| โ ๏ธ Cloudkill | slot | aoe | sp5 | Lv9 | A roiling bank of poison gas engulfs a RANDOM 3d4 foes โ Fortitude for half (level d4 poison). |
| ๐ซ Suffocation | slot | savedie | sp5 | Lv9 | Rip the air from one creature's lungs (no effect on undead/constructs) โ Fortitude save or DIE; a made save still takes heavy damage. |
| ๐๏ธ Overland Flight | slot | overlandflight | sp5 | Lv9 | Soar for the REST OF THE DUNGEON โ grounded foes cannot reach you, and you can still cast on the wing. A FREE action, cast once per dungeon (like Mage Armor). |
| ๐ฅถ Cone of Cold | slot | aoe | sp5 | Lv9 | A blast of frost engulfs 2+1d3 foes โ Reflex for half (level d6). |
| โข๏ธ Disintegrate | slot | disintegrate | sp6 | Lv11 | A thin green ray โ ranged touch attack, then 2d6 per caster level (max 40d6). Fort partial: a made save still takes 5d6. Reduced to 0 HP โ disintegrated to dust. |
| โก Chain Lightning | slot | aoe | sp6 | Lv11 | A bolt forks from foe to foe โ 4 + 1d6 enemies (5โ10), Reflex for half (level d6, cap 15d6). |
| ๐ฅ Delayed Blast Fireball | slot | aoe | sp7 | Lv13 | A roiling fireball engulfs up to 8 foes โ 1d6 fire per caster level (max 20d6), Reflex for half. |
| ๐ Finger of Death | slot | savedie | sp7 | Lv13 | A word of death stops one heart (no effect on undead/constructs) โ Fortitude save or DIE; a made save still takes heavy negative damage. |
| ๐ฅ Horrid Wilting | slot | aoe | sp8 | Lv15 | Moisture is ripped from up to 10 foes โ 1d6 per caster level (max 20d6), Fortitude for half. |
| โ๏ธ Polar Ray | slot | touch | sp8 | Lv15 | A lance of utter cold โ ranged touch, 1d6 per caster level (max 25d6). |
| โ๏ธ Meteor Swarm | slot | aoe | sp9 | Lv17 | Four blazing meteors scatter the room โ up to 12 foes, 1d6 fire per caster level (max 24d6), Reflex for half. |
| ๐ฑ Wail of the Banshee | slot | savedie | sp9 | Lv17 | A keening cry of death (no effect on undead/constructs) โ Fortitude save or DIE; a made save still takes heavy damage. |
| โก Quickened Magic Missile | slot | missile | sp5 | Lv9 | Magic Missile crammed into a 5th-level slot โ a SWIFT action: the darts fly unerringly and you STILL cast or act this turn. Once per room. (Needs 5th-level slots โ wizard 9.) |
| ๐ฅ Intensified Fireball | slot | aoe | sp4 | Lv11 | Fireball in a 4th-level slot โ the damage cap climbs +5 dice (level d6 to 15, Reflex half). |
| ๐ฅ Empowered Fireball | slot | aoe | sp5 | Lv13 | Fireball in a 5th-level slot โ ร1.5 damage (Reflex half). |
| ๐ฅ Empowered Scorching Ray | slot | rays | sp4 | Lv13 | Scorching Ray in a 4th-level slot โ ร1.5 fire on every ray. |
| ๐ฅถ Maximized Cone of Cold | slot | aoe | sp8 | Lv17 | Cone of Cold in an 8th-level slot โ every die maxed (Reflex half). |
| โข๏ธ Maximized Disintegrate | slot | disintegrate | sp9 | Lv17 | Disintegrate in a 9th-level slot โ every die maxed on a hit. |
| ๐ง Freezing Sphere | slot | aoe | sp6 | Lv11 | A globe of absolute cold detonates among up to 6 foes โ 1d6 per caster level (max 15d6), Reflex for half. |
| ๐ Dominate Monster | slot | dominate | sp9 | Lv17 | Seize ANY creature's mind โ Will save or it FIGHTS FOR YOU, savaging its own allies each turn (re-saves each turn; breaks if you fall). No effect on the mindless. |
| ๐ Waves of Exhaustion | slot | exhaust | sp7 | Lv13 | A wave of crushing fatigue โ up to 6 LIVING foes are EXHAUSTED, NO save (PF1: Str and Dex โ6 โ โ3 to hit, damage, AC and Reflex; the half-speed rider is stood in for by one action a turn). Undead and constructs are untouched. |
| ๐ Prismatic Spray | slot | prismatic | sp7 | Lv13 | A fan of clashing rays โ every foe struck takes a RANDOM element for level d6 (Reflex half, max 12d6), and a violet ray (1-in-8) UNMAKES the living outright on a failed Fortitude save. |
| โ๏ธ Sunburst | slot | aoe | sp8 | Lv15 | A globe of blazing daylight โ up to 6 foes take level d6 (max 12d6, Reflex half); a failed save also BLINDS for 3 rounds. UNDEAD take 1d6 per level (max 15d6), vampires 1d8 per level โ the sun itself (PF1). |
| ๐ See Invisibility | slot | buff | sp2 | Lv3 | Your eyes catch the unseen โ you can find, target and strike INVISIBLE foes with no concealment miss. (It does NOT pierce mirror images or a displaced blur โ that needs True Seeing.) Lasts the whole DUNGEON. |
| ๐ฆด Ray of Enfeeblement | slot | save_debuff | sp1 | Lv1 | A black ray saps a foe's strength โ Fortitude save or its blows weaken (โ2 to hit and damage). |
| ๐ฆฃ Enlarge Person | slot | buff | sp1 | Lv1 | One ally grows a size category โ heavier blows (+2 damage) for the rest of the room. Put it on the fighter. |
| ๐ Blindness | slot | save_debuff | sp2 | Lv3 | Fortitude save or STRUCK BLIND โ โ4 to hit and denied its Dex (easier to hit, Sneak-Attackable) for caster-level rounds. |
| ๐ซ Daze Monster | slot | save_debuff | sp2 | Lv3 | Will save or DAZED โ the creature loses its next turn outright. Cheap, reliable turn-denial. |
| ๐ซ False Life | slot | buff | sp2 | Lv3 | Necromantic vigor โ the caster gains temporary HP (+1 per level) for the rest of the DUNGEON. |
| ๐คข Stinking Cloud | slot | save_debuff | sp3 | Lv5 | A choking miasma envelops one foe โ Fortitude save or NAUSEATED: retching, losing turns while it lingers. |
| ๐จ๏ธ Sleet Storm | slot | grease | sp3 | Lv5 | Driving ice sheets the ground โ a RANDOM 2d4 foes save Reflex or slip PRONE. |
| ๐ Force Punch | slot | forcepush | sp3 | Lv5 | A fist of pure force SLAMS a foe backward โ every melee ally who can act gets a FREE attack against it as it reels. You forgo your own strike. |
| ๐ง Ice Storm | slot | aoe | sp4 | Lv7 | Fist-sized hail hammers up to 4 foes โ 5d6 COLD, Reflex for half. |
| ๐ข Shout | slot | aoe | sp4 | Lv7 | A devastating sonic BOOM staggers up to 3 foes โ 5d6 SONIC, Fortitude for half. |
| ๐๏ธ True Seeing | slot | buff | sp6 | Lv11 | Range TOUCH โ cast it on yourself or ANY ally. The target's eyes pierce all deception: see through darkness, ignore illusions and mirror images, and strike the invisible. Put it on the fighter with the most swings. Lasts the room. |
| โ Hold Monster | slot | save_debuff | sp5 | Lv9 | ANY living foe must save or be HELD helpless โ Hold Person's big brother, no humanoid restriction. It re-saves each turn to break free (the attempt costs its turn). Mindless undead and constructs are immune. |
| ๐ฟ Flesh to Stone | slot | savedie | sp6 | Lv11 | Fortitude save or the foe is a STATUE โ out of the fight for good. A made save (or a boss too mighty to fell outright) still cracks and calcifies for heavy damage. Flesh only โ no effect on undead, constructs, oozes or elementals. |
| โฐ๏ธ Undeath to Death | slot | savedie | sp6 | Lv11 | The animating necromancy is TORN OUT of one undead โ Will save or it is DESTROYED; a made save (or a boss lich) still takes heavy damage. Undead only. |
| ๐๏ธ Hold Person, Mass | slot | save_debuff | sp7 | Lv13 | Up to FOUR humanoid foes must each save or be HELD helpless (each re-saves on its turn to break free). Humanoids only (PF1). |
| ๐ฅ Firebrand | slot | buff | sp7 | Lv13 | Every ally's weapon IGNITES โ +1d6 fire on every hit for the rest of the room. (UM) |
| ๐ถ๏ธ Power Word Blind | slot | powerword | sp7 | Lv13 | One word of raw authority โ NO SAVE: a foe at 200 HP or less is struck BLIND (โ4 to hit, denied its Dex). A mightier foe is beyond the word's reach โ the cast refuses and keeps your slot (PF1 HP cap). |
| ๐ง Mind Blank | slot | buff | sp8 | Lv15 | Seal an ally's mind โ IMMUNE to holds, fear and every mind-affecting assault for the REST OF THE DUNGEON (a day-long ward). |
| ๐ Maze | slot | maze | sp8 | Lv15 | Banish one foe โ even a boss โ into an extradimensional LABYRINTH. NO SAVE: it is simply GONE (untargetable, no turns) for 1d4+1 rounds while it hunts the exit. The ultimate stall. |
| ๐ซ Power Word Stun | slot | powerword | sp8 | Lv15 | One word โ NO SAVE: a foe at 150 HP or less is STUNNED for 1d4 turns. Over the cap, the word refuses and keeps your slot (PF1). |
| โ Hold Monster, Mass | slot | save_debuff | sp9 | Lv17 | Up to FOUR foes of any living kind must each save or be HELD helpless. The 9th-level lockdown. |
| โซ Power Word Kill | slot | powerword | sp9 | Lv17 | The last word โ NO SAVE, no roll: a foe at 100 HP or less simply DIES. Over the cap, the word refuses and keeps your slot (PF1). |
| ๐ฎ Foresight | slot | buff | sp9 | Lv17 | A sixth sense whispers of each danger before it lands โ +2 insight AC and saves, and NEVER caught flat-footed, for the REST OF THE DUNGEON (10 min/level). |
| โณ Time Stop | slot | timestop | sp9 | Lv17 | Time freezes for everyone but YOU โ 1d4+1 stolen moments (PF1 roll): casting it costs no action, and your next casts this turn are FREE actions too (buffs, healing, summons โ anything not aimed at a foe; each still spends its own slot). Striking at a foe CRASHES time back into motion. Summons rise inside the stop but cannot strike until time resumes. |
| ๐ Wish | slot | wish | sp9 | Lv17 | Bend reality itself. The magic reads your need: fallen allies are CALLED BACK to life; else a badly-hurt party is MADE WHOLE (15d8+25 to everyone); else it strikes at your chosen foe โ Will save or be UNMADE (a boss or a made save still suffers grievously). |
| ๐ฆ Summon Monster IV | slot | summon | sp4 | Lv7 | Call a celestial ally โ a dire ape, a dire boar or a hound archon โ to fight for the party. It acts on your initiative and fades after ~1 round per level. |
| ๐ฆ Summon Monster VI | slot | summon | sp6 | Lv11 | Call a greater celestial ally โ a blood caiman, a lioness or a bralani azata โ to fight for the party (~1 round per level). |
| ๐ป Summon Monster VIII | slot | summon | sp8 | Lv15 | Call a mighty celestial ally โ a dire bear, a winter wolf or an erelim angel โ to fight for the party (~1 round per level). |
| ๐ซ๏ธ Obscuring Mist | slot | darkness | sp1 | Lv1 | A bank of fog swallows the enemy line โ shrouded foes stumble blindly (losing turns, your blows landing easier) until it disperses. Rides the magical-darkness rules. |
| ๐ฉถ Ray of Exhaustion | slot | exhaust | sp3 | Lv5 | A grey beam drains one LIVING foe โ EXHAUSTED (PF1: Str and Dex โ6 โ โ3 to hit, damage, AC and Reflex, plus one action a turn); a Fortitude save leaves it merely FATIGUED (โ1 each). The single-target little brother of Waves of Exhaustion. Undead and constructs are untouched. |
| ๐ Waves of Fatigue | slot | exhaust | sp5 | Lv9 | A wave of weariness โ up to 6 LIVING foes are FATIGUED, NO save (PF1: Str and Dex โ2 โ โ1 to hit, damage, AC and Reflex). The 5th-level little sister of Waves of Exhaustion. Undead and constructs are untouched. |
| ๐ธ๏ธ Web | slot | wall | sp2 | Lv3 | Sticky strands fill the field. Melee foes can reach at most 2 of them per target each round, no one can be flanked or sneak-attacked, and a melee foe pressing through must save (Reflex) or stick fast and lose its turn. Flyers cross over it; archers shoot over it. Lasts the room (level rounds, max 10). |
| ๐ฅ Wall of Fire | slot | wall | sp4 | Lv7 | A curtain of flame across the field. While it stands, melee foes can reach at most 2 of them per target each round, no one can be flanked or sneak-attacked, and any melee foe pressing through it burns for 2d6 + caster level fire. Flyers cross over it; archers shoot over it. Lasts the room (level rounds, max 10); a new wall replaces the old. |
| ๐ง Wall of Ice | slot | wall | sp4 | Lv7 | A sheet of solid ice across the field. Melee foes can reach at most 2 of them per target each round, no one can be flanked or sneak-attacked, and a melee foe breaking through it takes 1d6 + caster level cold. Flyers cross over it; archers shoot over it. Lasts the room (level rounds, max 10). |
| ๐ซ๏ธ Solid Fog | slot | wall | sp4 | Lv7 | A bank of thick, clinging vapor. Melee foes can reach at most 2 of them per target each round, no one can be flanked or sneak-attacked, and foes wading through it swing at โ2 to hit and damage (PF1). Flyers cross over it; archers shoot over it. Lasts the room (level rounds, max 10). |
| ๐ฆ Wall of Force | slot | wall | sp5 | Lv9 | An invisible, impassable pane of force. Nothing burns or breaks it: only ONE melee foe per target can find a way around it each round, and no one can be flanked or sneak-attacked. Flyers cross over it; archers shoot over it. Lasts the room (level rounds, max 10). |
| ๐ Dispel Magic, Greater | slot | cleanse | sp6 | Lv11 | A sweeping unweaving โ end ALL hostile SPELL effects on an ally (hold, slow, magical blindness), or tear every buff off a foe. Physical conditions stay (PF1). |
| ๐ฅ Burning Hands | slot | aoe | sp1 | Lv1 | A cone of flame โ 2 foes, Reflex for half (level d4, cap 5d4). |
| ๐ Charm Person | slot | charm | sp1 | Lv1 | A living HUMANOID (PF1 RAW โ Charm Monster reaches the rest), Will save or CHARMED โ it regards your party as friends and WON'T attack you (it only tends its own side). A hit from your party snaps it out. No effect on the mindless (undead / constructs). |
| ๐ Cat's Grace | slot | buff | sp2 | Lv3 | Feline-quick โ one ally gets +2 AC and +1 ranged to-hit (Dex) for the rest of the room. |
| ๐ช๏ธ Gust of Wind | slot | grease | sp2 | Lv3 | A roaring gale blasts a RANDOM 1d3 foes โ Fort save or be knocked prone. |
| ๐ซ๏ธ Displacement | slot | buff | sp3 | Lv5 | An ally's form blurs and slips aside (range touch โ yours or any ally's) โ 50% of attacks that would hit them MISS instead, for the rest of the room. |
| ๐ก๏ธ Greater Magic Weapon | slot | buff | sp3 | Lv5 | Bless the party's weapons โ +1 enhancement per 4 caster levels (max +5): +N to hit and +N damage for EVERY ally, for the rest of the DUNGEON. |
| ๐ฅ Fire Shield | slot | buff | sp4 | Lv7 | Wreathe yourself in flame โ any foe that hits you in melee is scorched for 1d6 + level fire. Lasts the room. |
| ๐ซ Dominate Person | slot | dominate | sp5 | Lv9 | Seize a foe's mind โ Will save or it FIGHTS FOR YOU, savaging its own allies each turn (it re-saves each turn; breaks if you fall). No effect on the mindless. |
| ๐ฆธ Greater Heroism | slot | buff | sp6 | Lv11 | One ally becomes a LEGEND โ +4 to hit and +4 to saves for the rest of the room. |
| ๐ช Banishment | slot | savedie | sp7 | Lv13 | Hurl an OUTSIDER back to its home plane โ Will save or GONE; a made save still wracks it. Only works on outsiders (demons, devils, fiends). |
| ๐ฑ Cause Fear | slot | save_debuff | sp1 | Lv1 | One living foe of 5 HD or less: Will save or it FLEES in terror for 1d4 rounds (loses its turns, and is shaken); a made save leaves it shaken for one round. Mind-affecting: the undead and constructs are immune. |
| ๐ป Scare | slot | save_debuff | sp2 | Lv3 | Up to one foe per three caster levels (max 6), each of 5 HD or less: Will save or it FLEES in terror for 1d4 rounds; a made save leaves it shaken for one round. Mind-affecting. |
| ๐จ Fear | slot | save_debuff | sp4 | Lv7 | A cone of dread โ up to 6 foes, any size: Will save or each is PANICKED for one round per caster level (max 10) โ it flees and loses its turns; a made save leaves it shaken for one round. Mind-affecting. (Adaptation: the cone is the field, no grid.) |
| ๐คช Confusion | slot | save_debuff | sp4 | Lv7 | Up to 4 foes: Will save or CONFUSED for one round per caster level (max 10) โ each turn it rolls the book's table: 25% acts normally, 25% babbles, 25% hurts itself (1d8 + Str), 25% attacks its nearest ally. Mind-affecting. |
| ๐ง Feeblemind | slot | save_debuff | sp5 | Lv9 | One foe: Will save (arcane casters take โ4) or its Intelligence and Charisma drop to 1 for the rest of the room โ it cannot cast spells at all. The anti-caster hammer. Mind-affecting. |
| ๐ Deeper Darkness | slot | darkness | sp3 | Lv5 | Supernatural darkness swallows a RANDOM 1d4+2 foes for 3 rounds: they cannot act and cannot be hit. Unlike Darkness, ordinary darkvision does NOT pierce it โ only True Seeing or blindsense can find them. Snuffs a Daylight in the room (equal level, PF1). |
| ๐ Daylight | slot | daylight | sp3 | Lv5 | Brilliant light fills the room: every magical darkness on the field (Darkness, Obscuring Mist) is dispelled, and no lesser darkness can form here for the rest of the room. Not true sunlight โ it does not burn the undead (PF1). (Adaptation: the room is the area; no foe casts darkness today, so this is the counter waiting for its foe.) |
| ๐งฟ Remove Curse | slot | cleanse | sp3 | Lv7 | Lift a curse from an ally โ no check needed (PF1). A Bestow Curse (โ4 to hit and on saves) otherwise clings from room to room for the whole dungeon; Dispel Magic cannot touch it. |
| ๐ฎ Lesser Globe of Invulnerability | slot | buff | sp4 | Lv7 | A shimmering globe around the party: enemy spells of 3rd level or lower (fireball, hold person, magic missile, bestow curse, dispel magic) cannot reach anyone inside for the room. Your own spells pass out freely (PF1). (Adaptation: the whole party huddles inside.) |
| ๐ฎ Globe of Invulnerability | slot | buff | sp6 | Lv11 | As the lesser globe, but it turns aside enemy spells of 4th level or lower for the room; Cone of Cold, Hold Monster, Chain Lightning, Disintegrate and Finger of Death still get through (PF1). |
| ๐งช Acid Fog | slot | wall | sp6 | Lv11 | A bank of caustic vapor fills the field: it clings like Solid Fog (melee foes reach at most 2 of them per target each round, no flanking or sneak attacks, foes wading through swing at โ2), and every round it eats 2d6 acid into each foe standing in it (PF1). (Adaptation: the fog covers the whole field.) |
| ๐ Incendiary Cloud | slot | wall | sp8 | Lv15 | A roiling cloud of smoke and embers fills the field: it obscures like a fog (melee foes reach at most 2 of them per target each round, no flanking or sneak attacks, foes wading through swing at โ2), and every round it burns each foe in it for 4d6 fire, Reflex half (PF1). (Adaptation: the cloud covers the whole field.) |
| ๐ป Phantasmal Killer | slot | savedie | sp4 | Lv7 | One foe sees its worst nightmare made flesh: Will to disbelieve, then Fortitude or DIE of fright; a made Fortitude save still takes 3d6. Mind-affecting fear and a death effect โ the mindless and the unliving are immune (PF1). |
| ๐ Weird | slot | savedie | sp9 | Lv17 | Phantasmal Killer for the whole field: up to 6 foes each face their nightmare โ Will to disbelieve, then Fortitude or DIE; a made Fortitude save still takes 3d6 and leaves them STUNNED a round (PF1; the Strength damage has no surface here). |
| ๐ฆ Contagion | slot | save_debuff | sp4 | Lv7 | A touch of disease: Fortitude negates, or the foe is DISEASED for the rest of the room โ sickened and fatigued (โ3 to hit and damage, โ1 AC and Reflex, โ2 on saves). Undead and constructs do not sicken. (Adaptation: PF1โs diseases deal ability damage over days; here the onset is immediate.) |
| ๐ Summon Monster I | slot | summon | sp1 | Lv1 | Call ONE celestial vermin โ a dire rat, giant centipede or giant spider โ to fight for the party. It acts on your initiative and fades after ~1 round per level. |
| ๐ท๏ธ Summon Monster II | slot | summon | sp2 | Lv3 | Call 1d3 celestial vermin of one kind โ dire rats, giant centipedes or giant spiders โ to fight for the party (~1 round per level). |
| ๐ฆ Summon Monster III | slot | summon | sp3 | Lv5 | Call a celestial dire ape to fight for the party (~1 round per level). |
| ๐ฆ Summon Monster V | slot | summon | sp5 | Lv9 | Call a celestial beast โ a basilisk or a lioness โ to fight for the party (~1 round per level). |
| ๐ป Summon Monster VII | slot | summon | sp7 | Lv13 | Call a great celestial beast โ a dire bear or a chimera โ to fight for the party (~1 round per level). |
| ๐ผ Summon Monster IX | slot | summon | sp9 | Lv17 | Call down a champion of the heavens โ a movanic deva or the great beast Ikualoโa โ to fight for the party (~1 round per level). |
| โจ Blink | slot | buff | sp3 | Lv5 | You flicker between the Material and Ethereal planes for the room: half of the attacks that would hit you pass through nothing, and one in five of your own attacks flickers away (PF1: 50% / 20%). (Adaptation: True Seeing pierces it like Displacement; the ethereal side has no other surface here.) |
| ๐ซ Repulsion | slot | save_debuff | sp6 | Lv11 | An invisible field holds the enemy at bay: up to 8 foes, Will negates, or for 1 round per level they cannot close to melee โ archers and casters still shoot and cast over it (PF1). |
| ๐ Insanity | slot | save_debuff | sp7 | Lv13 | A foeโs mind shatters โ Will negates, or it is CONFUSED for the rest of the room (permanent, PF1): each turn it acts, babbles, hurts itself or savages its own ally. No effect on the mindless. |
| ๐ Baleful Polymorph | slot | save_debuff | sp5 | Lv9 | Fortitude negates, or the foe becomes a harmless rabbit for the rest of the room: AC 12, a 1d3 nibble, no spells, no flight, no bow โ its hit points stay. A boss is too mighty to unmake (the standing save-or-lose boss rule). |
| ๐ฒ Forcecage | slot | forcecage | sp7 | Lv13 | Seal one foe โ even a boss โ in a windowless cell of force for 1 round per level: NO save, no spell resistance; it can neither act nor be targeted until the cage winks out (PF1โs windowless-cell option). |
| ๐ก๏ธ Magic Weapon | slot | buff | sp1 | Lv1 | One allyโs weapon gains a +1 enhancement bonus (+1 to hit and damage) for the room. An enhancement bonus never stacks โ a Greater Magic Weapon or Greater Magic Fang already up makes this a wasted slot (PF1). |
| ๐ Charm Monster | slot | charm | sp4 | Lv7 | ANY living creature, Will save or CHARMED โ it regards your party as friends and will not attack you (it only tends its own side); a hit snaps it out. No effect on the mindless. |
| ๐ Mass Charm Monster | slot | masscharm | sp8 | Lv15 | Up to 6 living creatures, Will save or CHARMED โ they stop attacking the party; a hit snaps each out. No effect on the mindless. |
| ๐ค Deep Slumber | slot | sleep | sp3 | Lv5 | Up to 5 foes must save or fall ASLEEP โ helpless, losing turns until struck (PF1: 10 HD of creatures; here the count stands in for the HD). |
| ๐ฃ๏ธ Suggestion | slot | charm | sp3 | Lv5 | A reasonable-sounding course of action: one foe, Will save or it stops attacking the party until struck (the charm mechanics stand in for the suggestion). No effect on the mindless. |
| ๐ช Dismissal | slot | savedie | sp5 | Lv9 | Send ONE outsider back to its home plane โ Will save or GONE; a made save still wracks it. Only works on outsiders (demons, devils, fiends). Banishment is the greater version. |
| ๐ข Greater Shout | slot | aoe | sp8 | Lv15 | A devastating sonic BOOM staggers up to 3 foes โ 10d6 SONIC, Fortitude for half, and a failed save also STUNS for a round (PF1). |
| ๐ซ๏ธ Fog Cloud | slot | darkness | sp2 | Lv3 | A bank of fog swallows the enemy line โ shrouded foes stumble blindly (losing turns, your blows landing easier) until it disperses. Rides the magical-darkness rules, like Obscuring Mist. |
| ๐ Hypnotism | slot | fascinate | sp1 | Lv1 | One foe, Will save or it stands FASCINATED โ losing its turns until something hits it. (PF1: 2d4 HD; here one foe.) No effect on the mindless. |
| ๐ Hypnotic Pattern | slot | fascinate | sp2 | Lv3 | Up to 3 foes, Will save or FASCINATED โ losing their turns until something hits them. (PF1: 2d4 + CL HD; here three foes.) No effect on the mindless. |
| ๐ Rainbow Pattern | slot | fascinate | sp4 | Lv7 | Up to 5 foes, Will save or FASCINATED โ losing their turns until something hits them. (PF1: 24 HD; here five foes.) No effect on the mindless. |
| ๐ป Invisibility Sphere | slot | invisible | sp3 | Lv5 | The whole party fades from sight โ each ally unseen until they strike. |
| ๐ป Mass Invisibility | slot | invisible | sp7 | Lv13 | The whole party fades from sight โ each ally unseen until they strike. (As Invisibility Sphere; PF1โs wider area has no surface here.) |
| ๐ฆฃ Mass Enlarge Person | slot | buff | sp4 | Lv7 | Every ally grows a size category โ heavier blows (+2 damage) for the rest of the room. |
| ๐ฆ Eagleโs Splendor | slot | buff | sp2 | Lv3 | +4 Charisma: a CHARISMA caster (sorcerer, bard, oracle, paladin) gets +2 to spell DCs and spell attacks for the room. On anyone else it only shines (adaptation: no other Charisma surface here). |
| ๐ฆ Foxโs Cunning | slot | buff | sp2 | Lv3 | +4 Intelligence: an INTELLIGENCE caster (wizard, magus, witch) gets +2 to spell DCs and spell attacks for the room. On anyone else it only sharpens wit (adaptation: no other Intelligence surface here). |
| ๐ฆ Owlโs Wisdom | slot | buff | sp2 | Lv3 | +4 Wisdom: a WISDOM caster (cleric, druid, ranger, inquisitor) gets +2 to spell DCs and spell attacks for the room. On anyone else it only steadies (adaptation: no other Wisdom surface here). |
| ๐ฆ Mass Eagleโs Splendor | slot | buff | sp6 | Lv11 | Eagleโs Splendor on the whole party: every Charisma caster gets +2 to spell DCs and spell attacks for the room. |
| ๐ฆ Mass Foxโs Cunning | slot | buff | sp6 | Lv11 | Foxโs Cunning on the whole party: every Intelligence caster gets +2 to spell DCs and spell attacks for the room. |
| ๐ฆ Mass Owlโs Wisdom | slot | buff | sp6 | Lv11 | Owlโs Wisdom on the whole party: every Wisdom caster gets +2 to spell DCs and spell attacks for the room. |
| ๐ป Mass Bearโs Endurance | slot | buff | sp6 | Lv11 | Bear-hardy, all of you โ every ally gains temporary HP (+2 per level) for the rest of the room. |
| ๐ช Mass Bullโs Strength | slot | buff | sp6 | Lv11 | Every ally gets +2 to hit and +2 melee damage for the rest of the room. |
| ๐ Mass Catโs Grace | slot | buff | sp6 | Lv11 | Feline-quick, all of you โ every ally gets +2 AC and +1 ranged to-hit (Dex) for the rest of the room. |
| ๐ฉธ Energy Drain | slot | touch | sp9 | Lv17 | A black ray that drinks the soul โ ranged touch, 1d4 per caster level (max 16d4) negative energy (PF1โs 2d4 negative levels have no surface โ the drain is damage here). No effect on undead. |
| ๐ค Rage | slot | buff | sp3 | Lv5 | The whole party flies into a rage: +2 Str and Con (+1 to hit and damage, +1 HP per level), +1 on Will saves, โ2 AC for the room (PF1). |
| ๐ Limited Wish | slot | wish | sp7 | Lv13 | Bend reality a little. The magic reads your need: ONE fallen ally is called back; else a badly-hurt party is mended (10d8 + caster level, max +15, to everyone); else it tears at your chosen foe โ Will save for a lighter wound (it cannot unmake anyone: that is Wish). |
| ๐ซ๏ธ Blur | slot | buff | sp2 | Lv3 | An allyโs outline wavers: 20% of the attacks that would hit them miss for the room (PF1). True Seeing pierces it, like Displacement; an enemy Dispel can rip it. |
| ๐น Protection from Arrows | slot | buff | sp2 | Lv3 | An ally shrugs off ranged weapons: DR 10 against every arrow, bolt and thrown blade, from a pool of 10 per caster level (max 100) for the room (PF1: DR 10/magic). |
| ๐ฌ๏ธ Wind Wall | slot | windwall | sp3 | Lv5 | A curtain of roaring wind across the field for 1 round per level (max 10): every enemy arrow, bolt and thrown weapon is flung aside โ spells and melee pass (PF1). |
| ๐ฏ True Strike | slot | buff | sp1 | Lv1 | Your next attack roll gains +20 (PF1 insight). Spent by the next swing or ray. |
| ๐ช Keen Edge | slot | buff | sp3 | Lv5 | An allyโs blade bites deeper: its critical threat range is DOUBLED for the room (PF1). It does not stack with Improved Critical or a magusโs keen pool. |
| ๐ฅ Resist Energy (Fire) | slot | buff | sp2 | Lv3 | An ally ignores the first 10 points of fire damage from each attack or spell for the room โ 20 at caster level 7, 30 at 11 (PF1). One energy type per casting; this is the fire version. |
| โ๏ธ Resist Energy (Cold) | slot | buff | sp2 | Lv3 | An ally ignores the first 10 points of cold damage from each attack or spell for the room โ 20 at caster level 7, 30 at 11 (PF1). One energy type per casting; this is the cold version. |
| ๐งช Resist Energy (Acid) | slot | buff | sp2 | Lv3 | An ally ignores the first 10 points of acid damage from each attack or spell for the room โ 20 at caster level 7, 30 at 11 (PF1). One energy type per casting; this is the acid version. |
| โก Resist Energy (Electricity) | slot | buff | sp2 | Lv3 | An ally ignores the first 10 points of electricity damage from each attack or spell for the room โ 20 at caster level 7, 30 at 11 (PF1). One energy type per casting; this is the electricity version. |
| ๐ข Resist Energy (Sonic) | slot | buff | sp2 | Lv3 | An ally ignores the first 10 points of sonic damage from each attack or spell for the room โ 20 at caster level 7, 30 at 11 (PF1). One energy type per casting; this is the sonic version. |
| โ๏ธ Protection from Cold | slot | buff | sp3 | Lv5 | Ward the whole party against COLD: each ally gains a ward that absorbs the next 12 points per caster level (max 120) of cold damage, then burns out (PF1 Protection from Energy โ the cold version). |
| ๐งช Protection from Acid | slot | buff | sp3 | Lv5 | Ward the whole party against ACID: each ally gains a ward that absorbs the next 12 points per caster level (max 120) of acid damage, then burns out (PF1 Protection from Energy โ the acid version). |
| โก Protection from Electricity | slot | buff | sp3 | Lv5 | Ward the whole party against ELECTRICITY: each ally gains a ward that absorbs the next 12 points per caster level (max 120) of electricity damage, then burns out (PF1 Protection from Energy โ the electricity version). |
| ๐ข Protection from Sonic | slot | buff | sp3 | Lv5 | Ward the whole party against SONIC: each ally gains a ward that absorbs the next 12 points per caster level (max 120) of sonic damage, then burns out (PF1 Protection from Energy โ the sonic version). |
| ๐ Spell Turning | slot | buff | sp7 | Lv13 | The next 3 enemy spells aimed at you are turned aside for the room (PF1: 1d4+6 spell levels reflected at the caster โ here they fizzle; the reflection has no surface). |
| โ๏ธ Transformation | slot | buff | sp6 | Lv11 | You become a warrior for the room: +4 Str, Dex and Con (+2 to hit and damage, +2 HP per level), +4 AC โ and NO SPELLS until the room ends (PF1). Bots never cast it. |
| ๐ Color Spray | slot | hdladder | sp1 | Lv1 | A cone of clashing color, up to 4 foes, Will negates: 2 HD or less fall UNCONSCIOUS, blinded and stunned; 3-4 HD are blinded and stunned; 5 HD and up are stunned a round (PF1). CR stands in for HD; the mindless are immune. |
| ๐ Scintillating Pattern | slot | hdladder | sp8 | Lv15 | A twisting pattern no mind can look away from โ NO save (PF1): up to 6 foes; 6 HD or less fall UNCONSCIOUS, 7-12 HD are stunned 1d4 rounds, 13 HD and up are confused 1d4 rounds. CR stands in for HD; the mindless are immune. |
| ๐ Crushing Despair | slot | save_debuff | sp4 | Lv7 | A wave of hopelessness: up to 6 foes, Will negates, or โ2 to hit, damage and saves for the rest of the room (PF1). Mind-affecting. |
| ๐ซ๏ธ Mind Fog | slot | save_debuff | sp5 | Lv9 | A bank of mind-numbing fog: up to 6 foes, Will negates, or โ10 on all their Will saves for the rest of the room (PF1). Cast it first, then the save-or-suffer spells land. Mind-affecting. |
| ๐ง Ghoul Touch | slot | save_debuff | sp2 | Lv3 | A touch of the grave: one living foe, Fortitude negates, or it is PARALYZED (up to 1 round per level; it can shake free on its turns). Physical, not mind-affecting โ but the undead do not fear it (adaptation: the touch is assumed to land). |
| โ Halt Undead | slot | save_debuff | sp3 | Lv5 | Up to 3 UNDEAD, Will negates (the mindless dead do not save โ they simply stop), or they stand HELD for up to 1 round per level. Nothing else is affected (PF1). |
| ๐ฎ Resilient Sphere | slot | forcecage | sp4 | Lv7 | A globe of force snaps shut around one foe โ Reflex negates, or it is sealed for 1 round per level: it can neither act nor be targeted until the sphere winks out (PF1). Even a boss. |
| ๐ Circle of Death | slot | circleofdeath | sp6 | Lv11 | A ripple of negative energy slays 4d4 HD worth of living creatures, weakest first, none above 9 HD: each must make a Fortitude save or DIE (a boss loses half its life instead). CR stands in for HD (PF1). |
| ๐๏ธ Eyebite | slot | hdladder | sp6 | Lv11 | Your gaze withers one foe, Fortitude negates: 4 HD or less fall COMATOSE, 5-9 HD are PANICKED (they flee for 1 round per level), 10 HD and up are SICKENED for the room (PF1). CR stands in for HD. (Adaptation: one foe per cast, not one per round.) |
| โ๏ธ Mageโs Sword | slot | spiritweapon | sp7 | Lv13 | A blade of pure force hangs over a foe and strikes on each of your turns for 1 round per level โ like Spiritual Weapon, but with +4 to hit and +6 damage (PF1: 4d6+3 force, +CL to hit). Never misses for want of a weapon. |
| ๐ฅ Flaming Sphere | slot | aoe | sp2 | Lv3 | A rolling ball of fire: 3d6 fire to one foe now (Reflex half), and it keeps ROLLING โ on each of your turns it burns your mark for 3d6, Reflex negates, for 1 round per level (PF1). It rides the lingering-storm engine; a bigger storm swallows it. |
| ๐ Prismatic Wall | slot | wall | sp8 | Lv15 | A shimmering wall of seven colors: melee foes can reach at most 2 of them per target each round, and any foe pressing through eats a ray โ 4d6 of a random energy (Reflex half), or 1 in 8 the VIOLET ray: Fortitude or it is unmade (bosses and the unliving shrug the violet). PF1โs seven-layer wall, folded into one crossing. |
| ๐ฅ Mageโs Disjunction | slot | disjunction | sp9 | Lv17 | Every magic on every foe comes apart: a Greater Dispel against each foe on the field (PF1: automatic โ here each foe still gets its dispel check; the item-destroying clause has no surface). |
| ๐ข Shatter | slot | aoe | sp2 | Lv3 | A sonic ring that shivers crystal and metal: one CONSTRUCT takes 1d6 per caster level (max 10d6) sonic, Fortitude half (PF1). Living foes and their gear are untouched here. |
| ๐ซณ Telekinesis | slot | forcepush | sp5 | Lv9 | A violent telekinetic thrust hurls a foe backward โ every melee ally who can act gets a FREE attack against it as it reels (PF1โs violent thrust / bull rush; the thrown-object damage has no surface). You forgo your own strike. |
| ๐ Break Enchantment | slot | cleanse | sp5 | Lv9 | Free an ally from every lasting enchantment at once โ curse, paralysis, slow, blindness โ with one caster-level check against the hostile magic (PF1: 1d20 + CL vs 11 + the effectโs CL). It never dispels a foe. |
| ๐ง Animate Dead | slot | summon | sp4 | Lv7 | Raise 1d4+1 lesser undead (skeletons or ghouls) from the roomโs dead to fight for the party (PF1: 2 HD per caster level of skeletons/zombies; they crumble when the summoning ends). |
| ๐ฏ๏ธ Control Undead | slot | dominate | sp7 | Lv13 | Seize an UNDEAD creature โ Will negates, or it FIGHTS FOR YOU, savaging its own allies each turn (it re-saves each turn; breaks if you fall). Nothing living answers it (PF1). |
| ๐ฑ Ear-Piercing Scream | slot | aoe | sp1 | Lv1 | A shriek of pure sound at one foe: 1d6 sonic per two caster levels (max 5d6) and it is DAZED a round; Fortitude for half and no daze (UM). Adaptation: dazed is the engine's stunned โ the turn is lost either way. |
| ๐ง Frigid Touch | slot | touch | sp2 | Lv3 | A melee touch of killing cold: 4d6 cold and the foe is STAGGERED a round โ one action on its next turn; a natural 20 leaves it staggered for the rest of the room (UM: 1 minute). Adaptation: staggered is the engine's slowed. The undead do not feel the cold. |
| ๐ชจ Stone Call | slot | aoe | sp2 | Lv3 | A rain of dirt, gravel and small stones on up to 6 foes: 2d6 bludgeoning, NO save and no spell resistance (APG). The rubble that lingers as difficult terrain has no surface here. |
| ๐ฌ๏ธ Sirocco | slot | aoe | sp6 | Lv11 | A blast of furnace-hot desert wind over up to 6 foes: 4d6 fire and they are FATIGUED for the room (โ1 to hit and damage); a flyer that fails is torn from the sky โ knocked PRONE, and it takes wing again only once it has stood up. Fortitude halves the damage and negates the rest (APG). Adaptation: the wind covers the field, and the fatigue holds for the room instead of the spell's duration. |
| ๐ฏ๏ธ Bestow Curse | slot | save_debuff | sp4 | Lv7 | Will save or CURSED โ โ4 on all its attacks for the rest of the room. (PF1 offers three curse shapes; the attack-rot is the one that matters in here.) |
| ๐ฆธ Heroism | slot | buff | sp3 | Lv5 | One ally becomes heroic โ +2 to hit and +2 on saves for the rest of the DUNGEON (10 min/level). |
| ๐ Irresistible Dance | slot | save_debuff | sp8 | Lv15 | The foe MUST dance โ NO SAVE (PF1): capering helplessly for 1d4+1 rounds, no actions. Mindless undead and constructs don't hear the tune. |
| ๐ช Mirror Image | slot | mirrorimage | sp2 | Lv3 | Conjure shimmering duplicates (1d4 + 1 per 3 levels, max 8) โ each enemy attack that would hit you instead destroys an image, until they are all gone. Lasts the room. |
| ๐๏ธ Chill Touch | slot | touch | sp1 | Lv1 | A ghostly touch of the grave โ ranged touch for ยฝlevel d6 negative energy (max 5d6); the chill of undeath. No effect on undead. |
| ๐ฉธ Enervation | slot | touch | sp4 | Lv7 | A black ray of soul-draining negative energy โ ranged touch, ยฝlevel d4 (max 8d4); the grave saps the living. No effect on undead. |
| โ ๏ธ Slay Living | slot | savedie | sp5 | Lv9 | A death-touch stops one living heart (no effect on undead/constructs) โ Fortitude save or DIE; a made save still takes heavy damage. |
| โ ๏ธ Summon Undead I | slot | summon | sp1 | Lv1 | Tear ONE lesser undead (CR โ โ1) from the grave to fight for the party for a few rounds. (Doesn't block clearing the room; foes CAN turn on it โ it soaks.) |
| โ ๏ธ Summon Undead II | slot | summon | sp2 | Lv3 | Raise 1d3 lesser undead (CR โ โ1) to fight for the party for a few rounds. |
| โ ๏ธ Summon Undead III | slot | summon | sp3 | Lv5 | Raise 1d4+1 lesser undead (CR โ โ1) โ a shambling horde โ to fight for the party for a few rounds. |
| โ ๏ธ Summon Undead IV | slot | summon | sp4 | Lv7 | Raise 1d4+1 SKELETAL CHAMPIONS (CR 2) to fight for the party for a few rounds. |
| โ ๏ธ Summon Undead V | slot | summon | sp5 | Lv9 | Raise 1d4+1 CR-3 undead (wight / shadow / fire skeleton) to fight for the party for a few rounds. |
| โ ๏ธ Summon Undead VI | slot | summon | sp6 | Lv11 | Raise 1d4+1 CR-4/5 undead (vampire spawn / fungal dead) to fight for the party for a few rounds. |
| โ ๏ธ Summon Undead VII | slot | summon | sp7 | Lv13 | Raise 1d4+1 CR-5/6 undead (fungal dead / skeletal ogre) to fight for the party for a few rounds. |
| โ ๏ธ Summon Undead VIII | slot | summon | sp8 | Lv15 | Raise 1d4+1 FUNGAL ORACLES (CR 7) to fight for the party for a few rounds. |
| โ ๏ธ Summon Undead IX | slot | summon | sp9 | Lv17 | Raise 1d4+1 CR-8/9 undead (vampires / ghoul crusaders) โ an army of the dead โ to fight for the party for a few rounds. |