| Fighter, Monk, Barbarian | Power Attack: For 2 rounds, all melee hits made by the Warrior will stun the opponent for 2 rounds, unless they Save vs. Death with a -4 penalty. Very large enemies cannot be stunned or knocked back. | Critical Strike: Requires: Power Attack. This ability lasts for 1 round; all attacks, whether ranged or melee, made by the Warrior during that round will automatically be a Critical Hit. | Smite: Requires: Critical Strike. This ability lasts for 2 rounds, during which all melee hits cause the victim to be knocked back & stunned for 1 round. All attacks in the 1st round are Critical Hits. | Deathblow: For 2 rounds, each successful hit made by the Warrior will instantly kill any target of 10th Level or lower. | Greater Deathblow: Requires: Deathblow. For 2 rounds, a successful melee hit will cause instant death to any victim who is Level 12 or lower. | Whirlwind Attack: This ability lasts for 1 round, and grants the Warrior 10 attacks in that round (whether ranged or melee), with a -4 penalties to his hit and damage rolls. | Greater Whirlwind: Requires: Whirlwind Attack. This ability lasts for 1 round, and grants the Warrior 10 attacks per round, with no THAC0 or damage penalty. | Hardiness: For 1 round per 2 levels of the Warrior, the Warrior's resistance to physical damage (Clubbing, Slashing, Piercing, Missile) will be increased 40%. | Resist Magic: For 4 rounds, the Warrior's base Magic Resistance is set to 50%. If the Warrior already has more than 50% (Base + Adjust), there will be no effect. | War Cry: All enemies within 30' must Save vs. Spells or be paralyzed with fear for 1D4 rounds.
| Paladin
| Power Attack: For 2 rounds, all melee hits made by the Paladin will stun the opponent for 2 rounds, unless they Save vs. Death with a -4 penalty. Very large enemies cannot be stunned or knocked back.
| Critical Strike: Requires: Power Attack. This ability lasts for 1 round; all attacks, whether ranged or melee, made by the Paladin during that round will automatically be a Critical Hit.
| Smite: Requires: Critical Strike. This ability lasts for 2 rounds, during which all melee hits cause the victim to be knocked back & stunned for 1 round. All attacks in the 1st round are Critical Hits.
| Deathblow: For 2 rounds, each successful hit made by the Paladin will instantly kill any target of 10th Level or lower.
| Greater Deathblow: Requires: Deathblow. For 2 rounds, a successful melee hit will cause instant death to any victim who is Level 12 or lower.
| Whirlwind Attack: This ability lasts for 1 round, and grants the Paladin 10 attacks in that round (whether ranged or melee), with a -4 penalties to his hit and damage rolls.
| Greater Whirlwind: Requires: Whirlwind Attack. This ability lasts for 1 round, and grants the Paladin 10 attacks per round, with no THAC0 or damage penalty.
| Hardiness: For 1 round per 2 levels of the Paladin, the Paladin's resistance to physical damage (Clubbing, Slashing, Piercing, Missile) will be increased 40%.
| Resist Magic: For 4 rounds, the Paladin's base Magic Resistance is set to 50%. If the Paladin already has more than 50% (Base + Adjust), there will be no effect.
| War Cry: All enemies within 30' must Save vs. Spells or be paralyzed with fear for 1D4 rounds.
| Summon Deva: This Ability calls down a celestial Deva, a powerful ally, to assist the caster. Only 1 Deva may serve the caster at a time.
| Ranger
| Power Attack: For 2 rounds, all melee hits made by the Ranger will stun the opponent for 2 rounds, unless they Save vs. Death with a -4 penalty. Very large enemies cannot be stunned or knocked back.
| Critical Strike: Requires: Power Attack. This ability lasts for 1 round; all attacks, whether ranged or melee, made by the Ranger during that round will automatically be a Critical Hit.
| Smite: Requires: Critical Strike. This ability lasts for 2 rounds, during which all melee hits cause the victim to be knocked back & stunned for 1 round. All attacks in the 1st round are Critical Hits.
| Deathblow: For 2 rounds, each successful hit made by the Ranger will instantly kill any target of 10th Level or lower.
| Greater Deathblow: Requires: Deathblow. For 2 rounds, a successful melee hit will cause instant death to any victim who is Level 12 or lower.
| Whirlwind Attack: This ability lasts for 1 round, and grants the Ranger 10 attacks in that round (whether ranged or melee), with a -4 penalties to his hit and damage rolls.
| Greater Whirlwind: Requires: Whirlwind Attack. This ability lasts for 1 round, and grants the Ranger 10 attacks per round, with no THAC0 or damage penalty.
| Hardiness: For 1 round per 2 levels of the Ranger, the Ranger's resistance to physical damage (Clubbing, Slashing, Piercing, Missile) will be increased 40%.
| Resist Magic: For 4 rounds, the Ranger's base Magic Resistance is set to 50%. If the Ranger already has more than 50% (Base + Adjust), there will be no effect.
| War Cry: All enemies within 30' must Save vs. Spells or be paralyzed with fear for 1D4 rounds.
| Tracking: The Ranger uses this skill to find out what kind of creatures in the area, and in what general direction they lay.
| Cleric
| Aura of Flaming Death: This spell lasts 1 round per 2 caster levels. It grants the caster 90% Fire Resistance, a -4 AC bonus and immunity to Normal Weapons, and any enemy in melee range who hits the caster (with a weapon or spell) takes 2D10+2 fire damage.
| Earth Elemental Transformation: For 3 turns, the Cleric becomes an Earth Elemental, with 24D8 HP, an AC of -5, a THAC0 of 2, and each melee hit does 2D10 blunt damage. Shifting back to original form also heals the Cleric of 3D10 hitpoints.
| Fire Elemental Transformation: This ability is exactly the same as the Earth Elemental Transformation, except that the Fire Elemental's melee attacks do 1D10 (Blunt) plus 1D10 (Fire).
| Elemental Summoning: 9/10ths of the time, this spell will summon 2 powerful Elementals (chosen randomly from Air, Earth, Fire) for 10 rounds. The other 10% of the time, a single, more powerful, Elemental Prince will come.
| Energy Blades: This spell forms disks from magical energy, to be used as throwing weapons. There is 1 disk per level of the caster. They strike as a +5 weapon, grant a -10 THAC0 bonus, set #Attacks/Round to 9, and do 1D4+5 (missile) plus 1D10 (electric). If not used, the disks will fade after 4 turns.
| Globe of Blades: For 1 turn, the caster will be surrounded by a swirling aura of blades. All creatures within melee range will take 10D10 slashing damage for each round they remain within the field.
| Implosion: This spell does 10D10 (Blunt) + 10D10 (Fire) damage to a single victim, who may Save vs. Spells for half damage, and will be Held for 1 round (no Save).
| Mass Raise Dead: This spell with Raise up to 5 dead party members, and also heals them of 3D10 HP, plus 1 HP per level of the caster.
| Storm of Vengeance: This spell creates a powerful stormcloud, blanketing the area within 30' of a point chosen by the caster. All enemies of Level 8 or lower caught within the cloud are killed, and for 3 rounds, any survivors take 1D6(Acid rain), 1D6(Fire), and 1D6(Electrical) damage per round, with a Save vs. Spells for half.
| Summon Deva: This spell calls down a powerful celestial Deva from the heavens to assist the caster and his party. This spell is only open to Good or Neutral Clerics. All Devas are immune to Normal and +1 weapons.
| Summon Fallen Deva: Only available to Evil or Neutral Clerics, this spell summons up a powerful Fallen Deva from the Abyss to fight for the caster. All Devas wield a +3 Mace that has a chance of destroying Undead on contact.
| Druid
| Aura of Flaming Death: This spell lasts 1 round per 2 caster levels. It grants the caster 90% Fire Resistance, a -4 AC bonus and immunity to Normal Weapons, and any enemy in melee range who hits the caster (with a weapon or spell) takes 2D10+2 fire damage.
| Earth Elemental Transformation: For 3 turns, the Druid becomes an Earth Elemental, with 24D8 HP, an AC of -5, a THAC0 of 2, and each melee hit does 2D10 blunt damage. Shifting back to original form also heals the Druid of 3D10 hitpoints.
| Fire Elemental Transformation: This ability is exactly the same as the Earth Elemental Transformation, except that the Fire Elemental's melee attacks do 1D10 (Blunt) plus 1D10 (Fire).
| Elemental Summoning: 9/10ths of the time, this spell will summon 2 powerful Elementals (chosen randomly from Air, Earth, Fire) for 10 rounds. The other 10% of the time, a single, more powerful, Elemental Prince will come.
| Greater Elemental Summoning: Requires: Elemental Summoning. This spell summons an Elemental Prince directly, 100% of the time.
| Energy Blades: This spell forms disks from magical energy, to be used as throwing weapons. There is 1 disk per level of the caster. They strike as a +5 weapon, grant a -10 THAC0 bonus, set #Attacks/Round to 9, and do 1D4+5 (missile) plus 1D10 (electric). If not used, the disks will fade after 4 turns.
| Globe of Blades: For 1 turn, the caster will be surrounded by a swirling aura of blades. All creatures within melee range will take 10D10 slashing damage for each round they remain within the field.
| Implosion: This spell does 10D10 (Blunt) + 10D10 (Fire) damage to a single victim, who may Save vs. Spells for half damage, and will be Held for 1 round (no Save).
| Mass Raise Dead: This spell with Raise up to 5 dead party members, and also heals them of 3D10 HP, plus 1 HP per level of the caster.
| Storm of Vengeance: This spell creates a powerful stormcloud, blanketing the area within 30' of a point chosen by the caster. All enemies of Level 8 or lower caught within the cloud are killed, and for 3 rounds, any survivors take 1D6(Acid rain), 1D6(Fire), and 1D6(Electrical) damage per round, with a Save vs. Spells for half.
| Summon Deva: This spell calls down a powerful celestial Deva from the heavens to assist the caster and his party. All Devas can cast a small assortment of Cleric spells.
| Summon Fallen Deva: This spell allows the Druid to summon up a powerful Fallen Deva from the Abyss to fight for the caster.
| Bard
| Enhanced Bard Song: This replaces the Bard's current Song. While playing, the Bard gets a -10 AC bonus and 10% Magic Resistance bonus. His allies get -4 to AC, +5% MR, +4 to their hit & damage rolls, and become immune to Confusion, Fear, Stun, and Normal Weapons.
| Use Any Item: The Bard is able to use any item, regardless of race, class, or alignment restrictions. Stat-based restrictions (e.g. "You must have 18 WIS to use this") still apply.
| Alchemy: The Bard is able to create a potion, picked at random from the following: Master Thievery, Perception, Extra Healing, Superior Healing, Regeneration, Antidote, Oil of Speed, or a special Potion of Frost Giant Strength that only Rogues can use.
| Scribe Scrolls: The Bard can randomly create a scroll of 1 of the following: Magic Missile, Haste, Fireball, Dispel Magic, Dire Charm, Invisibility, Cone of Cold, Monster Summoning II, or Monster Summoning III.
| Avoid Death: This ability lasts for 5 rounds, during which the Bard's Save vs. Death gets a -5 bonus. The Bard also gains 20 temporary hitpoints, and is immune to all instant-kill spells.
| Evasion: For 3 rounds, the Bard gains a -4 AC bonus and -2 bonuses to all his Saving Throws.
| Greater Evasion: Requires: Evasion. For 5 rounds, the Bard enjoys a -6 bonus to AC and -3 to Saving Throws, and immunity to Normal Missiles. His walking speed is increased by 2 points.
| Magic Flute: This Ability creates a Flute (Quick Item) capable of casting: Resist Fear x1, Globe of Invulnerability x1, and Delayed Blast Fireball x3. The Flute will fade after 1 day.
| Set Exploding Trap: This ability allows the Bard to set a Trap that, when triggered, will release a Fireball that does 10D6 damage and knocks enemies back (Save vs. Spells for half and avoid knockback). The Bard is presumed to have a 100% Set Traps skill.
| Set Spike Trap: A Spike Trap will deal 20D6 damage to the single creature that triggers it. The Bard is assumed to have 100% Set Snares ability.
| Set Time Trap: This Trap, when sprung, will Stop Time for 10 seconds, for everyone except the Bard that set the Trap. The Bard's Set Snares skill is considered to be 100%.
| Thief
| Use Any Item: The Thief is able to use any item, regardless of race, class, or alignment restrictions. Note that being able to use a Halberd does not mean that you can put weapon points into Halberd. Stat-based restrictions (e.g. "You must have 15 INT to use this") still apply.
| Alchemy: The Thief is able to create a potion, picked at random from the following: Master Thievery, Perception, Extra Healing, Superior Healing, Regeneration, Antidote, Oil of Speed, or a special Potion of Frost Giant Strength that only Rogues can use.
| Scribe Scrolls: Requires: Use Any Item. The Thief will randomly create a scroll of 1 of the following: Magic Missile, Haste, Fireball, Dispel Magic, Dire Charm, Invisibility, Cone of Cold, Monster Summoning II, or Monster Summoning III.
| Assassination: For 1 round, each of the Thief's melee hits will count as a Backstab, using the Thief's Backstab modifier to multiply damage. Using illegal Backstab weapons will negate the multiplier.
| Avoid Death: This ability lasts for 5 rounds, during which the Thief's Save vs. Death gets a -5 bonus. The Thief also gains 20 temporary hitpoints, and is immune to all instant-kill spells.
| Evasion: For 3 rounds, the Thief gains a -4 AC bonus and -2 bonuses to all his Saving Throws.
| Greater Evasion: Requires: Evasion. For 5 rounds, the Thief enjoys a -6 bonus to AC and -3 to Saving Throws, and immunity to Normal Missiles. His walking speed is increased by 2 points.
| Set Exploding Trap: This ability allows the Thief to set a Trap that, when triggered, will release a Fireball that does 10D6 damage and knocks enemies back (Save vs. Spells for half and avoid knockback). The Thief's Set Snare ability is assumed to be 100%.
| Set Spike Trap: A Spike Trap will deal 20D6 damage to the single creature that triggers it. The Thief's Set Snares skill is considered to be 100%.
| Set Time Trap: This Trap, when sprung, will Stop Time for 10 seconds, for everyone except the Thief that set the Trap. The Thief's Set Snares ability is presumed to be 100%.
| Mage, | Sorcerer Extra Level 6 Spell: The Wizard is able to memorize and cast 1 additional Level 6 spell per day.
| Extra Level 7 Spell: Requires: Extra Level 6 Spell. The Wizard is able to memorize and cast 1 additional Level 7 spell per day.
| Extra Level 8 Spell: Requires: Extra Level 7 Spell. The Wizard is able to memorize and cast 1 additional Level 8 spell per day.
| Comet: This spell makes a comet strike the earth at a point chosen by the caster. The blast wave does 10D10 damage and knocks down enemies�they must also Save vs. Death or be stunned for 1D4 rounds.
| Dragon's Breath: This spell creates a powerful version of the Fireball: It does 20D10 damage and knocks enemies away from the caster (Save vs. Breath for half damage and avoid Knockback).
| Energy Blades: This spell forms disks from magical energy, to be used as throwing weapons. There is 1 disk per level of the caster. They strike as a +5 weapon, grant a -10 THAC0 bonus, set #Attacks/Round to 9, and do 1D4+5 (missile) plus 1D10 (electric). If not used, the disks will fade after 4 turns.
| Improved Alacrity: For 2 rounds, as soon as the Wizard finishes casting one spell, he can instantly begin casting another.
| Summon Planetar: This spell enables Good and Neutral Wizards to call down a mighty Planetar from the heavens to aid them in their battles. All Planetars are immune to Normal and +1 Weapons, and wield a +3 Vorpal 2-Handed Sword.
| Summon Dark Planetar: Only open to Evil and Neutral Wizards, this spell opens an Abyssal Gate to admit a mighty Dark Planetar to fight for the caster. All Planetars can cast a variety of Wizard, Cleric and Druid spells (including Insect Plague).
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