High-Level Ability Pools, by Class

High-Level Abilities written in italics may only be chosen once, as once is enough�most of them are high-level spells that are written to your Mage Book or Priest Scroll when you choose the ability. Abilities that are not italicized may be chosen multiple times, as this increases the number of times per day you can use that ability. Some High-Level Abilities will not be available to you on your first Level Up after passing 3 million EXP: Some Abilities have other Abilities as their prerequisites, and some are delayed for other reasons (The high-level Wizard spells are added to the Level 9 page of your spellbook, and will not be open to you until you can cast Level 9 Spells). You may use your Abilities at the rate of 1 per round.
The high-level Wizard spells are not truly part of any school of Wizard magic, and therefore may be learned by any of the Specialist Mages. Also, although they appear on the Level 9 page of the Mage Book, they are not Level 9 Spells, and do not count toward the Sorcerer's limit of 5 spells from Level 9.

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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