Carpathian Race Update [Archive] - Wizards Community

Post/Author/DateTimePost
Raillyn

01-21-08, 11:24 AM
This is in response to http://forums.gleemax.com/wotc_archive/index.php/t-284131

I found information and tried to sum this race up in its our category. Tell me what you think. Ive combined what I found and what the original poster had, and what spells they typically would have for the race.

Raihanna@hotmail.com

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Carpathian Race

Medium Humanoid Elf like
Unable to Take prestige classes, since they start off high they are considered prestige from level 1.

Abilities: STR+4, Dex+4, Con+2, Wis+2, Cha+4
Carpathians, both male and female are very physically strong and rather resilient. The entire race is known for its dexterous nature and due to their long life span have a large supply of knowledge. Every member of the race has strikingly good looks and elf like features.

Natural Armor +3
120ft Dark vision.
Spell Resistance: 10+class levels
Scent (Ex)
Sense undead
Immune to sleep, hot, cold, Alcohol, Drugs, normal poison, Disease – Rests to regain spells
Grapple +2
Keen Senses: +2 listen, search, spot, listen, move silent, hide, sneak, bluff, knowledge of choice.

Languages - Common, under common + 5 bonus languages picked at start.

Home – Mountainous area Full of trees and forests.

ECL if any-
+3 As is Level Adjustment /(Halfbreeds receive -1 to stats)
+2/(Halfbreeds receive -1 to stats) dark vision down to 60ft and reduced the natural armor +2 SR 5+ class levels
+1/(Halfbreeds receive -1 to stats) STR +3 Dex +3 Con +2 Wis +2 Cha+3 and Dark vision down to 60ft and reduced the natural armor +2 No SR
No ECL & no ECL Halfbreeds – STR +2 Dex +2 Con +1 Wis +1 Cha+2 and Dark vision down to 60ft and reduced the natural armor +1 and No SR

Favored Class – Any, Typically as a full Carpathian they choose a Carpathian class, if not then they cannot advance in Carpathian skills. Also half breeds can play like a full Carpathian, Dragon seeker, or regular character class.

Alignment: Usually Lawful Neutral, unless playing a male then can be anywhere from Lawful Neutral to Evil.

Adulthood: Middle: Old: Venerable: Maximum age:
200 500 1000 1500 -
a Carpathian is effectively immortal as far as age is concerned. And gets no penalties for aging (It still gets bonuses).

Height and Weight: As Elf

Blindsense- 5 ft per level after level 5 up to 25 feet Dragon seekers up to 50 ft.

Weapon and Armor Proficiency: Carpathians are proficient with the club, dagger, heavy crossbow, light crossbow, quarter staff, natural attacks and short spear. They are not proficient with any type of armor or shield. Armor does not, however, interfere with the manifestation of powers. Typically leather or light armor is worn.

Overview-

Carpathians are loyal and honorable to one another. There favorite enemy is undead. Half breeds are typically born when a male mates outside the Carpathian race. A half Carpathian is effectively immortal as far as age is concerned. and gets no penalties for aging (It still gets Carpathian bonuses).This mating can result in a half blooded Carpathian who has a possibility of learning as a Carpathian, regular class or dragon seeker if the character chooses to revile the dragon mark.

Death or to kill a Carpathian- Carpathians can ONLY be kill by removing the heart from the body, and keeping it away from the body. Both body and heart must be burned quickly to ash. Ash has to be separated over very far distance or ash will crawl together and reform overtime. The heart will naturally try and regroup with the rest of the body.

Immortality – If killed in battle Carpathian goes to ground for 1D6 rounds and heals 2 Hp per rounds until Hp reaches 1 then Carpathian rises from the ground. Carpathians are blessed and cursed. Their race is old and is in tune with nature but they do not die easy, and most males succumb to evil overtime. They are a secluded race, and very honor driven. (Personal goals/racial goals)


Personality-
Males – ALL males lose the ability to see in color and feel emotions over time 150+ years. Males will only get their color and emotions returned when they find their true mate.

Over time if a male succumbs to true evil and kills without remorse, purpose or reason the male becomes vampire. Once a Carpathian male "turns" he is a danger to humanoids and Carpathians alike, a threat that must be eliminated.

Females-
Females are severely weaker then males during their first 2 years of life. Fatality rate is high among infants unless combination of blood, herb, and milk food is given. Females are rare and guarded above all else. They are often forced to follow male laws for protection. Some are allowed outside their world.

Poisons-

Vampire blood – poisons Carpathian, typical poison symptoms, the longer the poison remains in the body, 1D6 days sleep will be enforced upon them. Poison can be eradicated by a Carpathian healer, cleric or Carpathian made antidote, taken 2-3 times.

Hunter poison – Very fast working poison that forces Carpathian into a sleep within the hour of injection can only be cured by a Carpathian healer or high level cleric.

Abilities and Skills-
Conversion – ALL CARPATHIAN SKILL large amounts of blood are exchanged 3 times over a period of time turns the exchanger into a Carpathian forcing their body to go through the conversion. This can be done on purpose or through healing if the person is beyond fatally wounded. Character begins to gain Carpathian abilities by DMs digression, since character becoming Carpathian will have already started as another race and class.

Natural manipulation of elements (non dragon seeker)
Damage per level –

Carpathian Spontaneous Casting -
Level 1-1d4
Level 3-1d6
Level 6-1d8
Level 8-2d6
Level 10-3d6
Level 12-4d6
Level 15-6d6
Level 17-8d6
Level 20-12d6


Dragon Seeker Spontaneous Casting –
Level 1- 1d8
Level 3-1d10
Level 6- 2d8
Level 8-3d8
Level 10- 4d8
Level 12- 6d8
Level 15- 8d8
Level 17- 12d8
Level 20-16d8



Claw and bite attacks: C1d4, B1d6. A Carpathians teeth and hands can become razor sharp weapons at will.

Blood Drain (Ex): A Carpathian can suck the blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 Con drain each round the pin is maintained. On each successful attack, the Carpathian gains 5 temporary hit points. A Carpathian must feed on one medium sized creature that has blood once a day or it will begin “starvation”.

Alternate Form (Su): A Carpathian can assume the form of a large cat of choice (tiger, leopard, ect) or large dog/wolf like creature, as a standard action. This ability is similar to a polymorph spell cast by a 12th-level, except that the Carpathian does not regain hit points from changing form and must choose from among the forms listed above. While in this form, the Carpathian gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise.
Animal forms – The longer a Carpathian remains in an animal form the more animal they become. Over time they can forget human behavior.

Sleep of the Dead (Ex): A Carpathian only regains health if it is in the soil of the earth. At these times its heart and lungs will completely shut down. Regaining hit points like elves.

Open Grave (Sp): The Carpathian can open a grave shaped and sized pit in the ground that allows the Carpathian to sleep in peace. At the time of awakening, the ground will automatically part to let her out.

Light Blindness: Abrupt exposure to bright light (Such as sunlight or the daylight spell) blinds the Carpathian for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

Sunlight Death: A Carpathian who is out in natural sunlight before noon will die within 1D6 rounds HP lose is 1D8 per round. At or around noon it will die in 2 rounds HP lose is 1D10 (Total). They are more resilient in the sun than a vampire is because they haven’t forsaken their soul by killing without any regard or care. The race has a strict set of beliefs that they follow to prevent one of their own from 'turning' vampire.

Sun Walk: Upon higher levels Carpathian players can learn to walk in the sun. Abrupt exposure to sunlight will still blind them. This only protects them from Sunlight death. This is a skill typically given to Carpathians upon reaching 15th level. It is DM’s digression if this is given sooner.

Fly See Players Handbook Page 232– Level 6

Gaseous Form forms see Players Handbook page 234 – Level 8








Classes (Carpathian blooded only)

Warrior – MALE ONLY A Carpathian that specializes in killing undead. Receives +2 against undead attacks This Carpathian specializes in most Carpathian skills and abilities, typically not very good at healing. They can control elements and use them to eradicate enemy. (Monk type)

Guards and Wards – See Players handbook page 237

Voice Compulsion- Able to use voice to compel one to user’s intent, to calm down, to attack, to eat/drink, ect. This can be used unintentionally in situations depending on emotions. (Received from bonus spells)

Telepathy – Mental connections that are formed with Carpathians and their chosen person ect. This is done when a Carpathian exchanges a small amount of blood with their chosen. This grants the Carpathian to speak directly through the mind of a private link. ~See “Correspond” in the Expanded Psionics page 71~

It is considered rude and intruding to intentionally listen to their chosen’s thoughts and intentions. Unless reason is given, harm, or a need to discover.

Bedazzle – ability to enthrall/charm victim. Ability to erase or lock memories and events away from the victim so they do not remember ability to plant fake memories in place of erased making the victim thinks nothing is wrong. Typically used when feeding to prevent killing the victim. “Modify Memory” Players Handbook page 255

Hit Dice – D8


Fighter- Carpathian that specializes in most Carpathian skills and abilities, typically not very good at healing, if a female chooses this classes a male typically is watching or is a shadow (Fighter type Progression)

Guards and Wards – See Players handbook page 237

Voice Compulsion- Able to use voice to compel one to user’s intent, to calm down, to attack, to eat/drink, ect. This can be used unintentionally in situations depending on emotions. (Received from bonus spells)

Telepathy – Mental connections that are formed with Carpathians and their chosen person ect. This is done when a Carpathian exchanges a small amount of blood with their chosen. This grants the Carpathian to speak directly through the mind of a private link. ~See “Correspond” in the Expanded Psionics page 71~

It is considered rude and intruding to intentionally listen to their chosen’s thoughts and intentions. Unless reason is given, harm, or a need to discover.

Bedazzle – ability to enthrall/charm victim. Ability to erase or lock memories and events away from the victim so they do not remember ability to plant fake memories in place of erased making the victim thinks nothing is wrong. Typically used when feeding to prevent killing the victim. “Modify Memory” Players Handbook page 255

Ancient – MALE ONLY advanced Carpathian that specializes in all Carpathian skills and abilities, typically not very good at healing. (Specialized Fighter type)

Guards and Wards – See Players handbook page 237

Voice Compulsion- Able to use voice to compel one to user’s intent, to calm down, to attack, to eat/drink, ect. This can be used unintentionally in situations depending on emotions. (Received from bonus spells)

Telepathy – Mental connections that are formed with Carpathians and their chosen person ect. This is done when a Carpathian exchanges a small amount of blood with their chosen. This grants the Carpathian to speak directly through the mind of a private link. ~See “Correspond” in the Expanded Psionics page 71~

It is considered rude and intruding to intentionally listen to their chosen’s thoughts and intentions. Unless reason is given, harm, or a need to discover.

Bedazzle – ability to enthrall/charm victim. Ability to erase or lock memories and events away from the victim so they do not remember ability to plant fake memories in place of erased making the victim thinks nothing is wrong. Typically used when feeding to prevent killing the victim. “Modify Memory” Players Handbook page 255

Hit Dice – D10


Nature Walker- Nature Walkers, have Carpathian skills of choice they wish to specialize in by type (healer/warrior/fighter/mage) Does not abide by typical mage spell casting can cast as many times they want up to 10th level Druid spells.
(No armor other then light or leather or weapons use natural attacks and spells only)

Spontaneous Casting, 1 Druid spell per level up to 10th level spells. Also receive a -1 to all spells per day per level, except bonus spells.

Guards and Wards – See Players handbook page 237

Voice Compulsion- Able to use voice to compel one to user’s intent, to calm down, to attack, to eat/drink, ect. This can be used unintentionally in situations depending on emotions. (Received from bonus spells)

Telepathy – Mental connections that are formed with Carpathians and their chosen person ect. This is done when a Carpathian exchanges a small amount of blood with their chosen. This grants the Carpathian to speak directly through the mind of a private link. ~See “Correspond” in the Expanded Psionics page 71~

It is considered rude and intruding to intentionally listen to their chosen’s thoughts and intentions. Unless reason is given, harm, or a need to discover.

Bedazzle – ability to enthrall/charm victim. Ability to erase or lock memories and events away from the victim so they do not remember ability to plant fake memories in place of erased making the victim thinks nothing is wrong. Typically used when feeding to prevent killing the victim. “Modify Memory” Players Handbook page 255

Hit Dice – D8


Healer-
Master of healing living beings, master of sensing emotions, enthralling, voice compulsion, wards, and telepathy, can control elements but not a master with them. Knows what natural nature made items can be used for healing and can create healing potions ect.
Healing light – the healer is able to become light and enter the wounded body, healing from the inside out. Blood and energy is required to do this healer must feed and rest after healing is complete to recharge spell. The more fatal the wound is the more rest and blood is required, 1D4 days rest and 1-2 victims for blood. For minor wounds and scratches small amounts of rest and blood is needed. Healer will feel fatigued and rest is required, to recharge spells. ~See Cleric Spell list for Cure Wound spell Progression~

Guards and Wards – See Players handbook page 237

Voice Compulsion- Able to use voice to compel one to user’s intent, to calm down, to attack, to eat/drink, ect. This can be used unintentionally in situations depending on emotions. (Received from bonus spells)

Telepathy – Mental connections that are formed with Carpathians and their chosen person ect. This is done when a Carpathian exchanges a small amount of blood with their chosen. This grants the Carpathian to speak directly through the mind of a private link. ~See “Correspond” in the Expanded Psionics page 71~

It is considered rude and intruding to intentionally listen to their chosen’s thoughts and intentions. Unless reason is given, harm, or a need to discover.

Bedazzle – ability to enthrall/charm victim. Ability to erase or lock memories and events away from the victim so they do not remember ability to plant fake memories in place of erased making the victim thinks nothing is wrong. Typically used when feeding to prevent killing the victim. “Modify Memory” Players Handbook page 255

Hit Dice – D8

(Cleric type spells)

1st +0 +0 +0 +2
2nd +1 +0 +0 +3
3rd +1 +1 +1 +3
4th +2 +1 +1 +4
5th +2 +1 +1 +4
6th +3 +2 +2 +5
7th +3 +2 +2 +5
8th +4 +2 +2 +6
9th +4 +3 +3 +6
10th +5 +3 +3 +7
11th +5 +3 +3 +7
12th +6/+1 +4 +4 +8
13th +6/+1 +4 +4 +8
14th +7/+2 +4 +4 +9
15th +7/+2 +5 +5 +9
16th +8/+3 +5 +5 +10
17th +8/+3 +5 +5 +10
18th +9/+4 +6 +6 +11
19th +9/+4 +6 +6 +11
20th +10/+5 +6 +6 +12


Levels Spell per day
class spell 0 1 2 3 4 5 6 7 8 9
1 3 1 - - - - - - - -
2 4 2 - - - - - - - -
3 4 2 1 - - - - - - -
4 5 3 2 - - - - - - -
5 5 3 2 1 - - - - - -
6 5 3 3 2 - - - - - -
7 6 4 3 2 1 - - - - -
8 6 4 3 3 2 - - - - -
9 6 4 4 3 2 1 - - - -
10 6 4 4 3 3 2 - - - -
11 6 5 4 4 3 2 1 - - -
12 6 5 4 4 3 3 2 - - -
13 6 5 5 4 4 3 2 1 - -
14 6 5 5 4 4 3 3 2 - -
15 6 5 5 5 4 4 3 2 1 -
16 6 5 5 5 4 4 3 3 2 -
17 6 5 5 5 5 4 4 3 2 1
18 6 5 5 5 5 4 4 3 3 2
19 6 5 5 5 5 5 4 4 3 3
20 6 5 5 5 5 5 4 4 4 4


+2 bonuses spell to cover “clerics 2 domains spell”

Level 0 –
Cure Minor Wounds – Cures 1 point of Damage
Detect Magic(PH p219) – Detects spells and magic items within 60’.
Detect Poison(PH p219) – Detects poison in one creature or small object.
Inflict Minor Wounds(PH p244) – Touch attack, 1 point of damage.
Purify Food and Drink(PH p267) – Purifies 1 cubic foot per level of food or water.
Read Magic(PH p269) – Reads scrolls and spell books.

Level 1-
Cure Light Wounds – Cures 1D8 points’ damage +1 point per caster level
Bless Water(PH p205) – Makes Holy Water.
Deathwatch(PH p217) – Reveals how near death subjects within 30’ are.
Detect Chaos(PH p218) – Reveals chaotic creatures, spells, or objects.
Detect Evil(PH p218) – Reveals evil creatures, spells, or objects.
Detect Good(PH p219) – Reveals good creatures, spells, or objects.
Detect Law(PH p219) – Reveals lawful creatures, spells, or objects.
Detect Undead(PH p220) – Reveals undead within 60’.
Glimpse of Fear(DR333 p71) – A flash of horror causes the target to become shaken.
Grave Strike(CAdv p150) – Swift. You can Sneak attack Undead for 1 round.
Hide from Undead(PH p241) – Undead can’t perceive one subject per level.
Inflict Light Wounds(PH p244) – Touch deals 1d8 damage +1 per level (max +5).
Obscuring Mist(PH p258) – Fog surrounds you.
Omen of Peril(CDiv p171)(RoD p166) – You know how dangerous the future will be.
Protection from Chaos(PH p266) – +2 bonus to AC & saves against chaos, counters mind control, & hedges out elementals & outsiders.
Protection from Evil(PH p266) – +2 bonus to AC & saves against evil, counters mind control, & hedges out elementals & outsiders.
Protection from Good(PH p266) – +2 bonus to AC & saves against good, counters mind control, & hedges out elementals & outsiders.
Protection from Law(PH p266) – +2 bonus to AC & saves against law, counters mind control, & hedges out elementals & outsiders.
Remove Fear(PH p271) – Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Sanctuary(PH p274) – Opponents can’t attack you and you can’t attack.
Scholar’s Touch(RoD p167) – Read book in seconds.
Summon Monster I(PH p285) – Summons an extraplanar creature to fight for you.
Summon Undead I(PGF p114) – Summons undead to fight for you.
Vision of Heaven(BoED p111) – Evil creature is dazed for 1 round

Level 2-
Cure Moderate Wounds - Cures 2D8 points’ damage +1 point per caster level
Aura against Flame(MoF p78) – Ignore 12 flame damage/round and extinguish fires.
Consecrate(PH p212) – Fills area with positive energy, making undead weaker.
Darkness(PH p216) – 20’ radius of supernatural shadow.
Death Knell(PH p217) – Kills dying creature; you gain 1d8 temporary hp, +2 Strength, and 1 level.
Deific Vengeance(CDiv p161) – God’s punishment deals 1d6 damage per two levels (max 5d6).
Delay Poison(PH p217) – Stops poison from harming subject for 1 hour per level.
Dispel Ward(DR313 p90) – As Dispel Magic, but only dispels Abjuration spells cast on objects and/or areas.
Divine Insight(CAdv p147) You gain Insight bonus of 5 + caster level on one single skill check.
Ease Pain(BoED p97) – Remove lingering effects of pain.
Estanna’s Stew(BoED p99) – Conjures stew the heals 1d6+1 per serving (one serving per two levels).
Find Traps(PH p230) – Notice traps as a rogue does.
Gentle Repose(PH p234) – Preserves one corpse.
Healing Lorecall(CAdv p151) If you have 5 or more ranks in Heal, you can remove harmful conditions with Conjuration (healing) spells.
Hold Person(PH p241) – Paralyzes one person for up to 1 round per level.
Inflict Moderate Wounds(PH p244) – Touch attack, 2d8 +1 per level (max +10).
Insignia of Alarm(RoD p166) – Alert the bearers of a special insignia.
Remove Addiction(BoED p105) – Cures target of drug addiction.
Remove Paralysis(PH p271) – Frees one or more creatures from paralysis, hold, or Slow.
Resist Energy(PH p246) – Ignores the first 10 (or more) points of damage per attack from a specified energy type.
Restoration, Lesser(PH p272) – Dispels magic ability penalty or repairs 1d4 ability damage.
Shield Other(PH p278) – You take half of subject’s damage.
Silence(PH p279) – Negate sound in 15’ radius.
Sound Burst(PH p281) – Deals 1d8 sonic damage to subjects; may stun them.
Summon Monster II(PH p286) – Summons an extraplanar creature to fight for you.
Summon Undead II(PGF p114) – Summons undead to fight for you.
Undetectable Alignment(PH p297) – Conceals alignment for 24 hours.
Unseen Crafter(RoE p191) – Invisible force obeys your command and can use the Craft skill.
Venomous Volley(DR330 p73) – Cone of fangs damages and weakens targets.

Level 3 –
Cure Serious Wounds - Cures 3D8 points’ damage +1 point per caster level
Affliction(BoED p89) – Infects an Evil subject with a chosen Affliction (a disease that only affect Evil creatures).
Animate Dead(PH p198) – Creates undead skeletons and zombies.
Bestow Curse(PH p203) – Subject either receives a –6 on one ability; –4 penalty on attacks, saves, and skill checks; or 50% chance of losing each action.
Blessed Aim(CDiv p154) – +2 bonus of allies’ ranged attacks.
Blessed Sight(BoED p92) – Evil auras become visible to you.
Blindness/Deafness(PH p206) – Makes subject blind or deaf.
Blindsight(PGF p100) – Subject gains blindsight 30’ for 1min/lvl.
Briar Web(CDiv p156) – Area entangles creatures and thorns deal 2d6 damage.
Burrow(Und p56) – Subject grows claws and gains a Burrowing speed of 10’.
Contagion(PH p213) – Infects subject with chosen disease.
Continual Flame(PH p213) – Makes a permanent, heatless torch.
Create Food and Water(PH p214) – Feeds 3 humans (or 1 horse) per level.
Dark Way(MoF p87) – Creates unbreakable bridge supporting up to 200 pounds per level.
Darkfire(MoF p86) (LoD p186) – As Produce Flame, but dark flames visible only with darkvision.
Deeper Darkness(PH p217) – Object sheds supernatural shadow in 60’ radius.
Delay Death(RoD p165) – Losing hit points doesn’t kill the subject.
Detect Metal and Minerals(RoF p189) – Reveals metal & minerals within 60’.
Dispel Magic(PH p223)(PH3.5e)+ – Cancels magical spells and effects.
Energize Potion(BoED p98) – Transforms a potion into a grenade that deals energy damage in a 10’ radius burst.
Furnace Within(RoE p185) – Flames burst from your body, dealing 1d8 per level damage in a 10’ radius.(Dragon seeker only)
Glyph of Warding(PH p236) – Inscription harms those who pass it.
Heart’s Ease(BoED p100) – Remove fear, despair, confusion, insanity, and some mind-influencing effects; restores 2d4 points of temporary Wisdom damage.
Inflict Serious Wounds(PH p244) – Touch attack, 3d8 +1 per level (max +15).
Insignia of Blessing(RoD p166) – Bearers of a special insignia gain +1 Morale bonus on attacks and saves against fear.
Insignia of Healing(RoD p166) – Bearers of a special insignia are healed 1d8 + 1/lvl hit-points (max 1d8+10).
Insignia of Warding(RoD p166) – Bearers of a special insignia gain +1 Divine bonus to AC and Fortitude saves.
Inspired Aim(BoED p101) – Allies within 40’ gain +2 Insight bonus on ranged attack rolls.
Invisibility Purge(PH p245) – Dispels invisibility within 5’ per level.
Locate Node(Und p58) – Finds closet earth node in a 1 mile per level radius.
Locate Object(PH p249) – Senses direction toward object (specific or type).
Magic Circle against Chaos(PH p249) – As Protection from Chaos, but 10’ radius and 10 minutes per level.
Magic Circle against Evil(PH p249) – As Protection from Evil, but 10’ radius and 10 minutes per level.
Magic Circle against Good(PH p250) – As Protection from Good, but 10’ radius and 10 minutes per level.
Magic Circle against Law(PH p250) – As Protection from Law, but 10’ radius and 10 minutes per level.
Magic Vestment(PH p251) – Armor, shield, or clothes gain +1 enhancement per four levels.
Meld into Stone(PH p252) – You and your gear merge with stone.
Misrepresent Alignment(RoE p188) – Projects a false alignment for an object or creature.
Obscure Object(PH p258) – Masks object against scrying.
Phantom Plow(LoD p187) – Creates a furrow in the earth, knocks creatures in its path prone.
Plague Carrier(RoF p190) – As Contagion, but target is contagious during incubation period.
Prayer(PH p264) – Allies gain +1 bonus on most rolls, enemies suffer –1 penalty.
Protection from Energy(PH p266) – Absorb 12 damage per level from one kind of energy.
Remedy Moderate Wounds(MoF p113) – Target gains fast healing 2 for 10 rounds +1 rounds/2 levels.
Remove Blindness/Deafness(PH p270) – Cures normal or magical conditions.
Remove Curse(PH p270) – Frees person or object from a curse.
Remove Disease(PH p271) – Cures all diseases affecting subject.
Remove Nausea(BoED p105) – Cure a nauseated or sickened character.
Resist Energy, Mass(CArc p120) – Targeted creatures ignore damage from specified energy type.
Ring of Blades(CArc p121) – Blades surround you, damaging other creatures (1d6+1/lvl damage).
Screen of Heat(DR331 p73) – Shimmering illusion causes 25% miss chance to all attacks through it.(dragon seeker only)
Searing Light(PH p275) – Ray deals 1d8 per two levels, more against undead.
Skull Watch(PGF p111) – Skull shrieks when creature enters warded area.
Snake Shield(DR330 p72) – Serpentine force surrounds you and protects you from attack.
Speak with Dead(PH p281) – Corpse answer one question per two levels
Stone Shape(PH p284)(PH3.5e)+ – Sculpts stone into any shape.
Summon Monster III(PH p286) – Summons an extraplanar creature to fight for you.
Summon Undead III(PGF p114) – Summons undead to fight for you.
Telepathic Bond, Lesser(CDiv p158) – As Rary’s Telepathic Bond, but you and one other creature.
Tremor(DR314 p29) – The ground shakes in a 40’ radius.
Updraft(DR314 p40) – Caster is held up by a column of air, which can be used to negate falling or to awkwardly fly.(Dragon Seeker only)
Visage of the Deity, Lesser(CDiv p187) – You gain +4 Charisma & resistance 10 to certain energy types.
Vision of Fear(DR333 p73) – You gain knowledge of the target’s greatest or most recent fear.
Water Breathing(PH p300) – Subject can breathe underwater.
Water Walk(PH p300) – Subject treads on water as if solid.
Wrack(CDiv p190) – Renders a creature helpless with pain.

Level 4 –
Cure Critical Wounds - Cures 4D8 points’ damage +1 point per caster level
Aerial Summoning Dance(RoF p189) – A flying caster plus at least 4 Aarakocra (i.e., bird-men) summon a Large Air Elemental to fight for them.
Air Walk(PH p196) – Subject treads on air as if solid (climb at 45 degree angle).
Blood of the Martyr(BoED p92) – You heal a target at range and take a like amount of damage.
Celestial Brilliance(BoED p94) – Object sheds brilliant light to 120’, hurts undead and evil outsiders.
Control Water(PH p214) – Raises, lowers bodies of water.
Corona of Cold(DR312 p63) – A 10’ radius area of cold protects the caster from heat and causes damage & shivers to anyone else in the area.
Cure Critical Wounds(PH p215) – Cures 4d8 + 1 per level (max. +20).
Death Ward(PH p217) – Grants immunity to death spells and negative energy effects.
Dimensional Anchor(PH p221)(PH p250)+ – Bars extradimensional movement.
Dismissal(PH p222) – Forces a creature to return to native plane.
Divination(PH p224) – Provides useful advice for specific proposed actions.
Doomtide(CDiv p163)(MoF p90) – Black mist obscures vision, dazes creatures.
Dust to Dust(RotW p174) – Disintegrate Undead with your ray attack.
Fang Blade(DR330 p71) – Transforms a snake into a sword that can bite and poison targets.
Freedom of Movement(PH p233) – Subject moves normally despite impediments.
Frostbite(DR312 p64) – One creature immediately takes cold & subdual damage from frostbite.
Hand of Torm(MoF p99) – Immobile zone of warding stuns those of different patrons.
Inflict Critical Wounds(PH p244) – Touch attack, 4d8 + 1 per level (max +20).
Know Vulnerabilities(MoF p104) – Determine target’s vulnerabilities and resistances.
Merrshaulk’s Kiss(DR330 p71) – Enhances a number of living snakes.
Neutralize Poison(PH p257) – Immunizes subject against poison, detoxifies venom in or on subject.
Night’s Mantle(LoD p187) – Invisible shield protects target from sunlight.
Nchaser’s Glowing Orb(PGF p107) – Creates permanent magical light; you control brightness.
Planar Ally, Lesser(PH p261) – Exchange services with a 6 HD extraplanar creature.
Poison(PH p262) – Touch deals 1d10 Constitution damage, repeats in 1 minute.
Remove Fatigue(BoED p105) – Removes effects of fatigue as 8 hours of sleep.
Restoration(PH p272) – Restores level and ability score drains.
Revenance(CDiv p178)(MoF p113) – Restores dead creature to life for 1 minute per level.
Rogue Wave(DR314 p46) – Creates a wave of water on dry land or at sea which knocks down anyone in its path.(Dragon seeker only)
Sending(PH p275) – Delivers a short message anywhere, instantly.
Shark Bolt(DR334 p76) – Summons sharks made of water to attack your enemies. (dragon seeker only)
Spell Immunity(PH p281) – Subject is immune to one spell per four levels.
Stars of Arvandor(BoED p108) – Tiny starbursts each deal 1d8 damage (half non-lethal) or 1d8 (all lethal) to evil creatures.
Stone Metamorphosis(Und p61) – Changes type of stone.
Summon Monster IV(PH p286) – Calls an extraplanar creature to fight for you.
Summon Undead IV(PGF p114) – Summons undead to fight for you.
Sword of Conscience(BoED p109) – Evil creature confesses crime, takes Wisdom damage.
Tongues (PH p294) – Speak any language.
Weather Eye(CDiv p189) – You accurately predict weather up to one week ahead.(dragon seeker only)

Level 5 –
Mass Cure Light Wounds - Cures 1D8 points’ damage +1 point per caster level
Atonement(PH p201) – Removes burden of misdeeds from subject.
Blistering Radiance(CArc p99) – Sphere of light blinds creatures, deals 2d6 Fire damage in a 50’ radius spread.
Break Enchantment(PH p207) – Frees subject from enchantments, alterations, curses, and
petrifaction.
Contagion, Mass(RoF p190) – Infects all targets in a 30’ area with chosen disease.
Convert Wand(BoED p95) – Transforms a magic wand into a heal wand for 1 minute per level.
Crawling Darkness(MoF p86)(Sav p64) – Cloud of tentacles provides concealment, skill bonuses, and several defenses.
Crown of Flame(BoED p95) – Aura burns evil outsiders, undead, and fey for 2d6 points of damage per round.
Dance of the Unicorn(CDiv p161) – Purifying mist washes the air clean of smoke, dust, and poisons.
Dancing Web(BoED p96) – Energy strands deal 1d6 non-lethal damage per level plus entangles evil creatures for 1d6 rounds.
Dispel Chaos(PH p222) – +4 bonus against attacks by chaotic creatures.
Dispel Evil(PH p222) – +4 bonus against attacks by evil creatures.
Dispel Good(PH p222) – +4 bonus against attacks by good creatures.
Dispel Law(PH p222) – +4 bonus against attacks by lawful creatures.
Divine Agility(CDiv p162) – You improve a creature’s Reflex save, Dexterity, and maneuverability in combat.
Downdraft(DR314 p40) – A 20’ radius column of air forces creatures towards the ground.
Dragon Breath(CDiv p164) – You choose a dragon type and mimic its breath weapon.(dragon seeker only)
Earth Hammer(RoS p162) – Touched weapon has its damage increased, is treated as Adamantine, and only does Bludgeoning damage. Swift.(dragon seeker only)
Fallen Soul(DR312 p22) – Touch creatures is marked as having the potential to become evil. Any evil act he/she commits is rewarded by a temporary bonus to Strength, Constitution, & Charisma. If the target becomes evil, then any good acts
he/she commits are punished.
Flame Strike(PH p231) – Smites foes with divine fire (1d6 / level).
Freeze(DR312 p63) – Ray encases the target in a block of ice for 1 round per 2 levels.
Hallow(PH p238) – Designates location as Holy.
Plane Shift(PH p262) – As many as eight subjects travel to another plane.
Raise Dead(PH p268) – Restores life to subject who died up to 1 day per level ago.
Sacred Circle(DR314 p73) – All creatures standing in an immobile 10’ radius circle receive a +2 Enhancement bonus on their melee and ranged weapon attacks.
Soul Scour(UE p52) – Touch attack causes 2d6 Charisma & 1d6 Wisdom damage immediately, and then 1d6 Charisma damage in 1 minute.
Scrying(PH p274)(PH3.5e)+ – Spies on subject from a distance.
Slay Living(PH p280) – Touch attack kills target.
Stalwart Pact(CDiv p181) (RoD p168) – You gain combat bonuses automatically when reduced to half hit points or lower.
Stone Shape, Greater(Und p62) – Sculpts 10 cubic feet + 10 cubic feet per level of stone to any shape.
Summon Monster V(PH p287) – Summons an extraplanar creature to fight for you.
Summon Undead V(PGF p114) – Summons undead to fight for you.
Symbol of Pain(PH p290) – Triggered rune wracks nearby creatures with pain.
Symbol of Sleep(PH p291) – Triggered rune puts nearby creatures into a catatonic slumber.
True Seeing(PH p296) – See all things as they really are.
Unhallow(PH p297) – Designates location as Unholy.
Wall of Stone(PH p299) – Creates a stone wall that can be shaped.(Dragon Seeker only)
Warding Gems(BoED p111) – Creates gems that store healing energy, encircle the target, and release their healing power on command.(dragon seeker only)


Level 6 –
Mass Cure Moderate Wounds - Cures 2D8 points’ damage +1 point per caster level
Banishment(PH p202) – Banishes 2 HD per level of extraplanar creatures.
Blade Barrier(PH p205) – Wall of blades deals 1d6 per level damage.
Celestial Blood(BoED p94) – Grant energy resistance, +4 on saves against poison, and Damage Reduction 10 / evil.
Cold Snap(DR312 p62) – Lowers the air temperature (possibly below freezing) in a 1 mile radius area for 2d4 hours (2x for Druids).
Cometfall(CDiv p159)(CDivErrata)+ – Comet falls atop foes, damaging them and knocking them prone.
Create Undead(PH p215) – Create ghouls, ghasts, mummies, or mohrgs.
Dispel Magic, Greater(PH p210)(PH3.5e)+ – As Dispel Magic, but up to +20 on the check.
Energy Immunity(CArc p105) – Subject and equipment gain immunity to damage of a
specified energy type.
Find the Path(PH p230) – Shows most direct way to a location.
Forbiddance(PH p232) – Blocks planar travel, damages creatures of different alignment.
Gate Seal(FR p70) – Permanently seals a Gate or Portal.
Geas/Quest(PH p234) – As Lesser Geas, plus it affects any creature.
Harm(PH p239) – Deals 10 hp per level to target
Planar Ally(PH p261) – As Planar Ally, Lesser, but up to 12 HD.
Sarcophagus of Stone(DR313 p91) – Creates an airtight stone sarcophagus around one target of up to Medium-size. The sarcophagus is permanent,
so the target must either be freed or will suffocate.
Secure Corpse(BoED p106) – Traps corpse inside holy symbol.
Serpent Storm(DR330 p71) – Creates a hail of deadly serpents that bite and poison everyone in the area.
Stone Body(PGF p113) – Your body becomes living stone.(dragon seeker only
Stone Metamorphosis, Greater(Und p61) – Changes 10 cubic feet + 10 cubic feet per level of stone into another type of stone.(dragon seeker only)
Summon Monster VI(PH p287) – Summons an extraplanar creature to fight for you.
Suppress Glyph(MoF p126) – You notice but do not trigger magical writing traps.
Undeath to Death(PH p297) – Destroys 1d4 per level HD of undead (max 20d4).
Vengeance Halo(BoED p111) – Any creature that slays the spell’s recipient takes 1d6 per level damage.
Wind Walk(PH p302) – You and your allies turn vaporous and travel fast.
Word of Recall(PH p303) – Teleports you back to a designated place.

Level 7 –
Mass Cure Serious Wounds - Cures 3D8 points’ damage +1 point per caster level
Bestow Curse, Greater(CDiv p153)(CDivErrata)+ (RoD p164) – As Bestow Curse, but more severe penalties.
Blasphemy(PH p205)(PH3.5e)+ – Kills, paralyzes, weakens, or dazes non-evil subjects.
Blood to Water(DR314 p45) – Changes some of the blood in up to three creatures into water, causing Constitution damage.
Control Weather(PH p214) – Changes weather in local area.(dragon seeker only)
Death Dragon(MoF p88) – You gain +4 natural armor, +4 deflection, and natural attacks.
Destruction(PH p218) – Kills subject and destroys remains.
Dictum(PH p220) – Kills, paralyzes, slows, or deafens non-lawful subjects.
Ethereal Jaunt(PH p227) – You become ethereal for 1 round per level.(dragon seeker only)
Holy Word(PH p242) – Kills, paralyzes, blinds, or deafens non-good subjects.
Inflict Serious Wounds, Mass(PH p244) – Deals 3d8 + 1 / level to many creatures.
Renewal Pact(CDiv p177) – Creature is automatically healed if adverse condition affects it.
Repulsion(PH p271) – Creatures can’t approach you.
Restoration, Greater(PH p272) – As Restoration, plus restores all levels and ability scores.
Resurrection(PH p273) – Fully restore dead subject.
Righteous Glare(BoED p105) – Your gaze attack kills evil creatures with less than 5HD, causes Fear in others.
Righteous Smite(BoED p106) – Deals 1d6 damage per level (1d8 damage per level to Evil Outsiders) in a 20’ radius and blinds Evil foes.
Scrying, Greater(PH p275)(PH3.5e)+ – As Scrying, but faster and longer.
Summon Monster VII(PH p287) – Summons an extraplanar creature to fight for you.
Tomb of Light(BoED p110) – Entraps and harms evil extraplanar creatures.
Water to Blood(DR314 p45altered to heal) – Changes create water into blood, causing heal effect to Carpathians who drink it. (Eq to lvl 7 potion)
Withering Palm(Eb p117)(CArc p130) – Touch attack deals 1 point of Strength damage plus 1 point of Constitution damage per two levels.
Word of Chaos(PH p2303 – Kills, confuses, stuns, or deafens non-chaotic subjects.




Level 8 –
Mass Cure Critical Wounds - Cures 4D8 points’ damage +1 point per caster level
Antimagic Field(PH p200) – Negates magic within 10’.
Create Greater Undead(PH p215) – Creates shadows, wraiths, spectres, or devourers
Death Pact(CDiv p161)(MoF p88) – Deity brings you back from the dead automatically.
Dimensional Lock(PH p221) – Teleportation and interplanar travel are blocked for 1 day per level.
Discern Location(PH p222) – Reveals the exact location of a creature or object.
Earthquake(PH p225) – Intense tremor shakes 5’ per level radius.
Fire Storm(PH p231) – Deals 1d6 per level fire damage.
General of Undeath(MoF p96) – Increases your maximum HD of controlled undead by 10 times your level.
Golem Immunity(RoE p186) – Grants a Construct the ‘magic immunity special quality’ of a particular golem.
Heat Leech(DR312 p64) – Living creatures in a 30’ area loose hp due to cold & the caster gains them as healing & temporary hp.(dragon seeker only)
Inflict Critical Wounds, Mass(PH p244) – Deals 3d8 + 1 / level to many creatures.
Planar Ally, Greater(PH p261) – As Lesser Planar Ally, but up to 18 HD.
Stormrage(CDiv p182)(MoF p125) – Fly, Wind Wall, protection from strong winds, and make electrical attacks.(dragon seeker only)
Summon Monster VIII(PH p287) – Summons an extraplanar creature to fight for you.

Level 9 –
Astral Projection(PH p201) – Projects you and companions into the Astral Plane.
Energy Drain(PH p226) – Subject gains 2d4 negative levels.
Etherealness(PH p228) – Travel to Ethereal Plane with companions.
Feast of Champions(Eb p111) – Food for one creature per level heals and grants
comprehensive bonuses.
Gate(PH p234) – Connects two planes for travel or summoning.
Heal, Mass(PH p239) – As Heal, but with several subjects.
Implosion(PH p243) – Kills one creature per round.
Miracle(PH p254) – Requests a deity’s intercession.
Raise from the Deep(DR314 p46) – Target object (usually a sunken ship) rises to the surface of the water and floats for 1 hour per level, allowing
salvage or repair.(dragon seeker only)
Soul Bind(PH p226) – Traps newly dead soul to prevent Resurrection.
Storm of Vengeance(PH p285) – Storm rains acid, lightning, and hail.(dragon seeker only)
Summon Elemental Monolith(CArc p124) – Calls a
powerful elemental creature to fight for you.
Summon Monster IX(PH p288) – Summons an extraplanar creature to fight for you.
True Resurrection(PH p296) – As Resurrection, plus remains aren’t needed.
Visage of the Deity, Greater(CDiv p187) – As Less Visage of the Deity, but you become a Half- Celestial or Half-Fiend.

~Bonus Spells~

Level 1 –
Command (PH p211) – One subject obeys selected command for 1 round.
Comprehend Languages(PH p212) – You understand all spoken and written languages.
Psychic Vampire: Touch attack drains 2 power points/level from foe.
Mindlink: You forge a limited mental bond with another creature.
Catfall: Instantly save yourself from a fall.
Conceal Thoughts: You conceal your motives.

Level 2 –
Calm Emotions(PH p207) – Calms creatures, negating emotion effects.
Enthrall(PH p227) – Captivates all within 100’ + 10’ per level.
Lastai’s Caress(BoED p102) – Intense feelings of good leave an evil subject cowering, frightened, nauseated, or shaken.
Wave of Grief(CDiv p188) – All in cone receive a –3 penalty on attacks, checks, and saves.
Zone of Truth(PH p303) – Subjects within range cannot lie.

Level 3-
Chain of Eyes(CDiv p158) – You attach a magical sensor to a target, who can unwittingly pass it on to anyone he/she touches, and so on.
Circle Dance(MoF p84) – Indicates direction to known target.
Humanoid Essence, Lesser(RoE p187) – Imposes upon a Construct some of the weakness of the Humanoid type.
Prevenom: Your claws gain a poison coating.

Level 4 –
Discern Lies(PH p221) – Reveals deliberate falsehoods.
Status, Greater(BoED p100) – As Status, but you cast some spells through the bond.
Dimension Swap: You and ally or two allies switch positions.
Remote Viewing: See, hear, and potentially interact with subjects at a distance.
Brain Lock: Subject cannot move or take any mental actions.

Level 5-
Command, Greater(PH p211) – As Command, but affects one subject per level.
Commune(PH p211) – Deity answers one yes-or-no question per level.
Commune with Earth(RoF p189) – Learn about hills, mountains, and/or underground for ½ mile per level radius & ¼ mile per level depth.(Dragon seeker only)
Humanoid Essence(RoE p186) – Imposes upon a Construct some of the weakness of the
Humanoid type.

Level 6-
Antilife Shell(PH p199) – 10’ radius field hedges out living creatures.
Symbol of Fear(PH p290) – Triggered rune panics nearby creatures.
Symbol of Persuasion(PH p290) – Triggered rune charms nearby creatures.
Crisis of Life: Stop subject’s heart.

Level 7 –
Humanoid Essence, Greater(RoE p186) – Gives a Construct the Humanoid type.
Refuge(PH p270) – Alters item to transport its possessor to you.
Symbol of Stunning(PH p291) – Triggered rune stuns nearby creatures.
Symbol of Weakness(PH p291) – Triggered rune weakens nearby creatures.

Level 8 –
Brain Spider(CDiv p156) – Listen to thoughts of up to eight other creatures
Illusion Purge(RoE p187) – Dispels illusions within 5’/level radius.
Spread of Contentment(BoED p107) – Calms hostile creatures within 10’ per level radius.
Symbol of Death(PH p289) – Triggered rune slays nearby creatures.
Symbol of Insanity(PH p290) – Triggered rune renders nearby creatures insane.
Symbol, Death Symbol of Bane(MoF p127) – Functions like a Symbol of Death, plus 1d12
Cold damage and Doom effect.
Symbol, Symbol of Spell Loss(MoF p127) – Spellcasters in the area loose highest-level spell.

Level 9 –
Sublime Revelry(BoED p109) – Targets immune to pain and mind-influencing effects, and take half damage from melee and ranged attacks.
Mind Switch: You switch minds with another.

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Dragon-seeker- (half blooded only) Carpathian mage, Carpathians that are not born within the Carpathian society can master this class. They have most Carpathian skills of choice they wish to specialize in by type (healer/warrior/fighter/mage) Does not abide by typical mage spell casting can cast as many times they want up to 10th level mage spells. They bear a dragon birthmark on the lower portion of their stomach.

Dragon seeker Casters -

(No armor other then light or leather or weapons use natural attacks and spells only)
Spontaneous Casting, 1 mage/sorcerer (elementalist only) spell per level up to 10th level spells. Also Dragon Seekers receive a -1 to all spells per day per level, except bonus spells.

Dragon Seeker Non-Casters –
(Take up wearing medium Armor and specializing in weapon of choice)
Able to pick 1 spell per level to infuse into weapon of choice.

Natural sense – evil/chaos/death/death things (cannot sense dragonseekers/mage powers)


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Key to Sourcebooks

PH – Player’s Handbook v.3.5
DMG – Dungeon Master’s Guide v.3.5
MM – Monster Manual v.3.5
MM3 – Monster Manual
CWar – Complete Warrior
CDiv – Complete Divine
CArc – Complete Arcane
CAdv – Complete Adventurer
RoS – Races of Stone
RoD – Races of Destiny
RotW – Races of the Wild
RoE – Races of Eberron
BoED – Book of Exalted Deeds
UA – Unearthed Arcana
FR – Forgotten Realms Campaign Setting
MoF – Magic of Faerūn
LoD – Lords of Darkness
RoF – Races of Faerūn
SM – Silver Marches
Und – Underdark
PGF – Player’s Guide to Faerūn
Eb – Eberron Campaign Setting
DR### – Dragon Magazine (with issue number)
DU## – Dungeon Magazine (with issue number)
3.5up – D&D v.3.5 Accessory Update – http://www.wizards.com/dnd/files/DnD35_update_booklet.zip
PH3.5e – Player’s Handbook v.3.5 Errata – http://www.wizards.com/dnd/files/PHB_Errata09242003.zip
PGFe – Player’s Guide to Faerūn Errata – http://www.wizards.com/dnd/files/PgtF_Errata07192004.zip
CDivErrata – Complete Divine Errata – http://www.wizards.com/dnd/files/CompDiv_Errata09102004.zip
CArcErrata – Complete Arcane Errata – http://www.wizards.com/dnd/files/CompArcaneErrata03162005.zip
EbErrata – Eberron Errata – http://www.wizards.com/dnd/files/Eberron_Errata10222004.zip