Mavari Endel Landover

Savoryan Shek P'var of the Third Order

Personal Information
Name: Endel LandoverPlayer: William A Version: 3.1
Race: Half-elf Gender: Male Height: 5'6"Weight: 121 lbs
Classes: Priest of Save K'Nor/Savoryan/IdendriAge: 18Alignment: Neutral Neutral CP: 13
XP: 3667 Levels: 3/2/2 Next Level: 6,000/5,000/4,400
Kit: None Bonus XP: +10% (Priest of Save K'Nor/Savoryan/Idendri)
Ability Scores
Str:8Stamina:8Weight Allowance: 35 lbsBend Bars/Lift Gates: 1%
Muscle:8Attack Adj.: +0Damage Adj.: +0Max. Press: 90 lbsOpen Doors: 5
Dex:15Aim:13Missile Adjustment: +0Pick Pockets: +0%Open Locks: +0%
Balance:17Reaction Adjustment: +2Armor Class: -3Move Silently: +5%Climb Walls: +5%
Con:14Health:12System Shock: 80%Poison Save: +0
Fitness:16Hit Point Adjustment: +2Resurrection Chance: 96%
Int:18Reason:18Max. Spell Level: 9thMax. Spells Per Level: 18Illusion Immunity: None
Knowledge:18Bonus Proficiencies: 7Chance to Learn New Spell: 85%
Wis:16Intuition:18Bonus Clerical Spells: 2, 2, 1, 1, 0, 0, 0Clerical Spell Failure Chance: 0%
Willpower:14Magic Defense Adjustment: +0Spell Immunity: None
Cha:13Leadership:15Loyalty Base: +3Maximum Number of Henchmen: 7
Appearance:11Initial Reaction Adjustment: +0

Hit Points: 15
Base THAC0: 20
Melee THAC0: 20
Missile THAC0: 20
Natural armor class 10
Full armor, padded -2
Balance Defensive adj. -3
Weapon Proficiencies
Non-Weapon Proficiencies
Eitquette, Melderyn 8
Harness Subconscious-PsiH 8
Reading/Writing Melderynese12
Rejuvination 7
Riding, Horse 12
Native Languages
Weapons - Primary and Offhand
WeaponMeleeMissileRoundFactorSm-MedLargeTypeSize PB / S / M / L /EX
Quarterstaff 20141d61d6BL
Sling 2016BS
Sling, sling bullet1d4+11d6+1BS102040
Saving Throws
Paralyzation: 10 Poison: 10 Death Magic: 10 Petrification: 12 Polymorph: 12
Rod: 11 Staff: 11 Wand: 11 Breath Weapon: 15 Spell: 12

Turning Undead
Skeleton or 1 HD:4    Wight or 5 HD: 16   Mummy or 7 HD: --    Ghost or 10 HD: --   
Zombie: 7 Ghast: 19 Spectre or 8 HD: -- Lich or 11+ HD: --
Ghoul or 2 HD: 10 Wraith or 6 HD: 20 Vampire or 9 HD: -- Special: --
Shadow or 3-4 HD: 13
# = Roll # or greater on a 1d20 to turn 2d6 undead.
T = Automatically turns 2d6 undead.
D = Automatically destroys 2d6 undead.
D* = Automatically destroys 2d6+2d4 undead.

Spell Points
ClassMax. Spell
Level Castable
Spell Points
Bonus Savoryan
Spell Points
Savoryan (Diviner)1st21
Wizard Chance to Learn New Spell: 85%

Priest of Save K'Nor2nd9
Cleric Spell Failure Rate: 0%
Spells Known
SpellTimeRangeArea of EffectComponents
  1st Level
1.Comprehend Languages (Div)1 rdTouch1 speaking creature or written textV, S, M
2.Detect Magic (Div)1010 x 60 ftV, S
3.Detect Untruth (Div)130 yards1 creatureV, S, M
4.Friends1060 ft radiusV, S, M
5.Identify (Div)Special01 item/lvlV, S, M
6.Phantasmal Force160 yds + 10 yds/lvl400 sq ft +100 sq ft/lvlV, S, M
7.Read Magic (Div)1 rd0SpecialV, S, M
8.Sleep130 ydsSpecialV, S, M

  2nd Level

Wizard Spell Descriptions
Comprehend Languages (Alteration)

Level: 1 Shek p'vars: no Peleahn
Range: Touch Components: V, S, M
Duration: 5 rounds/lvl Casting Time: 1 round
Area of Effect: 1 speaking creature or written text Saving Throw: None

When this spell is cast, the wizard is able to understand the spoken words of a creature or read an otherwise incomprehensible written message (such as writing in another language). In either case, the wizard must touch the creature or the writing. Note that the ability to read does not necessarily impart understanding of the material, nor does the spell enable the caster to speak or write an unknown language. Written material can be read at the rate of one page or equivalent per round. Magical writing cannot be read, other than to know it is magical, but the spell is often useful when deciphering treasure maps. This spell can be foiled by certain warding magic (the 3rd-level secret page and illusionary script spells), and it does not reveal messages concealed in otherwise normal text.

The material components of this spell are a pinch of soot and a few grains of salt.

The reverse of this spell, confuse languages, cancels a comprehend languages spell or renders a writing or a creature's speech incomprehensible, for the same duration as above.

Wizard Spell Descriptions
Detect Magic (Divination)

Level: 1 Shek p'vars: All
Range: 0 Components: V, S
Duration: 2 rounds/lvl Casting Time: 1
Area of Effect: 10 x 60 ft Saving Throw: None

When the detect magic spell is cast, the wizard detects magical radiations in a path 10 feet wide and up to 60 feet long, in the direction he is facing. The intensity of the magic can be determined (dim, faint, moderate, strong, overwhelming), and the wizard has a 10% chance per level to recognize if a certain type of magic (alteration, conjuration, etc.) is present. The caster can turn, scanning a 60-degree arc per round. A stone wall of 1 foot or more thickness, solid metal of 1 inch thickness, or a yard or more of solid wood blocks the spell. Magical areas, multiple types of magic, or strong local magical emanations may confuse or conceal weaker radiations. Note that this spell does not reveal the presence of good or evil, or reveal alignment. Otherplanar creatures are not necessarily magical.

Wizard Spell Descriptions
Detect Untruth (Divination)

Level: 1 Shek p'vars: Savoryan
Range: 0 Components: V, S, M
Duration: 3 rounds Casting Time: 1
Area of Effect: 1 creature Saving Throw: None

A Savoryan employing this spell is able to note an untruth spoken by a creature, including even a minor evasion of the truth
The reverse of this spell, speak untruth, allows the Savoryan to lie or evade the truth without being discovered by any spell of 4th level or less.
The material component of this spell is the forked tongue of a snake.

Wizard Spell Descriptions
Friends (Enchantment/Charm)

Level: 1 Shek p'vars: no Jenzig or Odivshe
Range: 0 Components: V, S, M
Duration: 1d4 rds. + 1 rd./lvl Casting Time: 1
Area of Effect: 60-ft. radius Saving Throw: Special

A friends spell causes the wizard to temporarily gain 2d4 points of Charisma. Intelligent creatures within the area of effect at the time the spell is cast must make immediate reaction checks based on the character's new Charisma. Those with favorable reactions tend to be very impressed with the spellcaster and make an effort to be his friends and help him, as appropriate to the situation. Officious bureaucrats might decide to become helpful; surly gate guards might wax informative; attacking orcs might spare the caster's life, taking him captive instead. When the spell wears off, the creatures realize that they have been influenced, and their reactions are determined by the DM.

The components for this spell are chalk (or white flour), lampblack (or soot), and vermilion applied to the face before casting the spell.

Wizard Spell Descriptions
Identify (Divination)

Level: 1 Shek p'vars: All
Range: 0 Components: V, S, M
Duration: 1 rd/lvl Casting Time: Special
Area of Effect: 1 item/lvl Saving Throw: None

When an identify spell is cast, magical items subsequently touched by the wizard can be identified. The eight hours immediately preceding the casting of the spell must be spent purifying the items and removing influences that would corrupt and blur their magical auras. If this period is interrupted, it must be begun again. When the spell is cast, each item must be handled in turn by the wizard. Any consequences of this handling fall fully upon the wizard and may end the spell, although the wizard is allowed any applicable saving throw.

The chance of learning a piece of information about an item is equal to 10% per level of the caster, to a maximum of 90%, rolled by the DM. Any roll of 96-00 indicates a false reading (91-95 reveals nothing). Only one function of a multifunction item is discovered per handling (i.e., a 5th-level wizard could attempt to determine the nature of five different items, five different functions of a single item, or any combination of the two). If any attempt at reading fails, the caster cannot learn any more about that item until he advances a level. Note that some items, such as special magical tomes, cannot be identified with this spell.

The item never reveals its exact attack or damage bonuses, although the fact that it has few or many bonuses can be determined. If it has charges, only a general indication of the number of charges remaining is learned: powerful (81% - 100% of the total possible charges), strong (61% - 80%), moderate (41% - 60%), weak (6% - 40%), or faint (five charges or less). The faint result takes precedence, so a fully charged ring of three wishes always appears to be only faintly charged.

After casting the spell and determining what can be learned from it, the wizard loses 8 points of Constitution. He must rest for one hour to recover each point of Constitution. If the 8-point loss drops the spellcaster below a Constitution of 1, he falls unconscious. Consciousness is not regained until full Constitution is restored, which takes 24 hours (one point per three hours for an unconscious character).

The material components of this spell are a pearl (of at least 100 gp value) and an owl feather steeped in wine; the infusion must be drunk prior to spellcasting. If a luckstone is powdered and added to the infusion, the divination becomes much more potent: Exact bonuses or charges can be determined, and the functions of a multifunctional item can be learned from a single reading. At the DM's option, certain properties of an artifact or relic might also be learned.

Wizard Spell Descriptions
Phantasmal Force (Illusion/Phantasm)

Level: 1 Shek p'vars: no Peleahn or Odivshe
Range: 60 yds + 10 yds/lvl Components: V, S, M
Duration: Special Casting Time: 1
Area of Effect: 400 sq ft +100 sq ft/lvl Saving Throw: Special

This spell creates the illusion of any object, creature, or force, as long as it is within the boundaries of the spell's area of effect. The illusion is visual and affects all believing creatures (undead are immune) that view it. It does not create sound, smell, or temperature. Effects that depend on these senses usually fail. The illusion lasts until struck by an opponent--unless the spellcaster causes the illusion to react appropriately--or until the wizard ceases concentration upon the spell (due to desire, moving, or a successful attack that causes damage). Saving throws for illusions are explained under "Illusions" in Chapter 7: Magic and under "Adjudicating Illusions" at the beginning of Appendix 2. Creatures that disbelieve the illusion see it for what it is and add +4 to associates' saving throws if this knowledge can be communicated effectively. Creatures believing the illusion are subject to its effects (again, as explained in Chapter 7).

The illusionary effect can be moved by the caster within the limits of the area of effect. The DM has to rule on the effectiveness of this spell; detailed guidelines are outlined in Chapter 7: Magic and under "Adjudicating Illusions" at the beginning of Appendix 2.

The material component of the spell is a bit of fleece.

Wizard Spell Descriptions
Read Magic (Divination)

Level: 1 Shek p'vars: All
Range: 0 Components: V, S, M
Duration: 2 rounds/lvl Casting Time: 1 round
Area of Effect: Special Saving Throw: None

By means of a read magic spell, the wizard is able to read magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be totally unintelligible. (The personal books of the wizard, and works already magically read, are intelligible.) This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and the wizard has read the magical inscription, he is thereafter able to read that particular writing without recourse to the use of the read magic spell. The duration of the spell is two rounds per level of experience of the spellcaster; the wizard can read one page or its equivalent per round.

The wizard must have a clear crystal or mineral prism, which is not expended, to cast the spell.

Wizard Spell Descriptions
Sleep (Enchantment/Charm)

Level: 1 Shek p'vars: no Jenzig or Odivshe
Range: 30 yards Components: V, S, M
Duration: 5 rounds/lvl Casting Time: 1
Area of Effect: Special Saving Throw: None

When a wizard casts a sleep spell, he causes a comatose slumber to come upon one or more creatures (other than undead and certain other creatures specifically excluded from the spell's effects). All creatures to be affected by the sleep spell must be within 30 feet of each other. The number of creatures that can be affected is a function of Hit Dice or levels. The spell affects 2d4 Hit Dice of monsters. Monsters with 4+3 Hit Dice (4 Hit Dice plus 3 hit points) or more are unaffected. The center of the area of effect is determined by the spellcaster. The creatures with the least Hit Dice are affected first, and partial effects are ignored.

For example, a wizard casts sleep at three kobolds, two gnolls, and an ogre. The roll (2d4) result is 4. All the kobolds and one gnoll are affected (1/2 + 1/2 + 1/2 + 2 = 3 1/2 Hit Dice). Note that the remainder is not enough to affect the last gnoll or the ogre.

Slapping or wounding awakens affected creatures but normal noise does not. Awakening requires one entire round. Magically sleeping opponents can be attacked with substantial bonuses (see "Modifiers to the Attack Roll" in Chapter 9: Combat).

The material component for this spell is a pinch of fine sand, rose petals, or a live cricket.

Granted Priest of Save K'Nor Spells
SpellTimeRangeArea of EffectComponents
1st Level

Allergy Field410 yds/levelCube, 5-ft/levelV, S, M
   - Causes -1 to hit & ability checks in area for 3 rds +1 rd/lvl.
   - Needs a pinch of ragweed

Analyze Balance1 rd80 yds1 creature, object, or 10' sqV, S, M
   - 5%/lvl of detecting align shifts from N/N in character, object, creatue, or area.
   - Needs 4 iron coins.

Analyze Opponent410 yds/level1 creature/levelS, M
   - Quick assessment of strength or weakness of one opponent/every odd lvl up to 9th
   - Needs holy symbol

Animal Animosity1 rd10 yds/level1 creatureV, S
   - Makes all animals in 50 ft hostile to the target for 1 day/lvl

Animal Companion1 turn1-mi. radius1 creatureV, S, M
   - One woodland creature accompanies caster up to 20 miles from home. Understands basic commands and gestures
   - a piece of food liked by the animal

Animal Friendship1 hr10 yds1 animalV, S, M
   - Befriend animal & teach 3 tricks/pt Int. Can attract 2HD/lvl
   - a piece of food liked by the animal

Animal Sanctuary3TouchAnimal touchedV, S, M
   - Cast on an animal to be overlooked by other creatures and not attacked.
   - Needs a bit of fur, scale, toenail from the creature to be protected.

Anti-Vermin Barrier130 yds10-ft cube/lvlV, S, M
   - Creates an invisible field that repels nonmagical insects, rodents, spiders, snakes, worms, and similar vermin of less than 1 HD. Doesn't affect ones that start in area.
   - Needs rodent whisker.

Assess Value4Touch1 objectV, S
   - Determine the fair market value based on materials used in contruction, must be smaller than the caster.

Astral Celerity40The casterV, S
   - Increase Astral movement.

Beast Tattoo1 rd0The casterV, S, M
   - Augments one ability score by 1 pt based on animals depiction.. max of 19
   - Needs holy symbol & appropriate tattoo.

Beastmask4TouchCreature touchedV, S, M
   - Illusion to be an animal, but only that species sees the illusion.. includes sight, smell, & touch.
   - Needs holy symbol & miniature wooden mask of the animal.

Beckon41-mi. radius1 creatureV, M
   - Summons an animal to speed to the caster, but does not have favorable attitude to caster.
   - Needs piece of food favored by the animal.

Beneficence5Touch10-ft/level radiusV
   - For 2 turns/lvl, all see caster as all holy man of virtue and kindness.

Bless1 rd60 yds50-ft cubeV, S, M
   - Friendly creatures get +1 save vs fear & +1 to hit or can cast on item for +1 to hit
   - Needs holy symbol.

Blessed Watchfulness4TouchCreature touchedV, S
   - For 4 hours +1 hr/lvl creature stays awake, alert & vigilant. Reduce surprise, +2 saving throw sleep, charm, beguiling, fear, emotion, etc.

Calculate40The casterS, M
   - Calculates odds of success of one specific action 70% + 2%/lvl of accuracy.
   - Needs a miniature abacus made of ivory.

Calm Animals460 ydsSpecialV, S
   - Soothes and quiets normal animals rendering them docile and harmless (2d4HD +1HD/lvl).

Cause Light Wounds5TouchCreature touchedV, S
   - Causes 1d8 hitpoints of damage.

Ceremony1 hrTouch1 creature, one item, or areaV, S, M
   - Coming of Age, Burial, Marriage, etc.
   - Needs holy symbol and special depending on ceremony.

Claws of Velsharoon4/clawTouch1 severed limb/levelV, S, M
   - Animates a dead claw that will telepathically follow casters commands.
   - Needs holy symbol and talon of a wild beast personally killed by caster.

Cleanse10The casterV, S, M
   - Cleans & restores color to casters clothes, cleaning them of minor diseases. Can be used to clean wound (bring to 1hp)
   - Needs a handful of clean sand.

Cloak of Dark Power40The casterV, S
   - Grants +1 lvl to caster's abilities with undead. Spiders attack at -3 To Hit.

Combine*1 rdTouchCircle of priestsV, S
   - 3-5 priests join to turn undead at higher lvl +1 lvl/priest added to best turn ability.

Comforts of Home1 rdTouchCreature touchedV, S, M
   - Meager rations taste like good food, hard ground a comfy bed, etc. Full night's sleep regains 3hp
   - Needs holy symbol.

Cure Light Wounds5TouchCreature touchedV, S
   - Cures 1d8 hitpoints of damage.

Curse1 rd60 yds50-ft cubeV, S, M
   - Eenemy creatures get -1 save vs fear & -1 to hit or can cast on item for -1 to hit
   - Needs holy symbol.

Dark Path1 rdTouchSpecialV, S, M
   - See in darkness. Anyone touching the target creature also can see as long as touching.
   - Needs holy symbol & luminescent lichen.

Darkness4120 yds20-ft radius globeV, S
   - 20 ft sphere of darkness radiates from target.

Deflection1 rd120 yds1 creatureV, S
   - Mystic shield surrounds caster to deflect missiles & blows if Save vs Death Magic.

Detect Disease1 rd10 yds1 creature or object/levelV, S, M
   - Reveals if a creature/object is diseased and if caster can cure. 10%/level of correctly determining.
   - Needs holy symbol.

Detect Dwarves1 rd010 ft x 90 ftV, S, M
   - 10ft wide x 90 ft long path that detects dwarves of all types.. including blood or transformed.
   - Needs holy symbol.

Detect Evil1 rd010 ft x 120 ydsV, S, M
   - Discovers evil in a creature, object or area. 10%/lvl to determine exact alignment.
   - Needs holy symbol.

Detect Good1 rd010 ft x 120 ydsV, S, M
   - Discovers good emanations in creatures, bjects, or areas. 10%/lvl to determine exact alignment.
   - Needs holy symbol.

Detect Harmful Gas1 rd060-ft diameter sphereV, S, M
   - Detects poisonous/harmful gas in 60 ft diameter. 5%/lvl to identify specific type of gas.
   - Needs holy symbol.

Detect Living4060-ft radiusV, S
   - Makes all living creatures in area glow to the caster, more intelligent glow brighter even if invisible or concealed.

Detect Magic1 rd010 ft x 30 ydsV, S, M
   - Detects magical radiations in a 10 ft wide path and up to 30 yards long, in the direction he is facing. A 60 deg arc can be scanned per rd.
   - Needs holy symbol.

Detect Poison40SpecialV, S, M
   - Determine if an object has been poisoned or is poisonous. One object, or one 5-foot cubic mass, can be checked/rd. 5% chance/lvl to determining the exact type of poison.
   - Needs a strip of specially blessed vellum, which turns black if poison is present.

Detect Snares & Pits4010 x 40 ftV, S, M
   - Ddetect snares, pits, deadfalls and similar hazards along a path 10 feet wide and 40 feet long.
   - Needs holy symbol.

Detect Untruth130 yds1 creatureV, S, M
   - Able to note untruth spoken by a creature, including a minor evasion.
   - Needs a forked tongue of a snake.

Detect Weapons1 rd0Path, 10 ft x 90 ftV, S, M
   - Detects concealed, invisible, improvised weapons used to harm or carried with intent to harm.
   - Needs holy symbol.

Dictation110 ftSpecialV, M
   - Causes any words spoken by priest to appear on the paper. Good for contracts, confessions, etc.
   - Needs a blank page,scroll or parchment washed in special vinegar.

Discern Elven Influence1 rd100 yds10-yd radius/levelV, S, M
   - Can determine if elves influenced an area or are still in area.
   - Needs an elven object.

Dispel Darkness120 ydsSphere, up to 30-ft radiusV, M
   - Dispels all areas of magic darkness, gloom, dimming for 8 turns +2/lvl.
   - Needs holy symbol.

Dispel Fatigue430 yds1 creatureV, S, M
   - Removes all physical fatigue/exhaustition.
   - Needs a sprinkle of fresh blessed spring water.

Divine Bloodline4TouchCreature touchedV, S, M
   - Determines royal bloodline of any creature up to 100 years distant/lvl.
   - Needs holy symbol.

Divining Rod1 rd60 ydsSpecialV, S, M
   - Attempts to locate common items or items of nature that may be hidden from view.. like water, buried treasure, or stolen goods.
   - Needs a forked twig of a Ginkgo tree.

Easy Road1 rdTouch1 mile of road / lvlV, S, M
   - 1 mile of road / lvl is quick & without mishap, increasing travel speed by 50%.
   - Needs holy symbol and a handful of dirt from the road.

Emotion Read35 yds/lvl1 creatureV, S, M
   - Instantaneous reading of a single subject's emothional state,
   - Needs a square of unmarked white wax.

Empathy1 rd010-ft wide path, 30 ft longV, S, M
   - Sense basic needs, drives, and emotion (hunger, thirst, fear, fatigue, pain, rage, hatred,hostility, love, etc.)
   - Needs holy symbol.

Endure Cold/Endure Heat1 rdTouchCreature touchedV, S
   - Can stand unprotected in temperatures as low as -30F or as high as 130F

Entangle480 yds40-ft cubeV, S, M
   - Cause plants in the area of effect to entangle creatures within the area and hold them fast.
   - Needs holy symbol

Faerie Fire480 yds10 sq ft/lvl within a 40-ft radiusV, M
   - Outlines one or more objects or creatures with a pale glowing light making them easier to be hit +2 in darkness, +1 in twilight.
   - Needs a small piece of foxfire

Find Drinkable Water1 rd90 milesThe casterV, S, M
   - Imparts precise direction, approx distance & vague mental picture of nearest water above ground.
   - Needs a drop of water or dew, or a tear touched to caster's holy symbol.

Find Sustenance1 rd0The casterV, S
   - Can find food and drink, lasts until sufficent food is found.

Foresight4200 yds1 creatureV, S, M
   - Can see into the future of a creature up to 2 rds/3 lvls of the caster. Target can get +4 to AC for known incoming attack, etc.
   - Needs a miniature silver hourglass filled with fine white sand & a small piece of amber and caster's holy symbol.

Frost Fingers30The casterV, S
   - Opposite of burning hands, doing 1d3 +2/lvl damage to a max of 1d3+20.

Heal Plants4010-ft/level square or 1 creatureV, S, M
   - Heals natural, nonmonstrous living plans up to man-sized, from all fire, frost, cutting, trampling, parasites, mold, fungus, or disease. Alternately, heals plantlike monster 2d4 hp.
   - Needs mistletoe.

Invisibility to Animals4Touch1 creature/lvlS, M
   - Touched creature is totally undetectable to animals (INT 6 or lower) for 1 turn + 1 turn/lvl
   - Needs a holly rubbed over the recipient.

Invisibility to Undead4Touch1 creatureV, S, M
   - Invisible to undead 4HD or lower are automatically affected, tougher undead get sav vs spells to avoid.
   - Needs a holy symbol.

Journey's Orison1 rdTouch1 individual or objectV, S, M
   - Bless person embarking on long journey giving +2 on all saving throws caused by natural mishaps, +1 bonus to reaction adj, & +2 to all saves for 1 week/lvl
   - Needs holy symbol & dirt from road where journey starts.

Know Age101 object or creatureV, S, M
   - Instantly know the age of any single person, creature, or object on which he concentrates, accurate to the nearest year.
   - Needs a calendar page.

Know Direction10SpecialV, S, M
   - Instantly know the direction of north, in any environment, including underwater, underground, magical darkness, etc.
   - Needs small scrap of parchement 100+ years old.

Know History1 rdSpecial1 creature or objectV, S, M
   - Reveals common name, background, lineage, & deed of any item, creature, or place.
   - Needs a pair of curved bones.

Know Time10The casterV, S
   - Know the precise time of day to the nearest minute, including the current hour, day, month, and year.. even after unconsciousness.

Leaf into Dagger4TouchLeaf touchedV, S, M
   - Turns a leaf into a non-metal, nonreflective, silent, razor sharp, unbreakable +2 dagger for 3 rounds for caster only.
   - Needs a leaf of any kind.

Light4120 yds20-ft radius globeV, S
   - Causes a luminous glow withing 20 ft of caster for 1 hr +1 turn/lvl.

Locate Animals or Plants1 rd100 yds + 20 yds/lvl20 yds/lvl x 20 ftV, S, M
   - Can find the direction and distance of any one desired type of animal/plant. Also knows approx number. Lasts for 1 round/levl.
   - Needs holy symbol.

Log of Everburning1TouchSpecialV, S
   - Increases burning wood time, heat, & light by x2. 1cf wood/lvl. Fire radiates magic.

Magic Creeper1 rdTouchVine up to 20-ft longV, S, M
   - Temporarily animate 20 feet of single natural vine or creeper. Can command it to knot/unknot itself, move along surfaces, or attack (AC5, 1d4 constrict damage) for 2 rds +1 rd/lvl. Target must save vs paralyze or be tangled.
   - Needs holy symbol.

Mistake40The casterV, S, M
   - Creates a false impression in minds of those seeing caster. Those fail save vs spells see caster as someone else.
   - Needs holy symbol & a small piece of thin see-through material placed over eyes.

Moonbeam (Cerilia)210 yds/level1 creature/3 levelsV, S, M
   - Paralyzes 1 undead/3 lvls if fail save vs spell.
   - Needs a reflective moon/sun talisman, made of glass, mirrored glass, polished metal or polished stone.

Om10The casterV
   - Simple chant to clear casters mind, blocking out all sights & sounds allowing regaining of spells or hp at 50% faster rate. Immune to sleep & charm while chanting & gets +4 on all saves that allow Wisdom bonuses.

Omen1 turn0SpecialV
   - used to foretell general fortunes of a major undertaking.

Orison410 ydsVariesV, S
   - Basic prayer, can Alleviate, Calm, Clarify, Courage, Guidance, Healing, Magic Sense, Memory, Resist Magic, or Resist Poison typically giving a +1 on next roll for check.

Pass Without Trace1 rdTouch1 creatureV, S, M
   - Can move through any type of terrain- mud, snow, dust, etc and leave no footprints or scent. Lasts for 1 turn/lvl & radiates magic for 1d6 turns after passed.
   - Needs a sprig of pine or evergreen, burned and ashes scattered.

Personal Reading2 turns01 creatureV, S, M
   - Based on real name, mathematically analyze personal information and learn valuable facts about one human/demihuman.
   - Needs a small book of numerological formulae and notes.

Petrify Wood1TouchWeapon(s) touchedV, S, M
   - Petrifies nonliving wood to reduce -3 Tohit to -2 & -2 Dam to -1, & weapon is fireproof. Lasts for 5 rds/lvl.
   - Needs chip of petrified wood.

Portent1 turnTouchCreature touchedV, S, M
   - Tells future luck of individual during next 24 hours.
   - Needs numbered wheel or tea leaves.

Precipitation410 yds/level30-ft cylinder up to 60 ft highV, S, M
   - Causes light rain, drizzling on everything in area. Candles are extinguished. Fire effects are -2hp/die & creates a warm fog.
   - Needs holy symbol.

Protection from Chaos4Touch1 creatureV, S, M
   - Like prtection from evil, chaotic creatures -2 To hit and the subject gets a +2 saveversus attacks by chaotic creatures.
   - Needs a small ring of gold or lead temperedby a chaotic smith.

Protection From Evil4Touch1 creatureV, S, M
   - Evil beings -2 To Hit & protected creature is +2 on saves, no mental control, no extraplanar/summoned creatures can touch for 3 rds/lvl.
   - Needs holy water or burning incense.

Protection From Good4Touch1 creatureV, S, M
   - Good beings -2 To Hit & protected creature is +2 on saves, no mental control, no extraplanar/summoned creatures can touch for 3 rds/lvl.
   - Needs unholy water or smoldering dung.

Protection From Silver3TouchCreature touchedS, M
   - Protects creatures hurt by silver weapons. Silver weapons are treated as normal weapons for 1 hr/lvl.
   - Needs holy symbol.

Purify Food & Drink1 rd30 yds1 cubic ft/lvl, in 10 sq ftV, S
   - Makes spoiled, rotten, poisonous or contaminated food and water pure, also ruins unholy water.

Putrefy Food and Drink1 rd30 yds1 cubic ft/lvl, in 10 sq ftV, S
   - Makes good food and water spoiled, rotten, poisonous or contaminated, also ruins holy water.

Rainshield102-ft radiusV, S
   - For 2 turns/lvl, causes an invisible, slightly curved barrier about 3 ft in diameter over caster's head to stop falling rain or other liquids.

Read Language1 rd0The casterV, S
   - Confers ability to read language for 5rds/lvl.

Regenerate Light Wounds5TouchCreature touchedV, S
   - Delayed healing of 1d4+1 HP gained at 1HP/round after being wounded. Spell expires in 24 hours.

Ring of Hands*50SpecialV, S
   - 2 or more priests cast, makes protection from evil 5 ft circum/priest.

Ring of Woe*50SpecialV, S
   - 2 or more priests cast, makes protection from good 5 ft circum/priest.

Ripen45 ydsSpecialV, S, M
   - Causes a single mature plant or 10 ft square plot of ground to immediately produce normal amounts of fruits/nuts/seds they get at height of harvest season. Usable once/season & any unpicked produce withers in 24 hours.
   - Needs mistletoe.

Rosemantle4Touch1 living creatureV, S
   - Affected being glows & acts a with a ring of free action and no ill effects of magically induced pain, nausea, fear or venom.

Sacred Guardian1TouchCreature touchedV, S, M
   - Instantly aware when the recipient of the spell is in danger, regardless of the distance between the priest and the recipient
   - Needs a rose petal that has been kissed by the spell recipient.

Sanctuary4Touch1 creatureV, S, M
   - If attacked and save vs spells is failed, attackers lose track of the caster & totally ignore.
   - Needs a small silver mirror and caster's holy symbol.

Sap410 yds10-ft x 10-ft areaV, S, M
   - Covers 10 ft x ft area in sticky tree sap slowing everyone by half is fail save vs spells.
   - Needs a drop of tree sap and caster's holy symbol.

Scribe1 rdTouchCreates 1 copyV, S, M
   - Can write x2 as rapidly recuding errors by 25% when copying texts, maps, etc. lasts for 8 hours.
   - Needs ink, quill, & a parchment.

Seeking Mote530 yds1 creatureV, S, M
   - Like mote of light that follows target like magic missile, but caster's THACO +4 for 2d4+2 dmg.
   - Needs a pinch of dust anda fleck of mica, quartz or clear gemstone exposed to sunlight for 1 turn..

Segojan's Armor1 rdTouchCreates 1 suit of armorV, S, M
   - Creates nearly weightless grass armor AC6 for 1 day. Stops magic missle & similar spells.
   - Needs arm loads of grasses & roots and caster's holy symbol.

Shillelagh2Touch1 oak clubV, S, M
   - Turns oaken cudgel or staff into a +1 magical weapon doing 2d4 dam man-sized & 1d4 for larger. Lasts 4 rounds +1 rd/lvl.
   - Needs a shamrock leaf and caster's holy symbol.

Snake Skin70The casterV, S, M
   - Can change into any constrictor, giant constrictor, poisonous, giant poisonous, or spitting snake for 1 hour/lvl. Can change type 1/round. Is healed 1d6x10% hp when returns to normal.
   - Needs a small piece of desiccated skin shed by a serpent.

Spark of Blinding1 rd15 yds10-ft radiusV, S, M
   - Causes a tiny spark to burst in front of victim's eyes blinding for 1d4 rounds, all saves at -2. Save vs spells negates.
   - Needs holy symbol.

Speak With Astral Traveler1 rdTouch1 creatureV, S
   - Can mentally communicate with the Astral projected individual through touch.

Speak With Birds401 avian within a 30-ft radiusV, S
   - Allows priest to comprehend & communicate with 1 bird in 30 ft radius for 2 rds/lvl. No control is given.

Spectral Senses430 yds/levelThe casterV, S, M
   - For 1 hour/lvl, can see & hear through any skeleton/zombie within range. Can also issue simple commands to the undead.
   - Needs holy symbol and a black cowl to be worn over the priest's eyes.

Spider Climb1TouchCreature touchedV, S
   - Allows bare foot & hand priest to climb at MV9 (6 if encumbered) for 1 round +1 round/lvl.

Spidereyes1SpecialSpecialV, S
   - Can see through eyes of any spider touched for 1 round/lvl.

Steal Psionic Strength410 yds/level1 creatureV, S, M
   - Steals 1d8/lvl PSP from the subject. New PSP last for 3 rounds.
   - Needs holy symbol that is touched to subject's forehead.

Steelskin4TouchCreature touchedV, S, M
   - For 3 rds+1 rd/lvl, caster turns creatures skin to metal giving +1 to AC/3 lvls of caster to +5 max. Dex is reduced 2/3.
   - Needs holy symbol & a forged steel rod.

Sunscorch440 yds1 creatureV, S
   - Creature that fails save is hit by sun beam doing 1d6 dam +1/lvl (+2/lvl if undead) caster & blinded 1-4 rounds.

Thought Capture3010 ydsV, S
   - Captures free-floating thought in the area, strongest first.

Trance1 rd0120-ft radiusV, S
   - Allows caster to detect and supernatural or magical effects in a region like curse, spirits, or permanent effects in 120 ft rad.

Treasure Scent4020-ft radiusV
   - In 20 ft radius, can detect precious metals & gems with hot/cold method.

Truemetal410 yds30ft rad, 90deg arc from casterS
   - Detect consistency of metals in 30ft rad. & if magical.

Undead Battlemight4Touch1 undead/levelV, S, M
   - Makes animated dead move as it did in life, gain initiative & saves as caster for 1 rd +1 rd/lvl.
   - Needs 3 drops of water, sinue, or cartilege from any mammel & 1 drop of quicksilver.

Wailing Wind1 rd5 yds/level10 ft/level cubeV
   - Guarded area causes a wind to travel toward the caster with the sounds it hear. All can hear.

Warning Shout101/2-mi radiusV, S
   - Projects a single word up to half mile radius outdoors.

Waterfloat110 yds/level10-ft cubeV, S, M
   - Prevents 200lbs + 100lbs/lvl of total creatures/objects weight in a 10 ft cube from sinking in water or liquids.
   - Needs holy symbol.

Weathertell3 rds0SpecialV, S, M
   - Predict general weather in upcoming 1 hour/caster lvl. and can tell if magic is affecting.
   - Needs a miniture weathervane carved of wood or made of metal.

Weighty Chest1Touch5-ft cubeV, S, M
   - Makes a 5 ft x 5 ft x 5 ft or smaller chest be 2-5 times heavier for anyone other than caster. Lasts for 1 day/lvl.
   - Needs a small lead ball.

Whisperward1 turn0SpecialV, S, M
   - Cast on item or place, if condition is triggered, a whisper mesage sent to caster up to 1 mile/lvl away.
   - Needs a bit of mistletoe.
2nd Level
Acorn Barrage510 yds1 acorn/levelV, S, M
   - acorns hurl from hand (or a tree within 10 yds) doing 1d2 dmg each up to 40 yds away. Requires a roll to hit.
   - Needs holy symbol & acorns to be hurled.

Aid5Touch1 creatureV, S, M
   - Gives +1 To Hit & Saves and 1d8 hitpoints for duration.
   - Needs holy symbol & tiny strip of white cloth with sticky substance at both ends.

Alert Allies1 rd + 1 rd per creature touchedTouch90-ft radiusV, S
Amauntaor's Uncertainty130 yds40-ft sphereV, M
Ancestral Blesing1 rdTouch1 person or houseV, S, M
Animal Eyes501 creatureV, S, M
Animal Speech510 yds/level1 animalV, S, M
Animal Spy510 yds1 animalV, S
Animal Spy (Shaman)1 rd01 creatureS
Astral Awareness50The casterV, S

Augment Psionics5TouchPsionic creature touchedV, S, M

Augury2 rds0SpecialV, S, M
Aura of Comfort2TouchCreature touchedV, S
Aura of Discomfort5TouchCreature touchedV, S
Badberry1 rdTouch2d4 fresh berriesV, S, M
Banish Blight5Touch1 plantV, S
Barkskin5Touch1 creatureV, S, M
Bat Sense4TouchIndividual touchedV, S, M
Beast Claw50The casterV, S
Beastspite510 yds1 personV, S
Black Talon501 of the caster's armsV, S
Bone Bite55 yds/level1 bone or fragmentV, S, M
Boneiron1 turnTouchWeapon(s) touchedV, S, M
Bonewood1TouchWeapon(s) touchedV, S, M
Brightmantle5TouchCreature touchedV, S, M
Call Animal1 rd1 mi.1 mileV, S, M
Calm Chaos120 yds1d6 creatures/lvlV, S
Camouflage520 ft radius1 person/levelS, M
Cause Moderate Wounds5TouchCreature touchedV, S
Charm Person or Mammal580 yds1 person or mammalV, S
Charm of Brandobaris101d4 beings in a 30-ft radiusV
Chilling Scythe501 scytheV, S, M
Circle of Protection from Spirits1 rd03 ft/levelV, S, M
Command Another's Pet110 yds1 animalV, S, M
Commune With Lesser Spirit1 turn10 ftSpecialV, S, M
Contact Home Power1 turnUnlimitedThe casterV, S, M
Create Mirage560 yds + 10 yds/levelCube, 10-ft/levelV, S, M
Cure Madness1 rdTouchCreature touchedV, S
Cure Moderate Wounds5TouchCreature touchedV, S

Cure Scurvy5Touch1 creature/levelV, S, M
Dark Fire2TouchSpecialS, M
Darkfire of Beshaba50Touch or 1 creature within 15 ftV, S, M
Death Candle1 rdSpecial1 creatureV, S, M
Death Curse1 rd01 beingV, S, M
Death Prayer1 turnTouch1 corpseV, S, M
Death Talisman1 rdTouch1 objectV, S, M
Detect Charm1 rd30 yds1 creature/rdV, S
Detect Enemies1 rd0Path, 10 ft x 60 ftV, M
Detect Life1 rd10 ft/level1 creatureV, S, M
Detect Powers1 rd240 yds1 crystal shellV, S, M
Detect Psionic Use1 rd0Path, 10-ft wide x 90 ft longV, S, M

Dictate (Harmonium)530 ydsUp to 6 creatures in a 20-ft cubeV
Disentangle580 yds1 creatureV
Dispel Ward560 yds30-ft cubeV, S
Dream Sight1 rdSpecialCasterS, M
Druid Sight3 rds150 yds1 animalV, S, M
Dumathoin's Rest510 yds/level30-ft radiusV, S, M
Dumathoin's Rest (Dumathoin) -DD510 yards/level30-foot radiusV, S, M
Ecdysis5TouchCreature touchedV, S, M
Eilistraee's Moonfire1 rdSpecialUp to 1 cu ft/levelV, S
Eldath's Tranquility5015-ft radiusV, S, M
Enhance Blood Ability5TouchCreature touchedV, S, M
Ethereal Barrier1 turn120 ydsTwo 10-ft sqs/lvlV, S, M
Exorcism1 turn/HD of spiritSpecial1 spiritV, S, M
Favor of Shaundakul1 rdSpecialSpecialV, S, M
Favor of Tymora5Touch1 living creatureV, S
Favor of the Goddess5TouchTwo plants, vegetables, or pieces of fruit/levelV, S
Find Traps5010 ft x 30 ydsV, S
Firebreak510 yds/level800 square ft/levelV, S, M
Fortifying Stew5Touch1 bowl of stew, etc/levelV, S, M
Fortitude5TouchCreature touchedV, S, M
Frisky Chest2Touch10-ft cubeV, S, M
Frost Whip50Flexible 6-ft-long beam 4 inches in diameterV, S
Gift of Speech510 yds/level1 animalV, S, M
Glyph of Revealing50120-ft-diameter sphereV, S, M
Goodberry1 rdTouch2d4 fresh berriesV, S, M
Grass Dart501d6 + 1 blades of grass within 10 ftV, S, M
Handfang50The caster's palmV, S
Heal Spirit1 rd10 yds1 spiritV, S, M
Hear Heartbeat1 rd010 ft/level radiusV, S, M
Hesitation230 yds20-ft radius circleV, S, M
Horns of Hathor60The casterV, S, M
Idea40The casterV, S, M
Impart Knowledge1Touch1 beingS
Impenetrable Falsehood5TouchCreature touchedV, S
Infrainvisible2TouchCreature touchedV, S, M
Inscribe Speech53 ydsSpecialV, S, M
Iron Vigil1 turn0The casterV, S
Karma Sight210 yds1 creature/levelV, S
Know Alignment1 rd10 yds1 creature or objectV, S
Know Intent150 ydsSpecialV, S
Know Language1 rd0The casterV, S
Know Motivation1 rd010-ft wide path, 30 ft longV, S, M
Lighten Load230 yds10-ft cubeV, S, M
Locate Animal Follower560 yds + 10 yds/lvl1 animal followerV, S, M
Manythorns50The casterV, S, M
Mark of Brotherhood1 turnTouchCreature touchedV, S, M
Marthammor's Intuition1 turn01-mi. radiusV, S, M
Maskstone2TouchSquare, 1 ft/levelV, S, M
Message Mote530 ydsCloud up to 1 cu ftV, S
Messenger1 rd20 yds/lvl1 creatureV, S
Mind Read25 yds/lvlSpecialV, S
Mindtouch1 rd5 yds/level (90 yds max.)1 creatureV, S, M
Moment1 rd050-ft radiusV, S, M
Moon Shield50The casterV, S, M
Moondance*8 hrs0Participating priestesses of EilistraeeV, S, M
Music of the Spheres450 yds20-ft diameter circleV, S, M
Nap2Touch1 creature/lvlV, S, M
Natural Attunement5TouchLiving creature touchedV, S, M
Nurture1 turnTouchInfant creature touchedV, S, M
Obscure Alignment1 rd10 yds1 creature or objectV, S
Obscurement50(lvl x 10)-ft sqV, S
Omen (Old Empire)5SpecialSpecialV, S, M
Omen I1 turn0The casterV, S
Pass Without Notice1 rdTouchCreature or object touchedV, S, M
Plant Renewal5TouchPlant touchedV, S, M
Poison Touch501 creatureV, S
Priest Lock4Touch1 portal up to 12 sq ft/levelV, S
Protection From Aging5TouchCreature touchedV, S, M
Protection From Animas6TouchCreature touchedV, S, M
Protection From Charm/TD>5TouchCreature touchedV, S, M
Protection From Orisons1 rdTouchCreature or object touchedV, S
Protection From Serpents1 turnTouchCreature touchedV, S, M
Protection From Spirits1 rdTouch5-ft radiusV, S, M
Resist Acid and Corrosion5TouchCreature touchedV, S
Resist Fire/Resist Cold5Touch1 creatureV, S, M
Resist Turning5Touch30-ft diameter circle around creature or object touchedV
Restore Strength5TouchCreature touchedV, S
Revenance5Touch1 undead/levelV, S, M
Ripen Plant5Touch1 plantV, S
Rosetouch5TouchObject touchedV, S
Rosewater5TouchA body of liquid no larger in volume than the caster's headV, S, M
Sanctify*1 turn10 yds10 yd x 10 yd sq/priestV, S, M
Scent of Vengeance1 rd0The casterV, S, M
Seal of CyrrollaleeSpecialTouch2 creaturesV, S, M
Sense Spirit1 rd10 yds/level1 entityV, S, M
Shark Charm 530 yds30-ft cubeV, S
Sharpleaf55 yds3 leaves/levelV, S, M
Sheela's Entangle 580 yds40-ft cubeV, S, M
Silence, 15-foot Radius5120 yds15-ft radiusV, S
Slow Poison1Touch1 creatureV, S, M
Slow Poison (Shukenja)1TouchCreature touchedV, S, M
Snake Charm130 yds30-ft cubeV, S
Snake Summoning1 rd120 yds120-ft radiusV, S, M
Speak With Animals501 animal within 30 ftV, S
Speak With Sea Creatures501 animal within 30 ftV, S
Stalk5TouchCreature touchedV, M
Steep Soma-Juice8 hrsTouch2 ounces/levelV, S, M
Stormvoice5SpecialSpecialV, S
Straighten Wood510 yds/lvlSpecialV, S
Touchsickle50The casterV, S
Tracking1 rd0The casterV, S, M
Translate1 rd01 text or scrollV, S, M
Trip5Touch1 object up to 10 ft longV, S
Tumblethorns530 yds1 creatureV, S, M
Understand Curse1 turn10 ft1 creature or objectV, S
Undetectable Charm1 rd30 yds1 creature/rdV, S
Unquestioning Obedience220 yds/level1 creatureV
Warning2Touch10-ft radius around creature touchedV, S, M
Warp Sense5Touch60-ft pathV, S
Warp Wood510 yds/lvlSpecialV, S
Whisperleaf5Touch1 oak branchV, S, M
Wieldskill5Touch1 beingV, S
Wild Deer Speed50The casterV, S, M
Wind Lash55 yds/level1 beingV, S
Withdraw50The casterV, S
Wolfjaws50The caster's right handV, S, M
Wyvern Watch530 yds10-ft radiusV, S, M
Zone of Deception530 yds5-ft/level cubeV, S
Zone of Truth230 yds5-ft sq/lvlV, S, M
PSPs: 22MTHAC0: 17MAC: 8
Devotions: 6Sciences: 2Disciplines: 3
Attacks: None
Defenses: None

PowerPSPsRangeArea of EffectMAC

Clairsentient (Primary)
Poison Sense1/11 yd r. spherePersonal10

Telepathic (Primary)
Mindlink (Telepathy)7+/3+UnlimitedIndividual8
Psychic Messenger4/2200 miles1sq. yd.5
Send Thoughts3+/2+UnlimitedIndividual8

Psionic Powers

(clairsentient science)
PSP Cost:
Preparation Time:
Area of Effect:
7 (base)

This power allows the user to see images from a distant location. The user picks a spot he knows, makes an MTHAC0 roll, then looks at everything he would be able to see if he were standing in that spot. The user's field of vision is the same as normal, and turning his head allows him to scan the area.

Clairvoyance doesn't replace normal vision. The user still sees what's around his physical location, with the distant scene superimposed. Closing one's eyes blocks the double vision and leaves only the distant scene. This power doesn't enhance vision, so hidden or invisible objects remain undetected. The distant scene is visual only; there is no sound.

The distance of the viewing spot modifies the power's MAC, as shown below.

RangeMAC Modifier
100 yards -0
1,000 yards -2
10 miles -4
100 miles -6
1,000 miles -8
10,000 miles -10
* Clairvoyance only works within a given plane or crystal sphere.

Power Score - The Idendri automatically gains clairaudience, too, for the duration of the vision.

20 - The Idendri is blind for 1d4 hours.

Psionic Powers

(clairsentient devotion)
PSP Cost:
Preparation Time:
Area of Effect:

This power lets the Indendri get a sensory image of the present surroundings of a particular unliving item. The Idendri need not have any idea where the object is when the power is used, but he must concentrate on a specific, familiar item. For instance, "my friend's metal dagger" is fine, but the nearest metal dagger is not.

The Idendri receives an all-round sensory "snapshot" from the item's surroundings: visual, olfactory, aural, and temperature signals. The power itself gives no notion of direction or distance to the item in question, though the character can often deduce its location from the sensory signals.

If the item has been destroyed before the power is used, the check automatically fails. A concealed item (for example, ina pocket) gives a black visual image and insignificant olfactory, aural and temperature signals.

Power Score - The Idendri receives a full minute of observation, getting all the same sensory images listed above.

20 - The Idendri gets images from a similar item, but not the one he wishes.

Psionic Powers

Poison Sense
(clairsentient devotion)
PSP Cost:
Preparation Time:
Area of Effect:
1-yard radius

This power enables a user to detect the presence of poison and identify its location within 1 yard of his body (or presence, if he uses clairvoyance or astral projection). The type of poison and how it can be negated aren't revealed, only its presence.

Power Score - The Idendri can determine the exact type of poison.

20 - If poison exists, the sense of it mentally overwhelms the Idendri. The effects match those of the actual exposure to the poison.

Psionic Powers

Mindlink (Telepathy)
(telepathic science)
PSP Cost:
Preparation Time:
Area of Effect:

This power only can be used on an open mind, allowing the user to communicate wordlessly with any intelligent creature. This is two way communication. It isn't the same as mind reading, because the user receives only those thoughts the target wants to send. Language isn't a barrier to mindlink. The PSP cost is determined by the target's level, as shown below.

Target's LevelPSP Cost
1-5 levels or HD 7/3
6-10 levels or HD 8/4
11-15 levels or HD9/5
16-20 levels or HD11/6
21+ levels or HD 12/6

Power Score - The mindlink allows one probing question.

20 - The Idendri must save vs petrification or be stunned for 1d4 rounds.

Psionic Powers

Psychic Messenger
(telepathic devotion)
PSP Cost:
Preparation Time:
Area of Effect:
200 miles
1 sq yard

This power allows a character to create an insubstantial, 3-D image of himself, which can appear anywhere within 200 miles and deliver a message. Everyone present can see and hear the messenger. Communication is one-way. The telepath has no idea what is happening around his messenger unless he's using some other power.

Power Score - The Idendri can make the messenger's appearence differ from his own.

20 - Idendri thinks he is really at the messenger's location for 1d4 rounds.

Psionic Powers

Send Thoughts
(telepathic devotion)
PSP Cost:
Preparation Time:
Area of Effect:

This power allows the user to send his thoughts to another mind via one way communication. He can send information or simply use the power to distract the target. If the target is a wizard casting a spell, he gets a save vs. spell. If the wizard fails his save, his concentration is broken and the spell fails. If the target is distracted while in melee combat, he receives a -2 penalty to all attack rolls.

If the target is a wizard casting a spell, he must make a saving throw vs. spells. The wizard applies a modifier to the save: the difference between his Intelligence and the Idendri's Power Score. If this save fails, the wizard's concentration is broken and the spell is spoiled.

Target's LevelPSP Cost
1-5 levels or HD 3/2
6-10 levels or HD 4/2
11-15 levels or HD5/3
16-20 levels or HD6/3
21+ levels or HD 8/4

Power Score - Wizards cannot make their saving throw.

20 - Subject is distracted, -4 to all actions.

Racial Abilities
Infravision - Infravision with a range of 60'.
Less sleep - The half-elf requires only four hours worth of sleep to be rested. This is especially valuable to spellcasters.
Resistance - 30% resistance to sleep and charm spells.
Class Abilities
Priest of Save K'Nor
    Casting reduction - Reduces casting times by 1, to a minimum of 1.
    Turn undead - Allows the cleric to turn undead.
    Know Runes 5%/lvl - Savoryan priests have the innate ability to gleen information from any runes they see. Their knowledge is based on time periods, similar runes, knowledge of people & customs, etc. The priest can gleen the generic meaning of the rune and the type of people/person that made the mark. Both require individual proficiency checks.
    Minor Spheres of Magic - Animal, Astral, Healing, Necromantic, Plant, Wards, Weather
    Major Spheres of Magic - All, Divination, Guardian, Law, Numbers, Protection, Sun, Thought, Time, Travelers
Savoryan (Diviner)
    Automatic spells - Gains one free spell every time the mage gains a new level of spells.
    Bonus spells - Memorize one free spell for each spell level. This spell must be chosen from their area of speciality.
    Casting reduction - Casting times on spells in the area of speciality are reduced by two to a minimum of one.
    Intense magic - Others suffer a -1 penalty to all saving throws on Divination spells cast.
    Saving throw bonus - Gets a +1 bonus on saves against Divination spells in their chosen school.
    Schools of Magic - Abjuration, Alteration, Enchantment/Charm, Greater Divination, Illusion/Phantasm, Invocation/Evocation, Necromancy
Idendri (Psionicist)
    Armor Use - May use light armor.
    Hit Point Bonus - Psionicists with this ability roll eight-sided dice for hit points rather than six-sided dice. The psionicist still gains only two extra hit points per level at 10th level and beyond.
    PSP bonus - The psionicist has a potent mind and rolls eight-sided dice for psionic strength points instead of six-sided dice.
    Psychic Adept - The psionicist receives extra power. The two disciplines the psionicist chooses at first level count as primary disciplines.
Obscure Knowledge - Successful Intelligence/Knowledge check allows the recollection of a fact pertaining to the current subject.
Nerd - "Shop-Talk" is your life. This also means you tend to view problems from your class specific perspective to the exclussion of other tactics. Your overall social skills are at -1 for same-class interactions, and -2 for everyone else, -3 for members of the opposite sex, except sages and others with this disadvantage. Other nerds find your discourse fascinating, but it's your condition that interests sages; no minuses occur.
Movement and Encumbrance
Encumbrance: Unencumbered Light Moderate Heavy Severe
Weight (lbs): 0-235 236-274 275-313 314-352 353-380
Movement: 14 10 7 3 1
THAC0: -1 -2 -4
AC: +1 +3
Currently carrying 61.75 pounds (Moderate Encumbrance, 7 Movement)
  • Animals
    • Horse, riding
      • Bit and bridle
      • Saddle bags, small
        • Fishhook
        • Quill
        • Rope, hemp (50 ft)
        • Sandals
        • Sewing needle
        • Vial x3
      • Saddle blanket
      • Saddle, riding
      • Tent, small
  • Items Carried
    • Backpack
      • Dry rations (1 week)
      • Flint and steel
      • Holy item
      • Pagar's Primer to Plenary Plate Pathfinding
      • Parchment (per sheet) x5
      • Spellbook
        • Detect Magic (1pg)
        • Read Magic (1pg)
        • Comprehend Languages (1pg)
        • Sleep (1pg)
        • Friends (1pg)
        • Identify (1pg)
        • Detect Untruth (1pg)
      • Torch x3
      • Wineskin
      • Writing ink (per vial)
    • Bag
    • Sling
  • Items Readied
    • Quarterstaff
  • Items Worn
    • Belt
      • Belt pouch, small
        • Healer's bag
        • Holy item
    • Buckle, common
    • Cap, hat
    • Full armor, padded
    • Gloves
    • Hose
    • Knife sheath
    • Pouch
      • Sling, sling bullet x10
    • Shirt
    • Shoes
    • Tunic
  • Spending Money
    • Dram x40
Character History