RolePlay onLine RPoL Logo

Welcome to The Mercenaries DnD 3.5

09:58, 30th April 2024 (GMT+0)

Dain Stoneshoulder

Dain Stoneshoulder, LN priest of Dumathoin, the Keeper of Secrets Under the Mountain. He is an adventurer seeking secrets of the mountains. He ventured into Valls, finding it an awful place under evil rule. Time to help the locals throw off the yoke of the evil invaders and then get back to searching for secrets!

XP: 22,507



SPELLS: 6 4+1 4+1 3+1 2+1 1+1

Earth Domain Spells
1 Magic Stone: Three stones become +1 projectiles, 1d6 +1 damage.
2 Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
3 Stone Shape: Sculpts stone into any shape.
4 Spike Stones: Creatures in area take 1d8 damage, may be lowed.
5 Wall of Stone: Creates a stone wall that can be shaped.
6 Stoneskin M: Ignore 10 points of damage per attack.
7 Earthquake: Intense tremor shakes 5-ft./level radius.
8 Iron Body: Your body becomes living iron.
9 Elemental Swarm*: Summons multiple elementals.
*Cast as an earth spell only.

Dwarf Domain Spells
1 Magic Weapon: Weapon gains +1 bonus.
2 Bear’s Endurance: Subject gains +4 to Con for 1 minute/level.
3 Glyph of WardingM: Inscription harms those who pass it.
4 Magic Weapon, Greater: +1 bonus/4 levels (max +5).
5 Fabricate: Transforms raw material into finished items.
6 Stone Tell: Talk to natural or worked stone.
7 Dictum: Kills, paralyzes, slows, or deafens nonlawful
subjects.
8 Protection from SpellsMF: Confers +8 resistance bonus.
9 Elemental Swarm: Summons multiple elementals.*
*Earth spell only.

0-Level

Breeze
Celestial Tongue
Clarity
Claws of the Demon
Cleanliness
Compensate
Create Water
Cure Minor Wounds
Dancing Bandages
Detect Curse
Detect Disease
Detect Magic
Detect Poison
Double Rope
Fiend’s Tongue
Glassware
Guidance
Hear Me!
Inflict Minor Wounds
Know the Blood
Light
Mending
Physical Prowess
Preservation
Purify Food and Drink
Read Magic
Renew the Tide of Unlife
Resistance
Resist Water
Shelve
Summarise
The Written Word
Virtue

1st-Level

Aegis of the Gods
Avoid Touch
Awakening
Bane
Bless
Bless Water
Blinding Strike
Cause Fear
Charm Spirit
Command
Comprehend Languages
Contingent Armour
Crystal Armour
Cure Light Wounds
Curse Water
Dancing Bandages
Deathwatch
Detect Chaos/Evil/Good/Law
Detect Spirits
Detect Undead
Discern Aura
Divine Favour
Doom
Keen Ear
Endure Elements
Entropic Shield
Hide from Undead
Inflict Light Wounds
Knock Asunder
Magic Stone
Magic Weapon
Minor Mend the Fallen
Mystical Performance
Obscuring Mist
Pregnancy Blessing
Preserve Food and Drink
Protection from Chaos
Protection from Evil
Protection from Good
Protection from Law
Redirect Charge
Remorse
Remove Fear
Resist Sleep
Restful Sleep
Sanctuary
Shield of Faith
Stand the Test of Time
Strength of Mind
Summon Monster I
Symbol of Fate

2nd-Level

Aid
Align Weapon
Augury
Aura of Darkness
Aura of Death
Aura of Light
Bear’s Endurance
Bull’s Strength
Calm Emotions
Channelling Ward
Consecrate
Cure Moderate Wounds
Dark Aura
Darkness
Death Knell
Delay Poison
Desecrate
Detect Dimensional Disturbance
Detect Spirits, Mass
Dig
Divine Heart
Divine Shepherd
Eagle’s Splendour
Empowerment
Enthral
Find Traps
Fleet Feet
Gentle Repose
Geyser
Ghost Combatant
Hero’s Visage
Hold Person
Inflict Moderate Wounds
Make Whole
Mask Death
Mask Scent
Merciful Weapon
Mercy’s Bonds
Minor Necromantic Blessing
Monkey Stride
Numbed Monkey
One with the Dead
Osseous Staff
Owl’s Wisdom
Pass through Element
Precision
Reflect Ray
Refresh
Remove Paralysis
Resist Energy
Restoration, Lesser
Righteous Radiance
Sand of Rest
Shatter
Shield Other
Shockwave
Silence
Sound Burst
Spiritual Weapon
Status
Summon Armour
Summon Monster II
Surface
Undetectable Alignment
Unstoppable
Vulpine Evasion
Withstand
Zone of Truth

3rd-Level

Agony
Animate Dead
Bestow Curse
Bind Oath
Black Cloud of Horror
Blind Monkey
Blindness/Deafness
Bloodblade
Cacophony
Contagion
Continual Flame
Create Food and Water
Cure Serious Wounds
Curse Lineage
Daylight
Dauntless Resolve
Deeper Darkness
Dirge of the Walking Dead
Dispel Magic
Divine Speed
Doom Fog
Dragon Bane
Earth Fist
Elemental Shape
Fortify
Ghost Armour
Glyph of Warding
God Speed
Helping Hand
Heroism
Hold Evil
Inflict Serious Wounds
Invisibility Purge
Locate Object
Magic Circle against Chaos
Magic Circle against Evil
Magic Circle against Good
Magic Circle against Law
Magic Vestment
Meld into Stone
Mend the Fallen
Mercy Blow
Negate Weapon
Obscure Object
Parasitic Infestation
Pollen Cloud
Prayer
Protection from Energy
Pulsing Blast
Remove Blindness/Deafness
Remove Curse
Remove Disease
Rescue
Rotbreath
Searing Light
Shrapnel
Soul Power
Speak with Dead
Spell Shackle
Spirit of the Bear
Spirit of the Leopard
Spirit of the Lion
Spirit of the Owl
Spiritual Bestowment
Stone Shape
Summon Monster III
Thin Blood
Ties of Blood
Token of Communication
Transference
Water Breathing
Water Walk
Wind Wall

4th-Level

Air Walk
Armour of Deflection
Charnel Blight
Combat Blessing
Continual Bonfire
Control Water
Cure Critical Wounds
Death Ward
Dimensional Anchor
Discern Lies
Dismissal
Divination
Divine Eminence
Divine Power
Doom Shield
Empowerment, Greater
Eruption
Ethereal Binding
Expunge
Fair Light
Faith’s Summons
Fearless
Freedom of Movement
Giant Vermin
Glorious Halo
Guardian Flame
Imbue with Spell Ability
Inflict Critical Wounds
Lantern of Faith
Lower Resistance
Magic Weapon, Greater
Marathon Prowess
Mark of Evil
Minor Globe of Negative Energy
Neutralise Poison
Pack of Ghouls
Planar Ally, Lesser
Poison
Repel Vermin
Restoration
Sending
Skin Walking
Spell Immunity
Spirit Song
Summon Monster IV
Sumptuous Feast
Test of Souls
Titan’s Strength
Tongue of Swords
Tongues
Transference, Greater
Wind Tunnel

5th Level

Source    Spell Name    Brief Description
Core Atonement: Removes burden of misdeeds from subject.
Core Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Core Command, Greater: As command, but affects one subject/level.
Core Commune: Deity answers one yes-or-no question/level.
Core Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
Core Dispel Chaos/Evil/Good/Law: +4 bonus against attacks.
Core Disrupting Weapon: Melee weapon destroys undead.
Core Flame Strike: Smite foes with divine fire (1d6/level damage).
Core Hallow: Designates location as holy.
Core Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many creatures.
Core Insect Plague: Locust swarms attack creatures.
Core Mark of Justice: Designates action that will trigger curse on subject.
Core Plane Shift: As many as eight subjects travel to another plane.
Core Raise Dead: Restores life to subject who died as long as one day/level ago.
Core Righteous Might: Your size increases, and you gain combat bonuses.
Core Scrying: Spies on subject from a distance.
Core Slay Living: Touch attack kills subject.
Core Spell Resistance: Subject gains SR 12 + level.
Core Summon Monster V: Calls extraplanar creature to fight for you.
Core Symbol of Pain: Triggered rune wracks nearby creatures with pain.
Core Symbol of Sleep: Triggered rune puts nearby creatures into catatonic slumber.
Core True Seeing: Lets you see all things as they really are.
Core Unhallow: Designates location as unholy.
Core Wall of Stone: Creates a stone wall that can be shaped.
BoED Chaav’s Laugh: Good creatures gain +2 on attack rolls and saves against fear, plus 1d8 temporary hp +1/level (max. +20). Evil creatures take –2 on attack rolls and saves against fear.
BoED Convert Wand: Transforms a magic wand into a healing wand (lasts 1 minute/level).
BoED Crown of Flame: Aura burns evil outsiders, undead, and fey for 2d6 points of damage/round.
BoED Dancing Web: Energy strands deal 1d6 nonlethal damage per level plus entangles evil creatures for 1d6 rounds.
BoED Energetic Healing: Target is immune to one energy type and gains 10% of the energy damage as healing.
BoED Sacred Guardian: You know status of subject and can teleport or scry without error.
BoED Telepathy Block: Blocks all telepathic communication within 80-ft. radius.
BoED Warding Gems: Creates gems that store healing energy, encircle the target, and release their healing power on command.
CAr Blistering Radiance : Ball of light dazzles and burns nearby cratures.
CC Bewildering Mischance: Target must take the lower of two rolls for each save, attack roll, and skill check.
CC Bleed: Touched creature takes Con damage from piercing or slashing weapons; repeated use imposes a -4 penalty on certain Fort saves.
CC Darts of Life: Create ten projectiles that you can launch at allies to cure ld8 points of damage each.
CC Divine Retribution: Any creature that harms you takes ld6/caster level (max. 15d6) points of damage (half energy and half divine) and ld4 points of ability damage based on the deity selected.
CC Door of Decay: Move instantly from one willing or controlled undead to another.
CC Healing Circle: Allies can tap healing energy pool for cure spells.
CC Mark of Sin: Subject takes a -10 circumstance penalty on Diplomacy checks to change others' attitudes and a -4 penalty to one ability score based on your deity; all creatures begin interactions with subject one step close to hostile.
CC Surge of Fortune: Gain a +2 luck bonus on attack rolls and damage rolls, saving throws, skill checks, ability checks, AC, and spell penetration checks; take an automatic natural 20 on one of these rolls.
CD Divine Agility: You improve creature’s Reflex saves, Dexterity, and maneuverability in combat.
CD Dragon Breath: You choose a dragon type and mimic its breath weapon.
CD Stalwart Pact: You gain combat bonuses automatically when reduced to half hit points or lower.
CD Subvert Planar Essence: Reduces target’s DR and SR.
CD Vigor, Greater: As lesser vigor, but 4 hp/round.
City Zone of Peace: As peacebond, but affects all weapons in area.
Drac Aura of Evasion: All within 10 ft: gain evasion against breath weapons.
Drac Vulnerability: Reduces an opponent’s damage reduction.
DotU Bebilith Blessing: Target gains poisonous bite and sundering claw attacks.
Frost Boreal Wind: Gust of cold wind deals 1d4 cold damage/level and knocks creatures back.
Frost Conjure Ice Beast V: Conjures ice creature to fight for you.
Frost Dispel Cold: Cancels cold spells and effects.
Frost Dispel Fire: Cancels fire spells and effects.
Frost Frostbite: Chilled air causes 6d6 cold damage and 2d6 Dex damage.
Frost Hibernal Healing: You absorb ice, slush, and snow, curing 10 points/level of damage (max 150).
Frost Hibernate: Sends subject into state of hibernation for one week/level.
Frost Pass through Ice: Subject can pass through ice or snow like water.
FC1 Extract Gift: Extracts essence from a willing or trapped demon to grant subject a lasting enhancement.
FC1 Morality Undone: Subject becomes evil.
FC2 Investiture of the Narzugon: Target gains a paralyzing gaze attack.
FC2 Investiture of the Orthon: Target disrupts extradimensional movement within 20 feet and automatically deals sonic damage to attackers.
LM Haunt Shift: Turn corporeal and incorporeal undead into haunting presences.
LM Incorporeal Nova: Destroy incorporeal undead.
LM Necrotic Burst: Encysted subject killed, cyst begins to roam.
LM Summon Undead V: Summons undead to fight for you.
LoM Morality Undone: Subject becomes evil.
HoB Spiritual Cavalry: Horsemen of force attack enemies.
HoB Status, Greater: Monitors condition, position of many allies.
HoH Fire in the Blood: Your blood becomes a potent corrosive that burns attackers.
HoH Oath of Blood: Extends a geas beyond death that compels the target to animate and continue her quest as undead.
HoH Summon Undead V: Summons undead to fight for you.
MoI Incarnum Weapon: Weapon shaped of incarnum attacks foe.
MH Curse of Petty Failing, Legion’s: Enemies take –2 penalty on attack rolls and saves.
MH Revivify: Restore recently dead to life with no level loss.
Planar Call Zelekhut: A zelekhut aids you in hunting a fugitive.
Planar Death Throes: Your body explodes when you die.
Planar Opalescent Glare: Kill evil creatures with a look, or make them very afraid.
Planar Summon Bralani Eladrin: Summon a bralani eladrin to follow your commands.
Planar Unholy Storm: Evil-aligned rain falls in 20-ft. radius.
PHBII Condemnation: Lowers subject outsider’s SR and stuns for 1 round.
PHBII Etherealness, Swift: Subject momentarily becomes ethereal.
PHBII Invest Heavy Protection: Heal 5d4 damage + 1/2 levels, grant DR 5/evil.
PHBII Magic Convalescence: Spells cast nearby heal you 1 hp/spell level.
PHBII Mana Flux: Magic in area has 20% failure chance.
PHBII Meteoric Strike: Melee attack deals an extra 1d6 damage + 1d6/4 levels; adjacent creatures take half damage.
PHBII Radiance: Creates daylight that dazzles undead.
PHBII Renewed Vigor: Remove fatigue and +2 bonus to Constitution for 1 round/level.
RoD Stalwart Pact: Target gains combat bonuses automatically when reduced to half hit points or lower.
RoS Earth Hammer Melee weapon's damage increases and becomes bludgeoning, considered adamantine.
Sand Choking Sands: Touched creature begins to suffocate on sand.
Sand Dispel Water: Cancels water spells and effects or dismisses water creatures.
Sand Flaywind Burst: Cone blows away and knocks down smaller creatures and deals 1d6 damage/level.
Sand Parboil: Flash-heated air deals fire and Intelligence damage to one or more creatures.
Sand Wall of Magma: Deals 2d6 fire damage out to 10 ft. and 1d6 out to 20 ft. Passing through wall deals 5d6 damage +1/level.
ToM Spurn the Supernatural: Suppresses one or more of a foe’s supernatural abilities.
WoL Revitalize Legacy, Lesser: Get extra use of chosen lesser legacy ability.