Nabasu

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I've been thinking about starting up a new game with my F2F group and Golarion is in the running for consideration for what setting we'll be using. While I'm not completely new to the setting I've been out of touch with it for a few years (Kingmaker was still an AP or two away I think) so I was wondering what new setting material was out?

To be more specific I'd like to get a list of everyone's top 10 books for fluff on the setting. I'm think of doing the game in the River Kingdoms/Numeria so stuff related to them or the surrounding regions would be really great. Though to be honest anything informative would help out a lot.


So I was wondering what game effect allowing BAB to stack would have on game balance. Well stack differently then it does now.

Currently BAB stacks straight up, as a Fighter 5/Monk 3/ Rogue 1 you'd have a BAB of +7. What if instead different BAB tracks stacked with themselves instead? So full BAB stacks with itself, 3/4 BAB stacks with itself and 1/2 BAB stacks with itself; then you add the results together. So in the above example the above character would be at 5th level in full BAB and 4th level in 3/4 BAB thus having a +8 to BAB instead of the +7.

Would doing this screw up game balance a lot? Or would it make combat a little easier for multi-classed characters and not really have a large scale effect?

EDIT: I'm fairly certain I didn't explain this as well as I'd hoped but unfortunately it's a side effect of trying to type this before running out the door, sorry.


This is something that's been bugging and confusing me since 3rd edition started- the loss of priest spheres. Back in 2nd Edition priests could only cast from spheres that their deity granted access to. This always made a lot of sense to me, it meant that the spells that could be cast by a devotee of a war god looked different then the spells of a goddess of hearth and home who's spells were different from the cleric to a god of magic.

Now I know what some of you are going to say- that spheres were replaced by domains. I like domains, I think they're a good idea and a nice way to quantify those special gifts that a deity grants to his or her clergy that serve different purposes. But why would a deity that rules over healing and and care for the sick access to the Storm of Vengeance spell? Or Plane Shift? Or even Holy Word?

The other argument is then that clerics without access to the Healing sphere wouldn't be able to heal their party members. But 3rd edition fixed that. Any cleric that can channel positive energy can spontaneously switch out a prepared spell for a cure spell. And now with Pathfinder channeling positive energy does direct healing in a burst as well.

So I've split all of the "priest"* classes spells up into spheres. All priests get either major or minor access to a sphere depending on their deity for a cleric but on their class for the rest of the divine caster classes. Major access to a sphere allows a priest to cast all the spells in a sphere, while minor access only allows access to spells of up to 4th level. Spell access is still limited by the spell progression for each class (so a cleric would still need to be 5th level to cast 3rd level spells and a paladin would still need to be 4th level to cast any spells at all).

*: A priest class is any class that casts divine spells regardless of actual role.

There are 17 different spheres, listed in alphabetical order they are-

Spheres:

All: This sphere deals with spells and prayers available to all priests regardless of beliefs. All deities grant major access to the sphere of All. This group contains spells that the priests needs to preform basic functions and those basic prayers common to all faiths.

Animal: This sphere deals specifically with spells that affect or influence creatures and animals but not humanoids. Emulation of animals also falls into the domain of this sphere. Deities of nature, the hunt and husbandry often grant access to this sphere.

Astral: These spells deal with magical effects that manipulate access to, and travel within, different planes of existence. Masters of planar travel and trickster deities often grant these powers.

Charm: Spells that affect the minds of sentient beings fall under the purview of this sphere. Deities of love, beauty, trickery and art often allow access to spells from this sphere.

Combat: This sphere's spells deal almost exclusively with the direct harm of the priest's enemies. This sphere is often granted by gods of war or death.

Creation: These spells enable the priest using them to produce something from nothing. They are granted by deities of many different purviews

Divination: This sphere enables the priest to seek aide from his deity in the form of granted knowledge and glimpses into the future. Additionally It can be used to spy a location or person from afar or learn the location of items or people. Deities of knowledge, wisdom and exploration often grant the powers of this sphere.

Elemental: These spells affect the four basic elements- air, earth, fire and water. Nature deities and elemental deities would be ones that grant spells of this sphere.

Guardian: The spells of this sphere place magical wards and sentries around a person, item or place. They are generally more active then those of the Protection sphere. Protective, healing and trickster deities would all grant access to these spells.

Healing: Spells of this sphere deal exclusively with the health of the body. Knitting wounds and neutralizing poisons are both the domain of this sphere. On the other side of the coin these spells can be made to cause horrible wounds and envenom those unfortunate to evoke the ire of the priests with command of these spells. Protective and healing deities are most likely to have access to these spell and nature deities may grant minor access to the sphere.

Necromantic: These spells grant the ability to restore some portion of the life force that has destroyed or diminished. It could be a limb, lost strength or even life itself. As with the Healing sphere there is an opposite to these spells and a master of the Necromantic sphere can use their powers to snuff out life or even raise undead. Deities of life and death are the most likely to grant access to these powers.

Plant: The spells of those deities that grant access to this sphere affect plants, ranging from those that grow wild to those tamed and used in agriculture. Agricultural and nature deities grant access to this sphere.

Protection: The spells of this sphere create shields to protect the priest and those under his care. War and protective deities are the most likely to grant access to these spells though gods of mercy and kindness may also grant access to this sphere.

Summoning: These spells deal with the ability to call creatures from other planes of existence to aide the summoner. Not many deities grant access to this sphere though because of the great destruction that can wrought with those creatures summoned often gods of war and death will grant access.

Sun: Spells that allow the manipulation and creation of light and darkness fall into this sphere. Sun spells are common with nature deities and those that represent the sun's purifying power.

Travel: The spells of this sphere deal with travel between points both mundane and magical. Deities of exploration and travel will often grant these spells.

Weather: These spells manipulate the forces of the weather itself, being able give gentle life-giving rains to a drought parched field and conjure up raging storms to ravage the enemies of the priest. Deities of agriculture and nature grant these spells along with those with domain over the sea or ocean.

Priest Spells by Sphere:

All:
Bleed [0th]
Create Water [0th]
Detect Magic [0th]
Detect Poison [0th]
Flare [0th]
Guidance [0th]
Know Direction [0th]
Light [0th]
Mending [0th]
Purify Food and Drink [0th]
Read Magic [0th]
Resistance [0th]
Stabilize [0th]
Virtue [0th]
Bane [1st]
Bless [1st]
Bless Water [1st]
Curse Water [1st]
Divine Favor [1st]
Doom [1st]
Bestow Curse [3rd]
Prayer [3rd]
Remove Curse [3rd]
Sending [4th]
Atonement [5th]
Break Enchantment [5th]
Hallow [5th]
Unhallow [5th]
Miracle [9th]

Animal:
Calm Animals [1st]
Charm Animal [1st]
Hide from Animals [1st]
Magic Fang [1st]
Speak with Animals [1st]
Summon Nature's Ally I [1st]
Animal Messenger [2nd]
Animal Trance [2nd]
Bear's Endurance [2nd]
Bull's Strength [2nd]
Cat's Grace [2nd]
Eagle's Splendor [2nd]
Hold Animal [2nd]
Owl's Wisdom [2nd]
Reduce Animal [2nd]
Summon Nature's Ally II [2nd]
Summon Swarm [2nd]
Dominate Animal [3rd]
Magic Fang, Greater [3rd]
Summon Nature's Ally III [3rd]
Giant Vermin [4th]
Poison [4th]
Repel Vermin [4th]
Summon Nature's Ally IV [4th]
Animal Growth [5th]
Awaken [5th]
Baleful Polymorph [5th]
Insect Plague [5th]
Summon Nature's Ally V [5th]
Anti-Life Shell [6th]
Bear's Endurance, Mass [6th]
Bull's Strength, Mass [6th]
Cat's Grace [6th]
Eagle's Splendor, Mass [6th]
Owl's Wisdom, Mass [6th]
Summon Nature's Ally VI [6th]
Creeping Doom [7th]
Summon Nature's Ally VII [7th]
Animal Shapes [8th]
Summon Nature's Ally VIII [8th]
Shapechange [9th]
Summon Nature's Ally IX [9th]

Astral:
Dimensional Anchor [4th]
Plane Shift [5th]
Forbiddance [6th]
Ethereal Jaunt [7th]
Refuge [7th]
Dimensional Lock [8th]
Astral Projection [9th]
Etherealness [9th]

Charm:
Cause Fear [1st]
Command [1st]
Remove Fear [1st]
Eagle's Splendor [2nd]
Enthrall [2nd]
Imbue with Spell Ability [4th]
Geas/Quest, Lesser [4th]
Command, Greater [5th]
Eagle's Splendor, Mass [6th]
Geas/Quest [6th]
Spellstaff [6th]

Combat:
Entangle [1st]
Entropic Shield [1st]
Magic Fang [1st]
Magic Stone [1st]
Magic Weapon [1st]
Shield of Faith [1st]
Align Weapon [2nd]
Bear's Endurance [2nd]
Bull's Strength [2nd]
Cat's Grace [2nd]
Shatter [2nd]
Spiritual Weapon [2nd]
Magic Fang, Greater [3rd]
Chaos Hammer [4th]
Divine Power [4th]
Holy Smite [4th]
Magic Weapon, Greater [4th]
Order's Wrath [4th]
Rusting Grasp [4th]
Unholy Blight [4th]
Disrupting Weapon [4th]
Flame Strike [5th]
Righteous Might [5th]
Bear's Endurance, Mass [6th]
Bull's Strength, Mass [6th]
Cat's Grace, Mass [6th]
Repel Wood [6th]
Blasphemy [7th]
Destruction [7th]
Dictum [7th]
Holy Word [7th]
Word of Chaos [7th]
Holy Aura [8th]
Unholy Aura [8th]
Implosion [9th]
Storm of Vengeance [9th]

Creation:
Make Whole [2nd]
Create Food and Drink [3rd]
Wall of Thorns [5th]
Wall of Stone [5th]
Animate Objects [6th]
Blade Barrier [6th]
Heroes' Feast [6th]

Divination:
Comprehend Languages [1st]
Detect Animals or Plants [1st]
Detect Chaos/Evil/Good/Law [1st]
Detect Snares and Pits [1st]
Detect Undead [1st]
Speak with Animals [1st]
Augury [2nd]
Find Traps [2nd]
Speak with Dead [3rd]
Speak with Plants [3rd]
Discern Lies [4th]
Divination [4th]
Tongues [4th]
Scrying [5th]
True Seeing [5th]
Find the Path [6th]
Stone Tell [6th]
Scrying, Greater [7th]
Discern Location [8th]
Foresight [9th]

Elemental:
Endure Elements [1st]
Faerie Fire [1st]
Magic Stone [1st]
Produce Flame [1st]
Chill Metal [2nd]
Fire Trap [2nd]
Flaming Sphere [2nd]
Gust of Wind [2nd]
Heat Metal [2nd]
Resist Energy [2nd]
Soften Earth and Stone [2nd]
Protection from Energy [3rd]
Quench [3rd]
Stone Shape [3rd]
Water Breathing [3rd]
Water Walk [3rd]
Wind Walk [3rd]
Wind Wall [3rd]
Air Walk [4th]
Control Water [4th]
Ice Storm [4th]
Spike Stones [4th]
Flame Strike [5th]
Wall of Stone [5th]
Fire Seeds [6th]
Move Earth [6th]
Stone Tell [6th]
Transmute Metal to Wood [7th]
Earthquake [8th]
Firestorm [8th]
Repel Metal or Stone [8th]
Elemental Swarm [9th]

Guardian:
Darkness [2nd]
Silence [2nd]
Fire Trap [2nd]
Deeper Darkness [3rd]
Gylph of Warding [3rd]
Helping Hand [3rd]
Mark of Justice [5th]
Symbol of Pain [5th]
Symbol of Sleep [5th]
Blade Barrier [6th]
Glyph of Warding, Greater [6th]
Symbol of Fear [6th]
Symbol of Persuasion [6th]
Symbol of Stunning [7th]
Symbol of Weakness [7th]
Symbol of Death [8th]
Symbol of Insanity [8th]
Antipathy [9th]
Sympathy [9th]

Healing:
Cure Light Wounds [1st]
Inflict Light Wounds [1st]
Cure Moderate Wounds [2nd]
Delay Poison [2nd]
Inflict Moderate Wounds [2nd]
Cure Serious Wounds [3rd]
Inflict Serious Wounds [3rd]
Cure Critical Wounds [4th]
Inflict Critical Wounds [4th]
Neutralize Poison [4th]
Breath of Life [5th]
Cure Light Wounds, Mass [5th]
Inflict Light Wounds, Mass [5th]
Cure Moderate Wounds, Mass [6th]
Harm [6th]
Heal [6th]
Inflict Moderate Wounds, Mass [6th]
Cure Serious Wounds [7th]
Inflict Serious Wounds, Mass [7th]
Cure Critical Wounds, Mass [8th]
Inflict Critical Wounds, Mass [8th]
Heal, Mass [9th]

Necromantic:
Cause Fear [1st]
Deathwatch [1st]
Detect Undead [1st]
Hide from Undead [1st]
Consecrate [2nd]
Death Knell [2nd]
Desecrate [2nd]
Gentle Repose [2nd]
Remove Paralysis [2nd]
Resist Disease [2nd]
Restoration, Lesser [2nd]
Animate Dead [3rd]
Blindness/Deafness [3rd]
Contagion [3rd]
Remove Blindness/Deafness [3rd]
Remove Disease [3rd]
Death Ward [4th]
Reincarnate [4th]
Restoration [4th]
Breath of Life [5th]
Disrupting Weapon [5th]
Slay Living [5th]
Create Undead [6th]
Undeath to Death [6th]
Destruction [7th]
Regenerate [7th]
Restoration, Greater [7th]
Resurrection [7th]
Create Greater Undead [8th]
Finger of Death [8th]
Energy Drain [9th]
Soul Bind [9th]
True Resurrection [9th]

Plant:
Detect Animals or Plants [1st]
Detect Snares and Pits [1st]
Entangle [1st]
Goodberry [1st]
Pass without Trace [1st]
Shillelagh [1st]
Tree Shape [2nd]
Warp Wood [2nd]
Wood Shape [2nd]
Diminish Plants [3rd]
Plant Growth [3rd]
Snare [3rd]
Speak with Plants [3rd]
Spike Growth [3rd]
Blight [4th]
Command Plants [4th]
Freedom of Movement [4th]
Poison [4th]
Wall of Thorns [4th]
Anti-Life Shell [6th]
Fire Seeds [6th]
Ironwood [6th]
Liveoak [6th]
Repel Wood [6th]
Transport via Plants [6th]
Animate Plants [7th]
Changestaff [7th]
Transmute Metal to Wood [7th]
Shambler [9th]

Protection:
Endure Elements [1st]
Hide from Animals [1st]
Hide from Undead [1st]
Sanctuary [1st]
Shield of Faith [1st]
Barkskin [2nd]
Consecrate [Necromantic, 2nd]
Shield Other [2nd]
Status [2nd]
Undetectable Alignment [2nd]
Dispel Magic [3rd]
Invisibility Purge [3rd]
Magic Circle Against Chaos/Evil/Good/Law [3rd]
Magic Vestment [3rd]
Protection from Energy [3rd]
Anti-Plant Shell [4th]
Spell Immunity [4th]
Dispel Chaos/Evil/Good/Law [5th]
Spell Resistance [5th]
Anti-Life Shell [6th]
Dispel Magic, Greater [6th]
Repulsion [6th]
Anti-Magic Shield [8th]
Cloak of Chaos [8th]
Spell Immunity, Greater [8th]
Shield of Law [8th]

Summoning:
Summon Monster I [1st]
Summon Nature's Ally [1st]
Summon Monster II [2nd]
Summon Nature's Ally II [2nd]
Summon Swarm [2nd]
Summon Monster III [3rd]
Summon Nature's Ally III [3rd]
Planar Ally, Lesser [4th]
Summon Monster IV [4th]
Summon Nature's Ally IV [4th]
Banishment [5th]
Summon Monster V [5th]
Summon Nature's Ally V [5th]
Planar Ally [6th]
Summon Monster VI [6th]
Summon Nature's Ally VI [6th]
Creeping Doom [7th]
Summon Monster VII [7th]
Summon Nature's Ally [7th]
Planar Ally, Greater [8th]
Summon Monster VIII [8th]
Summon Nature's Ally VIII [8th]
Elemental Swarm [9th]
Gate [9th]
Summon Monster IX [9th]
Summon Nature's Ally IX [9th]

Sun:
Faerie Fire [1st]
Continual Flame [3rd]
Daylight [3rd]
Searing Light [3rd]
Sunbeam [7th]
Sunburst [8th]

Travel:
Jump [1st]
Longstrider [1st]
Pass without Trace [1st]
Spider Climb [2nd]
Water Walk [3rd]
Wind Walk [3rd]
Air Walk [4th]
Freedom of Movement [4th]
Plane Shift [5th]
Find the Path [6th]
Transport via Plants [6th]
Word of Recall [6th]
Gate [9th]

Weather:
Endure Elements [1st]
Obscuring Mist [1st]
Fog Cloud [2nd]
Gust of Wind [2nd]
Shatter [2nd]
Sounds Burst [2nd]
Call Lightning [3rd]
Sleet Storm [3rd]
Wind Walk [3rd]
Wind Wall [3rd]
Air Walk [4th]
Freedom of Movement [4th]
Ice Storm [4th]
Control Weather [7th]
Firestorm [8th]
Whirlwind [8th]
Storm of Vengeance [9th]

Spells by Level:

0 Level:
Bleed [All]
Create Water [All]
Detect Magic [All]
Detect Poison [All]
Flare [All]
Guidance [All]
Know Direction [All]
Light [All]
Mending [All]
Purify Food and Drink [All]
Read Magic [All]
Resistance [All]
Stabilize [All]
Virtue [All]

1st Level:
Calm Animals [Animal]
Charm Animal [Animal]
Bane [All]
Bless [All]
Bless Water [All]
Cause Fear [Charm, Necromantic]
Command [Charm]
Comprehend Languages [Divination]
Cure Light Wounds [Healing]
Curse Water [All]
Deathwatch [Divination, Necromantic]
Detect Animals or Plants [Animal, Divination, Plant]
Detect Chaos/Evil/Good/Law [Divination]
Detect Snares and Pits [Divination, Plant]
Detect Undead [Divination, Necromantic]
Divine Favor [All]
Doom [All]
Endure Elements [Elemental, Protection, Weather]
Entangle [Combat, Plant]
Entropic Shield [Combat]
Faerie Fire [Elemental, Sun]
Goodberry [Healing, Plant]
Hide from Animals [Animal, Protection]
Hide from Undead [Necromantic, Protection]
Inflict Light Wounds [Healing]
Jump [Travel]
Longstrider [Travel]
Magic Fang [Animal, Combat]
Magic Stone [Combat, Elemental]
Magic Weapon [Combat]
Obscuring Mist [Weather]
Pass without Trace [Plant, Travel]
Produce Flame [Elemental]
Protection from Chaos/Evil/Good/Law [Protection]
Remove Fear [Charm]
Sanctuary [Protection]
Shield of Faith [Combat, Protection]
Shillelagh [Combat, Plant]
Speak with Animals [Animal, Divination]
Summon Monster I [Summoning]
Summon Nature's Ally I [Animal, Summoning]

2nd Level:
Aid [Combat]
Align Weapon [Combat]
Animal Messenger [Animal]
Animal Trance [Animal]
Augury [Divination]
Barkskin [Plant, Protection]
Bear's Endurance [Animal, Combat]
Bull's Strength [Animal, Combat]
Cat's Grace [Animal, Combat]
Chill Metal [Elemental]
Consecrate [Necromantic, Protection]
Cure Moderate Wounds [Healing]
Darkness [Guardian]
Death Knell [Necromantic]
Delay Poison [Healing]
Desecrate [Necromantic]
Eagle's Splendor [Animal, Charm]
Enthrall [Charm]
Find Traps [Divination]
Fire Trap [Elemental, Guardian]
Flaming Sphere [Elemental]
Fog Cloud [Weather]
Gentle Repose [Necromantic]
Gust of Wind [Elemental, Weather]
Heat Metal [Elemental]
Hold Animal [Animal]
Hold Person [Charm]
Inflict Moderate Wounds [Healing]
Make Whole [Creation]
Owl's Wisdom [Animal]
Reduce Animal [Animal]
Remove Paralysis [Necromantic]
Resist Disease [Necromantic]
Resist Energy [Elemental]
Restoration, Lesser [Necromantic]
Soften Earth and Stone [Elemental]
Shatter [Combat, Weather]
Shield Other [Protection]
Silence [Guardian]
Sounds Burst [Weather]
Spider Climb [Animal, Travel]
Spiritual Weapon [Combat]
Status [Protection]
Summon Monster II [Summoning]
Summon Nature's Ally II [Animal, Summoning]
Summon Swarm [Animal, Summoning]
Tree Shape [Plant]
Undetectable Alignment [Protection]
Warp Wood [Plant]
Wood Shape [Plant]
Zone of Truth [Divination]

3rd Level:
Animate Dead [Necromantic]
Bestow Curse [All]
Blindness/Deafness [Necromantic]
Call Lightning [Weather]
Contagion [Necromantic]
Continual Flame [Sun]
Create Food and Drink [Creation]
Cure Serious Wounds [Healing]
Daylight [Sun]
Deeper Darkness [Guardian]
Diminish Plants [Plant]
Dispel Magic [Protection]
Dominate Animal [Animal]
Gylph of Warding [Guardian]
Helping Hand [Guardian]
Inflict Serious Wounds [Healing]
Invisibility Purge [Protection]
Locate Object [Divination]
Magic Circle Against Chaos/Evil/Good/Law [Protection]
Magic Fang, Greater [Animal, Combat]
Magic Vestment [Protection]
Meld into Stone [Elemental]
Obscure Object [Divination]
Plant Growth [Plant]
Prayer [All]
Protection from Energy [Elemental, Protection]
Quench [Elemental]
Remove Blindness/Deafness [Necromantic]
Remove Curse [All]
Remove Disease [Necromantic]
Searing Light [Sun]
Sleet Storm [Weather]
Snare [Plant]
Speak with Dead [Divination]
Speak with Plants [Divination, Plant]
Spike Growth [Plant]
Stone Shape [Elemental]
Summon Monster III [Summoning]
Summon Nature's Ally III [Animal, Summoning]
Water Breathing [Elemental]
Water Walk [Elemental, Travel]
Wind Walk [Elemental, Travel, Weather]
Wind Wall [Elemental, Weather]

4th Level:
Air Walk [Elemental, Travel, Weather]
Anti-Plant Shell [Plant, Protection]
Blight [Plant]
Chaos Hammer [Combat]
Command Plants [Plants]
Control Water [Elemental]
Cure Critical Wounds [Healing]
Death Ward [Guardian, Necromantic]
Dimensional Anchor [Astral]
Discern Lies [Divination]
Dismissal [Summoning]
Divination [Divination]
Divine Power [Combat]
Freedom of Movement [Plant, Travel, Weather]
Giant Vermin [Animal]
Holy Smite [Combat]
Ice Storm [Elemental, Weather]
Imbue with Spell Ability [Charm]
Inflict Critical Wounds [Healing]
Magic Weapon, Greater [Combat]
Neutralize Poison [Healing]
Order's Wrath [Combat]
Planar Ally, Lesser [Summoning]
Poison [Animal, Plant]
Reincarnate [Necromantic]
Repel Vermin [Animal, Plant]
Restoration [Necromantic]
Rusting Grasp [Combat?]
Sending [All]
Spell Immunity [Protection]
Spike Stones [Elemental]
Summon Monster IV [Summoning]
Summon Nature's Ally IV [Animal, Summoning]
Tongues [Divination]
Unholy Blight [Combat]

5th Level:
Animal Growth [Animal]
Atonement [All]
Awaken [Animal]
Baleful Polymorph [Animal?]
Break Enchantment [All]
Breath of Life [Healing, Necromantic]
Command, Greater [Charm]
Commune [Divination]
Cure Light Wounds, Mass [Healing]
Dispel Chaos/Evil/Good/Law [Protection]
Disrupting Weapon [Combat, Necromantic]
Flame Strike [Combat, Elemental]
Hallow [All]
Inflict Light Wounds, Mass [Healing]
Insect Plague [Animal]
Mark of Justice [Guardian]
Plane Shift [Astral, Travel]
Raise Dead [Necromantic]
Righteous Might [Combat]
Scrying [Divination]
Slay Living [Necromantic]
Spell Resistance [Protection]
Summon Monster V [Summoning]
Summon Nature's Ally V [Animal, Summoning]
Symbol of Pain [Guardian]
Symbol of Sleep [Guardian]
True Seeing [Divination]
Unhallow [All]
Wall of Thorns [Creation, Plant]
Wall of Stone [Creation, Elemental]

6th Level:
Animate Objects [Creation]
Anti-Life Shell [Animal, Plant, Protection]
Banishment [Summoning]
Bear's Endurance, Mass [Animal, Combat]
Blade Barrier [Creation, Guardian]
Bull's Strength, Mass [Animal, Combat]
Cat's Grace, Mass [Animal, Combat]
Create Undead [Necromantic]
Cure Moderate Wounds, Mass [Healing]
Dispel Magic, Greater [Protection]
Eagle's Splendor, Mass [Animal, Charm]
Find the Path [Divination, Travel]
Fire Seeds [Elemental, Plant]
Forbiddance [Astral]
Geas/Quest [Charm]
Glyph of Warding, Greater [Guardian]
Harm [Healing]
Heal [Healing]
Heroes' Feast [Creation]
Inflict Moderate Wounds, Mass [Healing]
Ironwood [Plant]
Liveoak [Plant]
Move Earth [Elemental]
Owl's Wisdom, Mass [Animal]
Planar Ally [Summoning]
Repel Wood [Combat, Plant]
Spellstaff [Charm]
Stone Tell [Divination, Elemental]
Summon Monster VI [Summoning]
Summon Nature's Ally VI [Animal, Summoning]
Symbol of Fear [Guardian]
Symbol of Persuasion [Guardian]
Transport via Plants [Travel, Plant]
Undeath to Death [Necromantic]
Wind Walk [Elemental, Weather]
Word of Recall [Astral, Travel]

7th Level:
Animate Plants [Plant]
Blasphemy [Combat]
Changestaff [Plant]
Control Weather [Weather]
Creeping Doom [Animal, Summoning]
Cure Serious Wounds [Healing]
Destruction [Combat, Necromantic]
Dictum [Combat]
Ethereal Jaunt [Astral]
Holy Word [Combat]
Inflict Serious Wounds, Mass [Healing]
Refuge [Astral]
Regenerate [Necromantic]
Repulsion [Protection]
Restoration, Greater [Necromantic]
Resurrection [Necromantic]
Scrying, Greater [Divination]
Summon Monster VII [Summoning]
Summon Nature's Ally VII [Animal, Summoning]
Sunbeam [Sun]
Symbol of Stunning [Guardian]
Symbol of Weakness [Guardian]
Transmute Metal to Wood [Elemental, Plant]
Word of Chaos [Combat]

8th Level:
Animal Shapes [Animal]
Anti-Magic Shield [Protection]
Cloak of Chaos [Protection]
Create Greater Undead [Necromantic]
Control Plants [Plant]
Cure Critical Wounds, Mass [Healing]
Dimensional Lock [Astral]
Discern Location [Divination]
Earthquake [Elemental]
Firestorm [Elemental, Weather]
Finger of Death [Necromantic]
Holy Aura [Combat]
Inflict Critical Wounds, Mass [Healing]
Planar Ally, Greater [Summoning]
Repel Metal or Stone [Elemental]
Reverse Gravity [???]
Shield of Law [Protection]
Spell Immunity, Greater [Protection]
Summon Monster VIII [Summoning]
Summon Nature's Ally VIII [Animal, Summoning]
Sunburst [Sun]
Symbol of Death [Guardian]
Symbol of Insanity [Guardian]
Unholy Aura [Combat]
Whirlwind [Weather]

9th Level:
Antipathy [Guardian]
Astral Projection [Astral]
Elemental Swarm [Elemental, Summoning]
Energy Drain [Necromantic]
Etherealness [Astral]
Foresight [Divination]
Gate [Astral, Travel, Summoning]
Heal, Mass [Healing]
Implosion [Combat]
Miracle [All]
Shambler [Plant]
Shapechange [Animal]
Soul Bind [Necromantic]
Storm of Vengeance [Combat, Weather]
Summon Monster IX [Summoning]
Summon Nature's Ally IX [Animal, Summoning]
Sympathy [Guardian]
True Resurrection [Necromantic]

So what does everyone think? Obviously this system requires some thought about the various deities and other divine spell granting powers for a world but I think it adds a certain verisimilitude to the game. The purpose of domains would change slightly to represent either the practices of different sects within the church of a deity or even the individual gifts granted to a single cleric (or druid for that matter). But I am concerned about balance. Are there any glaring balance issues that I should be made aware of? If so how would you suggest I fix them?


So a friend of mine wanted to play an arcane archer. He looked it over decided on a concept and all that but then read that in order for the Enhance Arrows special ability to work it needs to be used on a nonmagical arrow. Because of this he tossed the idea and made a different character.

His reasoning is that with the way it's worded the arrow cannot be effected by any other magic in order for the ability to be of any use. Now I'd agree that he can't try to use +1 arrows with the ability but he thinks that none of the other arcane archer abilities will stack with it (citing them as giving the arrows magical ability and thus making them magic arrows) or even fire them from a magical bow (again the bow imparts it's abilities on the arrows making them "magic arrows").

I think that they all stack. For example if a 3rd level arcane archer shot a nonmagical arrow from a +3 bow they could fire a +3 flaming arrow (+3 from the bow overlaps the +1 from the Enhance Arrow ability but grants flaming from the elemental part of the ability) and have it be Imbued with a fireball spell.

I think that this works my way because the bow (or even the Imbue Arrow ability) doesn't make the arrow magical but simply gets magic "on" the arrow so to speak. Like coating an arrow with poison makes it deliver magic the same way shooting it from a magic bow makes the arrow deliver the magic of the bow. My friend thinks that shooting the arrow form the bow makes it a magic arrow because it gets the +3 enhancement bonus form the bow.

Which one of us is right? If I could be pointed in the direction of an official ruling that would make this that much better. Thanks.


So no thoughts at all on this? Alright, I guess I'll just talk it over more with my gaming group then.