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<!DOCTYPE html>
<!-- saved from url=(0042)https://www.13thagesrd.com/classes/cleric/ -->
<html lang="en-US">
<head>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1" />
<base href="." />
<title>Alleykin Cleric – 13th Age SRD</title>
<link
rel="stylesheet"
id="child-style-css"
href="./AlleykinCleric_files/style.css"
type="text/css"
media="all"
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gtag("config", "G-8VSF4BT9C8");
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</head>
<body>
<div class="container-fluid content">
<hr />
<article class="page">
<h1>
<a href="https://www.13thagesrd.com/races/">Race</a> — Alleykin
</h1>
<div class="col-xs-12">
<div class="article-content">
<h3>Racial Bonus</h3>
<p>+2 Dexterity</p>
<h3>Racial Power</h3>
<h4>Elusive</h4>
<p>
Once per battle, reduce the damage you take from an attack by 1d6
X your level. Then deal that much damage to one enemy engaged with
you.
</p>
<p>
<b><i>Adventurer Feat</i></b> You take half damage from falls.
</p>
<p class="lvl5">
<b><i>Champion Feat</i></b> After you use elusive, you can
immediately roll a free disengage check.
</p>
<p class="lvl8">
<b><i>Epic Feat</i></b> Once when you die, it turns out you
weren’t dead after all. You find your allies during the next rest,
having spent enough recoveries to get above staggered.
</p>
</div>
</div>
</article>
<hr />
<article class="page">
<h1>
<a href="https://www.13thagesrd.com/classes/">Class</a> — Cleric
</h1>
<div class="col-xs-12">
<div class="article-content">
<h3>
<span id="Ability_Scores">Class Bonus</span>
</h3>
<p>+2 Strength</p>
<h3><span id="Background">Background</span></h3>
<p>Archmage Experiment Assistant</p>
<h3><span id="Gear">Gear</span></h3>
<p>
At 1<sup>st</sup> level, a cleric starts with a melee weapon (1d4
dagger, small, one-handed), possibly a crossbow (1d4 throwing
knife, small, thrown), a decent armor (light, 12 base AC, 0 attack
penalty), a holy symbol (a ring from the Arch Mage), other minor
possessions suggested by their backgrounds (travel pillow, a
possibly magical unidentifiable rodent skull), and 1d6 x 10 gp (60
gold, roll witnessed by DM).
</p>
<h4>
<span id="Armor">Possible Armor & Weapons</span>
</h4>
<div
style="overflow-x: auto; max-width: 30%; display: inline-block"
>
<table border="1" cellspacing="0">
<caption>
Armor
</caption>
<thead>
<tr>
<th>Armor Type</th>
<th>Base AC</th>
<th>Atk Penalty</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align: center">None</td>
<td style="text-align: center">10</td>
<td style="text-align: center">—</td>
</tr>
<tr>
<td style="text-align: center">Light</td>
<td style="text-align: center">12</td>
<td style="text-align: center">—</td>
</tr>
<tr>
<td style="text-align: center">Heavy</td>
<td style="text-align: center">14</td>
<td style="text-align: center">—</td>
</tr>
<tr>
<td style="text-align: center">Shield</td>
<td style="text-align: center">+1</td>
<td style="text-align: center">—</td>
</tr>
</tbody>
</table>
</div>
<div
style="overflow-x: auto; max-width: 30%; display: inline-block"
>
<table border="1" cellspacing="0">
<caption>
Melee Weapons
</caption>
<thead>
<tr>
<th> </th>
<th>One-Handed</th>
<th>Two-Handed</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align: center">Small</td>
<td style="text-align: center">1d4 dagger</td>
<td style="text-align: center">1d6 club</td>
</tr>
<tr>
<td style="text-align: center">Light/Simple</td>
<td style="text-align: center">1d6 mace, shortsword</td>
<td style="text-align: center">1d8 spear</td>
</tr>
<tr>
<td style="text-align: center">Heavy/Martial</td>
<td style="text-align: center">
1d8 (-2 atk) longsword, warhammer
</td>
<td style="text-align: center">
1d10 (–2 atk) greatsword, dire flail
</td>
</tr>
</tbody>
</table>
</div>
<div
style="overflow-x: auto; max-width: 30%; display: inline-block"
>
<table border="1" cellspacing="0">
<caption>
Ranged Weapons
</caption>
<thead>
<tr>
<th> </th>
<th>Thrown</th>
<th>Crossbow</th>
<th>Bow</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align: center">Small</td>
<td style="text-align: center">1d4 dagger</td>
<td style="text-align: center">1d4 hand crossbow</td>
<td style="text-align: center">—</td>
</tr>
<tr>
<td style="text-align: center">Light/Simple</td>
<td style="text-align: center">1d6 javelin, axe</td>
<td style="text-align: center">1d6 light crossbow</td>
<td style="text-align: center">1d6 (-2 atk) shortbow</td>
</tr>
<tr>
<td style="text-align: center">Heavy/Martial</td>
<td style="text-align: center">—</td>
<td style="text-align: center">
1d8 (–1 atk) heavy crossbow
</td>
<td style="text-align: center">1d8 (–5 atk) longbow</td>
</tr>
</tbody>
</table>
</div>
<h3>
<span id="Level_Progression">Level Progression</span>
</h3>
<div style="overflow-x: auto; max-width: 100%; display: block">
<table border="1" cellspacing="0">
<caption>
Level Progression
</caption>
<thead>
<tr>
<th>Cleric Level</th>
<th>Total Hit Points</th>
<th>Total Feats</th>
<th>1<sup>st</sup> level spell</th>
<th>3<sup>rd</sup> level spell</th>
<th>5<sup>th</sup> level spell</th>
<th>7<sup>th</sup> level spell</th>
<th>9<sup>th</sup> level spell</th>
<th>Level-up Ability Bonuses</th>
<th>Damage Bonus From Ability Score</th>
</tr>
</thead>
<tbody>
<tr class="lvl1">
<td>Level 1</td>
<td style="text-align: center">(7 + CON mod) x 3</td>
<td style="text-align: center">1 adventurer</td>
<td style="text-align: center">4</td>
<td style="text-align: center">—</td>
<td style="text-align: center">—</td>
<td style="text-align: center">—</td>
<td style="text-align: center">—</td>
<td style="text-align: center">—</td>
<td style="text-align: center">ability modifier</td>
</tr>
<tr class="lvl2">
<td>Level 2</td>
<td style="text-align: center">(7 + CON mod) x 4</td>
<td style="text-align: center">2 adventurer</td>
<td style="text-align: center">5</td>
<td style="text-align: center">—</td>
<td style="text-align: center">—</td>
<td style="text-align: center">—</td>
<td style="text-align: center">—</td>
<td style="text-align: center">—</td>
<td style="text-align: center">ability modifier</td>
</tr>
<tr class="lvl3">
<td>Level 3</td>
<td style="text-align: center">(7 + CON mod) x 5</td>
<td style="text-align: center">3 adventurer</td>
<td style="text-align: center">2</td>
<td style="text-align: center">3</td>
<td style="text-align: center">—</td>
<td style="text-align: center">—</td>
<td style="text-align: center">—</td>
<td style="text-align: center">—</td>
<td style="text-align: center">ability modifier</td>
</tr>
<tr class="lvl4">
<td>Level 4</td>
<td style="text-align: center">(7 + CON mod) x 6</td>
<td style="text-align: center">4 adventurer</td>
<td style="text-align: center">1</td>
<td style="text-align: center">5</td>
<td style="text-align: center">—</td>
<td style="text-align: center">—</td>
<td style="text-align: center">—</td>
<td style="text-align: center">+1 to 3 abilities</td>
<td style="text-align: center">ability modifier</td>
</tr>
<tr class="lvl5">
<td>Level 5</td>
<td style="text-align: center">(7 + CON mod) x 8</td>
<td style="text-align: center">4 adventurer, 1 champion</td>
<td style="text-align: center">—</td>
<td style="text-align: center">2</td>
<td style="text-align: center">4</td>
<td style="text-align: center">—</td>
<td style="text-align: center">—</td>
<td style="text-align: center">—</td>
<td style="text-align: center">2 x ability modifier</td>
</tr>
<tr class="lvl6">
<td>Level 6</td>
<td style="text-align: center">(7 + CON mod) x 10</td>
<td style="text-align: center">4 adventurer, 2 champion</td>
<td style="text-align: center">—</td>
<td style="text-align: center">1</td>
<td style="text-align: center">6</td>
<td style="text-align: center">—</td>
<td style="text-align: center">—</td>
<td style="text-align: center">—</td>
<td style="text-align: center">2 x ability modifier</td>
</tr>
<tr class="lvl7">
<td>Level 7</td>
<td style="text-align: center">(7 + CON mod) x 12</td>
<td style="text-align: center">4 adventurer, 3 champion</td>
<td style="text-align: center">—</td>
<td style="text-align: center">—</td>
<td style="text-align: center">2</td>
<td style="text-align: center">5</td>
<td style="text-align: center">—</td>
<td style="text-align: center">+1 to 3 abilities</td>
<td style="text-align: center">2 x ability modifier</td>
</tr>
<tr class="lvl8">
<td>Level 8</td>
<td style="text-align: center">(7 + CON mod) x 16</td>
<td style="text-align: center">
4 adventurer, 3 champion, 1 epic
</td>
<td style="text-align: center">—</td>
<td style="text-align: center">—</td>
<td style="text-align: center">1</td>
<td style="text-align: center">7</td>
<td style="text-align: center">—</td>
<td style="text-align: center">—</td>
<td style="text-align: center">3 x ability modifier</td>
</tr>
<tr class="lvl9">
<td>Level 9</td>
<td style="text-align: center">(7 + CON mod) x 20</td>
<td style="text-align: center">
4 adventurer, 3 champion, 2 epic
</td>
<td style="text-align: center">—</td>
<td style="text-align: center">—</td>
<td style="text-align: center">—</td>
<td style="text-align: center">2</td>
<td style="text-align: center">6</td>
<td style="text-align: center">—</td>
<td style="text-align: center">3 x ability modifier</td>
</tr>
<tr class="lvl10">
<th>Level 10</th>
<td style="text-align: center">(7 + CON mod) x 24</td>
<td style="text-align: center">
4 adventurer, 3 champion, 3 epic
</td>
<td style="text-align: center">—</td>
<td style="text-align: center">—</td>
<td style="text-align: center">—</td>
<td style="text-align: center">1</td>
<td style="text-align: center">8</td>
<td style="text-align: center">+1 to 3 abilities</td>
<td style="text-align: center">3 x ability modifier</td>
</tr>
</tbody>
</table>
</div>
<p>
This class also gets three talents/domains, listed below. It does
not gain more at higher levels.
</p>
<h3><span id="Stats">Stats</span></h3>
<div style="overflow-x: auto; max-width: 100%; display: block">
<table border="1" cellspacing="0">
<tbody>
<tr style="text-align: center">
<td>Ability Bonus</td>
<td style="text-align: center">+2 Strength</td>
</tr>
<tr>
<td style="text-align: center">Initiative</td>
<td style="text-align: center">Dex mod + Level</td>
</tr>
<tr>
<td style="text-align: center">
<a
href="https://www.13thagesrd.com/combat-rules#TOC-Armor-Class-AC-"
>Armor Class (AC)</a
>
(light armor)
</td>
<td style="text-align: center">
12 + middle mod of Con/Dex/Wis + Level
</td>
</tr>
<tr>
<td style="text-align: center">
<a
href="https://www.13thagesrd.com/combat-rules#TOC-Physical-Defense-PD-"
>Physical Defense (PD)</a
>
</td>
<td style="text-align: center">
11 + middle mod of Str/Con/Dex + Level
</td>
</tr>
<tr>
<td style="text-align: center">
<a
href="https://www.13thagesrd.com/combat-rules#TOC-Mental-Defense-MD-"
>Mental Defense (MD)</a
>
</td>
<td style="text-align: center">
11 + middle mod of Int/Wis/Cha + Level
</td>
</tr>
<tr>
<td style="text-align: center">
<a
href="https://www.13thagesrd.com/combat-rules#TOC-Hit-Points"
>Hit Points (hp)</a
>
</td>
<td style="text-align: center">
(7 + Con mod) x Level modifier (see level progression
chart)
</td>
</tr>
<tr>
<td style="text-align: center">
<a
href="https://www.13thagesrd.com/combat-rules#TOC-Recoveries"
>Recoveries</a
>
</td>
<td style="text-align: center">8</td>
</tr>
<tr>
<td style="text-align: center">Recovery Dice</td>
<td style="text-align: center">(1d8 x Level) + Con mod</td>
</tr>
<tr>
<td style="text-align: center">Backgrounds</td>
<td style="text-align: center">
8 points, max 5 in any one background
</td>
</tr>
<tr>
<td style="text-align: center">Icon Relationships</td>
<td style="text-align: center">3 points</td>
</tr>
<tr>
<td style="text-align: center">Talents/Domains</td>
<td style="text-align: center">3</td>
</tr>
</tbody>
</table>
</div>
<h3><span id="Basic_Attacks">Basic Attacks</span></h3>
<div style="overflow-x: auto; max-width: 100%; display: block">
<table border="1" cellspacing="0">
<thead>
<tr style="text-align: center">
<th> </th>
<th><b>Melee Attack</b></th>
<th><b>Ranged Attack</b></th>
</tr>
</thead>
<tbody>
<tr style="text-align: center">
<td><b>Timing</b></td>
<td>At-will</td>
<td>At-will</td>
</tr>
<tr style="text-align: center">
<td><b>Target</b></td>
<td>1 enemy</td>
<td>1 enemy</td>
</tr>
<tr style="text-align: center">
<td><b>Attacks</b></td>
<td>(Strength mod + Level) vs. AC</td>
<td>(Dexterity mod + Level) vs. AC</td>
</tr>
<tr style="text-align: center">
<td><b>Hit</b></td>
<td>(Weapon + Strength mod) damage</td>
<td>(Weapon + Dexterity mod) damage</td>
</tr>
<tr style="text-align: center">
<td><b>Miss</b></td>
<td>(Level) damage</td>
<td>—</td>
</tr>
</tbody>
</table>
</div>
<h3>
<span id="Class_Features">Class Features</span>
</h3>
<p>
All clerics have the Ritual Magic class feature. They also receive
a bonus spell: <i>heal</i>.
</p>
<p>
There are certain abilities specific to the cleric that can affect
their powers:
</p>
<ul>
<li>
<i>Cast for power</i> and <i>cast for broad effect:</i> The
spell can be used one of two ways—either as a more powerful
effect on one target (power) or as a weaker effect on multiple
targets (broad). Spells cast for power cannot target the caster.
Spells cast for broad effect can.
</li>
<li>
<i
><a href="https://www.13thagesrd.com/combat-rules#TOC-Free"
>Free</a
>
recovery</i
>: The cleric can recover hp as if they were using a recovery
(without actually spending the recovery).
</li>
</ul>
<h4><span id="Heal">Heal</span></h4>
<p><b>Range</b>: Close-quarters spell</p>
<p><b>Special</b>: You can use this spell twice per battle.</p>
<p>Quick action to cast (once per round)</p>
<p><b>Target</b>: You or one ally you are next to</p>
<p>
<b>Effect</b>: The target can heal using a recovery (rolls their
own recovery dice).
</p>
<p>
<b><i>Adventurer Feat</i></b> The target can now be a nearby ally
instead of an ally you are next to.
</p>
<p class="lvl5">
<b><i>Champion Feat</i></b> If the target of your heal spell is an
ally with 0 hp or below, that ally also adds hp equal to 1d10 x
your Charisma modifier to the recovery.
</p>
<p class="lvl8">
<b><i>Epic Feat</i></b> When you cast <i>heal</i> on an ally you
are next to, that ally adds +30 hp to the recovery.
</p>
<h4><span id="Ritual_Magic">Ritual Magic</span></h4>
<p>
Clerics can cast their spells as
<a href="https://www.13thagesrd.com/running-the-game/#Rituals"
>rituals</a
>.
</p>
<h3><span id="Class_Talents">Class Talents</span></h3>
<p>
Clerics have three talents/domains, each providing an ability that
can be improved by feats. It also provides an invocation you can
use as a quick action once per day. More than one cleric in a
party cannot use the same invocation during a battle.
</p>
<div style="overflow-x: auto; max-width: 100%; display: block">
<table border="1" cellspacing="0">
<thead>
<tr style="text-align: center">
<th><b>Domain</b></th>
<th><b>Life/Death</b></th>
<th><b>Sun/Anti-Undead</b></th>
<th><b>Trickery/Illusion</b></th>
</tr>
</thead>
<tbody>
<tr style="text-align: left">
<td><b>Description</b></td>
<td>
You and your nearby allies gain a +1 bonus to death saves.
</td>
<td>
Every attack you make deals holy damage instead of other
types of damage unless you choose otherwise for a specific
attack.
</td>
<td>
Once per battle, as a quick action when you are engaged
with an enemy, roll a d20 (your ‘trick die’).<br />As a
free action before the start of your next turn, give your
trick die to a nearby ally or enemy who is about to make
an attack roll. The trick die result becomes the natural
result of their roll instead.
</td>
</tr>
<tr style="text-align: left">
<td><b>Invocation</b></td>
<td>
This battle, you and each of your allies can each
separately add the
<a
href="https://www.13thagesrd.com/combat-rules#TOC-Escalation-Die"
>escalation die</a
>
to a single save made by that character. In addition, you
and your allies do not die from hp damage when your
negative hp equal half your normal hp. Instead, you die
when your negative hp equal your full hp.
</td>
<td>
When you cast a daily cleric spell this battle, roll a d6.
If you roll less than or equal to the escalation die, you
regain the use of that daily spell after the battle.
</td>
<td>
This battle, attacks against you by enemies that moved to
engage you during their turn miss on natural odd rolls.
</td>
</tr>
<tr style="text-align: left">
<td><b>Adventure Feat</b></td>
<td>The death save bonus increases to +2.</td>
<td>
If your attack already deals holy damage, +1 damage.
</td>
<td>—</td>
</tr>
<tr class="lvl5" style="text-align: left">
<td><b>Champion Feat</b></td>
<td>
Each battle, the first time an ally near you becomes
<a
href="https://www.13thagesrd.com/combat-rules#TOC-Staggered"
>staggered</a
>, that ally immediately heals hp equal to twice your
level.
</td>
<td>
If your attack already deals holy damage, +2 damage. You
gain a +2 bonus to all defenses against attacks by undead.
</td>
<td>
Your trick die can be used for any one d20 roll, not just
an attack.
</td>
</tr>
<tr class="lvl8" style="text-align: left">
<td><b>Epic Feat</b></td>
<td>
Your first use of the <i>resurrection</i> spell is free,
and doesn’t count against your total.
</td>
<td>
If your attack already deals holy damage, +3 damage. The
invocation also affects your allies’ daily spells.
</td>
<td>
You get another trick die roll to use each battle the
first time the escalation die reaches 3+.
</td>
</tr>
</tbody>
</table>
</div>
<h3>
<span id="1st_Level_Spells"
>1<sup>st</sup> Level Effect/Power Spells</span
>
</h3>
<div style="overflow-x: auto; max-width: 100%; display: block">
<table border="1" cellspacing="0">
<thead>
<tr style="text-align: center">
<th><b>Spell</b></th>
<th><b>Bless</b></th>
<th><b>Cure Wounds</b></th>
<th><b>Arcane Hammer</b></th>
<th><b>Arcane Shield</b></th>
</tr>
</thead>
<tbody>
<tr style="text-align: left">
<td><b>Timing</b></td>
<td>Daily; Quick action</td>
<td>Daily; Quick action</td>
<td>Daily</td>
<td>Daily; Quick action</td>
</tr>
<tr style="text-align: left">
<td><b>Type</b></td>
<td>Ranged</td>
<td>Ranged</td>
<td>Close-quarters</td>
<td>Ranged</td>
</tr>
<tr style="text-align: left">
<td><b>Effect (xor Power)</b></td>
<td>
Choose up to three nearby creatures (including you); each
target gains a +1 attack bonus until the end of the
battle. <b>XOR</b> One nearby ally gains a +2 attack bonus
until the end of the battle.
</td>
<td>
You or a nearby ally can heal using a free recovery.
</td>
<td>
Until the end of the battle, your basic melee attacks use
d12s as their base weapon damage dice.
</td>
<td>
Choose up to three nearby creatures, including you; each
target gains a +1 bonus to AC this battle. <b>XOR</b> One
nearby ally gains a +2 bonus to AC this battle.
</td>
</tr>
<tr class="lvl3" style="text-align: left">
<td><b>Lvl 3 spell</b></td>
<td>
Each target also gains 1d10 temporary hp per point of the
attack bonus.
</td>
<td>
The target can also roll a save against each save ends
effect.
</td>
<td>The spell now requires only a quick action to cast.</td>
<td>The bonus also applies to PD.</td>
</tr>
<tr class="lvl5" style="text-align: left">
<td><b>Lvl 5 spell</b></td>
<td>
Each target also gains 2d10 temporary hp instead of 1d10
per point of the attack bonus.
</td>
<td>
This spell is now recharge 16+ after battle instead of
daily.
</td>
<td>
You deal half damage on misses with basic melee attacks
this battle.
</td>
<td>
The bonus increases by +1 while the target is
<a
href="https://www.13thagesrd.com/combat-rules#TOC-Staggered"
>staggered</a
>.
</td>
</tr>
<tr class="lvl7" style="text-align: left">
<td><b> Lvl 7 spell</b></td>
<td>
All attack bonuses granted by the spell increase by +1.
</td>
<td>
The target can heal using two free recoveries instead of
one.
</td>
<td>
Once during the battle, you can reroll a basic melee
attack.
</td>
<td>The bonus also applies to MD.</td>
</tr>
<tr class="lvl9" style="text-align: left">
<td><b>Lvl 9 spell</b></td>
<td>
Each target also gains 3d10 temporary hp instead of 2d10
per point of the attack bonus.
</td>
<td>This spell is now recharge 11+ instead.</td>
<td>
For rest of battle, change any of your basic melee attack
damage dice rolls that are less than the
<a
href="https://www.13thagesrd.com/combat-rules#TOC-Escalation-Die"
>escalation die</a
>
to the escalation die value.
</td>
<td>
The bonus when cast for power increases to +4. The bonus
when cast for broad effect increases to +2.
</td>
</tr>
</tbody>
</table>
</div>
<h3>
<span id="1st_Level_Spells"
>1<sup>st</sup> Level Attack Spells</span
>
</h3>
<div style="overflow-x: auto; max-width: 100%; display: block">
<table border="1" cellspacing="0">
<thead>
<tr style="text-align: center">
<th><b>Spell</b></th>
<th><b>Arcane Javalin</b></th>
<th><b>Arcane Spirit</b></th>
<th><b>Turn Undead</b></th>
</tr>
</thead>
<tbody>
<tr style="text-align: left">
<td><b>Timing</b></td>
<td>At-will</td>
<td>Once per battle</td>
<td>Daily</td>
</tr>
<tr style="text-align: left">
<td><b>Type</b></td>
<td>Ranged</td>
<td>Ranged</td>
<td>Close-quarters</td>
</tr>
<tr style="text-align: left">
<td><b>Target</b></td>
<td>One nearby enemy</td>
<td>One nearby enemy</td>
<td>
1d4 nearby undead creatures, each with 55 hp or fewer.
</td>
</tr>
<tr style="text-align: left">
<td><b>Attach</b></td>
<td>(Wisdom mod + Level) vs. PD</td>
<td>(Wisdom mod + Level) vs. MD</td>
<td>(Wisdom mod + Charisma mod + Level) vs. MD</td>
</tr>
<tr style="text-align: left">
<td><b>Hit</b></td>
<td>(1d6 + Wisdom mod) holy damage.</td>
<td>
(4d6 + Wisdom mod) holy damage, and your nearby ally with
the fewest hp gains a +4 bonus to AC until the end of your
next turn.
</td>
<td>
<b>By 0-3:</b> The target is
<a
href="https://www.13thagesrd.com/combat-rules#TOC-Dazed"
>dazed</a
>
until end of your next turn.<br /><b>By 4-7:</b> (1d10 x
level) holy damage, target is dazed 'til end of your next
turn.<br /><b>By 8-11:</b> Against non-mooks, (half
target's max hp) holy damage, target is dazed (save ends).
Against mooks, (4d10 x Level) holy damage. <br /><b
>By 12+ or Natural 20:</b
>
Against non-mooks, target is destroyed. Against mooks,
(4d20 x Level) holy damage.
</td>
</tr>
<tr style="text-align: left">
<td><b>Miss</b></td>
<td>Damage equal to your level.</td>
<td>
Your nearby ally with the fewest hp gains a +2 bonus to AC
until the end of your next turn.
</td>
<td>—</td>
</tr>
<tr class="lvl3" style="text-align: left">
<td><b>Lvl 3 spell</b></td>
<td>(3d6) damage.</td>
<td>(7d6) damage.</td>
<td>Target with 90 hp or fewer.</td>
</tr>
<tr class="lvl5" style="text-align: left">
<td><b>Lvl 5 spell</b></td>
<td>(6d6) damage.</td>
<td>(7d10) damage.</td>
<td>Target with 150 hp or fewer.</td>
</tr>
<tr class="lvl7" style="text-align: left">
<td><b> Lvl 7 spell</b></td>
<td>(6d10) damage.</td>
<td>(10d12) damage.</td>
<td>Target with 240 hp or fewer.</td>
</tr>
<tr class="lvl9" style="text-align: left">
<td><b>Lvl 9 spell</b></td>
<td>(8d10) damage.</td>
<td>(2d8 x 10) damage.</td>
<td>Target with 400 hp or fewer.</td>
</tr>
<tr style="text-align: left">
<td><b>Adventure Feat</b></td>
<td>
The spell also deals +1d6 damage against an undamaged
target.
</td>
<td>—</td>
<td>
You can expend your daily use of <i>turn undead</i> to
gain an additional use of <i>heal</i> in one battle.
</td>
</tr>
<tr class="lvl5" style="text-align: left">
<td><b>Champion Feat</b></td>
<td>
The spell also deals +2d6 damage against an undamaged
target. You can now target a far away enemy with the spell
at a –2 attack penalty.
</td>
<td>
You also gain the bonus to AC until the end of your next
turn on a hit.
</td>
<td>
You can choose to target either demons or undead with the
spell (but not both with the same casting).
</td>
</tr>
<tr class="lvl8" style="text-align: left">
<td><b>Epic Feat</b></td>
<td>
The spell also deals +4d6 damage against an undamaged
target. If your natural attack roll is an 18+, make the
attack a second time against a different target as a free
action.
</td>
<td>—</td>
<td>Increase the targeting limit by 100 hp.</td>
</tr>
</tbody>
</table>
</div>
<div class="lvl3">
<h3>
<span id="3rd_Level_Spells">3<sup>rd</sup> Level Spells</span>
</h3>
<h4><span id="Cause_Fear">Cause Fear</span></h4>
<p>Ranged spell; Daily</p>
<p><b>Target</b>: One nearby enemy with 75 hp or fewer</p>
<p><b>Attack</b>: (Wisdom mod + Level) vs. MD</p>
<p>
<b>Hit</b>: The target is
<a href="https://www.13thagesrd.com/combat-rules#TOC-Weakened"
>weakened</a
>
until the end of its next turn. On its next turn, if it’s
unengaged, it does not attack and moves away from you. If it’s
engaged, the target attempts to disengage as its first action,
and moves away if it succeeds. If it fails, it moves away as its
second action (drawing opportunity attacks). In either case, it
will not attack unless it has no options for escape.
</p>
<p>
<b>Miss</b>: The target hates you for having tried to scare it,
and it wants to hurt you most of all, but it won’t be any
stupider than usual in pursuing that goal.
</p>
<p class="lvl5" style="margin-left: 20px">
<b>5<sup>th</sup> level spell</b>: Target with 120 hp or fewer.
</p>
<p class="lvl7" style="margin-left: 20px">
<b>7<sup>th</sup> level spell</b>: Target with 190 hp or fewer.
</p>
<p class="lvl9" style="margin-left: 20px">
<b>9<sup>th</sup> level spell</b>: Target with 300 hp or fewer.
</p>
<h4><span id="Combat_Boon">Combat Boon</span></h4>
<p><b>Range</b>: Close-quarters spell</p>
<p>At-Will</p>
<p>
<b>Effect</b>: Make a basic melee attack. If the attack hits,
you or one conscious nearby ally can roll a save against a save
ends effect.
</p>
<p class="lvl5" style="margin-left: 20px">
<b>5<sup>th</sup> level spell</b>: The save gains a +1 bonus.
</p>
<p class="lvl7" style="margin-left: 20px">
<b>7<sup>th</sup> level spell</b>: If the attack hits, you and
your nearby conscious allies can roll a total of two saves (one
per character).
</p>
<p class="lvl9" style="margin-left: 20px">
<b>9<sup>th</sup> level spell</b>: The save bonus increases to
+2.
</p>
<p>
<b><i>Adventurer Feat</i></b> If you score a critical hit with
the combat boon attack, the subsequent save automatically
succeeds.
</p>
<p>
<b><i>Champion Feat</i></b> One nearby conscious ally can roll a
save even if your attack misses.
</p>
<h4>
<span id="Arcane_Endurance">Arcane Endurance</span>
</h4>
<p>Ranged spell; Daily</p>
<p>Quick action to cast</p>
<p>
<b>Effect</b>: You can cast this spell for power or for broad