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dndPHB

Page history last edited by Gothenem 13 years, 10 months ago

Dungeons and Dragons 3.5 Player's Handbook

 

Races

Human (0 points)

Humans in D&D are given one extra feat, and 4 extra skill points + 1/level. In Mutants and Masterminds, these are character choices, and thus humans have no cost, and no template. Simply choose a feat and skills in the character creation.

 

Dwarf (16 points)

Abilities: Constitution +2, Charisma -2

Feats: Favored Opponent (goblinoids), Favored Opponent (orcs)

Powers:

   Enhanced Feats 4 (Dodge Focus 4, Flaw: Limited [vs. Giants only]) (2 pp)

   Enhanced Fortitude Save 2 (PF: Innate, Flaw: Limited [vs. poisons only]) (2 pp)

   Enhanced Skills 2 (Craft [mechanical] 4, Disable Device 2, Search 2, Flaw: Limited to stonework only) (1 pp)

   Immovability 1 (1 pp)

   Shrinking 2 (Extra: Duration [Continuous], Extra: Normal Strength, PF: Innate, Flaw: Permanent) (5 pp)

   Super-Senses 2 (darkvision; PF: Innate) (3 pp)

 

This is a more literal translation on dwarves. Their bonus on craft and appraise checks and stonecunning are covered by the Enhanced Skills. Their poison save bonus was included, as well as the bonus against goblinoids, orcs and giants. Their Stability is covered by Immovability. The Shrinking represents their shorter stature, and I included darkvision, as it fit.

 

Elf (12 points)

Abilities: Dexterity +2, Constitution -2

Skills: Notice 2, Search 2

Feats: Trance

Powers:

   Super-Senses 3 (extended hearing 1, low-light vision, detect hidden; PF: Innate) (4 pp)

   Mind Shield 2 (Flaw: Limited [Mind Control effects only]; PF: Innate) (2 pp)

   Immunity 2 (aging, sleep; PF: Innate) (3 pp)

 

Not so much of a direct translation. Elves are supposed to be eternal, so they get the immunity to aging. I gave them extended hearing, and they get their secret door ability as detect hidden. I gave them Trance to represent their reverie, and they are immune to sleep that way as well. I also kept their resistance to enchantment effects as a resistance to Mind Control effects. They still get their search and notice check bonus.

 

Gnome (22 points)

Abilities: Strength +2, Constitution +2

Feats: Favored Opponent (goblinoids) 1, Favored Opponent (kobolds) 1

Abilities:

   Comprehend 2 (speak to and understand animals; Flaw: Limited [burrowing mammals only]) (1 pp)

   Enhanced Saves 2 (all saves, Flaw: Limited [vs. Illusions only]) (4 pp)

   Illusion 1 (one sense type only, Extra: Selective Attack, Flaw: Phantasms) (1 pp)

   Shrinking 4 (Extra: Duration [Continuous], PF: Innate, Flaw: Permanent) (5 pp)

   Super-Senses 4 (Analytical Accurate Scent, Extended 1 Hearing, low-light vision; PF: Innate) (5 pp)

 

Well, the Gnome is a bit different. Their net Strength ends up as -2, with the +2 bonus and the -4 from Shrink. I kept their bonus on saves and their attack bonus against goblinoids and kobolds. They had no reason to have the bonus against giants, though, so I removed it. Their Dancing Lights/Ghost Sound became a 1 point illusion power, and their small size is covered by the Shrinking. Their alchemy bonus, Listen Bonus, and low-light vision all got wrapped into Super-Senses, making it an interesting set.

 

Half-Elf (7 points)

Skills: Diplomacy 2, Gather Information 2, Notice 2, Search 2

Abilities:

   Super-Senses 2 (extended hearing 1, low-light vision; PF: Innate) (3 pp)

   Mind Shield 2 (Flaw: Limited [Mind Control effects only]; PF: Innate) (2 pp)

 

The Half-Elf is not quite as good as the elf, but is better at getting along. I added the Diplomacy and Gather Information. I removed the immunities of the elf, and got rid of the secret door thing. Otherwise, it's a watered down elf.

 

Half-Orc (2 points)

Abilities: Strength +2, Intelligence -2, Charisma -2

Feats: Tough 1

Abilities:

   Super-Senses 2 (darkvision; PF: Innate) (3 pp)

 

Wow, the Half-Orc cost a whopping 1 point as a direct conversion. I added the Tough feat to beef it up a bit - I see half-orcs as tougher than usual.

 

Halfling (14 points)

Abilities: Dexterity +2

Skills: Acrobatics 4, Notice 2, Stealth 2

Feats: Attack Focus (ranged) 1

Abilities:

   Enhanced Saves 1 (all saves; PF: Innate) (4 pp)

   Shrinking 4 (Extra: Duration [Continuous], PF: Innate, Flaw: Permanent) (5 pp)

 

Well, the Halfling looks interesting. I decided not to give them only the -2 from Strength, they get the full -4 from Shrinking. Players will have to pay more to off-set it. They are still agile and stealthy. They have keen senses (Notice skill) and are good with ranged attacks. Their save bonus covers all 4 saves (Fort, Ref, Will, and Tough). The toughness save bonus is offset by the -1 from Shrinking.

 

Classes

A note on classes. The classes are built assuming a full 20 levels in the class. If you want lesser abilities, simply don't buy as many or take fewer ranks in abilities.

 

Barbarian (20 points)

Skills: Climb 3, Notice 4, Stealth 5, Survival 8

Feats: Rage 3, Uncanny Dodge 2 (choose 2 sense types)

Abilities:

   Enhanced Saves 2 (all saves, Flaw: Limited [vs. Traps only]) (2 pp)

   Enhanced Will Save 4 (Extra: Impervious) (4 pp)

   Impervious Toughness 5 (5 pp)

Drawbacks:

   Illiterate (-1 pp)

 

The D&D Barbarian. This guy has Impervious toughness (Damage Reduction), Impervious Will (Indomitable Will), and trap sense. Still illiterate. The key skills, Climb, Notice, Stealth and Survival were added, along with Rage and Uncanny Dodge. Pretty cheap at 20 points, players will still have plenty of points to customize their barbarian character.

 

Bard (29 points)

Skills: Notice 4, Perform 8

Feats: Beginner's Luck, Inspire 4, Jack-of-all-Trades, Luck 4

Abilities:

   Magic 6 (Select one spell as the base, select 5 others as AP's) (17 pp)

Drawbacks:

   Power Loss (Magic, if unable to speak or gesture) (-1 pp)

 

Well, the bard has luck, something I always saw on a bard anyways. This time, the luck feat helps them pay for their Inspire ability. The Perform skill is a no-brainer. Magic - 'cause the D&D bard casts spells. Jack-of-all-Trades and Beginner's Luck covers all the extra stuff the bard can do, including Bardic Knowledge. At only 29 points, there is still plenty of points left for customization.

 

Cleric (50 points)

Skills: Knowledge (theology and philosophy) 8, Medicine 4

Feats: Ritualist

Abilities:

   Magical Mastery 4 (Theurgy, Select one spell as a base, and 9 others as AP's) (29 pp)

      AP: Healing 10 (if good) or AP: Strike 10 (if evil) (1 pp)

   Ward Undead 6 or Mind Control 6 (Extra: Area [burst], Extra: Conscious, Extra: Effortless, Flaw: Limited [vs. undead only]) (if evil) (18 pp)

Drawbacks:

   Power Loss (Magical Mastery and Ward/Mind Control, if no longer in possession of Holy Symbol) (-2 pp)

 

The cleric is a bit tougher, with the magic and the turning undead. Note that the Healing/Strike is the Clerics ability to Spontaniously Heal or Inflict wounds. The Ward/Mind Control is turn or command undead respectively. Note: I made their Magic and Turn/Command dependant on Holy Symbol as opposed to gestures and words. Rituals still need their required time though, and I imagine chants and prayers being a part of a Cleric's rituals.

 

Druid (65 points)

Skills: Handle Animal 6, Knowledge (earth sciences) 2, Knowledge (life sciences) 2, Language 1 (Druidic), Notice 5, Survival 8

Feats: Animal Empathy, Sidekick 15 (Animal Companion)

Abilities:

   Magical Mastery 4 (Select one spell as a base, and 9 others as AP's) (29 pp)

      AP: Summon 5 (Extra: Type (animals) (1 pp)

   Morph 5 (any animal or elemental form, PF: Metamorph) (11 pp)

   Super-Movement 4 (Permeate 3, Trackless, Flaw: Limited [natural environments only]) (4 pp)

Drawbacks:

   Power Loss (Magic, when unable to speak or gesture) (-2 pp)

 

Fighter (0 points)

I have never really liked how the Fighter was always so cookie-cutter. Really, Fighters are general enough not be able to be templated. Simply buy your skills, feats, and other abilities as needed.

 

Monk (83 points)

Skills: Acrobatics 8, Concentration 4, Notice 8, Sense Motive 4, Stealth 8

Feats: Deflect Arrows 5, Dodge Focus 4, Evasion 2, Improved Grab, Martial Strike 5, Power Attack, Stunning Attack, Takedown Attack 2

Abilities:

   Healing 6 (Flaw: Limited [self only], Flaw: Unreliable [5/day only]) (6 pp)

   Immunity 2 (disease, poison) (1 pp)

   Impervious Toughness 5 (5 pp)

   Incorporeal 4 (Extra: Independant, Extra: Total Fade) (25 pp)

   Mind Shield 2 (Flaw: Limited [Mind Control effects only]) (1 pp)

   Strike 5 (Extra: Autofire) (10 pp)

   Teleport 3 (Flaw: Short-Range) (3 pp)

   Tongue of Babel 2 (4 pp)

Drawbacks:

   Power Loss (Impervious Toughness vs. magic) (-1 pp)

 

The monk is rather expensive, but worth it for the most part. I did not do the slow fall part. His flurry of blows is the Autofire Strike or the Takedown Attack feats.

 

Paladin (70 points)

Skills: Diplomacy 4, Handle Animal 4, Knowledge (civics) 4, Knowledge (theology and philosophy) 4, Ride 8

Feats: Fearless, Inspire 1, Sidekick 15 (special mount)

Abilities:

   Boost Damage 10 (Flaw: Limited [vs. evil only], Flaw: Unreliable [5/day]) (3 pp)

   Enhanced Saves 3 (all saves) (9 pp)

   Healing 6 (Flaw: Fades) (6 pp)

   Immunity 1 (disease) (1 pp)

   Nullify 8 (diseases) (8 pp)

      AP: Theurgy 4 (Select one spell as a base and 4 others as AP's) (5 pp)

   Super-Senses 2 (detect evil) (2 pp)

   Ward Undead 5 (Extra: Damaging, Flaw: Limited [vs. undead only]) (15 pp)

Drawback:

   Power Loss (Magic and Ward, if no longer in possession of Holy Symbol) (-2 pp)

 

The paladin is pretty expensive too. I altered his aura of courage to the Inspire feat. His smite is better in that it lasts 10 rounds (but fades), but worse, because it now only affects beings with an evil descriptor, not all "evil-aligned" people. The Healing is the Lay on hands, which gets less each time it is used each day, until it runs out after 6 uses. His mount is a sidekick now.

 

Ranger (49 points)

Skills: Climb 3, Notice 6, Ride 3, Stealth 8, Survival 8, Swim 4

Feats: Ambidexterity, Animal Empathy, Endurance, Evasion 1, Favored Opponent 9, Hide in Plain Sight, Sidekick 15, Track 2

Abilities:

   Enhanced Strike 1 (PF: Split Attack) OR Enhanced Blast 1 (PF: Split Attack) (1 pp)

   Theurgy 4 (Select one spell as a base and 4 others as AP's) (6 pp)

   Super-Movement 4 (Permeate 3, Trackless, Flaw: Limited [natural environments only]) (4 pp)

Drawbacks:

   Power Loss (Magic, when unable to gesture)

 

The combat style is kinda hard to copy, so I did it as a Split Attack PF for melee or ranged. The rest is pretty straight-foreward. The Ranger is a feat junkie like the Monk, but unlike the monk, doesn't have a lot of Special abilities to go along with it.

 

Rogue (25 points)

Skills: Climb 4, Disable Device 6, Notice 8, Search 6, Sleight of Hand 8, Stealth 8

Feats: Defensive Roll 2, Evasion 2, Skill Mastery 1 (choose 4 skills), Sneak Attack 4, Uncanny Dodge 2 (choose 2 sense types)

Abilities:

   Enhanced Saves 2 (all saves, Flaw: Limited [vs. Traps only]) (2 pp)

   Drain Strength 2 (Extra: Linked [to Strike], Flaw: Limited [only when Sneak Attack is used]) (2 pp)

 

Not as expensive as I would have thought, but then it just means more points to customize.

 

Sorcerer (30 points)

Skills: Bluff 3, Knowledge (arcane lore) 5

Feats: Sidekick 15 (familiar)

Abilities:

   Sorcery 10 (Select one spell as a base, and 10 others as AP's) (15 pp)

Drawbacks:

   Power Loss (Sorcery, when unable to speak or gesture) (-2 pp)

 

Wizard (48 points)

Skills: Concentration 4, Knowledge (arcane lore) 8

Feats: Artificer, Ritualist, Sidekick 15 (familiar)

Abilities:

   Magical Mastery 4 (Select one spell as a base, and 10 others as AP's) (30 pp)

Drawbacks:

   Power Loss (Magical Mastery, when unable to speak or gesture) (-2 pp)

 

Skills

 

Skills have already been covered and can be found in Episode 2 of Behind the GM's Screen.

 

Feats

 

Feats can be a tricky thing. Many feats are nearly identical to the corresponding feat from M&M, nonetheless, feats here are given a look.

 

Acrobatic, Agile, Alertness, Animal Affinity, Athletic, Deceitful, Deft Hands, Diligent, Empower Spell, Great Fortitude, Greater Spell Focus, Greater Spell Penetration, Heighten Spell, Improved Turning, Investigator, Iron Will, Lightning Reflexes, Magical Aptitude, Negotiator, Nimble Fingers, Persuasive, Self-Sufficient, Skill Focus, Spell Focus, Spell Penetration, and Stealthy no longer exist. People should just buy up the skills, powers or saves apropriately.

 

Brew Potion, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Forge Ring, and Scribe Scroll are now all a part of Artificer.

 

Silent Spell and Still Spell are taken by buying off the Power Loss (Magic if unable to speak or gesture) drawback.

 

Armor Proficiency, Augment Summoning, Combat Reflexes, Combat Casting, Exotic Weapon Proficiency, Extra Turning, Improved Bull Rush, Improved Counterspell, Improved Feint, Improved Unarmed Strike, Martial Weapon Proficiency, Maximize Spell, Mobility, Mounted Archery, Mounted Combat, Natural Spell, Point Blank Shot, Run, Simple Weapon Proficiency, Shield Proficiency, Spell Mastery, Spirited Charge, Tower Shield Proficiency, Trample, Weapon Finesse, and Weapon Specialization no longer exist as feats.

 

Blind-Fight, Improved Disarm, Improved Trip, Endurance, Diehard, Improved Initiative, Improved Critical, Improved Grapple, Deflect Arrows, Precise Shot, Improved Overrun, Improved Sunder, Quick Draw, Track exist.

 

As for the rest, the feats can have equivalent M&M effects, or have been re-named.

 

Combat Expertise is now Defensive Attack

Stunning Fist is now Stunning Attack

Toughness is now Tough

Spring Attack, Ride-By Attack and Shot on the Run are now Move-By Action

Rapid Shot can be taken either as the Extra Attack power or the Split Attack power feat.

Manyshot would be the Autofire Extra or Split Attack power feat (or both).

Improved Precise Shot would be the second Rank of Precise Shot.

Snatch Arrows is now a mechanic of Deflect Arrows.

Dodge is now Dodge Focus

Cleave and Great Cleave are now a part of Takedown Attack (the first rank).

Rapid Reload is now a part of the second rank of Quick Draw.

Improved Shield Bash is simply a Strike power with a shield.

Leadership is now either Sidekick, Minions, or both.

Weapon Focus is now Attack Specialization.

Quicken Spell can be done by adding the Action Extra to the Magic power.

Enlarge Spell can be done by adding Progression to any spell with a range.

Extend Spell can be done by adding the Duration extra to the Magic power.

Widen Spell can be done by adding Progression to any spell with an area.

 

Equipment

 

Well Equipment has different forms. Weapons are first, so here it is. With D&D Weapon, and then the M&M power equivalent, damage type, range, and then the cost in EP.

 

Weapons

 

*Note: Shields and Armor in this list are built as weapons.

 

Weapon Power Type Range Cost
Gauntlet Strike 0 (PF: Mighty) Bludgeoning Melee 1
Dagger Strike 1 (PF: Improved Critical, PF: Mighty, PF: Thrown) Piercing 10 ft. 4
Punching Dagger Strike 1 (PF: Mighty) Piercing Melee 2
Spiked Gauntlet Strike 1 (PF: Mighty) Piercing Melee 2
Light Mace Strike 2 (PF: Mighty) Bludgeoning Melee 3
Sickle Strike 1 (PF: Mighty) Slashing Melee 2
Club Strike 2 (PF: Mighty, PF: Thrown) Bludgeoning 10 ft. 4
Heavy Mace Strike 3 (PF: Mighty) Bludgeoning 10 ft. 4
Morningstar Strike 3 (PF: Mighty) Bludgeoning & Piercing Melee 4
Shortspear Strike 2 (PF: Improved Critical, PF: Increased Range, PF: Mighty, PF: Thrown) Piercing 20 ft. 6
Longspear Strike 3 (PF: Improved Critical, PF: Mighty) Piercing Melee 5
Quarterstaff Strike 2 (PF: Mighty, PF: Thrown) Bludgeoning 10 ft. 4
Spear Strike 3 (PF: Improved Critical, PF: Increased Range, PF: Mighty, PF: Thrown) Piercing 20 ft. 7
Heavy Crossbow Blast 3 (PF: Extended Range 2, PF: Improved Critical) Piercing 60 ft. 9
Light Crossbow Blast 2 (PF: Extended Range 2, PF: Improved Critical) Piercing 40 ft. 7
Dart Blast 1 (PF: Extended Range, PF: Mighty) Piercing 20 ft. 3
Javelin Strike 2 (PF: Extended Range 2, PF: Mighty, PF: Thrown) Piercing 30 ft. 6
Sling Blast 1 (PF: Extended Range 1, PF: Mighty) Bludgeoning 50 ft. 4
Throwing Axe Strike 1 (PF: Mighty, PF: Thrown) Slashing 10 ft. 4
Light Hammer Strike 1 (PF: Increased Range, PF: Mighty, PF: Thrown) Bludgeoning 20 ft. 3
Handaxe Strike 1 (PF: Mighty) Slashing Melee 2
Kukri Strike 1 (PF: Improved Critical 2, PF: Mighty) Slashing Melee 4
Light Pick Strike 1 (PF: Mighty) Piercing Melee 2
Sap Strike 2 (PF: Mighty) Bludgeoning Melee 3
Light Shield Strike 1 (PF: Mighty) Bludgeoning Melee 2
Spiked Armor Strike 2 (PF: Mighty) Piercing Melee 3
Short Sword Strike 2 (PF: Improved Critical, PF: Mighty) Piercing Melee 4
Battleaxe Strike 3 (PF: Mighty) Slashing Melee 4
Flail Strike 3 (PF: Improved Disarm, PF: Improved Trip, PF: Mighty) Bludgeoning Melee 6
Longsword Strike 3 (PF: Improved Critical, PF: Mighty) Slashing Melee 5
Heavy Pick Strike 3 (PF: Mighty) Piercing Melee 4
Rapier Strike 2 (PF: Improved Critical 2, PF: Mighty) Piercing Melee 5
Scimitar Strike 2 (PF: Improved Critical 2, PF: Mighty) Slasher Melee 5
Heavy Shield Strike 2 (PF: Mighty) Bludgeoning Melee 3
Trident Strike 3 (PF: Mighty) Piercing 10 ft. 4
Warhammer Strike 3 (PF: Mighty, PF: Thrown) Bludgeoning 10 ft. 5
Falchion Strike 3 (PF: Improved Critical 2, PF: Mighty) Slashing Melee 6
Glaive Strike 4 (PF: Extended Reach, PF: Mighty) Slashing Melee 6
Greataxe Strike 5 (PF: Mighty) Slashing Melee 6
Greatclub Strike 3 (PF: Mighty) Bludgeoning Melee 4
Heavy Flail Strike 4 (PF: Improved Critical, PF: Improved Disarm, PF: Improved Trip, PF: Mighty) Bludgeoning Melee 8
Greatsword Strike 5 (PF: Improved Critical, PF: Mighty) Slashing Melee

7

Guisarme Strike 3 (PF: Extended Reach, PF: Improved Critical, PF: Mighty) Slashing Melee 6
Halberd Strike 4 (PF: Improved Critical, PF: Mighty) Slashing Melee 6
Lance Strike 3 (PF: Extended Reach, PF: Mighty) Piercing Melee 5
Ranseur Strike 3 (PF: Extended Reach, PF: Mighty) Piercing Melee 5
Scythe Strike 3 (PF: Mighty) Slashing Melee 4
Longbow Blast 3 Piercing 40 ft. 6
Composite Longbow Blast 3 (Extra: Mighty) Piercing 40 ft. 9
Shortbow Blast 2 Piercing 30 ft. 4
Composite Shortbow Blast 2 (Extra: Mighty) Piercing 30 ft. 8
Kama Strike 2 (PF: Mighty) Slashing Melee 3
Nunchaku Strike 2 (PF: Improved Disarm, PF: Mighty) Bludgeoning Melee 4
Sai Strike 1 (PF: Improved Disarm, PF: Mighty, PF: Thrown) Piercing 10 ft. 4
Siangham Strike 2 (PF: Mighty) Piercing Melee 3
Bastard Sword Strike 4 (PF: Improved Critical, PF: Mighty) Slashing Melee 6
Dwarven Waraxe Strike 3 (PF: Mighty) Slashing Melee 4
Whip Strike 0 (PF: Extended Reach 2, PF: Improved Disarm, PF: Improved Trip, PF: Mighty) Bludgeoning Melee 5
Orc Double Axe Strike 3 (PF: Mighty, PF: Split Attack) Slashing Melee 5
Spiked Chain Strike 2 (PF: Extended Reach 2, PF: Improved Disarm, PF: Improved Trip, PF: Mighty) Piercing Melee 7
Dire Flail Strike 3 (PF: Improved Trip, PF: Mighty, PF: Split Attack) Bludgeoning Melee 6
Gnome Hooked Hammer Strike 2 (PF: Improved Critical, PF: Mighty, PF: Split Attack) Bludgeoning or Piercing Melee 5
Two-Bladed Sword Strike 3 (PF: Improved Critical, PF: Mighty, PF: Split Attack) Slashing Melee 6
Dwarven Urgrosh Strike 3 (PF: Mighty, PF: Split Attack) Slashing or Piercing Melee 5
Bolas Snare 4 N/A 40 ft. 8
Hand Crossbow Blast 2 (PF: Improved Critical) Piercing 30 ft. 5
Repeating Light Crossbow Blast 3 (Extra: Autofire, PF: Improved Critical) Piercing 40 ft. 10
Repeating Heavy Crossbow Blast 4 (Extra: Autofire, PF: Imrpoved Critical) Piercing 60 ft. 13
Net Snare 3 N/A 30 ft. 6
Shuriken Blast 1 (Extra: Autofire) Piercing 10 ft. 3

 

Armor

 

Armor Build Cost
Padded Protection 1 1
Leather Protection 1 1
Studded Leather Protection 2 2
Chain Shirt Protection 2 2
Hide Armor Protection 2 2
Scale Mail Protection 3 3
Chain Mail Protection 3 3
Breastplate Protection 4
4
Splint Mail Protection 4 4
Banded Mail Protection 4 4
Half-Plate Protection 5 5
Full Plate Protection 6 6
Buckler Deflect 1 (slow projectiles) 1
Light Wooden Shield Shield 1 and Deflect 1 (slow projectiles) 2
Light Steel Shield Shield 1 and Deflect 1 (slow projectiles) 2
Heavy Wooden Shield Shield 2 and Deflect 2 (slow projectiles) 4
Heavy Steel Shield Shield 2 and Deflect 2 (slow projectiles) 4
Tower Shield Shield 3 and Deflect 4 (slow projectiles) 7

 

Other Equipment

 

Much of the Equipment in the PHB does not have a M&M cost, as it is irrelivent to the character statistically. Having said items should be flavor, and make sense. For example - it would make sense for the wizard to have a vial of ink, pen, and paper. It would NOT make sense for the half-orc barbarian to have it. Of course, there MAY be exceptions, but logic should be used. If a character has no reason to have a particular item, he or she does not have it.

 

Items that have a cost must be bought as usual. The following items do not have a cost: Backpack, Empty Barrel, Empty Basket, Bedroll, Belt, Bell, Winter Blanket, Bolt and Tackle, Glass Wine Bottle, Empty Bucket, Canvas, Map or Scroll Case, Piece of Chalk, Empty Chest, Firewood, Fishhook, Empty Flask, Flint and Steel, Ink, Inkpen, Clay Jug, 10 ft. Ladder, Small Steel Mirror, Clay Mug/Tankard, Oil, Paper, Parchment, Clay Pitcher, Piton, 10 ft. Pole, Iron Pot, Belt Pouch, Trail Rations, Empty Sack, Sealing Wax, Sewing Needle, Signal Whistle, Signet Ring, Soap, Spade or Shovel, Tent, Ink or Potion Vial, Waterskin, Whetstone, Tindertwig, Hourglass, Magnifying Glass, All Clothing, Merchant's Scale, Spell Component Pouch, Blank Wizard's Spellbook, All Clothing, All food and drink

 

Item Build Cost
Caltrops Slow 0 (Extra: Alternate Save [Toughness], PF: Triggered) 1
Candle Feature 1 (Provides Light) 1
Crowbar Super-Strength 1 (Flaw: Limited [to prying things open only]) 1
Fishing Net Snare 3 6
Hammer Strike 0 (PF: Mighty) 1
Bullseye Lantern Feature 1 (Provides Light) 1
Hooded Lantern Feature 1 (Provides Light) 1
Common Lamp Feature 1 (Provides Light) 1
Manacles ??? (Same cost as Handcuffs) 1
Masterwork Manacles ??? (Same cost as Handcuffs) 1
Miner's Pick Drain Toughness 1 (Flaw: Limited [objects only]) and Strike 0 (PF: Mighty) 2
Grappling Hook Super-Movement 1 (swinging) 2
Sledge Drain Toughness 1 (Flaw: Limited [objects only]) and Strike 2 (PF: Mighty) 4
Torch Feature 1 (Provides Light) 1
Acid (flask) Corrosion 1 (Extra: Area [burst], PF: Thrown) 5
Alchemists Fire (flask) Strike 1 (Extra: Area [burst], Extra: Secondary Effect, PF: Thrown) 4
Antitoxin (vial) Nullify 1 (poison) 1
Everburning Torch Feature 1 (Provides Light) 1
Holy Water (flask) Strike 1 (Extra: Area [burst], Flaw: Limited [undead only], PF: Thrown) 2
Smokestick Obscure 1 2
Sunrod Feature 1 (Provides Light) 1
Tanglefoot Bag Snare 1 2
Thunderstone Dazzle 1 (audio) 1
Alchemists Lab This item is generally a Base feature Base 1
Artisan's Tools Kit (+2 to Craft checks relating to specific toolset) 1
Masterwork Artisan's Tools Kit (+2 to Craft checks relating to specific toolset) 1
Climber's Kit Kit (+2 to Climb Checks) 1
Disguise Kit Kit (Reduces time to put on a pre-planned disguise) 1
Healer's Kit Kit (+2 to Medicine checks for first-aid) 1
Silver or Wooden Holy Symbol Buyoff Drawback (Power Loss) 1
Thieves' Tools Kit (+2 to some Disable Device and Climb checks) 1
Masterwork Thieves' Tools Kit (+2 to some Disable Device and Climb checks) 1
Masterwork Tool Kit (+2 to Craft or Profession check relating to tool) 1
Masterwork Musical Instrument Kit (+2 to Perform checks relating to instrument) 1

 

Spells

 

Each Spell is listed as a power, and it's cost is listed as X/rank + X. On occasion (such as Air Walk) the cost for the spell will be listed as is - these spells are generally not scalable. On these occasions it is listed as X points.

 

Acid Fog: Blast X (Extra: Area [Cloud], Extra: Independant, Extra: Total Fade) (4/rank)

Acid Splash: Blast X (2/rank)

Aid: Boost X (attack rolls, Extra: Total Fade) and Enhanced Feat 1 (Fearless, Extra: Affects Others, Extra: Linked [to Boost]) and Enhanced Toughness Save X (Extra: Affects Others, Extra: Linked [to Boost]). (3/rank + 1)

Air Walk: Super-Movement 2 (air walking 2, Extra: Affects Others, Flaw: Duration [Continuous]) (6 points)

Alarm: Super-Senses 3 (Detect tiny or larger creature entering an area, radius, ranged mental sense, Flaw: Action [Standard], Flaw: Duration [Sustained]) (1 point)

Align Weapon: Boost Damage X (Extra: Total Fade, Flaw: Limited [vs. specific alignment only]) (1/rank)

Alter Self: Morph X (any humanoid form) (2/rank)

Analyze Dweomer: Super-Senses 5 (accurate analytical ranged acute magical awareness, Extra: Independant, Extra: Total Fade) (10 points)

Animal Growth: Growth X (Extra: Affects Others Only, Extra: Ranged, Flaw: Action [Standard], Flaw: Limited [animals only]) (2/rank)

Animal Messenger: Animal Control X (Extra: Independant, Flaw: One Command [Deliver message to specific location]) (1/rank)

Animal Shapes: Shapeshift X (Extra: Affects Others, Flaw: Action [standard], Flaw: Limited [animal forms only]) (7/rank)

Animal Trance: Enhanced Feat X (Fascinate [Handle Animal] X) (1/rank)

Animate Dead: Animate Objects X (Extra: Duration [Continuous], PF: Progression X, Flaw: Limited [to corpses only], Flaw: Range [Touch]) (3/rank)

Animate Objects: Animate Objects X (3/rank)

Animate Plants: Animate Objects X (Flaw: Limited [to plants only]) (2/rank)

Animate Rope: Animate Objects X (Flaw: Limited [to rope only]) (2/rank)

Antilife Shell: Ward X (Extra: Broad Category [All living creatures]) (3/rank)

Antimagic Field: Nullify X (all magic effects, Extra: Duration [Sustained], Extra: Nullifying Field, Extra: Effortless) (5/rank)

Antipathy: Ward X (PF: Trigger, PF: Variable Descriptor, Flaw: Range [Touch]) (1/3 ranks + 2)

Antiplant Shell: Ward X (plants only) (1/rank)

Arcane Eye: ESP X (visual, DB: Noticeable, Flaw: Limited [By sensor that moves at normal speed and can be attacked]) (1/rank - 1)

Arcane Lock: Telekinesis X (Extra: Duration [Continuous], PF: Subtle, Flaw: Limited [only to hold object closed unless opened by caster], Flaw: Range [Touch]) (1/rank + 1)

Arcane Mark: Feature 1 (Visible or Invisible mark that cannot be removed) (1 point)

Arcane Sight: Super-Senses 4 (accurate acute ranged magic awareness, Extra: Independant, Extra: Total Fade, Flaw: Concentration) (4 points)

Arcane Sight, Greater: Super-Senses 5 (accurate acute ranged magic awareness, Extra: Independant, Extra: Total Fade) (8 points)

Astral Projection: Astral Form X (Extra: Affects Others, PF: Progression 2) (6/rank + 2)

Atonement: This spell deals with a game mechanic that really no longer exists. Atonement should be a role-played out, not just a spell that is cast.

Augury: Super-Senses 4 (precognition, Flaw: Action, DB: Action [1 minute]) (1 point)

Awaken: Transform X (completely alter target's mind with an extra 10 pp to spend) and Variable Power 2 (Extra: Linked [to Transform]) (4/rank + 10)

Baleful Polymorph: Transform X (living creature into tiny animal, Extra: Duration [Continuous]) (5/rank)

Bane: Drain X (Attack Bonus and Saves, Extra: Area [burst], Extra: Selective Attack) (4/rank)

Banishment: Exorcism X (2/rank)

Barkskin: Boost Protection X (Extra: Total Fade, PF: Slow Fade 2) (2/rank + 2)

Bear's Endurance: Boost Constitution X (Extra: Total Fade, PF: Slow Fade 2) (2/rank + 2)

Bear's Endurance, Mass: Boost Constitution X (Extra: Area [burst], Extra: Total Fade, PF: Slow Fade 2) (3/rank + 2)

Bestow Curse: Probability Control X (Extra: Duration [Continuous]), Extra: Jinx) (7/rank)

Bigby's Hand: A note on Bigby's hand spells. Instead of making different versions - Bigby's Interposing Hand, etc. It is now one spell, Bigby's Hand. It covers all of them. Summon 5 (Bigby's Hand, Extra: Independant, Extra: Total Fade) (15 points)

Binding: Snare X (Extra: Alternate Save [Will]) (2/rank)

Blade Barrier: Blast X (Extra: Area [Burst], Extra: Duration [Sustained], Extra: Independant) (5/rank)

Blasphemy: Blast X (Extra: Alternate Save [Will], Extra: Area [burst], Flaw: Limited [non-evil creatures only], Flaw: Range [touch]) and Stun X (Extra: Alternate Save [Will], Extra: Area [burst], Extra: Linked [to Blast], Flaw: Dazed, Flaw: Limited [non-evil creatures only]) and Fatigue X (Extra: Alternate Save [Will], Extra: Area [Burst], Extra: Linked [to Blast], Flaw: Limited [non-evil creatures only]) and Paralyze X (Extra: Alternate Save [Will], Extra: Area [Burst], Extra: Linked [to Blast], Flaw: Limited [non-evil only]) (6/rank)

Bless: Boost X (attack rolls) and Enhanced Feat 1 (Fearless, Extra: Linked [to Boost]) (1/rank + 1)

Bless Water: Transform 1 (water to holy water, Extra: Duration [Continuous], Flaw: Range [touch]) (3 points)

Bless Weapon: Boost Damage X (Extra: Total Fade, Flaw: Limited [vs. evil only]) (1/rank)

Blight: Strike X (Extra: Alternate Save [Fortitude], Flaw: Limited [vs. plants only]) (1/rank)

Blindness/Deafness: Dazzle X (audio and visual, Extra: Alternate Save [Fortitude]) (3/rank)

Blink: Concealment 4 (visual, Extra: Independant, Extra: Total Fade, Flaw: Action [standard], Flaw: Partial, Flaw: Unreliable) and Insubstantial 4 (Extra: Independant, Extra: Linked [to Concealment], Extra: Total Fade, Flaw: Action [standard], Flaw: Unreliable) (17 points)

Blur: Concealment 4 (vision, Flaw: Partial) (4 points)

Break Enchantment: Nullify X (all curses, transform effects, mind crontrol, or enchanted effects, Extra: Range) (3/rank)

Bull's Strength: Boost Strength X (Extra: Total Fade, PF: Slow Fade 2) (2/rank + 2)

Bull's Strength, Mass: Boost Strength X (Extra: Area [burst], Extra: Total Fade, PF: Slow Fade 2) (3/rank + 2)

Burning Hands: Blast X (Extra: Area [Cone], Flaw: Range [touch]) (2/rank)

Call Lightning: Blast X (Extra: Area [Line], PF: Indirect 2 [from above target]) (3/rank + 2)

Calm Animals: Emotion Control X (Extra: Area [burst], Flaw: Limited [animals only], Flaw: Limited [Calm only]) (1/rank)

Calm Emotions: Emotion Control X (Extra: Area [burst], Flaw: Limited [Calm only]) (2/rank)

Cat's Grace: Boost Dexterity X (Extra: Total Fade, PF: Slow Fade 2) (2/rank + 2)

Cat's Grace, Mass: Boost Dexterity X (Extra: Area [burst], Extra: Total Fade, PF: Slow Fade 2) (3/rank + 2)

Cause Fear: Emotion Control X (Flaw: Limited [Fear only]) (1/rank)

Chain Lightning: Blast X (Extra: Area [burst], Extra: Selective Attack) (4/rank)

Changestaff: Summon 8 (treant, Extra: Independant, Extra: Total Fade, PF: Slow Fade 4, Flaw: Action [full-round]) (20 points)

Chaos Hammer: Strike X (Extra: Area [Burst], Flaw: Limited [to Lawful opponents only]) and Paralyze X (Extra: Area [burst], Extra: Linked [to Strike], Flaw: Limited [to Lawful opponents], Flaw: Slow) (2/rank)

Charm Animal: Emotion Control X (Flaw: Limited [animals only], Flaw: Love only) (1/2 ranks)

Charm Monster: Emotion Control X (Flaw: Love only) (1/rank)

Charm Monster, Mass: Emotion Control X (Extra: Area [burst], Flaw: Love only) (2/rank)

Charm Person: Emotion Control X (Flaw: Limited [humanoids only], Flaw: Love only) (1/2 ranks)

Chill Metal: Blast X (Extra: Duration [Concentration], Extra: Secondary Effect, Flaw: Limited [Targets with a lot of metal only]) (3/rank)

Chill Touch: Strike X and Drain Strength X (Extra: Linked [to Strike]) (2/rank)

Circle of Death: Drain Constitution X (Extra: Area [burst], Extra: Range. Extra: Selective) (3/rank)

Clairaudiance/Clairvoyance: ESP X (audio and visual, PF: Subtle) (3/rank + 1)

Cloak of Chaos: Confuse X (Extra: Aura, Flaw: Limited [vs. lawful only], Flaw: Range [touch]) and Shield X and Enhanced Saves X (all saves, Extra: Linked [to Shield]) and Immunity 5 (Mind Control effects) (5/rank + 5)

Clone: More of a roleplaying device to prevent death, a clone is really different. As a GM, I would not allow this on a regular "spell" list, but it would be ok to build as a ritual with the Ritualist feat. The body can be built with the Artificer feat and a Craft [artistic] check. A technological variant would be the same, but use the Inventor feat and a Knowledge [life sciences] check instead of the Craft check. The build would be - Regeneration 8 (resurrection 8, DB: Power Loss [if Cloned body is lost or destroyed]) (7 points)

Cloudkill: Drain Constitution X (Extra: Area [Cloud], Extra: Poison, Extra: Range) (4/rank)

Color Spray: Dazzle X (visual, Extra: Alternate Save [Will]) and Stun X (Extra: Alternate Save [Will], Extra: Linked [to Dazzle], Extra: Range) (5/rank)

Command: Mind Control X (Flaw: Limited [one command only]) (1/rank)

Command, Greater: Mind Control X (Extra: Area [burst], Extra: Selective, Flaw: Limited [one command only]) (3/rank)

Command Plants: Mind Control X (Extra: Area [burst], Extra: Duration [sustained], Flaw: Limited [plants only]) and Comprehend 1 (speak to plants) (3/rank + 2)

Command Undead: Mind Control X (Extra: Duration [sustained], Flaw: Limited [undead only]) (2/rank)

Commune: Super-Senses 1 (communication link [with patron deity/spirit], PF: Dimensional 3) (4 points)

Commune with Nature: Super-Senses 9 (acute analytical extended 4 radius ranged physical object awareness; DB: Power Loss [in civilized areas]) (8 points)

Comprehend Languages: Comprehend 2 (read and understand any language) (4 points)

Cone of Cold: Strike X (Extra: Area [cone]) (2/rank)

Confusion: Confuse X (Extra: Area [burst]) (2/rank)

Confusion, Lesser: Confuse X (1/rank)

Consecrate: Boost X (all ward effects against undead, Extra: Affects Others, Extra: Area [burst], Extra: Total Fade, PF: Slow Fade 4) (3/rank + 4)

Contact Other Plane: Communication 10 (PF: Dimensional 3, Flaw: Side Effect [Intelligence and Charisma Drain]) and ESP 10 (audio, Extra: Linked [to Communication], PF: Dimensional 3, Flaw: Side Effect [Intelligence and Charisma Drain]) (16 points)

Contagion: Drain Constitution X (Extra: Poison) (2/rank)

Contingency: Not so much a spell, but can be represented with the Trigger Power feat. To do it as a spell it would be Enhanced Magic 1 (PF: Triggered) (1 point)

Continual Flame: Feature 1 (object sheds light, Extra: Affects Objects Only) (1 point)

Control Plants: Mind Control X (Extra: Area [burst], Flaw: Limited [to plants only]) and Comprehend 1 (speak to plants) (2/rank + 2)

Control Undead: Mind Control X (Extra: Area [burst], Flaw: Limited [to undead only]) (2/rank)

Control Water: Water Control X (2/rank)

Control Weather: Weather Control X (Mix an Match environments up to 4 pp/rank) (4/rank)

Control Winds: Air Control X (2/rank)

Create Food and Water: Create Object 2 (food and water only, Extra: Duration [continuous]) (6 points)

Create Undead: Note - This includes both Create Undead and Greater Create Undead. Transform X (Corpse to Undead, Extra: Duration [continuous], Flaw: Range [touch]) (4/rank)

Create Water: Create Object 1 (water only, Extra: Duration [continuous]) (3 points)

Creeping Doom: Summon 6 (Centipede Swarms, Extra: Horde, Extra: Independant, Extra: Total Fade, PF: Progression X, Flaw: Action [full round]) (19 points + X)

Crushing Despair: Emotion Control X (Extra: Area [cone], Flaw: Despair only, Flaw: Range [touch]) (1/2 ranks)

Cure Wounds: A note, this includes all the Cure X Wounds spells. Healing X (2/rank)

Cure Wounds, Mass: As a note, this includes all the Mass Cure X Wounds spells. Healing X (Extra: Area [burst]) (3/rank)

Curse Water: Transform 1 (water to unholy water, Extra: Duration [Continuous], Flaw: Range [touch]) (3 points)

Dancing Lights: Light Control 1 (2 points)

Darkness: Darkness Control X (2/rank)

Darkvision: Super-Senses 2 (darkvision, Extra: Affects others, Extra: Independant, Extra: Total Fade, PF: Slow Fade 4) (10 points)

Daylight: Light Control X (2/rank)

Daze: Stun X (Extra: Alternate Save [Will], Extra: Range, Flaw: Daze, Flaw: Limited [humanoids only]) (1/rank)

Daze Monster: Stun X (Extra: Alternate Save [Will], Extra: Range, Flaw: Daze) (2/rank)

Death Knell: I looked at the concept of this spell more than the D&D Mechanics. It is supposed to be a temporary boost in power gained by killing a dying target. Thus, I came up with this - Boost X (Strength, Constitution and Magic, Extra: Linked [to coup de grace attack], DB: Power Loss [if target survives attack]) (3/rank - 1)

Death Ward: Immunity 7 (negative energy effects, necromantic effects, Extra: Affects Others, Extra: Independant, Extra: Total Fade) (21 points)

Deathwatch: Super-Senses 3 (analytical ranged visual life awareness) (3 pp)

Deep Slumber: Fatigue X (Extra: Alternate Save [Will], Extra: Area [burst], Extra: Range, Extra: Sleep) (4/rank)

Deeper Darkness: Darkness Control X (2/rank)

Delay Poison: Immunity 1 (Extra: Independant, Extra: Total Fade, PF: Slow Fade 4, Flaw: Limited [Poison not negated, only delayed until power ends]) (5 points)

Delayed Blast Fireball: Blast X (Extra: Area [burst], PF: Triggered) (3/rank + 1)

Demand: Communication 10 (PF: Dimensional 3, PF: Subtle, Flaw: Limited [message must be 25 words or less]) and Mind Control X (Extra: Duration [continuous], Extra: Linked [to Communication], Flaw: One Command Only) (3/rank + 9)

Desecrate: Drain X (all ward effects against undead, Extra: Affects Others, Extra: Area [burst], Extra: Total Fade, PF: Slow Fade 4) (3/rank + 4)

Destruction: Disintigrate X (Extra: No Fort Save) (7/rank)

Detect Animals or Plants: Super-Senses 6 (acute ranged animal awareness, acute ranged plant awareness) (6 points)

Detect Chaos: Super-Senses 2 (ranged chaos awareness) (2 points)

Detect Evil: Super-Senses 2 (ranged evil awareness) (2 points)

Detect Good: Super-Senses 2 (ranged good awareness) (2 points)

Detect Law: Super-Senses 2 (ranged law awareness) (2 points)

Detect Magic: Super-Senses 2 (ranged magic awareness) (2 points)

Detect Poison: Super-Senses 2 (ranged poison awareness) (2 points)

Detect Scrying: Super-Senses 3 (radius ranged ESP awareness) (3 points)

Detect Secret Doors: Super-Senses 2 (ranged secret door awareness) (2 points)

Detect Snares and Pits: Super-Senses 2 (ranged trap awareness) (2 points)

Detect Thoughts: Mind Reading X (Flaw: Limited [Surface Thoughts only]) (1/2 ranks)

Detect Undead: Super-Senses 2 (ranged undead awareness) (2 points)

Dictum: Blast X (Extra: Alternate Save [Will], Extra: Area [burst], Flaw: Limited [non-lawful creatures only], Flaw: Range [touch]) and Dazzle X (audio, Extra: Alternate Save [Will], Extra: Area [burst], Extra: Linked [to Blast], Flaw: Limited [non-lawful creatures only]) and Paralyze X (Extra: Alternate Save [Will], Extra: Area [Burst], Extra: Linked [to Blast], Flaw: Limited [non-lawful only]) (5/rank)

Dimension Door: Teleport X (Extra: Affects Others, Flaw: Short Range only) (2/rank)

Dimensional Anchor: Nullify X (teleportation and dimensional movement effects, Extra: Duration [Sustained], Extra: Independant, Extra: Total Fade) (4/rank)

Dimensional Lock: Nullify X (teleportation and dimensional movement effects, Extra: Area [burst], Extra: Duration [Sustained], Extra: Independant, Extra: Total Fade) (5/rank)

Diminish Plants: Shrinking X (Extra: Affects Others Only, Extra: Area [burst], Extra: Duration [Continuous], PF: Progression 8 [area], Flaw: Limited [to plants only]) (2/rank + 8)

Discern Lies: Enhanced Skill X (Sense Motive X*4, Flaw: Limited [to discerning falsehoods only]) (1/2 ranks)

Discern Location: Super-Senses X+4 (acute extended X radius ranged awareness of familiar object or person, PF: Dimensional 3) (1/rank + 7)

Disguise Self: Morph X (Flaw: Phantasm) (1/2 ranks)

Disintigrate: Disintigrate X (5/rank)

Dismissal: Exorcism X (2/rank)

Dispel Alignment: The Dispel Alignment spells got a special treatment. These spells banished any outsider of the proper alignment that hit the target, and dispeled any of the appropriate alignment magic that encountered the target - as well as giving the target an AC bonus vs. the opposed alignment. I really didn't like the triple mechanic, and decided to alter the spells a bit. They now Nullify all Alignment-based effects that contacts the target - including aligned summon effects.

Dispel Chaos: Nullify X (all chaos effects, Extra: Aura, Extra: Duration [Sustained], Extra: Independant, Extra: Total Fade, Flaw: Range [touch]) (5/rank)

Dispel Evil: Nullify X (all evil effects, Extra: Aura, Extra: Duration [Sustained], Extra: Independant, Extra: Total Fade, Flaw: Range [touch]) (5/rank)

Dispel Good: Nullify X (all good effects, Extra: Aura, Extra: Duration [Sustained], Extra: Independant, Extra: Total Fade, Flaw: Range [touch]) (5/rank)

Dispel Law: Nullify X (all law effects, Extra: Aura, Extra: Duration [Sustained], Extra: Independant, Extra: Total Fade, Flaw: Range [touch]) (5/rank)

Dispel Magic: Nullify X (all magic effects) (2/rank)

Displacement: Concealment 4 (visual, Extra: Affects Others, Flaw: Limited [target still knows you are nearby]) (8 points)

Disrupt Undead: Blast X (Flaw: Limited [vs. undead only]) (1/rank)

Disrupting Weapon: Boost X (Drain Toughness, Extra: Independant, Extra: Total Fade, Extra: Linked [to Weapon], Flaw: Limted [undead only]) (1/rank)

Divination: Super-Senses 4 (precognition, Flaw: Action [full-round]) (3 points)

Divine Favor: Boost X (attack rolls and strike, Extra: Total Fade, Flaw: Personal) (2/rank)

Divine Power: Boost X (attack rolls, Strength, and Constitution, Extra: Total Fade, Flaw: Personal) (3/rank)

Dominate Animal: Animal Control X (PF: Mental Link) (2/rank + 1)

Dominate Monster: Mind Control X (Extra: Duration [Sustained], PF: Mental Link) (3/rank + 1)

Dominate Person: Mind Control X (Extra: Duration [Sustained], PF: Mental Link, Flaw: Limited [humanoids only]) (2/rank + 1)

Doom: Emotion Control X (Flaw: Limited [fear only], Flaw: Shaken only) (1/2 ranks)

Drawmij's Instant Summons: Teleport X (Extra: Affects Objects Only, Extra: Castling, Flaw: Limited [to prepared object and prepared sapphire only]) (1/rank)

Dream: Communication 10 (PF: Triggered [when target falls asleep], Flaw: Action [Full Round]) (6 points)

Eagle's Splendor: Boost Charisma X (Extra: Total Fade, PF: Slow Fade 2) (2/rank + 2)

Eagle's Splendor, Mass: Boost Charisma X (Extra: Area [burst], Extra: Total Fade, PF: Slow Fade 2) (3/rank + 2)

Earthquake: Trip X (Extra: Affects Objects, Extra: Area [burst], Extra: Damaging, PF: Progression [area] 2) (4/rank + 2)

Elemental Swarm: Summon X (elementals of one element, Extra: Horde, PF: Progression 3) (3/rank + 3)

Endure Elements: Immunity 2 (environmental cold, environmental heat) (2 points)

Energy Drain: Drain X (all traits) (5/rank)

Enervation: Drain X (all traits) (5/rank)

Enlarge Person: Growth X (Extra: Affects Others, Flaw: Limited [humanoids only]) (3/rank)

Enlarge Person, Mass: Growth X (Extra: Area [burst], Extra: Affects Others, Extra: Selective, Flaw: Limited [humanoids only]) (5/rank)

Entangle: Plant Control X (2/rank)

Enthrall: Boost Feat X (Fascinate [choose skill] X, Extra: Total Fade, Flaw: Self Only) (1/rank)

Entropic Shield: Concealment 4 (visual, Flaw: Limited [vs. ranged attacks only], Flaw: Limited [can still be seen]) (2 points)

Erase: Transform X (written document to blank document) (1/rank)

Ethereal Jaunt: Super-Movement 1 (dimensional 1 [Ethereal Plane]) (2 points)

Etherealness: Super-Movement 1 (dimensional 1 [Ethereal Plane], Extra: Affects Others, PF: Progression 2) (5 points)

Evard's Black Tentacles: Snare X (Extra: Area [burst], Extra: Constricting, Extra: Duration [sustained]) (5/rank)

Expeditious Retreat: Speed X (Extra: Affects Others) (2/rank)

Explosive Runes: Damage X (Extra: Area [Explosion], PF: Triggered [when someone reads runes]) (2/rank + 1)

Eyebite: Paralyze X (Extra: Range [perception], Flaw: Sense-Dependant [visual]) and Nauseate X (Extra: Range [perception], Flaw: Sense-Dependant [visual]) and Emotion Control X (Extra: Alternate Save [Fortitude], Extra: Range [perception], Flaw: Fear only, Flaw: Sense-Dependant [visual]) (5/rank)

Fabricate: Transform X (inanimate object to inanimate object of same materials, Extra: Duration [continuous]) (3/rank)

Faerie Fire: Feature 1 (glowing outline provides light as a torch) and Nullify Concealment X (all visual concealment effects, Extra: Duration [sustained], Extra: Independant, Extra: Total Fade) (5/rank + 1)

False Life: Boost Constitution X (PF: Slow Fade) (1/rank + 1)

False Vision: Illusion X (visual, Extra: Duration [sustained], PF: Progression 3 [area]), Flaw: Limited [to vision through ESP only]) (2/rank + 3)

Fear: Emotion Control X (Extra: Area [cone], Flaw: Limited [fear only], Flaw: Range [touch]) (1/2 ranks)

Feather Fall: Super-Movement 1 (slow fall, Extra: Affects others, Extra: Area [burst], Extra: Independant, Extra: Ranged, Extra: Selective, Extra: Total Fade, PF: Slow Fade 1) (8 points)

Feeblemind: Drain Intelligence and Charisma X (Extra: Alternate Save [Will], Extra: Ranged) (3/rank)

Find the Path: Super-Senses 6 (precognition, distance sense, direction sense, PF: Variable Descriptor, Extra: Affects Others, Flaw: Action [Standard], Flaw: Duration [Sustained], Flaw: Limited [from one location to another only]) (3 points)

Find Traps: Boost Skill X (Search X*4, Extra: Total Fade, PF: Slow Fade 1) (2/rank + 1)

Finger of Death: Drain Constitution X (Extra: Ranged) (2/rank)

Fire Seeds: Blast X (Extra: Area [burst], PF: Triggered [by throwing berry/seed], DB: Power Loss [not without berries or seeds]) (3/rank)

Fire Shield: Strike X (Extra: Aura, Extra: Duration [Sustained], Extra: Independant, Extra: Total Fade) (5/rank)

Fire Storm: Blast X (Extra: Area [burst], Flaw: Limited [selective vs. plants and the ground]) (2/rank)

Fire Trap: Strike X (Extra: Area [Explosion], Extra: Duration [Sustained], PF: Triggered [when object is opened without password], Flaw: Action [full-round]) (2/rank + 1)

Fireball: Blast X (Extra: Area [burst]) (3/rank)

Flame Arrow: Boost Blast X (Extra: Total Fade, DB: Medium [ammunition]) (2/rank - 1)

Flame Blade: Strike X (1/rank)

Flame Strike: Blast X (Extra: Area [cylinder]) (3/rank)

Flaming Sphere: Create Object 1 (Extra: Movable) and Damage X (Extra: Aura, Extra: Duration [sustained]) (4/rank + 3)

Flare: Dazzle X (visual) (2/rank)

Flesh to Stone: Transform X (flesh to stone, Extra: Duration [continuous]) (4/rank)

Fly: Flight X (Extra: Affects Others, Extra: Independant, Extra: Total Fade, PF: Slow Fade 1) (4/rank + 1)

Fog Cloud: Obscure X (visual, Extra: Area [Cloud], Extra: Independant) (3/rank)

Forbiddance: Nullify X (teleport and dimensional movement effects, Extra: Aura, Extra: Duration [continuous], Flaw: Action [full-round], Flaw: Range [touch]) and Ward X (Extra: Damaging, Extra: Duration [continuous], Extra: Linked [to Nullify], Flaw: Action [full-round]) (8/rank)

Forcecage: Force Field X (Extra: Affects Others, Extra: Duration [sustained], Extra: Impervious, Extra: Ranged, PF: Affects Incorporeal 2) (5/rank + 2)

Foresight: Super-Senses 1 (danger sense, Extra: Affects Others, Extra: Independant, PF: Slow Fade 3, PF: Uncanny Dodge [danger sense]) (6 points)

Fox's Cunning: Boost Intelligence X (Extra: Total Fade, PF: Slow Fade 2) (2/rank + 2)

Fox's Cunning, Mass: Boost Intelligence X (Extra: Area [burst], Extra: Total Fade, PF: Slow Fade 2) (3/rank + 2)

Freedom: Nullify X (entrapment effects) (2/rank)

Freedom of Movment: Immunity 5 (entrapment, Extra: Affects Others, Extra: Independant, Extra: Total Fade, PF: Slow Fade 1) (16 points)

Gaseous Form: Alternate Form 3 (Extra: Affects Others, Extra: Independant, Extra: Total Fade, PF: Slow Fade 2) (23 points)

   Insubstantial 2 and Flight 1 and Immunity 3 (Critical Hits, Poison)

Gate: Summon X (Extra: Type [any extraplanar creature], Extra: Duration [Continuous], Flaw: Attitude [indifferent]) and Super-Movement 3 (dimensional 3, Extra: Portal) (4/rank + 12)

Geas/Quest and Geas, Lesser: Mind Control X (Extra: Duration [Continuous], Flaw: Action [full round], Flaw: Limited [Keeping Specified Bargain]) (2/rank)

Gentle Repose: Feature 1 (Prevent Decay, Extra: Affects Others, Flaw: Limited [lasts for 10 days]) (1 pp)

Ghost Sound: Illusion X (audio, Extra: Selective Attack, Flaw: Phantasm) (2/rank)

Ghoul Touch: Paralyze X and Nauseate X (Extra: Affects others only, Extra: Area [burst], Extra: Aura, Extra: Duration [sustained], Flaw: Sicken) (7/rank)

Giant Vermin: Growth X (Extra: Affects Others Only, Flaw: Limited [vermin only]) (2/rank)

Glibness: Boost Skill X (Bluff X*4, Extra: Total Fade, Flaw: Personal) (1/rank)

Glitterdust: Nullify X (invisibility, Extra: Area [burst]) and Dazzle X (Extra: Linked [to Nullify]) (4/rank)

Globe of Invulerability and Globe of Invulerability, Lesser: Nullify Magic X (Extra: Power Resistance, Extra: Area [burst]) (4/rank)

Glyph of Warding and Glyph of Warding, Greater: Strike X (Extra: Area [burst], PF: Triggered 2, PF: Variable Descriptor 2) (2/rank + 4)

Goodberry: Healing 1 (PF: Triggered [when eaten], Flaw: Medium [berry]) and Feature 1 (acts as 1 days food and water, Extra: Linked [to Healing]) (3 points)

Good Hope: Emotion Control X (Extra: Area [burst], Extra: Selective, Flaw: Limited [Hope only]) (3/rank)

Grease: Trip X (Extra: Area [burst], Extra: Duration [sustained], Extra: Independant) (4/rank)

Guards and Wards: This spell is better represented as buying powers for one's base. That said, each power of this spell can be taken and linked together. Simply link together all the spells mentioned and calculate the cost that way.

Guidance: Boost 2 (all combat, saves, and skills) (8 points)

Gust of Wind: Air Control X (Extra: Area [line], Flaw: Duration [Instant]) (1/rank)

Hallow: Feature 1 (make area holy, Extra: Area [burst], PF: Progression [area] 4, Flaw: Action [full-round], DB: Action [1 day]) (4 points)

Hallucinatory Terrain: Illusion X (audio, visual, olfactory, Extra: Duration [sustained], PF: Progression [area] 3, Flaw: Action [full round], Flaw: Limited [to make natural terrain look like a different natural terrain only]) (3/rank + 3)

Halt Undead: Paralyze X (Extra: Alternate Save [Will], Extra: Ranged, Flaw: Limited [affects undead only]) (2/rank)

Harm: Strike X (Extra: Alternate Save [Will]) (2/rank)

Haste: Super Speed 1 (Increased Attack Bonus, Extra: Affects Others, Extra: Area [burst], Extra: Independant, Extra: Total Fade, PF: Progression 3) (11 points)

Heal: Healing X (Extra: Energizing, Extra: Restoration, Extra: Total) (5/rank)

Heal, Mass: Healing X (Extra: Area [burst], Extra: Energizing, Extra: Restoration, Extra: Total) (6/rank)

Heal Mount: Healing X (Healing X (Extra: Energizing, Extra: Restoration, Extra: Total, Flaw: Limited [only affects paladin's mount) (4/rank)

Heat Metal: Blast X (Extra: Duration [Concentration], Extra: Secondary Effect, Flaw: Limited [Targets with a lot of metal only]) (3/rank)

Helping Hand: Feature 1 (ghostly hand that locates described being and points in your direction, Extra: Range [Ranged], PF: Progression [range] 7, Flaw: Duration [full round], DB: Action [full-round to 5 hours depending on how far the target is]) (7 points)

Heroes' Feast: Create Object X (Flaw: Limited [to food, drink, table and chairs only]) and Nullify X (diseases and poison) and Healing X (Extra: Total) (6/rank)

Heroism and Heroism, Greater: Boost X (attack rolls, saves and skills) (4/rank)

Hide from Animals: Concealment 11 (all senses and tremorsense, Extra: Affects Others, Flaw: Limited [animals only]) (22 points)

Hide from Undead: Concealment 11 (all senses and tremorsense, Extra: Affects Others, Flaw: Limited [undead only]) (22 points)

Hold Animal: Paralyze X (Extra: Ranged, Flaw: Limited [animals only]) (2/rank)

Hold Monster: Paralyze X (Extra: Ranged) (3/rank)

Hold Monster, Mass: Paralyze X (Extra: Area [burst], Extra: Ranged) (4/rank)

Hold Person: Paralyze X (Extra: Ranged, Flaw: Limited [humanoids only]) (2/rank)

Hold Person, Mass: Paralyze X (Extra: Area [burst], Extra: Ranged, Flaw: Limited [humanoids only]) (3/rank)

Hold Portal: Telekinesis X (Extra: Independant, Extra: Total Fade, PF: Slow Fade 1, Flaw: Limited [to holding doors shut only]) (2/rank + 1)

Holy Aura: Dazzle X (visual, Extra: Aura, Flaw: Limited [vs. evil only], Flaw: Range [touch]) and Shield X and Enhanced Saves X (all saves, Extra: Linked [to Shield]) and Immunity 5 (Mind Control effects) (6/rank + 5)

Holy Smite: Strike X (Extra: Area [Burst], Flaw: Limited [to Evil opponents only]) and Dazzle X (visual, Extra: Area [burst], Extra: Linked [to Strike], Flaw: Limited [to Evil opponents], Flaw: Range [Touch]) (2/rank)

Holy Sword: Enhance Strike X (DB: Must be held weapon) and Enhance Strike 2 (Extra: Linked [Enhanced Strike], Flaw: Limited [vs. Evil only]) (1/rank)

Holy Word: Blast X (Extra: Alternate Save [Will], Extra: Area [burst], Flaw: Limited [non-good creatures only], Flaw: Range [touch]) and Stun X (Extra: Alternate Save [Will], Extra: Area [burst], Extra: Linked [to Blast], Flaw: Dazed, Flaw: Limited [non-good creatures only]) and Dazzle X (visual, Extra: Alternate Save [Will], Extra: Area [Burst], Extra: Linked [to Blast], Flaw: Limited [non-good creatures only]) and Paralyze X (Extra: Alternate Save [Will], Extra: Area [Burst], Extra: Linked [to Blast], Flaw: Limited [non-good only]) (6/rank)

Horrid Wilting: Blast X (Extra: Alternate Save [Fortitude], Extra: Area [burst], Extra: Selective) (5/rank)

Hypnotic Pattern: Mind Control X (Extra: Area [burst], Extra: Range [Sensory], Flaw: Limited [one-command only "stand and be fascinated"], Flaw: Sense-Dependant [visual]) (2/rank)

Hypnosis: Mind Control X (Extra: Range [Sensory], Flaw: Limited [one-command only], Flaw: Sense-Dependant [audio]) (1/rank)

Ice Storm: Blast X (Extra: Area [Cylinder], PF: Indirect 2 [from above]) (3/rank + 2)

Identify: Super-Senses 3 (acute analytical magic awareness, Flaw: Action [full round], DB: Action [1 minute]) (1 point)

Illusory Script: Illusion X (visual [makes writing illegible], Extra: Duration [Continuous], Extra: Selective, PF: Triggered [when writing is trying to be read]) and Mind Control X (Extra: Linked [to Illusion], Flaw: Limited [one command only]) (5/rank + 1)

Illusory Wall: Illusion X (visual, Flaw: Limited [walls, cielings, or floors only]) (1/rank)

Imbue with Spell Ability: Empowerment X (Extra: Duration [continuous], Flaw: Limited [one magic effect only]) (6/rank)

Implosion: Blast X (Extra: Alternate Save [Fortitude], Extra: Duration [concentration]) (4/rank)

Imprisonment: Teleport X (Extra: Attack, Flaw: Limited [to deep underground only], Flaw: Long-Range) and Immunity 10 (aging, life support, Extra: Affects Others only, Extra: Attack, Extra: Linked [to Teleport], Flaw: Immobile, Flaw: Sensory-Deprived) (1/rank + 5)

Incendiary Cloud: Blast X (Extra: Area [cloud], Extra: Duration [Concentration]) and Obscure X (visual) (6/rank)

Inflict Wounds: A note, this includes all the Inflict X Wounds spells. Strike X (Extra: Alternate Save [Will]) (2/rank)

Inflict Wounds, Mass: As a note, this includes all the Mass Inflict X Wounds spells. Strike X (Extra: Alternate Save [Will], Extra: Area [burst]) (3/rank)

Insanity: Confusion X (Extra: Duration [continuous]) (5/rank)

Insect Plague: Summon 5 (locust swarm, Extra: Horde, Extra: Independant, Extra: Total Fade, PF: Progression 3 [5 swarms], Flaw: Action [Full-round]) (18 points)

Invisibility: Concealment 4 (all visual, Extra: Affects Others, Extra: Independant, Extra: Total Fade, PF: Slow Fade 1, Flaw: Action [standard], Flaw: Passive) (5 points)

Invisibility, Greater: Concealment 4 (all visual, Extra: Affects Others, Extra: Independant, Extra: Total Fade, PF: Slow Fade 1, Flaw: Action [standard]) (9 points)

Invisibility, Mass: Concealment 4 (all visual, Extra: Affects Others, Extra: Area [burst], Extra: Independant, Extra: Total Fade, PF: Slow Fade 1, Flaw: Action [standard], Flaw: Passive) (9 points)

Invisibilty Purge: Nullify X (all invisibility effects, Extra: Duration [sustained], Extra: Nullifying Field) (3/rank)

Invisibility Sphere: Concealment 4 (all visual, Extra: Affects Others, Extra: Area [burst], Extra: Independant, Extra: Total Fade, PF: Selective, PF: Slow Fade 1, Flaw: Action [standard], Flaw: Passive) (10 points)

Iron Body: Alternate Form 12 (60 points)

   Enhanced Dexterity -6 and Density 9 and Immunity 32 (critical hits, fortitude effects) and Immunity 10 (acid damage, fire damage, Flaw: Duration [sustained], Flaw: Limited [half-effect]) and Impervious Toughness 6 (Flaw: Duration [sustained])

Ironwood: Enhanced Toughness X (Extra: Affects Object Only, Flaw: Limited [wooden objects only]) (1/rank)

Jump: Leaping X (Extra: Affects Others, Extra: Independant, Extra: Total Fade) (3/rank)

Keen Edge: Enhanced Feat 2 (Improved Critical 2, Extra: Affects Objects Only, Extra: Independant, Extra: Total Fade, PF: Slow Fade 1, Flaw: Limited [edged weapons only]) (7 points)

Knock: Nullify X (all locks, stuck doors, and arcane locks) (2/rank)

Know Direction: Super-Senses 1 (direction sense) (1 point)

Legend Lore: Boost Skill X (Knowledge [arcane lore] X*4, Extra: Total Fade, Flaw: Action [full-round]) (1/rank)

Leomund's Secret Chest: Dimensional Pocket X (Extra: Duration [Sustained], Flaw: Limited [not vs. living creatures], Flaw: Medium [Chest]) (2/rank)

Leomund's Secure Shelter: Enhanced Feat 1 (Equipment 1) (1 point)

   Leomund's Secure Shelter (3 ep)

   Diminutive Size, Toughness 5; Features: Living Space, Security System (DC 30), Power (Summon 1 [Unseen Servant])

Leomund's Tiny Hut: Obscure X (visual, Extra: Independant, Extra: Selective, Extra: Total Fade, PF: Slow Fade 4) and Immunity 5 (weather effects, Extra: Affects Others, Extra: Area [burst], Extra: Linked [to Obscure]) (4/rank + 19)

Leomund's Trap: Illusion X (trap awareness, Extra: Duration [continuous], Extra: No Save, Flaw: Limited [to make an object appear trapped only], Flaw: Range [touch]) (2/rank)

Levitate: Flight X (Extra: Affects Others, Flaw: Levitation) (2/rank)

Light: Light Control X (2/rank)

Lightning Bolt: Blast X (Extra: Area [line], Flaw: Range [touch]) (2/rank)

Limited Wish and Wish: Variable Power X (any single power of magic descriptor) (4/rank)

Liveoak: Animate Objects 4 (animated oak tree, Extra: Independant, Extra: Total Fade, PF: Slow Fade 6, Flaw: Limited [tree's only]) (30 points)

Locate Creature: Super-Senses 5 (extended 2 ranged radius creature awareness, Flaw: Duration [sustained], DB: Power Loss [not over/through running water]) (2 points)

Locate Object: Super-Senses 5 (extended 2 ranged radius object awareness, Flaw: Duration [sustained], DB: Power Loss [not through lead]) (2 points)

Longstrider: Speed X (1/rank)

Lullaby: Fatigue X (Extra: Alternate Save [Will], Extra: Area [burst], Extra: Duration [concentration], Extra: Ranged, Extra: Sleep) (5/rank)

Mage Armor: Force Field X (Extra: Affects Others, Extra: Independant, Extra: Total Fade, PF: Slow Fade 4) (3/rank + 4)

Mage Hand: Telekinesis X (2/rank)

Magic Circle against Chaos: Ward X (vs. Chaotic beings) and Immunity 5 (mind control effects, Extra: Affects Others, Extra: Area [burst], Flaw: Duration [sustained]) (1/rank + 10)

Magic Circle against Evil: Ward X (vs. Evil beings) and Immunity 5 (mind control effects, Extra: Affects Others, Extra: Area [burst], Flaw: Duration [sustained]) (1/rank + 10)

Magic Circle against Good: Ward X (vs. Good beings) and Immunity 5 (mind control effects, Extra: Affects Others, Extra: Area [burst], Flaw: Duration [sustained]) (1/rank + 10)

Magic Circle against Law: Ward X (vs. Lawful beings) and Immunity 5 (mind control effects, Extra: Affects Others, Extra: Area [burst], Flaw: Duration [sustained]) (1/rank + 10)

Magic Fang and Greater Magic Fang: Boost Damage X (unarmed damage) (1/rank)

Magic Jar: Posession X (Flaw: Medium [gem or large crystal]) (2/rank)

Magic Missile: Blast X (Extra: Autofire, PF: Affects Incorporeal, PF: Split Attack) (3/rank + 2)

Magic Mouth: Illusion X (audio, Extra: Duration [continuous], PF: Triggered 2, Flaw: Limited [one message of 25 words or less]) (2/rank + 2)

Magic Stone: Blast X (DB: Medium [stone]) (2/rank - 1)

Magic Vestment: Boost Protection X (Extra: Total Fade, PF: Slow Fade 3, DB: Limited [on worn items only]) (2/rank + 2)

Magic Weapon and Greater Magic Weapon: Boost Damage X (weapon damage) (1/rank)

Major Creation and Minor Creation: Create Object X (PF: Precise, PF: Subtle) (2/rank + 2)

Major Image: Illusion X (all senses, PF: Progression X) (5/rank)

Make Whole: Transform X (broken object into repaired one, Extra: Duration [continuous]) (4/rank)

Mark of Justice: Probability Control X (Extra: Duration [Continuous]), Extra: Jinx, PF: Triggered 2, Flaw: Action [full round], DB: Action 2 [5 minutes]) (6/rank)

Maze: Dimensional Pocket X (Extra: Independant, Extra: Ranged, Extra: Total Fade, Flaw: Limited [target can escape by taking full-round action and succeeding on DC 10+X Intelligence check) (3/rank)

Meld into Stone: Morph X (stone block only, Flaw: Action [standard], Flaw: Medium [stone block large enough to accomodate your body]) (1/4 ranks)

Melf's Acid Arrow: Blast X (Extra: Secondary Effect) (3/rank)

Mending: Healing X (Extra: Affects Objects Only) (2/rank)

Meteor Swarm: Blast X (Extra: Area [explosion], Extra: Duration [sustained], Extra: Independant, PF: Indirect 2) (5/rank + 2)

Mind Blank: Immunity 10 (mental effects, Extra: Affects Others, Extra: Independant, Extra: Total Fade, PF: Slow Fade 4, Flaw: Duration [sustained]) (24 points)

Mind Fog: Drain X (Wisdom-based traits and Will saves, Extra: Area [cloud], Extra: Duration [sustained]) (4/rank)

Minor Image: Illusion X (auditory, visual, PF: Progression [area] X) (4/rank)

Miracle: Variable Power X (Flaw: Faith) (7/rank)

Mirage Arcana: Illusion X (all senses, Extra: Duration [sustained], PF: Progression [area] 5, Flaw: Limited [to make one type of terrain appear to be another]) (4/rank +5)

Mirror Image: Concealment 4 (all visual senses, Flaw: Limited [target still visible]) (4 points)

Misdirection: Illusion X (all magical senses, Extra: Duration [sustained]) (3/rank)

Mislead: Concealment 4 (all visual senses, Extra: Affects Others) and Illusion X (all senses) (4/rank + 8)

Modify Memory: Transform X (mental, Extra: Duration [continuous], Flaw: Action [full-round]) (2/rank)

Moment of Prescience: Enhanced Feat 1 (Ultimate Effort 1, PF: Triggered) (2 points)

Mordenkainen's Disjunction: Nullify X (all magical effects, Extra: Area [burst], Extra: Duration [continuous]) (6/rank)

Mordenkainen's Faithful Hound: Summon 10 (Mordenkainen's Faithful Hound) (20 points)

Mordenkainen's Lucubration: This spell has no practical use with the way M&M does magic. That said, it could be used to buy off the Unreliable flaw in a spell where it has only 5 uses/day. Buyoff Flaw X (Unreliable) (1/rank)

Mordenkainen's Magnificent Mansion: Create Object 10 (PF: Dimensional 1 [pocket dimension], PF: Progression 3 [area]) (24 points)

   Mordenkainen's Magnificent Mansion (10 ep)

   Large Size, Toughness 10; Features: Concealed 2, Isolated, Living Space, Power (Dimensional Movement 1 [Extra: Affects Others Only, Extra:

   Portal, Extra: Selective), Staff (Unseen Servants), Stable

Mordenkainen's Private Sanctum: Obscure X (audio, visual, ESP, mind reading, Extra: Selective) (5/rank)

Mordenkainen's Sword: Summon 9 (Mordenkainen's Sword) (18 points)

Mount: Summon 2 (Riding Horse) (4 points)

Move Earth: Earth Control X (2/rank)

Neutralize Poison: Nullify X (poison effects) (1/rank)

Nightmare: Fatigue X (Extra: Duration [continuous], Extra: Range [perception], PF: Triggered, Flaw: Limited [target must sleep]) and Damage 1 (Extra: Linked [to Fatigue]) (6/rank + 2)

Nondetection: Nullify X (ESP effects, Extra: Power Resistance) (2/rank)

Nystul's Magic Aura: Illusion X (magic awareness) (1/rank)

Obscure Object: Nullify X (ESP effects, Extra: Affects Objects only, Extra: Power Resistance) (2/rank)

Obscuring Mist: Obscure X (visual) (2/rank)

Open/Close: Move Object 1 (PF: Precise) (3 points)

Order's Wrath: Strike X (Extra: Area [Burst], Flaw: Limited [to chaotic opponents only]) and Stun X (visual, Extra: Area [burst], Extra: Linked [to Strike], Flaw: Daze, Flaw: Limited [to chaotic opponents]) (2/rank)

Otiluke's Freezing Sphere: Blast X (Extra: Area [burst]) and Snare X (Extra: Area [burst], Extra: Suffocating, Flaw: Medium [water], Flaw: Limited [only those in water]) (4/rank)

Otiluke's Resiliant Sphere: Paralyze X (Extra: Area [burst], Extra: Ranged) and Impervious Toughness X (Extra: Affects Others, Extra: Linked [to Snare]) (6/rank)

Otiluke's Telekinetic Sphere: Paralyze X (Extra: Area [burst], Extra: Ranged) and Impervious Toughness X (Extra: Affects Others, Extra: Linked [to Snare]) and Move Object X (8/rank)

Otto's Irresistable Dance: Mind Control X (Flaw: One Command Only [dance]) (1/rank)

Overland Flight: Flight X (2/rank)

Owl's Wisdom: Boost Wisdom X (Extra: Total Fade, PF: Slow Fade 2) (2/rank + 2)

Owl's Wisdom, Mass: Boost Wisdom X (Extra: Area [burst], Extra: Total Fade, PF: Slow Fade 2) (3/rank + 2)

Passwall: Super-Movement 6 (Permeate 3, Extra: Affects Others, Flaw: Limited [stone, wood, or plaster only]) (6 points)

Pass Without Trace: Super-Movement 1 (Trackless, Extra: Affects Others, PF: Progression 4) (7 points)

Permanency: This spell makes an effect permanent. This is better represented by the Ritualist feat, creating a spell that is permanent.

Permanent Image: Illusion X (all senses, Extra: Duration [continuous]) (6/rank)

Persistant Image: Illusion X (all senses, Extra: Duration [sustained]) (5/rank)

Phantasmal Killer: Blast X (Extra: Alternate Save [Will]) (3/rank)

Phantom Steed: Summon 3 (phantom steed) (6 points)

Phase Door: Super-Movement 1 (dimensional 1 [ethereal], Extra: Affects Others, PF: Triggered, Flaw: Limited [to go through wood, stone, and/or plaster walls only]) (3 points)

Planar Ally, Lesser Planar Ally, and Greater Planar Ally: Summon X (Extra: Duration [continuous], Extra: Heroic, Extra: Type [Extraplanar], Flaw: Faith, Flaw: Indifferent) (3/rank)

Planar Binding, Lesser Planar Binding, and Greater Planar Binding: Summon X (Extra: Duration [continuous], Extra: Heroic, Extra: Type [Extraplanar], Flaw: Indifferent) (4/rank)

Plane Shift: Super-Movement 3 (dimensional movement, Extra: Affects Others, PF: Progression [targets] 3) (12 points)

Plant Growth: Growth X (Extra: Area [burst], Flaw: Limited [plants only]) (3/rank)

Poison: Drain Constitution X (Extra: Poison) (2/rank)

Polar Ray: Blast X (2/rank)

Polymorph: Transform X (living creatures into living creatures) (5/rank)

Polymorph Any Object: Transform X (anything into anything) (6/rank)

Power Word, Blind: Dazzle X (visual, Extra: Duration [continuous]) (5/rank)

Power Word, Kill: Drain Constitution X (Extra: Ranged) (2/rank)

Power Word, Stun: Stun X (Extra: Ranged) (3/rank)

Prayer: Boost X (attack rolls, saves, skills, Extra: Area [burst], Extra: Selective) and Drain X (attack rolls, saves, skills, Extra: Alternate Save [Will], Extra: Area [burst], Extra: Selective) (12/rank)

Prestidigitation: Feature 1 (Extra: Affects Objects) (2 points)

Prismatic Sphere: Strike X (Extra: Aura) and Drain Constitution X (Extra: Aura) and Petrification X (Flaw: Range [touch], Extra: Aura) and Confuse X (Extra: Aura, Extra: Duration [continuous]) and Dimensional Movement X (dimensional 1 [one random plane], Extra: Attack, Extra: Aura) (13/rank)

Prismatic Spray: Blast X and Drain Constitution X (Extra: Ranged) and Petrification X (Flaw: Range [Ranged]) and Confuse X (Extra: Duration [continuous]) and Dimensional Movement X (dimensional 1 [one random plane], Extra: Attack, Extra: Ranged) (12/rank)

Prismatic Wall: Strike X (Extra: Area [Wall]) and Drain Constitution X (Extra: Area [Wall]) and Petrification X (Flaw: Range [touch], Extra: Area [Wall]) and Confuse X (Extra: Area [Wall], Extra: Duration [continuous]) and Dimensional Movement X (dimensional 1 [one random plane], Extra: Attack, Extra: Area [Wall]) (13/rank)

Produce Flame: Blast 1 and Feature 1 (provides light as torch until used for blast) (3 points)

Programmed Image: Illusion X (all senses, Extra: Duration [sustained], PF: Triggered) (5/rank + 1)

Project Image: Illusion X (all senses) and ESP X (vision, audio, Extra: Linked [to illusion], Flaw: Limited [through illusion only]) and Enhanced Magic 3 (grants magic the PF: Indirect 3 [Spells come from illusion instead of caster]) (6/rank + 3)

Protection from Arrows: Force Field X (Extra: Impervious, Flaw: Limited [vs. fast and slow projectiles only]) (1/rank)

Protection from Chaos: Ward X (vs. Chaotic beings) and Immunity 5 (mind control effects, Extra: Affects Others, Flaw: Duration [sustained]) (1/2 ranks + 10)

Protection from Evil: Ward X (vs. Evil beings) and Immunity 5 (mind control effects, Extra: Affects Others, Extra: Flaw: Duration [sustained]) (1/2 ranks + 10)

Protection from Good: Ward X (vs. Good beings) and Immunity 5 (mind control effects, Extra: Affects Others, Flaw: Duration [sustained]) (1/2 ranks + 10)

Protection from Law: Ward X (vs. Lawful beings) and Immunity 5 (mind control effects, Extra: Affects Others, Flaw: Duration [sustained]) (1/2 ranks + 10)

Protection from Spells: Boost X (all saves, Flaw: Limited [vs. magic only]) (2/rank)

Prying Eyes: Summon 1 (prying eyes, Extra: Horde, PF: Progression 3) and ESP X (visual, Extra: No Conduit, Extra: Simultaneous, Flaw: Limited [through eyes only], Flaw: Limited [eye must report to caster and download], DB: Noticeable) (2/rank + 5)

Prying Eyes, Greater: Summon 1 (prying eyes, Extra: Horde, PF: Progression 3) and ESP X (visual, Extra: No Conduit, Extra: Simultaneous, Flaw: Limited [through eyes only], Flaw: Limited [eye must report to caster and download], DB: Noticeable) and Super-Senses 10 (true seeing, Flaw: Limited [through ESP only) (2/rank + 10)

Purify Food and Drink: Transform X (food and drink into fresh food and drink) (3/rank)

Pyrotechnics: Obscure X (2/rank)

Quench: Nullify X (all fire effects, Extra: Area [burst]) (3/rank)

Rage: Enhanced Feat X (rage X, Extra: Affects Others, Extra: Area [burst], Extra: Selective) (4/rank)

Rainbow Pattern: Stun X (Extra: Alternate Save [Will], Extra: Area [burst], Flaw: Sense-Dependant [visual]) (2/rank)

Raise Dead: Regeneration 10 (Resurrection 10, Extra: Affects Others Only) (10 points)

Rary's Mnemonic Enhancer: The effects of this spell are already part of the M&M Magic system. One does not need to prepare and cast spells, nor are they limited by number of spells per day. At best, this can buy off the Unreliable (5 uses per day) flaw. Buyoff Flaw X (Unreliable) (1/rank)

Rary's Telepathic Bond: Telepathy X (Extra: Affects others, Extra: Duration [sustained], PF: Progression 2, Flaw: Limited [only to those initially affected]) and Comprehend 1 (understand all, Extra: Affects Others, Extra: Linked [to Telepathy], PF: Progression 2, Flaw: Limited [to Telepathy]) (3/rank + 4)

Ray of Enfeeblement: Drain Strength X (Extra: Ranged) (2/rank)

Ray of Exhaustion: Fatigue X (Extra: Ranged) (3/rank)

Ray of Frost: Blast X (2/rank)

Read Magic: Comprehend 1 (magical writings) (2 points)

Reduce Animal: Shrinking X (Extra: Affects Others Only, Flaw: Limited [animals only]) (1/2 ranks)

Reduce Person: Shrinking X (Extra: Affects Others, Flaw: Limited [humanoids only]) (1/rank)

Reduce Person, Mass: Shrinking X (Extra: Affects Others, Extra: Area [burst], Flaw: Limited [humanoids only]) (2/rank)

Refuge: Teleport X (Extra: Accurate, PF: Triggered, Flaw: Limited [only to preset location], DB: Power Loss [if tigger focus is lost]) (2/rank)

Regenerate: Regeneration X (PF: Regrowth) (1/rank + 1)

Reincarnate: Regeneration 10 (Resurrection 10, Extra: Affects Others Only, PF: Reincarnate, Flaw: Uncontrolled Reincarnation) (6 points)

Remove Blindness/Deafness: Nullify X (visual and audio dazzle effects) (1/rank)

Remove Curse: Nullify X (all curses) (1/rank)

Remove Disease: Nullify X (all disease effects) (1/rank)

Remove Fear: Nullify X (all fear effects) (1/rank)

Remove Paralysis: Nullify X (all paralysis effects) (1/rank)

Repel Metal or Stone: Ward X (metal or stone) (1/rank)

Repel Vermin: Ward X (insects and arachnids) (1/rank)

Repel Wood: Ward X (wood) (1/rank)

Repulsion: Ward X (all living creatures) (3/rank)

Resistance: Boost X (all saves) (3/rank)

Resist Energy: Immunity 5 (one energy type damage, Extra: Independant, Extra: Total Fade, PF: Slow Fade 2, Flaw: Limited [half-effect]) (12 points)

Restoration, Lesser Restoration, and Greater Restoration: Healing X (Extra: Restoration, Flaw: Limited [Healing ability damage only]) (2/rank)

Resurrection and True Resurrection: Healing X (Extra: Resurrection, Extra: Total) (4/rank)

Reverse Gravity: Move Object X (Extra: Area [burst], Flaw: Duration [Concentration], Flaw: Limited Direction [straight up]) (1/rank)

Righteous Might: Growth X and Impervious Toughness X (Extra: Linked [to Growth], DB: Power Loss [vs. good or evil]) (4/rank - 1)

Rope Trick: Dimensional Pocket X (Flaw: Limited [willing creatures only]) (1/rank)

Rusting Grasp: Corrosion X (Flaw: Limited [vs. iron or iron alloys only]) (2/rank)

Sanctuary: Mind Control X (Extra: Action [reaction], Extra: Range [perception], Flaw: One Command Only [do not attack me], Flaw: Limited [only when trying to attack target specifically]) (4/rank)

Scare: Emotion Control X (Flaw: One Emotion Only [fear]) (1/rank)

Scintillating Pattern: Stun X (Extra: Area [burst], Extra: Ranged, Flaw: Sense-Dependant [visual]) (3/rank)

Scorching Ray: Blast X (PF: Split Attack) (2/rank + 1)

Screen: Illusion X (all senses, Extra: Duration [sustained], PF: Progression [area] 2) (5/rank + 2)

Scrying and Greater Scrying: ESP X (all senses) (4/rank)

Sculpt Sound: Illusion X (audio) and Obscure X (audio) (2/rank)

Searing Light: Blast X (2/rank)

Secret Page: Illusion X (visual, Flaw: Limited [only to make contents of a page appear to be different]) (1/rank)

See Invisibility: Super-Senses 2 (see invisible) (2 points)

Seeming: Morph X (humanoid forms, Extra: Area [burst]) (3/rank)

Sending: Communication X (mental, PF: Dimensional 3, Flaw: Limited [25 words or less]) (1/2 ranks + 3)

Sepia Snake Sigil: Paralyze X (Extra: Duration [sustained], Extra: Independant, Extra: Total Fade, PF: Slow Fade 4, PF: Triggered, Flaw: Limited [only to those who attempt to read sigil]) (3/rank + 5)

Sequester: Nullify X (ESP effects, Extra: Affects Objects, Extra: Affects Others, Extra: Power Resistance) (4/rank)

Shades, Shadow Conjuration, and Greater Shadow Conjuration: Illusion X (illusory summoned creatures - all senses, Extra: Damaging) (7/rank)

Shadow Evocation, and Greater Shadow Evocation: Illusion X (illusory attack magic - all senses, Extra: Damaging) (7/rank)

Shadow Walk: Dimensional Movement 1 (shadow plane, Extra: Affects Others, PF: Progression 3) (6 points)

Shambler: Summon 7 (shambling mound, Extra: Heroic, Extra: Horde, PF: Progression 3 [5 creatures]) (30 points)

Shapechange: Morph X (PF: Metamorph) and Variable Power X (Extra: Linked to Morph) (9/rank + 1)

Shatter: Drain Toughness X (Extra: Area [cone], Flaw: Limited [crystalline substances only]) (2/rank)

Shield: Shield X (1/rank)

Shield of Faith: Force Field X (Flaw: Faith) (1/2 ranks)

Shield of Law: Paralyze X (Extra: Aura, Flaw: Limited [vs. lawful only], Flaw: Slow) and Shield X and Enhanced Saves X (all saves, Extra: Linked [to Shield]) and Immunity 5 (Mind Control effects) (6/rank + 5)

Shield Other: Healing X (Extra: Action [reaction], Extra: Ranged, Flaw: Empathic) (6/rank)

Shillelagh: Strike X (PF: Mighty, DB: Medium [staff or club]) (1/rank)

Shocking Grasp: Strike X (1/rank)

Shout and Greater Shout: Sonic Control X (Extra: Area [cone]) and Damage (Extra: Area [cone], Extra: Linked [to Sonic Control])

Shrink Item: Shrinking X (Extra: Affects Objects Only) (1/rank)

Silence: Obscure X (audio) (1/rank)

Silent Image: Illusion X (visual) (2/rank)

Simulacrum: Summon X (simulacrum, Extra: Heroic) (3/rank)

Slay Living: Drain Constitution X and Strike X (Extra: Linked [to Drain]) (2/rank)

Sleep: Sleep X (Extra: Area [burst]) (4/rank)

Sleet Storm: Obscure X (visual) and Trip X (Extra: Area [burst]) (4/rank)

Slow: Paralyze X (Extra: Area [burst], Flaw: Slow) (2/rank)

Snare: Snare X (PF: Triggered) (2/rank + 1)

Soften Earth and Stone: Snare X (Extra: Area [burst]) (3/rank)

Solid Fog: Obscure X (visual) and Paralyze X (Extra: Area [burst], Extra: Linked [to Obscure], Flaw: Slow) (4/rank)

Song of Discord: Confuse X (Extra: Area [burst]) (2/rank)

Soul Bind: A difficult spell to convert, It takes thinking outside the box, but here it is, and at only 1 point: Immunity 2 (Resurrection, Extra: Affects Others Only, Flaw: Limited [target must be dead], DB: Power Loss [if focal gem is destroyed]) (1 point)

Sound Burst: Blast X (2/rank)

Speak with Animals: Comprehend 2 (speak to and understand animals) (4 points)

Speak with Dead: Super-Senses 4 (postcognition, Extra:Flaw: Medium [dead body]) (2 points)

Speak with Plants: Comprehend 2 (speak to and understand plants) (4 points)

Spectral Hand: Summon X (spectral hand) and Enhanced Magic 0 (Extra: Linked [to Summon, PF: Indirect 2 [from hand]) (2/rank + 2)

Spell Immunity and Greater Spell Immunity: Immunity X (X specific spells) (1/rank)

Spell Resistance: Boost X (all saves, Extra: Total Fade, Flaw: Limited [vs. magic only]) (1/rank)

Spellstaff: Since characters have no need to prepare spells, this spell has little use. That said, here it is: Enhanced Magic 0 (PF: Triggered) (1 point)

Spell Turning: Deflect X (all ranged, Extra: Action [reaction], Extra: Reflection, Flaw: Limited [magic effects only]) (6/rank)

Spider Climb: Super-Movement 1 (wall crawling 1, Extra: Affects Others) (4 points)

Spike Growth: Paralyze X (Extra: Duration [concentration], Extra: Area [burst], Flaw: Slow) and Damage X (Extra: Area [burst], Extra: Linked [to Paralyze]) (5/rank)

Spike Stones: Paralyze X (Extra: Duration [concentration], Extra: Area [burst], Flaw: Slow) and Damage X (Extra: Area [burst], Extra: Linked [to Paralyze]) (5/rank)

Spiritual Weapon: Summon X (spiritual weapon) (2/rank)

Statue: Paralyze X and Protection X (Extra: Affects Others, Extra: Impervious, Extra: Linked [to Paralyze]) (5/rank)

Status: Super-Senses 4 (ranged radius acute health awareness) (4 points)

Stinking Cloud: Nauseate X (Extra: Area [cloud], Extra: Ranged) (4/rank)

Stone Shape: Transform X (stone objects into different stone objects) (3/rank)

Stoneskin: Impervious Toughness X (Extra: Affects Others) (2/rank)

Stone Tell: Comprehend 2 (objects, Flaw: Limited [stone only]) (2 points)

Stone to Flesh: Petrification X (Flaw: Ranged) (2/rank)

Storm of Vengeance: Blast X (Extra: Area [burst], Extra: Duration [concentration], Extra: Independant, Extra: Total Fade, PF: Progression [area] 4) and Dazzle X (audio, Extra: Area [burst], Extra: Linked [to Blast], PF: Progression [area] 4) and Weather Control X (multiple effects, Extra: Linked [to Blast], PF: Progression [area] 4) (9/rank + 8)

Suggestion: Mind Control X (Flaw: One Command Only) (1/rank)

Suggestion, Mass: Mind Control X (Extra: Area [burst], Flaw: One Command Only) (2/rank)

Summon Instrument: Create Object 1 (musical instrument, PF: Precise) (3 points)

Summon Monster: This includes all the Summon Monster spells: Summon X (Extra: Type [extraplanar]) (4/rank)

Summon Nature's Ally: This includes all the Summon Nature's Ally spells: Summon X (Extra: Type [nature beings and animals]) (4/rank)

Summon Swarm: Summon X (Extra: Type [swarm]) (3/rank)

Sunbeam: Blast X and Dazzle X (visual) (4/rank)

Sumburst: Blast X (Extra: Area [burst] and Dazzle X (visual, Extra: Area [burst]) (6/rank)

Symbol of Death: Drain Constitution X (Extra: Area [burst], PF: Triggered) (2/rank + 1)

Symbol of Fear: Emotion Control X (Extra: Area [burst], PF: Triggered, Flaw: One Emotion Only [Fear], Flaw: Range [touch]) (1/rank + 1)

Symbol of Insanity: Confuse X (Extra: Area [burst], PF: Triggered) (2/rank + 1)

Symbol of Pain: Nauseate X (Extra: Area [burst], PF: Triggered) (3/rank + 1)

Symbol of Persuasion: Mind Control X (Extra: Area [burst], PF: Triggered, Flaw: Range [Touch]) (2/rank + 1)

Symbol of Sleep: Sleep X (Extra: Area [burst], PF: Triggered, Flaw: Range [Touch]) (3/rank + 1)

Symbol of Stunning: Stun X (Extra: Area [burst], PF: Triggered) (3/rank + 1)

Symbol of Weakness: Drain Strength X (Extra: Area [burst], PF: Triggered) (2/rank + 1)

Sympathetic Vibration: Drain Toughness X (Extra: Affects Objects Only) (1/rank)

Sympathy: Emotion Control X (Extra: Area [burst], Extra: Selective, Flaw: Limited [love only]) (3/rank)

Tasha's Hideous Laughter: Stun X (2/rank)

Telekinesis: Telekinesis X (2/rank)

Teleport: Teleport X (2/rank)

Teleport, Greater: Teleport X (Extra: Accurate) (3/rank)

Teleport Object: Teleport X (Extra: Affects Objects Only) (2/rank)

Teleportation Circle: Teleport X (Extra: Area [burst]) (3/rank)

Temporal Stasis: Suspended Animation 10 (2 points)

Tenser's Floating Disk: Create Object X (floating disk) (2/rank)

Tenser's Transformation: Boost X (all physical ability scores, defense, Fortitude and Toughness saves, Protection, Extra: Total Fade) (5/rank)

Time Stop: Time Stop X (7/rank)

Tongues: Comprehend 2 (speak and understand all languages, Flaw: Limited [one language only]) (2 points)

Touch of Fatigue: Fatigue X (Flaw: Fatigue only) (1/2 ranks)

Touch of Idiocy: Drain X (all mental ability scores) (3/rank)

Transmute Metal to Wood: Transform X (metal to wood, Extra: Area [burst], Extra: Duration [continuous]) (5/rank)

Transmute Mud to Rock: Transform X (mud to solid rock, Extra: Area [burst], Extra: Duration [continuous]) (5/rank)

Transmute Rock to Mud: Transform X (rock to mud, Extra: Area [burst], Extra: Duration [continuous]) (5/rank)

Transport via Plants: Transmit X (plants) (2/rank)

Trap the Soul: Transform X (living being into Gem, Extra: Duration [continuous], PF: Triggered, DB: Power Loss [if gem is destroyed]) (5/rank)

Tree Shape: Transform X (person to tree, Flaw: Range [touch], Flaw: Limited [self only]) (1/rank)

Tree Stride: Transmit X (tree's) (2/rank)

True Seeing: Super-Senses 10 (true seeing) (10 points)

True Strike: Boost X (attack rolls, Flaw: Limited [ranged atacks only]) (1/2 ranks)

Undeath to Death: Blast X (Extra: Area [burst], Flaw: Limited [undead only]) (2/rank)

Undetectable Alignment: Obscure X (alignment sensing effects) (2/rank)

Unhallow: Feature 1 (make area unholy, Extra: Area [burst], PF: Progression [area] 4, Flaw: Action [full-round], DB: Action [1 day]) (4 points)

Unholy Aura: Drain Strength X (Extra: Aura, Flaw: Limited [vs. good only]) and Shield X and Enhanced Saves X (all saves, Extra: Linked [to Shield]) and Immunity 5 (Mind Control effects) (6/rank + 5)

Unholy Blight: Strike X (Extra: Area [Burst], Flaw: Limited [to good opponents only]) and Nauseate X (Extra: Area [burst], Extra: Linked [to Strike], Flaw: Limited [to good opponents]) (3/rank)

Unseen Servant: Summon 1 (Unseen Servant, Extra: Duration [continuous]) (3 points)

Vampiric Touch: Drain Constitution X (1/rank)

Veil: Morph X (Extra: Affects Others, Extra: Area [burst], Extra: Selective, Flaw: Phantasm) (4/rank)

Ventriloquism: Super-Ventriloquism X (1/rank)

Virtue: Boost Toughness 1 (PF: Slow Fade 1) (2 points)

Vision: Boost Skill X (Knowledge [arcane lore] X*4, Extra: Total Fade) (2/rank)

Wail of the Banshee: Drain Constitution X (Extra: Area [burst], Flaw: Sense Dependant [hearing]) (1/rank)

Wall of Fire: Damage X (Extra: Area [Wall], Extra: Duration [Sustained]) (4/rank)

Wall of Force: Force Field X (Extra: Area [Wall], Extra: Impervious) (3/rank)

Wall of Ice: Create Object X (Flaw: Limited [Ice only], DB: Area must be a Wall) (1/rank - 1)

Wall of Iron: Create Object X (Flaw: Limited [Iron only], DB: Area must be a Wall) (1/rank - 1)

Wall of Stone: Create Object X (Flaw: Limited [Stone only], DB: Area must be a Wall) (1/rank - 1)

Wall of Thorns: Snare X (Extra: Area [Wall], Extra: Duration [Sustained]) and Damage X (Extra: Area [Wall], Extra: Linked [to Snare]) (6/rank)

Warp Wood: Drain Toughness X (Extra: Affects Objects Only, Extra: Area [burst], Extra: Ranged, Flaw: Limited [Wood only]) (2/rank)

Water Breathing: Immunity 1 (drowning, Extra: Affects Others, PF: Progression 3, Flaw: Duration [Sustained]) (4 points)

Water Walk: Super-Movement 1 (Water Walk, Extra: Affects Others, PF: Progression 3, Flaw: Duration [Sustained]) (5 points)

Waves of Exhaustion: Fatigue X (Extra: Area [cone]) (3/rank)

Waves of Fatigue: Fatigue X (Extra: Area [cone], Flaw: Fatigue only) (2/rank)

Web: Snare X (Extra: Area [shapeable]) (3/rank)

Weird: Illusion X (all senses, Extra: Damaging) (8/rank)

Whirlwind: Air Control X (2/rank)

Whispering Wind: Communication X (1/rank)

 

Domains

 

The Granted power of Cleric Domains.

 

Air: Ward 6 (Extra: Damaging, Flaw: Limited [vs. earth creatures only]) (18 pp)

   AP: Mind Control 6 (Extra: Area [burst], Extra: Conscious, Extra: Effortless, Flaw: Limited [vs. air creatures only]) (1 pp)

Animal: Comprehend 2 (speak to and understand animals) (4 pp)

Chaos: Boost 2 (All Powers, Extra: Action [free], Flaw: Limited [to those with the Chaos descriptor only]) (8 pp)

Death: Drain Constitution 6 (6 pp)

Destruction: Boost Strike 6 (Extra: Action [free]) (8 pp)

Earth: Ward 6 (Extra: Damaging, Flaw: Limited [vs. air creatures only]) (18 pp)

   AP: Mind Control 6 (Extra: Area [burst], Extra: Conscious, Extra: Effortless, Flaw: Limited [vs. earth creatures only]) (1 pp)

Evil: Boost 2 (All Powers, Extra: Action [free], Flaw: Limited [to those with the Evil descriptor only]) (8 pp)

Fire: Ward 6 (Extra: Damaging, Flaw: Limited [vs. water creatures only]) (18 pp)

   AP: Mind Control 6 (Extra: Area [burst], Extra: Conscious, Extra: Effortless, Flaw: Limited [vs. fire creatures only]) (1 pp)

Good: Boost 2 (All Powers, Extra: Action [free], Flaw: Limited [to those with the Good descriptor only]) (8 pp)

Healing: Boost Healing 2 (Extra: Action [free]) (4 pp)

Knowledge: Boost 2 (All Powers, Extra: Action [free], Flaw: Limited [to those with the Divination descriptor only]) (8 pp)

Law: Boost 2 (All Powers, Extra: Action [free], Flaw: Limited [to those with the Lawful descriptor only]) (8 pp)

Luck: Enhanced Feat 1 (Luck 1) (1 pp)

Magic: There is no real benefit for this power, because of the way M&M rules work. I would give Boost Magic 2 (Extra: Action [free]) (6 pp)

Plant: Mind Control 6 (Extra: Area [burst], Extra: Conscious, Extra: Effortless, Flaw: Limited [vs. plant creatures only]) (18 pp)

Protection: Boost Saving Throw 6 (PF: Slow Fade 4) (10 pp)

Strength: Boost Strength 6 (Extra: Action [free]) (8 pp)

Sun: Since turning already is damaging, instead I chose to do this: Boost Ward 6 (Extra: Action [free], Flaw: Limited [Undead Wards only]) (12 pp)

Travel: Immunity 5 (entrapment effects) (5 pp)

Trickery: Enhanced Skills 3 (Bluff 4, Disguise 4, Stealth 4) (3 pp)

War: Enhanced Feat 1 (Attack Specialization [deity's weapon]) (1 pp)

Water: Ward 6 (Extra: Damaging, Flaw: Limited [vs. fire creatures only]) (18 pp)

   AP: Mind Control 6 (Extra: Area [burst], Extra: Conscious, Extra: Effortless, Flaw: Limited [vs. water creatures only]) (1 pp)

 

 

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