CLASSES
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MAGIC
ITEMS
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ITEMS
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MAP:
GREECE
MAP:
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GIVE
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& CR
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UP |
CELTIC
Geography: Gaul (Western
mainland Europe), the British Isles.
Gods: There are a
number of Celtic gods, but some Olympians are also spreading their worship
here. Dahak has a cult here. There is also a growing pantheistic and idealistic
sect strongly opposed by the Celtic gods.
Reachable Planes:
Heaven,
Hell by spell.
Afterlife First Stop:
Heaven.
Reference Episodes: Destiny,
The Deliverer, Gabrielle's Hope, When
in Rome
COUNTRIES
Britannia
(map included)
Eire
Gaul
Random encounters
(1D100)
| 1: Homestead |
26: Snoring drunks |
51: Horde scout |
76: Knight
of the Pierced Heart |
| 2: Village |
27: Starving family |
52: Horde raiders |
77: Dying warrior |
| 3: Forest Banshee |
28: Training camp |
53: Slavers |
78: Abandoned mine |
| 4: Cackling witch at cauldron |
29: Noisy burial in progress |
54: Celtic lord with followers |
79: Working mine |
| 5: Divine wrath at someone
nearby |
30: Indecent fertility rite |
55: Roman troops with supply
train |
80: Farmers tending the
fields |
| 6: Heavy precipitation |
31: Pacifist druid |
56: Roman scouts |
81: Headhunters |
| 7: Roman camp |
32: Youths out hunting |
57: Dire boar (4E) |
82: Warriors with dogs |
| 8: Howling storm |
33: Outlaw |
58: Thunderfury boar (4E) |
83: Ravens making noise |
| 9: Dolmen |
34: Crazy seeress |
59: Foreign mercenaries |
84: Murderous cultists |
| 10: Barrow |
35: Celtic warriors waiting
in ambush |
60: Hermit Weapon Master |
85: Storyteller |
| 11: Celtic raiding party |
36: Agent hiring mercenaries |
61: Bog hag (4E) |
86: Cattle thieves |
| 12: Warriors mistake PCs
for enemies |
37: Innocents trapped by
accident |
62: Bandits |
87: Insane noble at ruined
farm |
| 13: Duel |
38: Real bastard trapped
by accident |
63: Berserkers |
88: Boasting contest |
| 14: Brawl |
39: Dead body (friends arriving
soon) |
64: Giant rats |
89: Chariot race (furious
rivals) |
| 15: Skirmish |
40: Refugee (mad with fear) |
65: Dire rats (4E) |
90: Dangerous ford |
| 16: Large battle |
41: Omen warning about danger |
66: Rat swarm |
91: Valuables being sacrificed
at well |
| 17: Hunters |
42: Youth fleeing kidnappers |
67: Sacred well containing
valuables |
92: Reclusive master smith |
| 18: Trap |
43: Criminal half-buried
alive |
68: Crucified Celts with
Roman guards |
93: Cattle stampede |
| 19: Treacherous ground |
44: Refuge (searching for
family) |
69: Romans in wicker man
with Celtic guards |
94: Gate to the underworld |
| 20: Trader |
45: Silver-tongued One God
agent |
70: Chariot race (for fun) |
95: Burning farm |
| 21: Market |
46: Sheep shepherd peddling
socks |
71: Villain challenging
travellers |
96: Wild hunt hound (4E) |
| 22: Outdoor shrine |
47: Cow shepherd with threatening
bull |
72: Thick mist |
97: Evil hero fighting large
group |
| 23: Temple |
48: Aggressive pig shepherd |
73: Passage tomb (treasure
& traps) |
98: Good hero fighting large
group |
| 24: Heavy things fall |
49: Starving bard |
74: Besieged village |
99: Howling hag (4E) |
| 25: Recent battlefield |
50: Assassin obsessively
washing her clothes |
75: Celtic Amazons |
100: Refugee (Roman spy) |
D&D 3.5
Magic: Clerics, and
sorcerers as with the
Greco-Roman culture,
bards, rangers and paladins.
Forbidden
School: No evocation spells can be cast in the Celtic culture, unless
cast by a god.
NPCs
Boadicea
M'Lila
Nicklio
Vercinix
CELTIC CLERIC SPELLS
0-LEVEL CLERIC SPELLS
Create Water: Creates
2 gallons/level of pure water.
Cure Minor Wounds:
Cures 1 point of damage.
Detect Magic: Detects
spells and magic items within 60 ft.
Detect Poison: Detects
poison in one creature or object.
Good
Lighting: For 10 minutes/level, artificial light sources within 25'+5'/2
levels are lit.
Guidance: +1 on one
attack roll, saving throw, or skill check.
Inflict Minor
Wounds: Touch attack, 1 point of damage.
Love
is a Weapon: Makes a weapon impossible to use.
Mending: Makes minor
repairs on an object.
Purify Food and
Drink: Purifies 1 cu. ft./level of food or water.
Read Magic:
Read scrolls and spellbooks.
Resistance: Subject
gains +1 on saving throws.
Virtue: Subject gains
1 temporary hp.
1st-LEVEL CLERIC SPELLS
Bane: Enemies take
–1 on attack rolls and saves against fear.
Bless: Allies gain
+1 on attack rolls and saves against fear.
Bless Water M:
Makes holy water.
Cause Fear: One creature
of 5 HD or less flees for 1d4 rounds.
Command: One subject
obeys selected command for 1 round.
Cure Light Wounds:
Cures 1d8 damage +1/level (max +5).
Curse Water M:
Makes unholy water.
Deathwatch: Reveals
how near death subjects within 30 ft. are.
Detect Chaos/Evil/Good/Law:
Reveals creatures, spells, or objects of selected alignment.
Detect Undead:
Reveals undead within 60 ft.
Doom: One subject
takes –2 on attack rolls, damage rolls, saves, and checks.
Endure Elements:
Exist comfortably in hot or cold environments.
Entropic Shield:
Ranged attacks against you have 20% miss chance.
Hide from Undead:
Undead can't perceive one subject/level.
Inflict Light Wounds:
Touch deals 1d8 damage +1/level (max +5).
Magic Stone:
Three stones gain +1 on attack, deal 1d6 +1 damage.
Magic Weapon:
Weapon gains +1 bonus.
Obscuring Mist:
Fog surrounds you.
Origin:
Identifies the caster of a spell.
Passivity
Curse: Subject becomes passive.
Protection from Chaos/Evil/Good/Law:
+2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Remove Fear:
Suppresses fear or gives +4 on saves against fear for one subject + one
per four levels.
Sacred
Bunya: Increases the bunya bonus
to +4.
Sanctuary: Opponents
can't attack you, and you can't attack.
Shield of Faith:
Aura grants +2 or higher deflection bonus.
Summon Monster I:
Calls extraplanar creature to fight for you.
2nd-LEVEL CLERIC SPELLS
Aid: +1 on attack
rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Align Weapon: Weapon
becomes good, evil, lawful, or chaotic.
Augury MF:
Learns whether an action will be good or bad.
Bear's Endurance:
Subject gains +4 to Con for 1 min./level.
Blood
Sacrifice: Boosts your casting level with the levels of a sacrificed
character.
Bull's Strength:
Subject
gains +4 to Str for 1 min./level.
Calm Emotions: Calms
creatures, negating emotion effects.
Cry
Out For a Hero: Causes a hero to arrive within 1d10 days and offer
to help.
Cure ModerateWounds:
Cures 2d8 damage +1/level (max +10).
Death Knell:
Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
Delay Poison: Stops
poison from harming subject for 1 hour/level.
Eagle's Splendor:
Subject gains +4 to Cha for 1 min./level.
Enthrall: Captivates
all within 100 ft. + 10 ft./level.
Find Traps:
Notice traps as a rogue does.
Gentle Repose: Preserves
one corpse.
Hold Person: Paralyzes
one humanoid for 1 round/level.
Inflict ModerateWounds:
Touch attack, 2d8 damage +1/level (max +10).
Inner
Journey M, F: Subject's soul
is sent to Purgatory.
Make Whole: Repairs
an object.
Owl's Wisdom: Subject
gains +4 to Wis for 1 min./level.
Remove Paralysis:
Frees one or more creatures from paralysis or slow effect.
Resist Energy: Ignores
10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser:
Dispels magical ability penalty or repairs 1d4 ability damage.
Shield Other F:
You take half of subject's damage.
Silence: Negates
sound in 15-ft. radius.
Sister
Moon: Subject is immune to sleep, exhaustion and fatigue.
Status: Monitors
condition, position of allies.
Summon MonsterII:
Calls extraplanar creature to fight for you.
Undetectable Alignment:
Conceals alignment for 24 hours.
Zone of Truth: Subjects
within range cannot lie.
3rd-LEVEL CLERIC SPELLS
Animate Dead M:
Creates undead skeletons and zombies.
Bestow Curse: –6
to an ability score; –4 on attack rolls, saves, and checks; or 50% chance
of losing each action.
Blindness/Deafness:
Makes subject blinded or deafened.
Contagion: Infects
subject with chosen disease.
Create Food and Water:
Feeds three humans (or one horse)/level.
Cure Serious Wounds:
Cures 3d8 damage +1/level (max +15).
Dispel Magic: Cancels
spells and magical effects.
Glyph of WardingM:
Inscription harms those who pass it.
Guest
List. Learn if anyone is travelling towards you through another plane.
Helping Hand: Ghostly
hand leads subject to you.
Inflict Serious Wounds:
Touch attack, 3d8 damage +1/level (max +15).
Locate Object: Senses
direction toward object (specific or type).
Magic Circle against
Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10
min./level.
Magic Vestment: Armor
or shield gains +1 enhancement per four levels.
Meld into Stone:
You and your gear merge with stone.
Obscure Object:
Masks object against scrying.
Prayer: Allies +1
bonus on most rolls, enemies –1 penalty.
Protection from Energy:
Absorb 12 points/level of damage from one kind of energy.
Remove Blindness/Deafness:
Cures normal or magical conditions.
Remove Curse: Frees
object or person from curse.
Remove Disease: Cures
all diseases affecting subject.
Speak with Dead:
Corpse answers one question/two levels.
Stone Shape: Sculpts
stone into any shape.
Subtext:
You learn the relationships within a group.
Summon Monster III:
Calls extraplanar creature to fight for you.
Water Breathing:
Subjects can breathe underwater.
Water Walk: Subject
treads on water as if solid.
4th-LEVEL CLERIC SPELLS
Air Walk: Subject
treads on air as if solid (climb at 45-degree angle).
Come
Hither: Target tries its utmost to come near you.Control Water:
Raises or lowers bodies of water.
Cure Critical Wounds:
Cures 4d8 damage +1/level (max +20).
Death Ward: Grants
immunity to death spells and negative energy effects.
Dimensional Anchor:
Bars extradimensional movement.
Discern Lies: Reveals
deliberate falsehoods.
Dismissal: Forces
a creature to return to native plane.
Divination M:
Provides useful advice for specific proposed actions.
Freedom of Movement:
Subject moves normally despite impediments.
Giant Vermin: Turns
centipedes, scorpions, or spiders into giant vermin.
Gift:
Grants the use of another spell to someone entering the area.
Inflict Critical Wounds:
Touch attack, 4d8 damage +1/level (max +20).
Look
Into Your Heart: Reveals if the targets belong to the same category
as you.
Love
Bolt: Target falls in love with the first being he sees.
Magic Weapon, Greater:
+1 bonus/four levels (max +5).
Neutralize Poison:
Immunizes subject against poison, detoxifies venom in or on subject.
Planar Ally, LesserX:
Exchange services with a 6 HD extraplanar creature.
Poison: Touch deals
1d10 Con damage, repeats in 1 min.
Repel Vermin: Insects,
spiders, and other vermin stay 10 ft. away.
Restoration M:
Restores level and ability score drains.
Spell Immunity:
Subject is immune to one spell per four levels.
Summon Monster IV:
Calls extraplanar creature to fight for you.
5th-LEVEL CLERIC SPELLS
Atonement F
X: Removes burden of misdeeds from subject.
Break Enchantment:
Frees subjects from enchantments, alterations, curses, and petrification.
Command, Greater:
As command, but affects one subject/level.
Commune X:
Deity answers one yes-or-no question/level.
Cure Light Wounds, Mass:
Cures 1d8 damage +1/level for many creatures.
Dead
Naked Heroes: Plane shifts a creature without its equipment.
Dispel Chaos/Evil/Good/Law:
+4 bonus against attacks.
Disrupting Weapon:
Melee weapon destroys undead.
Fathom
Dream Collective: Learns from the dreams of many within 3 miles.
Inflict Light Wounds,
Mass: Deals 1d8 damage +1/level to many creatures.
Insect Plague: Locust
swarms attack creatures.
Mark of Justice:
Designates action that will trigger curse on subject.
Plane Shift F:
As many as eight subjects travel to another plane.
Raise Dead M:
Restores life to subject who died as long as one day/level ago.
Righteous Might:
Your size increases, and you gain combat bonuses.
Scrying F:
Spies on subject from a distance.
Slay Living: Touch
attack kills subject.
Spell Resistance:
Subject gains SR 12 + level.
Summon Monster V:
Calls extraplanar creature to fight for you.
Symbol of Pain M:
Triggered rune wracks nearby creatures with pain.
Symbol of Sleep M:
Triggered rune puts nearby creatures into catatonic slumber.
True Seeing M:
Lets you see all things as they really are.
Vision
of Pain: Target relives painful memories, -2 to attack, damage and
saves, and additional random effects.
Wall of Stone: Creates
a stone wall that can be shaped.
6th-LEVEL CLERIC SPELLS
Animate Objects:
Objects attack your foes.
Antilife Shell: 10-ft.
field hedges out living creatures.
Banishment: Banishes
2 HD/level of extraplanar creatures.
Bear's Endurance, Mass:
As bear's endurance, affects one subject/ level.
Bull's Strength, Mass:
As bull's strength, affects one subject/level.
Create Undead: Create
ghouls, ghasts, mummies, or mohrgs.
Cure Moderate Wounds,
Mass: Cures 2d8 damage +1/level for many creatures.
Dispel Magic, Greater:
As dispel magic, but up to +20 on check.
Eagle's Splendor, Mass:
As eagle's splendor, affects one subject/level.
Find the Path: Shows
most direct way to a location.
Forbiddance M:
Blocks planar travel, damages creatures of different alignment.
Geas/Quest: As lesser
geas, plus it affects any creature.
Glyph of Warding, Greater:
As glyph of warding, but up to 10d8 damage or 6th-level spell.
Harm: Deals 10 points/level
damage to target.
Heal: Cures 10 points/level
of damage, all diseases and mental conditions.
Heroes' Feast: Food
for one creature/level cures and grants combat bonuses.
Inflict Moderate Wounds,
Mass: Deals 2d8 damage +1/level to many creatures.
Owl's Wisdom, Mass:
As owl's wisdom, affects one subject/level.
Planar Ally X:
As lesser planar ally, but up to 12 HD.
Summon Monster VI:
Calls extraplanar creature to fight for you.
Symbol of Fear M:
Triggered rune panics nearby creatures.
Symbol of PersuasionM:
Triggered rune charms nearby creatures.
Undeath to DeathM:
Destroys 1d4 HD/level undead (max 20d4).
Wind Walk: You and
your allies turn vaporous and travel fast.
Word of Recall: Teleports
you back to designated place.
7th-LEVEL CLERIC SPELLS
Control Weather:
Changes weather in local area.
Cure Serious Wounds,
Mass: Cures 3d8 damage +1/level for many creatures.
Destruction F:
Kills subject and destroys remains.
Inflict Serious Wounds,
Mass: Deals 3d8 damage +1/level to many creatures.
Refuge M:
Alters item to transport its possessor to you.
Regenerate: Subject's
severed limbs grow back, cures 4d8 damage +1/level (max +35).
Repulsion: Creatures
can't approach you.
Restoration, GreaterX:
As restoration, plus restores all levels and ability scores.
Resurrection M:
Fully restore dead subject.
Scrying, Greater:
As scrying, but faster and longer.
Sin
Trade: Grants caster 1 or more bonus levels regarding spell effects,
when within 1 mile of a chosen evil being.
Summon Monster VII:
Calls extraplanar creature to fight for you.
Symbol of StunningM:
Triggered rune stuns nearby creatures.
Symbol of WeaknessM:
Triggered rune weakens nearby creatures.
Vision
of Death: A glimpse of the future kills the subject, or at least affects
her like a vision of pain.
8th-LEVEL CLERIC SPELLS
Antimagic Field:
Negates magic within 10 ft.
Cloak of Chaos F:
+4 to AC, +4 resistance, and SR 25 against lawful spells.
Create Greater UndeadM:
Create shadows, wraiths, spectres, or devourers.
Cure Critical Wounds,
Mass: Cures 4d8 damage +1/level for many creatures.
Curse
of Time: Target becomes either an infant or venerable, until a set
condition is fulfilled.
Dimensional Lock:
Teleportation and interplanar travel blocked for one day/level.
Discern Location:
Reveals exact location of creature or object.
Holy Aura F:
+4 to AC, +4 resistance, and SR 25 against evil spells.
Planar Ally, GreaterX:
As lesser planar ally, but up to 18 HD.
Inflict Critical Wounds,
Mass: Deals 4d8 damage +1/level to many creatures.
Shield of Law F:
+4 to AC, +4 resistance, and SR 25 against chaotic spells.
Spell Immunity, Greater:
As spell immunity, but up to 8th-level spells.
Summon Monster VIII:
Calls extraplanar creature to fight for you.
Symbol of Death M:
Triggered rune slays nearby creatures.
Symbol of Insanity M:
Triggered rune renders nearby creatures insane.
Unholy Aura F:
+4 to AC, +4 resistance, and SR 25 against good spells.
9th-LEVEL CLERIC SPELLS
Energy Drain: Subject
gains 2d4 negative levels.
Gate X:
Connects two planes for travel or summoning.
Heal, Mass: As heal,
but with several subjects.
Soul Bind F:
Traps newly dead soul to prevent resurrection.
Spiritual
Bondage M: Captures a group
of dead souls.
Storm of Vengeance:
Storm rains acid, lightning, and hail.
Summon Monster IX:
Calls extraplanar creature to fight for you.
True ResurrectionM:
As resurrection, plus remains aren't needed.
CELTIC RANGER SPELLS
1st-LEVEL RANGER SPELLS
Alarm: Wards an area
for 2 hours/level.
Animal Messenger:
Sends a Tiny animal to a specific place.
Calm Animals: Calms
(2d4 + level) HD of animals.
Charm Animal: Makes
one animal your friend.
Delay Poison: Stops
poison from harming subject for 1 hour/level.
Detect Animals or Plants:
Detects kinds of animals or plants.
Detect Poison: Detects
poison in one creature or object.
Detect Snares and Pits:
Reveals natural or primitive traps.
Endure Elements:
Exist comfortably in hot or cold environment.
Entangle: Plants
entangle everyone in 40' radius circle.
Hide from Animals:
Animals can't perceive one subject/level.
Jump: Subject gets
bonus on Jump checks.
Longstrider: Increases
your speed.
Magic Fang: One natural
weapon of subject creature gets +1 on attack and damage rolls.
Pass without Trace:
One subject/level leaves no tracks.
Read Magic:
Read scrolls and spellbooks.
Resist Energy: Ignores
10 (or more) points of damage/attack from specified energy type.
Sacred
Bunya: Increases the bunya bonus
to +4.
Speak with Animals:
You can communicate with animals.
Summon Nature's Ally
I: Calls animal to fight for you.
2nd-LEVEL RANGER SPELLS
Barkskin: Grants
+2 (or higher) enhancement to natural armour.
Bear's Endurance:
Subject gains +4 to Con for 1 min/level.
Burst
of Speed: Target can move a great distance in 1 round.
Cat's Grace: Subject
gains +4 to Dex for 1 min/level.
Cure Light Wounds:
Cures 1d8 damage +1/level (max +5).
Hold Animal:
Paralyzes one animal for 1 round/level.
Owl's Wisdom:
Subject gains +4 to Wis for 1 min/level.
Protection fromEnergy:
Absorb 12 points/level of damage from one kind of energy.
Read
Sound: You can hear everything you can see.
Snare: Creates a
magic booby trap.
Speak withPlants:
You can talk to normal plants and plant creatures.
Spike Growth:
Creatures in area take 1d4 damage, may be slowed.
Summon Nature's Ally
II: Calls animal to fight for you.
Wind Wall: Deflects
arrows, smaller creatures, and gases.
3rd-LEVEL RANGER SPELLS
Command Plants:
Sway the actions of one or more plant creatures.
Cure Moderate
Wounds: Cures 2d8 damage +1/level (max +10)
Darkvision: See 60'
in total darkness.
Diminish Plants:
Reduces size or blights growth of normal plants.
Magic Fang, Greater:
One natural weapon of subject creature gets +1/three caster levels on attack
and damage rolls (max +5).
Neutralize Poison:
Immunizes subject against poison, detoxifies venom in or on subject.
Plant Growth:
Grows vegetation, improves crops.
Reduce Animal:
Shrinks one willing animal.
RemoveDisease: Cures
all diseases affecting subject.
Repel Vermin: Insects,
spiders, and other vermin stay 10' away.
Sister
Hawk: +2 on Dex, +10' on base move, +4 on Spot and Jump.
Sister
Moon: Subject is immune to sleep, exhaustion and fatigue.
Sister
Wolf: +2 on Str and Dex, +4 on Listen and Survival.
Summon Nature's Ally
III: Calls animal to fight for you.
Tree Shape:
You look exactly like a tree for 1 hour/level.
Water Walk:
Subject treads on water as if solid.
4th-LEVEL RANGER SPELLS
Animal Growth:
One animal/two levels doubles in size.
Commune with Nature:
Learn about terrain for 1 mile/level.
Cure Serious Wounds:
Cures 3d8 damage +1/level (max +15).
Freedom of Movement:
Subject moves normally despite impediments.
Nondetection M:
Hides subject form divination, scrying.
Summon Nature's Ally
IV: Calls animal to fight for you.
Tree Stride: Step
from one tree to another far away.
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