Acolyte Cards

Each list has an abbreviated entry organized by Card Level and an extended entry organized in alphabetical order.

Acolyte Cards
1st Level Cards:
Bane/Bless: Allies get a bonus to defenses, enemies get a penalty.
Cause/Remove Fear: Enemies flee and allies gain defense bonuses after fear is removed.
Deathwatch: Detects nearby undead and condition of living targets.
Divine Favor: Bonus on Acolytes attack and damage rolls.
Guidance: +1 on attack, defense or skill.
Purify Food and Drink: Removes harmful effects from food/drink and improves natural healing.
Sanctuary: You may not attack or be attacked.
Stabilize: cause a dying creature to stabilize.
Summon Monster: Summons an extra planer monster to fight for you.
Ward Alignment: Target cant be touched by creatures of chosen alignment.

2nd Level Cards:

Align Weapon:
Favor: Bonus on ability score
Command: Target fallows simple orders for one round.
Consecrate/Desecrate: Fills area with positive/negitive energy, weakening undead.
Delay Poison:

3rd Level Cards:

Resist Energy: Ingores damage from specified energy type
Shield Other: You take half of subjects damage.
Status: Monitors condition, position of allies.
Undetectable Alignment:
Zone of Truth:

4th Level Cards:
Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp+1/level
Align Weapon:
Augury: Learns whether an aciton will be good or bad
Ability Blessing: +4 to one ability score
Calm Emotions: Calms creatures
Consecreate/Desecrate: Fills area with positive energy, weakens undead
Death Knell: Kills dying creature; you gain temp hp
Hold Person: Paralyzes one humanoid for 1 round/level
Remove Paralysis:
Resist Energy: Ingnores 10 or more Points of damage/attack from specified energy types
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage
Shatter: Sonic vibration damages objects or crystalline creatures
Shield Other: You take half of subject’s damage
Silence: Negates sound in 20ft radius
Sound Burst: Deals 1d8 sonic damage to subjects: may stun them
Spiritual Weapon: Magic weapon attacks on its own.
Status: Monsters condition, position of allies
Undetectable Alignment: Conceals alignment for 24 hours
Zone of Truth: Subjects within range cannot lie

5th Level Cards:

6th Level Cards:
Trance: Boost Talent, Sustain Full round, unlocks trance required cards.
Animate Dead:
Bestow Curse: -6 to an ability score; -4 on attack rolls, or 50% chance of losing each action
Blindness/Deafness: Contagion: Infect victem with chosen diseas
Continual Flame: Makes a permanent, heatless light
Create Food and Water feeds three humans
Dispel MagicL Cancels one magical spell or effect
Glyph of warding: Inscription harms those who pass it.
Helping hand: Ghostly hand leads subject to you
Invisibility purge: Dispels invisibility within 5ft/level.
Locate Object: Senses direction toward object
Magic circle against chaos/evil/good/law
Magic Vestment: Armor or shield gains +1 enhancement per four levels
Meld into stone: You and your gear merge with stone
Obscure object: maskss object against scrying
Prayer: Allies get +1 bonus on most rolls, enemies -1 penalty.
Protection from energy: Absorbe 12 points/level of damage from one kind of energy
Remove Blindness/Deafness:
Remove Curse:
Remove Disease:
Searing Light: Ray deals 1d8/two levels damage
Speak with dead:
Stone Shape: Sculpts stone into any shape
Summon Monster 3
Water Breathing:
Water Walk:
Wind Wall: Deflects arrows, smaller creatures, and gases

7th Level Cards:

8th Level Cards:
Air Walk:
Chaos Hammer: Harms and slows lawful creatueres (1d8 damge/2 levels)
Control Water: Raises or lowers bodies of water
Cure/Inflict Critical Wounds: Cures 3d8 damage +1/level (max +20).
Death Ward: Grants bonuses against death spells and necrotic energy.
Dimensional Anchor: Bars extradimensional movement
Discern Lies: Reveals deliberate falsehoods
Dismissal: Forces a creature to return to its native plane
Divination: Provides useful advice for specific proposed actions
Divine Power: You gain attack bonues and 1 hp/level
Freedom of Movement: Subject moves normally despite impediments to movement.
Giant Vermin: Turns centipeds, scorpions or spinders into giant vermin.
Holy Smite: Harms and possibly blinds evil creatures (1d8 damge/2 levels)
Imbue with spell ability: Transfer spells to subject
magic Weapon, Greater: Weapon gains +1 Bonus/four levels (max+5)
Neutralize Poison: Immunizes subject against poison detoxifies venome in or on subject
Order’s Wrath: Harms and dazes chaotic creatures (1/d8 damage/2 levels)
Planar Ally, lesser:
Poison: Touch deals 1d3 Con damage 1/round for 6 rounds.
Repel Vermin:
Restoration: Restores level and ability score drains.
Sending: Delivers short message anywhere instantly
Spell Immunity: Subject is immune to one spell per 4 levels.
Summon Monster 4:
Tongues: Speak and understand any language
Unholy Blight: Harms and sickens good creatures

9th Level Cards:
10th Level Cards:
Atonement:Removes burden of misdeeds from subject and reverses magical alignment change
Brake Enchantment:Frees subjects from enchantments, transmutations and curses.
Breath of Life: Cures 5d8 damage +1/level and restores life to dying creatures
Command, Greater:
commune: Deity answers one yes-no-question
Cure/Inflict light wounds, Mass: Cures 1d8 damge +1/level, affects 1 subject/level
Dispell Chaos/evil/good/law: +4 bonus against attacks
Disrupting weapin: Melee weapon destroys undead
Flame Strike: Smites foes with divine fire(1d6/level damge)
Hallow/desecrate: Designates locaton as holy
Insect plague: Wasp swarms attack creatures.
Mark of justice: Designates action that triggers curse on subject.
Plane shift: As many as 8 subjects travel to another plane
Raise dead: Restores life to subject who died as long as one day/level ago.
Righteous Might: Your size increase and you gain bonuses in combat.
Scrying: Spies on subject from a distance
Slay Living: Touch attack deals 12d6 +1 per level
Spell resistance: Subject gains SR 12 + level. Summon Monster V: Summons extraplannar creaturs
Symbol of Pain: Triggerd rune wracks nearby creatures with pain
Symbol of Sleep: Triggerd rune puts nearby creatures to sleep
True Seeing:
Wall of Stone

Card Descriptions

Bane / Bless
Level 1, Spell: Evocation Special: H-Limit 1, P-Limit 1
Action: Standard, Wisdom + 2 vs Willpower
Range: 0, Nova 10
Target: Creatures in Nova
Duration: Sustain: Minor + [1r/IntMod]
Effect: Allied targets gain +[1/3CharacterLvl] to all defenses. Enemy targets gain -[1/3CharacterLvl] to all defenses.
Requirements: None
Restrictions: None

Cause/Remove Fear
Level 1, Spell: Divination
Special: Prep, Off-Guard
Action: Standard, Wisdom + [1/2Charisma] VS Willpower
Range: [1/WisMod], Nova 1/3ClassLvl
Target: You and or Creatures in Nova
Duration: 1d4r
Effect: Enemy targets flee from you. Allied targets are freed of all fear effects and gain +4 on defenses against fear effects.
Prep: If you fall victim to a fear effect, you may change the range to [Personal] and change the Action to [Instant].
Restrictions: Target must have LoS to you.

Level 2, Spell: Divination
Special: Off-Guard
Action: Standard, Wisdom VS Willpower
Range: 4
Target: One Creature
Duration: Instant
Effect: The target fallows one simple command for 1 round.
• Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn.
• Flee: On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn.
• Halt: The subject stands in place for 1 round. It may not take any actions but is not considered helpless.
• Drop: On its turn, the subject drops whatever it is holding. It can’t pick up any dropped item until its next turn.
• Fall: On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.
Requirements: None
Restrictions: You and the target must speak the same language.

Level 1, Spell: Evocation
Special: Off-Guard
Action: Fullround
Range: 0, Nova 5
Target: Creatures in Nova
Duration: Sustain, Free + [1r/WisMod]
Effect: You instantly see weather targets in range are dead, undead, dying, healthy, bloody or neither alive nor dead (such as a construct or illusion). Unless the target is undead, you must be able to detect the target by some other means (usualy sight) before deathwatch can affect them.
Requirements: None
Restrictions: None

Divine Favor
Level 1, Spell: Evocation
Special: Off-Guard
Action: Standard
Target: Personal
Duration: 1r/WisMod
Effect: Grants +2 to all attack rolls and weapon damage rolls.
@Lvl6: Grants +4 to all attack rolls and weapon damage rolls. Range>Adjacent, Target>You or one Creature
Requirements: None
Restrictions: A target may be affected by only one Divine Favor at a time.

Level 1, Spell: Evocation
Special: Return 1, Off-Guard
Action: Standard
Range: Sight
Target: One Allie
Duration: See text
Effect: Your target receives a +1 on his/her next attack roll, skill check or his/her next targeted defense score, which ever comes first. This effect lasts until it is used.
Requirements: Must have LoS to target. If LoS is lost, effect dose not trigger, but its duration dose not end.
Restrictions: A creature my only be effected by one Guidance at any given time.

Purify Food and Drink
Level 1, Spell: Abjuration
Special: Extraordinary, Off-Guard
Action: Full Round
Range: Personal
Target: All food and drink in possession
Duration: 2r/ClassLvl
Effect: All food and drink in your possession is purified, removing any harmful effects such as poison or disease. Note, that consuming the food/drink dose purify the consumer. Additionally all creatures who consume the purified food/drink gain +[WisMod] HP after resting. If all the purified food/drink is consumed, this effect ends.
Requirements: Must have food or drink in possession.
Restrictions: None

Level 1, Spell: Evocation
Special: Extraordinary, Off-Guard
Action: Standard
Range: Adjacent
Target: one dying creature
Duration: Instant
Effect: The dying creature becomes stable for [WisMod] minuets and no longer needs to make a death roll at the end of each round. Note that when the [WisMod] minuets is up, the creature dose not die as normal, but instead resumes making death rolls.
Requirements: None
Restrictions: None

Level 1, Spell: Evocation
Action: Standard
Target: Personal
Duration: Sustain, Standard
Effect: You may not be directly targeted or attacked. This card dose not protect you from Area effects.
Requirements: None
Restrictions: The subject cannot attack without breaking the spell but may use nonattack cards or otherwise act.

Summon Monster
Level 1, Spell: Conjuration
Special: Off-Guard
Action: Full Round
Range: 5
Duration: 1r/CharacterLvl
Effect: Summons a creature to fight for you.
Requirements: None
Restrictions: If summoned monster dies, it may not be summoned again for 24 hours.

Ward Alignment
Level 1, Spell: Abjuration
Special: Off-Guard
Action: Standard
Range: Adjacent
Target: You or one Allie
Duration: [1m/WisMod]
Effect: Grants a +2 bonus against all attacks from targets of [Good/Evil/Chaos/Lawful] alignments. Additionally, can not be touched by [Good/Evil/Chaos/Lawful] aligned creatures, so natural attacks and attacks that require direct contact, automatically fail.
Requirements: Acolyte must select which alignment to ward [Good/Evil/Chaos/Lawful]. Acolyte’s alignment can not be equal to the warded type.
Restrictions: None

Acolyte Cards

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