Shao-Lin Monk Base List 1.1

Divine Defense

Spell

Area of Effect

Duration

Range

Type

1. Leaping I*

caster

1 rnd

self

U

2. Landing I*

caster

varies

self

U

3. Dodging I*

1 attack

1 round

self

U

4. Edgerunning

caster

1min/lvl

self

U

5. Leaping III*

caster

1 rnd

self

U

6. Levitation*

caster

1min/lvl

self

U

7. Landing True*

caster

varies

self

U

8. Dodging III*

3 attacks

1 round

self

U

9. Wallwalking

caster

1min/lvl

self

U

10. Great Leap*

caster

1 rnd

self

U

11. Spell Dodge*

1 spell

1 rnd

self

U

12. Wall Flip*

caster

-

self

U

13. Dodging IV*

4 attacks

1 round

self

U

14. Wallrunning

caster

1min/lvl

self

U

15. Breezerunning

caster

1min/lvl

self

U

16. Fluidrunning

caster

1min/lvl

self

U

17. Great Flip*

caster

-

self

U

18. Dodging V*

5 attacks

1 round

self

U

19. Breezerunning True

caster

1min/lvl

self

U

20. Ceilingwalking

caster

1min/lvl

self

U

25. Dodging X*

10 attacks

1 round

self

U

30. Ceilingrunning

caster

1min/lvl

self

U

50. Monk's Move Tr.

caster

1 rnd/lvl

self

U

 

Divine Defense

1. Leaping I* - Allows caster to leap 50' laterally or 20 vertically in the round that the spell is cast.

2. Landing I* - Allows the caster to land safely in a fall of up to 20' per level, and to take that distance off the severity of any longer fall.

3. Dodging I* - Allows caster to dodge one non-spell attack (missile or melee) that occurs during the same round that this spell is cast. The caster must be able to see the attack (i.e. the attack cannot be from a foe to the rear or an invisible foe) and he must have room to dodge the attack; this results in the attack receiving a 50 modification.

4. Edgerunning - Caster can run on even, narrow (at least 2" wide surfaces as if he were on normal ground.

5. Leaping III* - As Leaping I*, except the caster can execute 3 "leaps" in succession. Each leap must be within 90 degrees of the cast leaps direction.

6. Levitation* - Allows caster to move up and down vertically at a rate of 10' per round. Horizontal movement is possible only through normal means.

7. Landing True* - As Landing I*, except caster can land safely from any fall 99% of the time.

8. Dodging III* - As Dodging I*, except 3 attacks can be dodged.

9. Wallwalking - Caster can walk on solid surfaces up to 90 degrees as if he were on normal ground.

10. Great Leap* - As Leaping I, except limit is 10' per level laterally and 5 per level vertically.

11. Spell Dodge* - Deflects any one spell directed against the caster. The attack roll has a 50 added to it (attack must be in the casters field of vision).

12. Wall Flip* - If the caster has a wall within 10' he can leap up to the wall and land up to 25 from the wall (facing any direction no orientation roll required).

13. Dodging IV* - As Dodging IV*, except 4 attacks can be dodged.

14. Wallrunning - As Wallwalking, except caster may run.

15. Breezerunning - Caster can run on air if there is a wind blowing. However, he cannot run into the wind; and when running in any other direction, the wind's speed will modify his movement rate (i.e. like the effect of wind on a sailboat).

16. Fluidrunning - Caster may run on any fluid surface as if on level ground.

17. Great Flip - As Wall Flip, except no wall is needed and the distance traveled it 1' per level.

18. Dodging V* - As Dodging I*, except up to 5 attacks may be dodged.

19. Breezerunning True - As Breezerunning, except the caster may run against the wind and his movement rate is unaffected by the wind speed.

20. Ceilingwalking - Caster can walk on any solid surfaces as if he were on normal ground (includes ceilings).

25. Dodging X* - As Dodging I*, except up to 10 attacks may be dodged.

30. Ceilingrunning - As Ceilingwalking, except caster may move at a running pace.

50. Monk's Movement True - Caster may use any one of the lower level spells (on this list) each round.