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Introduction:
One More Time
Overview
Using This Book
Chapter One: Classes
Clerics, Druids, and Wizards
Sidebar: Twenty Levels of Spells
Spells per Level
Design Decisions: New Spell Progression
Cleric Disciplines
Design Decisions: Divine Presence
Design Decisions: Healing
Design Decisions: Turn Undead
Druid
Disciplines
Design Decisions: Druid Disciplines
Wizard Disciplines
Design Decisions: Familiars
Paladins and Rangers
Paladin Disciplines
Ranger Disciplines
Bards and Sorcerers
Runeblade
Design Decisions: The Runeblade
Design Decisions: Runeblades in Play
Chapter Two: Skills
Background
Skills
Identifying Magic Items
New Versions of Old Skills
Concentration
Design Decisions: Concentration
Intimidate
Tumble
Move Silently and Hide
Sneak
Chapter Three:
Feats
Gaining Feats
Swapping Feats
Design Decisions: A Feat Every Level
Feat List
Feat Descriptions
Design Decisions: Metamagic
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Chapter Four: Playing
the Game
Hit Points
Why Grace and Health?
Design Decisions: More Hit Points
Disabled, Dying, and Dead
Magical Healing
Design Decisions: Magical Healing
Shielding Others
Poison
Actions in Combat
Drawing an Item
Readying/Delaying
Standing Up
Taking a Breather
Design Decisions: Breathers
Chapter Five: Magic
Magic Item Pricing and Spellcasting Costs
Spell Lists
Cleric Spells
Design Decisions: Virtually No Save or Die
Design Decisions: Missing Spells
Druid Spells
Wizard Spells
Spell Descriptions
Design Decisions: Arcane Lock and Knock
Design Decisions: The Stat-Boosting Spells
Design Decisions: No Raise Dead
Design Decisions: Animal and Monster Form Spells
Magic Items
Healing Potions
Design Decisions: Healing Potions
Potion and Wand Levels
New Items
Appendix
Open Game License
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