High-Level Ability Pools, by Class

          High-Level Abilities written in italics may only be chosen once, as once is enough—most of them are high-level spells that are written to your Mage Book or Priest Scroll when you choose the ability. Abilities that are not italicized may be chosen multiple times, as this increases the number of times per day you can use that ability. Some High-Level Abilities will not be available to you on your first Level Up after passing 3 million EXP: Some Abilities have other Abilities as their prerequisites, and some are delayed for other reasons (The high-level Wizard spells are added to the Level 9 page of your spellbook, and will not be open to you until you can cast Level 9 Spells). Some HLAs exclude each other: Selecting one will permanently close off the option to select the other.
          The high-level Wizard spells may be learned by any Wizard, regardless of Opposition School, but they still have Schools themselves and therefore can potentially be blocked by Spell Immunity. Also, although they appear on the Level 9 page of the Mage Book, they are actually Level 10 Spells, and do not count toward the Sorcerer's limit of 5 spells from Level 9.
Click & drag through the invisible text to read it.

Fighter,
Monk
Power Attack: For 2 rounds, all melee hits made by the caster will knock the opponent back 15 feet, and Stun the opponent for 2 rounds unless they Save vs. Death with a -4 penalty. Very large enemies cannot be stunned or knocked back. Critical Strike: Requires: Power Attack. This ability lasts for 1 round; all attacks, whether ranged or melee, made during that round will automatically be a Critical Hit. Smite: Requires: Critical Strike. This ability lasts for 2 rounds, during which all melee hits cause the victim to be knocked back & stunned for 1 round. All attacks in the 1st round are Critical Hits. Deathblow: For 2 rounds, each successful hit will instantly slay any target of 10th Level or lower. Greater Deathblow: Requires: Deathblow. For 2 rounds, a successful hit will cause instant death to any victim who is Level 12 or lower. Whirlwind Attack: For one round, the caster's Attacks per Round are set to 10, although with a -4 penalties to Hit and Damage rolls during that round. Greater Whirlwind: Requires: Whirlwind Attack. This ability lasts for 1 round, and grants the 10 ApR with no THAC0 or damage penalty. Hardiness: For 1 round per 2 EXP Levels, the caster's resistance to physical damage (Clubbing, Slashing, Piercing, Missile) will be increased 40%. Resist Magic: For 4 rounds, the caster's base Magic Resistance is set to 50%. If the caster's MR is already 50% or greater, there will be no effect. War Cry: All enemies within 30' must Save vs. Spells or be paralyzed with fear for 1D4 rounds.
Paladin Power Attack: For 2 rounds, all melee hits made by the Paladin will knock the opponent back 15 feet, and Stun the opponent for 2 rounds unless they Save vs. Death with a -4 penalty. Very large enemies cannot be stunned or knocked back. Critical Strike: Requires: Power Attack. This ability lasts for 1 round; all attacks, whether ranged or melee, made during that round will automatically be a Critical Hit. Smite: Requires: Critical Strike. This ability lasts for 2 rounds, during which all melee hits cause the victim to be knocked back & stunned for 1 round. All attacks in the 1st round are Critical Hits. Deathblow: For 2 rounds, each successful hit made by the Paladin will instantly slay any target of 10th Level or lower. Greater Deathblow: Requires: Deathblow. For 2 rounds, a successful hit will cause instant death to any victim who is Level 12 or lower. Whirlwind Attack: This ability lasts for 1 round, and grants the Paladin 10 attacks in that round (whether ranged or melee), with a -4 penalties to his hit and damage rolls. Greater Whirlwind: Requires: Whirlwind Attack. This ability lasts for 1 round, and grants the Paladin 10 ApR with no THAC0 or damage penalty. Hardiness: For 1 round per 2 EXP levels, the Paladin's resistance to physical damage (Clubbing, Slashing, Piercing, Missile) will be increased by 40%. Resist Magic: For 4 rounds, the Paladin's base Magic Resistance is set to 50%. If the Paladin already has more than 50% (Base + Adjust), there will be no effect. War Cry: All enemies within 30' must Save vs. Spells or be paralyzed with fear for 1D4 rounds. Summon Deva: This ability calls down a celestial Deva, a powerful servant of the gods, to assist the caster. Only 1 Deva may serve the party at a time.
Ranger Power Attack: For 2 rounds, all melee hits made by the Ranger will knock the opponent back 15 feet, and Stun the opponent for 2 rounds unless they Save vs. Death with a -4 penalty. Very large enemies cannot be stunned or knocked back. Critical Strike: Requires: Power Attack. This ability lasts for 1 round; all attacks, whether ranged or melee, made during that round will automatically be a Critical Hit. Smite: Requires: Critical Strike. This ability lasts for 2 rounds, during which all melee hits cause the victim to be knocked back & stunned for 1 round. All attacks in the 1st round are Critical Hits. Deathblow: For 2 rounds, each successful hit made by the Ranger will instantly slay any target of 10th Level or lower. Greater Deathblow: Requires: Deathblow. For 2 rounds, a successful hit will cause instant death to any victim who is Level 12 or lower. Whirlwind Attack: This ability lasts for 1 round, and grants the Ranger 10 attacks in that round (whether ranged or melee), with a -4 penalties to his hit and damage rolls. Greater Whirlwind: Requires: Whirlwind Attack. This ability lasts for 1 round, and grants the Ranger 10 ApR with no THAC0 or damage penalty. Hardiness: For 1 round per 2 levels of the Ranger, the Ranger's resistance to physical damage (Clubbing, Slashing, Piercing, Missile) will be increased 40%. Resist Magic: For 4 rounds, the Ranger's base Magic Resistance is set to 50%. If the Ranger's MR is already 50% or greater, there will be no effect. War Cry: All enemies within 30' must Save vs. Spells or be paralyzed with fear for 1D4 rounds. Tracking: The Ranger uses this skill to find out what kind of creatures live in the area, and in what general direction they are likely to be.
Cleric Aura of Flaming Death: This spell lasts 1 round per 2 caster levels. It grants the caster 90% Fire Resistance, a -4 AC bonus and immunity to Normal Weapons, and any enemy in melee range who hits the caster with a weapon or spell takes 2D10+2 fire damage. Earth Elemental Transformation: For 3 turns, the Cleric becomes an Earth Elemental, with 24D8 HP, an AC of -5, a THAC0 of 2, and each melee hit does 2D10 blunt damage. Shifting back to original form also heals the Cleric of 3D10 hitpoints. Fire Elemental Transformation: This ability is exactly the same as the Earth Elemental Transformation, except that the Fire Elemental's melee attacks do 1D10 (Blunt) plus 1D10 (Fire). Elemental Summoning: 9/10ths of the time, this spell will summon 2 powerful Elementals (chosen randomly from Air, Earth, Fire) for 10 rounds. The other 10% of the time, a single, more powerful, Elemental Prince will come. Energy Blades: This spell forms 1 disc of magical energy per caster level (up to 20), to be used as throwing weapons. They strike as +5 weapons, grant a -10 THAC0 bonus, set ApR to 9, and do 1D4+5 Missile plus 1D10 Electric. They will vanish after use, if Dispelled, or after 4 turns. Globe of Blades: For 1 turn, the caster will be surrounded by a swirling aura of blades. All creatures within melee range will take 10D10 slashing damage for each round they remain within the field. Implosion: This spell does 10D10 (Blunt) + 10D10 (Fire) damage to a single victim, who may Save vs. Spells for half damage, and will be Held for 1 round (no Save). Mass Raise Dead: This spell with Raise up to 5 dead party members, and also heals them of 3D10 HP, plus 1 HP per level of the caster. Storm of Vengeance: This spell creates a powerful stormcloud over the area within 30' of a chosen point. All enemies of Level 8 or lower are slain, and for 3 rounds, any survivors take 1D6(Acid rain), 1D6(Fire), and 1D6(Electrical) damage per round, with a Save vs. Spells for half. Summon Deva: This spell calls down a Deva from the Heavens to assist the caster. This spell is only open to Good or Neutral Clerics. All Devas are immune to Normal and +1 weapons, and cast a variety of Priest spells. This spell conflicts with Summon Fallen Deva. Summon Fallen Deva: Only available to Evil or Neutral Clerics, this spell summons up a powerful Fallen Deva from the Abyss to fight for the caster. All Devas wield a +3 Mace that has a chance of destroying Undead on contact.
Druid Aura of Flaming Death: This spell lasts 1 round per 2 caster levels. It grants the caster 90% Fire Resistance, a -4 AC bonus and immunity to Normal Weapons, and any enemy in melee range who hits the caster with a weapon or spell takes 2D10+2 fire damage. Earth Elemental Transformation: For 3 turns, the Druid becomes an Earth Elemental, with 24D8 HP, an AC of -5, a THAC0 of 2, and each melee hit does 2D10 blunt damage. Shifting back to original form also heals the Cleric of 3D10 hitpoints. Fire Elemental Transformation: This ability is exactly the same as the Earth Elemental Transformation, except that the Fire Elemental's melee attacks do 1D10 (Blunt) plus 1D10 (Fire). Elemental Summoning: 9/10ths of the time, this spell will summon 2 powerful Elementals (chosen randomly from Air, Earth, Fire) for 10 rounds. The other 10% of the time, a single, more powerful, Elemental Prince will come. Greater Elemental Summoning: Requires: Elemental Summoning. This spell summons an Elemental Prince directly, 100% of the time. Energy Blades: This spell forms 1 disc of magical energy per caster level (up to 20), to be used as throwing weapons. They strike as +5 weapons, grant a -10 THAC0 bonus, set ApR to 9, and do 1D4+5 Missile plus 1D10 Electric. They will vanish after use, if Dispelled, or after 4 turns. Globe of Blades: For 1 turn, the caster will be surrounded by a swirling aura of blades. All creatures within melee range will take 10D10 slashing damage for each round they remain within the field. Implosion: This spell does 10D10 (Blunt) + 10D10 (Fire) damage to a single victim, who may Save vs. Spells for half damage, and will be Held for 1 round (no Save). Mass Raise Dead: This spell with Raise up to 5 dead party members, and also heals them of 3D10 HP, plus 1 HP per level of the caster. Storm of Vengeance: This spell creates a powerful stormcloud over the area within 30' of a chosen point. All enemies of Level 8 or lower are slain, and for 3 rounds, any survivors take 1D6(Acid rain), 1D6(Fire), and 1D6(Electrical) damage per round, with a Save vs. Spells for half. Summon Deva: This spell calls down a Deva from the Heavens to assist the caster. All Devas are immune to Normal and +1 weapons, and cast a variety of Priest spells. No more than 1 Deva may aid the party at any one time. Summon Fallen Deva: This spell summons up a powerful Fallen Deva from the Abyss to fight for the caster. All Devas wield a +3 Mace that has a chance of destroying Undead on contact. This spell conflicts with Summon Deva.
Bard Enhanced Bard Song: This replaces the Bard's current Song. While playing, the Bard gets a -10 AC bonus and 10% Magic Resistance bonus. His allies get -4 to AC, +5% MR, +4 to their hit & damage rolls, and become immune to Confusion, Fear, Stun, and Normal Weapons. Use Any Item: The Bard is able to use any item, regardless of race, class, kit, or alignment restrictions. Stat-based restrictions (such as STR requirements) still apply. Alchemy: The Bard is able to create a potion, picked at random from the following: Master Thievery, Perception, Extra Healing, Superior Healing, Regeneration, Antidote, Oil of Speed, or a special Potion of Frost Giant Strength that only Rogues can use. Scribe Scrolls: The Bard can randomly create a scroll of 1 of the following: Magic Missile, Haste, Fireball, Dispel Magic, Dire Charm, Invisibility, Cone of Cold, Monster Summoning II, or Monster Summoning III. Avoid Death: This ability lasts for 5 rounds, during which the Bard's Save vs. Death gets a -5 bonus. The Bard also gains 20 temporary hitpoints, and is immune to all instant-kill spells. Evasion: For 3 rounds, the Bard gains a -4 AC bonus and -2 bonuses to all his Saving Throws. Greater Evasion: Requires: Evasion. For 5 rounds, the Bard enjoys a -6 bonus to AC and -3 to Saving Throws, and immunity to Normal Missiles. His walking speed is increased by 2 points. Magic Flute: This Ability creates a Flute (Quick Item) capable of casting: Resist Fear x1, Globe of Invulnerability x1, and Delayed Blast Fireball x3. The Flute will fade after 1 day. Set Exploding Trap: This ability allows the Bard to set a Trap that, when triggered, will release a Fireball that does 10D6 damage and knocks enemies back (Save vs. Spells for half and avoid knockback). The Bard is presumed to have a 100% Set Traps skill. Set Spike Trap: A Spike Trap will deal 20D6 damage to the single creature that triggers it. The Bard is assumed to have 100% Set Snares ability. Set Time Trap: This Trap, when sprung, will Stop Time for 10 seconds, for everyone except the Bard that set the Trap. The Bard's Set Snares skill is considered to be 100%.
Thief Use Any Item: The Thief is able to use any item, regardless of race, class, kit, or alignment restrictions. Stat-based restrictions such as STR requirements still apply. Note that being able to use a Halberd does not mean that you can put Proficiency Points into Halberd. Alchemy: The Thief is able to create a potion, picked at random from the following: Master Thievery, Perception, Extra Healing, Superior Healing, Regeneration, Antidote, Oil of Speed, or a special Potion of Frost Giant Strength that only Rogues can use. Scribe Scrolls: Requires: Use Any Item. The Thief will randomly create a scroll of 1 of the following: Magic Missile, Haste, Fireball, Dispel Magic, Dire Charm, Invisibility, Cone of Cold, Monster Summoning II, or Monster Summoning III. Assassination: For 1 round, all of the Thief's melee hits will be a Backstab, even if the Thief is visible. Swashbucklers cannot learn this skill; instead, they may choose Whirlwind Attack (multiple times, whereas Assassination may only be picked once). Avoid Death: This ability lasts for 5 rounds, during which the Thief's Save vs. Death gets a -5 bonus. The Thief also gains 20 temporary hitpoints, and is immune to all instant-kill spells. Evasion: For 3 rounds, the Thief gains a -4 AC bonus and -2 bonuses to all his Saving Throws. Greater Evasion: Requires: Evasion. For 5 rounds, the Thief enjoys a -6 bonus to AC and -3 to Saving Throws, and immunity to Normal Missiles. His walking speed is increased by 2 points. Set Exploding Trap: This ability allows the Thief to set a Trap that, when triggered, will release a Fireball that does 10D6 damage and knocks enemies back (Save vs. Spells for half and avoid knockback). Set Spike Trap: A Spike Trap will deal 20D6 damage to the single creature that triggers it. All of the Thief's Trap HLAs use the Thief's current Set Traps score, which may or may not be 100%. Set Time Trap: This Trap, when sprung, will Stop Time for 10 seconds, for everyone except the Thief that set the Trap.
Mage,
Sorcerer
Extra Level 6 Spell: The Wizard is able to memorize and cast 1 additional Level 6 spell per day. Extra Level 7 Spell: Requires: Extra Level 6 Spell. The Wizard is able to memorize and cast 1 additional Level 7 spell per day. Extra Level 8 Spell: Requires: Extra Level 7 Spell. The Wizard is able to memorize and cast 1 additional Level 8 spell per day. Comet: This spell makes a comet strike the earth at a point chosen by the caster. The blast wave does 10D10 damage and knocks down enemies—they must also Save vs. Death or be stunned for 1D4 rounds. Dragon's Breath: This spell creates a powerful version of the Fireball: It does 20D10 damage and knocks enemies away from the caster (Save vs. Breath for half damage and avoid Knockback). Energy Blades: This spell forms 1 disc of magical energy per caster level (up to 20), to be used as throwing weapons. They strike as +5 weapons, grant a -10 THAC0 bonus, set ApR to 9, and do 1D4+5 Missile plus 1D10 Electric. They will vanish after use, if Dispelled, or after 4 turns. Improved Alacrity: For 2 rounds, as soon as the Wizard finishes casting one spell, he can instantly begin casting another. Summon Planetar: This spell enables Good and Neutral Wizards to call down Planetar from the heavens to aid them. All Planetars are immune to Normal and +1 Weapons, and wield a +3 Vorpal 2-Handed Sword. Only 1 Planetar may serve the party at a time. Summon Dark Planetar: Only open to Evil and Neutral Wizards, this spell opens an Abyssal Gate to admit a Dark Planetar to fight for the caster. All Planetars can cast a variety of Wizard and Priest spells. This spell conflicts with Summon Planetar.