Professional Documents
Culture Documents
Table of Contents
Gamemastering ................................................................................. 3 Ability Checks ......................................................................................... 3 Intoxication............................................................................................. 3 Maneuvers .............................................................................................. 4 Variant Rules in Effect ........................................................................... 5 Classes............................................................................................... 6 Cleric [Base Class] .................................................................................. 6 Sorcerer [Base Class] ............................................................................. 9 Wizard [Base Class] .............................................................................. 14 Feats ............................................................................................... 18 Spells............................................................................................... 19 Equipment ....................................................................................... 31 Magic Weapons.................................................................................... 31 Traveler Items ...................................................................................... 31 Open Game License Version 1.0a ..................................................... 32
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Intoxication
Getting Drunk
After consuming a serving of alcohol, a character must make a constitution check against a base DC of 10 using the following modifiers:
Beverage Modifiers
Beverage Mead Beer Ale Wine Mead Liquor Modifier +0 DC +1 DC +2 DC +3 DC +4 DC +5 DC
The penalties accumulate with each check per state of intoxication. For example: After Earin drinks her third ale she must make her constitution (CON 18, a +4 modifier) check against a DC of 16. She rolls an 8. Earin moves into a state of slight intoxication (see below) due to a failed constitution check, her ale DC 12. Of course, the DC will continue to get worse as she drinks in this state and reset to 12 when she goes into a moderate state of intoxication. NOTE: Serving sizes vary depending on type. For example, a typical serving size of liquor is around 2 fluid ounces. Beer, ale, and mead have a serving size around 16 to 20 fluid ounces. While a serving size for wine is around 10 to 14 ounces. The GM decides the serving size. If a character fails his constitution check, his state of intoxication moves up. There are three states: slight, moderate, and great. The state an intoxicated person is in will have the following effects:
Size Modifiers
Size Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal Modifier +8 DC +6 DC +4 DC +2 DC +0 DC -2 DC -4 DC -6 DC -8 DC
Intoxication Table
Effect On Dexterity Intelligence Wisdom Charisma To Hit Hit Points Spell Failure Slight -1 -1 0 0 0 0 25% Moderate -3 -4 -2 -1 -1 +1 50% Great* -6 -7 -5 -4 -5 +3 100%
Recovery
Time is the only cure for intoxication, although certain stimulants will shorten the recovery time.
State of Intoxication * Beyond great intoxication, persons become comatose and will sleep for 7 to 10 (1d4+6) hours. Being in a state of great intoxication is dangerous. When a character is in this state, he no longer continues to make a constitution check. Instead he must make a fortitude saving throw against DC 10. A cumulative penalty of 1 is added to the DC as the character continues to drink. If a character fails his save, he passes out. With each save a character has a cumulative 5% chance of permanently lowering his constitution by 1 point. For example: Earin has just missed her constitution check from her last glass of ale and is now in a state of great intoxication. She orders another glass and drinks it. She makes her fortitude save and has a 5% chance of lowering her constitution, which doesn't happen. She orders another glass and gulps it down. She makes her fortitude save and now has a 10% chance of lowering his constitution, which doesn't happen.
Stimulent Effect As a person recovers, his statistics that are affected begin to go back to normal. For example, a comatose person's recovery time is 19 hours and his stats are based on this. Five hours later, he moves into a state of great intoxication and his stats are relative to this state, and so on.
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Hangover Table
Roll 1-2 3-4 5-6 7-8 9-10 11-12 13-14 15-17 18-20 Effect Blinding Headache Headache Vomiting Nausea The Squats Trembling Loss of Appitite Ability Damage No Effect
Maneuvers
Block/Parry
This rule adds a dynamic layer of strategy into combat. As an immediate action, a character may expend his next move action to block or parry an incoming attack. This may be done after determining if the attack would hit his armor class. The Character makes an attack roll with the weapon or natural weapon he intends to block or parry with. The attacker treats the parry roll as the new armor class he is attempting to hit. If the attackers roll is equal to or greater than the parry attack roll, then the attack still hits and is resolved normally, otherwise the attack has been successfully parried and causes no damage.
Called Shot
The Players Handbook and Dungeon Masters Guide do not get into aiming for specific body parts in combat. The following is provided to fill in that gap in the rules. Monsters often have body parts or features with extraordinary or magical effects; examples include the eyes of the beholder, tentacles of the carrion crawler, individual heads of the chimera, and so on. Many animated statues are motivated by a medallion, inscription, or imbedded gem. To hit a specific body part, roll to hit normally and apply a size modifier to the targets defense based on the size of the body part you are targeting. Hit Location Size Modifiers Target Size Modifier Fine +8 Diminutive +4 Tiny +2 Small +1 Medium 0
Example Finger, Toe, Eye, Ear Head, Hand, Foot Arm Leg, Tail Torso
Ability Damage
Roll 1 2 3 4 5 6 Effect -1 to DEX and CON -2 to DEX and CON -3 to DEX and CON -1 to INT and WIS -2 to INT and WIS -3 to INT and WIS
The effects of damage to specific areas of the body are addressed on page 66 and 67 of the Dungeon Masters Guide . One specific body part needs mentioning. Groin: When a character has taken damage the groin, he must make a fortitude save against a DC equal to 10 plus the damage he sustained. If he fails, he has the wind knocked out of him and has a hard time defending himself until a number of rounds pass equal to the number by which he failed the saving throw. His movement drops to half of what it should be and his AC is suffers a -2 circumstance penalty until he recovers. (This penalty is stackable with other circumstance adjustments for blindness or bad
Synchronized Casting
Requirements: Two or more spellcasters capable of casting the same spell. All of which must be within 5 feet of the primary caster. The other caster(s) must delay their initiatives in order to synchronize with the primary spell caster. Once their initiatives are
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Class Skills
The clerics class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int). Domains and Class Skills: A cleric who chooses the Animal or Plant domain adds Knowledge (nature) (Int) to the cleric class skills listed above. A cleric who chooses the Knowledge domain adds all Knowledge (Int) skills to the list. A cleric who chooses the Travel domain adds Survival (Wis) to the list. A cleric who chooses the Trickery domain adds Bluff (Cha), Disguise (Cha), and Hide (Dex) to the list. See Deity, Domains, and Domain Spells, below, for more information. Skill Points at 1st Level: (2 + Int modifier) x?4. Skill Points at Each Additional Level: 2 + Int modifier.
Class Features
All of the following are class features of the cleric. Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields). A cleric who chooses the War domain receives the Weapon Focus feat related to his deitys weapon as a bonus feat. He also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.
Spe lls pe r Day Spe cial T urn or rebuke undead, Eschew Materials Divine implement Bonus feat Brew Potion, Scribe Scroll Craft Magic Arms and Armor Bonus feat Craft Wondrous Item Craft Wand, Divine implement Bonus feat Craft Construct Bonus feat, Craft Staff Divine Implement defense Bonus feat 0 3 4 4 5 5 5 6 6 6 6 6 6 6 6 6 6 6 6 6 6 1st 1+1 2+1 2+1 3+1 3+1 3+1 4+1 4+1 4+1 4+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 2nd 1+1 2+1 2+1 3+1 3+1 3+1 4+1 4+1 4+1 4+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 3rd 1+1 2+1 2+1 3+1 3+1 3+1 4+1 4+1 4+1 4+1 5+1 5+1 5+1 5+1 5+1 5+1 4th 1+1 2+1 2+1 3+1 3+1 3+1 4+1 4+1 4+1 4+1 5+1 5+1 5+1 5+1 5th 1+1 2+1 2+1 3+1 3+1 3+1 4+1 4+1 4+1 4+1 5+1 5+1 6th 1+1 2+1 2+1 3+1 3+1 3+1 4+1 4+1 4+1 4+1 7th 1+1 2+1 2+1 3+1 3+1 3+1 4+1 4+1 8th 1+1 2+1 2+1 3+1 3+1 4+1 9th 1+1 2+1 3+1 4+1
In ad d it io n t o the s t at ed numb er o f s p ells p er d ay fo r 1s t - thro ug h 9 t h-level s p ells , a cleric g et s a d o main s p ell fo r each s p ell level, s t art ing at 1s t . The +1 in t he entries o n t his tab le rep res ents that s p ell. Do main s p ells are in ad d it io n t o any b o nus s p ells the cleric may receive fo r having a hig h Wis d o m s co re.
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Ex-Clerics
A cleric who grossly violates the code of conduct required by his god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. He cannot thereafter gain levels as a cleric of that god until he atones (see the atonement spell description).
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Class Skills
The sorcerers class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int). Skill Points at 1st Level: (2 + Int modifier) x 4. Skill Points at Each Additional Level: 2 + Int modifier.
Class Features
All of the following are class features of the sorcerer. Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type in terferes with a sorcerers gestures, which can cause his spells with somatic components to fail. Spells: A sorcerer casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below). To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerers spell is 10 + the spell level + the sorcerers Charisma modifier. Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Sorcerer. In addition, he receives bonus spells per day if he has a high Charisma score. A sorcerers selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new sorcerer level, he gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by his Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study. The sorcerer cant use this method of spell acquisition to learn spells at a faster rate, however.
Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one he already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spells level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level sorcerer spell the sorcerer can cast. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. Unlike a wizard or a cleric, a sorcerer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to
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Sorcerer Bloodlines
The following bloodlines represent only some of the possible sources of power that a sorcerer can draw upon. Unless otherwise noted, most sorcerers are assumed to have the arcane bloodline. Aberrant There is a taint in your blood, one that is alien and bizarre. You tend to think in odd ways, approaching problems from an angle that most would not expect. Over time, this taint manifests itself in your physical form. Class Skill: Knowledge (dungeoneering). Bonus Spells: enlarge person (3rd), see invisibility (5th), tongues (7th), black tentacles (9th), feeblemind (11th), veil (13th), plane shift (15th), mind blank (17th), shapechange (19th). Bonus Feats: Combat Casting, Improved Disarm, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Iron Will, Silent Spell, Skill Focus (Knowledge [dungeoneering]). Bloodline Powers: Aberrant sorcerers show increasing signs of their tainted heritage as they increase in level. While these traits are simple to hide, a sorcerer can choose to show their traits at any time. Acidic Ray (Su): Starting at 1st level, you can fire an acidic ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. The acidic ray deals 1d6 points of acid damage + 1 for every two caster levels you possess. Long Limbs (Ex): At 3rd level, your reach increases by 5 feet whenever you are making a melee touch attack. This ability does not increase your threatened area. At 11 th level, this bonus to your reach increases to 10 feet. At 17 th level, this bonus to your reach increases to 15 feet. Unusual Anatomy (Ex): At 9th level, your anatomy changes, giving you a 25% chance of ignoring any critical hit or sneak attack scored against you. This chance increases to 50% at 13 th level. Alien Resistance (Su): At 15th level, you gain spell resistance equal to your sorcerer level +10. Aberrant Form (Ex): At 20th level, your body becomes truly unnatural. You are immune to critical hits and sneak attacks. In addition, you gain blindsight with a range of 60 feet and damage reduction 5/-. Abyssal Some time ago, a demon spread its filth into your heritage. While it does not manifest in all of your kin, for you it is particularly strong, calling on you to bring ruin to those around you. Class Skill: Intimidate. Bonus Spells: cause fear (3rd), bulls strength (5th), rage (7th), stoneskin (9th), dismissal (11th), transformation (13th), greater teleport (15th), unholy aura (17th), summon monster IX (19th). Bonus Feats: Augment Summoning, Cleave, Empower Spell, Great Fortitude, Improved Bull Rush, Improved Sunder, Power Attack, Skill Focus (Knowledge [planes]). Bloodline Powers: While some would say that you are possessed, you know better. The demonic influence in your blood grows as you gain power.
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Claws (Ex): Starting at 1st level, you can make two claw attacks as a full-attack action. These claws are treated as natural weapons, meaning that you are always considered armed and you do not gain additional attacks for a high base attack bonus. These attacks deal 1d6 points of damage plus your Strength modifier (1d4 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases to 1d8 points of damage (1d6 if you are Small). At 11 th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. This is a supernatural ability. Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4. Breath Weapon (Su): At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per caster level. Those caught in the area of the breath receive a Ref lex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Constitution modifier. The shape of the breath weapon depends on your dragon type. At 9 th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20 th level, you can use this ability three times per day. Wings (Su): At 15th level, leathery dragon wings grow from your back as a standard action, giving you a fly speed of 60 feet with average maneuverability. You can dismiss the wings as a free action. Power of Wyrms (Su): At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and damage of your energy type. You also gain blindsense 60 feet. Elemental The power of the elements resides in you, and at times you can hardly control its fury. This inf luence comes from an elemental outsider in your family history or a time when you or your relatives were exposed to a powerful elemental force. Class Skill: Knowledge (planes). Bonus Spells: burning hands* (3rd), scorching ray* (5 th), protection from energy (7th), elemental body I (9th), elemental body II (11 th), elemental body III (13th), elemental body IV (15 th), summon monster VIII (elementals only) (17th), elemental swarm (19 th). *These spells always deal a type of damage determined by your element.
Elemental Ray (Su): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type +1 for every two caster levels you possess. Elemental Resistance (Ex): At 3rd level, you gain resist 10 against your energy. At 9th level, your energy resistance increases to 20. Elemental Blast (Su): At 9th level, you can unleash a blast of elemental power once per day. This 20-foot-radius burst does 1d6 points of damage of your energy type per caster level. Those caught in the area of your blast receive a Ref lex save for half damage. Creatures that fail their save gain vulnerability to your energy type for 1 round. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Constitution modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20 th level, you can use this ability three times per day. This power has a range of 60 feet. Elemental Movement (Su): At 15th level, you gain a special movement type or bonus. This ability is based on your element. Elemental Body (Su): At 20th level, elemental power surges through your body. You gain immunity to sneak attacks, critical hits, and damage of your energy type. Fey The capricious nature of the fey runs in your family due to some intermingling of fey blood or magic. This tends to make you more emotional than most, prone to bouts of extreme joy and rage. Class Skill: Knowledge (nature). Bonus Spells: entangle (3rd), hideous laughter (5 th), deep slumber (7th), poison (9th), tree stride (11th), mislead (13th), phase door (15th), irresistible dance (17 th), shapechange (19th). Bonus Feats: Dodge, Improved Initiative, Lightning Ref lexes, Mobility, Point Blank Shot, Precise Shot, Quicken Spell, Skill Focus (Knowledge [nature]). Bloodline Powers: You have always had a tie to the natural world and, as your power increases, so does the inf luence of the fey. Laughing Touch (Su): At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action and can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 1 day. Woodland Stride (Ex): At 3rd level, you can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you. Fleeting Glance (Su): At 9th level, you can turn invisible for a number of rounds per day equal to your caster level. This ability functions as greater invisibility. These rounds need not be consecutive. Fey Magic (Su): At 15th level, you may reroll any caster level check made to overcome spell resistance. You must decide to use this ability before the results are revealed. You must take the second result, even if it is worse. You can use this ability at will. Soul of the Fey (Su): At 20th level, your soul becomes one with the world of the fey. You gain immunity to poison and DR 10/cold iron. Creatures of the animal type do not attack you unless compelled to do so
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Class Skills
The wizards class skills (and the key ability for ea ch skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int). See Chapter 4: Skills for skill descriptions. Skill Points at 1st Level: (2 + Int modifier) x4. Skill Points at Each Additional Level: 2 + Int modifier.
Class Features
All of the following are class features of the wizard. Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizards movements, which can cause her spells with somatic components to fail. Spells: A wizard casts arcane spells which are drawn from the sorcerer/ wizard spell list. A wizard must choose and prepare her spells ahead of time (see below). To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizards spell is 10 + th e spell level + the wizards Intelligence modifier. Like other spellcasters, a wizard can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Wizard. In addition, she receives bonus spells per day if she has a high Intelligence score. Unlike a bard or sorcerer, a wizard may know any number of spells. She must choose and prepare her spells ahead of time by getting a good nights sleep and spending 1 hour studying her spellbook. While studying, the wizard decides which spells to prepare. Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of her race. Familiar: A wizard can obtain a familiar in exactly the same manner as a sorcerer can. See the sorcerer description and the information on Familiars below for details. Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus
Arcane Implement: A wizard can specialize in one type of arcane implement in which to focus his spells through. The chosen implement is treated as a magic item. Metamagic feats may be applied to spells channeled through arcane implements. At 2nd, level, the wizard gains proficiency with one of the following implements: Dagger, Hat/Bag, Orb, Rod, Spellbook, Staff, or Wand. The wizard may designate an object as his arcane implement with a full round action. This designation may be changed from one qualifying item to another at any time with a full round action. The implement designated need not be magical. Crystal: By channeling spells through the crystal, the spell receives a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creatures spell resistance . This bonus stacks with the spell penetration feat. In addition, if a spell of the illusion school is cast through the crystal, it becomes more real than usual (+10% at 2 nd level, +20% at 12th level). Damaging spells with the light or sonic descriptors are cast through the implement gain +1 point of damage per damage die. Nondamaging light or sonic spells increase their duration by the caster level of the wizard. The unit of increase matches that of the spell being affected. Dagger: The selected dagger is treated as a magical dagger for combat purposes and gains an enhancement bonus to hit and damage rolls equal to +1 at first level and increasing by an additional +1 every 4 caster levels (maximum bonus of +10). The wizard may cast a touch spell into the dagger as a move action that provokes an attack of opportunity. The wizard may elect to cast defensively to compensate for this. Once the spell is cast, it may be delivered either as a standard melee attack or by throwing it at her target. In exchange for the attack roll, any saving throws are no longer allowed for the target to avoid the effect. Saving throws against secondary effects still need to be made by the target however. The process of imbuing a spell into the implement strips the spell of its somatic component as if it was cast with the still spell metamagic feat. Hat/Bag: In learning to cast through both mundane or magical hats and bags, the wizard can augment conjuration spells with the calling, creation, or summoning sub-schools. The duration of all summoning spells are doubled. When focusing a spell through this implement, the caster gains the benefit of the silent spell feat at no adjustment to the spells level.
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Magekiss [Metamagic]
Prerequisite: None. This feat makes any spell with a Will save significantly harder to resist, at a cost in casting time and combat utility. To successfully cast a spell prepared with magekiss, the caster must maintain flesh-to-flesh physical contact with an unresisting (willing or helpless) target for at least five combat rounds (30 seconds). The spell is cast without any verbal or somatic components required once this contact is completed. The DC of any Will save required by the spell is increased by the casters charisma bonus, with an additional +2 DC if the target is being touched willingly. This, of course, does not require that the target is the willing subject of the spell, or even aware that one is being cast. Only spells requiring a Will save can be prepared with Magekiss. The use of this feat has created legends of mortals so alluring they can enslave a man with a single kiss.
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Analyze
D&D Rules Cyclopedia Divination Level: Sor/Wiz 3 Components: V, S Casting Time: 1 round Range: Touch Target: Object touched Duration: Instantaneous Saving Throw: None Spell Resistance: No A spellcaster using this spell can handle one item and learn the enchantment on it. Helms must be put on the spellcasters head, swords held in her hand, bracelets put on her wrist, etc. for this spell to work. Any consequences of this action (for example, from cursed or trapped objects) fall upon the spellcaster, though she gets her usual saving throws. The spellcaster makes a caster level check (1d20 + caster level). If the result is equal to or greater than the spells or powers caster level, you identify it. If the item is non-magical; his chance is to determine that fact. The spell does not reveal much precise information. It will characterize a weapons plusses (attack bonus) as many or few, will estimate the number of charges on an item within 25% of the actual number.
Arcane Bolt
Wizards.com Spellbook Evocation [Force] Level: Sor/Wiz 1 Components: V, S Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Targets: Up to five creatures, no two of which can be more than 15 ft. apart Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes A bolt of magical energy shoots forth from your fingertips at its target, dealing 1d6+1 points of damage. For every two levels of experience past 1st, you gain an additional bolt, which you fire at the same time. You have two at 3rd level, three at 5th level, four at 7th level, and the maximum of five bolts at 9th level or higher. If you shoot multiple bolts, you can have them strike a single creature or several creatures. A single bolt can strike only one creature. You must designate targets before you roll for SR or roll damage. This spell counts as magic missile for spell, items, or special qualities that protect a target from magic missile, such as a brooch of shielding and shield.
Body of Mind
Earin of Walworth Transmutation Level: Sor/Wiz 5 Components: V, S Casting time : 1 action
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Bind Familiar
Wizards.com Spellbook Conjuration Level: Sor/Wiz 2 Components: V, S, M Casting Time: 1 day Range: Short Target: 1 Willing Creature Duration: Permanent Saving Throw: Special Spell Resistance: Yes This spell works almost exactly like the Summon Familiar ability available to Sorcerers and Wizards, except that it does not summon a familiar. Rather, a creature to serve as the familiar must be provided. This creature can be of nearly any type, although not of the same or similar species to the caster, so a human mage could not make a halfling his familiar. Most outsiders, elementals, and magical creatures can be bound in this way. A person that has been polymorphed into an animal for more than a year is subject to this spell, but the binding ends (with the usual results) should the person ever become a person again. The creature must be present at the binding, and when the spell is completed, the creature gets a choice of whether or not to allow itself to be bound. For the purpose of this choice, any mind affecting spells are negated, although they resume as usual once it is made. The creature is informed of the caster's identity and alignment. This ignores any alignment masking spells on the caster, but not alignment changing effects. Should the creature refuse, the spell ends. Should the creature accept, it is bound like a normal familiar (Special abilities and armor bonuses are up to the DM). Creatures that have been summoned are now bound to this plane and the summoning spell ends. Most undead creatures and constructs cannot be bound in this way. Unless they are vampire squirrels or something like that. Unintelligent creatures, such as most oozes, also cannot be affected. When the DM decides what the creature will decide, he must take into consideration certain things. How smart is the creature? If it is an animal, has the wizard, whatever alignment, taken care of it and given it food? How powerful is the creature in relation to the wizard? A gold dragon might like a good wizard, but he probably has better things to do than be a familiar. Some creatures might accept even if they do not like the wizard. A succubus would probably accept any offer if it meant she could stay in the Prime Material Plane and suck out the souls of mortals. Also, has the creature been summoned against its will? Most elementals aren't very happy about their predicament, and generally try to maul the caster if they can get control. Note: When trying to bind summoned creatures, it is important to remember that the creature has to be present for the entire spell, which lasts for one day. Check the duration on your summoning spell before you start. Material Components: 100 gp of magical materials (same as Summon Familiar)
Bleach
D&D: Dawn of the Emperors Transmutation Level: Sor/Wiz 1 Components: V, S Casting Time: 1 action Range: Touch Target: Object or creature touched Duration: Permanent Saving Throw: Special Spell Resistance: Yes This spell was created by hedge-wizards (low-level wizards whose spells are mostly concerned with household affairs). Each application of the bleach spell will bleach a certain amount of material down to its original color one basket of laundry, one painting, one application of the color spell, one tattoo, etc. Ordinary stains are automatically bleached. When cast on a color spell, it will only work if the caster is the same level or of a higher level than the caster of the color. When cast on normal art, such as a painting or a tattoo, the DM gives the artwork a saving throw with a save bonus equal to 2 + one-half of the artists skill check. The greater and more skilled the art, the more likely it is to survive unhurt. The spell will not discolor the surfaces beneath the pigments or paints. Cast on a tattoo, for instance, it will entirely eliminate the tattoo, but the skin beneath will be normally colored.
Bladesong
Wizards.com Spellbook
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Charm Man I
Encyclopedia Magica Enchantment (Charm) Level: Sor/Wiz 1 Components: V, S Casting time : 1 action Range: 0 Target and Area: 1d4+4 men of 3 HD/level or lower in a 15 ft. radius Duration: 1d4+1 turns Saving Throw: Will Negates Spell Resistance: Yes The caster must have a Charisma score of at least 11 to cast this spell. The spell affects up to 5-8 men of 3rd level or less in a 15-foot radius, and has a duration of 2-5 turns. Man is defined as any male human, demi-human, or humanoid creature of large size or smaller and 3 Levels / Hit Dice or less. It affects them much as a Charm Person spell, in that the words and requests of the caster will be seen in the most favorable light. If the caster harms or attempts to harm an affected creature, the spell is negated. The spell wont work on any other action of the caster in the current encounter. A leader with the group of men can negate the charm immediately if the leaders charisma plus a roll of 1d8 is six points or more higher than the caster's charisma. If the spell is not negated by a leader, 5-8 (1d4+4) men of 3rd level or less within the area of effect must attempt a will saving throw. A successful save negates the effect of the spell for that man only. If there are more men of 3rd level or less in the area, the lowest-level men are affected first (these count against the spell limit even if they make their saving throes. Note that this spell is restricted to female spell-casters.
Color
D&D: Dawn of the Emperors Transmutation Level: Sor/Wiz 2 Components: V, S Casting Time: From 1 action to 2 hours Range: Touch Target: Object or creature touched Duration: Permanent until bleached Saving Throw: None Spell Resistance: Yes This spell allows the caster to lay magical color down on a surface. The surface may be as small as the nose on a tiny china miniature, or as large as a 20x20 area of wall. The casting tim e may be as short as an action for one simple color (for instance, tinting a room wall sky-blue) or may go on for a couple of hours. During that time, the caster may vary the color of the whole area, or may color different parts of the area in different ways. The effect of this is that the wizard can paint for up to two hours at a time, colors that are permanent and nearly imperishable by age and weather. A dispel will not remove color; only bleach or a wish can. Different spellcasters use this for different purposes. Artists use it to make paintings that will not fade, or to decorate themselves and others with brilliant body-colors and face painting. Builders use it to retint stone and wood to be more beautiful.
Charm Man II
Encyclopedia Magica Enchantment (Charm) Level: Sor/Wiz 2 Components: V, S Casting time : 1 action Range: 0 Target and Area: 1d6+6 men of 4 HD/level or lower in a 20 ft. radius Duration: 1d6+4 turns Saving Throw: Will Negates Spell Resistance: Yes A more powerful version of Charm Man I, this spell resembles it, except that it affects up to 7-12 men of 4th level (or Hit Dice) or less, and the duration is extended to 5-10 full turns. Man is defined as any male human, demihuman, or humanoid creature of large size or smaller and 4 Levels / Hit Dice or less. As with the 1st level spell, the casters influence can be contested by a leader among the subjects. The caster must make an opposed charisma check against a DC equal to the leaders charisma check -2. If the caster is successful, the men must each attempt a will saving throw or be charmed. If there are more men within range than the caster can affect,
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Davenets Seduction
For Unlawful Carnal Knowledge Enchantment (Charm) Level: Sor/Wiz 1 Components: V, S, F Casting time : 1 hour Range: Touch Target: One person Duration: Permanent (D) Saving Throw: Will Negates Spell Resistance: Yes The spell-caster may affect one individual of the opposite sexual orientation to become enamored with the spell-caster and willingly subject to all of his commands. That the victim has been seduced (magically or otherwise) will be readily apparent to those who make a successful wisdom check. In order to cast the spell, the spell-caster must extract a personal item of the victim's, and then cast the spell onto the item in solitude. When the item is given back to the victim and recognized, the spell is complete. The DC of the spell is also adjusted by the casters charisma modifier. The spell is effective until dispelled. While under the enchantment, the victim will take as gospel everything the spell-caster says, and will strive to protect and defend the spell-caster at all times. If the spell is broken by another magic or by the will of the enchanter, however, the victim will remember everything and know that magic as involved.
Darkbolt
Mortuus Solidus Necromancy [Evil] Level: Sor/Wiz 3 Components: V, S Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Area: One living creature Duration: Instantaneous Saving Throw: Fortitude Half Spell Resistance: Yes You conjure a black flame and hurl it at a target within range. If the bolt strikes the target (a ranged touch attack), it deals 1d6 damage per caster level (max 10d6; Fort save for half damage). This damage is negative energy, so it harms most creatures, but heals undead. Any good creature that takes damage from the bolt and fails his save is also stunned for one round. A creature slain by dark bolt rises after 1d6 rounds as a zombie under control of the caster.
Dethos Delirium
For Unlawful Carnal Knowledge Enchantment (Compulsion) Level: Sor/Wiz 1 Components: V, S, F Casting Time: 1 action Range: Touch Target: Creature touched Duration: 1 round + 1 round/level Saving Throw: Will Negates Spell Resistance: Yes The caster of this spell touches a being that is drugged, drunken, unconscious, or sleeping. The caster then speaks the verbal component and rings a smaller silver or brass bell. The subject receives a saving throw vs. spell at a 2 penalty. The subject speaks at random, in all languages known to him and on random, rambling topics. He cannot hear questions and cannot be forced by mental or magical control to give specific answers. While the person speaks, there is a 25% non-cumulative chance per round that he reveals names (but not true names), passwords, words of activation, codes, directions, and other useful information. Note that the speaker rarely identifies such fragments of speech for what they truly are. Dreams, rumors, jokes, and fairy tales may be mumbled by the speaker, not merely factual information. If the affected person is awakened at any time, the spell is broken.
Darlagins Pseudo-Fireball
Wizards.com Spellbook Transmutation and Illusion (Figment) Level: Sor/Wiz 2 Components: V, S, M Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Area: Special Duration: Instantaneous Saving Throw: Special Spell Resistance: Yes Darlagin Spellweaver was an illusionist who desired to maintain the appearance of a standard mage. In an effort to do so, she developed this spell to give the effect of a fireball. In effect, the spell is a combination of phantasmal force, enlarge, and a minor flame cantrip. The main material component is a small clump of kerosene-soaked bat guano. The caster hurls the guano at the target area, and ignites the guano at the point of release via flame. A fraction of a second later, the final word of a specialized enlarge is cast, increasing the size of the flaming guano. Finally, just before the end of the flight, the phantasmal force takes effect, increasing the apparent size of the inferno to the standard 20-foot radius of a fireball. The actual area of effect of the flaming guano wad is a circle with a 10-foot diameter; any creatures in that area that fail to save vs. spells take 1d4 damage per level of the caster. A successful save indicates that the creature managed to dodge, roll, fall flat, or otherwise avoid the full effect of the blast and receives only half the normal damage. Creatures within the area of the phantasmal force (outside the true 10 diameter circle, but within the 20 radius effect) are affected just like those within the true blast area (1d4 per level of the caster, save for half damage), unless they manage to disbelieve the effect, in which case they are unaffected and suffer no damage. Material Components: the afore mentioned clump of kerosenesoaked bat guano, a pinch of
Diary
Encyclopedia Magica Evocation Level: Sor/Wiz 2 Components: V, S, F Casting time : 1 action Range: Touch Target: 1 book Duration: 1 Day/level Saving Throw: None Spell Resistance: Yes This spell records all things said or heard by the caster, creating a running script of the casters life and scribing it in a diary book prepared by the caster. In addition, the caster can choose to stand still and concentrate in order to record the image of any scene or person he studies, or to transcribe any mental notes he wishes to add to the journal.
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Ecstasy
For Unlawful Carnal Knowledge Enchantment (Compulsion) Level: Sor/Wiz 1 Components: V, S Casting Time: 1 action Range: Close (25 ft. + 5 ft. /2 levels) Target: 1 person Duration: 1 round + 1 round/level Saving Throw: Will Negates Spell Resistance: Yes The gestures of the wizard, along with his erotic incantations, cause a humanoid to go into an enjoyable, screaming, orgasmic, erotic fit. The target of the spell considered flat-footed until his next action. Also, he cannot move from his current location. He cannot cast spells, attack, use items, etc. Basically, the character is caught up in a real pleasurable experience and can't function properly.
Hit Dice: Initiative: Speed: AC: Attacks: Damage: Face/Reach: Special Attacks: Special Qualities: Saves: Abilities: Skills: Feats: Climate/Terrain: Organization: Challenge Rating: Treasure: Alignment:
Elemental Familiar
Wizards.com Spellbook Transmutation Level: Sor/Wiz 3 Components: V, S, M, XP Casting Time: 10 minutes Range: Touch Target: Living creature touched Duration: Instantaneous Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless) In order to cast this spell, you must have a familiar. When you cast the spell, the target creature becomes a tiny air, earth, fire, or water elemental, as detailed below. You choose what type of elemental the creature becomes. The creature retains its basic shape, but it is in every way an elemental, not an element creature (as described in Manual of the Planes). You lose any special ability the familiar previously granted to you (such as the +2 bonus to Move Silently checks bestowed by a cat familiar). However, you gain a replacement special ability, depending on the type of elemental your familiar becomes: Air -- Master gains a +2 bonus to Initiative checks (stacks with Improved Initiative). Earth -- Master gains +1 natural armor. Fire -- Master gains a +3 resistance bonus to saving throws against fire attacks. Water -- Master gains a +1 resistance bonus to Fortitude saving throws. Only a limited wish, miracle, or wish or similar magic can restore a transmuted familiar to its original state. Otherwise, the familiar remains an elemental forevermore. You cannot cast this spell on another character's familiar. Most creatures consider the transformation harmless and beneficial, but if the creature decides to resist, a successful Fortitude save negates the spell. Material Component: A small quantity of air, earth, fire, or water, depending on the elemental type the creature is to become. XP Cost: 500 XP.
Tiny Air Elemental Tiny Fire Elemental
A Tiny air elemental is 2 feet tall and weighs 1/4 pound. A Tiny earth elemental is 2 feet tall and weighs 20 pounds. A Tiny fire elemental is 2 feet tall and weighs 1/4 pound. A tiny water elemental is 2 feet tall and weighs 8 pounds. Elemental Traits: Immune to poison, sleep, paralysis, and stunning; not subject to critical hits or flanking; darkvision 60 ft.; cannot be raised or resurrected (though a wish or miracle spell can restore life). The special attacks of tiny elementals conform to the information given for elementals of their subtype in the Monster Manual, except as specified. The save DC against the Tiny air elemental's whirlwind is 9, the damage is 1d3, and the whirlwind's height is 10 feet. The save DC against the tiny fire elemental's burn is 10. The save DC against the tiny water elemental's vortex is 11, the damage is 1d3, and the vortex's height is 10 feet.
Enhance Beauty
Earin of Walworth Transmutation Level: Sor/Wiz 2 Components: V, S, F Casting time : 1 action Range: Touch Target: One person
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Enhance Breasts
Earin of Walworth Transmutation Level: Clr 2, Sor/Wiz 2 Components: V, S, M Casting time : 1 action Range: Touch Target: Mammal Touched Duration: Permanent Saving Throw: Fortitude Negates Spell Resistance: Yes Casting this spell causes the breasts of a target creature to develop. The caster must touch the target creature. This spell may be cast on any mammal male or female, young or old. The effects of this spell are to alter the size, shape, and firmness of the breasts of the target creature. In fact, each application of the spell will increase or decrease the breasts by one cup size or repair one flaw in their appearance. If male breasts are developed, the male will not gain muscle, not breast milk, but the fatty deposits of the chest will augment. Others may be likely to mock the characters man-breasts. If a females breasts are developed, she will likely gain significantly more sexual attention. The material component of this spell is the breast milk from a race or species similar to the subject of the spell. The milk must be rubbed onto the breasts to be enlarged or reduced.
Points 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Charisma +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 +13 +14 +15 +16 +17 +18 +19 +20
Points Duration 1 10 Minutes 2 20 Minutes 3 30 Minutes 4 1 Hour 5 2 Hours 6 4 Hours 7 8 Hours 8 16 Hours 9 1 Day 10 2 Days 11 4 Days 12 8 Days 13 16 Days 14 1 Month 15 2 Months 16 4 Months 17 8 Months 18+ 1 Year
Fascination
For Unlawful Carnal Knowledge Enchantment (Charm) Level: Sor/Wiz 1 Components: V, S, M Casting Time: 1 action Range: Close (25 ft. + 5 ft. /2 levels) Target: 1 person Duration: 20 turns Saving Throw: Will Negates Spell Resistance: Yes The person affected by the spell will be unable to do anything at all except follow the wizard wherever she goes, unable to take her eyes off her. If attacked, the affected person will try to beat off any opponents, including his own comrades, in a berserk fury (+1 to hit, -1 to AC) in order to continue moving towards the wizard.
Note that if two wizards cast the spell on a person simultaneously, then their caster levels may be added together to affect a stronger magic. Further, this spell has the effect of negating any curse magic, which degrades the recipient's natural beauty. The material focus of this spell is a cosmetic and perfume kit magically prepared by a thaumaturger.
Enhance Body
Earin of Walworth Transmutation Level: Sor/Wiz 4 Components: V, S, XP Casting time : 5 rounds (30 seconds) Range: 5 feet Target: 1 Creature Duration: Permanent Saving Throw: Will Negates (Harmless) Spell Resistance: Yes In order to cast this spell, the subject must be willing and cooperate with the instructions given to her by the spell caster to receive its effects. The caster slowly circles the subject giving instruction and reciting the magical words. The subject must envision in her mind what she wants her body to look like. The transformation begins after the first round and completes after the fifth round. The spell changes the subjects body to match the appearance held in the subjects mind. The changes are cosmetic and have little effect on her statistics. The spell can alter height and weight, but cannot change her size category. It can also change skin color and texture as well as adding, removing, or changing other features (such as horns, hooves, vestigial wings, a tail, etc). Existing limbs can be altered. Hands, feet, breasts, genitals, and other parts can be altered to suit the subjects mental picture. It can alter the subjects charisma by no more than two points in either direction. No other ability scores can be altered. Facial features can be changed as well.
Impotence
For Unlawful Carnal Knowledge
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Kiss of Sleeping
For Unlawful Carnal Knowledge Enchantment (Compulsion) Level: Sor/Wiz 1 Components: S Casting time : 1 action Range: Touch Target: Creature Kissed Duration: 10 rounds / level Saving Throw: None Spell Resistance: Yes When a wizard casts this spell, she must kiss the intended victim. After the kiss, the victim goes into a deep comatose slumber. Slapping or wounding awakens the affected creature but normal noise does not. Awakening requires one entire round.
Jealousy
Enchantment (Compulsion) Level: Sor/Wiz 2 Components: V, S Casting time : 1 action Range: Close (25 ft. + 5 ft. /2 levels) Target: 1-6 persons Duration: 2 turns + 1 turn/level Saving Throw: Will Negates Spell Resistance: Yes The affected people will become jealous of each other to the extent that they will ignore the wizard or any other source of danger present and quarrel amongst themselves. There is a percentage chance equal to the wizard's intelligence of such an argument leading to blows and, if it does, there is an additional chance equal to the wizard's intelligence of the fight being to the death. If the fight is not to the death, then the combatants will come out of the spell when hit.
Kiss of Awakening
For Unlawful Carnal Knowledge Enchantment (Compulsion) Level: Sor/Wiz 1 Components: S Casting time : 1 action Range: Touch Target: Creature Kissed Duration: 10 rounds / level Saving Throw: None Spell Resistance: Yes When a wizard casts this spell, she must kiss the intended victim. After the kiss, the subject of the kiss will awaken from any magically induced slumber.
Kiss of Weakness
For Unlawful Carnal Knowledge Necromancy Level: Sor/Wiz 2 Range: Touch Components: V, S Casting time : 1 action Target: Creature kissed Duration: 24 hours Saving Throw: Fortitude Negates Spell Resistance: Yes When a wizard casts this spell, she must kiss the intended victim. This kiss causes the victim to suffer a -2d4 enhancement penalty to Strength for 24 hours. The subjects strength cannot drop below 1. After receiving such a kiss, the victim will be completely helpless for 1d10 rounds.
Kiss of Charming
For Unlawful Carnal Knowledge Enchantment (Charm) Level: Sor/Wiz 3 Components: S Casting time : 1 action Range: Touch Target: Creature Kissed Duration: 2 hours/level Saving Throw: None Spell Resistance: Yes When a wizard casts this spell, she must kiss the intended victim. This is actually a Charm Person spell with no saving throw at double duration.
Kiss of Wounding
For Unlawful Carnal Knowledge Necromancy Level: Sor/Wiz 1 Components: S Casting Time: 1 action Range: Touch Target: Creature Kissed Duration: Instantaneous
Kiss of Death
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Love
Encyclopedia Magica Enchantment (Charm) Level: Sor/Wiz 7 Components: V, S Casting Time: 1 action Range: Touch Target: One male creature Duration: Permanent (D) Saving Throw: Will Negates Spell Resistance: Yes With a simple touch of her hand, the caster can create in the creature kissed an undying devotion and infatuation toward her. A male subject is affected as if he had imbibed a Potion of Love (see Chapter 8, Page 191 of the DMG). He is charmed and regards the caster as his one true beloved, willingly following her least suggestion and defending her from all harm. The love spell is one of the most powerful charms known, and the recipient can never free himself unless the enchantress releases him, or a Limited Wish or Wish spell is used to break the spell. Even the casters most hostile and objectionable orders or actions including direct attacks against the charmed character or suicidal commands will do no more than temporarily drive the subject from her presence for a period of 1 to 12 hours, after which the subject cautiously returns, hoping that the love of his life has forgiven him. This spell is restricted to enchanters and enchantresses of good or neutral alignment.
Mindless Rage
Wizards.com Spellbook Enchantment (Compulsion) [Mind-Affecting] Level: Brd 2, Sor/Wiz 2 Components: V, S, F Casting Time: 1 action Range: Close (25 ft. + 5 ft/2 levels) Targets: One person or creature Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes Creatures affected by the spell mindless rage become so filled with rage that they can do nothing but focus on engaging the caster in personal physical combat. The affected creature cannot use any spells, spell-like or supernatural abilities, or ranged weapons while attacking the caster. The subject's only thoughts are of killing the caster -- if not with bare hands, then with a hand-held melee weapon at best. It's worth noting that the recipient of this spell, though overcome with rage, is by no means rendered an idiot or suicidal. For example, an affected creature will not charge off a cliff in an attempt to reach the target. While under the effect of a mindless rage spell, the subject can make use of all normal melee combat skills, abilities, and feats either offensive or defensive. However, the affected creature cannot use any ability that requires activation or concentration. An interesting side effect of mindless rage occurs when the spell is cast upon any character capable of the rage ability (such as a barbarian). In these cases, the mindless rage episode counts as one of the character's uses of rage for that day. Mindless rage is a fairly uncommon spell. Its believed to have been developed by dwarven fighter/wizards who preferred to face their opponents in melee combat over magical conflicts. Of course, many of the stories tracing this spell's origins to the battle-mages also note that this dwarven method of ensuring melee combat against spellcasters backfired when the group ran afoul of a band of sorcerer/barbarians. Arcane Focus: Successful casting of mindless rage requires the caster to utilize a scarlet handkerchief or similar piece of cloth, which is waved in the target's direction while the caster vocalizes the verbal component.
Love Charm
For Unlawful Carnal Knowledge Enchantment (Charm) Level: Sor/Wiz 3 Components: V, S, F Casting time : 1 action Range: Medium (100 ft. + 10 ft . /level) Target: 1 person Duration: 1 hour/level (D) Saving Throw: W ill Negates Spell Resistance: Yes This spell is identical to Charm Person in all respects but two. First, the caster specifies that the subject become enthralled with a person of the opposite sex. This may be herself or anyone else whose name the caster knows. If it is someone not present, the spells effects are felt only when the subject first sees that person. Second, to the normal effects of a Charm Person (trust and friendship) are coupled a strong desire for romance. The caster must have in her possession something belonging to both the subject and the spells object in order to cast this spell. Love Charm is restricted to those of Rhennee blood, or non-evil enchanters / enchantresses. Those who have access to this spell do not have access to the Charm Person spell and vise versa.
Love Sickness
For Unlawful Carnal Knowledge Enchantment (Charm) Level: Sor/Wiz 4 Components: V, S Casting time : 1 action Range: 6 feet Target: One person Duration: 1 Week + 1 day/level
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Planar Familiar
Wizards.com Spellbook Transmutation Level: Clr 3 Components: V, S, DF, XP Casting Time: 10 minutes Range: Touch Target: Living creature touched Duration: Instantaneous Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless) In order to cast this spell, you must have a familiar, special mount, animal companion, or other companion acquired as a class ability. The spell does not function on outsiders or undead. When you cast the spell, the target creature undergoes a transformation into a celestial, fiendish, axiomatic, or anarchic creature, depending on the alignment of your patron deity (or your alignment, if you have no patron deity). If your patron deity is good, the creature becomes celestial. If your patron deity is evil, the creature becomes fiendish. If your patron deity is lawful neutral, the creature becomes axiomatic, and if your patron deity is chaotic neutral, the creature becomes anarchic. The axiomatic and anarchic creature templates are detailed in Manual of the Planes. If the target creature is your familiar, it gains energy resistance, fast healing, damage reduction, and additional damage for its smite attack as though its Hit Dice were equal to your character level. Otherwise, use its actual Hit Dice to determine these qualities. If the target creature becomes axiomatic, its linked minds ability applies to you (and only to you). You cannot cast this spell on another characters companion creature. Most creatures consider the transformation harmless and beneficial, but if the creature resists, a successful Fortitude save negates the spell. XP Cost: 500 XP.
Nymphs Aura
For Unlawful Carnal Knowledge Transmutation Level: Sor/Wiz 8 Components: V, S, M Casting time : 1 action Range: Personal Target: You Duration: 1 round/level Saving Throw: Fortitude or Will Negates Spell Resistance: Yes This spell grants the caster the beauty of a nymph and its attendant dangers to all observers. The caster gains the use of the nymphs blinding beauty and unearthly beauty supernatural abilities. Observers gazing upon the caster must succeed at a fortitude save (DC 15) or be blinded permanently as though by the blindness spell. If the caster disrobes, those within 30 feet who look directly at the caster must succeed at a will save (DC 17) or die. The caster need not be female to use this spell. The aura is effective for male casters, as well; these gain dazzling good looks that affect both males and females. The material component of this spell is a vial of nymphs tears.
Phantom Cloths
For Unlawful Carnal Knowledge Illusion (Shadow) Level: Sor/Wiz 1, Trickery 1 Components: V, S Casting time : 1 action Range: Personal Target: You Duration: 1 turn/level (D) Saving Throw: None Spell Resistance: Yes When this spell is cast, the illusionist creates a quasi-real portion of clothing from a hat to a pair of boots or at higher levels a full set of clothing. This clothing is semi -illusory and at 1st and 2nd level it is black, but at higher levels the caster can add additional colors. Caster Level 1 2 3 4 5 6 Number of Articles of Clothing Made 1 2 3 4 5 6 Number of Colors 1 1 2 2 3 3
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At the end of the duration, their feathers will magically grow back over the period of 1 round.
Precision Polymorph
Wizards.com Spellbook Transmutation Level: Sor/Wiz 5 Components: V Casting Time: 1 action Range: Personal Target: You Duration: 1 hour/level (D) Spell Resistance: Yes As Polymorph Self, but with extra functionality. Before the spell can be prepared, it must be decided what the caster will be polymorphing into, and precisely what changes need to be made. This requires some research. An individual can be studied in minute detail and this spell could duplicate the person with a 2d4 hours of study of the creature. Generally this requires the individual to be willing, although the person could be tricked into it, for instance, if the wizard was pretending to be a tailor. A corpse will work, but it takes an additional 1d4 hours because the wizard cannot observe the creature alive. If internal modifications are to be made, a dissection is in order. Some knowledge of anatomy or books on the subject would be extremely useful in this. To make a complex internal adjustment takes a few days of research, while to do something simple (like omit a kidney) takes only a few hours. Like the Polymorph Self spell, the wizard can easily reproduce himself. During the spell's duration, the wizard may switch between his own form and any that he has researched. Unresearched forms cannot be assumed, even if the wizard could normally do so with a Polymorph Self spell due to the precision needed of this spell. Example: In one of TSR's Drizzt books, a wizard used a Precision Polymorph spell to switch the location of his brain and his bowels. This was in anticipation of a battle with Mind Flayers. Because the Flayer's mind numbing cone was aimed at the head, and the wizard was close enough, his brain wasn't affected. And when the Flayer dug its tentacles in to suck outs its brain, all it got was foul tasting fecal matter. The wizard stood triumphantly while the Flayer ran away to be sick somewhere.
Ray of Depletion
Wizards.com Spellbook Necromancy Level: Sor/Wiz 2, Brd 3
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Sonic Blast
Wizards.com Spellbook Evocation [Sonic] Level: Sor/Wiz 3 Components: V, S, M Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Area: 5 ft. wide to close range (25 ft. + 5 ft./2 levels) Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes You generate a deadly beam of sonic energy from your outstretched hand that deals 1d6 points of damage per caster level (maximum 10d6) to each creature within its area. The sonic blast may shove creatures in the area back along the path of the spell. Any creature failing its saving throw must make a Strength check (DC equal to damage inflicted by the spell); those who fail find themselves bull rushed directly away from the caster as if by a Large creature with a Strength score equal to the damage the spell inflicted. The spell moves with the target; see the bull rush description in Chapter Eight of the Player's Handbook for details on attacks of opportunity, stability modifiers, etc. If a creature is shoved back into a solid barrier such as a wall or a strong door, the creature sustains an additional 1d4 points of bludgeoning damage. Like a lightning bolt, the sonic blast damages or destroys objects in its path. If the damage caused to an interposing barrier such as a closed door shatters or breaks through it, the sonic blast may continue beyond the barrier if the spell's range permits; otherwise, it stops at the barrier. Material Components: A tiny glass cone.
Seduction I
For Unlawful Carnal Knowledge Enchantment (Charm) Level: Sor/Wiz 1 Components: V, S Casting time : 1 action Range: Close (25 ft. + 5 ft. /2 levels) Target: 1 person Duration: 2 turns (D) Saving Throw: Will Negates Spell Resistance: Yes This spell is used by enchantresses (some enchanters have customized it for their use). This spell causes the affected person (of up to 4 HD or Levels) to cast aside all weapons, armor, and clothing, in an attempt to have sexual relations with the enchantress, leaving the victim virtually defenseless against attacks from the enchantress or any other character or creature. There are seven level variations of this spell (Seduction II at second level, Seduction III at third level, etc). The spells and the difference in area of effect are as followed: Seduction II - 6 HD/levels or less Seduction III - 8 HD/levels or less Seduction IV - 10 HD/levels or less Seduction V - 12 HD/levels or less Seduction VI - 14 HD/levels or less Seduction VII - 16 HD/levels or less Seduction VIII - 18 HD/levels or less
Sterility
Universal Level: Clr 3, Sor/Wiz 0 Components: V, S Casting Time: 1 action Range: Close (25 ft. + 5 ft. /2 levels) Target: 1 Person Duration: 3 turns/level Saving Throw: None Spell Resistance: Yes This cantrip is the wizards' form of birth control. It is 100% accurate and can be performed on anybody who consents to it. Clerics have high-level spells to accomplish this, but only wizards have such a simplistic form of birth control.
Sex Change
For Unlawful Carnal Knowledge Transmutation Level: Sor/Wiz 6 Components: V, S, M Casting time : 1 action Range: Close (25 ft. + 5 ft. /2 levels) Target: 1 creature Duration: Permanent Saving Throw: Fortitude Negates Spell Resistance: Yes This spell causes the victim's sex to change. Thus, a male becomes female and vice-versa. After the change, the victim must make a willbased saving throw to avoid passing out for 1d10 turns from the stress of the transformation. The DM must make sure the victim of the spell acts in the manner appropriate to the sex. If not, then the spell doesn't really seem powerful.
Stinking Clod
Earin of Walworth Conjuration (Creation) Level: Sor/Wiz 3 Components: V, S, M Casting Time: 1 action Range: Medium (100 ft. +10 ft. /level) Target: One creature (see text) Duration: 1 round/level Saving Throw: Fortitude Negates
Slap
For Unlawful Carnal Knowledge Transmutation Level: Sor/Wiz 0
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Tweak/Goose
For Unlawful Carnal Knowledge Transmutation Level: Sor/Wiz 0 Components: V, S Casting Time: 1 action Range: Close (25 ft. + 5 ft. /2 levels) Target: 1 Person Duration: Instantaneous Saving Throw: Will Negates Spell Resistance: Yes This cantrip causes the victim to feel the sensation of being "tweaked" or "goosed" as if by an unseen forefinger and thumb. The portion of the body being tweaked must be seen by the caster and be uncovered by armor. Intelligent, medium or smaller sized creatures are distracted (adjusting their initiative down by one). In addition, spell-casters must make a concentration skill check to avoid losing any spell being cast. The caster must make a tweaking motion with his hand in order to affect the spell.
Wombthief
Wyrmul Transmutation [Teleportation] Level: Cleric 4, Midwife 4 Components: V, S, DF Casting Time: 1 full round action Range: Touch, Close (5ft +1/lvl caster) Target: The unborn of touched creature. Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes If the touched creature is pregnant, the unborn child is teleported out of the womb to somewhere the caster can see within range, including another female. The target can make a will save to stop this from occurring. If the child is transported out of it's mothers body before it is ready it must make a Fort save DC equal to 10 + amount of weeks it is early, or the child dies. If the child is transported into another female the new mother must make a Fort save DC 15 plus modifiers or take 2d3 Constitution damage and abort the child. Transplant Mothers of same Race Mothers of same Family Mothers are siblings Original mother Dying * Modifiers do not stack Modifiers -2* -3* -5* +3
Unbutton/Untie (Button/Tie)
For Unlawful Carnal Knowledge Transmutation Level: Sor/Wiz 0 Components: V, S Casting Time: 1 action Range: Close (25 ft. + 5 ft. /2 levels) Target: One object Duration: Instantaneous Saving Throw: None Spell Resistance: Yes By means of this cantrip, the caster can magically cause the object of the magic - thread, string, cord, rope, and button - to untie or unbutton itself. The reverse ties or buttons the object.
Understand Object
Wizards.com Spellbook Divination Level: Brd 1, Sor/Wiz 2 Components: S, M Casting Time: 1 minute Range: Touch Targets: One touched object Duration: Instantaneous Saving Throw: None Spell Resistance: No Understand object determines the non-magical functions of an object or technological item. The caster must handle or touch the object throughout the casting time and spell duration to gain any knowledge. If the item has more than one function, the spell identifies its most general or most likely use. Casters can gather further information about the item only through additional uses of the spell. Understand object does not
This spell was created by a barren, vindictive, sorceress whose husband had sired an heir with a commoner. She came in the night and stole the child from her husband's lover and brought it to term on her own. The spell was later used by her son as a means of torture and intimidation until his death. The spell was found by a cleric who had been involved in the son's overthrow and death. She used the spell to save the life of mother and child during dangerous pregnancies on more than one occasion.
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Simply drawing your fingers in the air near this ghostly translucent bow causes it to string with an arrow of pure shadowstuff. The shadow bow acts as a +2 ghost touch composite longbow that accommodates a user of any Strength. When not in use, the shadow bow appears unstrung. If a shadowcaster makes the gesture of pulling back on a bowstring, a bowstring of pure shadow forms to accommodate her desire. It can fire arrows of pure shadow that deals 2d4+2 points of nonlethal damage. The arrows do not suffer a miss chance when used against incorporeal creatures. The bow can be used to fire normal or magic arrows, but in such causes the bow to not confer its arrow of dusk damage. In addition, the wielder can use the bow to make power shots. To do so, before making attack rolls, choose a number to subtract from your attack rolls up to Umbra's base attack and add the same number to the damage dealt by the bow with any attack that hits. The penalty to attack rolls and bonus to damage rolls last until Umbra's next turn. Being thicker and heavier than a typical longbow, it is specifically designed to function as a +2 ghost touch shadowstrike quarterstaff when used in melee combat. A character wielding the shadow bow can freely interchange melee and ranged attacks during the same round. When wielding the shadow bow, the user threatens the squares around him no matter how he last used the weapon. Magical enhancements to the shadow bow only affect its use as a bow. Enhancements to the melee capabilities of the weapon must be made separately. Prerequisites: Craft Magic Arms and Armor, arrow of dusk. Cost to Create: 27,715 gp; 2,217 XP; 55 days. Base: 730 [Masterwork Darkwood Elvencraft Composite Longbow], +0 [Shadowy Trait]. Melee (each head): +8,000 [+2 Weapon Bonus], +10,000 [+1 Ghost Touch], +2,000 [Use Activated Power Attack Feat]. Missile: +8,000 [+2 Weapon Bonus], +10,000 [+1 Ghost Touch], +1,000 [Use-Activated Arrow of Dusk] +2,000 [Use Activated Power Attack Feat] -6,300 [-30% Requires Specific Class to Use]). Later Melee (each head): +7,500 [Shadowstrike: CL 15, Strong (DC 22) illusion], +48,000 [+2 Unholy]. Later Missile: +48,000 [+2 Unholy].
This +2 darkwood quarterstaff seems to leach light from its immediate vicinity, reducing the ambient light within a 20 foot radius by one level (Bright light becomes normal, normal becomes shadowy, and shadowy becomes dark). This is because it draws energy in order to recharge itself. During the night, it regenerates a single charge. If it spends an entire day in nighttime darkness or shadowy illumination, it recovers 2 charges. An entire day in darkness or on the plane of shadow allows it to recover 4 charges. If this staff is wielded by a divine caster with access to the darkness domain, this staff allows the use of the following spells: Armor of Darkness (1 charge) Blacklight (1 charge) Darkbolt (1 charge) If wielded by a character capable of casting mysteries, it acts as a Shadow Magic Staff allowing the user to use all of the mysteries from the Dark Terrain apprentice path and the Ebon Roads initiate path. Carpet of Shadow (1 charge) Black Fire (1 charge) Clinging Darkness (1 charge) Step into Shadow (2 charges) Pass into Shadow (2 charges) Voyage into Shadow (2 charges)
Traveler Items
Dememorizer
Price: Body Slot: Aura: Activation: Weight: 0 gp - (held) None (Technological) Standard Action, provokes AOO 0 lb.
Shadow Bow Item Familiar Progression 1st Invest Life Energy, Invest Skill Ranks, and Invest Spell Slots. 7th Sapience: Int 10, Wis 10, Cha 12, Ego 4, AL NE. Senses, Communication. th 10 Improved Senses: Darkvision 60' 14th Lesser Power: Detect Magic at will (+3,600 Gp, Ego 5). 18th Increased Sapience: Int 12, Wis 12, Cha 16, Ego 9, AL NE. telepathically communicates in common. nd 22 Greater Power: Deeper Darkness 3/day. This ability emanates from the bow (+16,000 gp, Ego 11).
The Dememorizer is a six inch long cylindrical device featuring three protruding crystals, one button and is capped by a light-emitting crystal. When activated, the item emits a series of flashes so fast that it almost appears as a single flash of light. It affects all creatures within a 30 foot radius. The dememorizer is a sight-based mind-affecting device. Any creature incapable of normal vision or has his vision protected (such as with shaded glasses) is immune to its effect. Furthermore, the item only functions on creatures with an Intelligence score of 3 or more. Affected targets suffer 1d4+2 rounds of stun. Anyone attempting to implant new memories during this period will be able to so with a successful Bluff check (DC equals the subjects Wisdom score + any saving throw modifiers against mind-affecting effects or enchantments). The Dememorizer is an elaborate device that must be activated according to the rules for Traveler technology.
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