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Voadams Mystical Compendium

Volume I: Spell Mastery A Sourcebook Supplement For Arcane Magic 34 Feats 166 Spells 5 Magic Items
by John Henry Stam

Writing and Editing by John Henry Stam Copyright 2001 John Henry Stam
All Magical Metaphysical Phenomena, Feats, Spells, and Magic Items are designated Open Content. OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual,

worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15 COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

INTRODUCTION So you want to learn some new magic? New techniques to apply to old spells? Knowledge of arcane laws and advice for the practitioner? Or are you searching for every wizards delight, a trove of new spells? This book contains all of the above but caveat emptor, magic varies from world to world and what works wonderfully on one world may fail utterly on another. I have sojourned on many worlds and sailed among different planar dimensions. I have dealt with students of the arcane arts ranging from hedge mages to mighty dragons. My observations, researches, and accumulated mystical arcana are based on an understanding of the power flows of magic that may or may not apply to the world or planar dimension that you are practicing in. My advice to you is to evaluate the bounty contained in this book, consider what you will find useful, and see if it fits the magical metaphysics of the world you are working in. Try out the spells, magical feats, and item enchantments. If at first they do not work in your worlds magical laws, do not despair. See if the ideas behind these powers can be made to accommodate your world by researching them at new power levels or altering some portions that do not fit. One of a wizards greatest abilities is the power to master new magic through research. Shipmaster Voadam

WHAT THIS GUIDE IS This book is intended to supplement the arcane magic rules and content of the d20 system. There are sections on spell research, world- or area-affecting metaphysical magical phenomena, new feats, new spells, and new magic items. This supplement is designed as an electronic file that is easy to print out and use. There is no interior art, shading or border filler. A simple double column format is used to reduce paper usage but maintain reasonable readability on screen. Bold and italic formatting are used to emphasize content entries. This supplements style format was chosen so that the Open Game Content will be easy to read, copy (under the terms of the OGL), and use. For spells, this means that spell chains each refer to the first link of the spell chain so that copying or crossreferencing to gain all pertinent information is minimized.

OPEN GAME CONTENT DESIGNATION


The following sections of this book are designated Open Game Content under the open game license version 1.0a: Magical Metaphysical Phenomena, Feats, Spells, and Magic Items.

MAGICAL METAPHYSICS
Different worlds can house different laws of magic. The world traveler must be aware that the operation of magic can be drastically different depending on a world or dimensions metaphysics and cosmology. Similarly, it is possible for some of these phenomena to be isolated to defined areas such as a specific region or a temple complex. ALIGNED MAGIC The powers of good and evil, law and chaos are usually powerful factors that drive heroes and villains and the servants of the divine. For the most part practitioners of magic observe this but are little impacted professionally. Ethics, morals, good and evil are motivations that generally drive what goals people take and what methods they chose to employ. What methods are physically open to them are generally the same for mystical champions of good as evil. For example, any stripe of wizard can cast protection from good, evil, law, or chaos as needed. However, on some worlds the alignments are more directly tied to the forces of magic. On these worlds, spells with an alignment descriptor may only be cast by those of the appropriate alignment. On some worlds the flow of magic is so personally tied to the caster that every spell cast gains descriptors according to the casters alignment. A detect good spell cast upon a rogue bearing a mage armor spell cast by a good wizard would reflect the goodness of both the rogue and the mage armor spell. BLACK HOLES One of the odder phenomena I have observed is that of small black holes erupting beneath a persons feet and swallowing them whole. These holes appear to be non-magical rips in space and time that open in another location some time in the future. Spell resistance has no effect and I have never seen anybody react quickly enough to escape one. They appear in less time than it takes to make a single stride and are wider than a person can reach, usually ranging from five to as many as twenty feet wide. The holes seem to be randomly occurring and usually take only one person but sometimes as many as five have disappeared at one time either in one hole or in multiple. All who fall into the same hole arrive together at the destination point. If multiple holes appear the destinations could be together or separate, both in time and space. Usually the holes bring the person to someone they have a connection to, but sometimes this is an enemy, and sometimes it brings the person to a random place the person has no apparent connection to. Every recorded instance has placed the person on solid, unoccupied ground that does not have hazardous environmental effects. Always there has been a delay in the person disappearing into the hole and reappearing elsewhere. Recorded instances have ranged from 1 day to several months although from the perspective of the person going through the hole, it is instantaneous. DIVINE CONNECTIONS On most worlds magic is a natural force that can be tapped by any with the skill and power to do so. On

these worlds gods of magic are generally beings who are patrons of the art who are the most powerful practitioners on those worlds. Sometimes they are caretakers of the force and flow of magic. On other worlds they are reputed to be the source of magic itself for that world. When arriving on new worlds it can be advantageous to find out the relationship between gods and magic. If you use extremely powerful magic it is important to know who will be watching and generally whether there will be divine retribution. Some gods are rumored to divinely curse without warning or exception any practitioner who violates certain professional or safety strictures, therefore it is a good idea to find out what those strictures are. Sometimes these are power monopoly strategies for a god of magic to prevent anyone from researching divine ascension as a magical deity. Other times it is to prevent the research of truly apocalyptic world ending magic. My advice is to learn and be aware. Some mystical gods followers are dedicated to teaching and spreading the art and can be a great resource. I myself have studied at such a temple dedicated to a divine patron of wizards. OPPRESSIVE CHAOS Some worlds house elemental chaos manifestations. On these worlds, chaos is not merely a force of individuality and freedom but a destructive, malevolent power without bounds. Exposure to raw chaos drives men insane and corrupts anything it comes into contact with. Some say chaos is the source of magic, many times removed and filtered. Others say that chaos is the building block of the universe. It is often said on these worlds that Chaos is bound by no rules for it

can lie dormant in areas or erupt and rampage at random times. Sometimes those of strong will can bend chaos to their ends, but usually they become wrecked shells of their former selves or warped abominations. Spells with the chaos descriptor tap into this power and potentially expose their casters to chaos effects. Divinations that focus on chaos effects or spells expose their casters minds to chaos which can have dire results. Exact effects of chaos exposure vary but they often require either fortitude or will saves with failures leading to physical, mental or mystical mutations, sometimes beneficial, usually horrific. Those who are overcome by chaos often lose their former selves as their minds are warped and they become insane or fanatical followers of a new cause. Demons and deities of chaos arise on these worlds but power structures and hierarchies can be in flux at any time. Also it is rumored that those who pledge themselves to chaos can become immune to many of its detrimental effects and be rewarded with great gifts or powers. Nothing is guaranteed, though, when dealing with elemental chaos. TAINT OF EVIL On some worlds, evil is not just a description but a physical presence. Using spells with the evil descriptor on these worlds, such as when summoning demons, has repercussions on the caster. There is a taint of evil that sticks to the soul and is carried from then on. Repeated taint makes it easier for the caster to become inured to doing or seeing evil and can lead to either moral numbness or sadism as the caster corrupts himself. I would always recommend caution in the use of spells with the evil descriptor.

FEATS
Advanced Learning I [General] Benefit: The character is able to learn spells 1 level higher than he can cast. Advanced Learning II [General] Prerequisites: Advanced Learning I. Benefit: The character is able to learn spells 2 levels higher than he can cast. Advanced Learning III [General] Prerequisites: Advanced Learning II. Benefit: The character is able to learn spells 3 levels higher than he can cast. Advanced Unlimited Counterspelling [General] Prerequisite: Unlimited Counterspelling Benefit: The character can counterspell an unlimited number of times one spell he has mastered through unlimited counterpelling. This spell need not be prepared for the character to use his counterspell ability. Special: The character can gain this feat multiple times. Its effects do not stack. Each time the character takes the feat, it applies to a new spell. Armored Casting I [General] Prerequisite: Dex 13+, Concentration 2 ranks, and Light Armor Proficiency Benefit: The character reduces the arcane spell failure of any armor that he wears and is proficient in by 5 percent. Benefit: The character reduces the arcane spell failure of any armor that he wears and is proficient in by 20 percent. Armored Casting V [General] Prerequisite: Armored Concentration 6 ranks Casting IV, Armored Casting II [General] Prerequisite: Armored Concentration 3 ranks Casting I,

Benefit: The character reduces the arcane spell failure of any armor that he wears and is proficient in by 10 percent. Armored Casting III [General] Prerequisite: Armored Concentration 4 ranks Casting II,

Benefit: The character reduces the arcane spell failure of any armor that he wears and is proficient in by 15 percent. Armored Casting IV [General] Prerequisite: Armored Concentration 5 ranks Casting III,

Benefit: The character reduces the arcane spell failure of any armor that he wears and is proficient in by 25 percent. Armored Casting VI [General] Prerequisite: Armored Concentration 7 ranks Casting V,

Benefit: The character reduces the arcane spell failure of any armor that he wears and is proficient in by 30 percent.

Armored Casting VII [General] Prerequisite: Armored Concentration 8 ranks Casting VI,

Empower Mastered Spell [Metamagic] Prerequisites: Empower Spell, Spell Mastery Benefit: All variable, numeric effects of an empowered mastered spell are increased by one-half. An empowered mastered spell deals half again as much damage as normal, cures half again as many hit points, affects half again as many targets, etc., as appropriate. Saving throws and opposed rolls (such as the one the character makes when the character casts dispel magic) are not affected. Spells without random variables are not affected. An empowered mastered spell uses up a spell slot one level higher than the spells actual level. This feat can only be applied to spells the character has mastered through spell mastery. An empowered, maximized mastered spell gains the separate benefits of each feat: the maximum result plus one-half the normally rolled result. Enlarge Mastered Spell [Metamagic] Prerequisites: Mastery Enlarge Spell, Spell

Benefit: The character reduces the arcane spell failure of any armor that he wears and is proficient in by 35 percent. Armored Casting VIII [General] Prerequisite: Armored Concentration 9 ranks Casting VII,

Benefit: The character reduces the arcane spell failure of any armor that he wears and is proficient in by 40 percent. Efficient Spell Mastery [General] Prerequisites: Spell Mastery Benefit: One spell the character has mastered with spell mastery can be prepared using a spell slot one level lower than normal. A spells level can not be reduced below 0-level. Special: The character can gain this feat multiple times. Its effects do not stack. Each time the character takes the feat, it applies to a new spell. Dive Into the Pools of Magic [General] Prerequisites: Ability to learn spells Benefit: As Tread the Paths of Magic but the character is not limited by caster level in how many spells the character can learn at a time, however, the character can only learn up to one spell per Intelligence bonus through this feat.

Benefit: An enlarged mastered spell has its range doubled. Spells whose ranges are not defined by distance do not have their ranges increased. A spell whose area or effect is determined by its range has the dimensions of its area or effect increased proportionally. An enlarged mastered spell uses up a spell slot of the spells normal level, modified by other metamagical feats. This feat can only be applied to spells the character has mastered through spell mastery.

Extend Mastered Spell [Metamagic] Prerequisites: Mastery Extend Spell, Spell

throw. A gifted divine spell may only be cast upon a recipient who is the same alignment or faith as the caster. A gifted spell uses up a spell slot three levels higher than the spells actual level. Innate Cantrip [General] Prerequisites: Ability to cast 0-level spells Benefit: The character chooses one cantrip that he can cast. The character can then cast that cantrip one time per day as an innate spell-like ability of the casters spell caster level. This feat can be taken multiple times and applied to different cantrips or to increase the number of uses of the spell-like ability per day. Maximize Mastered Spell [Metamagic] Prerequisites: Maximize Spell, Spell Mastery Benefit: All variable, numeric effects of a maximized mastered spell are maximized. A maximized mastered spell deals maximum damage, cures the maximum number of hit points, affects the maximum number of targets, etc., as appropriate. Spells without random variables are not affected. A maximized mastered spell uses up a spell slot two levels higher than the spells actual level. This feat can only be applied to spells the character has mastered through spell mastery. An empowered, maximized mastered spell gains the separate benefits of each feat: the maximum result plus one-half the normally rolled result.

Benefit: An extended mastered spell lasts twice as long as normal. Spells with a concentration, instantaneous, or permanent duration are not affected by this feat. An extended mastered spell uses up a spell slot of the spells normal level, modified by other metamagical feats. This feat can only be applied to spells the character has mastered through spell mastery. Flexible Metamagic [General] Prerequisites: Ability to prepare 1st level spells. Benefit: the character is able to leave a prepared slot open and use this open slot to apply any metamagic ability the caster has to a prepared spell so long as the sum of the levels of the prepared spell and the metamagic level cost are at least one less than the open slot. Using this feat increases the casting time by one factor per metamagic ability used. The character may leave as many slots open for use of this feat as he desires. Casting the spell uses up both the prepared slot and the open slot. Gift Spell [Metamagic] Benefit: A gifted spell has its range changed to touch and its target changed to creature touched. This metamagic feat can only be applied to spells with a range of personal and a target of the character. This metamagic feat can not be applied to spells that affect spell preparation. If the recipient wishes to resist the spell they get a will saving

Quicken Mastered Spell [Metamagic] Prerequisites: Mastery Extend Spell, Spell

Selfish Spell [Metamagic] Benefit: A selfish spell is only able to target the character. This metamagic feat can only be appplied to a spell with target creature touched. A selfish spell uses up a spell slot one level lower than the spells actual level. A spell's level cannot be reduced below 0-level. Shield Casting I [General] Prerequisite: Dex 13+, Concentration 2 ranks, and Shield Proficiency Benefit: The character reduces the arcane spell failure of any shield that he wears by 5 percent. Shield Casting II [General] Prerequisite: Shield Concentration 3 ranks Casting I,

Benefit: Casting a quickened mastered spell is a free action. The character can perform another action, even casting another spell, in the same round as the character casts a quickened mastered spell. The character may only cast one quickened or quickened mastered spell per round. A spell whose casting time is more than 1 full round cannot be quickened. A quickened mastered spell uses up a spell slot three levels higher than the spells actual level. This feat can only be applied to spells the character has mastered through spell mastery. Reflexive Counterspelling [General] Prerequisite: Improved Lightning Reflexes Initiative,

Benefit: The character can counterspell one spell per round as a free action. Resistance of Will [General] Prerequisites: Spell Resistance Benefit: The character can apply his wisdom bonus to the characters spell resistance score. Rote Counterspelling [General] Prerequisite: Spell Mastery Benefit: The character can counterspell one spell per round as a free action. The spell must be one that the character has mastered through spell mastery.

Benefit: The character reduces the arcane spell failure of any shield that he wears by 10 percent. Shield Casting III [General] Prerequisite: Shield Concentration 4 ranks Casting II,

Benefit: The character reduces the arcane spell failure of any shield that he wears by 15 percent. Spell Resistance [General]: Prerequisites: Ability to cast 1st level spells. Benefit: The character gains spell resistance of 6 + the character's highest caster level

Touch Spell [Metamagic] Benefit: A touch spell is treated as if it had range: touch and target: creature touched. This metamagic feat can only be applied to spells with a range of short, medium, long, unlimited or with a range of at least 5 feet. A touch spell uses up a spell slot one level lower than the spells actual level. A spell's level cannot be reduced below 0-level. Transfer Vision Spell [Metamagic] Benefit: A transferred vision spell is treated as a touch spell. The creature touched is treated as if it were the caster of the spell. This metamagic feat can only be applied to divination spells. The transferred vision spell retains its normal range as measured from the spell recipient. If the recipient wishes to resist the spell they get a will saving throw. A transferred vision divine spell may only be cast upon a recipient who is the same alignment or faith as the caster. A transferred vision spell uses up a spell slot three levels higher than the spells actual level. Tread the Paths of Magic [General] Prerequisites: Ability to learn spells. Benefit: The character can astrally project to track down the forms of spells. To find a spell formula on the astral plane requires one hour per spell level. To find a specific form the character must make a spellcraft check against a DC of 10 +2x spell level plus the private and rarity factors of the spell. Named spells (Bigby's, Nystul's, etc.) have a +2 private factor. Spells that are held only by a small group have a private factor of +4. Spells that are held by only one

individual have a private factor of +8. Spells from the system reference document have no rarity factor. Spells from a specific world sourcebook have no rarity factor on that world. Supplemental sourcebooks for a world are considered a little more uncommon and have a rarity factor of +2. General spell supplements that are incorporated into a world are considered even more uncommon and have a rarity factor of +4. Spells from other worlds that are incorporated into the specific game world cosmos have a rarity factor of +8. Private factors do not stack. Neither do rarity factors. If the character has five ranks of knowledge (arcana) the character gains a +2 synergy bonus on the spellcraft check. If the check is failed the character may not attempt to learn that spell again until he has gained a new caster level. If the check is successful then the character has access to the spell for purposes of learning it as if it were in a spellbook. The character may learn up to one spell per caster level through this feat. Unlimited Counterspelling [General] Prerequisite: Spell Mastery Benefit: The character can counterspell an unlimited number of times one spell he has mastered through spell mastery. The spell must still be one the character currently has prepared but the act of counterspelling does not expend the spell. Special: The character can gain this feat multiple times. Its effects do not stack. Each time the character takes the feat, it applies to a new spell.

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SPELL RESEARCH ADVICE


The exact means of magical experimentation and spell research varies from world to world. The processes of accessing magical power, the static versus elastic nature of magic, and the general stability of the force of magic can vary depending upon the world you are on. There are however, some general principles that will hold up well in most worlds and that can be a guide to disciplined spell research. My advice to the prospective researcher is to follow these steps in his endeavors. First, decide what effect you want to create. Alterations of existing spells are a valid goal in this respect. Second, see if there are existing spells to model your new spell on. If not, then see if there are elements of your desired effect that are used by other spells so that you can have a frame of reference for these elements of the spell. Third, examine the differences of your new spell to existing spells or frames of references and determine how much more or less powerful this makes the new spell. Consider the factors of spell level, components, casting time, range, target(s), damage caused, resistability, general usability versus specific purpose, incorporated limits and expansions, and compliance with existing magical concepts. Pay particular attention to the relationship of spell level to the variables of these factors. The more original a spells effects and factors are, the more consideration must be put into properly evaluating the spell level. Fourth, if you have the resources, time, and patience, then develop a spell chain from low levels to the desired level. This should provide a good understanding of the spell concept and make researching the higher level versions easier than if research was started directly at the high level. If a practitioner is using research as a means of developing his magical lore and understanding, then he should first pick a theme to investigate instead of a specific effect. A spell chain should then be created ranging from cantrips to 9th-level spells. For example, say you want to investigate complete protection from spells and spell-like effects. The spells minor globe of invulnerability and globe of invulnerability are existing spells that provide such protection but only against spells of up to certain levels and they are only available at a casting cost of 4th- and 6th-level spell levels. Examining the differences they are an increase of 2 levels of spell casting to protect against one more level of magic. This formula can be applied and repeated in either direction as far as there are existing spell levels resulting in this chain: 0-level least globe of invulnerability protects against 1st-level, 2nd-level lesser globe of invulnerability protects against 2nd-level, 4th-level minor globe of invulnerability protects against 3rd-level, 6th-level globe of invulnerability protects against 4th-level, and 8th-level greater globe of invulnerability protects against 5th-level. This provides a good selection of spell ranges and applicability. Now to continue the investigation and fill in the holes of the odd-level spells a variation is required that will make the base spells one-level more or less powerful. Turning the globe spells from protecting everyone in a small area to just the caster in that area is a reasonable one-level reduction. This leads to the creation of personal versions of all of the above spells except for least

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globe of invulnerability as spells cannot go below 0-level and the creation of a 9th-level personal major globe of invulnerability, which protects the caster from 6th-level spells. Examining the other aspects of these new spells, one of the major drawbacks is the immobility of the globes. Sometimes wizards in combat have the opportunity to be protected by a barrier of warriors and stand immobile casting spell after spell. More often however, tactics or self preservation necessitate moving from place to place. Modifying these spells to become mobile with the caster would be a useful variation. A two-level increase, similar to the protection spell-level increase seems an appropriate power trade. This modifier can be applied to the globe and personal globe spell chains to come up with a new set ranging from 0-level mobile globe of invulnerability to cantrips to 9th-level personal mobile greater globe of invulnerability. Sometimes you know you are going against a specific threat and you would like to sacrifice breadth of protection for a focused protection that is more efficient. Say you were planning on confronting mind-flayers and were only concerned about psionic attacks, or you were taking on a wizardly cabal of evokers and protection from divine magic is not that necessary. Restricting the magical type or school of effects that a globe protects against is another viable way of altering the spell chains. Limiting the protection to one type of magic (from among arcane, divine, natural abilities, or psionic), or one of the eight schools of magic, will balance down, on most worlds, to a one level reduction in spell level. This leads to twelve spell variations for each of the globe, mobile globe, personal globe, and personal

mobile globe spell chains. It is possible on some worlds that picking one type or school at the time of casting would be worth a level reduction and then spells for only specific individual types or schools would be reduced two-levels. Some schools can be further reduced down to subschool for an additional spell level reduction. The calling subschool of conjuration is so limited that there would be little point in researching that variety of subschool. Now spells have another categorical breakdown in the form of descriptors. These are a little more difficult to judge and are likely to vary most in their proper balance from world to world. Protecting against only evil spells or language-dependent spells, for instance, seems well balanced against any of the subschools, say Illusions subschool of shadow. The elemental descriptors are more powerful but generally evocation effects can create any of the elemental attack descriptors. However, these descriptors can be applied to spells from multiple schools such as ray of frost being a conjuration spell. And finally there is the mindaffecting descriptor which is actually broader than the entire school of enchantment as that entire school by definition includes the mind-affecting descriptor. Restricting by descriptor can therefore be a reduction at the level of schools, subschools or vary by type (with elemental descriptors being at the school level and others being at subschool) and mind-affecting could be at the level of schools (if enchantment were considered less powerful than the other schools) or not a workable option to retain a reduction by itself (although possibly with other minor reductions). For the spells provided in this

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supplement, the descriptors were all set at the subschool levels and some may need to be reresearched to work in your worlds magical metaphysics. It is easier to modify existing spells than to create completely new effects. Existing spells work. Conceptualize for a moment that the force of magic is a great river. Spells are channels that direct parts of the river. Once a spell exists it is easy for the magical river to go down that spell channel. When you research a variant of an existing spell the river is already going most of the way you want it to. In contrast, when you create a wholly new effect, you have to force magic to go a new direction. If not done properly, a new channel will completely collapse upon itself. An alternative way to conceptualize spells is as patterns that, when powered by magical force cause specific effects to happen. When you research a variant spell, a great deal of the work is already done for you. Everything from the base spell already has a working pattern. The only variables are the parts of the pattern that you alter. Wholly new effects can be much more difficult to create right. A proper balance of spell elements is harder to judge without a firm frame of reference. Research along these lines can lead to unbalanced spells which ultimately do not work on many worlds. The concept of patterns applies not just to individual spells but to the variables in spell variants and chains. For example, the spell haste and the variant mass haste demonstrates a pattern variable for targets and spell

level increase that can be applied to other spells with similar targets as haste. Additionally, if a spell chain is researched, the researcher gains more and more experience dealing with that type of spell and the variables involved in the chain. This makes continuing along the chain easier. It is significantly easier to get a working spell chain from 1st to 9th level than to create nine different levels of unrelated effects. It is important to understand the factors involved in a spell for a balanced alteration of the spell. For example in researching the protection circle spell I wanted a spell similar to the protection from good/evil/law/chaos spells but without an alignment component. These spells three effects are an alignment based deflection and resistance bonus, protection from mental control, and bodily protection from aligned summoned or conjured creatures. To maintain the new spell at first level it must balance against the existing spells. Now the two alignment parts of the spell are the bonus against attacks and the hedging of creatures. In protection circle I decided to drop the bonuses but extend the protection against all summoned creatures. In looking at the four spells there is a contradiction in the description of the base spell protection from evil and the other three spell variants. Protection from evil states that only good summoned creatures can attack the caster while the other three prevent attacks from only the targeted alignment. This can break down three different ways depending upon what world you are on. All can be as protection from evil and allow only attacks by creatures of the spells descriptor. Or, all can be as the variants and prevent attacks only by summoned creatures of the targeted

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alignment. Or, on some worlds it may be as stated, and good is a more powerful force than the other alignments, at least as respects these spells. The difference is significant because neutral summoned planar creatures, elementals, are a common minion. The polar alignment spells I developed were based on a world where the spells operate on the second condition. Think of alignments as a number system. Good is positive numbers, evil is negative and zero is neutral. We have protection from good and protection from evil as existing spells. Combining them into protection from good and evil was an increase of one spell level and can be thought of as using an absolute value formula for the good-evil alignment pole. This protects against both good and evil creatures and attacks but still leaves elementals untouched. The inverse then is the neutral point and so the protection from neutral spell is also a second-level spell. The same can be applied to the law/chaos spells. Again law would be positive numbers, chaos negative, and neutrality would be zero. Taking these spells a level higher would be protecting against all with aligned descriptors and protection from anything with a neutral component and so we have protection from aligned and protection from moral or ethical neutrality. For worlds where protection from evil is the basis or where the power difference between good versus all other alignment poles is operational, different variants should be researched. So my advice to the researcher is to decide what you want, see what patterns exist that can take you most of the way there, evaluate all the component spell variables, consider the operating magical metaphysics, and

build a spell chain to get you there. The more the field of spell magic is expanded, the more the wizardly profession is enriched. And do not forget, the more spells you research, the more you can enhance your professional reputation and the more spells you will have to trade with other wizards.

SPELL LISTS
ASSASSIN SPELLS 1st-level Boots of Silence I. Enchants boots for +2 on move silently. Conjure Dagger. Creates a dagger. 2nd-level Boots of Silence II. As boots of silence I but +4. Stationary Invisibility. As invisibility but cant move more than five feet. 3rd-level Boots of Silence III. As boots of silence I but +6. 4th-level Boots of Silence IV. As boots of silence I but +8. Scouts Invisibility. As invisibility but lasts 1 hour/level. RANGER SPELLS 1st-level Boots of Silence I. Enchants boots for +2 on move silently. Camouflage Cloak. Enchants cloak for +10 on hide. 2nd-level Boots of Silence II. As boots of silence I but +4.

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Scouts Camouflage Cloak. As camouflage cloak but lasts 1 hour/level. 3rd-level Boots of Silence III. As boots of silence I but +6. Recon Camouflage Cloak. As camouflage cloak but lasts 1 day. 4th-level Boots of Silence IV. As boots of silence I but +8. Spys Camouflage Cloak. As camouflage cloak but lasts 1 week. STRENGTH DOMAIN SPELLS 1st-level Strength of the Wolf. Grants +2 enhancement bonus to Str. 2nd-level Strength of the Orc. As strength of the wolf but +4. 3rd-level Strength of the Worg. As strength of the wolf but +6. 4th-level Strength of the Black Bear. As strength of the wolf but +8. 5th-level Strength of the Ape. As strength of the wolf but +10. 6th-level Strength of the Tiger. As strength of the wolf but +12. 7th-level Strength of the Python. As strength of the wolf but +14.

8th-level Strength of the Polar Bear. As strength of the wolf but +16. 9th-level Strength of the Elephant. As strength of the wolf but +18. SORCERER/WIZARD SPELLS 0-Level ABJURATION Least Globe of Invulnerability. As minor globe of invulnerability but protects up to 1st. Least Mobile Globe of Invulnerability to [Descriptor/Subschool]. As minor globe of invulnerability but mobile and protects up to 1st of one descriptor or subschool. Least Personal Mobile Globe of Invulnerability to [School/Type]. As minor globe of invulnerability but personal, mobile, and protects up to 1st of one school or type of magic. Lesser Globe of Invulnerability to [Descriptor/Subschool]. As minor globe of invulnerability but protects up to 2nd of one descriptor or subschool. Lesser Personal Globe of Invulnerability to [School/Type]. As minor globe of invulnerability but personal and protects up to 2nd of one school or type of magic. Mobile Globe of Invulnerability to Cantrips. As minor globe of invulnerability but mobile and protects against 0-level. CONJURATION Conjure Arrow. Creates an arrow. Conjure Bolt. Creates a crossbow bolt. Conjure Bucket of Water. Creates a bucket of water. Conjure Bullet. Creates a bullet. Conjure Candle. Creates a candle. Conjure Club. Creates a club.

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Conjure Dagger. Creates a dagger. Conjure Dart. Creates a dart. Conjure Fire Wood. Creates 8 hours worth of fire wood. Conjure Gloves. Creates a pair of gloves. Conjure Javelin. Creates a javelin. Conjure Rope. Creates 50 feet of rope. Conjure Silver Arrow. Creates a silver arrow. Conjure Spiked Gauntlet. Creates a spiked gauntlet. Conjure Torch. Creates a lit torch. TRANSMUTATION Personal Restful Sleep. As restful sleep but personal. 1st-Level ABJURATION Least Mobile Globe of Invulnerability to [School/Type]. As minor globe of invulnerability but mobile and protects up to 1st of one school or type of magic. Least Personal Mobile Globe of Invulnerability. As minor globe of invulnerability but personal, mobile, and protects up to 1st. Lesser Globe of Invulnerability to [School/Type]. As minor globe of invulnerability but protects up to 2nd of one school or type of magic. Lesser Personal Globe of Invulnerability. As minor globe of invulnerability but personal and protects up to 2nd. Lesser Personal Mobile Globe of Invulnerability to [Descriptor/Subschool]. As minor globe of invulnerability but personal, mobile, and protects up to 2nd of one descriptor or subschool. Minor Personal Globe of Invulnerability to [Descriptor/Subschool]. As minor globe of invulnerability but personal and

only protects against one descriptor or subschool. Protection Circle. As protection from evil but no alignment component. CONJURATION Conjure Familiar Weapon. Creates any one weapon the character is proficient in. Conjure Simple Weapon. Creates any one simple weapon. Conjure Tent. Creates a pitched tent for 4. Summon Extraplanar I [Kind]. As summon monster I but up to CR 1 of any 1 kind of extraplanar creature. ILLUSION Boots of Silence I. Enchants boots for +2 on move silently. Camouflage Cloak. Enchants cloak for +10 on hide. Stationary Invisibility. As invisibility but cant move more than five feet. Witchs Skyclad Hiding. As invisibility but no equipment. NECROMANCY Warding Sigil of Health Draining I. Protection ward causes 1 Con. damage. TRANSMUTATION Grace of the Elves. Grants +2 enhancement bonus to Dex. Restful Sleep. Enhances hit points regained from full sleep by +1. Strength of the Wolf. Grants +2 enhancement bonus to Str. Tough as a Dwarf. Grants +2 enhancement bonus to Con. Witchs Transformation Into [Creature]. As polymorph self but only 1 creatures form and no equipment. 2nd-Level ABJURATION Least Mobile Globe of Invulnerability. As minor globe of invulnerability but mobile and protects up to 1st.

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Lesser Globe of Invulnerability. As minor globe of invulnerability but protects up to 2nd. Lesser Mobile Globe of Invulnerability to [Descriptor/Subschool]. As minor globe of invulnerability but mobile and protects up to 2nd of one descriptor or subschool. Lesser Personal Mobile Globe of Invulnerability to [School/Type]. As minor globe of invulnerability but personal, mobile, and protects up to 2nd of one school or type of magic. Minor Globe of Invulnerability to [Descriptor/Subschool]. As minor globe of invulnerability but only protects against one descriptor or subschool. Minor Personal Globe of Invulnerability to [School/Type]. As minor globe of invulnerability but personal and only protects against one school or type of magic. Protection from Good and Evil. As protection from evil but against good and evil. Protection from Ethical Neutrality. As protection from evil but against nongood and non-evil. Protection from Moral Neutrality. As protection from evil but against non-law and non-chaos. Protection from Law and Chaos. As protection from evil but against law and chaos. CONJURATION Combat Mount. As mount but a light war horse. Conjure Raft. Creates a raft. Summon Extraplanar II [Kind]. As summon monster I but up to CR 2 of any 1 kind of extraplanar creature. ILLUSION Boots of Silence II. As boots of silence I but +4.

Scouts Camouflage Cloak. As camouflage cloak but lasts 1 hour/level. NECROMANCY Minor Enervation Slap. As enervation but touch and only 1 level. Warding Sigil of Health Draining II. Protection ward causes 2 Con. damage. TRANSMUTATION Grace of the Cat. As grace of the elves but +4. Polymorph Self Into [Creature]. As polymorph self but one specific creature. Rejuvenate Own Form. As polymorph self but only heals. Strength of the Orc. As strength of the wolf but +4. Tough as a Badger. As tough as a dwarf but +4. Witchs Transformation Into [Type]. As polymorph self except no equipment changes and only one monster type. 3rd-Level ABJURATION Lesser Mobile Globe of Invulnerability to [School/Type]. As minor globe of invulnerability but mobile and protects up to 2nd of one school or type of magic. Lesser Personal Mobile Globe of Invulnerability. As minor globe of invulnerability but personal, mobile, and protects up to 2nd. Minor Globe of Invulnerability to [School/Type]. As minor globe of invulnerability but only protects against one school or type of magic. Minor Personal Globe of Invulnerability. As minor globe of invulnerability but personal. Minor Personal Mobile Globe of Invulnerability to [Descriptor/Subschool]. As minor globe of invulnerability but personal, mobile, and only protects against one descriptor or subschool.

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Personal Globe of Invulnerability to [Descriptor/Subschool]. As minor globe of invulnerability but personal and protects up to 4th of one descriptor or subschool. Protection from Aligned. As protection from evil but against good, evil, law, and chaos. Protection from Moral and Ethical Neutrality. As protection from evil but against any neutral. CONJURATION Summon Extraplanar III [Kind]. As summon monster I but up to CR 3 of any 1 kind of extraplanar creature. ILLUSION Boots of Silence III. As boots of silence I but +6. Recon Camouflage Cloak. As camouflage cloak but lasts 1 day. Scouts Invisibility. As invisibility but lasts 1 hour/level. Witchs Wrathful Skyclad Ambushing. As improved invisibility but no equipment. NECROMANCY Enervating Slap. As enervation but touch. Minor Enervation. As enervation but only 1 level. Warding Sigil of Health Draining III. Protection ward causes 3 Con. damage. TRANSMUTATION Black Disc of Escape. Random personal teleport. Grace of the Hawk. As grace of the elves but +6. Polymorph Self Into [Type]. As polymorph self but one monster type. Rejuvenate Form. As polymorph other but only heals. Strength of the Worg. As strength of the wolf but +6. Tough as a Boar. As tough as a dwarf but +6.

Witchs Transformation. As polymorph self except no equipment changes. 4th-Level ABJURATION Globe of Invulnerability to [Descriptor/Subschool]. As minor globe of invulnerability but protects up to 4th of one descriptor or subschool. Lesser Mobile Globe of Invulnerability. As minor globe of invulnerability but mobile and protects up to 2nd. Minor Mobile Globe of Invulnerability to [Descriptor/Subschool]. As minor globe of invulnerability but mobile and only protects against one descriptor or subschool. Minor Personal Mobile Globe of Invulnerability to [School/Type]. As minor globe of invulnerability but personal, mobile, and only protects against one school or type of magic. Personal Globe of Invulnerability to [School/Type]. As minor globe of invulnerability but personal and protects up to 4th of one school or type of magic. CONJURATION Summon Extraplanar IV [Kind]. As summon monster I but up to CR 4 of any 1 kind of extraplanar creature. ILLUSION Boots of Silence IV. As boots of silence I but +8. Recon Invisibility. As invisibility but lasts 1 day. Spys Camouflage Cloak. As camouflage cloak but lasts 1 week. Witchs Mass Skyclad Hiding. As invisibility but affects multiple creatures and no equipment. NECROMANCY Warding Sigil of Health Draining IV. Protection ward causes 4 Con. damage.

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TRANSMUTATION Expanded Black Disc of Escape. As black disc of escape but 10 ft. burst. Grace of the Leopard. As grace of the elves but +8. Personal Restorative Sleep. As restful sleep but personal and rest counts as two full days. Strength of the Black Bear. As strength of the wolf but +8. Tough as a Grizzly. As tough as a dwarf but +8. 5th-Level ABJURATION Globe of Invulnerability to [School/Type]. As minor globe of invulnerability but protects up to 4th of one school or type of magic. Greater Personal Globe of Invulnerability to [Descriptor/Subschool]. As minor globe of invulnerability but personal and protects up to 5th of one descriptor or subschool. Minor Mobile Globe of Invulnerability to [School/Type]. As minor globe of invulnerability but mobile and only protects against one school or type of magic. Minor Personal Mobile Globe of Invulnerability. As minor globe of invulnerability but personal and mobile. Personal Globe of Invulnerability. As minor globe of invulnerability but personal and protects up to 4th. Personal Mobile Globe of Invulnerability to [Descriptor/Subschool]. As minor globe of invulnerability but personal, mobile, and protects up to 4th of one descriptor or subschool. CONJURATION Summon Extraplanar V [Kind]. As summon monster I but up to CR 5 of any 1 kind of extraplanar creature.

ILLUSION Boots of Silence V. As boots of silence I but +10. Spys Invisibility. As invisibility but lasts 1 week. NECROMANCY Warding Sigil of Health Draining V. Protection ward causes 5 Con. damage. TRANSMUTATION Black Disc of Eviction. Random instant teleport burst. Grace of the Solar. As grace of the elves but +10. Restorative Sleep. As restful sleep but rest counts as two full days. Strength of the Ape. As strength of the wolf but +10. Tough as a Rhino. As tough as a dwarf but +10. 6th-Level ABJURATION Greater Globe of Invulnerability to [Descriptor/Subschool]. As minor globe of invulnerability but protects up to 5th of one descriptor or subschool. Greater Personal Globe of Invulnerability to [School/Type]. As minor globe of invulnerability but personal and protects up to 5th of one school or type of magic. Minor Mobile Globe of Invulnerability. As minor globe of invulnerability but mobile. Mobile Globe of Invulnerability to [Descriptor/Subschool]. As minor globe of invulnerability but mobile and protects up to 4th of one descriptor or subschool. Personal Mobile Globe of Invulnerability to [School/Type]. As minor globe of invulnerability but personal, mobile, and protects up to 4th of one school or type of magic.

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CONJURATION Summon Extraplanar VI [Kind]. As summon monster I but up to CR 6 of any 1 kind of extraplanar creature. NECROMANCY Warding Sigil of Health Draining VI. Protection ward causes 6 Con. damage. TRANSMUTATION Expanded Black Disc of Eviction. As black disc of escape but ranged and 10ft. burst Grace of the Water Noble. As grace of the elves but +12. Power Word Black Disc of Escape. As black disc of escape but as a free action. Strength of the Tiger. As strength of the wolf but +12. Tough as a Whale. As tough as a dwarf but +12. 7th-Level ABJURATION Greater Globe of Invulnerability to [School/Type]. As minor globe of invulnerability but protects up to 5th of one school or type of magic. Greater Personal Mobile Globe of Invulnerability to [Descriptor/Subschool]. As minor globe of invulnerability but personal, mobile, and protects up to 5th of one descriptor or subschool. Major Personal Globe of Invulnerability to [Descriptor/Subschool]. As minor globe of invulnerability but personal and protects up to 6th of one descriptor or subschool. Mass Stoneskin. As stoneskin but affects 1 creature/level. Mobile Globe of Invulnerability to [School/Type]. As minor globe of invulnerability but mobile and protects up to 4th of one school or type of magic. Personal Mobile Globe of Invulnerability. As minor globe of

invulnerability but personal, mobile and protects up to 4th. CONJURATION Summon Extraplanar VII [Kind]. As summon monster I but up to CR 7 of any 1 kind of extraplanar creature. NECROMANCY Warding Sigil of Health Draining VII. Protection ward causes 7 Con. damage. TRANSMUTATION Grace of the Air Noble. As grace of the elves but +14. Strength of the Python. As strength of the wolf but +14. Tough as a Triceratops. As tough as a dwarf but +14. 8th-Level ABJURATION Greater Globe of Invulnerability. As minor globe of invulnerability but protects up to 5th. Greater Mobile Globe of Invulnerability to [Descriptor/Subschool]. As minor globe of invulnerability but mobile, and protects up to 5th of one descriptor or subschool. Greater Personal Globe of Invulnerability. As minor globe of invulnerability but personal and protects up to 5th. Greater Personal Mobile Globe of Invulnerability to [School/Type]. As minor globe of invulnerability but personal, mobile, and protects up to 5th of one school or type of magic. Major Globe of Invulnerability to [Descriptor/Subschool]. As minor globe of invulnerability but protects up to 6th of one descriptor or subschool. Major Personal Globe of Invulnerability to [School/Type]. As minor globe of invulnerability but personal and protects up to 6th of one school or type of magic.

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Mobile Globe of Invulnerability. As minor globe of invulnerability but mobile and protects up to 4th. CONJURATION Summon Extraplanar VIII [Kind]. As summon monster I but up to CR 8 of any 1 kind of extraplanar creature. NECROMANCY Warding Sigil of Health Draining VIII. Protection ward causes 8 Con. damage. TRANSMUTATION Grace of the Water Lord. As grace of the elves but +16. Strength of the Polar Bear. As strength of the wolf but +16. Tough as an Earth Noble. As tough as a dwarf but +16. 9th-Level ABJURATION Greater Mobile Globe of Invulnerability to [School/Type]. As minor globe of invulnerability but mobile, and protects up to 5th of one school or type of magic. Greater Personal Mobile Globe of Invulnerability. As minor globe of invulnerability but personal, mobile, and protects up to 5th. Major Globe of Invulnerability to [School/Type]. As minor globe of invulnerability but protects up to 6th of one school or type of magic. Major Personal Globe of Invulnerability. As minor globe of invulnerability but personal and protects up to 6th.

Major Personal Mobile Globe of Invulnerability to [Descriptor/Subschool]. As minor globe of invulnerability but personal, mobile, and protects up to 6th of one descriptor or subschool. Transcendent Personal Globe of Invulnerability to [Descriptor/Subschool]. As minor globe of invulnerability but personal and protects up to 7th of one descriptor or subschool. CONJURATION Summon Extraplanar IX [Kind]. As summon monster I but up to CR 9 of any 1 kind of extraplanar creature. NECROMANCY Warding Sigil of Health Draining IX. Protection ward causes 9 Con. damage. TRANSMUTATION Grace of the Air Lord. As grace of the elves but +18. Strength of the Elephant. As strength of the wolf but +18. Tough as an Earth Lord. As tough as a dwarf but +18.

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SPELLS
Black Disc of Escape Transmutation [Chaos, Teleportation] Level: Sor/Wiz 3 Components: V Casting Time: 1 action Range: 0 feet Area: 5-ft.-radius burst Duration: Instantaneous Saving Throw: None and Reflex (see text) Spell Resistance: Yes (harmless) This spell opens a 5 foot radius black hole beneath the feet of the character. The character is instantly transported to a random destination and to a random point in time in the future. Distance is not a factor, but interplanar travel is not possible. The hole is a rip in both space and time. Any object or creature in the same 5 foot space as the character falls into the hole and is teleported with the character unless they succeed at spell resistance or they make a Reflex save to jump aside. Creatures who are within 5 feet of the burst and who are expecting the hole may make a Dexterity check (DC 10) to jump in and follow the character. Creatures within 5 feet and who have readied a move or jump partial action may enter the hole automatically. Creatures within 5 feet of the burst but not expecting it may make a Dexterity check (DC 20) if they wish to immediately jump in. The character and any accompanying creatures or objects arrive at a random place on the same plane some time in the future. Recorded uses of this spell have ranged from one day to several months in the future but no exact limit or pattern has been determined. Sometimes the spell brings the character near to people or objects he has a connection to. Sometimes it brings him to completely new places or people. The arrival point is always upon solid ground in an area with enough open space for the hole to appear, and where no actively hostile environmental effects are ongoing. Characters who are expecting to go through the hole must make a Reflex save (DC 10) or a balance check (DC 10), or fall prone upon coming through the hole. Creatures not expecting to go through the hole must make a Reflex save (DC of 16) or fall prone upon exiting the hole. Black Disc of Eviction Transmutation [Chaos, Teleportation] Level: Sor/Wiz 5 Range: Close (25 ft. + 5 ft./2 levels) As black disc of escape but the range is close. Boots of Silence I Illusion (Glamer) Level: Asn 1, Rgr 1, Sor/Wiz 1 Components: V, F Casting Time: 1 action Range: Touch Target: Boots touched Duration: 1 hour/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) This spell temporarily enchants a pair of boots to muffle any noise made by their wearer moving. This gives a +2 circumstance bonus on move silently checks for anybody wearing the boots.

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The focus is the pair of boots to be enchanted. Boots of Silence II Illusion (Glamer) Level: Asn 1, Rgr 2, Sor/Wiz 2 As boots of silence I except that the circumstance bonus is +4. Boots of Silence III Illusion (Glamer) Level: Asn 1, Rgr 3, Sor/Wiz 3 As boots of silence I except that the circumstance bonus is +6. Boots of Silence IV Illusion (Glamer) Level: Asn 1, Rgr 4, Sor/Wiz 4 As boots of silence I except that the circumstance bonus is +8. Boots of Silence V Illusion (Glamer) Level: Sor/Wiz 5 As boots of silence I except that the circumstance bonus is +10. Camouflage Cloak

This spell temporarily enchants a long hooded cloak to blend into the colors of its background so that it conceals the person wearing the cloak or an object it completely covers. This gives a +10 circumstance bonus on hide checks for anybody wearing the cloak so long as it fits. If the wearer is one size larger than the cloak was designed for, the bonus is only +2. If the wearer is any larger, the cloak alone grants no bonus. The focus is the cloak to be enchanted. Combat Mount Conjuration (Summoning) Level: Sor/Wiz 2 As mount except that it summons a light war horse. Conjure Arrow Conjuration (Creation) Level: Sor/Wiz 0 Components: V, S Casting Time: 1 action Range: 0 ft. Duration: 1 minute Saving Throw: None Spell Resistance: No This spell creates an arrow which appears grasped within the characters hand. Conjure Bolt

Illusion (Glamer) Level: Rgr 1, Sor/Wiz 1 Components: V, F Casting Time: 1 action Range: Touch Target: Hooded cloak touched Duration: 10 minutes/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

Conjuration (Creation) Level: Sor/Wiz 0 Components: V, S Casting Time: 1 action Range: 0 ft. Duration: 1 minute Saving Throw: None Spell Resistance: No

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This spell creates a crossbow bolt which appears grasped within the characters hand. Conjure Bucket of Water Conjuration (Creation) Level: Sor/Wiz 0 Components: V, S Casting Time: 1 action Range: 0 ft. Duration: 1 minute Saving Throw: None Spell Resistance: No This spell creates a bucket filled with water which appears grasped within the characters hand. Conjure Bullet

This spell creates a lit candle which appears grasped within the characters hand. It is sufficiently large enough to last for its entire duration under normal circumstances. Conjure Club Conjuration (Creation) Level: Sor/Wiz 0 Components: V, S Casting Time: 1 action Range: 0 ft. Duration: 10 minutes/level Saving Throw: None Spell Resistance: No This spell creates a club which appears grasped within the characters hand. Conjure Dagger

Conjuration (Creation) Level: Sor/Wiz 0 Components: V, S Casting Time: 1 action Range: 0 ft. Duration: 1 minute Saving Throw: None Spell Resistance: No This spell creates a sling bullet which appears grasped within the characters hand. Conjure Candle

Conjuration (Creation) Level: Asn 1, Sor/Wiz 0 Components: V, S Casting Time: 1 action Range: 0 ft. Duration: 1 minute Saving Throw: None Spell Resistance: No This spell creates a dagger which appears grasped within the characters hand. Conjure Dart

Conjuration (Creation) Level: Sor/Wiz 0 Components: V, S Casting Time: 1 action Range: 0 ft. Duration: 1 hour/level Saving Throw: None Spell Resistance: No

Conjuration (Creation) Level: Sor/Wiz 0 Components: V, S Casting Time: 1 action Range: 0 ft. Duration: 1 minute Saving Throw: None Spell Resistance: No

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This spell creates a dart which appears grasped within the characters hand. Conjure Familiar Weapon

This spell creates a pair of gloves which appears grasped within the characters hand. Conjure Javelin

Conjuration (Creation) Level: Sor/Wiz 1 Components: V, S Casting Time: 1 action Range: 0 ft. Duration: 1 minute/level Saving Throw: None Spell Resistance: No This spell creates any one weapon type that the character has proficiency in. The weapon appears grasped within the characters hand. Conjure Fire Wood Conjuration (Creation) Level: Sor/Wiz 0 Components: V, S Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Duration: 8 hours Saving Throw: None Spell Resistance: No This spell creates a pile of fire wood sufficient to keep a small fire going for eight hours. Conjure Gloves Conjuration (Creation) Level: Sor/Wiz 0 Components: V, S Casting Time: 1 action Range: 0 ft. Duration: 1 minute Saving Throw: None Spell Resistance: No

Conjuration (Creation) Level: Sor/Wiz 0 Components: V, S Casting Time: 1 action Range: 0 ft. Duration: 1 minute Saving Throw: None Spell Resistance: No This spell creates a javelin which appears grasped within the characters hand. Conjure Raft Conjuration (Creation) Level: Sor/Wiz 2 Components: V, S Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Duration: 10 minutes/level Saving Throw: None Spell Resistance: No This spell creates a raft and two 15 foot poles. The raft is sufficiently large enough to transport 5 people. Conjure Rope Conjuration (Creation) Level: Sor/Wiz 0 Components: V, S Casting Time: 1 action Range: 0 ft. Duration: 1 minute Saving Throw: None Spell Resistance: No

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This spell creates a coil of 50 feet of rope which appears grasped within the characters hand. Conjure Silver Arrow Conjuration (Creation) Level: Sor/Wiz 0 Components: V, S, M Casting Time: 1 action Range: 0 ft. Duration: 1 minute Saving Throw: None Spell Resistance: No This spell creates a silver arrow which appears grasped within the characters hand. The material component is a silver coin. Conjure Simple Weapon Conjuration (Creation) Level: Sor/Wiz 1 Components: V, S Casting Time: 1 action Range: 0 ft. Duration: 1 minute/level Saving Throw: None Spell Resistance: No This spell creates a simple weapon of the characters choice which appears grasped within the characters hand. Conjure Spiked Gauntlet Conjuration (Creation) Level: Sor/Wiz 0 Components: V, S Casting Time: 1 action Range: 0 ft. Duration: 1 minute Saving Throw: None Spell Resistance: No

This spell creates a spiked gauntlet which appears on the characters choice of hands. Conjure Tent Conjuration (Creation) Level: Sor/Wiz 1 Components: V, S, F Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Duration: 10 hours Saving Throw: None Spell Resistance: No This spell creates a pitched tent that is tall enough to stand in and roomy enough for four to fit comfortably. The focus is a tent stake. The tent cannot be created in a space that is already occupied. Conjure Torch Conjuration (Creation) Level: Sor/Wiz 0 Components: V, S Casting Time: 1 action Range: 0 ft. Duration: 1 minute Saving Throw: None Spell Resistance: No This spell creates a lit torch which appears grasped within the characters hand. Enervating Slap Necromancy Level: Sor/Wiz 3 Range: Touch Target: Creature touched As enervation except that it is a touch attack.

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Expanded Black Disc of Escape Transmutation [Chaos, Teleportation] Level: Sor/Wiz 4 Area: 10-ft.-radius burst As black disc of escape except that the hole is 10 feet wide. Expanded Black Disc of Eviction Transmutation [Chaos, Teleportation] Level: Sor/Wiz 6 Range: Close (25 ft. + 5 ft./2 levels) Area: 10-ft.-radius burst As black disc of escape except that the hole is 10 feet wide and the range is close. Grace of the Air Lord

Transmutation Level: Sor/Wiz 1 Components: V, S, M Casting Time: 1 action Range: Touch Target: Creature touched Duration: 1 hour/level Saving Throw: Will Negates (harmless) Spell Resistance: Yes The spell grants an enhancement bonus to Dexterity of +2 points. Grace of the Hawk Transmutation Level: Sor/Wiz 3 As grace of the Elves except that the enhancement bonus is +6 points. Grace of the Leopard

Transmutation Level: Sor/Wiz 9 As grace of the Elves except that the enhancement bonus is +18 points. Grace of the Air Noble

Transmutation Level: Sor/Wiz 4 As grace of the Elves except that the enhancement bonus is +8 points. Grace of the Solar

Transmutation Level: Sor/Wiz 7 As grace of the Elves except that the enhancement bonus is +14 points. Grace of the Cat

Transmutation Level: Sor/Wiz 5 As grace of the Elves except that the enhancement bonus is +10 points. Grace of the Water Lord

Transmutation Level: Sor/Wiz 2 As grace of the Elves except that the enhancement bonus is +4 points. Grace of the Elves

Transmutation Level: Sor/Wiz 8 As grace of the Elves except that the enhancement bonus is +16 points. Grace of the Water Noble

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Transmutation Level: Sor/Wiz 6 As grace of the Elves except that the enhancement bonus is +12 points. Globe of Invulnerability to [Descriptor/Subschool] Abjuration Level: Sor/Wiz 4 As minor globe of invulnerability, except that it only protects against spells with one specific descriptor or subschool, and that it excludes up to 4th-level spells and spell-like effects. There is one separate spell for each of the 17 different descriptors: acid, chaotic, cold, darkness, death, electricity, evil, fear, fire, force, good, language-dependent, lawful, light, mind-affecting, sonic, and teleportation. There is also one separate spell for each of the following ten subschools of magic: Conjuration: creation, healing, and summoning; Enchantment: charm and compulsion; Illusion: figment, glamer, pattern, phantasm, and shadow. . Globe of Invulnerability to [School/Type] Abjuration Level: Sor/Wiz 5 As minor globe of invulnerability, except that it only protects against spells from one magical school or type, and that it excludes up to 4th-level spells and spell-like effects. There is one separate spell for each of the eight schools of magic: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy and

Transmutation. There is also one separate spell for each of the four following types of magic: arcane, divine, natural (spell-like abilities), and psionic. Greater Globe of Invulnerability Abjuration Level: Sor/Wiz 8 As minor globe of invulnerability, except that it also excludes up to 5th-level spells and spell-like effects. Greater Globe of Invulnerability to [Descriptor/Subschool] Abjuration Level: Sor/Wiz 6 As minor globe of invulnerability, except that it only protects against spells with one specific descriptor or subschool, and that it excludes up to 5th-level spells and spell-like effects. There is one separate spell for each of the 17 different descriptors: acid, chaotic, cold, darkness, death, electricity, evil, fear, fire, force, good, language-dependent, lawful, light, mind-affecting, sonic, and teleportation. There is also one separate spell for each of the following ten subschools of magic: Conjuration: creation, healing, and summoning; Enchantment: charm and compulsion; Illusion: figment, glamer, pattern, phantasm, and shadow. Greater Globe of Invulnerability to [School/Type] Abjuration Level: Sor/Wiz 7

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As minor globe of invulnerability, except that it only protects against spells from one magical school or type, and that it excludes up to 5th-level spells and spell-like effects. There is one separate spell for each of the eight schools of magic: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy and Transmutation. There is also one separate spell for each of the four following types of magic: arcane, divine, natural (spell-like abilities), and psionic. Greater Mobile Globe of Invulnerability to [Descriptor/Subschool] Abjuration Level: Sor/Wiz 8 As minor globe of invulnerability, except that it is mobile with the caster, it only protects against spells with one specific descriptor or subschool, and it excludes up to 5th-level spells and spell-like effects. There is one separate spell for each of the 17 different descriptors: acid, chaotic, cold, darkness, death, electricity, evil, fear, fire, force, good, language-dependent, lawful, light, mind-affecting, sonic, and teleportation. There is also one separate spell for each of the eight schools of magic: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy and Transmutation. Greater Mobile Globe of Invulnerability to [School/Type] Abjuration Level: Sor/Wiz 9

As minor globe of invulnerability, except that it is mobile with the caster, it only protects against spells from one magical school, and it excludes up to 5th-level spells and spell-like effects. There is one separate spell for each of the eight schools of magic: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy and Transmutation. There is also one separate spell for each of the four following types of magic: arcane, divine, natural (spell-like abilities), and psionic. Greater Personal Invulnerability Abjuration Level: Sor/Wiz 7 Range: Personal Target: The character As minor globe of invulnerability, except that it only affects the caster and it excludes up to 5th-level spells and spell-like effects. Greater Personal Globe of Invulnerability to [Descriptor/Subschool] Abjuration Level: Sor/Wiz 5 As minor globe of invulnerability, except that it only affects the caster, it only protects against spells with one specific descriptor or subschool, and that it excludes up to 5th-level spells and spell-like effects. There is one separate spell for each of the 17 different descriptors: acid, chaotic, cold, darkness, death, electricity, evil, fear, fire, force, good, language-dependent, lawful, light, mind-affecting, sonic, and teleportation. There is also one separate spell for each Globe of

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of the following ten subschools of magic: Conjuration: creation, healing, and summoning; Enchantment: charm and compulsion; Illusion: figment, glamer, pattern, phantasm, and shadow. Greater Personal Globe Invulnerability to [School/Type] Abjuration Level: Sor/Wiz 6 Range: Personal Target: The character As minor globe of invulnerability, except that it only affects the caster, it only protects against spells from one magical school or type, and that it excludes up to 5th-level spells and spell-like effects. There is one separate spell for each of the eight schools of magic: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy and Transmutation. There is also one separate spell for each of the four following types of magic: arcane, divine, natural (spell-like abilities), and psionic. Greater Personal Mobile Globe of Invulnerability Abjuration Level: Sor/Wiz 9 Range: Personal Target: The character As minor globe of invulnerability, except that it is mobile with the caster, it only affects the caster, and it excludes up to 5th-level spells and spell-like effects. Greater Personal Mobile Globe of Invulnerability to [Descriptor/Subschool] of

Abjuration Level: Sor/Wiz 7 Range: Personal Target: The character As minor globe of invulnerability, except that it is mobile with the caster, it only affects the caster, it only protects against spells with one specific descriptor or subschool, and it excludes up to 5th-level spells and spell-like effects. There is one separate spell for each of the 17 different descriptors: acid, chaotic, cold, darkness, death, electricity, evil, fear, fire, force, good, language-dependent, lawful, light, mind-affecting, sonic, and teleportation. There is also one separate spell for each of the following ten subschools of magic: Conjuration: creation, healing, and summoning; Enchantment: charm and compulsion; Illusion: figment, glamer, pattern, phantasm, and shadow. Greater Personal Mobile Globe of Invulnerability to [School/Type] Abjuration Level: Sor/Wiz 8 Range: Personal Target: The character As minor globe of invulnerability, except that it is mobile with the caster, it only affects the caster, it only protects against spells from one magical school or type, and it excludes up to 5th-level spells and spell-like effects. There is one separate spell for each of the eight schools of magic: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy and Transmutation. There is also one separate spell for each of the four following types of magic: arcane, divine, natural (spell-like abilities), and psionic.

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Least Globe of Invulnerability Abjuration Level: Sor/Wiz 0 As minor globe of invulnerability, except that it only excludes up to 1st -level spells and spell-like effects. Least Mobile Globe of Invulnerability Abjuration Level: Sor/Wiz 2 As minor globe of invulnerability, except that it is mobile with the caster and that it only excludes up to 1st-level spells and spell-like effects. Least Mobile Globe of Invulnerability to [Descriptor/Subschool] Abjuration Level: Sor/Wiz 0 As minor globe of invulnerability, except that it is mobile with the caster, it only protects against spells with one specific descriptor or subschool, and that it only excludes up to 1st-level spells and spell-like effects. There is one separate spell for each of the 17 different descriptors: acid, chaotic, cold, darkness, death, electricity, evil, fear, fire, force, good, language-dependent, lawful, light, mind-affecting, sonic, and teleportation. There is also one separate spell for each of the following ten subschools of magic: Conjuration: creation, healing, and summoning; Enchantment: charm and compulsion; Illusion: figment, glamer, pattern, phantasm, and shadow. Least Mobile Globe of Invulnerability to [School/Type]

Abjuration Level: Sor/Wiz 1 As minor globe of invulnerability, except that it is mobile with the caster, it only protects against spells from one magical school or type, and that it only excludes up to 1st-level spells and spell-like effects. There is one separate spell for each of the eight schools of magic: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy and Transmutation. There is also one separate spell for each of the four following types of magic: arcane, divine, natural (spell-like abilities), and psionic. Least Personal Invulnerability Mobile Globe of

Abjuration Level: Sor/Wiz 1 Range: Personal Target: The character As minor globe of invulnerability, except that it is mobile with the caster, it only affects the caster, and it only excludes up to 1st-level spells and spell-like effects. Least Personal Mobile Globe Invulnerability to [School/Type] Abjuration Level: Sor/Wiz 0 Range: Personal Target: The character As minor globe of invulnerability, except that it is mobile with the caster, it only affects the caster, it only protects against spells from one magical school or type, and that it only excludes up to 1st-level spells and spell-like effects. of

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There is one separate spell for each of the eight schools of magic: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy and Transmutation. There is also one separate spell for each of the four following types of magic: arcane, divine, natural (spell-like abilities), and psionic. Lesser Globe of Invulnerability Abjuration Level: Sor/Wiz 2 As minor globe of invulnerability, except that it only excludes up to 2nd-level spells and spell-like effects. Lesser Globe of Invulnerability to [Descriptor/Subschool] Abjuration Level: Sor/Wiz 0 As minor globe of invulnerability, except that it only protects against spells with one specific descriptor or subschool, and that it only excludes up to 2nd-level spells and spell-like effects. There is one separate spell for each of the 17 different descriptors: acid, chaotic, cold, darkness, death, electricity, evil, fear, fire, force, good, language-dependent, lawful, light, mind-affecting, sonic, and teleportation. There is also one separate spell for each of the following ten subschools of magic: Conjuration: creation, healing, and summoning; Enchantment: charm and compulsion; Illusion: figment, glamer, pattern, phantasm, and shadow. Lesser Globe of Invulnerability to [School/Type] Abjuration

Level: Sor/Wiz 1 As minor globe of invulnerability, except that it only protects against spells from one magical school or type, and that it only excludes up to 2nd-level spells and spell-like effects. There is one separate spell for each of the eight schools of magic: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy and Transmutation. There is also one separate spell for each of the four following types of magic: arcane, divine, natural (spell-like abilities), and psionic. Lesser Mobile Globe of Invulnerability Abjuration Level: Sor/Wiz 4 As minor globe of invulnerability, except that it is mobile with the caster and that it only excludes up to 2nd-level spells and spell-like effects. Lesser Mobile Globe of Invulnerability to [Descriptor/Subschool] Abjuration Level: Sor/Wiz 2 As minor globe of invulnerability, except that it is mobile with the caster, it only protects against spells with one specific descriptor or subschool, and that it only excludes up to 2nd-level spells and spell-like effects. There is one separate spell for each of the 17 different descriptors: acid, chaotic, cold, darkness, death, electricity, evil, fear, fire, force, good, language-dependent, lawful, light, mind-affecting, sonic, and teleportation. There is also one separate spell for each

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of the following ten subschools of magic: Conjuration: creation, healing, and summoning; Enchantment: charm and compulsion; Illusion: figment, glamer, pattern, phantasm, and shadow. Lesser Mobile Globe of Invulnerability to [School/Type] Abjuration Level: Sor/Wiz 3 As minor globe of invulnerability, except that it is mobile with the caster, it only protects against spells from one magical school or type, and that it only excludes up to 2nd-level spells and spell-like effects. There is one separate spell for each of the eight schools of magic: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy and Transmutation. There is also one separate spell for each of the four following types of magic: arcane, divine, natural (spell-like abilities), and psionic. Lesser Personal Globe of Invulnerability Abjuration Level: Sor/Wiz 1 Range: Personal Target: The character As minor globe of invulnerability, except that it only protects the caster and it only excludes up to 2nd-level spells and spell-like effects. Lesser Personal Globe of Invulnerability to [School/Type] Abjuration Level: Sor/Wiz 0 Range: Personal

Target: The character As minor globe of invulnerability, except that it only affects the caster, it only protects against spells from one magical school or type, and that it only excludes up to 2nd-level spells and spell-like effects. There is one separate spell for each of the eight schools of magic: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy and Transmutation. There is also one separate spell for each of the four following types of magic: arcane, divine, natural (spell-like abilities), and psionic. Lesser Personal Mobile Globe of Invulnerability Abjuration Level: Sor/Wiz 3 Range: Personal Target: The character As minor globe of invulnerability, except that it is mobile with the caster, it only affects the caster, and it only excludes up to 2nd-level spells and spell-like effects. Lesser Personal Mobile Globe of Invulnerability to [Descriptor/Subschool] Abjuration Level: Sor/Wiz 1 Range: Personal Target: The character As minor globe of invulnerability, except that it is mobile with the caster, it only affects the caster, it only protects against spells with one specific descriptor or subschool, and it only excludes up to 2nd-level spells and

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spell-like effects. There is one separate spell for each of the 17 different descriptors: acid, chaotic, cold, darkness, death, electricity, evil, fear, fire, force, good, language-dependent, lawful, light, mind-affecting, sonic, and teleportation. There is also one separate spell for each of the following ten subschools of magic: Conjuration: creation, healing, and summoning; Enchantment: charm and compulsion; Illusion: figment, glamer, pattern, phantasm, and shadow. Lesser Personal Mobile Globe of Invulnerability to [School/Type] Abjuration Level: Sor/Wiz 2 Range: Personal Target: The character As minor globe of invulnerability, except that it is mobile with the caster, it only affects the caster, it only protects against spells from one magical school or type, and it only excludes up to 2nd-level spells and spell-like effects. There is one separate spell for each of the eight schools of magic: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy and Transmutation. There is one separate spell for each of the four following types of magic: arcane, divine, natural (spelllike abilities), and psionic. Major Globe of Invulnerability to [Descriptor/Subschool] Abjuration Level: Sor/Wiz 8 As minor globe of invulnerability, except that it only protects against spells with one specific descriptor or subschool, and that it excludes up to

6th-level spells and spell-like effects. There is one separate spell for each of the 17 different descriptors: acid, chaotic, cold, darkness, death, electricity, evil, fear, fire, force, good, language-dependent, lawful, light, mind-affecting, sonic, and teleportation. There is also one separate spell for each of the eight schools of magic: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy and Transmutation. Major Globe of Invulnerability to [School/Type] Abjuration Level: Sor/Wiz 9 As minor globe of invulnerability, except that it only protects against spells from one magical school or type and that it excludes up to 6th-level spells and spell-like effects. There is one separate spell for each of the eight schools of magic: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy and Transmutation. There is also one separate spell for each of the four following types of magic: arcane, divine, natural (spell-like abilities), and psionic. Major Personal Invulnerability Abjuration Level: Sor/Wiz 9 Range: Personal Target: The character As minor globe of invulnerability, except that it only protects the caster and it excludes up to 6th-level spells and spell-like effects. Globe of

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Major Personal Globe of Invulnerability to [Descriptor/Subschool] Abjuration Level: Sor/Wiz 7 As minor globe of invulnerability, except that it only affects the caster, it only protects against spells with one specific descriptor or subschool, and that it excludes up to 6th-level spells and spell-like effects. There is one separate spell for each of the 17 different descriptors: acid, chaotic, cold, darkness, death, electricity, evil, fear, fire, force, good, language-dependent, lawful, light, mind-affecting, sonic, and teleportation. There is also one separate spell for each of the following ten subschools of magic: Conjuration: creation, healing, and summoning; Enchantment: charm and compulsion; Illusion: figment, glamer, pattern, phantasm, and shadow. Major Personal Globe of Invulnerability to [School/Type] Abjuration Level: Sor/Wiz 8 Range: Personal Target: The character As minor globe of invulnerability, except that it only affects the caster, it only protects against spells from one magical school or type, and that it excludes up to 6th-level spells and spell-like effects. There is one separate spell for each of the eight schools of magic: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy and Transmutation. There is also one separate spell for each of the four

following types of magic: arcane, divine, natural (spell-like abilities), and psionic. Major Personal Mobile Globe of Invulnerability to [Descriptor/Subschool] Abjuration Level: Sor/Wiz 9 Range: Personal Target: The character As minor globe of invulnerability, except that it is mobile with the caster, it only affects the caster, it only protects against spells with one specific descriptor or subschool, and that it excludes up to 6th-level spells and spell-like effects. There is one separate spell for each of the 17 different descriptors: acid, chaotic, cold, darkness, death, electricity, evil, fear, fire, force, good, language-dependent, lawful, light, mind-affecting, sonic, and teleportation. There is also one separate spell for each of the following ten subschools of magic: Conjuration: creation, healing, and summoning; Enchantment: charm and compulsion; Illusion: figment, glamer, pattern, phantasm, and shadow. Mass Stoneskin Abjuration Level: Sor/Wiz 7, Targets: Up to one creature/level, no two of which can be more than 30 ft. apart As stoneskin, except that it affects multiple creatures and requires 250 gp worth of diamond dust per target as a material component. Minor Enervation Necromancy

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Level: Sor/Wiz 3 As enervation except that if the touch attack succeeds the subject only gains 1 negative level. Minor Enervation Slap Necromancy Level: Sor/Wiz 2 Range: Touch Target: Creature touched As enervation except that it is a touch attack and if the touch attack succeeds the subject only gains 1 negative level. Minor Globe of Invulnerability to [Descriptor/Subschool] Abjuration Level: Sor/Wiz 2 As minor globe of invulnerability except that it only protects against spells with one specific descriptor or subschool. There is one separate spell for each of the 17 different descriptors: acid, chaotic, cold, darkness, death, electricity, evil, fear, fire, force, good, language-dependent, lawful, light, mind-affecting, sonic, and teleportation. There is also one separate spell for each of the following ten subschools of magic: Conjuration: creation, healing, and summoning; Enchantment: charm and compulsion; Illusion: figment, glamer, pattern, phantasm, and shadow. Minor Globe of Invulnerability to [School/Type] Abjuration Level: Sor/Wiz 3

As minor globe of invulnerability except that it only protects against spells from one magical school or type. There is one separate spell for each of the eight schools of magic: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy and Transmutation. There is also one separate spell for each of the four following types of magic: arcane, divine, natural (spell-like abilities), and psionic. Minor Mobile Globe of Invulnerability Abjuration Level: Sor/Wiz 6 As minor globe of invulnerability except that it is mobile with the caster. Minor Mobile Globe of Invulnerability to [Descriptor/Subschool] Abjuration Level: Sor/Wiz 4 As minor globe of invulnerability, except that it is mobile with the caster and it only protects against spells with one specific descriptor or subschool. There is one separate spell for each of the 17 different descriptors: acid, chaotic, cold, darkness, death, electricity, evil, fear, fire, force, good, language-dependent, lawful, light, mind-affecting, sonic, and teleportation. There is also one separate spell for each of the following ten subschools of magic: Conjuration: creation, healing, and summoning; Enchantment: charm and compulsion; Illusion: figment, glamer, pattern, phantasm, and shadow.

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Minor Mobile Globe of Invulnerability to [School/Type] Abjuration Level: Sor/Wiz 5 As minor globe of invulnerability, except that it is mobile with the caster and it only protects against spells from one magical school or type. There is one separate spell for each of the eight schools of magic: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy and Transmutation. There is also one separate spell for each of the four following types of magic: arcane, divine, natural (spell-like abilities), and psionic. Minor Personal Globe of Invulnerability Abjuration Level: Sor/Wiz 3 Range: Personal Target: The character As minor globe of invulnerability, except that it only protects the caster. Minor Personal Globe of Invulnerability to [Descriptor/Subschool] Abjuration Level: Sor/Wiz 1 Range: Personal Target: The character As minor globe of invulnerability, except that it only affects the caster and it only protects against spells with one specific descriptor or subschool. There is one separate spell for each of the 17 different descriptors: acid, chaotic, cold, darkness, death, electricity, evil, fear,

fire, force, good, language-dependent, lawful, light, mind-affecting, sonic, and teleportation. There is also one separate spell for each of the following ten subschools of magic: Conjuration: creation, healing, and summoning; Enchantment: charm and compulsion; Illusion: figment, glamer, pattern, phantasm, and shadow. Minor Personal Globe of Invulnerability to [School/Type] Abjuration Level: Sor/Wiz 2 Range: Personal Target: The character As minor globe of invulnerability, except that it only affects the caster and it only protects against spells from one magical school or type. There is one separate spell for each of the eight schools of magic: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy and Transmutation. There is also one separate spell for each of the four following types of magic: arcane, divine, natural (spell-like abilities), and psionic. Minor Personal Mobile Globe of Invulnerability Abjuration Level: Sor/Wiz 5 Range: Personal Target: The character As minor globe of invulnerability, except that it is mobile with the caster and it only affects the caster. Minor Personal Mobile Globe of Invulnerability to [Descriptor/Subschool]

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Abjuration Level: Sor/Wiz 3 Range: Personal Target: The character As minor globe of invulnerability, except that it is mobile with the caster, it only affects the caster, and it only protects against spells with one specific descriptor or subschool. There is one separate spell for each of the 17 different descriptors: acid, chaotic, cold, darkness, death, electricity, evil, fear, fire, force, good, language-dependent, lawful, light, mind-affecting, sonic, and teleportation. There is also one separate spell for each of the following ten subschools of magic: Conjuration: creation, healing, and summoning; Enchantment: charm and compulsion; Illusion: figment, glamer, pattern, phantasm, and shadow. Minor Personal Mobile Globe of Invulnerability to [School/Type] Abjuration Level: Sor/Wiz 4 Range: Personal Target: The character As minor globe of invulnerability, except that it is mobile with the caster, it only affects the caster, and it only protects against spells from one magical school or type. There is one separate spell for each of the eight schools of magic: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy and Transmutation. There is also one separate spell for each of the four following types of magic: arcane, divine, natural (spell-like abilities), and psionic. Mobile Globe of Invulnerability

Abjuration Level: Sor/Wiz 8 As minor globe of invulnerability, except that it is mobile with the caster and excludes up to 4th-level spells and spell-like effects. Mobile Globe of Invulnerability to Cantrips Abjuration Level: Sor/Wiz 0 As minor globe of invulnerability, except that it is mobile with the caster and that it only excludes 0-level spells and spell-like effects. Mobile Globe of Invulnerability to [Descriptor/Subschool] Abjuration Level: Sor/Wiz 6 As minor globe of invulnerability, except that it is mobile with the caster, it only protects against spells with one specific descriptor or subschool, and that it excludes up to 4th-level spells and spell-like effects. There is one separate spell for each of the 17 different descriptors: acid, chaotic, cold, darkness, death, electricity, evil, fear, fire, force, good, language-dependent, lawful, light, mind-affecting, sonic, and teleportation. There is also one separate spell for each of the following ten subschools of magic: Conjuration: creation, healing, and summoning; Enchantment: charm and compulsion; Illusion: figment, glamer, pattern, phantasm, and shadow. Mobile Globe of Invulnerability to [School/Type]

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Abjuration Level: Sor/Wiz 7 As minor globe of invulnerability, except that it is mobile with the caster, it only protects against spells from one magical school or type, and that it excludes up to 4th-level spells and spell-like effects. There is one separate spell for each of the eight schools of magic: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy and Transmutation. There is also one separate spell for each of the four following types of magic: arcane, divine, natural (spell-like abilities), and psionic. Personal Globe of Invulnerability Abjuration Level: Sor/Wiz 5 Range: Personal Target: The character As minor globe of invulnerability, except that it only protects the caster and it excludes up to 4th-level spells and spell-like effects. Personal Globe of Invulnerability to [Descriptor/Subschool] Abjuration Level: Sor/Wiz 3 Range: Personal Target: The character As minor globe of invulnerability, except that it only affects the caster, it only protects against spells with one specific descriptor or subschool, and that it excludes up to 4th-level spells and spell-like effects. There is one separate spell for each of the 17 different descriptors: acid, chaotic, cold, darkness,

death, electricity, evil, fear, fire, force, good, language-dependent, lawful, light, mind-affecting, sonic, and teleportation. There is also one separate spell for each of the following ten subschools of magic: Conjuration: creation, healing, and summoning; Enchantment: charm and compulsion; Illusion: figment, glamer, pattern, phantasm, and shadow. Personal Globe of Invulnerability to [School/Type] Abjuration Level: Sor/Wiz 4 Range: Personal Target: The character As minor globe of invulnerability, except that it only affects the caster, it only protects against spells from one magical school or type, and that it excludes up to 4th-level spells and spell-like effects. There is one separate spell for each of the eight schools of magic: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy and Transmutation. There is one separate spell for each of the four following types of magic: arcane, divine, natural (spelllike abilities), and psionic. Personal Mobile Globe of Invulnerability Abjuration Level: Sor/Wiz 7 Range: Personal Target: The character As minor globe of invulnerability, except that it is mobile with the caster, it only affects the caster, and it excludes up to 4th-level spells and spell-like effects.

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Personal Mobile Globe of Invulnerability to [Descriptor/Subschool] Abjuration Level: Sor/Wiz 5 Range: Personal Target: The character As minor globe of invulnerability, except that it is mobile with the caster, it only affects the caster, it only protects against spells with one specific descriptor or subschool, and it excludes up to 4th-level spells and spell-like effects. There is one separate spell for each of the 17 different descriptors: acid, chaotic, cold, darkness, death, electricity, evil, fear, fire, force, good, language-dependent, lawful, light, mind-affecting, sonic, and teleportation. There is also one separate spell for each of the following ten subschools of magic: Conjuration: creation, healing, and summoning; Enchantment: charm and compulsion; Illusion: figment, glamer, pattern, phantasm, and shadow. Personal Mobile Globe of Invulnerability to [School/Type] Abjuration Level: Sor/Wiz 6 Range: Personal Target: The character As minor globe of invulnerability, except that it is mobile with the caster, it only affects the caster, it only protects against spells from one magical school or type, and it excludes up to 4th-level spells and spell-like effects. There is one separate spell for each of the eight schools of magic: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy and

Transmutation. There is also one separate spell for each of the four following types of magic: arcane, divine, natural (spell-like abilities), and psionic. Personal Restful Sleep Transmutation Level: Sor/Wiz 0 Range: Personal Target: The character As restful sleep except that the spell can only target the caster. Personal Restorative Sleep Transmutation Level: Sor/Wiz 4 Range: Personal Target: The character As restful sleep except that it only affects the character and his recuperative abilities are enhanced so that the eight hour rest counts as if he had slept for two full days. The material components are lavender and a full bowl of warm chicken broth. The character must consume all the broth for the spell to be effective. Polymorph Self Into [Type] Transmutation Level: Sor/Wiz 3 As polymorph self except that it only allows the character to polymorph himself into creatures from one creature type. There is one separate spell for each of the twelve following types of creatures: aberration, animal, beast, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, shapechanger, and vermin.

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Polymorph Self Into [Creature] Transmutation Level: Sor/Wiz 2 As polymorph self except that it only allows the character to polymorph himself into one specific kind of creature. There is one separate spell for each separate kind of creature. Power Word Black Disc of Escape Transmutation [Chaos, Teleportation] Level: Sor/Wiz 6 Casting Time: Free action As black disc of escape except that casting it is a free action. Protection Circle Abjuration Level: Sor/Wiz 1 As protection from evil except that it provides no resistance or deflection bonus and it prevents bodily contact by any summoned or conjured creature. Protection from Aligned Abjuration [Chaos, Evil, Good, Law] Level: Sor/Wiz 3 As protection from evil, except that the deflection and resistance bonuses apply to attacks from any good, evil, lawful or chaotic creatures; and summoned or conjured creatures that are good, evil, lawful or chaotic cannot touch the subject. Protection from Good and Evil Abjuration [Evil, Good]

Level: Sor/Wiz 2 As protection from evil, except that the deflection and resistance bonuses apply to attacks from both good and evil creatures, and neither good nor evil summoned or conjured creatures can touch the subject. Protection from Ethical Neutrality Abjuration Level: Sor/Wiz 2 As protection from evil, except that the deflection and resistance bonuses apply to attacks from creatures that are neither good nor evil, and summoned or conjured creatures that are not good or evil cannot touch the subject. Protection from Moral and Ethical Neutrality Abjuration Level: Sor/Wiz 3 As protection from evil, except that the deflection and resistance bonuses apply to attacks from creatures that have a neutral component to their alignment, and summoned or conjured creatures that have a neutral component to their alignment cannot touch the subject. Protection from Moral Neutrality Abjuration Level: Sor/Wiz 2 As protection from evil, except that the deflection and resistance bonuses apply to attacks from creatures that are neither lawful nor chaotic, and summoned or conjured creatures that are not lawful or chaotic cannot touch the subject.

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Protection from Law and Chaos Abjuration [Law, Chaos] Level: Sor/Wiz 2 As protection from evil, except that the deflection and resistance bonuses apply to attacks from lawful and chaotic creatures, and neither lawful nor chaotic summoned or conjured creatures can touch the subject. Recon Camouflage Cloak Illusion (Glamer) Level: Rgr 3, Sor/Wiz 3 Duration: 1 day As camouflage cloak except that it lasts longer. Recon Invisibility Illusion (Glamer) Level: Sor/Wiz 4 Duration: 1 day (D) As invisibility except that it lasts longer. Rejuvenate Form

Rejuvenate Own Form Components: V, S, M Transmutation Level: Sor/Wiz 2 As polymorph self except that the character does not change shape and only gains the benefit of healing lost hit points as if having slept for a day. Restful Sleep Transmutation Level: Sor/Wiz 1 Components: V, S, M Casting Time 1 action Range: Touch Target: Creature touched Duration: Up to 24 hours Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) If the subject gets a full eight hour rest within the next 24 hours, this spell will enhance the bodys recuperative abilities to the point where the subject gains one extra hit point in healing from rest. The material component is a bit of lavender. Restorative Sleep

Transmutation Level: Sor/Wiz 3 Components: V, S, M Range: Touch Target: Creature touched Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless) As polymorph other except that the range is touch, and the subject retains the benefit of healing lost hit points as if having slept for a day but does not change shape.

Transmutation Level: Sor/Wiz 5 As restful sleep except that the targets recuperative abilities are enhanced so that the eight hour rest counts as if the subject had slept for two full days. The material components are lavender and a full bowl of warm chicken broth. The subject must consume all the broth for the spell to be effective. Scouts Camouflage Cloak

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Illusion (Glamer) Level: Rgr 2, Sor/Wiz 2 Duration: 1 hour/level As camouflage cloak except that it lasts longer. Scouts Invisibility Illusion (Glamer) Level: Asn 4, Sor/Wiz 3 Duration: 1 hour/level (D) As invisibility except that it lasts longer. Spys Camouflage Cloak Illusion (Glamer) Level: Rgr 4, Sor/Wiz 4 Duration: 1 week As camouflage cloak except that it lasts longer. Spys Invisibility Illusion (Glamer) Level: Sor/Wiz 5 Duration: 1 week (D) As invisibility except that it lasts longer. Stationary Invisibility Illusion (Glamer) Level: Asn 2, Sor/Wiz 1 As invisibility except that the spell also ends if the subject moves more than 5 feet from where the spell was cast. Strength of the Ape Transmutation Level: Sor/Wiz 5, Strength 5

As strength of the wolf except that the enhancement bonus is +10 points. Strength of the Black Bear Transmutation Level: Sor/Wiz 4, Strength 4 As strength of the wolf except that the enhancement bonus is +8 points. Strength of the Elephant Transmutation Level: Sor/Wiz 9, Strength 9 As strength of the wolf except that the enhancement bonus is +18 points. Strength of the Orc Transmutation Level: Sor/Wiz 2, Strength 2 As strength of the wolf except that the enhancement bonus is +4 points. Strength of the Python Transmutation Level: Sor/Wiz 7, Strength 7 As strength of the wolf except that the enhancement bonus is +14 points. Strength of the Tiger Transmutation Level: Sor/Wiz 6, Strength 6 As strength of the wolf except that the enhancement bonus is +12 points. Strength of the Polar Bear Transmutation

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Level: Sor/Wiz 8, Strength 8 As strength of the wolf except that the enhancement bonus is +16 points. Strength of the Wolf Transmutation Level: Sor/Wiz 1, Strength 1 Components: V, S, M/DF Casting Time: 1 action Range: Touch Target: Creature touched Duration: 1 hour/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The spell grants an enhancement bonus to Strength of +2 points. Strength of the Worg Transmutation Level: Sor/Wiz 3, Strength 3 As strength of the wolf except that the enhancement bonus is +6 points. Summon Extraplanar I [Kind] Conjuration (Summoning) [see text] Level: Sor/Wiz 1 As summon monster I except that any one kind of group or individual elemental, outsider or creature with the celestial or fiendish templates may be summoned. The total CR of summoned creatures may not exceed one. If multiple creatures are summoned they must all be the same specific kind of creature. There is one separate spell for each individual kind of creature. Summon Extraplanar II [Kind]

Conjuration (Summoning) [see text] Level: Sor/Wiz 2 As summon extraplanar I except that the spell can summon up to CR 2 of a kind of creature summoned. Summon Extraplanar III [Kind] Conjuration (Summoning) [see text] Level: Sor/Wiz 3 As summon extraplanar I except that the spell can summon up to CR 3 of a kind of creature summoned. Summon Extraplanar IV [Kind] Conjuration (Summoning) [see text] Level: Sor/Wiz 4 As summon extraplanar I except that the spell can summon up to CR 4 of a kind of creature summoned. Summon Extraplanar V [Kind] Conjuration (Summoning) [see text] Level: Sor/Wiz 5 As summon extraplanar I except that the spell can summon up to CR 5 of a kind of creature summoned. Summon Extraplanar VI [Kind] Conjuration (Summoning) [see text] Level: Sor/Wiz 6 As summon extraplanar I except that the spell can summon up to CR 6 of a kind of creature summoned. Summon Extraplanar VII [Kind] Conjuration (Summoning) [see text]

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Level: Sor/Wiz 7 As summon extraplanar I except that the spell can summon up to CR 7 of a kind of creature summoned. Summon Extraplanar VIII [Kind] Conjuration (Summoning) [see text] Level: Sor/Wiz 8 As summon extraplanar I except that the spell can summon up to CR 8 of a kind of creature summoned. Summon Extraplanar IX [Kind] Conjuration (Summoning) [see text] Level: Sor/Wiz 9 As summon extraplanar I except that the spell can summon up to CR 9 of a kind of creature summoned. Tough as a Badger Transmutation Level: Sor/Wiz 2 As tough as a Dwarf except that the enhancement bonus is +4 points. Tough as a Boar Transmutation Level: Sor/Wiz 3 As tough as a Dwarf except that the enhancement bonus is +6 points. Tough as a Dwarf Transmutation Level: Sor/Wiz 1 Components: V, S, M Casting Time: 1 action

Range: Touch Target: Creature touched Duration: 1 hour/level Saving Throw: None Spell Resistance: Yes The spell grants the subject enhancement bonus of +2 Constitution. Tough as an Earth Lord Transmutation Level: Sor/Wiz 9 As tough as a Dwarf except that the enhancement bonus is +18 points. Tough as an Earth Noble Transmutation Level: Sor/Wiz 8 As tough as a Dwarf except that the enhancement bonus is +16 points. Tough as a Grizzly Transmutation Level: Sor/Wiz 4 As tough as a Dwarf except that the enhancement bonus is +8 points. Tough as a Rhino Transmutation Level: Sor/Wiz 5 As tough as a Dwarf except that the enhancement bonus is +10 points. Tough as a Triceratops Transmutation Level: Sor/Wiz 7 an to

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As tough as a Dwarf except that the enhancement bonus is +14 points. Tough as a Whale Transmutation Level: Sor/Wiz 6 As tough as a Dwarf except that the enhancement bonus is +12 points. Transcendent Personal Globe of Invulnerability to [Descriptor/Subschool] Abjuration Level: Sor/Wiz 9 As minor globe of invulnerability, except that it only affects the caster, it only protects against spells with one specific descriptor or subschool, and that it excludes up to 7th-level spells and spell-like effects. There is one separate spell for each of the 17 different descriptors: acid, chaotic, cold, darkness, death, electricity, evil, fear, fire, force, good, language-dependent, lawful, light, mind-affecting, sonic, and teleportation. There is also one separate spell for each of the following ten subschools of magic: Conjuration: creation, healing, and summoning; Enchantment: charm and compulsion; Illusion: figment, glamer, pattern, phantasm, and shadow. Warding Sigil of Health Draining I Necromancy Level: Sor/Wiz 1 Components: V, S, M Casting Time: 8 hours Range: Touch Target: Object touched Duration: Permanent until discharged (D)

Saving Throw: Will negates Spell Resistance: Yes This powerful inscription harms those who open the warded object and are not authorized to do so. A warding sigil can be placed on any object with a latch and sufficient surface area to hold the runes. This spell places draconic runes of warding, life force drain, and a full riddle on the outside of the latch. These runes are black and radiate a cold which can be felt if unprotected flesh comes within six inches of the latch. The unnatural coldness causes most animals and vermin to shy away from the ward. On the other side of the latch the answer to the riddle must be physically carved in draconic runes. As the caster, the character can use the trapped object without discharging it, as can any individual to whom the spell was specifically attuned when cast. Attuning requires the necromancer to have some of the individuals blood, hair, or nail clippings at the time of casting. In addition, anyone answering the riddle aloud within 10 feet of the sigil will suppress its ability to discharge upon touch for one hour. Otherwise, when the warded latch is touched, the spell discharges and inflicts one point of Constitution damage upon the creature touching the object. A warding sigil of health draining is a negative material plane energy effect that is subject to positive energy disruption. If a turning attempt is made against the ward it is treated as an undead creature whose hit dice equal its spell level. A successful turning attempt prevents the ward from being triggered for 1 minute. If the turning check is

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sufficient to destroy an equivalent undead then the ward is destroyed. The character becomes aware of the discharge, destruction, or dispelling of his warding sigil but gains no information beyond the fact that a sigil is no longer active and what object it was protecting. No more than one warding sigil can be placed upon a single object. A character can have a number of active undischarged warding sigils of health draining up to the characters caster level modified by his Wisdom modifier. The material component is stirge blood. Warding Sigil of Health Draining II Necromancy Level: Sor/Wiz 2 As Warding Sigil of Health Draining I except that it inflicts two points of Constitution damage. Warding Sigil of Health Draining III Necromancy Level: Sor/Wiz 3 As Warding Sigil of Health Draining I except that it inflicts three points of Constitution damage. Warding Sigil of Health Draining IV Necromancy Level: Sor/Wiz 4 As Warding Sigil of Health Draining I except that it inflicts four points of Constitution damage. Warding Sigil of Health Draining V Necromancy

Level: Sor/Wiz 5 As Warding Sigil of Health Draining I except that it inflicts five points of Constitution damage. Warding Sigil of Health Draining VI Necromancy Level: Sor/Wiz 6 As Warding Sigil of Health Draining I except that it inflicts six points of Constitution damage. Warding Sigil of Health Draining VII Necromancy Level: Sor/Wiz 7 As Warding Sigil of Health Draining I except that it inflicts seven points of Constitution damage. Warding Sigil of Health Draining VIII Necromancy Level: Sor/Wiz 8 As Warding Sigil of Health Draining I except that it inflicts eight points of Constitution damage. Warding Sigil of Health Draining IX Necromancy Level: Sor/Wiz 9 As Warding Sigil of Health Draining I except that it inflicts nine points of Constitution damage. Witchs Mass Skyclad Hiding Illusion (Glamer) Level: Sor/Wiz 4

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Targets: One creature/level, no two of which can be more than 30 ft. apart As invisibility except that the spell affects multiple creatures and it only affects the creatures themselves and none of their equipment. Witchs Skyclad Hiding Illusion (Glamer) Level: Sor/Wiz 1 As invisibility except that the spell only affects the suject and none of its equipment. Witchs Transformation Transmutation Level: Sor/Wiz 3 As polymorph self except that only the character and not his equipment polymorphs. This spell fails if physical restrictions interfere with the characters change, for instance a shirt will generally prohibit changing into a form with wings growing out of the back. Witchs Transformation Into [Creature] Transmutation Level: Sor/Wiz 1 As polymorph self except that only the character and not his equipment polymorphs and it only allows the character to polymorph himself into one kind of creature. There is one separate spell for each kind of creature. This spell fails if physical restrictions interfere with the characters change, for instance a shirt will generally prohibit changing

into a form with wings growing out of the back. Witchs Transformation Into [Type] Transmutation Level: Sor/Wiz 2 As polymorph self except that only the character and not his equipment polymorphs and it only allows the character to polymorph himself into creatures from one creature type. There is one separate spell for each of the twelve following types of creatures: aberration, animal, beast, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, shapechanger, and vermin. This spell fails if physical restrictions interfere with the characters change, for instance a shirt will generally prohibit changing into a form with wings growing out of the back. Witchs Wrathful Skyclad Ambushing Illusion (Glamer) Level: Sor/Wiz 3 As improved invisibility, except the spell only affects the target and none of its equipment.

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MAGIC ITEMS
ARMOR & QUALITIES Arcane Ease A suit of armor or a shield with this enchantment normally has a shimmering look as if from a sheen of oil. The armor is mystically lubricated to reduce the chance of arcane spell failure. Caster Level: 7th + 1/level of arcane ease up to +5 then +2 levels per additional arcane ease bonus; Prerequisites: Craft Magic Arms and Armor, and Cats Grace or Grace of the Elves; Market Price: 5 percent reduction, +1; 10 percent reduction, +2; 15 percent reduction, +3; 20 percent reduction, +4; 25 percent reduction. +5, 30 percent reduction, +6; 35 percent reduction, +7, 40 percent reduction, +8; and 45 percent reduction, +9. Proficient A proficient suit of armor allows its wearer to use it as if he had proficiency in the armor. Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, and proficiency in the type of armor enchanted; Market Price: +1 bonus for light armor, +2 bonus for medium armor, and +3 bonus for heavy. Simplified A simplified suit of armor is elegant in its unadorned and perfectly executed basic design. Each level of simplification allows use of the armor as if it were one weight class lighter. For example, SHIELD SPECIAL somebody without any armor proficiency could use any suit of light armor with one level of simplification without incurring non-proficient armor check penalties. Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, and Cats Grace or Grace of the Elves; Market Price: +1 bonus per level of simplification. MAGIC WEAPONS ABILITIES Proficient A proficient suit of armor allows its wearer to use it as if he had proficiency in the weapon. Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, and proficiency in the weapon enchanted; Market Price: +1 bonus WONDEROUS ITEMS Boots of Silence These soft boots enable the wearer to move quietly in virtually any surroundings, granting a circumstance bonus of +1 to +10 to Move Silently checks. Caster Level: 3rd; Prerequisites: Craft Wondrous Item, Boots of Silence I, caster level must at least equal that of the circumstance bonus. Market Price: 20 gp (+1), 80 gp (+2), 180 gp (+3), 320 gp (+4), 500 gp (+5), 720 gp (+6), 980 gp (+7), 1,280 gp (+8), 1,620 gp (+9), 2000 gp (+10); Weight: 1 lb. SPECIAL

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Voadams Mystical Compendium


Volume I: Spell Mastery
A Sourcebook Supplement for Arcane Magic Contains: Magical Metaphysical Phenomena New Feats Building on Spell Mastery Spell Failure Reduction Feats and Items Metamagics That Make Spells Easier to Cast 34 Feats, 166 Spells and 5 Magic Items by John Henry Stam

'd20 System' and the 'd20 System' logo are Trademarks owned by Wizards of the Coast and are used according to the terms of the d20 System License version 1.0. A copy of this License can be found at www.wizards.com.

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