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Micha+el Mo+rris

4th Edition Completed June 2006


Requires the use of the Dungeons & Dragons, published by Wizards of the Coast
Dungeons & Dragons , Magic: The Gathering and Wizards of the Coast
are registered trademarks of Wizards of the Coast.
Dusk 1996 2006 Michael Morris
Distributed online by the Wizards of the Coast Community.
The materials herein contained are protected by the copyright laws of the United States of America. Reproduction
of this work in whole or in part by any means currently in existence or yet to be devised is expressly prohibited.
This product contains no Open Game Content.
No portion of this work may be produced without the express written permission of the author.

She fell, and with her the future - with her the hope. The world was
spinning before her eyes, fading in and out of the light. Then a
moment of focus came to her, and she saw her cousin's face. Eric was
pleading with her to stay alive. She lay in his arms, mortally wounded.
She saw the others gathered like vultures to take the kingdom that was
rightfully hers. And the anger this compelled found a voice and she cried
out, "No man shall ever unite this land."
That said, she shuddered, her eyes closed, and she fell into the night.
The two suns, like angry eyes watched her go, and she, and her kingdom,
was no more. Thus died Queen Anne. Thus died Dalsundria.
Two hundred years later, her prophecy remains true.
No man has united this land.
Dusk has fallen.

Contents
Forward............................................................4
Character Creation Basics ................................5
I. Introduction .................................................6
The Telzoan World ........................................7
Life and Death........................................7
Wealth and Trade ...................................8
Nobles and Commoners...........................8
Riot and Disorder.................................. 10
Legal Status of Women.......................... 11
The Telzoans and Others..................... 12
Magic and Miracles................................ 14
History ...................................................... 15
Origin of the Peoples ............................. 15
The High King ...................................... 16
Hanials War......................................... 16
Attempts at Reunification and Conquest .. 17
The Rise of Pentalism ............................ 18
The Natural World ....................................... 19
The Sky Above ..................................... 19
The Telzoan Zodiac......................... 20
Geography and Climate ......................... 22
Rituals ....................................................... 23
Rites of Birth........................................ 23
Rites of Passage ................................... 25
Rites of Marriage .................................. 26
Rites of Death ...................................... 27
II. Races ........................................................29
Languages ................................................. 30
The Races .................................................. 30
Humans............................................... 30
Dwarves .............................................. 31
Elves................................................... 33
Gnomes............................................... 37
Half-Elves ............................................ 39
Half-Orcs ............................................. 40
Halflings .............................................. 41
III. Classes ....................................................43
Core Classes .............................................. 43
Barbarians ........................................... 43
Bards .................................................. 44
Clerics................................................. 45
Druids ................................................. 47
Fighters............................................... 48
Monks ................................................. 49
Paladins............................................... 50
Rangers............................................... 51
Rogues................................................ 51
Sorcerers............................................. 52

Wizards...............................................
Prestige Classes .........................................
Arcanist ..............................................
Death Speaker.....................................
Listrals Hand.......................................
Mage ..................................................
Pandaemonicist....................................
Specialist ............................................
Spellfilcher ..........................................
Traprunner ..........................................

53
54
54
55
56
59
61
63
69
71

IV. Skills & Feats ........................................... 73


Rolling 1 and 20 ......................................... 74
Taking 0.................................................... 74
Skill Descriptions ........................................ 74
Feat Descriptions.......................................109
V. Description and Equipment...................... 123
Alignment.................................................123
Aborean (Green) .................................124
Balcridian (Blue) .................................125
Shunrian (Red) ...................................126
Sodrean (Black) ..................................127
Valrean (White) ..................................128
Religion....................................................130
Equipment................................................156
Description ...............................................161
Portraying a Character ...............................168
VI. Art of Magic............................................ 173
Casting Style ............................................174
Colors of Magic .........................................174
Sorting the Spells ......................................175
Spellcasting ..............................................196
Spell Descriptions ......................................200
Wild Spellcraft...........................................204
Summoning ..............................................206
VII. Spells.................................................... 210
Altered Spells............................................210
Bard Spells ...............................................212
Cleric Spells..............................................212
Cleric Domains ..........................................215
Druid Spells ..............................................225
Mage Spells ..............................................227
Paladin Spells............................................229
Ranger Spells............................................229
Sorcerer / Wizard Spells .............................230
Spell Descriptions ......................................236
Appendix: Acquisition System...................... 329

Forward
nce again, Welcome to Carthasana. Although it doesnt seem like it, ten
years have passed since the first 78 page Campaign Sourcebook of the Dusk
setting was penned. One and a half editions later and after three years
silence the time has come to once more enter the world of the Oyasini and
Island of Fire Telzoa. Within the 320 pages of this tome you will find magic
and mysteries enough to keep you entertained for many an evening whether
you run the setting as is or graft its materials to a world of your own
devising or another published world. Whatever path you choose all I ask is that you and
your fellow players have fun with it.

The setting you have before you is quite different


from the one that was released ten years ago. It
has been changed from having the default psuedomedieval backdrop that remains the default of
most fantasy settings and is instead set against a
psuedo-classical backdrop though Carthasana is
no more historically accurate than any other
setting. It has picked up a new magic system with
explores the conflicts of the five colors of magic
first introduced in the Magic: The Gathering card
game. Also, despite the size of this tome, youll
find that almost all of it can be used alongside the
materials of the Players Handbook and other
Dungeons & Dragons supplements without having
to supplant anything. The rules of this book that do
require tinkering with the core rules are contained
in the last appendix of the book and can be safely
ignored without affecting the rest of the volume.
Whether you use one spell or the whole setting
though, I hope you have as much fun playing with
these materials as I had devising them.

~ MichaEl M+orris

Character Creation Basics


Follow these steps to create a 1st level
character for use in the Dusk campaign
setting.
1. Determine Ability Scores
Roll 4d6 twelve times discarding the
lowest die on each roll. From the twelve
scores created choose 6 scores to use for
your character.
2. Choose Race & Class
All of the races of the Player's Handbook
are present in Dusk and almost all of them
are unchanged, the sole exception being
female halflings which are winged (the
males have no wings). They do not have
the halfling +1 racial bonus to all saving
throws and instead can glide or effectively
feather fall using their wings (they can't
fly outright though).
All the Players Handbook classes are
present and largely unchanged, though
you should review the entry for your
choice before play.

4. Select Skills
The Dusk setting expands the descriptions
of nearly all the skills, so review those
skills you intend to use before play in
Chapter 4. No new skills are introduced.
5. Select a Feat
There are several new feats available for
use in the Dusk setting which you may
wish to consider. These are listed in
Chapter 4.
6. Review Description
Review Chapter 5 for details to apply to
your character. You should also choose an
alignment and a religion as this point.
7. Select Equipment
Characters in Dusk dont tromp around in
full plate armor swinging longswords and
shooting crossbows for the setting is
patterned after Ancient Greece - not the
typical medieval fare.

<< Savra, of the world of Ravnica.


Ravnica
Carthasana is but one of countless planes
in a common multiverse known as
Dominiria. These planes are bound by similar
laws of magic. While this Book is concerned
with the plane of Carthasana in particular,
The Rules you will find in this book can be
used to roleplay adventures within any of
the planes within the greater multiverse of
Dominiria. It is also possible to reach planes
like Ravnica from Carthasana through
portals.

s the first light of a newborn day


spills onto the walls of an ivory
white castle tower a prince
dreams of taking his dying fathers
throne at any cost. As that
light crosses to the west it drives
away the shadows from a city whose nights have not
passed without at least one victim from an ongoing
war of thieves. Proceeding further it spills onto
steppe plains with mineral wealth that have
attracted generations of miners, and those who
scavenge upon them. To the south that light reaches
out to meet the ruins of a once mighty kingdom that
has been ripped asunder by its warring nobles. Finally
the dawn comes to a kingdom whose king is still a
child and is yet to understand the dangerous world
beyond the walls of his keep.

These lands of Telzoa are home to over a five million


souls from a dozen sentient races. I am but one of
those souls and my name is Telsindria. During my life I
have traveled throughout this land to places few if
any other eyes have seen. I have witnessed the
histories of nations unfold and yet I endure. I am as

old as memory itself and even beyond its grasp I yet


recall days that even my elven kindred no longer speak
of. And still, I wait, and watch.
Welcome to my world traveler. I share some of its
many wonders with you here upon these pages that you
might be prepared for the days to come. If you are
wise you will learn. If you are not, you will still
learn, but at a far higher price.

~ +Telsindria
Hello and welcome to the Dusk setting.
Set in a time after the fall of great
empires, the peoples of the Dusk setting
are just beginning to rediscover the
secrets of the past. Unlike most settings
which have a psuedo-medieval backdrop,
Dusk has a psuedo-classical backdrop
(think Ancient Greece and stores such as
The Odessy, The Illiad, the tales of
Herecles, Medea, Cyrce and so on).
Because of this the equipment available to
characters is notably different than in the
Players Handbook.

In this chapter we will discuss the culture,


society and world of man in the Dusk
setting. This overview is intended to set
the stage you dont need to read it all at
once and you wont be tested on it at the
end.

on an island as volatile as the tempers of


their lords

The Telzoan World

~ +Druidic Teaching.

The people of the Dusk setting are known


as the Telzoans as they live upon an
island they call Telzoa. The island was
named by conquerors from the south
called the Malchani, and in their language
the word Telzoa means Fire Mountain.
The Malchani came to Telzoa some
eight-hundred years ago and their empire
has long since fell and faded into memory
though some ruins of the time remain.
Many of the nobles of the island trace
their lines to the officers of the Malchani
armies. They settled in the east displacing
the native people known as the Cuolshans
and also dispersing elves, orcs, goblins, et
al as they settled the coasts and lowlands.
After a time they formed a nation called
Dalsundria which controlled the eastern
part of the island.
Telzoa marks the northernmost reach of
known human civilization, making it a
frontier region of the world. They call their
world Carthasana, meaning All Earth
and Sky. The Telzoans are a xenophobic
and troubled lot, with a history of internal
struggles that have left their island
scarred.
Understanding the Telzoan
peoples involves understanding how those
struggles have shaped their attitudes
about the outside world.
As Telzoa enters its fifteenth century
since the closing of the great gates to
Selacdrual at Castle Semberholme, the
kingdom faces the difficult task of
reuniting itself or, failing that, the dread
fate of falling in on itself. Although the
people of Telzoa think of themselves as
one to some extent, they've already
begun to form the national identities of
their baronies.
Even as the nobility
struggle to subjugate one another, the
people struggle to continue their existence

Life and Death


"Each life is a circle. Each existence is a chain."

Life expectation in Telzoa is exceedingly


low by our standards, with most folk dead
before the age of thirty. Part of this is
due to the alarming infant mortality rates
of the island - only half of all children born
see their first birthday. Half this surviving
number die before the age of five. The
average woman in Telzoa will give birth
twenty times, but only three of her
children will see adulthood.
Not surprisingly, this mortality rate has
an effect on the attitudes of the people
concerning infants. Telzoans regard their
very young children much as we would a
family pet with caring and affection, but
the expectation that death may take them
at any moment. Grieving is usually short
for those taken at this precarious time.
As children age and approach adulthood
though, the attachment afforded them
increases and at the age of fifteen the
child is assumed to have reached
majority.
Several factors conspire to maintain a
life expectancy this low - plague and war
chief among them. In the last century
alone Telzoan scholars have estimated
that the sporadic warring between the
baronies has killed as many as 100,000.
Smallpox and bubonic plagues have also
swept the island several times along with
a unique magical disease called Crimson
Death. While priests magically abate the
worst of smallpox and bubonic plague, the
last outbreak of Crimson killed as many as
270,000 people. Predatory and poisonous
creatures, most famously dragons, but
also ranging from dragons to humble
mountain lions and snakes account for as
many as 7,000 deaths over the last
hundred years. And the effects of 4 major
earthquakes and one volcanic eruption in

8
the last century cannot be overlooked in
terms of their death toll, which may be as
high as 90,000.
If death is a far more familiar sight in
Telzoa, its counterpart - birth - is as well.
With no birth control available beyond the
most primitive of forms, many sexual
interludes will lead to pregnancies. Some
Telzoan women bear children quite
literally whenever they can. While this
has lead to families numbering with as
many as 27 children, it would also explain
why so many women die at a young age
of apparently natural causes. Marriage
too often occurs very early noble
children have been betrothed at as young
as five, but actual marriage doesn't occur
until 9 at the very earliest (Even this is
very rare - 12 is the usual age). Most
women don't successfully bear children
until 15 - those that do are often killed by
the pregnancy.
Despite all of this, faith remains strong
upon the islands in the gods.
Priests
remain somewhat detached from the
situation, and even if they can help they
often won't, as disease is viewed as a
manifestation of the will of the gods - a
punishment for transgressions either in
this life or in another.
The general attitude towards life and
death in Telzoa is that it is part of a
never-ending cycle. Telzoans believe in
reincarnation after a time - and that the
acts in life are either rewarded in the
paradises of Aborea or Valrea, or punished
in the hells of Shuun and Sodrea. This
afterlife lasts, according to most beliefs,
for a century or so, and then most must
return to life and begin a new test. Once
all the tests are complete then the soul
will reach its perfection and be allowed to
rest for eternity.
This belief, which
pervades much of the priestly rhetoric
given in the temples, helps to soothe the
heartache of the populace.

Wealth and Trade


"While you can't take it with you, you can enjoy your
stay."

~ +Timmon.
Although the death rates in Telzoa are
alarming, her population is growing. A
combination of the censuses taken in
1300 SR place the number at or around
2,306,000, although this figure doesn't
include demi-human races. Analysis of
the Matachan
Ruandi Nombren would
indicate that the population in 1360 SR
was around 2,615,000 and currently it is
probably somewhere in the neighborhood
of 3,000,000.
The population growth has led to a
growth in trade throughout the island and
with its neighbors. Eastern Telzoa's chief
products cross a wide range of goods.
The island is rich in iron, gold and copper
ore, so much so that gold has a lesser
value as a currency on the island than
elsewhere in Carthasana. Her agricultural
products are dominated by wool, but this
is supported by the growth of potatoes,
rye, barley, wheat and oats.
Eastern
Telzoa also trades a large amount of
finished goods with the nearby nations of
Armandy and Telmandy. These nations,
for their part, provide rare spices from the
southlands, silver ores and gems and a
trickle of rare fabrics brought up from the
Estarian Empire far to the south.
Of the various industries on the island
the textile industry is the fastest growing.
Telzoan wool and cloths command high
prices in Estarian markets, and the profit
to be made in these ventures has not
escaped the attention of the nobles of the
island. As a result, in the last hundred
years there has been a dramatic growth in
the amount of sheep enclosures on the
estates of the island. While in most areas
this hasn't caused too much trouble, in
some areas it has caused food shortages.
This is particularly true in Alsland, where
commoners sometimes complain of being
starved to death by the sheep.
The

balance of trade shift this causes is more


than a little dangerous - the fields of
Telzoa, what with their rich volcanic soil
and fairly temperate, if geothermically
induced weather, is the only favorable
area to grow foodstuffs north of the
Calishmere.
There is some terrace
farming done in the cliff-lands of Armandy
and in Telmandy, but the output of these
farms is barely sufficient to support these
nations and can little afford to export to
Telzoa should the increased sheep-herding
on that island cause a shortage of some
type in the future.
Within the island trade is mostly dealt
with on a barter basis. Nobles typically
tax their charges in terms of a number of
foodstuffs, such as chickens, cattle,
vegetables and wood chords. Players be
warned that coinage is not used in most
areas, and money holds value equal to its
weight and purity. Most gold pieces are
alloyed with silver such that they only
count
for
half
value
outside
the
jurisdiction of their minters. To further
complicate matters, no less than 24
nations and cities are printing money
somewhere on the island. Despite this
trade is on the rise, and several countries
have made inroads to attempt to
standardize currency.
Dalsundria and
Dabrinia have been the most successful in
this endeavor.

Nobles &
Commoners
"I will never understand why one minority sect of your
society treats all the rest as dogs."

~ +Trishdare, Elven Sorcerer.


Telzoans have an interesting sense of
what separates the gentle classes from
the rabble, tied mostly to idleness - the
ability to pursue earthly pleasures whilst
avoiding earthly work. This is not to say
that Telzoans are lazy, but the noble Lord
who does no direct work is held in higher
esteem than the actor who's trade does

not require manual labor, but is meager in


its own right. The actor in turn holds
more prestige than an artisan such as a
cobbler, who does work with his hands but
does not work out of doors. Those who's
lot it is to till the land are held in lowest
regard, especially if their work is
indentured for crimes or past debt.
The actual distribution of wealth is
indeed stark - 90% of the wealth of the
country is in the hands of 6% of the
population. This upper tier of nobles also
control 85% of all the land in Telzoa that
is under human control.
The power
enjoyed by these families is enormous and their shifting allegiances are the
principle agency by which the Succession
Wars have been continued, on and off, for
the last 200 years. There are only 15
families in Telzoa with heraldry dating
back to the arrival of the Malchani.
Beyond this core are only around 42 more
families that have lands and titles granted
by the self-styled kings that control the
twelve baronies of the island.
The middle classes are still considered,
along with the nobles, to be "gentlemen."
This hodgepodge group also contains the
landless nobles - who are, as a rule, the
second and third born sons of the landed
families, denied lands and titles by the
predominate
inheritance
system
of
primogeniture. Knights, priests, scholars,
entertainers, lesser government officials
and persons of similar station round out
the group. Craftsmen may or may not be
included in this group - blacksmiths
certainly aren't, but whitesmiths (those
who work in soft metals, particularly silver
and gold) are.
This class holds
considerable power in the cities and their
wealth has earned them some begrudging
respect from the upper nobles who often
find themselves in need of their services.
It
can
be
assumed
that
most
"adventuring" characters, such as the role
the PC's most likely fit, fall into this social
strata and as such are charged with the
modes of behavior appropriate to their
station (the details of this are to be
detailed further in the book).

10
The commonfolk who work the land are
not considered gentile in any way, and are
often the butt of jokes and derision of the
upper classes. Despite their lowly stasis
though, their role is important enough
that they do enjoy some basic rights
under common law.
Telzoa society's classes are fairly locked
down, and while movement does occur
through the ranks, it is rarely more than
one or two steps in a single generation.
Those who attempt to fight their way up
the social ladder are usually admired by
those beneath them; begrudged respect
of those who are their equals, and
disrespected by their superiors. The two
main exceptions to this are priests and
wizards. Priests have their own hierarchy
based primarily on merit (depending on
the temple).
Wizards are feared
universally by non-wizards, and they are
so lacking in number that they rarely
attempt to striate themselves within their
own number (so far as is known by the
commonfolk).
There have been some half-hearted
attempts to keep the rabble in their place,
most famous of which are the sumptuary
laws. These laws prohibit the wearing of
expensive cloths and jewels by those of
low station. As a rule, these are almost
never enforced, and even when they are
such enforcement is by moderate fine.
There are also innumerable loopholes in
the law that have found themselves
placed there over time.
One of the
principle obstacles to their enforcement is
the ready proof of station.
Only high
nobles carry badges of heraldry to prove
their lineage, and the sumptuary laws are
not so specific as to limit cloths to them.
Thus, in the end, the only effective
obstacle in what a character can cloth
himself in is what he can afford - although
players should be warned that bureaucrats
are infamous for using little known laws to
advance their cause.

Riot and Disorder


"The peasants are revolting - that much is known at
all times. Pray then that rank alone is their
offense, as opposed to arms."

~ +Quip from the play A Noble


Supper.
Between the harsh conditions imposed by
nature and the harsh conditions imposed
by those in power, it should not be
surprising that several times in Telzoa's
history that armed revolt by the peasantry
has occurred. Typically these rebellions
are put down in brutal and sometimes
gruesome fashion. That only one rebellion
- The Merchant's Rebellion in Dabrinia
(1343) - has been successful and
hundreds have not hasn't daunted those
who would move against the powers that
be. Most of these uprisings have been
pell-mell
attacks
that
collapse
on
themselves. Most of the participants are
slain, the leaders hunted down and
publicly executed, and then the nobles
usually rectify the problem that caused
the uprising in the first place - provided
that is convenient.
The
afore
mentioned
Merchant's
Rebellion can be measured successful
since
it
ended
King
Maidoc
of
Milicsundria's control of Dabrinia and
established
the
island
nation's
independence. Fought between 1343 and
1345 SR, it took advantage of the fact
that Maidoc had already weakened his
resources in a vain attempt to pursue
territorial rights in Telmandy. In its wake
Dabrinia has become on the surface the
most forward thinking territory of Telzoa,
although
it
is
rife
with
political
maneuvering
between
its
powerful
merchant families.
Other
rebellions
have
met
more
ignominious ends. The so-called Barley
Rebellion of 1306 in Dalsundria is a typical
case. Provoked by several bad harvests,
a rumor somehow got started that then
Duke Charles Orlanis was stockpiling huge

amounts of barley and grain for export to


Hone Rae despite the fact his people were
starving. The two weeks of fighting and
insanity ended with the perpetrators being
burned at the stake in the marketplace at
Ultan.
Many of the riots that have occurred in
Telzoa have shared several causes. Most
of the time a shortage of some type,
usually food, compels the rebellion. At
other times festivity simply gets out of
hand and turns ugly. Classic times for
this to occur include the Rizaldi Tunis
(Rose festival), the Hula Tunis (Harvesttide festival) and the new year's
celebrations. These outbreaks are to be
expected
and
sometimes
even
go
somewhat unpunished - depending on
how much blood is spilled during the
confusion.
More insidious, at least from the noble
point of view, are planned rebellions.

Paranoia comes cheap on an island of


near constant civil war, and chief amongst
the targets of the fear are adventuring
companies.
These well armed groups
often gain some amount of fame from
their exploits, and as their popularity
grows so too grows the suspicions of the
nobility. Wise kings know to keep very
close tabs on the allegiances of these well
armed, well trained, and often magically
adept groups so they do not become a
threat - or can be removed at the first
sign of being a threat.
Wizards and
sorcerers in particular are kept closely
watched - for they had a key role to play
in the Merchant's Rebellion, which was
successful - a fact not lost on anyone
holding power in Telzoa. Adventurers are
advised to tread lightly and move often.

Legal Status of
Women
"You call me fair, beautiful and super-praise my body.
Never forget my wit, or my power "

~ +Queen Tiliansia.
Women are denied many basic rights
throughout most of Telzoa, especially
once they consent to be married. Single
women are the charges of their fathers or
uncles, but in the absence of each of
these they can hold and inherit property,
run a business, sign her name or affix her
seal to legal documents or even sue at
court. Most women in this position are
widows, as fathers and uncles usually try
to get their unwed daughters and nieces
married as soon as they can afford the
dowry and find an appropriate suitor.
Neither men nor women have any legal
right to choose their spouses this is
decided by their parents.
Women do not traditionally gain political
office unless no men are present to
inherit. Even then it is unclear how far
into other family branches one can go in
search of a male heir before a female heir
is accepted. This is a particular point of

11

12
contention in Dalsundria, where Princess
Nelaria Ellery Tuval is the direct heir to
Elgrel's throne, yet her uncles each
conspire to take this from her or at least
act as her regent whether she wants this
to occur or not.
There are exceptions to this rule of
course, but as mentioned previously most
of those exceptions are widows. The most
famous case of this manner is Teresa
Orlanis, Duchess of Dibili and the
matriarch of House Orlanis.
Baroness
Jalsi and Baroness Mintrube of Ultan are
two more examples of powerful women in
Telzoa on the local political scene. On a
national scale one of the most famous
figures is Queen Tiliansia of Hone Rae. A
highly intelligent and endlessly crafty
individual, this half elf has kept her
country out of many wars through virtue
of her unwed status and the manipulation
of powerful suitors, including Prince
Parsifal of Poc Sian.
Married women do enjoy some power.
She is the primary heir to all his estates
until she bears a male heir. Further, she
can legally divorce him, but by strange
quirk of Telzoan law, he cannot divorce
her. In the role of wife many women
have mastered the art of husband
manipulation in order to continue to enjoy
some freedom and independence.
Within careers women usually advance
as their merits allow. This is particularly
true in those priesthoods that admit
women, and it should be noted that there
are several priestly sororities - Cuane's
priestesses most famous among them.
Women tend to take to the art of magic
more readily than men and there are, as a
result, more female wizards than men.
Among the ranks of warriors and knights
are women seen least often. Women are
not generally as strong as men, and this,
combined with the chauvinistic nature of
most military orders has limited their
numbers in this profession. The parity
between male and female rogues is about
even - as this is a field where personal
skill and aptitude alone are the keys to
both success and survival.

The Telzoans and


Others
"Racism exists where understanding does not - the two
cannot coexist."

~ +Telsindria.
Non-human races exist outside of Telzoas
social structure, and this presents
numerous problems but also some unique
opportunities for members of these races.
Legally the Telzoans recognize elves,
oyasini (halflings), and gnomes as
civilized races. Despite this, they hold
almost no legal rights beyond a right to
live and not be killed or robbed without
cause. Depending on the region and
relations with races in the area though
even these rights can disappear. This is
still better than the situation faced by
other races that can be hunted and killed
like animals without legal ramification.
Telzoans have an even dimmer view of
half-elves and half-orcs in most areas.
The very existance of each these races
drives a cold knife into the ideas of blood
purity and human superiority. Half-orcs
are particularly reviled most circles and in
some areas they can be killed like animals
just as their orcish parents can.
Despite all this, the amount of
antagonism to be viewed between the
local populace and any of the demihuman
races is more likely than not to be caused
by recent events rather than be triggered
by long standing racial prejudices. Since
most of the demihuman races live longer
than humans they have learned how to
avoid testing the volatile tempers of
humans, especially large groups of
humans. Nevertheless mob attacks on
demihumans do occur from time to time,
and anyone not of human race within the
cities of Telzoa is highly advised to
observe caution.
Elves have perhaps the easiest time, so
long as they can conceal their racial
identity. It is a trivial matter for most

elves to pass them off as adolescent boys


or girls in the right costuming, and most
do when traveling outside of their own
domains. Nevertheless elves face some
severe prejudicial laws in some areas. In
Altania it is not against the law to kill an
elf, regardless of the circumstances. In
most of the other countries of Telzoa elves
cannot testify in human court as they are
deemed untrustworthy, expert liars. Most
areas have a bounty out for any elven
mage - and many an unfortunate elf has
been brought in for the bounty simply
because he's able to read.
In other areas elves are more accepted.
While the laws in Dalsundria are still
barbaric where elves are concerned, the
people don't seem to notice even openly
costumed elves overmuch - particularly in
the cities. In Hone Rae they are held in
the highest regard - but this is to be
expected perhaps in a country with a
populace composed of at least 40% halfelves, and nearly everyone in the country
has an elven parent within 3 generations
of themselves.
Dwarves can't conceal their identity as
easily, but their skill in "useful" crafts,
particularly weapon smithing, has kept
them clear of most admonishment, except
from jealous human competitors. Still,
dwarves distrust humankind, especially in
light of the treatment of the elves in
recent generations (the Black Week
massacres in Pildania, were as many as
40 elves were rounded up, drawn and
quartered is still spoke of in dwarven and
elven circles). Dwarves want no part in
such insanity, and unlike the elves they
see no reason to believe that the Telzoans
will change their ways unless they want
something - and then your only safe until
they get what they want. Hence dwarves
maintain a cold relationship on the island
with the Telzoans. They also harbor a
collective grudge for the failure of
humankind to help them when Kilidzear
was destroyed.
Halflings are the least seen of the
"common" demihuman races in Telzoa.
They refer to themselves as Oyasini and

most people in Carthasana follow suit.


The halflings native to Telzoa almost
exclusively stay west of the wall, and only
the rare few adventurers come out of
those domains to mingle with humankind.
Of those folks who've seen an halfling, the
vast majority have only seen the males,
or Oyasoi. Females (oyasi) are too rare
and valuable to the race to be readily
found outside their clan-holds, despite the
fact that the females run the society from
those clanholds (a concept that boggles
the minds of more than a few knights told
of the fact). Oyasi that do make these
sorts of journeys take special care to
conceal
their
wings
from
casual
observance, as they (rightfully) fear that
the more ignorant members of the
Telzoan populace would accuse them of
witchcraft or of being demons.
While individual gnomes often manage
to make individual impressions on
Telzoans, as a race they are held as a
great unknown.
Few indeed are the
humans that can remember seeing a
grouping of gnomes, and some believe
that they aren't a race at all, but aberrant
dwarves - a belief dwarves actively deny
and gnomes ignore while they continue to
smile and nod.
Very much the great
enigma to humans, gnomes would prefer
to keep things that way lest they fall upon
the kind of hatreds that humans have
espoused to the other races from time to
time.
While humans may dislike elves, distrust
dwarves and ignore the small folk, their
feelings for orcs are very plain: hatred.
And the feeling is mutual. However, orcs
are pragmatic enough never to pass up on
an opportunity to fight as mercenaries,
and as a result most of the fighting that
orcs have been involved in since Hanial's
War have been as mercenaries. And while
human lords won't turn orcs loose on any
task requiring finesse, supervision, or
non-combat related skills, they will
certainly hire them as ready, and usually
willing, cannon fodder. Trick is, human
paymasters often assign the orcs to
assignments that virtually assure half of
them are killed - reducing the actual pay

13

14
that must be made. In return, orcish
chieftains usually only send good troops to
human commanders that have proven
themselves willing to use those troops
well.
Others
are
supplied
with
inexperienced or outright green troops.
This habit has led to the assumption by
many lords that orcs are weak. That is a
dangerous assumption - for the orcs
remain some of the best fighters in the
region, and they've repeatedly proven
themselves to be among the better
soldiers of the world.
Goblins, on the other hand, mostly
deserve their reputation as fierce but
utterly incompetent fighters.
Goblins
actually perform better than orcs in small
groups though, and orcs recognize this
fact and make extensive use of goblin
scouts. Telzoans claim to despise goblins,
but most can't tell them apart from orcs as indeed the differences between the two
races are about as slight as the
differences between elves and humans.
Goblins avoid confronting humans in large
numbers, but enjoy preying on individual
travelers and virtually any other target of
opportunity they can find. All the nations
of Telzoa have a bounty out goblin scalps,
and all goblins realize that going into a
human city is just asking to have that
bounty collected.
Kobolds are at once the most dangerous
and most maligned of the "goblin" races,
despite being physically the weakest.
Kobolds are opportunists like the goblins,
and use highly structured units to make
up for their physical weakness while
exploiting such opportunities like the orcs.
Kobolds have become masters of making
sure that any misbehavior on their part is
blamed on the goblins. For their effort
they are actually able to carry on trade
with the Telzoans of some regions,
particularly in Altania, where one band of
kobolds has figured out how to spin
spider's silk into cloth and garments.
They have been able to demand and gain
very high prices for these items. While
kobolds aren't actively hunted in most
regions, they are still viewed with disdain
and fear, and they know it.
Kobolds

traveling among humans usually do so in


comparatively large robes to conceal their
stature.

Magic & Miracles


"It never ceases to amaze me what faith and will can
conjure."

~ +Telsindria.
The role of wizards in the history of Telzoa
has been one carried out mostly in the
shadows.
These mysterious figures of
power are almost universally feared
regardless of race, and male or female
they are almost never shown quarter by
their enemies. While there may indeed be
five forms of magic, to the Telzoan
commoner there is only one form of magic
not granted by the gods - black. To this
end, even when the local government
doesn't sanction it, wizards are persecuted
and often hunted, especially when they
are weak in power.
Most priesthoods do little to mitigate the
situation. They view wizards at best as
charlatan rivals - persons granted power
by the dark gods yet tricked into believing
they wield their power by themselves to
fuel their ambition and arrogance. These
factors have conspired to drive wizardry
underground, but not completely from the
island, or from history. Such is magic's
lure that no amount of danger or social
prejudice can drive everyone away from
its grasp.
Secretly wizards thrive in Telzoa. The
most famous of the wizard orders among
the commonfolk are the members of the
mysterious Order of Tanzeos. Allegedly
established by the brother of Otal I,
Alblasker, the Order of Tanzeos is said to
control those who would assault the
crown, or the nobility with magic.
Secretly they keep tabs on any magician
of note. Publicly they register and track
the heraldic badges from their offices in
Merryville - and by some twist of fate they
have managed to remain the only national
office of Otal's Dalsundria that has not

disintegrated with the breakup of the


nation.

History

Outside the council the only known


society of wizards are the Academy in
Hone Rae.
This organization actively
teaches magical arts to those willing to
pay the price of tutelage. As a result the
Academy has become quite wealthy, even
if they've demonstrated a marked
willingness to teach almost anyone with
either a great amount of money or a great
amount of talent.

While
it
is
possible
through
the
consultation of elves, dragons and other
long lived races to trace the history of
Telzoa back a couple of milenia, this
section will only address what the
Telzoans know themselves of their history
which is, with the exception of some
scattered legends, limited to the last fourhundred years.

Whispers
abound
of
wizardly
involvement in history, but outside of a
few isolated episodes there presence can
never be proven conclusively. Why this is
remains unclear to outsiders. Perhaps it is
because wizards enjoy the prestige the
mystery brings. Or perhaps something far
darker is being hidden by the ancient
masters.

For the most part it is only the nobles


and the temples that track history to any
great degree. Commoners rarely worry
about events beyond their own experience
and those of their parents generation.
Hence the ongoing war between the
nobles is, to the commonfolk, the only
condition theyve ever known. They,
sadly, cannot remember a time when their
nation wasnt embroiled in civil war.

As for priests, they and their magic


remains quite open and overt.
Most
priesthoods will grant a spell boon for
sufficient donation and penance to the
temple - and as a result most of the
temples have become quite wealthy.
Some of the finest buildings on the islands
are the monasteries, with which few
mortal buildings can compare.
Noble trust of the priesthoods has
always been uneasy. The temples have
been given roughly 10% of the land in
Dalsundria, and there are more than a few
manors ran by this or that abbot. What
worries the nobles most is the sheer
power the temples of the way have over
the heart of the people - both through
magic and also through faith. But they
dare not move against the priests, and
would instead maneuver the priests
against each other, relying on their
historical hatreds of each other to keep
their powers in check and their forces
occupied.

Origin of the
Peoples
"There are certain things that will never be found. A
river without a source for one."

~ +Telsindria.
The peoples who inhabit the island of
Telzoa come from four stocks. The first,
and most common, are the Dalsundrians,
who speak the language that serves as a
common
tongue
on
the
island,
Dalsundrian. They include the nobles who
came during the Malchani conquest of the
island. The second group is the Cuolshan
people who are, as far as is known, the
original
inhabitants
of
the
island.
Intermingling and intermarriage of the
Cuolshans with the Malchani and later the
Dalsundrians has led to their near
disappearance from the island. The third
group, the Telmish, where driven onto the
island by the same orcs who destroyed
the Malchani empire. They married into
the Dalsundrian families and, with time,
have disappeared as a distinct group in

15

16
Telzoa though they hold a nation of their
own across the Channel of Miandris that
separates the island from the continent.
The fourth, and smallest group, are the
Jilini a people from the distant south
who occasionally wander the island in
tribal bands. The Jilini are certainly the
most transient, holding no lands and
coming and going from the island on
ships.
To the current inhabitants these
historical footnotes affect their language
and religion. The Telzoan faith, Telensitary
(The Way), was formed from the merger
of at least three distinct religions, with
isolated deities that may have came from
a fourth. The merger of peoples also has
affected languages while the people
speak Dalsundrian many of their place
names have Cuolshan roots.
The peoples who came to Telzoa settled
in over a period of four hundred years. For
a time they were united under the
Malchani Empire, but as that empire
collapsed the island split into tribes with
incursions of the Telmish. Telzoan history
as a distinct subject usually starts with the
collusion of those tribes, due in large part
by the actions of King Mirand. He began
his campaign in earnest around 870 SR
and it ended in 986 SR when he captured
and executed his last rival, Elsered.

The High King


"Many men have been a King of Dalsundria. But
Dalsundria has only known one king that was great."

~ +Alblasker.
The son of Mirand would be fated to
become the most famous of all the kings
of Dalsundria, due in large part to the epic
circumstances that erupted during his
reign. Otal was crowned King Otal in 997
SR. He was the eldest of triplet children his siblings being Princess Anatole and
Prince Alblasker.
He would be on the
throne less than a month before he was
forced to raise an army and wage a war of

survival against
Tancher.

the

orcish

warlord

It is unclear to this day how or why


Tancher came to power when he did, what
is clear is that he somehow amassed an
orcish army over 20,000 strong. With this
army in tow he struck into the southern
regions of the eastern peninsula of Telzoa,
in the areas now known as Threndis and
Poc Sian. The conflict between the two
armies lasted well over two years, and
ended when Otal managed to isolate
Tancher from the rest of his army and slay
him. This having been done, the rest of
the army melted away.
The rest of Otal's reign was a period of
building. Otal repaired and built roads
throughout the island to encourage it's
trade, drove the goblin species to the west
entirely, and built what would eventually
become known as Otal's Wall to mark the
western frontier of Dalsundria and guard it
from goblin assault.

Hanials War
"It is much harder to rule well than to serve well, so
why is that one task - hardest of all tasks - is the
one so many men seek?"

~ +Princess Anatole, in her diary.


The latter half of Otal's reign as well as
that of his son Elgrel I are often
considered the golden age of Dalsundria.
It was during this time that the many of
the standing roads and major temples of
the island were built.
Local trade
flourished and the Dalsundrian empire
pushed
it's
holdings
south
into
neighboring Armandy and east into
Telmandy. Yet despite these glories the
kingdom began to decay from within. The
nobles became decadent and the common
classes began rioting with increasing
frequency near the end of the 12th
century Sealed Reckoning. The fatal blow
would come from without however, not
within.

In the year 1154 an orcish warlord


known as Hanial attacked and destroyed a
section of Otal's Wall, and then poured
into Dalsundria with an army of enormous
size. Human accounts of the time placed
the army's size at nearly 100,000, but
elven records and memories from the
period put the estimate at a more
probable 7,000 orcs. Regardless of the
size of Hanial's army, their effect on
Dalsundria was immediate, especially once
Hanial successfully surrounded King Alskin
I's army and captured him. When ransom
negotiations with the orcish warlord broke
down (and when, according to some
records, Alskin slapped or spit on Hanial)
Hanial executed the king and sent his
severed body piecemeal back to his
queen.
Alskin's lack of a male heir did little to
slow down the Dalsundrian hunt for
Hanial, which was redoubled after the
king's death. Finally, in 1172 Erin Tuval
raided the orcish camp and killed Hanial in
his sleep. With their leader gone the orcs
fell into disarray. Eventually they gained
new leadership under Exeter, but he
would not prove to be as effective a leader
as Hanial, and his forces were soundly
defeated at the Battle of Stone Bluff.
After this victory though, the Dalsundrian
forces fell to infighting to determine who
would be the new king.
At first Anne Tuval attempted to take
the throne. As Alskin's lone daughter, she
unquestionably had the strongest claim
save for one flaw - her sex.
While
Dalsundria had a regent queen in Alanis a
generation before, many of the nobles
balked at the idea of serving a woman.
Nevertheless, Anne was crowned Queen
Anne I. Her reign would last only two
months before an assassin shot
her in the stomach with a
poisoned crossbow bolt. As she
lay in the arms of her courtiers,
who included Erin and Alan Yorick
in their number she uttered a
curse and prophecy that has so
far went fulfilled - "No man shall
ever unite this country." With

those words she died.


Until the orcs were vanquished the rivals
for the vacant throne co-operated, but
afterwards they fell into infighting, with
Erin Tuval, Alan Yorick, and Stalnin Haskel
as the chief rivals for the throne. Within a
couple of generations the territories were
further divided among their sons, with
only Erin's line staying relatively intact.

Attempts at
Reunification and
Conquest
"To give is easier than to take. To give is more
rewarding than to take. So why do men take?"

~ +Princess Anatole.
A great number of skirmishes have been
fought between the kingdoms of eastern
Telzoa since the first split in 1180, and in
this introduction it serves little to no
purpose to detail them all. Most of the
notable ones are located in the timeline,
and in the descriptions of each individual
country the conflicts its citizenry have
become embroiled in are detailed in full.
The largest of these conflicts will be
discussed in brief here.
The first real attempt to bring the rebel
kings back in line was launched by Miro IV
in 1212 and would continue until 1223.
Known as the Owl Ridge war for the
location of a great many of the battles,
neither
the
Dalsundrians
nor
the
Milicsundrians gained any real headway
unless their goal was to form a lot of bad
blood between each other, bad blood that
remains to the present, as
Milicsundria and Dalsundria have
fought no less than 8 times in
wars of varying lengths. In the
end the war died with its
instigator, Miro IV.
His wife,
Sarah, sued for peace as soon
as she had control as regent.
The country had hardly settled
down when Tezolan broke away

17

18
from Dalsundria. This time Queen Sarah
was not as pacifistic, and she ordered the
rebels caught and beheaded. By the time
she was able to mobilize any real force
though, the rebel nobles had assembled
an army of nearly equal size.
Such was the nature of the fractionation
of the country. Alsland broke up when
Alan's son
and grandson
(through
different wives) decided to peaceably split
the country rather than bow to one
another. Milicsundria lost Pildania while
weakened from the Owl Ridge war, and
lost Dabrinia when King Maidoc exhausted
his military and economic resources
pursuing territorial rights in Telmandy.
Creania broke off from Tezolan when the
alliance was no longer convenient and
when the priests of the island all but
eliminated the nobility there.
Hone Rae, as is its wont, presented the
oddest case of all. During the reign of
Elgrel II the region was established as a
protectorate of the crown in 1107 for,
according to the charter, "Persons of elven
descent who are outcast either from their
society, or ours." At that time the region
was one of the last stretches of
completely untamed wilderness left east
of Otal's Wall.
But by the time the
fighting broke out between the would-be
kings of Telzoa Hone Rae had become
sizable sub-nation. When the true king
became unclear the council of the country
decided to declare their sovereignty, and
did so with little notice from any of the
other nations until well until the late 13th
century when Hone Rae's wealth became
readily apparent. Several attempts have
since been made to subjugate the silvan
state, but Hone Rae's rulers have become
masters at playing each of the kingdom's
rulers off of one another. It is currently
understood by all the rulers in the region
that it is better for Hone Rae to remain
independent than for its libraries and,
perhaps more importantly, its mages to
come under the sway of another ruler. To
date Hone Rae and its rulers have done
their best to foster this uneasy neutrality,
but even theyve been invaded - most
recently by Altania.

The Rise of
Pentalism
"One people, One religion."

~ +Priest Colsken, at the execution


of several Pentalist heretics in 1392.
When
diplomatic
ties
were
first
established with the Estarian Empire by
Dalsundria in mid-1370 a new religion
from that distant land found its way onto
the island. Known as Pentalism, or the
"Five Paths." this new religion rebuked the
idea that there were several hundred gods
and put forth that their were only five.
The religion began around 300 SR in
Sandiem with the teachings of Cleric
Gregory.
Since then the religion that
evolved out of those teachings has
become the state religion in the Estarian
Empire, and bitterly embroiled in war with
"The Way" elsewhere.
In Telzoa "The
Way"
had
been
unchallenged,
but
Pentalism is finding fertile soil amongst

the middle class and some of the nobles.


It is most popular in Dabrinia, but
nowhere has it managed to debunk the
standing religion or even get a temple
built.

to much of Telzoas mythology and


religion though the Telzoans themselves
believe fervently that their gods brought
about these changes in the land and that
these myths are indeed fact.

The established priestly courts of Telzoa


have already begun to move to snuff out
the religion, but unlike those they have
fought before this religion holds equal
appeal for the masses and, more
dangerously, can't be tracked down to one
point.
Having already lost incredible
amounts of ground to the Pentalists
elsewhere, the priests of The Way in
Telzoa do not wish to lose the
considerable influence they hold now.
Their current removal activities focus
priority, naturally, on the Pentalist priests
who are capable of magic.

The Sky Above

With the country still largely caught up


in a political civil war, the leaders of the
country not only would prefer to keep
religion out as a side issue, but quell the
priests from dividing precious man power
from their own cause. For the most part,
the established Way priests begrudgingly
agree, but the Pentalist are attempting to
convert rulers to their cause and make
their attempts to hold their own kingdom,
or conquer the others, into a holy cause.
The situation is dire indeed, especially
given
rumor
that
King
Salsis
of
Milicsundria may convert.
There is
already enough bad blood between
Milicsundria and Dalsundria without the
former changing religions and bringing all
that entails into the mix. Yet it would
seem that Salsis, who is known to
consider himself abandoned by the gods
of The Way, might do precisely that.

The Natural
World
The world around the Telzoans has shaped
their culture in many ways. Telzoa is a
harsh land of short summers and bitter
winters punctuated by the occasional
earthquake and even volcanic eruptions.
These natural phenomena have given rise

"All things begin in dreams, and dreams begin above 'tis little wonder then that the dreamers face the
sky."

~ +Telsindria.
Carthasanas sky would truly be alien to
us. In the daytime not one but two suns
move through the sky. Each one is about
three-quarters the size of our sun in the
sky, though together they provide the
world with the same amount of radiation.
Usually they appear to wobble about
slowly as months pass by since they orbit
each other. Occasionally one eclipses the
other.
The Telzoan names of the suns are Ria
and Li the right and left eyes of Tean,
Lord of the Suns and also God of Justice.
Tean watches the world for evil, records
its passing, and in his due time he mets
out punishment. When the suns eclipse
one another the Telzoans believe that
Tean is simply resting an eye.
There are three moons that orbit
Carthasana, all of which are smaller than
are own moon, although there orbital
distance makes them appear to be
roughly the same size. The closest, and
smallest, is Matacha. Barely beyond being
a glorified asteroid, Matacha appears to
sail on the celestial sea at dusk and dawn.
This "sea" is the rings of the planet, which
from the ground look like a whitish haze.
Telzoans liken this to a flock of sheep and
picture Matacha as their shepherd. Like
our moon, Matacha only shows one face
to the world. She makes one trip around
the world in 12 days.
Second out is Tiania. This moon is most
like our own.
Telzoans, interestingly,
associate this moon with the earth

19

20
mother. The second moon has a very
discernible face pattern, even more so
than our own nightly companion, and
many regard it as the watching face of the
mother that bore the world, much as a
real mother always watches her children.
Tiania has a 28-day orbital period.
The third moon is Kepho the dark one.
This odd moon does not have a day
synchronized to its orbit, spinning once
every 3 days (so in effect, there is no dark
side of Kepho). The 44 day orbit of this
globe is in retrograde compared to the
others - and it perhaps for this reason
that Telzoans have named this third
sphere for their God of Doom and Evil
Death. The orbit of Kepho is also elliptical
enough to cause its face to noticeably
change size to the astute observer over
time.
Kepho also remains volcanically
active, and on very rare occasions she has
a violent enough eruption to be seen from
Carthasana, sometimes prompting meteor
showers within a few days of the event.
Due to the destabilizing effect of the
binary stars, no planet in Carthasanas
system is closer in than she. However,
there are three other planets further out
Sana, Sekoon and Pektos, in that order.
The backdrop upon which these bodies
move is most interesting. Ria and Li are
just outside of a huge nebula, and this
body occupies a quarter of the sky every
other winter. Often referred to as the
Night gate or blood pool, it is a considered
a bad sign when the planets align to it a
certain way. This nebula is no brighter
against the Carthasanan sky than our
Milky Way galaxy is in our night sky.

The Zodiac
From the Telzoan point of view the most
important part of the night sky are the
zodiac constellations.
The Carthasanan
sky has twenty such constellations,
divided into upper and lower houses.
Years alternate between being ruled by
the upper or lower houses, so any given
year sees ten constellations (in truth all
twenty are visible in the night sky at some

point in the year). The first ten we will


examine are visible during years with an
even number. The second ten belong to
years with an odd number. The area of
constellation in the sky is sometimes
called its "house" and an astral body is
said to be in the "house" of a constellation
if it is superimposed on that constellation.
The twenty signs of the Telzoan Zodiac
are:
 Januel: The beginning of the true
year, or "yuron" is ruled by Januel,
God of Elves and respected by
Telzoans
as
the
God
of
commencements,
beginnings
and
remembrances.
People born under
this sign are quiet, reserved and
reflective. They are loath to commit,
but once they do it is unshakable.
 Thachatean:
In Telzoan legend
Thachatean was the god of the dead
that was destroyed by Sekoon and
replaced by Matacha and Kepho.
Exiled to the night sky, he now
watches the world of the living he once
held in so much fear. People born
under this sign tend to be slow and
deliberate in their actions.
Their
emotions run deep.
 Arisane: Queen of Nymphs and the
sister to the Goddess Narisane, in
Telzoan legend Narisane scarred her
face and strangled her in a fit of sibling
rage. While Cuane could restore her
beauty she was unable to restore her
life, and she placed her spirit into the
sky to watch over. People born under
this sign tend to have beautiful and
compassionate personalities, but they
also tend to be emotionally frail.
 Eantonia: The half goddess Eantonia
is said to be one of many products of
the various trysts of Poen. A wild and
vibrant spirit, she roamed all of the
forests and wilds of Telzoa and she is
said to have been the first Grand
Druid. After she died her father put
her among the skies to watch the wilds
she had always loved and protected.
Those born under her stars are
notoriously free spirited individuals

who follow their heart before heading


to any logic or reason.

hoard everything they can lay claim


to.

 Cuane: The Goddess of Love rules


the fifth constellation of the Telzoan
zodiac. People born under this sign
are known for their love - both its
depth and usually for its brevity.
Flighty is another word used for the
people born under Cuane's stars.

 Nethuan: The former god of night,


Nethuan was laid into a deep
enchanted slumber by Senda and has
since passed from the active minds of
most of the populace.
He has no
priests, though he still is said to have
power over dreams and possibilities by
some. Most theologians believe these
powers to have been subsumed by
Oralea,
leaving
Nethuan
nothing
beyond his stars to influence the
world. People born under this sign are
reputed to be dreamers, planners and
schemers.
They also have a
reputation
for
becoming
easily
depressed when the world does not
fulfill their dreams.

 Rosalynn: The second active deity


with a constellation, Rosalynn is the
Goddess of Self-Sacrifice.
She was
murdered in life by her father for
thwarting his plans to enslave the
world. People born under her sign
tend to be introspective to a fault.
They constantly question how their
actions can affect those they love.
 Lystrania:
The fairy Goddess of
Laugher
and
Terix's
constant
companion
rules
the
seventh
constellation of the Telzoan pantheon.
It was for her soul that Terix entered
into a seven-year servitude beneath
the Gods Oberon and Titania, taking
the form of "Puck" during this time.
People born under this sign are
notoriously chaotic and unpredictable.
 Larindal and Arinas: The twins of
valor are the children of Tean. They
were conceived when Terix beguiled
Tean into falling in love with a mortal
woman. They lived their life in service
to Tean and to King Mirand. With him
they united Telzoa.
Larindal's son,
Alangyle, became the most famous
paladin of all time on the island.
People born under this sign tend to be
very serious about everything, with
very strongly ingrained senses of duty.
 Draco: In the ancient days the land
of Telzoa had to be wrested from the
grasps of the dragons. While they still
persist on the island, their king has
long since been slain and his body laid
in the heavens.
Each race has a
different name for Draco, and each
race takes credit for his slaying.
People born under this sign tend to

 Dulthos: The God of Treasures Below


and Patron Father of Dwarves rules
the constellation that launches the
second cycle of ten. This is sort of odd
since dwarves take no stock in
astrology, but the association is largely
a human one. People born under this
sign tend to be dwarf like - gruff,
uncompromising
and
usually
uncharismatic in the extreme.
 Apenca: The Goddess of Retribution
and Revenge is next in the zodiac.
People born under her sign tend to
have chip on their shoulder. They are
bitter and reserved.
 Narisane: The Goddess of Lust and
Hedonism is the chaotic ruler of the
thirteenth house of the Telzoan
Zodiac. People born under her sign
can be lustful, beautiful, but also very
tactless and straightforward.
They
have a reputation for over-indulgence.
 Derin: Cuvanill's predecessor was an
extreme pacifist who was slain long
ago by Sana. She cast his body into
the fires of the suns, but Tean
interceded and placed his resting form
in the sky. People born under this sky
tend to be easy going and quiet
individuals.

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 Poen: This constellation, named for
the God of the Sky contains Austrasis,
the brightest star of the Telzoan
nightsky (it is roughly twice as bright
as Sirius at magnitude 8.1). People
born under this constellation are often
artistically gifted and outgoing.
 Berenash:
The God of Strife and
Tyranny murdered his own daughter,
Rosalynn, to punish her for thwarting
his plans. For this and other acts he
ascended to godhood.
People born
under this sign tend to be harsh,
judgmental and oppressive to those
around them.
 Anatole: The only outright mortal in
the nightsky, Anatole was the sister of
High King Otal. She was sacrificed to
the gods so that they would aid the
Telzoans in pressing back Tancher's
Horde. She performed the ceremony
upon herself without ever questioning
the judgment that cost her life. For
this selflessness Rosalynn placed her
into the skies. People born under this
sign tend to be equally selfless, though
their friends sometimes accuse them
of being to frivolous with their own
life.
 Cuvanill:
The Goddess of Defense
and Mothers rules the eighteenth
house of the Telzoan Zodiac. People
born under this sign are known to be
an overprotective lot.
 Char: The Lord of Destruction is the
Lord of the nineteenth house. People
born under this sign are expected to
be violent in all things they do passion as well as war. Many of them
are extremists.
 Senda: The final house is a region of
the sky that has no stars known as the
nightshade. A large nearby nebula is
the reason for this, though that is
unknown to the people of Telzoa.
They name the region for the Goddess
of the Night. People born under this
sign are quiet and secretive, and they
have a reputation for nursing grudges
for way to long.

Note: While all of the constellations have


expected behavior types associated with
the people born under them, these are no
more binding to your character than the
zodiac of our own skies is binding to you.
However, if you'd like a sign for your
character your free to choose your birth
date.

Geography &
Climate
"You cannot escape the ground you stand upon."

~ +Meglar, Dwarven chief


Telzoa is a geologically active land with
multiple volcanoes, especially in the west.
Everyone on the island has felt a noticible
earthquake at some time, as this occurs
at least once every five years. Highly
destructive earthquakes occur on a less
frequently cycle of around 30 to 60 years,
and the last one of note was in the year
1395, so it is unlikely that another will
occur soon. When earthquakes do occur
on the island they are usually followed by
tidal waves of varying magnitudes.
Telzoans have learned over time how to
build on such unstable ground to some
degree, and most homes can withstand
modest to strong earthquakes without
sustaining enough damage to destroy
them outright. Temples and major
structures
are
built
with
magical
reinforcement when necessary, or at least
under magical guidance to insure the
buildings can withstand the restless earth.
Eruptions are a different matter.
Telzoans know the locations of each of the
more powerful volcanoes and fear them.
All of them are basalt volcanoes like Mt.
St. Helens or Mt. Vesuvius, meaning they
will explode rather than gently erupt like
the Hawaiian volcanoes. Many local
traditions have evolved around the
volcanoes ranging from ritual sacrifices to
the mountains of livestock or, although
illegal, fellow humans. Char, the dark god
said to rule the volcanoes is fickle in his

behavior, and though his priests are


reviled, they are protected somewhat by
the volitale power wrapped within the
mountains.
The weather itself is also harsh and
particularly active. Telzoa is a land
surrounded
by
seas
warmed
by
geothermal activity while Artic airmasses
slam into the island during winter. Rain
and snow is frequent, especially on the
islands west face where falls of as much
as 10 (2.1 meters) have been recorded.
Winter is spectacular and fierce lasting
three months of the ten-month year. It is
followed by a highly rainy spring which
turns into a humid though somewhat dry
summer and late summer. Fall tends to be
dry with only occasional rain, and the
threat of forest fires sparked by dry
lightning is ever present.
This weather is reflected in the clothing
of the Telzoans. Even in summer most
dress fully as summertime temperatures
are only around the 60s and 70s. At the
height of winter temperatures can drop to
20 and below.

Rituals
"What we do is part of who we are."

~ +Telsindria.
The lives of most Telzoans are punctuated
by rituals, of which four are of keen
importance: Birth, Coming of Age,
Marriage and Death.

Rites of Birth
The
beginning
of
life
holds
high
significance to nearly all societies and the
Telzoans are no exception to this rule.
There are three ceremonies associated
with birth as follows: Asiana, Madriana,
and Nosiana.

Asiana
The first ceremony formally recognizes
and celebrates the pregnancy. It is a
private ceremony that is held at home
with only close friends of the family
invited unless the parents to be are high
ranking nobles, in which case the event is
occasion to throw a large celebration,
especially if the pregnancy is the first for
the marriage. The involvement of a priest
in this ceremony is limited to a blessing on
the expectant mother, and this act may
be carried out at a temple if the priest
cannot (or more likely will not) go to the
home of the expectant parents. The first
Asiana also finalizes the consummation of
the marriage bed.
The only act of special significance
carried out in these quiet ceremonies is
the choosing of the Anglecani, or "Angel
Parents." This individual(s) will serve as
the step-parents of the child should death
claim the blood parents at some point in
the child's life. Also it is traditional that a
male noble child serve his squire training
under his Anglecani should that person be
competent and able to provide such
training when the time comes. This high
honor also has political repercussions in
the case of royal children. Should the

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King and Queen die before the child is of
age to take the throne it is the Anglecani
who serves as the Regent to the throne.
Given these facts it's not surprising that
an Asiana is an elaborate affair for the
nobility, but then again, aren't all things
elaborate when the rich and powerful
become involved. For the poor the Asiana
may only involve the nuclear family but
otherwise carry on without to much
hoopla. Only the first or Asiana Primera
receive special attention among the poor
and there a couple of reasons for this. For
the father the event marks the assurance
that his bloodline will continue in some
form, although total assurance won't be
had until the child is proven to be male.
For the mother the event marks the
fulfillment of her womanhood. With this
event she becomes the equal of her own
mother in a sense, and for this reason the
Asiana is a female dominated celebration
where the actual ceremony takes place.
The ceremony, whether at home or in
temple, occurs along these lines.
The
couple stand before either the altar (in
temple) or the hearth (at home) with the
priest before them.
He blesses them
both, then a second bless is set upon the
mother.
Next the parents offer the
Anglecan to the individual they have
chosen for the task, and that individual
accepts before the priest and swears to
protect both the parents and the child. At
this point the formalities are concluded
and what occurs next is largely an issue of
personal taste. As a general rule though
the parents ironically separate to be with
their sexual peers - that is the men
congratulate the father in one room while
the women congratulate the mother in
another. Feasting may be (and often is)
thrown into this mix, but on the whole the
evening is segregated as a rule.

Madriana
Essentially a Telzoan baby shower, this
private occasion is held at about the
middle of the third trimester. A friend of
the mother to be or the Anglecani
arranges it if that person is a she. Men do

not take part in this ceremony for the


most part, nor are any priests involved.
Her friends give gifts to the mother and
they spend part of the evening praying for
a safe birth for both mother and child. In
some areas the Madriana is not practiced
at all, and in others it is a more elaborate
affair with the whole village involved.

Nosiana
In a sense this ceremony begins with the
rigors of birth itself. Once the birth is
complete the child is "set before the eyes
of Tean" which is to say he or she is
presented to the suns, then the true name
of the child is called out.
Within the next ten days the ceremony
of the Nosiana is performed. The child is
brought to a temple of Aurnon and there
presents the child before three priests one of Cuvanill, one of Tean and one of
Matacha. The mother kneels on her right
knee and calls out to the priest, "The one
who speaks for the Mother of Mothers
speak, for I seek her guidance."
The reply she receives is "I am here
child. Cuvanill guides you."
Her next line is "The one who speaks for
the Ever-watching Father speak, for I seek
his protection."
And the reply, "I am here child, Tean
protects you."
The two priests receive the child and
place it upon the altar.
The child is
blessed by each priest which involves
marking the forehead in ash powder and
sprinkling holy water upon the child. As
this is done the parents speak the true
name of the child when prompted. Then
the presiding priest of Matacha adds what
is arguably the most ominous part of the
ceremony, "Mother, speak the name of
your child that all may know, that I may
record it herein in this the Roll of Names."
The elaborate reply is, "I call (him/her)
(name), and may Oralea bless (him/her)
with many years before (his/her) name is
recorded again thereupon."

Now it should be noted that what


transpires above is the consistent core of
the ceremony. Other areas add their own
distinctive touches, as do individual
families. A royal Nosiana is a full day
affair, while the poor may barely afford
the cost to go to temple. Regardless of
the amount of pomp and circumstance
actually afforded the occasion though, it is
an important one in the lives of all people
- it is the beginning.

Rites of Passage
"There is a special time in the lives of all people when
the child without dies and the adult within is born"

~ +Telsindria.
Telzoans celebrate four major coming of
age ceremonies held at the ages of 9 and
15.
Further the nature of these
ceremonies is highly segregated by sex.
The various coming of age ceremonies are
held by many persons in Telzoa as
cherished memories. Further, it is at this
time that many Telzoans begin to walk the
path they will follow in adult life.

Untalis Crindal
Translating literally as "First Bleeding,"
this ceremony is held for girls after they
experience their first menstrual bleeding,
at between the ages of nine to as late as
twelve. The ceremony is a solemn one
with no men present, and it is usually held
during the moon festival of Tiania that
occurs immediately after the event. The
ceremony is overseen by druids and held
within their groves when possible.
The girl (or girls, for it is not unusual for
several
to
undergo
this
ceremony
together) that are to undergo the rite are
dressed in brilliant white cotton or linen
dresses for the occasion and are
unadorned by makeup, jewelry or the like
before the ceremony begins. All others
present at the ceremony are completely
nude. As the ceremony begins they are
lead by their mothers and elder sisters to
the center of the grove, and there left

while their relatives join the circle of


druids at the grove's edge.
Three matriarchs occupy the space
between the girls and the ring formed by
their sisters and mothers.
The first
represents Cuvanill, Goddess of Mothers.
The second represents Cuane, Goddess of
love. The third, and master of ceremonies
is a priestess of Tiania, Goddess of Nature
and Natural cycles. For about an hour
hymns and chants are sung in praise of
the three while the girls sit quietly facing
out from the center stone of the grove.
As this is concluded the priests approach
the children. The first to speak is the
priestess of Cuvanill.
"I, who speaks for our Mother of
Mothers, welcome you children. Today
you pass from Chiantu my daughter's
protection unto mine.
Today you
celebrate the first step of womanhood.
Ayla! " With that said the children are
motioned to stand. The ground beneath
their feet begins to glow.
The priestess of Cuane speaks, "Today
thou art fertile. Today thou may bear
children
as
your
mothers,
your
grandmothers, and all the generations
before. Ayla!! " The ground beneath the
feet of the girls catches fire, but they and
the priests next to them are unharmed by
the flame.
The priestess of Tiania speaks, "Today
you have completed a circle of life, yet
many circles remain before you. We shall
continue to watch, we shall continue to
pray, and we shall continue to guide.
Ayla!!" The flames catch the girl's dresses
and begin to burn them away. Some of
the girls flinch in pain, and almost all
present begin to cry.
All the priests and women present begin
to chant along with the girls, "All are born
by us! Ayla!! All are nurtured by us!
Ayla!! We are the keepers of the flame!
Ayla!! We are the sources of the river!
Ayla!! We are women! We are forever!!
Ayla!!! "
The flames subside with a blinding light,
and the girls are left as nude as their

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26
mothers and sisters. They are covered in
sweat, but unhurt.
With this the
ceremony concludes.

Decandi
The male companion to the Untalis Crindal
has no biological signal, so the tenth
birthday is used as the marker to
celebrate this transition in life.
At or
around this point of the child's life he is
taken by his father to the nearest temple
of the branch of faith the father holds
trust in. The child is put alone in a room
(or in the center of a grove if druids are
involved) and not given food or water for
two days.
The location is gradually
heated (or exposed if outdoors). During
this the boy is to meditate. Most fail to
really do so during the whole time period,
but those that are the most successful in
this task do often garner the attention of
the priests. Eventually the boy passes out
and has a vision. The priest interprets the
vision and it determines the vocation of
the boy and to whom he is to be
apprenticed (In theory.
Some parents
and children go against the vision and
take up some other task).
After this rather grueling test a feast is
held in the child's honor at his home. The
vision,
the
parents
finances,
and
everyones personal tastes shape the
details of this feast.

Rites of Marriage
"We all live - never truly alone, and never truly
together save with one - or without one."

~ +Alisan, Priestess of Cuane.


Marriage is the most important pact a
Telzoan will ever make. It forms a bond
of trust and love that is never truly
severed without great consequence.
A
spouse is seen as such a part of one that
cutting them off is as serious as needing
to amputate a hand or foot. Divorce can
occur and be justified, but divorcee's are
ostracized in Telzoan society all the same.

The marriage ceremony itself is all that


is covered here. Proposals of marriage
and betrothals (in the case of arranged
marriages) vary to
wildly for an
introduction to handle, but the marriage
vows are one of the most consistent parts
of the Telzoan religion. Priests of Cuane
and Poen are preferred when handling a
ceremony, but any married couple will do.
That is the one caveat of the Telzoan
wedding ceremony - it is not a priest, but
another wed couple that marries one.
Further it cannot be your parents. Since
priests of Cuane and Poen invariably
intermarry they are often chosen - further
they have access to spells to further
sanctify the marriage.
The ceremony begins at dusk of the
preceding day.
From sunset to the
ceremony itself it is considered bad luck
for anyone of the opposite sex to see
either member of the ceremony, and this
is often enforced with the occasional
exception given to overly doting parents.
At morning the two are led to opposite
sides of the ceremonial grounds in the
nude, and then one at a time they walk to
the center of the grounds alone. In the
center of the grounds, also nude, are the
priests or presiding couple. To the right of
the priests are the bride's parents, and to
their left the grooms - the three couples
form a triangle. Parents may or may not
be clothed for the occasion as determined
by age and area. The bride and groom
enter the triangle from the side of their
parents. The words of the ceremony are
as follows:
Priestess:

"Her enchanting lady,"

Priest:

"And her eternal consort."

Both:

"Invest their power in us."

Priestess:

"Oralea [fate] has chosen


that you to meet."

Priest:

"And you have chosen to


love."

Priestess:

"This love has grown."

Priest:

"Hence you have brought it


before us"

Priestess:

"For
eternal
confirmation."

Priests:

"Shall we proceed?"

Couple:

"Yes"

Priest:

"Very well, Do you give your


heart to this woman, that
she shall never be alone;
Do you give your faith, so
that she shall never be in
want of trust; Do you give
your life, that she shall
never fear harm; Do you
give her your love, through
which each of you shall be
eternally strong."

Groom:

blessed

"I give my heart, none else


can tame it; I give my faith,
none else can claim it as
she; I give my life, for none
shall shame her while I live;
and I give my love, with no
restraint now or ever."

Priestess:

"And do you accept what he


will give?"

Bride:

"Yes, I, now and forever,


claim his heart, faith, life
and love!"

Priestess:

"Very well, Do you give your


compassion, that he may
never again know sorrow;
Do you give your hearth,
that his journeys may
always find an end; Do you
him give your mercy, so his
wounds might find comfort;
Do you give him your love,
through which each of you
shall be eternally strong."

Bride:

Priest:

"I give my compassion, his


tears are mine alone to
weep; I give my hearth, his
home is mine alone to
keep; I give my mercy, his
joy is mine alone to need;
and I give my love, with no
restraint, now or ever."
"And do you accept what
she will give?"

Groom:

"Yes, I, now and forever,


claim
her
compassion,
hearth, mercy and love!"

Priestess:

"Two came unto us,"

Priest:

"Two as one depart,"

Priestess:

"Two shall love forever."

Priest:

"Two shall ne'er depart."

(The priests give a rose to the couple, and


they place it tightly between their palms
and face one another.)
Priestess:

"Cuane of the Roses"

Priest:

"And Poen of Song"

Both:

"Bless you, Unite you, and


Free you, Two made One."

Rites of Death
"The end which comes once and comes to all is always
at hand - prepare."

~ +Matachan saying.
Much ado is made over the whether or not
one will have peace or torment after they
die, or in the cases of some of the evil
sects of Telensitary, whether one receives
torment or gets to inflict it.
Hence
placating the gods almost always has
death in mind anyway.
This said, funerals are for the living and
not the dead. It is in these ceremonies
that we remember the ones we loved and
lost.
Funerals serve the necessary
function of allowing the living to find
closure. As for the dead, they too need
closure an unburied or mistreated
member of the deceased can come back
to haunt the living in Telzoa, and some
care is taken in Telzoan tradition to
placate the dead.
If one knows they are going to die they
will seek the counsel of a priest of their
patron god so that they might confess
their sins before dying.
If this is not
possible a Matachan priest can take such
a confession, any priest is preferable to
none and at the very least someone

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28
should be there.
alone.

Telzoans hate to die

When someone dies in a character's


presence they are expected to know and
to say the decorum or last rite.

Delce de decorum trist


Delce de decorum delenerum torum
Translated this Liternanin phrase means
"All are born hence, all are fated to die
someday."
The preparation of the body for burial
takes only a few hours and if a priest is
involved it will include castings of bless
and gentle repose. The rich often have
elaborate costumes prepared for their
death, and the body is cleaned for its
journey, but left undressed. Naked we
enter the world, so too do the Telzoans
deliver the bodies of the dead to their
rest.
Burial ceremonies begin at dawn when
the body is set out for visitation. The
friends and relatives of the deceased
remain on the premises.
Two hours
before nightfall the body is taken to the
local temple and the Incardra is performed
by the priests of Matacha. During this
ceremony the body lies just before the
altar and the immediate children of the
deceased form a semicircle around the
casket. They are arranged from eldest to
youngest from the right to the left of the
body if it were to stand and face them. If
the parents or spouse of the deceased
survive they stand on the rightmost hand
before the children, although this is a rare
occurrence, it is not unheard of. Behind
them in a second row are any
grandchildren. In the third circle come all
other relatives, and these relatives make
a full circle around body and altar if there
enough of them.
They are arranged
starting directly in front of the altar and
progress clockwise around the body in this
order siblings, uncles & aunts, cousins.
A fourth ring is composed of all other
friends to the deceased in the case of

royal or high noble funerals this ring will


be arranged by pecking order and a fifth
ring will be formed of the non nobles
present.
There will be one or two presiding
priests the first is always of Matacha.
The second is determined by whether or
not the deceased had a patron god (most
do). In this case the god of the priest will
be the same as the patron.
The Matachan priest begins the
Incardra by repeating the decorum. The
second priest then recounts the deeds of
the deceased, and this may take around a
half hour. The Matachan priest then calls
out to the spirit to behold those who have
come to bid them farewell. Each person
present then says their last words to the
priest and concludes with, I, [Name] bid
thee farewell. It is customary to keep
this last farewell under a minute or so,
depending on how many folk must say
their last farewell. In the case of very
large ceremonies only the inner two
circles perform this process. After each
person says their farewell they turn away
from body, and light a candle.
When all have turned away the
Matachan priest opens a copy of the
Ruandi Nombren and sets it upon the
altar, and then enters the name of the
deceased into the book. He says what he
writes aloud. The song of the Ruandi
Nombren is sung afterward, and when this
song is completed the Matachan priest
slams the book shut. With this cue all
present snuff their candle, and hold the
wick as long as they can even if it burns
them.
All present bow their head as eight
Death Speakers enter the ceremony
room (or grounds) from behind the altar.
They close and take up the casket, and
deliver it to the burial grounds. After they
leave the survivors are free to go. Some
accompany the body to its burial grounds.
In some areas the body is cremated on
the spot.

<< Sashana.
Sashana Grand druid during the reign of
High King Otal and his son Elgrel I. Legends
say she mothered at least one bastard child
to the king. She is the three generations
removed great grandmother of the current
Grand Druid, Alisan. Sashana was a half elf,
and like most of her race she outlived her
human contemporaries but died too young to
truly be accepted by her elven father despite
her accomplishments as one of the most
powerful priests of any religion ever to
walk the lands of Telzoa.

nce we were all the same, before


the first rebirth, before the
schism. At that time the only
peoples of the world where the
Tal Isan.

but five. I suppose if you asked one of them, you would


learn if this story is true after all, each race has
their own version where they get to play the hero.
Who knows what the truth is? It, like this summary,
probably lies somewhere in the middle.

There was a wizard-king, whose


name was Mariel. He desired more than earthly power,
and made war upon the heavens. He gathered his
finest armies and laid siege to the plains of Valrea.
And so enraged where the gods at his audacity that
each army was changed to hate the others. So arose
the goblins, the orcs, the bugbears and their lot.

~ +Teresa, Human Wizard.

There were those who did not follow Mariel into the
ther, but when his forces returned they began their
assault. The remaining peoples where scattered by
this blight to the four corners of the world. The
survivors where blessed with powers of their own to
stand off the assaults of the goblin races. So arose
the elves from the forests, the men from the plains,
the oyasi of the islands, the dwarves of the mountains
and the gnomes of the swamps.
Of the Tal Isan, only a few remained, and their
numbers have since dwindled in the succeeding wars to

There are dozens of major races in the


world of Carthasana, but only seven are
eligible to become player characters in the
Dusk setting. Each race has a proud
history
and
often
several
cultures
encompassing far more material than can
be covered in any depth here. Instead this
book will only touch upon the perspective
and physiology of each race.
Note that what follows are the norms for
each race. How well or poorly your
character conforms to the status quo of
his or her race is entirely up to you. Just
remember that oddballs tend to have a
harder time in social situations than
conformists.

29

30

Languages
All characters know at least one language
as determined by race.
Race
Dwarf, Gnome
Elf
Halfing
Human

Language
Kilasric
Silvani
Oyasin
Dalsundri

For convenience, non-human player


characters also speak Dalsundri (the
prevailing human tongue in Telzoa). For
each positive point of ability modifier for
intelligence a character has he receives a
bonus language. This language must come
from the list given with the characters
race.
Literacy: A character can read only if
he knows an alphabet. Most languages
spoken in Carthasana have no written
forms. A character must know at least one
language that uses an alphabet before he
can learn the alphabet. Only wizards know
how to write as a class ability, although
many deities require literacy as part of the
training of their priests.
Class-Related
Languages:
Some
classes can choose certain languages as
bonus languages even if theyre not on
the lists found in the race descriptions.
These class-related languages are as
follows:
Cleric:
Shunri

Abori,

Valrea,

Balcridi,

Sodri,

Druid: Sylvan.
Wizard: Liternanin

The Races
Listed below are the races of Carthasana.
The first name is that most commonly
given to the race in D&D parlance. The
name in paranthesis is the name the race
has for itself and the name it is most
commonly referred to in Carthasana.
Each entry is divided down into several
sections detailing the races physiology,
personality, relations and so on.

Humans
"So how do elves view us?" Teresa asked Trishdare.
The elven sorcerer shook his head, "As the waves of the
sea.
Individually brief - collectively constant,
unchanging and overpowering."
The human race is the most direct
descendant of the fabled Tal Isan race.
They remain the most adaptable of all the
races and the best at organizing
themselves into cities, kingdoms and
empires. While the shortest lived of races,
they tend to build the most lasting
national and physical structures. Humans
build on grand structures that other races
dont
quite
understand,
grasp
or
appreciate.
Personality: Humans cover a wide range
of personalities, but as a race they are
ambitious with a strong urge to take back
the lands they have been driven from by
other races or other human kingdoms.
Humans
have
extremely
strong
nationalistic tendancies and tend to show
their greatest prejudices against those
outside their nation regardless of race.
Order and law are important to the race

as a group, but individuals buck this trend


with enough regularity that no one really
knows what to expect when they
encounter a stranger of the human race.
Description & Clothing: Humans of
Carthasana are capable of the same wide
variation of appearance seen on earth, but
as a rule the Humans encountered in
Telzoa will be of a stock best described as
Grecian or Mediterranean. Those people
have black hair, rounded eyes, but a
creme colored skin tone more akin to
those seen in northern earth regions than
in the Mediterranean.
Humans of other skin tones and
appearances can be seen in other regions
and sometimes migrate into Telzoa as
traders or adventurers.
Clothing
patterns
throughout
Carthasana vary radically within culture so
an exhaustive listing would be futile,
however within Telzoa itself humans tend
layered heavy wool garments. Telzoa has
fairly harsh winters and so the peoples of
the region must dress accordingly or
freeze to death.
Relations: Humans will have dealings
with any race willing to submit to the
authority of their governments and laws.
While some individual clans of other races
are willing to do this, other races as a
whole are not. Also, humans of different
nations may or may not recognize each
other. So, all in all, this is a mixed bag
that is very dependent on the local area
and custom.
Marriage & Family: Again, marital ties
vary considerably between cultures, so
only
the
Telzoan
regions
will
be
considered here, and then only briefly.
Marriage, among the nobility, is chiefly a
means of land acquisition or to cement
political ties. Even among the lower
classes marriages are arranged and men
and women rarely know their spouses
before the ceremony begins; though the
rebellious Rizaldan priests are trying to
change this practice and let people be free
to find each other and fall in love. Still,
this concept is foreign to most Telzoans.

Human
Lands:
The
Kingdom
of
Dalsundria in Telzoa was covered in the
previous chapter, and it is essentially a
human kingdom.
The other significant
human kingdom in Carthasana is the
Estarian Empire to the south. Once the
two kingdoms were united under the flag
of the Malchani empire, but this time
period predates the memories of the elves
and most records kept in Telzoa.
Religion: Humans worship many deities
depending on region. Some deities are
organized into pantheons, some are
independent; some deny the worship or
existance of other deities and others do
not. Thanks in part to the presence of
divine magic though deities maintain a
real presence throughout Carthasana and
it is believed that they have a vested
interest in maintaining this status quo,
though
exactly
what
is
not
well
understood even by the sages which study
the matter.
Language: Languages switch rapidly form
region to region, even within a country,
such that Carthasana has no common
tongue. The most common language
within Telzoa, where Dusk is usually
staged, is Dalsundri.
Names: Names in the lands of Dalsundria
are usually corruptions of other common
languages of the area and ancestral
tongues such as Dalzendri, Malchani, and
Liternanin.
Adventurers: Humans adventure for a
variety of reasons risk, profit, glory,
religion. The reasons are as varied as the
people who seek the adventure.

Dwarves
"Beware a cheery dwarf."

~ +Berondibas, gnome wizard.


Denizens of the deep mountains, dwarves
throw themselves passionately into any
and every task they engage in. Producers
of some of the finest arts or all types in
the realm of Carthasana, dwarves are

31

32
than humans they weigh the same and
are equally strong despite their size.
Dwarven
bones
are
massive
and,
ironically, dwarven thighbones are a
favorite club among orcs.

greatly honored by all races for their skills


even though their temperments can
sometimes make them very difficult to get
along with.
Physiology: The differences between
dwarves and humans run far deeper than
a difference in stature.
Despite their
height dwarves weigh as much or more
than humans on average. They also are
have a wider stance than humans, which
exagerrates
their
short,
squat
appearance.
Longevity: Dwarves of Carthasana dont
live appreciably longer than humans. Their
lifespans typically run into the 75 to 100
year range (remember that humans on
Carthasana rarely live past 30) with some
venerable dwarves reaching 125.
Senses: Dwarves are best known for the
extraordinary ability of darkvision. This
ability allows a dwarf to see the reflections
of the light of his own aura though such
light is weak, hence the limited range of
this ability. A dwarfs normal vision is
roughly as good as a humans though the
race has a much higher occurance of
near-sightedness.
Dwarven hearing, touch and smell are
roughly equivalent to a humans, but their
sense of taste is decidedly poor. Dwarves
ironically love spicy foods though, but as a
result of their poor taste they often spice
their
food
to
the
point
nearly
overpowering.
Physical Build: Dwarves are more dense
than other races. While physically smaller

Dwarves
have
exagerrated
livers,
spleens, appendices and kidneys. Their
bodies are far more efficient at dealing
with and removing poisons from their
system.
Dwarves are also outright
immune to several substances that can
slowly kill humans outright not the least
of which is lead. Dwarves use lead in
almost all their utensils yet it has no effect
whatsoever upon them. Thanks to
divinations other races are aware of the
slow danger lead poses on Carthasana,
though dwarves brag it is just weakness.
Mineral poisons have next to no effect on
dwarves in general, though natural and
synthetic
poisons
can
affect
them
normally.
These abilities are the reason for the +2
racial bonus dwarves have to their
constitution scores.
Birth & Childhood: Dwarves develop
slower than humans, due largely to their
massive bones. They dont stop growing
until age 30, and childhood is generally
regarded to last until the same. Dwarven
pregnancies last 11 months.
Personality: Carthasnas dwarves are not
dour and taciturn, but rather bombastic
and overbearing to an extreme that is
equally annoying. A dwarf says what he
thinks before taking any time to ponder
how others may react. This extreme lack
of tact is why dwarves, as a race, have a 2 charisma penalty.
Description & Clothing: Dwarves make
and wear clothing wed describe as
Scottish,
with
elaborate
patterns
throughout. Dwarves decorate all their
tools and often fashion their hair and
beards into knotwork patterns.
The
attitude of most is that if something is
worth making its worth making well.
Relations: Dwarves are extremely warm
and friendly with their family and clan and
equally guarded in their dealings with

strangers. They prefer to keep other races


at arms reach but especially men.
Several times in the last two centuries has
one or more Telzoan king tried to claim
the mountains for their own, only to be
beaten back by the dwarves.
Marriage & Family: Family is at the core
of dwarven life, though dwarves dont
tend
to
keep
large
clanholds
on
Carthasana like they do in other worlds.
Instead, clans loosely ally into councils
which meet only to drink and argue, rarely
deciding on anything unless an urgent
need presents itself.
Dwarven females have far more parity
with their male counterparts than human
women. Unlike human females dwarven
females do not tend to be any frailer or
less aggressive. Indeed, their willingness
to be beligerent often catches humans off
guard.
Dwarven Lands: Dwarves typical lord
over freeholds in narrow mountain valleys
that are both mineral rich but also afford
them the ability to grow what food.
Dwarves prefer to be self-sufficient and
will avoid lands that cannot produce all
their needs.
Dwarven cities can grow quite large, but
grow organically with little planning. Since
most are primarily underground it is
possible to become lost for days or weeks
in the mazelike passages.
Religion: Dwarves engage in what is
essentially an elaborate form of ancestor
worship. Each clan, during ceremonies,
recites the names of all the members
passed and sings the tales of their glory.
At the head of the ancestry are three
powers presiding over the cycle of life in
this world most commonly called
Freyalis, Dulthos and Nalru. However,
most clans have a local deity and it is not
unknown for the names of principle deities
to be changed from stronghold to
stronghold.
Language: Dwarves speak a tongue they
call Kilrasic, and it is essentially the same
as the tongue used by gnomes. This
probably owes to the fact that gnomes

move in and among dwarven settlements


as much as halflings move among the
humans of other worlds (though halflings
do not mingle with humans often in
Carthasana). The language has an
alphabet known as the Smarskritic and
that alphabet is often co-opted by
goblinkin when they have cause to write
something down (which is rare).
Dwarven is a very harsh and guttural
tongue. Elves sometimes jokingly refer to
it as growling earth speak.
Names: Dwarves tend to be proud and
yet secretive about names. They proudly
vant out their clan names and work to
honor their clan. Further, most go by their
clan name when working with outsiders
(even dwarves from other strongholds).
Personal names are kept relatively secret,
and true names are given out only rarely
and it is a mark of high trust.
Adventurers: Most dwarven adventurers
are out for a thrill and a fight not
necessarily in that order. That they might
profit during the struggle is often only
secondary to enjoying themselves in the
process.

Elves (
"So Teresa," Trishdare began, "How do humans view
elves?"
"As the fern envies the oak," she replied smoothly.
Elves are the most prominent of the
sylvan races of Carthasana. Humans
often see them as idealic versions of
themselves, yet the free spirit of the elves
has grated on the nerves of more than
one human king and emperor. While elves
are willing to be allies, they are not willing
to be servants.
Physiology: While physically closer to
humans
than
any
other
race
on
Carthasana, the elves are upon close
examination more alien than any other
race. While grotesque in visage, goblins,
orcs, ogres and the like share humanitys
frailties of disease and mortality. Elves
are free of these concerns, and this

33

34
freedom shapes their very psychology on
a level that is not easily appreciated or
understood.
As has been said many a time in Telzoa,
appearances deceive the elves are not
like us.
Longevity: The most dramatic difference
between elves and humans is longevity.
Elves live to approximately 300 years,
though individuals over 400 years old
arent unknown. To human eyes elves
seem to live forever and seem to have all
the time in the world to explore the
nuances of this or that craft.
In addition to a naturally long lifespan
elves are immune to all diseases that
affect humans. Elves however do have to
contend to diseases unique to their
species most of which are at least
partially magical and difficult to treat.
They also are in danger of dying from an
ailment called the ashtasila sundre, or
weary death where an elf becomes so
depressed from his memories and
experiences that he goes into a catatonic
state and starves.
Senses: Elves are generally believed (and
they frequently brag) of having better
senses all around than a humans. This is
mostly true.
The elven eye is about twice as sensitive
to light as a humans having a far more
dense concentration of rods than a
humans. It is also about a quarter size
larger than a human eye. Elven eyes have
a
much
more
reflective
timpanic
membrane behind the retina that reflects
unabsorbed light back to the retina for a
second try at absorbtion. Some of this
light escapes though so an elfs eye shines
in the dark just as a cat or dogs will.
This visual acuity comes at some price.
The muscles that move the eye are less
developed in an elf than in a human. This
means that an elf cannot look out of the
corner of their eyes or cast a sidelong
glance at someone. To follow most objects
an elf must move her entire head just an
owl does (which cant move its eyes at

all). Elves also have a greater likelihood of


being born colorblind than humans.
Elves
have
a
functioning
and
transparent third eyelid that protects the
eye from flashblindness (the lack of this
third eyelid by goblinoids is why they are
vulnerable to flash blindness and elves are
not).
Elves have a more sensitive and higher
hearing range than humans. An elf can
hear a dog whistle and it isnt
uncommon for elven scouting parties to
use such whistles as signals their foes
cant intercept. Despite this advantage,
elves are no better at discerning the
direction of a sound than humans are.
Elves have about the same sense of
smell and taste as humans, and their
sense of touch is actually weaker at
picking up temperature changes than
humans.
Extrasensory: Elves have an almost
instinctual sense when it comes to magic.
Even those with no training whatsoever
can feel the presence of a spell if they
enter its area of effect (and with most
spells by then, its too late).
Elves also have the ability to feel the
emotions of those they touch. Two elves
holding hands know the emotions of the
other and they, as a rule, find physical
contact more desireable at all times than
humans.
Elves like to touch and be
touched and they dont discriminate
sexually in this regard. A typical elf would
prefer to have someone else groom them
or to groom another than to groom

themselves. So great is this need for


contact that those who capture elves
frequently have learned that solitary
confinement works wondered on the elven
resolve.
Physical Build: Elves have a much less
dense bone structure than humans.
Though their bones are about the same
size, they are more hollow. Major bones
such as the femur (legbone) and hip have
strips of cartilage intermingled with true
bone to give added flexiability. This comes
at a price, elven bones break easier than
human ones though usually they will bend
first.
Elves do not weigh and indeed cannot
weigh as much as humans their
skeletons would collapse under the
weight. Elven muscle tissue is stronger
per pound than human muscles, but there
is less of it in most individuals adding to
their frail look. These highly dense but
light muscles take a long time to grow,
adding the immature period most elves
undergo.
Elves therefore have much more
flexiable bodies on average than humans,
but at a price of being more easily injured

hence
their
-2
adjustment
to
constitution.
Reverie: It is well known that elves not
only dont sleep, but cant. Their minds
are always active on some level and they
are always aware of their surroundings.
However, elves do have to enter a state
called the reverie. While in many respects
this is an advantage, sometimes it can be
a weakness.
During
reverie
the
elven
mind
accomplishes what the human mind does
with
sleep

discarding
unneeded
memories and strengthing those that are
desired. However, for an elf this is largely
a conscious process.
Elves need to spend at least four hours
a day in this state though they can spend
more. Elves who fail to reverie the proper
amount of time dont suffer the same kind
of fatigue as humans, though the game
effects are the same. As the period

between reveries increases the elven mind


becomes increasingly disoriented until
finally it collapses in on itself and the elf
enters a coma. These comatose episodes
are about the only time an elf experiences
unconsciousness and it is frightening to
them in the extreme despite the fact that
it is in this state that most elven infants
linger in on and off until their minds are
developed enough to begin to reverie.
Birth & Childhood: Elven females, unlike
their human counterparts, are only
capacle of becoming pregnant once a
year. This phenomena is known as an
eustral cycle and is seen in deer and
other prey animals.
Even when the
chance of pregnancy is present it is fairly
rare most elves only successfully get
pregnant five or six times in their
lifetimes. Since elven females need not
fear unwanted pregnancies as often they
tend to be more promicscuous than
human females, and elven society is
certainly more tolerant and unstructured
where sex is concerned.
When an elf does become pregnant she
undergoes a year long pregnancy that
delivers up two infants of three to four
lbs. In almost all instances one of the
infants is stillborn and it isnt unusual for
both to be. Elven infants are born even
less developed than human babes with
their eyes closed. They will not open their
eyes at all until around six months old.
They also have no hair at all and lack
fingernails and toenails.
The babes must suckle for the first year,
their digestive system being unable to
handle anything more complicated than
mothers milk. Elven milk isnt especially
nourishing either, but it is reflective of the
slow developing process that is the racial
achillies heel of elves.
Another
elven
weakness
from
a
physiological standpoint is that once an
elven female has bore a child
successfully or not it will be some ten to
as long as twenty years before she can
bear another. During this time her body
doesnt ovulate at all.

35

36
Elves take around 24 years to reach
physical maturity, and around considered
adult until 30 years. Human musing of
elves requiring a hundred years to reach
adulthood are largely false though elven
society doesnt confer full adult rights to
anyone less than a century in age.
Personality: Elves delight in the world
around them as theyve always known it
as a culture. Their personalities can be
warm, passionate or reserved, but they
often give off a feeling of reserve. Elves
can live a long, long time, and most arent
willing to risk that longevity to rash
dangerous actions, yet at the same time
they speak with their hearts as well as
their mind when asked.
Description & Clothing: Frail and thin,
elves epitomize beauty to the eyes of
many humans. Their clothes are long and
flowing, but cut with comfort instead of
modesty in mind.
Since they arent
bothered as much by temperatures as
humans they tend to dress lightly, and
they have no qualms about not dressing
at all when among their own kind, though
they find that is best to be appear to be
modest when dealing with humans.
Elven weaving processes take a long
time to perform by tradition, and these
items are never rushed. Their fabrics are
highly prized and very durable. Elves tend
to use forest colors with all their fabrics
be that green in spring and summer, or
stark whites for winter and oranges and
golds in fall.
Relations: Elves prefer to remain aloof in
their dealings with the members of other
races. Part of this is again due to the
differences in lifespans individuals of
other races dont live anywhere near long
enough to honor what elves would
perceive as a long-term commitment. This
non-commital stance is very off-putting to
Carthasanas dwarves, though humans
dont like it either. This same attitude
actually helps them get along with
gnomes and oyasini, each of which tend to
want to tinker with things more than elves
like.

Marriage & Family: Since elven females


do not run a risk of pregnancy for most of
the year they have a reputation (largely
deserved) of being promiscuous. Despite
their long life spans elves rarely enter into
long term commitments (although this is a
relative thing - a commitment of 40 years
is hardly long term to them) as they see it
as wearing to their souls. Love is one
such aspect that elves hold a much
different view upon than humans do elves do not marry in the human sense,
and fathers are never really involved in
the lives of their very young children even
if they do know which child is theirs.
Women raise their children one at a time,
a process that takes twenty years. At this
point the care of the children is passed
from parent to maschadri, which is an
elven term roughly equivalent to god
parent. It is this individual, who is almost
always male and usually the father (or
assumed father), that trains the child in
whatever art they've chosen. This training
in turn tends to last twenty years as well.
Elven families are traced by via
matriarchy, though elves do not value
long term family heritage in the manner of
the other races. They are also aloof and
cold when they observe such ties among
humans and have no understanding of it
whatsoever in the extreme that dwarves
take it. The affection afforded between
mother and child is extremely strong,
though all other bonds are missing. Elves,
for their own part, see no problem with
this, and tend to explore love (or as
observing races put it, lust) in as many
ways possible. Indeed, in this one respect
elves show no signs of their age. Their
love burns hot, but it burns briefly.
Elven Lands: Elven domains are fairly
ambiguous in boundary as elves make no
attempt to divide the land as other races
do. Nor do elves answer to a common
elven king (though in their negotiations a
local clan leader may say hes king to
placate human needs to speak to an
authority figure). This lack of a marking
on their territories make it possible to
enter and leave elven villages and cities,

often without even knowing you were


there.

separate languages except that, once


written down, they can be read readily.

Elves dislike artificial and unneccesary


changes to the land. Hence elven homes
and cities blend into the landscape and
wildlife is welcome to move within their
villages. Elves do not establish large cities
because
of
the
damage
such
establishments
can
do
to
the
environment.
Several large tracts of
apparent wilderness in Carthasana, such
as the Calishmere and the Voolrean
Forests, are elven nations.

Elven writing is an artform in and of


itself, and it is very important to them.
An elfs memory of event specifics is no
better than a humans, so without
writings to remind them theyd forget
their childhoods and young adulthood by
the time they become venerable.

Unlike the elves of other worlds,


Carthasanan elves are not especially
capacle craftsmen of metals or magical
devices. They also prefer magic drawn
from the land or from the self and study
magic in an introspective pattern as
opposed to book learning of the art as
elves of other worlds do.
Religion: Elven religion is centered
around the dichotomy of the Seelie and
Unseelie courts. There are five deities in
each court and they are held to each rule
half the year. Every elf is said to have an
unseelie side which must be suppressed
Like so many other aspects of elven life,
religion is a personal pursuit that each
individual must walk for themselves.
Elves do not congregate except on the
turns of the seasons, and the religious
focus of those celebrations tends to be
overshadowed by reveling.
Outside of these ceremonies elven
priests contemplatively follow the path set
before them by life.
They make
themselves available to council those
elves who request it, and they maintain
shrines and holy sites for the benefit of
their communities, but on the whole
religion and religious observance does not
dominate elven life in the way it
dominates humans.
Language: The elven tongue is more or
less uniform throughout the race unlike
the human tongues, though it has regional
dialects. These dialects can be so
contorted that they should be treated as

The elven alphabet has 31 letters with


three distinct modes for each letter
depending on whether it is the first,
middle or last letter in the word.
Perhaps the most interesting trait of the
elven tongue is its complete lack of
plosive sounds such as b, p, c and so
on.
Names: Elves purport to hold little
meaning in names and change them
frequently. Unlike most races, they rarely
have or go by family names if asked for
a last name most will give their mothers
name. Elves, like other races, have a true
name, but most elves rarely know their
true name having never been told it by
their parents.
Adventurers: Elves adventure primarily
out of curiousity, or for many of the same
reasons as humans do except that they
rarely attempt to amass wealth or
property. Most adventuring elves are still
fairly young, as elder elves tend to settle
down and enjoy finer and more peaceful
pursuits.

Game Mechanics
The favored class of elves in the Dusk
setting is the sorcerer instead of the
wizard. The race is otherwise unchanged.

Gnomes
"Seen one gnome, seen them all," Timmon quipped.
"You only see what we wish you to see boy." Johan
sternly corrected.
Of the major races, gnomes are the most
reclusive and secretive. Often confused for
dwarves and sometimes even for halflings,

37

38
Description and Clothing: Gnomes, like
dwarves, do not delight themselves in
exceptionally fine garments. They hold
functionality over beauty in most respects,
however gnomes love to encrust their
garments and tools with polished stones
of various values. No race can begin to
compare with gnomes in the arts of jewel
crafting and white smithing (working
precious metals).
Gnomes use lame
(metallic cloth) more often than other
races, and often they embroider precious
cloths gained from other races in trade.

gnomes prefer to keep to themselves and


have no dealings with others as a race.
The ones which adventure are more
outgoing than this, but they have a
(mostly
deserved)
reputation
for
scamming those they encounter as they
try to get ahead in the game of life.
Physiology: Gnomes of Carthasana stand
around 3 feet tall, and would easily pass
for halflings where it not for their facial
hair and enlarged noses. Gnomes have a
superb sense of smell and enjoy
particularly strong odors of all types the
same way that other races revel in strong
colors. Like dwarves they have darkvision
and they share the dwarven ability to
injest materials that could easily kill most
men.
Gnomes can live for up to 150 years,
making them the second longest lived
race in Carthasana after the elves.
Personality: Carthasanas gnomes tend
to be self-centered in one or more ways.
Even the more gregarious ones tend to
deal with others in terms of what they
stand to gain or lose. They love to tinker
with people as much as things, and often
push buttons until someone explodes. Of
course, the amount of malice in such acts
depends on the individual gnome. Gnomes
are very fast to shoot off insults, and one
can rarely be sure if those insults are
meant in jest or not.

Gnomic dress resembles dwarves in that


males do wear kilts - however their
designs are always solid or two color
designs, unlike dwarven weaves which
may use up to 15 different color threads.
Gnomes also love hats - it is rare to find a
gnome without a hat, and many
individuals feel naked without them.
Among their own kind gnomes where a
conical hat known as a cycla, but in the
company of humans they prefer to use
hats that don't label them as readily as
gnomes.
Gnomic female dress is virtually
identical to male dress save that skirts
stand in for kilts.
Women sometimes
forgo a hat for a headscarf, but like the
gentlemen they rarely go without wearing
something on their head. Like dwarves,
all male gnomes wear beards, although
unlike dwarves, gnomes find some of the
most outlandish ways to style their
beards, from goatees to sideburns.
Relations: Gnomes get along acceptably
with all races, though humans and elves
tend to suspect their motives. Gnomes
lack the physical strength to hold and
maintain kingdoms of their own, so they
mesh into other socities and exploit gaps
they leave behind. Unfortunately, gnomes
often get blamed for catastrophes and the
like, and mobs have more than once sent
all the gnomes in one kingdom packing
and leaving for the next.
Marriage & Family: Gnomes marry, and
marry for life. Divorce is a completely
alien concept to them, and if a spouse
should befall misfortune it is uncannily

rare for a gnome to remarry. Despite this


stability within the marriage, family takes
a back seat to guilds in gnomic life.
Gnomes usually marry within their guild,
and their children join a guild at
adolescence and the bond they forge with
the guild quickly eclipses their family.
Why this is so is something of a mystery
to outside races, but gnomes view it as a
practical issue.
The trades of the
community must be passed on, and the
guilds do that more efficiently than the
family.

that most respond to hey gnome faster


than whatever name they happen to be
using at the moment. Gnomes do not
readily share their given name (let alone
true name) to non-gnomes. Instead they
use nicknames, particular ones that are
difficult to say.

This is not to say that family has no


place to gnomes. Even when they enter a
different guild, gnomes retain tight ties to
their family. Also, for many gnomes guild
and family are one and the same - but if
an individual wants to leave one family
and its trade for another than there is no
fuss involved in that at all.

Half-Elves

Gnomic Lands: Gnomes tend to settle


into enclaves within kingdoms ran by
larger races and hold no lands of their
own, at least in the vicinity of Telzoa.
Theyre willing to at least pay lip service
to the ruling races customs, but if they
become overbearing gnomes will simply
leave.
Religion: Gnomes participate in a religion
ruled by four deities one for each
season. A gnomes patron is as much a
function of his age as it is his beliefs. But
gnomes arent a particularly devout folk
and to outsiders they often seem to have
no faith at all. Even clerics rarely mention
their deities to non-gnomes. To further
confuse
matters
gnomic
religious
observances, when held, are more
accurately described as festivals
festivals known to often get quite out of
hand.

Adventurers: Gnomes adventure in


search of one or more of three things
fun, trouble or profit. Adventuring is one
of the few activities that provide a lot of
all three.

Just as Trishdare and Teresa began to kiss Timmon


merrily piped in from the other side of the campfire,
"Now, now you two - the world has enough mongrels
such as I."
Dwelling in the gap between two cultures
with a great deal of animosity and
prejudice for one another, the life of a
half-elf is a precarious one at best, and a
dismal one at worst. For bigots in both
camps their very existence brings up the
specter of miscegenation - that elves nor
humans are as separate from each other
as some would rather believe.
Half elves usually favor the elven parent
in bone structure, and their human parent
in hair and eye color, but this is by no
means constant.
In all but an
extraordinarily few cases half elves are
raised by their mother and almost never
know their father. Be they born of love or
hate, theirs is the lot despised by those
who should call them kindred. Half elves

Language: The gnomes dont have a


tongue of their own but have co-opted the
language of the dwarves. This, along with
other similarities, has lead sages to
suppose the two races are actually one
a theory both races deny.
Names: Gnomes use names as a matter
of convenience and switch them so often

39

40
get along best with half orcs, who like
they are despised by the races of their
parents.
The abilities of half elves are not variant
with their elven parent, although the
exact subrace of elf that was a parent will
be noticeable in the features of the
individual.
This can lead to additional
racism on the part of both elves and
humans.
The half elves do have one place to call
home and a people who will call them
friend. The Kingdom of Hone Rae, and
her people accept half-elves, and many
other misfits as well. The reason for this
is largely historical - for the kingdom of
Hone Rae was founded as a protectorate
for the half-elves of Telzoa (or more
accurately a place to banish them to).
Now the people of that kingdom have
strong elven blood in their veins, so much
so that their children occasionally are halfelven even when the parents are not (see
Human, Hone Raean).

Since half-elves have no real culture of


their own, refer to the race which raised
your character for details personality
quirks, costume and so on.

Half-Orc
Hugo tapped on Timmon's shoulder, "Mongrel?" then he
snorted in contempt and left into the darkness.
"I think you hurt his feelings," Teresea snapped at
Timmon.
"Feelings? Him? He's part orc.." Trishdare teased.
Teresa slapped him hard and left in the opposite
direction.
"Oh well," Johan the gnome giggled, "That'll set you
back at least two weeks Trish."
As much as orcs and humans hate one
another and find each other's appearance
to be repulsive it is not surprising to note
that, unlike half-elves, half orcs are more
often than not the unfortunate products of
rape. Most half orcs have human mothers

as a result of this awful trend which only


serves to redouble the hatred humans
have for any nearby orcs, especially in the
aftermath of any large incursions.
The emotional scars that such an
upbringing leaves causes many half orcs
to act as monstrously as their orcish
parentage would indicate they should.
Not a few go insane by the incessant
emotional, and as often physical attacks
rendered to them by the society they
grow up within. Despite all of this a rare
few of them come up civilized, and a rare
few of them also come into power in one
of the two races that form their heritage.
Half orcs tend toward sullen, moody and
quiet behavior more so than any other
group. All of them have rage pent up
inside though, and one should be very
cautious about drawing their ire or wrath.
Try as they might to avoid it, most die as
orcs do - in battle or on the end of a rope.
Many of them though would have it no
other way.

Halflings
The world can be a big place for one as small as I,
but being small gives you a proper prespective.

~ +Geldasin
The
halflings
of
Carthasana
call
themselves the "oyasini."
They lie
between the world of elves and pixies,
similar to each race but directly tied to
neither.

Physiology: Oyasini are the smallest of


the kindred races, standing 3 tall at the
most with some as short as 2 . Their
skin ranges from chalk white to a light
blush hue - their silk fine hair runs the
gamut of red and blond shades, although
on rare occasion light cyan and white are
seen among their number. Oyasini eyes
are blue, pink, violet or steel grey.
Like elves, Oyasini have somewhat
exaggerated eyes, but they dont share
the larger races inability to move their
eyeballs. They have much the same bone
structure as elves, but since they are
smaller they dont suffer the slow growth
effects of the larger race. In some sense
they have the best of both worlds.
Oyasi (the females) have a pregnancy of
7 months and childhood for the oyasini is
only 10 years, though many act socially
childish well into their thirties. Player
character Oyasi are assumed to be around
20 at which time theyve developed a bit
more common sense.
Oyasini differ from the halflings of other
worlds because the females have wings
that, while too small to allow true flight,
can allow them to fall safely from any
height. These wings grow out to 6 when
extended, but they can retract down and
be hidden under flowing robes and gowns.
Personality: Oyasini are infamous for
their senses of curiousity. Some are all
too willing to parrot an near endless series
of whys to anyone foolish enough to
answer the question. A popular game

among the oyasini is the question game


where every response is phrased as a
question. This said, oyasini are only truly
irritating when they want to be most are
wise enough to understand that the bigger
races dont appreciate the endless
interrogation.
Still this irritation stems a bit from
something
deeper.
Oyasini
always
question things. They are patient to a
fault and want to make sure that they all
their options are understood. So despite
their nimble forms, oyasini society and
individuals tend to be a bit plodding when
plotting courses of action.
Description & Clothing: Oyasini prefer
flowing gowns above all other types of
dress, and both the males and females
are unlikely to be found in any other type
of garment while among their own kind.
Their dress is not colorful - usually it is a
single white or with a hint of color. When
traveling among humans or elves they
favor the use of cloaks and other
garments that break up their outline.
Relations: Oyasini lack the size to easily
defend themselves in a head to head
conflict, so they prefer to act as
peacemakers, particularly when travelling
in foreign lands. Their easy-going nature
makes them welcome among all of the
kindred races, though their reputation for
picking things up or outright stealing
makes sure they are usually well watched.
Marriage & Family: Oyasini practice
polyandry - which is to say that one wife
will have multiple husbands. Three is the
usual number, though rich matriarchs with
as many as twenty husbands are not
unknown.
Part of the reason for this
practice is that females only account for
one-sixth the population of race. Males
are expendable - females are not. While
matriarchy may tinge some of the other
cultures so far explored in this book, it is
firmly entrenched in Oyasini society and
the status quo.
Females wield great
political power within the numbers of
oyasini. They hold all the priestly and
administrative positions of the clan hold

41

42
government and
unquestioned.

their

rule

is

largely

Oyasini Lands: Oyasini prefer to live


near to the sea or in commerce centers
where
news
travels
quickly.
Their
homelands are the Great Kristobal Forest
in the south of Losineris. There giant trees
hold whole cities miles off the ground.
Oyasini, regardless of where they are,
prefer to sleep as far off the ground as
practical.
Religion: Oyasini religion is purely
monotheistic.
They believe that the
goddess Ooyas-shandra created the world
for them and then created spirits to
administer her world.
Oyasini tend to
classify the gods of other religions as
mere spirits that have gone renegade and
forgot their true place in the world.
Language: The oyasini language is
similar in most respects to elven (silvani)
save that it contains plosive sounds.
Oyasini use a modified version of the
elven alphabet for their writings.
Names: An oyasi will have 3 main names
her own is first, then her mothers and
then her clans. An oyasoi (male) will have
4 as listed above and his maiden
name since lineage in oyasini society is
traced by matriarchy. Among humans
oyasini tend to use whatever nicknames
their friends have given them.
Adventurers: Most oyasini adventure to
sate their endless curiosity.

Female Halflings
Female halflings, as mentioned above,
have wings. The wings are wisp thin,
highly fragile and believed to be semimagical, and they can be collapsed and
hidden under flowing robes and cloaks.
They are identical to the halflings of the
Players Handbook in all respects except
as noted below.
 Oyasi do not tend to get into as much
trouble as the Oyasoi (males) and so
don't have the +1 luck bonus on their
saving throws.
 So long as her wings are not bound in
some way, an oyasi who is prepared
for a fall can fall any distance without
harm, covering the same distance
each round as if feather fall where cast
upon her. If she is caught off guard
by a drop she will fall 30 before her
wings can snap into place, and it will
take another 20 feet before her wings
slow her fall to a safe speed. While
falling in this manner the Oyasi can
carry up to her own weight before the
fall accelerates to a speed greater than
her wings can compensate for. While
she falls, she can move horizontally as
if running (4x base move), and if she
gets a run before she jumps she can
increase her horizontal distance to 6x
her base move each round she falls.

<< Nelaria Ellery Tuval.


Tuval The only surviving
child of Jonas Tuval, the crown prince of
Dalsundria who has been missing at sea for
seven years and is presumed by most of the
court to be dead. Her twin brother died in a
hunting accident soon after her fathers
disappearance, leading some to suspect foul
play in both their deaths. For this reason
the princess was removed from Dalsundria to
the land of Hone Rae, where she awaits the
day she is recalled by her grandfather should
he choose to pass the crown to her bypassing her uncles Valsil and Ander.

E
understood?

ach member of a well honed


organization has a purpose, and
each member is expected to serve
their purpose. If they dont, their
organization will fail. I do not
accept failure gentleman am I

~ +Travis Triel.

One of the first decisions youll probably


make (after rolling your ability stats) is
which class? Class defines your role in the
party more than any other choice youll
make about your character.

Core Classes
Core classes are those which you can start
play with. All eleven classes in the Players
Handbook are present in Dusk and the
following information details the role they
play in this setting and the changes (if
any) to the rules governing their abilities.

Barbarians
He raged at the world, at his family, and at his life.
But mostly, he just raged.

Legend of the Raging Goblin.


Barbarians are primal warriors who tap
into their inner fury of their hearts to drive
themselves into rages that are terrifying
for opponents to behold. Though usually
from lands outside Telzoa, they quickly
find acceptance in a land in search of
powerful warriors.
Adventures: Barbarians typically either
adventure to find new lands for their
people, or when their people have been
driven from their homes by more powerful
monsters. Even things other characters
accept as mundane are often wonderous
to a barbarian.
Characteristics: Barbarians are best
known for their ability to fly into a
powerful fury which increases their
strength and endurance for a time.

43

44
Game Mechanics
Unless otherwise noted the following rules
apply to all barbarians in the Dusk setting.
 Alignment: Barbarians must have a
dominant Shunrian (red) alignment,
which they use to tap the primal fury
of their rage.

Bards
Barbarians are also masters of survival in
wilderness environments.
Religion:
Barbarians
who
find
themselves in Telzoa more readily accept
and are accepted by Court Rizaldi and
Court
Shadrea,
depending
on
the
alignment of the individual. Terix and his
priesthood in particular enjoy having
barbarians around - they make ideal (if
somewhat dangerous) strait-men for
pranks. More traditional barbarians will
follow the teachings of the druidic courts.
Tiania figures most prominently in the
lives of these individuals. In the teachings
of war Sana and her wild (if evil) ways
appeal more to barbarians than the slow,
prodding defensive teachings of the
priests of Cuvanill.
Background: As mentioned above, most
barbarians are outsiders. As such they
usually speak the local tongue with a
halting, heavy accent, as befits both the
individual's intelligence and willingness to
be accepted. Barbarians from closer to
Telzoa are likely to be half-orcs who have
left their violent orcish parentage to seek
out a new, hopefully better life.
Races: Barbarians are rarely from any of
the established human cultures save the
Cuolshites, which have a large number of
barbarians in their midst.

I sing of life and of death, of love and yet of hate,


of joy and yet of sadness, and yet I sing.

~ +Kerith.
The most famous bards of Telzoa hail from
the land of Hone Rae. These people are
largely descended from half-elven stock,
and their love of music, lore and dance is
unparalleled on the island, such that
members of that culture consider the bard
their favored multiclass. But music is not
the property of the Hone Raeans alone bards can be found among all of the
peoples of Telzoa bringing cheer, or at
least some mystery to the locales they
visit.
Adventures: Bards travel to gather and
spread tales. Stricken with an incurable
wanderlust, a bard adventures for the
sake of adventurering alone.
Characteristics: Bard dabble in multiple
areas. They are Jacks of many trades,
and masters of none save one they are
the entertainers and inspirations of many
an army.
Religion: Most, if not all bards follow
Court Rizaldi. The College of the Rose is
devoted to this group of deities and is the
largest bardic college native to the island.
Within the court Poen, Lord of Music and
God of Love is the most popular of the
deities. More than a few legends relate
that it was Poen who invented the
Methods of Loom which are used by bards
to cast their spells. Terix the prankster is
also a popular choice, and evil aligned
bards sometimes swear fealty to Narisane.

for them to gain at least one success


on many different questions, but
multiple successes will require training
of them.
Note: If the optional rules in Appendix 8
are in use the bard becomes a prestige
class as detailed in Unearthed Arcana.

Clerics
Faith can move mountains, that and a lot of magic.
Background:
Any
given
bard's
background is guaranteed to be at least as
colorful as he. Some bards are simply
born to the music and ply their trade for
years before being accepted into one of
the colleges or societies. Others work as
apprentices to the masters and already
have considerable prestige as they begin
their
careers.
Still
others
are
independents, owing no allegiances.
Races: All races have bards, though the
musical style of a particular bard will be
largely shaped by his racial heritage.
Human bards are the most diverse both in
styles, aims and goals. Dwarven bards
are famous for their abilities in freeform
percussion. Elven and half-elven bards
are masters of the stringed instruments,
whilst Oyasini bards are among the best
at the wind instruments.
Beyond this
each race has its own ideas on what is
beautiful in music - for even the best
dwarven music is classified by elves to be
"noise."

Game Mechanics
Unless otherwise noted the following rules
apply to all bards in the Dusk setting.
 Alignment: Bards must have a
Shunrian alignment, which allows
them to tap into the passion required
for music, dance and art.
 Bardic
Knowledge:
Bards
are
allowed to make untrained knowledge
checks on any subject and add their
level to the first roll only of the check
(See the skills section later in this
chapter). This makes it relatively easy

~ +High Priest Colsken of Tean.


Clerics are the best known practioners of
mana de invocia, or Magic by divine will.
Their spells usually come from established
deities, but almost any outsider can grant
a cleric some magical power and clerics
which worship demons and devils instead
of gods are not unknown though they are
rare.
Adventures: Clerics most frequently
adventure to proactively seek out and
destroy enemies of the faith.
Characteristics: Clerics are devout and
fanatical followers of whatever deities they
serve. This can make them valuable allies
to some and determined foes to others.
Religion: Clerics come from almost any
religion given to actively fighting others
(which is most of them).
Background: Many of the priests which
later become clerics are the second and
third born sons and daughters of the
nobility. As primogency is the primary
scheme of inheritance, these individuals
have little to gain in remaining with their
families and can become a financial
burden to the smaller houses. As a result,
many of them are given over to the
various temples at a very young age.
Also, many of the good aligned temples
run orphanages and will train orphans
with talent to further their cause (and
even some of the evil aligned temples
have been known to do this).

45

46
Table 2-1: Deities
Deity
Alisar
Apenca
Balaxa
Belandra
Berenash
Calrudal
Char
Cuane
Cuvanill
Dulthos

GU
BG
WR
B
WB
WB
BG
UR
WR
RGW

Alignment

Elrico
Fas
Frey
Freyalis

UB
BR
GW
GW

Gintuse
Grimwall
Imlocrin
Indralia
Januel
Kepho
Landala
Lirashnal
Matacha
Nalru

WU
RG
BRG
WG
G
UB
WR
UB
WB
UBR

Narisane
Ooysashandra

BR
WUBRG

Paltos
Panial
Pektos
Poen
Rosalynn
Sadier
Sana
Sanshan
Sekoon

U
RG
WUBRG
UR
GW
WB
WB
BG
BR

Seloku
Senda

BR
B

Domains
Elf, Healing, Knowledge, Magic, Sun
Hate, Retribution, Strength
Artifice, Creation, Knowledge, Liberation, Metal
Charm, Corruption, Darkness, Elf, Hate
Discord, Earth, Hate, Nobility, Tyrrany
Gnome, Knowledge, Creation, Fire, Sun
Air, Corruption, Destruction, Fire, Storm
Charm, Community, Family, Liberation, Sea, Water
Community, Family, Purity, Strength, War
Cavern, Dwarf, Earth, Metal, Protection, Strength,
War
Darkness, Death, Destruction, Gnome, Water
Animal, Earth, Gnome, Magic, Plant
Elf, Rest, Sea, Sun, Water
Ancestor, Community, Dwarf, Family, Guardian,
Healing, Renewal
Knowledge, Purity, Scribe
Darkness, Elf, Guardian, Retribution, Strength
Darkness, Destruction, Elf, Fire, Storm
Aid, Air, Community, Healing, Protection, Renewal
Animal, Elf, Family, Plant, Sun
Corruption, Death, Undead
Charm, Earth, Fire, Luck, Retribution
Corruption, Darkness, Elf, Shadow, Stealth
Fate, Guardian, Protection, Purity, Rest
Ancestor, Darkness, Death, Destruction, Dwarf,
Earth, Undead
Charm, Corruption, Trickery
Air, Community, Earth, Family, Fire, Halfling,
Protection, Purity, Water
Air, Magic, Travel, Trickery, Water
Elf, Liberation, Luck, Sun, Trickery
-- No Clerics -Air, Charm, Guardian, Liberation, Music, Protection
Aid, Healing, Purity
Darkness, Death, Destruction, Liberation, Undead
Corruption, Metal, Retribution, Strength, War
Air, Family, Gnome, Healing, Trickery
Death, Destruction, Fire, Hate, Infliction, Tyranny,
War
Liberation, Trade, Travel
Corruption, Darkness, Death, Discord, Infliction,
Shadow, Trickery
Animal, Family, Guardian, Plant, Storm, Water
Glory, Justice, Purity, Renewal, Retribution, Sun
Fury, Hate, Infliction, Pain, Trickery
Liberation, Luck, Trickery
Death, Hate, Stealth
-- No Clerics -Charm, Darkness, Elf, Luck, Trickery
Elf, Protection, Strength, Sun, War

PHB Equivalents (if any)*


Correlan Latherian
St. Cuthbert
Kord
Hextor
Garl Glttergold

Moradin

Wee Jas, Nerull

Yondalla

Boccob

Erythnul

Hextor
Fharlanghn
Vecna

Heironeous, Pelor
WU
W
B
Olidammara
R
UB
Elhonna, Obad-Hai
G
BG
RG
* Some of these approximations are closer than others and are here only for new players
needing to pick a deity quickly. Read the description of the deity in depth before finalizing a
choice.
Tala
Tean
Tela
Terix
Tharpoen
Tiania
Trishdare
Warrick

character cant be reduced to less than


1st level. Adjust the characters
experience point total down to his new
spellcaster level but dont change any
character
stats
other
than
his
spells/day and caster level. Once the
characters spellcaster level and actual
level become equal again he resumes
advancing normally.
Note: If the optional rules in Appendix 8
are in use the cleric is replaced by the
priest class detailed in Appendix 8.

Druids
Races:
Religion is the most divisive
factor in Telzoa. Though a character of
any race can be a cleric, he must follow a
god of his race's pantheon. Clerics who
follow gods not of their race are practically
unheard of.

Game Mechanics
Unless otherwise noted the following rules
apply to all clerics in the Dusk setting.
 Alignment: Clerics must choose only
alignments matching those of their
deity (most deities have 1 to 3
alignments associated with them).
 Languages: Clerics do not gain any
access to the bonus languages in the
Players
Handbook
specifically
Celestial, Abyssmal and Infernal. They
instead gain Liternanin, the language
of the Malchani Empire and the only
surviving written language in Telzoa
(When something needs to be written
in
the
other
human
languages
Liternanin is pressed into service just
as English uses Latin letters).
 Divine
Sponsorship
Required:
Divine magic in the Dusk setting
cannot be wielded except by prayer
alone. Each cleric is required to have a
sponsor deity.
 Changing Gods: Should a cleric lose
faith in his deity and desire to change
deities he loses 1 spellcaster level. The

To hear the voice of Tiania, listen to the silence. To


know the mind of Tiania, focus upon the land. To
understand the heart of Tiania, first understand the
hearts of her children.
Animists (called druids in other worlds)
are the guardians of the most sacred
woods and places throughout Carthasana.
They couple magical power with the ability
to shapeshift into the forms of the
creatures of the world.
Adventures: When animists adventure it
is often to learn more about themselves or
about the forces which threaten the lands
they hold sacred. Some adventure to
explore new vistas they havent seen.
Characteristics:
Animists
are
the
servants of Tiania, the goddess the
woodlands and natural cycles. While not
as militaristic as clerics, they are more
powerful
and
more
dangerous
as
spellcasters.
Religion: Animists are the servants of the
religion of Siliani, practiced principly by
the Cuolshan tribes which occupied Telzoa
before the coming of the Dalsundrians.
Background: Animists are very much on
the fringe of Telzoan society. While the
clerics
of
Telensiarty
begrudgingly
acknowledge the role of the deities of
Siliani, they have all worked to undermine
the role of the animists in Telzoan society.
Clerics of Pentalism do not even begin to

47

48
Fighters
While there are many who try to fight, there are
few who master the art.

~ +Alangyle.

acknowledge
animists
spellcasters in any form.

as

divine

Individual animists are usually the


children of animists themselves, and those
that are not are all but adopted by their
mentors at a very young age.
Races: Like barbarians, animists tend to
hail from primitive societies with a more
primal tie to nature.

Game Mechanics
Unless otherwise noted the following rules
apply to all druids in the Dusk setting.
 Alignment: Druids must maintain
strong ties to nature and hold an
Aborean alignment.
 Divine Sponsorship Required: As
outlined for the cleric class above
typically druids worship Tiania or one
of her servants such as Sere,
Damnisu, Tethas or Barindas.
 Changing Gods: As outlined for the
cleric class above.
 Spontaneous Casting: The Dusk
setting merges the summon natures
ally spells into the summon monster
spells. Druids spontaneously cast
summon monster spells and choose
creatures from the Aborean list when
doing so (see appendix).
Note: If the optional rules in Appendix 8
are in use the druid becomes a prestige
class as detailed in Appendix 8.

While war persists there will always be


men and women to fight those wars. A
fighter may be short on many things, but
work is rarely one of them. Few also are
the fighters that need to worry about a
retirement plan, for their lives tend to be
nasty, brutish and short.
Adventures: There are as many reasons
for fighters to adventure as there are men
and women who take up the sword. Some
fight for a cause, others fight for
themselves. Some fight to amass glory,
and other fight to amass wealth.
Characteristics:
Fighters
are
the
undisputed masters of combat, melee or
otherwise. While a barbarian can come
close while in a rage, he doesnt even
come close without it.
Religion: Two deities are likely to figure
prominently in a fighter's life - Sana,
Goddess
of
Aggressive
War
and
Slaughter; and Cuvanill, Goddess of
Defensive War and Protection. Between
these two most fighters make a choice.
Then again, fighters tend to be among the
more free of classes where religion is
concerned, and there are many fighters
who fight for no deity whatsoever. Also,
many folks with strong religious beliefs

tend to become paladins or clerics.


Background: Fighters tend to hail from
military backgrounds. Many have already
served in one or more wars, proven
themselves, and become decorated.
Some have found they have a real knack
for it and would rather test their skills and
courage becoming a legend. After all, it
beats the hell out of simply guarding some
fat lord's castle.
Races: Everyone fights. Enough said.

Game Mechanics
There are no game mechanic changes to
the fighter class in the Dusk setting.

Monks
There is a power in all of us, but only a few have the
patience and courage needed to unlock it.

~ +Tia Listral.
Monks in the Dusk setting are members of
the relatively young, widely feared and
misunderstood religious sect known as the
Listralans. Founded c. 1000 SR by Tia
Listral,
in
the
years
since
the
establishment of her order, the Listralans
have become the hated targets of nearly
all the priesthoods of Carthasana.
Religion: Monks teach and believe that
the gods, all of them, are nothing more
than ascended mortals themselves, that
there is divinity locked in every soul and
one can, with patience and practice, tap
into that divinity. The path one follows on
the way to such enlightenment is bent
towards focusing mind, body and spirit
into a cohesive whole.

outside world indeed. And as the years of


persecution have forced the Listralans to
hone their combat skill (particularly
unarmed combat skill since carrying
weapons attracts unwanted attention), it
would be a formidable and deadly task to
try to destroy one of those monasteries.
Races: Humans are the only race known
to espouse the Listralan Way. A PC of any
other race is allowed, but such an
individual would be a unique example.

Game Mechanics
Monks in the Dusk setting function as
described in the Players Handbook with
the exceptions noted below.
 Alignment: Monks must have a
Valrean (White) alignment. They seek
perfect order within and without
themselves, a philosophy that is only
compatible
with
the
Valrean
alignment.
 Weapons: As there arent any oriental
weapons in the Dusk setting monks
are allowed to use any simple weapon
they choose. They are also proficient
in light and one handed martial
weapons.
 Multiclass
Restrictions:
The
restrictions
on
a
monk
when
multiclassing are slightly different in
Dusk as follows: The training of a
monk requires the character to deny
the divinity of gods. As such, any
divine abilities from other classes are
lost when a character becomes a

Background: The Listralan Way has its


roots in the western section of the
Estarian Empire, but its followers have
been driven from that area through the
persecution of the Pentalist League.
Scattered to the four winds, it is possible
to find a Listralan anywhere, though if
they still maintain monasteries these
structures have been well hidden from the

49

50
monk. Outside this stricture a monk
may move to and from the monk class
as they desire so combinations such
as fighter / monk are certainly
possible.

Paladins
Even the strongest darkness retreats before the
weakest candle.

~ +Priest Colsken of Tean.


Champions of good and purity, paladins
are the rarest of all warriors in Telzoa. As
agents of Aurnon, they are called upon to
deal with the worst of dangers to the
faith.

Races: Historically paladins have always


been members of the Human and Halfelven race, but who knows what the
future holds.

Adventures: Paladins serve Tean, lord of


the twin suns. All adventures and actions
they undertake in the name of their lord.

Game Mechanics

Characteristics: The paladin is a holy


warrior with supernatural abilities and
spells which augment his combat prowess.
Religion: Paladins serve Court Aurnon,
and in particular Tean, God of the Twin
Suns. They are directly responsible to the
priests of Tean, then to the priests of
Court Aurnon.
Background: Paladins are called. The
when, the why, and even the how is a
personal experience unique to each
paladin, but after the call comes the Test
of Purity. This test occurs just before the
paladin reaches first level. The player and
the DM are encouraged to detail the
events of the test, as they can be life
shaking. The test shakes the character's
wisdom, constitution and charisma - the
character must successfully roll an ability
check for each of these during the test.
The wisdom test is one of insight - the
character must solve a moral dilemma.
The constitution test is one of sheer
endurance of pain to see whether the
character can maintain his faith through
physical adversity.
The third test, of
charisma, pits the character against his
worst fear. The nature of each test is
customized to the would-be paladin.

Unless otherwise noted the following rules


apply to all paladins in the Dusk setting.
 Alignment: Paladins must have a
Valrean alignment. They are the
defenders of the order the tenents of
this alignment holds so dear.
 Smite, Detect and Protection: Since
there is no evil in Dusk per se, the
paladins abilities affects creatures that
are Shunian (Red) or Sodrean (Black)
aligned the two enemies of the
Valrean (White) alignment.
 Divine Grace: This ability now only
counts against spells of the red
(Shunian) and black (Sodrean) type.
 Divine Sponsorship Required: As
outlined for the cleric class. Further
the deity must be purely Valrean (Only
Tean of the human pantheon fits this
requirement).
Note: If the optional rules in Appendix 8
are in use the paladin becomes a prestige
class as detailed in Unearthed Arcana.

Rangers
The wild can be both enemy and friend. One can
never hope to conquer her but only to understand
her.

~ +Devon the wanderer.


Guardians of the woodlands, or at least
exploiters thereunto, rangers act as
civilizations
vanguard
against
the
wilderness.
Adventures: Rangers typically act as
guides and guardians in the wilderness,
though just as often they act as trackers
seeking to trace down those who would
use the wild to hide.
Characteristics: Rangers make excellent
and highly mobile skirmers in combat.
They can strike a foe hard and out of
nowhere, then disappear as quickly as
they appeared.
Religion: Rangers of Telzoa follow Court
Siliani in preference to any other set of
gods. They are closely aligned with the
druids of that court, though unlike
paladins they are under no compulsion to
follow the orders of the druids.
They
often do anyway. Rangers receive their
spell abilities from Tiania, so they will at
least revere the Mother of Cycles.
Background:
Rangers are loosely
organized
in
Telzoa,
with
such
organization aided partly by the druids.
They are either born to the wilderness or
sought it out in preference to the
civilization they hail from.
All rangers
tend to be solitary, coming into towns and
villages only rarely to pick up what few
supplies they cannot manufacture on their
own. More so than any other class a
ranger is likely to learn a wide variety of
crafts in order to be completely selfsustaining.
Races: The most famous rangers are
elven, and the most common ones are
Cuolshite.
Cuolshite rangers get along
better with druids than any other group,
as it is believed that the Cuolshite people

are somehow linked to that mysterious


religion.

Game Mechanics
Unless otherwise noted the following rules
apply to all rangers in the Dusk setting.
 Changing
Gods:
Rangers
must
maintain strong ties to nature and hold
an Aborean alignment.
 Divine Sponsorship Required: As
outlined for the cleric class.
 Changing Gods: As outlined for the
cleric class.
Note: If the optional rules in Appendix 8
are in use the ranger becomes a prestige
class as detailed in Unearthed Arcana.

Rogues
Priests live of their faith, wizards off their magic,
and warriors off their swords. Us? Why we live off
them of course.

~ +Timmon.
Thieves, scoundrels, rapscallions, bandits,
charlatans, the list of names go on, and all
of them describe rogues. As long as there
are things of value to take, there will be
folks out to take them, be it simple gold or
trust.
Adventures: To a rogue, life is often one
adventure after another, as most of them

51

52
have a penchant for getting into a lot of
trouble one way or another.
Characteristics: Rogues rely on their
skills more than other characters do. This
makes them one of the most flexiable
groups since their role in a party often
changes depending on the role they take
on.
Religion: Rogues tend to follow chaotic
deities - Terix is the current favorite, but
Narisane, Poen, Cuane, and Tharpoen
rank right up there. Many rogues are at
least slightly altruistic in their religious life
- willing to convert at lightning speed if it
will save their bacon.
Background:
Rogues come from all
backgrounds - this is as true of Telzoa as
it is true of anywhere else in the D&D
game.

Game Mechanics
There are no game mechanic changes to
the rogue class in the Dusk setting.

Sorcerers
For some magic is faith, for others it is a study, and
for a few, it simple is.

~ +Trishdare
In Telzoa, and throughout Carthasana,
sorcerers are members of clans.
The
bonds of blood encourage them to act in
concert, choosing different spells to
complement each other, and making them

very dangerous as a group.


Adventures: Sorcerers adventure to
explore themselves and unlock the latent
power locked within themselves. Their
comrades find their devestating powers to
be a boon on almost any situation.
Characteristic: In terms of sure magical
potential, the sorcerer is easily the most
powerful of the spellcasters, although he
isnt the most flexiable.
Religion: A very few sorcerers worship
Pektos, God of Magic, but the vast
majority follow the principles of the
Listralan Way.
This rebellious sect
teaches that one can become a god by
perfecting one's abilities and uniting the
mind, body and soul. This sits well with
sorcerers who, as a group, tend to rank
among
the
more
vainglorious
and
egotistical individuals of the land. True
devotees of the Listralan Way become
monks however.
Background: Sorcerers are their family.
Outsiders believe that a sorcerer's spells
are predestined by his family in the same
way as hair or eye color. This isn't true,
but sorcerers play up that belief - further
it is a well-known fact that certain clans
have trademark spells.
Races: Any member of any race may
potentially become a sorcerer. The gift
does run down family lines though, even
among barbaric races such as orcs, and it
is uncannily rare for a sorcerer to manifest
in families with no history of such an
ability. When this happens the fledgling is
often sought out by the established
societies as it helps relieve their lines from
excessive inbreeding.

Game Mechanics
If the optional acquisition rules in
Appendix 8 are in use a sorcerer can
follow them to learn spells previously off
limits to the class (such as cure spells) but
at the cost of giving up access to spells
the character would normally learn by
class). Otherwise this class is unchanged.

Wizards
Some pursue the art for power, others for glory, still
others like me seek only to know.

~ +Teresa
While there are many users of magic,
there exists only one group that studies
magic. Wizards not only personify magic
and possibility, but they alone study it's
laws and structure exhaustively. They are
the only class in Carthasana that is free to
create any new spell they desire, on any
whim that may occur to them. Sorcerers
rarely really understand what they are
doing, and usually do not care about
arcane formulae enough to actually
explore them to the degree that wizards
do. Wizards are the only class that, in
theory, can learn all the spells in the
game.
They are the innovators and
tinkers of the world of magic.
Adventures: Wizards adventure in search
of lore to add to their scroll collections. It
is extremely rare to see a wizard travel
without one or more well armed
companions in case her spells should
prove useless.
Characteristics: If sorcerers are the
most powerful spellcasters, wizards are
easily the most flexiable. Wizards are the
only spellcasting class to pass down their
knowledge of the art through spellscrolls
(books havent been invented yet in
Telzoa so most wizards use vellum
scrolls).
Religion: Pektos, God of Magic, figures
most prominently in a Telzoan wizard's life
if he is at all religious, although he grants
no prayers and has no (known) priests, so
how one is to worship the "Keeper of
Mysteries" is very much in the air. Some
wizards follow other deities of course,
though their devotions are as unique as
each individual.
Background: Most wizards in Telzoa are
taught by the time-honored method of
apprenticeship. Among elves this is the

only accepted method of teaching - elves


believe in the principle of one master, one
apprentice in all tasks. Humans are more
pragmatic, but it is rare to see a master
with more than one apprentice. There is a
college of wizardry in Merryville, and a
much larger academy in far off Sandiem,
but aside from those two locations there
are no schools that teach the craft as one
might learn physics in a college today.
Races: Dwarves who learn magic face
being ostracized by their clan hold - and
that fact is a serious deterrent to insure
that dwarves who learn magic are very
rare. If a dwarf can endure such a fate
(most can't) he can become a wizard and every generation or two it does occur.
Oyasini are inclined towards conjuration
and gnomes towards illusion - neither race
is stigmatized for choosing other schools
or none at all. Wizardry requires writing and very few cultures and races have
developed this art.

Game Mechanics
Wizards can't specialize (though they can
enter a specialist prestige class later in
their careers) and use spell scrolls instead
of books to record their spells. If the
optional acquisition rules in Appendix 8
are in use a wizard can follow them to
learn spells previously off limits to the
class (such as cure spells) but at the cost
of giving up access to spells the character
would normally learn by class).

53

54

Prestige Classes
The following prestige classes are present
in the Dusk campaign setting.

Arcanist
Some rely solely on inborn talent. Others apply
themselves intensely to overcome such shortcomings.
On rare occasions you will find someone with talent
who applies themselves to achieve more.

~ +Telsindria.
The arcanist is an unusual and powerful
spellcaster who takes the inborn talents of
the sorcerer and applies the study of
wizardry to them. The result is a
spellcaster with an awesome range of
spells and the ability to cast them
spontaneously.
The purpose of this prestige class is to
reward
the
usually
unwieldy
sorcerer/wizard multiclass, although it is
possible to combine the wizard and bard
classes with some loss in effectiveness.
Arcanists make powerful allies
dangerous enemies to every party.

and

Hit Dice: d4

Requirements
All of the following are requirements to
become an arcanist.
 Spellcasting: Ability to prepare 2nd
level arcane spells and the ability to
spontaneously cast 3 2nd arcane spells
/ day.
 Feats: Any three metamagic feats

Class Skills
The arcanists gains no skills on the sole
level of this class.

Unified Spells: At 1st level the arcanist


loses his prepared spell progression
(typically the one from his wizard class)
and gains one spell caster level for each
level of spells he could cast other than
cantrips in his spontaneous casting class
(typically
the
sorcerer
class).
The
character then adds all his known spells to
his spellbook if they arent already there
for free.
The arcanist is no longer able to
advance as a wizard but continues to
advance as a sorcerer with the manner in
which he casts spells altered in the
following manner.
The character still casts spells from his
spells known list as normal. However, by
consulting his spellbook the arcanist can
change the spells he knows for the
purpose of casting. Effectively the
character has the best of both the
sorcerer and wizards world, in exchange
for being roughly two levels behind his
fellow characters in terms of raw casting
power.
When the character rises in level as a
spontaneous caster he adds two spells to
his spellbook and his spells known list
expands but he doesnt add any spells to
those slots until he prepares spells into
them.

Table 2-2: The Arcanist


Level

Attack
Bonus

Fort
Save

Reflex
Save

Will
Save

Special

+0

+0

+0

+0

Unified
Spells

Class Features
All of the following are the abilities of the
arcanist.

Requirements

Death Speakers

To become a Death Speaker, a character


must fulfill the following.

So tell us the reason our lives here must go on


And tell us the reason our loves here are lost
We demand the answer we know shall never come
For every man a dying, a new baby is born.

 Alignment: White or White/Black

~ +The Song of the Ruandi


Nombren
Death speakers are the servants of the
Matacha, the Goddess of Natural Death
and the Dead.
Unlike many deities
controlling this portfolio, Matacha is good
aligned and her priests are charged with
the task of maintaining the sanctity of
death. Part of this charge is the duty to
destroy any and all undead they
encounter as she considers undeath to be
a direct mockery of her.
Most death speakers are clerics in
service to Matacha before they enter this
prestige class, but this isnt mandatory.
While the common folk revere the
protective
role
they
play,
they
nevertheless unnerve the common folk in
their role as undertakers and occasionally
pallbearers.
Hit Die: d8

 Spells: The character must be able to


cast 4th level white spells.
 Feats: Extra Turning
 Skills:
(Necrology)

ranks

Knowledge

Class Skills
The Death Speakers Class skills and the
key ability for each are Concetnration
(Con), Craft (Int), Diplomacy (Cha),
Intimidate
(Cha)
Knowledge
(Arcana)(Int),
Knowledge
(Necrology)(Int), Profession (Wis), Scry
(Int), and Spellcraft (Int)
Skill Points
modifier

at

each

level:

2+Int

Class Features
All of the following are the abilities of the
death speakers
Turn Undead: Death Speakers continue
to turn undead. The levels as a death
speaker stack with any cleric or (rarely)
paladin levels the character might have.

Table 2-3: The Death Speaker


Level

Attack
Bonus

Fort
Save

Ref Save

Will
Save

Special

+1

+2

+0

+2

Spellcaster Level +1, Turn Undead

+2

+3

+0

+3

Draining Touch

+3

+3

+1

+3

Spellcaster Level +1

+3

+4

+1

+4

Negative Levels -1

+4

+4

+1

+4

Spellcaster Level +1, Improved Turning

+5

+5

+2

+5

Spellcaster Level +1, Improved Draining

+6

+5

+2

+5

Spellcaster Level +1

+6

+6

+2

+6

Negative Levels -2

+7

+6

+3

+6

Spellcaster Level +1, Greater Turning

10

+8

+7

+3

+7

Spellcaster Level +1

55

56
Improved Draining Touch: The Death
speakers touch assigns two negative
levels to eligible undead per successful
touch attack.
Greater Turning: A greater turn
expends three uses of the turn ability for
the day. The death speaker is considered
four levels higher than he actually is for
the attempt and affects triple the normal
number of undead on the attempt.

Spellcaster Level +1: At these levels


the death speaker can add +1 to her
previous spellcasting class levels when
determining which spells the character
gains. Other abilities associated with
gaining a level are not gained.
Draining Touch: The touch of a death
speaker disrupts negative life forces. Any
undead creature gains an effective
negative level when a death speaker
makes a successful touch attack. If the
undead creature itself is able to drain
ability levels the death speaker will not be
affected by that ability when making this
touch attack.

Ex-Death Speaker
A death speaker that ceases to be purely
Valrean loses all spell abilities and granted
abilities of this class until she returns to a
purely Valrean mind-set.

Listrals Hand
"The fool looks without for support. The weak stand
upon the backs of tools The wise knows that true
strength and purity comes from within. Only by
purifying oneself can one begin to be whole, divine,
and great."

~ +Tia Listral, 987 SR.

th

Negative Levels: At 4 level the death


speaker ignores the first negative level he
receives each round. At 8th level he
ignores the first two negative levels he
receives each round. Negative levels
assigned to a Death Speaker disappear at
a rate of one per minute and are never
permanent (no fortitude save is required
to be rid of them).
Improved Turning: The Death speaker
can elect to do an improved turn attempt.
Each such attempt counts as two uses of
the turning ability instead of one. During
such a turn the Death speaker is
considered to be two levels higher than
normal and he affects double the normal
number of undead.

Since their inception during the latter half


of the Orgstal Wars in what is now the
Estarian Empire, the teachings of Tia
Listral have earned the persecution of any
and all priests they encounter. For she
taught that the gods where nothing more
than ascended mortals - great in power
yes, capacle of granting spells, certainly,
but the cosmos was not their plaything,
and that they were no better than the
mortals that served them and that they
once where. She also taught that if one
worked hard enough they could awaken
the divinity inherent in all souls - a
divinity that gods harvested through
worship and a power that was not
rightfully theirs, but only rightfully
belonging to each soul that possessed it.

Table 2-4: Listrals Hand


Level

Attack
Bonus

Fort
Save

Ref
Save

Will
Save

Special

+1

+2

+2

+2

Monk Abilities, Magic Fist

+2

+3

+3

+3

Spellcaster Level +1

+3

+3

+3

+3

Enchanted Touch

+3

+4

+4

+4

Spellcaster Level +1

+4

+4

+4

+4

Ray Touch

+5

+5

+5

+5

Spellcaster Level +1

+6

+5

+5

+5

Power Wave Punch

+6

+6

+6

+6

Spellcaster Level +1

+7

+6

+6

+6

Improved Power Wave Punch

10

+8

+7

+7

+7

Spellcaster Level +1

Despite persecution, the Listralan way


has spread - especially among individuals
already given to a certain degree of
meglomania
such
as
wizards
and
sorcerers.
The aesthetic way of the monk was the
first path to evolve from Tia Listral's
teachings. Although unarmed martial
combat forms have existed in Losineris
since the days before the Malchani
Empire, they were meant primarily as
back-up combat systems for use after one
had been disarmed. Tia Listral embraced
them as a physical exercise regimen to
insure that the monks of her order would
be stay in physical shape both to defend a
temple system she knew would be
subjected to frequent attacks, but also
because physical fitness was part of the
greater whole of personal perfection she
believed was necessary to become
perfected.
In the 400 years since her death (or
direct ascendance into the heavens as her
followers put it) her followers have been
under constant attack, particularly by a
religion known as Pentalism that was
being formed at the same time Tia Listral
was alive by a man known as Gregory the
Clark. Pentalism has become the state
religion of the Estarian Empire, and the
Listrals have retreated to strongholds in
the Christobal Mountains or to the Island
of Telzoa.

The first known Listrals in Telzoa arrived


in 1112. Many settled in Hone Rae where
they mingled with many of the other
exiles of the land. It was an Hone Raean
sorcerer named Nicholi Perian that first
blended the arts of the Listrals with the
sorcery his clan taught him so well. Nicholi
had long since lost faith in the gods when
his family was slain by a company of
Hanial's orcs in 1166. After the war he
assembled some like-minded followers
and set out for the slopes of Mt. Kiras to
establish a monastery. It has flourished
well despite it's place in some of Telzoa's
most desperate wilds, and recently the
monastery has sent out some of it's
brightest to teach their new twist on "The
Way" to others, especially the Listrals of
the south who so desperately need a force
of magic to stand against the Pentalists.
Hit Die: d8

Requirements
To qualify for the ranks of Listral's Hand
requires special dedication. The following
requirements must be met.
 Base Attack Bonus: +3
 Alignment: Dominant Valrean
 Special: Evasion, Unarmed Strike,
Stunning
Attack,
Ability
to
spontaneously cast 2nd level arcane
spells. The character cannot have a
familiar.

57

58
determining how many times you may
use the stunning attack ability. While
you can still opt to stun opponents,
you also can embed any spell you
know with a range of "touch" into the
attack instead of the stunning effect.
The spell so embedded is cast as a
free action as part of the attack, and
unlike a normal use of the touch spell
you will lose the spell if you miss.
Spells embedded this way have an
effect calculated from the levels of all
classes mentioned above.

Class Skills
The class skills of the monks of Listrals
Hand and the key ability for each skill are
Balance (Dex), Climb (Str), Concentration
(Con), Craft (Int), Jump (Str), Knowledge
(Arcana) (Int), Spellcraft (Int), Swim
(Str), and Tumble (Dex)
Skill Points at each level: 2+INT
Modifier.

Class Features
All of the following are the abilities of the
monks of Listrals Hand.
 Monk Abilities: Certain monk abilities
continue to progress for members of
this class. Specifically, add your levels
in this prestige levels with any levels
you have in the monk class to
determine your unarmed damage, AC
bonus and unarmored speed. You may
total you base attack bonus from your
spellcasting class, Listral's Hand and
Monk classes to determine when you
receive the flurry of blows, improved
flurry and greater flurry of blows feats.
 Spellcaster Level +1: At these levels
the character can add +1 to her
previous spellcasting class levels when
determining which spells the character
gains. Other abilities associated with
gaining a level are not gained.
 Magic Fist (Su): You combine your
arcane spellcaster levels, monk levels
and levels in this prestige class when

For instance, Nik wants to employ a


shocking grasp empowered strike on
an illithid. His character is 2nd Listral's
Hand, 3rd Monk and 5th Sorcerer. If
the strike hits it will deal 1d8+10
points for the spell and 1d8 damage
for the attack itself.
 Enchanted Touch (Su): You may
cast a spell that normally targets
touched weapons upon your fists.
 Ray Touch (Su): You may embed
spells that require a ranged touch
attack (most such spells are ray spells)
into your magic fist attacks.
 Power Wave Punch (Su): You may
perform a power wave punch. Your
fists project a glowing ball of force
about twice the size of a basketball
composed of ki. The ball flies outward
until it dissipates or strikes something.
Attacks with the punch are handled as
missile attacks, and the power wave
has a range increment of 50'. The ball
can travel 5 range increments before it
dissipates. Each range increment
beyond the first has the normal -2
penalty. This ability requires a full
move action to employ. The power
wave punch deals the same damage
as your fists would deal - this includes
any enhancement bonuses your fists
carry from spells you have cast upon
them with the enchanted touch ability.
 Improved Power Wave Punch
(Su): The power wave can carry your
magic fist attacks, but this counts as

two uses of the magic fist attack for


the day.
 Monk Advancement: The character
may gain levels in the monk class
again after achieving 1st level in this
class. Thereafter, as long as the
character advances either in this class
or as a sorcerer the character can
advance as a monk - ignoring the
usual restriction that monks have
against multi-classing.

Ex-Listrals Hand
A Listrals Hand who ceases to be lawful
loses all monk abilities and all special
abilities of this class, although he does
retain his spellcasting ability. He cannot
advance further in this class unless he
returns to a lawful mindset.

Mage
All lessons can be learned with an open mind

~ +Telsindria.
In the previous chapter the five types of
magic black, blue, green, red and white
where introduced. For most spellcasters
type has little bearing upon their casting
and many arent even aware of this subtle
nature of spells. But then there are
wizards driven to learn how to heal

others, clerics who desire to use powerful


battle magics for their gods, and sorcerers
who wish to delve deeper into the dark
arts of necromancy than any before. For
each of these characters the path of the
magi calls.
Magi dedicate themselves to a type of
magic and forsake the spells that fall
outside those types. In so doing they
wittingly or not join into one of
Carthasanas most ancient and eternal
battles; the struggle among the five types
of magic. As each mage progresses their
character changes to match the type of
magic they employ.
Blue mages are
thoughtful, long to plan and slow to act,
with
an
unquenchable
thirst
for
knowledge. White mages seek to heal the
world of all its hurts, no matter what
enemies of their people must be
destroyed to accomplish this. Red mages
follow their hearts and tempers and
usually end up blowing stuff up in the
process.
Since there are five orders of magic,
there are five orders of the magi, but the
abilities of each order are basically the
same so all five classes are dealt with in
one entry. However, one cannot multiclass
between two different forms of mage.
Hit Die: d4

Table 2-5: The Mage


Level

Attack
Bonus

Fort
Save

Ref
Save

Will
Save

Special

+0

+0

+0

+2

Spellcaster Level +1, Enemy Orders, Favored Order

+1

+0

+0

+3

Spellcaster Level +1

+1

+1

+1

+3

Spellcaster Level +1

+2

+1

+1

+4

Spellcaster Level +1

+2

+1

+1

+4

Spellcaster Level +1

+3

+2

+2

+5

Spellcaster Level +1

+3

+2

+2

+5

Spellcaster Level +1

+4

+2

+2

+6

Spellcaster Level +1

+4

+3

+3

+6

Spellcaster Level +1

10

+5

+3

+3

+7

Spellcaster Level +1

59

60
Class Skills
The magis class skills (and the key ability
for each skill) are Concentration (Con),
Craft
(Int),
Decipher
Script
(Int),
Knowledge
(all
skills,
taken
individually)(Int), Profession (Wis), and
Spellcraft (Int).
Skill Points at each level: 2 + Int
modifier

Class Features
All of the following are the abilities of the
mage.
 Spellcaster Level +1: A mage hones
his magical skill according to his order.
Each mage level can be added to a
previous spellcasting class level to
determine spells / day and the power
of the effects generated by those
spells.
Other class abilities of the
previous spellcasting class are not
gained.
The previous spellcasting
class chosen by the character must
have a spellcasting progression (and
not build on another class spell
progression as this one does), and if
the character has multiple previous
spellcasting classes she must choose
one to which she adds all magi
spellcasting levels.

Requirements
The following are the requirements to
become a mage.
 Spellcasting: Ability to prepare and
cast 7 different arcane spells of the
order the character wishes to join, all
of which must be at least 1st level and
one of which must be 3rd level or
above.
 Feats: Any three metamagic feats

 Enemy Order: A mage can only add


half her mage levels to her previous
spellcasting class when determining
her effectiveness with those spells with
a type opposed to her chosen order.
Further, the character may only use
these spells if they belong to their
base class casting list.
 Favored Order: A mage possesses
great skill with the spells of her own
order. Any spell whose base level is
equal to the mages level minus one
can be cast by the mage provided the
spell belongs to the mages order.

Pandaemonicist

consider insane.

Wanna try your luck?

~ +Meece.
Wild spellcraft (introduced in Chapter 8)
spells are those that cause random and
unintended side effects. These spells are
shunned by most casters due to their
unpredictable natures, but some casters
embrace them for that very reason. They
become pandaemonicists.
Pandaemonicists are spellcasters who
use wild spellcraft to create random,
chaotic effects, usually simply for their
own entertainment. The Pandaemonicists
abilities,
while
highly
chaotic
and
unpredictable, can be bent toward goals
(both constructive and destructive) that
could be useful to adventurers. If one
thing defines any Pandaemonicist, it is his
willingness to take risks.
After all, what fun is life without a little
risk?

 Spells: Ability to cast 7 spells with


the wild descriptor, all of which must
be at least 1st level and one of which
must be 3rd level or higher.
 Other: Must have been exposed to
a mishap that had a permanent
effect on his body or mind, which he
must not have willingly removed or
dispelled.
It is a mark of the
Pandaemonicists
willingness
to
meddle with chaos that hell seldom
try to undo even the harmful effects
of mishaps. If someone other than
him dispels the mishaps effect, he is
still eligible for entry into this class.

Class Skills
The Pandaemonicists class skills (and
the key ability for each skill) are Bluff
(Cha), Concentration (Con), Craft (Int),
Knowledge (Arcana) (Int), Profession
(Wis), Scry (Int), and Spellcraft (Int).
Skill Points at Each Level:
modifier.

2 + INT

Hit Die: d4.

Requirements
Becoming a pandaemonicist requires a bit
more than the willingness to take risks
with magic that other spellcasters would

Class Features
All of the following are abilities of the
pandaemonicist:
 Spellcaster
pandaemonicist

+1:
level

At
each
the character

Table 2-6: The Pandaemonicist


Level

Attack
Bonus

Fort
Save

Ref
Save

Will
Save

Special

+0

+0

+0

+2

Spellcaster Level +1, Wild Spellcaster, All wild spells

+1

+0

+0

+3

Spellcaster Level +1, Enwild Spell

+1

+1

+1

+3

Spellcaster Level +1, Wild Aura 10

+2

+1

+1

+4

Spellcaster Level +1, Reckless Dweomer

+2

+1

+1

+4

Spellcaster Level +1, Bonus Feat

+3

+2

+2

+5

Spellcaster Level +1, Wild Aura 20

+3

+2

+2

+5

Spellcaster Level +1, Terixs Favor

+4

+2

+2

+6

Spellcaster Level +1, Delude Divination

+4

+3

+3

+6

Spellcaster Level +1, Wild Aura 30

10

+5

+3

+3

+7

Spellcaster Level +1, Personal Pandemonium

61

62

may add a level to his previous


spellcasting class for determining his
caster level and spells known. If the
sorcerer would be at a level where
they can swap a spell, this is
permitted. Other abilities associated
with gaining a level in a class are not
acquired.
 Wild Spellcasting: Upon taking his
first level of the Pandaemonicist, a
spellcaster automatically gains the
Wild Spellcaster Template if he does
not already have it (see Chapter 8).
 All Wild Spells: The pandaemonicist
can learn, prepare and cast any spell
with the wild descriptor at its base
level even if the spell isnt normally on
his spell list.
 Enwild Spell (Su): Beginning at 2nd
level
the
pandaemonicist
can
spontaneously append the enwild spell
feat to his spells even if he doesnt

have this feat. Doing so increases the


spells casting time by a full round. All
modes and targets for the spell must
be selected normally. Any spell cast
this way gains the wild descriptor.
 Wild Aura (Su): Chaos follows close
on the heels of a pandaemonicist, and
nearby spellcasters run the risk of
having their spells mishap.
At 3rd
level the range of this aura is 10, at
6th it is 20 and at 9th it is 30. The
pandaemonicist cannot drop this field.
 Reckless Dweomer (Sp): At 4th
level the pandaemonicist acquires the
ability to create a reckless dweomer.
To do this he picks any spell he knows
or has observed being cast in the
previous 24 hours of and a spell slot at
least one level higher than the level of
the spell hes attempting to create. A
mishap is generated by this ability. He
still must be able to fulfill all
component costs of the spell and the

statistics of the spell he attempts are


normal although possibly modified by
the mishap.
If the mishap doesnt
mention a spell then nothing happens
other than the mishap, but if a spell is
mentioned then the pandaemonicist
gets his spell (i.e. if the mishap reads,
A stream of butterflies shoots from
your fingertips then you get no spell.
If the mishap reads Spell occurs
centered on caster then you get your
spell wanting it that way is a
different matter).
 Bonus Feat:
At 5th level the
character gains a bonus metamagic
feat.
th

 Terixs Favor (Sp): Starting at 7


level, once per day the Pandaemonicist
can bestow the Wild Spellcaster
Template upon another magic-user.
As
a
standard
action,
the
Pandaemonicist chooses any creature
within 30 feet, and that creature must
save (Will DC 10 + Pandaemonicist
levels + Pandaemonicist's Charisma
bonus) or gain the effects of the Wild
Spellcaster Template for one day.
 Delude Divination (Sp): Beginning
at 8th level, the Pandaemonicist is
warded by a permanent delude
divination spell.
 Personal Pandemonium (Su): By
10th level, chaos has become so
intrinsic to the Pandaemonicist that a
field of wild sorcery protects him,
encompassing his body. He may raise
or lower this field as a standard action.
While the field is up, he has spell
resistance equal to 10 + his caster
level.
However, if spell resistance
blocks the spell, instead of being
canceled, the spell instead mishaps.
Even if the spell affects others beside
the Pandaemonicist, as long at it could
be canceled by his spell resistance, the
entire spell effect can mishap because
of this ability. If a spell only indirectly
affects the Pandaemonicist (such as by
a
summoned
monster,
or
an
earthquake causing him to fall into a
chasm), this ability does not affect it.

This
ability
affects
even
the
Pandaemonicist's own spells unless he
turns off the field (A free action).
If the Pandaemonicist already has
spell resistance from some other
source, use whichever amount of spell
resistance is greater. Regardless of
which amount is higher, his spell
resistance always causes a mishap if it
blocks a spell.

Specialist
I would rather be the master of one art than the
apprentice of many.

~ +Teresa.
A
specialist
is
a spellcaster
who
concentrates on one school of magic and
gains great power over that school. There
are actually eight prestige classes within
this group each class being dedicated to
a single school of magic.
Hit Die: d4

Requirements
All of the following are requirements to
become a specialist.
 Spellcasting: Ability to prepare and
cast 7 different arcane spells of the
school
the character wishes to
specialize in, all of which must be at
least 1st level and one of which must
be 3rd level or above.
 Feats: Any three metamagic feats

Class Skills
The class skill list and skill points at each
level varies by the school of magic the
character specializes in (see below).

63

64
Class Features
All of the following are the class features
of all specialists.
 Spellcaster Level +1: A specialist
trains intently upon his favored school
and loosely upon other magic. Each
specialist level can be added to a
previous spellcasting class level to
determine spells / day and the power
of the effects generated by those
spells.
Other class abilities of the
previous spellcasting class are not
gained.
The previous spellcasting
class chosen by the character must
have a spellcasting progression
(and not build on another class
spell progression as this one does),
and if the character has multiple
previous spellcasting classes she
must choose one to which she
adds all specialist spellcasting
levels.

is of the chosen school.


 Barred School: The specialist also
chooses two schools (or only one if he
specializes in divination) that he
discontinues his studies in. He cannot
choose divination.
The specialist
cannot learn any new spells from the
barred schools and he cannot add his
specialist levels to his caster level
when casting spells from those
schools.
 Talents: At 4th, 7th and 10th level the
character develops a talent to go with
his school of magic.

 Favored
School:
When
the
character becomes a specialist he
must choose a school in which to
specialize in. There after he may
prepare one extra spell / day as
long as the spell belongs to that
school. If the character doesnt
prepare spells he gains the ability
to know one more spell of each
level instead, as long as that spell
Table 2-7: The Specialist
Level

Attack
Bonus

Fort
Save

Ref
Save

Will
Save

Special

+0

+0

+0

+2

Spellcaster Level +1, Barred Schools, Favored School

+1

+0

+0

+3

Spellcaster Level +1

+1

+1

+1

+3

Spellcaster Level +1

+2

+1

+1

+4

Spellcaster Level +1, First Talent

+2

+1

+1

+4

Spellcaster Level +1

+3

+2

+2

+5

Spellcaster Level +1

+3

+2

+2

+5

Spellcaster Level +1, Second Talent

+4

+2

+2

+6

Spellcaster Level +1

+4

+3

+3

+6

Spellcaster Level +1

10

+5

+3

+3

+7

Spellcaster Level +1, Third Talent

Abjuration

Conjuration

Abjurers are specialists of the School of


Abjuration. Abjuration spells invariably do
one of two things passively ward against
something, or actively destroy harmful
spells either in place or as they are cast.
Other casters regard abjurers as a
cowardly lot.
They avoid unnecessary
risks whenever they can and are loathe to
enter combat, even when they have
enough magical wardings to make them
all but impregnable.
Some abjurers
become so over-concerned with protecting
themselves and their holdings that they
fail to prepare the spells necessary to
simply kill or remove the threat that they
are guarding against.

Conjurers specialize in spells that bring in


outside help to do their dirty work, or
outside materials to do damage for them.
Possessing a reputation for being boorish,
overbearing
and
swaggering,
many
conjurers have no qualms about letting it
be known that they are a wizard after
all, if you have a problem with them
theyll simply summon in something to
take care of business, or drop you dead
on the spot with a single word.

 Skills (2 + Int modifier / level):


Concentration (Con), Craft (Int),
Decipher Script (Int), Knowledge (all
skills,
taken
individually)
(Int),
Profession (Wis), Scry (Int), Sense
Motive (Wis) and Spellcraft (Int).
 First Talent Aura of Protection
(Su): At 4th level the abjurer gains an
aura of protection against the physical
and magical attacks of his foes. This
aura provides a deflection AC bonus
equal to the characters abjurer level.
 Second Talent Resistance to
Energy (Ex): At 7th level the abjurer
gains a resistance to energy attacks.
At the beginning of each day he
selects a energy form (acid, cold,
electricity, fire or sonic) for the
resistance to apply to. The resistance
is equal to the characters abjurer level
+
her
casting
ability
modifier
(Example: 11 for a 7th level
abjurer/wizard
with
an
18
intelligence).
 Third
Talent

Spontaneous
Dispelling (Ex): At 10th level an
abjurer can expend a spell slot of 4th
level or higher to automatically dispel
a spell three levels lower than the
expended spell slot.

 Skills (2 + Int modifier / level):


Concentration (Con), Craft (Int),
Decipher Script (Int), Knowledge (all
skills,
taken
individually)
(Int),
Intimidate (Cha), Profession (Wis),
Scry (Int), Sense Motive (Wis) and
Spellcraft (Int).
 First Talent Extra Creature
Group: In Chapter 8 this book divides
the groups of creatures that can be
summoned five ways according to the
types of magic. Each class has
between 2 to 4 groups that they are
able to summon. A conjurer selects an
extra group beyond those he already
summons as his first talent.
 Second Talent Spontaneous
Summoning: At 7th level the conjurer
can spontaneously summon creatures.
A conjurer/druid can instead select a
bonus metamagic feat since they
already have this class ability.
 Third Talent Planar Cohort: At
10th level the summoner may gain the
services of a planar cohort with an
equivalent character level of up to two
less than the characters spellcasting
level. This cohort must be of the same
alignment as the conjurer, but
otherwise will serve loyally and
faithfully so long as it is well treated.

65

66
Enchantment

Divination
The only arcane school that essentially
devoid of any directly defensive or
offensive
spells,
divination
has
a
surprising number of societies that are
dedicated to its study.
Diviners are
perhaps the most varied group of
specialists in philosophies. While it is true
that they all value and ultimately seek
knowledge and insight through magic
they are, as a group, highly split as to
how to use that knowledge.
Some diviners are honorable scribes
that you'll have a hard time convincing to
leave the libraries and academies they
tend to haunt. Others, however, use their
magic to blackmail their victims.
 Skills (4 + Int modifier /
Appraise (Int), Concentration
Craft (Int), Decipher Script
Knowledge
(all
skills,
individually)
(Int),
Listen
Profession (Wis), Scry (Int),
Motive (Wis), Spot (Wis),
Language, and Spellcraft (Int).

level):
(Con),
(Int),
taken
(Wis),
Sense
Speak

 First Talent Uncanny Insight


(Ex): At 4th level the diviner may add
her diviner level as an insight bonus to
her listen, spot, scry and sense motive
checks.
 Second Talent Detect Magic at
Will (Sp): At 7th level the diviner can
detect magic at will without expending
a cantrip slot to use it. Further the
diviner uses this spell as a free action.
 Third Talent Prescience (Ex): At
10th level the diviner gains such
extraordinary insight into the world
around her that she can add her
diviner level as an insight bonus to any
attack roll, saving throw, skill check or
level check she makes. This ability is
not an action and can be used out of
turn, but must be declared by the
player before the die is cast. This
ability doesnt stack with the uncanny
insight ability (both are insight
bonuses).

The enchanters are the penultimate social


animals of the wizard world.
Of all
wizards, these specialists are the most
likely to be charming, witty, and actually
give a damn about current fashion. Other
wizards sometimes see them as overfawning lackeys.
Enchanters don't play human nature by
ear as much as sorcerers and bards
though. They are what we would consider
psychologists.
They study human
behavior patterns and enjoy making
predictions on someone else's behavior,
and even manipulating it. Many consider
manipulating others without their magic to
be more fun, rewarding, and even safer,
but that does not mean they won't use a
charm person spell in a heartbeat if it
suits their fancy.
 Skills (4 + Int modifier / level):
Bluff (Cha), Concentration (Con), Craft
(Int),
Diplomacy
(Cha),
Gather
Information (Cha), Intimidate (Cha),
Knowledge
(Arcane
Lore)
(Int),
Profession (Wis), Scry (Int), Sense
Motive (Wis), Speak Language, and
Spellcraft (Int).
 First Talent Manipulator: At 4th
level the enchanter gains a +2 bonus
to
all
bluff,
diplomacy,
gather
information, intimidate and sense
motive checks.
 Second Talent Cohort: At 7th level
the enchanter gains a cohort with an
equivalent character level of up to 2
less than her spellcaster level. After
this cohort is acquired though it
continues to gain levels normally.
 Third
Talent

Extended
Enchantment: At 10th level the
duration of all non-instantaneous
enchantment spells cast by the
enchanter are increased by one time
increment as per the improved extend
spell feat in Chapter 4.

Evocation
The practitioners of evocation, known as
evokers, command the fear (or at least
the respect) of nearly everyone they
meet. Subtlety is not in the vocabulary of
most of these wizards. More than any
other school, evokers are the most likely
to have very few spells in any other
school, not just the ones they are opposed
to. The attitude of many is that no spell
in existence can compare to the sheer
thrill of calling down a lightning bolt on a
foe, so why bother with the pleasantries of
the other magics.
Evokers tend to be the most overbearing
and acquisitive wizards in Carthasana.
The magic they specialize in gives them
essentially something for nothing and this
carries
over
into
many
of
their
personalities. Evokers tend to dress to
make the fashion statement "I am a
wizard, and a damn good one too."
Further, many of them swear by the
statement - "There is no personal problem
that cannot be solved by the timely and
appropriate application of a fireball spell."
While evokers can be brass and
arrogant, they are not stupid.
Many
spend considerable time and resources
investing in the necessary measures to
protect themselves from their own spells
(rings of fire resistance are extremely
popular among the fireball throwing set).
 Skills (2 + Int modifier / level):
Concentration (Con), Craft (Int),
Decipher
Script
(Int),
Intimidate
(Cha), Knowledge (all skills, taken
individually) (Int), Profession (Wis),
Scry (Int), and Spellcraft (Int).
 First Talent Energy Substitution
(Ex): At 4th level the evoker may
expend a 1st level spell slot as an
additional cost to cast a spell in order
to morph the spells energy type to a
different one. Hence a fireball can be
made to deal cold, acid, electric or
even sonic damage. Note that if a spell
deals multiple types of damage (such
as thundering weapon) this ability only
changes one of the types.

 Second
Talent

Overcome
Resistance (Ex): At 7th level the
evoker may expend a spell slot as an
additional cost to cast a spell and add
twice the level of that slot to his roll to
defeat a creatures spell resistance.
 Third Talent Intense Spells (Ex):
The evocation spells cast by a 10th
level evoker have their damage die
increased one step and any modifiers
to the die roll are doubled.

Illusion
Illusionists remain the most secretive of
all the schools.
The various styles of
illusion rarely speak to one another, let
alone other wizards. Of all the wizards,
illusionists are the most likely to
multiclass so that they might pretend to
be something they are not.
Most illusionists are quite and subdued,
although gnome entertainers are an
exception to this rule. Illusionists would
rather let their spells gain attention while
they quietly hide in the shadows.
 Skills (4 + Int modifier / level):
Bluff (Cha), Concentration (Con), Craft
(Int), Disguise (Cha), Hide (Dex),
Intimidate (Cha), Knowledge (all skills,
taken individually) (Int), Move Silently
(Dex), Perform (Cha), Profession
(Wis), Scry (Int), and Spellcraft (Int).
 First Talent Chains of Disbelief
(Ex): At 4th level the spells of the
illusionist become very difficult to
disbelieve. If a viewer disbelieves an
illusion and communicates the details
to his allies those allies dont gain the
usual +4 bonus against the spell. Even
if presented with incontrovertible proof
of the illusions nature the subject
cannot automatically save against the
spell although they do get a +10
bonus on saves against it.
 Second Talent Chicanery (Ex): To
any illusionist bluffing comes naturally.
At 7th level the illusionist gains a +10
competence bonus on all bluffing
checks.

67

68
 Third Talent Free Concentration
(Ex): At 10th level the illusionist has
become so good at concentrating on
his illusions that he can engage in
other activities even spell casting
while maintaining a number of illusions
up to his casting ability modifier.

Necromancy
Necromancers are fascinated by the forces
that make life, and for that matter unlife,
possible. Their fascination however is
rarely appreciated by mainstream society
and they often find themselves shunned
especially since necromancy is considered
by most to be little more than a subset of
the black arts and a particularly
dangerous one at that.
 Skills (2 + Int modifier / level):
Concentration (Con), Craft (Int),
Decipher
Script
(Int),
Intimidate
(Cha), Knowledge (all skills, taken
individually) (Int), Profession (Wis),
Scry (Int), and Spellcraft (Int).
 First Talent Rebuke/Command
Undead:
At
4th
level
the
necromancers influence over undead
is such that he can rebuke and
command undead as a cleric of his
spellcaster
level.
If
the
necromancer is already an evil
aligned cleric, he gains a +4 bonus
to all attempts to rebuke or
command the undead. If the
necromancer is a good aligned
cleric he gains a +4 bonus to all
turning attempts instead.
 Second Talent Enhanced
Undead: At 7th level all undead
created by the necromancer gain a
+4
bonus
to
strength
and
dexterity; and a +2 bonus to all hit
dice.
 Third Talent Lifes Shadow: At
10th level the necromancer has so
mastered the life forces and unlife
forces around him that he can block
attempts to attack his own.
The
character becomes immune to death
and level draining effects.

Transmutation
Endlessly fascinated about how the world
works and how it is put together,
transmuters have produced more spells
than all the other schools. Perhaps the
least iconoclastic of all the wizard types,
transmuters care little for station and
other transient concerns. They know from
their own magic that anything can be
changed in a heartbeat, for better or
worse.
 Skills (2 + Int modifier / level):
Concentration (Con), Craft (Int),
Decipher Script (Int), Knowledge (all
skills,
taken
individually)
(Int),
Profession (Wis), Scry (Int), and
Spellcraft (Int).
 Talents Metamagic Feat: At 4th,
7th and 10th level the transmuter
selects a bonus metamagic feat.
Further, the level adjustment of the
feat is re duced by one (For example,
quicken spell normally has a level
adjustment of +4. If the transmuter
selects it as one of his three special
metamagic feats its level adjustment
becomes +3 instead).

Spellfilcher
There is nothing you can gain that I cannot simply
take away.

~ +Markson of Altania.
Some arcane casters spend years honing
their
skills
and
researching
new
applications of spells. Others take shortcuts and others earn their magic the old
fashioned way, they steal it.
Spellfilching is the art of stealing magic
and magic items. This is, not surprisingly,
a dangerous profession as spellcasters
tend to guard their magic carefully and
use rather punitive measures in defense
of their hordes. Spellfilchers are a cut
above the common thief (or so they say)
because of the danger of their targets. In
a world of magical vaults and treasures,
spellfilchers are an analogous to modern
day museum thieves and safecrackers.
Sorcerers make by far and away the
best spellfilchers, and this isnt surprising
since sorcerers unlike wizards already
have a penchant for laziness in developing
their talents.

Requirements
Becoming a spellfilcher requires innate
talent for magic, a willingness to acquire it
by any means and insight into certain
spells.
 Spells: Ability to spontaneously cast
3rd level arcane spells.
 Feats: Any three metamagic feats
 Skills:
(Arcane)

11

ranks

Knowledge

5 ranks Pick Pockets


5 ranks Disable Device
5 ranks Open Locks
5 ranks Search
5 ranks Use Magic Device

Class Skills
The spellfilchers class skills and the key
ability for each skill are Bluff (Cha),
Decipher Script (Int), Disable Device (Int),
Hide (Dex), Knowledge (Arcane) (Int),
Move Silently (Dex), Open Lock (Dex),
Pick
Pockets
(Dex),
Search
(Int),
Spellcraft (Int), Use Magic Device (Cha)
Skill Points at each level:
Modifier

Hit Dice: d4

6+INT

Table 2-8: The Spell Filcher


Level

Attack
Bonus

Fort
Save

Ref
Save

Will
Save

Special

+0

+0

+2

+2

Spellcaster Level +1, Spell Filch

+1

+0

+3

+3

Spellcaster Level +1, Scroll Filch

+1

+1

+3

+3

Spellcaster Level +1, More Spells

+2

+1

+4

+4

Spellcaster Level +1, Book Filch

+2

+1

+4

+4

Spellcaster Level +1, Item Filch

+3

+2

+5

+5

Spellcaster Level +1, More Spells

+3

+2

+5

+5

Spellcaster Level +1, Filch Spell-like Ability

+4

+2

+6

+6

Spellcaster Level +1, Greater Filch

+4

+3

+6

+6

Spellcaster Level +1, More Spells

10

+5

+3

+7

+7

Spellcaster Level +1, Spell Catch

69

70
Class Features
All of the following are the abilities of the
spellfilcher.
 Spellcaster +1: The character gains
another
level
in
her
previous
spellcasting class caster level.
He
gains all the benefits associated with a
higher caster level except more spells.
Unlike other prestige classes with this
ability, the spellfilcher does not learn
new spells when he advances as a
spell filcher.
Hence a 8th level
sorcerer, 4th level spellfilcher has the
casting ability of a 12th level sorcerer,
but she only has the spell selection of
a 8th level sorcerer.
 Spellfilch (Su): Spellfilching is the
most famous power of the spellfilcher.
It allows her to pull spell preparations
from
other
spellcasters
and
temporarily add them to her own list
of known spells (This ability doesnt
work on casters who dont prepare
spells).
To use this power the spellfilcher
names a spell and expends a spell slot
of equal or greater level than that
spell.
The enemy caster makes a
willpower
save
DC
10+
the
spellfilchers level + the spellfilchers
casting ability modifier. A successful
save negates the filch attempt, and if
the target caster doesnt have the
named spell prepared the spellfilcher
nabs a random spell of equal or less
level than the named spell.
Once a spell is successfully nabbed
the spellcaster can use it as if she
knew it normally.
She retains
knowledge of the spell until she rests
for the day.
The spellfilcher can only nab spells
on her previous spellcasting class list
with this ability.
Spellfilching is a standard action that
provokes an attack of opportunity. It
works from medium range (100 + 10
/ level).

 Scrollfilch (Su):
At 2nd level the
spellfilcher, as a standard action that
provokes an attack of opportunity, can
pull a spell off a scroll and into her
mind. Until she rests she considers
the spell to be known and may cast it
freely.
The spellfilcher can only nab spells
on her previous spellcasting class list
with this ability.
 More Spells: At 3rd, 6th and 9th
level the spellfilcher gets to learn a
few more spells. He learns a number
of spells equal to his casting ability
modifier at the time he gains the level.
He cannot learn more than one spell
per level and cannot learn any spell of
his highest level (so if his highest spell
level is 7th he cant learn 7th level
spells). If his casting ability modifier
later changes he neither gains nor
loses spells.
 Item Filch (Su): At 4th level the
character can pull energy off a magic
item other than a scroll in able to use
one of the spells involved in its
creation. Doing so renders the item
inert for 1d4 days. This is a standard

action that provokes an attack of


opportunity.
The spellfilcher can only nab spells
on her previous spellcasting class list
with this ability.
 Book Filch (Su): At 5th level the
spellfilcher can pull spells from the
magical writings in a spellbook in order
to know the spell for a day. Doing so
permanently erases the writings. This
ability is a standard action that
provokes an attack of opportunity.
The spellfilcher can only nab spells
on her previous spellcasting class list
with this ability.
th

 Improved Spellfilch (Su):


At 7
level the spellfilcher gains the ability to
filch spell-like abilities and the ability
to filch spells off of other spontaneous
casters.
This ability is a standard
action that provokes an attack of
opportunity. The target doesnt lose
their spell or spell-like ability in this
case.
The spellfilcher can only nab spells
on her previous spellcasting class list
with this ability.
 Greater Filch: The limitation that a
spell the spellfilcher steals be on the

previous spellcasting class list in order


to use the various filch abilities to gain
it is removed at 8th level.
Spell Catch:
At 10th level the
spellfilcher can use a ready action to
capture a spell as its being cast. This
ability is similar to a counterspell the
spellfilcher expends a spell slot of equal or
greater level than the spell he wishes to
catch and makes a caster level check. If
she succeeds the spell is countered and
added to the spells known list of the
spellfilcher until she rests for the day.

Traprunner
In the dusty tombs and catacombs
beneath Telzoa lie many traps designed to
maim and kill any who dare get near
them. The traprunner is a specialist in
dealing with such devices and even
staying alive while doing it.
The Dabrinian Trap Runners Guild is
based out of Clarson, though its agents
are present throughout most of Telzoa
and more than a few rogues have broken
their ties to the group and now pander its
skills to those who show promise in the
trade.
Hit Die: d6

Table 2-9: The Trap Runner


Level

Attack
Bonus

Fortitude
Save

Reflex
Save

Will
Save

Special

+0

+2

+2

+0

Sense Trap

+1

+3

+3

+0

Armor Class +1 vs. Traps, Uncanny Dodge (Dex


Bonus to AC)

+2

+3

+3

+1

Defensive Roll vs. Traps

+3

+4

+4

+1

Armor Class +2 vs. Traps, Uncanny Dodge (Can't


be Flanked)

+3

+4

+4

+1

Improved Evasion

+3

+5

+5

+2

Armor Class +3 vs. Traps

+4

+5

+5

+2

Skill Mastery

+5

+6

+6

+2

Armor Class +4 vs. Traps

+6

+6

+6

+3

Spell Resistance to Traps

10

+6

+7

+7

+3

Armor Class +5 vs. Traps

71

72
Requirements
To qualify for that most dangerous of
exercises that is trap running the
character must have the following
qualities
 Feats: Lightning Reflexes, Skill Focus
in Search or Disable Device.
 Skills: 8 ranks
Disable Device

Search,

ranks

 Other: Evasion, Trap Finding

Class Skills
The traprunners class skills and the key
ability for each skill are Balance (Dex),
Climb (Str), Craft (Int), Decipher Script
(Int), Disable Device (Int), Hide (Dex),
Jump (Str), Listen (Wis), Move Silently
(Dex), Open Lock (Dex), Profession (Wis),
Search (Int), Spot (Wis), Swim (Wis),
Tumble (Dex), and Use Magic Item (Cha)
Skill points at each level: 8+INT
bonus

Class Features
All of the following are the class features
of a traprunner.
 Sense Trap: The DM secretly rolls a
search roll anytime a traprunner
moves close enough to a trap to be in
danger of triggering it (usually 5,
sometimes further, sometimes closer).
If the search roll succeeds the
traprunner becomes aware of the trap
even though he wasnt actively
searching for it.
 Uncanny Dodge: The traprunner has
the same uncanny dodge abilities as a
rogue.
When
determining
which
uncanny dodge abilities the levels in all
classes with the uncanny dodge ability
stack.
 Defensive Roll vs. Traps: The
character rolls a reflex save against
any trap he is aware of that attacks
him and if successful he halves the
damage dealt. The DC of this roll is the

damage dealt. Evasion does not apply


to this roll since a reflex save to
reduce the damage isnt normally
allowed.
 Improved Evasion: The character
only takes damage on a failed reflex
save for half damage, and no damage
on a successful save.
 Skill Mastery: The character becomes
absolutely certain of the skills listen,
spot, search, disable device, open
locks and decipher script. He can take
ten on these skills even when under
duress that would normally not allow
this.
 Spell Resistance to Traps: The
character has a spell resistance of
10+his reflex bonus against any
magical
trap

<< Telsindria.
Telsindria For one of the most powerful
sorcerers in the multiverse, Telsindria is
extremely quiet and unassuming, traveling
seemingly at random between locations
advising king and pauper alike as suits her
fancy and perhaps goals she alone fully
appreciates or understands, Telsindria can be
encountered at any time and in nearly any
guise. Indeed many who have met her where
entirely unaware that they had
encountered the being the elves reverently
refer to simply as The Lady.

alent is a rare thing, training


rarer still, and rarest is talent
refined by training.

~ +Lord Travis Triel.

From picking someones pockets to hiding


from them after youre caught, skills cover
a wide range of activities, indeed all the
activities outside of spell casting and
combat are handled by the skill system.
This chapter expands the skill system
providing more detailed versions of
existing skills or adding uses to existing
skills. When skills have been massively
rewritten information that still applies to
them (such as synergy bonuses) is
repeated.
The following skill check methods are
used on occasion in addition to the
traditional d20 against a DC and opposed
checks.

 Sequenced Check: The sequenced


check is used for any task that takes
time to do, and how much time is in
doubt. It is used instead of a simple
check when time is at issue and
dramatic tension can build, such as
when a rogue needs to get a door
open so the party can escape a pack of
orcs.
Each time the character has a
success against the task the margin of
success is written down and added to
the margin of any previous successes
against the task.
Once the total
reaches the DC, the task is complete.
For instance, a rogue is opening an
average lock (DC 25). On the first
round he rolls and gets a result of 31,
6 above what he needed.
On the
second he gets a result of 30, 5 above,
and has a total of 11. On the third
round he has no success, so he
continues on to the fourth round and
gets a result of 35, giving a total of
21. On the next round his roll gives a

73

74
result of 29, raising the total to 25 and
defeating the lock.
A sequenced check is like casting a
multiple round spell, each round
working is a full round action. Any
successful attack on the character
ruins his work for that round only
unless he succeeds at a concentration
check. Any failure, even a roll of 1,
simply indicates no progress on the
check for that round. Unless the DM
rules otherwise a character engaged
on a sequenced check cannot defend
and therefore provokes an attack of
opportunity.
 Complex Opposed Check: In a
complex opposed check each character
must do better against a target
number than his foe not merely get
the highest result. This matters when
the target numbers are for some
reason different for each character
(creating a handicap for one or the
other). For example, two characters
arm wrestling must overcome each
others strength. The strength ability
score of each participant is the target
number for his opponent. The odds of
a character with a STR score of 9
(rolling
d20-1
against
DC
18)
defeating a character with a strength
score of 18 (rolling d20+4 against DC
9) are not very good under this
system.
 Cascade Check: Finally, a cascade
check is simply a series of simple
checks made until a failure occurs. It
is most commonly used when a
character
attempts
to
recall
information using a knowledge skill or
discovers information using a skill such
as spellcraft. This check is used when
the DM not only needs to know
whether or not a character succeeds,
but also how well.

Rolling 1 and 20
On a skill roll of 20 a character rolls again
with a +20 bonus. If he rolls 20 again he
rolls again with a +40 to the roll, and so

on. It is possible, though unlikely, for


very high DCs to be hit this way.

On a roll of 1 a character makes a


second check with a -20 penalty. If a
second 1 is rolled roll again at a 40
penalty and so on. It is possible for very
skilled characters to succeed on very bad
die rolls.

Taking 0
The character makes the check as if she
rolled a 0.
This rule is used only in
opposed checks where your character is
not putting any effort into the task. As an
example, sleeping characters take 0 on all
listen checks it is quite possible for an
untrained character trying to move silently
in plate mail to make enough noise to
awaken someone, especially a mid to
high-level rogue with a lot of ranks in
listen.

Skills
The following listings either expand or
replace their counterparts in the Players
Handbook. Skills with no changes arent
listed.

Appraise
(Int)
If an object has a makers mark on it you
can make an appraise check to recognize
the mark.
Checks of appraise are always made in
secret by the DM. Your character always
believes his appraisals are accurate.

Balance
(Dex, Armor Check Penalty)
Use balance to keep your footing while
traversing treacherous surfaces, or even
to cause another character to lose their
balance, such as by rocking a boat.

Check: When running or charging even


innocent surfaces may break your charge
or trip you.
Surface

DC

Uneven Flagstone

10

Hewn Stone Floor

10

Loose Gravel

10

Narrow surfaces are a challenge even if


you dont try to rush things. A normal
balance check presumes that you move
half your speed. You can move your
normal speed if you wish, but you take a 5 penalty. If you try to run or charge
across such a surface, you incur a -10
penalty instead.
Narrow Surface

DC

1 or less

10

6 or less

15

2 or less

20

The following modifiers apply to any of the


above checks.
Situation

DC
modifier

Slippery

+2

Very slippery (ice, grease)

+5

Angled surface

+2

Lightly
obstructed
(scattered gravels)

+2

Heavily obstructed (loose


gravel)

+5

Surface unstable (rickety


bridge)

+2

Surface
very
unstable
(small boat, log)

+4

Surace
extremely
unstable (tight rope)

+6

Finally, the following tools and abilities are


available to help improve your chances of
succeeding at a balance check.
Situation

Check
modifier

Balancing pole*

+2

Wall

+5

Handrail

+10

* Only a skilled character can make use of a


balancing pole.

If you fail a balance check youre


movement stops. If you fail by 5 or more,
you fall.
Being Attacked while Balancing: You are
considered flat-footed while balancing,
since you cant move to avoid a blow, and
thus you lose your Dexterity bonus to AC
(if any). If you have 5 or more ranks in
Balance, you arent considered flat-footed
while balancing unless you fail your check
(in which case youll be flat-footed until
you make a balance check). If you take
damage while balancing, you must make
another Balance check against the same
DC to remain standing.
Shake Off: If you and another character
are both on a very or extremely unstable
surface you use a move-equivalent action
to shake the foe off. Each of you make an
opposed balance check and if you beat
your opponent by 5 he is off balance and
considered flat-footed. If you beat him by
10 he falls.
Action: Varies. Most Balance checks dont
require an action; they are made as part
of another action or as a reaction to a
situation. If you attempt to shake a foe off
though this is a move-equivalent action
that doesnt provoke an attack of
opportunity.
Special: If you have the Agile feat, you
get a +2 bonus on Balance checks.
Synergy: If you have 5 or more ranks in
Tumble, you get a +2 bonus on Balance
checks.

75

76
Bluff

Situation

Sense
Motive
Modifier

(Cha)
Use bluff to temporarily distract or
confuse foes, or to make them believe a
lie.
Bluff is limited to simple hoaxes;
more elaborate scams are a function of
the diplomacy skill.
Check: A Bluff check is opposed by the
targets Sense Motive check. Favorable
and unfavorable circumstances weigh
heavily on the outcome of a bluff. Two
circumstances can weigh against you: The
bluff is hard to believe, or the action that
the target is asked to take goes against its
self-interest, nature, personality, orders,
or the like. If its important, you can
distinguish between a bluff that fails
because the target doesnt believe it and
one that fails because it just asks too
much of the target. For instance, if the
target gets a +10 bonus on its Sense
Motive check because the bluff demands
something risky, and the Sense Motive
check succeeds by 10 or less, then the
target didnt so much see through the
bluff as prove reluctant to go along with
it. A target that succeeds by 11 or more
has seen through the bluff.
If the NPC wins he sees through the
bluff. The DM is free to decide a course of
action depending on the NPC a
particularly crafty individual may pretend
to believe the bluff. If so then re-roll to
see if the player sees through this counter
bluff (Their sense motive check will be at
a -25 since this outcome is desirable,
what the PC wants to believe and they
have no reason to doubt their own
success).
If the PC succeeds at all the NPC will at
least go along with the story until they
leave, after which the NPC may check
their story out if interested.
If the PC succeeds by more than 5 the
NPC will take the lie wholly as truth and
not bother to re-examine their story.

The Lie is
Solid (No reason not to believe it)
Plausible (Out of the ordinary, a

-10
-5

little truth stretching)

Feasible

happen,

+0

Unlikely (Rare event described,

+5

(Could
stretching the truth)

real fabrication)

Far Fetched (Hard to believe)

+10

Conflicting with NPCs first


hand experience

+20

To the NPC you are


Very credible (Anything you say

-10

is to be trusted)

Credible (Would only doubt you

-5

given strong evidence)

Unknown (A stranger)

+0

Known to lie occasionally

+5

Known to lie a lot

+10
The NPC

Wants to believe you

-5

Doesnt care

+0

Doesnt trust
skeptical

you

or

is

+5

If the NPC goes along with the lie, the


result is (to the NPC)
Desirable

-10

Favorable

-5

Of no consequence

Unfavorable

+5

Harmful

+10

Highly Dangerous

+15
Other Modfiers

The
PC
evidence

has

physical

-5

If the PC succeeds by more than 10 the


NPC will believe their story so well that
any character attempting to relay the
truth will have to successfully bluff the
NPC and/or present some strong evidence
to the contrary of the PCs story.
A bluff requires interaction between you
and the target. Creatures unaware of you
cannot be bluffed.
Feinting in Combat: You can also use Bluff
to mislead an opponent in melee combat
(so that it cant dodge your next attack
effectively). To feint, make a Bluff check
opposed by your targets Sense Motive
check, but in this case, the target may
add its base attack bonus to the roll along
with any other applicable modifiers.
If your Bluff check result exceeds this
special Sense Motive check result, your
target is denied its Dexterity bonus to AC
(if any) for the next melee attack you
make against it. This attack must be made
on or before your next turn.
Feinting
in
this
way
against
a
nonhumanoid is difficult because its
harder to read a strange creatures body
language; you take a 4 penalty on your
Bluff check. Against a creature of animal

Intelligence (1 or 2) its even harder; you


take a 8 penalty. Against a nonintelligent
creature, its impossible.
Feinting in combat does not provoke an
attack of opportunity.
Creating a Diversion to Hide: You can use
the Bluff skill to help you hide. A
successful Bluff check gives you the
momentary diversion you need to attempt
a Hide check while people are aware of
you. This usage does not provoke an
attack of opportunity.
Innuendo: This task involves conveying a
message to a character that you dont
share a language with. The nature of the
message sets the DC.
Both speaker
(using bluff) and listener (using sense
motive) must defeat the DC for the
message to be conveyed correctly.
Less commonly, innuendo is used to
conceal the true nature of a message from
unwanted listeners. Two assassins may
seem to be talking about the weather
when they are really discussing knocking
off the local baron.
Most often a pre-arranged cant is used
(see Knowledge Cant) for this purpose.

77

78
While using a cant eliminates the need for
any check, it does mean the message will
be understood by anyone else who knows
the cant.
Situation
Universal
pain)

DC
concept

(Life,

death,

10

Basic Concept (Food, Danger)

15

Abstract
Concept
simple ideas)

20

Obscure Concept
philosophies)

(Emotions,
(Minor

spells,

30

Erudite Concept (Complex spells,


higher math)

40

Action: Varies. A Bluff check made as


part of general interaction always takes at
least 1 round (and is at least a full-round
action), but it can take much longer if you
try something elaborate. A Bluff check
made to feint in combat or create a
diversion to hide is a standard action.
Try Again: Varies. Generally, a failed
Bluff check in social interaction makes the
target too suspicious for you to try again
in the same circumstances, but you may
retry freely on Bluff checks made to feint
in combat. Retries are also allowed when
you are trying to send a message, but you
may attempt such a retry only once per
round. Each retry carries the same chance
of miscommunication.
Special: If you have the Persuasive feat,
you get a +2 bonus on Bluff checks.
Synergy: If you have 5 or more ranks in
Bluff, you get a +2 bonus on Diplomacy,
Intimidate, and Sleight of Hand checks, as
well as on Disguise checks made when
you know youre being observed and you
try to act in character.

Climb
(Str, Armor Check Penalty)
Use climb to scale slopes, walls, trees and
other vertical surfaces.
Check: With a successful Climb check,
you can advance up, down, or across a
slope, a wall, or some other steep incline
(or even a ceiling with handholds) at onequarter your normal speed. A slope is
considered to be any incline at an angle
measuring less than 60 degrees; a wall is
any incline at an angle measuring 60
degrees or more.
A Climb check that fails by 4 or less
means that you make no progress, and
one that fails by 5 or more means that
you fall from whatever height you have
already attained.
A climbers kit gives you a
circumstance bonus on Climb checks.

+2

The DC of the check depends on the


conditions of the climb. Compare the task
with those on the following table to
determine an appropriate DC.
You need both hands free to climb, but
you may cling to a wall with one hand
while you cast a spell or take some other
action that requires only one hand. While
climbing, you cant move to avoid a blow,
so you lose your Dexterity bonus to AC (if
any). You also cant use a shield while
climbing.
Any time you take damage while
climbing, make a Climb check against the
DC of the slope or wall. Failure means you
fall from your current height and sustain
the appropriate falling damage.
Accelerated Climbing: You try to climb
more quickly than normal. By accepting a
5 penalty, you can move half your speed
(instead of one-quarter your speed).
Making
Your
Own
Handholds
and
Footholds: You can make your own
handholds and footholds by pounding
pitons into a wall. Doing so takes 1 minute
per piton, and one piton is needed per 3

Situation

Climb
DC
Slope Condition (Choose one)

Cant be walked up, but no appreciable


weight need be bore by the characters
arms

+0

The character must bear at least half


his weight with his arms

+5

The character must at times bear all


his weight with his arms

+10

Slope slants towards the character so


that his back is to the ground

+15

The slope is an overhang or ceiling

+20

Traction (All the below apply)


Surface rough
Surface shifts easily (i.e. gravels)
Surface wet
Surface icy

-5
+10
+5
+10

Handholds & Footholds (Choose one)


Abundant

-10

Adequate

+0

Poor

+10

Very Poor

+20

Other Modifiers (Choose all that apply)


Knotted Rope

+10

Rope*

-5

Two perpendicular surfaces to brace


between

-5

Two parallel surfaces to brace between

-10

feet of distance. However, taking the time


to do this reduces the DC of the climb by
10. Only a trained climber knows how to
properly place pitons so that they wont
come out when bearing weight. In this
same way, a climber with a handaxe or
similar implement can cut handholds in an
ice wall.
Catching Yourself When Falling: Its
practically impossible to catch yourself on
a wall while falling. Make a Climb check
(DC = walls DC + 20) to do so. Its much
easier to catch yourself on a slope (DC =
slopes DC + 10).

Catching a Falling Character While


Climbing: If someone climbing above you
or adjacent to you falls, you can attempt
to catch the falling character if he or she
is within your reach. Doing so requires a
successful melee touch attack against the
falling character (though he or she can
voluntarily forego any Dexterity bonus to
AC if desired). If you hit, you must
immediately attempt a Climb check (DC =
walls DC + 10). Success indicates that
you catch the falling character, but his or
her total weight, including equipment,
cannot exceed your heavy load limit or
you automatically fall. If you fail your
Climb check by 4 or less, you fail to stop
the characters fall but dont lose your grip
on the wall. If you fail by 5 or more, you
fail to stop the characters fall and begin
falling as well.
Action: Climbing is part of movement, so
its generally part of a move action (and
may be combined with other types of
movement in a move action). Each move
action that includes any climbing requires
a separate Climb check. Catching yourself
or another falling character doesnt take
an action.
Special: You can use a rope to haul a
character upward (or lower a character)
through sheer strength. You can lift
double your maximum load in this
manner, and multiple characters can add
their strength together in such a task.
A halfling has a +2 racial bonus on
Climb checks because halflings are agile
and surefooted.
If you have the Athletic feat, you get a
+2 bonus on Climb checks.
A creature with a climb speed has a +8
racial bonus on all Climb checks. The
creature must make a Climb check to
climb any wall or slope with a DC higher
than 0, but it always can choose to take
10, even if rushed or threatened while
climbing. If a creature with a climb speed
chooses an accelerated climb (see above),
it moves at double its climb speed (or at
its land speed, whichever is slower) and
makes a single Climb check at a 5

79

80
penalty. Such a creature retains its
Dexterity bonus to Armor Class (if any)
while climbing, and opponents get no
special bonus to their attacks against it. It
cannot, however, use the run action while
climbing.
Synergy: If you have 5 or more ranks in
Use Rope, you get a +2 bonus on Climb
checks made to climb a rope, a knotted
rope, or a rope-and-wall combination.

Decipher Script

Situation

DC

Universal concept (Life, death, pain)

+0

Basic Concept (Food, Danger)

+5

Abstract
ideas)

Concept

(Emotions,

simple

+10

spells,

+20

Erudite Concept (Complex spells, higher


math)

+30

Obscure
Concept
philosophies)

You know
language

the

(Minor

alphabet,

not

the

-5

(Int, Trained Only)


You can attempt to decipher the meaning
of scripts written in languages you do not
know, or you can attempt to decipher a
coded message or you can create a code
(or cipher) to send a message in secret.
Check: You can create a code that you
can then teach to others for the relaying
of messages in secret. When the code is
first created you make a check to
establish the base difficulty of cracking the
code. Deciphering a single message in
your code must beat your check
deciphering your code once and for all
must beat your check by a margin of 5.
The check is made in secret since you
dont know how difficult the code will be to
break. Creating a cipher usually takes
several days.
Breaking a code is largely based on the
nature of the message, but even the
simplest of messages can be devilishly
hard to break. The base DC is 20 for a
message in a language you do not speak,
or the DC is the check result of the
encoder if you understand the language
used. If you are reading a deliberately
coded message in a language you do not
understand the DC is 20+ the encoders
check result.
The check is a cascade
check.
If the message is simply a code of a
language you know then a single success
allows you to break the code for that
message only and know exactly what it
says. Three successes allow you to break
the code once and for all.

If you do not know the language then


consult the number of successes against
this table:
Knowledge Gained

Successes

General knowledge, no details

Specific knowledge, some major


points missing or obscure.

Specific knowledge with some


minor points missing or obscure.

Complete
information

and

accurate

The check is rolled by the DM in secret.


If you roll a 1 and fail your check by
more than 10 you draw a wrong
conclusion.
Action: It normally takes 1 minute per
page to decipher a script. It takes 1 hour
per page to encode a message and a day
to devise a new cipher.
Try Again: Not on the same message or
code. You can try on different messages
or create different codes.
Special: A character with the Diligent feat
gets a +2 bonus on Decipher Script
checks.
Synergy: If you have 5 or more ranks in
Decipher Script, you get a +2 bonus on
Use Magic Device checks involving scrolls.

Situation

Diplomacy

With respect to the PC, the NPC is

(Cha)
Unlike bluff, which gets an NPC to take a
single action in your favor or look the
other way for a moment, diplomacy allows
you to influence NPCs over the long term.
It also determines how well you impress
NPCs. How well you lead and influence
NPCs is largely a function of the
diplomacy skill.

DC
Adjust

A trusted ally

-4

Friendly

-2

Indifferent

Unfriendly

+2

Hostile

+4

A long time enemy1

+8

Check: Diplomacy has several checks, all


of which a DM can use as a general
guideline as to how minor NPCs are going
to behave around PCs.
Major NPCs
should be more directly controlled.

Charmed, as per charm person

-4

Charmed,
monster

-6

Initial Impression: First impressions are


everything. The DM will decide an initial
attitude of the NPC. Perhaps hes had a
bad day and is a rotten mood hes likely
to be unfriendly to anyone, not just your
character. Or the NPC could be naturally
one of the friendly sort.
This initial
attitude has nothing to do with your
character, but it might be changed by
your characters appearance on the scene.
This check is rolled in secret.

Desirable

-4

Favorable

-2

Convincing: You attempt to convince the


NPCs to follow a plan youve devised or
get them to allow you to do something.
Whenever you try to convince NPCs of a
course of action, this task is being done.
The above modifiers apply to this roll, as
do the modifiers below You can attempt to
intimidate an NPC into doing something
for you if asking them nicely didnt work.
You cannot do this after an intimidate
attempt though.

as

per

charm

To the NPC the PCs intended result is

Of no consequence

Unfavorable

+2

Harmful

+4

Highly Dangerous2

+8
Other modifiers

NPC is suspicious

+2

PC employs a suggestion spell.

-20

1 Only possible with a suggestion spell, or if the


intended result is desirable.
2 Only possible with a suggestion spell, or with a
trusted ally.

Haggle: You can attempt to gain goods


and services below asking price. Assume
that the asking price for a good or service
is 150% of the price given in the PHB.
Your check is opposed by the merchants
diplomacy check, or the GM can rule that
if you hit DC 15 you can get the merchant
down to the normal price if you hit DC
20 you can get him down to half normal
price.

81

82
Change Attitude: You interact with the
NPC in order to change their attitude
towards you.
This can take anywhere
from a minute to several to accomplish.
The following modifiers apply to the DC of
the roll.
Situation

DC
Adjust

NPC is a racist against the PCs


Race

+10

PC has threatened or harmed the


NPC or ally

+10

PC offers a gift of some value

-5

PC offers a gift of great value

-10

Whos in Charge: By observing a group


and watching who defers to who you can
gain a general idea of the power structure
of the group you
are observing.
Sometimes this is obliquely obviously
such as in a Kings court. But if the real
power lies behind the throne with the
regent you can use this skill to get a
sense of this. Provided the leader doesnt
advertise his status openly, the DC ranges
from 10 for a pack of goblins who wear
little or no badges of honor, to 30 for a
stealthy wizard who is manipulating the
king with charm spells and the like. In
the latter case this skill may only establish
the hunch that someone is controlling the
apparent leader, but exactly who is doing
so is hard to say. If you roll a 1 and
miss by 10 you draw a false conclusion.
Debate: You can formally debate another
character, attempting to prove your point
of view is superior to another character.
This is resolved as a complex opposed
check against the charisma score of your
opponent.
Whoever has the highest
margin of success wins, though a margin
of 5 is required for a conclusive win. A
character with five ranks of Perform and
knowledge of Oratory gains a +2 synergy
bonus on this task.
Seduction:
This is the art of gaining
services or favors from a character with
the promise of something greater in
return. Most people think of sex when the

word seduction is uttered, and while


sexual seduction is the most infamous
form of this task it is not the only one.
Characters may be seduced by promises
of wealth, power, or even revenge. Most
every character can be seduced by some
manner.
Seduction is always a long and involved
process, but the payoff is usually great.
For it to have a chance of succeeding at
all the target must believe that you have
the means to provide what they want.
You can bluff this if you wish, but the
target gains a +2 circumstance bonus to
their sense motive check against your
seduction.
The check is made at the proverbial
moment of truth.
Suppose youve
seduced a fighter into assassinating a
baron. When the time comes for him to
actually perform that action they make a
sense
motive
check
against
your
diplomacy check. If they win they come
to their senses. The DM may modify the
check based on the overall circumstances
and the time youve spent with the
subject.
Try Again: Usually no. Haggling can be
conducted with the same merchant over a
different object.
Special: Codes of behavior vary from
region to region, so you may experience a
penalty to your checks when dealing with
new groups whose traditions and codes of
behavior are different from your own.
A half elf has a +2 racial bonus on
diplomacy checks.
If you have the negotiator feat, you get
a +2 bonus on diplomacy check.
Synergy: If you have 5 or more ranks in
Bluff or Sense Motive, you get a +2
synergy bonus on Diplomacy. Knowledge
(nobility) and knowledge (racial lore)
grants a +2 synergy bonus to diplomacy
when working with those groups.

Disguise

Detail
(Cha)

Use this skill to conceal your identity or to


pass yourself off as someone you are not.
The better your disguise check, the harder
it is for foes to spot the disguise.
Check: The various disguise checks are
based upon whom you are trying to
disguise yourself as or occasionally what
you are disguising yourself as.
You can attempt to conceal your identity
or the identity of a friend by appearing to
be someone you are not.
The more
removed that individual is from you the
harder this becomes. The more common
that individual type is the easier this
becomes. It is relatively easy for a king
to impersonate a beggar, while it is quite
difficult for a beggar to impersonate a
king.
A spot check against conceal identity will
only be allowed if the character is closely
observed and some disguises by their
very nature tend not to be observed. It is
rare for a guard to pay much attention to
a beggar at the main city gate but if a
beggar tries to get into the palace he will
be examined closely. It is possible for a
character to get into trouble if his disguise
is too good sometimes.
Do not count the armor and weapon
modifiers if those items are part of the
disguise. You can don a hasty disguise as
a common persona as a full round action,
but you have a -20 penalty to the check.
Impersonation:
When you attempt to
impersonate a specific individual, all of the
above factors apply.
Further, youre
ability to play the role youve chosen will
be tested, so the modifiers below apply to
both your disguise check and to the sense
motive check of observers. Hence, you
have a +6 bonus to disguise yourself as a
friend, and an observer who has only
heard of them has a -4 penalty on their
sense motive check.

DC
Modifier

Conceal as common persona (beggar,


laborer)

+5

Conceal
as
uncommon
(merchant, soldier)

persona

+0

persona (nobility,

-5

Conceal as rare
upper class)

Conceal normal clothing

-2

Conceal armor

-nonmagical
AC value
x2

Conceal small weapons

+0

Conceal medium weapons

-5

Conceal large weapons

-10

Each step of change in age category

-2

Change to similar race (humans to elf


or half-elf)

-2

Change to a dissimilar race (humans


to orc)

-4

Imitate
physical
blindness)

disability

(i.e.

-2

Imitate loss of limbs

-5 each

NPCs Familiarity with Subject

Modifier

Only heard of the individual

-4

Seen rarely, and from a distance only

-2

Seen rarely, but up close

+0

Seen occasionally

+2

Recognizes easily

+4

Friend or associate

+6

Close friend

+8

Intimate (Known for years)

+10

Laying Low: You can attempt to hide


among the people, using the sheer
number of people in a settlement to
conceal you from those who would find
you.
This task works in opposition to
Gather Information.
You have a base bonus to your roll of 10
since seeking is by its nature harder than
hiding. Half your own level (round down)
is applied as a penalty to your roll since as

83

84
you rise in power, you rise in fame (So if
you are 12th level, you have a -6 penalty
to this roll). If your race doesnt match
most common race(s) of the settlement
youre in you have a -2 penalty to your
roll.
Spot checks against your disguise are
usually made upon meeting and once an
hour or so.
If a character is simply
blending in with a crowd there are no spot
checks against him unless an individual is
trying to specifically find him even then
only the searching character checks upon
meeting.
Action: It takes from 1 to 10 minutes to
don a disguise properly depending on
whether you keep your own clothes and
armor on underneath the disguise (though
this can make the disguise harder to
maintain). As with armor you can halve
this time and don the disguise hastily but
you take a -4 penalty to your check.
Actually creating the costume and props
for a disguise can take hours, weeks or
even months depending on how exacting
of a likeness that is desired.
Try Again: Yes. You may try to redo a
failed disguise, but once others know that
a disguise was attempted, theyll be more
suspicious.
Special:
Magic that alters form,
specifically but not limited to alter self,
change self, polymorph other, polymorph
self or shapechange, grants the individual
a +10 enhancement bonus to disguises
and often allows a character to ignore
penalties for changing weights, gender or
race since these changes are rendered
actual by the magic. Divination magic,
even true seeing, doesnt see through
mundane disguises, but can detect the
magical component of a disguise.
If you have the Deceitful feat, you get a
+2 bonus on Disguise checks.
Synergy: If you have 5 or more ranks in
Bluff, you get a +2 bonus on Disguise
checks when you know that youre being
observed and you try to act in character.

Forgery
(Int)
Use this skill to create counterfeit
documents of all sorts, from military
orders to bogus currency. You also use
the forgery skill to detect forgeries.
Check: Of the various forgery checks
possible, only detect forgery can be
attempted untrained.
Detect Forgery: You attempt to determine
if an object has been forged. The DC is
set by the forger of the item, though if
you roll a 1 and miss by 10 you come to
the mistaken conclusion that an authentic
object is fake.
Tools that allow you to examine the
minutiae of the object, such as a
magnifying glass, grant you a +2
circumstance bonus to this check if
examining the objects details would help
determine if it is a forgery.
Forge Seal:
In a world where many
characters are illiterate a forger need only
duplicate the seal correctly and the local
bailiff will take the characters word that
the document says what the character
claims it does. A seal can be forged by
carefully carving it into dry wax or, more
convincingly, by forging a signet ring to
make the impression.
Carving a seal
grants the reader a +10 bonus to detect
the forgery its relatively easy to see the
carving as a fake. This is also quicker
though, taking only a day to do and only
requiring a penknife.
Making a false
signet
ring
requires
a
forge
to
Situation
Modifier
Reader unfamiliar with seal

-4

Reader has seen the seal only rarely

-2

Reader has seen the seal occasionally

+0

Reader sees the seal often (weekly)

+2

Reader
(daily)

+4

sees

the

seal very

often

Reader only casually views the seal

-2

Seal broken

-4

manufacture such a ring, but once done


as many forged seals as the character
desires can be made with the ring. It
takes 1 week to make the ring. If the
character uses his forged ring too much
the authorities may switch seals. Other
modifiers include the following:
Each seal created by a signet ring has
the same DC. Once a character realizes a
particular seal is fake hell be on the alert
for more like it, granting a +4 modifier to
notice other bogus seals made with the
same ring.
Forge Currency: Sometimes the quickest
way to wealth is to literally make it. This
is most tempting in nations that use
currency with a high amount of ignorance
that is the value of the materials that
compose the currency is far less than the
currency itself. Due to the destructive
effect widespread counterfeiting can have
on the economy of a kingdom, this type of
forgery carries extremely heavy penalties
when the character is caught which can
include being executed.
The higher the value of a coin, the less
it is seen. A character is unlikely to honor
any coin he has never seen before except
on a basis of the value of its metal. In
medieval times coins that were worth
more than their component metals were
rare.
Related to coin forgery is a process
known as shaving. In this scam the
rogue cuts away some of the coin but
leaves it relatively intact.
The shaved
Situation

-4

Foreign sp

-2

Foreign cp, Domestic gp

+0

Domestic sp

+2

Domestic cp

+4

Character examines the coin closely


Character weight tests the coin*

You can try to forge an individual coin or


make a forged mold. Forging one coin
takes a week. Producing a mold takes
two weeks. All coins produced by a given
mold have the same DC.
A coin that failed to fool one merchant
might fool another, so long as you elude
the guard to try again. Once counterfeit
currency has been discovered in an area
all characters become suspicious of it and
gain a +2 circumstance bonus.
Forge Document: All sorts of mischief can
be caused by forging legal documents and
handwriting, from making a false order to
faking a deed to a tract of land.
To forge a document on which the
handwriting is not specific to a person
(military orders, a government decree, a
business ledger, or the like), the character
needs only to have seen a similar
document before. To forge a signature,
an autograph of that person to copy is
needed, and the character gains a +4
bonus on the roll. To forge a longer

Modifi
er

Foreign gp

Character only glances at coin

scraps are then melted down into more


coins. Shaving is common where coins
are worth their weight in metal and the
minting process makes it difficult to
maintain a consistent weight from coin to
coin.
Shaving is the reason careful
merchants weigh coins. Shaving 100 gold
pieces will produce enough gold for
another gold piece, but the DC to do this
is only 10. Easy to do, it is not profitable
enough for most players to attempt and is
mentioned here only as a footnote.

-2
+4
+10

85

86
Situation

Modifier

Handwriting
Unknown to reader

-4

Seen rarely by reader (once a year)

-2

Seen
occasionally
(monthly)

by

reader

+0

Seen often by reader (weekly)

+2

Seen very often by reader (daily)

+4

Document type
Unknown to reader

-4

Seen rarely by reader (once a year)

-2

Seen
occasionally
(monthly)

by

reader

+0

Seen often by reader (weekly)

+2

Seen very often by reader (daily)

+4

then the reader cant try using his own


skill again, even if hes suspicious about
the document.
Special: If you have the Deceitful feat,
you get a +2 bonus on Forgery checks.
Five ranks in the craft skills related to
the creation of the forgery grants a +2
synergy bonus to the skill for instance
craft (calligraphy) is helpful in forging
documents and craft (metalworking) is
useful with coin forgeries.
Restriction: Forging writing requires you
to be able to read and write the language
in question. You can still do forgeries of
items that have no writing, or you can
attempt to duplicate existing writing
without changing what it says (which
usually isnt helpful).

Gather Information

Common Document (Bill of Lading,


Business Leager)

- 10

Uncommon Document (Land Deed,


Specific Contract)

-5

(Cha)

Rare Document (Warrant)

+0

Very Rare Document (Decree)

+5

Use this skill to learn the local gossip,


news and other scuttlebutt, or to find out
if any merchant has a masterwork sword
or, in very large cities, a magical sword
for sale.

Other modifiers
Reader only glances at document
Reader compares the document to
one that is known to be genuine

-2
+5

document written in the hand of some


particular person, a large sample of that
persons handwriting is needed.
A document that contradicts procedure,
orders, or the previous knowledge of the
reader will prompt him to examine it more
closely, giving him a +2 bonus on his
check.
Try Again: Usually, no. A retry is never
possible after a particular reader detects a
particular forgery. But the document
created by the forger might still fool
someone else. The result of a Forgery
check for a particular document must be
used for every instance of a different
reader examining the document. No
reader can attempt to detect a particular
forgery more than once; if that one
opposed check goes in favor of the forger,

Check: Gathering information in a large


city is far different from scouting out a
hamlet. The larger city is more likely to
have the information, but it will be harder
to find. These modifiers are on the table
below and apply to all gather information
checks.
In the wilderness you can gather
information on each square mile as if it
were a small town.
Learning News: The character learns the
local news headlines of the community.
The base DC is 10 in thorps and hamlets.
Larger communities hire town criers who
shout out the news at least once per day
finding the crier, if there is one, doesnt
require a check.

Community
Size

Population

Presence
Modifier

Gather
Info
Mod

Time

Thorp

20 80

-16

+8

1 hr.

Hamlet

81 400

-8

+4

2 hrs.

Village

401
900

-4

+2

6 hrs.

Small
Town

901
2000

+0

+0

1 day

Large
Town

2001
5000

+2

-2

2 days

Small City

5001

12,000

+4

-4

3 days

Large City

12,001
25,000

+8

-6

1 week

Metropolis

25,000+

+10

-8

2 wks.

Investigation: You attempt to learn more


about a rumor. The GM may make a
presence check to see if the knowledge is
present in the community. You must beat
this check with your gather information
check. For instance, you are looking for
rare knowledge in a large town (+2). The
GM rolls first to see if anyone knows the
rumor and gets a result of 15.
Your
investigation will take 2 days and youll
have a -2 penalty to the roll because of
the size of the area your searching.
Situation

Presence
DC

Find
DC

Common knowledge

10

Uncommon knowledge

15

Rare knowledge

10

20

Obscure knowledge

15

25

Erudite knowledge

20

30

Successes

General knowledge, no details


Specific knowledge, some
points missing or obscure

Five ranks of bluff grants a +2 synergy


bonus to this task.
Locate Item: You attempt to find an item
in a community. Your DM will make a
presence check by dividing the items
price by the communities base price value
below if the items price is less than the
communitys base price then it is
automatically present. For the purposes
of this check the value of magic items is
doubled. Round this number up and add
10 to it to find the DC of the item being
present. Your gather information must
meet or exceed the presence check.
Community

Base
Price

Thorp

25

Hamlet

50

Village

100

Small Town

500

Large Town

750

Small City

1000

Large City

2500

Metropolis

5000

Locate Individual: You attempt to find


someone specific or a person of a specific
profession or class.

The check is a cascade check. Count the


successes and compare them to the table
below:
Knowledge Gained

Plant a Rumor: You can plant a rumor in a


community.
This takes the base time
interval of that community.
Anyone
seeking similar information to your rumor
that fails to beat your plant rumor check
uncovers your rumor instead of the
information they wanted.

1
major

Specific knowledge with some minor


points missing or obscure

Complete and accurate information

When a character simply needs to find a


character of a certain level (usually a
spellcaster able to cast a spell) the
settlement needs to make a presence
check against a DC set by the total
character level of the sought after
character, then the player needs to equal
or beat that presence check to find the
location of the individual (arranging a
meeting is another matter).
When seeking a specific individual the
DC can be set as follows: 25 - total

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character level. If the sought character
doesnt want to be found he rolls a
disguise check to set the DC. In each
case your check is modified by the size of
the city.
Try Again: If you fail to turn up anything
while searching, you can check again after
the base time interval elapses again.
Each time you do this you gain a +2
check. So in our example, if you search
the town for 6 days you can make a check
at a -2 penalty after 2 days, no penalty
after 4 days and at a +2 bonus after 6
days. The presence check is not rerolled
though so it is possible to search
fruitlessly for an item that isnt present.
Plant Rumor can only be retried with a
different rumor.
Special: A half-elf has a +2 racial bonus
on Gather Information checks.
If you have the Investigator feat, you get
a +2 bonus on Gather Information checks.
Teamwork works a little differently on
gather information. A group can search a
community faster than an individual. For
each extra person that investigates the
effective size of the community drops by
one when determining how difficult it will
be to search or how long it will take not
both. Hence four party members can split
up to make a search of a large town over
2 hours at the normal penalty for a large
town, or they can look for 2 days and gain
a +4 bonus to the check. One character
coordinates the search and makes the
gather information check.

Heal
(Wis)
You can use a heal check to attempt to
determine the cause of death. The DC
increases by 5 for each day that has
passed since the death occurred. The DC
is as follows
Cause of Death

DC

Physical Wounds

Environmental (Fire, suffocation, etc.)

Spell with visible effects (fireball)

10

Poison

15

Spell with no visible effects (slay living)

20

Hide
(Dex, Armor Check Penalty)
Use this skill to sink into the shadows,
trail someone unseen, hide companions
for an ambush or hide an object so you
can smuggle it past a guard.
Check: Your Hide check is opposed by
the Spot check of anyone who might see
you. You can move up to one-half your
normal speed and hide at no penalty.
When moving at a speed greater than
one-half but less than your normal speed,
you take a 5 penalty. Its practically
impossible (20 penalty) to hide while
attacking, running or charging. If you stay
still behind an object you gain a bonus to
hide depending on how much of you is
covered. You gain a +5 bonus just for
keeping still, +10 if you stand behind an
object that conceals at least half of you,
and a +20 bonus if the object all but total
conceals you (hiding in a barrel with a
peephole).
You need cover or concealment in order
to attempt a Hide check. Total cover or
total concealment usually (but not always;
see Special, below) obviates the need for
a Hide check, since nothing can see you
anyway.

Blend Into a Crowd: You can use hide to


avoid being spotted among a crowd by
someone watching the crowd from a
distance, though persons in the crowd see
you clearly.
Tail: When you are following someone at
a discreet distance (60 or more) you
check every 10 minutes. In an urban
setting a crowd can be used in place of
constant cover and concealment. If the
quarry is sure he isnt being followed he
has a -5 penalty to his spot check, but if
he is worried about being followed he
gains a +10 bonus to his spot checks. If
he spots you and doesnt know you you
can try a bluff check to appear to not be
following him if you are in a crowd.
Hide Object or Person: A character can
hide objects. Being perfectly motionless,
objects have a +4 bonus to this roll,
characters apply their dexterity modifier
and armor check penalties instead of your
intelligence modifier.
Modifiers for the
size of the object or person apply. This
check is opposed by a search check.
Hiding a person or object takes a minute.
You might totally conceal someone or
thing with this skill, in which case the
dexterity of the person hidden is
irrelevant.
The search check is then
based on finding the opening of the
container the object or person was put in.
Often these hidden chambers are preconstructed, but they can be improvised
(stowing someone in a large barrel for
instance.
Hide Object on self: A character can hide
objects on their person with hide. The
difference between the size of the object
and the size of the character modifies the
check, and a character can never hide an
object equal to or exceeding their own
size on their person. An object one size
smaller than the character has no penalty
to be hidden on that character, and
smaller objects have a +2 circumstance
bonus for each additional category of size
they lack beyond the characters. The
smallest routinely hid objects, rings, have
a +8 circumstance bonus for this hide
check.

A +2 synergy bonus is gained from 5


ranks of sleight of hand on this type of
hide check. Palming the object into a
hiding spot while watched requires a
sleight of hand check to prevent the
observer from seeing where the object
was hidden. If this spot check is failed
they must search you to find the object
with is opposed by this type of hide check.
Hidden weapons can be quick drawn
(using the feat) and attacked with,
automatically
catching
the
victim
surprised and flat-footed unless he spots
the weapon prior to the attack or has
reason to believe you are armed (You can
still catch them flat footed by winning
initiative of course).
Instead of an armor check penalty,
armor grants a bonus to this type of check
equal to half its normal penalty (if the
penalty is -4, a +2 bonus is gained
instead). Bulky armor affords a character
additional hiding spots. However, few
characters are going to assume an
armored character is unarmed.
Heavily layered clothing grants a +2 to
+4 circumstance bonus to this check,
whilst being scantily clad will put a 2 to 4 penalty to this check. Nude (or nearly
so) characters cannot hide an object
larger than they could fit into their mouth.
Characters may gain a +2 circumstance
bonus to this check by hiding the object
on a particular risqu area of their body if
the searching character is unwilling to
search those areas for whatever reason.
Sniping: If youve already successfully
hidden at least 10 feet from your target,
you can make one ranged attack, then
immediately hide again. You take a 20
penalty on your Hide check to conceal
yourself after the shot.
Creating a Diversion to Hide: You can use
Bluff to help you hide. A successful Bluff
check can give you the momentary
diversion you need to attempt a Hide
check while people are aware of you.
Action: Usually none. Normally, you make
a Hide check as part of movement, so it
doesnt take a separate action. However,

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hiding immediately after a ranged attack
(see Sniping, above) is a move action.
Special: If you are invisible, you gain a
+40 bonus on Hide checks if you are
immobile, or a +20 bonus on Hide checks
if youre moving.
If you have the Stealthy feat, you get a
+2 bonus on Hide checks.
Larger and smaller creatures have
adjustments to their hide checks as
follows:
Creature
Size

Hide
Modifier

Fine

+16

Diminutive

+12

Tiny

+8

Small

+4

Medium

+0

Situation

Save
Modifier

With respect to the PC, the NPC is


Indifferent

+0

Unfriendly

+5

Hostile

+10

A long time enemy

+15

To the NPC the PCs intended result is


Desirable

-4

Favorable

-2

Of no consequence

Unfavorable

+2

Harmful

+4

Highly Dangerous

+8

To the NPC the consequences of the PCs


threat are
Of no consequence

+5

Large

-4

Unfavorable

+0

Huge

-8

Harmful

-2

Gargantuan

-12

Highly Dangerous / Painful

-4

Colossal*

-16

Potentially Lethal

-8

* Creatures beyond this size have an additional -4


penalty for each size category they have beyond
colossal.

A gunny suit grants a +2 circumstance


bonus to hide checks out of doors. A
black suit grants a +2 circumstance bonus
to hide checks at night. Proper use of this
equipment requires training.
A character that fails to spot a hidden
character at the start of a combat is flatfooted against the first action that
character takes that blows his hiding spot.

Intimidate
(Cha)
Use this skill to get a group of thugs to
back down or get an orc to spill the beans
about their planned attack on the village.
Intimidation is a mixture of verbal threats,
body language and physical violence.
Check: You
can
change anothers
behavior with a successful check. Your
Intimidate check is opposed by the

Compared to the PC the NPC is


More than 5 levels above the PC

+10

Within 5 levels of the PC

+0

More than 5 levels below the PC

-5

Other Factors
For each credible ally the PC has

-2

NPC has magical ability and the PC


doesnt1

+5

PC has magical ability and the NPC


doesnt1

-5

NPC believes the PC will not follow


through with the threats2

+10

targets modified level check (1d20 +


character level or Hit Dice + targets
Wisdom bonus [if any] + targets
modifiers on saves against fear). If you
beat your targets check result, you may
treat the target as friendly, but only for
the purpose of actions taken while it
remains intimidated. (That is, the target
retains its normal attitude, but will chat,
advise, offer limited help, or advocate on
your behalf while intimidated. See the

Diplomacy skill, above, for additional


details.) The effect lasts as long as the
target remains in your presence, and for
1d610 minutes afterward. After this
time, the targets default attitude toward
you shifts to unfriendly (or, if normally
unfriendly, to hostile).
If you fail the check by 5 or more, the
target provides you with incorrect or
useless
information,
or
otherwise
frustrates your efforts.
Coercion: You attempt to get an NPC to
perform a minor task or tell a secret. The
NPC opposes this check with a willpower
saving throw
1 This includes allies.
2 To resolve this the PC makes a bluff (lying) check
opposed by the NPCs makes a sense motive check

Torture: You inflict real physical harm on


a creature in order to get your way.
Torture is regarded as an evil act by most
good societies.

Torture is resolved as a coercion check


(see above). Divide the NPCs hit points
by his hit dice then double that number to
find the amount of damage needed to be
dealt to the NPC to prompt a check.
Every time that amount of damage is
dealt to the NPC a new saving throw at a 2 pe nalty is made to resist the coercion.
Every time a check has been prompted
the penalty to the save goes up by 2. The
DC of the save is your coercion check.
Five ranks of concentration grants the
resisting character a +2 competence
bonus against torture.
Demoralize Opponent: You can also use
Intimidate to weaken an opponents
resolve in combat. To do so, make an
Intimidate check opposed by the targets
modified level check (see above). If you
win, the target becomes shaken for 1
round. A shaken character takes a 2
penalty on attack rolls, ability checks, and
saving throws. You can intimidate only an

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opponent that you threaten in melee
combat and that can see you.

moving silently the base DC is the result


of their move silently check.

Action:
Varies.
Changing
anothers
behavior requires 1 minute of interaction.
Intimidating an opponent in combat is a
standard action.

If the modifiers above add up to more


than 10 there is a possibility that you will

Try
Again:
Optional,
but
not
recommended because retries usually do
not work. Even if the initial check
succeeds, the other character can be
intimidated only so far, and a retry
doesnt help. If the initial check fails, the
other character has probably become
more firmly resolved to resist the
intimidator, and a retry is futile. A notable
exception to this is of course torture.
Special: You gain a +4 bonus on your
Intimidate check for every size category
that you are larger than your target.
Conversely, you take a 4 penalty on your
Intimidate check for every size category
that you are smaller than your target.
A character immune to fear cant be
intimidated,
nor
can
nonintelligent
creatures.
Any bonus to saving throws against fear
also applies on any check to resist
intimidation checks.
If you have the Persuasive feat, you get
a +2 bonus on Intimidate checks.
Synergy: If you have 5 or more ranks in
Bluff, you get a +2 bonus on Intimidate
checks.

Listen
(Wis)
Use this skill to hear someone sneaking up
on you or to make out a conversation
from a few tables away. You will most
frequently use a listen check against a
move silently attempts.
Check: Just as cover and concealment
can make spotting a foe more difficult,
ambient noise such as a storm, a fierce
battle or a rowdy party can make it more
difficult to hear. The base DC of any
listen check is 0. Against a foe that is

be unable to hear things people want


to hear, particular speech.
If
situation the speaker must overcome
DC above with a perform check or
must succeed at a listen check. You
Situation

DC
Modifier

Base Noise Level is


Completely quiet

-2

Relatively quiet

Crickets chirping loudly / birds


singing

+2

Typical City streets

+4

City markets / small tavern

+6

People talking loudly

+8

People shouting (large party)

+10

Battle
without
weapons

+12

gunpowder

Howling Wind
Thunderstorm
gunpowder1

you
this
the
you
can

+14
/

Battle

with

+16

Gale1

+18

Hurricane1

+20

Distance / barriers to sound source


Sound is close by (within 30
ft.)

+0

Sound is nearby (within 100


ft.)

+2

Sound is distant (within 100


yards)

+5

Sound is very distant (over


100 yards)

+10

Through a wood door2

+5

Through an iron door

+10

Through a stone wall

+15

Around a corner

+2

try both at the same time.


Try Again: Yes. You can try to hear
something that you failed to hear
previously with no penalty.
Special: The subject of a hypnotism spell
suffers a -4 penalty on listen checks.
The subject of a bards fascinate ability
suffers a -4 penalty on listen checks.
A character with the alertness feat gains
a +2 bonus on listen checks.
Elves, gnomes and halflings have a +2
racial bonus on listen checks, while halfelves have a +1 racial bonus.

Move Silently
(Dex)
The gentle footfalls of a trained rogue can
thwart the extraordinary ability of certain
monsters to track foes by the vibrations
their footfalls make.
You can attempt to evade a creature
with tremorsense by moving silently.
Instead of a listen check, they oppose this
check with a spot check further they
gain a +5 competence bonus to their
check. If they fail to beat your move
silently check you will be effectively
invisible to them unless they can see you
some other way.

Perform
(Cha)
Use this skill to entertain, awe, inspire or
project yourself.
As every good bard
knows, pleasing the crowd is the first step
to controlling it.
Check: You can make a perform check to
entertain a group or impress them.
Perform can be used in place of diplomacy
to improve the disposition on NPCs if they
listen to the performance. As with craft
checks, the higher you can routinely roll
on performance, the higher the price your
skills command.

Project Voice: In particularly noisy


situations you can use a performance
check to project your voice over the
ambient noise. See the listen skill for
more details.
Action: Performances typically take a
minute to do. Each round they persist you
must spend a standard action on them.
Try Again: You can retry projecting your
voice over noise. Other performance
checks cant be retried.
Special: For every two ranks you have in
perform you have mastered a specific type
of performance. Types include juggling,
oratory,
singing,
playing
musical
instruments (by type) and so on. If you
attempt to use an instrument or
performance method that is unfamiliar to
you then your check is considered
untrained.
Synergy: At the DMs option certain types
of performances are synergistic with
certain skills. Dancing is synergistic with
tumbling, juggling is synergistic with
sleight of hand, and so on.

Spellcraft
(Int, Trained Only)
Use spellcraft to identify spells and the
works of spells including magic items and
materials wrought by magic.
Check: You check spellcraft whenever
you wish to identify a spell or magic item.
The DC is set by what you wish to
identify, and you make a cascade check
each success reveals one property of the
item, starting with the most obvious /
powerful. Note that curses or concealed
features of an item may have higher DC's
than those listed below.
 Identify Glyph (DC 13): When using
the read magic spell you can identify a
glyph of warding on a check of DC 13.
This takes one minute.
 Identify a Spell in Casting (DC 15 +
spell level): You can identify a spell
while it is cast on a check DC 15+spell

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level. For each component of the spell
that you cannot observe the check is
penalized by 4. You cant identify a
spell that you cannot observe any
component of. This is a free action.
 Prepare a spell from a borrowed
spellscroll (DC 15 + spell level, Wizard
Only): You can prepare a spell from a
captured or borrowed spellbook on a
check DC 15+spell level. Only wizards
can attempt this action, and it is done
as
part
of
their
normal
spell
preparation.
 Identify School or Type (DC varies):
When you use detect magic you can
identify the school or type of the
strongest spell in the area on the first
round, the second strongest spell on
the next round and so on until all
school and types have been identified.
The DC of this check is 15+spell level
+ 2 per higher level effect present. If
the effect is not generated by a spell
then the DC is 15+ HD or caster
level of the creating creature. This
takes 1 round, see the description of
the detect magic spell.
 Identify Symbol (DC 19): With a DC
19 check you can identify a symbol
with a read magic spell. This takes 1
standard action.
 Identify Spell in Place (DC 20 + spell
level): You can identify a spell thats
already in place so long as you can see
its effects. The DC is 20+spell level.
This takes 1 minute.
 Identify
Materials
formed
by
a
Conjuration (Creation) effect (DC 20 +
spell level), You
can
recognize
materials have been conjured by a
spell such as wall of iron or wall of
stone. This takes 1 minute
 Decipher a Scroll (DC 25 + spell
level): This action can be done without
a check with the read magic spell. This
takes 1 minute.
 Identify a potion (DC 25): You can
identify a potion on a DC 25 check.
You need alchemist tools or you will

suffer a 4 circumstance penalty on


this check. This takes 1 minute
 Identify Wondrous Item: (DC 30+
spell level): You can identify one
function or property of a wondrous
item per success. The DC is 30+spell
level. You start from the weakest spell
involved in the process and move up
the ladder until you fail a check. This
takes 1 minute.
 Identify Arms, Armor or Wand (DC 35
+ spell level): You can identify one
function
or
property
of
magic
weapons, armor or a wand per
success. The DC is 35+spell level.
 Identify Rod, Staff or Ring (DC 40 +
spell level):
You can identify one
function or property of a magic rod per
success. You start from the weakest
spell involved in the process and move
up the ladder until you fail a check.
This takes 1 minute.
 Identify Unclassified Effect: At the
DMs option you may roll a spellcraft
check to identify the properties of
magical effects that dont fall into any
of the above categories.
Action: Varies, as noted above.
Try Again: Usually no, but see above.
Special: An identify spell grants you a
+20 insight bonus on spellcraft checks.
A character has a -4 penalty to
recognize a spell not cast in his style of
magic (a wizard trying to recognize a
priest spell). A character who isnt a
spellcaster who has spellcraft applies this
penalty to all his rolls.
Any race has a +2 circumstance bonus
to spellcraft rolls to identify items crafted
for their race. Hence an elf can apply this
bonus to identify a cloak of elvenkind.
If you have the Magical Aptitude feat,
you get a +2 bonus on Spellcraft checks.
Additionally, certain spells allow you to
gain information about magic, provided
that you make a successful Spellcraft
check as detailed in the spell description.

Synergy: If you have 5 or more ranks in


Knowledge (arcana), you get a +2 bonus
on spellcraft checks involving arcane
spells.
If you have 5 or more ranks in
Knowledge (religion) you get a +2 bonus
on spellcraft checks involving divine
spells.
If you have 5 or more ranks in Use
Magic Device, you get a +2 bonus on
Spellcraft checks to decipher spells on
scrolls.
If you have 5 or more ranks in
Spellcraft, you get a +2 bonus on Use
Magic Device checks related to scrolls.

Spot
(Wis)
Use this skill to notice anomalies in your
environment, enemies waiting in ambush,
or to make out the colors of a distant
sailing ship. A spot check is used to see if
your character notices any unusual sight
or smell.
Check: The Spot skill is used primarily to
detect characters or creatures who are
hiding. Typically, your Spot check is
opposed by the Hide check of the creature
trying not to be seen. Sometimes a
creature isnt intentionally hiding but is
still difficult to see, so a successful Spot
check is necessary to notice it.

distracted (not concentrating on being


observant).
Condition

Penalty

Per 60 of distance

-5

Spotter distracted

-5

For each 10% of concealment

-2

Action: Varies. Every time you have a


chance to spot something in a reactive
manner you can make a Spot check
without using an action. Trying to spot
something you failed to see previously is a
move action.
Try Again: Yes. You can try to spot
something that you failed to see
previously at no penalty. You can attempt
to read lips once per minute.
Special: A fascinated creature takes a 4
penalty on Spot checks made as
reactions.
If you have the Alertness feat, you get a
+2 bonus on Spot checks.
An elf has a +2 racial bonus on Spot
checks.
A half-elf has a +1 racial bonus on Spot
checks.

Tumble
(Dex, Trained Only, Armor Check Penalty)

A Spot check result higher than 20


generally lets you become aware of an
invisible creature near you, though you
cant actually see it.

Use tumble to deftly move past foes with


grace. You cant use this skill if your speed
has been reduced by armor, excess
equipment, or loot.

Spot is also used to detect someone in


disguise (see the Disguise skill), and to
read lips when you cant hear or
understand what someone is saying.

Check: You can land softly when you fall


or tumble past opponents. You can also
tumble to entertain an audience (as
though using the Perform skill). Tumble is
most frequently used to move through
combat with relative impunity. If you
tumble past a foe you can make a tumble
check and if it is higher than your
normal AC the check replaces your AC for
that any attacks of opportunity provoked
by movement. You can also try to tumble
through an opponents square, but they

Spot checks may be called for to


determine the distance at which an
encounter begins. A penalty applies on
such checks, depending on the distance
between the two individuals or groups,
and an additional penalty may apply if the
character making the Spot check is

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gain a +4 bonus to hit you when you do
this.

when fighting defensively instead of the


usual +2 dodge bonus to AC.

Obstructed or otherwise treacherous


surfaces, such as natural cavern floors or
undergrowth, are tough to tumble
through. When attempting to move
through these areas your tumble must
meet at least a DC of 10 or you trip up
and your tumble is stopped. Penalties
apply to this roll, depending on the
surface as outlined below.

If you have 5 or more ranks in Tumble,


you gain a +6 dodge bonus to AC when
executing the total defense standard
action instead of the usual +4 dodge
bonus to AC.

Situation

DC
modifier

Slippery

+5

Very slippery (ice, grease)

+10

Angled surface

+5

Lightly
obstructed
(scattered gravels)

+5

Heavily obstructed (loose


gravel)

+10

Surface
bridge)

+5

unstable

Surface
very
(small boat, log)

(rickety
unstable

+10

Surace extremely unstable


(tight rope)

+20

Accelerated Tumbling: You try to tumble


past or through enemies more quickly
than normal. By accepting a 10 penalty
on your Tumble checks, you can move at
your full speed instead of one-half your
speed.
Action: Not applicable. Tumbling is part
of movement, so a Tumble check is part
of a move action.
Try Again: Usually no. An audience, once
it has judged a tumbler as an
uninteresting performer, is not receptive
to repeat performances.
You can try to reduce damage from a
fall as an instant reaction only once per
fall.
Special: If you have 5 or more ranks in
Tumble, you gain a +3 dodge bonus to AC

If you have the Acrobatic feat, you get a


+2 bonus on Tumble checks.
Synergy: If you have 5 or more ranks in
Tumble, you get a +2 bonus on Balance
and Jump checks.
If you have 5 or more ranks in Jump,
you get a +2 bonus on Tumble checks.

Craft Skills
(Int)
The craft category contains all the skills
used to manufacture items from weapons
to alchemical potions. A character that
has access to the craft skill actually has
access to all the skills in the craft category
except for alchemy. Alchemy requires a
character to have at least 1 spellcaster
level for it to be available.
Five ranks in any craft skill grant a +2
synergy bonus to the appraise checks of
the items created by that skill.
The craft skills have two universal tasks
creating
and
repairing
items
and
recognizing trademarks.

check to make a complex item, such as a


Craft (bowyer / fletcher) check to make
straight arrow shafts.
Most crafts require artisans tools to give
the best chance of success; if improvised
tools are used instead, the check is made
with a -2 circumstance penalty. On the
other hand, masterwork artisans tools
provide a +2 circumstance bonus.
To determine how much time
money it takes to make an item:

and

1. Find the items price, or have the DM


set the price for an item not listed. Put
the price in silver pieces (1 gp = 10
sp).
2. Find the DC listed here or have the DM
set one.

Creating and Repairing Items

3. Pay one-third the items price in raw


materials.

The most basic function of any craft skill is


to allow you to make an item of the
appropriate type. The DC depends on the
difficulty of the item created. The DC,
your check results, and the price of the
item determine how long it takes to make
the item. The items finished price also
determines the cost of raw materials. (In
the game world, it is the skill level
required, the time required, and the raw
materials required that determine an
items price. Thats why the items price
and DC determine how long it takes to
make the item and the cost of the raw
materials.)

4. Make a skill check representing one


weeks work.

In some cases, the fabricate spell can be


used to achieve the results of a Craft
check without your needing to make the
check. However, you must make an
appropriate Craft check when using the
spell to make articles requiring a high
degree of craftsmanship (jewelry, swords,
glass, crystal, etc.).
A Craft check related to woodworking in
conjunction with the casting of the
ironwood spell enables you to make
wooden items that have the strength of
steel.

If the check succeeds, multiply the check


result by the DC. If the result x the DC
equals the price of the item in sp, then
you have completed the item. (If the
result x the DC equals double or triple the
price of the item in silver pieces, then
youve completed the task in one-half or
one-third the time, and so on.) If the
result x the DC doesnt equal the price,
then it represents progress youve made
this week. Record the result and make a
check for the next week. Each week you
make more progress until your total
reaches the price of the item in silver
pieces.

If you fail the check, you make no


progress this week. If you fail by 5 or
more, you ruin half the raw materials and
have to pay half the original raw material
cost again.
Progress by the Day: You can make
checks by the day instead of by the week,
in which case your progress (result x DC)
is in copper pieces instead of silver pieces.

When casting the spell minor creation


you must succeed at an appropriate Craft

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98
Creating Masterwork Items: If you
have 5 ranks in a craft you can make a
masterwork item (an item that conveys a
bonus to its use through its exceptional
craftsmanship,
not
through
being
magical). To create a masterwork version
of an item on the table below, you create
the masterwork component as if it were a
separate item in addition to the standard
item. The masterwork component has its
own price (300 gp for a weapon or 150 gp
for a suit of armor) and DC (20). Once
both the standard component and the
masterwork component are completed,
the masterwork item is finished. (Note:
The price you pay for the masterwork
component is one-third of the given
amount, just as it is for the price in raw
materials.)
Repairing Items: Generally, you can
repair an item at the same DC that it
takes to make it in the first place. The
cost of repairing an item is one-fifth the
items price.

Recognize a Trademark
Most merchants place a mark on the
goods they create to let customers know
who made them. Some cities and guilds
require such trademarks.
Craftsmen
can make a check modified for intelligence
to
recognize
the
trademarks
of
competitors.
On a critical failure the
character misidentifies a trademark.
Appraise can also be used for this task,
but appraise can be used on any item
not just items of a particular craft.

Craft Skills
The following are the craft skills most
frequently found within Telzoa.

Alchemy
Alchemists combine strange ingredients in
secret
ways
to
make
marvelous
substances. This skill is a craft skill that is
available to a different set of character
classes than the other craft skills are
available to.

Item

DC

Acid

15

Alchemist Fire

20

Smokestick

20

Tindertwig

20

Antitoxin*

Varies

Sunrod

25

Tangelfoot bag

25

Thunderstone

25

* The DC to manufacture an antitoxin is the same as


the toxin it counters. Hence an antitoxin against a
DC 15 poison is DC 15 to manufacture.

Special:
You must have alchemical
equipment to make an item or identify it.
If you are working in a city, you can buy
what you need as part of the raw
materials cost to make the item, but
alchemical equipment is difficult or
impossible to come by in some places. For
identifying items, the cost represents
additional
supplies
you
must
buy.
Purchasing and maintaining an alchemists
lab grants a +2 circumstance bonus to
Alchemy checks (from the favorable
condition of having the perfect tools for
the job) but does not affect the cost of
any items made using the skill.
Gnomes get a +2 racial bonus on
Alchemy checks because a gnomes
sensitive nose allows him to monitor
alchemical processes by smell.
Alchemists which specialize in herbs are
often called herbalists, while one who
specializes in potions is known as an
apothecary.

Architect
The architect's craft is the design of
buildings, although understandably it
takes lot of people to carry out the plans
of a single architect. Architecture is not
merely a factor of determining what can
be done with building materials, but why.
As an example, architects who work
closely with priests often design a building
with religious symbols placed directly into
the structure.

Checks: An architects plans are relatively


simple to craft but the execution can take
years. The check is slightly different from
other crafts. The DC for the check is 10 +
1 per 1,000 gold pieces required to realize
the plans. The time is 1 day / 1000 gold
pieces required, though architects usually
do not rush themselves and take 10 on
the check with good reason a critical
failure will result in the building having a
flaw that causes its collapse within 1d20
months of the completion of the structure.
The architect must roll if he attempts to
use a new building innovation the
construction engineers may have never
tried before, such as an arch.
An architect may review the plans of a
building made by another architect to
insure there are no weaknesses that
would compromise the structure and
cause its collapse. If there a flaw to be
found a DC for its discovery will be
determined by the DM though, as a rule,
the more damaging the flaw the more
obvious the problem. A character may
also review the plans of a building to
determine how best to undermine it in a
siege. A successful check grants a +2
bonus to all damage rolls against the
structure made by a siege engine. It is
for this reason that plans to fortresses are
often destroyed after their completion.
Special: Dwarves have a +2 bonus to
this skill if the structure is to be made
entirely of stone. Architecture provides a
+2 synergy bonus to the search skill when
searching for hidden chambers and doors.
Emphasizes possible in architecture are
divided by structure types such as
bridges, temples, fortresses, etc.

Armorsmith
The armorer, or armor smith, makes
armor and shields. The DC is 10 + the AC
bonus of the armor or shield.
Special: Dwarves have a +2 bonus to
this craft. Armorers may make untrained
leatherworking,
blacksmithing
or
metalworking checks.

Blacksmith
Blacksmiths work with iron and typically
fashion horseshoes and the like.
Item

DC

Bit & Bridle, Horseshoes

Wheel Rim

10

Nails

Simple Iron Tool (i.e. crowbar)

10

Bowyer/Fletcher
This is the art of bow and arrow
manufacture. Such a character does not
necessarily know how to make new
arrowheads, but since these often survive
a battle where the arrow does not this
isn't a problem.
Item

DC

Arrows
- Shortbow

10

- Longbow

12

Quarrels (Crossbow bolts)


- Hand Crossbow

12

- Light Crossbow

10

- Heavy Crossbow

12

Bow

12

Composite Bow

15

Strength Bow

15 +2 / STR
Bonus

Brewing
The character is a student of the
manufacture of alcoholic beverages.
There are three areas to this art - brewing
grains (which yields beers), fermentation
of fruits (wine-making) and hard distilling
(whiskey). A character may emphasize on
any area. Brewers are almost as secretive
as wizards about their craft as a rule.
Humans are about the only race to try
anything in this arena - elves stick to
fermentation, dwarves to true brewing

99

100
and gnomes distill (using kilns of amazing
complexity).

Area is
Small (A city, maybe a dozen sq. miles)

10

The better the check, the more potent


the brew. The DC on the fortitude save
against the brew is the check result,
round down. The penalties of being drunk
are discussed elsewhere.

Medium (A province, maybe 100 sq. miles)

20

Large (A kingdom, maybe 500 sq. miles)

30

Very Large (An empire, 1000s of sq. miles)

40

A continent

50

A world

60

Area exhaustively explored and surveyed

-5

Calligraphy
Calligraphy is the art of writing, or more
precisely illumination of scripts that
involves painting them and applying gold
leaf to some of the more valuable pages.
Calligraphy is checked once per item,
and the check determines the value of the
item. A DC is only used when a client sets
a minimum quality for the work.

Special: Calligraphy grants a +2 synergy


bonus to forgery when that skill is used on
handwriting.
Wizards have a +2
competence bonus when attempting
calligraphy checks as spell inscribing is
quite similar to calligraphy.

Carpentry
Carpenters are all woodworkers, and more
than any other craft this one has
numerous specialists in its various areas
that the character can emphasize in.
These include cabinet and furniture
makers,
wheelwrights,
shipwrights,
structural
carpenters,
roofers
and
woodcarvers.

Cartography
This is the art of map making.
Cartographers are highly prized in
maritime communities and their charts,
which
reveal
favorable
winds
and
treacherous
currents
are
jealously
guarded. A skilled cartographer can make
an accurate map given time and tools,
though any literate person can read one,
any navigator can navigate with one and
so on. The difficulty is tied to the amount
of information known about the area to be
mapped and its size.

Area explored but not surveyed completely


Area explored but not surveyed

DC

+5

Most of the area explored

+10

Area only partially explored

+20

Area described only in legend

+30

The DCs given above produce an accurate


map. For every 5 less than the DC the
cartographer
achieves
there
is
an
inaccuracy.
Either the number of
inaccuracies increase or their magnitude
increases as the cartographer falls short of
the mark, DMs choice. A cartographer
can in no case place a location on a map
he does not know about at all.
The more accurate the map, the more it
will sell for on the open market.
Special: Cartography gains a +2 synergy
bonus from Profession (Navigator) and
grants a +2 synergy bonus to the same.
Dwarves have a +2 racial bonus to map
underground locals properly.

Cobbler
The cobbler, or shoemaker's trade is
primarily a marriage of carpentry and
leatherworking. Cobblers make unskilled
checks in each of these areas. As their
field of expertise is already somewhat
specialized there are no emphasizes in
their trade. As with calligraphy, the check
result indicates the price the item will
command, but has little to do with the
difficulty of producing the work.

Fur Curing
Individuals that prepare furs for use in
clothing are known as furriers. This is a

close cousin to leatherworking, although


the goal is to cure the hide so the fur will
remain on the skin, which requires a
different process than leatherworking.
Special: Furriers can attempt unskilled
leatherworking
checks.
Barbarians,
Druids & Rangers have a +2 competence
bonus on furrier checks, but a multiclass
character does not receive a bonus from
each class.

Instrumentcraft
You
know
how
to
make
musical
instruments. For each rank you take you
know how to manufacture one instrument.
The base DC of an instrument is 10+ its
cost divided by 10 to a maximum of DC
20.
Special: Bards have a +2 competence
bonus to craft instruments.

Jeweler

Leatherworking

Jewelers cut and fix gems. The process


has not changed remarkably since ancient
times to today.

A leatherworker can emphasize in hard or


soft leather if she wishes. Hard-boiled
leather is used for leather armor and
saddles. Soft leather is used for book
covers, backpacks and the like.

Special: Gnomes have a +2 racial bonus


to the jewelers craft.

Heraldry
Any scholar can recognize coats of arms
with the correct knowledge skills (esp.
Knowledge Nobility).
The craft of
heraldry is concerned with the creation of
heraldic signs following a strict code
known as the laws of tincture. Learning
the heralds art is highly prestigious in
typical medieval societies.
Checks: The herald can copy or direct the
making of a copy of a coat of arms (such
as when it is weaved into a tapestry). The
DC is 15. This application receives a +2
synergy bonus from craft: painting.
Recognize Heraldry: A herald can of
course recognize heraldry. The DCs are
below
Coat is

DC

From
the heralds homeland

10

a neighboring land

15

a distant land

20

Seen
Frequently
Infrequently
Rarely

Special:
Leatherworking grants a +2
synergy bonus to the armorer craft when
leather armors are being constructed with
that skill.

Metalworking
This skill involves the working with soft
metals - primarily with pewter but also
silver, gold, tin and copper.

Special:
Dwarves receive a +2 racial
bonus to metalworking.
Metalworking
grants a +2 synergy bonus to armorer
checks when metal armors are created.

Painting
In its own way, painting is a perform skill,
and a favorite past time of many bards. A
painter can emphasize on a specific
medium such as fresco, mosaic, oil or
water painting. When a painting is made
the height of the roll determines its value
you cannot take 10 or 20 on the roll. A
client may require you to reach a certain
level of quality (i.e. hit a certain DC)
before they will accept the work.

-5
+5

Only once or twice before

+10

Never seen before, only heard descriptions of

+15

Plumbing
Plumbing is the ancient art of getting
water to move where desired. Most piping
is made of tin or ceramic - and such is
usually found only in the wealthiest of

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102
homes. The DC of the check is 10 + 1 per
100 foot of piping in the system being
constructed
(not
counting
source
aqueducts or sewer). It takes about a day
to fashion a 100 section of ceramic pipe,
not counting any trenches that might need
to be dug or the like.

Pottery
This is the art of making ceramic objects,
usually bowls, jars and lids for the same.
Special: Dwarves have a +2 racial bonus
to pottery rolls.

Sculpting

Weaponsmithing

While most think of stone when sculpting


is brought up, sculpture can also be done
in wax and then cast into bronze (which
involves this skill and metalworking to do)
As with painting, the higher the DC met
by the sculptor, the more valuable his
work. A minimum DC of 10 must be met
for any sculpture 1 foot in height, and the
DC rises by 2 for each additional foot in
height of the sculpture. If this DC is not
met the stone cracks under its own weight
during the crafting and the work is ruined.

In a world fraught with peril and filled with


armies to equip, the weaponsmith is
rarely in need of work.

Special: Dwarves gain their usual +2


racial stonecunning bonus when sculpting
from stone. This bonus does apply to
wood sculpture or other forms.

Stonemasonry
Masons
work
in
conjunction
with
architects to realize their plans, building
wall, hewing passages and performing
other works with stone.
Special: Dwarves gain a +2 racial bonus
when working with stone.

Trapmaking
From animal snares to deadfalls, this
craftsman
concentrates
on
the
manufacture of traps.
The DC of the
check is the same as the disable DC of the
trap. On a critical failure the trap maker
springs the trap on himself.

Item

DC

Crossbow

15

Simple weapon

11

Martial Weapon

15

Exotic Weapon

18

Special: Dwarves gain a +2 bonus to


craft any weapon made entirely of metal
or stone. Someone untrained can craft
simple weapons, such as a club.

Weaving
Weavers manufacture cloths or carpets. A
weavers check result determines the price
the item commands once completed. A
weaver with a handloom can make about
1 square yard of material every three
days.

Wickercraft
The character can weave baskets and
other objects of wicker, including privacy
screens, wicker throw rugs, chairs, certain
tables and even scabbards and some
adventurers gear. Again, the check result
determines the value of the goods on the
open market, though a minimum DC of 10
must be met or the item breaks once put
to use.

Knowledge Skills
The knowledge category of skills allow
characters to recall facts. All characters
have a smattering of knowledge gained
through life experiences and can make
untrained knowledge checks in some
knowledge skills.
However, to answer
difficult or exacting questions, or to apply
that knowledge requires skill.
All knowledge skills are intellegence
based.

Bardic Lore
Bards tend to be veritable fountains of
(mis)information. Because of the focus
their class has on memorizing facts rather
than writing them down, bards are
especially astute at knowledge checks. A
bard adds his class level to the first roll of
any knowledge check he makes. A bard
can also make any knowledge check
untrained since theres always a chance a
bard has heard something about the topic.

Classes & Knowledge Skills


Bards & wizards have access to all
knowledge skills. Other classes have
access to knowledge skills if they are
listed under the name of the knowledge
skill in its description.

Recalling Facts

The check is a cascade check. Count the


successes and compare them to the table
below:
Knowledge Gained

Successes

General knowledge, no details


Specific knowledge, some
points missing or obscure

1
major

Specific knowledge with some minor


points missing or obscure

Complete and accurate information

Try Again: No. Either the character


knows the answer or he doesnt. On a
critical failure the character erroneously
recalls a fact.

Research
A character can research a question in a
library or book. These items have ranks
in knowledge skills just like characters do,
and a character can have them make a
knowledge check for them as outlined
above. However, the more ranks a library
or book has, the harder any given bit of
information will be to find. Every rank the
library has adds a day to the research
time.
Searching through the largest
library in the campaign world might
guarantee youll find the answer if you
have 6 months to spare.
Fortunately
most libraries have attendants who make
it their job to find information in the
library see the Profession (Sage) skill.

The most basic task shared by all


knowledge skills is the recalling of facts,
though a few knowledge skills let you do
other things as well.
The DC of the
question is determined by how widely
known the knowledge is.

Try Again: No. The information is either


there or it isnt. If a critical failure is
rolled the character finds bad information.

Situation

DC

Common knowledge

10

Uncommon knowledge

15

The knowledge skills of the Dusk setting


and the classes which use them (other
than bards & wizards, who may use any
knowledge skill) are listed below

Rare knowledge

20

Obscure knowledge

25

Arcane Lore

Erudite knowledge

30

(Clr, Drd, Sor)

Knowledge Skills

Arcane Lore, or Arcana as it is sometimes


called, allows a character to recall facts

103

104
regarding the ancient mysteries, magic
traditions, arcane symbols and cryptic
phrases of the world.
It grants a
character insight into the structure of
magic.

Special: The spell focus feat in a school


grants its +2 bonus to checks of this skill
where that school is concerned. Spellcraft
grants a +2 synergy bonus to arcane lore.

Cosmology
(Clr, Sor)
The character knows the myths and
legends about the outland worlds that
border his own world and their denizens,
but little to no concrete facts. Once the
character has had the opportunity to
directly travel to a plane he will need to
specify which planes he knows about as if
they were regions.

Astrology
(Clr)

Geology

The character uses the stars to predict the


future based on myths and legends
surrounding them.
Knowledge of the
myths and legends within astrology is a
simple knowledge check. A second task of
this skill is prediction.

(Rng)

Check: Using the laws of astrology the


character predicts the future. Normally
these predictions are extremely vague
(look up a horoscope in the newspaper to
get an idea of what they look like). A
divine caster can augment the augury or
divination spells in this manner.
An augury spell cast using astrology
removes the focus requirement, but limits
the spells casting to nighttime under a
clear sky and lengthens the casting time
to one hour.
A divination spell cast using astrology
removes
the
material
component
requirement, but the cleric must observe
the sky throughout the whole night, vastly
increasing the casting time.
Try Again: No.

Cant
(Rog)
Cants are psuedo-languages. Unlike other
knowledge skills this one is not directly
checked.
For each point of cant the
character knows the slang of a particular
group. This differs from innuendo in that
innuendo is the ability to decipher a cant
without prior knowledge of the meanings
implied.

The character is versed in the various


terrains and climates of the world, as well
as some knowledge of the people of those
regions and their customs. Each two ranks
the character has allows him to know
about one region (other regions are
unknown to him and are treated as
unskilled.

History, Ancient
This skill covers the written histories of
events more than 400 years prior to the
current date. Each two ranks the
character has allows him to recall facts
about one ancient civilization. Other
civilizations are unknown to him and are
treated as unskilled.

History, Local
The character knows the local history,
legends and rumors of his homeland. This
skill concerns events up to 400 years in
the past.
This skill is region specific.
For
example: Local History for the Telzoan
region is considered a separate skill from
local history for the Estarian Empire.
Special: All characters consider this a
class skill for their homeland and have a
+2 competence bonus when checking the
skill for home.

Nature
(Drd, Rng)
The character
natural world
a successful
character can
will behave in

has an understanding of the


and the things within it. On
check against DC 20 the
determine how the weather
the next 24 hours.

Necrology
(Clr)
The character knows the myths, legends
and smattering of concrete facts about the
undead.

Nobility

(Pal, Clr)

The study of the nobility is a study of


custom, etiquette, active heraldry (as
opposed to dead coats which can only be
identified easily by a possessor of the
craft: heraldry skill), and the laws of
chivalry. A certain amount of familiarity
with dance and music is also acquired with
this knowledge skill. The character will
also know the most famous nobles of his
area, but this part of the knowledge skill is
subject to regional constraints.
The
genealogies of the nobility are a separate
knowledge skill.

The character knows the codified laws of


one country per two ranks he has.

Philosophy

Law

Lore, Racial
The character knows the legends and lore
surrounding a specific group.
Typical
groups that lore is collected about include
but are not limited to player character
races, sylvan races (i.e. centaures, pixies,
etc.), goblinoids (i.e. kobolds, goblins,
hobgoblins, etc.), giants, fiends, etc.
Special: Any character considers the lore
surrounding their own race to be a class
skill and they have a +2 competance
bonus when checking this skill for their
race..

Philosophy is a search for wisdom that is,


for the most part, divorced from religion.
Its study includes the study of logic and
the rules of argument and grammar. It is
a discipline few understand and fewer still
truly appreciate.

Theology
(Clr, Pal, Drd, Rng)
This skill is a concerted study of all active
religions and living deities of the setting,
and the myths and histories thereunto.
The character can be objective in this
study, but those who follow a religion
have a +2 with their checks when their
own faith is the subject of the check.

105

106
Profession Skills

Language Skills

Professions are service careers, as


opposed to crafts which create objects.
They
often
combine
knowledge
in
numerous small tasks. Most professions
arent worth detailing here as their name
makes it pretty self evident as to what
they do. A few have game effects though
that characters might want to use.

A character is either fluent in a language,


or functional with it. A character is fluent
in his mother tongue automatically. To be
fluent in any other language the character
must double purchase it.
Functional
command of a language is all that is
required to understand it and speak it
(albeit with an accent). Fluency removes
any trace of an accent, but is more a
matter of taste than restriction, though
certain NPC's may be impressed by your
possession of it and it is critical to
maintaining certain disguises and bluffs
(without it you may have a -4
circumstance penalty applied to your
check).

Boat Pilot
The pilot of a vessel steers it. Pilots often
come in two specialties general pilots
steer a ship on the open sea, while each
harbor is likely to have pilots that know
the shoals and reefs of their home harbor.
Other pilots specialize in moving goods on
rivers.

Cook
A skilled cook can not only make a
wonderful food but can on a DC 15 check
ascertain whether food has spoiled or not.
This check cannot be done untrained. A
check can also be made to determine
whether something is edible this check
is between DC 15 and 20 depending on
how exotic the item. This check cannot be
done untrained. Finally a character can
make a check to prepare food. A check
result of 5 or less indicates the cook has
contaminated
the
food
through
incompetence. All who eat it will be food
poisoned on the next day and must make
a fortitude save DC 10 or lose 1d4 points
of constitution for one day.

Navigator
The character knows how to navigate
using tools such as a compass, sextant
and astrolabe. Without these tools this
skill is useless. The DM makes the check
secretly, and the normal check is DC 20.
Most navigators take 20 on their checks,
but adverse conditions such as storms or
overcast skies may prevent this.

Literacy: A character can only be literate


in a language that possesses an alphabet.
Only the wizard class automatically begin
play fluent in a tongue that enables
literacy. Other characters must learn a
tongue that includes an alphabet before
they can read. If their mother tongue has
an alphabet they must spend a skill point
to know how to read if they are not a
wizard or cleric.
Ancient Languages: These languages
are the reverse of the normal tongues they no longer exist in spoken form, so
while a character may know how to read
and write them, they won't recognize
them when they hear them spoken.

Language Families
Many of the languages are very closely
related to each other, so much so that the
lines between them can become blurred.
For example, an elf and an oyasini can
converse on fairly simple topics, albeit
slowly and with great difficulty if neither
speaks the other's language. The key to
this lies in the number of cognates (words
in two different languages with a similar
sound
and
identical
meaning)
the
languages have between them.
If a
character is at least fluent in any one
language of a family, she spend her skill
points more effectively on the languages
of that family, gaining two language

points for each skill point spent. This also


affects any ancient languages within the
family, as they will cost one point instead
of two for each degree of fluency.
Cuolshan family: The language of the
native peoples of Telzoa is mostly lost. It
is theorized that this family includes the
secret druidic tongue, but the druids have
not ventured their language forth for
examination to prove or disprove this
theory. Cuolshite is the only language of
the family known to outsiders. It has no
written variant.
Words borrowed from
this tongue crop up frequently in Telzoan
place names (e.g. Hone Rae means
"Meadow Glorious" in Cuolshite).
Dulsandan Family: The Dulsandan
family
of
languages
is
primarily
represented by Dalsundrian, but also
includes the divergent and emerging
tongues of Tennen and Milisal.
The
ancient languages of Dalzendri and
Dulsand help to round out the family
within the isle of Telzoa. Telmandan and
Armandan, each of which are spoken by
Telzoa's neighbors, are descendants of
Dulsand and are considered members of
the Dulsandan language group.
 Dalsundrian: On the island of Telzoa
this is the de facto standard language.
In reality a hodgepodge mix of
languages with Dalzendri as the
backbone, Dalsundrian is a language
lacking respect among the learned as
a
crude
commoners
language.
Nevertheless its usefulness as a
language nearly everyone can speak is
undisputed. There is no formal written
form of Dalsundrian, though Liternanin
characters can be used to represent its
words.
 Tennen and Milisal:
Tennen is
dominate on the southwestern side of
the island of Telzoa whereas Milisal
has taken root in Milicsundria and
Dabrinia. As of yet both lack enough
distinct words and terms to make
them a full fledged language on its
own - a native speaker any of the
three
can
converse
freely with
speakers of the other two on a fluent,

but accented level. A single skill point


gives the well traveled the ability to
speak in any of these three dialects.
 Dalzendri (Ancient):
This is the
language lying at the root of
Dalsundrian, Tennen and Milisal and
was at it's height four hundred years
ago - so short a time that many elder
elves still know the language and could
speak it fluently if they desired. A
speaker of any of its descendent
tongues will have a +2 bonus to any
decipher
script
checks
against
Dalzendri - sorting through this tongue
is akin to an English speaker trying to
sort through Chauncer's Middle English
- it's very difficult but possible. Very
few texts exist in Dalzendri, and the
language uses a variant of the
Liternanin alphabet when notes upon it
are found.
 Dulsandan (Ancient): This language
dates back six to seven hundred years
from the current campaign date.
Knowledge of its distant descendants
is of little use to those attempting to
understand this language.
Indeed,
most of what is known about the
language is through study of its
descendant tongues, elven memories,
and the occasional passage describing
it's words in Liternanin. To it's credit
many of the more obscure place
names in Telzoa, such as Dalze (from
Dulzhe
meaning
"cove"),
Ultan
(Yuultain, meaning "river bends") and
Paldace (Poldacei, meaning "harbor
with rocks" ) are Dulsandan in origin.
The peoples who spoke this language
where also the practitioners of what
would later become courts Aurnon and
Damosi, and again the names of many
of these gods have their roots in this
language (Tean comes from Tei Ayn,
meaning "Two Eyes.")
 Telmandan:
The language of the
Telmish is on the opposite side of the
channel from Telzoa and follows a
different evolutionary path.
This
language lacks many of the Elven and
Cuolshite borrowed words which dot

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108
the landscape of Dalsundrian. A more
guttural language, Telmandan borrows
far more words from the orcish
peoples whom the Telmish compete
with for space to this day.
 Armandan:
The Armandal peoples
inhabit the lands south of Telzoa on
the far shore of the Channel of
Miandris.
Their tongue bears more
dwarven marks than does Telzoan
proper, but theirs is a tongue both
more tuned to the sea (They have 26
different words to describe a wave)
and with a tendency to borrow other
tongues.
Rosalynn Sign: Developed by Priests of
Rosalynn who have taken a vow of silence
within their temples and monasteries, this
language is automatically obtained by the
priests devoted to her. Other characters
treat it as a language completely
unrelated to all the others.
Dulshadral family: This group of
tongues includes dwarven, orcish, goblin
and gnomic, and any of the four races
tend
to
smack
scholars
for
this
classification. Nevertheless it cannot be
denied that there are many, many
identical root words in these tongues,
pointing to a dark episode in the history of
dwarves and gnomes indeed if there is
any truth behind the hints the etymology
is providing.
 Kilrasic (colloquially, Dwarven) is the
only language of these four with an
alphabet.
The others use this
alphabet, because - according to
dwarves - "they're too damn lazy to
invent their own." Dwarven characters
look very wedge-like to human eyes.
They are simple, to the point, and very
easily carved into stone.
Indeed,
dwarves rarely if ever write anything
down - they carve it. "If it isn't worthy
of stone it isn't worthy of recording."
goes one dwarven saying.
 Knorasi (colloquially, Gnomish) sounds
gentler than dwarven, and it is
perhaps the least abrasive to the ears
of the four. The gnomes also have a

considerable number of borrowed


elven words in their tongue.
 Kort (colloquially, Orcish) sounds like a
dwarf with rabies.
It is filled with
vicious guttural snarls, whoops and
growls.
 Junri (colloquially, Goblin) isn't much
better, but has a much shorter range
of words and applications.
Elven Family: The most ancient of
languages of Carthasana are naturally the
property of her most ancient people.
Elven is curious for it's tendency to use
intonation to disguise the nature of the
message being given, and this carries
across to their writing.
Elven is known simply as elven by
outsiders. Some scholars in search of a
better name call it Tel'Ank, or "The
Tongue" in elven.
Elves name their
language Silvani.
 Honial is the only language that is
related to elven, yet not elven. This
language is largely a cross between
Dalzendri and elven, with a healthy
dose of Cuolshite and Liternanin
thrown in for good measure.
This
befits it's nature perhaps - for Honial is
the official language of the half-elven
peoples of the tiny principality of Hone
Rae - a nation founded for and by halfelves who found themselves to be
outcasts elsewhere.
 Oyasi is a distant cousin to elven, and
can barely be considered to be in the
same language family. This language
is a bridge of sorts to the other fairy
languages from elven. Oyasi has it's
own alphabet that is similar at a
glance to the elven, but it only has
150 characters to elven count of 900.
Liternanin Family: This family includes
Liternanin and its descendant tongues. It
is one of the most widespread tongues in
the world of Carthasana.
 Liternanin: The Liternanin language
has many descendants despite the fact
that the language itself is still alive
and
well
as
the
standard
of

communication between the literate


souls of the world.
Speaking
Liternanin is almost equivalent to
being literate - for this language's 51
letter alphabet is borrowed by most of
the human tongues we will be
discussing for purposes of writing.
Since the process of writing is
embedded into the teaching of
Liternanin a speaker of this language
can write it - further they may use its
letters to phonetically encode most
other languages they know.
 Malchani: The lords who conquered
the island between 200 and 400 SR
never completely abandoned their own
tongue, since it gave them a way to
give each other's council in the present
of the rabble. That language is largely
lost elsewhere. The common folk and
many demihumans often derisively call
this language noble-speak.
All the
same the nobles semi-fiercely guard
this language, as fluency in it is a
mark of culture and refinement. There
is a written variant of Malchani, though
the alphabet is descended from
Liternanin
 Estarian: The language of the people
of the Estarian Empire, this tongue is
dates back to the days of Sandielansta
and may be older than Liternanin (it is
unclear as to which is the older).
There is an alphabet to this tongue,
but it has fell out of use and will not be
known to characters who do not
deliberately set out to learn it (which
costs a skill point).
Kolric: The language of the of kobolds is
very interesting to scholars, if for no other
reason than the sheer number of words it
shares with what little is known of the
dragon tongues. How, and or why this is
so is a matter of debate among scholars,
for what could the weakest of creatures
have in common with the strongest that
they could possibly share a language at
some point in their history. One scholar
scoffed the kobolds are the result of some
dragon magic experiment gone badly
wrong - and although spoken originally in

jest, some now take it seriously. The very


origin of kobolds as a race on Carthasana
is very much in doubt though, and the
kobolds aren't talking (which isn't a
problem, no one has been asking).
Kobolds have no known written script.
Other tongues: The tongues of such
creatures as centaurs, pixies, nixies,
extraplanars,
dragons,
illithids,
and
whatever else that can squirm and think
at the same time are not available to
player characters at the beginning of play,
and it is unlikely that they will be learned
unless a player goes to considerable
length to try to learn them.

Feats
The following feats join the list of available
feats from the Players Handbook. A
couple of feats in the Players Handbook
are revised here.
Metamagic feats in this section have a
level adjustment entry in addition to those
found in the Player's Handbook. This entry
indicates the number of levels a spell
changes when the metamagic feat is
applied to it.

Access Weaker Magic


[General]
You can cast weaker spells with the
knowledge of more powerful ones.
Prerequisites:
Spontaneous Caster,
Frequent Adjustment, Improved Frequent
Adjustment, Ascending Magic, Reversing
Magic
Benefit: You may cast any spell of the
same level or lower than a spell you know
so long as it belongs to the same chain
and it is on your spell list.

Additional Power Usage


[General]
You can use your deitys granted power
more frequently.
Prerequisite:
Any domain
power with a limited usage.

granted

109

110
Prerequisite:
Spontaneous Caster,
Frequent Adjustment, Improved Frequent
Adjustment
Benefit: Whenever you learn a spell you
may swap a weaker spell that is chained
to it for any other spell. This is in addition
to the spell swap allowed by the feat
improved frequent adjustment.
For
instance, a sorcerer at 8th level can
choose greater invisibility for his 4th level
spell and swap invisibility with a new 2nd
level spell.
Normal: Normally a sorcerer may only
swap one spell at 4th level and each even
level thereafter that is at least two levels
lower than the highest level spell he can
cast.

Augmented Creation
[General]
Benefit: Choose a domain power that
you can use only once within a specific
time frame (usually once per day). You
can use the ability an additional time
within that time frame.
Special: You can take this feat multiple
times and it can stack, or you can choose
to apply it to a different domain power
with limited uses.

You create stronger undead than normal


Prerequisite: Spell Focus (Necromancy)
Benefit: The undead you create through
the use of animate dead or more powerful
spells have 2 extra hit points per hit die.

Blind Casting
[General]

Allure

You can cast a spell at foes you cannot


see.

[General]

Prerequisite: Blind Fight

You are attractive.

Benefit: You can cast at a foe you cant


see provided they are in range. You still
have a 50% miss chance, even if you use
a spell that normally cannot miss (i.e.
magic missile).

Prerequisite: CHR 13+


Benefit: Gain a +2 competence bonus on
all charisma skills checked against
members of your race and opposite sex.
Note that for purposes of this feat elves,
half elves, and humans are the same race.
Special: This feat is only available to 1st
level characters.

Normal:
Targeting spells normally
require you to be able to see the target.
Area spells do not and this feat is not
required for them to hit targets the caster
cannot see.

Ascending Magic

Bounding Climb

[General]

[General]

You can replace weaker spells with more


powerful versions

You can climb short distances by bouncing


off opposing surfaces.

Prerequisite: DEX 13+, Tumble 8 ranks,


Climb 8 ranks
Benefit: You can climb up to 20 as part
of a normal move by bouncing between
two opposite vertical surfaces such as a
tree and a wall. Those surfaces cannot be
separated by more than 10.

roll a natural 20 you threaten a brutal hit


instead of a critical hit which deals
weapon damage multiplier +2 (So a x2
becomes x4).

Cantrips
[General]

Special: A monk may choose this feat as


his 6th level bonus feat even if he doesnt
meet the prerequisites.

You have
cantrips.

Break Barrier

Benefit: Choose any two cantrips from


the sorcerer spell list. You can cast either
of those cantrips once a day as a 1st level
sorcerer.
Normal Arcane spell failure
chances still apply for characters that
wear armor.

[Metamagic]
You can prepare a spell that will do more
damage than normal
Prerequisite:
Empower Spell

Empower Spell, Greater

Level Adjustment: +2
Benefit: A break barrier spells damage
cap is increased by half. For instance, if
you prepare a fireball with this feat it will
have a damage cap of 15d6. If you apply
this feat twice to a spell you will double
the cap, and so on.
Normal: Spells with level variant damage
usually have a maximum amount of
damage given in their description.

Brew Elixer
[Item Creation]
You can create especially strong potions.

learned

pair

of

arcane

Prerequisite: Charisma 10+

Combat Archery
[General]
You keep your wits about you while using
a bow.
Prerequisites: Point Black shot, Precise
Shot, Shot on the Run, Dodge, Mobility,
Dex 13+, Base Attack +8
Benefit: You can use a projectile weapon
while threatened without provoking an
attack of opportunity. You can fire a bow
at a foe who threatens you without
penalty.
Normal: Normally using a projectile
weapon in melee provokes an attack of
opportunity.

Prerequisite: Brew Potion


Benefit:
As brew potion, except the
maximum spell level is 5th.

Brutal Hit
[General]
You land brutal critical hits upon foes.
Prerequisites: Weapon Focus, Greater
Weapon Focus, Weapon Specialization,
Greater Weapon Specialization, Improved
Critical, Base Attack Bonus +10

Conditional Spell
[Metamagic]
You can set a spell to end prematurely.
Level Adjustment: +1
Benefit: A conditional spell ends when
you dismiss it (even if you normally cant
dismiss it) or when certain conditions are
met. The spell still ends when its duration
expires even if these conditions havent
been met.

Benefit:
The
critical
multiplier
is
increased by 1 (x2 becomes a x3). If you

111

112
Craft Wondrous Item

Cycle Spell

[Item Creation]

[Metamagic]

You can enchant miscellaneous magic


items such as crystal balls and flying
carpets.

You prepare a spell that can be easily


replaced.

Prerequisite: Spellcaster level 3rd+, see


below
Benefit:
You
can
create
any
miscellaneous
magic
item
whose
prerequisites you meet.
Enchanting a
miscellaneous magic item takes 1 day for
each 1,000 gp in its price.
You
can
also
mend
a
broken
miscellaneous magic items if it is one you
could make. Doing so costs half the XP,
half the raw materials, and half the time it
would take to enchant that item in the
first place.
Some wondrous items incur extra costs
in material components or XP as noted in
their descriptions.
These costs are in
addition to those derived from the items
base price. You must pay such a cost to
create an item or mend a broken one.
This feat alone is sufficient to create a
single function miscellaneous magic item
that requires a move equivalent action to
activate.
To create an item that has
charges you must also possess the craft
wand feat. To create an item that has
multiple uses you must also possess the
craft rod feat. To create an item that can
be recharged you must have the craft
staff feat.
To create an item that
functions continuously without being
activated by the wearer requires the forge
ring feat.
Special: The extra limitations of this feat
beyond those listed in the Players
Handbook are intended to stop ingenious
players
from
creating
equivalent
miscellaneous magic items for rings,
wands, staves. For instance, without this
rule a player might try to make a bracelet
of fireballs with 50 charges that, other
than form, was identical to a wand of
fireballs.

Prerequisite: Spell Mastery.


Level Adjustment: +2
Benefit: A cycle spell can have another
spell prepared in its place of up to one
level less than its adjusted level.

Dodge
[General]
You are adept at dodging blows.
Prerequisite: Dex 13+
Benefit:
During your action, you
designate an opponent and receive a +1
dodge bonus to Armor Class against
attacks from that opponent.
You can
select a new opponent at any time you
could take a 5 step. If you are fighting
defensively the +1 dodge bonus applies to
all foes fighting you, though you still must
select one opponent for any feat for which
dodge is a prerequisite. If you go on total
defense you gain a +2 dodge bonus to
your Armor Class against all opponents
instead of a +1. Remember that dodge
bonuses stack and any condition that
causes you to lose your dexterity
adjustment to armor class also causes the
loss of dodge bonuses.

Duplicity
[General]
You can
freely.

replace

unused

preparations

Prerequisite: Spell Mastery, Cycle Spell,


Split Spell, Entwine
Benefit: Whenever you prepare spells
unused spell preparations count as unused
spell slots.

Prerequisite: Split Spell


Level Adjustment: +5
Benefit: This feat lets you put two spells
into one slot and either cast both
simultaneously or one at a time. The level
adjustment is applied to the highest-level
spell of the two.

Exemption
[Metamagic]
You can make a spell ignore allies
Prerequisite: 8 ranks spellcraft.

Echo Spell

Level Adjustment: +3

[Metamagic]

Benefit:
An exemption spell will not
affect creatures you designate at the time
of casting.

You can target multiple creatures with a


spell.
Level Adjustment: +1 / additional target

Exotic Language

Benefit:
An echo spell affects one
additional target for each level that you
prepare the spell above normal. The base
spell must normally only target one
creature, and the all the creatures you
wish to target must be within 30 of each
other. If the base spell is touch range you
need only touch one target at the time of
casting.

[General]

Elven Blood
[General]
You have significant, though minor, elven
blood. Most characters with this feat are
the children of half-elves.
Prerequisite: Human race
Benefit:
The character has a +1 on
saves vs. enchantments and a +4 on
saves vs. the sleep spell. The character
also has low-light vision as a half-elf does.
Special: This feat is only available to 1st
level characters.

You can speak a language that is normally


restricted to certain races or classes of
which you are not a member.
Prerequisite: Varies
Benefit:
You can perfectly speak a
secret or an exotic language, such as
the druids tongue. Your DM may wish to
create additional restricted languages.
The ability to speak such a language may
win you prestige with some NPCs bringing
with it a +2 bonus to diplomacy checks
with those NPCs.
Alternatively the
language may have supernatural effects
when properly spoken.

Extra Domain
[General]
You have more of your deitys potential
than normal.

[Metamagic]

Benefit: You choose a third domain and


can prepare domain spells from its list.
You cannot use the domain power of this
third domain unless you take the extra
power feat.

You can prepare two spells in the same


spell slot.

Special: You may take this feat multiple


times. Its effects dont stack. Each time

Entwine

113

114
you do it applies to a new domain of
spells.

Extra Power
[General]
You have more of your deitys power than
normal

Level Adjustment: +1
Benefit: On the round after you cast a
flashback spell you have the option of
spontaneously casting it again. You cant
append a metamagic feat to this casting.
The spontaneous casting is not itself a
flashback spell.

Prerequisite: Extra Domain

Frequent Adjustment

Benefit:
Choose a domain you have
gained using the extra domain feat. You
can use the granted power of that
domain.

[General]

Special: You can take this feat multiple


times: Its effects dont stack. Each time
you do it apples to a new power.

Fast Healer
[General]
You recover from wounds quickly.
Benefit: You heal 2 more hit points per
day of rest. If attended to by a character
with the healing proficiency for a full day
you heal an additional 2 hit points that
day.
Special: This feat is only available to 1st
level characters.

Finesse
[General]
You use agility rather than strength to
move.
Benefit:
You use dexterity instead of
strength for the climb, jump and swim
skills if you are unencumbered and wear
an armor that has no armor check
penalty.
Special: The DM may still rule strength
necessary in exceptional circumstances
despite your possession of this feat.

Flashback Spell
[Metamagic]
You can release a spell a second time
Prerequisite: Spell Mastery, Cycle Spell

You can adjust


frequently.

your

spell

list

more

Prerequisite: Spontaneous Caster.


Benefit: You may swap out one spell that
is at least two levels lower than the
highest-level spell you can cast for
another spell of the same level each time
you go up in level.
Normal: Sorcerers normally may only
swap one spell out at 4th level and each
even level beyond the 4th. Bards may do
the same at 5th level and every third level
beyond.

Greater Spell Focus*


[General]
Choose a spell or descriptor, such as
illusion or fire, that you already have spell
focus in. Your spells of this school or
descriptor are now even more potent than
before.
Prerequisite: Spell Focus
Benefit: Add +1 to the DC of all saving
throws against the spells within the school
or possessing the descriptor of your
choice. This bonus stacks with the bonus
from spell focus.
Note: You can take this feat multiple
times, but its effects dont stack. Instead,
each time you take this feat it applies to a
new school or descriptor.

Guarded Flank
[General]

Youve learned that some foes are


particularly dangerous unless watched.
Prerequisite: Dodge, Expertise
Benefit: The foe you chose to receive a
+1 dodge bonus to your AC against
cannot get sneak attacks against you for
flanking unless their level exceeds yours
by 4. That opponent also does not get a
+2 bonus to hit for flanking you, though
other opponents who flank you do.
Normal: Any character that can flank you
can get sneak attacks against you if they
have that ability.
Special: A fighter may select this feat as
a fighter bonus feat.

Hit the Deck


[General]
You can drop prone to avoid area of effect
spells.
Prerequisite: Lightning Reflexes, Evasion
Benefit: If you fail a reflex saving throw
you may re-roll it. If you succeed at the
second save you become prone. You can't
use this feat while prone.

Prerequisite: Dexterity 15+, Armor Use


Feat appropriate to the armor worn (i.e.
Heavy Armor, Medium Armor or Light
Armor).
Benefit: The maximum dexterity limit of
one armor of your choice is improved +2
steps. (Chain Mail, with a Max Dexterity
bonus of +2 becomes a +4 with this feat).
This training represents learning how to
move the armor to deflect the blow as it is
designed to do rather than trying to get
completely out of the way, which armor
largely blocks. You also gain back up to
10' of movement lost to the armor
(though not beyond your base speed).
Normal: Armor normally has a maximum
to the AC bonus for dexterity you can
claim when you wear it.
Special: You may take this feat multiple
times. Its effects do not stack. Each time
you take the feat it applies to a different
type of armor (Chain, Banded, etc). A
fighter may select this feat as a fighter
bonus feat.

Improved Caster Level


[General]

Immediate Spell

Your talents at spellcasting arent affected


as much by your other talents.

[General]

Benefit: You have a +1 bonus to your


caster level.
Your caster level cant
exceed your character level with this feat.

You can cast a spell out of turn as a free


action.
Prerequisite: Lightning Reflexes, Quicken
Spell
Level Adjust: +6
Benefit: The casting time of the
metamagicked spell is changed to 1
immediate action so long as its normal
casting time is one standard action.
Immediate actions can be taken any time
youre not flat-footed.

Improved Armor Use


[General]
You have trained to move in armor in
order to reclaim your dexterity bonus
while in armor.

Special: You can take this feat multiple


times and its effects will stack. This feat
is meant for multiclass characters and is
similar to the spellcaster +1 ability of
many prestige classes. However, this feat
only confers an increased caster level.
Extra spell slots, levels and known spells
are not gained through this feat, although
they are gained by most prestige classes
with a spellcaster +1 ability (see the
specific class description).

Improved Domain Magic


[General]
You use your deitys specialized spells
more often.

115

116
Benefit: You may prepare domain spells
as if they were on the main cleric list. You
still may only prepare domain spells in
domain slots.

Improved Eschew Materials


[Metamagic]
You can cast
components.

spells

without

material

Prerequisite: Eschew Materials.


Level Adjustment: Varies [see below]
Benefit:
You may cast spells with a
material component costing up to 10 gold
without a material component. You may
prepare a spell at one level higher to
avoid a material component cost of up to
50 gold; two levels higher to avoid a
material component costing 100 gold;
three levels higher to avoid 500 gold; four
levels higher to avoid 1000 gold, and for
each 1000 gold cost you wish to avoid
further, the spell slot must be raised by
one (A spell with a material component
costing 5000 gold must be prepared 8
levels higher than normal to be eschewed
of its material component).

Prerequisite:
Spontaneous
Frequent Adjustment.

Improved Extend Spell

You can heighten the effects of a spell.

[Metamagic]
The spells you cast last a very long while
Prerequisite: Extend Spell
Level Adjustment: +3
Benefit: Increase the spells duration by
one base increment. Spells that would
last for a number of rounds last a number
of minutes, spells that would last for
minutes last for hours.
Spells with
durations of instantaneous, concentration,
permanent or a number of hours arent
affected by this feat.

Improved Frequent
Adjustment
[General]
Your ability to switch out spells has
improved.

Caster,

Benefit: Each time you level you may


switch out one spell of any level with
another spell of the same level.
Normal:
Even with the Frequent
adjustment feat, bards and sorcerers can
normally only switch out spells that are
two levels lower than the highest level
spell they can cast.

Improved Heighten Spell


[Metamagic]

Prerequisite:
Spell

Heighten Spell, Empower

Benefit: This feat works like heighten


spell except you that in addition to
increasing the spells level, you increase
your caster level for that spell by the
same amount. For example, if you
heighten a magic missile to 3rd level you
will increase your effective level by +2. If
you are 5th level, you will be considered
7th level when you cast the spell.

Improved Magical Defense


[General]
You are as adept at avoiding spells as at
throwing them.
Prerequisite: Spell Focus
Benefit: Any bonus from spell focus or
greater spell focus that you apply to the
DC of your spells can be applied to your

own saving throws against spells from the


schools or descriptors the spell focus
affects.

Improved Spell Resistance

Improved Mastery

You resist spells especially well.


Prerequisite: Spell Resistance

[General]

Benefit: You gain a +2 bonus to your


spell resistance.

Your mastery of a spell has improved.


Prerequisite: Spell Mastery, Cycle Spell,
Flashback Spell
Benefit: Choose a spell you have spell
mastery
in.
You
may
cast
it
spontaneously.
Special: You can take this feat more
than once. Each time you take this feat
you must choose a different spell for it to
affect.

Special: This feat does not grant spell


resistance, it improves it. A character
who takes this feat must already have
spell resistance through another source,
such as a monks diamond soul class
ability.

Inquisitive
[General]
You learn quickly.

Improved Move Adjustment

Prerequisite: INT 13+

[General]
You can move
blinding speed.

[General]

short

distances

with

Prerequisite: DEX 13+, Dodge, Mobility,


Tumble 8 ranks
Benefit: You can move 10 as a free
action instead of 5. This move is identical
to the 5 free action move in all respects
except the distance covered.
Special: A fighter may select this feat as
a fighter bonus feat.

Improved Sneak Attack


[General]
You can deal devastating
unprepared foes.

blows

Prerequisites:
Sneak Attack,
Attack Bonus +8, Improved Critical

to

Base

Benefit: When you deal a critical hit you


use d10s instead of d6s to roll the sneak
attack damage. You must use the weapon
that you have an improved critical bonus
with to receive this bonus damage.

Benefit: Gain 4 skill points at 1st level


and an extra skill point each level
thereafter, as if you were human. If you
are human, gain 8 skill points at 1st level
and an extra 2 skill points thereafter
instead.

Light Sleeper
[General]
You awaken easily
Benefits: You may make listen checks at
a -4 penalty while asleep. You awaken on
a successful check. On the round you
awaken you can take standard actions
instead of partial actions.
Normal: Creatures are assumed to roll 0
on listen checks while sleeping.
A
creature that has just been awakened
takes partial actions for the first round
after awakening.
Special: This feat is only available to 1st
level characters.

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118
Luck of Heroes

Learn More Spells

[General]

[General]

You avoid mishap readily

You acquire more spells upon leveling


than normal.

Benefit: You gain a +1 bonus to all


saving throws.

Know More Spells


[General]
You know more spells than normal.
Prerequisites: Spontaneous Caster.
Benefit: You know an extra cantrip or
1st level spell the first time you take this
feat.
Special: You can take this feat multiple
times, and its effects stack in a peculiar
way. Each additional time you take this
feat the maximum level of extra spells you
can learn increases by 1, but never
beyond your current highest spell level
(So a character who has taken this feat 4
times knows 4 more spells which can be
up to 1st, 2nd, 3rd, and 4th level
respectively).

Prerequisites: Ability to prepare spells


from a spellbook.
Benefit: When you increase in level you
gain an extra spell to put in your
spellbook.
Normal: Wizards normally add two spells
to their spellbook each time they rise in
level. With this feat a wizard can learn
three spells each time she rises in level.

Lunge
[General]
You can make a lunging attack
Benefit: A lunge is a short-range charge
in which you move less than 10 feet. If
you lunge you will still suffer the penalties
for charging.
Normal: You normally need 10' of room
to charge.
Special: A fighter may select this feat as
a fighter bonus feat.

Magnify Spell

Permanent Cantrip

[Metamagic]

[General]

Your spells deal great damage.

You benefit from the effects of a cantrip


permanently.

Prerequisite: Empower Spell, Maximize


Spell
Level Adjustment: +1
Benefit: A magnified spell uses better
damage dice and doubles all bonuses to
those dice. Damage dice are increased by
one step (i.e. d4 becomes d6): d12s
become 2d8; d20s become 4d6.

Noble Blood
[General]
You are a member of the nobility
Benefits: The following skills are class
skills for you Knowledge (Nobility),
Knowledge (Geneology). You gain a +2
bonus on Bluff, Diplomacy and Intimidate
checks against the commoners of your
society. You have the authority to make
special requests of government officials
and other nobles in accordance to your
rank, but be aware they may call in such
favors at any time.
Special: This feat is only available to 1st
level characters.

Opportunistic Casting
[General]
You may use magic to punish foes that
drop their guard.
Prerequisites: Combat Casting, Combat
Reflexes
Benefit: You may cast an employ a touch
range spell with a casting time of one
standard action or less against a foe who
has provoked an attack of opportunity
from you. That foe may not attack you
for this spell casting but any other nearby
foes may.
Normal: Spell casting cannot be used for
an attack of opportunity.

Prerequisite:
Heighten Spell, Extend
Spell, Improved Extend Spell, Spellcaster
Level 9th
Benefit: Choose a cantrip with a range of
personal or an emanation from you and a
non-instantaneous duration (such as
detect magic).
That spell becomes
permanent on you. If it is dispelled, then
instead it is only suppressed for 2d4
rounds.

Persistent Spell
[Metamagic]
You can prepare a spell whose use can be
divided over the course of the day.
Prerequisite:
Extend Spell

Extend Spell, Improved

Level Adjustment: +2
Benefit:
Whenever you dismiss a
persistent spell record its remaining
duration. You can recast the spell and
continue its use where you left off. You
may cast the spell as many times as you
wish as long as it has some remaining
duration, but you still lose a persistent
spell if your casting is disturbed. Material
components and XP costs are only paid on
the first casting. You must normally be
able to dismiss a spell in order to be able
to make it persistent.

Poison Immunity
[General]
You have developed a very high resistance
to a specific poison. Note that this isnt a
total immunity, and particularly massive
doses could still kill you.
Prerequisite: Great Fortitude
Benefit: Name a poison. Against that
poison you apply a +20 circumstance
bonus to your fortitude saving throws. If
the poison in question doesnt normally

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120
allow a saving throw then you are entitled
to a saving throw without a bonus from
this feat.

Pounce
[General]
You can pounce upon a foe with a full
attack with a favored weapon.
Prerequisite: DEX 13+, Dodge, Mobility,
Expertise,
Bounding,
Spring
Attack,
Whirlwind Attack, Razor Run, Weapon
Focus, Weapon Specialization*, Base
Attack Bonus +11
Benefit: You can take a half move and
make a full attack.
You must have
weapon focus and specialization in any
and all weapons you use in this attack
unless you are a monk, in which case you
may forgo weapon specialization if you are
making an unarmed attack. If you do this
you take a 2 penalty to your AC as if you
had charged until your next turn.

Benefit: You may cast a spell with a


metamagic feat without increasing its
casting time so long as the greater spell
focus applies to it.
Normal:
Sorcerers, bards and other
spontaneous spell casters increase their
casting times by one round when they
choose to use a metamagic feat. Note
that this feat makes quicken spell a legal
choice for bards and sorcerers.

Razor Run
[General]
You can strike all foes along a single
straight-line path.
Prerequisite: INT 13+, Expertise, DEX
13+, Dodge, Mobility, Base attack bonus
+8 or higher, Spring Attack, Whirlwind
Attack.

Normal: If you move beyond a fee action


step you cannot perform a full attack
option.

Benefit: You may move half your speed


in a straight line and attack all foes
adjoining your path. You do not provoke
attacks
of
opportunity
during
this
movement. You may not attack a foe
more than once per use of this ability.

Special: A fighter may select this feat as


a fighter bonus feat.

Special: A fighter may select this feat as


a fighter bonus feat.

Precise Memory

Retaliate

[General]

[General]

You have an accurate memory that might


be described as photographic.

You can strike opponents who make lousy


attacks against you.

Benefit: You gain a +2 bonus on all


attempts to recall information, including
but not limited to the recall task of the
knowledge skills.

Prerequisite: Dodge, Combat Reflexes

Special: This feat is only available to 1st


level characters.

Quicken Metamagic

Benefit:
If the opponent who youve
designated to receive a +1 dodge bonus
against misses all attacks they make
against you on their action then you may
make an attack of opportunity against
them.

[General]

Special: A fighter may select this feat as


a fighter bonus feat.

You can quickly prepare a spell with a


metamagic feat on the fly.

Reversing Magic

Prerequisites:
Spontaneous
Spell Focus, Greater Spell Focus

Casting,

[General]
You can reverse your spells

Prerequisite:
Spontaneous Caster,
Ascending Magic, Frequent Adjustment,
Improved Frequent Adjustment

The bonus the shield gives, particularly if


it is magical, offsets this lack of
concentration in reflex saves.

Benefit: You can cast the reverse of any


spell you know as long as it is on your
spell list. A spells reverse is one whose
effect is diametrically opposed to it and
the two spells will be listed as countering
each other. Examples include: haste and
slow; enlarge and reduce.

Special: A fighter may select this feat as


a fighter bonus feat.

Shadow Spell

[General]
You avoid oblique attacks with grace and
ease.
Prerequisite: Dodge, Mobility

[Metamagic]
You may cast a spell upon foes on a
bordering plane.
Prerequisite: Knowledge (Cosmology) 8
ranks
Level Adjustment: +0
Benefit: You prepare a spell that will
only affect creatures and objects on the
Aether or Shadow plane (your choice).
The spell will not strike creatures on the
material plane.
Normal: Most spell effects will not strike
creatures on bordering planes effects
with the force descriptor are the only
normal exception to this rule.

Shield Deflection

Benefit: Whenever the opponent who


youve selected to receive a +1 dodge
bonus to your AC against takes an attack
option that provokes an attack of
opportunity (q.v. bull rush) you may forgo
the attack of opportunity and take a 5
step. If you do you have a +20 dodge
bonus to your AC against that attack. An
opponent who attempted a bull rush and
misses moves into the square behind your
previous position or strikes the wall if
there was a wall behind you unless they
succeed at a reflex save higher than their
own attack roll. (If they fail and move off
a cliff edge, thats their problem).
Special: A fighter may select this feat as
a fighter bonus feat.

Song Spell

[General]

[General]

You are especially skilled at blocking


ranged weapons with a shield.
Prerequisite:
Proficiency.

Sidestep

DEX

13+,

Shield

Benefit: You may use a shield rather


than your bare hands to deflect arrows.
This works identically to the deflect arrows
feat though larger shields are more
effective than arrows.
A small shield
grants a +1 to your reflex save and a
large shield grants a +2 to your reflex
save. If the shield has a magical bonus,
apply that bonus to your reflex save.
Note: While this seems more powerful
than the deflect arrows feat, remember
that the classes that use shields routinely
do not favor reflex saves as monks do.

You can
singing.

make

spells

last

longer

by

Prerequisite: Bardic Music Ability


Benefit: You may expend a bardic music
use for the day as you cast any bard spell
which has a duration other than
instantaneous,
while
sung
or
concentration. If you do, then you sing as
the spell begins.
The spells normal
duration doesnt start counting down as
long as you sing. Singing this way is a
move-equivalent action
that doesnt
provoke an attack of opportunity. (If you
cast a spell that lasts 1 round / level at
6th level this way, then sing for 4 rounds
after casting the spell, the spell will last a

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122
total of 10 rounds instead of the normal
6).

Prerequisite: CON 13+

Spell Focus

Note: This feat is too useful at low levels


and too weak at high levels. The scaling
change above fixes this problem. This
version of the feat cannot be taken more
than once.

[General]
Choose a spell or descriptor, such as
illusion or fire. Your spells of this school
or descriptor are more potent than
normal.
Benefit: Add +1 to the DC of all saving
throws against the spells within the school
or possessing the descriptor of your
choice.
Note: You can take this feat multiple
times, but its effects dont stack. Instead,
each time you take this feat it applies to a
new school or descriptor.

Split Spell
[Metamagic]
You can prepare two spells in one slot.
Prerequisite: Ability to prepare spells.
Level Adjustment: +1
Benefit: You prepare two spells in one
slot and can cast either spell from that
slot. The level adjustment is calculated
from the highest-level spell of the two.

Stealth Attack
[General]
You can kill foes without making a sound.
Prerequisite:
Move Silently

Sneak Attack, 8 ranks

Benefit: You can choose to lose 1d6 of


your sneak attack damage to attempt to
kill your foe silently with a sneak attack.
Roll a move silently check if your sneak
attack hits to set the DC for anyone to
hear the attack. Note that if your foe
survives your attack they may spread the
alarm anyway.

Toughness
[General]
You are tougher than normal.

Benefit: You gain +1 hit point per level.

Twins
[General]
You and another character are twins and
there exists between you a mystic tie.
Prerequisite: Two characters must take
this feat together. If one player character
takes this feat her twin must also be a
player character.
Benefit: As twins you have an empathic
link that is identical in all respects to the
empathic link that exists between a
sorcerer and his familiar (see pg. 51 of
The PHB).
Because of the higher
intelligence of both characters this link is
far more useful then that with a familiar.
Special: A character may only take this
feat at 1st level.

Twin Share Spell


[Metamagic]
You can share spells with your twin as a
sorcerer can with his familiar.
Prerequisite: Twins feat
Benefit: You can share spells with your
twin as long as you remain on an
adjoining square with (and therefore
within 5 of) her. Additionally you can
cast a spell with a range of you as a
touch range spell on your twin.
Your twin can also deliver touch spells for
you. When you cast a touch range spell
you can designate your twin to be the
toucher (You and your twin must be in
contact at the time of casting). Your twin
can then deliver the touch spell just as
you could. As normal, if you cast another
spell before the touch spell is delivered, it
dissipates.

<< Lady Courtney Mintrube.


Mintrube Matriarch of the
Mintrube family of Ultan, Lady Mintrube is
famous, or perhaps infamous for her feud
with Lady jalsi. The two matriarchs have led
their respective clans in a bloody civil
insurrection within Ultan that has been
ongoing for ten years. Such feuds are
unfortunately quite common in Telzoa,
usually only ending when one family or
another is destroyed and long after the
incident which started the feud has been
forgotten.

our character is nothing


more than a piece of paper
until you put yourself into
the role and breathe life
into it and by extension
the world that it is a part
of. Up to this point this
book has set down the mechanics
surrounding your character, but this is
only half the game. The other half is
playing and portraying the role. This
chapter deals with the roleplaying
techniques and creating a fun and
engaging role for you to play and for the
other players to interact with. It also deals
with descriptive elements that have a
game effect but that dont fit neatly into
any other chapter, such as alignment and
religion. Finally this chapter presents the
equipment available to you in this setting
as it differs considerably from the list
offered in the Players Handbook.

Alignment
In the Dusk setting alignment is a link
leading back to creation itself. The setting
has not nine but five alignments, and
those alignments not only describe what a
character believes is important in his life
but also how he responds to magic and
how it responds to him. Each alignment is
named for the outer plane it is linked to:
Aborean, Balcridrean, Sodrean, Shunrean
and Valrean, but most characters refer to
the color each alignment presents under
the scrutiny of a Know Alignment spell
green, blue, black, red and white.
While the forces of alignment play an
even more significant role in Dusk, they
dont interpret good and evil. Alignments
are thoughts and natures not actions.
Only actions can be judged as good or
evil, and this interpretation is rather left
up to individuals who naturally interpret
good and evil according to their own
alignment.

123

124

Aborean (Green)
Everything begins and ends in life
for even as one passes on, they give
life to the scavengers feeding upon
them.

~ +Sashana, Grand Druid


The aborean alignment is associated most
strongly with life, nature, and green
magic. Druids and rangers are required to

have this alignment in order to receive


their spells.
The Aborean is an interesting and often
misunderstood alignment. Sure, its about
nature and the natural way, but what
does that really mean? Well, to Aboreans
life is the most important and powerful
thing in the world. In life all things are
possible. Life will overcome it will find a
way. To an Aborean death is a necessary
part of life. To kill to acquire food is a part
of life, for the strongest and most able will

survive and life, as a whole, grows


stronger.
Killing for sport is another
matter entirely, and a hideous evil in the
Aborean mind.
Aboreans are happiest watching things
grow be they grains or the cows grazing
upon them. On an individual basis the
Aborean belief is that everyone is born
with potential, and it is best to let them
live to see that potential.
Aboreans look to nature to see cycles
and they revere and adore them.
Coexistance with these cycles is a source
of strength. Coming to understand them is
a source of wisdom. However, the
Aborean doesnt wish to take the world
apart to figure out how it works given
time and observation the world will reveal
its secrets to the Aborean on its own
terms and in its own time.
All the other alignments tend to want to
reshape the world in some fashion to suit
their desires, but the Aboreans want the
world to remain exactly as it is and dont
want anyone to change it. Artificial change
they feel is always for the worst and
ultimately futile for eventually nature
takes back the land taken from her.
Aboreans see in the Valrean mindset a
fellow alignment that values community
and coexistance. They each understand
that there is order in the world, though
the Aboreans dont understand why
Valreans seem to need laws for every
conceivable thing to the point of denying
the emotions that are part of themselves
much of the time.
It is in the Shunreans that Aboreans find
a fellow alignment that celebrates the
power of emotions and instincts, though
the Aboreans are sometimes amused by
how blindly Shunreans will follow their
feelings and disturbed by the destructive
power their red magic can give them while
in a rage.
As for Balcridreans, Aboreans find them
to be distasteful and idealistic fools at best
and destructive scoundrels at the worst.
Balcridreans too often get so caught up in
esoteric theories and formulaes that they

cant see the truth in front of them.


Though this can be tolerated, the attitude
many Balcridreans have towards the world
is offensive to Aboreans. The Balcridreans
see the world as nothing more than
resources with which to build machines
and cities without any care to the
destruction these things can cause to
nature. Hence the Aboreans actively seek
to keep their moves checked lest they
recast the world in an artificial mockery of
its current self.
Aboreans view Sodreans as shortsighted, selfish morons. While Aboreans
allow themselves to bend to natures will,
Sodreans want nature (and everyone else
for that matter) to bend to their will. Many
Sodreans think nothing of hunting and
killing for sport alone, a horrific concept to
an Aborean. Hence the Sodreans must be
stopped before they destroy anything in
pursuit of their selfish desires.

Balcridrean (Blue)
All actions have consequence, and
often enough the less thought the
more consequence.

~ +Alblasker of Granis


Members of this alignment
cherish
thought
and
learning above all else. Balcridreans wish
to know as much as possible about
anything
and
everything.
Endlessly
curious,
Balcridreans
are
equally
fascinated by what is and what could be.
Knowledge and the eternal quest for
omniscience are the prime goals of the
Balcridreans. Knowledge is everything to
them, and when they arent learning they
are developing plans and schemes to learn
still more. This isnt to say that all smart
characters have this alignment though
its just that Balcridreans are preoccupied
with learning before anything else be
that others, themselves, their emotions or
the world around them. Its not that they
may not care about these things; its just
that they are all secondary at best. The

125

126
Balcridrean is an inquiring mind that has
to know, and they dont understand that
the act of discovery itself can sometimes
forever
change
what
they
have
discovered.
Balcridreans are happy curled around an
old tome studying or sitting at a desk,
writing. Slow to actually take action to a
fault, most Balcrideans want to make sure
everything is in place before proceeding.
This puts them at a disadvantage when
haste is necessary for there is not
always time to sew the last button upon
the last coat of the last soldier in the
army.
Balcridreans feel that anything is
possible if the right lessons are grasped
and the right resources acquired. The
world is nothing more to them but those
resources to aquire them, understand
them and then use them.
In the Valreans the Balcrideans find an
alignment that shares their love of
planning and thinking things through, but
they
cant
quite
understand
the
importance of precedent and they
certainly dont understand the value
Valreans place on living in peace with
nature. Just go ahead and reshape it goes
an old Balcridian sentiment, what could
possibly go wrong?
To the Balcridreans the Sodrean
alignment is one that isnt scared of the
occasional ugliness of truth. Neither
alignment understands the concept of
passing judgement on knowledge, though
unlike the Sodreans the Balcrideans
understand that the application of some
knowledge is dangerous no matter the
perceived benefit. Balcrideans also cant
understand why Sodreans sometimes
allow their selfishness to drive them to
rash or reckless (in Balcridrean eyes)
actions.
Balcridreans find Aboreans fustrating
because they accept the world as is.
Balcridreans have a never-ending series of
whys and hows on the world and resent
the Aborean opposition to allowing them
to tinker with nature in order to learn

about it their way. Balcrideans think the


best way to learn about something is to
take it apart. While Aboreans insist that
nature is more than the sum of its parts,
the Balcrideans want to find out about
those parts first and worry about the sum
later. If the Aboreans wont get out of the
way, theyll just have to be dealt with.
Shunreans
embrace
everything
Balcridreans
pride
themselves
in
shunning. Balcridreans believe knowledge
paves the way to victory Shunreans
believe that passion does; Balcridreans
prefer to think Shunreans prefer to act;
Balcridreans believe that rash actions are
deadly Shunreans believe waiting is
deadly; Balcridreans are cold intellects
Shunreans are renowned for their hot
tempers (and spells).

Shunrean (Red)
So long as I am free I am alive.

~ +Trishdare, Elven
Sorcerer
Freedom
is
the
most
important thing to the
Shunreans, and they pursue it with
untamed passion. This alignment fully
embraces emotions of all types and the
Shunrean heart is guided by how it feels,
never stopping to think about why. No
alignment is as caring in love or deadly in
fury than the Shunreans. Barbarians need
to have the Shunrean alignment to tap
into their hearts and use their rage ability.
Bards require this alignment in order to be
in touch with the passion that drives
music.
Unlike other alignments, Shunreans
dont set long term goals or plans, rather
they live exclusively in the moment. Many
of them are daredevils seeking to milk
every ounce of adreniline they can out of
existence by taking chances. This isnt to
say that they are incapacle of planning or
setting goals, its just that these tend to
be short term and their execution

haphazard. Methodical is not a word to


use to describe them.
Shunreans enjoy freedom, including the
freedom gained by living impulsively and
without a plan. They are firm believers in
the principle that life is a journey and not
a destination. Despite the violence they
and their spells are capacle of, friends are
important to Shunreans. They enjoy
sharing their feelings after all and enjoy
personal relationships with a few others.
Freedom is the principle underlying all
other Shunrean thought. As long as they
are free to act as they will when they will,
they care little for other concerns. They
also believe that freedom must be
extended to everyone, and to this end
they dont interfere with the lives of
strangers unless they present a threat.
Shunreans find Sodreans to be kindred
free spirits, though they dont understand
why the Sodreans are so insular and
selfish, and they certainly dont appreciate
the Sodrean need to dominate others.
In the Aboreans the Shunreans see
fellow lovers of passion and emotion,
though they dont understand why the
Aboreans
sometimes
restrain
their
emotion for the good of nature. Creatures
in nature can act unfettered the
Shunreans argue, so why cant we.
As to Valreans, Shunreans hate them
and their uncountable laws. Who gives
others the right to tell me what to do? is
a question asked by many a Shunrean.
Sure, you listen to your parents, your
lovers, and your friends, but why give
authority in your life to someone who
doesnt know you, doesnt care for you.
Its not so much following orders that
bother Shunreans they can and do
follow the orders of their peers. The
problem lies in asking a Shunrean to
follow orders from an organization or
other faceless authority they constantly
balk at this concept. If the Shunreans are
to be free to follow their destiny the
Valreans must be defeated.
And the Balcridreans? They are stupid
and plodding philosophers scared to come

out of their cloistered learning cells and


live. What is life without passion? Without
love? Without fury and all other emotions?
These arent as the Balcridreans say
things which cloud the mind, but rather
they are things that make life worth living.
A dangerous assumption though is that
Shunreans cant think or plan they
indeed can but when they do they, unlike
the
Balcridreans,
put
passion
and
creativity into their work; as opposed to
the cold logic of the Balcridreans. If
Shunreans are to be free to create they
must stay clear of the banality of
Balcridrean thought.

Sodrean (Black)
There are two types of people in
the world those who use people
and those who get used. I spent my
time as a member of the latter
society, now excuse me if I refuse to
return to it.

~ +Markson of Altania


Sodreans cherish three things: me,
myself, and I. They view the world in this
light as well everyone is trying to get
ahead in life so why pretend that it is
different. While the opponents of this
alignment call it selfish, Sodreans call it
honest.
Sodreans want to gain as much personal
power as they can so as to further
advance their own adjendas.
Their
ultimate goal is omnipotence. They have
no qualms about taking what they need
and what they want unless someone
stronger is around to stop them, for isnt
the law of nature survival of the fittest?
And Sodreans are intent on doing
everything they can to insure they are the
fittest.
This
said
most
Sodreans
understand the value of restraint, for
reckless power grabs can backfire. Its
useless to take something you dont have
the strength to keep ahold of.
The term evil is used to describe
Sodreans often enough, but this label is

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128
unfair. All the Dusk alignments have a
capacity for evil actions in order to further
their goals. Sodreans put themselves
before others and believe that their own
needs come before anyone else; but that
attitude doesnt preclude acts of kindness
though admittedly when a Sodrean is
being nice to you chances are he wants
something from you that he cant steal for
some reason. The me first attitude of
Sodreans does mean that this alignment
has the highest propensity to commit evil
acts and it is also the alignment with the
most infighting. But there is a difference
between being inclined towards being evil
and actually being evil.
It should be noted that Sodrean
selfishness
isnt
entirely
bad.
The
importance of the individual is a key
concept
in
capitalism
and
modern
democracy.
Good implies, among other things, a
respect for moral authority. Sodreans
dont believe in morality at all they are
amoral but this isnt the same as acting
immorally. An immoral person actively
seeks to be disruptive in society and to
overturn morality. An amoral one simply
believes that morality doesnt mean
anything. This having been said, Sodreans
have no compulsions about acting in a
moral fashion if this helps them get
ahead.
The problem is that Sodreans dont
usually have a problem with doing
anything to get ahead. They dont pass
moral or ethical judgements on their
actions, they just evaluate whether or not
the action is a good idea. Stealing is a
good idea only if youre sure you can get
away with it. Other Sodreans dont feel
that the problems created defying the
local laws are worth their trouble. These
are the types who will do everything they
can within the law to get ahead. And
these guys are no less Sodrean than their
outlaw counterparts, though they do have
more of an air of respectability.
In Balcridreans the Sodreans have an
ally who is willing to learn whatever is
necessary to get ahead.
Balcrideans

arent afraid of the occasional ugliness of


truth though they are sometimes afraid of
the
consequences
of
using
that
knowledge. Then again, to the Sodreans
they seem to be afraid of taking any
action at all without overplanning.
The Shunreans earn Sodrean respect by
acting in their own best interests most of
the time. Unfortunately they are easily
swayed that they can be tricked into doing
things that, in the long run, arent in their
best interest. Then again, thats probably
fortunate it makes them more easily
controlled.
The Valreans make Sodreans sick. They
believe in ludicrous concepts that defy the
laws of nature (as Sodreans interpret
them). Protect the weak from the strong?
Bah, the weak should be culled from the
earth. Equality for everyone? Bah, the
best and brightest deserve to get ahead in
life, and the weak and stupid deserve to
eek out whatever lot they can. Valrean
emphasis on morality is also repugnant to
Sodreans such idealism is meaningless
in the end, and it has no value.
Aboreans embrace a similar sort of idocy
as the Sodreans see it. Life is important
yes, but only if it can be used to serve
you. If its existence doesnt benefit you,
why care?

Valrean (White)
There is no value in being alone,
serving oneself. Each of us are
impermanent shadows in a greater
play and he who serves only
himself serves a shadow that will
pass away into nothing as a flower
in the wind.

~ +Princess Anatole.
The needs of the many outweigh the
needs of the few, or the one. This
sentiment is the key of the Valrean
alignment, the alignment of peace,
harmony, order and community. This is
the alignment of paladins and monks,

each of which follow and excersize rigid


discipline in their training and in their
lives.
Global harmony for all people is the goal
of the Valreans. To achieve this harmony,
Valreans embrace and use law. Valreans
also have the most extensively codified
and developed religions, though gods
exist in every alignment there worship is
strongest
in
the
alignment
were
subservience is a virtue.
It is easy to call the Valrean mindset the
good alignment of Dusk, but this would
be a mistake. True, Valreans thought
espouses many of the moral laws most
people would call good The sanctity of
human life, peace, harmony, and so on.
But Valreans also believe that individuals
can and must be sacrificed for the good of
their society, though that sacrifice should
be voluntary if it must be enforced, so be
it. Valreans also believe that those outside
the group have no rights whatsoever.
Before calling Valrea good consider that
facism is a very Valrean concept, and

there are few among us that would call


facism good.
Valreans believe in a set of moral laws
and that these laws should be followed at
all times. Morality, to Valreans, is cut and
dried there are no shades of grey. In
addition to this, Valreans have a highly
developed sense of honor. Honor defines
an individuals place in society, and a slight
to a Valreans honor will provoke a fight.
In the Aboreans the Valreans see an ally
who shares their love of community and
order, albeit natural order. If only the
Aboreans would go by the book more
instead of following their gut.
In Balcridreans the Valreans find an ally
who loves learning and order, though they
are bit too inclined to delve into things
best left alone for Valrean tastes.
To the Valreans, the Sodreans are a
blight. Their complete lack of moral
sensibility and respect for moral authority
makes them dangerous mavericks at best
and enemies that must be destroyed at

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130
worst. If the Valreans are ever to have
harmony, the Sodreans must be wiped
out.
And the Shunreans?
The Valreans
cannot and will not tolerate their constant
disregard for civil authority and their
attempts to drive the world into chaos and
anarchy. If the world is to ever know
peace the Shunreans must be put down.

Alignment in Play
Players begin play with one declared
alignment. As time progresses their
attunement to that alignment either grows
stronger or they branch out and develop
multiple alignments. Repeated use of
spells of a given color can also taint a
character's alignment. There is no harm in
having multiple colors of alignment in and
of itself, just be aware that your character
counts for all the alignment colors he has.
Some classes require that a character
have a certain alignment be dominant in
other words most of the character's
alignment history must fall in line with
that of the class. The paladin class
however requires its members to be
purely Valrean with no deviation.
Alignments never disappear from a
character unless purged away with an
atonement spell.

Religion
All serve someone, whether they are aware of it or
not.

~ +Sirrom
Religion plays a significant role in the lives
of the Telzoan people. Both gods and
priests are quite active and demonstrate
their power on a regular basis.
The
humans of Telzoa practice a faith knowns
as Telensitary, meaning The Way,
though a new religion Pentalism, has
begun to enter the region. On top of this
each of the major races has deities
dedicated to themselves. This book will

therefore only detail those deities that


player characters are likely to follow.

Telensitary
While strongest on the Isle of Telzoa itself,
Telensitary is found throughout Losineris
and northern Delcerni in one form or
another. In many regions though some
deities disappear from the canon of
legends and tales, and others move in to
take their place.
Telensitary is divided into five courts,
four of which are opposed along lines of
alignment.
While general clerics owe
fealty to no court or power in particular,
neither do they hold any real influence in
the temple hierarchies. They do however
serve a vital role as go betweens and
messengers between the various courts,
and
their
importance
has
risen
significantly since the beginning of the
Pentalist incursions (See Pentalism).
Clerics can be found in the service of all
courts save Siliani, which exclusively has
druids in its service.

Aurnon
Behold the light of truth, hear the chorus of justice,
and obey

~ +The Tedisa, Book I, Canto 30


The court of Aurnon and its deities have a
well-deserved reputation for conservatism
and reactionary behavior.
Of the five
courts of Telzoa, Aurnon is the most
vehement in its persecution of Pentalist
priests regardless of the aims they may
profess unto. Aurnon is without doubt the
most politically powerful court, with many
kings and nobles professing faith in Tean
and placing large donations into the court.
Enemies of the court snidely remark that
the priests have duty first to their earthly
patrons before higher matters are
concerned. Aurnon views its detractors as
simply another burden to bear.
Militarily Aurnon is stronger than the
other courts combined. Fortunately for
the others the large court can never seem

to bring it's might to bear. Also Aurnon


has considerable resources tied up in the
attempt to quell the now 200-year-old war
of succession in Telzoa. Despite these
problems no one questions the virtue of
the temples, or of its champions the
paladins (All paladins of Telzoa serve court
Aurnon).

+Tean
The Watching One, Lord
of Burning Eyes
Symbol: A twin Sunburst
Alignment: White
Portfolio: The Twin Suns, Justice, Duty,
Honor, Chivalry
Domains:
Glory,
Justice,
Purity,
Renewal, Retribution, Sun
Favored Weapon: The Longsword

The Power
Tean is Lord of the twin suns of
Carthasana, which are said by legend to
be his burning eyes as they watch the
world. He is final judge of the dead that
are brought before him by Matacha and
Kepho, whose actions he weighs before
turning them over to one of those two to
do with as they please. He is the patron
of duty, honor and chivalry, and the
precepts of these have said to have been
passed down to mortals from his hand.
Tean is depicted as a young man with
fire red hair, glowing all white eyes which
project beams of light which can part any
shadow. His skin is white yet glows with a
golden hue.
He wields a longsword
named in legend as Landrasindrel. His
armor, when he chooses to wear such, is
made of pure gold.

mind and the body are kept pure. Justice


is
achieved
through
obedience
to
authority, and all just authority is divine in
nature so to defy a king is to defy Tean
himself.

The Clergy
Priests of Tean are found in the larger
cities of Telzoa acting as emissaries and
advisors to the noble rulers of the island.
Paladins act as direct agents for these
priests as they are bound by code to defer
to these priests before any others.
Ceremonial vestments of the priests are
white with red skullcaps. Higher priests
use gold embroidery of varying degrees of
complexity - the degree of which is
determined by the rank of the priest.

History & Relationships


The faith of Tean predates most of the
other deities of the pantheon except for
Senda, goddess of the night and the
principle nemesis to the lord of the twin
suns. Tean rules over Court Aurnon with
mostly unquestioned authority (Matacha is
the most likely to disobey, and then only
rarely).
Tean particularly hates individuals who
are unwilling to be open and honest in
their affairs with others and deities that
espouse secrecy in any form for any
reason draw his ire. This causes
occasional friction with Matacha as she is
a guardian of the secrets of the dead that
went with them to the grave. Tean
however loathes the entire Shadrean court
more strongly than any other deity of his
own court and most of his efforts and
those of his priests remain focused on
thwarting the aims of Senda and her
allies.

The Ethos
Tean's faithful are ethically and morally
unreproachable, save for those who resent
its purity. His priests teach that the light
of the soul can shine from within if the

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132

Ma+tacha
The Shepherdess, Lady of Regret
Symbol: The Crow
Alignment: White/Black
Portfolio: Natural Death, The 1st Moon,
The Good Aligned Dead.
Domains: Fate, Guardian, Protection,
Purity, Rest
Favored Weapon: Morningstar

The Power
As one of the two Gods of Death and the
Dead, Matacha and those who worship her
are most curious individuals indeed. The
general populace of Telzoa fear her, for
Tean's wrath has been expressed through
her, and many in the whole island
remember her visitation on the night of
the first anniversary of the destruction of
Castle Maldanca by the Milicsundrians
when 112 noble children died in their
sleep - the same as the number of priests
murdered one year before by King Salsis.
Normally though Matacha's purpose is
guardian of natural death. She abhors the
existence of the undead and charges her
priests with the task of destroying all such
creatures they encounter.
Matacha is depicted as a middle aged
woman who, while certainly not young,
has yet to really show her age.
Her
visage exudes a silent strength to it, yet
the weariness of age. Her eyes and hair
are raven black. She is always dressed
with a black cloak and a white gown. She
is also said to be able to shape change
into a crow at will, and superstition holds
that she takes this form when she ferries
dead souls to the beyond.
Matacha also rules over the nearest
moon of the sky as it nightly moves amid
the celestial sea of souls.

The Ethos
The teachings of the priesthood are
dominated by warnings of the dangers to

come if one leads an evil life. This life


is but a test meant to earn the right to
paradise in the beyond - those who
succeed are fated to be rewarded by
Matacha (or their patron god in the
case of priests). Those who fail are to
be turned over to Kepho to be
punished and tortured as he wills.

The Clergy
Priests of Matacha wander the island with
copies of the enigmatic Ruandi Nombren,
a roll containing the names of all souls
born and died in this world. It is said that
when a name is recorded into a priest's
Ruandi Nombren, it appears in the copy
held by Matacha herself and used as a
ledger to track the movement of souls.
Ceremonial garments are deep black
gowns and cloaks with hoods drawn over
the head. Priests where thin veils which
force anyone to be very close to them to
actually recognize them. As this dress is
very similar to Senda's priests many of
the priests of Matacha accent their garb
with a bright white sash.

History & Relationships


The sister of Kepho in life, Matachas
hatred of the god of the damned runs as
deep as the betrayal between the two.
According to legend the prior god of the
dead, Sekoon had promised all of his
power to Kepho and that Matacha had
interrupted the ritual meant to bring about
the transfer of that power. In response
Sekoon chose to split his powers between
the two and be content to see them both
tormented for eternity while torturing one
another. Sekoons priests still teach that
one day their dark lord shall tire of this
game and take back what is his. Whatever
truths lie behind the legends lie deep
though and are largely lost to time.
Matacha
remains
Aurnons
most
mercurial deity given to boughts of rage
particularly when her plans are thwarted,
but despite her temper she has a heart of
gold and is deeply caring for all she calls
friends. She is however one of the more
dangerous deities to call an enemy.

Cu+vanill

The Clergy

The Mother of Mothers, Lady


of the Shield
Symbol: A Gold Shield
Alignment: White/Red
Portfolio:
Defensive War, Mothers,
Protection
Domains: Community, Family, Purity,
Strength, War
Favored Weapon: Longspear

The Power
She of the shield, Cuvanill is stubborn and
resolute
goddess
of
defense
and
protection. She is the sworn enemy of
Sana, the Goddess of Aggressive War and
Slaughter.
While a skilled warrior,
Cuvanill hates war craft and battle and
prefers the ways of peace. But she and
her followers recognize the inevitability of
war as long as evil hearts exist in the
world and the necessity of preparing to
combat them and drive them back into
the darkness from which they came.
Cuvanill is depicted as matronly figure in
full plate armor and a full body shield of
light in her left hand. In her right hand
she holds a halberd which is her weapon
of choice.
She is also often depicted
without any arms and in the company of
children - for she is patron of motherhood.
Just as their is no end to a mother's love
and willingness to protect her children, so
too does Cuvanill show no lack of
compassion or love as she smites those
who would harm her priests or children.

Cuvanill's priests guard the temple


establishments of Aurnon and defend
them without question, to the bitter end.
If assigned to protect someone a priest of
Cuvanill will not live to see them harmed.
The stalwart reputation of the priests
proceed them, and their enemies loathe
having to fight them. Cuvanill's priests
are often assigned the duty of protecting
key positions in a fight - and as such
when they see fighting, they find
themselves in the thick of it.
Outside of combat the clerics were
simple white robes with a red sash and a
polished gold-tinted wooden shield. These
ceremonial shields are rarely, if ever
actually used in combat.

History & Relationships


Mother of Chiantu, demi-goddess of
children, Cuvanill is one of the more
popular deities throughout Telzoa. She is
also one of the more fickle deities of
Aurnon as one might suppose from her
white/red alignment. Her principle enemy
is Sana, the goddess of aggression and
aggressive war. While the methods of the
two deities are very similar, their aims
could not be more different. Cuvanill uses
the tools of chaos to try to insure order
remains preeminate while Sana uses
carefully planned strategy and order in an
attempt to bring about the chaos of total
unending war. Few deities in the Telensia
tary religion are more diametrically
opposed than these two.

The Ethos
War is evil - yet it must be fought when
brought unto you. There is no honor in
surrendering to oppression, no good in
allowing the wicked to rule the virtuous.
One prepared for war does not invite
attack, and if vigilance and preparation
prevents war so much the better. The
strong must protect the weak.

133

134

Rosalyn+n
The Martyred One, Lady of
Sorrow
Symbol: A Crying Eye
Alignment: White/Green
Portfolio: Suffering, Matyrs
Domains: Aid, Healing, Purity
Favored Weapon: None

The Power
Known as the "Martyred Goddess,"
Rosalynn is one of two deities in the
pantheon held to have ascended from a
mortal state after giving up her life to
protect her people from the tyranny of her
father. Though the circumstances of her
death and the heroism of her actions
change from telling to telling of the story,
Rosalynn's actions are always seen as
pivotal in saving her people from
darkness. The truth of the matter is itself
lost to time.
Today Rosalynn is seen as the willing
sufferer, the one who takes mantle of
other's burden's upon themselves. Hers is
not a popular faith to follow, although the
line of persons willing to take advantage
of the charity of her priests remains long.
Rosalynn's avatar is said to be that she
had just after death - a girl of fourteen
years whose throat has been cut open
with a knife. Due to this injury she cannot
speak, and her priests similarly do not
speak in their temples and only very
rarely will they quietly speak outside such
circumstances. In order to communicate
despite this practice the priests have
developed an elaborate sign language.

The Ethos
Humble thyself not only before the gods,
but also before your fellow man. Nothing
in the world is as worthless as empty
pride. The next greatest virtue to a priest
of Rosalynn is patience, and both

combined give dignity to the individual which is a very different thing from pride.
Most
Rosalynn
followers
are
quiet
introverts preferring to demonstrate their
teachings through action.

The Clergy
The worshippers of Rosalynn are very few
in number, but their impact can be great.
All the other priests of Aurnon have a
grave amount of respect for the priests
who take, embrace and endure what is
sometimes called the "quiet path."
The ceremonial vestments of the
Rosalites are black but often tattered, for
these priests own only their priestly habits
and forsake many other possessions.
They also tie a red necklace of woven
hemp about their necks to symbolize their
matron's death wound.

History & Relationships


The name of the goddess Rosalynn
changes more frequently from land to land
than any other. Of the deites, she and her
father Berenash are the most recently
ascended mortals of the pantheon. Where
most ascended deities work to hide their
mortal lives, Rosalynn embraces it and
critics say embellishes it.
In life she was a princess of an empire
most say the Malchani, but since she was
a goddess during the time of this empire it
is more likely that she ascended prior to
this empires rise. She foiled a plot by her
father by destroying an artifact he had
used to become a god. In so doing she
ascended herself and was placed in a
position to administer and see to those
afflicted by her father and his agents.
Rosalynns faith is not a popular one,
but it given a silent honor and prestige by
most other priests and the allied priests of
Aurnon will fight to protect the priests of
Rosalynn regardless of their ability to
defend themselves. Cuvanill and her
priests are particularly protective of
Rosalynn as the goddess Cuvanill sees
Rosalynn as an adopted daughter of sorts,

and some speculate Rosalynn worshipped


Cuvanill while she was mortal.

Gin+tuse

interpretation of the law (a function of


Tean's power and position) Gintuse often
throws himself willingly into the role of
devil's advocate in the debates of the
court.

The Scribe of Law, Keeper of


the Tomes
Symbol: A scroll
Alignment: White/Blue
Portfolio:
Literature, Law, Knowledge
Known
Domains: Knowledge, Purity, Scribe
Favored Weapon: Staff

Gintuse is depicted as a scholar - strong


and robust for such an individual, but a
scholar all the same. Most paintings and
statuary paint him as balding with the hair
on the back of his head and his beard
both flowing to his waist.
He usually
carries a book or scroll and the more
tedious, realistic renderings of him stain
his fingertips with ink ever so slightly to
signify his roll as scribe of the gods.

The Power

The Ethos

Gintuse is the Lord of Scribes, Law and all


knowledge known to man. It is he that is
charged with the guarding and protection
of the written word - and to his eyes all
literature, for good or ill, must be
preserved. While not charged with the

Knowledge must be preserved - to be


preserved it must be written - and once
written it must be guarded. This applies
equally to evil as well as to good
knowledge, although those things man is
not meant to know must be sealed away
and left only as a weapon to combat it

135

136
should that knowledge be rediscovered by
the wicked.

deal of the court's time is spent redressing


lapses in better judgment.

The Clergy

Ever since Rizaldi and Aurnon came to a


tenuous peace some 270 years ago the
two sub-religions have had a strained
history. More than once individual priests
have come to blows, and while the two
courts do not officially war, they do keep
their fences hedged high and try to stay
away from each other's affairs. Most of
the arguments between the two arise
when they attempt to cooperate.

The most pedantic members of Aurnon,


the priests and devotees of Gintuse urge
caution to the point that caution itself
becomes risky.
As a result of this
tendency priests of Gintuse are more
sedentary and don't range far afield.
Gintuse's priests have a bit of a rivalry
with Matacha and her brood despite the
two being allies. Gintuse is somewhat
critical of Matacha for often thinking with
her heart instead of her head, and his
priests follow through with this accusation
on her followers. The rivalry is not heated
though, as each group recognizes the
needs of the others role - but they are at
ends with each other when trying to
influence the other three.

History & Relationships


Gintuse is a great fan of the status quo
and in any meeting among the deities he
is always the voice advocating caution and
deliberation before action, even to the
point of annoying his allies. Gintuse
counts deities with no regard for law as
his most bitter enemies, and his
relationship with the frolicking court of
Rizaldi is worse than any other member of
Aurnon.

Rizaldi
A passionate heart knows more than all the libraries
of the world.

~ +Alisiana of Cuane


The popular Court of Roses is as chaotic
as Aurnon is lawful, and while Aurnon
follows a doctrine of spiritual fulfillment,
Rizaldi espouses a philosophy of earthly
pursuit and hedonistic pleasure. Rizaldan
priests indulge themselves to the brink of
hedonism
and
sometimes
beyond.
Though none of them would ever
intentionally harm someone else, they
occasionally do so by accident and a good

Rizaldi espouses the virtue of freedom


and its priests argue against any strictures
to it save one - freedom must be given to
all, and any act that restricts the freedom
of another cannot be taken. Rizaldans
often recklessly exploit their own freedom,
to the point of disgusting outsiders. For
example Rizaldans usually walk nude
within the confines of their own temples,
for why conceal the bodies the gods have
so perfectly made?

Rizaldi is unique among the four courts


for its lack of hierarchy.
A Rizaldan
temple has a floor plan that lacks
procession or altar. The temples are laid
out in radial around the deity statue and
no one person has status over the others.
While there are certainly priests that
maintain and guard the structure and fight
to defend the faith, they take no
prominence in prayer.
All are equal
before His Enchanting Lady and Her
Eternal Consort.

Cuane
Of the Waves, Lady of Dance.
Symbol: Right half of a heart
in the shape of a face.
Alignment: Red/Blue
Portfolio:
Love, The Sea,
Feminine Beauty, Dance

His Enchanting Lady - with that lesson in


hand teach love to all.

The Clergy

Cuane's personal following is a sorority there are no men in her following contrawise women do not follow Poen her
husband.
There is a duality between
these two orders, and many of the priests
and priestesses are married. Marriage is
not a contract between Rizaldans as it is
between dedicates of Aurnon. It
is a spiritual bond. Neither is
sexual contact exclusive to the
marriage, although it is still
somewhat
taboo
there
are
justifications. Adultery does not
carry the connotations of betrayal
among the Rizaldans that it does
in our culture or the followers of
Aurnon. This "free love" principle
is one of the strongest points of
Poen (left) and Cuanes
combined holy symbol.
contention between the courts.

Domains: Charm, Community, Family,


Liberation, Sea, Water
Favored Weapon: The Bow

The Power
His Enchanting Lady of the Roses, of the
waves, of the dances, of charm - Cuane
has many titles that Rizaldans use in front
of outsiders, but among them she is
simply "Cu." Her name comes from the
Liternanin Cu for "Love" and Anne
meaning "Grace," hence "Beloved Grace."
Cuane rules over the sea - and like it she
can be beautiful in her calm and terrible
when enraged.
Her depictions are
impossibly beautiful - for she is the
Goddess of Feminine Beauty. And with
the waves it is said that she invented and
is the Patroness of Dance.

The Ethos
Love. Do whatever the hell you want, but
love. Insure freedom for all and love.
Bring beauty to world, and do it with love.
You must learn to love yourself to truly
know how to love anyone else, including

Priestly vestments are bright


pink and blue ribbons that barely conceal
the wearer's breasts or genitals. Rose
and flower garlands complete the outfit
and have given rise to the nickname
"flower-children." Cuane's priests find the
nickname amusing, but far from formal.
Outside their temples the priestesses
dress to allure, but within the constraints
of the local culture and law.

History & Relationships


For as long as anyone can remember the
god and goddess of love have been tied
together in the Rizaldian mythos. To
speak of one without mentioning the other
is largely pointless for the two remain as
inseperable as they teach their priests to
be.
Cuane is the more vocal of the pair in
most tales, and she isnt shy about who
she considers friend or foe. She despises
Gintuse of the court of Aurnon but will
tolerate him to maintain a tenuous peace.
She considers the very mention of the
name Sekoon to be an affront and her
priests will attack his on site.

137

138

Poen

some areas give him a beard. It is rare to


see him or Cuane depicted alone - they
are almost always together.

The Ethos

Of the Skies, Lord of Song


Symbol: Left half of a heart in the shape
of a face.
Alignment: Red/Blue
Portfolio:
Love, The Sky, Bards,
Masculine Beauty, Music
Domains:
Air, Charm, Guardian,
Liberation, Music, Protection
Favored Weapon: Bow

The Power
Her Enchanting Consort is the title by
which
Poen
(Liternanin
meaning,
"Guards") is usually addressed, and it
implies that his is a secondary role in the
pantheon. This is partially true - Cuane
does most of the speaking for the two, but
his role is quite strong. All the waters of
the world flow into the sea, and all those
waters come from the sky - just as the
waters of a man flow into his spouse to
plant the seed of new life. Such sexual
metaphors are constant within Rizaldan
doctrine. Woman may hold the waters
from which new life springs, but man is
required to protect her especially when
she bears such burdens. Some sects also
hold that while a woman must give birth
to the body of a child her husband must
mediate at the same time in order to give
birth to the soul.
Poen rules all things that flow into the
sea from the sky. He is therefore Lord of
the Sky, though things within the sky are
the properties of other deities. He rules
the rivers and streams that flow to the
sea. The sound of their flowing gives rise
to the first music, and he is the Patron of
Music. Dance without Music is not whole,
and neither is Music without dance whole.
Two make one.
Poen is depicted as an impossibly
handsome man as befits his status as Lord
of Masculine Beauty. He is robust and
well formed, but not overly so. He is
usually depicted as clean-shaven, though

Love. Essentially the same as Cuane's


ethos - love others, but Poen also teaches
faith. One should not spend their seed
upon those whose potential children you
cannot care for or protect. Life is sacred.
It is the duty of women to create it, men
to protect it, and of both to serve it.
Poen's priests are the most forward
thinking on the island where women's
rights are concerned.

The Clergy
Poen is followed by a fraternity - no
women are in his direct following just as
no men follow his wife Cuane. Priestly
vestments are scarlet and deep blue and
are everybit as skimpy (often moreso) as
the garments worn by Cuane's following.

History & Relationships


There are those who underestimate the
lord of bards severly since he allows
Cuane to speak for him most of the time.
However, he does speak on his own behalf
when necessary, though he has never
been known to publically break with
Cuane. He keeps the same list of enemies
as she, and Sekoon God of Hate and
Strife is nearly always at the top of that
list.

Balaxa
Of the Smith, Lord of Craft
Symbol:
A
workman's
hammer
Alignment: Red/White
Portfolio: Crafts, Invention
Domains: Artifice, Creation, Knowledge,
Liberation, Metal
Favored Weapon: The Warhammer

The Power
The Lord of Artifice, Balaxa is the
craftman of the gods.
He is at least
partially responsible for the creation of
many of the artifacts wielded by his fellow
powers, and his priests have likewise
created many of the magic items that
exist in Telzoa. Balaxa rules over the
creative arts and the products of those
arts are highly sought by mortals and
occasionally even the gods.
Balaxa is depicted as an incredibly well
muscled blacksmith or weapon smith,
although occasionally he is depicted as a
painter or sculptor. He always has a thick
beard, piercing blue eyes and a powerful
figure.

The Ethos
Within the act of creation lies the renewal
of the world. When a new invention or
item is first used the world changes. As
an artisan, you are responsible to see to it
that such changes are for the good of all
mankind.

The Clergy
Balaxa is followed by artisans of all
callings and many of his clergy members
are likewise skilled artisans. His priests
regularly create magic items of varying
degrees of power - and those who would
seek to buy a magic item know that these
priests are often the first group to contact.
Priestly vestments are simple brown
tunics
over
white
breeches
and
undertunics. Most priests wear a belt that
holds the tools of their favorite craft.

History & Relationships


Balaxa is interested solely in creative
tasks and counts as his enemy those who
destroy his creations. This puts him in a
bit of a bind when devices of war are
pitted against devices of peace. Balaxa
rarely chooses to take sides instead
providing arms to all sides of a conflict so
long as they do not engage in destruction
for its own sake.

Seloku
Of the Merchants, Lord of
Coins
Symbol: A coin
Alignment: Red/Black
Portfolio:
Commerce, Travel
Messengers.
Domains: Liberation, Trade, Travel
Favored Weapon: The Mace

and

The Power
Seloku is the known as the Lord of Coins.
Within his purview are all matter of
exchanges made with the aim of profit by
one or both parties so long as they are
done in good faith. Seloku is a guardian
of travelers and roads. He is the sworn
enemy of Tharpoen, thieves and all who
would disrupt free trade.
Seloku is depicted in much the same
way as any merchant except that his
wealth abounds about him - coins are
often stacked all the way to the ceiling in
most paintings depicting him.
He has
shoulder length black hair and is usually
mustachioed.

The Ethos
Wealth promotes wealth. Gold should not
be horded - it should be invested in
ventures to gain ever more gold. Wealth
is not a matter of one person ending up
with everything - wealth creates more
wealth for everyone, but especially for
those who promote it's acquisition. A coin
in the pocket is as worthless as the lint to have value it must be used in trade.

The Clergy
Seloku's
priests
rank
among
the
wealthiest individuals on the islands. He
actually has temples of his own separate
from the rest of Rizaldi, and these
establishments function much as banks do
in our own world. Some of the priests
have even begun the practice of insuring

139

140
goods - though the profit in this is as yet
unproven.
In ceremony the clergy wear as much
gold as they can afford in jewelery and
other nick nacks. The main fabric of their
costumes are plain white with gold thread
coin designs upon them.
High priests
tend to wear silk instead of cotton.

History & Relationships


Perhaps one of the more pragmatic deities
of the Telzoan faith, Seloku has no qualms
about whom he deals with so long as the
basic needs of commerce are served.
Seloku tries to remain neutral as possible
in conflicts for while conflicts may
disrupt trade they also make an arms
merchants living. Unlike most of the
deities who have decided enemies Seloku
is at least on icy terms even with deities
such as Sekoon. As such he is usually
chosen to be Rizaldis ambassador to the
other courts whether he wants to be or
not.

+Terix
Of the Laughter, Lord
Fool
Symbol: An unmarked
Die
Alignment: Red
Portfolio:
Luck,
Chaos,
Rogues,
Madness, Trickery
Domains: Liberation, Luck, Trickery
Favored Weapon: The Blackjack.

The Power
Terix is depicted as a young child of
indeterminate sex with an ever-present
smile crawling across his face. Everything
is a delight to him, and his eyes are in
constant wonder.
Perhaps this is the
reason why he is constantly getting into
trouble. More likely it's because he lacks
any sense of control.

The Ethos
Have fun at any cost. Push life to it's
limits.
Living without pleasure is not
living at all. Bring humor to the world and
spread joy and laughter - even if this
means making some self-righteous boob
the butt of one or more jokes. Never let
an ego go by unscatched - teach the
arrogant the true value of humility
through humiliation.
But in all this
wildness, don't kill or seriously injure
anyone - you can't play anymore pranks
on them if that happens.

The Clergy
Many whisper that all of Terix's clergy are
insane - and while many of his devotees
are, not all of them could be certainly.
Can they? Terix's priests often serve as
jesters, entertainers and other never-dowells.
Bards that entertain by means
other than music often swear fealty to
Terix. Terix's clergy rarely gather in
ceremonies exclusive to themselves, and
beyond the carrying of the holy symbol of
the order an unmarked die - they do not
have anything approaching an organized
set of clerical vestments.

History & Relationships


Mad Terix is at the center of many a
bard's tale by fireside. Accounts of his
chicanery upon the other figures of the
pantheon, and even within his own court
are legendary and grow with each telling.
One tale recalls how he, spurned by
Cuane, cut off her hair and presented it to
the
other
gods,
much
to
her
embarrassment.
Almost all the other
gods have at least one run in with Terix,
and all of them tend to keep him at arms
reach least they become the target of his
next prank.
Despite his happy go lucky nature Terix
does have some confirmed enemies. His
hatred for Sekoon and his allies is
complete since they were responsible for
the death of Terix's mother, Tersha,
within the last century.

Damosi

about everyone, even their "ally" Shadrea.

I could stip the skin from his flesh, flay the flesh
from his bones, and bake his bones dry and still not be
satisfied that he had suffered enough.

The Damosin doctrine is one of rule by


oppression, fear and malice. Theirs is an
organized evil - rarely overt, but
dangerous nonetheless. And while there
are few professed clerics of the various
Damosin orders, there are more than
enough Rogues and Blackguards about
whom through the forwarding of their own
agendas further the agenda of the Court
of Hate.

~ +Griselda the Shaded.


The Court of Hatred reviles everyone and
everything around it, and has a knack for
receiving much the same treatment.
Damosi has a tenuous alliance with
Shadrea insomuch as the two courts avoid
getting in
each
other's
way
and
occasionally they will work together to
keep the Aurnon / Rizaldi alliance from
wiping them both from the landscape of
the Telzoan island.
While the precious few priests of this
order worry about this constantly, the
gods of this court seem to thrive with
comparatively little direct prayer or
worship. If a god's power is based on the
number of people that acknowledge their
existence though it is easy to see why this
court's deities continue to thrive even as
their followers flounder and rarely mount
any serious offensive against their sworn
enemies which include, incidently, just

By necessity Damosi is more or less


underground. As the traditional enemy of
the Rizaldan court it was drawn into
Telensitary's networks of myths. If there
was a deal cut by the deities involved at
this time no mortal is privy to it.
Damosi is not as underground as Court
Shadrea though.
In strife torn areas
temples to Apenca are frequently seen,
and the other four deities are never far
behind. Most Damosin sacred sites are
privately owned - for instance no
assassin's guild is complete without a
small shrine to Tharpoen.

Sekoon
The Black, Lord of Hate
Symbol: A black flame on a
red field
Alignment: Black/Red
Portfolio: Fire, Hate, Strife
Domains: Death, Destruction, Fire, Hate,
Infliction, Tyranny, War
Favored Weapon: Spear

The Power
No deity in the Telensitaran pantheon is
capacle of eliciting as strong a set of
reactions as Sekoon. While his power as
the god of fire is undeniable and his sway
over dark thoughts is irrefutable, Sekoon
is still rarely mentioned, and then either in
contempt or fear, and often both. Sekoon
has few clerics, but many men swear by
his name when cursing their enemies.

141

142
Occasionally, it is whispered, the Lord of
Hate answers their call.
Long ago it is said Sekoon had the
ability to take on a handsome young man
who could beguile anyone and turn the
hearts of men against each other at a
glance. While the legends conflict as to
why, it is known that currently Sekoon
cannot take any form that is pleasing to
the eye - outside of that restriction he can
(and does) take any form he wishes. His
favored form is a pillar of black fire. He is
not known to take any remotely human
looking form, neither is he depicted in
such forms in temple art.

the father of several major demon and


devil lords, some of which aspire to
become gods in their own right.

Te+la
The Bitch, Lady of Pain
Symbol: A barbed whip
Alignment: Black
Portfolio: Torture, Agony, Contempt
Domains:
Fury, Hate, Infliction, Pain,
Trickery
Favored Weapon: Whip

The Ethos

The Power

Love is a lie. Dreams are a lie. The truth


is to be found in the cold reality of hatred.
Hatred is a fire that can burn away all
weakness and temper the soul. Only a
coward forgives, only a fool sets his
differences behind. If someone offends
you, then they are your enemy. Enemies
are to be hated until the day they die and it is your duty to hasten the arrival of
that moment if you
can
without
compromising greater goals.

Tela has earned the tile of "Bitch Among


the Gods," by alienating virtually everyone
around her except her father, Sekoon, and
her few priests. Paranoid and prone to
lash out at anyone, including her own
faithful at the slightest provocation, Tela
represents all that is ugly in human
nature. She and her clerics share a love
in inflicting pain and agony upon others
frequently. Whatever hatreds, contempts
and fustrations cannot be taken out on the
source are usually taken out on hapless
victims.

The Clergy
Faith in Sekoon is rarely open. His priests
usually dodge the question when asked
about the source of their powers, or feign
being wizards and save their healing
magics for themselves. Then there are
those few clerics that are powerful enough
to not give a damn about who knows if
they are a cleric of the Black Lord.
In ceremony the clerics of Sekoon wear
dark grey robes trimmed in bright red fire
patterns.

History & Relationships


Sekoon rules Damosi by fear alone. Only
his daughter Tela is remotely close to him,
and his other children Sana, Char, and
Tharpoen stay apart from him much of the
time two even going so far as to join
other courts. Sekoon has also had liasons
with numerous demons and devils and is

Tela is depicted as a beautiful young


woman with a narrow scar that runs down
her right cheek - a wound given to her by
her sister Sana whom she tried to usurp
with her father's help. Sana has since
migrated to Court Shadrea.
Tela is
usually to be found carrying one or more
instruments of torture, and her face is
usually in glee from inflicting pain, or a
horrible scowl.

The Ethos
Do unto others before they do unto you.
Strike them and hurt them both physically
and emotionally - let them know that they
live only by your grace - a grace you will
dismiss at the slightest provocation or
failure on their part. As to those you
cannot control - kill them.

The Clergy
As with Sekoon, Tela's following is sparse
at best. The priests do keep in fairly good
contact with each other, but range far
afield lest they get on each other's nerves,
with usually fatal consequences.
In
ceremony the priests wear maroon robes
with black trim.

History & Relationships


Telas most prominent enemy is Rosalynn
who represents resistance to her attacks
and teachings of brutality. That said, few
if any deities call her friend. As
permiscuous as her father, Tela has
birthed several fiends of the lower planes
personally and has set them out to
torment the world of Carthasana and
others.

B+er+enash
The Fallen, Lord Strife
Symbol: A broken crown
Alignment: Black/White
Portfolio:
Tyranny,
Slavery, Oppression
Domains: Discord, Earth,
Hate, Nobility, Tyrrany
Favored Weapon:
The
Partisan

The Power

him are depicted as being


already slain, or enslaved.

tortured,

The Ethos
The weak exist only to serve the strong.
If something is weak you either control it
or kill it - anything else grants it more
honor than it deserves. Rule by fear - for
no other form of rule is consistent or
strong.
Show no weakness - or be
prepared to fall as a consequence of that
weakness.

The Clergy
Aside from Apenca, Berenash's clergy are
the most visible members of Damosi.
They are always scheming to gain control
of some group or power structure. The
ongoing Succession War has given them
many opportunities to thrive. In ceremony
Berenash's priests wear white robes with
silver trim.

History & Relationships


Father of Rosalynn, priests of Berenash
hunt the priests of his daughter with great
vigor in vengeance for the fall of the
deitys mortal empire. Berenash keeps
only allies of convenience and will betray
even long term acquaintences to advance
his goals. As such no deity in the
pantheon, even those in court Damosi,
trust Berenash or his following, but this
works just fine in the court where none of
the members trust one another.

Legend
holds
that
Berenash
once
controlled an empire of unimaginable
power in the centuries preceding even the
Malchani Empire (Though many scribes
believe this to be a boast).
Through
treachery or, some say, his own will his
empire fell apart and Berenash was taken
into the depths by Sekoon himself to
serve at the Black Lord's right hand.
Whatever the case, few doubt Berenash's
qualifications for the post.
The Lord of Tyranny, Berenash is
depicted in temple art as a resplendent
king to whom all bow. Those who oppose

143

144

Tharpoen
The Assassin, Lord Murder
Symbol: A dagger sheathed in a
vial of poison
Alignment: Black/Blue
Portfolio:
Conspiracy, Intrigue,
Murder
Domains: Death, Hate, Stealth
Favored Weapon: Dagger

The Power
Tharpoen is rarely mentioned directly in
any temple's literature, but he and his
agents are never far from the mind of any
deity or priest. Numerous times in the
past he has assassinated his fellow gods,
most recently Tersha - the former
Goddess of Luck and Insanity (portfolios
that fell to her son Terix). His priests
likewise tend to dispose of their enemies
quietly.
Tharpoen is the known as The Assassin,
a title that fits him well since he is also
Lord of Conspiracies and Intrigues. The
two go well together, especially when
coupled with his control of murder.
When Tharpoen is depicted at all in
temple art it is a shadowy, vaguely human
form with, occasionally, a dagger visible.

The Ethos
The foolish advertise their strength. The
wise strike silently from the shadows,
leaving no survivor and no clue as to the
identidy, let alone the strength of the
attacker. Let others take risks for you,
then reap the rewards through their
elimination while they are yet weak.

The Clergy
Most
of
Tharpoen's
followers
are
assassins, and his clerics make especially
potent members of that class once they
reach the requisite level to enter it.

History & Relationships


Son of Tersha, the former goddess of luck,
and Sekoon, half-brother to Terix,
Tharpoen has at least a macabre sense of
humor as befits his maternal lineage, and
his priests share this insofar as to make
sure that the assassinations they perform
have some ironic humor to the victims
death though this isnt required. So
while an assassin may poison food, an
assassin of Tharpoen would go to some
pain to make sure it was the victims
favorite food that contained the fatal
poison.
Both Tharpoen and his priests are fairly
insular available for hire but rarely
making any long lasting agreements.

Apenca
The Black Hand, Lady of
Vengeance
Symbol: A coiled black
viper
Alignment: Black/Green
Portfolio:
Retribution,
Revenge
Domains: Hate, Retribution, Strength
Favorite Weapon: Hand Ax

The Power
Known among detractors as Her Lady of
the Eternal Grudge, Apenca has a long list
of enemies befitting one known to never
forgive. This attitude of hers falls through
to her priests, many of whom would be
otherwise good souls were it not for a
persecution complex so deeply rooted in
their psyches that they lash out at any
they perceive to be wronging them.
Apenca rules over this hatred in all mens
hearts the third for revenge regardless
of its justification and regardless of the
slight.
Apenca is depicted as a ravenhaired lady
clad in full plate and holding an ax legends
call Milcarda.
She has recently been
depicted more and more often with

Sekoon, and some legends hold that the


two have married.

Shadrea

The Ethos

Shadows know the one secret the light shall never


pierce though it shall always foolishly believe Purity
is a lie.

Trust no one. Trust nothing. Everyone


has an agenda that is to pursued at your
expense. No one is truly benevolent they always have altruistic motives. Hurt
those that wrong you. Slay those who
threaten your life.
Punish the crime
before it can be done for thought alone
is guilt enough.

The Clergy
Apencas role in Damosi is a very uneasy
one for her clerics, then again they are a
group
that
has
enough
trouble
cooperating with each other let alone
with the other clerics in this court, and
given their choice of allies even a paladin
can understand their sense of paranoia.
There is a great deal of distrust between
Apencas flock and Tharpoens, and the
two keep apart as much as possible.
The clerical vestments of these priests
are emerald green with yellow accents.

History & Relationships


She of the eternal everlasting grudge has
very few friends. Apenca was Sekoons
first wife, though most of his children are
bastard children born to Tersha before she
was ultimately destroyed by Sekoon.
Apenca has slowly begun drifting away
from Sekoons influence since being
betrayed.
Historically Apenca was a much more
powerful deity than she is now, but
Sekoon managed to pull much of her
portfolios away and grant them to his
children. While Apenca still works with
Sekoon, she hates him deeply and above
all.

~ +Kerith
The enigmatic Court of Shadow, Shadrea
and its agents are feared by all other
courts. Little is known of the court by
outsiders beyond the identidy of the
deities which grant their spells and answer
their prayers. Their agendas, motives,
powers, resources and number are all
secret, and numerous murders of spies
and would be traitors have worked to
insure it will remain so.
Shadrea is sometimes known as the
Court of Whispering Death.
Where
Damosi destroys, Shadrea corrupts, and
for this reason more than any other all
four other courts have a healthy fear of
Shadrea, its lure and its power.
While the clergy of Shadrea may be
quite underground, its deities are not.
Indeed, three members of the court
Senda, Char and Kepho have at their
disposal some of the most powerful
portfolios for havoc and destruction. More
often then not they obliquely employ
these powers. Why then the clergy is
underground is not understood unless one
considers that they may be pursuing a
darker agenda still.
Shadrean doctrine is one of corruption.
Divide and conquer is a classic theme, and
more than one conflict between Aurnon
and Rizaldi can be laid at the feet of a
Shadrean agent. Their world of secrecy is
necessary to protect them not only from
their enemies, but also from each other.
Although Shadrea puts up a unified face,
they have a tendency to turn on each
other far more often than the other
courts.

145

146

Senda+

eventually it will consume and destroy


you. There is no light that does not know
the touch of shadow. Everything is or can
be corrupted it is only a matter of time
until this shall occur. Time itself began in
darkness, and it shall end that way.

Of the Night, Lady Black

The Clergy

Symbol: A near black


disk
with
solid
black eyes.
Alignment: Black
Portfolio: Darkness,
Shadow,
Night,
Corruption, Lies
Domains: Corruption, Darkness, Death,
Discord, Infliction, Shadow, Trickery
Favored Weapon: The Net

The Power
Lady Black has been Teans mortal enemy
since the beginning of time. The Goddess
of Darkness, Shadow and Night holds
great power, or at least fear throughout
the land, but her hold is never complete
banished
completely
by
day
and
weakened at night by Carthasanas three
moons. All the same, Telzoans have a
great deal to fear her and the malice that
is born within her soul.
Senda is depicted as a completely near
black
shadowy
form,
sometimes
humanoid, more often amorphous, with
two eyes that are even blacker than the
rest of her black form. If she is capacle of
other forms she has yet to adopt them.
She rarely speaks aloud, but her voice can
be heard as a whisper in the mind, the
little voice that encourages us all to do the
wrong thing is said to be of Sendas
design.

The Ethos
The weak are those which foolishly believe
that the world is clear and crystal if only
the light can be brought upon it. It is the
light that is the lie, the truth lies in
darkness, and it is far more frightening
than any fool can comprehend. Side with
the darkness and Senda will embrace and
protect you.
Fight the darkness and

Sendites are known to produce robes


which act as cloaks of elvenkind in any
amount of darkness, and they wear these
at all times. They are a very secretive lot
and tend to pose as priests of other gods
intentionally, that they might more easily
corrupt the foolish followers of other gods.
The faith is organized tightly despite being
mostly chaotic. Priests belong to circles of
two to twelve individuals, and the number
in any circle is always even.

History & Relationships


Senda is one of the oldest powers in the
pantheon along with her natural nemesis
Tean. The creation story told in most
areas of the world involves these two
powers. Though through the years many
powerful beings have arose, few can move
the people for good or ill quite as much as
the god of light and the goddess of the
night.

Ch+ar+
Of

Violence, Lord of
Storms
Symbol: A lightning bolt
afore a tornado.
Alignment: Black/Green
Portfolio:
Destruction,
Storms,
Malice,
Violence
Domains: Air, Corruption, Destruction,
Fire, Storm
Favored Weapon: The Hammer.

The Power
Char. The very name can send shivers of
dread and fear up the spine of the most

stalwart paladin.
The only deity of
Shadrea that does not know the meaning
of the word subtle, while he may be the
most visible of the Shadrean powers, his
priests have to be as secretive as possible
to survive the wrath of the many whove
lost lost loved ones to Chars tremendous
and near continual wrath.
Char could probably count his active
worshippers on one hand. That matters
little to him, cause nearly no one on the
island doesnt acknowledge his existence
and power, and he constantly reminds
them of it.
Volcanoes, Tornadoes,
Thunderstorms, Gales, Blizzards, and
natural disasters of all other kinds can be
blamed solely on Char, and he relishes in
it with great intensity.
Char is depicted as the legendary
Tarrasque, for it is said this beast is his
avatar and true form an unstoppable
engine of destruction with nothing but
malevolence for the world.
He holds
tornadoes of pure fire in his hands and
breaths lightning bolts out of his mouth.
Fortunately he has not been seen in this
form for centuries.

The Ethos
Destroy.
Any way.
Any means.
It
matters not. The world was created so it
could be destroyed. The mountains where
raised up to be broke down. The seas
where laid down to be evaporated away.
Nothing is eternal, so gain power in the
destruction of all things.

The Clergy
A character wishing to become one of
Chars five or so priests has his work cut
out for him in gaining followers, or staying
alive but it does happen on occasion.
There is one village in Creania that has a
priest and a following to Char the
villagers struggling to appease the god
and his priest lest the volcano less than
two miles away erupts killing them all.

History & Relationships


Another of Sekoon and Tershas violent
bastard children, Char has proven to be
far too uncontrollable for Sekoons taste
and he has been cast out of his court.
Senda has embraced him and not only
allowed him to do as he wishes but
actively aided and magnified his power by
adding storms to his initial powers over
volcanism. Char for the most part serves
as a distraction for the forces of good
the more attention his destruction garners
the easier a time Senda has in more
subversive destruction.

Sana
Of the Bleeding Field, Lady of the Sword
Symbol: A greatsword soaked in blood.
Alignment: Black/White
Portfolios: Aggressive War, Conquest,
Slaughter
Domains: Corruption, Metal, Retribution,
Strength, War
Favored Weapon: The Greatsword

The Power
Goddess of Attack and Slaughter, Sana
appears as an impossibly beautiful woman
in full plate but wearing no helmet, with
blood red hair and eyes. Despite her lithe
form she is incredibly strong and more
than a match for any who would fight her.

The Ethos
War is the means by which the strong cull
out the weak. It is to be encouraged, for
the survivors are always stronger because
of it. Peace is nothing more than a time
of rest between conflicts, and a rest that
need not be lengthy. War is truth of the
hatred of man unabashed, honest and
pure. Peace is a lie in its horrible light.

147

148
The Clergy
Sanas following is large, as befits a nation
at war.
She may not be personally
popular, but many of the champions of
her order have gained great popularity.
Her priests wear a red bandana into battle
to symbolize Sanas blood red hair and
wear no helmet. They charge furiously
into battle for it is a great honor to gain
the first kill in any battle.

History & Relationships


Sana is the daughter of Sekoon and was
in Damosi until he aided Tela in an
attempt to kill her. Though Sana was
victorious, she has become alienated to
her father and sister. Her hatred for them
is hotter than for any good aligned entity.
Cuvanill, the Goddess of Defense, is
Sanas usual antagonist.

Kepho

Kepho is depicted as a powerful lich


wielding a scythe who is willing to torture
any and all who would so much as annoy
him. The bodies of the dead and dying
each grasp at his tattered robes, and
decay
abounds
everywhere
in
his
presence.

The Ethos
Decay is the natural order of things.
Death is a release to be given only after
the cleansing torture of torment by
disease and pestilence.
Cling to your
gods, for if thou art false Kepho shall have
your very soul to torment for eternity.

The Clergy
The silent deathbringers that form Kephos
following are rarely seen, but said to
haunt graveyards looking for likely victims
for use in their nefarious schemes of
torture and revilement. They, like most of
Sendas following, wear solid black robes
with no adornment.

History & Relationships

Of the Depths. Lord Doom


Symbol: A blackened skull
Alignment: Black/Blue
Porfolio: Undeath, Disease, Pestilence,
Evil Souls, the Third Moon.
Domains: Corruption, Death, Undead
Favored Weapon: Scythe

The Power
Death is always feared, and that can be
seen merely by how much Matachas
priests unnerve folks in their travels. But
if Matachas good aligned followers
unnerve, Kephos following tends to scare
the hell out the commonfolk.
Kepho is the God of Unkind Death.
When one dies to pestilence or disease
Kepho is held to blame. His priests lurk in
the shadows, waiting to torture the souls
of the innocent even further by animating
their remains and forcing them into a
slavery beyond the grave.

One of the few ascended mortals in the


Telzoan pantheon, Kepho is the brother of
Matacha and became a god as a result of
her interference with his attempt at
merely becoming a lich. Kepho is
somewhat bemused at the situation and
does what he can to further his power and
further torment his sister. Kepho sees
himself as the lord of undeath, that his
powers can bring death to the living is a
mere convenient annoyance to his sister
and many of his enemies.

+Narisan+e
The

Whore,
Lady
Seduction
Symbol: A nude or a
black heart
Alignment:
Red /
Black
Portfolio:
Lust,
Seduction, Coercion
Domains: Charm, Corruption, Trickery
Favored Weapon: The whip

The Power
Narisane is the Goddess of Lust, seduction
and coercion. Secrets whispered atop
pillows over liquored minds are hers to
know and she is the guardian of all who
use sex in any means to control or profit
over others. She is the power over sex for
its own sake and more darkly, sex
without love but for selfish pleasure alone.
Though she holds an attractive lure, she is
indeed dark and due to her nature she
may be the most dangerous deity in the
Shadrean host, although she is not the
most powerful.

The Ethos
Lust is the truest weakness of the human
soul, and like all weaknesses it exists to
be exploited.
Pleasure is found in
exploitation and controlling others through
their emotions, thoughts, fears and
dreams.
Satisfy the dark urgings of
others, but leave them hungry for still
more at all times.

The Clergy
Most followers of Narisane are prostitutes.
While Telzoa has not historically had that
much of a taboo associated with this
profession, the fall of Narisane to
darkness and the changes it has incurred
in her following has begun to darken the
reputations of the Ladies of the Night.

History & Relationships


Self destructive and self serving to a
fault, Narisane is the twin sister of Arisane
the Queen of the Nymphs. Jealous of her
sister she concocted a means to scar her
permanently believing Cuane her mother
would be forced to make Narisane queen
since Arisanes beauty would no longer be
unearthly. Her plan backfired and her
parents expelled her from the court until
she repented. Instead she has fell into
Sendas fold to become more powerful still
and a dangerous corrupting force against
the power of love.

Siliani
The final court of Telensitary is Siliani, the
druidic court.
Concerned with the
maintanence of the natural world, the five
deities of this court remain somewhat
aloof
and
removed
from
the
machinizations and plots of the other four
members of the court. Its deities also
remain the most popular with the country
folk that are far more dependent on their
whims.
As its nickname implies, only druids act
within Siliani. There are no clerics in this
court, so there is no need to detail the
domains granted by the deities of this
court.

Basia
The Lord of the West
Wind
Symbol: A brown disk
with a withered leaf.
Alignment: Green/Red
Portfolio: Autumn, The
West Wind, Drought.
Favored Weapon: The Staff.

The Power
Lord Basia rules the chaotic withering
touch of drought that usually comes
during the early fall preceeding the

149

150
harvest.
His time is one of great
splendor, especially of color.
Basia is
sometimes depicted as a mad painter as a
result of the turning leaf colors. More
often he is shown as an emancipated old
man with badly chapped lips and the
symptoms of dehydration.

Dam+nisu

The Power
The
Summerlord
has
become
progressively weaker both in following and
in power in the last century.
Char is
suspected to be the culprit, as the
portfolios of the two have left them in
great conflict since the Siliani entered
Telensitary. If Tethas does fall he would
not be the first deity to do so over time.
All the same, Tethas is the ruler of the
south winds and the rain that comes on
them. At one time the violence of the
summer thunderstorms was his to claim,
but Char has since subsumed that identidy
in the pantheon.

The Lord of the East Wind


Symbol: A blue disk with
a green leaf
Alignment: Green/Blue
Portfolio:
Spring, The
East
Wind,
Mysts,
Renewal
Favored Weapon: The
Dart.

Sere+
The Power

The Springlord is one of the most popular


of the deities of Telensiarty.
He is
considered a god of hope and birth as well
as his official positions of Spring and
Renewal. Damnisus rise in power has, it
is rumored, led to some clerics following
him in addition to druids, but as of yet
such individuals have yet to be found. For
now the druids themselves are quiet on
the issue, though there are many druids
that are unduly loyal to the myst lord.

+Te+thas
The Lord of the South
Wind
Symbol: A black disk
with a rain drop.
Alignment:
Green/White
Portfolio:
Summer, The North Wind,
Rain
Favored Weapon: Scimitar

The Lady of the North


Wind
Symbol: A white disk
with a snow flake
Alignment:
Green/Black
Portfolio: Winter, The North Wind, Cold
Favored Weapon: The Mace

The Power
Lady Sere is known in most of Telzoa as
the Bitch Queen of the North. Easily the
most well known of the druid deities
even among those who do not worship her
directly, Sere has managed to defend her
portfolio against Chars incursions into
natural calamities far better than her
counterpart Tethas has. This may be due
to the fact that she is easily as ruthless as
Char when driven to rage, and she is far
more patient.
The wrath of Sere is
something that no Telzoan jokes about,
for snowfalls on the island of up to a foot
are not unknown and the past few winters
have been especially harsh and viscious.

Tiania

Oralea

Her Lady of the Eternal


Circle
Symbol: An unadorned
disk
Alignment: Green
Portfolio: Cycles, The Natural World, The
Second Moon.
Favored Weapon: Scimitar

The Seer, Fate


Symbol: Unknown.
Alignment: Blue
Portfolio: Time, Fate, Prophecy.

The Power
Known as the Silent Mother, Tiania is the
most powerful deity in Court Siliani and
one of the most powerful deities in the
whole pantheon. Yet she is quiet. Beyond
granting spells to druids she does not
communicate to the outside world at all.
Auguries and other divinations done by
druids are always answered by one of the
four gods of the winds Tiania herself
never speaks. All the same the belief in
her existence remains strong, and some
druids maintain that she does speak if
you know how to listen to the world all
around you.

Fate & Magic


Two
of
Telensitarys
deities
arent
associated with a court. Each of them
rules powerful portfolios that require their
utmost neutrality in the affairs of mortals.
Although clerics and the common folk
refer to them often and sometimes
beseech their favor, they each lack a
following in the sense that the other
deities have priesthoods. Indeed, each of
them has only one priest each, individuals
so unique that the details of their prestige
classes are detailed with them.

The Power: As goddess of time, at least


as mortals understand the concept, Oralea
is a goddess apart from all the others.
She is alone among the gods in being able
to see the future perfectly, or rather she
sees all futures that might occur. She
holds in her hands the fate of all mortals
and, some whisper, all gods as well. All
the other gods respect her if not fear her
outright, and even the likes of Char and
Sekoon have never dared reproach her,
even for a moment.
Oralea is served by The Oracle, a
prophetess who holds court in the Valley
of the Gods far to the west of Dalsundria
proper on the side of Mt. Calnis, the
highest mountain on the island. This area
is known to be inhabited by some of the
most treacherous creatures in the world,
and many adventurerers who have sought
out The Oracle, whoever and whatever
she is, have never returned.

Pek+tos
Lord Mage
Symbol: Unknown
Alignment: White,Blue,Black,Red,Green
Portfolio: Magic, Knowledge Unknown,
The Supernatural.

The Power
While Pektos claims no titles, he holds
many names in the references of wizards
and other spellcasters everywhere. He is
known as the Master of the Craft, Lord of
Wizards and to a few as the One True
Spell. The scope of his powers is known
to none, and it is said that mystery lies at

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152
the core of his being and that of magic so
much so that if magic where ever fully
understood, Pektos would be destroyed.
Whatever truth or fiction lies in this
witticism, it is known that Pektos is the
most
secretive
of
the
deities
of
Telensitary. He seems unconcerned with
the activities of all the other deities.
Perhaps he shouldnt be as he commands
the very energies they use to garner
worship.
Pektos has no known priest at all, which
makes him the only power in Carthasana
that is completely removed from the
restriction of belief. Or perhaps it is the
belief in magic itself that makes it possible
for Pektos to exist without any priesthood
whatsoever.

Pentalism
The religion of Pentalism, in contrast to
Telensitary, has only five deities of
roughly equal powers.
Pentalism is a
highly aggressive religion, with its roots in
the Estarian Empire. Founded by Gregory
the Clark c. 300 SR, it has since grown to
become the state religion of that empire.
 Landala: Goddess of Fire and Law,
Landala is known as the Light of Truth.
Her priests are referred to as Heresy
Examiners, and they have a great deal
of power and influence in the Estarian
Empire, where they all but control the
courts. Landalas alignment is white /
red grants spells from the domains of
Charm,
Earth,
Fire,
Luck,
and
Retribution. Her favored weapon is
the morningstar.
 Indralia:
Indralia rules the
soothing winds and air. She is also
the manifest power behind those
forces when they show her rage,
which is rare but awful to behold.
Seen as a healer and teacher, it is
the priests of Indralia which are
most likely to be found in Telzoa acting as the vanguard of the
Pentalist teachings. They have been
met in Telzoa with suspicion and
hatred by the native priests, even to
the point of being executed by
Aurnonian priests. She is aligned
white / green and her favored
weapon is the quarterstaff.
She
grants domain spells from Aid, Air,
Community, Healing, Protection, and
Renewal.
 Tala:
The Pentalist Goddess of
Water and Chaos, Tala is the
trickster but also the warrior of the
pantheon. She is blue / white in
alignment and her favored weapon
is the longsword.
She grants
domain spells of Animal, Family,
Guardian, Plant, Storm and Water.
 Sadier: Sadier is the God of Earth
and the dead in Pentalist lore. He
rules over all of the fallen souls of

the world (so the Pentalist say) and


punishes heretics above all others. He
is black / white in alignment and his
favored weapon is the Scythe.
He
gives domain spells from Darkness,
Death, Destruction, Liberation, and
Undead.
 Paltos: The Mediating One, Paltos is
the deity that keeps the other four
focused on their common goal of
destroying all competing religions.
Paltos is Blue aligned only and grants
spells from the domains Air, Magic,
Travel, Trickery, and Water.

Courts of
Night & Day
Elves follow a faith hinged on the passage
of power between the Seelie and Unseelie
courts. Each court has five members.
According to the Elven faith there was
once only five deities, but during an
ancient battle with the goblins the carnage
was so great that madness consumed the
elven gods. To save their sanities each of
them split in half.
In the interceding
years each of these deities have become
more polarized from their counterpart.
Elven priests warn of the danger of
forgetting either side of their nature
altogether, and it is often during the
equinox festivals that elves will indulge
their "darker selves" (or lighter selves as
the case may be). During such times
elven priests and other oath-bound
characters are often set free from normal
obligations - and many tales are
whispered of dark elven revenges taken
on these nights, known as Samial, which
is in the spring, and Dramial, which is in
the fall.
Elven seelie deities grant spells from the
green, white and red alignments. Unseelie
deities grant spells from the black, red
and green alignments.

The Seelie Court


 Januel the Guardian. His people are
the green elves.
He oversees the
cycles of the world and this includes
the transition of his court's power to
that of the Unseelie court during the
Dramial. He rules all three moons,
and in artistry these globes circle his
head as ioun stones.
His favored
weapon is the longsword. He is green
aligned and grants spells from the
domains Animal, Elf, Family, Plant, and
Sun.
 Alsiar the Keeper of the Tomes.
His people are the Kindani. He guards
the elven peoples and bids his people
do the same. A scholar, historian and
warrior, Alsiar is a strong proponent of
applying the lessons of the past
towards the future.
His favored
weapon is the spear. He is green/blue
anligned grants spells from the
domains of Elf, Healing, Knowledge,
Magic, and Sun.
 Panial is the trickster and rapscallion
of the seelie court. His people are the
Crystali. Nothing is certain about this
deity, even its sex. Laughter, song
and dance - the frolic for which all
elves are so well known are his
province. His favored weapon is the
staff. He is red/green aligned and has
the domains Elf, Liberation, Luck, Sun,
and Trickery.
 Frey is the captain of the grey fleet
which takes the souls of the elves to
their heavenly rewards. His people
are those rare few Duransi who have
chosen to shun their Unseelie ways. A
somber deity, he speaks only in
whispers, as do most of his priests His
favored weapon is the long sword. He
green/white aligned and grants spells
from the domains of Elf, Rest, Sea,
Sun, Water.
 Warrick is the violent elven god of
war. Overly jolly in the face of the
slaughter of the field, Warrick is said
by his detractors to represent the
worst of a people - their capacity to

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154
destroy sentient life. Warrick's priests
often retort, "since when did goblins
count as sentient?" Warrick favors the
great sword (The better to dice orcs
with). He is red/green aligned and
grants spells from the domains of Elf,
Protection, Strength, Sun, and War

The Unseelie Court


 Imlocrin the Disruptor.
He who
brings about the end of all things.
Imlocrin, and most of the rest of the
Unseelie court have no real claim to
any of the elven races, but he is most
strongly opposed to Januel.
He
oversees the activities of the Unseelie
Court and begrudgingly surrenders its
authority during the Samial. He is
Black/Red aligned and grants spells
from
the
domains
Darkness,
Destruction, Elf, Fire, and Storm.
 Trishdare is the liar. He is seeks to
destroy the world's knowledge and
bring ignorance to the world. He is
Black/Green aligned and favors the
longsword and grants spells from the
domains of Charm, Darkness, Elf,
Luck, and Trickery.
 Lirashnal is the thief. The exploiter
of the weak and defenseless, usually
by treachery and always by some form
of trickery. He keeps the followers of
Panial at particular unease since he
and his followers love to imitate and
implicate Panial in their schemes. His
favored weapon is the dagger. He is
Blue/Black aligned and grants spells
from the Corruption, Darkness, Elf,
Shadow, and Stealth domains.
 Belandra the Bitch Queen is the
seductress who lures elves to embrace
their seelie natures with a promise of
an eternity in this realm. Elven player
characters are more likely to come into
conflict with priests of this deity than
any other. She is black aligned and
her favored weapon is the sickle. She
grants spells from the domains Charm,
Corruption, Darkness, Elf, and Hate.

 Grimwall is the Unseelie aspect of


Warrick.
Where Warrick and his
following engage in chivalrous warfare,
Grimwall has a take-no-prisoners
anything goes approach.
His only
redeeming quality is said to be his lack
of subtlety once he is striking. Before
he strikes is the problem - Grimwall is
a master of ambush. He is red/green
aligned and He favors the longbow.
He grants spells from the domains of
Darkness, Elf, Guardian, Retribution,
and Strength.

The Glory of
Ancestors
Dwarves engage in what is essentially an
elaborate form of ancestor worship. Each
clan, during ceremonies, recites the
names of all the members passed and
sings the tales of their glory. At the head
of the ancestry are three powers presiding
over the cycle of life in this world.
 Freyalis is the eternal mother, with
power over birth and renewal. When
forced to protect her children she
relies on the mace. She is green and
white in alignment. She grants spells
from
the
domains
Ancestor,
Community, Dwarf, Family, Guardian,
Healing, and Renewal.
She is the
mother of the following two deities.
 Dulthos is the keeper of the secrets
under the mountain and the protector
of the dwarven race. He is a warrior
first and foremost, and distrustful of all
other races and their gods. He is also
somewhat implacable and plodding.
His favored weapon is the dwarven
waraxe and he is aligned red, green
and white. He grants spells of the
Cavern,
Dwarf,
Earth,
Metal,
Protection,
Strength,
and
War
domains.
 Nalru is the slayer, the lord of greed.
Sometimes known as the dark twin of
Freyalis, he rules over death and his
touch is feared by all dwarves. His
favored weapon is the spear and he

aligned red, black and blue. He grants


spells of the Ancestor, Darkness,
Death, Destruction, Dwarf, Earth, and
Undead domains. Nalru, in practice,
has almost no priests, but dwarves
constantly try to appease him and
pray that he gives the souls of their
loved ones a safe journey to the
underworld.

Dance of Seasons
Gnomes have a set of four deities, each
which rules a season. Gnomes are curious
in that they do not maintain set holy days
based on any pattern humans recognize.
However, most of the time this is due to
the fact that the gnomish calendar is
insanely complex - taking 250 human
years to complete a cycle.
 Sanshan is the Goddess of the Spring.
She rules the Air and the breeze.
Depicted as a beautiful little girl

gnome, Sanshan is sometimes called


the giggler by outsiders. She favors
the staff as a weapon and she is
aligned black / green.
She grants
spells from the domains of Air, Family,
Gnome, Healing, and Trickery.
 Calruldal rules Summer and the Sun.
He is a golden colored gnome who,
during the night, works long hours in
his shop working on gizmos and
gimcracks. He thus embodies the well
known (and occasionally feared) spirit
of gnomish inventiveness. His favored
weapon is the crossbow and he grants
spells in the domains of Gnome,
Knowledge, Creation, Fire, Sun. He is
aligned black / white.
 Fas is the Goddess of Autumn.
Depicted as a mad painter, Fas loves
to display her abstract brilliance in the
leaves of the world.
Despite the
chaotic appearance of her works
though, she is very methodical. She is
aligned black / red and she favors the
dagger.
She grants spells of the
domains of Animal, Earth, Gnome,
Magic, and Plant.
 Elrico is the Keeper of Winter. The
Gnomic God of Endings is despised by
the race that believes in him, but his
position
in
the
pantheon
is
unquestioned. He is aligned black /
blue and favors the dagger.
The
Gnomes who follow him are granted
spells from the domains of Darkness,
Death,
Destruction,
Gnome,
and
Water.

The Spirit Mother


Oyasini follow an entity known as Ooyasshandra, who is there sole deity. They
view the rest of the gods of the world as
mere spirits that have gotten full of
themselves
in
asking
for
worship.
Ooysashandra embodies all five colors of
magic she grants spells from the
domains: Air, Community, Earth, Family,
Fire, Halfling, Protection, Purity, and
Water.

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156

Equipment
The stage of the D&D game has
traditionally been the middle ages, but the
Dusk setting is patterned after Ancient
Greece. This means that many of the
items that exist in a typical D&D game
have yet to be invented locally and arent
in common use. This doesnt mean they
wont show up plane hopping can and
does occur between Carthasana and more
technologically advanced worlds, but
these items will not be as common as they
are elsewhere. The tables in this book
contain the presence rating of each item
from the PHB and some weapons are
shifted from being martial to exotic due to
their rarity.

Equipping a
Character
The equipment of a starting character is
determined by his starting class as
outlined in the PHB. All characters start
with a light Chiton (or toga among
dwarves and gnomes), a pair of sandals, a
belt (male) or sash (female) and clips that
hold the garmet in place. Chitons and
togas are little more than a specially cut
sheet. The can be worn in a variety of
ways depending on what the wearer is
doing and their sex as women tend to
wear chitons which drape down to the
ground and men tend to wear them at
knee length. In winter the character will
also have a heavy super-chiton to ward
off the cold that is worn over a normal
chiton.

Availability
Items have a presence DC. If a character
seeks an item the location he is in must
be able to hit this DC for the item to be
present in the town. See the gather
information skill description for more

information. Note that if an items


presence DC is less than the locations
bonus to the roll the item is automatically
present.

Wealth & Money


For convenience this book continues to
refer to item prices in copper, silver and
gold pieces, but be aware that this is an
abstraction that serves to speed up play
in the campaign world itself many
different coins from a numerous areas are
around. Outside the cities and nations of
their origin their buying power is
determined by their metallic content.
What follows are the coins most common
in the nation of Dalsundria other
countries will have other coin systems
present.
The most common coin is the tundred.
Printed during the reign of Otal I for a 200
year span up until the reign of Queen
Anne, these pieces are still in fairly large
circulation in the larger cities. The tundred
is composed of silver, but it has the
buying power of the D&D gold piece. It is
about 1 inches across and weighs 1
ounce.
Egrets are the next most common coin.
They are also made of silver, but are
thinner and and only a third of an inch
across. It takes 10 egrets to meet a
tundred and the egret is analogous to
the D&D silver piece.
Darvals are the same size as the egret
but they are made of copper. They hold
the value of a D&D copper piece. And it
takes 10 of them to make an egret.
Finally there is the extremely rare tarvel
piece, which is as large as a tundred but
slightly thicker and is worth 100 tundreds.
Trade bars are the largest type of
wealth. These are valued by their wealth
and have been seen in sizes of up to 100
onces in weight, and worth some 20,000
tundred pieces each. The most famous of
these are the talents which have a
certified value of 10,000 tundred.

Table 5-1: Weapons


Cost
Dmg (S)
Simple Weapons, Light Melee
Dagger
2 gp
1d3
Knife
1 gp
1d3
Mace, light
5 gp
1d4
Sickle
6 gp
1d4
Simple Weapons, One-Handed Melee
Club

1d4
Mace, heavy
12 gp
1d6
Morningstar
8 gp
1d6
Shortspear
1 gp
1d4
Simple Weapons, Two-Handed Melee
Longspear
5 gp
1d6
Quarterstaff

1d4/1d4
Spear
2 gp
1d6
Simple
Weapon,
Ranged
Dart
5 sp
1d3
Javelin
1 gp
1d4
Sling

1d3
Bullets, sling (10)
1 sp

Martial Weapons, Light Melee


Axe, throwing
8 gp
1d4
Hammer, light
1 gp
1d3
Handaxe
6 gp
1d4
Pick, light
4 gp
1d3
Sap
1 gp
1d4
Shield, light
special
1d2
Spiked armor
special
1d4
Spiked shield, light
special
1d3
Sword, short
10 gp
1d4
Martial Weapons, One-Handed
Battleaxe
10 gp
1d6
Flail
8 gp
1d6
Longsword
15 gp
1d6
Pick, heavy
8 gp
1d4
Shield, heavy
special
1d3
Spiked
shield, special
1d4
heavy
Trident
15 gp
1d6
Warhammer
12 gp
1d6
Whip
1 gp
1d2
Martial Weapons, Two-Handed
Greataxe
20 gp
1d10
Greatclub
5 gp
1d8
Flail, heavy
15 gp
1d8
Greatsword
50 gp
1d10
Lance
10 gp
1d6
Scythe
18 gp
1d6
Net
20 gp

Martial Weapons, Ranged


Arrows (20)
1 gp

Bow, normal
30 gp
1d4
Bow, +1 pull
50 gp
1d4
Bow, +2 pull
75 gp
1d4
Bow, +3 pull
100 gp
1d4
Bow, +4 pull
150 gp
1d4
Bow, +5 pull
200 gp
1d4

Dmg (M)

Critical

Range

Weight

Type

Pres. DC

1d4
1d4
1d6
1d6

1920/x2
x2
x2
x2

10
10

1
1
4
2

lb.
lb.
lb.
lb.

P
S
B
S

10
5
10
5

1d6
1d8
1d8
1d6

x2
x2
x2
x2

10

20

3
8
6
3

lb.
lb.
lb.
lb.

B
B
B/P
P

0
10
15
5

1d8
1d6/1d6
1d8

x3
x2
x3

20

9 lb.
4 lb.
6 lb.

P
B
P

10
0
5

1d4
1d6
1d4

x2
x2
x2

20
30
50

1/2 lb.
2 lb.
0 lb.
5 lb.

P
P
B

10
10
5
10

1d6
1d4
1d6
1d4
1d6
1d3
1d6
1d4
1d6

x2
x2
x3
x4
x2
x2
x2
x2
1920/x2

10
20

2 lb.
2 lb.
3 lb.
3 lb.
2 lb.
special
special
special
2 lb.

S
B
S
P
B
B
P
P
P

10
5
5
5
5
10
15
10
10

1d8
1d8
1d8
1d6
1d4
1d6

x3
x2
1920/x2
x4
x2
x2

6 lb.
5 lb.
4 lb.
6 lb.
special
special

S
B
S
P
B
P

15
15
15
10
15
15

1d8
1d8
1d3

x2
x3
x2

10

4 lb.
5 lb.
2 lb.

P
B
S

15
15
10

1d12
1d10
1d10
2d6
1d8
2d4

x3
x2
1920/x2
1920/x2
x3
x4

10

12 lb.
8 lb.
10 lb.
8 lb.
10 lb.
10 lb.
6 lb.

S
B
B
S
P
P/S

15
0
15
20
15
15

1d6
1d6
1d6
1d6
1d6
1d6

x3
x3
x3
x3
x3
x3

60
60
60
60
60
60

3
2
2
2
2
2
2

P
P
P
P
P
P

5
10
15
20
25
30

lb.
lb.
lb.
lb.
lb.
lb.
lb.

All weapons not on this list but in the PHB or any other sourcebook are exotic weapons in
the Dusk setting.

157

158
Table 5-2: Armor & Shields
Armor

Light armor
Padded
Leather
Studded leather
Chain Chiton
Medium armor
Hide
Scale mail
Breastplate, Bronze
Heavy armor
Splint mail
Banded mail
Breastplate, Iron
Shields
Buckler
Shield, light wooden
Shield, light bronze
Shield, heavy wooden
Shield, heavy bronze
Shield, tower

Cost

Bonus

Max
Dex

Armor
Check
Penalty

Spell
Failure

Speed
(S/M)

Presence
DC

Weight

5 gp
10 gp
25 gp
100 gp

+1
+2
+3
+4

+8
+6
+5
+4

0
0
1
2

5%
10%
15%
20%

20/30
20/30
20/30
20/30

5
10
15
20

10
15
20
25

15 gp
50 gp
200 gp

+3
+4
+5

+4
+3
+3

3
4
4

20%
25%
25%

20/15
20/15
20/15

5
10
15

25 lb.
30 lb.
30 lb.

200 gp
250 gp
600 gp

+6
+6
+7

+0
+1
+0

7
6
7

40%
35%
40%

20/15
20/15
20/15

15
20
25

45 lb.
35 lb.
50 lb.

15 gp
3 gp
9 gp
7 gp
20 gp
30 gp

+1
+1
+1
+2
+2
+43

+2

1
1
1
2
2
10

5%
5%
5%
15%
15%
50%

10
10
15
15
20
20

5 lb.
5 lb.
6 lb.
10 lb.
15 lb.
45 lb.

lb.
lb.
lb.
lb.

Table 5-3: Adventuring Gear


Item
Backpack
(empty)
Barrel (empty)
Basket (empty)
Bedroll
Bell
Blanket, winter
Block and tackle
Bottle,
wine,
glass
Bucket (empty)
Caltrops
Candle
Canvas
(sq.
yd.)
Case, map or
scroll
Chain (10 ft.)
Chalk, 1 piece
Chest (empty)
Crowbar
Firewood
(per
day)
Fishhook
Fishing net, 25
sq. ft.
Flask (empty)
Flint and steel
Grappling hook
Hammer
Ink (1 oz. vial)
Inkpen
Jug, clay
Ladder, 10-foot
Lamp, common

Cost
2 gp

Wt.
2 lb.

Pres.DC
5

2
4
1
1
5
5
2

gp
sp
sp
gp
sp
gp
gp

30 lb.
1 lb.
5 lb.

3 lb.
5 lb.

5
5
0
10
0
10
5

5
1
1
1

sp
gp
cp
sp

2 lb.
2 lb.

1 lb.

5
15
5
5

1 gp

lb.

15

30 gp
1 sp
2 gp
2 gp
1 cp

2 lb.

25 lb.
5 lb.
20 lb.

20
5
10
10
0

1 sp
4 gp

5 lb.

5
5

3
1
1
5
8
1
3
5
1

1 lb

4 lb.
2 lb.

9 lb.
20 lb.
1 lb.

5
15
15
5
15
0
5
5
10

sp
sp
sp
sp
gp
sp
cp
cp
sp

Item
Mirror, small tin
Mug/Tankard,
clay
Oil
(1-pint
flask)
Parchment
(sheet)
Pick, miners
Pitcher, clay
Piton
Pole, 10-foot
Pot, iron
Pouch,
belt
(empty)
Ram, portable
Rations,
trail
(per day)
Rope, hempen
(50 ft.)
Sack (empty)
Sealing wax
Sewing needle
Signal whistle
Signet ring
Sledge
Soap (per lb.)
Spade or shovel
Tent, single
Tent, 2 man
Tent, pavillion
Torch
Vial,
ink
or
potion
Waterskin
Whetstone

Cost
10 tp
2 dp

Weight
1/2 lb.
1 lb.

Pres. DC
15
5

1 ep

1 lb.

2 ep

15

3
2
1
2
1

10 lb.
5 lb.
1/2 lb.
8 lb.
10 lb.
1/2 lb.1

5
5
5
0
15
5

10 tp
5 ep

20 lb.
1 lb.1

10
5

1 tp

10 lb.

1 ep
1 tp
5 ep
8 ep
5 tp
1 tp
5 ep
2 tp
10 tp
15 tp
30 tp
1 dp
1 tp

1/2 lb.1
1 lb.

10 lb.
1 lb.
8 lb.
20 lb.1
30 lb. *
50 lb.
1 lb.
1/10 lb.

5
5
5
10
20
10
5
5
10
10
15
5
15

1 tp
2 dp

4 lb.1
1 lb.

5
5

tp
dp
ep
tp
tp

Table 5-4: Special Substances & Items


Item
Acid (flask)
Alchemists fire
(flask)
Antitoxin (vial)
Everburning
torch
Holy
water
(flask)
Smokestick
Sunrod
Tanglefoot bag
ThundersCtone
Tindertwig

Cost
10 gp
20 gp

Wt.
1 lb.
1 lb.

Pres.DC
15
15

50 gp
110 gp

1 lb.

15
20

25 gp

1 lb.

15

20 gp
2 gp
50 gp
30 gp
1 gp

lb.
1 lb.
4 lb.
1 lb.

20
20
20
20
20

Table 5-5: Clothing


Item
Chiton,
full
length
Chiton,
half
length
Chlamydon
Chlamys
Fibula
Himation, large
Himation, small
Petasos
Sandals

Cost
2 sp

Wt.
2 lb.

Pres. DC
5

1 sp

2 lb.

1 sp
2 sp
5 sp
2 sp
1 sp
1 sp
1gp

1 lb.
2 lb.

2 lb.
1 lb.
1 lb.
1 lb.

5
5
5
5
5
5
5

Table 5-6: Mounts & Related Gear


Item
Bit and bridle
Dog, guard
Dog, riding
Donkey or mule
Feed (per day)
Horse
Horse, heavy
Horse, light
Pony
Warhorse,
heavy
Warhorse, light
Warpony
Saddle
Stabling
(per
day)

Cost
2 gp
25 gp
150 gp
8 gp
5 sp

Wt.
1 lb.

10 lb.

Pres. DC

200 gp
75 gp
30 gp
400 gp

20
15
15
20

150 gp
100 gp
5 gp
5 sp

5 lb.

15
15
15
10

5
5
15
5
0

Table 5-7: Transport


Item
Cart
Trimere
Rowboat
Oar
Sled
Wagon

Cost
15 gp
30,000 gp
50 gp
2 gp
20 gp
35 gp

Weight
200 lb.

100 lb.
10 lb.
300 lb.
400 lb.

Pres. DC
15
25
15
10
15
15

Table 5-8: Tools & Skill Items


Item
Alchemists lab
Artisans tools
Artisans tools,
masterwork
Climbers kit
Disguise kit
Healers kit
Holly
and
mistletoe
Holy
symbol,
wooden
Holy
symbol,
silver
Hourglass
Musical
instrument,
common
Musical
instrument,
masterwork
Scale,
merchants
Spell
component
pouch
Spellscroll,
wizards
(blank)
Thieves tools
Thieves tools,
masterwork
Tool,
masterwork
Water clock

Cost
500 gp
5 gp
55 gp

Wt.
40 lb.
5 lb.
5 lb.

Pres. DC

80 gp
50 gp
50 gp

5 lb.
8 lb.
1 lb.

15
15
15
0

1 gp

25 gp

1 lb.

15

25 gp
5 gp

1 lb.
3 lb.

20
10

100 gp

3 lb.

20

2 gp

1 lb.

15

5 gp

2 lb.

10

15 gp

3 lb.

25

30 gp
100 gp

1 lb.
2 lb.

15
25

50 gp

1 lb.

15

1000 gp

200 lb.

25

25
15
25

Table 5-9: Food, Drink & Lodging


Item
Ale
Gallon
Mug
Banquet
(per
person)
Bread, per loaf
Cheese, hunk of
Inn stay (per
day)
Good
Common
Poor
Meals (per day)
Good
Common
Poor
Meat, chunk of
Wine
Common
(pitcher)
Fine (bottle)

Cost

Wt.

Pres. DC

2 sp
4 cp
10 gp

8 lb.
1 lb.

5
5
5

2 cp
1 sp

lb.
lb.

0
5

2 gp
5 sp
2 sp

15
10
5

5
3
1
3

lb.

15
10
5
5

2 sp

6 lb.

10 gp

1 lb

10

sp
sp
sp
sp

159

160
Clothing
Descriptions
Telzoan clothing is composed of a
relatively small number of items that can
be combined, draped, and built in a huge
variety of ways. A beginning character
starts with one outfit. The prices given in
Table 7-6 reflect the simplest versions of
these outfits more expensive cloths,
dyes and weaves can increase the cost of
clothing considerably.
 Chiton, full length: Chitons are the
most common Dalsundrian outfit.
Formed from rectangular cloth,
chitons may or may not have
sleeves depending on the style of
the area. The garment is held in
place using girdles and fibulas.
When worn by men chitons
usually are cut off at the knees,
while womens chitons are full to
the ground. However, the garment
can be adjusted with an overfold at
the girdle (or girdles in the case of
men, who often wore two).
Military chitons, especially chain
chiton armor, are sown to fit rather
than being held in place by pins.
 Chlamydon: A shawl like item
worn by women.
 Chlamys: Similar to a mantle, this
item is most frequently worn by
travelers and drapes over one
shoulder.
 Fibula: Pins used for holding
garments in place, often looking
like safety pins or c clasps. Larger
Fibula can be used as weapons
dealing
damage
as
daggers,
though any wielder is automatically
non-proficient in their use (-4
penalty to hit).
 Himation: A piece of cloth cut in a
semi-circle and measuring around
6 to 12. The large ones are
favored
by
philosophers
and

aristocrats as a one piece outfit


though wearing one and keeping it on
restricts movement (while it wont
restrict spellcasting it will probably fall
off when the wearer casts a spell).
Only men wear it in this fashion.
Women wear a smaller, lighter
version along with a chiton often
using it as a headscarf, especially in
the winter.
 Petasos: A wide-brimmed straw hat
used by travellers.

Description
The rest of this chapter contains questions
and creativity spurs for fleshing out your
character. It is important to stress here
though that you do not and should not be
able to answer all of these questions at
the beginning of play. If you take the time
to answer them you could easily spend
several hours in character creation. If you
enjoy this go ahead, but dont feel
compelled to do this just because this
book contains these questions. With time
your character will be fleshed out
normally.

A Word of Caution
It is possible to spend
creating a character.

several

hours

Dont.
Give yourself the chance to discover your
character over time. Feel free to read over
this chapter and get a feel for all the
questions you might ask yourself about
your character, but if an answer doesnt
come to mind, dont rack your brain over it,
just move on.
It can be very
counterproductive to spend six hours on a
character that ends up being killed on the
sixth round of the first combat the
character gets into. If you answer just six
or so of the many questions in this section,
youre off to a great start.
Consider novels for a moment. Most of
them do not have 20 page character
expositions on a character before any
action starts. Likewise you shouldnt
prepare any more material about your
character than can reasonably be used by
yourself, the DM and the other players.
Develop the characters description over
the course of the campaign not all on day
one.

Physical
Description
The physical externals of your character
such as eye color, hair color, skin color,
weapons carried and clothing worn are the
first thing that other characters will see.
Indeed, the first question you are likely to
be asked is what do you look like?

Hair
What color? Curling or straight? Long or
short? Bald? How is it worn? Free or in a
pony tail?
Dreadlocks?
What about
beards and moustaches? Blackbeard the
pirate was famed for wearing lit candles in
his hair and beard during battles, and
while your character may do nothing like
that, there may (or may not) be
something
memorable
about
your
characters hair (or lack thereof) and the
way it is worn. What about a halo? (A
halo is a stock of white hair among normal
colored hair. The character Rogue from
the X-Men comics is an example character
with this hair feature.)

Descriptive Words
Hair color is often described as blonde,
red, black or brown.
Here are a few
words to more specifically describe a hair
color beyond those words.
 Black Hair: Jet, Midnight, Smokey,
Off Black, Brownish Black
 Brown Hair:
Pecan, Walnut

Chocolate, Cinnamon,

 Red Hair: Deep Flame, Rust, Sunny


Red, True Auburn
 Blonde:
Butterscotch,
Red/Blonde,
Dull,
Gold,
Strawberry, Yellow

Deep
Honey,

 Gray: Silver, Snow-White, Dull Gray,


Platinum

161

162
Eyes and Face
The color of your eyes and the set of your
face can be your most memorable
features. What color are your eyes? How
are they set in your face? Close together
or far apart? Are they wide (Typical of
Caucasians & Africans) or narrow (Typical
of Asians & Native Americans)? Eyebrows
are they thick or sparse? Are both eyes
present? (a character missing an eye will
have a bit of menace to him).
Ears?
Large or small?
Does the
character have a large bulbous nose like a
gnome, or a broad flat one like an orc?
Other details will be memorable only if
they are unusual, like a character with
high cheekbones or a low, sloping brow.
Facial scars stand out and are difficult to
hide.
There is a limit to how much facial
description you can give with words before
the other players and the GM nod off to
sleep, but if one member of the group
knows how to draw well youd be well
served to bone up on your ability to
verbally
describe
your
characters
appearance if you are to effectively
convey to them what your character is
supposed to look like. Another approach is
to write down the description of your
character, make copies, and hand those
copies out to the other players to give
them something to read while the action
doesnt involve their characters.
In the end, a picture here goes a lot
farther than a lengthy description. Failing
that use a photo. Cast a movie star as
your character and simply give their
name. Or go online many actors keep
studio portraits in their online rsums
that you can borrow for your own
private use.

Gender
Most players play their own gender
because it is, simply put, easier. It is
more difficult to play across gender than
might first be apparent.
Unlike the
fantasy races of the game, which are
largely stereotypes, men and women are

by no means stereotypical yet many


players do select and play a stereotype
when running across gender. The results
are at best comical, but at their worst
insulting, especially in a mixed group.
While men and women have different
behavioral
tendencies
that
entire
psychology doctorate papers have been
written on, they are just that
tendencies.
Each character is an
individual.
Some things the character
does may fit the stereotype, but it is
highly unlikely that everything about the
character will fit any stereotype.

Race
Each of the standard races has certain
advantages and disadvantages that make
them better suited to some character
classes and skills than other. While it may
be fun to play an off-color class race
combination, such as a half-orc paladin,
you have to ask yourself is it worth the
trouble?
Ignoring the rules for a moment,
remember that each race has certain
tendencies of behavior that help to define
them. Your character is by no means
bound to behave like the other members
of his own race, but the more eccentric he
is the harder a time he will have dealing
with members of his own race. A stoic,
hard-headed dwarf is no surprise to an elf,
but an elf that encounters a stoic-hard
headed elf is going to be put off. Worse
yet, the very paranoid may believe your
character to be polymorphed.
Like the characters gender, her race is
something that she cannot escape from
easily. It is part of her identity and self
image in a way that our own nationalities
define us, but even more so since they
cannot be laid aside (without magic
anyway).

Movement
Is the character graceful or clumsy?
Dogged or refined?
Limp? Note a
character with a low dexterity may have
no choice but to move in an awkward

manner but a character with a high


dexterity may feign clumsiness out of
habit.
Is the character right or left handed?
Most players choose the hand they favor
themselves. Another way is to roll a d6
and a d20. If the d20 roll is higher, the
character is right handed. If the d20 is
lower or there is a tie the character is left
handed.

Clothing
A characters clothing choices or
costume reflects the character and her
environment in subtle and not so subtle
ways. A character who is somber and
restrained is likely to wear conservative
clothing, while an outgoing individual is
more likely to keep up with fashion trends
and add flash and dazzle to their costume
or wear jewelry. A character who doesnt
like to be noticed wont wear clothes that
grab peoples attention.
The
current
environment
of
the
character will also affect costume choices.
Despite the illustrations of many fantasy
artists, a female wearing a chainmail
bikini in a snowstorm is brazenly tempting
fate.

Distinguishing Marks
Does the character have a mole?
A
tattoo? A scar? If yes to any of these
questions then where?
What about a
hunchback? Missing limb or finger? How
were those marks received, and does the
character conceal them or show them off.

Voice
How does your character talk? Nasally or
with a lisp? Loud or at a whisper? An
uneven cadence to the characters speech
can be an indicator to a low intelligence as
can the characters word choices. Unusual
vocal qualities to the character can also
make it clear as to what you said in and
out of character.
Also, unusual word
choices can indicate that the common
tongue is not your characters native

tongue. For instance, Chinese speakers of


English often forget articles such as the
a and an because these simply arent
present
in
their
native
language.
Japanese speakers have difficulty with the
r sound because their own language has
no equivalent.
English speakers of
Spanish often are unable to trill their rs
for the same reason.
While odd voices and accents can be
fun, be careful about giving your character
a voice that is uncomfortable for you. A
roleplaying game is a poor excuse to give
yourself a case of laryngitis.

Strengths and
Weaknesses
Everyone has some personality strengths
and weaknesses.
While one character
may be able to befriend anyone, another
may have very few friends at all and be
afraid of letting anyone close.

What does the character do well, or what


comes easy to the character? What about
the reverse?
Consider things like
prioritizing tasks and making plans,
socializing, thinking clearly especially
under duress.

Likes and Dislikes


Favorite foods, colors, sports, activities,
and not so favored tasks like studying,
training or combats, each help to define a
character as an individual.
Not all
characters will like the same things, let
alone enjoy them.
Sometimes a
characters likes may not be in sync with
his daily activities. For instance, a wizard
may not enjoy preparing spells from a
spellbook even though this is an essential
activity for the character. On the other
hand, one is unlikely to find a bard that
doesnt like to perform, but finding one
who would much rather play his lute than
sing isnt too unlikely.

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164
Mental Problems
Mild metal conditions can be used to put a
fun color on the character. Perhaps the
character has an uncontrollable stutter.
Or the character is terrified of spiders.
Keep the characters ability statistics in
mind a character with a high intelligence
is unlikely to have cerebral palsy, while a
character with a high charisma will not be
prone to bouts of catatonia.

History
Your characters history helps to place her
in the campaign world. Often the future
grows out of the past, so a character
history can always be useful to the
gamemaster.
However, dont feel that
you need to write a novel about what has
led your character up to the beginning of
the campaign. Instead let the characters
history enter the game gradually as both
you and the other player characters get to
know the character

Campaign History
At this point it may be helpful to ask your
DM what has happened in the world
during the characters lifetime and shortly
before so that you can give some thought
into how the recent events have shaped
your character. A war fought while the
character was a child may have taken
away an elder sibling or a parent. A raid
during that war might have occurred right
on the very doorstep of the characters
home, and she could have been physically
or emotionally scarred at the hands of the
enemy.
Not all campaign events need be
traumatic though but if they are
memorable to the character at all it is
worth the time of both DM and player to
work them into character backgrounds.
Campaign backgrounds, while setting a
stage for the story to come, lack the
personal
effect
that
character
backgrounds provide. Therefore work to
make them compliment each other.

Homeland
Where did the character grow up and what
was it like? Did the character grow up in
the area of the campaign or has he
journeyed to the site of the campaign? If
he journeyed, then why?
A character will know much about home.
He may not know the local wizard's level,
but he's likely to know his location and the
local superstitions surrounding such an
enigmatic individual. Players should be
careful to sketch out what the character
would know. This certainly would include
maps of the area and brief NPC sketches.
Also
consider
the
characters
relationship with home. Is he welcome or
is he an outcast from his own society? If
hes an outcast, what did he do?
Sometimes his class itself is an answer
while the rules allow dwarf spellcasters,
that doesnt mean such a character will be
welcome or wanted in his homeland.

Parents
Note that the term parents here will also
stand for adopted parents, guardians and
other parental figures that had a
significant impact on the characters
childhood.
We acquire much from our upbringing,
and the stability of childhood, or the lack
of it, continues to echo through our adult
lives.
If your character had a stable
childhood then he is more likely to be
lawful and good, but instability breeds
contempt and can tip the scales towards
chaos or evil.
Abused children often
abuse their children as adults; hence evil
has a way of propagating through the
generations.
All too often in RPGs a characters
parents are out of the picture, but in
reality most of us reach middle age before
our parents pass on. While a character
will certainly remember a tragedy that
took his parent(s) away, it is clich for
every character to have this trait. Many
characters parents will still be alive and,
eventually, they may appear in the

campaign as NPCs under the GMs


control. Then again, another player could
play one of them. This is unusual in the
extreme in role-playing games, but not
unheard of in literature for parents and
children to travel together. Perhaps orcs
destroyed the village while father and son
where tending the sheep, leaving them as
sole survivors. Neither has adventured,
so allowing them both to be 1st level
despite a 20 year difference in age isnt
too out of whack people get off to late
starts all the time.
Also, doing this
relieves the DM of the need to unite two
characters they can be introduced to the
rest of the group together.
Living or dead, PC or NPC though the
relationship a character has with his
parents will be significant to the
characters nature. If the character views
his relationship with his parents as
insignificant that fact itself is significant.
Parents can be a great source of quests.
Remember Anakins attempt to save his

mother in Star Wars: Episode II? Or the


end of the Star Wars saga where Luke
struggles to save his father from the evil
that has consumed him? It is not too
hard to see a paladin doing the same
thing, carrying the secret that the local
blackguard is his father.
Maybe a
character is carrying on the work of his
parents, or maybe they or their death is
his entire reason for adventuring, as is the
case with Batman.
If the characters parents are famous
then the character stands to inherit some
of that fame and some of the expectations
arising from that fame. How the character
reacts to those expectations is up to you.

Contemporaries
Contemporaries include a characters
siblings and childhood friends, primarily
those within five years or so of the
characters own age that the character
grew up with.
Unlike parents, these

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166
characters tend to live as long as the
characters and indeed given the nature of
the adventuring business they may outlive
the characters.

Siblings and friends can be helpful or


annoying, maybe even dangerous. If a
rivalry erupts, it can be long and
protracted. Each character knows what
proverbial buttons to push. An epic level
paladins sister who is only a first level
commoner may be able to make him lose
his cool with a single quip something
demons may have tried to do and failed.
First loves, training partners, the list can
go on a long way and it can be easy to get
carried away.
For a first session just
decide if you have any relatives and leave
it at that. As the game goes on they may
enter the session.
It is possible for PCs to be friends
before the game begins or even siblings.
Again, this relieves the DM of the task of
bringing the group together.
Also, its
easier to believe that brothers will risk
their lives to save each other than it is to
believe strangers will do the same,
especially when the characters are
chaotic.

Childhood
Think back for a moment on your own
childhood.
Chances are good you can
remember a dozen key events. A dozen
more will come to mind if you where
exposed to circumstances similar to them.
A character may be haunted by something
he saw, said or did.
In some ways this question is related to
question three above since parents have a
great deal of control over their children.
But what about a character who is an
orphan lacking in any real parental
figures?
Indeed, if the GM allows a
character may still be a child when the
adventure begins, rules for this appear
earlier in the chapter.

Role Models
In a fantasy setting the local tenth level
paladin (if there is one) would definitely
be an influence upon the first level paladin
in the party who is familiar with his
heroics. Such persons are the stuff of bard
tales around tavern fires. If such a person
is alive the character may assign meeting
him face to face as one of his lifetime
goals. Most of us as children can
remember wanting to be just like
someone, and the characters in our
games are no different. Describing the
character can help give you some
perspective on your character's dreams,
and it may also provide your DM with a
good NPC.

Other Prior Events


Most characters did not train to delve into
deep, near bottomless dungeons to face
the creatures that are the stuff of
commoners' nightmares. Indeed, the
wizard is the "ugly duck" of the
adventuring world. Ill suited as the
members of that class are to adventure, it
would be wise to explain their pursuit in
the traditionally risky endeavor that is
adventuring.
Priests often have to secure special
permission for such expeditions, rare
indeed is the character that can leave
without
permission
and
suffer
no
consequences. Rogues, Bards and Fighters
tend to be more suited to this task, but
even they really need a justification to join
and risk their lives with a band of fellow
adventurers.
Just as important is the source of the
knowledge. No one is born knowing what
they need to know to pursue a career, and
all characters must have learned their
skills from someone. Was it a kind and
benevolent master or the College of Hard
Knocks? Did the teacher volunteer his
services, or did he receive pay? Who
provided the pay?
Did the character
choose his vocation or was it thrust upon
him?

Ancestry
Having a famous ancestor can give a
character a reputation that is undeserved,
and despite the glamour most clever GM's
can make it more trouble than it's worth.
Again, this can be a plot hook for the
character. If the character is the greatgrandson of the man who killed the red
dragon, guess who's going to get called
upon to face the next dragon.

Enemies and Allies


While
a
characters
childhood
acquaintances fall into this area, this
question broadens out to include power
groups the character may have dealt with,
or recently acquired allies and foes.
Perhaps such an individual only recently
entered the picture and their appearance
may have spurred the character into
adventure. For example, a wizard could
have shown up on dragon-back and slew
the characters whole village. Certainly
the character may seek revenge, but he
will need to gain a lot of experience before
he can seriously threaten a wizard that
can ride a dragon.

Birthdays & Anniversaries


When and where your character was born
may not be significant in and of itself, but
it does give an ideal of what events in the
world history your character would have
been alive to hear about as news or
experience directly. Its one thing to hear
about a famous plague in an ancient
tome, quite another to have lost a
younger sister and father to a plague.
Also, does your character celebrate their
birthday? It helps to bring a setting alive
if, on occasion, this mark of the passage
of time occurs in the game. What about
other anniversaries of the character, such
as a coming of age? If the character has
loved ones who have died, he might
commemorate that dark day.

Goals
Knowing what your character seeks to
obtain gives you a sense of purpose. Your
characters goal may be specific (Kill Duke
Frederic) or vague (Get Rich), but it needs
to be important enough that your
character will take some risks to
accomplish it.
Goals are one of the last questions your
asked to consider, but they are also
important to the GM because they help
him draw up adventures that are tied in
some manner to your character.
Some
goals
obviously
cant
be
accomplished immediately. If a high level
wizard kills your parents and you seek
revenge, it will be a long time before you
can gain the skills and equipment
necessary to kill this individual.
Your
character will need to have short-term
goals that build to the longer term one.
Most people have short term and long
term goals, and work toward them. By
now, you should find this question easy to
answer, and its resolution will be a key of
the campaign for as long as the character
is a part of it. More than any other answer
this one will affect the day-to-day play of
the game.

Reaching Goals
If the fighter intends to become a
celebrity, killing the local dragon may well
be in order, but what about the thief who
flees the priests of the temple he stole
that ruby from? Certainly he has things
he'd rather do than crawl through the
overgrown forest.
While goals can be vague to outside
observers, actions cannot a story with
vague action becomes boring quickly. For
you to be able to choose clear and
compelling actions you must understand
your characters goals completely.
No
matter how convoluted and twisted they
might seem to the other players or even
the GM, to you they must be clear.

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168

Portraying a
Character
Creating a vivid character is only a first
step. The second step is to execute that
role. This section offers advice to this end.
We see actors ply their trade on an
almost daily basis on television, motion
pictures and the stage.
Then, at our
gaming tables, we take the craft by the
horns for our own entertainment with
varying degrees of success.
However, there are several common
misconceptions about acting, and the
saddest is the belief that acting cannot be
taught. You either can or cant do it. The
truth is quite different. Not only can it be
taught, but there are several schools of
thought on how to approach it some
which contradict greatly. This section will
present one of those systems to you in a
form adapted for gaming. What follows is
intended as a starting point that should
aid novice and veteran players alike in
bringing more life to their characters and
stories.
As gamers we are all writers.
But
before that all of us were readers. By the
same token, all actors start out in the
audience. Ask yourself, what draws you
to film, television or stage? What creates
the moments that pull us to the edge of
our seats or brings us to tears of sadness
or joy?
The first thing for you to realize is that
these moments and qualities are the
creation of many people not one. You
cannot assume the burden of creating
such magical moments at your gaming
table by yourself everyone at the table
will have a part to play in creating them.
Acting requires both bravery and
willpower: You must have the bravery to
throw yourself into the action of the game
despite
fear
of
failure
and
selfconsciousness about your ability as an
actor; and you must have the willpower to
adhere to your ideals.

Physical Action
In simplest terms, to act is to do.
Actors do things according to a script, or
in the absence of a script (as is the case
with an RPG or improvisation) on raw
impulse. Each physical action you choose
must meet nine criteria for it to have
maximum dramatic effect.
An action must
1. be physically
done.

capable

of

being

2. be fun to do.
3. be specific.
4. have its test in the other person.
5. not be an errand.
6. not presuppose any physical or
emotional state.
7. not be manipulative.
8. have a cap.
9. be in line with the established
history of the character.
To expand upon this
1. An action must be physically
capable of being done. You should be
able to do this action at any time. For
example,
begging
for
mercy
is
something you can do immediately. You
cannot, however, pursue the path of
righteousness on a moments notice or
even in a single scene. To say that an
action has to be physically possible does
not necessarily mean it involves intense
physical activity such as jumping around
or assaulting someone. Indeed the more
violent activities your character engages
in will certainly be resolved by the rules of
the game itself (thats what they are there
for). Begging for mercy or Belittling an
inferior are actions that can be done while
sitting in a chair.
2. An action must be fun to do. This is
a game after all. But a fun action need
not be comedic. Instead the action needs
to be compelling and interesting to you to
be fun. It needs to appeal to your sense

of play. Ever wanted to tell someone off?


Heres your chance. It is certainly more
fun to get the dirt on someone than to
simply gather information. While you
dont need to come up with a creative way
to think of everything you do in the game
for this to work but what you do need to
do is find something that gets you going
and fires up your passion. And what does
that? Only you can say. Remember this
though: the way you speak to yourself
influences the way you act in play. If you
are clear and concise with yourself about
your intentions then those intentions will
be all the more clearer for your scene
partners (the other players and the DM).
3. An action must be specific. If you
choose vague and general actions then
your acting will in turn be vague and
general. It is more fun to describe how
your character searches over a room for a
hidden door than to simply announce a
search roll and cast the die. It is more fun
to prove the baron is a phony than to
find out something.
4. The test of the action must lie in
the other person.
An action is the
pursuit of a goal, and that goal must lie
with your scene partner, be it the DM or
another player. By looking at that person
you should be able to gather how close
you are to accomplishing your goal.
Concentrating this way also helps reduce
self-consciousness
about
your
performance. If your action is bully the
goblin to reveal his tribes lair you should
be able to tell how close you are to
accomplishing this goal and only when he
does this (or you give up) will you have
completed this goal.
5. An action cannot be an errand. An
errand cannot be sustained for a whole
scene, so your action cant be an errand.
It only takes a sentence or two to give a
gift to a friend, and for the remainder of
the scene you have nothing to work on
with your partner. However, convincing
a friend of my devotion is something you
can do while giving a gift and can be used
to sustain a scene.

6. An action cannot presuppose and


emotional or physical states. You
cannot control your emotions, so dont
bother trying. If you live truthfully in the
imaginary circumstances of the game you
will have natural emotional reactions to
what is going on and these naturally
occurring states will be a thousand times
more interesting to watch and play than
presupposed states.
So making Alice
know how angry shes made me is a bad
action choice because it requires you to be
angry. If you are not, the action falls flat.
Cheering up Sharon is also a bad action
for the same reason since it requires the
other person to be in a specific emotional
state to work (in this case, they must be
sad).
In the former case try, putting Alice
back in her place and in the latter case
try building up Sharons confidence since

169

170
it doesnt matter how confident Sharon is,
you can always work to add to it. Physical
states are slightly different since the game
will bring them upon your character but
whatever they are you need to treat them
externally from your action.
You can
show off to the barmaid while sober or
drunk although in the latter case being
drunk may impair your action. More on
this a bit later.
7. An action cannot be manipulative.
A manipulative action is one that desires
to produce a certain effect on your
partner. An example is make someone
angry. By contrast, telling someone off
may well make them angry, but the anger
may well be an honest reaction to your
words rather than the product of a
manipulation.
8. The action must have a cap. An
action must have a conclusion. Begging
for mercy has a cap since you can look to
your partner and determine whether or
not they are willing to bestow mercy to
you. Maintaining someones interest by
contrast is an action that can go on
indefinitely. Depending on the dice or the
whim of the DM you may never achieve
your action but you should always be
working towards an end.
9. The action must be in line with the
established history of the character.
Your characters actions should be
generally consistent from day to day just
as our own actions are consistent.

The Truth of the


Moment
It might seem odd to speak of there being
truth in a fantasy role-playing game in
any sense. This term is used in acting
quite frequently, and it a reference to the
following: when you seek the truth of
the moment you act true to the
imaginary circumstances of the game.
To do this you must deal with each event
in the game as it comes and not try to
build to any preplanned moment. React
honestly with the other players and what

they give you without first passing


judgment on your impulses.
If this
sounds frightening, it can be done, even
when it runs contrary to characters goals.
For instance, while consoling another
player-character you get angry and yell at
him. Now you have to work against your
own mistake in the scene.
Since all of your work will be done in
improvisations as opposed to the scripted
work of a professional actor you have a bit
more leverage in your choices. You dont
have to say a certain thing so the danger
of you choosing to deliver a line a certain
way ahead of time is certainly less. But
you do need to react to the other players
in real time and not try to direct the action
along a certain presupposed path.

Externals
The term externals is actor-speak for
any prop or physical condition placed upon
the character.
Accents are the most
obvious and common external found at
gaming tables.
However, the mental
conditions created by enchantment spells
are likewise externals, and some of those
spells (such as emotion) seem to be
unworkable with the techniques given
above. Consider this though if you act
out the emotions incurred by a spell on
your character those emotions will seem
artificial yet is that not exactly the
reason why the sense motive skill allows a
character to determine if a friend is under
a charm?
The DM in particular will tend to deal
with externals more often than the
players. In order to make the game more
unpredictable for the players he will often
use the rules of the game to randomize
the NPCs behaviors to a certain degree.
Following the dice while portraying a
believable character is a difficult and
exacting task, but not an impossible one.

Encounters
Movies and plays have scenes as their
most basic unit of action. Role-playing

Games
have
encounters
as
their
fundamental unit.
There are many
parallels that can be drawn between the
two, so much so that some RPG systems
refer to encounters as scenes.

emotional states is a myth and cannot be


done. Do not decide youll be angry and
then act it out however if something
occurs that makes you angry then act on
that feeling.

An
encounter
must
contain
two
elements for all players an objective and
an obstacle. The objective is what the
character wants in that encounter. It may
or may not be part of a larger goal. The
obstacle is what is preventing the
character from getting what they desire.
Between these arises conflict. Conflict is
the soul of drama and where there is no
conflict there is no drama.

4. What are my given


circumstances?

Keep these questions in mind as you


proceed through encounters. They can
help you in gain focus and present your
character with a clarity and sense of
purpose that makes watching the play as
interesting as being involved in it.

1. What time is it?


Both the time period that the game occurs
in and the actual time come into play
here. You dont need to know specifics
morning, afternoon, twilight or night do
just fine, and in medieval times those
where the limits of timekeeping for most
characters. Season is also important it
gets cold in the wintertime and hot in the
summertime and this will affect how your
character dresses, acts and behaves.

2. What surrounds me?


Are you knee deep in snow or in a warm,
cozy but noisy tavern?
The DM must
provide you these details, and if he
doesnt ask questions.
A crafty rogue
always watches for a hiding spot and
looks ahead with a mind for ambush.

3. How do I feel?
This question deals only with your
characters physical sensations.
A
character that is badly wounded or
recently healed will be sore and act
differently from one waking up from a
good nights sleep. Do not decide on an
emotional
state
controlling your

The term given circumstances refers to


the collective body of knowledge your
character has at the time, as opposed to
what you as a player may know. Review
mentally what your character knows and
do not confuse it with player knowledge.
DMs can, will and should penalize you for
acting on player knowledge when they
discover this.

5. What are my relationships?


How your character is related to the other
characters in the scene affects how you
will react to them and what you will say to
them. Avoid the PC label and treat an
unfamiliar PC as you would any other NPC
that your character encounters.
Just
because your best friends with the other
players doesnt mean your characters will
get along.

6. What do I want?
Character goals can be divided into short
and long term. Long term goals can be
vague, but short term goals must be
specific for the actions accompanying
them to be specific. Short term goals also
do not have to be complex they can be
as simple as get into the castle, or
open the chest. The more specific your
goal is, the better.

7. What is my obstacle?
Your obstacle is something that prevents
you from achieving your goal. It can be
people guards at the castle or it can
be things traps on the chest. For any
scene to have dramatic tension and
therefore be of any interest to you or the
other participants there must be an
obstacle.

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172
8. What do I do to
get what I want?
So, whats your character going to do
about it?
Here you have the fun the
professional actor is denied by the script
you get to choose what you will do, and
you can never be certain if you will
succeed at the attempt.

9. What is the as if?


An as if is a loose comparison between
your characters actions and your own real
life experiences. You should choose an as
if that is fun to play with. For instance,
you could play bluffing past the castle
guard as if you were trying to get past
the bouncer at a club without an ID saying
youre 21.
You could play opening a
trapped chest as if you where trying to get
Windows ME to work after a bad crash.
Be careful, some as ifs are not good.
Choosing an as if that resembles a
recent painful experiences for you is never
a good idea.
Playing your characters
reaction to a comrades death as if it were
your father who had died three days after
is not a good idea.

The Myth of
Character
Despite the belief of some misguided
individuals, it is quite impossible for you
to become the character you are playing.
Your character is merely an illusion
created by the words you choose and the
situations that arise during the course of
the game.
We come to the game table to stretch
our imaginations.
This creates a
suggestible atmosphere in and of itself. If
you tell the other players that you are an
elven paladin, they will accept that fact.
That you are an elven paladin is a given
but you must find out what this role
means to you.
Aristotle defined character as the sum
total of a persons actions. In this light,

understand that you create your character


based on the actions you choose for that
character but no matter how many
actions you choose for that character, it
has no life beyond the words on the page.
You, however, are a different matter.
Over time you will find that you bring to
each of your characters a different
combination of your own personality
traits. The more expressive you are with
these traits, the more compelling these
characters will be, and along the way the
more youll learn about yourself.

Play Nice!
Always remember that everybody came to
the game table to have fun. With that
play nice and cooperate with your fellow
players and DM. While conflict is the soul
of drama, it is the bane of productivity.
Dont engage the DM in rules debates in
the middle of a heated battle save it for
after the game. Leave what has occurred
outside the game outside the game, and
leave what occurs in the game within the
game especially if the group has evil
characters.
Whatever you do, don't destroy the
motivation of another player's character.
Playing abusive characters is simply rude
in most cases. It puts a great deal of
strain on the other players to explain why
their characters are associating with your
jerk. There are fixes - if the jerk is the
sibling of a character whom the rest of the
group likes, and he has a worthwhile skill
the party needs he can be tolerated. But
ask the other players how they feel about
such an arrangement.
In that vein, keep your characters on a
leash.
Don't let them go out and do
things that the other players and/or their
characters are going to hate. Also, keep
in mind that brash play is often stupid
play - survival requires teamwork and the
rest of the team may rid themselves of a
nuisance.

<< A Boros guildmage.


guildmage With the power to
both heal and to harm, the Boros wield a
magic quite unlike any found in the typical
Dungeons & Dragons setting outside
multiclass characters. Both in Ravnica from
where the Boros hail and in Carthasana the
line between divine magic and arcane is
meaningless. Instead the attunement of
the soul determines the magic one wields.
An old wizard is said to have mastered
magic, a wise wizard understands that the
magic has mastered him.

hen it began none can say. Since


the dawn of dragons has magic
flowed through the veins of this
world, and it will continue long
after the elves are gone and men
are nothing more than creatures
of fable in books written by rabbits. Empires rise and
fall. Races come and go. Gods ascend and then are
forgotten. Magic stays. Magic is.

The study of magic, in all of its forms and ways is as


ancient as writing and thought itself. It drives us to
do that which is impossible. It, like us, changes. It,
like us, evolves slowly over time. So it is that magic
in the means and ways that it is studied has come to
its current form by a slow and painful process.
Magic is belief. As such it is subject to the whims of
the collective unconscious body of all the souls who
wield it and those who fear it. It is not enough to
study what magic can do, it is not even enough to
study what magic should do. One must study what

magic might do. One must open their very souls to


possibility - and thereupon is the single truth that
cuts the line between the master and the apprentice.
Magic is majesty and destitution. It is in the singing
of our music and the whispers of our secrets. It is the
aspiration of greatness and the stooping to low
folly. It is the king's wish and the wizard's destiny. It
is the truth and the lie. It is all that is good, but
also all of evil. It is in the light and dark. It is
found in love and hatred. It begins in thought and
ends in action. It lies in instinct and resolves in a
strike. It is the everything - it is the nothing. It is
the realization and reality of our very dreams. That
is the danger - for with dreams must follow
nightmares.

~ +Telsindria
In this chapter we will explore how spells
are used in the World of Carthasana. On
the surface magic in the Dusk campaign

173

174
works much like any other D&D setting
wizards and clerics prepare spells and cast
them
while
sorcerers
and
bards
spontaneously cast from fixed lists.
Indeed, the core rules for the use of magic
are largely unchanged save for the
absence of the old alignment descriptors
and a few spells entirely dependent on
alignments are rewritten to work with the
new alignment system.
Spells however are re-sorted in this book
and the rules that are based upon spell
types are expanded and clarified. New
descriptors are added to those found in
the Players Handbook.
In the lists
that follow you will find that a few spells
are given descriptors from the PHB that
they didnt have before (for example, fly
now has the air descriptor).
These
changes should be treated as revisions,
albeit minor ones.

Casting Style
The Players Handbook introduced the
concept of Arcane and Divine magic. This
book classifies these two types as casting
styles they have little to do with the
spell itself but a lot to do with the caster.
There are three styles altogether
Intuitive being the third and this is the
magic of sorcerers and bards (which is no
longer considered arcane).
A very few spells can only be cast in one
style. For instance, divine power draws
upon the power granted by a deity, so it
must always be cast in the divine style
and can never be used intuitively or
arcanely. Twincast requires an intuitive
casting style and Rarys Mnuemonic
Enhancer is strictly arcane. Very few spells
throughout this book and from the
Players Handbook are restricted to only
one style of casting.

Colors of Magic
Just as characters have one of five
alignments in the Dusk setting, so too do
spells have one of five colors. A spells
color matches the mood and general goals

of the alignment it belongs to, further it is


sourced from the outer plane that bears
the alignments proper name. The natures
of the alignments where discussed in the
previous chapter the natures of the
colors of magic are, in brief, as follows:
 Black Magic is a magic of self
empowerment. Black isnt necessarily
evil but the fact that spells of death,
corruption, and decay are black gives
the color much of its sinister
reputation.
 Blue Magic is that of thought and
learning. It is a strongly elemental
magic as its roots delve into the sea
and the sky upon which messages
have long since traveled. Blue magic
is about the possible but also of the
illusionary.
 Green Magic is that of the physical
and natural world. Druidic magic is
largely found in this type of magic, but
green magic doesnt include druidic
death effects like finger of death
(These are black) or elemental druidic
effects like flamesphere (These are
red).
 Red Magic is that of the heart
passionate, furious, quick to anger,
swift to act, chaotic and barely
controllable as the fires the magic
controls with ease. Like blue magic,
red magic is largely elemental but
the elements commanded here are fire
and earth. Red casters have at their
disposal the most awesome of the
destructive spells in the game.
 White Magic is that of order and
community. It is a magic for curing,
healing and protection, though this
magic is capable of lashing out at its
foes. But when white magic spells do
deal damage, they do so only to
certain foes based on their race, their
alignment, or other criteria.
Overall, color presents a clear label to
the thematic purpose of a spell, while
schools & descriptors form a mechanical
representation of what a spell does.

Sorting the Spells


Below are the schools, colors and
descriptors used in this book along with
the spells found in these groups. New
spells found in this book are in bold on
the lists which follow. New subschools and
several new descriptors are introduced
along with the colors.

Abjuration

 If the defending caster has a spell


focus for the type of effect youre
attempting to dispel, add +1 to the
DC. If they have greater spell focus
add another +1 to the DC.

Ward

Abjurations are protective spells. They


work by warding an area or dispelling a
hostile magical effect. There are two subschools to abjuration: Dispel, which
breaks up magic effects and Ward; which
protect a recipient or an area from harm.

Dispel
Abjuration (Dispel) effects break up
magical effects and magically conjured
conditions of all types. The iconic spell of
this group is dispel magic. Most, though
not all, dispel effects require a dispel
check to be performed against the caster
of the effect you wish to dispel. This check
is a d20+your caster level. The DC of the
check is 11 + the spellcasters level.
Note:
Abolish
Abolish, Greater
Atonement
Banishment
Bask
Break Enchantment
Break Slumber
Circumvent
Counterspell
Demystify
Desertion
Disempower
Disenchant
Dismissal
Dispel Magic
Dispel Magic, Greater
Dispelling Screen
Dispersal Shield
Dissipate
Essence Filter
Freedom
Gainsay

 If you have spell focus (abjuration)


you may add +1 to your dispel checks.
If you have greater spell focus
(abjuration) add another +1 to your
dispel checks.

Hesitation
Hydroblast
Mordenkainens
Disjunction
Necroblast
Power Sink
Purify
Refutation
Rejuvenate
Remove Curse
Remove Fear
Serenity
Serrins Theft
Shattering Pulse
Shatterstorm
Simplify
Song of Freedom
Spell Blast
Splinter
Stifle
Truthsay
Unsummon
Wisesay

Wards are magical barriers that prevent


the passage of certain creatures or
respond to their passage by creating an
effect.
Most wards are centered upon
their caster and move with her, others are
centered upon another creature usually
one the caster has touched. Still others
dont move at all once created.
Wards are typically invisible to the
unaided eye until they are struck or they
produce an effect. The base DC to spot a
ward is 30 spell level (stronger wards
are more noticeable).
If two wards
remain within 10 of each other for 24
hours a resonance effect will occur that
makes each ward easier to spot this
drops the DC by 2 for each ward present
beyond the first (It drops by 4 if three
wards are present, 6 if four are present,
etc.).
Wards that overlap create a resonance
immediately but function normally unless
their effects are similar or opposed. If
they are similar then one of the effects
may be subdued (see stacking effects in
the DMG, the enhancement descriptor
below and triggered effects rules in the
next chapter) this is usually the case
with wards that enhance a creatures AC.
For example: two different spells that
provide armor bonuses dont stack.
Opposed wards react far more violently
than other wards when they touch. As
soon as the effects are within 10 of each
other each field will begin to shimmer and
glow. Wards of opposite alignments will
keep out each other just like they keep
out creatures a magic circle against evil

175

176
Abandon Hope
Absolute Duty
Absolute Grace
Absolute Law
Absolute Reason
Absolute Truth
Aether Flash
Alarm
Antilife Shell
Antimagic Field
Antimagic Shell, Greater
Antiplant Shell
Arcane Lock
Aura of Protection: Black
Aura of Protection: Blue
Aura of Protection: Green
Aura of Protection: Red
Aura of Protection: White
Back to Basics
Black Ward
Blue Ward
Bright Circle
Circle of Protection: Black
Circle of Protection: Blue
Circle
of
Protection:
Green
Circle of Protection: Red
Circle
of
Protection:
White
Conceal Lies
Control Revocation
Crown of Awe
Dampening Field
Death Ward, Greater
Differentiation
Dimensional Anchor
Dimensional Lock
Dispelling Screen
Dispersal Shield
Endure Elements
Energy Field
Entropic Shield
Explosive Runes
Fire Trap
Flaring Pain
Flickering Ward
Forbid
Forbiddance
Force Void
Fortify
Freedom of Movement
Globe of Invulnerability
Globe
of
Invulnerability,
Lesser
Glyph of Warding
Glyph of Warding, Greater
Green Ward
Guards & Wards
Hide from Animals
Hide from Undead
Hold Portal

Holy Aura
Imprisonment
Insane Jealousy
Inviolability
Ivory Mask
Limited Resources
Lull
Mind Blank
Mishap Shield
Obscure Object
Prismatic Sphere
Prismatic Wall
PropagandaProtection from Arrows
Protection from Black
Protection from Blue
Protection from Energy
Protection from Green
Protection from Red
Protection from Spells
Protection from White
Red Ward
Reflect Gaze
Repel Metal or Stone
Repel Vermin
Repulsion
Resistance
Restrain
Retribution
Ring of Fire
Sanctuary
Seclude
Sequester
Shield
Shield of Faith
Shield of Law
Shield Other
Shield Other, Mass
Shield, Greater
Sirroms Foul Link
Sound Shell
Spell Immunity
Spell Immunity, Greater
Spell Resistance
Spell Turning
Spirit Link
Steadfast Heart
Stoneskin
Tainted Aether
Telsindrias Aura
Telsindrias Blessing
Telsindrias Invulnerable
Globe
Telsindrias Radiance
Telsindrias Reflection
Telsindrias
Spell
Immunity
Telsindrias Spelltrap
Tianias Sanctuary
Tranquil Domain
Undetectable Alignment
Unholy Aura
Ward from Rain
White Ward
Worship

holds at bay a creature warded by


protection from good. As a rule of thumb
the stronger spell will push out the weaker
and whatever creature that spell holds. If
the two wards are forced against each
other (see below) then both of them are
subject to being dispelled immediately
each caster makes a dispel check. If both
win or lose both wards are destroyed. If
there is only one winner his ward stays in
place and the others ward is destroyed.
Many wards create barriers that are
impassable to certain creatures.
You
cannot use these wards to directly force a
creatures retreat by pushing them (You
can indirectly herd them if they are afraid
of contacting the ward and retreat of their
own volition).
Approaching such a
creature creates discernable pressure
against the ward that you can feel. If you
continue to force the barrier against the
creature you will break the spell. Wards
that create barriers to creatures extend
their effects onto the ethereal and astral
plane.

Acid
The acid descriptor encompasses a fairly
small group of spells that create acid as
part of their effect. This acid then rapidly
corrodes almost anything brought into
contact with it.
Damage dealt by acid spells is acid
damage unless otherwise noted.
No
creature suffers extra damage from acid
attacks however several are invulnerable
to it including but not limited to demons
and the air and fire elementals.
Acid damage is continuous. A creature
that was hit on a prior round by any acid
spell must make a concentration check to
cast a spell even if the acid spell wont
deal damage this round.
Since acid works over time characters
will attempt to get it off. Full immersion
in rapidly moving water will wash acid off
in 2 rounds.
On the first round of
immersion the character takes damage
from the acid and on the second round

they will take damage.


If the
immersion doesnt last two rounds than
the divisor applies to all further damage
done by the acid.
Acid is flammable, so fire provides
another means to get it off in a hurry, but
this often deals more damage to the
character than the acid would have dealt.
A character who would take at least 10
points of fire damage from any source
takes only damage from any acid that
was burning the character prior to the fire
spell. A character who would take 20
points of damage from a fire spell takes
damage and a character who would take
30 points of damage will not take any
more acid damage, though he may not be
alive to care.
(Note the use of the phrase would
take. A character who would have taken
30 points of damage but has all of it
prevented by a protection from fire spell
still has the acid burned off of him even
though he didnt take any damage from
the fire. Many of the spells and rules
throughout this book care whether
damage was dealt to a character or
whether it might be done. See the section
on damage reduction and prevention in
Chapter 4 for more information).
Acid stinks.
Any acid spell can be
clearly smelled from 30 away, or 60
away by creatures with the scent ability.
This stench lingers for 1 hour / level of the
acid spell, and for tracking purposes the
scent remains 1 day / level of the smell to
a creature with the scent feat.
If a metamagic effect or class ability
makes a damaging spell into an acid spell,
divide the damage in half and apply the
damage over the course of two rounds.

Acid Fog
Acid Rain
Acid Splash
Acidic Blast
Corrosive
Weapon

Burst

Corrosive Weapon
Melfs Acid Arrow
Stream of Acid
Transmute Water
Acid

to

Air
The spells with the air descriptor
manipulate air or conjure it. Some air
spells also grant the properties of air
elementals to creature, most notably
flight.
Air spells dont typically damage
directly,
though
they
can
propel
projectiles effectively and blow creatures
around against their will.
Most air spells dont function at all
underwater.

Air Walk
Control Winds
Elemental Swarm*
Feather Fall
Fly
Fly, Mass
Gaseous Form
Gate*
Gust of Wind
Levitate

Overland Flight
Overland Flight, Mass
Planar Ally*
Planar Ally, Greater*
Planar Ally, Lesser*
Soar
Whirlwind
Whispering Wind
Wind Walk
Wind Wall

* This spell is an air spell only when it is used to


contact, call or summon a creature from an airdominated plane.

Black
Black, or more properly Sodrean magic,
is drawn from the plane of Sodrea. Its
image is that of a dark and brooding
magic
obsessed
with
power
and
corruption. While it is true that a great
many black spells are evil, it is not the
case that black itself is evil. Black magic
is simply concerned with selfish interests
and self-promotion to its logical fault.
Much of blacks sinister reputation arises
out of its powerful dominance of
necromantic effects. Black spells are able
to create and empower undead creatures
with frightening efficiency, and these
spells tend to overshadow blacks other
abilities.
Black also is powerful at
breaking up a spellcasters mind and
rendering him unable to use some or all of
his spells effectively even before he casts
a single spell. Black is also the master of

177

178
death magic, a thought ever present in
those who have to face it.
The list
appendix.

of

black

spells

is

in

the

Blue
Balcridian
or
blue magic doesnt
commonly enter the thoughts of the
commonfolk, unlike the nightmares of
black magic and the healing spells of
white. Indeed, of the types of magic this
is the one most commoners never see
cast in their lifetimes and if they do
witness it they often dont recognize it for
what it is, for blue is the magic of thought
and possibility and with that comes
illusions, divinations and other highly
subtle spells.
While blue is an excellent illusionist, this
is only one of a number of suits worn by
this highly flexible type of magic. Blue is
a powerful diviner as well as well as a
guardian of secrets. If blue where merely
an illusionist and a diviner though it would
quickly fall behind the other types in
power. But oddly a blue wizard is the one
all others are loathe to fight a spell duel
with, for blue has the most powerful
metamagic spells at its disposal giving it
the ability to quickly adapt its already
flexible spell selection to the needs at
hand.
The list of blue spells is in the appendix.

Cold
These spells create intense cold. If the
spell deals damage, that damage is cold
damage unless otherwise noted.
Cold deals half again (+50%) as much
damage to creatures with the fire subtype.
The evasion class ability doesnt affect this
extra damage, and the improved evasion
class ability only reduces it to half. (This
means a creature with evasion that passes
its save still takes damage, and a
creature with improved evasion takes
damage on a failed save and damage
on a successful one).

Creatures with the cold subtype are


immune to the cold damage of a cold spell
but are subject to any indirect effects of
the spell and to any other damage types
dealt by the spell. For instance, while an
ice mephit is immune to cold damage, he
could still be trapped and harmed by
water freezing around him (see below).
Cold can be used to rapidly freeze
water. One cubic foot of ice forms for
every 2 points of damage the spell can
deal. If the area of the spell is a cone or
line of effect then the ice starts forming as
close to the caster as possible, and if the
spell has a defined center point the ice
forms as close to this center as possible.
A caster aiming a cold spell at a lake or
river can aim the spell at the surface and
form a bridge 6 deep sufficient to cover 1
foot for each point of damage the spell
dealt.
Such a bridge can support the
weight of most player characters.
Creatures in an area where ice is
forming are expelled from the square if
possible even if they are immobile the
ice will push them out.
Water elementals (and similar creatures
with both the water and elemental
subtypes) only take subdual damage from
cold spells, but if such a spell reduces
them to 0 hit points or less they are
frozen solid. The creature recovers from 1
point of this damage each minute. For
instance: a water elemental at 12 hit
points is struck by a cone of cold for 30
points.
It will be frozen solid for 18
minutes.
Reptiles and other exothermic (coldblooded) creatures are slowed by cold
spells for 1 round / level of the caster
unless they succeed at a fortitude save.
Chill Metal
Cone of Cold
Fire Shield *
Frost Weapon
Ice Storm
Icy Burst Weapon

Otilukes
Sphere
Polar Ray
Ray of Frost
Sleet Storm
Wall of Ice

Freezing

* Fire shield only is a cold spell in its chill shield


mode.

Conjuration
Each conjuration spell belongs to one of
five sub-schools: Summoning, which
brings manifestations of objects, creatures
or certain types of energy to you for a
limited time; Calling, which brings actual
creatures from another plane to your own;
Teleportation,
which
physically
transports you and/or others from one
place to another, even across planes at
the higher levels; Healing, which recover
loses in hit points, abilities, levels or
removes negative statuses such as
blindness and even death; and Creation,
which actually produces materials from
nothing for you to employ.
Creatures you conjure will usually (but
not always) obey your commands.
Whether called or summoned they appear
within the spells range but are not obliged
to remain therein. A conjured creature or
object cant appear within living things,
nor can they appear within an area at
least 90% enclosed by living creatures
(such as a wizards tower with ivy vines
on the outside). The object or creature
must appear on an open surface capable
of supporting its weight unless it can fly
and aquatic creatures must be conjured in
water.

Calling
Calling spells bring actual creatures to you
from other planes of existence. The spell
also grants the creature a one-time ability
to return home although the spell may
limit the circumstances under which this is
possible. Calling spells conjure the actual
creature not a manifestation of it.
Hence a called creature can actually die
when killed it doesnt disappear and
reform at a later time as a summoned
creature does.
Calling spells are
instantaneous so they cant be dispelled,
but the creatures are still subject to
banishment and dismissal.
Calling spells have all the descriptors
appropriate to the planes they connect to
i.e. a calling spell connecting to Sodrea
is black. An area encased in gold of any

thickness is warded from all black calling


spells and Sodrean creatures cant appear
in such an area. Lead has a similar effect
on white callings and Valrean creatures,
silver bars red callings and Shunrian
creatures, copper blocks blue callings and
Balcridian creatures and iron wards out
green callings and Aborean creatures.
Although actually present on the plane
called creatures are still warded by
protection from black and similar spells
and they cant appear inside such a ward
unless it is focused inward instead they
appear at the closest point they can
outside the ward.
Animal Scouts
Gate
Planar Ally

Planar Ally, Greater


Planar Ally, Lesser

Creation
Creation spells manipulate or conjure
matter to create an object or creature in
the place the caster designates (subject to
the limitations of the spell and those
outlined above). If the spell description
lists a duration other than instantaneous
the object is held together by magic and
vanishes without a trace when the spell
ends; otherwise the created item is
merely assembled by magic and cannot be
dispelled. It will last indefinitely though it
is still subject to the ravages of time and
tide.
Abundance
Acid Fog
Acid Rain
Acid Splash
Acidic Blast
Cloudkill
Create Food & Water
Create Water
Evards Black Tentacles
Fire Seeds
Fog Cloud
Gate
Glitterdust
Grease
Heroes Feast
Incendiary Cloud
Leomunds
Secure
Shelter
Mage Armor, Greater
Major Creation

Melfs Acid Arrow


Minor Creation
Mordenkainens Faithful
Hound
Obscuring Mist
Phantom Steed
Phase Door
Pyroclastic Flow
Sepia Snake Sigil
Shambler
Sleet Storm
Solid Fog
Stinking Cloud
Stone Rain
Stream of Acid
Unseen Servant
Wall of Iron
Wall of Stone
Wall of Thorns
Web

179

180
Healing
These spells restore life energy to the
subject restoring hit points and even
bringing back the dead.
Unlike other
conjurations most of them can be cast
under
any
circumstances
a
nonconjuration can be cast. The exceptions
are raise dead and its related spells that
must call back the soul of the departed
these spells wont function where calling
spells cant function.
Healing spells are imbued with positive
energy.
They will inflict damage to
undead creatures, usually acting as their
reverse when used upon the undead.
Raise dead and its kindred force an
undead creature to make a fortitude save
or be destroyed just as if their inverse had
been cast.
Cleanse
Cocoon
Contemplation
Crumble
Cure Critical Wounds
Cure Critical Wounds,
Mass
Cure Light Wounds
Cure
Light
Wounds,
Mass
Cure Minor Wounds
Cure Moderate Wounds
Cure Moderate Wounds,
Mass
Cure Serious Wounds
Cure Serious Wounds,
Mass
Delay Poison
Heal
Heal Mount
Heal, Mass
Holy Missiles
Illusions of Grandeur
Infusion

Life Burst
Raise Dead
Regenerate
Reincarnate
Remove
Blindness/Deafness
Remove Disease
Remove Paralysis
Renewal
Renewal, Mass
Renounce
Restoration
Restoration, Greater
Restoration, Lesser
Resurrection
Reverse Damage
Revive
True Resurrection
White Fire
Wildcure

Summoning
Summoning spells instantly bring a
creature or object to a place you
designate within the guidelines set forth
above. When the spell ends or is dispelled
a summoned creature is instantly sent
back to where it came from, but a
summoned object is not sent back unless
the spell description specifically indicates
this.

Summoned
creatures
are
magical
replicas of the actual creature so its fate
while summoned has no bearing on the
creatures actual existence. If it is killed
by being reduced to 0 hit points or less
the replica is destroyed but the creature is
unharmed.
However, that specific
summoned creature cant be summoned
for 24 hours afterward.
As with callings special materials can
ward out summoned creatures (see the
entry for calling).
When the spell that summoned a
creature
ends
and
the
creature
disappears, all the spells it has expire. A
summoned creature cannot use any
innate summoning abilities it may have,
and it refuses to cast any spells that
would cost it XP, or to use any spell like
abilities that would cost XP if they where
spells.
Avalanche of Squirrels
Ball Lightning
Choking Vines
Creeping Doom
Creeping Mold
Drawmijs
Instant
Summons
Elemental Swarm
Insect Plague
Ishralas Summons
Leomunds Secret Chest
Storm of Vengeance
Summon Instrument

Summon Monster I
Summon Monster II
Summon Monster III
Summon Monster IV
Summon Monster IX
Summon Monster V
Summon Monster VI
Summon Monster VII
Summon Monster VIII
Summon Swarm
Summon Warlord
Trap the Soul

Teleportation
These spells transport creatures and
objects across great distances. The most
powerful of these spells can cross planar
boundaries. Unlike summoning spells, the
transportation is (unless otherwise noted)
one-way
and
cannot
be
dispelled.
Teleportation is instantaneous travel via
the astral plane.
Dimension Door
Maze
Plane Shift*
Refuge
Serrins Phase Step
Switch Costumes

Teleport
Teleport Object
Teleport, Greater
Teleportation Circle
Tree Stride
Word of Recall

Ten feet of stone, 1 foot of lead


mortared brick, lead, or gold in any

thickness
presents
a
barrier
to
teleportation,
as
do
force
spells
(particularly forcecage and wall of force).

Darkness
The darkness descriptor is given to those
spells that create magical darkness.
Unless otherwise noted in the specific
spell description normal sight, low light
vision and darkvision dont function in
these areas.
Also unless otherwise noted a light spell
counters any darkness spell of equal level
or less and can be used to dispel any
darkness spell two or more levels lower.
Likewise a light spell can be countered by
an equal level darkness spell or one that is
a level higher, and it will not function in
areas of darkness created by spells at
least two levels higher than it.
Darkness
Deeper Darkness
Nightshroud

Sirroms Impenetrable
Darkness

Death

Constructs and Undead are immune to


death effects unless otherwise noted in
the spells description.

Divination
Each divination spell is a member of one
of three subschools: Insight, which give
you knowledge about the future, the
present, or the past and allow you to
communicate with creatures you normally
cant; Sensory, which allow you to sense
(usually see) things you normally cant;
and Scrying, which allows you to spy
upon foes at a distance.
Most divinations have a cone shaped
area of effect this is the area you can
study on a given round of the spells
duration.

Insight

Easily one of the most feared groups of


spells in the game, the death spells
instantly kill any target that fails a saving
throw against them by snuffing their life
force directly. Raise dead cannot restore
victims of a death spell, but resurrection
and higher magic will work.
Circle of Death
Dark Fate
Dark Ritual
Dark Ritual, Greater
Dark Ritual, Lesser
Death Burst
Death Knell
Death Stroke
Destruction
Exterminate
Hatred
Last Breath

Phantasmal killer and disintegrate both kill


instantly, but do not have the death
descriptor and therefore victims of these
spells can be returned by raise dead.
Spells with the death descriptor snuff the
life force of their victims directly rather
than harm their bodies.

Power Word: Kill


Repel Death
Sirroms Deathgate
Sirroms
Foul
Transformation
Sirroms Spite
Slay Living
Swat
Symbol of Death
Vile Consumption
Wail of the Banshee
Wasting Curse
Wind of Despair

The insight spells allow you to see into the


future or past directly, or consult extraplanar
creatures
with
questions.
Alternately these spells will allow you to
talk to creatures you normally wouldnt be
able to understand (or grant them the
ability to understand you).
Ascertain Value
Augury
Catalogue
Commune
Commune with Nature
Comprehend Languages
Contact Other Plane
Divination
Evasion
Familiar Eyes
Foresight
Guidance
Legend Lore

Moment of Prescience
Oathbind
Prophecy
Speak with Animals
Speak with Plants
Spell Scan
Stone Tell
Talisiasias Insight
Tongues
True Strike
Vigilance
Vision

Not all spells that have a save or die


condition
count
as
death
spells.

181

182
Scrying
Scrying spells create an invisible sensor
that sends you information. Unless noted
otherwise, the sensor has the same
powers of sensual acuity that you do.
This will usually include spells that target
you, but not spells that emanate from
you. The sensor is treated as a separate,
independent sensory organ for you and it
will function even if you are blinded,
deafened or suffer some other sensory
impairment. Sensors can be noticed on a
scrying check against DC 20, and this
particular check can be made untrained.
The sensor is subject to dispelling.
Arcane Eye
Clairaudience/Clairvoyance
Displace Perspective
Forests Eyes
Lay of the Land

One with Nature


Scrying
Scrying, Greater
Visualize

Sensory
Sensory spells allow you to sense things
you normally cant. Many of them have
detect as part of their name.
Unless
otherwise noted sensory spells are line of
sight effects even if you can see
invisibility they can still hide behind a
tree. You cant detect for the alignments
of creatures you cant see.
Analyze Dweomer
Arcane Sight
Arcane Sight, Greater
Clearsight
Detect Animals or Plants
Detect Chaos
Detect Evil
Detect Good
Detect Law
Detect Poison
Detect Scrying
Detect Secret Doors
Detect Snares & Pits
Detect Thoughts
Detect Undead
Discern Lies
Discern Location

Find the Path


Find Traps
Identify
Keen Ear
Keen Eye
Know Direction
Locate Creature
Locate Object
Magnify Sight
Prying Eyes
Prying Eyes, Greater
Rarys Telepathic Bond
Scent
See Invisibility
Sentinel
Sonar
Status
True Seeing

Earth
Earth spells manipulate or conjure earth,
rock and stone, or they confer the
properties of an earth elemental onto a
creature, such as the rock hard skin of
stoneskin.
Burrowing
Earthquake
Elemental Swarm*
Flesh to Stone
Gate*
Meld Into Stone
Planar Ally*
Planar Ally, Greater*
Planar Ally, Lesser*
Repel Metal or Stone
Rolling Thunder
Shower of Coals
Soften Earth & Stone
Spike Stones

Statue
Stone Grasp
Stone Rain
Stone Shape
Stone Tell
Stone to Flesh
Stoneform
Stoneskin
Transmute Mud to Rock
Transmute Rock to
Lava
Transmute Rock to Mud
Volley of Boulders
Wall of Stone
Yarenics Firebolts

* This spell is an earth spell only when it is used to


contact, call or summon a creature from an earthdominated plane.

Electricity
Electricity
spells
produce
powerful
electrical discharges, almost always for
the purpose of dealing damage to foes.
When such a spell deals damage, that
damage is electricity damage unless
otherwise noted.
Electricity deals half again (+50%) as
much damage to creatures with the water
subtype. The evasion class ability doesnt
affect this extra damage, and the
improved evasion class ability reduces it
to half. (This means a creature with
evasion that passes its save still takes
damage, and a creature with improved
evasion takes damage on a failed save
and damage on a successful one).
Electricity is also a potent means to
harm foes with metallic armors.
A
character wearing half plate or heavier
metal armor takes an extra point of
damage / die when struck by an electricity
spell.
Electricity can be used to start fires,
though they arent as reliable in this
regard as fire spells.

The discharge of any electricity spell can


be clearly heard for 100 / level of the
spell.
Further, any listen check made
within 10 on the round after a lightning
spell suffers a penalty equal to the spells
level, this due mainly to the ringing of the
ears caused by the thunderclap of the
spell.
Electricity spells leave behind a faint
smell of ozone in their wake. Creatures
within 30 of the location of the discharge
can note it for up to 10 minutes
afterward, and creatures with the scent
ability may note this at 60 away for up to
half an hour after.
Arc Lightning
Call Lightning
Call Lightning Storm
Chain Lightning
Hellfire Blast Weapon
Hellfire Weapon
Lightning Bolt
Lightning Rift
Shocking Burst Weapon-

Shocking Grasp
Shocking Weapon
Spellshock
Storm Blast Weapon
Storm Weapon
Thunderbolt
Wall of Lightning
Zap

Enchantment
The enchantment spells change the
mental qualities and attitudes of their
subjects.
All enchantments are mindaffecting spells. The two sub-schools of
enchantment are charm, which changes a
creatures disposition and compulsion,
which compel a specific action or course of
action.

Charm
Charm spells change the subjects
perceptions of others.
Typically these
spells make the subject see you favorably,
but some charms bring about negative
feelings towards the caster or others.
Charm Animal
Charm Monster
Charm Monster, Mass
Charm Person
Conviction
Enthrall

Paranoia
Paranoia, Mass
Puppet Strings
Puppet Strings, Mass
Song of Charm
Symbol of Persuasion

Compulsion
These spells compel a specified course of
action or change the way the mind works.
The compulsion can be specific to the
spell, free for you to choose, or the spell
may afford you ongoing control over the
subject. Other compulsions increase the
combat effectiveness of the creature by
removing negative emotions or increasing
their morale.
Abeyance
Aid
Animal Messenger
Animal Trance
Antipathy
Apathy
Bane
Bedlam
Binding
Bless
Calm Animals
Calm Emotions
Command
Compulsion
Confusion
Confusion, GreaterConfusion, Lesser
Conviction
Convince
Crushing Despair
Daze
Daze Monster
Decree
Deep Slumber
Demand
Dissention
in
the
Ranks
Dominate Animal
Dominate Monster
Dominate Person
Feeblemind
Forest Maze
Geas, Lesser
Geas/Quest
Good Hope
Grievance
Halt
Heroism
Heroism, Greater
Hold Animal
Hold Monster
Hold Monster, Greater

Hold Monster, Mass


Hold Person
Hold Person, Greater
Hold Person, Mass
Humble
Hypnotism
Insanity
Lullaby
Magic Missive
Mind Fog
Modify Memory
Ottos Irresistible Dance
Pacifism
Pacifism, Mass
Power Word: Blind
Power Word: Kill
Power Word: Stun
Prayer
Rage
Rally
Ray of Command
Retaliate
Reverent Mantra
Sleep
Song of Blood
Song of Chaos
Song of Discord
Song of Holding
Stampede
Stupor
Suggestion
Suggestion, Mass
Symbol of Insanity
Symbol of Sleep
Symbol of Stunning
Sympathy
Tashas Hideous Laughter
Taunt
Touch of Idiocy
Unquestioned
Authority
Zone of Truth

183

184
Enhancement
These spells as a group can be the most
damaging to campaign balance if not
managed carefully. Enhancement spells
enhance a creature or object: granting it
a bonus of some type to one or more
ability scores; granting a bonus to attack
rolls, saving throws, level checks, etc.; or
granting a creature access to a feat or
other ability it would not otherwise have.
Most enhancement spells name the
bonus they give (i.e. a +1 holy bonus or
a +3 enhancement bonus). Regardless
of the number of enhancement spells on a
creature, only the strongest bonus of any
one name applies. If a creature has a +1
holy bonus and a +3 holy bonus then only
the +3 holy bonus is expressed. The sole
exceptions to this rule are dodge bonuses
and circumstance bonuses. Spells do
not directly give either of these bonus
types to creatures but may indirectly do
so (i.e. cats grace grants an enhancement
bonus to dexterity which in turn will
increase the dodge bonus of a creature).
Circumstance bonuses only stack if they
are from differing circumstances.
Weapons and items can only have
one enhancement spell upon them at
a time, not including the spells that
permanently enchant a magic weapon or
item. This rule prevents a clever caster
from putting the new spells flaming
weapon, icy weapon, thundering weapon,
etc. on an item to create obscene
amounts of damage on each swing.
If multiple enhancements are placed on
a weapon then only the strongest (e.g.
highest level) one will be expressed all
the others will be subdued. Note that a
monks unarmed strikes are weapons for
purposes of this rule.

Aggression
Aid
Animal Growth
Animal Weaponry
Armor of Thorns
Barkskin
Bears Endurance
Bears Endurance, Mass
Bless
Bloodlust
Bloodlust, Lesser
Brute Resolve
Bulls Strength
Bulls Strength, Mass
Carapace
Cats Grace
Cats Grace, Mass
Clutch of Undeath
Common Cause
Corrosive
Burst
Weapon
Corrosive Weapon
Crown of Fire
Crusade
Despondency
Diabolic Strength
Diseased Weapon
Divine Favor
Divine Power
Eagles Splendor
Eagles Splendor, Mass
Enlarge Person
Enlarge Person, Mass
Expeditious Retreat
Flaming
Burst
Weapon
Flaming Weapon
Focus
Foxs Cunning
Foxs Cunning, Mass
Frost Weapon
Gambit
Giant Vermin
Giants Strength
Giants
Strength,
Mass
Glibness
Gratuitous Violence
Hellfire Blast Weapon
Hellfire Weapon
Horses Stamina
Horses Stamina
Icy Burst Weapon
Insight
Keen Ear
Keen Edge
Keen Eye
Leech Cunning
Leech Endurance
Leech Grace
Leech Splendor
Leech Strength

Leech Wisdom
Longstrider
Mage Armor, Greater
Magic Fang
Magic Fang, Greater
Magic Stone
Magic Vestment
Magic Weapon
Magic Weapon, Greater
Malice
Mental Discipline
Might of Oaks
Mythic Proportions
No Mercy, No Quarter
Owls Wisdom
Owls Wisdom, Mass
Pixies Grace
Pixies Grace, Mass
Quicklings Grace
Rampage
Reaching Weapon
Reduce Animal
Reduce Person
Reduce Person, Mass
Rise of the Meek
Sadistic Glee
Shillelagh
Shocking
Burst
Weapon
Shocking Weapon
Song of Blood
Spelldraining Blade
Squirrel Growth
Squirrel Riot
Stones Endurance
Storm Blast Weapon
Storm Weapon
Surefoot
Target Lock
Terixs Boon
Thunder-Clapping
Weapon
Thundering Weapon
Tianias Blessing
Tianias Blessing, Mass
Tianias Endowment
Tianias Enlightenment
Tianias
Enlightenment,
Mass
Tianias
Greater
Splendor
Tianias Insight
Tianias Splendor
Tigers Prowess
Tigers Prowess, Mass
Titans Strength
Treants Endurance
Treants
Endurance,
Mass
Vampiric Blade
Vindicate
Wolfs Tenacity
Wolfs Tenacity, Mass

Although spells that dont name their


bonus are rare they do occur. Multiple
instances of these spells do not stack with
each other unless otherwise noted.
If
several spells in a chain of spells do not
name their bonus, then only one spell in
the chain can affect a creature at a given
time usually the spell with the strongest
effect. (Spells belong to a chain if the
higher level ones say as X spell, except
this spell does Y somewhere in their
description).

Evocation
These spells manipulate energies drawn from
the planes. They include some of the most
explosive and spectacular combat spells in the
game.

Anarchy
Arc Lightning
Backdraft
Bigbys Clenched Fist
Bigbys Crushing Hand
Bigbys Forceful Hand
Bigbys Grasping Hand
Bigbys Interposing Hand
Blade Barrier
Blade Storm
Blaze
Blinding Light
Burning Hands
Call Lightning
Call Lightning Storm
Capsize
Chain Contingency
Chain Lightning
Chaos Ball
Chaos Bolt
Concussive FireballCone of Cold
Cone of Flame
Consecrate
Contingency
Continual Flame
Dancing Lights
Darkness
Daylight
Deep Water
Deeper Darkness
Delayed Blast Fireball
Desecrate
Despondency
Devastation
Divine Favor
Divine Power
Douse
Earthbind
Earthquake
Faerie Fire
Falling Timber
False Life
Fanning the Flames
Fire Shield
Fire Storm
Fireball
Fireblast
Firebreathing
Fissure
Flame Blade
Flame Strike
Flaming Sphere
Flare
Force Hull
Forcecage
Gust of Wind
Hallow
Hands of Fire
Helping Hand
Holy
Holy Smite
Holy Sword
Holy Word
Ice Storm
Ignite
Imbue with Spell Ability
Implosion
Incendiary

Incinerate
Invisibility Purge
Leomunds Tiny Hut
Light
Light of Day
Light of Day, Greater
Lightning Bolt
Lightning Rift
Magic Missile
Meteor Swarm
Mind Burn
Miracle
Nightshroud
Oathbind, Greater
Otilukes Freezing Sphere
Otilukes Resilient Sphere
Otilukes Telekinetic Sphere
Pandemonium
Parch
Planar Collapse
Polar Ray
Power Wave
Price of Progress
Prismatic Spray
Produce Flame
Pyroclastic Burst
Pyrostatic Field
Radiate
Ray of Frost
Reaching Weapon
Replenish
Rolling Thunder
Scorching Ray
Searing Light
Sending
Shatter
Shocking Grasp
Shockwave
Shout
Shout, Greater
Shower of Coals
Sirroms Spite
Sizzle
Sound Burst
Spellshock
Spiritual Weapon
Summer Bloom
Sunbeam
Sunburst
Surge
Sympathetic Vibration
Telsindrias Trigger
Tensers Floating Disk
Thermal Shock
Thunderbolt
Twincast
Unhallow
Unholy Blight
Wall of Fire
Wall of Force
Wall of Ice
Wall of Lightning
Wave of Reckoning
Whirlwind
Wildfire
Wind Wall
Word of Chaos
Yarenics Firebolts
Zap

185

186
Fear
These spells inspire fear in the heart and
mind of the subject. By their very nature
fear effects are also mind-affecting.
Halflings enjoy a +2 morale bonus to
their saving throw against fear effects
since as a race they have a powerful
sense of curiosity that often overrides
their better judgment. This bonus stacks
with their racial +1 bonus on all saves.
Constructs and undead are immune to
fear, and since most all fear effects are
mind-affecting, mindless creatures tend to
be immune to fear as well.
At 2nd level Paladins become immune to
fear effects. This is a supernatural ability.
Further, allies within 10 of the paladin
gain a +4 morale bonus to their saves.
This is likewise a supernatural ability. It
does not stack with the halfling races +2
morale bonus against fear effects since
both bonuses are morale bonuses.
Bane
Bloodcurdling Scream
Cause Fear
Dirge of Dread
Doom
Fear

Phantasmal Killer
Scare
Symbol of Fear
Terror
Weird

Fire
Fire spells remain one of the largest and
perhaps the most flexible group of spells
for dealing damage.
Unless otherwise
noted the damage dealt by a fire spell is
fire damage.
Fire deals half again (+50%) as much
damage to creatures with the cold
subtype. The evasion class ability doesnt
affect this extra damage, and the
improved evasion class ability reduces it
to half. (This means a creature with
evasion that passes its save still takes
damage, and a creature with improved
evasion takes damage on a failed save
and damage on a successful one).

Blaze
Burning Hands
Concussive Fireball
Cone of Flame
Delayed Blast Fireball
Devastation
Elemental Swarm*
Fire Seeds
Fire Shield
Fire Storm
Fire Trap
Fireball
Fireblast
Firebreathing
Fireform
Flame Arrow
Flame Blade
Flame Guide
Flame Strike
Flaming Burst Weapon
Flaming Sphere
Flaming Weapon
Hands of Fire
Heat Metal
Hellfire Blast Weapon

Hellfire Weapon Ignite


Incendiary
Incendiary Cloud
IncinerateMeltdown
Meteor Swarm
Parch
Planar Ally*
Planar Ally, Greater*
Planar Ally, Lesser*
Produce Flame
Pyroclastic Burst
Pyroclastic Flow
Pyrotechnics
Ring of Fire
Rolling Thunder
Scorching Ray
Shower of Coals
Sizzle
Thermal Shock
Transmute Rock to
Lava
Wall of Fire
Wildfire
Yarenics
Bloody
Flame
Yarenics Firebolts

While creatures with the water subtype


arent completely immune to fire, they do
take half damage from fire spells.
Fire spells are at their most dangerous
when
they
ignite
dry
brush
and
vegetation.
Even an innocent ignite
cantrip can start a forest fire that is able
to burn down whole cities, given time.
When a fire spell is cast upon an area
that the DM deems could have items catch
on fire then 1 small fire is produced per
damage die of the spell, and these small
fires are spread out more or less evenly
throughout the area of effect. None of
them occur in a square occupied by a
creature. As a move equivalent action a
creature can stamp out such a small fire.
On the next round each of these small
fires either goes out or balloons into a
5x5 bonfire (50% chance of either).
Once a bonfire occurs characters have a
problem. The DM needs to roll a d10 to
determine wind direction and consult
grenade like effects diagram in the DMG
(Normally this chart uses a d8 on rolls of
9 and 10 the wind is calm that round and
no spread occurs). There is a base 50%
chance that the fire spreads to all

adjoining squares in the direction of the


wind. If the wind is particularly good
(gust of wind spell) the fire spreads 10 in
the direction of the wind.
Burning squares remain engulfed for a
minute then will start to die unless they
have a tree or other large burn source.
Characters caught in a burning square
take 1d6 fire damage. Characters down
wind of a fire must make a fortitude save
DC 15 or be nauseated by the smoke.
Creatures with the fire subtype are
immune from damage by a fire spell and
they are also immune to being nauseated
by smoke, but they are subject to other
effects a fire spell might generate (such as
the impact damage of Shower of Coals).

Force
These spells create a field of force. They
may erect a barrier as is the case with
wall of force, or they might actually be
used as an attack form. Force spells deal
bludgeoning damage just like a hammer
or club unless otherwise noted.
Bigbys Clenched Fist
Bigbys Crushing Hand
Bigbys Forceful Hand
Bigbys Grasping Hand
Bigbys
Interposing
Hand
Blade Barrier
Blade Storm
Capsize
Chaos Bolt
Deep Water
Earthbind
Explosive Runes
Falling Timber
Fissure
Force Hull
Forcecage
Leomunds Tiny Hut
Mage Armor, Greater

Magic Missile
Otilukes Resilient Sphere
Otilukes
Telekinetic
Sphere
Pandemonium
Power Wave
Price of Progress
Reaching Weapon
Restrain
Sepia Snake Sigil
Shield
Shield, Greater
Shield, Greater
Spellshock
Spiritual Weapon
Tensers Floating Disk
Wall of Force
Wave of Reckoning

Unlike other spells, force effects extend


onto any border planes a world may have
to affect creatures there. Hence creatures
on the shadow or ther planes are
subject to force attacks from the material
plane. The reverse is not normally true

spell attacks from outside planes cannot


affect creatures on the material plane.

Green
Aborean or green magic spells are
concerned with driving the forces of
natural growth.
Commoners often
beseech druids and other casters of this
magic to use their powers to insure a
good harvest or to stave off natures
wrath. However green can also invoke
such wrath and will often do so to destroy
the forces it views as enemies.
Green is a color of birth, growth, and
renewal, and as such most of the spells
that enhance living creatures belong to
green. Green also has charm effects and
growth effects in spades.
The type
doesnt
have
an
especially
large
complement of defense spells, and most
of those are aimed towards hampering the
undead and death spells.
Green has
offense in the form of acid and cold spells,
not to mention the offensive possibilities
inherent in its weather control spells. The
green type is perhaps the most balanced
of the five but other than its nature focus,
but its defense lags behind both blue and
white in quality and its offense (or any
other types) lags far behind red and
black.
The list
appendix.

of

green

spells

is

in

the

Illusion
Illusion spells deceive both the senses and
minds of creatures and in one case
(sleight of mind) spells.
These spells
remain among the hardest in the game to
adjudicate due largely to their flexibility.
Even low-level illusions can create the
appearance of anything.
The illusion
school is divided into five subcategories
figments, glamers, patterns, phantasms
and shadows.

187

188
Figment
Figments create false sensations to one or
more senses. Observers of a figment that
believe in it observe the same thing, not
their own personalized version of the
figment (thats what a phantasm is, see
below).
Figments cant directly conceal existing
objects (this is what a glamer does), but
they can cover them up. For instance, a
chest could be concealed beneath a heap
of illusionary trash or within an illusory
rock. If someone picks up the rock or
sifts through the trash the chest will
remain where it is and be quite visible.
Figments can create concealment in
combat even up to 100% until they are
disbelieved in. For instance, you could
create an illusion of a large oak tree over
an archer, and they could fire upon foes
from that spot with near impunity until
someone notices the shots are coming out
of the tree, at which point they are
entitled to a save against the spell.
Figments have no force component, so
they cannot resist real pressure against
them or support real weight. If someone
touches an illusion that is capable of
creating tactile sensations they will feel it
but if they push beyond the illusions
boundary theyre entitled to a save.
A figment that includes audible effects
cant duplicate intelligible speech unless
the spell says it can. If intelligible speech
is possible, it must be in a language you
speak. If you try to replicate speech you
dont know then the spell produces
gibberish.
For much the same reason, you cannot
easily reproduce creatures you havent
encountered or that do not exist. If you
create a creature based solely on your
imagination then make a bluff check with
a 20 penalty to set the DC. If you try to
mimic a creature you havent seen then
observers gain a +4 circumstance bonus
to their saves.
If you attempt to create an illusion of a
specific creature your familiarity with the

subject of the illusion and the observers


familiarity with the subject of the illusion
will affect the outcome of the spell as if
you were using the disguise skill (see
Chapter X).
Because figments are unreal they cant
produce real effects the way that other
types of illusions can. They cant deal
damage, support weight or provide
protection.
They
are
useful
for
confounding and delaying foes, but
useless in attacking them directly.
Creatures are inclined to believe what
they observe until it contradicts their prior
experience. When creatures interact with
an illusion they will usually gain a save
when the illusion fails to behave as
expected, but if the controller of the
illusion makes it react then the illusion can
be maintained. (For instance if you make
an illusion of a guard and an enemy fights
that guard they will believe in it as long as
it dodges, weaves, and reacts when
actually hit).
When you must make an illusion react
to a foe make a bluff check with a DC set
by the intelligence score of that foe each
round it reacts with the illusion. This DC
increases by 2 every round the interaction
goes on.
If you fail the creature is
entitled to a saving throw as it has noted
a flaw in the illusion.

Ghost Sound
Illusory Wall
Imaginary Pet
Major Image
Minor Image
Mirror Image
Mirror Image, Greater

Mislead
Permanent Image
Persistent Image
Programmed Image
Silent Image
Ventriloquism

Glamer

Shadow

A glamer changes or conceals a subjects


sensory qualities. A glamer cannot create
an illusion out of nothing (that is what a
figment does).

Shadow spells employ energy and


material from the plane of shadow. These
spells can have quasi-real effects and deal
real damage to foes.

Blur
Disguise Self
Displacement
False Vision
Hallucinatory Terrain
Intangibility
Invisibility
Invisibility Sphere
Invisibility, Greater
Invisibility, Mass
Leomunds Trap
Magic Mouth

Deepen Shadows
Grasping Shadows
Project Image
Serrins Shadow Spy
Shades
Shadow Conjuration

Mask
Mirage Arcana
Misdirection
Mislead
Screen
Seeming
Silence
Still Touch
Veil
Wink Out
Zone of Silence

Shadow
Conjuration,
Greater
Shadow Evocation
Shadow
Evocation,
Greater
Shadow Killer
Shadow Walk
Simulacrum

Pattern
Like a figment, a pattern creates an image
that others can see, but a pattern spell
creates an image that others can see, but
patterns affect the minds of the
observers. All patterns are mind affecting
spells.

Color Spray
Hypnotic Pattern
Rainbow Pattern

Scintillating Pattern
Sleight of Mind

Phantasm
These spells create mental images visible
only to their subjects. These spells can be
very dangerous since the mind can
become so scared of what it believes it
can cause harm to the body or even
death.
Dream
Illusory Script
Phantasmal Killer

Serrins Phantasm
Terror
Weird

189

190
LanguageDependent
These spells require spoken language to
convey orders or other information
between caster and target. These spells
typically have both the sonic and the
mind-affecting descriptors.
If for any
reason the subject cannot hear the caster
the spell will not work.

Command
Command, Greater
Convince
Enthrall
Geas, Lesser
Geas/Quest

Message
Speak with Dead
Suggestion
Suggestion, Mass
Unquestioned
Authority

Light
The spell conjures light. Unless otherwise
noted a light spell counters any darkness
spell of equal or lower level less and
dispels any darkness spell two or more
levels lower.

Blinding Light
Continual Flame
Dancing Lights
Daylight
Faerie Fire
Flare

Light
Light of Day
Light of Day, Greater
Searing Light
Sunbeam
Sunburst

Mind-Affecting
The spell affects or alters the mind of the
subject.
Constructs, oozes, plants, undead and
vermin are all immune to mind-affecting
spells; as are any and all other creatures
that are mindless (they will have an
intelligence score of 0).

Abeyance
Agonizing Memories
Aid
Animal Messenger
Animal Trance
Antipathy
Apathy
Bane
Bedlam
Bestow Trick
Binding
Bless
Bloodcurdling Scream
Bloodlust
Bloodlust, Lesser
Brute Resolve
Calm Animals
Calm Emotions
Cause Fear
Charm Animal
Charm Monster
Charm Monster, Mass
Charm Person
Command
Command, Greater
Compulsion
Confusion
Confusion, Greater
Confusion, Lesser
Conviction
Convince
Crushing Despair
Daze
Daze Monster
Decree
Deep Slumber
Demand
Dirge of Dread
Dissention
in
the
Ranks
Dominate Animal
Dominate Monster
Dominate Person
Doom
Dream
Enthrall
Fear
Feeblemind
Forest Maze
Geas, Lesser
Geas/Quest
Good Hope
Grievance
Heroism
Heroism, Greater
Hold Monster
Hold Monster, Greater
Hold Monster, Mass
Hold Person
Hold Person, Greater

Hold Person, Mass


Humble
Hypnotic Pattern
Hypnotism
Illusory Script
Insanity
Lullaby
Magic Missive
Mind Fog
Modify Memory
Ottos Irresistible Dance
Pacifism
Pacifism, Mass
Paranoia
Paranoia, Mass
Phantasmal Killer
Power Word: Blind
Power Word: Kill
Power Word: Stun
Prayer
Puppet Strings
Puppet Strings, Mass
Rage
Rainbow Pattern
Rally
Ray of Command
Recurring Nightmare
Retaliate
Reverent Mantra
Scare
Scintillating Pattern
Serrins Phantasm
Sleep
Song of Blood
Song of Chaos
Song of Charm
Song of Discord
Song of Freedom
Song of Holding
Soul Exchange
Spell Stealing
Stupor
Suggestion
Suggestion, Mass
Symbol of Fear
Symbol of Insanity
Symbol of Persuasion
Symbol of Sleep
Symbol of Stunning
Sympathy
Tashas
Hideous
Laughter
TauntTelsindrias Intuition
Terror
Touch of Idiocy
Unquestioned
Authority
Weird
Zone of Truth

Metamagic
These spells alter other spells or the
capacity of creatures to use spells not
unlike the metamagic feats. These spells
bend a few rules of the game and
sometimes outright break them.
Note
the
following:
Any
spell
preparation or addition to a spells known
list created by a spell doesnt count
towards your characters normal limits.

Addle
Agonizing Memories
Alacrity
Aluren
Anarchy
Attunement
Backdraft
Boomerang
Brainstorm
Browse
Chain Contingency
Chaos Bolt
Chill
Circle of Hands
Clear Mind
Concentrate
Confiscate
Contingency
Dark Ritual
Dark Ritual, Greater
Dark Ritual, Lesser
Deflection
Delay
Demonic Tutor
Differentiation
Discombobulate
Discordant Dirge
Donate
Duress
Fanning the Flames
Fluctuate
Fluctuation
Freedom
from
the
Masters
Halt
Hesitation

Imbue with Spell Ability


Limited Resources
Mind Burn
Mind Over Matter
Mnemonic Absorption
Mystical Tutor
Necrology
Oathbind, Greater
Oppression
Permanency
Persecute
Pyrostatic Field
Rarys
Mnemonic
Enhancer
Reckless Dweomer
Refresh
Refresh, Mass
Reigns of Power
Repercussion
Replenish
Reverse Damage
Siphon Field
Sleight of Mind
Soften
Spectral Hand
Spell Lodestone
Spell Stealing
Spellshock
Spellstaff
Stampede
Summer Bloom
Surge
Telsindrias Belabored
Casting
Telsindrias Intuition
Telsindrias Trigger
Twincast
Zone of Chaos

191

192
Necromancy
Necromancies manipulate the life forces
present in creatures usually to do harm
or to snuff them.
The creation and
bolstering of life forces is a function of
conjuration (healing) spells.
Afflict
Agonizing Memories
Animate Dead
Animate Dead Animals
and Vermin
Astral Projection
Befoul
Bestow Curse
Blight
Blindness/Deafness
Blood Pet
Bloodcurdling Scream
Brittle-Bone Curse
Cause Fear
Chaldulsuls Hex
Chill Touch
Circle of Death
Clone
Clutch of Undeath
Command Undead
Contagion
Control Undead
Corpse Control
Create Greater Undead
Create Undead
Curse Item
Curse Water
Dancing Vermin
Dark Fate
Death Burst
Death Knell
Death Stroke
Death Ward
Deathwatch
Demonic Tutor
Destruction
Dirge of Dread
Disanimation
Discordant Dirge
Diseased Weapon
Disrupt Undead
Drain Life
Dregs of Sorrow
Energy Drain
Enervation
Eternal Respite
Exsanguination
Exterminate
Eyebite
False Life
Fear
Final Punishment
Finger of Death
Foul Presence

Inflict Light Wounds,


Mass
Inflict Minor Wounds
Inflict Moderate Wounds
Inflict
Moderate
Wounds, Mass
Inflict Serious Wounds
Inflict Serious Wounds,
Mass
Last Breath
Leech Cunning
Leech Endurance
Leech Grace
Leech Splendor
Leech Strength
Leech Wisdom
Lycanthropic Curse
Magic Jar
Mark of Justice
Matachas Edict
Matachas Will
Matachas
Will,
Greater
Necrology
No
Rest
for
the
Wicked
Pain Touch
Pain Touch, Greater
Pain Touch, Lesser
Pestilence
Poison
Radiate
Ray of Enfeeblement
Ray of Exhaustion
Recurring Nightmare
Repel Death
Scare
Seal Fate
Sirroms Agenda
Sirroms Deathgate
Sirroms
Impenetrable
Darkness
Slay Living
Smother
Soul Bind
Soul Exchange
Speak with Dead
Spectral Hand
Spreading Plague
Subversion
Swat
Symbol of Death
Symbol of Fear

Gentle Repose
Ghoul Touch
Gloom
Gravestorm
Halt Undead
Harm
Hatred
Honor the Fallen
Horrid Wilting
Inflict Critical Wounds
Inflict Critical Wounds,
Mass
Inflict Light Wounds

Symbol of Pain
Symbol of Weakness
Syphon Soul
Touch of Fatigue
Undeath to Death
Vampiric Drain
Vampiric Touch
Vile Consumption
Virtues Ruin
Wail of the Banshee
Wasting Curse
Waves of Exhaustion
Waves of Fatigue
Weakness
Will of the Damned
Wilting Curse
Wind of Despair
Yarenics
Bloody
Flame

Polymorph
The spell changes the shape or
material composition of the subject.
Oozes and
polymorphing.
Alter Shape
Animal Shapes
Animal Weaponry
Baleful Polymorph
Carapace
Changestaff
Fireform
Focus of Hatred
Form Lock
Gaseous Form

plants

are

the

immune

to

Iron Body
Polymorph
Polymorph Any Object
Polymorph, Mass
Regression
Root
Stoneform
Swarmform
Tree Shape

Red
The often fiery magics of Shun are known
as red magic. Among commoners these
spells rank right up with black magic as
being the most feared of spells, and many
societies do not differentiate between red
and black magic.
While red is denounced as a magic of
destruction, it is reality a magic of
unbridled passion.
Red is active,
energetic, primal and when need be it is
furious. Red spells are famous for hurting
people. The number of red spells that
dont
mention
dealing
damage
to
creatures and objects account for less
than a fifth of the types spells and even

those can usually deal damage indirectly


as is the case of magic weapon.
The list of red spells is in the appendix.

Sonic
The spell employs sound.
Either the
subjects must hear the spell (as is the
case with many bard spells) or the spell
deals damage through vibration. Spells
that deal damage this way have the sonic
damage type. Usually sonic spells dont
work in zones of magical silence, although
shockwave is an exception.
Animal Trance
Blasphemy
Bloodcurdling Scream
Concussive Fireball
Convince
Dictum
Dirge of Dread
Discordant Dirge
Enthrall
Hellfire Blast Weapon
Hellfire Weapon
Holy Word
Shatter
Shockwave
Shout
Shout, Greater
Sonar

Song of Blood
Song
of
Chaos
Song of Freedom
Song of Charm
Song of Discord
Song of Holding
Sound Burst
Storm Blast Weapon
Storm Weapon
Sympathetic Vibration
Thunderbolt
Thunder-Clapping
Weapon
Thundering Weapon
Unquestioned
Authority
Wail of the Banshee
Word of Chaos

Transmutation
Transmutations effect a change in physical,
temporal or positional state in their targets.
With 117 spells in the Players Handbook, the
school of transmutation is the largest and most
flexible school.
Accelerated Decay
Addle
Aether Slide
Aggravated Assault
Aggression
Air Walk
Alacrity
Alluring Scent
Alter Self
Aluren
Amok
Animal Growth
Animal Magnetism
Animal Shapes

Mending
Mental Discipline
Message
Might of Oaks
Mind Over Matter
Mnemonic Absorption
Mobilize
Mystical Tutor
Mythic ProportionsNo Mercy, No Quarter
Oppression
Overland Flight
Overland Flight, Mass
Owls Wisdom

Animal Weaponry
Animate Objects
Animate Plants
Animate Rope
Armor of Thorns
Attunement
Awaken
Balance
Baleful Polymorph
Barkskin
Battle Strain
Bears Endurance
Bears Endurance, Mass
Bestow Trick
Bless Water
Bless Weapon
Blink
Bloodlust
Bloodlust, Lesser
Boomerang
Brainstorm
Browse
Brute Resolve
Buoy
Buried Alive
Burrowing
Carapace
Cats Grace
Cats Grace, Mass
Changestaff
Chaotic Strife
Chill
Chill Metal
Circle of Hands
Clear Mind
Common Cause
Concentrate
Confiscate
Control Plants
Control Water
Control Weather
Control Winds
Corroding Burst
Corrosive
Burst
Weapon
Corrosive Weapon
Crown of Fire
Crusade
Darkvision
Deflection
Delay
Diabolic Strength
Diminish Plants
Discombobulate
Disintegrate
Disrupting Weapon
Donate
Dry
Duress
Eagles Splendor
Eagles Splendor, Mass
Early Harvest
Empyrial Armor
Enlarge Person
Enlarge Person, Mass

Owls Wisdom
Pass without Trace
Passwall
Persecute
Pixies Grace
Pixies Grace, Mass
Plant Growth
Polymorph, Mass
Polymorph
Polymorph Any Object
Prepare Costume
Purify Food & Drink
Pyrotechnics
Quench
Quick
Quicklings Grace
Reduce Animal
Reduce Person
Reduce Person, Mass
Refresh
Refresh, Mass
Regression
Reigns of Power
Repel Wood
Repercussion
Retrieve
Reverse Gravity
Righteous Might
Rise of the Meek
Root
Rope Trick
Rusting Grasp
Rusting Ray
Sadistic Glee
Sculpt Sound
Second ChanceSecret Page
Shapechange
Sheltering Branches
Shillelagh
Shocking
Burst
Weapon
Shocking Weapon
Shrink Item
Siphon Field
Slow
Snag
Snare
Snow Walk
Soar
Soften
Soften Earth & Stone
Speaking Shape
Spell Lodestone
Spell Stealing
Spelldraining Blade
Spellstaff
Spider Climb
Spike Growth
Spike Stones
Squirrel Growth
Squirrel Riot
Statue
Stone Grasp
Stone Shape

193

194
Entangle
Erase
Ethereal Jaunt
Etherealness
Expeditious Retreat
Fabricate
Feather Fall
Firebolt
Fireform
First Strike
Flame Arrow
Flame Guide
Flaming Burst Weapon
Flaming Weapon
Flesh to Stone
Flicker
Fluctuate
Fluctuation
Fly
Fly, Mass
Focus
Focus of Hatred
Form Lock
Foxs Cunning
Foxs Cunning, Mass
Freedom
from
the
Masters
Frost Weapon
Gambit
Gaseous Form
Giant Vermin
Giants Strength
Giants Strength, Mass
Glibness
Goodberry
Gratuitous Violence
Halt
Haste
Heat Metal
Hellfire Blast Weapon
Hellfire Weapon
Hollow Tree
Horses Stamina
Horses Stamina, Mass
Icy Burst Weapon
Insight
Iron Body
Ironwood
Jinx
Jump
Keen Edge
Knock
Levitate
Liveoak
Longstrider
Magic Fang
Magic Fang, Greater
Magic Stone
Magic Vestment
Magic Weapon
Magic Weapon, Greater
Magnetism
Make Whole
Malice
Manifest Probability

Stone to Flesh
Stones Endurance
Stoneform
Storm Blast Weapon
Storm Weapon
Subjectional Gravity
Surefoot
Survival of the Fittest
Swarmform
Target Lock
Telsindrias Belabored
Casting
Telsindrias Intuition
Temporal Flux
Temporal Stasis
Tensers Transformation
Terixs Boon
Thunder-Clapping
Weapon
Thundering Weapon
Tianias Blessing
Tianias
Blessing,
Mass
Tianias Endowment
Tianias
EnlightenmentTianias
Enlightenment,
Mass
Tianias
Greater
Splendor
Tianias Insight
Tianias Splendor
Tigers Prowess
Tigers Prowess, Mass
Time Spiral
Time Stop
Time Twister
Time Walk
Time Warp
Titans Strength
Trancendence
Transference
Transmute
Metal
to
Wood
Transmute Mud to Rock
Transmute Rock to
Lava
Transmute Rock to Mud
Transmute Water to
Acid
Transport via Plant
Treants Endurance
Treants
Endurance,
Mass
Tree Shape
Twin Hits
Vampiric Blade
Venomous Vines
Vermin Shape
Vindicate
Virtue
Volley of Boulders
Warp Wood
Water Breathing

Manipulate Fate
Meld into Stone
Meltdown
Rampage
Rarys
Mnemonic
Enhancer
Reality Shift

Water Walk
Whimsy
Whispering Wind
Wildshape
Wind Walk
Wolfs Tenacity
Wolfs Tenacity, Mass
Wood Shape
Zone of Chaos

Water
Spells with the water descriptor draw
energy from the elemental plane of air or
they manipulate air already present upon
the material plane.
Creatures with the water subtype only
suffer subdual damage from cold. If they
take an amount of cold damage to reduce
them to 0 hit points they are frozen solid
for one minute per extra point of damage
the spell would have inflicted.
(For
instance: a water elemental at 12 hit
points is struck by a cone of cold for 30
points.
It will be frozen solid for 18
minutes). Further, water based creatures
are immune to water spells and take
double damage from electricity attacks.
Buoy
Capsize
Control Water
Create Water
Deep Water
Douse
Elemental Swarm*
Gate*

Planar Ally*
Planar Ally, Greater*
Planar Ally, Lesser*
Plane Shift*
Quench
Transmute Water
Acid
Water Breathing
Water Walk

to

Triggered

Wild

These spells wait for an event to occur


and then create an effect in reaction to
that event.

Wild spells use the uncertainty of chaos to


power them.
These spells can cause
mishaps when they are used (see Chapter
4)

Aether Flash
Alarm
Cloak of Chaos
Contingency
Dispelling Screen
Dispersal Shield
Explosive Runes
Fire Shield
Fire Trap
Forbiddance
Glyph of Warding
Glyph
of
Warding,
Greater
Hesitation
Incendiary
Lightning Rift
Mark of Justice
Pandemonium
Programmed Image

Pyrostatic Field
Refuge
Repel Death
Repercussion
Retribution
Sirroms Deathgate
Sirroms Retribution
Spellshock
Symbol of Death
Symbol of Fear
Symbol of Insanity
Symbol of Pain
Symbol of Persuasion
Symbol of Sleep
Symbol of Stunning
Symbol of Weakness
Tainted Aether

Chaos Ball
Chaos Bolt
Chaotic Strife
Cloak of Chaos
Confusion
Confusion, Greater
Confusion, Lesser
Discombobulate
Entropic Shield
Flame Guide
Flicker
Flickering Ward
Fluctuation
Gambit

Guards & Wards


Insanity
Jinx
Manipulate Fate
Mishap Shield
Reckless Dweomer
Second Chance
Song of Chaos
Subjectional Gravity
Temporal Flux
Terixs Boon
Whimsy
Wildcure
Zone of Chaos

Universal
Universal spells belong to all arcane and
most divine casters. While their effect
might well be best placed in a type or
school, their utilitarian nature is such that
no spellcaster should be denied them.
Arcane Mark
Detect Magic
Limited Wish
Mage Hand
Open/Close
Permanency

Prestidigitation
Read Magic
Reckless Dweomer
Telekinesis
Wish

White
The magic of Valrea, or white magic, is
the only type not feared by most of the
commonfolk. White spells include all of
the cure spells and most of the better
defensive spells.
The list
appendix.

of

white

spells

is

in

the

195

196

Spellcasting
In this section well review the
surrounding the casting of spells
introduce
some
new
wrinkles
clarifications. New terms are given in
the first time they occur.

rules
and
and
bold

The increased number of counterspells


in this book along with the increased
number of triggered effects also makes
a revision and exploration of the spell
initiative rules necessary.
A counterspell is either the mode of a
spell
that
counters
itself
(see
counterspells, below) or a spell that
counters another spell as part of its effect.
A triggered effect is any effect of any
spell that occurs in reaction to an outside
event. For instance, the alarm of the
alarm spell is a triggered event that
occurs in reaction to an intruder entering
the area of effect.
A mode is a variation of a spell that is
accessible from one given preparation.

Stages of
Spellcasting
Every spell goes through the following
stages regardless of caster.
1. Choose the spell: First you choose
the spell itself. At the time you choose
the spell you must be able to pay all
costs (XP, Material, etc.) associated
with it and perform all actions (verbal,
somatic, etc.) it requires.
If you
choose a spell you cant cast nothing
happens, though you can certainly
bluff the casting of a spell.
2. Choose the mode:
A spell with
multiple versions available in one
preparation is said to have multiple
modes. At the time you choose the
mode you also select the targets and
any other factor of the spell that is
variant.
The mode and all targets
must be legal for you to choose (you
cant target things you cant see, and

certain casters cant use certain modes


of spells).
3. Begin the spell:
Now the spell
begins.
At this stage spells and
characters can use ready actions set to
trigger upon the casting of a spell. A
trigger is the condition(s) under which
a character can take a readied action
or a spell with a trigger will act
4. Concentration:
If circumstances
require it, you make a concentration
check.
5. Resolve the spell when its turn
comes up (see below). All die rolls for
the spell are cast, including the spell
resistance rolls and saving throws of
the targets. At this point the spell is
successfully cast.
All costs are
assessed against you and certain
spells that trigger when a spell is
successfully cast go off.

Sequences
When only one caster is casting things are
simple. The players turn arrives, they
choose the spell, begin it and resolve it.
However,
ready
actions,
immediate
actions and triggered spells complicate
things.
If anyone chooses to use a ready action
in response to step 3 of spellcasting a
sequence is created: A sequence is a
series of actions that occur on the same
initiative and all of them follow these
rules:
1. Sequence actions are resolved in
the reverse order that they are
declared in. Example:
Teresa,
Timmon and a hobgoblin are in
combat. Timmon is guarding Teresa
and has readied an action to attack
anyone who attacks her.
The
hobgoblin has readied an action to
attack any spellcaster.
Teresas
initiative comes up, and she casts
magic missile at the hobgoblin. The
hobgoblin takes its ready action and
begins its attack on Teresa. Timmon
takes his ready action to attack the

hobgoblin.
Now the actions are
resolved: Timmon attacks and kills
the hobgoblin.
The hobgoblin, now
dead, cant act. Teresa loses her spell
not because she was hurt but because
the target is dead (she cant change
targets after the sequence has been
set).
2. Spellcasters in a sequence cant
change their minds about targets
as a result of other events in the
sequence nor can they choose to
abandon the spell. Example: Teresa
casts fireball to hit some goblins
surrounding Devon. She isnt worried
about hitting Devon because he has
protection from elements (fire) in
place. However, as she casts her spell
an enemy caster uses sleight of mind
to change her fireball into a cold spell.
She cant abandon her spell, and
Devon is badly hurt.
3. If two characters try to react to
the same trigger, the one with the
lowest rolled initiative declares his
action first. Example: Timmon and
Teresa both have readied actions set
to when some enemy begins a spell.
Teresa has the better initiative, so she
can decide what to do based on what
Timmon does. She cant wait to see
the outcome of his action. Since she
knows the enemy is casting a fireball
at them she decides to counterspell.
Her counterspell goes off before his
attack, since the last declared action
goes first.
4. Effect spreads (such as silence)
and area emanations (such as
cloudkill)
cant
act
while
a
sequence is being resolved and
they cant change their center
points either they must wait for
the end of sequence to do so.
Example: Teresa, Devon and a kobold
sorcerer are in combat. The kobold
begins a fireball, and both Teresa and
Devon use a readied action set for
when someone casts a spell. Teresa
uses deflection, but fails her caster
level check against the kobold. Devon

casts silence on the kobold, but since


that spell creates an emanation it
waits until the sequence is over to act.
The kobold gets off his fireball, hurting
both our heroes.
Now the silence
takes hold, which means the creep
wont hit them again.
5. Once the last action of the
sequence is declared, no more
characters can perform ready
actions until all the actions in the
sequence are resolved.
Spells
however can continue to trigger as
their conditions are met, and they
are resolved as they trigger during
the sequence. Example: Dranock has
a contingency set to teleport him
home if he goes to less than 20 hit
points. He begins a chain lightning
spell and Trishdare uses a ready action
to hit him with a fireball. Teresa uses
her ready action to cast deflection on
his spell, changing the chain lightning
target to Dranock himself.
Teresa,
who declared last, goes first, casting
deflection. This triggers a lightning rift
Dranock had put in place earlier. The
spell lets Teresa deal 5d6 damage to
Dranock.
That is resolved, and
Trishdare goes with his fireball. The
Lightning Rift triggers again and
Trishdare has it deal 3d6 damage to
Dranock. Dranock at this point feels
that casting lightning rift before the
battle was a poor idea. Although hes
managed to make all his saves and
concentration checks hes down to 19
hit points.
His contingency now
triggers, teleporting him miles away.
When he gets there he completes his
deflected chain lightning, which roasts
him quite succinctly.

Triggers
All readied actions and many spells have
triggers. Since multiple spells can trigger
on the same event there are rules to deal
with what occurs when this happens. The
event a spell creates when it triggers is
called a triggered event.

197

198
1. Spells go last after any creatures or
characters in the sequence (They have
an effective rolled initiative of 0)
unless it was an event in the sequence
that triggered them, in which case
they activate immediately.
2. When multiple spells trigger:
If
two or more different spells trigger
against the same event, the higher
level one goes first. If the spells are
the same level, the spell with the
highest caster level goes first. If there
is still a tie, check to see which caster
has the highest casting ability score.
If there is still a tie, flip a coin.
3. When multiple instances of the
same spell would trigger on the
same event only the strongest
spell triggers.
This is critical to
remember otherwise you could do
obscene amounts of damage using
multiple instances of spells like aether
flash. The strongest spell is the one
with the highest caster level, and if
this is a tie use the casting ability
modifier
for
all
casters
as
a
comparison, and if this still is a tie flip
a coin.
4. Spells can trigger multiple times
before discharging, even if they
only actually discharge once. For
instance, hesitation says, Whenever
the first spell or spell-like ability is
being cast in the area of effect,
counter it. So if one character casts a
spell, hesitation triggers, then if
someone
else
casts
counterspell
targeting that spell hesitation triggers
again, then someone aware of the
hesitation
casts
stifle
against
hesitation which causes it to trigger
again.
Now that everyone has
declared their intentions the action can
be resolved. Hesitation counters stifle
and discharges. Next the counterspell
is cast and eliminates the first spell
that began all of this business.
All spells that can trigger against an event
are given the triggered descriptor.

Counterspells
Counterspells are the primary source of
sequences.
They are discussed in the
Players Handbook, but the following facts
about them need to be made clear:
1. Counterspell is a mode of all
spells.
All spells can be used to
counter themselves. Some spells can
counter a wide variety of spells based
on circumstances, but these dedicated
counterspells arent the same thing as
the counterspell mode of a spell. They
can have material components and
other costs for example.
2. The counterspell mode of a spell
has neither material component
nor XP requirement.
3. A countered spell doesnt consume
material components or XP but the
preparation of it or spell slot given
to it is lost.
4. Spell slots paid as an extra cost to
cast a spell are lost if it is
countered (see Spell slots as costs
below).
5. The counterspell mode of a spell
has a duration of instantaneous
and a casting time of one ready
action.
6. Counterspells have no saving
throw or spell resistance the
target is a spell.
For more information on counterspells,
see their entry in the Players Handbook.

Modes
Spells can have multiple modes, but all
the modes of a spell are available from
one given preparation. Modes are chosen
at the time the spell is cast. Note the
following: Not all modes of a spell are
available to all casters. Check the spell
description.

Special Spell
Effects

Creatures immune to death attacks


are likewise immune to loss of life
effects, but they cant cast spells
requiring loss of life payments.

The spells in this book have additional


special effects beyond the list given in the
Players Handbook.

A loss of life effect that kills someone


slays them as surely as a death spell
meaning that they cant be raised by
raise dead.

 Spell Slot Costs: Some spells say


that you must expend a spell slot or a
preparation as an additional cost to
cast them. These spells are balanced
by this requirement the higher the
power level of the slot the more
powerful the spell is (usually). Theres
a big difference between casting fork
on magic missile and casting fork on a
meteor swarm.
The preparation contained in the slot
(if any) is usually irrelevant, but if it
isnt the word preparation will be
used instead of slot. Note that bards
and sorcerers, who dont prepare
spells, cant use the spells requiring
specific preparations to be sacrificed.
Some spells require you to choose
and expend a spell slot of equal or
higher level than a target spell. You
must succeed at a spellcraft check to
learn the level of the spell. If you fail,
you can guess, but if you guess low
the spell will be wasted with no effect.
Unlike other costs, spell slots are lost
if the spell is countered or interrupted
somehow.
 Loss of Life: This is hit point damage
that cannot be cured by magic or
prevented by magic.
Some spells
inflict loss of life and some incur it as a
cost.
Loss of life is difficult to prevent. If
you are paying it as a cost it cant be
prevented by any means without
countering
the
spell.
Damage
prevention doesnt stop loss of life, nor
does damage reduction. Only effects
that block or mitigate level loss will
affect loss of life. Loss of life counts
as a negative energy attack, so death
ward and similar spells stop it cold.

Loss of life is a form of vitality loss


that is recovered very slowly. Each
day after suffering a loss of life the
creature regains 1 hit point if they
make a fortitude save against the DC
of the spell that caused the loss of life.
 Loss of Spells: Some spells rip spells
(or spell potential) away. Spell slots
or preparations lost to an enemy
casters spell are gone as if cast. The
next time you can prepare spells the
slots (and the spell) will be restored
unless otherwise noted by the spell. If
a spell specifies that it causes the loss
of spell preparations then it will not
affect bards or sorcerers they dont
normally prepare spells.
Since many of these spells cause a
random spell to be lost, get in the
habit of preparing a method of
determining a random slot from your
character before play to keep things
moving smoothly. The best method is
to use index cards with one spell
written on each one. You then shuffle
the cards and pull one at random from
the stack to determine the lost spell.
 Damage Prevention: Though not a
new concept, damage prevention has
special effects on certain spells in this
book that wait to trigger when damage
is dealt, or when damage would be
dealt. There is a key difference.
Consider a spell that triggers
whenever a creature receives 5 points
of fire damage. If the spell uses the
phrase is dealt then wait until the
damage is actually subtracted from the
characters hit point total. Prevention
stops the trigger, so if the character
has evasion and rolls a successful
reflex save or a protection from

199

200
elements spell set to ward fire absorbs
the damage, then it wasnt actually
dealt since the characters hit point
total hasnt changed.
However, if the spell says would be
dealt then it triggers.
Consider a
spell that says, The next time any fire
damage would be dealt to the target
creature from a single source, prevent
that damage. If such a ward was in
place then it will go off and prevent
the damage before protection from
elements can absorb it. Speaking
of
damage absorption, what about it?
When a spell absorbs damage it is
preventing it. If damage prevention is
blocked somehow then the spell wont
function.
The two terms are used
somewhat interchangeably depending
on which is easier to read.
In the
end, just remember that the only time
youve dealt damage to something is
when its hit point total has been
reduced.
 Positive and Negative Energy
Levels:
Certain spells (such as
enervation, energy drain or Matachas
Edict) assign positive or negative
energy levels to creatures. Negative
energy levels are discussed in the
DMG in the glossary under the heading
energy drain and negative levels
Applied to undead creatures, a
positive energy level has much the
same effect as a negative energy
level. If a living creature receives a
positive energy level then the following
effects occur:


+1 bonus to skill checks and ability


checks

+1 bonus to all attack rolls and


saving throws

+5 temporary hit points

+1 effective level (whenever the


creatures level is used in a die roll
or calculation, increase it by one
for each positive energy).

Keep in mind that spells that


typically bestow positive energy levels

only affect undead and spells (or


abilities) that bestow negative energy
levels only affect the living. When the
reverse is true bonuses are received.
A living creature can only benefit from
1 positive level at a time and an
undead creature can only benefit from
1 negative level at a time.
 When Spells Cant be Cast: Some
spells simply state that other spells
cant be cast.
When an opponent
attempts to cast such a spell anyway,
there is no effect from the attempt.
Spell slots and XP costs arent
consumed, and material components
are usually unharmed, though the
manner of some castings will cause
them to be destroyed anyway (i.e. the
grasshopper leg of the jump spell is
swallowed by the caster). The attempt
to cast does take a standard action
and
still
provokes
attacks
of
opportunities.
 Death Effects: Death effects arent a
new concept, but the Dusk setting
embraces the epic rule that has these
spells dealing 50d6 damage on a failed
save.

Spell
Descriptions
Note all the following changes and new
entries you will see in the spell
descriptions given in the next chapter.

Level
This book adds an entry for the base level
of a spell in parenthesis before the level
for any class is given. The base level of a
spell is the lowest level the spell can be
normally received by any class. With the
spells in the Players Handbook look for
the lowest level given among the cleric,
druid, sorcerer and wizard classes to find
the base level. If none of these four can
cast the spell use the lowest level given
from those that remain. Base level is
primarily a means to aid the DM in

developing new spell lists, however a few


spells want to know the base level of a
spell rather than its actual casting level.

Components
In addition to affecting when you can cast
a
spell,
the
verbal
and
somatic
components affect how easily you can
conceal your spell casting and how it looks
to others. New components also appear
in this book.
 Verbal (V): Spells with a verbal
component have a base listen DC of 0
minus their level. However, spells of
the illusion or enchantment schools
have a DC half that other spells while
evocations or conjurations have DCs
twice that of the base. Higher-level
spells amplify the casters voice, and
high level spells echo off nearby walls

and are nearly impossible to conceal.


Think of the scene where Gandalf
raises his voice to Bilbo in The Lord of
the Rings: The Fellowship of the Ring
for an example of this effect. The
silent spell feat wont snuff the noise
the spell itself makes.
 Somatic (S): Spells with a somatic
component have a base spot DC of 0
minus their level. However, spells of
the illusion or enchantment schools
have a DC half that other spells while
evocations or conjurations have DCs
twice that of the base. The higher the
spells level the more exaggerated and
fast the casters gestures become.
Higher level spells also cause nearby
lights to dim, arcs of electricity to
appear, wind to kick up and so on.
The still spell removes the casters
need to make exacting motions, but

201

202
the feat doesnt affect the visual
signatures the spell may produce.
 Material (M) and Focus (F): These
are physical props your character must
possess in order to cast the spell.
Material components are consumed by
the act of casting, while foci survive to
be used repeatedly.
A spell with a tiny material
component or focus grants observers a
+2 circumstance bonus on their spot
check to notice your casting.
This
bonus increases by +2 with each
increase in the size of the component.
The feats eschew materials and
improved eschew materials let you
dodge material component and focus
requirements, depending on costs.
You may choose to use exceptional
material components with any spell
(even those that dont normally call for
material components). As a general
rule
these
exceptional
material
components append metamagic feats
to the spell. Finding out exactly what
the component is will require research
and it will vary depending on both the
spell and the metamagic feat you wish
to apply.
 Divine (D): You must channel
or negative energy as part
casting of this spell. This will
one of your turn undead or
undead attempts for the day.

positive
of the
expend
rebuke

 Song (Sg): You must use your bardic


music as part of the casting of this
spell. This will expend one or more of
your bardic music uses for the day. All
spells with the song component will
also carry a verbal (V) component and
have the [sonic] descriptor.

Casting Time
This book introduces the following casting
times to the list youll see in the Players
Handbook.
 Charging:
You can choose the
amount of time to spend on the spell.

The more time you spend, the more


powerful the end result. You have to
spend at least 1 round on a charging
spell. On each subsequent round you
may release the spell or charge it
another round.
As a rule, charge
spells are great for ambushes but
weak elsewhere because of the danger
of continuous casting.
 Immediate Action: An immediate
spell can be cast at any time as a swift
action even when it isnt your turn as
long as you arent flat footed. You can
only cast one immediate or swift
action spell a turn.
 Ready Action: The spell requires a
ready action to use (usually because it
targets a spell).
Most of the time
these spells also outline the trigger
Level Increase

Cost

500 gp

1500 gp

3500 gp

7000 gp

10,000 gp

15,000 gp

25,000 gp

Each Additional level

+25,000 gp

circumstances you have to wait for in


order to cast them.
 Swift Action: A swift action spell can
be cast as a swift action a swift
action is like a free action except you
can only take one per turn whereas
the rules do not place a limit on the
number of free actions a spell allows.
A quickened spell has a casting time of
one swift action.

Area, Effect and


Target
Spells either have a listed area, effect or
target as determined by their nature.

 Targeting Spells:
A spell with a
target line targets the subject.
Certain spells will trigger when a
creature is targeted, and some spells
will block spells that target. Targets
are affected immediately when the
spell is cast unless they are the center
point of an area emanation or effect
spread (see below).
 Effect: With the exception of spreads,
Effects are generated immediately.
Spreads begin at the end of whatever
sequence generated them (which is
usually immediately, but if several
ready actions need to be resolved then
those are taken care of before the
spread is taken into account). If the
center point of an effect spread is
moved then the effect only changes at
the end of the sequence it was moved
in.
 Area:
Bursts and spreads occur
immediately.
Area emanations, like
Effect spreads, must wait until any in
progress sequence resolves to begin.
If their center point changes during a
sequence, they must also wait for the
sequence to end before reasserting
themselves.
 Spells: Spells can be targeted while
they are cast or afterward. Note that
only a spell that is in the process of
being cast can be countered.
Otherwise, the term dispel will be
used. As a rule its easier to counter
spells than to dispel them once they
are in place.

Duration
A spells duration tells you how long the
spell will last
 Continuous Effects: Any effect that
isnt instantaneous is known as a
continuous effect.
These effects
check to see how long theyve been in
effect at the beginning of their casters
turn and end at that time when the
elapsed duration is equal to the
maximum (In other words, the round

the spell was cast on counts towards


its duration there is no 0 round).
If their caster changes initiative
through holding an action, readying an
action or other means, the spell gains
its own initiative on the same count it
was cast on it doesnt move with its
caster to a new initiative count.
Continuous effects that do something
each round do it at the end of their
casters turn, but you may need to roll
the damage earlier: for instance if the
damaged target is a caster wanting to
cast a spell, roll to see what the
damage for the round will be to find
the DC of the concentration check.
However, the damage by the spell isnt
actually
subtracted
from
the
characters hit point total until the end
of its casters turn. This difference will
only matter when continuous effects
are used with readied actions.
Example:
Teresa is readying her
action to cast a spell at anyone or
thing that attacks Timmon, whos
working on a trap. An orc barbarian
comes screaming around a corner and
charges Timmon.
She uses her
readied action to hit it with Melfs acid
arrow. The damage will apply at the
end of her turn, but since she
interrupted the orc it gets to act before
the damage is actually applied. The
orc uses its rage ability and attacks
Timmon anyway. Then the acid burns
in its damage the orc is still up since
its rage gave it the hit points needed
to stay up. Teresa chides herself for
not using a faster acting spell like
magic missile.
 Fading: A fading spell gets weaker
the longer it lasts. These spells grant
a +1 bonus to something for each
round
remaining
in
the
spell.
Whatever that something is gets a
fading bonus. Hence, a +5 fading
bonus will be a +5 on the first round
of the spell, +4 on the second, and so
on until the spell expires. Often a
maximum bonus is given for these
spells, and the bonus cannot exceed

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204
the maximum even if the remaining
duration does.
 While Sung:
Seen on many bard
spells with the song component, these
spells require the bard to sing
continuously round after round (a
move equivalent action that doesnt
provoke an attack of opportunity).
Maintaining a song when struck in
combat requires a concentration check
DC 10 + spell level + damage dealt.
Targets of a spell with a duration of
while sung are freed from the spell if
the bard moves out of range or they
are somehow rendered unable to hear
the spell. If the spell has a duration
after the singing stops this duration
continues normally for the subject.
 Cumulative: A cumulative spell has a
bonus gets stronger the longer it lasts,
up to a prescribed maximum for the
spell.
Multiply the bonus by the
number of rounds that has passed
since the spell began.
This is the
reverse of fading.
 Discharge: All discharge spells have
the triggered descriptor and follow the
rules for triggered spells given earlier
in the chapter.

Wild Spellcraft
This book expands on the concept of wild
spellcraft first introduced by Ryan Nook in
his book Wild Spellcraft and includes a
multitude of new spells with the wild
descriptor (as well as reprinting a few
from Wild Spellcraft in their 3.5e
incarnation).

Wild Spellcasters
In addition to the fact that some spells
can be wild, so can some spellcasters.
The choice to be a wild spellcaster is
made at character creation or when the
character first acquires their spellcasting
class. The choice is permanent for that
class, but if the character later acquires a
second spellcasting class that class does

not have to be wild. For instance, a Cleric


of Terix (an extremely chaotic deity) could
have the wild spellcaster template on their
cleric spells, then later become a wizard
and not have that template on their
wizard spells.
Unlike most other templates, the
presence of the wild spellcaster template
doesnt change the characters ECL or CR
since the benefits and hindrances are
about equal to one another. They are:
1. The characters save DC is 1d20+spell
level, not 10+spell level.
Wild
spellcraft spells vary considerably in
their effectiveness.
2. If the character rolls his level on the
d20 when setting his DC, a mishap
occurs with the spell. Epic level
characters mishap on a roll of 20.
Mishaps can be baleful or beneficial.
3. The character qualifies for feats that
require the wild spellcaster template.
Note that some spells and effects can
temporarily assign the wild spellcaster
template to a character. This temporary
assignment only applies the first 2 effects
on the character; the third are reserved
for characters that are permanent wild
spellcraft casters.

Mishaps
Wild spells work much like any other
spells except that they sometimes mishap
with effects that range from colorful and
benign to the downright weird and
dangerous. When a mishap is indicated
by the DC roll d%, add the characters
willpower saving throw adjustment and
then consult the mishap table.

Types of Mishaps
Mishaps come in four basic formsspell,
personal, target, and generalwhich can
overlap. A mishap could, for instance,
say, Major Image; you and target look
like each other. In this case it would be
a Spell, Personal, and Target mishap.

16 (10 +3 from Wisdom +3 for spell


level).
The fireball would deal 7d6
damage.

If a non-Spell mishap grants a saving


throw to resist it, it is a Will save, DC the
same as that of the spell that instigated
the mishap.
See below for details on
saves against Spell mishaps.

If the mishap simply says the spell


does something, it affects the spell you
were initially trying to cast. If you try to
cast a lightning bolt and the mishap says,
Spell DC is at -10, then you still cast a
lightning bolt, albeit a version easier to
dodge.

Spell
If a mishap mentions the spell or gives a
spell name (like fireball), it is a Spell
mishap. Instead of using a Will save with
the DC of the spell that caused the
mishap, use the saving throw appropriate
to the spell as if you had actually cast the
spell.

Personal
Mishaps that mention you, your, thine,
etc. are Personal mishaps, and they affect
you, the caster. If the mishap is caused
by the activation of a magical item, the
Personal mishap affects the activator, not

For example, Anna is a 7th level wild


cleric with a 16 Wisdom.
If her spell
mishaps with the result fireball centered
on you, she would get a Reflex save DC
Table 6-1: Mishaps
d%

Result

01-05

The spell targets you, or if an area of effect, it centers on you. If it cannot target you or center on you, the spell simply fails.

06-10

Wild spell energy deals 1d4 point of damage per spell level to you.

11-15

The spell affects a random target or area of effect. The GM should randomly determine a different target from among those in range of the
spell. If the spell has no specified target or area of effect, it simply fails.

16-20

A random spell that you have prepared (or a random spell you know if you cast spontaneously) occurs, targeted as close to your original
target as the parameters of the spell allow. The slot of the spell that occurs is expended instead of the one you intended to cast. It is
possible the random spell could be the one you originally intended. The spell that occurs is (1d6: 1-2, one level lower than; 3-4, the same
level as; 5-6, one level higher than) the spell you were originally casting. If you have no spells of this level, the mishap has no effect.

21-25

The spell fails, but its energies manifest as a luck penalty to all your ability checks, skill checks, saving throws, attack rolls, or level checks
for the next minute. This penalty is equal to 1 + the spells level.

26-30

Wild spell energy deal 1 point of damage per spell level to any creatures or objects that would have been affected by the spell.

31-35

Nothing happens. The spell fails just as if it were disrupted in casting.

36-40

Odd sensory elements and bizarre (but harmless) phenomena occur in the area of effect the spell would have affected, lasting as long as the
spells duration would have lasted.

41-45

Bestow curse on you.

46-50

The spell functions normally, but your next spell automatically mishaps, with a 20 luck penalty to the roll.

51-55

The spell fails, but the wild spell energy leaves a permanent change in your body. The change is no more drastic than that which alter self
can achieve.

56-60

Nothing happens.
components.

61-65

For as long as the spells duration would have lasted, your appearance changes in moderate ways, such as alteration of the size, color, or
shape of a body part, your facial appearance, or your sex. The change is no more drastic than that which alter self can achieve.

66-70

The spell functions, but odd sensory elements and bizarre (but harmless) phenomena accompany it for its duration.

71-75

Spell appears to function normally, but is only an illusion. Will DC 20 to disbelieve if interacted with. If the spell has no obvious sensory
effects (like a charm person), nothing happens.

76-80

The spell functions normally, but your next spell automatically mishaps.

81-85

The spell fails, but its energies manifest as a luck bonus to all your ability checks, skill checks, saving throws, attack rolls, or level checks for
the next minute. This bonus is equal to 1 + the spells level.

86-90

The spell functions normally, but with subtle changes in its appearance, such as fireballs being green, or a fly spell leaving a trail of feathers.

91-95

The spell functions normally, but you can cast it again. The spell slot or prepared spell is not expended, nor are any material components.

96-00

The spell functions at full potential, automatically defeating spell resistance and not allowing a saving throw to resist.

The spell does not function, just as if it were never cast, and thus costs the spellcaster no spell slots or material

205

206
the creator of the item.
Unless the mishap is also a Spell
mishap, you can negate the mishap effect
with a successful Will save.

Target
Mishaps that mention a target are Target
mishaps, and only have an effect if the
spell that caused the mishap had a
specific target. If the spell that caused
the mishap does not have an exact target
(such as with a fireball or commune spell),
the Target mishap has affects the person
closest to the center of the area of effect.
If there is no area of effect, there is no
result. If the spell had multiple targets,
you choose one that is affected by the
mishap. Spells that create an effect that
affect deliberately chosen targets (like ray
spells or magic missile) can cause Target
mishaps, but touch spells cannot.
Unless the mishap is also a Spell
mishap, the target can negate the mishap
effect with a successful Will save.

General
General mishaps are those that are not
Personal or Target mishaps. General
mishaps have an effect centered at where
the spell that instigated the mishap was
targeted or centered. If the spell that
caused the mishap had no specific target
or focus (such as a commune or locate
object spell), the general mishap has no
effect.
General mishaps can have a plainly
stated effect (like the ground gets muddy
in a 10 foot radius), or can have the
same effect as a normal spell (like
grease). In the prior case, any people,
and/or magical items receive a Will save
to negate the effect
(a magic items
saving throw bonuses are each equal to 2
+ one-half its caster level, or uses the
bearers saves, whichever are better). In
the latter case, the General mishap is also
a Spell mishap, and uses those rules for
determining the DC.

Undoing the Damage of


Mishaps
Unless noted in the mishap description,
permanent mishap effects can be negated
with a successful dispel magic, remove
curse, or break enchantment cast against
the caster level of the character whose
spell caused the mishap. If the target
does not want the permanent effect to go
away, she is allowed a Will save to negate
the dispelling effect. The DC of this Will
save is equal to 10 + the dispellers caster
level.

Summoning
The list that creatures are summoned
from changes depending on the type of
magic used by the caster. Just as there
are five types of magic, there are five
types of summons. The creatures of each
type complement the spells of the same
type closely so red creatures tend to be
aggressive, difficult to control and often
composed of earth or fire; black summons
are often undead or spirits, white
summons are usually celestial beings.
Summoned creatures are manifestations
of the actual creatures that live on each of
Carthasanas five outer planes. As such
they arent actually killed if they are dealt
lethal damage in combat.
Summoned
creatures can be hedged out by antimagic
shells and similar wards, and they are
vulnerable to some spells that dont affect
other creatures, such as reigns of power.
Spellcasters summon creatures with
alignments matching their own dominant
alignment. A multialigned caster may
summon creatures as if 2 levels lower
than he is from any list matching his
additional alignments.

Summon Natures Ally


This spell series is roughly equivalent to
the green list here and is removed from
play. Druids spontaneously cast summon
monster spells.

Master
Creature List

(huge), pixie, shambling mound, snake,


giant constrictor, spider eater, troll,
tendriculos,
troll
(scrag),
werebear,
weretiger, winter wolf.

The following table lists all the creatures


of the Monster Manual sorted by the type
and level of magic that summons them.
In most cases the creature is identical to
the entry in the Monster Manual, although
some have added hit dice, templates or
even class and level. At least 5 different
creatures for each color and level are
given.

6th level: dire bear, dire tiger,


elephant, gynosphinx, monstrous scorpion
(huge), monstrous spider, (gargantuan),
nymph, treant, rust monster (large, 10
HD), rhinoceros (huge, 16 HD).

Note: Players intending to summon a


creature that has changes from the base
Monster Manual entry are required to
prepare the creature before the session to
speed up play.

Green Summons
1st level: baboon, badger, elf, halfling,
monstrous
centipede
(medium),
monstrous scorpion (small), monstrous
spider (small), snake (small viper).
2nd level: giant ant (worker), giant
bee, gnoll, grig, hyena, monstrous
centipede (large), monstrous scorpion
(medium), monstrous spider, (medium),
nixie, snake (medium viper), spider
swarm, wolf.
3rd level: ape, black bear, bison, boar,
cheetah, dire badger, dire weasel, giant
ant (queen), giant ant (soldier), giant
bombardier beetle, leopard, monitor
lizard,
monstrous
centipede
(huge),
monstrous spider (large), satyr, snake
(constrictor),
snake
(large
viper),
wolverine.
4th level: ankheg, assassin vine,
brown bear, centipede swarm, centaur,
dire boar, dire wolverine, dust mephit,
ettercap, formian warrior, giant praying
mantis, giant stag beetle, giant wasp,
grick, locust swarm, monstrous scorpion
(large), owlbear, pixie, polar bear,
rhinoceros, rust monster, snake (huge
viper), tiger, wereboar.
5th
level:
bralani,
monstrous
centipede (gargantuan), monstrous spider

7th level: frost giant, monstrous


centipede, (colossal), monstrous scorpion
(gargantuan), wooly mammoth (Treat as
a 15 HD elephant), winter wolf (huge, 11
HD), owlbear (huge, 11 HD), shambling
mound (huge, 13 HD), snake (gargantuan
constrictor, 25 HD), ankheg (huge, 9 HD),
wood elf ranger, (10th level).
8th
level:
monstrous
scorpion
(colossal), monstrous spider (colossal),
troll hunter (6th level ranger), dire bear
(huge, 22 HD), praying mantis (huge, 12
HD), grig druid (9th level), spider eater
(huge, 12 HD), tendriculous, (gargantuan,
18 HD), nymph bard (4th level), young
adult green dragon.
9th level: ghaele, bralani (large, 14
HD), dire tiger (huge, 28 HD), human
ranger (14th level), gynosphinx, (huge, 14
HD), pixie sorcerer (6th level), human
druid (14th level), frost giant ranger (4th
level), shambling mound (huge, 21 HD),
snake (gargantuan constrictor, 33 HD)

White Summons
1st level: aasimar, dog, eagle, hawk,
celestial cat, celestial monkey.
2nd level: camel, riding dog, heavy
horse, light horse, light warhorse, mule,
human fighter (1st level), human cleric (1st
level), celestial eagle, human paladin (1st
level).
3rd level: lantern archon, blink dog,
hippogriff, heavy warhorse, aasimar
Paladin (1st level).
4th level: giant eagle, lion, pegasus,
unicorn, aasimar Paladin (2nd level).
5th level: hound archon, celestial lion,
dire lion, djinni, griffon, janni, ravid.

207

208
6th level: lillend, celestial unicorn, half
celestial human fighter (3rd level), aasimar
Paladin
(6th
level),
hound
archon
barbarian (2nd level).
7th level: androsphinx, avoral, behir,
djinni noble, lammasu, roc, zelekhut.
8th level: couatl, cloud giant, halfcelestial human paladin (9th level), halfdragon celestial, lammasu, guardian naga.
th

9 level: celestial charger (unicorn),


kolyarut, leonal, aasimar paladin (12th
level), human cleric (13th level).

Blue Summons
1st level: celestial owl, human adept,
aquatic elf, human expert, porpoise.
2nd level:
tiny animated object,
formian
worker,
gnome,
locathah,
merfolk.
3rd level:
small animated object,
small air or water elemental, githyanki,
svirfneblin gnome, homunculus, manta
ray, octopus, medium shark, squid.
4th level: medium animated object,
crocodile, kuo-toa, sahuagin, large shark,
triton.
5th level:
large animated object,
juvenile
arrowhawk,
doppelganger,
medium air or water elemental, ethereal
filcher, ethereal marauder, air mephit, ice
mephit, water mephit, ogre, merrow,
giant owl, juvenile tojanida.
6th level: achaierai, huge animated
object, adult arrowhawk, giant crocodile,
displacer beast, large air or water
elemental, gibbering mouther, mimic,
orca, phase spider, sea cat, sea hag, huge
shark, adult tojanida.
7th
level:
aboleth,
gargantuan
animated object, baleen whale, chuul, 6headed cyrohydra, huge air or water
elemental, formian, taskmaster, invisible
stalker, water naga, phasm, remorhaz.
8th level: elder arrowhawk, 8-headed
cyrohydra, dire shark, dragon turtle,
greater air or water elemental, giant

octopus, giant, shield


squid, elder tojanida.

guardian,

giant

9th level: colossal animated object,


10-headed cyrohydra, elder air or water
elemental, myrmarch formian, human
wizard, (11th level).

Black Summons
st

1 level: dire rat, skeleton (human


warrior),
zombie
(kobold),
zombie
(goblin), zombie (dog).
2nd level: fiendish dire rat, tiefling,
zombie (human commoner), orc zombie,
skeletal eagle (magical flight).
3rd level: darkmantle, duergar, drow
elf, ghoul, grimlock, lemure, lizardfolk,
shrieker, wolf skeleton, troglodyte zombie.
4th level: bat swarm, choker, imp,
dire bat, dretch, quasit, rat swarm,
skeleton, owlbear, skum, vargouille,
wererat, bugbear zombie.
5th level: allip, derro, dire ape, dire
wolf, dryad, gelatinous cube, ghast,
howler,
ooze
mephit,
salt
mephit,
phantom fungus, shadow, troll skeleton,
violet fungus, werewolf, wight, yeth
hound, pureblood yuan-ti, ogre zombie.
6th level: aranea, barbazu, greater
barghest, bearded devil, carrion crawler,
cloaker, gray ooze, green hag, harpy,
hieracosphinx, 6-headed hydra, mummy,
nightmare, ochre jelly, otyugh, shadow
mastiff, skeleton, chimera, skeleton, ettin,
vampire spawn, wraith, half-blood yuan-ti,
minotaur zombie, umberhulk zombie,
wyvern zombie.
7th level:
annis, babau (demon),
belker, black pudding, cachalot whale,
chain devil, chaos beast, digester, drider,
gauth (beholder), human fighter ghost (5th
level), flesh golem, half black dragon,
human fighter (4th level), 8-headed hydra,
lamia, medusa, advanced megaraptor
skeleton, cloud giant skeleton, spectre,
succubus (demon), umber hulk, vampire
(5th level fighter), will o wisp, xill, yuan-ti
abomination, gray render zombie.

8th
level:
bodak,
bone
devil,
destrachan, erinyes, gray render, half
fiend (7th level human cleric), hellwasp
swarm, 10-headed hydra, mind flayer,
mohrg, dark naga, spirit naga, night hag,
green slaad.
9th level: barbed devil, bebilith,
cauchemar (nightmare), devourer, harpy
archer,
12-headed
hydra,
rakshasa,
retriever, gray slaad, dread wraith.

Red Summons
st

1
level: giant fire beetle, goblin,
kobold, goblin adept, kobold expert.
2nd level:
dwarf, hobgoblin, orc,
stirge, kobold fighter.
3rd level: small earth or fire
elemental,
githzerai,
krenshar,
pseudodragon, troglodyte.
4th level:
azer, bugbear, shocker
lizard, thoqqua, worg.
5th level:
cockatrice, deinonychus
(dinosaur),
medium
earth
or
fire
elemental, hell hound, magmin, earth

mephit, fire mephit, magma mephit,


steam
mephit,
ogre,
flamebrother
salamander, minor xorn.
6th level: basilisk, large earth or fire
elemental, gargoyle, manticore, minotaur,
rast.
7th
level:
bulette,
chimera,
criosphinx,
dragonne,
elasmosaurus
(dinosaur), huge earth or fire elemental,
ettin,
hill
giant,
girallon,
hellcat,
megaraptor (dinosaur), ogre barbarian, 6headed pyrohydra, average salamander,
red slaad, wyvern, average xorn.
8th level:
athach, delver, efreeti,
greater fire or earth elemental, stone
giant,
gorgon,
nessian
warhound
(hellhound),
ogre
mage,
8-headed
pyrohydra, greater shadow, young adult
red dragon, blue slaad, triceratops
(dinosaur), tyrannosaurus rex, vrock
(demon), elder xorn, yrthak.
9th level: elder fire or earth elemental,
fire giant, clay golem, stone golem,
hezrou, hill giant, dire wereboar, 10headed pyrohydra, noble salamander

209

210

<< Spells can take many


forms, from the highly
dramatic to the extremely
subtle.

pells are the item the Dusk


setting is best known for
and appropriately they
comprise nearly a third of
this volume. The spells
herein help to reinforce
and underscore the often
antagonistic relationship between the five
colors of magic even more so than the
spells of the Players Handbook.

Spell entries in this book include flavor


text snippets between the header of a
spell and its effect block in italics. These
snippets provide little windows into the
setting and help make the reading of the
spell lists a little less boring.

Altered Spells
Some spells are modified for the Dusk
setting most of these changes can be
listed on a single line but a few are
rewritten as indicated below:

 Blasphemy: Instead of affecting any


non-evil creature, this spell affects any
non-black aligned creature.
 Bless Weapon: Instead of granting
an ability to strike evil creatures it
grants the weapon the ability to strike
outsiders native to Sodrea or Shun
 Chaos Hammer: This weapon affects
any non-red aligned creature. It only
deals half damage and does not slow
black and green aligned creatures.
 Cloak of Chaos: Where this spell
would affect lawful creatures it instead
affects white-aligned creatures.
 Contact Other Plane: Five versions
of this spell, one in each color of
magic. Each version can only contact
the plane corresponding to its color
and that plane counts as an outer
plane (Carthasana has no inner
planes). All five versions can contact
the ther plane.
 Detect Chaos, Detect Evil, Detect
Good, Detect Law: These spells are

removed from play and replaced by


the
second
level
spell
Detect
Alignment.
 Detect Magic: The colors of each aura
become apparent on the third round
and this knowledge is obtained
automatically (no spellcraft check
needed).
 Dictum: This spell is removed, its
function being contained within the
rewritten version of holy word.
 Dispel Chaos, Dispel Evil, Dispel
Good, Dispel Law: These spells are
removed and have equivalents titled
Dispel White Magic, Dispel Blue Magic,
Dispel Black Magic, Dispel Red Magic
and Dispel Green Magic. These
replacements are attuned to the
alignments indicated in their names.
All of them are white spells.
 Holy Aura: Where this spell would
affect evil creatures it instead affects
black aligned creatures.
 Holy Smite: This spell affects any
non-white aligned creature. It only
deals half damage and does not blind
green or blue aligned creatures.

 Planar Ally and Planar Binding


spells: Each of these spells has five
versions corresponding directly to the
outer plane in question and the color
of the spell matches the color of the
plane from which the summoned
creature appears.
 Plane Shift: This spell exists in five
versions, one for each of the five outer
planes. The metal rod is silver for
Valrea, copper for Balcridan, lead for
Sodrea, iron for Shunrea and a piece
of wood made into ironwood by a druid
for Aborea.
 Protection from Chaos / Evil /
Good / Law: These spells are
removed and have equivalents titled
Protection from White, Protection from
Blue, Protection from Black, Protection
from Red and Protection from Green.
These replacements are attuned to the
alignments indicated in their names.
All of them are white spells.
 Rage: The bonus is a rage bonus
instead of a morale bonus.
 Shield of Law: Where this spell would
affect chaotic creatures it instead
affects red-aligned creatures.

 Holy Weapon: Where this weapon


would affect evil it instead effects red
or black aligned creatures casters
choice at time of casting.

 Unholy Aura: Where this spell would


affect good creatures it instead affects
white aligned creatures.

 Holy Word: Instead of affecting any


non-good creature it affects any nonwhite aligned creature.

 Unholy Blight: The spell affects all


non-black creatures. It only deals half
damage to blue and red aligned
creatures and they are not sickened.

 Identify: This spell is significantly


rewritten see entry among the spell
lists.
 Magic Circle against Chaos / Evil /
Good / Law: These spells are
removed and have equivalents titled
Circle of Protection: White, Circle of
Protection: Blue, Circle of Protection:
Black, Circle of Protection: Red, Circle
of
Protection:
Green.
These
replacements are attuned to the
alignments indicated in their names.
All of them are white spells.

 Word of Chaos: Instead of affecting


any non-chaotically aligned individual
this spell instead affects any non-red
aligned individual.

211

212

Bard Spells
0-level Bard Spells
Convince: Nudge a creature into performing an
action they are hesitant to do but favor.
Mask: Alter your facial appearance, gaining a +5
enhancement bonus to disguise checks.
Meece's Cartomantic Flourish: Control objects of
chance nearby you.
Prepare Costume: Instantaneously clean your
clothing.
Reckless Dweomer: Create a mishap which might
become a spell of level equal or less than that of
an expended spell slot.
Ward from Rain: Weak field of force blocks rainfall
from touching you.
Wink Out: Invisibility for one round only.

1st level Bard Spells


Break Slumber: Dispel natural sleep, make a dispel
check against magical sleep.
Buoy: Creature or object floats easily in water.
Still Touch: Touched creature moves without
making vibrations or sounds.
Switch Costumes: You transport all clothing you
wear to a special location and simualtaneously
the clothing in that location is transported upon
you.
Taunt: Target creature is compelled to attack you.
Understand Unorthodoxy: Gain a mental picture
of what an object looked like unbroken.

2nd level Bard Spells


Alluring Scent: Touched creature gains a pleasant
odor that suppresses nauseating spells such as
stinking cloud.
Animal Magnetism: Touched creature gains wild
empathy.
Delude Divination: Divination spell gives random
nonsensical results.
Evasion: Gain evasion as per the class ability
Identify: Gain a +20 insight bonus on a spellcraft
check.
Jibber Jabba: Speech of subjects becomes
unintelligable to those not affected by the spell.
Pacifism: Target creature goes to total defense and
can take no actions other than movement or
speaking.
Ray of Command: Dominate Person for one round.
Song of Chaos: Each round you may spend a bardic
music slot to attempt to confuse a foe.
Song of Charm: Each round you may spend a
bardic music slot to attempt to charm a foe.
Sound Shell: Create a barrier through which sound
doesn't pass.
Surefoot: Subject gains a +10 enhancement bonus
to balance and tumble checks.

3rd level Bard Spells


Compulsion: Subject repeats an action each round
if able.
Song of Freedom: Song breaks down charms and
compulsions.
Song of Holding: Sing a song that holds foes fast.

4th level Bard Spells


Blinding Light: Intense light blinds and dazzles
foes.
Bloodcurdling Scream: Target creatures gain a
fading morale penalty to attack rolls.
Catalogue: Know everything written in a library.
Dirge of Dread: Song causes fear in all who hear.
Discordant Dirge: Song causes spellcasters to lose
prepared spells.
Jinx: Target creature takes the lower of two d20
rolls.
Rally: Creatures gain a fading morale bonus to
attack rolls.

5th level Bard Spells


Disenchant: Dispel one spell the caster could end.
Reverent Mantra: Creatures gain a fading morale
bonus to AC.

6th level Bard Spells


Back to Basics: Antimagic shell that suppresses
enhancement bonuses.
Confiscate: Move a spell with a single target onto
yourself.
Greater Confusion: As confusion, but with an area
of effect of a 30' radius burst.
Mass Pacifism: As pacifism but affecting 1 creature
/ level.
Shockwave: Deal 10d6 damage to creatures in area
and possibly deafen them permanently.
Song of Blood: Each round the song of blood is
sung creatures gain a +1 cumulative morale
bonus to attack.

Cleric Spells
0-level Cleric Spells
Dancing Vermin: As animate dead, but on an
animal or vermin which had only up to 3 hit
points in life.

1st level Cleric Spells


Animate Dead Animals and Vermin: Animates
twice your level (up to 20) hit points of dead
animals or vermin.
Dampening Field: Gain damage reduction equal to
an expended spell slot +1

Matacha's Will: Make a bolstered turning attempt


by a bonus determined by an expended spell
slot.

2nd level Cleric Spells


Abeyance: Target creature cant cast spells.
Dark Ritual: Slay a dying creature by touch and
boost caster level on next spell by 3.
Decree: All persons who hear words off a scroll
remember the words forever.
Delude Divination: Divination spell gives random
nonsensical results.
Sadistic Glee: Creature gains a +1 bonus to attack
and damage each time it kills a foe.
Talisiasia's Insight: Gain a +20 insight bonus to
heal checks.
Telsindria's Spell Immunity: You are immune to a
spell you expend a preparation of at casting.
Vigilance: Creature gains +10 enhancement bonus
to spot and listen checks while guarding an
assigned area.

3rd level Cleric Spells


Common Cause: Creatures gain a +1 bonus to
attack and damage rolls for each creature with a
shared alignment within 5'.
Crown of Awe: Undead have a -2 to all attack and
damage rolls against you and you have a +2
holy bonus to your effective level when turning.
Duress: Target creature can't use spells from
highest two spell levels.
Enlighten: Touched spellcast can spontaneously
cast curing spells.
Eternal Respite: Touched body can't be raised or
animated.
Greed: Target creature gains the compulsion of
greed.
Halt: Target creature can't cast spells.
Hatred: Slay a creature you strike in combat
although you may slay yourself in the process.
Holy Missiles: As magic missles, but heal the living
and harm undead.
Infusion: Take damage and heal twice as much to
target creature.
Oathbind: Bind two creatures to an oath and know
when it is broken.
Pacifism: Target creature goes to total defense and
can take no actions other than movement or
speaking.
Paranoia: Subject believes everyone is his enemy.
Propaganda: You gain a +1 AC bonus against a
creature for each prior attack they've made.
Renounce: Sacrifice spells you have to gain hit
points.
Reverse Damage: Reverse the damage of target
spell so it cures.
Sound Shell: Create a barrier through which sound
doesn't pass.
Wave of Reckoning: Creatures are damaged by the
weapons they wield.

4th level Cleric Spells


Blinding Light: Intense light blinds and dazzles
foes.
Cleanse: Remove status effects that heal removes,
but doesnt heal damage.
Conceal Lies: Guard lies from magical detection
(non-magical detection still works).
Contemplation: Be cured 1 hit point / level of each
spell cast.
Conviction: Charm person and the victim acts as if
white aligned.
First Strike: Foes entering your threatened space
provoke an attack of opportunity from you.
Light of Day: Holy light drives back undead.
Malice: Weapon gains a +1 unholy bonus and deals
extra damage to green and white foes.
No Rest For the Wicked: Return to unlife a number
of corpses up to twice your level in hit dice.
Retribution: Creatures that strike you suffer the
same damage.
Revive: As raise dead, but creature cannot have
been dead for more than 1 round / caster level.
Sentinel: As vigilance but with several additional
benefits.
Spell Lodestone: Spells which can target you must
target you.
Spirit Link: As shield other but cure spells can pass
through the link.
Terix's Blessing: Target creature gains the wild
spellcaster template.

5th level Cleric Spells


Bright Circle: Create a barrier impassable to
undead.
Despondency: Target creature's strength is reduced
to three.
Empyrial Armor: Target creature gains a +1 bonus
for each other spell affecting it.
Fortify: Ward a creature from sneak attacks.
Nightshroud: As deeper darkness but you and
undead see through it normally.
Pestilence: Creatures are sickened and dealt 1d6
damage / round.
Puppet Strings: Subject made charmed and
inflicted with paranoia to all others but you.
Recurring Nightmare: Subject unable to sleep and
can't recover spells.
Transferrance: The touched creature may deal it's
melee damage to summoned creatures to their
controller instead.
Unquestioned Authority: Creatures sharing your
alignment follow your orders.
Wasting Curse: Bestow a curse that ages the
subject a year every day.
Weakness: Creature gains a 1 strength.

6th level Cleric Spells


Agonizing Memories: Subject
nightmares that prevent sleep.

inflicted

with

213

214
Aura of Protection Black / Blue / Green / Red
/ White: Against the chosen color you gain the
following:
Damage
resistance
10/-,
+4
deflection bonus to AC, +4 resistance bonus to
saves,
protection
from
possession
or
domination.
Counterstrike: Melee attacks against you provoke
an attack of opportunity.
Dissention in the Ranks: Target creature attacks
all nearby creatures as if it had the whirlwind
attack feat.
Magic Missive: As suggestion, but written on a
surface and triggered when read.
Necrology: Lose life instead of spell slots when
spells are cast.
Mass Shield Other: As shield other but affecting 1
creature / level
White Fire: Conjure a fireball of positive energy
which cures the living and damages the undead.

7th level Cleric Spells


Befoul: Touched creature is blinded, dazed, dazzled,
deafened, diseased, exhausted, feebleminded,
insane, nauseated, sickened and poisoned.
Chaos Sphere: All spells in the area of effect
mishap.
Greater Matacha's Will: As Matacha's will with a
bonus to turning level in addition to the
increased turning damage.
Mass Pacifism: As pacifism but affecting 1 creature
/ level.
Mass Paranoia: Subjects believe everyone is their
enemy, including each other.
Purge: As finger of death, but affecting undead.

8th level Cleric Spells


Control Revocation: As spell turning except affects
only enchantment (compulsion) spells.
Greater Death Ward: As death ward, but turns
death spells back upon their creators.
Exsanguination: Subject bleeds from all wounds
taking extra damage each round.
Greater Hold Person: As hold person with a 1
minute / level duration and only 1 save is
allowed.
Prophecy: As divination but with the potential to
see far into the future.
Trancendence: Sources that would damage you
cure you, but if you gain more than double your
usual hit points you die.
Virtue's Ruin: Deal 1d6 / level to white creatures
and 1d6 / level to green creatures, max 10d6.

9th level Cleric Spells


Circle of Hands: Allow multiple creatures to share
spell effects together.
Disanimation: Destroy a single target undead or
multiple undead with a total of 100 or fewer hit
points.

Dispelling Screen: Field attempts to dispel any


magic brought into the area.
Grievance: Bolster a creature so they may seek
revenge.
Holy: Bolt of holy light deals massive damage to red
and black foes and undead.
Inviolability: Touched creature gains Damage
Resistance 25/Last Breath: Subject dies and immediately becomes
a ghost. At spell's end the subject ressurects
without level loss.
Greater Light of Day: Holy light drives back and
damages undead.
Manifest Probability: Probable actions always
occur.
Greater Oathbind: As oathbind, and a spell is set
on contingency to trigger when the oath is
broken.
Mass Puppet Strings: As puppet strings but
affecting up to 1 creature per level.
Purify: As Mordenkainen's Disjunction, except it
does not affect antimagic shells and artifacts.
Purify is also limited to the spells upon one
creature.
Sirrom's Impenetrable Darkness: Area of
darkness leeches lifeforce from creatures within.
Worship: Your hit point total remains 1 as long as
you have devout followers or summoned
creatures nearby.

Cleric Domains
Most of these domains appear in the
Players Handbook but many of them
feature new spells from this book instead
of the spells given in the Players
Handbook. New spells from this book are
in bold.

Aid Domain

Spells
6.
7.
8.
9.

Detect Undead
Flicker
Speak with Dead
Divination
Atonement

6.
7.
8.
9.

Quest
Legend Lore
Prophecy
Foresight

Animal Domain
Granted Power: You may use speak with
animals once a day as a spell-like ability.

Granted Power: When you use the aid


another option you grant a +4 bonus to
the other characters check instead of the
normal +2.

Infusion
Aid
Enlighten
Revive
Spirit Link

1.
2.
3.
4.
5.

Deities: Tala, Januel, Fas

Deities: Rosalynn, Indralia

1.
2.
3.
4.
5.

Spells

Rejuvenate
Aether Slide
Greater Restoration
Circle of Hands

Add Knowledge (nature) to your list of


cleric class skills.

Spells
1.
2.
3.

Calm Animals
Hold Animal
Dominate Animal

6.
7.
8.

4.

Summon Monster IV
(Green only)
Commune with Nature

9.

5.

Antilife
Animal Shapes
Summon Monster
VIII
(Green Only)
Shapechange

Artifice Domain

Air Domain
Deities: Poen, Char, Paltos, Sanshan,
Ooysashandra
Granted Power: Turn or destroy earth
elementals as a good cleric turns undead.
Command or rebuke air elementals as an
evil cleric commands undead.

Deities: Balaxa
Granted Power: Gain a +4 bonus on
Craft checks. You cast conjuration
(creation) spells at +1 caster level. (Those
with access to the creation and the artifice
domains cast conjuration (creation) spells
at +3 caster level).

Spells
1.
2.
3.
4.
5.

Obscuring Myst
Wind Wall
Gaseous Form
Air Walk
Control Winds

6.
7.
8.
9.

Chain Lightning
Control Weather
Whirlwind
Elemental Swarm
(air only)

Ancestor Domain
Deities: Freyalis, Nalru
Granted Power: A number of times per
day equal to your charisma bonus
(minimum once) you can summon an
ancestor and channel some of the
ancestors karmic power into yourself.
This guidance grants you a +4 insight
bonus to any skill check.

Spells
1.
2.
3.
4.
5.

Animate Rope
Wood Shape
Stone Shape
Minor Creation
Fabricate

6.
7.
8.
9.

Major Creation
Simulacrum
Prismatic Wall
Prismatic Sphere

Cavern Domain
Deities: Dulthos
Granted Power: You gain the dwarven
ability of stonecunning. If you already
have stonecunning double the bonus for
stonecunning to +4.

215

216
1.
2.

Detect Secret Doors


Darkness

6.
7.

3.
4.

Meld Into Stone


Leomunds Secure Shelter
Imprisonment
Passwall

8.
9.

5.

Spells

spend all this damage potential in one


attack.

Find the Path


Maw of
Stone
Earthquake

Spells

Charm Domain
Deities: Cuane, Poen, Narisane, Landala,
Trishdare, Belandra
Granted Power: You can boost your
charisma by 4 points once per day for 1
minute.

Spells
1.
2.
3.
4.
5.

Charm Person
Calm Emotions
Suggestion
Emotion
Charm Monster

6.
7.
8.
9.

Quest
Insanity
Demand
Dominate Monster

Community Domain
Deities:
Cuvanill,
Cuane,
Freyalis, Ooysashandra

Indralia,

Granted Power: Use calm emotions as a


spell-like ability once er day. Gain a +2
competance bonus on diplomacy checks.

Spells
1.

Bless

6.

2.
3.
4.

Conviction
Prayer
Status

7.
8.
9.

5.

Rarys Telepathic Bond

Hereos
Feast
Refuge
Mass Heal
Circle of
Hands

Corruption Domain
Deities: Senda, Kepho, Narisane, Sana,
Char, Belandra, Lirashnal
Granted Power: You may execute a
wounding touch attack. This is the inverse
of a paladins lay on hands ability. It can
deal up to your level x your charisma
bonus in damage and you dont have to

1.

Dark Ritual

6.

2.
3.
4.
5.

Afflict
Contagion
Poison
Brittle Bone Curse

7.
8.
9.

Diseased
Weapon
Befoul
Necrology
Drain Life

Creation Domain
Deities: Balaxa, Calruldal
Granted
Power:
Cast
conjuration
(creation) spells at +2 caster level (Those
with access to both the Artifice and the
Creation
domain
cast
conjuration
(creation) spells at +3 caster level).

Spells
1.
2.

Create Water
Minor Image

6.
7.

3.
4.
5.

Create Food and Water


Minor Creation
Major Creation

8.
9.

Heroes Feast
Permanent
Image
Prismatic Wall
Refuge

Darkness Domain
Deities:
Senda,
Sadier,
Imlocrin,
Trishdare, Lirashnal, Belandra, Grimwall,
Nalru, Elrico
Granted Power: Free Blindfighting feat

Spells
1. Darkness
Agenda
2. Blindness/Deafness
Blind
3. Deeper Darkness
4. Agonizing Memories
5. Nightshroud
6. Recurring Nightmare

7.

Sirroms

8.

Power

9.

Sirroms
Impenetrable
Darkness

Word:

Death Domain
Deities:
Sekoon,
Kepho,
Senda, Sadier, Nalru, Elrico

Tharpoen,

Granted Power: You may execute a


death touch once per day. Your death

touch is a supernatural ability that


produces a death effect. You must
succeed on a melee touch attack against a
living creature. When you touch roll 1d6
per cleric level. If the result equals or
exceeds the creatures current hit point
total it dies (no save).

Spells
1.
2.
3.
4.
5.

Exterminate
Death Knell
Death Burst
Death Stroke
Slay Living

6.
7.
8.
9.

Repel Death
Destruction
Implosion
Wail of the Banshee

Destruction
Domain
Deities: Sekoon, Char, Sadier, Imlocrin,
Nalru, Elrico
Granted Power: You gain the smite
power, the supernatural ability to make a
single melee attack with a +4 bonus on
attack rolls and bonus on damage rolls
equal to your cleric level (if you hit). You
must declare the smite before making the
attack. This ability can only be used once
per day.

Spells
1.
2.
3.
4.
5.

Produce Flame
Shatter
Power Wave
Fireball
Shattering Pulse

6.
7.
8.
9.

Rusting Ray
Disintegrate
Earthquake
Shatterstorm

Discord Domain

Spells
1.
2.
3.
4.

Command
Insane Jealousy
Paranoia
Puppet Strings

5.

Reigns of Power

6.
7.
8.
9.

Mass Paranoia
Repurcussion
Antipathy
No Mercy, No
Quarter

Dwarf Domain
Deities: Freyalis, Dulthos, Nalru
Granted Power: Free great fortitude feat

Spells
1.
2.
3.

Magic Weapon
Endurance
Glyph of Warding

4.
5.

Greater Magic Weapon


Fabricate

6.
7.
8.

Stone Tell
Dictum
Protection
from
Spells
9. Elemental
Swarm
(earth only)

Earth Domain
Deities: Berenash, Landala,
Nalru, Fas, Ooysashandra

Dulthos,

Granted Power: Turn or destroy air


elementals as a good cleric turns or
destroys undead. Rebuke or command
earth elementals as an evil cleric rebukes
or commands undead.

Spells
1.
2.
3.

Magic Stone
Soften Earth & Stone
Stone Shape

6.
7.
8.

4.
5.

Spike Stones
Wall of Stone

9.

Stoneskin
Earthquake
Volley of
Boulders
Elemental Swarm
(earth only)

Deities: Berenash, Senda


Granted Power: You gain a +2 bonus to
bluff, diplomacy and sense motive, all of
which are effective tools in sowing
discord.

Elf Domain
Deities: Januel, Alisar, Panial, Frey,
Warrick, Imlocrin, Trishdare, Lirashnal,
Belandra, Grimwall
Granted Power: Free point blank shot
feat

217

218
Spells
1.
2.
3.
4.
5.

True Strike
Cats Grace
Snare
Tree Stride
Commune with Nature

6.
7.
8.
9.

Find the Path


Liveoak
Sunburst
Antipathy

Spells
1.
2.
3.
4.
5.

Burning Hands
Produce Flame
Fireball
Wall of Fire
Fire Shield

6.
7.
8.
9.

Fire Seeds
Fire Storm
Incendiary Cloud
Elemental Swarm
(Fire only)

Family Domain

Fury Domain

Deities: Cuvanill, Cuane, Tala, Januel,


Freyalis, Sanshan, Ooysashandra

Deities: Tela

Granted Power: As a free action you


may protect a number of creatures equal
to your Charisma modifier (minimum one
creature) with a +4 holy bonus to AC. This
supernatural ability lasts 1 round per
level, and any affected creature loses this
bonus if they move more than 10 away
from you. You may affect yourself with
this ability.

Spells
1.

Infusion

6.

2.
3.

Shield Other
Helping Hand

7.
8.

4.
5.

Imbue with Spell Ability


Forbid

9.

Mass Shield
Other
Dispelling Screen
Protection from
Spells
Prismatic Sphere

Deities: Matacha
Granted Power: You cant be caught flatfooted.

Spells
True Strike
Augury
Second Chance
Status
Aether Slide

6.
7.
8.
9.

Spells
1.
2.
3.
4.
5.

Align Weapon
Shatter
Duress
Shout
Circle of Doom

6.
7.
8.
9.

Harm
Final Punishment
Earthquake
Implosion

Guardian Domain
Deities: Matacha, Poen, Tala, Grimwall,
Freyalis, Ooysashandra

Fate Domain

1.
2.
3.
4.
5.

Granted Domain: You gain the smite


power, the supernatural ability to make a
single melee attack with a +4 bonus on
attack rolls and bonus on damage rolls
equal to your cleric level (if you hit). You
must declare the smite before making the
attack. This ability can only be used once
per day.

Quest
Vision
Prophecy
Foresight

Fire Domain
Deities: Sekoon, Char, Landala, Imlocrin,
Calruldal, Ooysashandra
Granted Domain: Turn or destroy water
elementals as a good cleric turns undead.
Command or rebuke fire elementals as an
evil cleric commands undead.

Granted Power: Once per round, as an


immediate action, you may trade spaces
with an ally and any attack against them
becomes aimed at you.

Spells
1.
2.
3.
4.
5.

Alarm
Vigilance
Obscure Object
Sentinel
Dismissal

6.
7.
8.
9.

Forbiddance
Guards & Wards
Dimensional Lock
Inviolability

Glory Domain
Deities: Tean
Granted Power: Divine Grace against
Sodrean spells (A paladin has divine grace
against all spells).

Spells
1.
2.
3.
4.
5.

Disrupt Undead
Bless Weapon
Searing Light
Holy Smite
Holy Sword

6.
7.
8.
9.

Sunbeam
Absolute Grace
Gate (Valrea Only)
Worship

Spells
1.
2.
3.
4.
5.

Doom
Scare
Hatred
Bestow Curse
Righteous Might

6.
7.
8.
9.

Forbiddance
Blasphemy
Antipathy
Wail of Banshee

Gnome Domain

Healing Domain

Deities: Sanshan, Calruldal, Fas, Elrico

Deity: Rosalynn, Indralia, Alisar, Freyalis,


Sanshan

Granted Power: You cast illusion spells


at +1 caster level.

Granted Power: Roll d10s instead of


d8s for the spells listed below.

Spells
1.
2.
3.

Silent Image
Invisibility
Minor Image

6.
7.
8.

4.
5.

Minor Creation
9.
Hallucinatory Terrain

Mislead
Screen
Ottos Irresistable
Dance
Freedom

Halfling Domain
Deity: Ooysashandra
Granted Power: Free Lightning Reflexes
feat.

Spells
1.

Magic Stone

6.

2.

Cats Grace

7.

3.

Flying

8.

4.
5.

Freedom of Movement
Mordenkainens Faithful Hound

9.

Move
Earth
Shadow
Walk
Word of
Recall
Foresight

Hate Domain

Spells
1. Cure Light Wounds
7.
Serious
2. Cure Moderate Wounds
3. Cure Serious Wounds
8.
Critical
4. Cure Critical Wounds
5. Mass Cure Light Wounds
9.
6. Mass Cure Moderate Wounds

Mass

Cure

Wounds
Mass

Cure

Wounds
Mass Heal

Infliction Domain
Deities: Sekoon, Tela, Senda
Granted Power: Roll d10s instead of
d8s for the spells listed below

Spells
1.

Inflict Light Wounds

7.

2.
3.

Inflict Moderate Wounds


Inflict Serious Wounds

8.

4.
5.
6.

Inflict Critical Wounds


Mass Inflict Light Wounds
9.
Mass Inflict Moderate Wounds

Mass Inflict
Serious
Wounds
Mass Inflict
Critical
Wounds
Mass Harm

Deity: Sekoon, Tela, Tharpoen, Apenca,


Berenash, Belandra

Justice Domain

Granted Power: Once a day, against one


foe you may gain a +2 profane bonus on
attack rolls for 1 minute. This is a
supernatural ability.

Deities: Tean
Granted Power: Divine Grace against
Sodrean spells (A paladin has divine grace
against all spells).

219

220
Spells

Spells
1.
2.
3.

Zone of Truth
Oathbind
Mark of Justice

6.
7.
8.

4.

Unquestioned Authority

9.

5.

Limited Resources

Quest
Absolute Law
Greater
Oathbind
Manifest
Probability

Knowledge Domain
Deity: Gintuse, Balaxa, Alisar, Calruldal
Granted Power: Add all Knowledge skills
to your list of cleric class skills. You gain 2
extra skill points per level, provided they
are spent on knowledge skills.

Spells
1.
2.
3.
4.

Detect Secret Doors


6.
Detect Thoughts
7.
Clairaudience/Clairvoyance
Divination
8.

5.

True Seeing

9.

Find the Path


Legend Lore
Discern
Location
Foresight

Liberation Domain
Deities: Cuane, Poen,
Seloku, Sadier, Panial

Balaxa,

6.
7.

Zone of Chaos
The Road Left
Untaken
Manipulate Fate
Moment
of

8.
9.

Magic Domain
Deities: Paltos, Alisar, Fas
Granted Power: Use scrolls, wands, and
other devices with spell completion or
spell trigger activation as a wizard of onehalf your cleric level (at least 1st level).
For the purpose of using a scroll or other
magic device if you are also a wizard
actual wizard levels and these effective
levels stack.

Spells
1.

Nystuls Magic Aura

6.

2.
3.
4.
5.

Identify
Dispel Magic
Imbue with Spell Ability
Spell Resistance

7.
8.
9.

Terix,

Granted Power: You gain a +2 morale


bonus to all saves against enchantment
spells and effects.

Spells
1. Remove Fear
Dispelling
2. Remove Paralysis
3. Remove Curse
4. Freedom of Movement
5. Break Enchantment

1. Reckless Dweomer
2. Gambit
3. Second Chance
4. Jinx
5. Flickering Ward
Prescience

6.

Greater

7.
8.
9.

Refuge
Mind Blank
Freedom

Luck Domain
Deity: Terix, Landala, Trishdare, Panial
Granted Power: Once per day you may
reroll the die for an action. You also gain
the wild spellcaster template.

Anti-magic
Field
Spell Turning
Protection from
Spells
Mordenkainens
Disjunction

Metal Domain
Deities: Balaxa, Sana, Dulthos
Granted Power: Free martial or exotic
weapon proficiency with your choice of
hammer.

Spells
1.
2.
3.
4.
5.

Magic Weapon
Heat Metal
Keen Edge
Rusting Grasp
Wall of Iron

6.
7.
8.
9.

Blade Barrier
Rusting Ray
Iron Body
Blade Storm

Music Domain
Deities: Poen
Granted Power: You have a number of
Bardic music uses equal to your level.
Unless you multiclass as a Bard you will
only be able to spend these uses on the
spells with a song component below.

Spells
1. Song of Charm
2. Song of Chaos
3. Song of Freedom
4. Song of Holding
Stun
5. Reverent Mantra

6.
7.
8.
9.

Song of Blood
Vision
Sympathy
Power
Word:

Noblity Domain
Deities: Berenash
Granted Power: You have the spell-like
ability to inspire allies, giving them a +2
morale bonus on saving throws, attack
rolls, ability checks, skill checks and
weapon damage rolls. Allies must be able
to hear you speak for 1 round. The ability
lasts for a number of rounds equal to your
charisma bonus (minimum one).

Spells
1.
2.
3.
4.
5.

Divine Favor
Entrall
Magic Vestment
Discern Lies
Greater Command

6.
7.
8.
9.

Quest
Repulsion
Demand
Storm of Vengeance

Spells
1.
2.
3.
4.
5.

Entangle
Barkskin
Plant Growth
Command Plants
Wall of Thorns

6.
7.
8.
9.

Repel Wood
Animate Plants
Control Plants
Shambler

Purity Domain
Deities: Tean, Matacha, Cuvanill, Gintuse,
Rosalynn, Ooysashandra
Granted Power: Once a week you may
remove a curse from a creature you touch
by taking the curse upon yourself. You are
allowed a saving throw against it and if
you succeed the curse is effectively
dispelled.

Spells
1.
2.
3.
4.
5.

Sanctuary
Pacifism
Restoration
Cleanse
Atonement

6.
7.
8.
9.

Mass Pacifism
Humble
Purify
Holy

Protection Domain

Pain Domain

Deities: Matacha, Poen, Indralia, Warrick,


Dulthos, Ooysashandra

Deities: Tela

Granted Power: You can generate a


protective ward as a supernatural ability.
This ward grants a resistance bonus to
touched creature equal to your cleric level
on his or her next saving throw. Activating
this power is a standard action. Unless
discharged the ward lasts 1 hour.

Granted Power: The saving throw DC


against all of the spells below is raised by
2.

Spells
1.
2.
3.
4.
5.

Lesser Pain Touch


Afflict
Pain Touch
Corporeal Instability
Greater Pain Touch

6.
7.
8.
9.

Exsanguination
Flaring Pain
Grievance
Energy Drain

Plant Domain
Deities: Tala, Januel, Fas

Spells
1. Sanctuary
Field
2. Shield Other
3. Protection from Energy
4. Spell Immunity
Sphere
5. Mass Shield Other

6.

Anti-Magic

7.
8.
9.

Repulsion
Mind Blank
Prismatic

Granted Power: Rebuke or command


plant creatures as an evil cleric commands
undead.
Add Knowledge (nature) to your list of
cleric class skills.

221

222
Spells

Rest Domain
Deity: Matacha, Frey
Granted Power: You gain a +2 bonus to
all turn undead attempts and deal an
extra 1d6 turning damage.

Spells
1.

Matachas Will

6.

2.

Holy Missiles

7.

3.
4.
5.

Honor the Fallen


Death Ward
White Fire

8.
9.

Greater Matachas
Will
Greater Death
Ward
Disanimation
Matachas Edict

Deities: Tean, Indralia, Freyalis


Granted Power: If you fall below 0 hit
points you regain a number or hit points
equal to 1d8 + your charisma modifier.
This supernatural ability functions once
each day. If a single attack brings you to 10 hit points or less you die before this
power takes effect.

Spells
Temporal Flux
Lesser Restoration
Remove Disease
Reincarnate
Trancendance

Shield of Faith
Endurance
Reflect Gaze
Backdraft
Retaliate

6.
7.
8.
9.

Banishment
Spell Turning
Final Punishment
Storm of Vengeance

Scribe Domain
Deity: Gintuse
Granted Power: You gain a +4 holy
bonus to all saving throws against
triggered spells that use writing for their
trigger.

Spells

Renewal Domain

1.
2.
3.
4.
5.

1.
2.
3.
4.
5.

6.
7.
8.
9.

Heroes Feast
Greater Restoration
Replenish
Freedom

Retribution
Domain
Deities: Tean, Apenca, Sana, Landala,
Grimwall
Granted Power: If you have been
harmed by someone in combat you may
make a strike of vengeance with a melee
or ranged weapon against that individual.
If the attack hits you deal maximum
damage. This is a supernatural ability
usable once each day.

1. Decree
Warding
2. Sepia Snake Sigil
3. Glyph of Warding
4. Explosive Runes
5. Mark of Justice

6.

Greater

Glyph

7.
8.
9.

Symbol of Stunning
Symbol of Insanity
Symbol of Death

of

Sea Domain
Deities: Cuane, Frey
Granted Power: For a total time per day
of 1 round per cleric level you possess you
breathe underwater as if under a water
breathing
spell.
This
effect
occurs
automatically as soon as it is needed and
lasts until it runs out or is no longer
needed, and can operate multiple times
each day up to the total daily limit of
rounds. This granted power is a
supernatural ability.

Spells
1. Buoy
7. Control Weather
2. Clearsight
(castable only at sea)
3. Water Breathing
8. Capsize
4. Deep Water
9. Elemental
(water
only)
5. Force Hull
6. Otilukes Freezing Sphere

equal to your cleric level. Activating the


power is a free action, the power lasts 1
round, and it is usable once per day.

Shadow Domain
Deities: Senda, Lirashnal
Granted Power: You may use deepen
shadows as a spell like ability once per
day
Add Hide to your list of cleric skills.

Spells
1.
2.
3.
4.
5.

Deepen Shadows
Misdirection
Grasping Shadows
Serrins Shadow Spy
Shadow Conjuration

6.
7.

Shadow Walk
Greater Shadow
Conjuration
Shadow Killer
Shades

8.
9.

Stealth Domain
Deity: Tharpoen, Lirashnal
Granted Power: Add Hide and Move
Silently to your list of cleric skills.

Spells
1.
2.
3.
4.
5.

Silence 10 radius
Invisibility
Gaseous Form
Dimension Door
Prying Eyes

6.
7.
8.
9.

Veil
Ethereal Jaunt
Mind Blank
Time Stop

gain

electricity

Spells
1.
2.
3.
4.
5.

Entropic Shield
Gust of Wind
Call Lightning
Sleet Storm
Ice Storm

6.
7.
8.
9.

Enlarge Person
Bulls Strength

6.
7.

3.
4.
5.

Horses Stamina
Divine Power
Giants Strength

8.
9.

Righteous Might
Tianias
Endowment
Titans Strength
Mythic Proportions

Sun Domain
Deities: Tean, Januel, Alisar, Panial, Frey,
Warrick, Calruldal
Granted Power: Once a day you can
perform a greater turn against undead in
place of a regular turning. The greater
turning is like a normal turning except
that the undead creature that would be
turned are destroyed instead.

Spells
1.
2.
3.
4.
5.

Endure Elements
Daylight
Searing Light
Light of Day
Blinding Light

6.
7.
8.
9.

Fire Seeds
Sunbeam
Sunburst
Greater Light of Day

Deities: Seloku

Deity: Char, Tala, Imlocrin


You

1.
2.

Trade Domain

Storm Domain
Granted Power:
resistance 5.

Spells

Wall of Lightning
Control Weather
Whirlwind
Storm of Vengeance

Strength Domain
Deities:
Cuvanill,
Apenca,
Grimwall, Warrick, Dulthos

Sana,

Granted Power: You can perform a feat


of strength as a supernatural ability. You
gain an enchancement bonus to Strength

Granted Power: You have a +2 bonus to


appraise, diplomacy and sense motive
checks, and further appraise is a class skill
for you.

Spells
1.
2.
3.
4.
5.

Ascertain Value
Message
Eagles Splendor
Sending
Fabricate

6.
7.
8.
9.

True Seeing
Mordenkainens
Magnificent Mansion
Mind Blank
Discern Location

Travel Domain
Deity: Seloku, Paltos
Granted Power: For a total time per day
of 1 round per cleric level you possess you
can act normally regardless of magical

223

224
effects that impede movement as if you
were affected by the spell freedom of
movement.
This
effect
occurs
automatically as soon as it is needed and
lasts until it runs out or is no longer
needed, and can operate multiple times
each day up to the total daily limit of
rounds. This granted power is a
supernatural ability.
Add Survival to you list of cleric class
skills.

Spells
1.
2.
3.
4.
5.

Longstrider
Locate Object
Fly
Dimension Door
Teleport

6.
7.
8.
9.

Find the Path


Greater Teleport
Phase Door
Astral Projection

Trickery Domain
Deity: Terix, Tela, Senda, Narisane,
Paltos, Panial, Trishdare, Sanshan
Granted Power: Add Bluff, Disguise, and
Hide to your list of cleric skills.

Spells
1.
2.
3.
4.
5.

Disguise Self
Invisibility
Nondetection
Confusion
False Vision

6.
7.
8.
9.

Mislead
Screen
Polymorph Any Object
Time Stop

Tyranny Domain
Deity: Berenash, Sekoon
Granted Power: Add +2 to the saving
throw DC of any compulsion spell you
cast.

Spells
1.
2.

Command
Enthrall

6.
7.

3.
4.
5.

Discern Lies
Fear
Greater Command

8.
9.

Quest
Bigbys Grasping
Hand
Mass Charm
Dominate Monster

Undead Domain
Deity: Kepho, Sadier, Nalru
Granted Power: Add +2 to your level
and +1d6 to your command, rebuke and
bolster undead effects.

Spells
1.
2.
3.
4.
5.

Animate Dead
Animals & Vermin
Bloodpet
Animate Dead
No Rest for the Wicked
Corpse Control

6.
7.
8.

Create Undead
Control Undead
Create Greater
Undead
9. Sirroms Foul
Transformation

War Domain
Deities: Cuvanill, Sekoon, Sana, Warrick,
Dulthos

Granted Power: Free martial weapon


proficiency with deitys favored weapon if
necessary, and weapon focus with that
weapon.

Spells
1.
2.
3.
4.
5.

Magic Weapon
Spiritual Weapon
Magic Vestment
Divine Power
Flame Strike

6.
7.
8.
9.

Blade Barrier
Power Word: Blind
Power Word: Stun
Power Word: Kill

Water Domain
Deity: Cuane,
Ooysashandra

Paltos,

Frey,

Elrico,

Granted Power: Turn or destroy fire


creatures as a good cleric turns undead.
Command or rebuke water elementals as
an evil cleric commands undead.

Spells
1.
2.
3.
4.
5.

Obscuring Myst
Fog Cloud
Water Breathing
Control Water
Ice Storm

6.
7.
8.
9.

Cone of Cold
Acid Fog
Horrid Wilting
Elemental Swarm
(water only)

Druid Spells

1st level Druid Spells


Animal Weaponry: Your hands become animal
claws that deal 1d6 damage.
Buoy: Creature or object floats easily in water.
Camouflage: Gain a +10 bonus to hide checks.
Eternal Respite: Touched body can't be raised or
animated.
Familiar Eyes: See through the eyes of a familiar or
animal companion.
Hands of Fire: Encase your hands in flame dealing
1d6 fire damage.
Life Burst: Cures 2d8 hit points per expended spell
slot.
Magnify Sight: See at great distance as if you used
a spyglass.
Sheltering Branches: The tree you touch arranges
it's branches to block out all rain and wind.
Snow Walk: Touched creature can walk on snow
and other soft surfaces.
Squirrel Growth: You enlarge multiple squirrels.

2nd level Druid Spells


Animal Magnetism: Touched creature gains wild
empathy.
Bestow Trick: Instantaneously teach an animal a
trick.
Break Slumber: Dispel natural sleep, make a dispel
check against magical sleep.
Harden Snow: Harden snow so it will support the
weight of most adventurers
Reverse Damage: Reverse the damage of target
spell so it cures.
Scent: You gain the scent ability.
Sonar: You can see using sound.
Speaking Shape: Retain the ability to speak while
in wildshape.
Stampede: This spell compels a herd of animals to
stampede in the direction you dictate.
Stone Grasp: A stone hand comes from the ground
and grapples creatures you designate.

0-level Druid Spells


Snag: A low branch or exposed root moves into
position to trip a creature.

3rd level Druid Spells


Abundance: Container produces unlimited food.
Accelerated Decay: Deal 2d8 damage / round to
corporeal undead.
Armor of Thorns: As barkskin, but those you
grapple or attack you unarmed are dealt 1d6
damage.
Avalanche of Squirrels: Summon 1d10 squirrels /
level, up to 10d10
Lesser Bloodlust: Creature gains a +4 rage bonus
to Strength and Constitution and a -4 rage
penalty to Intelligence, Wisdom and Charisma
(to a minimum of 3).
Forest's Eyes: See anything that transpires within a
forest.
Honor the Fallen: Destroy all corpses in holy fire
and be cured 2 points for each one, up to 20.
Horse's Stamina: Target creature gains a +4 bonus
to strength and constitution.

225

226
Keen Ear: Subject gains a +20 enhancement bonus
to listen checks.
Keen Eye: Subject gains a +20 enhancement bonus
to spot checks.
Ring of Fire: Nearby creatures struck by flames
dealing 1d4 damage.
Squirrel Riot: As you are damaged squirrels form
nearby.
Survival of the Fittest: Creatures you summon
have a +4 bonus to strength and hit points are
max possible for their hit dice.
Tendril Walker: You may attack using any vines or
branches in range as if you wielded them as a
weapon.
Terix's Boon: Creature gains a random bonus to a
random ability.
Tiger's Prowess: Subject gains a +4 bonus to
strength and dexterity.
Venomous Vines: Entangle foes with poisonous
vines.
Vermin Shape: You may wildshape into a vermin.
Wildshape: Use wildshape an extra time each day.
Wolf's Tenacity: Subject gains a +4 bonus to
constitution and dexterity.

Corroding Burst: Blast deals 1d6 damage / level,


up to 15d6 to all non-undead constructs in the
area including and especially golems otherwise
immune to magic.
Earthbind: Target creature driven towards the
ground by unseen force.
Form Lock: Target creature can't polymorph.
Giant's Strength: Target creature gains a +6
enhancement bonus to strength.
Magnetism: Magnetize the ground in the area,
causing metal weapons and armor to be
ineffective.
Mobilize: All your summoned creatures take an
extra full action this turn.
Pixie's Grace: Target creature gains a +6
enhancement bonus to dexterity.
Revive: As raise dead, but creature cannot have
been dead for more than 1 round / caster level.
Summer Bloom: Rapidly cast up to 3 spells 4th
level or lower.
Tranquil Domain: Antimagic field against magic
items and their effects.
Treant's Endurance: Subject
gains
a +6
enhancement bonus to constitution.

4th level Druid Spells

6th level Druid Spells

Carapace: Touched creature grows the tough


exoskeleton of an insect gaining a +1 natural
armor bonus per 2 caster levels (maximum
+10).
Disempower: Dispel target enhancement spell.
Falling Timber: Fell a tree onto foes.
Hollow Tree: Create an extradimensional pocket in
a tree for storing belongings.
Regression: Target dire animal becomes a normal
animal.
Renewal: As heal but on summoned creatures only.
Root: Creature literally rooted to where they stand.
Seclude: Spell conceals your campsite from
intrustion.
Supreme Reflexes: Subject can take any number
of attacks of opportunity each round.
Tiania's Blessing: Subject gains a +4 enhancement
bonus to strength, dexterity and constitution.
Tiania's Enlightenment: Subject gains a +4
enhancement bonus to intelligence, wisdom and
charisma.

Animal Scouts: Small creatures scout an area for


you.
Choking Vines: As entangle, but assassin vines are
also summoned into the area of effect.
Forest Maze: Cause creatures to become lost in the
forest.
Price of Progress: Creature is dealt 1d6 damage
for each magic item they hold other than potions
and scrolls.
Rejuvenate: Dispel all penalty granting spells on
target creature.
Rise of the Meek: Tiny or larger creatures deal at
least 1d6 damage per hit.
Rusting Ray: As rusting grasp, but at medium
range.
Shattering Pulse: Destroy a magic item.
Splinter: The touched construct or magic item must
make a fortitude save or be destroyed.
Tiania's Sanctuary: Creatures in the area of effect
can't be targetted by spells.
Tiania's
Splendor:
Subject
gains
a
+4
enhancement bonus to all ability scores.

5th level Druid Spells


Bask: Dispel a spell and gain 1d4 hit points per level
of the dispelled spell.
Bloodlust: Creature gains +8 rage bonus to
Strength and Constitution and a -8 rage penalty
to Intelligence, Wisdom and Charisma (to a
minimum of 3).
Buried Alive: Target creature buried alive 5 + 1
deep / caster level.
Burrowing: Gain a Xorns ability to glide through
earth and rock like a fish through water.

7th level Druid Spells


Aluren: Cast summon monsters ally as a swift
action.
Amok: Target creature attacks every creature within
a move of his current position.
Chaos Sphere: All spells in the area of effect
mishap.
Mass Horse's Stamina: As horse's stamina but on
1 creature / level.
Mass Renewal: As renewal, but on up to 1 creature
/ level.

Tiania's Endowment: Subject gains a +6


enhancement bonus to strength, dexterity and
constitution.
Tiania's Insight: Subject gains a +6 enhancement
bonus to intelligence, wisdom and charisma.
Mass Tiger's Prowess: As tiger's prowess but on 1
creature / level.
Mass Wolf's Tenactiy: As wolf's tenacity but on 1
creature / level.

8th level Druid Spells


Ball Lightning: Summon a ball lightning to deal
10d6 damage to nearby foes, then attack a
single for 10d6 damage.
Cocoon: Wrap a friend or foe in a cocoon which
heals them.
Fissure: You open a fissure in the ground which may
swallow up foes and bury them alive.
One With Nature: You may see and hear from the
eyes and ears of any animal within 1 mile /
level.
Quickling's Grace: Target creature gains a +8
enhancement bonus to dexterity.
Stone's Endurance: Target creature gains a +8
enhancement bonus to constitution.
Mass Tiania's Blessing: As Tiania's Blessing on up
to 1 creature / level.
Mass
Tiania's
Enlightenment:
As
Tiania's
Enlightenment on up to 1 creature / level.
Titan's Strength: Subject gains a +8 enhancement
bonus to strength.

9th level Druid Spells


Creeping Mold: As creeping doom, but composed of
animated mold and not deterred by damage
reduction at all.
Early Harvest: Field produces a year's harvest in
one day.
Mass Giant's Strength: As giant strength, but
affecting 1 creature / level.
Mythic Proportions: Creature grows to ten times
normal size.
Mass Pixie's Grace: As pixie's grace, but affecting
1 creature / level.
Repurcussion: Damage dealt to summoned
creatures is also dealt to summoners.
Shatterstorm: Destroy many magic items.
Swarmform: You change into a swarm of animals
such as rats, doves etc.
Tiania's Greater Splendor: Subject gains a +6
enhancement bonus on all ability scores.
Tiania's Liege: Summon a creature born of pure life
energy.
Transmute Rock to Lava: Transform rock to lava
dealing severe damage to those caught in the
area.
Mass Treant's Endurance: As treant's endurance,
but affecting up to 1 creature / level.

Mage Spells
Every spell has a base level and mages as
a class access spells at their base level. A
few new spells in this book have no
classes listed for them these spells are
only available to the mages. They are
listed below. Remember that these are in
addition to all other spells of a color off
other classes lists a mage can use.

1st level Mage Spells


Black

Blue
Red

Addle: Target creature loses a spell


preparation with a chosen descriptor.
Blood Pet: Create a creature from your
own blood.
Telsindria's Belabored Casting: Spells
take 1 round longer to cast.
Wildcure: Cure or damage randomly.

2nd level Mage Spells


Blue

Red

Apathy: Target creature cant take


attacks of opportunity.
Imaginary Pet: Create an illusionary
guardian with twice your hit dice, up to
10.
Spell Blast: Counter target spell of equal
or less level than an expended spell
slot.
Stifle: Counter target triggered spell.
Parch: As magic missile, but deals double
damage to blue creatures.
Sizzle: Deal 1d6 damage to up to 1
creature / level.

3rd level Mage Spells


Blue

Red

Chill: Red spells take one round longer to


cast.
Gainsay: Counter target blue spell.
Hydroblast: Counter target red spell.
Necroblast: Counter target black spell.
Truthsay: Counter target white spell.
Wisesay: Counter target green spell.
Insane Jealousy: All nearby creatures
with more hit points than you are dealt
1d6 damage / round.

4th level Mage Spells


Black

Persecute: Target creature loses all spell


preparations of a chosen descriptor or
school.
Syphon Soul: All creature in range take
1d8 damage and you are cured by the
amount of damage dealt this way.

227

228
Blue

Red

White

Illusions
of
Grandeur:
Touched
creature gains 1d8 hit points / level as
long as it concentrates.
Reality Shift: For all creatures in the
area AC-10 becomes attack bonus and
Attack bonus+10 becomes AC.
Fireblast: As fireball but can be cast as
quickened action and has a 15d6
damage cap.
Yarenic's Bloody Flame: Blood catches
fire and burns for 1d8 damage
Serenity: Dispel red and black spells.

5th level Mage Spells


Black

Blue

Green

Curse Item: Bestow curse upon an item.


Subversion: Deal 1 damage to each
creature in range and be healed that
much damage.
Hesitation: The first spell cast in the
area is countered.
Reigns of Power: Seize control of all
summoned creatures controlled by
target creature.
Crumble: Touched magic item is
destroyed. Be cured a number of hit
points equal to the spell and caster
level of its creation.
Retaliate: Successful attacks on target
creature provoke attacks of opportunity
from it.

6th level Mage Spells


Black

Green

White

Sirrom's Agenda: Undead in the area


can't be turned.
Vampiric
Drain:
Bestow
negative
energies with touch attacks like a
vampire.
Simplify: All spellcasters in the area
must choose to dismiss one spell if
able.
Balance: Two creatures have their AC,
Attacks
and
spellcaster
levels
equalized.
Humble: Target creature loses all class
ability.

Terix's Favor: Subject takes the better


of two d20 rolls.

8th level Mage Spells


Black

Blue
Red

9th level Mage Spells


Black

Blue

Green
Red

7th level Mage Spells


Black

Red

Gloom: Target creature gains 1 negative


level for each white abjuration affecting
him.
Will of the Damned: Your caster level
increases by 1 for each corpse within
range.
Chaotic Strife: Creatures deal double or
no damage in the area of effect.
Flaring Pain: Antimagic field against
healing spells and effects.
Spellshock: Spells deal 1d6 damage /
spell level to their casters when cast.
Summon Warlord: You summon a
warlord to do battle against your foes.

Vile Consumption: As finger of death


and be cured the hit points the victim
had left.
Mind Over Matter: Lose spells instead of
hit points when damaged in battle.
No Mercy, No Quarter: All creatures
gain a +20 insight bonus to all attacks,
all normal hits are critical hits.

White

Drain Life: Target creature loses 1d4 hit


points (max 20d4).
Gravestorm: Corpses explode dealing
1d6 damage to creatures nearby.
Sirrom's Deathgate: Those who pass
through a portal are affected by finger
of death.
Sirrom's Foul Transformation: Target
creature
becomes
a
zombie
immediately.
Soul Exchange: Switch bodies with a
target creature permanently.
Spreading Plague: As contagion, but
spreads from victim to victim.
Wind of Despair: All summoned
creatures are slain.
Serrin's Theft: Counter target spell. You
may cast the spell yourself.
Time Spiral: Revert all combatants to
their status at the encounter's start.
Time Warp: All events occur twice.
Siphon Field: You gain a bonus for spells
cast nearby you.
Blade Storm: As blade barrier, but the
barrier can be moved each round.
Devestation: As fireball, but deals
damage up to the total number of spell
levels you expend on casting.
Pyroclastic Flow: Deal 25d6 damage to
all creatures in the area of effect.
Thermal Shock: Creatures in the area
take 50d6 fire damage (equivalent to a
death effect).
Twin Hits: Double the number of attacks
made by target creature.
Wildfire: Deal 5d6 damage to an
enourmous area.
Greater Hold Monster: As hold monster
but the duration is greater and the
duration is longer.
Matacha's Edict: Undead gain positive
energy levels while in the area or until
destroyed.
Planar
Collapse:
You
collapse
a
demiplane created by mortal magic.
Seal Fate: Touched corpse can't be
raised or animated by mortal magic.
Telsindria's Aura: Aura of protection
against a color of your choice.

Paladin Spells
1st level Paladin Spells
Crusade: All white creatures gain +1 bonus to all
rolls.
Decree: All persons who hear words off a scroll
remember the words forever.
Holy Missiles: As magic missles, but heal the living
and harm undead.
Infusion: Take damage and heal twice as much to
target creature.

2nd level Paladin Spells


Conviction: Charm person and the victim acts as if
white aligned.
Oathbind: Bind two creatures to an oath and know
when it is broken.
Steadfast Heart: Creatures nearby are immune to
fear.

rd

level Paladin Spells

2nd level Ranger Spells


Armor of Thorns: As barkskin, but those you
grapple or attack you unarmed are dealt 1d6
damage.
Rampage: You can't be flanked by favored enemies
and gain a +1 bonus to attack and damage
them.
Visualize: You touch a track and get a mental
picture of the creature that left it.

3rd level Ranger Spells


Carapace: Touched creature grows the tough
exoskeleton of an insect gaining a +1 natural
armor bonus per 2 caster levels (maximum
+10).
Sonar: You can see using sound.
Venomous Vines: Entangle foes with poisonous
vines.

4th level Ranger Spells


Focus of Hatred: Total all favored enemy bonuses
and apply them against favored enemy.

Light of Day: Holy light drives back undead.


Spirit Link: As shield other but cure spells can pass
through the link.

4th level Paladin Spells


Spell Lodestone: Spells which can target you must
target you.
Unquestioned Authority: Creatures sharing your
alignment follow your orders.
Vindicate: Deal extra damage to foes on each
attack equal to the amount they last dealt you.

Ranger Spells
1st level Ranger Spells
Animal Magnetism: Touched creature gains wild
empathy.
Animal Weaponry: Your hands become animal
claws that deal 1d6 damage.
Bestow Trick: Instantaneously teach an animal a
trick.
Camouflage: Gain a +10 bonus to hide checks.
Familiar Eyes: See through the eyes of a familiar or
animal companion.
Harden Snow: Harden snow so it will support the
weight of most adventurers
Lay of the Land: Spell aids you in navigating
through unfamiliar territory.
Scent: You gain the scent ability.
Snow Walk: Touched creature can walk on snow
and other soft surfaces.

229

230
Sorcerer/
Sorcerer/Wizard Spells

Trans

A few spells on this list are available only


to sorcerers (marked with a *) or only to
wizards (marked with a +).

0-level Sorcerer/Wizard Spells


Abjur

Ward from Rain: Weak field of force


blocks rainfall from touching you.

Div

Displace Perspective: See as if your


eyes where from a vantage point within
100' from your current position.
Convince: Nudge a creature into
performing an action they are hesitant
to do but favor.
Douse: Extinguish a small fire or deal
1d6 damage to a fire creature.
Ignite: Start a small fire or deal 1d3 fire
damage.
Zap: Deal 1d6 electricity damage.
Mask: Alter your facial appearance,
gaining a +5 enhancement bonus to
disguise checks.
Dancing Vermin: As animate dead, but
on an animal or vermin which had only
up to 3 hit points in life.
Exterminate: Slay an animal or vermin
with 3 or less hit points.
Dry: Drive all water out of an object or
deal 1d6 damage to a water creature.
Retrieve: Call to your hand an arcane
marked object 25 lb. or less.
Target Lock: Creature suffers a -4 AC
penalty against the next ranged touch
attack spell used against him.
Reckless Dweomer: Create a mishap
which might become a spell of level
equal or less than that of an expended
spell slot.

Ench

Evoc

Illus

Necro

Trans

Univ

1st level
Sorcerer/Wizard Spells
Abjur
Div

Ench
Illus

Demystify: Dispel a spell up to 3rd level.


Ascertain Value: Gain a +20 insight
bonus to appraise checks.
Clearsight: See through vapors as if they
were not there.
Identify: Gain a +20 insight bonus on a
spellcraft check.
Understand Unorthodoxy: Gain a
mental picture of what an object looked
like unbroken.
Taunt: Target creature is compelled to
attack you.
Deepen Shadows: All creatures gain a
+10 circumstance bonus to hide in
shadows in the area.
Nadia's Spell Brush: Change the
sensory signatures of your spells.
Wink Out: Invisibility for one round only.

Agression: Target creature gains +2 to


attack and -2 to AC and is dealt 2
points of damage each round they dont
attack.
Alacrity: Cast spells as a move
equivalent action.
Buoy: Creature or object floats easily in
water.
Fluctuation: Gain a +1 bonus or -1
penalty to spellcaster level.
Mnuemonic Absorption*: Temporarily
know a spell from a scroll.
Quick: Change Target creature's initiative
to match yours.

2nd level Sorcerer/Wizard Spells


Abjur
Conj
Div

Ench
Evoc

Illus
Necro

Trans

Shift Aim: aim of targetting missiles and


spells changes randomly.
Flicker: Target moves briefly into the
aether plane.
Familiar Eyes: See through the eyes of a
familiar or animal companion.
Magnify Sight: See at great distance as
if you used a spyglass.
Vigilance:
Creature
gains
+10
enhancement bonus to spot and listen
checks while guarding an assigned
area.
Stupor: Enchanted creature is thrown
into a drunken stupor.
Chaos Bolt: Strike a foe with raw magic
energy which may disrupt their spells
on subsequent rounds.
Lightning Lash: Create an electric whip
which deals 1d6 damage per hit.
Pyroclastic Burst: Deal 2d6 damage per
expended spell slot to all creatures in a
10' radius burst.
Reaching Weapon: Weapon gains 5'
reach.
Shock: As lightning bolt but with only 1
target.
Yarenic's Firebolts: As magic missile
except dealing fire damage.
Still Touch: Touched creature moves
without making vibrations or sounds.
Afflict: Touched creature gains a
temporary negative energy level.
Animate Dead Animals and Vermin:
Animates twice your level (up to 20) hit
points of dead animals or vermin.
Foul Presence: Undead in the area gain
turn resistance.
Lesser Pain Touch: Subject suffers a -2
penalty to AC and is dealt 1d8 damage
/ level up to 5d8.
Brainstorm+: Switch up to two spell
preparations with spells you have
mastered with spell mastery.
Browse+: Instantaneously prepare a
spell from a spellbook but remove the
preparation from the book.
Flaming Weapon: Bestow the flaming
weapon property on a weapon.

Focus: Gain a +10 enhancement bonus


to concentration checks.
Frost Weapon: Bestow the frost weapon
property on a weapon.
Gambit: Double all damage dealt by an
attack or prevent it.
Halt: Target creature can't cast spells.
Mystical Tutor+: Prepare a spell in a
lower slot, then place it in a higher slot
for casting later.
Shocking Weapon: Bestow the shocking
weapon property on a weapon.
Snow Walk: Touched creature can walk
on snow and other soft surfaces.
Subjectional Gravity: Whatever surface
your feet touches is down for you.
Temporal Flux: All creatures re-roll
initiative.
Thundering
Weapon:
Bestow
the
thundering weapon property on target
weapon.

Necro

Trans

3rd level
Sorcerer/Wizard Spells
Abjur

Conj

Div

Ench

Evoc

Illus

Mishap Shield: Counter the next


mishapped spell targetting you.
Restrain: Check creature's movement
towards you.
Greater Shield: As shield, but provides
cover and reflects magic missiles back
at their caster.
Telsindria's Spell Immunity+: You are
immune to a spell you expend a
preparation of at casting.
Ishrala's Summons: Mimics Summon
Monster I through VIII, depending on
spell slot expended.
Greater Mage Armor: As mage armor
but with a +8 deflection bonus to AC.
Stream of Acid: Conjure a damaging
stream of acid dealing 1d4 damage /
level (max 10d4)
Oathbind: Bind two creatures to an oath
and know when it is broken.
Spell Scan: Know the spells a creature
has prepared.
Greed: Target creature gains the
compulsion of greed.
Pacifism: Target creature goes to total
defense and can take no actions other
than movement or speaking.
Ray of Command: Dominate Person for
one round.
Chaos Ball: As flamesphere, but random
energy type each round.
Deep Water: Water crushes submerged
foes for 1d6 subdual damage / level
(max 10d6).
Surge: Bolster a target spell.
Twincast*: Copy target spell.
Grasping Shadows: As web but strands
of shadow rather than webs restrict
movement.

Clutch of Undeath: +4 bonus to STR of


undead, -4 penalty to STR of the living.
Dregs of Sorrow: Target creature loses
all morale bonuses and gains a -2
moral penalty to all attack, damage,
skill rolls and saving throws
Swat: Slay target 1HD creature.
Corrosive Weapon: Weapon deals +1d6
bonus acid damage on the round
following each successful hit.
Crown of Fire: Creature takes 1d6
damage / round and gains a like bonus
on attack and damage rolls.
Flaming Burst Weapon: Bestow the
flaming burst weapon property on a
weapon.
Second Chance: Creature's player rerolls
a die.
Shocking Burst Weapon: Bestow the
shocking burst property on a weapon.
Soften: Target creature's next spell or
spell like a ability has a caster level of
1.
Spell Stealing*: Pull a spell from a foe
into your spell's known list.
Spelldraining Blade: Weapon causes
spellcasters
to
lose
spellcasting
potential on each hit.
Stone Grasp: A stone hand comes from
the ground and grapples creatures you
designate.
Surefoot:
Subject
gains
a
+10
enhancement bonus to balance and
tumble checks.
Telsindria's Intuition+: Expend three
spells to prepare one in it's place.
Telsindria's Spell Crystal+: Place a
spell into or remove a spell from a spell
crystal.
Thunderclapping Weapon: Bestow the
thunderclapping property on a weapon.
Whimsy: Target gains a random bonus
or penalty to all attacks, damage rolls
saving throws and caster level checks.

4th level Sorcerer/Wizard Spells


Abjur

Abandon
Hope:
Antimagic
field
suppressing morale bonuses.
Black Ward: Spell resistance against
black spells.
Blue Ward: Spell resistance against blue
spells.
Essense Filter: Dispel all effects with a
descriptor or all effects without a
descriptor.
Force Void: Antimagic field against force
effects.
Green Ward: Spell resistance against
green spells.
Ivory Mask: Spells targetting you can't
be cast.
Red Ward: Spell resistance against red
spells.
Reflect Gaze: Subject gains a +4 bonus
to saves against gaze attacks.

231

232
Conj

Div
Ench
Evoc

Illus

Necro

Trans

White Ward: Spell resistance against


white spells.
Acidic Blast: Coat creatures in a sticky
black acid that deals 1d6 / per round.
Serrin's Phase Step: You may teleport
the distance of your normal move each
round.
Stone Rain: Stone rains down in the
area dealing 1d6 / level (max 10d6)
Sonar: You can see using sound.
Compulsion: Subject repeats an action
each round if able.
Blaze: Fire deals 1d12 / round spent in
casting, max 10d12.
Blinding Light: Intense light blinds and
dazzles foes.
Incinerate: 1d8 damage / level to single
target - max 15d8.
Power Wave: Create a shockwave in a
straight line that damages foes and
knocks them over.
Serrin's Phantasm: Create a major
image existing in the mind of one
subject / level.
Serrin's Shadow Spy: Your shadow
detaches from you and can spy for you.
Chaldulsul's Hex: Ensorcelled creature
can't heal by any means.
Death Burst: Slay target creature with
equal or less hit dice than expended
spell slot.
Demonic Tutor+: Prepare a spell by
paying XP.
Leech Cunning: Foe loses 1d4+1
intelligence and you gain the same for
duration.
Leech Endurance: Foe loses 1d4+1
constitution and you gain the same for
duration.
Leech Grace: Foe loses 1d4+1 dexterity
and you gain the same for duration.
Leech Splendor: Foe loses 1d4+1
charisma and you gain the same for
duration.
Leech Strength: Foe loses 1d4+1
strength and you gain the same for
duration.
Leech Wisdom: Foe loses 1d4+1
wisdom and you gain the same for
duration.
Pain Touch: As lesser pain touch, but
with a -4 penalty to AC, damage up to
10d8 and dodge and dexterity bonuses
are lost.
Pestilence: Creatures are sickened and
dealt 1d6 damage / round.
Aggravated Assault: Target creature
gains a full rounds actions.
Attunement+: Rearrange your spell
preparations.
Clear Mind: Clear your mind to prepare
more spells, but lose 1d8 points off
your casting ability modifier, to a
minimum of 1.

Concentrate: Change the duration of a


spell from concentrate to 1 round /
level
Corrosive Burst Weapon: As corrosive
weapon with additional critical hit
damage.
Donate+: Grant a spontaneous caster
the ability to cast a spell you've
prepared.
Freedom from the Masters: All
summoned creatures in the area are
freed from control.
Icy Burst Weapon: Bestow the icy burst
property on a weapon.
Soar: As feather fall or fly depending on
how fast it is cast.
Solipsist Disillusionment: Objects have
a 50% chance of existing each
moment.
Telsindria's Reflection: Send rays and
magic missiles back at their hurlers.
Terix's Blessing: Target creature gains
the wild spellcaster template.
Unsummon:
Dispel
a
conjuration
(summoning) spell.

5th level Sorcerer/Wizard Spells


Abjur

Conj
Div
Evoc

Abolish: Dispel a spell with certainty but


possibly take damage in the attempt.
Circumvent: Counter a spell unless its
controller expends an equal or higher
level spell.
Counterspell: Counter target spell.
Delude Divination: Divination spell
gives random nonsensical results.
Disempower: Dispel target enhancement
spell.
Disenchant: Dispel one spell the caster
could end.
Dispersal Shield: Create a field that
counters spells cast at you or in your
vicinity.
Energy Field: Damage dealing spells
deal minimum damage.
Flickering Ward: Ward provides random
protection from spells.
Forbid: Antimagic shell against one
named spell.
Sirrom's Foul Link: Half the damage
transferred to you is sent to touched
creature.
Telsindria's Blessing: Spell resistance
against a color of your choice.
Acid Rain: Corrosive Acid Rain strikes
foes for 1d6 / level (max 15d6)
Catalogue: Know everything written in a
library.
Arc Lightning: Lightning discharge along
a path you prescribe deals 1d6/level
(max 15d6)
Concussive Fireball: As fireball with
damage up to 15d6 and half the
damage is sonic.

Illus

Necro

Trans

Rolling Thunder: Creatures dealt 1d6


damage per level (max 15d6) within
60' of you.
Sirrom's Spite: Creatures who die in the
area are treated as if killed by death
magic.
Telsindria's Trigger: Cause a spell to go
off as if cast centered on the creature
that has it prepared.
Thunderbolt: As lightning bolt though
half the damage is sonic and the max
damage is 15d6.
Cloak Undead: Conceals the undead
nature of undead creatures.
Greater Mirror Image: As mirror image,
but images range over a wider area and
you may teleport between their
locations.
Sleight of Mind: Change the natures of
spells and what they see.
Brittle Bone Curse: Victims bones
disintegrate over a prolonged period.
Death Stroke: Next creature critically hit
by target weapon must make a
fortitude save or die.
No Rest For the Wicked: Return to
unlife a number of corpses up to twice
your level in hit dice.
Pox: Target creature has Hit points,
Attack bonus AC and spelllevel reduced
by 1/3.
Repel Death: Whenever you would die
those nearby must save or die in your
place.
Anarchy: White wards damage the
creatures they affect.
Boomerang: Switch the target of a spell
that affects one creature to its caster.
Corporeal Instability: Cause a subjects
form to disolve into an amorphous
gibbering mass.
Delay: Target spell does not occur until
this spell ends.
Entropic Burst: Entropic energy deals
1d6 damage / level (up to 15d6) to
creatures in the area.
Flame Guide: You direct the path taken
by burning flames.
Meltdown: You melt a non-magical metal
object, damaging those touching it.
Refresh: Target spell has it's elapsed
duration set to 0
Spell Lodestone: Spells which can target
you must target you.
Storm Weapon: Bestow the thundering
and shocking properties to a weapon.
Vampiric Blade: Bestow the vampiric
property to a weapon.
Zone of Chaos: Spell targets are
determined randomly.

6th level Sorcerer/Wizard Spells


Abjur

Conj

Ench

Evoc

Necro

Aura of Protection Black / Blue /


Green / Red / White: Against the
chosen color you gain the following:
Damage resistance 10/-, +4 deflection
bonus to AC, +4 resistance bonus to
saves, protection from possession or
domination.
Bright
Circle:
Create
a
barrier
impassable to undead.
Desertion: Counter target spell. If it is a
summons the creatures appear under
your control.
Differentiation: No spell can be cast
that shares a school or descriptor with
a prior spell.
Limited Resources: All spells have their
minimum effect.
Surge
Shield:
Shimmering
shield
absorbs part or all of incoming spell
effects.
Tainted Aether: Creatures that teleport
into or out of the area gain a negative
level.
Telsindria's Invulnerable Globe: As
globe of invulnerability against spells up
to the level of an expended spell slot.
Nadia's Brief Reprieve: Target is
teleported away to a random location
and returns at the spell's end.
Bedlam: Creatures make no attempts to
dodge attacks, losing their dexterity
modifiers to AC
Backdraft: Agressor dealt damage by
their own spell or supernatural ability.
Cone of Flame: As cone of cold, d8
damage dice up to 15d8, and fire
damage.
Earthbind:
Target
creature
driven
towards the ground by unseen force.
Firebreathing: Touched creature may
breath fire for 1d6 damage / 2 levels
once every 1d4 rounds.
Force Hull: Create a wall of force along
the outer contour of a ship.
Incendiary: When touched creature dies
it explodes damaging nearby foes.
Lightning
Rift:
Lightning
strikes
whenever anyone casts a spell as
directed by the spellcaster of those
spells.
Mind Burn: Deal 2 damage to subject for
each copy of a named spell the subject
has prepared.
Pyrostatic Pillar: Spells 3rd level or less
trigger damage upon their casters.
Shower of Coals: As fireball but up to
15d6 and half the damage is impact
damage.
Diseased Weapon: Creatures struck by
weapon suffer a contagion.
Form Lock: Target creature can't
polymorph.
Recurring Nightmare: Subject unable
to sleep and can't recover spells.

233

234

Trans

th

Abjur

Ench

Evoc

Wasting Curse: Bestow a curse that


ages the subject a year every day.
Wilting Curse: Bestow a curse causing
rapid weight loss and con loss.
Chaos Sphere: All spells in the area of
effect mishap.
Fluctuate: Instantly prepare a new spell
allotement half of your current one.
Mass Fly: As fly, targeting up to 1
creature / level.
Gratuitous Violence: All attacks by and
upon target creature are critical.
Oppression: Spells cost an additional
spell slot of equal or greater level to
cast.
Stoneform: Polymorph yourself into an
earth elemental.
Storm Blast Weapon: Bestow the
shocking burst and thunder-clapping
properties to a weapon.
Time Twister: You phase in and out of
time becoming immune to many attack
forms.

level Sorcerer/Wizard Spells


Absolute Duty: Antimagic field against
blue spells.
Absolute Grace: Antimagic field against
black spells.
Absolute Law: Antimagic field against
red spells.
Absolute
Reason:
Antimagic
field
against green spells.
Absolute Truth: Antimagic field against
white spells.
Aether Flash: Creatures that teleport
into the warded area take 1d6 damage
/ caster level.
Aether Slide: Touched creature goes
aethereal whenever they would be
struck by physical attacks.
Back to Basics: Antimagic shell that
suppresses enhancement bonuses.
Control Revocation: As spell turning
except
affects
only
enchantment
(compulsion) spells.
Lull: Spells can't be cast in the area of
effect.
Power Sink: Counter target spell and
cut off the caster from further
spellcasting for a time.
Greater Confusion: As confusion, but
with an area of effect of a 30' radius
burst.
Mass Pacifism: As pacifism but affecting
1 creature / level.
Fanning the Flames: Magnify and
empower fire spells in the area.
Wall of Lightning: Create a wall of
lightning that deals 1d6 / level damage
(max 20d6) to those attempting to pass
through.

Illus
Necro

Trans

Wildstroke: A bolt of wild energy strikes


foes with 1d6 damage / level (max
20d6) and other unpredicatable effects.
Intangibility:
Enhanced
invisibility
makes you all but undetectable.
Corpse Control: As magic jar, but on
corpses and undead.
Necrology: Lose life instead of spell slots
when spells are cast.
Greater Pain Touch: Victim sent into
helpless
convultions
dealing
1d8
damage / round to a max of 20d8.
Battle Strain: Attacks that miss full AC
but hit touch AC deal half damage.
Confiscate: Move a spell with a single
target onto yourself.
Deflection: Change the targets of target
spell.
Hellfire
Weapon:
Bestow
flaming,
thundering and shocking properties on
a weapon.
Time Walk: Move forward through time.

8th level Sorcerer/Wizard Spells


Abjur

Conj

Ench

Evoc

Illus

Necro

Greater Abolish: Dispel a spell with


certainty but possibly take damge in
the attempt.
Dispelling Screen: Field attempts to
dispel any magic brought into the area.
Dissipate: Counter target spell and
possibly wipe all other preparations of
that spell from the opponent's mind.
Telsindria's Spelltrap: Create orbs
which capture spells you can later
release.
The Road Left Untaken: Move to two
places at once and be in them at the
same time.
Greater Hold Person: As hold person
with a 1 minute / level duration and
only 1 save is allowed.
Capsize: Create a waterborne forcewave
that can capsize ships.
Pandemonium: Creatures are damaged
with force attacks whenever other
creatures complete normal attacks.
Replenish: Restore all spells dispelled in
the last minute.
Chaos in the Minds Eye: Subjects
perceptions
become
completely
nonsensical disorienting the subject and
cause numerous effects.
Terror: As phantasmal killer but with
higher damage and a -4 saving throw
penalty.
Dark
Fate:
Creature
who
deals
destroying blow to target undead is
affected by finger of death.
Final Punishment: Creature dealt all
damage suffered in the round a second
time.
Lycanthropic Curse: Bestow the curse
of lycanthropy on a subject.

Trans

Brute Resolve: As feeblemind, but lost


intellect is added to strength.
Hellfire Blast Weapon: Bestow flaming
burst, thunderclapping and shocking
burst effects on a weapon.
Mass Overland Flight: As overland flight
but upon up to 1 creature / level.

Illus
Necro

9th level Sorcerer/Wizard Spells


Abjur

Conj

Evoc

Greater Antimagic Field: Creates an


antimagic field out to close range from
you.
Refutation: Counter target spell and
subject loses the ability to cast it until
restored.
Telsindria's
Radiance:
Antimagic
against a color of your choice.
Ball Lightning: Summon a ball lightning
to deal 10d6 damage to nearby foes,
then attack a single for 10d6 damage.
Chain Contingency: As Contingency, but
links up to 3 spells together whose total
levels cant exceed your caster level.
Greater Oathbind: As oathbind, and a
spell is set on contingency to trigger
when the oath is broken.

Trans

Radiate: Target spell targets additional


targets depending on the spell slots you
drop at casting.
Shadow Killer: Target creature's shadow
attacks it.
Disanimation: Destroy a single target
undead or multiple undead with a total
of 100 or fewer hit points.
Sirrom's Impenetrable Darkness: Area
of darkness leeches lifeforce from
creatures within.
Smother: Target creature begins to
suffocate and will die if the spell isn't
broken.
Entropic Wave: As entropic burst with a
maximum damage of 25d6 and
destroying objects as well.
Mass Polymorph: As polymorph, but
affecting 1 creature / level.
Mass Refresh: As refresh, but affecting
up to 1 spell / level.
Repurcussion:
Damage
dealt
to
summoned creatures is also dealt to
summoners.
Trasmute Water to Acid: You turn
water to acid dealing considerable
damage to those entrapped in it.
Volley of Boulders: You transmute
pebbles to bolders mid-flight.

235

236
Abandon Hope+
Abjuration (Ward) [Black]
Level: (3), Sor/Wiz 4
Casting Time: 1 standard action
Range: Close (25' + 5' / 2
levels)
Effect: All creatures in range
Duration: 1 minute / level

It is easier to abandon hope than


abandon fear. ~ Elgrel III.
This spell
works like
antimagic
shell
except
that it only suppresses
morale bonuses and any
bonus against fear effects.
This spell can be made
permanent upon objects
and areas by a 12th level
caster at a cost of 2000
XP.

Abeyance+
Enchantment
(Compulsion)
[Mind-Affecting, White]
Level: (1), Clr 2
Components: V, S
Casting Time: 1 round
Range: Close (25' + 5' / 2
levels)
Target: 1 creature
Duration: 1 round / level
Saving Throw: Will Negates
Spell Resistance: Yes

A moments pause, a lifetimes


regret. ~ Telzoan saying.
Target creature cant cast
spells.

Abolish+
Abjuration (Dispel) [White]
Level: (5), Sor/Wiz 5
Components: V, S

Anything you bring into this


world can be removed from it if
someone is willing to pay the
price.
~ Sirrom.
This spell works like dispel
magic in the targeted

dispel mode except that if


you fail at the caster level
check you are dealt 1d4
points of damage per
point of failure and the
spell you targeted is
dispelled anyway.

Abolish, Greater+
Abjuration (Dispel) [White]
Level: (7), Sor/Wiz 8
Components: V, S

It is a small thing to suffer


that the world might be purified;
and a smaller thing still to die
that the world might be saved.
~ Princess Anatole, 992 SR
This spell
works like
abolish except it is based
upon greater dispel magic
instead of dispel magic.

Absolute Duty+
Abjuration (Ward) [White]
Level: (7), Sor/Wiz 7
Area: 30' emanation, centered
on you

"Next to Grace is Duty, which


protects and nourishes her being.
Without duty the thoughts of
man run foul and destroy the
beauty they might otherwise
create." ~ The Tedisa, Book II,
Canto 18
This spell works like antimagic field except it only
affects blue spells and
effects.

Absolute Grace+
Abjuration (Ward) [White]
Level: (7), Sor/Wiz 7
Area: 30' emanation, centered
on you.

"First is Grace, which holds our


hearts in sympathy for our
fellows. Without grace the
world plunges into a nightmare

from which it will never


return." ~ The Tedisa, Book
II, Canto 16
This spell works like
anti-magic field except it
only affects black spells
and effects.

Absolute Law+
Abjuration (Ward) [White]
Level: (7), Sor/Wiz 7
Area: 30' emanation, centered
on you

"Second is Law, which guides our


actions and shapes our purpose.
Without law chaos shall reign
and destroy all that is right
and all that is beautiful in
the world." ~ The Tedisa,
Book II, Canto 17
This spell works like
anti-magic field except it
only affects red spells
and effects.

Absolute Reason+
Abjuration (Ward) [White]
Level: (7), Sor/Wiz 7
Area: 30' emanation, centered
on you.

"Next to Law is Reason, which


judges man by laws straight
path. Without Reason the law
can be twisted to evil ends and
enslave all that is noble and
pure in the world." ~ The
Tedisa, Book II, Canto 19
This spell works like
anti-magic field except it
only affects green spells
and effects.

Absolute Truth+

Accelerated Decay+

Acidic Blast+

Abjuration (Ward) [White]


Level: (7), Sor/Wiz 7
Area: 30' emanation, centered
on you.

Transmutation [Green]
Level: (3), Drd 3
Components: V, S, M
Casting Time: 1 standard action
Range:
Medium
(100
+
10/level)
Effect: 60' radius circle
Duration: 1 round / 2 levels
Saving Throw: Fortitude
Spell Resistance: Yes

Conjuration (Creation) [Acid,


Black]
Level: (3), Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard
action
Range: Long (400 + 40
level)
Area: 20 radius spread
Duration: 1 round/level (max
10)
Saving Throw: Reflex Neg.
(see text)
Spell Resistance: Yes

"Last and above all is Truth, the


prism which guides and binds the
other four. All that is just and
worthy exists within truth. All
without truth must be destroyed."
~ The Tedisa, Book II, Canto 20
This spell works like antimagic field except it only
affects white spells and
effects.

Abundance+
Conjuration (Creation) [Green]
Level: (3), Drd 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Container touched
Duration: 1 round / level (D)
Saving Throw: None (object)
Spell Resistance: No (object)

If you feed an army, have you


really saved anything? ~
Geldasin.
Whatever food or water
that is in the container at
the time you cast this
spell
cannot
be
exhausted.
Each round
whatever
has
been
removed
from
the
container is replaced. The
container cant have more
than a one cubic foot
volume per caster level.

"Given time, life consumes death.


~ Geldasin.
You accelerate the action
of the organisms that
cause
decay.
All
unanimated corpses in the
area of this accelerated
decay
will
completely
decomposed by the end of
this spell's 1st round.
Corporeal
undead
and
flesh golems in the area of
effect are dealt 2d8 points
of damage each round.
Material Component: A
mushroom.

Acid Rain+
Conjuration (Creation) [Acid,
Black]
Level: (4), Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100+10/level)
Area: 20 radius circle
Duration: 1 round / level (D)
Saving Throw: Ref
Spell Resistance: No.

Not all spring showers are


refreshing. ~ Sirrom.
Corrosive acidic rain falls
down upon the area, or
existing rain is transmuted
to acid. It deals 1d6 /
caster level (max 15d6)
and if rain is already
present the spell deals an
extra point of damage per
die.

Hey, I just got this suit!


Timmon yelled.
You conjure a small
green orb that flies from
your hand out to a point
you designate like the
bead
created
by
a
fireball spell.
When it
reaches that point it
explodes splashing a
corrosive and sticky acid
onto all creatures in its
area of effect that fail
their
reflex
saves.
Those creatures take
1d6 points of damage
each round starting on
the round you cast this
spell.

Addle+
Transmutation
[Black,
Metamagic]
Level: (1)
Components: V, S
Casting Time: 1 round
Range: Medium (100' +
10'/level)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

The wizards of Carthasana have


learned that taking a spell
away before it is cast is
preferable to dispelling it
after.

237

238
Choose a descriptor. The
target
creature
must
choose and lose a spell
preparation
possessing
the descriptor if able.

ther Flash+
Abjuration
(Ward)
[Red,
Triggered]
Level: (6), Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: Close (25' + 5' / 2
levels)
Effect: 60' radius sphere
Duration: 1 hour / level (D)
Saving Throw: Fortitude
Spell Resistance: Yes

I said I wanted to take the high


road, not the HOT road!
~ Malsan.
Creatures which enter or
leave the area of effect
through the use of any
magic
(teleport,
gate,
summon monster, etc.)
take 1d6 damage / caster
level to a maximum of
15d6 points of damage.
This spell can be made
permanent by a 15th level
caster at a cost of 3,500
XP.

ther Slide+
Transmutation [White]
Level: (6), Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature Touched
Duration: 1 round / level (D)
Saving Throw: None
Spell Resistance: Yes

The best block is to get out of


the way. ~ Devon
If an object or a spell
would strike the recipient
they
are
shunted
immediately
to
the
ethereal plane. At the end
of their next action they

return to the plane the


originated from unless
that
space
is
still
occupied, otherwise they
appear at the nearest
open spot.
This spell provides no
protection from spells and
effects that extend onto
the ethereal plane, such
as magic missile and most
other force effects.

Afflict+
Necromancy [Black]
Level: (2), Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Effect: Creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

To hurt someone is easy, making


them suffer requires more
planning and effort. ~ Sirrom.
The
touched
creature
gains a negative energy
level. Provided it survives
the level lasts for 1
minute / caster level
(maximum 10 minutes).
As with enervation the
subject is not in danger of
permanent
level
loss.
Undead struck by the spell
gain 2d8 temporary hit
points.

Aggravated Assault+
Transmutation [Red]
Level: (3) Sor/Wiz 4
Components: V, S
Casting Time: 1 standard
action
Range: Medium (100+10 /
level)
Target: One Creature
Duration: Instantaneous
Saving Throw: Will Negates
(Harmless)
Spell
Resistance:
Yes
(Harmless)

Even young hill giants are


bright enough to understand
that if you hit something hard
enough it wont hit back.
The
target
creature
gains a full action at the
conclusion of this spell
and
their
initiative
changes to match yours.
This
spell
will
not
function on a given
creature more than once
in a round.

Aggression+
Transmutation [Enhancement,
Red]
Level: (1), Sor/Wiz 1
Components: V, S
Casting Time: 1 standard
action
Range: Close (25 + 5 / 2
levels)
Target: 1 creature
Duration: 1 round / 2 levels
Saving Throw: Will Neg
(harmless)
Spell
Resistance:
Yes
(harmless)

Orcs do not have a word that


means peace.
The targeted creature
gains a +2 to attacks
and a 2 to AC. If the
creature does not take
an attack action on any
round it is dealt 2 points
damage by aggression
that round.

Agonizing Memories+

Alluring Scent+

Amok+

Necromancy [Black, Evil, MindAffecting, Metamagic]


Level: (5), Clr 6
Components: V, S
Casting Time: 1 standard action
Range: Close (25 + 5 / 2
levels)
Target: 1 creature
Duration: Instantaneous
Saving Throw: Will Negates
Spell Resistance: Yes

Transmutation [Green]
Level: (2), Brd 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Effect: 30 emanation from you
Duration: 1 minute / level (D)
Saving Throw: None
Spell Resistance: No

Transmutation [Red]
Level: (6), Drd 7
Components: V, S
Casting Time: 1 standard
action
Range: Medium (100+10 /
level)
Target: 1 creature
Duration: Instantaneous
Saving Throw: Will Neg
(Harmless)
Spell
Resistance:
Yes
(Harmless)

"Even the greatest can be moved


to tears. Sometimes, even evil
men cry." ~ Telsindria.
You cause the subject to
instantly
recall
an
agonizing memory which
paralyzes
them
one
round, deals 1d4 damage
/ level and causes them to
lose all spell slots on their
highest two spell levels.

Alacrity+
Transmutation
[Green,
Metamagic]
Level: (1), Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round / level (D)

"To learn how to do something


quickly, first learn how to do it
slowly." ~ Telsindria.
You must choose and
expend a spell slot as an
additional cost to cast this
spell. For the duration of
this spell you may cast
spells with a casting time
of one standard action
that are of equal or less
level than the expended
spell
as
a
moveequivalent action (You can
take two move-equivalent
actions a round).
Material Component: A
feather from a swift.

Timmon swooned at Teresa.


Rats, she muttered, Even this
spell has an unpleasant side
effect.
This
spell
creates
a
pleasant and enjoyable
odor that grants you a +2
bonus
to
diplomacy
checks.
This
spell
suppresses other spells of
3rd level or less and
natural abilities created by
creatures with less than 5
HD (not including class
levels)
that
use
unpleasant
odors
to
nauseate,
sicken
or
otherwise harm a foe.
This includes but isnt
limited to the stinking
cloud spell and the stench
ability of troglodytes.

Aluren+
Transmutation
[Green,
Metamagic]
Level: (6), Drd 7
Components: V, S, DF
Casting Time: 1 round
Range: Personal
Target: You
Duration: 1 round / level (D)

As children of nature, druids


quickly master the calling of
their siblings.
Each round you may cast
one summon natures ally
spell as a swift action.

But we had him outnumbered


thirty to one!! ~ Chalnas,
Goblin Lackey
The creature you target
may make one attack
against every creature
he could reach on a
single move action.

Anarchy+
Transmutation
[Metamagic,
Red]
Level: (4), Sor/Wiz 5
Components: V, S
Casting Time: 1 standard
action
Range: Medium (100+10 /
level)
Target: 1 white abjuration
(ward)
Duration: Up to 1 round /
level
Saving Throw: Fort [see
text]
Spell Resistance: Yes [see
text]

The only true protection is to


annihilate your foes. ~
Yarenic.
Make a dispel check
against a target white
abjuration (ward).
If
you succeed the spell
begins to deal 1d4
damage / level each
round to all within its
area of effect in addition
to its other effects for up
to 1 round / level.

239

240
Saving throws and spell
resistance
are
rolled
against the transmuted
spell, not this one. If the
spell resistance roll is
successful it must cancel
all effects from the ward,
including any beneficial
effects.

Animal Magnetism+
Transmutation [Green]
Level: (2), Brd 2, Drd 2, Rng 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature Touched
Duration: 1 minute / level (D)
Saving
Throw:
Will
Neg.
(Harmless)
Spell
Resistance:
Yes.
(Harmless)

telepathically relay what


they observe. Unlike the
eyes created by prying
eyes, the animals called
by this spell dont detect
as magical and cant be
dispelled. However, they
are normal creatures and
their natural instincts to
flee, hide, etc., may
override your instructions.
Material
Component:
Food favored by the
animals you wish to serve
as scouts.

Animal Weaponry+

Everything speaks a language if


you will but listen. ~
Geldasin.

Transmutation
[Green,
Polymorph, Enhancement]
Level: (1), Drd 1, Rng 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level (D)

The
touched
creature
gains the wild empathy
class ability of the druid
for the duration of the
spell.

"When the druid said he wouldn't


bear my presence any longer, I
didn't think he was being literal."
~ Timmon.

Animal Scouts+
Conjuration (Calling) [Green]
Level: (6), Drd 6
Components: V, S, M, DF
Casting Time: 1 standard action
Effect: Up to 10 creatures

For a druid, every beast is a


potential spy.
This spell
works like
prying eyes, but instead of
relying on crystal orbs for
scouts the spell calls up to
ten animals. Birds are the
usual choice, but you are
free to choose any animal
with up to 1 HD. The spell
grants the animals the
mental capacity to follow
the instructions you give
for the duration, to return
to
you,
and
to

Your hands become the


paws or claws of an
animal for the duration of
this
spell.
These
appendages
deal
1d6
points of damage per
successful
attack,
are
considered armed, and
have a damage type
appropriate to the animal
mimicked (i.e. eagle claws
deal slashing damage,
bear
paws
deal
bludgeoning
damage).
Spells
with
somatic
components cannot be
cast while this spell is in
effect.

Animate Dead Animals and


Vermin+
Necromancy [Black]
Level: (1), Clr 1, Sor/Wiz 2
Components: V, S, M
Range: Close (25' + 5' / 2
levels)
Targets: One or more corpses

"Creepy crawly, can't catch me


One, two, three, One two
three
Creepy crawlies, can't find me
One, two, three, One, two,
three."
~Telzoan Children's Jump rope
Rhyme.
This spell works like
animate dead, except it
only animates corpses
from animals or vermin
and their hit points are
limited to twice your
level, up to twenty.
Material Component: A
crushed
black
pearl
worth 25 gp, the dust of
which is sprinkled over
the creatures to be
animated.

Antimagic Field,
Greater+
Abjuration (Ward) [White]
Level: (9), Sor/Wiz 9
Range:
Close
(25+5/2
levels)
Area: An emanation centered
on you extending to the
limit of the range.

There are ways to humble the


mightiest of wizards. ~
Telsindria.
This spell works like
antimagic field except
that it extends out to a
greater
range
as
outlined above.

Apathy+
Enchantment
(Compulsion)
[Blue, Mind Affecting]
Level: (2)
Components: V, S
Casting Time: 1 standard action
Range: Medium (100+10 /
level)
Target: 1 Creature
Duration: 1 round / level (D)
Saving Throw: Will Neg
Spell Resistance: Yes

The
target
creature
cannot take attacks of
opportunity.

Arc Lightning+
Evocation [Electricity, Red]
Level: (4), Sor/Wiz 5
Range: See Text
Area: 20 5x5 squares + 2 5x5
squares / level (see text)

Lightning rarely go straight. It


twist, turn, sizzle and pop! ~
Chalnas, Goblin Lackey.
This spell
works like
lightning bolt, except it
can arc through any path
you can devise and even
fork multiple times.
All
the squares affected by
the discharge must adjoin
at least one other and one
of them must adjoin you.
Your character must be
able to see the whole path
the bolt is to take. If the
bolt passes through the
same square twice it has
no additional effect. The
maximum damage of arc
lightning is 15d6.

Armor of Thorns+
Transmutation
[Enhancement,
Green]
Level: (3), Drd 3, Rng 2

It didnt take the goblins long to


figure out that this was one elf
they shouldnt touch.

This spell
works like
barkskin except armor of
thorns covers your body in
thorns. Any creature that
successfully completes an
unarmed attack upon you
is dealt 1d6 damage by
the thorns, and creatures
grappling you suffer 1d6
damage each round.

Ascertain Value+
Divination (Insight) [Blue]
Level: (0), Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Object touched
Duration: Instantaneous
Saving Throw: None (object)
Spell Resistance: No (object)

Its worth thirty gold I swear!


the merchant said. Timmon
glanced to Teresa. Five, she
said.
You gain a +20 insight
bonus to appraise the
touched object. Roll the
check immediately upon
the successful casting of
this spell.

Attunement+
Transmutation
[Blue,
Metamagic]
Level: (4), Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous

I could never beat you in a


straight up spell duel Trish, unless
I had time to prepare spells just
for you, Teresa smiled.
For every 3 levels you
have you may choose and
expend a spell preparation
as an additional cost to
cast this spell. For each
spell
preparation
so

chosen you may prepare


a spell of up to one level
less than the expended
spell.

Aura of Protection:
Black+
Abjuration
(Ward)
[White,
Good]
Level: (6), Clr 6
Components: V, S, M/DF
Casting Time: 1 standard
action
Range: Touch
Target: Creature Touched
Duration: 1 min / level (D)
Saving Throw: None
Spell Resistance: No

Faith, be my shield.
Similar to the much
weaker protection from
black spell, the aura of
protection: black spell
grants
the
following
protections:
 The subject gains
damage
resistance
10/ against any
attack
loosed
by
creatures of a black
alignment
or
summoned
from
Sodrea.
 Against the attacks
and spells of black
creatures the subject
has a +4 deflection
bonus to AC and a
+4 resistance bonus
on saves.
 All
attempts
to
possess the warded
creature fail as if the
recipient was under
a protection from
black spell.
Material Component:
Powdered Mithril worth
100 gp that is traced in
a circle around the feet
of the subject.

241

242
Aura of Protection:
Blue+
Abjuration (Ward) [White]
Level: (6), Clr 6

Duty, guard my mind.


This spell functions like
aura of protection: black
except
the
granted
protections are attuned
against blue spells and
creatures summoned from
the plane of Balcridan.

Aura of Protection: Green+


Abjuration (Ward) [White]
Level: (6), Clr 6

Reason, guide my thoughts.


This spell functions like
aura of protection: black
except
the
granted
protections are attuned
against green spells and
creatures summoned from
the plane of Aborea.

Aura of Protection: Red+


Abjuration (Ward) [White]
Level: (6), Clr 6

Courage, strengthen my hand.


This spell functions like
aura of protection: black
except
the
granted
protections are attuned
against red spells and
creatures summoned from
the plane of Shun.

Aura of Protection: White+


Abjuration (Ward) [White]
Level: (6), Clr 6

Truth, light my way.


This spell functions like
aura of protection: black
except
the
granted
protections are attuned
against white spells and

creatures summoned from


the plane of Valrea.

Avalanche of Squirrels+
Conjuration
(Summoning)
[Green]
Level: (3), Drd 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100' + 10'
level)
Area: 20' radius
Duration: 1 round / level
Saving Throw: None
Spell Resistance: No

The squirrels were here, the


squirrels were there,
The squirrels were all around.
They chattered and hissed scurried
about No end of them could be found.
You
summon
1d10
squirrels / level into the
area of effect, up to
10d10.
This
swarm
somehow manages to deal
1 point of damage for
each 5 squirrels attacking,
and you may divide the
squirrels as you see fit
among the creatures you
want attacked in the area
of effect. Creatures with
natural armor may count
their natural armor bonus
as DR against the attacks
of this mob of squirrels,
and a creature with a +5
natural
AC
bonus
or
greater is immune to this
attack. That said, those
swarmed by squirrels still
need
to
make
a
concentration check DC
10+ 1 per 5 squirrels
attacking them to cast any
spell.
Material Component: A
sack of nuts, preferably
acorns.

Back to Basics+
Abjuration (Ward) [Blue]
Level: (6), Brd 6, Sor/Wiz 7
Components: V, S, M
Range: Close (25 + 5 / 2
levels)
Area: An emanation centered
on you extending to the
limit of the range.

The greatest and most


spectacular failures result
when a supposed master forgets
that which an apprentice
knows. ~ Telsindria.
This spell works like
antimagic field except it
only suppresses spells
with the enhancement
descriptor and magic
item
effects
that
replicate
any
enhancement spell.
Material Component:
A copper coin.

Backdraft+
Evocation [Metamagic, Red]
Level: (6), Sor/Wiz 6
Components: V, S
Casting Time: 1 immediate
action
Range: Long (400' + 40' /
level)
Target: [see text]
Duration: Instantaneous
Saving Throw: Fort (see
text)
Spell Resistance: Yes [see
text]

Everything you bring into this


world will someday come back
to you ~ Telsindria.
Target spell, spell-like or
supernatural
ability
deals half damage to its
caster, fortitude save to
reduce this further to a
.
The creature may
only roll SR if the target
of backdraft is a spell or
spell-like ability. You
must target the spell,

spell-like or supernatural
ability when it is first
activated or cast.

Balance+
Transmutation [White]
Level: (6)
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100+10 /
level)
Targets: 2 creatures
Duration: 1 minute / level (D)
Saving
Throw:
Fort
Neg.
(Harmless)
Spell
Resistance:
Yes
(Harmless)

For one to gain, another must


lose. ~ Malchani proverb.
Add the attack bonus of
the two target creatures
and divide it by two
(round
down).
This
number becomes the new
attack bonus of both
target creatures for the
duration of balance. Do
the
same
for
each
creatures
AC
and
spellcaster level.
The changes brought
about by balance dont
use the stacking rules
the new attack bonus,
spellcaster level and AC of
each creature should be
treated as their normal
score for the duration of
balance and any effect
that would enhance or
diminish works from this
new score.
Balance only functions if
both targets fail their
save.
Focus: A tiny set of
golden scales worth 100
gp.

Ball Lightning+

Bask+

Conjuration
(Summoning)
[Electricity, Red]
Level: (7), Drd 8, Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Close (25' + 5' / 2
levels)
Effect: Ball Lightning
Duration: Instantaneous
Saving Throw: See Text
Spell Resistance: See Text

Abjuration (Dispel) [White]


Level: (4), Drd 5

In the realm of Shun few things


other than ball lightning
intimidate the natives. Nothing
intimidates the ball lightning.
You
summon
Ball
Lightning,
a
volatile
creature from the plane of
Shun that can only last
moments on the Material
plane. You designate a
point for it to appear
within close range and all
creatures within 10' of
that point are dealt 10d6
damage,
reflex
saving
throw for half and SR to
negate (if any). Unlike
other
summoned
creatures
the
ball
lightning does not wait to
your next action to move,
instead
it
immediately
moves and attacks a
single foe of your choice
within 60'. It has a +10 to
hit and needs only make a
touch attack. If it hits it
deals
10d6
damage,
fortitude save for half with
no
SR
allowed.
It
dissipates after this single
attack. If any creature
successfully attacks the
ball
lightining
it
is
destroyed but it deals its
10d6 damage to the
creature who attacked it.
Ball Lightning has an AC
of 10 and 1 hit point.

"Life comes from magic, and


magic comes from life. One
cannot be - there must always
be two. In all things there
must be two." ~ Telsindria.
This spell works like
dispel
magic
in
its
targeted dispel mode,
except that upon a
successful dispel you are
cured 1d4 hit points per
level of the dispelled
spell.

Battle Strain+
Transmutation [Red]
Level: (6), Sor/Wiz 7
Components: V, S
Casting Time: 1 standard
action
Range: Personal
Effect: 60' emanation
Duration: 1 round / caster
level
Saving Throw: Will Negates
(Harmless)
Spell
Resistance:
Yes
(Harmless)

Most rarely miss a giant more


than once. Conversely, giants
need rarely hit more than
once.
All creatures (including
your enemies) in the
area of effect that fail to
hit the AC of their target
in the area of effect deal
half normal damage if
they hit the touch AC of
their target.

243

244
Bedlam+
Enchantment
(Compulsion)
[Mind-Affecting, Red]
Level: (5), Sor/Wiz 6
Component: V, S
Casting Time: 1 standard action
Range: Medium (100+10 /
level)
Targets: All creatures in range.
Duration: 1 round / level (D)
Saving Throw: Will Negates
Spell Resistance: Yes

The two armies clashed in such


fury and hatred that no one on
either side attempted to protect
themselves.
Such was the
beginning of the Battle of the
Red Veil. ~ Alblasker, Histories
of Dalsundria.
The affected creatures
make no attempt to dodge
attacks. They lose dodge
and dexterity bonuses to
AC.

Befoul
Necromancy
[Black,
MindAffecting]
Level: (7), Clr 7
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fort Neg
Spell Resistance: Yes

Nothing pure remains so long.


~ Sirrom.
The touched creature is
blinded, confused, dazed,
dazzled,
deafened,
diseased
(determine
randomly),
exhausted,
feebleminded,
insane,
nauseated, sickened and
poisoned. The spells heal
and cleanse remove 1d4
of these conditions each
time they are cast on the
subject
instead
of
dispelling all of these
conditions
as
normal.

Spells
that
counter
individual
conditions
inflicted by befoul function
normally.
Not all creatures are
subject to all of befouls
effects.
The confused,
feebleminded,
and
insanity effects are mindaffecting

creatures
immune to mind affecting
spells are immune to this
part of befoul but not to
the other parts. Undead
are immune to all aspects
of befoul.

Bestow Trick+
Transmutation [Green, MindAffecting]
Level: (2), Drd 2, Rng 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Animal touched
Duration: 1 minute / level (D)
Saving
Throw:
Will
Neg.
(Harmless)
Spell
Resistance:
Yes
(Harmless)

Even a simple lesson can have


infinite value. ~ Geldasin
The
touched
animal
immediately learns a trick
of your choosing if you
succeed
at
a
handle
animal check. The animal
will only be able to
perform the trick for the
duration of the spell. (The
teaching
of
tricks
to
animals normally takes
several weeks. See the
handle animal skill in the
Players
Handbook
for
more information).

Black Ward+
Abjuration (Ward) [White]
Level: (3), Sor/Wiz 4

"Faith is the shield that cradles


the heart." - Aurnonian
teaching.
This spell works like
spell resistance except
that it only protects
against black spells.

Blade Storm+
Evocation [Force, Red]
Level: (9)
Duration: 1 round / level (D)

Steel alone may cleave flesh


from bone, but in the hands of
the master it can cleave heart
from soul. ~ Sirrom.
This spell works like
blade barrier except you
can move the created
blades up to 30 each
round.
Those in the
path of the moving
blades
make
reflex
saving throws to dodge
them.

Blaze+
Evocation [Fire, Red]
Level: (3), Sor/Wiz 4
Casting Time: Charging

Fire, like both love and hate,


is born with a single spark.
~ Alisan.
This spell works like
fireball
except
blaze
deals 1d12 for each
round spent casting it,
up to the casters level
or 10d12 whichever is
lower.

Blinding Light+
Evocation [Light, White]
Level: (3), Brd 4, Clr 4, Sor/Wiz
4
Components: V, S, M

When one lives in darkness, light


provides no sight. ~ Telsindria.
This spell
works like
daylight except the light it
creates
is
far
more
intense. All creatures in
the area of the light on
the round it appears must
make a fortitude save or
be dazzled - and creatures
normally vulnerable to
bright
light
are
automatically dazzled and
must make a fortitude
save or be blinded. Dazzle
effects last one round,
blindness lasts until the
blinding light is removed.

skills and feats are the


same as yours. It counts
as undead so it has no
constitution or intelligence
score,
and
its
other
abilities are the same as
yours or 10, whichever is
greater.
The creature has a +1
to hit for each HD it has
and a slam attack of 1d8.
Focus: Silver dagger.

Bloodcurdling Scream+
Necromancy [Black, Fear, MindAffecting, Sonic]
Level: (4), Brd 4
Components: V, S, Song
Casting Time: 1 standard action
Range: Medium (100+10/level)
Target: Up to 1 creature / level
Duration: Fading, 1 round /
level
Saving Throw: Will Neg.
Spell Resistance: Yes

Material Component: A
sunstone

There are sounds that can shake


the resolve of anyone who hears.

Blood Pet+

You must expend a Bardic


music ability use for each
creature you wish to
target.
The
target
creatures gain a fading
penalty to attack rolls. (A
fading penalty is equal to
the number of rounds left
in the spells duration).

Necromancy [Black]
Level: (1)
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25+5 / 2 levels)
Effect: Creates a Blood Pet
Duration: 1 round / level (D)
Saving Throw: None
Spell Resistance: No

Necromancers are adept at


finding new ways to apply
themselves ~ or parts of
themselves.
When you cast blood pet
you open a wound with a
silver dagger and a doglike creature forms from
your blood within close
range. It has as many hit
points as you choose to
lose it is effectively 1
HD for each 4 points of
damage you take. Its

Bloodlust+
Transmutation
[Enhancement,
Mind- Affecting, Red]
Level: (4), Drd 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100'+10' /
level)
Targets: 1 creature
Duration: 1 round / level (D)
Saving Throw: Will Negates
(See text)
Spell Resistance: Yes

For there to be love there must


be hate. ~ Alisan.

You inspire bloodlust in


a creature, making him
an incredible, if stupid,
combatant.
Strength
and Constitution all gain
a +8 rage bonus from
this spell. Intelligence,
Wisdom and Charisma
are reduced by a -8 rage
penalty by this spell to a
minimum value of 3.
The creature is further
imbued with a desire to
kill anything living in
sight.
Creatures with spell
abilities save against
this spell with a +4
bonus as raw combat is
not in their natures.
Creatures with no spell
ability save at a -4
penalty
against
this
spell. Creatures in a
rage
(as
per
the
barbarian class ability)
are given no saving
throw against this spell.
Rage bonuses do not
stack with the bonuses
from the rage ability of
the barbarian class.
Calm emotion
this spell.

ends

Material Component:
Blood from a recent
wound (preferably on a
recently
dead
foe,
though the caster can
cut himself to provide
the component).

Bloodlust, Lesser+
Transmutation [Enhancement,
Mind Affecting, Red]
Level: (2), Drd 3

Only when there are no orcs


will the world know peace.
~ Elven saying.

245

246
This spell
works like
bloodlust, except lesser
bloodlust only confers a
+4 rage bonus to strength
and constitution and a 4
rage
penalty
to
intelligence, wisdom and
charisma.

Brainstorm+

Bright Circle+

Transmutation
[Blue,
Metamagic]
Level: (1), Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous

Blue Ward+

Insight is one of those things


that rarely comes when bidden
~ Alblasker.

Abjuration (Ward) [White]


Level: (4), Clr 5, Sor/Wiz 6
Components: V, S, M, DF
Casting Time: 1 standard
action
Range: 60
Area: An emanation centered
on you extending to the
limit of the range.
Duration: 1 minute / level (D)
Saving Throw: [see text]
Spell Resistance: [see text]

Abjuration (Ward) [White]


Level: (3), Sor/Wiz 4

"Knowledge is the chalice that


feeds the mind." ~ Telsindria.
This spell works like spell
resistance
except
that
blue ward only protects
against blue spells.

Boomerang+
Transmutation
[Blue,
Metamagic]
Level: (5) Sor/Wiz 5
Components: V, S
Casting Time: 1 immediate
action
Range: Medium (100+10/level)
Target: 1 spell
Duration: Instantaneous
Saving Throw: Will Negates
Spell Resistance: Yes

If you are cautious of what you


send out you neednt be wary of
what returns. ~ Alblasker.
Switch the target of a
spell that affects one
creature to the caster of
that spell unless the
caster makes a willpower
save.

You may switch up to two


spells you have prepared
with two spells you have
mastered with the wizard
class feat spell mastery.

Break Slumber+
Abjuration (Dispel) [Green]
Level: (2), Drd 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100'+10' /
level)
Area: 60' burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You automatically dispel


naturally induced sleep,
fatigue and exhaustion in
all creatures in the area of
effect.
You may also
dispel magically induced
sleep,
fatigue
and
exhaustion effects, but
this application of the
spell works as per the
area dispel mode of dispel
magic and it is not
guaranteed to work you
have to succeed at a
caster level check against
the opposing caster.

"Open your eyes to the light!"


~ Priest Clarson of Tean.
You create a barrier that
is impassable to undead
whose hit dice are equal
or less to your own.
Undead within the circle
when it is created must
flee as if turned - there
is no save if their hit
dice are equal or less
than your own. If their
hit dice exceed yours
they
may
make
a
fortitude save to negate,
but while in the circle
their actions have a 4
holy penalty. Undead of
greater hit dice than
yours that are outside
the circle may make a
fortitude saving throw to
attempt to enter the
circle - if they fail they
cannot retry against that
circle.
Vampires
are
not
entitled to saving throws
or
spell
resistance
against
bright
circle.
This is due to their
weakness of invitation.
Material Component:
Holy Water.

Brittle-Bone Curse+
Necromancy [Black]
Level: (4), Sor/Wiz 5

Sore to the bone ~ Telzoan


expression meaning Fed up.
This spell
works like
bestow curse except that
the effect of a brittle bone
curse is to make the
victim
vulnerable
to
broken bones. The spell
has an onset time of 48
hours. On the third day of
the curse the victim takes
an extra 1d8 damage
from any bludgeoning or
force attack.
Beginning
the second week of the
curse the victim takes
double
damage
from
bludgeoning strikes and
natural healing rates are
halved.
On the second
and subsequent weeks the
victim takes 1 point of
ability damage to STR,
DEX and CON. This ability
damage
cannot
be
restored until the curse is
lifted. Remove curse only
stops
the
curses
progression, a restoration
spell undoes the spells
damage.

Browse+
Transmutation
[Blue,
Metamagic]
Level: (2), Wiz 2
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous

A quick study is rarely a thorough


one. ~ Alblasker.
You must choose and
expend a spell slot as an
additional cost to cast this
spell. You choose a spell

from your spellbook of


equal or less level and
prepare it. The formulae
of the spell disappears
from your spell book.

lb. / level of the caster


(to a limit of 100 lb.)
can likewise be buoyed.
This spell can be cast
underwater.

Arcane
spellbook.

Material Component: A
bit of cork.

Focus:

Your

Brute Resolve+

Buried Alive+

Transmutation
[Enhancement,
Mind Affecting, Red]
Level: (7), Sor/Wiz 8
Duration: 1 round / level (D)
[see text]

Transmutation [Black]
Level: (5), Drd 5
Components: V, S, DF
Casting Time: 1 standard
action
Range: Close (25'+ 5' / 2
levels)
Target: One creature.
Duration: Instantaneous
Saving Throw: Ref Neg.
Spell Resistance: No

What I cannot do by force


alone is not worth the attempt.
~ Tancher.
This spell
works like
feeblemind, except that
lost
intelligence
is
temporarily
added
to
strength
as
an
enhancement bonus Once
the duration of this spell
ends the strength bonus is
lost but the intelligence
penalty remains.

Buoy+
Transmutation [Blue, Water]
Level: (1), Brd1, Drd 1, Sor/Wiz
1
Components: S, M
Casting Time: 1 standard action
Range: Touch
Effect: 1 creature or object
Duration: 10 minutes / level (D)
Saving Throw: Yes (harmless)
or none (object)
Spell
Resistance:
Yes
(harmless) or no (object)

From the earth life springs.


To the earth life returns. ~
Alisan, Grand Druid.
You choose a target size
large or smaller and the
earth
beneath
them
opens up and swallows
them whole unless they
succeed at a reflex save.
Victims who fail are
buried at a depth of 1'
per caster level and they
are doomed to suffocate
unless they can devise a
means of escape. Flying
creatures
are
not
subject to this spell nor
can it be cast on any
creature not standing on
earth.

The value of any skill goes up


with need - ask any drowning
man. ~ Malshan.
The touched creature and
all
objects
it
wears
become buoyant, helping
the creature to surface
unless it actively tries to
swim downward. A single
object weighing up to 10

247

248
Burrowing+

Camouflage+

Transmutation [Earth, Red]


Level: (3) Drd 5
Components: V, S
Casting Time: 1 standard action
Range: Personal
Duration: 10 min/level
Saving Throw: None
Spell Resistance: No

Illusion (Glamer) [Green]


Level: (1), Drd 1, Rng 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute / level (D)
Saving
Throw:
Will
Neg.
(Harmless)
Spell
Resistance:
Yes
(Harmless)

"There are places where even the


ground you stand on isn't to be
trusted." ~ Devon.
You gain the ability to
glide through stone, dirt,
or almost any other sort
of earth except metal as
easily as a fish swims
through
water.
Your
burrowing leaves behind
no tunnel or hole, nor
does it create any ripple
or other visible signs of its
presence.
Under
the
scrutiny of detect magic
the area you've passed
through glows dimly of
magic for 10 minutes after
your passage. A move
earth spell cast on an area
which contains you will
fling you back 30 feet and
stun you for 1 round
unless you succeed at a
Fortitude save. If this spell
ends or is dispelled while
you are in earth you are
shunted to the nearest
open space and you take
1d6 points of damage for
every 10' you move this
way.

Is there really a difference


between not being noticed and
not being seen? ~ Timmon.
The touched creatures
coloration
constantly
changes to match the
objects near him, granting
a +10 bonus to hide
checks.
Material
Component:
The tail of a chameleon.

Capsize+
Evocation [Blue, Force, Water]
Level: (6), Sor/Wiz 8
Components: V, S
Casting Time: 1 round
Range: Long (400' + 40' / level)
Target: One Ship
Duration: Instantaneous
Saving Throw: See Text
Spell Resistance: No

When the deck of your ship


becomes a wall, its safe to say
youre in trouble. ~ Timmon.
You evoke a waterborne
force wave that crashes
into the ship you target.
The
vessel
makes
a
fortitude save with a +1
bonus to the roll for each
2 tons of weight it has.
Ships less than 1 ton in
weight make this roll with
a 2 penalty. If it fails it
is capsized, if it fails by 5
or more it is shattered
into so much driftwood.

Those
aboard
are
tossed about violently
regardless of whether
the ship stays righted or
not. During the round
immediately after this
spell strikes the ship
spellcasters aboard the
struck vessel must make
a concentration check
(DC 20 + spell level) to
cast any spell with a
somatic
component.
Creatures aboard the
vessel must make a
reflex save (DC 30 1
per 2 tons of ship
weight) to stay on their
feet. Those on the top
deck
have
a
25%
chance of being washed
overboard if they fail
this saving throw.

Carapace+
Transmutation [Enhancement,
Green, Polymorph]
Level: (4), Drd 4, Rng 3
Components: V, S, M
Casting Time: 1 standard
action
Range: Touch
Effect:
Living
Creature
touched
Duration: 10 minute / level
(D)
Saving Throw: None
Spell
Resistance:
Yes
(Harmless)

The creature touched by


this spell grows the
tough exoskeleton of an
insect.
The creature
gains a +1 enhancement
bonus to their natural
armor class for every
two
levels
to
a
maximum
of
+10.
Unlike
the
similar
barkskin spell, this spell
doesnt stack with any
existing natural armor
the character has.

Material
Component:
The shell of an insect.

Catalogue+
Divination (Insight) [Blue]
Level: (4), Brd 4, Sor/Wiz 5
Components: V, S, F
Casting Time: 1 hour
Range: Personal
Target: You
Duration: Concentration

"It's amazing Timmon, all the


secrets of an age, recorded here,"
Teresa said in awe of the library.
"Yeah," he replied gazing up at
the innumerable books, "It'll take
an age just to find something."
You gain knowledge of all
the contents of each book
in a library that you are
standing in so long as
those
books
are
not
shielded from you by
magic. You may prepare
spells from any spellbook
within the library so long
as you are a wizard and
understand the formulae
normally.
This spell can also be
used to rapidly research
the answers to knowledge
questions. Libraries have
ranks
in
various
knowledge skills just as
people do the greater
their
rank
the
more
complete they are and
(without this spell) the
longer it takes to find
information on the desired
topic. While this spell is in
effect you may use the
librarys ranks in any
knowledge skill check in
lieu of your own.
You
cannot
add
your
intelligence bonus to this
check.

Focus:
The library
where the spell is cast.
You must spend at least
one day in the library
before casting this spell.

Chain Contingency+
Evocation [Blue, Metamagic]
Level: (9), Sor/Wiz 9

If you try to prepare for


everything, youll often be
prepared for nothing. ~
Telsindria.
This spell
works like
contingency, except that
you may link up to 3
spells
together.
The
combined levels of the
spells cannot exceed your
spellcaster level.

Chaldulsul's Hex+
Necromancy [Black]
Level: (3), Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25' + 5' / 2
levels)
Target: 1 creature
Duration: 1 minute / level (D)
Saving Throw: Fort Negates
Spell Resistance: Yes

"Anything that grows annoys me."


~ Chaldulsul.
The
targeted
creature
cannot be cured or healed
by any means for the
duration of this spell. This
spell does not function on
undead
or
creatures
summoned from the plane
of Sodrea.
Material
Component:
The ashes of a troll.

Chaos Ball+
Evocation [Red, Wild]
Level: (3), Sor/Wiz 3

All possibilities eventually


manifest. ~ Telsindria.
As flamesphere except
the damage is 2d6 and
the type of damage is
determined at random
by rolling a d6.
D6
1
2
3
4
5
6

Energy Type
Fire
Cold
Acid
Electricity
Sonic
Force

Chaos Bolt+
Evocation [Force, Metamagic,
Red, Wild]
Level: (1), Sor/Wiz 2
Components: V, S
Casting Time: 1 standard
action
Range: Close (25+ 5/2
levels)
Target: 1 creature
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes

Luck and magic are such a


potent combination, Timmon
mused.
More like an accident waiting
to happen, Teresa said.
You make a ranged
touch attack to hit the
target creature with a
bolt of raw wild magical
energy that deals 1d4
points of damage per
two
caster
levels
(maximum 5d4). The
struck creature must
then make a willpower
saving throw or gain the
wild spellcaster template
for one round.

249

250
Chaos Sphere+
Transmutation [Red, Wild]
Level: (5), Clr 7, Drd 7, Sor/Wiz
6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100+10/level)
Area: 20 radius emanation
Duration: 10 minute/level
Saving Throw: None
Spell Resistance: No

Predictability is the key ally of


the wizard, and the key failing.
~ Trishdare.
All spellcasters in the area
of effect gain the wild
spellcaster template until
they leave the area of
effect. Using a spell-like
ability or activating a
magic item counts as
spellcasting
for
the
purposes of this spell.

Chaos in the Minds Eye+


Illusion (Phantasm) [Blue, MindAffecting, Wild]
Level: (7), Sor/Wiz 8
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100+10/level)
Effect: All creatures in a 30
radius
Duration: 1 minute / level (D)
Saving Throw: Will negates
Spell Resistance: Yes

Whats this spell do? Timmon


asked. Teresa frowned, Ever eat
mushrooms as a kid?
This spell confuses all the
senses of the affected
creatures except touch
(This
includes
supernatural
and
extraordinary senses such
as blindsight, darkvision
and a bats ability to see
with sound. It doesnt
include
tremorsense,
which is touch based).
What the subject does
perceive
is
at
best

nonsensical and at worst


nauseating.
The
only
things
the
subject
perceives
normally
is
himself and the gear he
carried or held when this
spell
first
took
hold.
Because
of
this
the
subject cannot perceive
his attackers making them
effectively invisible (He
loses Dexterity bonuses to
AC against their attacks
and they gain a +2 bonus
to their attacks). He also
suffers a 4 penalty to
reflex saving throws and
must make a fortitude
save each round to avoid
being
nauseated
and
taking a 2 penalty to all
attack and skill rolls that
round.
This spell counters and
is countered by true
seeing. Creatures with a
true seeing ability arent
affected by chaos of the
minds eye and they can
activate this ability to end
the effects of chaos in the
minds eye immediately.
Material Component: A
blindfold dyed multiple
colors.

Chaotic Strife+
Transmutation [Red, Wild]
Level: (7)
Component: V, S
Casting Time: 1 standard action
Range: Close (25 + 5 / 2
levels)
Effect: All creatures in range
Duration: 1 minute / level (D)
Saving Throw: None
Spell Resistance:
Yes (see
text)

Typically a goblin would prefer


to have nothing at all than to
share.

Whenever a creature
would deal damage its
player flips a coin. If
the flip comes up heads,
double damage is dealt.
If the flip comes up tails,
no damage is dealt.
A
creature
that
chooses to roll spell
resistance must do so at
the onset of this spell. A
successful roll indicates
none of its own rolls are
affected by the spell, but
the creature can still be
dealt double damage by
a foe under this spells
influence.

Chill+
Transmutation
[Blue,
Metamagic]
Level: (3)
Components: V, S, M
Range: Long (400' + 40' /
level)
Area: Circle extending to the
limit of the range.
Duration: 1 round / level (D)
Saving Throw: No
Spell Resistance: None

Slow down and have some


patience sparky. ~ Teresa.
Red spells take 1 round
longer to cast in the
area of effect.
Material Component:
A handful of snow, ice or
white sand.

Choking Vines+
Conjuration
(Summoning)
[Green]
Level: (5), Drd 6

Plant got
Alisan.

your

throat?

This spell works like


entangle except that it
also
summons
one
assassin vine for every

three caster levels into the


area.

Circle of Hands+
Transmutation
[Metamagic,
White]
Level: (9), Clr 9
Components: V, S
Casting Time: See text
Range: [see text]
Targets: Up to 1 creature / level
Duration: [see text]

In Union, power. ~ Aurnonian


teaching.
All
creatures
to
be
affected by this spell join
in a circle of hands. This
spell takes one round to
start. Each round after
one member of the circle
may cast a spell and have
it affect themselves and
all other members of the
circle who choose to
expend a spell slot of
equal or greater level.
When no one contributes
a spell to the circle the
casting completes. The
durations of these spells
begin immediately after
circle of hands completes.
If any member of the
circle breaks away before
the spell completes the
casting is broken for all
and
all
spell
slots
expended to the circle are
lost. If any member of the
circle has to make a
concentration check for
any reason all members
must
make
a
concentration check and if
any fail the casting is
broken for all.

Circumvent+

Clear Mind+

Abjuration (Dispel) [Blue]


Level: (3), Sor/Wiz 5
Components: V, S
Casting Time: 1 immediate
action
Range: Medium (100'+10' /
level)
Target: One spell in casting.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Transmutation
[Blue,
Metamagic]
Level: (4), Sor/Wiz 4
Component: V, S
Casting Time: 1 minute
Range: Personal
Target: You
Duration: Instantaneous

Try not to think so hard. ~


Alblasker.
The
target
spell
is
countered
automatically
unless its caster chooses
to expend a spell slot of
equal or higher level than
the target spell.

Cleanse+
Conjuration (Healing) [White]
Level: (4), Clr 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched.
Duration: Instantaneous
Saving
Throw:
Will
Neg.
(harmless)
Spell
Resistance:
Yes
(Harmless)

All that is befouled can be


cleansed and reclaimed. ~
Lisana.
Cleanse
is
a
weaker
version of heal that heals
no damage but does
remove
the
following
conditions
from
the
subject: temporary ability
damage,
blinded,
confused, dazed, dazzled,
deafened,
diseased,
exhausted,
fatigued,
feebleminded,
insanity,
nauseated, sickened and
poison. Cleanse has no
affect
on
permanent
ability damage or level
draining effects.

"More can be done in a


moment's clarity than in a
thousand days when the mind is
clouded." ~ Telsindria.
You clear your mind as if
you had rested 8 hours,
clearing the way for you
to use your spells again
or prepare spells again.
Casting
this
spell
strains your spell ability,
causing you to lose 1d8
points off your casting
ability
score
(to
a
minimum of 1).
This
ability loss remains until
you rest for 16 hours.

Clearsight+
Divination (Sensory) [Blue]
Level: (1), Sor/Wiz 1
Components: V, S
Casting Time: 1 standard
action
Range: Personal
Target: You
Duration: 1 minute / level (D)

It is never enough to merely


see. ~ Telsindria.
You gain the ability to
see
clearly
through
vapors and water as if it
were not present.

251

252
Cloak Undead+

Cocoon+

Common Cause+

Illusion (Glamer) [Black]


Level: (4), Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25 + 5 / 2
levels)
Target: 1 undead creature /
level
Duration: 1 hour / level
Saving Throw: [see text]
Spell Resistance: No

Conjuration (Healing) [Green]


Level: (7), Drd 8
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25' + 5' / 2
levels)
Target: 1 creature large size or
smaller.
Duration: 1 day
Saving Throw: Reflex Negates
Spell Resistance: Yes

To appear living is not the same


as to be alive. ~ Sirrom

The modest caterpillar provides


the
most
beautiful
demonstration of the power of
life to renew itself. ~
Alisan, Grand Druid.

Transmutation [Enhancement,
White]
Level: (2), Clr 3
Components: V, S
Casting Time: 1 standard
action
Range: Medium (100+10 /
level)
Targets: All creatures in
range
Duration: 1 minute / level (D)
Saving Throw: None
Spell Resistance: No

This spell masks all visible


signs of undeath apparent
on the target undead
creatures, making them
look as they did in life.
This illusion holds well
enough
until
combat.
Whenever
a
creature
observes or makes an
attack that would harm
the living but that the
undead are immune to
(such as a critical hit or
sneak attack) they make a
willpower saving throw to
disbelieve this spell.

Clutch of Undeath+
Necromancy
Enhancement]
Level: (2), Sor/Wiz 3

[Black,

The dead know their own. ~


Sirrom.
This spell works like bulls
strength, except it only
grants a bonus to undead
creatures. Cast upon the
living it imposes a 4
enhancement penalty (to
a minimum ability score of
1).

You
wrap
the
target
creature in a protective
cocoon. The creature is
held immobile and cannot
be harmed unless the
cocoon
is
destroyed.
Continuous
damage
effects (such as from
poison) are prevented by
the spell. The cocoon has
1d8 hit points / caster
level and DR 5/Fire.
If the spell concludes
without the cocoon being
destroyed the subject is
healed as per the spell,
any missing limbs are
regenerated
and
the
cocoon disappears.
Material Component: An
empty cocoon.

Common causes make the


strangest of allies. ~ High
King Otal.
Each creature in the
area of effect gains a +1
bonus to attack and
damage rolls for each
creature on an adjoining
square that shares its
alignment.

Compulsion+
Enchantment
(Compulsion)
[Blue, Mind-Affecting]
Level: (3), Brd 3, Sor/Wiz 4
Components: V, S
Casting Time: 1 standard
action
Range: Close (25 + 5 / 2
levels)
Target: 1 creature
Duration: 1 round / level (D)
Saving Throw: Will Neg.
Spell Resistance: Yes

Choice is irrelevant to action.


~ Razlin.
Choose
a
moveequivalent or standard
action.
The target
creature must perform
that action each round,
if able. You must name
an action that isnt
suicidal, though it may
certainly be dangerous
(i.e. Attack).

Conceal Lies+
Abjuration (Ward) [Blue]
Level: (4), Clr 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute / level (D)

"I always tell the truth - except


when I lie." ~ Markson of
Altania.
Your
lies
cannot
be
detected by any spell of
4th level or less, or by the
sense motive ability. You
automatically make your
saving throw against zone
of truth. As this spell is
directly
contrary
to
discern lies it is countered
by, and can counter it.
If you make a claim that
is directly contrary to the
personal knowledge of a
character, this spell does
not change what they
know and your falsehood
will
still
be
revealed
despite this spell. This
spell only masks your lies
from magical and intuitive
discernment.

Concentrate+
Transmutation
[Blue,
Metamagic]
Level: (3), Sor/Wiz 4
Components: V, S
Casting Time: Immediate action
Range: Close (25 + 5 / 2
levels)
Target: 1 spell [see text]
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

There are ways to accomplish


many things at once Alblasker,
but for now concentrate on one
thing at a time. ~ Telsindria.
You change the duration
of
a
spell
you
are

concentrating on to 1
round
/
level
(D).
(Immediate action spells
can
be
cast
without
breaking
your
concentration on another
spell).

Concussive Fireball+
Evocation [Fire, Red, Sonic]
Level: (5), Sor/Wiz 5

Wizards of Shun believe that all


diplomacy should be direct and to
the point, just like their spells.
This spell
works like
fireball except it has a
15d6 damage cap.
Its
damage is half fire, half
sonic.
Further
all
creatures in the area of
effect make an additional
reflex save or are knocked
prone by the spell.

Cone of Flame+
Evocation [Fire, Red]
Level: (6) Sor/Wiz 6

Few problems exist that cant be


burned away. ~ Yarenic.
This spell works like cone
of cold, except it deals
1d8 damage / caster level
(max 15d8) and the
damage is fire damage.

Confiscate+
Transmutation
[Blue,
Metamagic]
Level: (5), Brd 6, Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: Close (25' + 5' / 2
levels)
Target: One Spell
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You move a spell within


range that targets or is
centered upon another
creature onto yourself,
even if that spell is
normally
a
personal
effect.
To do this you
must make a successful
caster
level
check
against
the
spells
caster.

Confusion, Greater+
Enchantment
(Compulsion)
[Mind-Affecting, Red, Wild]
Level: (6), Brd 6, Sor/Wiz 7
Range: Medium (100'+10' /
level)
Targets: All creatures in a
30 radius burst.

Nothing is ever truly clear.


~ Telsindria.
This spell works like
confusion except its area
of effect is larger.

Contemplation+
Conjuration (Healing) [White]
Level: (3), Clr 4
Components: V, S
Casting Time: 1 standard
action
Range: Personal
Target: You
Duration: 1 round / level (D)

I enjoy few things as much as


watching a well thought out
plot come to fruition. ~
Sirrom.
Each spell you cast
cures you 1 hit point + 1
/ level of the spell.

Theft is such a crude word. I


prefer the term, acquire ~
Timmon.

253

254
Control Revocation+
Abjuration (Ward) [White]
Level: (7), Clr 8, Sor/Wiz 7
Component: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes / level (D)
Saving
Throw:
Will
Neg.
(Harmless)
Spell
Resistance:
Yes
(Harmless)

"Magic all too often makes slaves


out of those who would be
masters. ~ Telsindria.
This spell works like spell
turning, except it only
turns
enchantment
(compulsion) spells back
on their caster. Also, two
instances
of
control
revocation dont create a
resonance field the spell
simply bounces back to its
caster.

Conviction+
Enchantment
(Compulsion)
[Mind Affecting, White]
Level: (3), Clr 4, Pal 2
Duration: 1 minute / level (D)

I believe, and that is enough.


~ Alangyle.
This spell
works like
charm person except it
doesnt last as long and
the target creature acts as
if white aligned for the
duration of the spell.

Convince+
Enchantment
(Compulsion)
[Blue, Sonic, Mind-Affecting,
Language Dependent]
Level: (0), Brd 0, Sor/Wiz 0
Components: (V), S
Casting Time: 1 standard action
Range: 10
Target: 1 creature
Duration: Instantaneous
Saving Throw: See Text.
Spell Resistance: Yes

"Come on, we really need these


supplies," Timmon whined. The
merchant wasn't watching him,
he was rather fascinated with
the flickering flame Teresa
balanced on her fingertip.
You gain a +10 bonus to a
diplomacy or bluff check
to convince a character to
follow an instruction or
perform an act. You may
also
make
a
retry
(normally not allowed),
but the bonus drops to
+5.

Corporeal Instability+
Transmutation [Black, Chaos,
Polymorph, Wild]
Level: (5), Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level [see
text]
Saving Throw: Fort Neg [see
text]
Spell Resistance: Yes

Legends tell of a doppleganger


who could not adopt the one
shape he desired, but constantly
changed forms in a hopeless
attempt to achieve that shape.
~ Geldasin.
This
dreadful
spell
replicates the corporeal
instability ability of the
Chaos Beast. This effect is
as follows: it causes the
targets
body
to
destabilize
into
an
amorphous, ever-shifting
mass. Unless it controls
itself by asserting its
sense of self (see below),
the creatures body melts,
flows, writhes, and boils.
A successful fortitude save
when the spell is first

delivered negates
whole effect.

the

The affected creature


is unable to hold or use
any item.
Clothing,
armor, rings, helmets,
and backpacks become
useless. Large items
armor, backpacks, even
shirtshamper
more
than help, reducing the
creatures
Dexterity
score by 4.
Soft or
misshapen feet and legs
reduce speed to 10 feet
or one-quarter normal,
whichever
is
less.
Searing pain courses
along the nerves, so
strong that the creature
cannot act coherently.
It cannot cast spells or
use magic items, and it
attacks blindly, unable
to
distinguish
friend
from foe (-4 penalty to
hit and a 50% miss
chance, regardless of
the attack roll).
Each
round
the
creature spends in an
amorphous state deals 1
point
of
temporary
Wisdom damage from
mental shock.
If the
creatures Wisdom score
falls to 0, it becomes a
chaos beast and will
remain one even when
this spell ends.
A creature with a
strong sense of self can
regain its own shape by
taking a standard action
to attempt a Charisma
check (DC 15).
A
success
reestablishes
the creatures normal
form for 1 minute. On a
failure, the creature can
still repeat the check

each
round
successful.

until

Corporeal instability is
not a disease or a curse
and so is hard to remove.
A form lock, polymorph or
stoneskin spell can be
used to fix the form of the
victim. Heal, restoration
or greater restoration can
remove the effects of this
spell.
If a victim survives this
spell lost wisdom points
return at a rate of 1 / day,
though
a
separate
restoration
spell
can
restore
this
loss
immediately
If the victim has been
turned into a chaos beast
by this spell that effect is
permanent unless greater
restoration,
wish
or
miracle is employed.
This spell counters and
is countered by form lock.
Material Component: A
caterpillar plucked, halfmetamorphosed, out of its
cocoon.

Corpse Control+
Necromancy [Black]
Level: (6), Sor/Wiz 7
Components: V, S

A foul and rancid heart is all


that is necessary to control the
dead. ~ Alblasker.
This spell works like magic
jar except that you shift
your
life
force
into
mindless undead or dead
hosts instead of living
ones. Dead hosts become
animated
as
either
zombies or skeletons for
the duration
of your
control.

Corrosive Burst Weapon+

Corrosive Weapon+

Transmutation
[Acid,
Enhancement]
Level: (4), Sor/Wiz 4

Transmutation [Acid,
Enhancement]
Level: (3), Sor/Wiz 3

Black,

Black,

All the works of man fade with


time. ~ Alisan.

Animals are not unique in the


ability to hunger. ~ Alisan.

This spell
works like
corrosive weapon except
that the weapon will deal
2d10 bonus acid damage
on a critical hit instead of
1d6 acid damage. If the
critical multiplier of the
enchanted weapon is x3,
then the corrosive burst
weapon deals 3d10 bonus
acid damage. Damage is
still done on the round
following the actual hit.

This spell works like


magic weapon except
that
it
makes
the
weapon corrosive. The
weapon deals 1d6 bonus
acid
damage
on
a
successful hit on the
round following that hit.
(It
is
therefore
continuous
and
can
disrupt
spellcasting).
Bows, crossbows and
slings enchanted by this
spell confer this bonus
to their ammunition.
When used to sunder
other
weapons
and
armor,
the
bonus
damage
of
corrosive
weapons
ignores
hardness.

(Weapons and items can


only
have
one
enhancement spell upon
them at a time).

Corroding Burst+
Transmutation [Green]
Level: (5), Drd 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100+10/level)
Area: 20 radius burst
Duration: Instantaneous
Saving Throw: Fort
Spell Resistance: Yes

What machination of man can


withstand the edicts of our lady?
None. ~ Alisan, Grand Druid.
Corroding burst deals 1d6
damage / caster level to
all non-undead constructs
in the area of effect, up to
15d6. This spell will affect
golems made of metal,
including but not limited
to iron golems.

(Weapons and items


can
only
have
one
enhancement spell upon
them at a time).

Counterspell+
Abjuration (Dispel) [Blue]
Level: (4), Sor/Wiz 5
Components: V, S
Casting Time: 1 immediate
action
Range: Medium (100'+10' /
level)
Target: One spell in casting.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

"Can one so strong be denied by


one so weak? Yes, for strength
is nothing - timing is all" ~
Telsindria.
Counter target spell.

255

256
Counterstrike+
Divination (Insight) [White]
Level: (6), Clr 6
Components: V, S
Casting Time: 1 standard action
Range: Touch
Effect: Creature touched
Duration: 1 minute / level (D)
Saving
Throw:
Will
Neg.
(Harmless)
Spell
Resistance:
Yes
(Harmless)

Melee attacks against the


touched creature provoke
an attack of opportunity
(Normally they dont).

Creeping Mold+
Conjuration
[Green]
Level: (9), Drd 9

(Summoning)

Eventually nature takes back all


that was taken from her. ~
Sashana, Grand Druid.
This spell
works like
creeping doom, except
that its not deterred by
any damage reduction.
The mold is not deterred
by
means
that
stop
insects, but an antiplant
shell will hold it at bay.
The mold is one solid
mass and not composed
of individual creatures as
creeping
doom
is,
nevertheless
it
loses
potency as it attacks and
moves.

Crown of Awe+
Abjuration (Ward) [White]
Level: (3), Clr 3
Components: V, S, Divine
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute / level (D)

Eyes of darkness do not see


light. ~ Colsken of Tean.

Undead have a 2 to all


attack and damage rolls
against you, and you have
a +2 bonus to your
effective
level
when
making turning attempts.

Crown of Fire+
Transmutation
[Enhancement,
Fire, Red]
Level: (2), Sor/Wiz 3
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25' + 5' / 2
levels)
Target: One Creature
Duration: 1 round / level
Saving Throw: None
Spell Resistance: Yes

Displays of power can be glorious,


terrible, or somewhere in
between.
You charge a gold circlet
with fire and send it out
towards a creature as a
ranged touch attack. This
"crown of fire" deals 1d6
fire
damage
to
the
creature each round and
that damage is added as a
bonus to the creatures
attack and damage rolls
(Damage prevented by
spells or abilities does not
count as being dealt).
Arcane
Focus:
An
unmarked gold crown or
circlet worth 100 gp.

Crumble+
Conjuration (Healing) [Green]
Level: (6)
Components: V, S
Casting Time: 1 standard
action
Range: Touch
Target: Magic Item touched
Duration: Instantaneous
Saving Throw: Will Neg. or
None (object)
Spell Resistance: Yes or No
(Object)

Great empires can fall with


the crumbling of a single
stone. ~ Telsindria.
The magic item you
touch is destroyed. You
are cured a number of
hit points equal to the
combined caster level
and spell levels involved
in its creation.

Crusade+
Transmutation [Enhancement,
White]
Level: (1), Pal 1
Components: V, S, DF
Casting Time: 1 standard
action
Range: Personal
Area: 10 emanation
Duration: 1 minute / level

White creatures gain a


+1 holy bonus to all
rolls.

Curse Item+
Necromancy [Black]
Level: (5)
Components: V, S
Casting Time: 1 standard
action
Range: Touch
Target: Item touched
Duration: See text
Saving Throw: None
Spell Resistance: No

The evil that corrupts hearts


has little trouble corrupting
things, especially things which

are coveted
Telsindria.

by

men.

This spell
works like
bestow curse, except that
the curse it bestows
affects magic items. This
curse affects the wielder
of the item and they cant
get rid of the item until
remove curse is cast upon
them. This curse cant be
broken
without
first
removing the curse upon
the wielder and then
removing the curse from
the item.
At your option, the curse
can either act like bestow
curse or the bonuses of
the item can be reversed
to become penalties.

Dampening Field+
Abjuration (Ward) [White]
Level: (1), Clr 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: One creature
Duration: 1 minute / level (D)

If you cannot avoid harm it is


then best to dampen the blow.
~ Alblasker.
You must choose and
expend a spell slot as an
additional cost to cast this
spell. You gain damage
reduction equal to the
level of the expended spell
+1.

Dancing Vermin+

Dark Ritual+

Necromancy [Black]
Level: (0), Clr 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25' + 5' / level)
Target: One tiny animal or
vermin corpse
Duration: Concentration
Saving Throw: None
Spell Resistance: No

Necromancy [Black, Death,


Metamagic]
Level: (1), Clr 2
Components: V, S, DF
Casting Time: 1 standard
action
Range: Touch
Target:
Dying
Creature
Touched
Duration: Until Discharged,
Up to 1 round / level.
Saving Throw: Fort Neg.
Spell Resistance: Yes

"Every child, even a wicked one,


has a first toy." ~ Trishdare.
You animate one animal
or vermin that, in life, had
no more than 3 hit points.
The
vermin
remains
animated for the duration
of your concentration.

Dark Fate+
Necromancy [Black, Death]
Level: (7), Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One undead [see text]
Duration: 1 minute / level
Saving Throw: Fort Neg. [see
text]
Spell Resistance:
Yes [see
text]

Those who slay the undead do so


knowing
the
task
shall
eventually claim their life. ~
Lisana.
The creature who strikes
the blow that reduces the
touched undead to 0 hit
points is affected by finger
of death.

If there is such a thing as too


much power, I have never
discovered it. ~ Sirrom.
You slay a sentient
dying creature by touch
(A dying creature has hit
points between 1 and
9). When you cast your
next spell your caster
level will be increased
by 3.

Death Burst+
Necromancy
[Black,
Evil,
Death]
Level: (3), Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard
action
Range: Close (25' + 5' / 2
levels)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Deaths only uncertainties are


where and when. ~
Alblasker.
You must expend a spell
slot as an additional cost
to cast this spell. Slay
target creature with hit
dice equal to or less
than the level of the
expended spell slot.
Material Component: A
poison vial.

257

258
Death Stroke+

Decree+

Deep Water+

Necromancy [Black, Death]


Level: (4), Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One melee weapon
Duration: Until Discharged, up
to 1 minute / level
Saving Throw: [see text]
Spell Resistance: [see text]

Enchantment
(Compulsion)
[Blue, Mind-Affecting]
Level: (1), Clr 2, Pal 1,
Components: V, S, M, (XP)
Casting Time: 1 minute
Range: Medium (100+10 /
level)
Effect: All creatures within
range
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Evocation [Blue, Force, Water]


Level: (3), Sor/Wiz 3
Components: S
Casting Time: 1 standard
action
Range: Medium (100+ 10' /
level)
Area: 20' radius sphere
Duration: Instantaneous
Saving Throw: Reflex
Spell Resistance: No

Death hovers on every swing of


every blade. ~ Sirrom.
The next time the touched
melee weapon inflicts a
critical hit the struck
creature must make a
fortitude save or die (This
discharges
the
spell
regardless of the results
of the saving throw).

Death Ward, Greater+


Abjuration (Ward) [White]
Level: (7), Clr 8

"Those who would spread death


shall be destroyed by my hand, for
I alone have the right to bring
death as rest to the pure in my
due time." ~ Matacha, in the
Tedisa, Book IV, Canto 126.
This spell works like death
ward except that death
spells and effects are
turned
back
to
their
creator and can affect
them even if they are
normally immune to death
spells and effects.

"Those who remember have memory


- those who record have power"
~ Landoral, scribe of Gintuse.
You read off a decree from
a scroll and by the magic
of this spell all within
medium range of you
remember exactly what
was said. The decree
technically can be any
message, but traditionally
only laws of great import
are given out by decree.
There is no compulsion to
follow what is said, but it
is not forgotten.
You can write a decree
of up to 25 words / level.
Before casting the spell
you must write it down
upon a scroll.
Material
The scroll.

Component:

XP Cost: The scroll costs


25 XP to prepare. The
person who prepares the
scroll and the caster of
the decree do not have to
be the same.

Beneath the waves lie


civilizations
and
dangers
unknown to those above. ~
Alblasker.
This
spell
briefly
magnifies
the
water
pressure surrounding all
creatures in the area of
effect. They are dealt
1d6 subdual damage /
caster level (max 10d6).
To
be
affected
a
creature
must
be
completely submerged.

Deepen Shadows+
Illusion (Shadow) [Black]
Level: (1), Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard
action
Range: Close (25+5/ 2
levels)
Area: An emanation centered
on you extending to the
limit of the range.
Duration: 1 minute / level
Saving Throw: None
Spell Resistance: No

I dont fear the light - I just


find it inconvenient. ~
Griselda the Shaded.
Shadows nearby you
deepen, allowing all in
the area of effect to gain
a
+10
circumstance
bonus to hide checks.

Deflection+

Delude Divination+

Transmutation
[Blue,
Metamagic]
Level: (7), Sor/Wiz 7
Components: V, S
Casting Time: 1 immediate
action
Range: Medium (100' + 10' /
level)
Target: One spell in casting.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Abjuration (Ward) [Blue, Wild]


Level: (2), Brd 2, Clr 2, Sor/Wiz
2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes /level (D)
Saving Throw: Will negates
(harmless)
Spell
Resistance:
Yes
(harmless)

Razlin gasped as his best spell was


turned back on him. Improve your
aim, Telsindria snarled.

Information is a currency which


can be more valuable than whole
kingdoms, or of less worth than
the salt thrown before hogs.
~ Malsan of Altania.

You make a caster level


check against the caster
of the target spell and if
successful
you
may
choose the targets of the
spell within the limits
possible for the original
caster unless the spell is
touch delivered, in which
case deflection is of no
use.

Delay+
Transmutation
[Blue,
Metamagic]
Level: (5), Sor/Wiz 5
Components: V, S
Casting Time: 1 immediate
action
Range: Medium (100+10 /
level)
Target: 1 spell in casting.
Duration: Concentration (D)
Saving Throw: No
Spell Resistance: None

The spell you target does


not take effect until this
spell ends.

Divinations cast on the


target
are
scrambled,
giving random results to
spells that search for the
intensity, or presence or
absence of particular traits
(Detect Magic, Detect Lie,
Detect Evil, etc.).
The
caster of the divination
must make a level check
(1d20 + caster level)
against this spells DC. If
successful, the divination
works normally for its
duration. Otherwise, the
divination
is
nullified,
giving
random
results
every round.
For spells that detect
presence
of
absence,
there is a 50% chance for
either possibility, rolled
each
round
that
the
divination is focused on
the target. For spells that
determine intensity, roll
1d6:

1d6
1
2

3
4
5
6

Indicated result
Non-existent
Dim (or Faint if this
category does not
normally exist for the
divination)
Faint
Moderate
Strong
Overwhelming

If a divination detects
for information other
than intensity, presence,
or absence of traits,
delude divination has no
effect on it. Divinations
that detect presence,
absence, or intensity,
plus other traits (like
detecting the health of
animals
with
detect
animals
and
plants)
function normally for the
second
type
of
detection. For example,
a sorcerer casting detect
thoughts
might
be
deluded in his first round
of concentration, but if
he kept concentrating
would eventually be able
to
hear
surface
thoughts.
Material Component:
A piece of a road sign
that pointed in the
wrong direction.

Demonic Tutor+
Necromancy
[Black,
Evil,
Metamagic]
Level: (4), Wiz 4
Components: V, S, XP
Casting Time: 1 standard
action
Range: Personal
Target: You
Duration: Instantaneous

"I don't care who the teacher is


as long as I want the
knowledge they have." ~
Razlin.

259

260
You give up some of your
lifeforce to demonic forces
in order to receive a spell
you have not previously
prepared. Choose a spell
you
know.
The
spell
becomes prepared.
XP Cost: Same as that
required to create a scroll
with the spell upon it.

Demystify+
Abjuration (Dispel) [White]
Level: (1), Sor/Wiz 1

To remove a mystery is often to


remove a problem. ~ Alblasker.
This spell works like dispel
magic in the targeted and
area dispel modes only
except it only affects
spells of up to 3rd level
and the maximum caster
level on dispel checks is
+5.

Desertion+
Abjuration (Dispel) [Blue]
Level: (7), Sor/Wiz 7
Components: V, S
Casting Time: 1 immediate
action
Range: Medium (100'+10' /
level)
Target: 1 spell in casting
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The
target
spell
is
countered unless its a
summoning
or
calling
spell. If it is, the target
spell completes normally
and you are the controller
of the conjured creatures.
As the controller, you are
the one that must speak
any words of dismissal the
spell has.

Despondency+
Evocation [Black, Enhancement]
Level: (4), Clr 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Close
Target: One Creature
Duration: 1 round / level
Saving Throw: Fort Neg.
Spell Resistance: Yes

"Call upon Tean if you wish - he is


powerless to save you now!" ~
Griselda the Shaded.
You call upon the divine
power of your patron to
strike down the strength
of your foe. The target
creature's
base
attack
bonus is set to 0 and its
STR score set to 3. This
spell counters and is
countered by divine power
and can be disenchanted.

Devastation+
Evocation [Red, Fire]
Level: (9)

For then will the sea be boiled


away
No sun shall rise in morning.
For as in darkness all time
began,
Shall last eyes greet in
mourning. ~ Elven Song of the
Apocalypse.
You must choose and
expend any number of
spells as an additional
cost to cast this spell.
This spell works as fireball
except that its damage is
1d6 for each spell level
expended at the time this
spell is cast. You suffer
the same damage this
spell inflicts 50. (So if
the spell deals 75 points
of damage, you take 25).

This damage cant be


prevented.

Differentiation+
Abjuration
(Ward)
[Blue,
Metamagic]
Level: (6), Sor/Wiz 6
Components: V, S
Casting Time: 1 standard
action
Range: Long (400 + 40 /
level)
Area: Emanation out to the
extent of the range.
Duration: 1 round / level (D)

Wizards who cast the same


spells all the time are much
like children who play the same
games - each are boring. ~
Alblasker.
No creature can cast a
spell that shares a
school or descriptor with
the last spell cast (This
includes you and starts
immediately. The next
spell cast after this one
cant be blue, cant be a
metamagic, and cant be
an abjuration).

Dirge of Dread+
Necromancy [Black, Fear, Mind
Affecting, Sonic]
Level: (4), Brd 4
Components: V, S, Song
Casting Time: 1 standard
action
Range: Personal
Effect: 60' radius emanation
Duration: While Sung.
Saving Throw: Will Negates
(See Text).
Spell Resistance: Yes

"Allow me to sing the ballad


of your coming defeat." ~
Kerith.
You must expend a
Bardic music ability to
sing the dirge of dread.
All who hear this morbid
song are struck with the
effects of fear unless

they make a willpower


save at a penalty equal to
the number of rounds
they've heard this song
(they must make a new
save each round). This
effect lasts as long as they
hear the music and five
rounds thereafter if they
failed their save.
New
saves do not have to be
made after the song ends,
but those who failed their
saving throw continue to
be affected.

Disanimation+
Necromancy [White]
Level: (8), Clr 9, Sor/Wiz 9
Component: V
Casting Time: 1 standard action
Range: Close (25' + 5' / 2
levels)
Effect: One or more undead
creatures in a 15' radius
sphere
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You may target a single


undead creature with this
spell or allow it to affect a
group.
When targeted on a
single undead creature it
is disanimated if has 100
or fewer hit points.
Cast upon an area,
disanimation destroys up
to 100 hit points of
undead within a 15-foot
radius sphere where each
member has fewer than
20 hit points. The spell
will start with the weakest
undead and work it's way
up to the highest level
undead.
A caster may disanimate
any number of creatures
he created with other

animation spells at any


given time.

Discombobulate+
Transmutation [Blue, Metamagic,
Wild]
Level: (5), Sor/Wiz 6
Components: V, S
Casting Time: 1 immediate
action
Range:
Medium
(100+10/
level)
Target: 1 spell in casting.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Nothing is more embarrassing


than summoning a rabbit when
you wanted a dragon. ~
Alblasker.
Target spell becomes a
mishap.

Discordant Dirge+
Necromancy [Black, Metamagic,
Sonic]
Level: (3), Brd 3
Components: V, S, Song
Casting Time: 1 standard action
Range: Personal
Effect: 60' radius emanation
Duration: While Sung
Saving Throw: Will Neg. [see
Text]
Spell Resistance: Yes

"Music can be used to bring joy,


love and hope to the world, but I
find it more useful in sowing
discontent and despair." ~
Kerith.
When
you
sing
the
discordant dirge you must
use one Bardic music
ability use for the day. All
spellcasters who hear this
song
must
make
a
willpower save each round
or lose a number of spell
levels equal to the number
of rounds youve sung.
Cantrips count as a
level. The victim may use

any combination of spell


slots
to
meet
this
requirement, or drop all
of his spells in an
attempt to meet it.

Diseased Weapon+
Necromancy
[Black,
Enhancement]
Level: (6), Sor/Wiz 6
Target: Weapon touched
Duration: 1 minute / level

Disease is the beloved possession


of the meek ~ Sirrom.
This spell works like
contagion except that
diseased weapon is first
cast upon a weapon and
that weapon in turn may
bestow
a
contagion
upon any creature it
strikes
unless
they
succeed at a fortitude
save.
The duration
refers to the time this
spell lasts upon the
weapon, not the time
the disease itself lasts.
(Weapons and items
can
only
have
one
enhancement spell upon
them at a time).

Disempower+
Abjuration (Dispel) [White]
Level: (4), Drd 4, Sor/Wiz 5
Target: One spell
Duration: Instantaneous

"When there are no weapons


then, only then, will there be
no war." ~ Dalsundrian
Proverb.
This spell works like
dispel magic in the
targeted dispel mode,
except that disempower
automatically
dispels
one target spell with the
enhancement descriptor.

261

262
Disenchant+
Abjuration (Dispel) [White]
Level: (4), Brd 5, Sor/Wiz 5
Target: One spell
Duration: Instantaneous

It is more important to know


how to bring an end to magic
than to bring a beginning. ~
Alisan.
This spell works like dispel
magic in the targeted
dispel
mode,
except
disenchant automatically
dispels the target spell if
its original caster can
dismiss it or it requires
concentration. In addition,
certain new spells state
they can be dispelled by
disenchant
in
their
descriptions.

Dispelling Screen+
Abjuration (Dispel, Ward)
[Triggered, White]
Level: (7), Clr 9, Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Medium (100+10 /
level)
Area: 20 radius sphere
Duration: 1 round / level (D)
Saving Throw: None
Spell Resistance: No

As not all weapons are physical,


neither or all shields. ~
Alblasker.
Whenever a spell or magic
item enters a dispelling
screen,
the
screen
attempts to dispel the
effect as per greater
dispel magic. The screen
only makes one attempt
per spell per entry, but if
a spell enters the screen,
survives
the
dispel
attempt, is removed and
reintroduced to the screen
it will try again.

Spells in the area of the


dispelling screen when it
is first cast are not
dispelled by the screen.

Dispersal Shield+
Abjuration (Dispel, Ward) [Blue,
Triggered]
Level: (5), Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute / level (D)
[see text]

Not all spells provide permanent


protection. Some, such as this,
buy you time. ~ Telsindria, to
Alblasker.
You must choose and
expend any number of
spell slots as an additional
cost to cast this spell.
Whenever a spell targets
you or includes you in its
area of effect, counter it.
When the combined levels
of the spells countered by
dispersal shield equals or
exceeds the combined
levels of the spell slots
you expended at casting
dispersal shield comes to
an end.

Displace Perspective+
Divination (Scyring) [Blue]
Level: (1), Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Concentration, up to
1 minute / level (D)

So, whats around the corner


Teresa? Timmon asked.
Your mother, she replied.
Timmons look of terror was
priceless.
You displace your point of
view and are able to see

as if your eyes were


anywhere within 100
feet from your current
position and looking in
any direction. Once this
point is chosen it cannot
be changed. If you try to
see into nearby rooms
then be aware that 1
foot of wood or stone; 1
inch of metal; or lead
and
gold
in
any
thickness
stops
this
spell.

Dissention in the
Ranks+
Enchantment
(Compulsion)
[Mind-Affecting, Red]
Level: (5), Clr 6
Component: V, S
Casting Time: 1 standard
action
Range: Medium (100+10 /
level)
Target: 1 creature
Duration: Instantaneous
Saving Throw: Will Negates
Spell Resistance: Yes

The weakest orcs are always in


front so that if they try to
run their betters can spear
them more easily.
The creature you target
attacks
all
creatures
(friend
or
foe)
it
threatens with a melee
weapon, as if it had the
whirlwind attack feat.

Dissipate+
Abjuration (Dispel) [Blue]
Level: (7), Sor/Wiz 8
Components: V, S
Casting Time: 1 immediate
action
Range: Medium (100'+10' /
level)
Target: 1 spell
Duration: Instantaneous
Saving Throw: Will Partial
Spell Resistance: Yes

In a spell duel it is never wise to


rely on a single spell. ~
Telsindria.
The
target
spell
is
countered and its caster
makes a willpower saving
throw.
If this save is
failed
then
all
other
preparations of that spell
are lost, even if they have
been
altered
with
metamagic
feats.
Characters who do not
prepare spells instead lose
the ability to cast the spell
until they rest eight hours.
Spell Resistance may be
rolled
to
stop
this
additional effect but if it is
successful the target spell
is still countered.

Donate+
Transmutation
[Blue,
Metamagic]
Level: (3), Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: A spontaneous caster
Duration: 10 minutes / level (D)
Saving Throw: Will Negates
(Harmless)
Spell Resistance: Yes

"To receive is a blessing, to give


doubly so." ~ Aurnonian
teaching.
You must expend a spell
preparation
as
an
additional cost to cast this
spell.
The
targeted

creature may cast this


spell as if the spell was on
their list of known spells
so long as it is on their
class spell list and they
are high enough level to
cast it. (If either of these
conditions
isnt
true,
donate has no effect).

Douse+
Evocation [Blue, Water]
Level: (0), Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close
Target: One object or creature
Duration: Instantaneous
Saving Throw: Fort or None
(Object)
Spell Resistance: Yes

Even a goblin understands the


value of water over fire. ~
Trishdare.
You bring to an end a fire
up to the size of a good
campfire (fire occupying a
5x5 foot base).
This
application has no save.
You may also target a
magical fire of the same
size (or less), and the fire
will be extinguished if you
can make a caster level
check as per dispel magic
with a maximum bonus of
+5.
Finally, you can
target a fire elemental or
similar creature with this
spell. It deals 1d6 damage
to such creatures.
This spell counters and
is countered by ignite.

Drain Life+
Necromancy [Black, Death]
Level: (9)
Components: V, S
Casting Time: 1 standard
action
Range: Medium (100' +
10'/level)
Target: 1 creature
Duration: Instantaneous
Saving Throw: Fortitude
Spell Resistance: Yes

It is most interesting how the


things we crave the most are
those we oft let slip away.
~ Sirrom.
Target creature loses
1d4 hit points per caster
level to a maximum of
20d4. You are cured by
the same amount up to
your maximum hit point
total. Excess points are
gained as temporary hit
points which remain for
1 round / caster level.
Damage
from
this
spell is negative planar
energy damage. If you
use this spell on an
undead
creature
its
effect will be reversed.

Dregs of Sorrow+
Necromancy [Black]
Level: (2), Sor/Wiz 3
Components: V, S
Casting Time: 1 standard
action
Range: Medium (100+10 /
level)
Target: 1 creature
Duration: 1 minute / level
Saving Throw: Will Negates.
Spell Resistance: Yes

Despair is the only true sin.


~ Trishdare.
The
target
creature
loses all morale bonuses
and cannot receive any
for the duration of this
spell. The creature also

263

264
suffers
a
2
morale
penalty to all attack,
damagem skill rolls and
saving throws.

Dry+
Transmutation [Red]
Level: (0), Brd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Touch
Effect:
Creature
or
Object
Touched
Duration: Instantaneous
Saving Throw: None (Object)
or Fort Neg.
Spell Resistance: Yes

Its not that I dont like water,


its just I dont like being wet.
~ Teresa.
You drive all the water out
of
the
clothing
and
possessions of a mansized creature or object
with the exception of
completely
contained
liquids. Using this spell on
a water elemental deals
1d6 damage to it.

Duress+
Transmutation
[Black,
Metamagic]
Level: (2) Clr 3
Component: V, S
Casting Time: 1 standard action
Range: Close (25' + 5' / 2
levels)
Target: 1 creature
Duration: 1 round / level (D)
Saving Throw: Will Negates
Spell Resistance: Yes

"Power is fleeting, let me show


you why" - Chaldulsul.
The subject of this spell is
unable to use any spell on
the top two tiers of his
spell progression. Hence
an 11th level wizard
targeted by duress cannot
use 5th or 6th level spells.

Early Harvest+
Transmutation [Green]
Level: (9), Drd 9
Components: V, S, M
Casting Time: [see text]
Range: Medium (100' + 10'
level)
Effect: All plants to the extent of
the range.
Duration: 1 hour
Saving Throw: None
Spell Resistance: No

"There's enough food here to feed


an army for a year!!" Trishdare
gasped.
Teresa smiled as Timmon moved in
on one of the barrels, "Or
Timmon for a week," she quipped.
You must start this spell
before sunrise, and its
casting
concludes
one
hour before sundown. In
the last hour of the day all
plants in the area of effect
grow to their full harvest
size. The amount of food
produced by this spell can
typically feed a small
village for a year.
Material
Component:
Incenses worth 10,000 gp
that are burned in the
middle of the field to be
affected.

Earthbind+
Evocation [Force, Red]
Level: (4), Drd 5, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400' + 40' / level)
Target: 1 creature
Duration: 10 minutes / level (D)
Saving Throw: None
Spell Resistance: Yes

Eventually all born of earth


hear her call. ~ Druidic
teaching.
Tendrils of magical force
reach out and pull the
targeted creature to the

ground with an effective


strength of 30. The
creature does not strike
the ground hard enough
to be harmed. While the
creature is in contact
with the ground the
spell has no apparent
effects. Any jump check
made by the creature
has a -20 circumstance
penalty.
A
few
creatures may possess
the strength to resist
this force, but until they
land all their actions are
hampered as if they
where grappled by an
unseen foe.
Material Component: A
small stitched web.

Empyrial Armor+
Transmutation [Enhancement,
White]
Level: (5), Clr 5
Components: V, S
Casting Time: 1 standard
action
Range: Touch
Targets: Creature touched
Duration: 1 round / level (D)
Saving Throw: Will Neg.
(Harmless)
Spell
Resistance:
Yes
(Harmless)

The armor of faith holds more


power than any other. ~
Aurnonian teaching.
The touched creature
gains a +1 enhancement
AC bonus for each other
spell that affects it.

Energy Field+

Entropic Burst+

Entropic Wave+

Abjuration (Ward) [White]


Level: (5), Sor/Wiz 5
Components: V, S
Casting Time: 1 round
Range: Close (25 + 5 / 2
levels)
Effect: Emanation to the extent
of the range.
Duration: 1 round / level (D)

Transmutation [Red, Wild]


Level: (5), Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100+10/level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes

If you cannot stave off harm,


reduce it. ~ Auronian
teaching.

Hearts, Thoughts and all things


wrought of men eventually decay
and fade. ~ Trishdare.

Transmutation [Red, Chaos,


Wild]
Level: (9), Sor/Wiz 9
Components: V, S, M
Casting Time: 1 standard
action
Range:
Medium
(100+10
/level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Will half
(object)
Spell Resistance: Yes

Damage dealing spells


deal minimum damage to
creatures within the area
of effect.

You send forth a burst of


entropy,
guiding
the
random changes toward a
negative result, causing
living matter to decay as
though it were aging
quickly.
This entropic
decay deals 1d6 points of
damage
per
level
(maximum 15d6) to living
creatures. The effect of
the decay is not severe
enough to do more than
tarnish
non-living
creatures and objects.
The burst passes through
objects
and
non-living
creatures harmlessly and
can harm living creatures
on the opposite side of
barriers.

Enlighten+
Transmutation
[White.
Metamagic]
Level: (2), Clr 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Effect: Spellcaster touched
Duration: 1 round / level (D)
Saving
Throw:
Will
Neg.
(Harmless)
Spell
Resistance:
Yes
(Harmless)

Heal a man and he may live to


see tomorrow. Heal his soul and
he may see the end of time. ~
Aurnonian saying.
You must choose and
expend a spell slot as an
additional cost to cast this
spell. For the duration of
this spell the touched
spellcaster may choose to
spontaneously cast cure
spells of up to the level of
the expended spell slot.

Arcane
Material
Component: A piece of a
discarded toy.

The mightiest cliff eventually


falls to the waves and tides.
~ Telsindria.
This spell works like
entropic
burst,
but
entropic wave is able to
affect inanimate objects.
The wave of entropic
energy
deals
a
maximum of 25d6 to
creatures,
and
1
damage
per
level
(maximum
25)
to
objects,
ignoring
hardness.
Since the
wave passes through
barriers, it can weaken
entire areas, not just the
surface of objects. This
has the general effect of
weakening
metal
enough that it can be
broken like sturdy wood,
weakening
stone
or
crystal enough that it
can be dug through like
dirt,
or
completely
reducing
weaker
structures
to
dust.
Objects weakened in
this way do not change
in
composition,
only
sturdiness.
Decayed
gold becomes gold dust,
and ice merely turns to
snow.
Attended objects are
unaffected if their bearer
succeeds his save, but

265

266
are weakened as normal if
the bearer fails his save.
Entropic wave can easily
cripple a living creature
and leave him naked and
defenseless.

Essence Filter+
Abjuration (Dispel) [White]
Level: (4), Sor/Wiz 4

In every group of undesirables


there is bound to be one worth
keeping. ~ Trishdare.
The spell works like dispel
magic in the area dispel
mode except that you
must choose a school or
descriptor
and
then
choose to either attempt
to dispel all spells with the
school or descriptor or to
attempt to dispel all spells
without the school or
descriptor you chose.

Eternal Respite+
Necromancy [White]
Level: (1), Drd 1, Clr 2
Components: V, S, DF
Casting Time: 10 minutes
Range: Touch
Target: Body touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: None

Delce de decorum triste ist delce


de delenerium torum. ~
Aurnonian
funeral
rite.
Translated it reads, All are born
and thus all must die.
The touched body cannot
be animated or raised by
raise dead. More powerful
resurrection
spells will
work, but only if they are
cast by a caster at least
four levels higher than
you.

Evasion+
Divination (Insight) [Green]
Level: (3), Brd 2
Components: V, S
Casting Time: 1 standard or
immediate action
Range: Personal or Touch
Target:
You
or
Creature
Touched
Duration: Instantaneous or 1
minute / level (D)
Saving Throw:
Will Neg.
(Harmless)
Spell
Resistance:
Yes
(Harmless)

"The simplest defense is the best,


get out of the way!" ~
Timmon.
This spell has two modes
depending on the casting
time you choose.
If you choose to cast
this spell as an immediate
action in response to any
attack
or
spell
that
prompts a reflex saving
throw. Roll your reflex
saving throw normally.
For that one throw you
have the evasion class
ability as per the monk or
rogue class. In this mode
the spell is instantaneous
in duration and can only
target you.
You may cast this spell
as a standard action. If
you do it will last 1 minute
/ level (D) and can be cast
on any creature you
touch.
The
touched
creature gains evasion as
per the rogue and monk
class
ability.
If
the
touched creature already
has this ability, they gain
improved evasion instead.
The ability to cast this
spell does not fulfill the
evasion
ability
requirement of certain
prestige classes.

Material Component:
The whisker from a cat.

Exsanguination+
Necromancy [Black]
Level: (6), Clr 6
Components: V, S
Casting Time: 1 standard
action
Range:
Medium
(100+10/level)
Effect: One creature
Duration: 1 round /level (D)
Saving Throw: Fort Neg.
Spell Resistance: Yes

It isnt blood that you should


fear, its losing it. ~
Razlin.
The subject creature
bleeds
from
all
its
wounds.
The creature
takes 1 point of damage
for each time it has
been wounded by a
slashing
or
piercing
weapon during this spell
at the beginning of each
of its turns.

Exterminate+
Necromancy [Black, Death]
Level: (0), Sor/Wiz 0
Components: V, S
Casting Time: 1 standard
action
Range: Close (25' + 5' / 2
levels)
Target: 1 animal or vermin
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Just the cure for


abhorrent
screeching
songbirds. ~ Razlin.

the
of

You exterminate the life


force of a tiny or smaller
animal or vermin with
no more than 3 hit
points
at
maximum
(Familiars arent subject
to this spell they are
magical beasts).

Falling Timber+
Evocation [Green, Force]
Level: (4), Drd 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100'+10' /
level)
Effect: 1 Tree
Duration: Instantaneous
Saving Throw: Ref
Spell Resistance: No

Trees fall over and kill people


all the time. Some are just more
aggressive about it. ~ Timmon.
You use force magic to
knock over a tree of huge
size (a good sized oak).
Those struck by the trunk
take 10d6 damage, those
struck by the branches
take 5d6 damage. The
typical tree that can be
affected by this spell can
strike targets in a 30'
radius from the top of the
trunk. The trunk strikes a
column 5' wide and 60'
long from the center of
the branch radius to the
base of the tree.

Familiar Eyes+
Divination (Insight) [Green]
Level: (1), Drd 1, Rng 1,
Sor/Wiz 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute / level (D)
Saving
Throw:
Will
Neg.
(Harmless)
Spell Resistance: Yes

the duration of this spell


you may concentrate to
view the world through
the
senses
of
your
companion
or
familiar
instead of your own.
Doing this is a moveequivalent
action
that
provokes an attack of
opportunity.
Your
familiar
cannot
deliver
this
particular
touch spell to itself for
you. This spell imparts no
control over your familiar
or companion in and of
itself.

Fanning the Flames+


Evocation [Metamagic, Red]
Level: (7), Sor/Wiz 7
Component: V, S
Casting Time: 1 standard action
Range: Medium (100+10 /
level)
Targets: Fire spells in range
Duration: 1 round / level (D)

No amount of power, no amount


of chaos, no amount of
destruction nor any amount of
devastation will ever quench our
thirst for revenge. ~ Tancher.
Fire spells cast in the area
of effect are magnified
and empowered as per
the
feats
and
their
damage cap is increased
by a factor of 1.5.

Final Punishment+
Necromancy [Black]
Level: (7), Sor/Wiz 8
Components: V, S
Casting Time: 1 standard
action
Range: Close (25' + 5' / 2
levels)
Target: One creature
Duration: 1 round
Saving Throw: Fort
Spell Resistance: Yes

There comes an end to all


things,
especially
mortal
things. ~ Sirrom.
At the end of this spells
one round duration the
target creature takes
damage equal to the
damage
it
suffered
during the round.

Fireblast+
Evocation [Fire, Red]
Level: (5)

Fire ends most of


arguments. ~ Yarenic.

my

You may choose to


expend a spell slot of
5th level or higher as an
additional cost to cast
this spell.
If you do,
this spell can be cast as
a
free
action.
Otherwise,
this
spell
works per fireball except
it has a 15d6 damage
cap.

Sometimes its important to see


things for yourself since a spy may
not recognize the significance of
what they see. ~ Alblasker.
You cast this spell upon
your animal companion (if
you are a druid or ranger)
or your familiar (if you are
a sorcerer or wizard). For

267

268
Firebreathing+

First Strike+

Evocation [Fire, Red]


Level: (5), Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: See Text.
Effect: 30' cone
Duration: 1 minute / level
Saving Throw: See Text
Spell Resistance: Yes

Transmutation [White]
Level: (4), Clr 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute / level
Saving
Throw:
Will
Neg.
(Harmless)
Spell
Resistance:
Yes
(Harmless)

It didn't take long for the ogres


to scatter after Trishdare
scorched them. Timmon looked
over at him after the spell and
taunted, "Lay off the garlic elf!"
You touch a creature and
imbue it with the ability to
breath fire a number of
times equal to 1 + (caster
level / 5). The creature
may use this ability on its
next action, but each time
this ability is used it must
wait 1d4 rounds before
using
it
again.
Firebreathing
is
a
miscellaneous
standard
action
that
doesnt
provoke an attack of
opportunity.
If
the
duration of this spell runs
out any unused breaths
are lost.
The cone deals 1d6
damage for every 2 levels
you have. Those caught in
the cone roll a reflex save
DC 15 + the dex modifier
of the creature wielding
the cone. They may also
use any applicable SR, but
they must test it each
time they are struck by
the breath weapon. Any
feat you possess that
raises the DC's of your
spells raises this DC
appropriately.
Material Component: A
piece of scale from a red
dragon

This fight is going involve two


strikes. Im going to strike you
and youre going to strike the
ground. ~ Timmon taunted the
orcs.
Whenever a foe enters a
square threatened by the
touched
creature
it
provokes an attack of
opportunity
(Normally
entering
a
threatened
space doesnt provoke an
attack
of
opportunity
unless the character is
leaving
another
threatened space).

Fissure+
Evocation [Force, Red]
Level: (6), Drd 8
Component: V, S
Casting Time: 1 standard action
Range: Medium (100+10 /
level)
Effect: 10 wide path out to the
limit of the range
Duration: 1 round
Saving Throw: Reflex Neg.
Spell Resistance: No

You slam your fist or staff


into the ground opening a
fissure from that point to
the extent of the range.
This fissure is 10 deep
per 2 caster levels and
those who fail their reflex
saves
fall
in
taking
damage from the fall.
This spell only works on
unworked stone or earth,
but even then it may open

up
hidden
chambers
beneath the caster.
After the spells 1
round duration is up the
rift closes, burying any
still in the fissure. The
spell
doesnt
exert
further pressure upon
them, but they could
possibly suffocate.

Flame Guide+
Transmutation
[Fire,
Red,
Wild]
Level: (4), Sor/Wiz 5
Components: V, S
Casting Time: 1 standard
action
Range: Medium (100'+10' /
level)
Effect: One flame per round
Duration: 1 round / level
Saving Throw: See Text
Spell Resistance: No

Fire goes where it alone


wills. ~ Yarenic.
You command flames to
move from point to
point.
As they move
they may set other
objects
afire.
The
damage this spell deals
is set by the size and
intensity of the flame
moved.

Flame Size
Candle
Torch
Small
Campfire
Large
Campfire
Bonfire

Damage
1d3
1d6
2d6
3d6
5d6

You can move the


flame 30 each round.
Those in the path of
movement make reflex
saves to avoid the fire.
All objects in the path
make fortitude saves or

catch afire.
You may
move the flames towards
someone specific, if you
do they do not make a
reflex save instead you
make a ranged touch
attack to hit them.

Flaming Burst Weapon+


Transmutation
[Enhancement,
Fire, Red]
Level: (3), Sor/Wiz 3

Only bugs are dumb enough not


to fear fire, and look what
happens to them. ~ Timmon.
This spell works like magic
weapon, except that it
bestows the flaming burst
property upon the weapon
instead of any bonus to
hit.
(A flaming burst weapon
deals +1d6 fire damage
on a normal hit and
+1d10 fire damage on a
critical hit for each crit
multiplier
beyond
the
first).
(Weapons and items can
only
have
one
enhancement spell upon
them at a time).

Flaming Weapon+
Transmutation
[Enhancement,
Fire, Red]
Level: (2), Sor/Wiz 2

Cool, I can use it as a light as


well, Timmon quipped. Teresa
giggled.
This spell works like magic
weapon, except that it
bestows
the
flaming
property upon the weapon
instead of any bonus to
hit.

hit. Bows, crossbows and


slings enchanted by this
spell confer this bonus to
their ammunition).
(Weapons and items can
only
have
one
enhancement spell upon
them at a time).

Flaring Pain+
Abjuration (Ward) [Red]
Level: (7)
Range: Medium (100+10 /
level)
Area: Circle extending out to
the range

She wept to find that all the


curative magic in the world could
not avail her now.
This spell
works like
antimagic field except it
only
suppresses
conjuration
(healing)
effects.

Flicker+
Conjuration
(Teleportation)
[White, Wild]
Level: (1), Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100'+10'/level)
Target: 1 creature
Duration: Instantaneous
Saving Throw: Will Negates
Spell Resistance: Yes

The best defense has always


been to get out of the way. ~
Timmon
The target creature moves
to the aether plane, then
immediately returns on
the next initiative count in
the round. If the area the
creature was in becomes
occupied, the creature
appears in the nearest
available open spot.

Flickering Ward+
Abjuration
(Ward)
[White,
Wild]
Level: (5), Sor/Wiz 5
Components: V, S, DF
Casting Time: 1 standard
action
Range: Touch
Target: One Creature
Duration: 1 minute / level (D)
Saving Throw: Will Neg.
(Harmless)
Spell
Resistance:
Yes
(Harmless)

Meeces favorite spell defended


against
everything,
but
unfortunately not at the same
time.
Whenever the target
creature
would
be
affected by a spell roll a
d20 to determine a spell
immunity
for
that
creature.

d20
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

Type
No immunity
Black
Blue
Green
Red
White
Air
Earth
Water
Fire
Force
Acid
Cold
Enchantment
Necromancy
Transmutation
Conjuration
Evocation
Mind Affecting
All spells

(It deals 1d6 bonus fire


damage on a successful

269

270
Fly, Mass+
Fluctuate+
Transmutation
[Blue,
Metamagic]
Level: (6), Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round / level or
until discharged (see text)

Sometimes its best to just start


all over. ~ Teresa.
Total the number of spell
levels in all preparations
you are yet to cast.
Prepare
a
new
spell
allotment
whose
spell
levels total to this half this
number.
Cantrips count
as level spells for this
purpose.
You cannot
prepare more spells of any
spell level than normal.

Fluctuation+
Transmutation [Metamagic, Red,
Wild]
Level: (0), Sor/Wiz 1
Component: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Until discharged, up
to 1 round / level (D)

Everyone needs a little variety in


their life. ~ Meece.
When you cast your next
spell flip a coin. On heads
increase your effective
level by 1.
On tails
decrease your level by 1.

Transmutation [Air, Blue]


Level: (6), Sor/Wiz 6
Range: Close (25 + 5 / 2
levels)
Target: Up to 1 creature / level,
no two of which can be more
than 30 apart.

Some dream of the clouds, and


others have them. ~ Anatole.
This spell works like fly
except that mass fly
affects multiple creatures.

Focus+
Transmutation
[Enhancement,
White]
Level: (2), Sor/Wiz 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute / level (D)
Saving
Throw:
Will
Neg.
(Harmless)
Spell
Resistance:
Yes
(Harmless)

"Focus is the first key to magic,


second is will, third is knowledge.
If you cannot master the first,
the next two are useless." ~
Telsindria.
The
touched
creature
gains
the
ability
to
maintain impeccable calm
in the face of stress. It
gains a +10 enhancement
bonus to concentration
checks.

Focus of Hatred+
Transmutation [Green]
Level: (4), Rng 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round / level (D)

Hate, unlike love, is never false.


~ Sirrom.

Total all your favored


enemy
bonuses
and
apply them against one
favored enemy of your
choice.

Forbid+
Abjuration (Ward) [Blue]
Level: (4), Sor/Wiz 5

What part of no did you not


understand? ~ Alblasker.
This spell works like
antimagic shell except
forbid only affects one
spell
you
name
at
casting.

Force Hull+
Evocation [Blue, Force]
Level: (5), Sor/Wiz 6
Range: Touch
Effect: One Ship
Duration: 1 hour/level (D)

Timmon looked at the scroll


case, Use in dire emergency ~
wonder what it does?
This spell works like wall
of force except the wall
produced by this spell
follows the outside of
the hull of the ship you
touch from the top of
the
deck
downward.
This
wall
will
form
despite water in its path,
but any other object or
creature in its path will
block it normally.

Force Void+
Abjuration (Ward) [Blue]
Level: (3), Sor/Wiz 4

Without will no force may be


long applied. ~ Telsindria.
This spell works like
antimagic field except
that it only applies to
spells with the force

descriptor.
It will also
suppress wall of force
(antimagic field does not
normally suppress wall of
force).

Forest Maze+
Enchantment
(Compulsion)[Green,
MindAffecting]
Level: (6), Drd 6
Components: V, S
Casting Time: 1 standard action
Range: Close (25' + 5' / 2
levels)
Targets: 1 creature / level
Duration: See Text
Saving Throw: None
Spell Resistance: No

"To get out we just follow these


tracks!"
"These are our tracks you idiot!
Youve led us around in circles!!"
You disrupt the bearings
of the affected creatures
by causing the forest
around them to obscure
landmarks and signs of
passing. The effect is
much the same as a maze
spell, but the affected
creatures are trapped for
a much longer period of
time. Unlike maze, this
spell doesn't transport it's
victims anywhere and if
they
realize
what
is
happening
to
them
teleport and similar spells
will allow their escape.
Else they will continue to
wander within a 1 square
mile area of the forest you
designate until the spell
elapses. You cannot cast
this spell outside a forest
without a square mile
area.
The duration of the spell
is set by the character's
wisdom. For every two
ranks of wilderness lore

the victim has they can


consider their wisdom to
be 1 higher than it
actually
is
for
the
purposes of this spell. If
the spell is used on the
group use the wisdom of
the leader.
Wisdom
Score
Creature
Under 3
3
4-5
6-8
9-12
13-15
16-17
18+

of

Time
Trapped
2d4
1d6
1d4
5d4
4d4
3d4
2d4
1d4

days
days
days
hours
hours
hours
hours
hours

If no attempt is made at
escape the spell holds for
2 weeks. When the spell's
effect ends the character
will be on one edge of the
spell's effect determined
by the DM secretly and at
random (roll d4 or a d8
and designate a compass
point to each number).
It is fully possible for a
victim of this spell to
continue to be lost after
this spell runs its course.

Forest's Eyes+
Divination (Scrying) [Green]
Level: (3), Drd 3
Components: V, S, DF
Casting Time: 1 standard action
Range: [see text]
Effect: [see text]
Duration: Concentration, up to
1 minute / level (D)
Saving Throw: None
Spell
Resistance:
Yes
(Harmless)

Nothing transpires within a


druids domain that they know not
of we must be cautious. ~
Trishdare.
You touch a tree within a
forest and are thereafter

able to see from any


other tree within that
forest

For
the
purposes of this spell all
the trees of a given
forest are within 20 of
each other.
If you
choose to take a view
from a tree at the edge
of the forest you can
only see objects within
20 of that edge.

Form Lock+
Necromancy
[Green,
Polymorph]
Level: (5), Drd 5, Sor/Wiz 6
Components: V, S
Casting Time: 1 standard
action
Range:
Medium
(100+10/level)
Target: 1 creature
Duration: 1 minute / level (D)
Saving Throw: Fort Neg
Spell Resistance: Yes

Change is not always desirable


or unpreventable. ~ Alisan
The target creature cant
change shape. If it is
under another spell with
the
polymorph
descriptor, that spell
cant be dispelled until
this one is dispelled.
This spell counters and
is
countered
by
corporeal instability.

Fortify+
Abjuration (Ward) [White]
Level: (4), Clr 5
Components: V, S, M
Casting Time: 1 standard
action
Range: Touch
Target: Creature Touched.
Duration: 1 round / level
Saving Throw: Will Neg.
(Harmless)
Spell Resistance: Yes

Look out Timmon, Teresa


yelled, He just cast a spell to

271

272
stop -Ow- thats gonna leave a
mark.

amongst themselves, the elf


replied.

The touched creature is


immune to critical hits and
sneak attacks by rogues
with less than 4 levels
more than your caster
level.

All the summoners of all


the summoned creatures
in range must make a
saving throw or loose
control or their summoned
creatures and the ability
to dismiss the spell that
summoned them.

Foul Presence+
Necromancy [Black]
Level: (1), Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100+10/level)
Area: An emanation centered on
you extending to the limit of
the range.
Duration: 1 minute / level (D)
Saving Throw: None
Spell Resistance: No

Begone foul fiends. Devon yelled,


but the wights continued
approaching.
Is now a good time to yell for
help? Timmon asked.
You must choose and
expend a spell slot as an
additional cost to cast this
spell. Undead in the area
of effect gain a turn
resistance equal to twice
the level of the expended
spell slot.

Freedom from the Masters+


Transmutation [Metamagic, Red]
Level: (4), Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100'+10' /
level)
Effect: All summoned creatures
in range.
Duration: Instantaneous
Saving Throw: Will Neg.
Spell Resistance: No

Do you really think this is a good


idea Trish Teresa asked.
No, but weve got nothing
better - maybe theyll fight

Frost Weapon+
Transmutation
[Cold,
Green,
Enhancement]
Level: (2), Sor/Wiz 3
Target: Weapon Touched

Here, this ought to cool their


tempers.
This spell works like magic
weapon, except that frost
weapon bestows the frost
property upon the weapon
instead of any bonus to
hit.
(It deals 1d6 bonus frost
damage on a successful
hit. Bows, crossbows and
slings enchanted by this
spell confer this bonus to
their ammunition).
(Weapons and items can
only
have
one
enhancement spell upon
them at a time).

Gainsay+
Abjuration (Dispel) [Blue]
Level: (3)

No Sirrom, you will listen to


what I have to say, Telsindria
growled.
This spell
works like
counterspell
except
gainsay can only target
blue spells.

Gambit+
Transmutation [Enhancement,
Red, Wild]
Level: (2), Sor/Wiz 2
Components: V, S
Casting Time: 1 ready action
Range: Close (25 + 5 / level)
Target: 1 creature
Duration: Instantaneous
Saving Throw: Will Negates
Spell Resistance: Yes

Teresa never understood why


Timmon had so much faith in
sheer luck.
You cast this spell in
response
to
any
successful attack roll.
Flip a coin. On heads
double the damage. On
tails no damage is dealt.
The character that made
the attack may make a
willpower save or SR to
negate, but this roll
must be made before
the toss.

Giant's Strength+
Transmutation
Enhancement]
Level: (5), Drd 5
Components: V, S

[Green,

Giants firmly believe in the


saying, He who hits hardest
wins.
This spell works like
bulls strength except
that it grants a +6
enhancement bonus is
granted instead of a +4
bonus.

Giant's Strength,
Mass+
Transmutation
Enhancement]
Level: (9), Drd 9
Components: V, S

[Green,

This spell works like


mass
bulls
strength

except that it grants a +6


enhancement bonus is
granted instead of a +4
bonus.

Gloom+
Necromancy [Black]
Level: (7)
Components: V, S
Casting Time: 1 standard action
Range: Close (25+5/2 levels)
Target: 1 creature
Duration: Instantaneous
Saving Throw: Will Neg.
Spell Resistance: Yes

All dreams of peace are not


enough to lift a soul from gloom
if it accepts the reality that
those dreams can never come to
be. ~ Princess Anatole.
Target creature gains 1
negative level for each
white
abjuration
that
targets
him.
These
negative levels persist as
long as the spells persist
and cannot be dispelled
without
dispelling
the
abjurations they are tied
to. If the spell persists
more than 24 hours there
is a chance of permanent
level loss.

Grasping Shadows+
Illusion (Shadow) [Black]
Level: (3) Sor/Wiz 3

What is the first thing that


shadows steal? Hope. ~
Dalsundrian proverb.
This spell works like web
except that the spell uses
existing shadows act to
impede movement instead
of conjuring webs. Areas
of total darkness in the
area of effect are as solid
stone to those within,
while
deep
shadows
create twice the penalties

of a standard web spell.


Obviously the grasping
shadows cant be set afire,
but they can be driven
back by any light source
and they dont affect
creatures carrying any
light at least as strong as
a torch.

Gratuitous Violence+
Transmutation
[Enhancement,
Red]
Level: (5), Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Close (25 + 5 / level)
Target: 1 creature
Duration: 1 round / level
Saving Throw: Will Neg.
Spell Resistance: Yes

The Shun see it as a hastening of


the inevitable.
All
successful
melee
attacks
dealt
to
or
received by the target
creature are treated as x2
critical hits. If a normal
critical
hit
is
rolled
increase its multiplier by
one.

Gravestorm
Necromancy [Black, Death]
Level: (9)
Components: V, S
Casting Time: 1 standard action
Range: Medium (100+10/level)
Area: All corpses in range
Duration: Instantaneous
Saving Throw: Reflex
Spell Resistance: Yes

Necromancers are always finding


more grisly uses for corpses.
Unburied
non-undead
corpses in the area of
effect explode dealing 1d6
/ hit die to creatures on
their square or within 5 of
that square.
Creatures
may roll a reflex save for
damage. This damage

is from negative energy


and heals undead.

Greed+
Enchantment
(Compulsion)
[Black, Evil, Mind-Affecting]
Level: (3), Clr 3, Sor/Wiz 3

If there is such a thing as too


much wealth, I havent found
it ~ Malsan of Altania.
This spell works like
bestow curse except it
imparts a compulsion of
greed upon the creature
causing it to steal at all
opportunities and go out
of its way to amass
wealth at the cost of all
other concerns.

Green Ward+
Abjuration (Ward) [White]
Level: (3), Sor/Wiz 4

"Reason is the shield that


protects the mind." ~
Aurnonian teaching.
This spell works like
spell resistance, except
this spell only protects
against green spells.

Grievance+
Enchantment
(Compulsion)
[Black, Mind-Affecting]
Level: (8), Clr 9
Component: V, S, DF, XP
Target: A Willing Creature

Hate can wait a long time;


for the most dangerous coals
are the ones you believe to be
dead. ~ Sirrom.
This spell works like
geas/quest with these
additional effects: You
may assign a number of
negative
levels
to
yourself for the duration
of this spell.
The

273

274
recipient gains an equal
number of positive energy
levels (Positive energy
levels grant a +1 bonus to
all saving throws, attack
rolls, skill checks, spell
resistance rolls and caster
level checks).
For the
duration of the spell you
may cast spells upon the
recipient as long as they
are on the same plane
with you. If the subject
deviates from his quest
the positive levels you
bestowed
become
negative
levels,
in
addition
to
all
other
effects of breaking a
geas/quest.
XP Cost: 1000 XP are
lost when this spell is
completed.

Halt+
Transmutation
[White,
Metamagic]
Level: (2), Clr 3, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 round
Range: Medium (100'+10' /
level)
Target: 1 creature
Duration: 1 round/level (D)
Saving Throw: Will Negates
Spell Resistance: Yes.

"Those who have no weapons have


no hope." ~ Orcish proverb.
You sever a creatures
connection
to
magical
energies. For the duration
of this spell the affected
creature
cannot
use
spells,
spell-like
or
supernatural abilities, nor
can the creature activate
a magic item (Magic items
that are already active are
not affected.)
Material Component: A
loop of silver wire that you
break during casting.

Hands of Fire+

Hatred+

Evocation [Fire, Red]


Level: (1), Drd 1
Component: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round / level (D)

Necromancy [Black, Death]


Level: (2), Clr 3
Components: V, S
Casting Time: 1 standard
action
Range: Touch
Target: Creature touched.
Duration: Instantaneous
Saving Throw: Fort Neg.
Spell Resistance: Yes

Im pretty sure you cant juggle


snowballs with that spell. ~
Timmon.
You encase your hands in
flame. Your touch deals
1d6 fire damage.

Harden Snow+
Transmutation [Green, Cold]
Level: (2), Drd 2, Rng 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100+10 /
level)
Area: Circle with a 10 radius /
level
Duration: Instantaneous
Saving Throw: See Text
Spell Resistance: No

Slogging through mud can slow


an army. Slogging through snow
can kill one. ~ Otal.
Snow on the ground is
turned into slick ice. The
effect
on
creatures
moving in the area is the
same as that caused by a
grease spell, but the
hardened
snow
will
remain until it melts or
the next snowfall. To be
effectual
there
must
already be 4 of snow on
the ground.
Characters in the area of
this spell may be rooted
to the spot they stand by
the hardened snow. They
must make a STR check
DC 15 + 2 / inch of snow
beyond the first four to
break free.

Hate, above all other things,


is pure. ~ Sirrom.
Unlike
other
touch
spells, you are allowed
only a single attack roll
with this spell. If it hits,
the creature you struck
must make a fortitude
saving throw.
If they
fail, they die and you
lose life equal to half the
hit points they had when
you struck them.
If
they succeed or you
miss you must make a
fortitude save or die.
(See Loss of Life, Page
X)

Hellfire Blast
Weapon+
Transmutation
[Electricity,
Enhancement, Fire, Red,
Sonic]
Level: (7), Sor/Wiz 8

Now this is sure to get their


attention! Devon grinned.
This spell works like
magic weapon except it
confers the effects of
flaming burst weapon,
thunder-clapping
weapon and shocking
burst weapon upon the
target weapon instead of
a bonus to hit.
(Weapons and items
can
only
have
one

enhancement spell upon


them at a time).

Hellfire Weapon+
Transmutation
[Electricity,
Enhancement,
Fire,
Red,
Sonic]
Level: (6), Sor/Wiz 7

Devon tore into the orcs with a


roar of his ax. Teresa, Timmon
whispered, I think hes enjoying
that spell too much.
This spell works like magic
weapon except it confers
the effects of flaming
weapon,
thundering
weapon
and
shocking
weapon upon the target
weapon instead of a
bonus to hit.
(Weapons and items can
only
have
one
enhancement spell upon
them at a time).

Hesitation+
Abjuration
(Dispel)
[Blue,
Metamagic, Triggered]
Level: (5)
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Effect:
100'
radius
circle
centered on you.
Duration: Until Discharged, up
to 1 minute / level
Saving Throw: No.
Spell Resistance: None

An ill-timed pause, a lifetimes


pain. ~ Telsindria.
The first spell or spell-like
ability cast in the area of
effect is countered. (This
includes your spells and
spell like abilities).
Material Component: A
silver hook and wire.

Hold Monster, Greater+


Enchantment
(Compulsion)
[Mind-Affecting, White]
Level: (9)
Duration: 1 min / level (D)
Saving Throw: Will Neg.
Spell Resistance: Yes

Down boy! Down I say. ~


Timmon yelled frantically.
This spell works like hold
monster except only one
saving throw is allowed
and
the
duration
is
greater.

Hold Person, Greater+


Enchantment
(Compulsion)
[Mind-Affecting, White]
Level: (7), Clr 8, Sor/Wiz 8
Duration: 1 min / level (D)
Saving Throw: Will Negates
Spell Resistance: Yes

One never needs to kill to


protect. ~ Princess Anatole.
This spell works like hold
person except only one
saving throw is allowed
and
the
duration
is
greater.

Hollow Tree+
Transmutation [Green]
Level: (4), Drd 4
Components: V, S, M, DF
Casting Time: 1 standard action
Range: Touch
Effect: Tree touched
Duration: 1 day / level
Saving Throw: None
Spell Resistance: No

You
create
an
extradimensional
pocket
inside a tree that can hold
up to 1 cubic foot of
material / caster level.
You can place items into
and take items from this
spell at will.
If any
objects are inside the tree
when the duration expires
the items are expelled to

the ground at the base


of the tree. If the tree
is destroyed the items
are flung into the aether
plane.
Material Component: A
lock of hair from a
dryad.

Holy+
Evocation [White]
Level: (9), Clr 9
Components: V, S
Casting Time: 1 standard
action
Range: Close (25' + 5' / 2
levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fort
Spell Resistance: Yes

Behold the light that shall


strike you down. ~ High
Priest Colsken.
A bolt of pure positive
energy
strikes
down
from the heavens upon
one foe. The spell does
nothing
to
a
white
aligned divine caster or
paladin, 10d6 to a white
aligned foe, 15d6 to a
blue or green foe, 20d6
to a red or black foe,
25d6 to a red or black
divine caster and 30d6
to
any
undead.
Regardless of alignment,
the
light
the
spell
creates may dazzle all
within 60 fortitude
save DC 15 to avoid.

Holy Missiles+
Conjuration (Healing) [White]
Level: (2), Clr 3, Pal 1
Components: V, S, DF

Blessed power need not be


benign to darkness ~ Lisana
of Matacha.

275

276
This spell works like magic
missile except that holy
missiles are composed of
holy power and only deal
damage if they strike
undead.
If they strike
living creatures the effect
is reversed to become a
cure effect.

Honor the Fallen+


Necromancy [White]
Level: (2), Drd 3
Components: V, S
Casting Time: 1 standard action
Range: 60'
Effect: All non-undead corpses
in range.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

To those who fought - reward.


To those who died - rest.
For all - remembrance.
All corpses in range are
consumed by holy fire.
You are cured 2 hit points
for
each
corpse
so
destroyed, up to 20 hit
points. The spirits of those
bodies destroyed this way
cannot be animated.

Horse's Stamina+
Transmutation
Enhancement]
Level: (3) Drd 3

[Green,

Strength is of little value if it


cant be constantly applied. ~
Devon.
This
spell
is
a
simultaneous
bears
endurance
and
bull's
strength.

Horse's Stamina, Mass+

Icy Burst Weapon+

Transmutation
[Green,
Enhancement]
Level: (7), Drd 7
Range: Close (25 + 5/2 levels)
Targets: One creature / level,
no two of which can be more
than 30 apart.

Transmutation [Cold, Green,


Enhancement]
Level: (3), Sor/Wiz 4
Target: Weapon Touched

I do not which to choose


between an army that fights
well and an army that fights
long. I want both. ~ Otal.
This
spell
is
a
simultaneous mass bears
endurance and mass bulls
strength.

Humble+

This spell works like


magic weapon, except
that it bestows the icy
burst property upon the
weapon instead of any
bonus to hit.
(An icy burst weapon
functions as a icy burst
weapon
that
also
explodes with frost on a
critical
hit
dealing
+1d10 points of bonus
cold damage.
If the
weapons
critical
multiplier is x3 add
+2d10 points instead. If
the multiplier is x4 then
add +3d10 instead).

Enchantment
(Compulsion)
[Mind-Affecting, White]
Level: (6)
Components: V, S
Casting Time: 1 round
Range: Medium (100+10 /
level)
Targets: 1 creature
Duration: 1 minute / level (D)
Saving Throw: Will Neg.
Spell Resistance: Yes

(Weapons and items


can
only
have
one
enhancement spell upon
them at a time).

Mortality is the chain which


binds us all ~ Alblasker.

Identify+

The target creature is


rendered unable to use
any class ability and has
its class base attack bonus
and saving throws set to 0
(bonuses to attacks and
saves due to race are
unchanged).

Hyrdoblast+
Abjuration (Dispel) [Blue]
Level: (3)

Few things are as enjoyable to


the Balcridan mages as stopping
the magics of the Shun.
This spell
works like
counterspell except it can
only target red spells.

Divination (Insight) [Universal]


Level: (1), Brd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard
action
Range: Touch
Target: Object touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell grants you a


+20 insight bonus on
spellcraft rolls to identify
the object you are
touching when you cast
the spell. Make these
rolls immediately after
this spell is successfully
cast.

Ignite+

Imaginary Pet+

Evocation [Fire, Red]


Level: (0), Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25' + 5' / 2
levels)
Target: 1 Object
Duration: Instantaneous
Saving
Throw:
Fort
Neg.
(Object)
Spell Resistance: Yes

Illusion (Figment) [Blue]


Level: (2)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 + 5 level)
Effect: Illusory creature
Duration: Concentration
Saving Throw: Will Negates
Spell Resistance: No

Timmon tried three hours to get


a fire started. When he gave up,
Teresa had one going in seconds.
Show-off he chided.
You ignite an object as
long as it is not held or
carried by someone else.
It is dealt 1d3 fire damage
and makes a fortitude
save or ignites. Some
highly flammable objects
(candles, kindle, lantern
oil) have no save (assume
that if a match has no
trouble
igniting
them,
neither does this spell).
This spell counters and
is countered by douse.

Illusions of Grandeur+
Conjuration (Healing) [Blue]
Level: (4)
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Willing Creature touched
Duration: [see text]
Saving Throw: None
Spell Resistance: No

Thoughts of grandeur found


empires - illusions of granduer
destroy them ~ Telsindria.
The
touched
creature
gains 1d8 temporary hit
points / level (max 15d8)
for as long as that subject
concentrates
on
maintaining the effect, up
to 1 minute per level of
the caster.

Some wizards are so contrary


that the only pets they keep are
those they conjure or make.
You create a illusory
creature with twice your
hit dice, up to 10 HD. The
creature
attacks
and
defends as you direct and
appears perfectly normal,
but when the spell ends
all damage it appeared to
deal disappears, as does
damage dealt to those
who disbelieve in the
imaginary pet.

Incendiary+
Evocation [Fire, Red, Triggered]
Level: (5), Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature Touched
Duration: Until Discharged, up
to 1 round / level (D)
Saving Throw: See Text
Spell Resistance: Yes

The first kobold to explode


always makes the elves wary
about killing the second.
If the touched creature is
reduced to 0 hit points or
less it explodes dealing
1d6 damage / round that
has passed since the spell
was cast.
All creatures
within 20 of the touched
creature must make reflex
saving throws to take half
damage.
SR may be
rolled to negate the effect.

This spell is dispelled if


a second instance is cast
upon the creature.

Incinerate+
Evocation [Fire, Red]
Level: (3), Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard
action
Range: Long (400' + 40' /
level)
Target: One creature or
object
Duration: Instantaneous
Saving Throw: No.
Spell Resistance: Yes

Light up his life. ~ Yarenic,


to an apprentice.
You throw a small fiery
orb at a creature. Make
a ranged touch attack. If
you hit the orb deals
1d8 points of damage /
caster level, maximum
15d8.
Material Component: A
polished coal stone.

Infusion+
Conjuration (Healing) [White]
Level: (1), Clr 2, Pal 1
Components: V, S, DF
Casting Time: One action
Range: Touch
Target: One creature other
than yourself
Duration: Instantaneous
Saving Throw: Will negates
(harmless)
Spell
Resistance:
Yes
(harmless)

"That which is given always


returns tenfold - so why don't
men give more often and love
more freely?" ~ Princess
Anatole.
You choose to take an
amount of damage and
the touched creature is
cured by the same
amount. You may not

277

278
choose to take more
damage than you have hit
points.

Insane Jealousy+
Abjuration (Ward) [Red]
Level: (3)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 + 5 / level)
Targets: All creatures in range
Duration: 1 round / level (D)
Saving Throw: Fort Neg.
Spell Resistance: Yes

The higher you are, the more


hands to pull you down. ~
Orcish Proverb.
At the beginning of your
turn each creature in
range with more hit points
than you is dealt 1d6
damage unless it succeeds
at a fortitude save.

Intangibility+
Illusion (Glamer) [Blue]
Level: (6), Sor/Wiz 7

Teresa found the spell useful for


making Timmon a better spy and
a lesser nuisance.
This spell
works like
invisibility, except that it
is far more powerful. In
addition to masking the
recipient from sight, it
masks sounds, scents,
and
all
manners
of
vibrations
from
the
subject.
Further the
subject
cannot
be
detected
by
magical
means short of limited
wish or more powerful
magic.
True
seeing
doesnt
penetrate
intangibility nor will the
spell
be
broken
by
invisibility purge.
The
subject cant be seen by
creatures normally able to

see invisible objects nor


can
the
subject
be
detected by blind-sight or
tremorsense.

one
less
than
the
expended spell slot.

Intangibility has some


weaknesses incurred by
its power.
The spell
partially
shifts
the
recipient to the aether
plane. Because of this the
recipient cant open doors,
put up or manipulate
objects, or effect any
change upon objects or
creatures on the material
plane while the spell is in
place. Barriers which block
the passage of etherial
creatures
also
block
intangible creatures.

Abjuration (Ward) [White]


Level: (4), Sor/Wiz 4
Components: V, S, DF
Casting Time: 1 standard
action
Range: Personal
Target: You
Duration: 1 round / level (D)

Inviolability+
Abjuration (Ward) [White]
Level: (8), Clr 9
Component: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: One living creature
Duration: 1 round / level (D)
Saving Throw: Yes (Harmless)
Spell
Resistance:
Yes
(Harmless)

"A pure faith is the purest


protection." ~ Adrian Colsken.
The touched creature gain
damage reduction of 25/
(It ignores the first 25
points of damage dealt to
it on each attack).

Ishrala's Summons+
Conjuration
(Summoning)
[Green]
Level: (2), Sor/Wiz 3

You must choose and


expend a spell slot as an
additional cost to cast this
spell. Ishralas Summons
works like a summon
monster spell of a level

Ivory Mask+

Named for the peculiar aura it


produces, the ivory mask is one
of the older spells in Telzoa.
Spells that target you
cant be cast. (See
when spells cant be
cast page X).

Jibber Jabba+
Transmutation [Blue, Wild]
Level: (2), Brd 2
Components: V
Casting Time: 1 standard
action
Range: Close (25+ 5 /2
levels)
Target: Up to 1 creature /
level, no two of which can
be more than 30 ft. apart
Duration: 10 minutes/level
Saving Throw: Will negates
(harmless)
Spell
Resistance:
Yes
(harmless)

Say what? ~ Timmon.


All affected creatures
have
their
words
replaced
by
semirandom other words,
producing speech that
seems
garbled
and
riddled with slang and
lingo, but potentially
understandable.
In
truth, the words are
almost
indecipherable,
and only those affected
by jibber jabba can
understand each other.
Each language sounds
different
when
its

speaker is affected by this


spell, so if the affected
creatures
did
not
beforehand
speak
a
common language, jibber
jabba does not allow them
to all understand each
other. A successful sense
motive check (DC 40)
allows
a
listener
to
understand the speakers
of jibber jabba, assuming
hes fluent with the base
language being spoken.
For instance, if a group of
elves and dwarves were
all affected by this spell,
the elves and dwarves
could
only
understand
each other if they spoke
the
same
language.
Likewise, a skilled listener
might
be
able
to
understand their speech if
he already spoke Elvish or
Dwarvish.

Keen Ear+

Last Breath+

Divination (Sensory) [Green,


Enhancement]
Level: (2), Drd 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute / level
Saving
Throw:
Will
Neg.
(Harmless)
Spell
Resistance:
Yes
(Harmless)

Necromancy [Death, White]


Level: (8), Clr 9
Components: V, S
Casting Time: 1 standard
action
Range:
Medium
(100+10/level)
Target: One creature
Duration: 10 minutes / level
Saving Throw: Will negates
Spell Resistance: Yes

Jinx+

Keen Eye+

Transmutation [Red, Wild]


Level: (4), Brd 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100+10 /
level)
Target: One creature
Duration: 1 minute / level (D)
Saving Throw: Will Neg.
Spell Resistance: Yes

Divination (Sensory) [Green,


Enhancement]
Level: (2), Drd 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute / level
Saving
Throw:
Will
Neg.
(Harmless)
Spell
Resistance:
Yes
(Harmless)

No luck is better than rotten


luck ~ Timmon.
Whenever the player of
the target creature rolls a
d20, roll 2d20 and take
the lower of the two rolls.
(The DM is the player of
NPCs)

As much as the members of the


Bright Company chafed at
Timmons antics ~ his sharp ears
rescued them for more than
enough ambushes to compensate.
The
touched
creature
gains a +20 enhancement
bonus to listen checks and
halves all range penalties
(Normally each 10 of
distance from the source
of a sound inflicts a 1
penalty to listen checks.)

The last to notice is the first to


die. ~ Malsan of Altania.
The
touched
creature
gains a +20 enhancement
bonus to spot checks and
halves all range penalties.

Despite even death, tomorrow


shall come. ~ Anatole,
diaries.
The subject of this spell
dies if they fail their
saving throw, but their
spirit does not move on.
Instead it is free to
move about as a ghost
for the duration of the
spell (apply the ghost
template
to
the
character). At the end of
the duration of the spell
the
subject
is
automatically raised and
does not suffer the
normal
penalties
for
being returned from the
dead including (but not
limited to) level loss. If
the body is destroyed
while
the
spirit
is
departed the raise effect
at this spell's conclusion
fails.

Lay of the Land+


Divination (Scrying) [Green]
Level: (1), Rng 1
Components: V, S
Casting Time: 1 standard
action
Range: Personal
Target: One creature
Duration: Concentration

With this spell you can


rapidly choose a path.
Each
round
you
concentrate
you
can
mentally trace a one

279
279

280
mile
path
from
your
current location, up to 1
mile / level from your
present location.
This spell only reveals
the lay of the land
artificial structures along
the
path
and
any
creatures present are not
revealed.
This spell is
typically used to choose
the best path to pursue in
unfamiliar territory.

Leech Cunning+
Necromancy
[Black,
Enhancement]
Level: (3), Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100+10/level
Target: 1 creature
Duration: 1 minute / level
Saving Throw: Fort Neg.
Spell Resistance: Yes

The target creature is


dealt 1d4+1 ability points
of damage to intelligence
(to a minimum of 1) and
you gain an enhancement
bonus to intelligence equal
to the damage dealt. If
this enhancement bonus is
dispelled the temporary
ability damage remains.

Leech Endurance+
Necromancy
[Black,
Enhancement]
Level: (3), Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100+10/level)
Target: 1 creature
Duration: 1 minute / level
Saving Throw: Fort Neg.
Spell Resistance: Yes

The target creature is


dealt 1d4+1 ability points
of damage to constitution
(to a minimum of 1) and
you gain an enhancement
bonus
to
constitution

equal to the damage


dealt. If this enhancement
bonus is dispelled the
temporary ability damage
remains.

Leech Grace+
Necromancy
[Black,
Enhancement]
Level: (3), Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100+10/level)
Target: 1 creature
Duration: 1 minute / level
Saving Throw: Fort Neg.
Spell Resistance: Yes

The target creature is


dealt 1d4+1 ability points
of damage to dexterity (to
a minimum of 1) and you
gain
an
enhancement
bonus to dexterity equal
to the damage dealt. If
this enhancement bonus is
dispelled the temporary
ability damage remains.

Leech Splendor+
Necromancy
[Black,
Enhancement]
Level: (3), Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100+10/level)
Target: 1 creature
Duration: 1 minute / level
Saving Throw: Fort Neg.
Spell Resistance: Yes

The target creature is


dealt 1d4+1 ability points
of damage to charisma (to
a minimum of 1) and you
gain
an
enhancement
bonus to charisma equal
to the damage dealt. If
this enhancement bonus is
dispelled the temporary
ability damage remains.

Leech Strength+
Necromancy
[Black,
Enhancement]
Level: (3), Sor/Wiz 4
Components: V, S
Casting Time: 1 standard
action
Range:
Medium
(100+10/level
Target: 1 creature
Duration: 1 minute / level
Saving Throw: Fort Neg.
Spell Resistance: Yes

The target creature is


dealt
1d4+1
ability
points of damage to
strength (to a minimum
of 1) and you gain an
enhancement bonus to
strength equal to the
damage dealt.
If this
enhancement bonus is
dispelled the temporary
ability damage remains.

Leech Wisdom+
Necromancy
[Black,
Enhancement]
Level: (3), Sor/Wiz 4
Components: V, S
Casting Time: 1 standard
action
Range:
Medium
(100+10/level
Target: 1 creature
Duration: 1 minute / level
Saving Throw: Fort Neg.
Spell Resistance: Yes

The target creature is


dealt
1d4+1
ability
points of damage to
wisdom (to a minimum
of 1) and you gain an
enhancement bonus to
wisdom equal to the
damage dealt.
If this
enhancement bonus is
dispelled the temporary
ability damage remains.

Life Burst+

Light of Day, Greater+

Conjuration (Healing) [White]


Level: (1), Drd 1

Evocation [Light, White]


Level: (9), Clr 9
Range: 10 / level
Effect: Emanation to the extent
of the range.
Duration: 1 round / level (D)

You must expend a spell


slot as an additional cost
to cast this spell.
This
spell works as cure light
wounds except life burst
cures
2d8
points
of
damage / level of the
expended spell.

Light of Day+
Evocation [Light, White]
Level: (3), Clr 4, Pal 3
Components: V, S, M, DF
Casting Time: 1 standard action
Range: Personal
Effect: 60 emanation.
Duration: 1 round / level (D)
Saving Throw: Will Partial [see
text]
Spell Resistance: Yes

"I remember the light of the gods.


The memory of their treachery
still burns my soul." ~ Sirrom
the Necromancer.
You release a sunstone
that hovers out above
your head at 10 feet from
the ground and glows with
a burning light that drives
back undead creatures.
Each round all undead in
the area of effect must
make a willpower save to
be able to move, and all
movement
they
make
must be away from the
light.
Non-movement
actions attempted by the
undead have a 4 holy
penalty.
Material Component: A
sunstone worth 100 gold
pieces.

This spell works as light of


day except that greater
light of day deals 4d6
damage / round to all
undead in the area of
effect and all darkness
effects of less than 9th
level in the area of effect
are dispelled automatically
by greater light of day.

Lightning Lash+
Evocation [Red, Electricity]
Level: (2), Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Effect: A lightning whip
Duration: 1 minute / level (D)
Saving Throw: None
Spell Resistance: No

This spell creates a whip


composed of electricity
that
strikes
for
1d6
damage. The whip need
only defeat a foes touch
AC to harm them, and it
has a reach of 10.

Lightning Rift+
Evocation
[Electricity,
Red,
Triggered]
Level: (5) Sor/Wiz 6
Component: V, S
Casting Time: 1 round
Range: Personal
Targets: You and your spells
Duration: 1 round / level
Saving Throw: Reflex
Spell Resistance: Yes

Think of it as a way to put a


charge into your magic. ~
Yarenic.
Whenever you cast a spell
you may have lightning
rift deal 1d6 damage /

level of that spell to a


foe within that spells
range. Whenever a foe
casts a spell upon you
lightning rift deals 1d6
damage / spell level to
you.
All targets of the
discharges of lightning
rift gain reflex saves for
damage.

Limited Resources+
Abjuration (Ward) [Metamagic,
White]
Level: (6), Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard
action
Range:
Medium
(100+10/level)
Area: Emanation out to the
extent of the range
Duration: 1 round / level (D)
Saving Throw: None
Spell Resistance: No

All spells cast in the area


of effect are limited to
their minimum caster
level.

Lull+
Abjuration (Ward) [White]
Level: (6), Sor/Wiz 7
Components: V, S
Casting Time: 1 standard
action
Range: Close (25 + 5/ 2
levels)
Area:
Circle
with
radius
extending to the limit of the
range
Duration: 1 round / level

Spells cant be cast in


the area of effect (even
by you).

Lycanthropic Curse+
Necromancy [Black]
Level: (7), Sor/Wiz 8

This spell works like


bestow
curse
except
that
the
effect
of

281

282
lycanthropic curse is to
afflict the subject with
lycanthropy. You are free
to choose exactly which
lycanthrope the subject
becomes.
The subject
cannot afflict others with
lycanthopy.
In order to work against
this spell remove curse
must be cast upon the
subject while she is in her
alternate
form.
Lycanthropic curse cant
be
dispelled
while
dormant.

Mage Armor, Greater+


Conjuration (Creation)
Enhancement, White]
Level: (3), Sor/Wiz 3

[Force,

This spell works like mage


armor except that greater
mage armor grants a +8
AC bonus instead of a +4

Magic Missive+
Enchantment
(Compulsion)
[Blue, Mind-Affecting]
Level: (5), Clr 6
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: A surface written upon
Duration: 1 day / level
Saving Throw: Will Negates
Spell Resistance: Yes

This spell
works like
suggestion except magic
missive is written on a
surface and those who
read it will be affected if
they fail their willpower
save.
The
message
remains where written for
the duration given above.
Creatures which fail their
save follow the embedded
suggestion for as long as
it takes to carry out, but
no more than 1 minute /
level of the caster. At any

given time the spell can


affect only a number of
creatures whose hit dice
combine up to twice those
of the caster.

Magnetism+

should be treated as a
small weapon even
though it is large since
most of it is wood).
Material Component: A
lodestone.

Transmutation [Green]
Level: (5), Drd 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100+10 /
level)
Area: 60 circle
Duration: 1 round / level (D)
Saving Throw: See Text
Spell Resistance: No

Magnify Sight+

The ground in the affected


area becomes magnetic.
Metal weapons size small
or smaller have a 2
penalty on all attacks, and
no metal weapon can be
thrown further than 10
feet.

You gain the far seeing


ability of birds of prey.
At 1st level this spell
provides
a
2x
magnification factor, and
for each additional level
the magnification the
spell provides increases
by one (So at 5th level
you are able to see as if
6x closer than you
actually are).

Arrows
with
metal
arrowheads
strike
the
ground after traveling 20
feet in the area of effect
and have a 4 penalty to
hit.
Medium metal weapons
have a 4 penalty to hit.
An additional 4 penalty
to hit is assessed for
every
size
category
increase thereafter (so a
size L mace has a 12
penalty to hit).
Light metal armors slow
their wearers as per the
spell.
Heavy
metal
armors slow their wearers
and characters in such
armor can only act once
every other round.
The DM may adjust the
penalties for armors and
weapons
of
mixed
compositions
(i.e.
an
ironshod
quarterstaff

Divination (Sensory) [Green]


Level: (1), Drd 1, Sor/Wiz 2
Components: V, S, F/DF
Casting Time: 1 standard
action
Range: Personal
Target: You
Duration: 1 minute / level (D)

When
assigning
penalties to spot checks
for range divide the
distance
by
the
magnification factor.
Example: A spot check
at 100 has a -10
penalty.
If you have
this spell up at 3rd level
of ability (magnification
level 4) the penalty is as
if you where 25 away (2).
Arcane Focus: A small
hand lens worth 100 gp.

Malice+

Mask+

Matacha's Will+

Transmutation
[Black,
Enhancement]
Level: (3), Clr 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: One weapon
Duration: 1 round / level
Saving Throw: None
Spell Resistance: No

Illusion (Glamer) [Blue]


Level: (0), Sor/Wiz 0, Brd 0
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute / level (D)
Saving Throw: None
Spell Resistance: None

Necromancy [White]
Level: (1), Clr 1
Components: V, S, DF, Divine
Casting Time: 1 standard
action
Range: [see text]
Targets: [see text]
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The weapon you touch


gains a +1 unholy bonus
to hit which increases to
+2 against white and
green aligned creatures. It
deals an additional 1d6
points of unholy damage
on each attack and an
extra 2d6 damage on
each attack against green
and white creatures. This
additional damage is not
doubled when the weapon
lands a critical hit.

Manifest Probability+
Transmutation [White]
Level: (9), Clr 9
Components: V, S
Casting Time: 1 round
Range: Medium (100+10 /
level)
Targets: All creatures in range
Duration: 1 round / level (D)
Saving Throw: None
Spell Resistance: Yes

Within this world you will


often find that what should be
shall be. ~ Sirrom.
Attack rolls and saving
throws that would hit on a
roll of 11 or more hit
automatically. Attack rolls
and saving throws that
would not hit on a roll of
11
or
more
miss
automatically.

You alter your face to any


appearance
possible
within your own race so
long as that appearance
does not precisely match
any individual. Thus you
can add a beard, scarring,
change your eye color,
hair color, etc. This grants
a +5 circumstance bonus
to disguise checks.

Matacha's Edict+
Necromancy [White]
Level: (9)
Component: V, S, DF
Casting Time: 1 standard action
Range: Personal
Effect: A 90 radius sphere
Duration: 1 round / level
Saving Throw: Fort Neg. [see
text]
Spell Resistance: Yes

"By my grace all shall rest. By my


will all shall sleep. By my edict
the dead shall walk no more."
~ Matacha, Goddess of Death.
You create a field of
positive
energy
that
severely hampers and can
potentially destroy undead
creatures. Each round all
undead in the area must
make a fortitude save or
gain a positive energy
level (This affects them as
negative energy levels
affect the living).

By my will thou shalt sleep.


~ The Tedisa, Book IV, Canto 9
You must choose and
expend a spell slot as an
additional cost to cast
this spell.
You turn
undead as part of this
spell and for each level
of the expended spell
your turning damage
increases by +1d6.

Matacha's Will,
Greater+
Necromancy [White]
Level: (6), Clr 7

This spell works as


Matachas Will except
Matachas Greater Will
also adds a +1 bonus to
your effective level for
each
level
of
the
expended spell slot.

Meeces Cartomantic
Flourish+
Transmutation [Red, Wild]
Level: (0), Brd 0
Components: S
Casting Time: 1 standard
action
Range: 20 ft.
Area: All objects of chance in
range.
Duration: 1 hour
Saving Throw: See text
Spell Resistance: No

Once
cast,
Meeces
cartomantic
flourish
allows you to control the
results of random dice

283

284
rolls, card shuffles, coin
tosses, and other such
games of chance for 1
hour.
By concentrating,
you can choose the results
of the above-mentioned
events from any that are
actually possible.
(For
example,
you
could
consistently roll sixes on a
standard die, but could
not roll any number other
than one to six. Likewise,
you could cause a coin to
land heads, tails, or even
on its edge, but not
change either face of the
coin to something that did
not already exist).
For the duration of the
spell
you
effectively
choose the winner of any
simple game of chance
such as coins or dice, and
can grant a luck bonus of
up
to
+20
to
the
Knowledge
(gaming)
checks of any player in a
complex game of chance,
such as cards. As a note
to GMs, a character with 5
or more ranks of Bluff
gets a +2 synergy bonus
on Knowledge (gaming)
checks
for
complex
games.
The GM is
encouraged to consider
the typical reaction to
someone who wins too
often for the liking of his
fellow players.
To affect a draw from a
deck of cards, you must
remain
within
range
constantly
from
the
moment they are shuffled.
The
transmuted
cards
remain in a state of flux
until any given card is
drawn. The area around
you
radiates
faint
transmutation magic.

Meltdown+

Mind Over Matter+

Transmutation [Fire, Red]


Level: (5), Sor/Wiz 5
Component: V, S
Casting Time: 1 standard action
Range: Close (25 + 5 / 2
levels)
Target: One metal object
Duration: Instantaneous
Saving Throw:
Will Neg. or
none (object)
Spell Resistance: Yes or no
(object)

Transmutation
[Blue,
Metamagic]
Level: (8)
Components: V, S
Casting Time: 1 standard
action
Range: Personal
Target: You
Duration: 1 minute / level (D)

All things return to the state


they began, the state of fire.
~ Yarenic.
You melt a non-magical
metal object to useless
slag if it is unattended it
has no saving throw. The
melting of armor deals
1d6 / caster level to the
wearer (max 10d6) and
held objects deal one
quarter this damage if
their
holder
doesnt
quickly drop them (reflex
save DC 20).

Mind Burn+
Evocation [Metamagic, Red]
Level: (4), Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Close (25 + 5 / level)
Target: One creature
Duration: Instantaneous
Saving Throw: Will
Spell Resistance: Yes

Variety in thought has certain


advantages. ~ Alblasker.
Name
a
school
or
descriptor. For each spell
the target creature has
prepared that has the
named descriptor, that
creature
is
dealt
2
damage, willpower save
for half.

Instead of taking hit


point damage you lose
spell slots.
Each 10
points of damage (or
fraction thereof) you
take in an attack costs
you a spell level, and
you must divide this
damage over your spell
slots as you see fit.
(Hence a hit for 32
points of damage will
cost your 4 spell levels,
which will be 1 4th level
spell, 2 2nd level spells
or
any
other
combination of spells
whose levels add up to
4). If you cannot lose
spell levels, you die.

Mirror Image, Greater+


Illusion (Figment) [Blue]
Level: (4), Brd 4, Sor/Wiz 5

This spell works like


mirror image, except as
follows: when this spell
is cast place a number
of miniatures on the
board equal to the
number
of
mirror
images created by the
spell.
Each time you
take a move action you
may move all of the
figures to any position
desired so long as they
remain within medium
range (100 + 10 /level)
of each other.
Greater mirror image
will not trigger spells set

to act when a creature


teleports into or out of
their area of effect (such
as aether flash).

Mishap Shield+
Abjuration (Ward) [Blue, Wild]
Level: (2), Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute / level (D)
or until discharged.

Counter
the
next
misshaped spell targeting
you.

Mnemonic Absorption+
Transmutation
[Blue,
Metamagic]
Level: (1), Sor 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: A Scroll
Duration: See Text

"Tell me Trishdare," Teresa


spouted, "Do you see a reason for
wizardry at all?" The sorcerer
smiled and quipped, "Scrolls."
You must expend a spell
slot as an additional cost
to cast this spell.
You
may add a spell off the
scroll you touch of the
same level or lower to
your spells known list.
The spell remains known
to you until you rest to
refresh your spells. The
spell is removed from the
scroll.
Material
The scroll.

Component:

Mobilize+
Transmutation [Green]
Level: (5), Drd 5
Components: V, S
Casting Time: 1 standard action
Range: [see text]
Effect: All your summoned
creatures
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

All
your
summoned
creatures take an extra
full action this turn.

Mystical Tutor+
Transmutation
[Blue,
Metamagic]
Level: (2), Wiz 2
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous

When
you
prepare
mystical tutor you must
choose a spell. When you
cast mystical tutor you
must expend a spell slot
of equal or higher level
than this spell. Replace
the spell you chose at
casting with the spell you
chose at preparation, you
can cast it later normally.

Mythic Proportions+
Transmutation
[Enhancement,
Green]
Level: (9), Drd 9

The Cuolshites sang of dragons,


whose size was hard to grasp. And
they still sing of their heroes,
which are bigger still.
This spell
works like
enlarge person except the
touched
creature
increases in size 10-fold.
The creature gains a +10
size bonus to Strength, a
+2 natural armor class
bonus, and a -10 size

penalty to dexterity (to


a minimum of 1). The
touched creatures size
changes
two
steps
causing a -2 size penalty
to attack rolls and AC
(offset by the natural AC
gain above unless the
character already has
natural
armor).
Weapons
and
armor
worn by the target are
likewise increased two
size
categories.
The
creature
gains reach
appropriate to his new
size.

Nadias Brief Reprieve+


Conjuration
(Teleportation)
[Blue, Wild]
Level: (5), Sor/Wiz 6
Components: V, S
Casting Time: 1 standard
action
Range: Touch
Target: One creature or
object of up to 50 lb./level
and 3 cu. ft./level
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes

The target is temporarily


teleported away in a
random direction to a
random distance at least
several miles away, far
enough so it cannot
return
by
normal
physical travel before
the end of the spells
duration. The teleported
creature
or
object
appears in as safe an
area as possible, so it is
simply inconvenienced,
not
endangered
(assuming the world has
places
that
could
qualify; if cast in the
Plane
of
Fire,
for
example,
anywhere
would be dangerous).
At the end of the spells

285

286
duration,
the
targeted
creature is returned to the
exact spot from which it
was dispatched.
If the
spot it was in is occupied,
the target appears in the
nearest open space.

Nadias Spell Brush+


Illusion
(Glamer)
[Blue,
Metamagic, Wild]
Level: (1), Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Effect: Your spells
Duration: 1 minutes/level [see
text]

By infusing your spells


with a little chaos to make
them fluid and easily
shaped, you gain the
ability to alter the sensory
details of spells as you
cast them.
With each
spell you cast, you may
alter
its
cosmetic
appearance
in
modest
ways, such as fly spells
that
create
phantom
wings,
or
giggling
fireballs, or a ray of
enfeeblement that looks
and sounds like a small
lightning bolt.
You can
give each spell you cast
an individual, different
appearance, or let them
remain the same, as whim
or need strikes.
This ability in no way
alters
the
spells
composition or area of
effect, and any sensory
details
must
approximately conform to
the area typical for the
spell.
For instance, a
meteor swarm brushed to
look like thousands of tiny
snowballs still deals fire
damage in a huge area of
effect, and a spellbrushed

burning hands must have


the same approximate
shape as the normal 10
foot fan. You could not,
however, cast a burning
hands spell with no visual
elements, nor cast it to
look like a giant fireball.
The DM may disallow
changes that he considers
excessive.

Necrology+

Your
caster
level
determines
how
substantial of a change
you can make.
Of the
four sensory attributes
visual,
auditory,
olfactory/taste,
and
tactilea 1st-level caster
can alter one. A 4th level
caster can alter two, a 7th
level caster three, and a
10th level caster four. By
10th level, you can make
any spell look drastically
differenta talent sure to
confound your rivals. Any
attempt to use Spellcraft
to correctly identify the
spell after it has been cast
receives a 2 penalty for
each attribute altered (up
to a maximum of 8).

You do not lose spell


preparations or slots
when you cast spells.
Instead you lose life
equal to the spells level
combined
with
your
caster level (See Loss of
Life: Page X).

Necroblast+
Abjuration (Dispel) [Blue]
Level: (3)

This spell
works like
counterspell
except
gainsay can only target
blue spells.

Necromancy
[Black,
Metamagic]
Level: (5), Clr 6, Sor/Wiz 7
Components: V, S
Casting Time: 1 round
Range: Personal
Target: You
Duration: 1 round / level

"At what price, power?" Princess Anatole.

Nightshroud+
Evocation [Black, Darkness]
Level: (5), Clr 5
Component: V, S, DF

This spell works like


deeper darkness except
you
and
undead
creatures
arent
affected.

No Mercy, No Quarter+
Transmutation [Enhancement,
Red]
Level: (8)
Components: V, S
Casting Time: 1 round
Range: Personal
Effect: 60' radius centered on
you
Duration: 1 round / level (D)
Saving Throw: Will Negates
(Harmless)
Spell
Resistance:
Yes
(Harmless)

Show no pity, no mercy, no


quarter, and no restraint. We
are orcs. We are above such
things. ~ Tancher, Orc
Warlord.
All creatures in the area
of effect (including your
enemies) gain a +20

competence
bonus
to
melee attack rolls against
other creatures in the
area of effect. If they
could have hit their target
without this bonus they
threaten a critical hit. If
they roll a normal threat,
they
critically
hit
automatically.

No Rest for the Wicked+


Necromancy [Black, Evil]
Level: (3), Clr 4, Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25 + 5 / 2
levels)
Target: One or more corpses in
range.
Duration: 1 round / level (D)
Saving Throw: None
Spell Resistance: No

"Torment in my realm is the


natural order of things." ~
Sirrom.
This spell returns unlife to
a number of corpses up to
twice your level in hit
dice. Those corpses must
have
been
previously
animated and destroyed
via hit point loss on the
same day this spell is
cast. Corpses that have
been utterly destroyed
(through
fire,
disintegration, high level
turning, etc.) cannot be
restored by this spell.
When this spell ends all
corpses animated by it
turn to dust.

Oathbind
Divination (Insight) [White]
Level: (3), Clr 3, Pal 2, Sor/Wiz
3
Components: V, S, XP [see
text]
Casting Time: [see text]
Range: Touch
Targets: Two or more willing
subjects.
Duration:
Permanent
until
discharged
Saving Throw: None
Spell Resistance: No

The oaths that bind our society


together are sacred. To break
one is to threaten to break the
fabric upon which our laws are
founded.
~
Aurnonian
teaching.
Used to secure important
contracts,
oathbind
monitors the faithfulness
of each party to a contract
or oath. In many areas
certain high level oaths of
fealty must be secured by
either an oathbind spell or
a greater oathbind (see
below).
As you cast the spell the
parties to the oath must
stand within close range
of each other and then
state their oaths, or sign
their name to a contract
and swear to fulfill it. You
then complete the spell
and the oath is in effect.
The process takes at least
one minute and with the
pomp and circumstance
surrounding
important
oaths the casting can take
much longer.
Each
party
to
an
oathbind will know if any
particular action will break
their oath, but they may
not necessarily know why.
If the oath is broken the
spell ends and all parties

to the oath will be


imparted
with
the
knowledge of that the
oath has been broken
and the whereabouts of
the perpetrator.
The
caster will also know
these facts even if he
wasnt party to the
oaths taken (it is still his
spell).
Oathbind cannot be
dispelled and breaking
the spell by other means
is considered a violation
of the oath and results
in all other parties being
warned as noted above.
The subjects of this spell
must be sober and free
of
all
mind-affecting
spells for oathbind to
work.
XP Cost: Each party of
the oathbind spell loses
100 XP when the spell is
completed. Unlike most
spells with an XP cost,
the caster does not
suffer an XP loss unless
he too is a party to the
spell.

Oathbind, Greater+
Evocation [Metamagic, White]
Level: (9) Clr 9, Sor/Wiz 9

This spell works like


oathbind except it also
adds the effects of
contingency.
The
contingency is set to
trigger when the oath is
broken. You can only be
subject to one greater
oathbind at a time, but
you
can
have
a
contingency
spell
in
place in addition to
greater oathbind.

287

288
One with Nature+

Overland Flight, Mass+

Divination (Scrying) [Green]


Level: (8), Drd 8
Components: V, S
Casting Time: 1 standard action
Range: Personal
Area: 1 mile / level
Duration: Concentration

Transmutation [Air, Blue]


Level: (8), Sor/Wiz 8
Range: Close (25 + 5 / 2
levels)
Target: Up to 1 creature / level,
no two of which can be more
than 30 apart.

You can see and hear


from the eyes and ears of
any animal in the spells
range.
You can search
from this deluge for a
specific object or creature,
and if any animal is
observing it you can then
hone in on what that
animal sees. You can only
hone in on one creature at
a time. While scrying in
this manner your own
senses are blind.

This spell
works like
overland flight except that
mass
overland
flight
affects multiple creatures.

Oppression+
Transmutation
[Black,
Metamagic]
Level: (5), Sor/Wiz 6
Components: V, S
Casting Time: One round
Range: Personal
Effect: 60' emanation.
Duration: 1 round / level (D)
Saving Throw: None
Spell Resistance: No

"You don't seem to understand


Razlin," Sirrom said slowly, "You
exist only because I want you to.
Don't make me change my mind."
Spells in the area of effect
cost an additional spell
slot of equal or greater
level to cast.

Pacifism+
Enchantment
(Compulsion)
[Mind-Affecting, White]
Level: (2), Brd 2, Clr 3, Sor/Wiz
3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100+10/level)
Target: One creature
Duration: 1 round / level (D)
Saving Throw: Will Neg.
Spell Resistance: Yes

The target creature goes


to total defense and can
take no actions other than
movement or speaking.

Pacifism, Mass+
Enchantment
(Compulsion)
[Mind-Affecting, White]
Level: (6), Brd 6, Clr 7, Sor/Wiz
7
Targets: One or more creatures,
no two of which can be more
than 30 apart.

has lost its dodge and


dexterity
bonuses
is
subject
to
sneak
attacks). The effective
damage of the spell has
increases to a 10d8 cap.

Pain Touch, Greater+


Necromancy [Black]
Level: (6), Sor/Wiz 7
Component: V, S, DF
Casting Time: 1 standard
action
Range: Touch
Target: One living creature
Duration: 1 round / level (D)
Saving Throw: None
Spell Resistance: Yes

This
spell
is
still
experimental, so I need to
know how it makes you feel.
And please, be honest. This is
for posteritys sake.
This spell sends its
victim
into
severe
convulsions
of
pain
rendering her helpless.
It deals 1d8 damage /
round (max 20d8).
Arcane Focus: A wax
doll.

Pain Touch, Lesser+

Pain Touch+

Necromancy [Black]
Level: (1), Sor/Wiz 2
Component: V, S, F
Casting Time: 1 standard
action
Range: Touch
Target: One living creature
Duration: 1 round / level (D)
Saving Throw: None
Spell Resistance: Yes

Necromancy [Black]
Level: (3), Sor/Wiz 4

"This will hurt a little."

This spell
works like
pacifism except it can
affect multiple creatures.

This will hurt a lot.


This spell works like lesser
pain touch but it inflicts a
-4 penalty to AC and
negates
the
subjects
dodge
and
dexterity
bonuses (A creature that

The touched creature


experiences distracting
pain. They suffer a -2
penalty to their AC. The
spell deals 1d8 effective
damage / level up to
5d8. This damage isnt
actually subtracted from

the subjects hit point


total, but it is factored
into any concentration
checks the subject must
make.
Arcane
doll

Focus:

wax

Pandemonium+
Evocation
[Force,
Red,
Triggered]
Level: (7), Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Medium (100'+10' /
level)
Effect: 60' diameter area
Duration: 1 round / level (D)
Saving Throw: Fortitude Neg
(see text)
Spell Resistance: Yes (see
text)

If we cast our spells lord, our


men will be slain with our
enemies.
Then slay them all, for Tean
shall know his own. ~ Emperor
Unitas at the Battle of Cold
Springs.
Whenever any creature in
the
area
of
effect
successfully completes a
melee attack he may
choose
to
have
that
damage dealt to another
creature within the area of
pandemonium.
This
secondary damage is force
damage and its target
makes a fortitude save to
negate and a SR roll to
negate. These rolls must
be made each and every
time a creature is so
targeted.

it within pandemonium's
area of effect.

Paranoia+
Enchantment (Charm) [Black,
Mind Affecting]
Level: (2), Clr 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25' + 5' / 2
levels)
Target: One creature
Duration: 1 hour / level (D)
Saving Throw: Will Negates
Spell Resistance: Yes

This spell is very much the


reverse of the charm
person spell. The subject
believes
that
every
creature around him is a
long time enemy and
behaves appropriately for
the duration of the spell.
The spell does not override other charm effects
so if the subject is
charmed by the caster
then made paranoid he
will honestly believe that
the caster is his only true
friend and that all others
are enemies.

Paranoia, Mass+
Enchantment (Charm) [Black,
Mind Affecting]
Level: (6), Clr 7
Effect: 60' radius circle
Duration: 1 minute / level

A short temper and a quick drink


are a great formulae for a long
brawl.

Parch+
Evocation [Fire, Red]
Level: (2)

Things which fly and things


which swim are pathetic next
to things which crush and
things which burn ~ Yarenic.
This spell works like
magic missile, except
parch
deals
double
damage
to
blue
creatures.

Persecute+
Transmutation
[Black,
Metamagic]
Level: (4)
Components: V, S, M
Casting Time: 1 standard
action
Range: Medium (100 +
10/level)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

"In every society there are those


who've singled themselves out
for... special attention." ~
Sirrom.
Choose a descriptor or
school.
The target
creature
loses
all
prepared
spells
that
possess
the
chosen
descriptor
or
school
unless they succeed at
their willpower save.
Material Component: A
strand from a whip.

This spell
works like
paranoia
except
mass
paranoia affects multiple
targets.

Whenever
an
unintelligent
creature
deals melee damage its
secondary damage is dealt
to the nearest creature to

289

290
Pestilence+
Necromancy [Black]
Level: (4), Clr 5, Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100+10/level)
Area: All creatures in range
Duration: 1 round / level (D)
Saving Throw: Fort Neg. [see
text]
Spell Resistance: Yes.

Every round all creatures


in the area of effect must
make a fortitude save or
take 1d6 damage and be
sickened.
Creatures
immune to disease are
immune to pestilence.

Pixie's Grace+
Transmutation
Enhancement]
Level: (5), Drd 5

[Green,

Material Component: A
gemstone of any type
worth 5000 gp + 1000 gp
per year the demiplane to
be destroyed has existed.

Polymorph, Mass+

As cat's grace except that


a +6 enhancement bonus
is granted instead of a +4
bonus.

Pixie's Grace, Mass+


Transmutation
Enhancement]
Level: (9), Drd 9

mortal magic such as


this). All creatures within
this plane are expelled
into the Aether plane, as
are you. You must be
upon the plane to be
destroyed to cast this
spell. Your level must
exceed the level of the
creator of the plane to be
destroyed, and you still
must succeed at a caster
level check against that
caster to destroy the
plane.

[Green,

As
mass
cats
grace
except
that
a
+6
enhancement bonus is
granted instead of a +4
bonus.

Planar Collapse+
Evocation [White]
Level: (9)
Components: V, S, M
Casting Time: 1 standard action
Range: Special
Effect: One creature
Duration: 1 round
Saving Throw: None
Spell Resistance: No

You cause the collapse of


a demiplane created by
mortal
magic
(divine
planes are unaffected by

Transmutation
[Green,
Polymorph]
Level: (8), Sor/Wiz 9
Range: Close (25+5/2 levels)
Targets: Up to one creature /
level

This spell
works like
polymorph except that it
affects multiple creatures.

Power Sink+
Abjuration (Dispel) [Blue]
Level: (6), Sor/Wiz 7
Components: V, S
Casting Time: 1 immediate
action
Range: Medium (100'+10' /
level)
Target: A spell
Duration: 1 round / level
Saving Throw: Will Partial
Spell Resistance: Yes

"All power is fleeting. ~


Telsindria.
The
target
spell
is
countered and its caster
makes a willpower saving
throw.
If this save is
failed that caster cannot
use spells for the duration

of power sink.
Spell
resistance can be rolled
to escape this secondary
effect
but
even
if
successful the target
spell is still countered.

Power Wave+
Evocation [Force, Red]
Level: (3), Sor/Wiz 4
Component: V, S
Casting Time: 1 standard
action
Range: Medium (100+10 /
level)
Effect: 5 path extending to
the extent of the range
Duration: Instantaneous
Saving Throw: Ref
Spell Resistance: Yes

You slam your fist or


staff into the ground
creating a shockwave
that strikes all creatures
in a straight path from
you.
This shockwave
deals 1d6 / level (max
10d6) and has the
additional effect of a bull
rush done by a creature
with a strength score
equal to your DC with
this spell +10.
You
cannot cast this spell if
you are not standing on
solid ground.

Pox+
Necromancy [Black]
Level: (5), Sor/Wiz 5
Components: V, S
Casting Time: 1 standard
action
Range: Close (25 + 5 / level)
Target: 1 Creature
Duration: 1 day / level (D)
Saving Throw: Will Neg.
Spell Resistance: Yes

The target creature has


its maximum hit points,
attack bonus, AC and
spellcaster level reduced
to 1/3 normal.

Prepare Costume+

Propaganda+

Puppet Strings, Mass+

Transmutation [Blue]
Level: (0), Brd 0
Component: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous

Abjuration (Ward) [Blue]


Level: (3), Clr 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round / level (D)

This spell drives off all


dirt, grime and odor from
you, your clothing and
equipment.

Failure is the only thing you


know Telsindria. ~ Sirrom.

Enchantment (Charm) [MindAffecting, Black]


Level: (8), Clr 9
Range:
Close
(25+5/2
levels)
Targets: Up to 1 creature /
level, no two of which may
be more than 30 apart.

Being exceptionally wellgroomed offers a +2


circumstance bonus to
diplomacy and perform
checks.
Material Component: A
small cake of soap, a
thread and a needle.

Price of Progress+
Evocation [Force, Red]
Level: (6), Drd 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100+10 /
level)
Target: One Creature
Duration: Instantaneous
Saving Throw: Fort
Spell Resistance: Yes

After careful reconsideration,


Alex realized bringing his entire
arsenal of magic items wasnt a
good plan.
The targeted creature is
dealt 1d6 damage for
each magic item it holds
other than a potion or
scroll.

Whenever
you
are
attacked by a creature
you gain a +1 AC bonus
for
each
attack
that
creature has made against
you since this spell was
cast (On the creatures
5th attack you would have
a +4 AC bonus).

Prophecy+
Divination (Insight) [White]
Level: (7), Clr 8

With this more powerful


version of divination you
are able to see a number
of months into the future
equal to your level instead
of a week into the future.
The prediction you receive
is in any event likely to be
vague and subject to
interpretation and in any
event the DM controls all
information you receive.

Puppet Strings+
Enchantment (Charm) [MindAffecting, Black]
Level: (4), Clr 5
Components: V, S, DF
Casting Time: One Action
Range: Close (25' + 5' / 2
levels)
Target: One creature
Duration: 1 hour / level (D)
Saving Throw: Will Negates
Spell Resistance: Yes

This spell works like


puppet strings except
mass
puppet
strings
affects multiple targets.
The targets are not
paranoid towards each
other.

Purge+
Necromancy [White]
Level: (7), Clr 7

This spell works like


finger of death except
that instead of affecting
living creatures it affects
constructs and undead.
(Purge is not a death
effect).

Purify+
Abjuration (Dispel) [White]
Level: (8), Sor/Wiz 9
Range: Close (25 + 5 / level)
Area: All spells and magic
items upon one creature
Duration: Instantaneous

This spell works like


Mordenkainens
Disjunction, except that
it affects fewer targets
specifically
it
is
restricted to the magic
spells and items upon
one creature.
Purify
doesnt affect artifacts
and antimagic fields.

This spell simultaneously


inflicts
paranoia
and
charm person on the
subject.

291

292
Pyroclastic Burst+

Pyrostatic Pillar+

Quickling's Grace+

Evocation [Fire, Red]


Level: (1), Sor/Wiz 2
Range: Medium (100+10
level)
Area: 10 radius burst

Evocation
[Metamagic,
Red,
Triggered]
Level: (6), Sor/Wiz 6
Component: V, S
Casting Time: 1 standard action
Range: Medium (100+10 /
level)
Effect: 30 radius circle
Duration: 1 minute / level (D)
Saving Throw: Fort
Spell Resistance: Yes

Transmutation
Enhancement]
Level: (8), Drd 8

When your soul overflows in


hatred; pain can be found in all
your thoughts. ~ Telsindria.
You must expend a spell
slot as an additional cost
to cast this spell.
This
spell works as per fireball
with the exceptions noted
above and your level does
not
determine
the
damage.
Instead
pyroclastic burst deals
2d6 damage / level of the
expended spell.

Pyroclastic Flow+
Conjuration
(Creation)
[Fire,
Red]
Level: (9)
Components: V, S
Casting Time: 1 action
Range: Medium (100+10 /
level)
Area: Cone
Duration: Instantaneous
Saving Throw: Reflex
Spell Resistance: Yes

Telzoa began in fire. She shall


end that way. ~ Sashana.
A pyroclastic flow is a
cloud of volcanic ash and
rock
superheated
to
thousands of degrees. It
is one of the most
ominous and frightening
displays of an eruption.
This spell conjures
a miniature version of this
cloud that deals 25d6
damage to all unfortunate
to be caught in its area.

Just the thing to keep those


pesky apprentices out from
underfoot. ~ Yarenic.
Whenever a spell 3rd level
or less is successfully
cast, pyrostatic pillar deals
3d6 damage to its caster.

Quick+
Transmutation [Red]
Level: (1), Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 + 5 / 2
levels)
Target: One creature
Duration: Instantaneous
Saving
Throw:
Fortitude
negates (harmless)
Spell
Resistance:
Yes
(harmless)

The creature you target


with this spell gains a
small burst of speed. If
they haven't acted already
this round they gain a full
action immediately after
you finish this spell and
their initiative changes to
match yours. If they've
already acted this round
they gain an extra move
equivalent action for the
round and their initiative
changes to match yours. A
creature
which
has
already taken an action
due to a prior casting of
this spell only has its
initiative count changed
and gains no additional
actions.

[Green,

This spell works like


cat's grace except that a
+8 enhancement bonus
is granted instead of a
+4 bonus.

Radiate+
Evocation [Metamagic, Red]
Level: (8), Sor 9
Components: V, S, (M), (XP)
Casting Time: 1 ready action
Range: Medium (100+10 /
level)
Target: One spell [see text]
Duration: Instantaneous (see
text)
Saving Throw: None
Spell Resistance: No

You target a spell which


itself targets only one
creature or object and
copy its effect to a
number of creatures or
objects within 30 of the
original.
You must
expend an additional
spell slot of the same or
greater level than the
target spell for each
additional target.
You
must pay the XP costs of
each additional target
and if the target spell
has
a
material
component with a stated
value you must be
supply a copy of this
component
for
each
copy of the spell you
create.

Rally+

Ray of Command+

Enchantment
(Compulsion)
[Mind-Affecting, White]
Level: (4), Brd 4
Components: V, S, Song
Casting Time: 1 standard action
Range: Close (25 + 5 / 2
levels)
Target: Up to one creature /
level
Duration: Fading, 1 round / 2
levels
Saving
Throw:
Will
Neg.
(Harmless)
Spell
Resistance:
Yes
(Harmless)

Enchantment
(Compulsion)
[Blue, Mind-Affecting]
Level: (2), Brd 2, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100'+10' /
level)
Target: One humanoid creature
medium size or smaller
Duration: 1 round
Saving Throw: Will Neg.
Spell Resistance: Yes.

You must expend a Bardic


music
use
for
each
creature you target. The
target creatures gain a
fading morale bonus to
attack rolls. (A fading
bonus is equal to the
number of rounds left in
the spells duration).

Rampage+
Transmutation
[Green,
Enhancement]
Level: (2), Rng 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Effect: 60' radius
Duration: 1 minute / level (D)

Goblins fighting elven rangers


know that sometimes surrounding
the foe is not the best of ideas.
You cant be flanked by
your
favored
enemies
unless they are rogues
with 4 more levels than
you.
For each favored
enemy that would be
flanking you gain a +1
bonus
to
attack
and
damage against them.

This spell is a single round


dominate person effect.
You make a ranged touch
attack roll and if you hit
the creature makes a
willpower saving throw. If
they fail they immediately
perform one action of your
choosing that can be
completed in one round
subject to the limitations
of dominate person. Their
initiative
changes
to
match
yours
for
the
remainder of the combat.

Reaching Weapon+
Evocation [Enhancement, Force,
Red]
Level: (1), Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25' + 5' / 2
levels)
Target: One Weapon
Duration: 10 minutes / level (D)
Saving Throw: Will negates
(harmless, object)
Spell
Resistance:
Yes
(harmless, object)

If my foes wont come to me, Ill


reach out to them, Hugo smiled
as he hefted the poleaxe.
This
spell
imbues
a
weapon with an additional
5' of reach. This reach
takes the form of a flash
of
force
energy
that
comes off the tip of the
weapon to strike the foe

as if the weapon had


struck the foe.
(Weapons and items
can
only
have
one
enhancement spell upon
them at a time).

Reality Shift+
Transmutation [Blue]
Level: (4)
Components: V, S
Casting Time: 1 standard
action
Range: Medium
Target: All creatures in range
Duration: 1 round / level (D)
Saving Throw: Will Neg.
Spell Resistance: Yes

The AC of all affected


creatures becomes 10+
their attack bonus. The
attack bonus of all
affected
creatures
becomes their AC 10.

Reckless Dweomer+
Universal [Metamagic, Wild]
Level: (0), Brd 0, Sor/Wiz 0
Components: See Text
Casting Time: See Text
Range: See Text
Area, Effect or Target: See
Text
Duration: See Text
Saving Throw: See Text
Spell Resistance: See Text

Magic, do as you will. ~


Meece
This spell replicates the
reckless dweomer ability
of the pandaemonicist
prestige class.
You
must choose and expend
a spell slot as an
additional cost to cast
this spell. You pick any
spell you know or have
observed being cast in
the previous 24 hours of
equal or less level than
the
spell
slot
you
expended. The Reckless
Dweomer generates a

293

294
mishap based upon the
spell you attempt.
You
must be able to fulfill all
component costs of the
spell and the statistics of
the spell you attempt are
normal for it although
they might be modified by
the Reckless Dweomer. If
the
mishap
doesnt
mention a spell then
nothing happens other
than the mishap (i.e. if
the mishap reads, A
stream
of
butterflies
shoots
from
your
fingertips then you get
no spell. If the mishap
reads
Spell
occurs
centered on caster then
you get your spell
wanting it that way is a
different matter).

Recurring Nightmare+
Necromancy
[Black,
MindAffecting]
Level: (5), Clr 5, Sor/Wiz 6

"Where I never to dream again it


would be to soon. Alas, her
memory - agony, her death torture, and life without her - a
nightmare without end." ~
Sirrom.
This spell
works like
bestow curse except that
the effect is as follows:
The
cursed
creature
suffers violent recurring
nightmares. She gains no
benefit from rest or sleep
and so cannot naturally
heal or regain spells.
Creatures that do not
sleep (dragons, elves but
not
half-elves)
are
immune to this spell.

Red Ward+
Abjuration (Ward) [White]
Level: (3), Sor/Wiz 4

"Law is the frame which supports


and nutures the world." ~
Aurnonian teaching.
As spell resistance, except
this spell only protects
against red spells.

Reflect Gaze+
Abjuration (Ward) [White]
Level: (3), Sor/Wiz 4
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature Touched
Duration: 1 min / level (D)
Saving
Throw:
Will
Neg.
(Harmless)
Spell
Resistance:
Yes
(Harmless) [see text]

The touched creature has


a +4 bonus to its saves
against
gaze
attacks.
Creatures
with
gaze
attacks that meet the
warded creatures gaze
must save against their
own gaze power or be
affected even if they are
normally immune. They
cant roll spell resistance
against their own gaze
attack unless it is a spell
(i.e. eyebite).

Refresh+
Transmutation
[Blue,
Metamagic]
Level: (5), Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range:
Medium
(100+10/
level)
Target: One Spell.
Duration: Instantaneous
Saving Throw: None.
Spell Resistance: No

Target
spell
has
its
elapsed duration returned

to 0 (This means it
should be treated as just
cast).

Refresh, Mass+
Transmutation
[Blue,
Metamagic]
Level: (9), Sor/Wiz 9
Targets: Up to 1 spell / level

This spell works like


refresh
except
mass
refresh
can
target
multiple spells.

Refutation+
Abjuration (Dispel) [Blue]
Level: (8), Sor/Wiz 9
Components: V, S
Casting Time: Ready action
Range: Medium (100'+10' /
level)
Target: A spell
Duration: Instantaneous
Saving Throw: Will Partial
Spell Resistance: Yes

"Never again, she cried softly


into the night, Never again
will I fail thee father."
The
target
spell
is
countered and its caster
makes
a
willpower
saving throw at a 4
penalty. If this saving
throw is failed all other
preparations of the spell
are
lost.
Further,
knowledge of the spell is
lost so that the spell
cannot
be
prepared
again until a restoration
or
more
powerful
curative spell is cast
upon
the
character.
Spontaneous
casters
cannot learn a new spell
to
replace
the
one
destroyed by refutation,
but they automatically
relearn the spell once a
restoration
or
more
powerful spell is cast
upon
them.
A

successful spell resistance


roll prevents all effects of
this spell except the
countering of the target
spell.

Regression+
Transmutation
[Green,
Polymorph]
Level: (4), Drd 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100+10/level)
Target: 1 dire creature
Duration: Instantaneous
Saving Throw: Fort Neg.
Spell Resistance: Yes

Target dire animal is


polymorphed to its natural
equivalent.

Reigns of Power+
Transmutation
[Blue,
Metamagic]
Level: (5)
Components: V, S
Casting Time: One action
Range: Close (25' + 5' / 2
levels)
Targets: One creature
Duration: 1 round/level (D)
Saving Throw: Will Negates
Spell Resistance: No

"In the chess game of magic


always remember that the pieces
can change sides." ~ Serrin.
If your target fails her
saving throw you seize
control of all creatures she
controls via summoning
and calling spells and
maintain that control until
this spell ends or the spell
that originally summoned
them ends.
While you
control the summoned
creatures
the
original
caster cannot dismiss the
spell. This spell grants no
spell resistance since it
does not directly target
the creature, but rather
targets their controlling

link with the summoned


creatures they control.

Rejuvenate+
Abjuration (Dispel) [Green]
Level: (5), Drd 6
Components: V, S
Casting Time: 1 standard round
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving
Throw:
Will
Neg.
(Harmless)
Spell
Resistance:
Yes
(Harmless)

This spell dispels all spells


that inflict a penalty upon
an ability score. It also
undoes all damage to
ability scores permanent
or temporary. Finally it
dispels exhaustion and
fatigue.

Renewal+
Conjuration (Healing) [Green]
Level: (4), Drd 4
Components: V, S
Casting Time: 1 standard round
Range: Close (25+5 / 2 levels)
Target: 1 living summoned
creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell works like heal


except it only works on
summoned creatures and
cannot
be
used
on
undead.

Renewal, Mass+
Conjuration (Healing) [Green]
Level: (7), Drd 7
Target:
Up
to
1
living
summoned creature / level

This spell
works like
renewal except that it
targets multiple creatures.

Renounce+
Conjuration (Healing) [White]
Level: (2), Clr 3
Components: V, S
Casting Time: 1 standard
action
Range: Personal
Target: You
Duration: Instantaneous

Choose any number of


spells targeting you that
you have cast. They are
dispelled. You are cured
2 hit points for each
spell level so dispelled.
Note that you can use
this spell to dispel a
spell you can't dismiss.

Repel Death+
Necromancy [Black, Death,
Triggered]
Level: (5), Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard
action
Range: Personal
Target: 60' radius emanating
from you.
Duration: Until discharged, up
to 1 minute / level
Saving Throw: See Text
Spell Resistance: See Text

Death knows no prejudice.


~ Sirrom.
Whenever you would die
all creatures within 60
of you roll a fortitude
save and SR (if eligible).
Of those who fail one
dies,
determined
at
random.
All damage
that would be dealt to
you by whatever effect
triggered this spell is
prevented.
If no creature within
this spells range fails
their saving throw, then
you die.

295

296
Material Component: A
crushed black pearl worth
500 gold pieces.

Repercussion+
Transmutation [Metamagic, Red,
Triggered]
Level: (8), Drd 9, Sor/Wiz 9
Components: V, S
Casting Time: One Action
Range: Medium
Target: One caster
Duration: 1 round / level (D)
Saving Throw: Will Neg.
Spell Resistance: No

"All actions have repercussions.


The less thought put into the
actions, the more pain derived
from the repercussions." ~
Alblasker.
You alter the nature of the
link between summoned
creatures
and
their
summoner such that all
damage dealt to the
summoned creatures is
transferred back to the
summoning caster. Once
this spell takes hold, those
spells cannot be dismissed
by their original caster.

Replenish+
Evocation [Metamagic, White]
Level: (7), Sor/Wiz 8
Components: V, S
Casting Time: One Action
Range: Personal
Effect: See Text
Duration: Instantaneous

All spells you had cast


upon your person that
where dispelled in the last
minute come back into
effect as if just cast. They
play
out
whatever
remaining duration they
had.

Restrain+

Retribution+

Abjuration (Ward) [Force, White]


Level: (3), Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 + 5 / 2
levels) [see text]
Target: One creature
Duration: 1 minute / level (D)
Saving Throw: No.
Spell Resistance: Yes

Abjuration
(Ward)
[Red,
Triggered]
Level: (3), Clr 4
Components: V, S
Casting Time: 1 standard
action
Range: See Text
Effect: Personal
Duration: 1 round / level (D)
Saving Throw: Fort
Spell Resistance: Yes

The
target
creatures
movement towards you is
checked.
You
can
designate any creature in
sight to be affected by
restrain,
but
the
creatures movement is
checked while in close
range.
(A
checked
creature
cant
move
towards the origin of the
checking force, in this
case the spells center
you).

Retaliate+
Enchantment
(Compulsion)
[Green, Mind-Affecting]
Level: (5)
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round / level (D)
Saving
Throw:
Will
Neg.
(Harmless)
Spell
Resistance:
Yes.
(Harmless)

Creatures
who
successfully
strike
the
touched
creature
with
melee attacks provoke an
attack of opportunity from
it.
The creature cant
make more than one
attack of opportunity in a
given round against a
creature regardless of how
many hits it lands.

Those who hurt me shall hurt


with me. ~ Telan Oath.
Creatures that strike
you with a weapon
suffer the same amount
of damage they inflict.
They are granted a
fortitude save to reduce
this to and SR to
negate.

Retrieve+
Transmutation [Blue]
Level: (0), Sor/Wiz 0
Components: S, F
Casting Time: 1 standard
action
Range: Close (25+5/ 2
levels)
Target: One object weighing
less than 25 lb.
Duration: Instantaneous
Saving Throw: None (object)
Spell Resistance: No

You call to your hand an


object you have placed
arcane mark upon. This
spell fails if the object is
secured
from
flying
freely through the air to
you somehow.
Arcane
Focus:
You
must have placed an
arcane mark spell upon
the object for it to be
affected.

Reverent Mantra+
Enchantment
(Compulsion)
[Mind-Affecting, White]
Level: (5), Brd 5
Components: V, S, Song
Casting Time: 1 standard action
Range: Close (25 + 5 / 2
levels)
Target: Up to one creature /
level
Duration: Fading, 1 round / 2
levels
Saving
Throw:
Will
Neg.
(Harmless)
Spell
Resistance:
Yes
(Harmless)

You must expend a Bardic


music
use
for
each
creature you target. The
target creatures gain a
fading morale bonus to
AC. (A fading bonus is
equal to the number of
rounds left in the spells
duration).

Reverse Damage+
Conjuration
(Healing)
[Metamagic, White]
Level: (2), Drd 2, Clr 3
Components: V, S
Casting Time: 1 standard action
Range:
Medium
(100+10
/level)
Effect: One spell
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You must choose and


expend a spell slot as an
additional cost to cast this
spell.
You reverse the
damage of a target spell
of equal or less level than
the
spell
slot
you
expended so that it cures.

Revive+
Conjuration (Healing) [White]
Level: (4), Clr 4, Drd 5
Components: V, S, DF
Casting Time: 1 standard action

This spell functions like


raise dead, except revive
only
works
upon
a

creature that has only


been dead 1 round /
caster level and revive has
no material component.
The creature also must
make a fortitude save DC
20 to be revived.
Revive can also be used
to let a creature attempt a
second
saving
throw
against a death effect if it
is cast within 1 round /
caster level since the
death effect occurred. If
this
saving
throw
is
successful
then
the
creature is returned to life
and can make a fortitude
save DC 20 to avoid the
level
loss
normally
associated with dying.

Ring of Fire+
Abjuration (Ward) [Fire, Red]
Level: (2), Drd 3
Component: V, S
Casting Time: 1 standard action
Range: 5
Effect: Circle surrounding you.
Duration: 1 minute / level (D)
Saving Throw: Reflex Neg.
Spell Resistance: Yes

Look at it this way Timmon, I


dont need a torch, Teresa
smiled.
But with those things flying
around I cant kiss you! he chided.
Even better, She quipped.
A ring of flames surrounds
you that will strike any
creature on an adjoining
square with you unless it
dodges the flames with a
successful reflex save.
Each successful hit deals
1d4 damage. When the
spell deals 1d4 / level
(max 10d4) it comes to an
end.

Rise of the Meek+


Transmutation [Enhancement,
Green]
Level: (6), Drd 6
Components: V, S, DF
Casting Time: 1 standard
action
Range:
Medium
(100+10/level)
Targets: Up to 1 creature /
level
Duration: 1 minute / level (D)
Saving Throw: Fort Neg.
(harmless)
Spell
Resistance:
Yes
(harmless)

The target creatures of


at least tiny size deal at
least 1d6 damage /
attack.

Rolling Thunder+
Evocation [Earth, Fire, Red]
Level: (5), Sor/Wiz 5
Components: V, S
Casting Time: 1 standard
action
Range: Personal
Effect: 60' radius centered on
you
Duration: Instantaneous
Saving Throw: Reflex
Spell Resistance: Yes

Its a not so subtle way to


announce that the time for
debate has passed. ~ Yarenic.
You slam your fist or
weapon into the ground
at your feet creating a
pulse of fire and earth
that deals 1d6 damage
per caster level to a
maximum of 15d6 to all
other creatures in the
area of effect. If you're
not on the ground, you
cant cast this spell.

297

298
Root+

Sadistic Glee+

Seal Fate+

Transmutation
[Green,
Polymorph]
Level: (3), Drd 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100+10/level)
Target: One creature
Duration: 1 round / level (D)
Saving Throw: Fort Neg.
Spell Resistance: Yes

Transmutation
[Black,
Enhancement]
Level: (2), Clr 2
Components: V, S, DF, Divine
Casting Time: 1 standard action
Range: Touch
Target: Creature Touched
Duration: 1 round / level (D)
Saving Throw: Will negates
(harmless)
Spell
Resistance:
Yes
(Harmless)

Necromancy [White]
Level: (9)
Components: V, S, XP
Casting Time: 1 standard
action
Range: Touch
Target: Corpse touched
Duration: Instantaneous
Saving Throw: Will Neg.
Spell Resistance: Yes

This spell changes the feet


of any creature standing
on the ground to roots
that immediately grasp
into the earth. A creature
so rooted suffers a 4
penalty on AC, reflex
saves and melee attack
rolls. Further the creature
cant turn around.
It
faces one square and can
only make melee attacks
on squares on the same
side of the figure as that
square and on its two
sides. The creature can
only make missile attacks
to creatures in a quarter
circle cone beyond the
square it faces. Characters
attacking from the side
flank the creature and
characters attacking from
a rear square gain a +4 to
hit
and
are
also
considered to be flanking
it.

Rusting Ray+
Transmutation [Green]
Level: (6), Drd 6
Components: V, S, DF
Range: Medium (100+10/level)

This spell
works like
rusting grasp except that
rusting ray can be used at
range.

"There is no joy quite like that


found in demonstrating your
manifest superiority over another
through ending their life!" ~
Griselda the Shaded.
The
touched
creature
gains a +1 enhancement
bonus
to
attack
and
damage rolls each time it
slays a foe, to a maximum
of +10.

Scent+
Divination (Sensory) [Green]
Level: (1), Rng 1, Drd 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Effect: You
Duration: 10 minutes / level

You gain the scent ability.


At a minimum this grants
you a +10 bonus to
survival checks to track a
creature, and it may let
you note other features.
However, you are put at a
4 penalty to saving
throws against nauseating
odors
such
as
those
created by troglodytes or
the stinking cloud spell.

The
touched
corpse
cant
be
raised,
resurrected, or animated
by
mortal
magic.
Deities alone have the
ability to defy this spell.
The touched corpse
can roll a willpower save
and spell resistance as if
it where alive against
this spell.
XP Cost: 5000 XP are
lost if this spell is
successful.

Seclude+
Abjuration (Ward) [Green]
Level: (4), Drd 4
Components: V, S
Casting Time: 30 minutes
Range: Long (400+40/level)
Area: Circle extending to the
limit of the range
Duration: 1 hour / level (D)
Saving Throw: [see text]
Spell Resistance: [see text]

This spell creates three


effects to conceal your
location.
The first is
Fog, which obscures all
sight, even darkvision,
beyond 5.
Creatures
within 5 have 50%
concealment
and
creatures
beyond
5
have total concealment.
You and those you
choose can see through
this fog as if it wasnt
present. A gust of wind
can disperse this fog for
the duration of that

spell, but then it returns.


The second effect is an
entangle that affects a
100 yard radius around
the point you are standing
when you cast this spell.
Creatures can roll a saving
throw
against
this
normally.
Finally each round the
creature tries to move
towards the center of the
area of effect there is a
50% chance they move
away instead.
As this
spell is typically cast in
deep woods this unlikely
to be noticed and the
creatures so affected must
be aware of the affect to
attempt a saving throw.
This final effect is mindaffecting
one
with
a
willpower save and spell
resistance is allowed.
These effects can be
dispelled one at a time,
but not all at once.
Mordenkainens
Disjunction can remove
the whole spell at once.

Second Chance+
Transmutation [Blue, Wild]
Level: (3), Sor/Wiz 3
Components: V, S, M
Casting Time: 1 immediate
action
Range: Medium (100' + 10' /
level
Effect: One event
Duration: Instantaneous
Saving Throw: Will (See Text)
Spell Resistance: Yes

"You can never have enough backup plans." ~ Timmon.


You use this spell in
response to any event
whose
outcome
is
determined by a single die
roll. The recipient re-rolls,
then makes a willpower

save. If the recipient


makes his save he may
choose
the
roll
that
governs the event, and if
he fails you have control
of which roll that is used.

enhancement bonus is
+20 to spot and listen
checks.
The creature
gains a +4 holy bonus to
saving throws against
mind-affecting spells.

(For example, an ogre


critically
hits
Timmon.
Since
Teresa's
player
knows the damage roll
could
easily
kill
the
intrepid half-elf she casts
her
readied
second
chance. The ogre re-rolls
the attack and gets a 1.
Now, if the ogre makes
it's save it will still be able
to choose the critical hit.
If the ogre fails Teresa
can force the ogre to take
the automatic miss.)

Serenity+

If any creature involved


in the event has spell
resistance he may roll it to
cancel this spell's effects.
If
multiple
wizards
attempt to cast second
chance on the same event
they
make
opposed
willpower saves against
each other. The winner is
the only one that affects
the target.
Material Component: An
unmarked coin with no
discernable heads or tails.

Sentinel+
Divination (Sensory) [White]
Level: (4), Clr 4

This spell
works like
vigilance except that the
creature you cast sentinel
upon
gains
several
additional benefits.
The
creature doesnt need to
sleep and is rendered
immune
to
magically
induced sleep, fatigue and
exhaustion effects.
The

Abjuration (Dispel) [White]


Level: (4)

This spell works like


dispel magic except it
only affects red and
black spells.

Serrin's Phantasm+
Illusion
(Phantasm)[Blue,
Mind-Affecting]
Level: (4), Sor/Wiz 4
Components: V, S
Casting Time: 1 standard
action
Range: Long (400' + 40' /
level)
Target: One creature / level
Duration: Concentration
Saving Throw: Will Neg.
Spell Resistance: Yes

This spell is similar in


many respects to major
image,
creating
an
illusion with full thermal,
audial, visual and tactile
elements. However this
illusion exists solely in
the mind of the victim(s)
and has no reality for
those
outside
them.
Unlike major image this
spell can also conceal
elements of the real
world from them. Since
this
spell
operates
directly on its subject's
minds they make their
saving throws to negate
before this spell can
have any effects on
them.
The illusions created
by this spell are very
difficult to disbelieve in

299

300
(DC 20+ your caster
modifier), and even if an
illusion created by this
spell is disbelieved the
spell is not thrown off you're just forced to do
another illusion with this
spell.

Serrin's Phase Step+


Conjuration
(Teleportation)
[Blue]
Level: (4), Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level (D)

You may teleport the


distance of your normal
move each round as a
move equivalent action.
Your movement this way
does not provoke attacks
of opportunity, and can be
in any direction (even
straight up). You cannot
move to a location you
cannot see.

Serrin's Shadow Spy+


Illusion (Shadow) [Black]
Level: (3), Sor/Wiz 4
Components: V, S, M
Casting Time: 1 round
Range: Personal
Target: Your Shadow
Duration: Concentration up to
10 minutes / level

Your shadow detaches


from you. It remains
under your control. It can
travel any distance from
you as long as it remains
on the same plane as you
do. It has all the statistics
of the shadow listed in the
Monster Manual except
that it is not considered
undead, but a magical
construct and it has no
strength damage attack or
ability to create spawn. It

possesses
the
same
alignment as you instead
of chaotic evil.
You can see and hear
everything your shadow
sees and hears, making it
a very useful spy.

Serrin's Theft+
Abjuration (Dispel) [Blue]
Level: (9)

As counterspell and you


gain the ability to cast the
target spell yourself once
within the next hour
provided you meet the
spells caster level and
component requirements.

Shadow Killer+
Illusion (Shadow) [Black]
Level: (8), Sor/Wiz 9
Components: V, S, M
Casting Time: 1 standard action
Range:
Medium
(100
+
10/level)
Target: 1 creature
Duration: 1 round / level (D)
Saving Throw: None
Spell Resistance: No

The shadow of the target


creature detaches and
attacks
that
creature.
This shadow killer is an
exact duplicate of the
target creature but as it is
illusory
only half its
damage is real. All the
equipment of the target
creature
is
duplicated
except for any artifacts
that
creature
might
possess. If it succeeds at
killing the target creature
it vanishes.
Material Component: A
1000 gp onx statuette.

Shattering Pulse+
Abjuration (Dispel) [Red]
Level: (5), Drd 6
Components: V, S
Casting Time: 1 standard
action
Range: Medium
Target: One Magic Item
Duration: Instantaneous
Saving Throw: Fortitude Neg.
Spell Resistance: No

Orcs use no energy to make,


and spare no energy to break.
~ Ablasker.
This spell destroys a
single
magic
item
produced by an item
creation feat, or a nonundead construct, that
fails its fortitude save.
The DC base is set by
the item's type and
modified for your casting
modifier.
Type
Base
Scroll
Potions
Wondrous Item
Wand
Spell Crystal
Rod
Staff
Ring
Construct
Arms & Armor

DC
14
13
12
11
10
9
8
7
6
5

Shatterstorm+
Abjuration (Dispel) [Red]
Level: (8), Drd 9
Effect: All magic items in a
20' radius

This spell works like


shattering pulse with the
changes noted above.
The DC's on all saves
are 4 higher.

Sheltering Branches+

Shield, Greater+

Transmutation [Green]
Level: (1), Drd 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: One Tree
Duration: 1 hour (D)
Saving Throw: None
Spell
Resistance:
Yes
(Harmless)

Abjuration (Ward) [Force, White]


Level: (3), Sor/Wiz 3

The
tree
you
touch
arranges its branches to
block out rain and wind as
best as it can.
Some
trees are superb at this
task, such as willow trees,
while others serve poorly,
such as most pines. The
branches
may
also
provide concealment from
missile
fire,
DMs
discretion as to how much
but usually around 50%.

Shield Other, Mass+


Abjuration (Ward) [White]
Level: (6), Clr 6
Targets: Up to 1 creature /
level, no two of which can be
more than 30 apart.

"Suffering does not harm the soul,


it tempers it. The greatest
rewards lie for those who take up
the burdens and pains of others."
~ The Tedisa, Book II Canto 9.
This spell works like shield
other except that it affects
multiple targets and has
two modes. In the first
mode any damage dealt
to the recipients split
between that creature and
the caster. In the second
mode any damage dealt
to any recipient or the
caster is divided evenly
among the recipients of
the spell and the caster.

This spell works like shield


except you can use a
greater shield for cover
and any magic missile
that would strike the
greater shield is reflected
back at its caster.

Shift Aim+
Abjuration (Ward) [Force, White,
Wild]
Level: (2) Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Will negates
(harmless)
Spell
Resistance:
Yes
(harmless)

The target of this spell is


protected
by
intense
fluctuations in the space
around
him.
This
distortion protects against
all forms of individually
targeted missile attacks,
including spells and spelllike abilities that require
an attack roll. Whenever
an
individual
missile
attack is directed at the
targeted
creature,
the
attacks actual target is
determined
randomly
among all creatures within
15
of
the
creature,
including
the
creature
protected.
In mid-flight
the
missile
changes
course toward its new
target
with
normal
chances to hit. The attack
roll should not actually be
rolled until after the target
is determined.
If the protected creature
is struck by an individual

missile attack, the spell


fails. If several people
are protected by shift
aim spells the missile
may
change
course
several
times
before
reaching its target.
Material Component:
A piece of moss found
on a tree.

Shock+
Evocation [Electricity, Red]
Level: (2), Sor/Wiz 2
Target: One creature
object.

or

This spell works like


lightning
bolt
except
shock only strikes a
single
target
within
range.

Shocking Burst
Weapon+
Transmutation [Enhancement,
Electricity, Red]
Level: (3), Sor/Wiz 3

As
magic
weapon,
except that shocking
burst weapon bestows
the
shocking
burst
property
upon
the
weapon instead of any
bonus to hit.
(A
shocking
burst
weapon functions as a
shocking weapon that
also
explodes
with
electricity on a critical
hit dealing +1d10 points
of
bonus
electricity
damage.
If
the
weapons
critical
multiplier is x3 add
+2d10 points instead. If
the multiplier is x4 then
add +3d10 instead).
(Weapons and items
can
only
have
one

301

302
enhancement spell upon
them at a time).

Shocking Weapon+
Transmutation
[Electricity,
Enhancement, Red]
Level: (2), Sor/Wiz 2

As magic weapon, except


that
shocking
weapon
bestows
the
shock
property upon the weapon
instead of any bonus to
hit. (It deals 1d6 bonus
electricity damage on a
successful hit.
Bows,
crossbows
and
slings
enchanted by this spell
confer this bonus to their
ammunition).
(Weapons and items can
only
have
one
enhancement spell upon
them at a time).

Shockwave+
Evocation [Sonic, Red]
Level: (6), Brd 6
Components: V, S
Casting Time: 1 standard action
Range: Long (400 + 40 / level)
Target: 40 radius burst
Duration: Instantaneous
Saving Throw: See Text.
Spell Resistance: Yes

Wake up call!
You create a powerful
shockwave
of
sound.
Unlike most sonic spells,
this one is not stopped by
silence;
rather
it
instantaneously dispels it.
The spell deals 10d6
damage, fortitude save for
half. Creatures also must
make a fortitude save or
be deafened permanently
by this spell.

Shower of Coals+
Evocation [Earth, Fire, Red]
Level: (5), Sor/Wiz 6

This spell
works like
fireball, except half the
damage of shower of coals
is impact damage and the
damage cap is 15d6.

Simplify+
Abjuration (Dispel) [Green]
Level: (6)
Components: V, S
Casting Time: 1 standard round
Range: Medium (100+10/level)
Area: All spellcasters
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

All spellcasters in the area


of effect must choose to
dismiss one spell if able.

Siphon Field+
Transmutation
[Green,
Metamagic]
Level: (9)
Components: V, S
Casting Time: 1 standard action
Range: Medium (100+10/level)
Target: You [See Text]
Duration: 1 round / level

Each round you have a


bonus to your caster level
equal to the number of
spells
cast
by
other
casters within range on
the previous round.

Sirrom's Impenetrable Darkness+


Necromancy [Black, Darkness]
Level: (9), Clr 9, Sor/Wiz 9
Components: V, S
Range: Close (25' + 5' / 2
levels)
Area: Sphere extending to the
limit of the range
Duration: 1 minute / level
Saving Throw: Fort. Neg. (See
Text)
Spell Resistance: Yes

The light brought me nothing


but pain and misery. Her defense

cost me my love. Now in


darkness I find my comfort, my
power, and my revenge. ~
Sirrom.
Within the area of this
deadly spell all light
created by spells of less
than
6th
level
is
dispelled, and all other
light
effects
are
suppressed within the
field.
No living thing
except you can see
your sight is unhindered,
as is the sight of
undead. Undead within
the confines of this
darkness
cannot
be
turned or commanded
by anyone except you.
All
other
living
creatures in this field of
darkness must make a
fortitude saving throw
each round or gain a
negative energy level.
These levels dissipate
one hour after the
creature
leaves
this
field.

Sirrom's Agenda+
Necromancy [Black]
Level: (6)
Components: V, S
Casting Time: 1 standard
action
Range: Close (25' + 5' / 2
levels)
Effect: 30' radius emanation.
Duration: 1 round / level (D)
Saving Throw: None
Spell Resistance: Yes

If I cannot rule the living,


then I shall rule the dead. ~
Sirrom.
All undead in the area of
this spell cannot be
turned or rebuked and
gain
a
+1
to
competence bonus to all

attack, damage, skill and


saving throws for every 5
levels you have. All other
creatures in the area of
this spell have a -1
penalty to all attack,
damage, skill and saving
throws for every 5 levels
you have.

Sirrom's Deathgate+
Necromancy
[Black,
Death,
Triggered]
Level: (9)
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Effect: One portal of up to 30' in
diameter
Duration:
Permanent
until
completely discharged
Saving Throw: Fortitude Partial.
Spell Resistance: Yes

You ward a gate or portal


with
a
powerful
necromantic magic which
will attempt to kill any
who attempt to pass
through it without your
permission. Whenever a
creature passes through
the warded passage they
are struck with the effects
of finger of death.
This spell triggers a
number
of
times
determined by its material
component, but it only
triggers once on any given
creature.
Material
Component:
Rare inks costing 1000
gold and 40 XP to
manufacture per creature
the spell is to affect. The
maximum
number
of
creatures you can affect is
equal to your level.

Sirrom's Foul Link+


Abjuration (Ward) [Black]
Level: (4), Sor/Wiz 5
Range: Touch
Target: One creature
Duration: 1 hour / level (D)
Saving Throw: None
Spell Resistance: Yes

This spell works like shield


other except that you are
the one warded. You gain
no bonus to AC or to
saves,
but
half
your
wounds are transferred to
the creature you touched
at the onset of the spell.
Once cast this spell will
function as long as you
remain on the same plane
as the subject.

Sirrom's Foul Transformation+


Necromancy [Black, Death, Evil]
Level: (9)
Components: V, S, M

As finger of death, but a


creature slain by this spell
immediately becomes a
zombie with the same
number of hit dice she
had in life. The zombie
remains animated for 1
round per caster level. If
the creature dies from hit
point loss on a successful
save it does not become a
zombie.
If raise dead or more
powerful
magics
are
employed
upon
this
zombie before it falls
disanimate
then
the
creature is restored to life
immediately
with
the
same number of hit points
it had before the spell
took
hold.
Once
the
zombie falls the difficulty
of raising the creature is
the same as any other
death effect.

The zombie created by


this spell is under the
caster's complete control
Material Component: A
black pearl worth 1000
gp.

Sirrom's Spite+
Evocation [Black, Death]
Level: (5), Sor/Wiz 5
Components: V, S
Casting Time: 1 standard
action
Range: Medium (100 + 10
level)
Area: Circle out to the extent
of the range
Duration: 1 minute / level
Saving Throw: None
Spell Resistance: No

Creatures who die in the


area of effect by any
means are treated as if
they died from a death
spell for purposes of
raise dead.

Sizzle+
Evocation [Fire, Red]
Level: (2)
Components: V, S
Casting Time: 1 standard
action
Range: Close (25 + 5 / level)
Target: One creature / level
Duration: Instantaneous
Saving Throw: Will Neg.
Spell Resistance: Yes

Allies of red sorcerers quickly


learn to keep their distance.
Sizzle deals 1d6 fire
damage to a number of
creatures within range
up
to
your
level,
beginning
with
the
closest one.

303

304
Sleight of Mind+
Illusion
(Pattern)
[Blue,
Metamagic]
Level: (4), Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25' + 5' / 2
levels)
Target: One creature, object or
spell.
Duration: 1 hour / level (D) or
permanent (see text)
Saving Throw: Will Negates or
none (objects & spells)
Spell Resistance: Yes

Sleight of Mind is a highly


flexible spell that either
assigns
an
illusory
attribute to a creature,
object or spell and masks
any similar attributes; or
changes the attributes
sought by spells and
magic items when they
make their determination
whether or not they will
work. Examples include:
 Changing
a
magic
circle against black
into a magic circle
against white.
 Changing an absolute
law spell to from
affecting red spells to
affecting black spells.
 Change a creature's
apparent
alignment
from white to black so
that they can move
past
a
forbiddance
spell.
 Change a creature's
apparent race from
human to elf so that a
magic bow will bestow
special properties on
him.
 Change a magic axe so
that it functions for
elves instead of for
dwarves.

Note that sleight of mind


does not change the
mental or physical state of
creatures, it only changes
what magic items and
spells "see." Sleight of
Mind can be used to make
a paladin appear to be
black as far as detection
spells, abjurations and
abilities directed at the
paladin are concerned, but
the paladin's alignment
does not actually change
nor does he lose any of
his special powers that
require him to be white.
If sleight of mind is cast
upon an unwilling creature
or an object in his
possession a willpower
saving throw is permitted
against its effects.
If this spell is cast
against a spell that is
already in place you make
a caster level check as if
you were attempting to
dispel it in order to affect
the
sleight
of
mind
change.
You can ready an action
and cast sleight of mind in
a
counterspell-like
fashion. If you do this the
sleight of mind over-rides
any modes the caster
might have chosen based
on alignment or element
and can even change the
spell by changing out one
element for another (as in
the case of changing a
magic circle against black
into warding against a
different
alignment).
There is no level check to
do this.
If
you
target
a
summoning spell you can
change attributes of the

summoned
creatures
and they do not gain a
saving throw. Hence a
lantern archon, which is
a white celestial, could
be given the apparent
alignment of black and
then be subject to the
effects of wards against
black creatures. Again,
the creature's alignment
does
not
actually
change, only what magic
items and spells see
changes.
Cast upon a spell
sleight of mind lasts as
long as the target spell
does. Cast upon a magic
item or creature sleight
of mind lasts one hour
per level
Sleight of Mind is an
illusion,
and
hence
certain
special
spell
effects
that
are
dependent
on
the
properties of a target
are not triggered by it.
For instance, fire based
creatures take 150%
damage
from
cold
attacks and are immune
to fire attacks. If you
use sleight of mind to
assign the illusionary
type
"cold"
to
the
creature, it will not
become immune to cold
attacks.
However,
a
symbol set to trigger
when
cold
based
creatures pass would be
fooled by the sleight of
mind.
As with most illusions,
sleight
of
mind
is
defeated by true seeing
or
more
powerful
magics. Also, users of
lesser divinations and

intelligent magic items


can make a willpower
save to disbelieve the
illusion or they might do
so
automatically.
For
instance, if sleight of mind
is used to change the
apparent alignment of a
paladin to red and that
character is wielding an
intelligent holy avenger
he'd used for many years,
that sword would be able
to make it's save against
the illusion automatically
(though it would sense the
nature of the casting).

Smother+
Necromancy [Black]
Level: (8), Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Medium (100+10/level)
Effect: One creature
Duration: 1 minute /level (D)
Saving Throw: None.
Spell Resistance: Yes

The target creature begins


to suffocate and unless
this spell is broken it will
die. Creatures that dont
need to breathe arent
subject to smother.

Snag+
Transmutation [Green]
Level: (0), Drd 0
Components: V, S
Casting Time: 1 standard round
Range: Close (25+5 / 2 levels)
Target: 1 root
Duration: Instantaneous
Saving Throw: None. (see text)
Spell Resistance: No

This spell moves a low


branch or exposed root
into position to trip a foe.
This prompts a balance
check DC 15 to stay afoot.

Snow Walk+
Transmutation [Green]
Level: (1), Drd 1, Rng 1,
Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 minute / level (D)
Saving
Throw:
Will
Neg.
(Harmless)
Spell
Resistance:
Yes
(Harmless)

The creature you touch


gains the ability to walk
upon snow without sinking
into it. Despite the name
of the spell, the character
can also traverse ground
similar to snow such as
thick dust, mud, etc. The
tracks left behind by a
creature under this spell
are treated as if the
creature walked on soft
ground instead of very
soft ground (see the
description of the Track
feat in the PHB for more
information).
The
character
suffers
no
movement penalties for
moving through this type
of terrain (Normally snow
can reduce a character's
move to as much as 1/4
normal, depending on its
depth).

Soar+
Transmutation [Air, Blue]
Level: (3), Sor/Wiz 4
Components: V
Casting Time: 1 minute
immediate action
Range: Personal
Target: You
Duration: 10 minutes / level

or

You may choose to cast


soar as an immediate
action or as a 1 minute
spell. If cast as a free
action, its effect is as per
feather
fall
with
the

changes noted above. If


cast with a 1 minute
casting time, its effect is
as per fly with the
changes noted above.

Soften+
Transmutation
[Blue,
Metamagic]
Level: (3), Sor/Wiz 3
Components: V, S
Casting Time: 1 standard
action
Range: Close (25 + 5 / 2
levels)
Target: One creature
Duration: Until discharged
(see text)
Saving Throw: Will Neg.
Spell Resistance: Yes

The target creatures


next spell or spell-like
ability will have a caster
level of 1 (Some spells
will not function if cast
this way).

Solipsist
Disillusionment+
Transmutation [Blue, Wild]
Level: (4), Sor/Wiz 4
Components: V, S, M
Casting Time: 1 full round
Range: Medium (100 ft. + 10
ft./level)
Target: One object, up to a
10 cube
Duration: 1 round/level
Saving Throw: Will negates
(object)
Spell
Resistance:
Yes
(object)

This spell can only be


cast on a non-living
object that entirely fits
within a 10 cube (a
normal
door,
for
example, but not a
section of a wall or a
very large door). That
object flickers in and out
of
another
plane,
seeming to disappear
and reappear randomly.
However, even if it

305

306
disappears in this way,
the rest of the world still
operates
normally.
Ceilings
are
still
supported, swords still
hang on an invisible sword
rack, etc.
At each count of the
initiative, there is a 50%
chance
the
object
is
present, and an identical
chance
that
it
is
somewhere else.
If the
object is not present,
creatures,
objects,
attacks, etc. can pass
through its space easily.
It
can
appear
and
disappear several times
per round (but it is only
necessary to roll to see if
it is present on those
initiative counts that its
location
becomes
important).
If a creature or object
spends more than one
initiative count in the
object, such as if a
character ends his move
in that spot, that creature
or object is shunted out to
the nearest clear spot as
the disillusioned object
phases in and out.
Material Component: A
small facsimile of a pipe.

Sonar+
Divination
(Sensory)
[Blue,
Sonic]
Level: (2), Drd 2, Rng 3,
Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Line of sight or 120 feet.
Target: You
Duration: 10 minutes / level (D)

You can "see" through the


reflections of the sounds
emitted by the spell and
translated for you by it.

The spell robs you of your


normal sight while it
operates.
Visibility
conditions underwater are
ignored and there is no
range limit underwater.
While the spell can be
used above water it's
effective range is only 120
feet. In this mode though
it functions effectively as
blindsight,
ignoring
darkness spells, invisibility
spells, and any other
effect
which
hampers
sight. Concealment via
physical
objects
still
functions,
but
particle
obscurement,
such
as
mists, will not dissuade
sonar. Silence spells and
effects block sonar as if
they were a darkness
spell.
Druids usually refer to
this spell as "batsight."

Song of Blood+
Enchantment
(Compulsion)
[Enhancement, Mind-Affecting,
Red, Sonic]
Level: (6), Brd 6
Components: V, S, Song
Casting Time: 1 standard action
Range: Close (25 + 5 / level)
Target: All creatures in range
Duration:
While
sung,
Cumulative
Saving
Throw:
Will
Neg.
(Harmless)
Spell
Resistance:
Yes
(Harmless)

She sang of blood and endless


rage
Unleashing the death upon the
plains.
Each creature that hears
this song gains a +1
cumulative morale bonus
to
attack
(maximum
+20).

Song of Chaos+
Enchantment
(Compulsion)
[Mind-Affecting, Red, Sonic,
Wild]
Level: (2), Brd 2
Components: V, S, Song
Casting Time: 1 standard
action
Range: Close (25 + 5 / 2
levels)
Targets: Up to 1 creature /
level.
Duration: While Sung
Saving Throw: Will Neg.
Spell Resistance: Yes

"If there is one thing a Cleric


and rogue can agree to barfights are good pickings."
~ Timmon.
Each round you sing the
song of chaos you may
expend a Bardic music
ability
attempt
to
confuse one creature
that hears it. This effect
is identical to the lesser
confusion spell, except it
persists as long as you
sing.

Song of Charm+
Enchantment (Charm) [Green,
Mind-Affecting, Sonic]
Level: (2), Brd 2
Components: V, S, Song
Casting Time:
1 standard
action
Range: 60
Effect: Up to 1 humanoid
creature / level who can
hear the song (see text).
Duration: While sung and 1
minute / level afterward.

The power of music over hearts


is unequalled. ~ Rowain.
When you sing the song
of
charm
you
may
expend a use of your
Bardic music ability each
round to attempt to
charm a listener within
range.
The effects of
this charm are the same

as charm person except


they dont persist as long.

Song of Freedom+
Abjuration
(Dispel)
[MindAffecting, Sonic, White]
Level: (3), Brd 3
Components: V, S, Song
Casting Time: 1 standard action
Range: Personal.
Effect: All within 30' of you.
Duration: While sung.
Saving Throw: None
Spell
Resistance:
Yes
(Harmless)

Each round a creature


hears this song she may
make a new saving throw
against any enchantment
that is affecting her.
While you sing this song,
you cant be the target of
enchantments.
Use of
this song expends one
Bardic music use for the
day.

Song of Holding+
Enchantment
(Compulsion)
[White, Mind-Affecting, Sonic]
Level: (3), Brd 3
Components: V, S, Song
Range: 60.
Effect: Up to 1 humanoid
creature / level who can hear
the song (see text).
Duration: While sung (see text)

Sometimes the music is so


beautiful that I cannot help but
pause to listen. ~ Teresa.
When you sing the song of
holding you may expend a
use of your Cleric music
ability each round to
attempt to hold a listener
within range. The effects
of this hold are the same
as hold person except
they only last while you
sing or until the subject
successfully
makes
a
willpower save against
this spell. If they do, you

may expend a Bardic


music ability in an attempt
to reestablish the hold on
any round.

Soul Exchange+
Necromancy
[Black,
MindAffecting]
Level: (9)
Components: V, S, XP
Casting Time: 1 standard action
Range: Close (25' + 5' / 2
levels)
Targets: Two creatures of
identical species, one of whom
may be you.
Duration: Permanent
Saving Throw: Will Partial
Spell Resistance: Yes

If both targets of this


powerful necromancy fail
their saving throw their
souls switch bodies. Each
creature gains the others
physical
characteristics
(STR, DEX & CON), but
they
retain
all
other
abilities.
If
either
creature
succeeds at its save both
creatures will be stunned
1d4 rounds.
Undoing
this
spell
requires a wish or miracle
cast by someone of higher
level than you, and this
only works if both targets
are alive. If either one
dies this spell cant be
undone.
XP Cost: 5,000 XP

Sound Shell+
Abjuration (Ward) [Green]
Level: (2), Brd 2, Clr 3
Components: V, S
Casting Time: 1 standard
action
Range: Touch
Effect: 10' emanation from
the touched creature or
object.
Duration: 1 minute / level (D)
Saving Throw: Will neg
Spell Resistance: Yes or no
(object)

You create a hemisphere


shaped barrier through
which
sound
cant
travel. Creatures cant
hear anything on the
side
of
the
barrier
opposite
to
them.
Spellcasting
isnt
affected by this spell,
but sonic effects cant
cross the barrier to
affect those on the
opposite side.

Speaking Shape+
Transmutation [Green]
Level: (2), Drd 2
Components: V, S, DF
Casting Time: [see text]
Range: Personal
Targets: You
Duration: [see text]

You cast this spell as


you take an animal form
with
your
wildshape
ability.
The
spell
provokes an attack of
opportunity and can be
disrupted but youll still
change forms. This spell
allows you to speak
while in that form. The
spell lasts while you are
in that form and cannot
be dispelled.

307

308
Spell Blast+
Abjuration (Dispel) [Blue]
Level: (2)
Components: V, S
Casting Time: 1 immediate
action
Range: Medium (100'+10' /
level)
Target: A spell
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You must expend a spell


slot of equal or higher
level than the target spell
as an additional cost to
cast this spell. The target
spell
is
countered
automatically.

Spell Lodestone+
Transmutation
[Metamagic,
White]
Level: (4), Clr 4, Pal 4, Sor/Wiz
5
Components: V, S, M
Casting Time: 1 standard action
Range:
Medium
(100
+
10/level)
Area: All spells cast in the
range.
Duration: 1 round / level

Spells that can target you


must target you.
Material Component: A
lodestone.

Spell Scan+
Divination (Insight) [Blue]
Level: (3), Sor/Wiz 3
Components: V, S
Casting Time: One Action
Range: Medium (100'+10'
level)
Target: One Creature
Duration: Instantaneous
Saving Throw: Will Negates
Spell Resistance: Yes

By means of this spell you


discern all spells prepared
by the target that are of
equal or less level than
your own spells.
Any
spells the target has

prepared that are beyond


your ability do not register
with this spell.
Targets
that do not prepare spells
are not affected even if
they cast spells.

Spell Stealing+
Transmutation [Blue, Metamagic,
Mind-Affecting]
Level: (3), Sor 3
Component: V, S
Casting Time:
1 standard
action
Range: Close (25 + 5 / levels)
Target: A spellcaster
Duration: 1 minute / level
Saving Throw: Will Neg.
Spell Resistance: Yes

You must choose and


expend a spell slot as an
additional cost to cast this
spell. Name a spell you
can cast of equal or less
level than the expended
spell slot.
If the target creature
has the named spell
prepared and fails his
willpower saving throw he
loses that preparation and
you add that spell to your
spells known list for the
duration of spell stealing.
If the target creature
does not have the named
spell prepared and fails
his willpower save then he
loses
a
random
preparation of equal or
less level to the expended
spell.
(Characters who do not
prepare
spells
are
unaffected by this spell).

Spelldraining Blade+
Transmutation
Enhancement]
Level: (3), Sor/Wiz 3
Components: V, S

[Black,

This spell works like


magic weapon except
that
instead
of
conferring a bonus to hit
this spell confers the
following bonus to the
weapon. Each time the
weapon scores a hit the
struck creature must
choose and lose 1d6
spell slots. These slots
can come from any
number of spells that
add up to the number
rolled,
and
cantrips
count for one half for
this purpose.
(Weapons and items
can
only
have
one
enhancement spell upon
them at a time).

Spellshock+
Evocation
[Electricity,
Metamagic, Red, Triggered]
Level: (7)
Components: V, S
Casting Time: 1 standard
action
Range: Medium (100+10 /
level)
Effect: 60 radius circle
Duration: 1 round / level (D)
Saving Throw: Fort
Spell Resistance: Yes

Even a little magic can hurt


a lot. ~ Telsindria.
Whenever a spellcaster
successfully completes a
spell they are dealt 1d6
electricity
damage
/
level of that spell. (A
spell is successfully cast
if it isnt countered)

Spirit Link+

Squirrel Growth+

Abjuration (Ward) [White]


Level: (4), Clr 4, Pal 3

Transmutation
[Green,
Enhancement]
Level: (1), Drd 1
Components: V, S, M
Casting Time: 1 round
Range: Close (25' + 5' / 2
levels)
Effect: One squirrel / 2 levels
Duration: 1 round / level (D)
Saving
Throw:
Fort
Neg.
(Harmless)
Spell Resistance: Yes

This spell works like shield


other, except that cure
effects are also divided
between you and the
warded creature.

Splinter+
Abjuration (Dispel) [Green]
Level: (5), Drd 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Construct or Magic item
touched
Duration: Instantaneous
Saving Throw: Fort Neg.
Spell Resistance: Yes (object)

"Magical items are cruches for the


weak." ~ Sirrom.
The touched magic item
or non-undead construct
must make a fortitude
save or be destroyed. This
spell will affect golems
which
are
otherwise
immune to magic.

Spreading Plague+
Necromancy [Black]
Level: (9)
Duration: 1 round / level (D)

This spell
works like
contagion except that the
disease spreads to all
creatures touched by the
target and in turn to all
creatures they touch for
the duration of the spell.
Once the duration expires
the contagion no longer
spreads magically but the
affliction itself remains.

Aw nuts, yelled Timmon as the


members of the horde grew to
enormous size.
Dont say that! Teresa yelled
back.
You cause a number of
squirrels
to
grow
to
medium size. They take
on the stats of a dire rat except that they have a
climb speed of 60' and do
not possess a disease
attack.

Squirrel Riot+
Transmutation
[Green,
Enhancement]
Level: (3), Drd 3
Components: V, S,
Casting Time: 1 standard action
Range: Personal
Effect: See Text
Duration: 1 round / level (D)
(see text)
Saving
Throw:
Will
Neg.
(Harmless)
Spell
Resistance:
Yes
(Harmless)

"Don't worry Timmon, they're only


after your nuts." Teresa yelled.
Timmon adjusted his codpiece,
"That's what I'm afraid of!"
Whenever
you
are
wounded a squirrel is
formed for every 4 hit
points you lose (and it has
hit points equal to your
loss, up to 4). The
squirrels created by this

spell are under your


control and will attack
whomever
you
designate
fearlessly,
though if they are not
enhanced the usefulness
of
their
attacks
is
dubious (they can flank
a foe for you though).
The squirrels created by
this
spell
remain
permanently; ending the
spell prematurely only
breaks your control over
them.

Stampede+
Enchantment
(Compulsion)
[Green, Mind-Affecting]
Level: (2), Drd 2
Components: V, S
Casting Time: 1 standard
round
Range: Close (25+5 / 2
levels)
Target: 1 herd
Duration: Instantaneous
Saving Throw: None.
Spell Resistance: No

This spell compels a


herd of natural animals
to
stampede
in
a
direction
of
your
choosing. Their attack
is considered a charge.

Steadfast Heart+
Abjuration (Ward) [White]
Level: (2), Pal 2
Components: V, S, DF
Casting Time: 1 standard
action
Range: Personal
Area: 10 emanation.
Duration: 1 round / level

Creatures
within
the
area are immune to fear
as
per
the
paladin
ability.

309

310
Stifle+

Stone Grasp+

Stone's Endurance+

Abjuration (Dispel) [Blue]


Level: (2)
Components: V, S
Casting Time: 1 immediate
action
Range: Medium
Target: One Spell
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Transmutation [Earth, Red]


Level: (2), Drd 2, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25' + 5' / 2
levels)
Effect: A stony hand
Duration: 1 round / level (D)
Saving Throw: None
Spell Resistance: No

Transmutation [Enhancement,
Green]
Level: (8), Drd 8
Components: V, S

Target triggered ability of


a spell is countered. You
must be aware of an
effect to counter it. The
ability of the spell to
generate additional effects
is not canceled by stifle.

"When the earth bargains, it


wins." ~ Yarenic.

Still Touch+
Illusion (Glamer) [Blue]
Level: (1), Brd 1, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One Creature
Duration: 10 min / level (D)
Saving
Throw:
Will
Neg.
(Harmless)
Spell
Resistance:
Yes
(Harmless)

"There's only one thing I don't like


about my job. When I do it
perfectly, no one sees or hears."
~ Timmon
You cease all vibrations
caused by the touched
creature.
This prevents
creatures
with
the
tremorsense ability from
perceiving the touched
creature with that ability.
Move silently checks by
the touched creature gain
a +10 bonus and spot
checks opposing the pick
pocket attempts of the
touched creature suffer a
10 penalty.

This spell creates a stone


hand about the size of an
ogre's that reaches up out
of
the
ground
and
attempts
to
grapple
creatures
you
choose
within the range. It has
attack bonus equal to
your level and a strength
of 25, but deals no
damage on a hit. When it
hits, it holds the victim
fast in the square where it
grappled them until they
break free or the spell
ends. Grappled creatures
cannot make reflex saves.
If attacked the hand is
AC 30 (touch AC 10), has
DR 5/, and 1d4 hit points
/ level of its caster.

Stone Rain+
Conjuration (Creation) [Earth,
Red]
Level: (4), Sor/Wiz 4
Component: V, S
Casting Time: 1 standard action
Range: Medium (100+10 /
level)
Area: 30 radius circle
Duration: Instantaneous
Saving Throw: Reflex
Spell Resistance: Yes

Stones rain down upon


the affected area dealing
1d6 damage / level of the
caster (max 10d6). This
damage
counts
as
bludgeoning damage.

This spell works like


bears endurance except
a
+8
enhancement
bonus to constitution is
granted instead of +4
bonus.

Stoneform+
Transmutation [Earth,
Polymorph]
Level: (5), Sor/Wiz 6

Red,

As
polymorph
self,
except this spell turns
you
into
an
earth
elemental of your size
and
protects
your
equipment from and you
do not gain a curative
effect from this change.
As an earth elemental
you
undergo
these
changes:
 You will be of the
earth subtype.
 You
gain
earth
mastery (+1 to all
attack and damage
rolls against foes on
the ground, and a 4
to all attack and
damage rolls against
airborne
or
waterborne foes).
 You will possess a
damaging
slam
attack as determined
by your size (1d6 for
small,
1d8
for
medium).
 Your
speed
decreases by 10 to a
minimum of 20
 Your gain a +8
strength bonus and

an additional +4 size
bonus for each size
you are beyond small.
Your Constitution gains
a +6 bonus
 As an elemental you
are immune to poison,
sleep, paralysis, and
stunning effects.
 You are immune to
critical hits (Any effect
nullified by immunity
to critical hits is also
blocked, such as rogue
sneak attacks).
 You gain the benefits
of the burrowing spell.

Storm Blast Weapon+


Transmutation
[Enhancement,
Electricity, Red, Sonic]
Level: (5), Sor/Wiz 6

This spell confers the


effects
of
thunderclapping
weapon
and
shocking burst weapon.
(Weapons and items can
only
have
one
enhancement spell upon
them at a time).

Storm Weapon+
Transmutation
[Enhancement,
Electricity, Red, Sonic]
Level: (4), Sor/Wiz 5

This spell confers the


effects
of
thundering
weapon
and
shocking
weapon.
(Weapons and items can
only
have
one
enhancement spell upon
them at a time).

Stream of Acid+

Subversion+

Conjuration (Creation) [Acid,


Black]
Level: (3), Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100+10/level)
Area: Stream out to the extent
of the range
Duration: 1 round
Saving Throw: Ref
Spell Resistance: Yes

Necromancy [Black]
Level: (5)
Components: V, S
Casting Time: 1 standard
action
Range:
Close
(25+5/2
levels)
Area: Emanation out to the
limit of the range.
Duration: 1 round / level
Saving Throw: Fort Neg.
[See text]
Spell Resistance: Yes

This spell allows you to


eject a stream of acid that
strikes creatures along a
5 wide path out to the
extent of the range unless
an object stops the path
of the acid (such as a
wall).
These creatures
take 1d4 / level of the
caster (max 10d4) on the
round this spell is cast and
half this damage on the
subsequent round.

Stupor+
Enchantment
(Compulsion)
[Black, Mind-Affecting]
Level: (2), Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100+10 /
levels)
Target: One creature
Duration: 1 round / level (D)
Saving Throw: Will Negates
Spell Resistance: Yes

Teresa shook her head as Timmon


and Trishdare carried on. She
never saw a purpose in being
drunk.
The target goes into a
drunken stupor. Dexterity
is penalized by -4 (to a
minimum of 3), attack
rolls are penalized by 2,
and
all
spellcasting
attempts have a +50%
chance of failure.

At the beginning of your


turn each creature in
range makes a fortitude
save.
Each creature
that
fails
takes
1
damage and you are
cured by an amount
equal to the damage
dealt.

Summer Bloom+
Evocation [Green, Metamagic]
Level: (5), Drd 5
Components: V, S
Casting Time: 1 round
Range: Personal
Target: You
Duration: Instantaneous

"They shall grow as the leaves


of the forest when summer is
green." ~ Alisan, Grand
Druidess.
You must choose up to
three spell preparations
of up to 4th level which
have a range of personal
or which can target you
as you cast this spell. If
summer
bloom
is
successfully cast all of
these spells come into
effect upon your person
as if you cast them
normally.

311

312
Summon Warlord+

Surefoot+

Supreme Reflexes+

Conjuration (Summoning) [Red]


Level: (7)
Components: V, S, M
Casting Time: 1 Round
Range: Close (25' + 5' / 2
levels)
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

Transmutation
[Enhancement,
Green]
Level: (2), Brd 2, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One Creature
Duration: 1 minute / level (D)
Saving
Throw:
Will
Neg.
(Harmless)
Spell
Resistance:
Yes
(Harmless)

Divination (Insight) [White]


Level: (4), Drd 4
Components: V, S
Casting Time: 1 standard
action
Range: Touch
Effect: Creature touched
Duration: 1 minute / level (D)
Saving Throw: Will Neg.
(Harmless)
Spell
Resistance:
Yes
(Harmless)

The
touched
creature
gains a +10 enhancement
bonus to balance and
tumble checks.

The touched creature


may make any number
of attacks of opportunity
each round. (He still
cannot make more than
one
attack
of
opportunity on a given
foe each round).

"Some fight for glory, others


fight for a cause. Others fight
because they know nothing else."
~ Telsindria
You summon a warlord
from the plane of Shun, a
barbarian with a number
of levels equal to the
number of combatants
within 60' of you at the
time you cast this spell to
a maximum of 20th level.
This barbarian has ability
scores of STR 20, DEX 20,
CON 20, INT 10, WIS 10,
CHR 10 and shares your
race. It's only equipment
is
a
flaming
burst
greatsword +5. When it
appears it immediately
rages and attacks the foes
you designate. If no foes
are available it may attack
you and your allies or
simply return to its home
plane (50% chance of
either).
Material
Component: A lock of hair
from a barbarian chieftain.

Material Component:
hair from a monkey.

Subjectional Gravity+
Transmutation [Red, Wild]
Level: (2), Sor/Wiz 2
Component: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute / level (D)

You warp gravity such


that as long as the your
feet are on an immovable
surface, that surface is
"down." Hence you can
walk on walls and ceilings
with complete ease, and
without any risk of your
equipment
falling.
Be
careful though, you can
"fall" from these surfaces.
If your feet are on two
separate surfaces that are
at an angle to each other
(the floor and a wall) then
"down" is in a direction
that evenly divides the
angle between the two
surfaces.

Surge+
Evocation [Green, Metamagic]
Level: (3), Sor/Wiz 3
Components: V, S
Casting Time: 1 ready action
Range: Close (25' + 5' / 2
levels)
Target: One spell
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You must choose and


expend a spell slot as an
additional cost to cast
this spell.
The target
spell has its level and
caster level increased by
the level of the spell slot
you expend.

Survival of the Fittest+

Creatures you summon


have a +4 bonus to
strength, and their hit
points are the maximum
possible for their hit dice.

You may dispel the


shield at will. Otherwise,
it lasts for 1d12 rounds +
1 round/level, or until it
absorbs all its possible
spell levels, whichever
comes first. If this limit is
met exactly, the spell
ends. If the shield is hit
with more spell levels
than it can absorb, it
causes the incoming spell
to mishap.
You are
considered the caster and
the target of the mishap.

Surgeshield+

Material Component:
sponge.

Transmutation [Green]
Level: (3), Drd 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: Your summoning spells
Duration: 1 round / level
Saving Throw: None. (see text)
Spell Resistance: No

Abjuration (Ward) [White, Wild]


Level: (6), Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Special (D)

You are cloaked in a


whirling
band
of
scintillating
colors,
completely
concealing
you, granting you your
opponents a 50% miss
chance on any attacks
aimed against you. You
are able to see normally
within and outside the
shield. The glow of the
shield is the equivalent of
a daylight spell.
The surgeshield absorbs
the
effects
of
spells
targeted at you.
The
shield
can
completely
absorb 1d4 + 6 total spell
levels, thus negating their
effects on you.
In the
case of area effects, only
you are protected this
way.
The shield also
protects against mishaps,
counting them as the
same spell level as the
spell that instigated them.

Swarmform+
Transmutation
[Green,
Polymorph]
Level: (9), Drd 9
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour / level (D)

You turn yourself into a


swarm of creatures of
diminutive size or even
smaller. Bees, hornets
and other flying insects
are the most popular
choices, but rats and
other vermin are not
unknown. While in this
form you are aware of and
in control of each member
of the swarm. You can
disperse the members up
to 1 mile / caster level
away from each other, so
you can use this spell to
keep watch over incredible
amounts of territory.
Member of the swarm
can be killed normally as
determined
by
their
natures.
The
exact
number of creatures in the
swarm is set by your hit
points - 1 per creature. As

long
as
least
one
member of the swarm
survives
you
can
reassume your normal
form. If you lose more
than 50 hit points this
way you are not subject
to death from massive
damage. Members of the
swarm that do not
reunite with you at
spell's
end
become
normal creatures.
While in this form you
cannot
use
any
supernatural,
extraordinary, or spelllike abilities, neither can
you cast spells. You may
end this spell at will, but
it cannot be dispelled,
disenchanted or brought
to an end by any means
short of Mordenkainen's
Disjunction.

Swat+
Necromancy [Black, Death]
Level: (2), Sor/Wiz 3
Components: V, S
Casting Time: 1 standard
action
Range:
Close
(25+5/2
levels)
Target: 1 creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Target creature with 1


HD or less dies.

Switch Costumes+
Conjuration (Teleport) [Blue]
Level: (1), Brd 1
Component: V, S, F
Casting Time: 1 standard
action
Range: Personal
Target: You
Duration: Instantaneous

You
simultaneously
teleport all clothing and
armor you wear into a

313

314
specially prepared chest
and teleport the clothing
in that chest onto your
body as if you had just
put it on. The weight of all
gear transferred this way
cannot exceed 10 lb. /
caster level.
Arcane
Focus:
A
specially prepared chest
worth 500 GP. When this
spell is cast the chest
must be within 100 feet of
you per caster level.

Syphon Soul+
Necromancy [Black]
Level: (4)
Components: V, S
Casting Time: 1 standard action
Range: Close (25/5+2 levels)
Effect: All living creatures in
range
Duration: Instantaneous
Saving Throw: Fort [see
text]
Spell Resistance: Yes

All creatures in range take


1d8 damage (save for )
and you are cured by an
amount equal to the
damage
dealt
to
all
creatures this way.

Tainted AEther+
Abjuration
(Ward)
[Black,
Triggered]
Level: (5), Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Close (25 + 5 / 2
levels)
Effect: 60' radius emanation
Duration: 1 hour / level
Saving Throw: Fort Negates.
(see text)
Spell Resistance: Yes (see
text)

A journey into darkness often


leaves a shadow on the soul ~
Cuolshite saying.
Creatures which enter the
area of effect through

calling, summoning, or
teleportation
gain
1
negative energy level that
persists until this spell
ends.

Talisiasia's Insight+
Divination (Insight) [White]
Level: (1), Clr 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: See text

You gain a +20 insight


bonus to your next heal
check if it is made before
the end of the next round.

Target Lock+
Transmutation
[Enhancement,
Red]
Level: (0), Sor/Wiz 0
Component: V, S
Casting Time: 1 standard action
Range: Medium (100+10 /
level)
Target: One creature
Duration: 1 round / level (D)
Saving Throw: Will Neg.
Spell Resistance: Yes

The
target
creature
suffers a 4 AC penalty
against the next spell with
a ranged touch attack
used against him.

Taunt+
Enchantment
(Compulsion)
[Blue, Mind Affecting]
Level: (1), Brd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Medium
Target: One creature
Duration: 1 round
Saving Throw: Will Neg.
Spell Resistance: Yes

The target creature must


attack or cast a harmful
spell at you on its next
action if able.

Telsindrias Invulnerable
Globe
Abjuration (Ward) [White]
Level: (5), Sor/Wiz 6

You must choose and


expend a spell slot as an
additional cost to cast
this spell.
This spell
works like lesser globe
of invulnerability except
that it excludes spells of
up to the level of the
spell you expended as
an additional cost.

Telsindria's Aura+
Abjuration (Ward) [White]
Level: (9)

This spell functions like


aura of protection: black
except
the
granted
protections are attuned
against the alignment or
spell
type
of
your
choice.

Telsindria's Belabored Casting+


Transmutation
[Blue,
Metamagic]
Level: (1)
Components: V, S
Casting Time: 1 standard
action
Range: Medium (100'+10' /
level)
Target: A spell user
Duration: 1 round / level (D)
Saving Throw: Will Negates
Spell Resistance: Yes

"Learning speed is a matter of


learning care." ~ Telsindria.
Belabored casting is one
of Telsindria's earliest
spells and in many areas
it is no longer attributed
to her. The victim of the
spell has their casting
times increased by one
round. Creatures that
can't use spells ignore
this spell's effects. Magic
items are not affected,

and neither are spell-like


abilities.

Telsindria's Blessing+
Abjuration (Ward) [White]
Level: (4), Sor Wiz 5

Name a descriptor or
school. This spell works
like spell resistance, but
the resistance only works
against the descriptor or
school you named.

Telsindria's Intuition+
Transmutation [Blue, Metamagic,
Mind-Affecting]
Level: (3), Wiz 3
Components: V, S, M
Casting Time: 1 minute
Range: Personal
Target: You
Duration: Instantaneous

You must choose and


expend three spell slots of
the same level as an
additional cost to cast this
spell.
You prepare one
spell you know of a level
equal to the expended
spell slots.
Material Component: A
gemstone worth 100 gold
/ level of the spell to be
recalled.

Telsindria's Radiance

Telsindria's Reflection+
Abjuration (Ward) [White]
Level: (3), Sor/Wiz 4
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute / level (D)

Magic
missile
attacks
directed at you return to
their hurler and strike him
even if he is employing a
shield. If you cast magic
missile and it is reflected
back at you by this spell
then you will not be
protected
from
those
missiles by this spell.
A +10 AC bonus is
granted to you against ray
spells. If any of these
spells miss you by the
margin this spell grants
they rebound against their
hurler (Who makes a
ranged
touch
attack
against himself). This spell
does not protect you in
any way against your own
ray spells redirected at
you.
Arcane Focus: A small
hand mirror that magically
circles about you while
this spell is effect.

Abjuration (Ward) [White]


Level: (8), Sor/Wiz 9

Telsindrias Spell
Crystal+

Name a descriptor or
school. This spell works
like an antimagic field
except that Telsindrias
Radiance only suppresses
spells
possessing
the
named
descriptor
or
school.

Transmutation
[Blue,
Metamagic]
Level: (3), Wiz 3
Components: V, S, F, (XP)
Casting Time: 10 minutes or 1
standard action
Range: Touch
Target: Crystal Touched
Duration: [see text]
Saving Throw: None (object)
Spell Resistance: No (object)

respectively. When this


spell is used to charge a
spell crystal you must
expend
a
spell
preparation to place into
the crystal and pay an
XP cost equal to that
needed to write the spell
into a scroll.
The
casting time of this
mode is 10 minutes.
The
second
mode
discharges
a
spell
crystal you have made.
The casting time is 1
standard round.
The
spell is placed into your
memory as if you had
just prepared it, and you
have 10 minutes to use
the spell before the
preparation fades. You
dont have to have a
spell slot available for
the spell when you
discharge the crystal.

Telsindria's Spell
Immunity+
Abjuration (Ward) [White]
Level: (2), Clr 2, Wiz 3

You must choose and


expend
a
spell
preparation
as
an
additional cost to cast
this spell.
This spell
works
like
spell
immunity, except that it
applies to the spell you
expended at casting.

Telsindria's Spelltrap
Abjuration (Ward) [Blue]
Level: (7), Sor/Wiz 8
Components: V, S
Casting Time: 1 round
Range: Personal
Target: You
Duration: 1 round / level (D)

This spell has two modes


that charge a spell crystal
and
discharge
it

315

316
You must choose and
expend a spell slot as an
additional cost to cast this
spell.
This spell brings
into being one tiny light
per level of the expended
slot
that
orbits
your
person.
Each light can
absorb
a
spell
level.
When this happens a
globe of light appears
containing the spell (the
higher the level of the
spell, the brighter the
globe).
Whenever
you
are
targeted by a spell, the
spell is absorbed if the
number of lights exceeds
the level of the spell. If
they do not the spell is
countered instead of being
absorbed.
You
may
cast
an
absorbed
spell
as
a
standard
action
and
without
paying
its
component costs (which
have already been paid by
the original caster).

Telsindria's Trigger+
Evocation [Blue, Metamagic]
Level: (4), Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100'+ 10' /
level)
Target: One spell
Duration: Instantaneous
Saving Throw: Will Negates
Spell Resistance: Yes

You must expend a spell


slot of equal or greater
level than the target spell
as an additional cost to
cast this spell.
You
choose a target spell from
among those prepared by
a spellcaster within range
and it is immediately cast
provided it has a casting

time of one round or less


and provided it can target
its own caster. You must
use spell scan or a similar
spell or ability to be able
to target the prepared
spells of another caster.

Temporal Flux+
Transmutation [Blue, Wild]
Level: (2), Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 + 10 /
level)
Effect: Emanation to the extent
of the range.
Duration: Instantaneous
Saving Throw: None.
Spell Resistance: No

At the beginning of the


next round all creatures
roll
new
initiatives
(including
you).
No
creature
is
flat-footed
because of this spell.
Material
Component:
The hand of a clock.

Tendril Walker+
Transmutation [Green]
Level: (3), Drd 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 + 5 / 2
levels)
Effect: All vines in range
Duration: 1 minute / level (D)
Saving Throw: None
Spell Resistance: No

With this spell you can


attack with any vines or
branches within range as
though you wielded them
as a weapon. If you strike
you
deal
1d6+WIS
modifier in damage per
hit. If you grapple with
them treat your wisdom
score as strength for all
grapple tests.
If you
grapple a foe you do not
need to spend an action to
maintain an existing hold

or pin, but you must


remain in range.

Terixs Blessing+
Transmutation [Blue, Wild]
Level: (4), Clr 4, Sor/Wiz 4

This spell works like


bestow
curse
except
Terixs Blessing bestows
the
wild
spellcaster
template on the victim
instead of any other
effect.

Terix's Boon+
Transmutation [Enhancement,
Green, Wild]
Level: (3), Drd 3
Components: V, S, DF
Casting Time: 1 standard
action
Range: Touch
Target: One Creature
Duration: 1 minute / level
Saving Throw: Will Neg.
(Harmless)
Spell
Resistance:
Yes
(Harmless)

The
target
creature
gains
a
+1d6
enhancement bonus to
an ability score chosen
at random. Roll a d6
D6 roll
1.
2.
3.
4.
5.
6.

Ability Score
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma

Terix Favor+
Transmutation [Red, Wild]
Level: (7)
Components: V, S
Casting Time: 1 standard
action
Range: Medium
Area:
Emanation to the
extent of the range.
Duration: 1 round / level (D)
Saving Throw: None
Spell Resistance: No

Whenever a d20 is
rolled,
roll
it
twice

instead. You may choose


the roll that is used.

Terror+
Illusion (Phantasm) [Black, Fear,
Mind-Affecting]
Level: (7), Sor/Wiz 8

"Fear comes from the uncertainty


of death. Terror comes from the
uncertainty beyond death." ~
Sirrom.
This spell
works like
phantasmal killer except
terror inflicts 6d6 damage
on a successful fortitude
save and both saving
throws are made at a 4
penalty.

The Road Left Untaken+


Conjuration
(Teleportation)
[Blue, Wild]
Level: (7), Sor/Wiz 8
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Duration: 1 round/level (D)

Two possibilities of your


actions
take
place,
allowing you to effectively
be in two places at once.
Whenever
you
move,
choose two routes of
movement instead of one.
A shimmering version of
you
moves
in
both
directions, and you are
able to perceive clearly
through
both
of
yourselves.
While
moving,
you
are
considered to be taking
both actions, so anything
that could affect you
works
normally.
However, once you have
completed
your
movement for the round,
you gain a unique type of
invulnerability until you
move again.

Once you have finished


your movement for a
given round, whenever an
individually
targeted
attack or effect targets
you, you can choose
which
of
your
two
positions to be in. Against
area effects, you can
choose whether to be
affected unless the area of
effect could contain both
versions of you. Similarly,
whenever you take any
actions, you choose which
location you are in at the
moment. Whenever you
choose a location like this,
that is considered your
location until the next step
of initiative, but otherwise
you are just potentially in
either location, your exact
position not set until you
are forced to choose one.
This
protective
displacement lasts until
your
next
movement.
Whenever you move next
time, the two possible
states of your location
collapse into one; in
effect,
whenever
you
move again, one version
of you disappears, and
your
movement
takes
place from your other
location.
For example, in the
middle of a battle Meece
casts this spell, then
moves.
He directs two
courses of action, one
toward his party cleric and
the other toward his
enemies. If he incurs any
attacks
of
opportunity
while moving in either
direction, he is vulnerable,
and can be hit normally.
Once he reaches both his
destinations,
he
can

thenceforth to be in
either location.
If a
warrior tried to strike
him at once place, he
could choose to be in
the other, so the attack
would miss.
If he
needed healing, an ally
could cast a spell on
either version of him
and have it take effect.
If an enemy wizard tries
to fireball him, Meece
would only take damage
if the area of the spell
contained both of his
potential positions. On
his
next
turn,
one
version of him would
disappear, and he would
begin moving from the
other.
It is possible with
close coordination to
affect you while youre
protected by this spell.
Though you can shift
positions many times
per round, on each
individual
count
of
initiative you can only
choose to be in one
location or the other.
For instance, you might
choose on your initiative
count of 16 to be in one
location to cast a spell.
Then for the rest of
count 16 you are in that
one location. On count
15 you return to being
in a state of flux. When
on count 7 a warrior
attacks you, you could
choose to be in a
different location. If at
that
same
initiative
count of 7 another
warrior tried to attack
you
at
your
other
location, you would have
to choose one location

317

318
to be at, meaning you
would be vulnerable to
either attack.
Material Component: A
small container, which
must be filled by someone
other
than
you
with
contents you are unaware
of. As you cast the spell,
you open the container
and learn its contents just
before they are consumed
in casting.

Thermal Shock+
Evocation [Red, Fire]
Level: (9)
Components: V, S, M
Casting Time: 1 round
Range: Medium (100+10
level)
Target: 10x10x10 cube
Duration: Instantaneous
Saving Throw: Reflex Neg.
Spell Resistance: Yes

Thunderbolt+
Evocation
[Electricity,
Sonic]
Level: (5), Sor/Wiz 5

Red,

As lightning bolt except


thunderbolt has a 15d6
damage
cap
and
its
damage is half electric,
half sonic.
Further, all
creatures other than the
caster that are within 20
of the bolt must make a
fortitude
save
or
be
deafened 1 round.

Thunder-Clapping Weapon+
/

Toasty!
You
conjure
a
superheated blast that
vaporizes most flammable
materials and evaporates
fluids. Creatures caught
in this are quite literally
flash cooked. Those who
fail their reflex saves take
50d6
fire
damage
(Equivalent to a death
effect). Those who make
their saves move out of
the
affected
area.
Constructs and undead
not composed of flesh are
unaffected.
Ash, bone and metals
are
the
only
things
typically remaining after
this spell.
Material Component: A
pumice stone from a
volcano.

Transmutation
[Enhancement,
Red, Sonic]
Level: (3), Sor/Wiz 3

This spell works like magic


weapon,
except
that
thunder-clapping weapon
bestows
the
thunderclapping property upon
the weapon instead of any
bonus to hit.
(A
thunder-clapping
weapon functions as a
thundering weapon that
also explodes with a roar
of thunder on a critical hit
dealing +1d10 points of
bonus sonic damage. If
the
weapons
critical
multiplier is x3 add +2d10
points instead.
If the
multiplier is x4 then add
+3d10 instead)
(Weapons and items can
only
have
one
enhancement spell upon
them at a time).

Thundering Weapon+
Transmutation
[Enhancement,
Red, Sonic]
Level: (2), Sor/Wiz 2

As magic weapon, except


that thundering weapon
bestows the thundering

property
upon
the
weapon instead of any
bonus to hit. (It deals
1d6 bonus sonic damage
on a successful hit.
Bows, crossbows and
slings enchanted by this
spell confer this bonus
to their ammunition).
(Weapons and items
can
only
have
one
enhancement spell upon
them at a time).

Tiania's Blessing+
Transmutation
Enhancement]
Level: (4), Drd 4

[Green,

This
spell
is
a
simultaneous
bull's
strength, cat's grace and
bears endurance.

Tiania's Blessing, Mass


Transmutation
Enhancement]
Level: (8), Drd 8

[Green,

This
spell
is
a
simultaneous mass bull's
strength,
mass
cat's
grace and mass bears
endurance.

Tiania's Endowment+
Transmutation
Enhancement]
Level: (7), Drd 7

[Green,

This spell works as


Tianias Blessing, except
that an enhancement
bonus of +6 to strength,
dexterity
and
constitution is granted
instead of a +4 bonus.

Tiania's Enlightenment

Tianias Liege+

Tiania's Splendor

Transmutation
Enhancement]
Level: (4), Drd 4

Conjuration
(Summoning)
[Green]
Level: (9), Drd 9
Components: V, S
Casting Time: 1 standard action
Range: Close (25 + 5 / level)
Effect: Creature
Duration: 1 round / level (D)
Saving Throw: None
Spell Resistance: No

Transmutation
Enhancement]
Level: (6), Drd 6

[Green,

This
spell
is
a
simultaneous
foxs
cunning, owls wisdom
and eagles splendor.

Tiania's Enlightenment, Mass+


Transmutation
Enhancement]
Level: (8), Drd 8

[Green,

This
spell
is
a
simultaneous mass foxs
cunning,
mass
owls
wisdom and mass eagles
splendor.

Tiania's Greater
Splendor+
Transmutation
Enhancement]
Level: (9), Drd 9

[Green,

This spell
works like
Tianias splendor, except
that it grants a +6
enhancement
bonus
instead of a +4 bonus.

Tiania's Insight+
Transmutation
Enhancement]
Level: (7), Drd 7

[Green,

This
spell
works
as
Tianias
Enlightenment,
except
that
an
enhancement bonus of +6
to intelligence, wisdom
and charisma is granted
instead of a +4 bonus.

Tianas Liege is a creature


born of life energy itself
that has a number of d12
hit dice equal to the total
number
of
creatures
within close range or 25
whichever is more and to
a maximum of twice your
level.
The
AC,
spell
resistance, saving throws
and attack bonuses of the
creature are equal to its
hit dice. It is of huge size
and makes two slam
attacks a round for 2d12+
half its hit dice in damage.

Tiania's Sanctuary +
Abjuration (Ward) [Green]
Level: (5), Drd 6
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25' + 5' / 2
levels)
Area: 60' ft. sphere
Duration: 1 minute / level
Saving Throw: No.
Spell Resistance: None

Creatures in the area of


effect are immune to
spells that target (Such
spells have a target
entry instead of an area or
effect entry).
Material Component: A
strip of bark from an oak
tree.

[Green,

This spell grants a +4


enhancement bonus to
all six ability scores,
replicating
bulls
strength, cats grace,
bears endurance, foxs
cunning, owls wisdom
and eagles splendor
with one spell.

Tiger's Prowess+
Transmutation
Enhancement]
Level: (3), Drd 3

[Green,

This
spell
is
a
simultaneous cat's grace
and bull's strength.

Tiger's Prowess, Mass+


Transmutation
Enhancement]
Level: (7), Drd 7

[Green,

This
spell
is
a
simultaneous mass cat's
grace and mass bull's
strength.

Time Spiral+
Transmutation [Blue]
Level: (9)
Components: V, S, XP
Casting Time: 1 round
Range: Long (400' + 40' /
level)
Effect: All creatures in range
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

All creatures in range


revert back to their
status at the beginning
of
the
combat.
All
damage is healed, The
dead are returned to
life, etc., as though the
encounter had yet to
occur. Casters recover

319

320
all spells cast during the
combat except time spiral.
No one affected by time
spiral can use it for a full
day (including you). All
creatures remember what
occurred before the time
spiral and are aware that
it was cast.
XP Cost: 3000 XP are
lost when this spell is
completed.

Time Twister+
Transmutation [Blue]
Level: (5), Sor/Wiz 6
Components: V, S
Casting Time: 1 round
Range: Personal
Target: You
Duration: 1 round / level (D)

When you complete this


spell you phase out of
time. While out of time
you essentially do not
exist
and
cannot
be
attacked or harmed by
any
means.
At
the
beginning of each or your
actions you phase into
time. You can perform one
move-equivalent action or
cast a spell, then you
phase out of time again.
Your
opponents
can
ready an action to attack
you and you can be
attacked for provoking an
attack of opportunity.

Time Walk+
Transmutation [Blue]
Level: (5), Sor / Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: You and touched objects
or
other
touched
willing
creatures weighing up to 50
lb. / level
Duration: Instantaneous
Saving Throw: None and Will
Negates (object)
Spell Resistance: No and Yes
(object)

You move forward in time,


up to one day per level.
You are able to see if
other creatures are in the
area in the future and can
choose to appear based
on that criteria (such as I
will time walk to Baron
Nebis' arrival here). If the
criteria is not fulfilled you
move forward in time to
the fullest extent of the
spell.
Material Components: A
500 gp diamond.

Time Warp+
Transmutation [Blue]
Level: (9)
Components: V, S, XP
Casting Time: 1 round
Range: Long (400' + 40' / level)
Effect: All creatures in range
Duration: 1 round
Saving Throw: None
Spell Resistance: No

Somatic component is wha? A


jump to the left?? Teresa
pondered. "Let's do it again!!"
Timmon shouted!!
On the round following
this
spell
everything
happens twice with the
same results as the first
attempt. Therefore if a
fighter attacks a foe and
deals 36 points of damage
in two attacks those

attack occur again and


deal 36 more points of
damage.
XP Cost: 2500 XP

Titan's Strength+
Transmutation
Enhancement]
Level: (8), Drd 8
Components: V, S

[Green,

As bulls strength except


that a +8 enhancement
bonus is granted instead
of a +4 bonus.

Tranquil Domain
Abjuration (Ward) [Green]
Level: (5) Drd 5
Effect: 30' radius centered on
you

This spell works like


antimagic field but it
only affects magic items
and their effects.

Transcendence+
Transmutation [White]
Level: (6), Clr 8
Components: V, S, DF
Casting Time: 1 standard
action
Range: Personal
Target: You
Duration: 1 minute / level

Sources
that
would
damage you cure you
instead. Excess curing
is gained as temporary
hit points.
If at any
time you have more
temporary
hit
points
than normal hit points,
you die. Sources that
would cure you deal
damage to you instead.
You are not hindered in
any fashion while at
negative hit points and
under the influence of
this
spell.

Transcendence
can
be
dispelled by disenchant.

Transference+
Transmutation [Green]
Level: (5)
Components: V, S
Casting Time: 1 standard action
Range: Touch
Effect: Creature touched
Duration: 1 minute / level (D)
Saving
Throw:
Will
Neg.
(harmless)
Spell
Resistance:
Yes
(harmless)

The touched creature may


choose to deal its melee
damage to summoned
creatures
to
those
creatures summoner.

Transmute Rock to
Lava+
Transmutation [Earth, Fire, Red]
Level: (9), Drd 9
Components: V, S
Casting Time: 1 round
Range: Close (25' + 5' / 2
levels)
Effect: 20' square area 10'
deep.
Duration: See Text
Saving Throw: None
Spell Resistance: No

"What will this spell do Teresa?"


Timmon asked. She examined the
scroll carefully and smiled,
"Remember the old hotfoot trick?
This is worse."
You use this spell to
transform rock into lava.
On the first and second
rounds of this spell the
ground
becomes
uncomfortably hot but no
actual damage is done.
On the third round all
flammable materials in
the area of effect catch
fire and creatures in the
area of effect are dealt
1d6 damage by the heat.
Each round the heat rises

and the damage increases


by 1d6.
On the 22nd
round of the spell the
damage caps at 20d6 for
any foolish enough to
remain
in
the
area,
submerged by the now
liquid rock. Those large
enough not to be fully
submerged take half this
damage.
After reaching
peak temperature the lava
remains this hot for 48
hours,
then
it
loses
intensity slowly, dropping
2d6 damage / day (so
after 5 days the damage
is still 14d6)

Transmute Water to
Acid+
Transmutation
[Acid,
Black,
Water]
Level: (9), Sor/Wiz 9
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100+10/level)
Effect: All water within a 10
radius sphere [see text]
Duration: Instantaneous
Saving Throw: [see text]
Spell Resistance: No

This
powerful
transmutation turns water
to acid with predictably
fatal
results
for
the
animals and plant life
within.
Cast outside of water
this spell ruins all water
based
items
including
magical potions unless
their owners make a
willpower save to negate.
This spell is at its
deadliest when cast in a
large body of water.
Creatures so unfortunate
to
be
completely
submerged in the area of
effect take 25d6 damage,
fortitude save for half.

Creatures and objects


floating upon such water
take
10d6,
fortitude
save for half. This is the
damage for the first
round.
The acid dissipates on
subsequent rounds. On
round two the damage
drops to 10d6 for those
foolish enough to remain
submerged in the area,
but the area of effect
doubles to a 20 radius.
Floating creatures take
5d6.
On round three the
area trebles, but the
acid damage drops to
5d6
for
those
submerged and 1d6 to
floating objects.
On
round four the area
quadruples
from
the
original but only deals
1d6 damage to those
completely submerged.
The above presumes
that
the
acid
can
dissipate into a larger
body of water.
If it
cant, it doesnt lose its
potency.
Material Component: A
scrap of flesh from the
stomach of a black
dragon
(Procurement:
500 gp)

Treant's Endurance+
Transmutation [Enhancement,
Green]
Level: (5), Drd 5
Components: V, S

This spell works like


bears endurance except
a
+6
enhancement
bonus to constitution is
granted instead of +4
bonus.

321

322
Treant's Endurance,
Mass+
Transmutation
[Enhancement,
Green]
Level: (9), Drd 9
Components: V, S

Mass treants endurance


works like mass bears
endurance except that it
grants a +6 enhancement
bonus to the affected
creatures instead of a +4
bonus.

Truthsay+
Abjuration (Dispel) [Blue]
Level: (3)

This spell
works like
counterspell,
except
truthsay only affects white
spells.

Twin Hits+
Transmutation [Red]
Level: (9)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 + 5 / 2
levels)
Effect: One creature
Duration: 1 round
Saving Throw: Will Negates
(Harmless)
Spell Resistance: Yes

"Most fights only have two hits One guy hits another, and the
other hits the ground." ~
Timmon
Double the number of
attacks made by target
creature. Bonus attacks
from this spell have the
same attack bonus as the
original attack.
(For
example, if a character
with a +16 base attack
makes a full attack under
this spell his attacks will
be
at
+16/+16/
+11/+11/+7/+7/+1/+1)

Twincast+
Evocation [Metamagic, Blue]
Level: (3), Sor 3
Components: V, S
Casting Time: 1 ready action
Range: Close (25 + 5 / 2
levels)
Target: One spell in casting.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

"You like that spell so well, try


being its victim!" ~ Trishdare.
You must expend a spell
slot of equal or greater
level than the target spell
as an additional cost to
cast this spell. Twincast
creates a copy of the
target spell, which is cast
by you immediately after
the original spell even if
you cant normally cast it.
Casting this copy does not
cost you a spell slot, but
you must be able to fulfill
any component costs of
the copied spell other than
material components with
a value less than one gold
piece.

Understand Unorthodoxy+
Divination (Insight) [Blue, Wild]
Level: (1), Brd 1, Sor/Wiz 1
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2
levels)
Area: 10 foot cube, plus one 10
foot cube per level
Duration: 2 minutes
Saving Throw: None
Spell Resistance: Yes (object)

Understand unorthodoxy
gives you insight into
chaos and disorder. You
can see such things as
pottery shards reformed
into a whole pot, shreds of
paper reformed into a
page, scattered parts as a
working
machine,
or

specific trails appearing


out
of
overlapping
footprints. The items to
be
studied
must
tangiblecoded flashing
lights, garbled speech,
or thoughts of any kind
cannot be studied.
For the duration of the
spell, which is long
enough to take 20 on
any of the tasks listed
above, you gain a +30
bonus to checks to
understand patterns in
disorder, such as the
above-listed
examples
(typical DC 40). If the
items studied are truly
random, you can gain no
information (such as in
trying to make sense of
a collection of rocks that
have
nothing
in
common).
For the next day you
get a +10 bonus to any
skill check to reassemble
any
broken
or
disassembled item you
make sense of through
this spell.
Focus: An object that
was broken and then
reassembled.

Unquestioned Authority+
Enchantment
(Compulsion)
[Language Dependent, MindAffecting, Sonic, White]
Level: (4), Clr 5, Pal 4
Components: V, S
Casting Time: 1 action
Range: Close (25' + 5' / 2
levels)
Effect: Humanoid creatures in
range
Duration: 1 minute / level (D)
Saving Throw: Will Neg
Spell Resistance: Yes

Creatures who share your


alignment
follow
your
orders without question. If
you give a self-destructive
or
suicidal
order
(generally,
one
your
character would not be
willing to follow himself)
you break this spell.
Creatures are granted but
one saving throw and
spell resistance chance
against this spell when
you attempt to use it upon
them. If they fail they
must follow all subsequent
commands given. If they
succeed they are not
subject
to
subsequent
commands.

Unsummon+
Abjuration (Dispel) [Blue]
Level: (4), Sor/Wiz 4

This spell works like dispel


magic in the targeted
dispel mode except that
unsummon automatically
dispels one conjuration
(summoning) spell.

(A vampiric weapon deals


1d6 extra damage and
cures the wielder by the
same
amount.
The
wielder cant exceed his
maximum hit point total).
(Weapons and items can
only
have
one
enhancement spell upon
them at a time).

Vampiric Drain+
Necromancy [Black, Evil]
Level: (6)
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creatures touched
Duration: 1 round / level (D)
Saving Throw: None
Spell Resistance: Yes

You gain the ability to


suppress life energy and
increase your own. Each
round you may make a
touch attack that bestows
one negative energy level
upon the creature you
touch.
You
gain
one
positive energy level when
this attack is successful.
At the end of the
duration of this spell all
negative
and
positive
energy levels created by
this spell disappear.

Venomous Vines +
Transmutation [Green]
Level: (3), Drd 3, Rng 3

Vampiric Blade+
Transmutation
Enhancement]
Level: (5), Sor/Wiz 5
Components: V, S

instead of conferring a
bonus to hit this spell
confers
the
vampiric
property to the weapon

[Black,

This spell works like magic


weapon
except
that

As entangle, but the vines


secrete a contact poison.
Starting on the third
round
of
the
spell's
duration all creatures in
the area must make an
additional fortitude save

against the poison each


round. When they fail
the first time the poison
fatigues them, and the
second time they fail
they
are
exhausted.
The third failure causes
them to go to sleep as
per the spell.

Vermin Shape+
Transmutation [Green]
Level: (3), Drd 3
Components: V, S, DF
Casting Time: [see text]
Range: Personal
Targets: You
Duration: [see text]

You cast this spell as


you take an animal form
with
your
wildshape
ability.
The
spell
provokes an attack of
opportunity but cant be
disrupted.
This spell
allows you to take a
vermin form subject to
your
normal
size
constraints.
The spell
lasts while you are in
that form and cannot be
dispelled.

Vigilance+
Divination (Insight) [White]
Level: (2), Clr 2, Sor/Wiz 2
Components: V, S, M, DF
Casting Time: 1 minute
Range:
Medium
(100+10/level)
Target: One creature [see
text]
Duration: 1 hour / level
Saving Throw: Will Negates
(Harmless)
Spell Resistance: Yes

You choose a creature


within range to watch
over the area within
range.
The creature
gains a +10 bonus to
spot and listen checks.
If the creature moves
out of the spells range

323

324
the spell is broken. Once
cast the area of effect
(which extends from you
out to the limit of the
range) doesnt move with
you.
Material Component: A
hair from a trained watch
dog.

Vile Consumption+
Necromancy [Black, Death]
Level: (8)
Components: V, S
Casting Time: 1 standard action
Range: Touch
Effect: Living Creature touched

This spell works like finger


of
death
with
the
exceptions noted above
and you add the hit points
of the victim (or the
damage dealt if they
make their saving throw)
to your own. Hit points
added
beyond
your
maximum are temporary.

Vindicate+
Transmutation
[Enhancement,
White]
Level: (4), Pal 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round / level (D)

Whenever you strike a


foe, that foe takes extra
damage equal to the
amount of damage they
last dealt you during this
spell.

Virtue's Ruin+
Necromancy [Black]
Level: (6), Clr 8
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100+10/level)
Effect: 20 radius burst
Duration: Instantaneous
Saving Throw: Fort
Spell Resistance: Yes

Negative energy deals 1d6


damage / level to white
creatures (max 10d6) and
1d6 damage / level to
green
creatures
(max
10d6).
(These effects
stack).

Visualize+
Divination (Scrying) [Green]
Level: (2), Rng 2
Components: V, S
Casting Time: 1 standard action
Range: [see text]
Target: [see text]
Duration: 1 round
Saving Throw: Will Neg.
Spell Resistance: Yes

You touch a track and try


to get a mental picture of
the creature that left it so
long as that creature is on
the same plane.

Volley of Boulders+
Transmutation [Earth, Red]
Level: (8), Sor/Wiz 9
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Targets: Up to 1 pebble / caster
level.
Duration: 1 round / level (D)
Saving Throw: See Text
Spell Resistance: No

How do you expect to win Brun?


Uhm, Hit im with a rock
When you throw a pebble
enchanted by this spell it
changes into a 50 lb.
boulder mid-flight.
The
boulder follows the same

flight path the pebble


would have followed.
The boulder strikes for
2d6 damage + your
casting ability modifier.
Giants may elect to
catch a rock you throw
with this spell with their
rock
catching
exceptional ability.
Material Component:
The pebbles.

Wall of Lightning+
Evocation [Electricity, Red]
Level: (7), Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard
action
Range:
Medium (100+10/
level)
Effect: Sheet of lightning 5
thick and up to 20 long /
caster level or a ring with a
radius 5 / 2 caster levels;
either form 20 high.
Duration: Concentration + 1
round / level (D)
Saving
Throw:
Reflex
Negates (see text)
Spell Resistance: Yes

This spell calls into being


a sheet of lightning with
the dimensions given
above that deals 1d6
damage / caster level
(max 20d6). Those in
the area of effect when
it comes into being may
negate the spell by
rolling a reflex save and
moving out of the area,
but
those
who
intentionally enter a wall
of lightning that is
already in place take full
damage
without
benefiting from a save.
Unlike most walls this
one is not subject to any
damage, nor does it
prevent
inanimate
objects from passing

through it either way


though
the
lightning
discharges
grant
50%
concealment to creatures
on one side of the wall
from another.

of the benefits (these are


acquired by actually living
for
the
time
given).
Wasting curse counts as a
death spell should it kill its
victim.

Ward from Rain+

Wave of Reckoning+

Abjuration (Ward) [White]


Level: (0), Brd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature or object
touched
Duration: Concentration or 1
minute / level
Saving
Throw:
Fort
Neg.
(Harmless)
Spell
Resistance:
Yes
(Harmless)

Evocation [Force, White]


Level: (3), Clr 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25+5 / 2 levels)
Area: Cone
Duration: Instantaneous
Saving Throw: Fort
Spell Resistance: Yes

This spell blocks rain and


snow from touching you,
but the spell wont keep
you
dry if you
are
submerged into water.
Rain-like spells and effects
with the ability to damage
you
will
strike
you
normally
despite
this
spell.

Wasting Curse+
Necromancy [Black, Death, Evil]
Level: (5), Clr 5, Sor/Wiz 6
Target: 1 creature [see text]

This spell
works like
bestow curse except that
the effect of a wasting
curse is to age the
recipient one year every
day. The recipient must
have a normal lifespan of
less than 200 years.
Remove curse halts this
unnatural
aging
but
doesnt undo its effects.
Restoration
or
greater
magic
restores
the
creature to its former age.
A creature suffers the
penalties for advanced
age but doesnt gain any

All creatures in the area of


effect are dealt damage
equal to their normal
attack damage (Hence a
fighter with a longsword
+2 and a 20 strength
would be dealt 1d8+7
damage by the wave).

Weakness+
Necromancy [Black]
Level: (5), Clr 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100+10/level)
Effect: One creature
Duration: 1 round /level (D)
Saving Throw: Fort Neg.
Spell Resistance: Yes

If the target creature fails


its
saving
throw
its
strength is reduced to 1.
Characters with a fighters
attack progression have a
-4 penalty to this save.

Whimsy+
Transmutation [Wild, Red]
Level: (3), Sor/Wiz 3
Component: V, S
Casting Time: One Action
Range: Close (25 + 5 / 2
levels)
Target: One creature
Duration: 2d4 minutes
Saving Throw: Will Negates
Spell Resistance: Yes

At the beginning of each


turn the target creature
rolls
a
d4.
This
determines a die as
follows.
D4
1
2
3
4

Damage Die
d3
d4
d6
d8

Roll
that
die
to
determine a number,
then flip a coin: heads bonus, tails - penalty.
Apply this modifier as a
luck bonus or penalty to
all attack rolls, damage
rolls,
saving
throws,
caster
level
checks
made until the next
round.

White Fire+
Conjuration (Healing) [Good,
White]
Level: (5), Clr 6
Component: V, S, M, DF

This spell works like


fireball except that it
conjures positive energy
instead of fire.
This
energy damages undead
and cures living things.
Things that are neither
living nor undead are
unaffected.
Material Component: A
clear crystal you have
blessed in the previous
ten days.

325

326
White Ward+

Wildshape+

Abjuration (Ward) [White]


Level: (3), Sor/Wiz 4

Transmutation [Green]
Level: (3), Drd 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Targets: You
Duration: 1 round

"Even those pure of motive can be


mislead and beguiled." ~
Alblasker.
This spell works like spell
resistance, except this
spell only protects against
white spells.

Wildcure+
Conjuration
(Healing)
Red]
Level: (1)
Component: V, S

[Wild,

As cure light wounds,


except this spell deals
1d10 damage and cures
1d10
damage
simultaneously.

Wildfire+
Evocation [Fire, Red]
Level: (9)
Components: V, S
Casting Time: One Action
Range: Long (400' + 40' / level)
Area: Circle extending out to
the limit of the range
Duration: Instantaneous
Saving Throw: Reflex 1/2 (see
text)
Spell Resistance: Yes (see
text)

You create an enormous


pulse of fire that deals
5d6 damage to all in the
area of effect except you.
This doesnt count any
damage resulting from
forest fires that are likely
to triggered by the use of
this spell.

This spell lets you use


your wildshape ability an
extra time per day. You
must
execute
the
wildshape on your next
action.

Wildstroke+
Evocation [Red, Wild]
Level: (7), Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10
ft./level)
Effect: Ray
Duration: Special (see text)
Saving Throw: None
Spell Resistance: Yes

A bolt of wild energy


blasts from
you
into
another creature, dealing
damage and disrupting
their casting. You must
succeed at a ranged touch
attack to strike a target.
A hit deals 1d6 points of
damage
per
level
(maximum 20d6) from
wild
spell
energy.
Thereafter, for one round
per level, the struck
creature acts as if it had
the
Wild
Spellcaster
Template applied to any of
its spellcasting classes.
Additionally, the template
also
applies
to
any
magical item the subject
activates.
When determining the
effect of any mishaps
caused by the target
casting spells, the target
rolls d% + his Will save
bonus as usual, but then

subtracts your caster


level from the result.
For example, if Meece
(caster
level
18)
wildstrokes an enemy
wizard (who has a Will
save bonus of +10), the
enemy wizard would roll
d% +10 18, or d%-8,
to determine the effect
of any mishap he causes
while affected by this
spell.
If the target already
has the Wild Spellcaster
Template,
he
still
receives the penalty to
his mishap rolls from the
duration.
Material Component:
A personal item worth at
least 1 gp, which you
must toss at the subject
as you cast the spell.
The
object
is
not
consumed in the casting
if the subject takes it
before the end of the
spells duration.

Will of the Damned+


Necromancy
[Black,
Metamagic]
Level: (7)
Components: V, S
Casting Time: 1 standard
action
Range:
Close
(25+5/2
levels)
Area: Emanation out to the
extent of the range.
Duration: 1 round
Saving Throw: None
Spell Resistance: No

Your
caster
level
increases by 1 for each
humanoid corpse within
range that died in the
last 24 hours (to a
maximum of 10).
To
benefit from this spell
you must cast your next
spell on the subsequent

round.
The
corpses
disintegrate
when
you
cast that spell.

Wilting Curse+
Necromancy [Black, Evil]
Level: (6), Sor/Wiz 6

This spell
works like
bestow curse except that
the effect of the wilting
curse is to cause rapid
weight loss and CON loss.
The spell deals 1 point of
con damage each day
until it kills the victim.
Ability damage dealt by
the wilting curse cannot
be undone until the curse
is lifted, at which point it
can be removed normally.

Wind of Despair+
Necromancy [Black, Death]
Level: (9)
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100+10/level)
Effect: All summoned creatures
in range
Duration: Instantaneous
Saving Throw: None.
Spell Resistance: Yes

All summoned creatures in


the area of effect are slain
or
destroyed.
(Called
creatures are unaffected).

Wink Out+
Illusion (Glamer) [Blue]
Level: (0), Brd 0, Sor/Wiz 1
Casting Time: One Action
Range: Personal
Target: You
Duration: 1 round

As invisibility, except this


spell lasts for one round
only. You reappear after
you complete your action
on the next round.
Material Component: A
piece of gum arabic.

Wisesay+

Yarenic's Bloody Flame

Abjuration (Dispel) [Blue]


Level: (3)

[Green,

Necromancy [Fire, Red]


Level: (4)
Components: V, S
Casting Time: 1 standard
action
Range: Medium (100'+10' /
level)
Effect: 20 radius circle
Duration: 1 round / level
Saving Throw: See text
Spell Resistance: Yes

This
spell
is
a
simultaneous
bears
endurance
and
cat's
grace.

He had always described the


pain of an open wound as
"burning like fire." As with most
comparisons, he found it paled
to the reality.

As counterspell, except
wisesay only affects green
spells.

Wolf's Tenacity+
Transmutation
Enhancement]
Level: (3), Drd 3

Wolf's Tenacity, Mass+


Transmutation
Enhancement]
Level: (7), Drd 7

[Green,

This
spell
is
a
simultaneous mass bears
endurance and mass cat's
grace.

Worship+
Abjuration (Ward) [White]
Level: (9), Clr 9
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min / level (D)
Saving Throw: None
Spell Resistance: No

So long as you believe, you


belong. ~ Alisan.
So long as you have any
devout
followers
or
summoned
creatures
within medium range of
you, damage that would
reduce your hit points
below 1 is prevented.

All creatures in the area


of effect who bleed take
1d8 fire damage from
any slashing or piercing
attack as their blood
catches fire when it is
exposed to the air.
Creatures
struck
by
weapons
with
the
wounding property are
dealt 2d8 fire damage
instead and the wound
immediately cauterizes
which stops the bleeding
without a heal check. A
creature whose body
includes exposed blood
is
dealt
10d6
fire
damage per round with
a fortitude save allowed
to take half damage.
Any
creature
which
cannot
bleed
is
unaffected by this spell.

Yarenic's Firebolts+
Evocation [Fire, Earth, Red]
Level: (1), Sor/Wiz 2

"Fire is a most excellent


weapon - everything burns." Yarenic.
As magic missile, except
Yarenics Firebolts are
composed of fire, deal

327

328
1d4 fire damage, and can
deal damage to objects
they strike which will
catch afire unless they
make a fortitude save DC
10+damage dealt.

Zap+

The
touched
takes
1d6
damage.

creature
electricity

Focus: A bit of fur and a


glass rod.

Zone of Chaos+

Evocation [Electricity, Red]


Level: (0), Sor/Wiz 0
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None.
Spell Resistance: No

Transmutation [Metamagic, Red,


Wild]
Level: (5), Sor/Wiz 5
Component: V, S, M
Casting Time: 1 standard action
Range: Medium (100+10 /
level)
Effect: 30 radius circle
Duration: 1 minute / level (D)
Saving Throw: None
Spell Resistance: No

This spell goes great with


handshakes. ~ Neko, Kobold
sorcerer.

Orcs rarely care what they hit, so


long as they hit something.

Any targeting spell with


a range greater than
touch cast in the area of
effect must determine
its targets at random.
Material Component: A
mirror you shatter at
casting.

Acquistion of Magic
Appendix
his appendix presents an
alternate way of acquiring
spells
known
as
the
acquisition
system.
In
order to be properly used
several rule changes have
to be introduced to the
game which some DMs and players may
find to be overly intrusive, hence their
exclusion from the prior chapters of this
book.

The acquisition rules allow for players of


spellcasting characters to form their
characters spell lists as they advance in
level instead of presenting them with a
locked list determined by their class.
Hence you can have divine casters
throwing fireballs or sorcerers who heal
and raise the dead. For this system to
work though some of the classes must be
reworked significantly. If your are willing
to make these changes the acquisition
system makes for lively and surprising
play for many evenings both within and
outside of the Dusk setting.

Character Classes
The largest change to the existing rules
lies in the character classes. Simply put
the bard, paladin and ranger classes are
relegated to prestige status as outlined in
Unearthed Arcana. The druid is promoted
to being a prestige class as well, detailed
below, and the cleric is removed from play
and replaced with a new core divine caster
the priest.
The reason for this change is simple
enough when spell lists arent
considered the druid is significantly more
powerful than the sorcerer and wizard,
and the cleric is far more powerful still.
Players may still create characters based
around the cleric by taking a level or two

of fighter and mixing it with the priest


class, though it wont be as strong a
spellcaster as the priest nor should it be.
The
sorcerer
and
wizard
remain
unchanged. Save for their potential to
learn spells previously off limits to them.
However if they seek out these spells they
will have to give up spells they already
have access to.

Priest
Priests are the earthly emissaries of their
gods as well as their servants and most
visible instruments. They perform most of
the same roles as a cleric, but they are
not overtly militant as clerics are.

Game Rule Information


Priests have the following game statistics.
Alignment: A priests alignment must
be within the Alignment of his deity. For
example, Matacha is White/Black in
alignment. Her clerics can be White, Black
or White/Black in alignment (though due
to peer pressure most are White).
Hit Die: d6

Class Features
The priests class skills (and the key ability
for each skill) are Concentration (Con),
Craft (Any)(Int), Diplomacy (Cha), Heal
(Wis),
Knowledge
(arcana)(Int),
Knowledge
(History)(Int),
Knowledge
(Theology)(Int),
Knowledge
(Cosmology)(Int), Sense Motive (Wis),
Spellcraft (Int).
Domains and class skills: Certain
domains add skills to a character skill list
as detailed with those domains in Chapter
7.

329

330
Table A1-1: The Revised Priest
Level

Attack
Bonus

Fort
Save

Ref
Save

Will
Save

Special

--------- Spells per Day ---------

+0

+2

+0

+2

Turn or Rebuke Undead

+1

+3

+0

+1

+3

+2

+3

+1

+3

+4

+1

+4

+2

+4

+1

+4

+3

+5

+2

+5

+3

+5

+2

+5

+4

+6

+2

+6

+4

+6

+3

+6

10

+5

+7

+3

+7

11

+5

+7

+3

+7

12

+6

+8

+4

+8

13

+6

+8

+4

+8

14

+7

+9

+4

+9

15

+7

+9

+5

+9

16

+8

+10

+5

+10

17

+8

+10

+5

+10

18

+9

+11

+6

+11

19

+9

+11

+6

+11

20

+10

+12

+6

+12

Class Features
Weapon and Armor Proficiency:
Priests are proficient with all simple
weapons, light armor and shields. They
are also proficient with the favored
weapon of their deity.
Aura: The aura of a priest is far more
discernable and easy to detect than that
of other characters. See the detect evil
spell for details.
Spells: A priest casts divine spells
according to Table A71: The Priest. A
priest may prepare and cast any spell he
can meet the acquisition cost of (See next
section). The Difficulty Class for a saving
throw against a priests spell is 10 + the
spells level + the priests Wisdom
modifier.
Priests do not acquire their spells from
books or scrolls, nor prepare them
through study. Instead, they meditate or

pray for their spells, receiving them


through their own strength of faith or as
divine inspiration. The time of day for this
is determined by the priests faith: Dawn
for court Aurnon and Siliani, Noon for
Court Rizaldi, Dusk for court Damosi and
Shadrea. Priests of other deities must
choose a time at which he must spend an
hour each day in quiet contemplation or
supplication to regain his daily allotment
of spells. Unlike sorcerers and wizards
time spent resting has no effect on
whether a priest can prepare spells.
Deity, Domains, and Domain Spells:
Choose a deity for your priest from
Chapter 6. The priests deity influences his
alignment, what magic he can perform,
his values, and how others see him.
When you have chosen a deity and an
alignment for your priest, choose two
from among the deitys domains for your
priests domains. While the priests of a

Ex-Priests

particular religion are united in their


reverence for their deity, each religion
encompasses different aspects.
Your priest must
particular deity.

be

devoted

to

A priest who grossly violates the code of


conduct expected by his god (generally
acting in ways opposed to the gods
alignment or purposes) loses all spells and
class features and cannot gain levels as a
priest of that god until he atones (see the
atonement spell description, page 176).

Each domain gives your priest access to


a domain spell at each spell level, from
1st on up, as well as a granted power.
Your priest gets the granted powers of all
the domains selected.

Druid

Spontaneous
Casting:
Priests
spontaneously cast the spells on their
domain list. To do this the priest loses a
prepared spell in order to cast any domain
spell of the same level or lower (a cure
spell is any spell with cure in its name).
For example, a priest with the healing
domain who has prepared command (a
1st-level spell) may lose command in
order to cast cure light wounds (also a
1st-level spell).

More frequently referred to as animists


in Telzoa, Druids are a prestige class
under the alternate rules though their
abilities remain largely unchanged and are
detailed below:
Hit Die: d8

Requirements
To qualify for the druid prestige class the
character must meet the following
prerequisites.

Turn or Rebuke Undead: Depending


on the priests deity the priest will have
Spellcasting: Ability to cast 3rd level
the supernatural ability to turn undead or
divine spells, access to the animal or plant
to rebuke them, such as skeletons,
zombies, ghosts, and vampires, forcing
these unholy abominations to recoil from
the channeled power of the god the
Table A7-2: The Druid Prestige Class
priest worships.
Level
Attk
Fort
Ref
Will
Special
A priest may attempt to turn or rebuke
undead a number of times per day equal
to three plus his Charisma modifier.
Extra Turning: As a feat, a priest
may take Extra Turning. This feat allows
the priest to turn undead four more
times per day than normal. A priest can
take this feat multiple times, gaining
four extra daily turning attempts each
time.
Bonus Languages: A priests list of
bonus languages includes Aborean,
Balcridean,
Liternanin,
Shunrian,
Sodrean, and Valrean, in addition to the
bonus languages available to the
character because of his race (see Race
and Languages, page 12, and the Speak
Language skill, page 73).

Save

Save

Save

+0

+2

+0

+2

Animal Companion, nature sense,


wild empathy, Divine Spellcaster
Level +1, Wild Shape

+1

+3

+0

+3

Woodland Stride, Trackless Step,


Resiste Natures Lure, Divine
Spellcaster Level +1

+1

+3

+1

+3

Divine Spellcaster Level +1

+2

+4

+1

+4

Divine Spellcaster Level +1

+2

+4

+1

+4

Small Wildshape

+3

+5

+2

+5

Divine Spellcaster Level +1

+3

+5

+2

+5

Divine Spellcaster Level +1

+4

+6

+2

+6

Divine Spellcaster Level +1

+4

+6

+3

+6

Divine Spellcaster Level +1

10

+5

+7

+3

+7

Large Wildshape

11

+5

+7

+3

+7

Divine Spellcaster Level +1

12

+6

+8

+4

+8

Divine Spellcaster Level +1

13

+6

+8

+4

+8

Divine Spellcaster Level +1

14

+7

+9

+4

+9

Divine Spellcaster Level +1

15

+7

+9

+5

+9

Timeless Body, Huge Wildshape

331

332
domains.
Alignment: GG
Skills: Knowledge Nature (8 ranks)

Class Skills
Unchanged from the core class version.

Class Features
Identical to the core class though the
levels they are gained at change slightly
according to Table A7-2. The druid gains
wildshape at first level and can wildshape
once per day per druid level. The
character adds a spellcasting level from
his previous divine spellcasting class
(always priest in the Dusk setting) at the
levels indicated.

Spell Acquisition
With the spell using classes equalized
without respect to their spell selections
players are free to create their own spell
lists using the spell acquisition system.
The system is fairly simple: Each spell has
a base acquisition as indicated on the
table which fills the next few pages. These
costs are expressed as a number and a
symbol w for Valrean or white magic, U
for Balcridean or blue magic, B for
Sodrean or black magic, R for Shunrian
or red magic, and g for Aborean or Green
magic.
Acquisition is a prerequisite, not a cost.
A character doesnt lose his acquisition
spheres when he learns a new spell. It is
met using spell spheres. A character starts
with two spheres. One of the spheres
represents his alignment, the other
represents his training. Each time a
character gains access to a new level of
spells he gains another sphere, so a
character with 9th level spells has a total
of 10 spheres. The spell spheres a

character has must match up with the


spell spheres a character has. For the
acquisition 1R means 1 red sphere and 1
sphere of any color.
If you wish you can learn a spell as
being a higher level than it actually is. For
each level you add to the spell you can
reduce its color commitment by 1. If at a
later time you aquire the spheres
necessary to re-learn the spell at a lower
level you may do so. For example, Abolish
is a 4th level spell that costs 2Www.
Www. You
can also choose to learn the spell as a 5th
level spell costing 4wW or as a 6th level
spell costing 6W. If you are using epic
level rules with spell slots beyond 9th you
can even learn spells that go directly into
those slots. However, you cannot reduce
the color commitment of a spell to
completely colorless. Continuing the
example above Abolish cannot be learned
as a colorless 7th level spell costing 8.
It is ultimately up to you how your
characters spell list will play out. That is
an awesome amount of responsibility and
challenge. Just remember that as a spell
user you are tainted by the magic you
know. If you know black magic spells
which punish black creatures will hurt you
even if you are the most kind and giving
person in the world. Keep this in mind as
well when choosing your selection of
spells.
The pages that follow list the spell costs
for the spells from the Players Handbook
and this manual sorted first by level and
then by color. Spells from this book
appear in bold text throughout the
listings. Some spells have an x instead of
a color symbol this means that 5
versions of the spell exist, each one to a
separate color.
Each version must be
learned as a separate spell.

Fluctuation

Cantrips

Ignite

Protection from Red

Meeces Cartomagic Flourish

Colorless

Arcane Mark

Reckless Dweomer

Target Lock
Zap

1
Mage Hand 1
Open/Close 1

Guidance

Prestidigitation

Green

G
Know Direction G
Ray of Frost G
Snag G

Cure Minor Wounds

W
Disrupt Undead W
Light W
Mending W
W

Summon Monster I

Blue

Ascertain Value

Convince

Create Water

U
U
Message U
U

Summon Instrument

Black

Dancing Vermin
Exterminate

Inflict Minor Wounds


Touch of Fatigue

R
Flare R

Dry

Acid Splash

Ww
1W

1w

1w
Ww
Crusade Ww
Cure Light Wounds 1w
Dampening Field 1w
Demystify 1w
Endure Elements 1w
Entropic Shield 1w
Erase 1w
Eternal Respite 1w
Flicker 1w
Hide from Undead 1w
Hold Person ww
Hold Portal 1w
Infusion 1w
Life Burst 1w
Mage Armor 1w
Matachas Will 1w
Bless Weapon

Lullaby

Red

1u

1u
1u

1u
1u

Detect Undead
Disguise Self

1u

1u
Feather Fall 1u
Gust of Wind 1u
Hypnotism 1u
Identify 1u
Jump 1u
Magic Mouth 1u
Enthrall

Bless Water

Prepare Costume

Decree

Displace Perspective

1w
Alarm 1w
Aid

Bless

Mask

Wink Out

1w

Arcane Lock

U
U

Retrieve

Abeyance

White

Align Weapon

Douse

Ghost Sound

1X

Comprehend Languages
Detect Secret Doors

Ward from Rain

Daze

All Colors

1u
UU
Brainstorm uu
Buoy 1u
Clearsight 1u
Color Spray 1u
Command 1u
Apathy

1st level

Purify Food & Drink

Blue

Animate Rope

Dancing Lights

Virtue

Detect Poison

White

Resistance

1w
1w
Protection from White 1w
Remove Fear 1w
Sanctuary 1w
Shield of Faith 1w
Shield 1w
Talisiasias Insight Ww
Protection from Green

1w
1w

Protection from Black


Protection from Blue

1u
1u
Nystuls Magic Aura 1u
Obscure Object 1u
Silent Image 1u
Sleep 1u
Still Touch 1u
Switch Costumes 1u
Mnemonic Absorption
Nadias Spell Brush

Tashas

Hideous

Laughter

1u
Taunt 1u

Telsindrias
Casting

Uu

Belabored

Undetectable Alignment 1u
Understand
Unorthodoxy

1u

1u
1u

Unseen Servant
Ventriloquism

333

334
Black

Addle Bb
Animate Dead Animals and
Vermin 1B
Bane

1b

Bb
1B
Chill Touch 1b
Curse Water 1b
Dark Ritual Bb
Deathwatch 1b

Blood Pet

Cause Fear

Deepen Shadows
Doom

1b

1b

1b
Inflict Light Wounds 1B
Pain Touch, Lesser 1b
Ray of Enfeeblement 1b

Foul Presence

Red

1r
1r
Chaos Bolt RR
Confusion, Lesser 1r
Hands of Fire 1r
Magic Missile RR
Magic Stone 1r
Magic Weapon 1r
Produce Flame 1r
Pyroclastic Burst RR
Quick 1r
Reaching Weapon 1r
Shillelagh 1r
Shocking Grasp 1r
Tensers Floating Disk 1r
True Strike 1r
Wildcure Rr

Aggression

Burning Hands

Alacrity

Green

Gg

Animal Weaponry

1g

1g
Calm Animals 1g
Charm Animal 1g
Charm Person 1g
Bestow Trick

1g
1g

Detect Animals or Plants


Detect Snares & Pits
Enlarge Person

1g

Entangle

gg

Status

Expeditious Retreat

1g

1g
1g
Goodberry 1g
Grease 1g
Hide from Animals 1g
Lay of the Land 1g
Longstrider 1g
Magic Fang 1g
Magnify Sight 1g
Mount 1g
Obscuring Mist 1g
Pass without Trace 1g
Reduce Person 1g
Scent 1g
Sheltering Branches 1g
Snow Walk 1g
Speak with Animals gg
Squirrel Growth 1g
Faerie Fire

Familiar Eyes

2nd level
All Colors
Summon Monster II

2X

White

2w
1WW
Consecrate Www
Cure Moderate Wounds 2w
Delay Poison 2w
Enlighten Www
Focus 1ww
Gentle Repose 2w
Glitterdust 2w
Halt 2w
Heroism 2w
Holy Missiles 1ww
Honor the Fallen 1ww
Pacifism 2W
Protection from Arrows 2w
Resist Energy 2w
Restoration, Lesser 2w
Reverse Damage 1ww
Shield Other 2w

Calm Emotions

Common Cause

2w

Steadfast Heart 1ww


Telsindrias Spell Immunity

1ww
Vigilance 2w
Zone of Truth 1ww

2u
Augury 1uu
Blur 2u
Browse 1uu
Daze Monster 2u
Detect Alignment 2u
Detect Thoughts 2U
Displacement 2u
Find Traps 2u
Hypnotic Pattern 2u
Imaginary Pet 1uu
Invisibility 2u
Jibber Jabba 1uu
Leomunds Trap 2u
Levitate 2u
Locate Object 2u
Make Whole 2u
Minor Image 2u
Mirror Image 2U
Misdirection 2u
Mishap Shield 2u
Mystical Tutor 1uu
Ray of Command 2u
Rope Trick 1uu
See Invisibility 2u
Silence 2u
Sonar 2u
Spell Blast 1uu
Stifle Uuu
Suggestion 1uU
Temporal Flux 1uu
Tongues Uuu
Whispering Wind 2u
Wind Wall 2u

Blue

Alter Self

Afflict

1Bb

Blindness/Deafness
Clutch of Undeath

Black
2b
bbb

1BB
2b
Darkvision 2b
Desecrate 1bb
False Life 1bb
Ghoul Touch 1bb
Hatred bbb
Inflict Moderate Wounds 2B
Melfs Acid Arrow 2b
Paranoia 1bb
Sadistic Glee 1bb
Scare 2b
Spectral Hand 2b
Stupor 2b
Swat 1bb
Touch of Idiocy 2b

Green

Command Undead
Darkness

Red

1rr
1rr
Fire Trap Rrr
Flame Blade 2r
Flaming Sphere 2r
Flaming Weapon 2r
Gambit 2r
Heat Metal 1rr
Keen Edge 1rr
Knock rrr
Lightning Lash 2r
Parch Rrr
Pyrotechnics 2r
Rage 2r
Ring of Fire 1rr
Scorching Ray 2r
Shatter 2r
Shock 1rr
Shocking Weapon 1rr
Sizzle 1rr
Soften Earth & Stone 2r
Song of Chaos 2r
Sound Burst 2r
Spiritual Weapon 2r
Stone Grasp 1rr
Subjectional Gravity 2r

Bloodlust, Lesser
Crown of Fire

Thundering

1rr

Yarenics Firebolts

1gg
2g
Animal Messenger 2g
Animal Trance 2g
Barkskin 2g
Bears Endurance 2g
Break Slumber 1gg
Bulls Strength 2g
Cats Grace 2G
Chill Metal 1gg
Eagles Splendor 2g
Fog Cloud 2g
Foxs Cunning 2g
Frost Weapon 1gg
Harden Snow 1gg
Ishralas Summons ggg
Keen Ear 1gg
Keen Eye 1gg
Owls Wisdom 2g
Rampage ggg
Reduce Animal 1gg
Remove Paralysis 2g
Song of Charm 2g
Sound Shell 1gg
Speaking Shape 2g
Spider Climb 2g
Stampede 2g
Summon Swarm 2g
Surefoot 2g
Tigers Prowess 1gg
Tree Shape 2g
Visualize 1gg
Warp Wood 1gg
Web 2g
Wolfs Tenacity 1gg
Wood Shape 1gg

Black Ward

Animal Magnetism

Blinding Light

3rd level
All Colors
Summon Monster III

2XX

Blue Ward
Circle of Protection: Black

3w

Circle of Protection: Blue

3w

Circle of Protection: Green

3w

Circle

of

3w

Protection:

Multicolor

Dispel Magic

Red

Circle of Protection: White

3w

1WWw
wwww
Conviction 2ww
Crown of Awe 2ww
Cure Serious Wounds 3w
Daylight 3w
Glyph of Warding 2ww
Good Hope 2ww
Green Ward 2ww
Halt Undead 2ww
Heal Mount 2ww
Helping Hand 1www
Leomunds Tiny Hut 3w
Light of Day 1www
Mage Armor, Greater 3w
Magic Vestment 2ww
Oathbind 3w
Protection from Energy 3w
Red Ward 2ww
Reflect Gaze 2ww
Remove Curse 3w
Renounce 3w
Restrain 2ww
Searing Light 2ww
Sepia Snake Sigil 3w
Shield, Greater 3w
Song of Freedom 3w
Song of Holding 3w
Surgeshield 2ww
Commune

Contemplation

Telsindrias

2ww

Reflection

Wave of Reckoning

Weapon

rrr

2ww
3w
2ww

Alluring Scent

White

White Ward

3w

2ww

2wu

335

336
2uu
3u
Chill 1uuu
Circumvent 1uuu

Blue

Arcane Sight
Blink

Clairaudience/Clairvoyance

3u

3u
Concentrate 2uu
Deep Slumber 3u
Deep Water 3u
Detect Scrying 3u
Fly 2uu
Force Void 1uuu
Gainsay 1uuu
Gaseous Form 3u
Geas, Lesser 3u
Glibness 2uu
Hydroblast 1uuu
Illusory Script 3u
Invisibility Sphere 3u
Major Image 3u
Necroblast 1uuu
Nondetection 3u
Propaganda 2uu
Quench 2uu
Scrying 2uu
Sculpt Sound 1uuu
Second Chance 2uu
Secret Page 3u
Shrink Item 2uu
Sleet Storm 2uu
Slow 3u
Soar 2uu
Soften 2uu
Spell Scan 2uu
Spell Stealing uuuu
Compulsion

Telsindrias

Intution

2uu

Telsindrias

Spell

2uu
Truthsay 1uuu
Water Breathing 3u
Wisesay 1uuu

Crystal

Black

2bb
1bBb

Abandon Hope
Acidic Blast

3B
3b
Chaldulsuls Hex 2BB
Contagion 2bb
Corrosive Weapon 2bb
Crushing Despair 2bb
Death Knell Bbbb
Deeper Darkness 3b
Discordant Dirge 2bb
Dregs of Sorrow 2bb
Duress 2bb
Grasping Shadows 2bb
Inflict Serious Wounds 3B
Leech Cunning 2bb
Leech Endurance 2bb
Leech Grace 2bb
Leech Splendor 2bb
Leech Strength 2bb
Leech Wisdom 2bb
Malice 2bb

Animate Dead
Bestow Curse

No

Rest

for

1bbb
Pain Touch 3b

the

Wicked

2bb
Serrins Shadow Spy 2bb
Speak with Dead 2bb
Spelldraining Blade 1bbb
Stinking Cloud 3b
Stream of Acid 3b
Vampiric Touch 2bb
Ray of Exhaustion

Red

Magic Weapon, Greater

Shocking

2rr

Burst

Weapon

Stone Shape 3r
Thunder-Clapping

Weapon

2rr
Whimsy 2rr

Abundance

2GG

Green

2gg
3g

Accelerated Decay
Armor of Thorns
Avalanche
of

2gg

Charm Monster

Squirrels

3g

2gg
2gg
Dominate Animal 2gg
Evasion 2gg
Forests Eyes gggg
Horses Stamina 2gg
Icy Burst Weapon 3g
Invisibility Purge 3g
Magic Fang, Greater 3g
Plant Growth 3g
Poison 3g
Create Food & Water
Diminish Plants

Remove

3g

Blindness/Deafness

Remove Disease

3g

Aggravated Assault

1ggg
Snare 2gg

Blaze

Speak with Plants

2rr
rrrr
Burrowing 1rrr
Call Lightning 2rr
Chaos Ball 2RR
Chaos Hammer 2RRR
Confusion 3r
Continual Flame 2r
Explosive Runes 3r
Fireball 2rr
Flame Arrow 2rr
Flaming Burst Weapon 3r
Haste 3r
Incinerate rrrr
Insane Jealousy 1rrr
Lightning Bolt 2rr

3r

3r
Power Wave 2rr
Retribution 2rr
Meld into Stone

Root

2gg
2gg
Squirrel Riot 3g
Surge 2gg
Spike Growth

Survival

of

2gg

the

Fittest

2gg
2gg
Venomous Vines 1ggg
Vermin Shape 1ggg
Wildshape 2gg
Tendril Walker
Terixs Boon

4th level

Unquestioned Authority
Vindicate

All Colors
Planar Ally, Lesser

2xxx
3XX

Summon Monster IV

Multicolor

Fire Shield

3rG

2Www
2WWW

White

Abolish
Bask

4w
3ww
Cleanse 2WWW
Cure Critical Wounds 3ww
Death Ward 4w
Discern Lies 3ww
Disempower 3ww
Disenchant 3ww
Dismissal 3ww
Essence Filter 2www
First Strike 2www
Fortify 2www
Break Enchantment
Bright Circle

Globe of Invulnerability, Lesser

3ww

3ww
wwwww
Holy Sword 1wwww
Ivory Mask 2www
Holy Smite

3ww

Blue

3UU
Arcane Eye 2UUU
Attunement 4u
Catalogue 3UU
Clear Mind 2UUU
Conceal Lies 3UU
Control Water 4u
Counterspell 2uuu
Dimension Door 3uu
Divination 2uuu
Donate 3uu
Hallucinatory Terrain 3uu
Illusory Wall 2uuu
Imbue with Spell Ability 2uuu
Invisibility, Greater 4u
Minor Creation 2uuu
Mirror Image, Greater 4u
Modify Memory 2uuu
Phantom Steed 3uu
Rainbow Pattern 2uuu

Air Walk

Rarys

Secure

Shelter

Orders Wrath 2www


Otilukes
Resilient
Sphere

2www
Rally 2www
Restoration 3ww
Revive 3WW
Sentinel 2www
Serenity 1wwww
Spell Immunity 2www
Spell Lodestone 2www
Spirit Link 3ww
Supreme

Reflexes

Telsindrias

Blessing

2www

Mnemonic

Enhancer

3uu

2uuu
3uu
Serrins Phantasm 2uuu
Serrins Phase Step 2uuu
Sleight of Mind 2uuu
Symbol of Sleep 3uu
Telsindrias Trigger uuuuu
Terix Blessing 3uu
Unsummon 2uuu
Zone of Silence 2uuu

2www

Sending

Black

2BBB
2BBB
3bb

Acid Rain

Antiplant Shell

Blight
Bloodcurdling

2bbb

Scream

Cloak Undead 2BBB


Corrosive
Burst
Weapon

3bb

Death Burst

2bbb
2bbb

Death Stroke

Dirge of Dread

3bb

Enervation 2bbb
Evards
Black
Tentacles

Reality Shift

Hold Monster

Leomunds

3ww

2www

2bbb

3Bb
3bb
Phantasmal Killer 2bbb
Puppet Strings 2bbb
Shadow Conjuration 3bb
Inflict Critical Wounds
Pestilence

Sirroms

Foul

bbbbb
Syphon Soul 2bbb
Unholy Blight 2bbb

rrrrr
2RRR
Bloodlust 3rr
Earthbind 3rr
Flame Guide 2rrr
Flame Strike 3rr

Link

Red

Anarchy

Arc Lightning

Freedom from the Masters

2rrr
Jinx 2rrr
Mind Burn 2rrr
Shout 3rr
Spike Stones 2rrr
Stone Rain 2rrr
Stoneskin 4r
Storm Weapon 2rrr
Wall of Fire 3rr
Wall of Stone 3rr
Yarenics

3rr

Bloody

Flame

Green

4g
3GG
Dimensional Anchor 3gg
Enlarge Person, Mass 4g
Falling Timber 2ggg
Focus of Hatred 3gg
Freedom of Movement 4g
Giant Vermin 3gg
Hollow Tree 2ggg
Ice Storm 3gg
Locate Creature 3gg
Neutralize Poison 4g

Animal Growth
Carapace

337

338
Polymorph

2ggg

Mordenkainens

Private

3www
Raise Dead 3www
Reverent Mantra 4ww
Righteous Might 3www
Spell Resistance 3www
Wall of Force 4ww
White Fire 3www

Tianias

Boomerang

Enlightenment

2ggg
3gg
Wall of Ice 3gg
Wall of Thorns 3gg

Tree Stride

5th level
All Colors

4xx
Planar Binding, Lesser 5x
Plane Shift 3xxx
Summon Monster V 4XX
Contact Other Plane

White

Atonement 5W
Aura of Protection: Black

4WW

Aura

of

Protection:

4WW

Blue

Aura of Protection: Green

4WW

Aura

of

Protection:

4WW

Red

4WW
Light

4ww

Wounds,

Mass

3www
3www
Energy Field wwwwww
Flickering Ward 3www
Hallow 4ww
Heroism, Greater 5w
Disrupting Weapon

Empyrial Armor

Leomunds

3www

Secret

Chest

Mark of Justice 4ww


Mordenkainens Faithful Hound

3www

3uuu
Command, Greater 5u
Confiscate 4uu
Contingency 2uuuu
Control Winds 3uuu
Delay 3uuu
Discombobulate 3uuu
Dispersal Shield 3uuu
Dominate Person 4uu
Dream 4uu
Fabricate 3uuu
False Vision 4uu
Forbid 3uuu
Hesitation Uuuuuu
of

Grandeur

Brief

Reprieve

2uuuu
Legend Lore 1uuuuu
Magic Missive 3uuu
Major Creation 3uuu
Mirage Arcana 4uu
Mislead 5u
Nadias

3uuu

4uu
Passwall 3uuu
Persistent Image 3uuu
Prying Eyes 3uuu
Rarys Telepathic Bond 3uuu
Refresh 3uuu
Reigns of Power 3uuu
Seeming 4uu
Suggestion, Mass 4uU
Symbol of Persuasion 4uu
Teleport 3uuu
Time Twister 2uuuu
Time Walk 1uuuuu
True Seeing 3uuu
Overland Flight

Aura of Protection: White


Cure

Blue

Illusions

Black

Sanctum

3gg
Regression 2ggg
Reincarnate ggggg
Renewal 4g
Repel Vermin 4g
Rusting Grasp 2ggg
Seclude 2ggg
Solid Fog 2ggg
Tianias Blessing 2ggg
Reduce Person, Mass

Agonizing

Memories

3BBB

Brittle-Bone

Curse

3bbb
Buried Alive 3bbb
Cloudkill 3bbb

Corporeal

Instability

3bbb
Curse Item 2bbbb

Demonic

Bbbbbb
Feeblemind 3bbb

Inflict

Light

Wounds,

Tutor

4bB
Magic Jar 3bbb
Necrology 3bbb
Nightmare 4bb
Nightshroud 3bbb
Oppression 3bbb
Persecute 2bbbb
Pox 3bbb
Recurring

Mass

Nightmare

3bbb
Repel Death 3bbb
Shadow Evocation 4bb
Shadow Walk 4bb
Sirroms Spite 3bbb
Slay Living 3bbb
Song of Discord 5b
Subversion 3bbb
Symbol of Fear 4bb
Symbol of Pain 4bb
Symbol of Weakness 5bb
Unhallow 3bbb
Vampiric Blade 3bbb
Wasting Curse 3bbb
Waves of Fatigue 4bb
Weakness 4bb

Bedlam
Bigbys

3rrr
Interposing

3rrr

Red
Hand

4rr
4rr
Concussive Fireball 4rr
Call Lightning Storm

Chaos Sphere
Dissention

in

2rrrr

the

Ranks

Entropic Burst

3rrr

Fireblast 4rr
Gratuitous

Violence

3rrr
Incendiary 3rrr
Meltdown 3rrr
Shower of Coals 4rr
Storm

Blast

4rr

4WWW
Antimagic Field 5ww
Balance wwwwwww
Banishment 5ww
Cure

Moderate

Cure

Serious

5ww

to

Rock

6ww

Transmute

Rock

Zone

of

4rr

3rrgg

Aether Slide

Weapon

Mud

Ironwood

White

3rrr
Telekinesis 4rr
Thunderbolt 4rr
Transmute

Multicolor

to

rrrrrr

Mud
Chaos

Forbiddance

Wounds,
Wounds,

Mass

2gggg
Baleful Polymorph 3ggg

Awaken

Commune

with

3ggg
Cone of Cold 4gg
Corroding

Nature

Burst

2gggg
4gg
Giants Strength 4gg
Insect Plague 4gg
Magnetism 3ggg
Mobilize 3ggg
Pixies Grace 4gg
Rejuvenate 3ggg
Retaliate 3ggg
Splinter gggggg
Summer Bloom 3ggg
Form Lock

Tianias

Sanctuary

3ggg

3ggg
3ggg

Tranquil Domain
Transference
Treants

3ggg

Endurance

5ww
5ww

Glyph of Warding, Greater

4www
Heroes Feast 5ww

6th level
All Colors

4xxx
Planar Binding 6x
Summon Monster VI 5XX
Planar Ally

6ww
Hold Person, Mass 6ww
Humble 3wwww
Limited Resources 3wwww
Lull 3wwww
Matachas Will, Greater 5ww
Pacifism, Mass 6w
Repulsion 5ww
Symbol of Stunning 5ww
Shield Other, Mass 6w
Trancendence 3wwww
Undeath to Death 5ww

Blue

5UU
Animate Objects 5uu
Back to Basics 4uuu
Capsize 3UUUU
Differentiation uuuuUUU
Dissipate 4uuuu

Analyze Dweomer

Instant

Summons

4uuu
Fluctuate 3uuuu
Fly, Mass 5uu
Force Hull 3uuu
Geas/Quest 6u
Intangibility 3uuuu
Mordenkainens

3uuuu
Permanency 6u
Permanent Image

Black

Antilife Shell

5bb
3bbbb

Control

bbbbbbb
Create Undead 4bbb
Diseased

3bbbb

Hold Person, Greater

Drawmijs

Image

3uuuu
Scrying, Greater 5uu
Spellstaff 4uuu
Veil 3uuuu
Wind Walk 6u
Word of Recall 3uuuu

Circle of Death
Corpse

Heal

Green

3uuuu

Mass

4www

Globe of Invulnerability

Power Sink
Programmed

Lucribation

4uuu

Weapon

4bbb
5bb
Gloom 3bbbb
Harm 4bbb
Exsanguination

Eyebite

Inflict Moderate Wounds, Mass

5bB

6b
5bb
3bbbb

Pain Touch, Greater


Paranoia, Mass

Project Image
Shadow Conjuration, Greater

5bb

Sirroms

3bbbb

Agenda

3bbbb
Vampiric Drain 3bbbb
Virtues Ruin 2bbbbb
Wilting Curse 3bbbb
Tainted Aether

Red

3RRRR
4RRR
Backdraft 5rr
Battle Strain 3rrrr

Aether Flash
Amok

Bigbys

Forceful

Hand

4rrr
Blade Barrier 5rr
Chain Lightning 4RRR
Cone of Flame 5rr
Confusion, Greater 6r
Disintegrate 3rrrr
Fire Seeds 5rr
Firebreathing 3rrrr

339

340
Fissure

4rrr
4rrr

Flesh to Stone
Hellfire

Transport via Plants

Weapon

3rrrr
Lightning Rift 3rrrr
Move Earth 5rr
Price

of

Pyrostatic

Field

3rrrr

Rolling

5rr

rrrrrrr
Shout, Greater 5rr
Song of Blood 5rr
Stone Tell 4rrr
Stoneform 3rrrr
Sympathetic

Vibration

4rrr

Tensers

Transformation

4rrr
Wall of Iron 5rr

Green

3gggg
3gggg
Bears Endurance, Mass 6g
Bulls Strength, Mass 6g
Cats Grace, Mass 6G
Charm Monster, Mass 6g
Choking Vines 3gggg
Crumble ggggggg
Eagles Splendor, Mass 6g
Find the Path 6g
Forest Maze 3gggg
Foxs Cunning, Mass 6g
Liveoak 3gggg

Aluren

Animal Scouts

Otilukes

Freezing

Sphere

Irresistible

Dance

3gggg

Ottos

3gggg

6g
4ggg

Owls Wisdom, Mass


Repel Wood
Rise
of

the

3gggg
Rusting Ray 4ggg
Simplify 4ggg

Meek

Teleport Object

Spelltrap

5uuu

level

The

All Colors
Summon Monster VII

Thunder

3rrrr

5uuu
5uuu
Teleport, Greater 5uuu
Sequester

Telsindrias

th

Progress

3rrrr

Shattering Pulse
Shockwave

5gg
4ggg
Wolfs Tenacity, Mass 5gg

Tigers Prowess, Mass

6wu

White

3Wwwww
3Wwwww
Absolute Grace 3Wwwww
Absolute Law 3Wwwww
Absolute Reason 3Wwwww
Absolute Truth 3Wwwww
Control Revocation 6ww
Dictum 4wwww
Dispelling Screen 4wwww
Forcecage 4wwww
Holy Word 4wwww

Abolish, Greater
Absolute Duty

Mordenkainens
Magnificent
Mansion 4wwww

4wwww
Purge wwwwwwww
Regenerate 4wwww
Replenish 5www
Restoration, Greater 6ww
Resurrection 5www
Spell Turning 5www
Sunbeam 4wwww
Telsindrias Radiance 5www
Prophecy

Blue

6uu
Deflection 4uuuu
Desertion 3uuuuu
Ethereal Jaunt 6uu
Invisibility, Mass 6uu
Phase Door 4uuuu
Refuge 4uuuu
Reverse Gravity 6uu
Screen 4uuuu

Arcane Sight, Greater

Left

Untaken

5XXX

Multicolor
Dispel Magic, Greater

Road

uuuuuuuu
Vision 4uuuu

Black

3BBBBB
5bbb
Blasphemy 4bbbb
Control Undead 4BBBB
Dark Fate 4bbbb
Destruction 3bbbbb
Finger of Death 6bb
Acid Fog

Befoul

Inflict Serious Wounds, Mass

6bB

Lycanthropic

Curse

4bbbb

Power

Word:

Blind

4bbbb
Simulacrum 4bbbb
Symbol of Death 6bb
Terror 4bbbb
Waves of Exhaustion 6bb

Will

of

the

Damned

bbbbbbbb

Red
Bigbys

5rrr

Grasping

Hand

Chaos in the Minds Eye

3rrrrr

Chaotic

3rrrRR

Strife

Delayed

Blast

Fireball

Fanning

the

Flames

Blast

Weapon

5rrr

5rrr
Fire Storm 6rr
Flaring Pain 3rrrrr
Hellfire

4rrrr
Insanity 4rrrr
Mordenkainens

5rrr

Pandemonium

Sword

rrrrrrrr
5rrr

Prismatic Spray

5rrr
5rrr
Stone to Flesh 3rrrr
Summon Warlord 5RRR
Symbol of Insanity 6rr
Terixs Favor 5rrr
Wall of Lightning 6rr
Wildstroke 5rrr
Word of Chaos 4rrrr

6www
5wwww
Shield of Law 6www

Spellshock

Protection from Spells

Statue

Purify

Green

4gggg
Animate Plants 5ggg
Changestaff 4GGGG
Cocoon ggggGGGG
Control Weather 7g
Creeping Doom 4gggg

Animal Shapes

Horses

Stamina,

Mass

6gg

Renewal, Mass 7g
Tianias
Endowment

Spell

Immunity,

Greater

6www
Sunburst 6www
Sympathy 6www

4gggg

level

6xxx
Planar Binding, Greater 8x
Planar Ally, Greater
Summon

Monster

VIII

6XXX

4uuuuu
Discern Location 7uu
Maze 5uuuu
Mind Blank 6uuu

Demand

Mind

Binding 4wwwww
Cure Critical Wounds,

7ww

Death

Ward,

7ww

Mass

Greater

6www
7ww
Holy Aura 4wwwww
Inviolability 4wwwww

Matter

6bbb
5BBBB

wwwwwwwww

Otilukes

Telekinetic

6www

Prismatic Wall

Black

Antipathy

6bbb
Final Punishment 5bbbb
Grievance bbbbbbbbb
Horrid Wilting 4bbbbb
Inflict

Critical

7bB

Power Word: Stun

Wounds,

Sphere

6www

Green

Mass

Polar Ray 4ggggg


Polymorph
Any
Object

5gggg

Polymorph, Mass
Quicklings

7bb

Greater

7bb
Smother 4bbbbb
Trap the Soul 4bbbbb
Unholy Aura 4bbbbb
Vile Consumption 5bbbb
Shadow Killer

Stones

6rrr
Brute Resolve 4rrrrr
Cloak of Chaos 4RRRRR
Earthquake 8r
Incendiary Cloud 5rrrr
Iron Body 4rrrrr

Grace
Endurance

6ggg

Swarmform

ggggggggg

Tianias

Blessing,

Mass

6ggg

Tianias
Mass
Tianias

Enlightenment,

6ggg

Splendor

3gggg

Titans

4ggggg

Strength

9th level
All Colors

Gate 7xxx
Summon
Monster

IX

7XXX

Colorless

10
10

Miracle
Wish

Red

Bigbys Clenched Fist

6ggg

5gggg

5bbbb
6bbb

Guards & Wards

Breath

Boulders

4ggggg

Over

Disanimation

Last

of

Control Plants 4GGGGG


One
with
Nature

uuuuuuuuu
Moment of Prescience 6uuu
Overland Flight, Mass 7uu
Prying Eyes, Greater 6uuu
Scintillating Pattern 5uuuu
Temporal Stasis 5uuuu
Whirlwind 5uuuu

Puppet Strings, Mass


Shadow
Evocation,

White

Quarter

5rrrr

Create Greater Undead

All Colors

No

Blue

Clone

th

Mercy,

rrrrrrrrr
Radiate 5rrrr
Repel Metal or Stone 7rr
Repercussion 5rrrr
Shatterstorm 7rr
Volley

4gggg

Tianias Insight 5ggg


Transmute Metal to Wood

No

White
Antimagic Shell, Greater

8ww

Circle

of

5wwwww
Freedom 6wwww
Heal, Mass 7www

Hands

341

342
Hold

Monster,

Greater

8ww

Hold Monster, Mass


Holy

8ww

Wwwwwwwwww

Light

of

Day,

7www

Manifest

Probability

5wwwww

Mordenkainens

6WwwW

Edict
Disjunction

Oathbind, Greater 9w
Planar
Collapse

5wwwww
Prismatic Sphere 7www
Seal Fate 6wwww
Telsindrias

6wwww

True

Aura
Resurrection

Wwwwwwwwww
Worship 3wwwwww

Blue

Astral Projection 8UU


Chain
Contingency

6UUUU

Dominate

Monster

Elemental

Swarm

6uuuu

4uuuuuu
Etherealness 8uu
Foresight 5uuuuu
Refresh, Mass 7uuu
Refutation 5uuuuu
Serrins

Spiral

Uuuuuuuuuu
Time Stop 5uuuuu
Time Warp 3uuuuuuu

Theft

4uuuuuu
Teleportation Circle 7uuu

Elemental

Swarm

4rrrrrr
Entropic Burst 7rrr
Meteor Swarm 7rrr
Pyroclastic

Greater

3wwwwwww

Matachas

Time

Black

2Bbbbbbbb
Energy Drain 7bbb
Gravestorm 5bbbbb
Implosion 5bbbbb
Imprisonment 6bbbb
Power Word: Kill 6bbbb
Shades 6bbbb
Drain Life

Sirroms

4bbbbbb

Sirroms

Foul

Deathgate

Soul Bind
Soul

Exchange

Bbbbbbbbbb
Spreading Plague 6bbbb
Water

4bbbbbb

Wail

of

the

to

5bbbbb
Weird 6bbbb
Wind of Despair 7bbB

Acid

Banshee

Storm

of

Vengeance

7rrr

Transmute

Rock

to

4rrrrrr

Twin

7rrr
7rrr
8rr

Ball Lightning

Bigbys Crushing Hand

rrRRRRRRRR

Lava
Hits

2RRRRRRRR
Wildfire 5rrrrr

Green

6gggg
8gg

Dimensional Lock
Early

Harvest

gggggggggg

Giants

Strength,

8gg

Mythic

Mass

Proportions

4gggggg
Pixies Grace, Mass 8gg
Shambler 5GGGGG
Shapechange 6gggg
Siphon Field 5ggggg
Tianias

Red

Blade Storm
Devastation

Shock

2rrrrrrrrr

Creeping Mold

Impenetrable

4bbbbbb
7bbb

Transmute

Thermal

Transformation

3bbbbbbb

Sirroms
Darkness

Flow

5rrrrr

Greater

5ggggg

Splendor

Tianias

Liege

2gggggggg

Treants

Endurance,

7ggg

Mass

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