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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 ..........................................
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54
54
55
56
59
61
63
69
71
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.
~ MichaEl M+orris
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.
~ +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.
~ +Druidic Teaching.
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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.
~ +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
Nobles &
Commoners
"I will never understand why one minority sect of your
society treats all the rest as dogs."
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.
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
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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.
~ +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
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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
~ +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
History
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.
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
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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.
~ +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
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?"
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
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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."
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
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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
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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.
Geography &
Climate
"You cannot escape the ground you stand upon."
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
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."
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
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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."
Priest:
Both:
Priestess:
Priest:
Priestess:
Priest:
Priestess:
"For
eternal
confirmation."
Priests:
"Shall we proceed?"
Couple:
"Yes"
Priest:
Groom:
blessed
Priestess:
Bride:
Priestess:
Bride:
Priest:
Groom:
Priestess:
Priest:
Priestess:
Priest:
Priest:
Both:
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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should be there.
alone.
<< 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.
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
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30
Languages
All characters know at least one language
as determined by race.
Race
Dwarf, Gnome
Elf
Halfing
Human
Language
Kilasric
Silvani
Oyasin
Dalsundri
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
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."
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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.
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
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
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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
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
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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.
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,
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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.
Half-Elves
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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).
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
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.
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42
government and
unquestioned.
their
rule
is
largely
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.
E
understood?
~ +Travis Triel.
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.
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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.
~ +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.
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
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
Moradin
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
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
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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
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.
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.
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
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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.
Game Mechanics
Rangers
The wild can be both enemy and friend. One can
never hope to conquer her but only to understand
her.
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
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
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).
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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.
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
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.
Attack
Bonus
Fort
Save
Ref Save
Will
Save
Special
+1
+2
+0
+2
+2
+3
+0
+3
Draining Touch
+3
+3
+1
+3
Spellcaster Level +1
+3
+4
+1
+4
Negative Levels -1
+4
+4
+1
+4
+5
+5
+2
+5
+6
+5
+2
+5
Spellcaster Level +1
+6
+6
+2
+6
Negative Levels -2
+7
+6
+3
+6
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.
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."
th
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+1
+2
+2
+2
+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
+6
+6
+6
+6
Spellcaster Level +1
+7
+6
+6
+6
10
+8
+7
+7
+7
Spellcaster Level +1
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
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
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+0
+0
+0
+2
+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
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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
Pandaemonicist
consider insane.
~ +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?
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
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
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+0
+0
+0
+2
+1
+0
+0
+3
+1
+1
+1
+3
+2
+1
+1
+4
+2
+1
+1
+4
+3
+2
+2
+5
+3
+2
+2
+5
+4
+2
+2
+6
+4
+3
+3
+6
10
+5
+3
+3
+7
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62
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).
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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.
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
+1
+0
+0
+3
Spellcaster Level +1
+1
+1
+1
+3
Spellcaster Level +1
+2
+1
+1
+4
+2
+1
+1
+4
Spellcaster Level +1
+3
+2
+2
+5
Spellcaster Level +1
+3
+2
+2
+5
+4
+2
+2
+6
Spellcaster Level +1
+4
+3
+3
+6
Spellcaster Level +1
10
+5
+3
+3
+7
Abjuration
Conjuration
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.
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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
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.
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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
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
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
+0
+0
+2
+2
+1
+0
+3
+3
+1
+1
+3
+3
+2
+1
+4
+4
+2
+1
+4
+4
+3
+2
+5
+5
+3
+2
+5
+5
+4
+2
+6
+6
+4
+3
+6
+6
10
+5
+3
+7
+7
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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
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
Attack
Bonus
Fortitude
Save
Reflex
Save
Will
Save
Special
+0
+2
+2
+0
Sense Trap
+1
+3
+3
+0
+2
+3
+3
+1
+3
+4
+4
+1
+3
+4
+4
+1
Improved Evasion
+3
+5
+5
+2
+4
+5
+5
+2
Skill Mastery
+5
+6
+6
+2
+6
+6
+6
+3
10
+6
+7
+7
+3
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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
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
<< 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.
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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
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.
DC
Uneven Flagstone
10
10
Loose Gravel
10
DC
1 or less
10
6 or less
15
2 or less
20
DC
modifier
Slippery
+2
+5
Angled surface
+2
Lightly
obstructed
(scattered gravels)
+2
+5
+2
Surface
very
unstable
(small boat, log)
+4
Surace
extremely
unstable (tight rope)
+6
Check
modifier
Balancing pole*
+2
Wall
+5
Handrail
+10
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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
Feasible
happen,
+0
+5
(Could
stretching the truth)
real fabrication)
+10
+20
-10
is to be trusted)
-5
Unknown (A stranger)
+0
+5
+10
The NPC
-5
Doesnt care
+0
Doesnt trust
skeptical
you
or
is
+5
-10
Favorable
-5
Of no consequence
Unfavorable
+5
Harmful
+10
Highly Dangerous
+15
Other Modfiers
The
PC
evidence
has
physical
-5
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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
15
Abstract
Concept
simple ideas)
20
Obscure Concept
philosophies)
(Emotions,
(Minor
spells,
30
40
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
Situation
Climb
DC
Slope Condition (Choose one)
+0
+5
+10
+15
+20
-5
+10
+5
+10
-10
Adequate
+0
Poor
+10
Very Poor
+20
+10
Rope*
-5
-5
-10
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
+0
+5
Abstract
ideas)
Concept
(Emotions,
simple
+10
spells,
+20
+30
Obscure
Concept
philosophies)
You know
language
the
(Minor
alphabet,
not
the
-5
Successes
Complete
information
and
accurate
Situation
Diplomacy
(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
+8
-4
Charmed,
monster
-6
Desirable
-4
Favorable
-2
as
per
charm
Of no consequence
Unfavorable
+2
Harmful
+4
Highly Dangerous2
+8
Other modifiers
NPC is suspicious
+2
-20
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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
+10
+10
-5
-10
Disguise
Detail
(Cha)
DC
Modifier
+5
Conceal
as
uncommon
(merchant, soldier)
persona
+0
persona (nobility,
-5
Conceal as rare
upper class)
-2
Conceal armor
-nonmagical
AC value
x2
+0
-5
-10
-2
-2
-4
Imitate
physical
blindness)
disability
(i.e.
-2
-5 each
Modifier
-4
-2
+0
Seen occasionally
+2
Recognizes easily
+4
Friend or associate
+6
Close friend
+8
+10
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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
-2
+0
+2
Reader
(daily)
+4
sees
the
seal very
often
-2
Seal broken
-4
-4
Foreign sp
-2
+0
Domestic sp
+2
Domestic cp
+4
Modifi
er
Foreign gp
-2
+4
+10
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Situation
Modifier
Handwriting
Unknown to reader
-4
-2
Seen
occasionally
(monthly)
by
reader
+0
+2
+4
Document type
Unknown to reader
-4
-2
Seen
occasionally
(monthly)
by
reader
+0
+2
+4
Gather Information
- 10
-5
(Cha)
+0
+5
Other modifiers
Reader only glances at document
Reader compares the document to
one that is known to be genuine
-2
+5
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.
Presence
DC
Find
DC
Common knowledge
10
Uncommon knowledge
15
Rare knowledge
10
20
Obscure knowledge
15
25
Erudite knowledge
20
30
Successes
Base
Price
Thorp
25
Hamlet
50
Village
100
Small Town
500
Large Town
750
Small City
1000
Large City
2500
Metropolis
5000
1
major
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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
10
Poison
15
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.
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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
+0
Unfriendly
+5
Hostile
+10
+15
-4
Favorable
-2
Of no consequence
Unfavorable
+2
Harmful
+4
Highly Dangerous
+8
+5
Large
-4
Unfavorable
+0
Huge
-8
Harmful
-2
Gargantuan
-12
-4
Colossal*
-16
Potentially Lethal
-8
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
+10
+0
-5
Other Factors
For each credible ally the PC has
-2
+5
-5
+10
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opponent that you threaten in melee
combat and that can see you.
Action:
Varies.
Changing
anothers
behavior requires 1 minute of interaction.
Intimidating an opponent in combat is a
standard action.
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
DC
Modifier
-2
Relatively quiet
+2
+4
+6
+8
+10
Battle
without
weapons
+12
gunpowder
Howling Wind
Thunderstorm
gunpowder1
you
this
the
you
can
+14
/
Battle
with
+16
Gale1
+18
Hurricane1
+20
+0
+2
+5
+10
+5
+10
+15
Around a corner
+2
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.
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
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.
Penalty
Per 60 of distance
-5
Spotter distracted
-5
-2
Tumble
(Dex, Trained Only, Armor Check Penalty)
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gain a +4 bonus to hit you when you do
this.
Situation
DC
modifier
Slippery
+5
+10
Angled surface
+5
Lightly
obstructed
(scattered gravels)
+5
+10
Surface
bridge)
+5
unstable
Surface
very
(small boat, log)
(rickety
unstable
+10
+20
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.
and
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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
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.
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
Wheel Rim
10
Nails
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
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
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and gnomes distill (using kilns of amazing
complexity).
Area is
Small (A city, maybe a dozen sq. miles)
10
20
30
40
A continent
50
A world
60
-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.
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.
DC
+5
+10
+20
+30
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
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
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
+10
+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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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
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
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.
Recalling Facts
Successes
1
major
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.
Situation
DC
Common knowledge
10
Uncommon knowledge
15
Rare knowledge
20
Obscure knowledge
25
Arcane Lore
Erudite knowledge
30
Knowledge Skills
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regarding the ancient mysteries, magic
traditions, arcane symbols and cryptic
phrases of the world.
It grants a
character insight into the structure of
magic.
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
(Rng)
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.
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
Necrology
(Clr)
The character knows the myths, legends
and smattering of concrete facts about the
undead.
Nobility
(Pal, Clr)
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..
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.
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Profession Skills
Language Skills
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.
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
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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
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.
granted
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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.
Blind Casting
[General]
Allure
[General]
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]
Cantrips
[General]
You have
cantrips.
Break Barrier
[Metamagic]
You can prepare a spell that will do more
damage than normal
Prerequisite:
Empower Spell
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
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.
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
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Craft Wondrous Item
Cycle Spell
[Item Creation]
[Metamagic]
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
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.
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.
Extra Domain
[General]
You have more of your deitys potential
than normal.
[Metamagic]
Entwine
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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.
Frequent Adjustment
Benefit:
Choose a domain you have
gained using the extra domain feat. You
can use the granted power of that
domain.
[General]
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
your
spell
list
more
Guarded Flank
[General]
Immediate Spell
[General]
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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.
spells
without
material
Prerequisite:
Spontaneous
Frequent Adjustment.
[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,
Prerequisite:
Spell
Improved Mastery
[General]
Inquisitive
[General]
You learn quickly.
[General]
You can move
blinding speed.
[General]
short
distances
with
blows
Prerequisites:
Sneak Attack,
Attack Bonus +8, Improved Critical
to
Base
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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Luck of Heroes
[General]
[General]
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]
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
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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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.
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.
Precise Memory
Retaliate
[General]
[General]
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]
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
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
Song Spell
[General]
[General]
Sidestep
DEX
13+,
Shield
You can
singing.
make
spells
last
longer
by
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total of 10 rounds instead of the normal
6).
Spell Focus
[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
Toughness
[General]
You are tougher than normal.
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.
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.
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Aborean (Green)
Everything begins and ends in life
for even as one passes on, they give
life to the scavengers feeding upon
them.
Balcridrean (Blue)
All actions have consequence, and
often enough the less thought the
more consequence.
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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
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
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.
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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
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,
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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
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
+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.
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.
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
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.
Cu+vanill
The Clergy
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.
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.
Gin+tuse
The Power
The Ethos
135
136
should that knowledge be rediscovered by
the wicked.
The Clergy
Rizaldi
A passionate heart knows more than all the libraries
of the world.
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
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.
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
137
138
Poen
The Ethos
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
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.
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.
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.
+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.
Damosi
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.
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.
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
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.
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.
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
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.
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
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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.
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
Shadrea
The Ethos
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.
~ +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.
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146
Senda+
The Clergy
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
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.
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.
Kepho
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.
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.
+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.
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.
Sere+
The Power
+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 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
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.
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
151
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
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.
153
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 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
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
155
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
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
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.
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
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
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
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
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
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
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
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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
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,
Deep
Honey,
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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
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
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
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.
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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
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.
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.
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.
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
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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.
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.
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.
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
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.
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,
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.
~ +Telsindria
In this chapter we will explore how spells
are used in the World of Carthasana. On
the surface magic in the Dusk campaign
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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
Abjuration
Ward
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
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
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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
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
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
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
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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).
Otilukes
Sphere
Polar Ray
Ray of Frost
Sleet Storm
Wall of Ice
Freezing
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
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
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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
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
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
Moment of Prescience
Oathbind
Prophecy
Speak with Animals
Speak with Plants
Spell Scan
Stone Tell
Talisiasias Insight
Tongues
True Strike
Vigilance
Vision
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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
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
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
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.
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
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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
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
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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
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
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
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
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
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
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
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
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
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
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
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
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
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
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:
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
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
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
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.
Cost
500 gp
1500 gp
3500 gp
7000 gp
10,000 gp
15,000 gp
25,000 gp
+25,000 gp
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
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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
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.
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
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
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
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.
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.
Master
Creature List
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
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.
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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
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
guardian,
giant
Black Summons
st
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
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210
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:
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.
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.
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.
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.
Infusion
Aid
Enlighten
Revive
Spirit Link
1.
2.
3.
4.
5.
1.
2.
3.
4.
5.
Spells
Rejuvenate
Aether Slide
Greater Restoration
Circle of Hands
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.
6.
7.
3.
4.
8.
9.
5.
Spells
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,
Spells
1.
Bless
6.
2.
3.
4.
Conviction
Prayer
Status
7.
8.
9.
5.
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.
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,
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.
6.
7.
8.
Stone Tell
Dictum
Protection
from
Spells
9. Elemental
Swarm
(earth only)
Earth Domain
Deities: Berenash, Landala,
Nalru, Fas, Ooysashandra
Dulthos,
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)
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.
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: Tela
Spells
1.
Infusion
6.
2.
3.
Shield Other
Helping Hand
7.
8.
4.
5.
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.
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.
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
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.
7.
2.
3.
8.
4.
5.
6.
Mass Inflict
Serious
Wounds
Mass Inflict
Critical
Wounds
Mass Harm
Justice Domain
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.
5.
True Seeing
9.
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.
6.
2.
3.
4.
5.
Identify
Dispel Magic
Imbue with Spell Ability
Spell Resistance
7.
8.
9.
Terix,
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: Tela
Spells
1.
2.
3.
4.
5.
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
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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.
8.
9.
Greater Matachas
Will
Greater Death
Ward
Disanimation
Matachas Edict
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
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
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,
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.
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
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,
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
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.
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.
Blue
Red
Red
Red
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.
Blue
Green
Green
White
Blue
Red
Blue
Green
Red
Red
White
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.
rd
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
Div
Ench
Evoc
Illus
Necro
Trans
Univ
1st level
Sorcerer/Wizard Spells
Abjur
Div
Ench
Illus
Ench
Evoc
Illus
Necro
Trans
Necro
Trans
3rd level
Sorcerer/Wizard Spells
Abjur
Conj
Div
Ench
Evoc
Illus
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
Conj
Div
Evoc
Illus
Necro
Trans
Conj
Ench
Evoc
Necro
233
234
Trans
th
Abjur
Ench
Evoc
Illus
Necro
Trans
Conj
Ench
Evoc
Illus
Necro
Trans
Illus
Necro
Conj
Evoc
Trans
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
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
Abolish+
Abjuration (Dispel) [White]
Level: (5), Sor/Wiz 5
Components: V, S
Abolish, Greater+
Abjuration (Dispel) [White]
Level: (7), Sor/Wiz 8
Components: V, S
Absolute Duty+
Abjuration (Ward) [White]
Level: (7), Sor/Wiz 7
Area: 30' emanation, centered
on you
Absolute Grace+
Abjuration (Ward) [White]
Level: (7), Sor/Wiz 7
Area: 30' emanation, centered
on you.
Absolute Law+
Abjuration (Ward) [White]
Level: (7), Sor/Wiz 7
Area: 30' emanation, centered
on you
Absolute Reason+
Abjuration (Ward) [White]
Level: (7), Sor/Wiz 7
Area: 30' emanation, centered
on you.
Absolute Truth+
Accelerated Decay+
Acidic Blast+
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
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)
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.
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
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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
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
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
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)
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)
Agonizing Memories+
Alluring Scent+
Amok+
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)
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)
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)
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]
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)
Animal Weaponry+
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.
Animal Scouts+
Conjuration (Calling) [Green]
Level: (6), Drd 6
Components: V, S, M, DF
Casting Time: 1 standard action
Effect: Up to 10 creatures
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.
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)
Armor of Thorns+
Transmutation
[Enhancement,
Green]
Level: (3), Drd 3, Rng 2
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)
Attunement+
Transmutation
[Blue,
Metamagic]
Level: (4), Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous
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
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
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.
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]
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)
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
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)
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
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
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)
Black Ward+
Abjuration (Ward) [White]
Level: (3), Sor/Wiz 4
Blade Storm+
Evocation [Force, Red]
Level: (9)
Duration: 1 round / level (D)
Blaze+
Evocation [Fire, Red]
Level: (3), Sor/Wiz 4
Casting Time: Charging
Blinding Light+
Evocation [Light, White]
Level: (3), Brd 4, Clr 4, Sor/Wiz
4
Components: V, S, M
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
Blood Pet+
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
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
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
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+
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
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
Brittle-Bone Curse+
Necromancy [Black]
Level: (4), Sor/Wiz 5
Browse+
Transmutation
[Blue,
Metamagic]
Level: (2), Wiz 2
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous
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
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)
247
248
Burrowing+
Camouflage+
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
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)
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
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
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
Chaos Ball+
Evocation [Red, Wild]
Level: (3), Sor/Wiz 3
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
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
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)
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
Choking Vines+
Conjuration
(Summoning)
[Green]
Level: (5), Drd 6
Plant got
Alisan.
your
throat?
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]
Circumvent+
Clear Mind+
Transmutation
[Blue,
Metamagic]
Level: (4), Sor/Wiz 4
Component: V, S
Casting Time: 1 minute
Range: Personal
Target: You
Duration: Instantaneous
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)
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)
251
252
Cloak Undead+
Cocoon+
Common Cause+
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
Clutch of Undeath+
Necromancy
Enhancement]
Level: (2), Sor/Wiz 3
[Black,
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.
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
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)
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
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
Cone of Flame+
Evocation [Fire, Red]
Level: (6) Sor/Wiz 6
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
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.
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)
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)
Conviction+
Enchantment
(Compulsion)
[Mind Affecting, White]
Level: (3), Clr 4, Pal 2
Duration: 1 minute / level (D)
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
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
delivered negates
whole effect.
the
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
Corrosive Weapon+
Transmutation
[Acid,
Enhancement]
Level: (4), Sor/Wiz 4
Transmutation [Acid,
Enhancement]
Level: (3), Sor/Wiz 3
Black,
Black,
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.
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
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
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)
Creeping Mold+
Conjuration
[Green]
Level: (9), Drd 9
(Summoning)
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)
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
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)
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
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
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)
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
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]
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
257
258
Death Stroke+
Decree+
Deep Water+
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
Component:
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
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
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
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
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
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
Devastation+
Evocation [Red, Fire]
Level: (9)
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)
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
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
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
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
Diseased Weapon+
Necromancy
[Black,
Enhancement]
Level: (6), Sor/Wiz 6
Target: Weapon touched
Duration: 1 minute / level
Disempower+
Abjuration (Dispel) [White]
Level: (4), Drd 4, Sor/Wiz 5
Target: One spell
Duration: Instantaneous
261
262
Disenchant+
Abjuration (Dispel) [White]
Level: (4), Brd 5, Sor/Wiz 5
Target: One spell
Duration: Instantaneous
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
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]
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)
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
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
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
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
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
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
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
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
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
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
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)
Energy Field+
Entropic Burst+
Entropic Wave+
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)
Arcane
Material
Component: A piece of a
discarded toy.
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
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
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)
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
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
the
of
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
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
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
Fireblast+
Evocation [Fire, Red]
Level: (5)
my
267
268
Firebreathing+
First Strike+
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)
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
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
Flame Size
Candle
Torch
Small
Campfire
Large
Campfire
Bonfire
Damage
1d3
1d6
2d6
3d6
5d6
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 Weapon+
Transmutation
[Enhancement,
Fire, Red]
Level: (2), Sor/Wiz 2
Flaring Pain+
Abjuration (Ward) [Red]
Level: (7)
Range: Medium (100+10 /
level)
Area: Circle extending out to
the range
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
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)
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
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)
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)
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 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)
Forbid+
Abjuration (Ward) [Blue]
Level: (4), Sor/Wiz 5
Force Hull+
Evocation [Blue, Force]
Level: (5), Sor/Wiz 6
Range: Touch
Effect: One Ship
Duration: 1 hour/level (D)
Force Void+
Abjuration (Ward) [Blue]
Level: (3), Sor/Wiz 4
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
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)
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
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
271
272
stop -Ow- thats gonna leave a
mark.
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
Frost Weapon+
Transmutation
[Cold,
Green,
Enhancement]
Level: (2), Sor/Wiz 3
Target: Weapon Touched
Gainsay+
Abjuration (Dispel) [Blue]
Level: (3)
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
Giant's Strength+
Transmutation
Enhancement]
Level: (5), Drd 5
Components: V, S
[Green,
Giant's Strength,
Mass+
Transmutation
Enhancement]
Level: (9), Drd 9
Components: V, S
[Green,
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
Grasping Shadows+
Illusion (Shadow) [Black]
Level: (3) Sor/Wiz 3
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
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
Greed+
Enchantment
(Compulsion)
[Black, Evil, Mind-Affecting]
Level: (3), Clr 3, Sor/Wiz 3
Green Ward+
Abjuration (Ward) [White]
Level: (3), Sor/Wiz 4
Grievance+
Enchantment
(Compulsion)
[Black, Mind-Affecting]
Level: (8), Clr 9
Component: V, S, DF, XP
Target: A Willing Creature
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.
Hands of Fire+
Hatred+
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
Hellfire Blast
Weapon+
Transmutation
[Electricity,
Enhancement, Fire, Red,
Sonic]
Level: (7), Sor/Wiz 8
Hellfire Weapon+
Transmutation
[Electricity,
Enhancement,
Fire,
Red,
Sonic]
Level: (6), Sor/Wiz 7
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
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
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
Holy Missiles+
Conjuration (Healing) [White]
Level: (2), Clr 3, Pal 1
Components: V, S, DF
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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.
Horse's Stamina+
Transmutation
Enhancement]
Level: (3) Drd 3
[Green,
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.
Humble+
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
Identify+
Hyrdoblast+
Abjuration (Dispel) [Blue]
Level: (3)
Ignite+
Imaginary Pet+
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
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
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
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)
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
Intangibility+
Illusion (Glamer) [Blue]
Level: (6), Sor/Wiz 7
one
less
than
the
expended spell slot.
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)
Ishrala's Summons+
Conjuration
(Summoning)
[Green]
Level: (2), Sor/Wiz 3
Ivory Mask+
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)
Keen Ear+
Last Breath+
Jinx+
Keen Eye+
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
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
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
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
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
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
Life Burst+
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
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
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
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
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
Lycanthropic Curse+
Necromancy [Black]
Level: (7), Sor/Wiz 8
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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.
[Force,
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
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+
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
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
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
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
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
Matacha's Will,
Greater+
Necromancy [White]
Level: (6), Clr 7
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
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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+
Transmutation
[Blue,
Metamagic]
Level: (8)
Components: V, S
Casting Time: 1 standard
action
Range: Personal
Target: You
Duration: 1 minute / level (D)
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
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
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
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.
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).
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
Nightshroud+
Evocation [Black, Darkness]
Level: (5), Clr 5
Component: V, S, DF
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)
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.
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
Oathbind, Greater+
Evocation [Metamagic, White]
Level: (9) Clr 9, Sor/Wiz 9
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288
One with Nature+
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
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
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.
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+
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 spell
works like
pacifism except it can
affect multiple creatures.
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)
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
Paranoia, Mass+
Enchantment (Charm) [Black,
Mind Affecting]
Level: (6), Clr 7
Effect: 60' radius circle
Duration: 1 minute / level
Parch+
Evocation [Fire, Red]
Level: (2)
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
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.
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+
[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
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
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
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
Prepare Costume+
Propaganda+
Transmutation [Blue]
Level: (0), Brd 0
Component: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous
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
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
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
Purge+
Necromancy [White]
Level: (7), Clr 7
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
291
292
Pyroclastic Burst+
Pyrostatic Pillar+
Quickling's Grace+
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
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
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)
[Green,
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
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.
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)
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)
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
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
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
Red Ward+
Abjuration (Ward) [White]
Level: (3), Sor/Wiz 4
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]
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
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
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
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
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)
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
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
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
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
Replenish+
Evocation [Metamagic, White]
Level: (7), Sor/Wiz 8
Components: V, S
Casting Time: One Action
Range: Personal
Effect: See Text
Duration: Instantaneous
Restrain+
Retribution+
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.
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
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)
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
Revive+
Conjuration (Healing) [White]
Level: (4), Clr 4, Drd 5
Components: V, S, DF
Casting Time: 1 standard action
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
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
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
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.
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
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]
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
enhancement bonus is
+20 to spot and listen
checks.
The creature
gains a +4 holy bonus to
saving throws against
mind-affecting spells.
Serenity+
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
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
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.
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)
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
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
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
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)
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%.
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)
Shock+
Evocation [Electricity, Red]
Level: (2), Sor/Wiz 2
Target: One creature
object.
or
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
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
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
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
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
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
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
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
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
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
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
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)
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
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
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)
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)
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)
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
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.
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)
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)
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
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)
Speaking Shape+
Transmutation [Green]
Level: (2), Drd 2
Components: V, S, DF
Casting Time: [see text]
Range: Personal
Targets: You
Duration: [see text]
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
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
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
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
Spelldraining Blade+
Transmutation
Enhancement]
Level: (3), Sor/Wiz 3
Components: V, S
[Black,
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
Spirit Link+
Squirrel Growth+
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
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)
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.
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)
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
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.
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310
Stifle+
Stone Grasp+
Stone's Endurance+
Transmutation [Enhancement,
Green]
Level: (8), Drd 8
Components: V, S
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)
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
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 Weapon+
Transmutation
[Enhancement,
Electricity, Red, Sonic]
Level: (4), Sor/Wiz 5
Stream of Acid+
Subversion+
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
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
Summer Bloom+
Evocation [Green, Metamagic]
Level: (5), Drd 5
Components: V, S
Casting Time: 1 round
Range: Personal
Target: You
Duration: Instantaneous
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312
Summon Warlord+
Surefoot+
Supreme Reflexes+
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)
The
touched
creature
gains a +10 enhancement
bonus to balance and
tumble checks.
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)
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
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
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)
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
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
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)
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
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
Telsindrias Invulnerable
Globe
Abjuration (Ward) [White]
Level: (5), Sor/Wiz 6
Telsindria's Aura+
Abjuration (Ward) [White]
Level: (9)
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
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.
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)
Telsindria's Spell
Immunity+
Abjuration (Ward) [White]
Level: (2), Clr 2, Wiz 3
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)
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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
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
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
Terixs Blessing+
Transmutation [Blue, Wild]
Level: (4), Clr 4, Sor/Wiz 4
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
Terror+
Illusion (Phantasm) [Black, Fear,
Mind-Affecting]
Level: (7), Sor/Wiz 8
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,
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
Thundering Weapon+
Transmutation
[Enhancement,
Red, Sonic]
Level: (2), Sor/Wiz 2
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.
[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,
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.
[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.
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
[Green,
Tiger's Prowess+
Transmutation
Enhancement]
Level: (3), Drd 3
[Green,
This
spell
is
a
simultaneous cat's grace
and bull's strength.
[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
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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)
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)
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
Titan's Strength+
Transmutation
Enhancement]
Level: (8), Drd 8
Components: V, S
[Green,
Tranquil Domain
Abjuration (Ward) [Green]
Level: (5) Drd 5
Effect: 30' radius centered on
you
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)
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
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.
Treant's Endurance+
Transmutation [Enhancement,
Green]
Level: (5), Drd 5
Components: V, S
321
322
Treant's Endurance,
Mass+
Transmutation
[Enhancement,
Green]
Level: (9), Drd 9
Components: V, S
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
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
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
Unsummon+
Abjuration (Dispel) [Blue]
Level: (4), Sor/Wiz 4
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
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,
Vermin Shape+
Transmutation [Green]
Level: (3), Drd 3
Components: V, S, DF
Casting Time: [see text]
Range: Personal
Targets: You
Duration: [see text]
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
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
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)
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
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
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
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
Wave of Reckoning+
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
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
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
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
325
326
White Ward+
Wildshape+
Transmutation [Green]
Level: (3), Drd 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Targets: You
Duration: 1 round
Wildcure+
Conjuration
(Healing)
Red]
Level: (1)
Component: V, S
[Wild,
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)
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
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
Wink Out+
Illusion (Glamer) [Blue]
Level: (0), Brd 0, Sor/Wiz 1
Casting Time: One Action
Range: Personal
Target: You
Duration: 1 round
Wisesay+
[Green,
This
spell
is
a
simultaneous
bears
endurance
and
cat's
grace.
As counterspell, except
wisesay only affects green
spells.
Wolf's Tenacity+
Transmutation
Enhancement]
Level: (3), Drd 3
[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
Yarenic's Firebolts+
Evocation [Fire, Earth, Red]
Level: (1), Sor/Wiz 2
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
Zone of Chaos+
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.
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
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.
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
+0
+2
+0
+2
+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
Ex-Priests
be
devoted
to
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).
Requirements
To qualify for the druid prestige class the
character must meet the following
prerequisites.
Save
Save
Save
+0
+2
+0
+2
+1
+3
+0
+3
+1
+3
+1
+3
+2
+4
+1
+4
+2
+4
+1
+4
Small Wildshape
+3
+5
+2
+5
+3
+5
+2
+5
+4
+6
+2
+6
+4
+6
+3
+6
10
+5
+7
+3
+7
Large Wildshape
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
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
Fluctuation
Cantrips
Ignite
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
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
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
Daze
All Colors
1u
UU
Brainstorm uu
Buoy 1u
Clearsight 1u
Color Spray 1u
Command 1u
Apathy
1st level
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
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
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
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
3w
3w
Circle
of
3w
Protection:
Multicolor
Dispel Magic
Red
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
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
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
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
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
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
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
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
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
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
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
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
5bB
6b
5bb
3bbbb
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
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
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
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
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
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
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
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
Wounds,
Sphere
6www
Green
Mass
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
6ggg
5gggg
5bbbb
6bbb
Breath
Boulders
4ggggg
Over
Disanimation
Last
of
uuuuuuuuu
Moment of Prescience 6uuu
Overland Flight, Mass 7uu
Prying Eyes, Greater 6uuu
Scintillating Pattern 5uuuu
Temporal Stasis 5uuuu
Whirlwind 5uuuu
White
Quarter
5rrrr
All Colors
No
Blue
Clone
th
Mercy,
rrrrrrrrr
Radiate 5rrrr
Repel Metal or Stone 7rr
Repercussion 5rrrr
Shatterstorm 7rr
Volley
4gggg
No
White
Antimagic Shell, Greater
8ww
Circle
of
5wwwww
Freedom 6wwww
Heal, Mass 7www
Hands
341
342
Hold
Monster,
Greater
8ww
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
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
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