MGP9021 - 3.5E Expert Player's Guide Vol. II - Renegade Clerics Tome

April 16, 2017 | Author: David Culliford | Category: N/A
Share Embed Donate


Short Description

Download MGP9021 - 3.5E Expert Player's Guide Vol. II - Renegade Clerics Tome...

Description

David Culliford (order #1969295)

Contents

Renegade Cleric’s Tome Credits

Contents

Editor Mark Gedak

Layout Matt Sharp & Ted Chang

Cover Art Anne Stokes

Introduction

2

Forbidden Teachings

3

Spell Lists

6

Spells

32

Logo & Cover Design Anne Stokes

Interior Illustrations Dave Allsop, Eric Bergeron, Alexandre Benhossi, Brent Chumley, Stephen Cook, Yngne Oliver Eriksen, Fabricio Soler, Marcio Fiorito, David Griffith, Renato Guedes, Carlos Henry, Rick Hershey, Vincent Hie, Ralph Horsley, Vitor Ishimura, Andrew Jordan, Drew Landstrom, Eric Lofgren, David Esbri Molinas, Danilo Moretti, Sean Parnell, Fred Rawles, Phil Renne, Chad Sergesketter, Simon Taylor and Nathan Webb.

Appendix: Additional Rules 232 License

250

RPG Manager Ian Belcher

Production Director Alexander Fennell

Proofreading Ron Bedison

Open Game Content & Copyright Information Epic Player’s Guide – Renegade Cleric’s Tome ©2006 Mongoose Publishing. All rights reserved. Reproduction of non-Open Game Content of this work by any means without the written permission of the publisher is expressly forbidden. Epic Player’s Guide – Renegade Cleric’s Tome is presented under the Open Game License. See page 250 for the text of the Open Game License. All text paragraphs and tables containing game mechanics and statistics derivative of Open Game Content are considered to be Open Game Content. All other significant characters, names, places, items, art and text herein are copyrighted by Mongoose Publishing. All rights reserved. Printed in China.

1

David Culliford (order #1969295)

Introduction

INTRODUCTION ‘Fall back from the lands of Kalin savages, lest the power of Tchal’s purifying flame cleanse this world of your vile evil for all time!’ The drum of the righteous beat ever louder as Jacob Hearthflame and his retinue of soldiers cut through the hordes of invading gnoll warriors. Except from ‘The Tale of Blood Hill’

D

ivine magic in the d20 System game has always seemed like a poor cousin to that of arcane magic. Divine magic falls behind arcane magic in both the amount of raw damage that can be dealt and the variety of spell options available. There are some advantages to divine magic such as not requiring a period of rest before preparing spells and having access to healing spells. Still it seems that the variety of spells available to arcane spellcasters would always be greater than that of the divine. Daunted by this problem, divine spellcasters did what they do best – they prayed for guidance and they prayed for assistance.

And if that sounds good, how would you like these 256 page hardback books to be priced at less than $20? The Expert Player’s Guides are designed to provide complete gaming resources, drawn from the very best of Open Gaming material, at a fraction of the price similar books have been traditionally marked at in the past.

The Renegade Cleric’s Tome This tome is the perfect companion to other magic compendiums – after all, who wants to play a cleric who only has access to meagre array of ‘standard’ spells that everyone else has? With spells and spellcasting rules drawn from the very best of Open Content sources, the Renegade Cleric’s Tome is your one-stop shop for divine power!

The gods have answered. Throughout countless lands, new spells have been granted to the faithful. Over the years this knowledge has been shared by friendly faiths and stolen from the records of enemy faiths. Eventually, the Church of Knowledge decided to compile all this information into a single, exhaustive tome. The result of that labour now lies before you.

The Renegade Cleric’s Tome was designed to include a wide range of divine spells from a wide range of sources. It was built from the ground up to bring you a book truly focused on divine spellcasters and the powers they wield. Forbidden Teachings presents information on a number of enhancements to the magical overview section of your standard magic sourcebook. This is followed by complete Domain and Spell Lists for the Renegade Cleric’s Tome and over 200 pages of open game content spells from more than 60 print and electronic sources. The Appendix houses all the additional rules for such things as diseases, environmental hazards, feats, monster statistics and skills necessary to make full use of the spells provided for you in this collection. Hopefully, the next divine spellcaster in your game will have a few new tricks with which to surprise their fellow adventurers.

The Expert Player’s Guide Here at Mongoose Publishing, we are always looking for new ways to present gaming information in better formats to help our readers get exactly what they need from our books. The Expert Player’s Guides mark a new approach to d20 gaming from Mongoose Publishing. How would you like huge 256 page hardback tomes packed full of D20 rules, each one a complete toolkit focused on one area of the game? How would you like every part of these books to be designated as Open Content, allowing you to freely use them in your own roleplaying projects?

The Renegade Cleric’s Tome features 100% Open Game Content.

2

David Culliford (order #1969295)

Forbidden Teachings

FORBIDDEN TEACHINGS Domains and Estates

god wishes to be represented to his faithful followers and to outsiders. Unfortunately, domains can be too general to really describe some of the gods who grant them. Estates are an answer to this – each estate provides a handful of spells that exemplify a more focused area of power than the domain from which they are derived. When an estate is chosen, it replaces all odd-level spells above 1st level in the domain from which it is derived. The cleric retains all of the even numbered domain spells, as well as the granted power from the domain itself. A cleric may not choose more than one estate for each domain. The following estate descriptions are provided as building blocks for those Games Masters and players that wish to flesh out the religions in their campaign and offer more choices for clerics.

Though all gods are different, virtually all offer their clerics some power in exchange for their obedience and adherence to divine law. For ease of use, these powers and granted abilities are categorised into domains, universal concepts that are used to define the aspects of power that a god represents and the abilities he provides to his clerics. In this book, ways to use the existing and new domains to reinforce the concept of the gods and their relationships to their clerics are presented, along with the new concept of minor domains, or estates. In general, domains reflect aspects of a god. They provide clerics with abilities and spells in keeping with how the

The concept of estates was first introduced in The Quintessential Cleric with each of the standard domains subdivided into two estates. The new domains presented in the Spell Lists chapter have also been subdivided into two estates each. In the Spells chapter, the spell descriptions identify estates as a bracketed entry following the name such as:

Agony Necromancy Level: Clr 3, Evil (Pain) 3, Wiz/Sor 5 The traditional domains had their estates established in The Quintessential Cleric and have not been reproduced in this book as to save space for a multitude of extra spells. To provide some sense of completion the traditional domains accompanied by their estate are listed below.

Domain (Estate 1, Estate 2);… Air (Wind, Tempest); Animal (Beast, Estate); Chaos (Chance, Decay); Death (Execution, Graves); Destruction (Murder, Rupture); Earth (Depths, Material); Evil (Crime, Pain); Fire (Conflagration, Purification); Good (Purification, Righteousness); Healing (Antivenom, Cures); Knowledge (Intuition, Secrets); Law (Order, Decree); Luck (Fortune, IllOmen); Magic (Augmentation, Weakness); Plant (Cultivation, Nature’s Force), Protection (Avoidance, Deflection), Strength (Might, Power); Sun (Life, Sunset); Travel (Discovery, Pathfinders); Trickery (Lies, Illusion); War (Ambush, Berserk); Water (Blood, Drowning)

3

David Culliford (order #1969295)

Forbidden Teachings

The Contingent Subschool Almost every spell belongs to one of eight schools of magic. A school of magic is a group of related spells that work in similar ways. A small number of spells (arcane mark, limited wish, permanency, prestidigitation and wish) are Universal, belonging to no school. Traditionally there are 13 subschools of magic with each school having a limited set of subschools. However, some specialist wizards have discovered that there is another subschool that can be applied to any of the traditional schools of magic.

If the spell is divine in nature, the caster can increase its power further through use of a sacred relic of his deity. The nature of the deity will determine the nature of his relics; a goddess of knowledge might have spread the pages of the first book across the world, while a war god would treasure the weapons of his sacred champions. The caster cannot create a relic, and it is ultimately up to the Games Master to decide if his god even has relics. Depending on the holiness of the object, he will gain one to three points of ceremonial force from its presence. Even if he has multiple relics, he cannot gain more that three points of ceremonial force. Arcane casters may be able to mimic this effect by creating esoteric spell amplifiers; this is left up to the Games Master.

This is a contingent subschool, which is typically noted in the spell’s description in the form‘(Contingent – School)’. A contingent spell requires that an arcane or divine spellcaster have access to a specific school and not be prohibited from its spells. For example, a spell labelled Enchantment (Contingent – Illusion) is an Enchantment spell that can only be cast by a character that could also cast Illusion spells. This has lead to some spells being unavailable to specialists who are prohibited from contingent schools.

Ceremonial force has the following effects:

Descriptors

• Spell formulas (such as spell range) may be modified by the number of points of ceremonial force in the spell. These effects vary, and details can be found in the description of a specific judicial curse.

Appearing on the same line as the school and subschool, when applicable, is a descriptor that further categorises the spell in some way. Some spells have more than one descriptor. There are eight new descriptors used in the Renegade Cleric’s Tomb, their descriptions and properties are noted below:

• The ceremonial force is added to the DC of the spell’s saving throw. This cannot increase the DC by more than five points. • If the spell effect can be removed with break enchantment, the ceremonial force is added to the caster’s level to determine the effective caster level of the spell.

(Age) This descriptor denotes any spell that relates to magical ageing effects or the rejuvenation of a creature to an earlier age.

• Unless otherwise specified, the effects of a judicial curse can be broken with remove curse. Add the ceremonial force of the spell to the caster’s level; the character attempting to break the curse must be of equal or higher level or remove curse will fail.

(Judicial Curse) There are times when a criminal cannot be brought to justice, or when he is simply too powerful for the forces of the law to overcome. But where an evil archmage may be able to resist any minor spell a crusading cleric has in his repertoire, the church can call on the power of the faithful to overcome his resistance. If a spell is identified as a judicial curse, it has the following benefits and restrictions:

Restrictions: A judicial curse can only be used on a creature that could normally fall under the jurisdiction of his justice system. Nationality is not an issue, so most societies could target any human; but he cannot excommunicate a dragon. As an optional rule, the Games Master may decide that judicial curses cannot be used unless the target has actually been convicted of a crime (even if he was tried in absentia); alternately, he could receive a +5 bonus to his saving throw if he is innocent of any wrongdoing. These benefits and restrictions only apply to spells that are clearly designated as judicial curses! The caster cannot increase the power of a fireball just because he has a few friends working with him.

Ceremonial Force: The caster can increase the power of the spell by taking additional time to perform the ritual and by receiving support from assistants. This increased effect is measured in ceremonial force. For every two hours he adds to the casting time of the spell, he receives one point of ceremonial force. He can spend a maximum of six hours in order to receive a total of three points of ceremonial force by increasing casting time.

(Poison)

For every two assistants the caster has helping him with the ritual, he receives one point of ceremonial force, to a maximum bonus of three. Assistants must be of at least

This descriptor does not have any mechanical effect in its own right. However, it interacts with various other

4

David Culliford (order #1969295)

2nd level in a class that has the potential to cast the spell in question. To provide him with this benefit, an assistant must perform the verbal and somatic components required by the spell, and he must participate for the full casting time of the spell.

Forbidden Teachings

mechanics. It represents a spell’s reliance on the magical manipulation of poison. In addition to the spells contained in this book, the following classic spells should have it added to their entry: delay poison, detect poison, neutralise poison and poison.

Casting a quickened spell is a swift action. In addition, casting any spell with a casting time of one swift action is a swift action. Casting a spell with a casting time of one swift action does not provoke attacks of opportunity. Immediate Action: Much like a swift action, an immediate action consumes a very small amount of time, but represents a larger expenditure of effort and energy than a free action. However, unlike a swift action, an immediate action can be performed at any time – even if it is not his turn. Using an immediate action on his turn is the same as using a swift action, and counts as his swift action for that turn. The caster cannot use another immediate action or a swift action until after his next turn if he has used an immediate action when it is not currently his turn (effectively, using an immediate action before his turn is equivalent to using his swift action for the coming turn). He also cannot use an immediate action if he are currently flat-footed.

(Temporal ) Temporal is a designator applied to all spells to do with the manipulation, perception or investigation of time. A wizard who has learned to cast these spells is often known as a chronomancer. In order to successfully be able to cast spells with the temporal designator an arcane or divine spellcaster must possess at least five ranks in both Knowledge (arcana) and Spellcraft as well as possess the Extend Spell and Quicken Spell feats.

Casting Time Most spells have a casting time of one standard action. Others take one round or more, while a few require only a free action. A spell that takes one round to cast is a fullround action. It comes into effect just before the beginning of his turn in the round after he began casting the spell. He then act normally after the spell is completed. Recently spells have been researched that can be cast as swift or immediate actions. Swift Action: A swift action consumes a very small amount of time, but represents a larger expenditure of effort and energy than a free action. The caster can perform one swift action per turn without affecting his ability to perform other actions. In that regard, a swift action is like a free action. However, he can perform only a single swift action per turn, regardless of what other actions he takes. He can take a swift action any time he would normally be allowed to take a free action. Swift actions usually involve magic or the activation of magic items; many characters (especially those who do not use magic) never have an opportunity to take a swift action.

5

David Culliford (order #1969295)

Spell Lists

SPELL LISTS Blackguard Spells

Cleric Spells

1st Level Blackguard Spel ls

0th Level Cleric Spel ls (Orisons)

Claws of the Damned: Transforms target’s hand into sharp claws (2d6 damage). Curse Weapon: +1 weapon bonus against good-aligned characters and creatures. Demon Flesh, Lesser: Target gains damage reduction 5/ cold iron and good. Detect Outsider: Detects the aura of an outsider. Sanctified Reverie of Arms: Combines religious meditations with combat skills to gain an additional melee attack per round.

Breeze: Creates a gentle breeze over an area. Detect Charm: Determines whether a creature is under a charm effect Detect Heretic: Marks enemies of caster’s faith. Ignore Silt: Allows caster to see through fine obstructions cluttering the water. Virulence: Weakens the innate resistance of its target making him more susceptible to poison and disease effects.

2

nd

1st Level Cleric Spel ls

Level Blackguard Spel ls

Astute Fighting: Special combat sense that grants +2 bonus to its base attack. Avert Attack: Grants the target a +5 deflection bonus to AC. Awaken the Dead I: Awakens one undead creature under caster’s control.

Fortify Armour: Transforms armour to something of legendary make and quality, however armour is consumed by spell when it ends. Zone of Darkness: Creates an area where evil creatures enjoy a +1 bonus on all die rolls.

3rd Level Blackguard Spel ls Favour Servant: Infuses caster’s fiendish servant with divine vigour, granting +4 to attack and damage. Moral Relativism: Caster’s alignment appears to change when in reality it does not. Unholy Ice Axe: Creates an axe formed of unholy evil cold dealing 3d6 physical + 1d8 unholy damage + 1d8 cold damage.

4th Level Blackguard Spel ls Demon’s Strength: Grants +4 bonus to Strength. Divine Sovereignty: All creatures of four Hit Dice or less view caster as their sovereign king. Paean of the Unholy: Caster’s dark god draws power down to plague his adversaries with failing confidence and fear. Share Spell Resistance: Caster is able to share his mount’s/fiendish servant’s spell resistance. Wall of Blood: Creates a vertical wall of blood. Zone of Ablation: Force field surrounds caster, protecting him from most physical damage.

6

David Culliford (order #1969295)

Spell Lists

Awakening: Quickly and silently awakens all sleeping creatures within the burst. Blinding Strike: Caster imbues a weapon with the power of light, effectively blinding opponents. Blood Spilled Anew: Artefact from a murder will bleed when it comes near the murderer. Bull’s Graces: Hinders target’s reflexes, causing him to react slowly to sudden threats. Call Armour: Armour automatically appears on caster when predetermined event occurs. Call Upon Faith: Caster receives a +3 sacred bonus on any one ability or skill check. Charm Spirit: Charms creatures with the Spirit subtype. Clarity of Faith: Target gains comprehensive understanding of caster’s faith. Detect Disease: Determines whether a creature, object or area has been or is diseased. Detect Infraction: Tells caster if a particular action is illegal by local laws or customs. Detect Spirits: Detects the presence of active and latent spirits within range. Discern Aura: Can read the target creature’s health from his aura. Divine Aegis: Magical aura protects target with a +4 resistance bonus to one saving throw type. Draw on Faith: Grants +1 bonus on one attack, saving or check roll. Endure the Light: Allows any subject with vulnerability to light to withstand light. Extinguish: Will extinguish every natural source of fire within its area of effect. Faith of Arms: Target receives +2 morale bonus to damage. Flame of Chaos, Lesser: As lesser flame of good except deals additional damage to lawful creatures. Flame of Evil, Lesser: As lesser flame of good except deals additional damage to good creatures. Flame of Good, Lesser: Holy flames can be used as a touch attack (1d4) or splash weapon. Flame of Law, Lesser: As lesser flame of good except deals additional damage to chaotic creatures. Irritation: Causes either an itching sensation or a deep red rash to erupt on target’s skin. Lapse of Attention: Hinders target’s senses and are more likely to miss subtle lies, hidden opponents and so on. Miner’s Nose: Caster can magically smell precious metals and stones. Poison Weapon: Like magic weapon except weapon is coated with magical poison. Potent Weapon: Imbue a weapon with the power to deal additional damage to a designated foe. Precipitation: Causes light rain, sleet or snow to fall in area. Protection from Undead: Wards a creature from attacks by undead creatures. Purge Inner Darkness: Creates a spark of positive energy which wards target against negative energy already at work in them.

Redirect Charge: Special blessing which allows you to divert a charge attack. Repel Water: Caster keeps a number of subjects dry when immersed in water. Sacred Watch: Allows caster to become instantly aware when target of spell is in danger. Stabilise: Directs a jolt of positive energy into subject, who is instantly stabilised. Summon Undead I: Summons an undead creature. Turn Resistance: Empower undead in area to resist turning attempts. Vigilance: Imbue the recipients with extra awareness of their surroundings. Wielder’s Ease: Lightens a target weapon to allow creatures to wield it as if it was one category lighter.

2nd Level Cleric Spel ls Anointed: Grants a +2 luck bonus to one type of save for target creature. Aura of Animation: As animate dead, except that it creates an area of affect where any dead creature immediately animates. Awaken the Dead II: Awakens one or more undead creatures under caster’s control. Blessed Watchman: Grants the target a +4 sacred bonus to Spot and Listen checks and Will saves. Bolt of Ghostslaying: Bolt of energy is created that will only harm incorporeal beings (1d6 max 5d6). Brain-Eating Ritual: Eating the brain target results in 1d8 temporary hit points, and +1 Intelligence and Wisdom. Calling Card: Leaves behind a record of specific crime committed. Cat’s Eyes: Confers low-light vision on target creature. Chant the Holy Name: Caster imbues his allies with a +2 bonus to rolls. Chant: Caster brings special favour upon allies and disfavour to his enemies. Claws of the Damned: Transforms target’s hand into sharp claws (2d6 damage). Cloak of Silence: Allows caster to lean close and whisper without being heard by anyone else. Compel Parley: Subject is compelled to bring protected characters to the nearest authority figure. Dash: Increases the base speed of several creatures within range. Detect Dimensional Disturbance: As detect magic but detects disturbed planar barriers. Detect Outsider: Detects the aura of an outsider. Detect Transformation: Detects those with ability to change their shape. Dig Through Earth: Instantly clears out a section of earth. Disruptive Might: Infuses caster’s body or weapon with positive energy. Distil Water: Transforms seawater into fresh drinking water. Divine Heart: Protects target against fear effects.

7

David Culliford (order #1969295)

Spell Lists

Dolphin Fins: Adapts target to a water environment granting bonuses to swim. Earthmaw: Creates gaping maw in section of normal earth. Faerie Ward: Creates a magic circle that damages any fey creature. Fighter’s Way: Target will forego any conflict resolution or use of spells choosing instead to physically attack his foes. Force Corporealness: One target incorporeal creature becomes corporeal. Fortitude: Automatically heals all hobgoblins within 25 feet of warband banner. Freshen Air: Removes all harmful gases from the area of affect. Frostfire: Cone of freezing ice shoots from caster’s fingertips causing 1d4 points of damage (max 5d4). Ghost Combatant: Phantasm flanks opponent. Glowing Bones: Causes the bones of target creature to glow, granting +10 bonus on Spot checks. Green Water: Changes an area of water into green slime. Guilt Aura: Cloaks allies so that anyone dealing damage will suffer guilt for duration of spell. Harden Armour: Hardens one suit of metal armour to adamantine-like hardness. Harden Weapon: Doubles the hardness of a weapon. Hero’s Visage: Your appearance demoralises opponents. Immunity to Fear: Subject gains an immunity to fear effects. Know Alignment: Instantly discern the alignment of any creature within the area. Luck of the Saints: Like guidance but provides a luck bonus of +1 to a single die roll. Merciful Weapon: Causes weapon to lose sharpness or hardness so that it deals nonlethal damage. Miniature Portal: Creates a tiny gateway which objects can be passed through. Negative Energy Armour: Caster is surrounded by an aura of negative energy dealing 2d6 points of damage to all creatures attacking you unarmed. Painful Truth: Causes 1d4 points of damage every time creatures in area of effect lie. Pass through Element: Caster can walk through a specific element barrier without harm. Password: Causes one non-magical unattended object to become flaccid when grasped. Pitch Sight: Allows caster and allies to see normally through darkness. Radiance: Sheathes the caster’s body in glowing fire which sheds light and causes 1d6 points of fire damage to all who attacks. Render’s Wrath: All non-bugbears will suffer 1d4 points of sonic damage. Repair Ship: Repairs minor (1d3) structural damage to original seaworthiness. Repel Nature: All plant material is bent and pushed away from caster to the limit of the range. Rescue: Summons a creature to aid a drowning or shipwrecked character.

Righteous Radiance: Divine light covers caster granting +1 (max +5) bonus to AC in melee combat. Rotting Wound: Infects a weapon with filth fever. Seavision: Gives unaffected underwater vision. Slur: Temporarily causes the target’s speech to become garbled and hard to understand. Smite Heretic: Gain a +5 bonus to hit creature who is morally/ethically opposed to your alignment. Snake Charm: Like charm person except it only affects snakes. Soul of Chaos: Alters the alignment of a lawful or neutral character to that of chaotic. Suck Poison, Lesser: Caster detoxifies any sort of venom in target creature. Summon Armour: Caster summons a dedicated suit of armour to him. Summon Dust Devil: Summons a dust devil which will follow caster’s directions. Summon Undead II: Summons an undead creature. Swim: Subject gains a +10 enhancement bonus on Swim checks. Thorn Snare: Thicket of thorns rises from the ground to snag at enemies trying to pass. Tying the Least Knot: Allows caster to steal basic spellcasting ability from a single target. Undetectable Charm: Conceals any charm, compulsion or enchantment effect of an object from all forms of detection. Wound Reading: An image of what dealt the injury is conjured when a subject’s wounds are touched. Wyvern Guard: Creates a wyvern to protect specified area. Zone of Darkness: Creates an area where evil creatures enjoy a +1 bonus on all die rolls. Zone of Light: Creates an area where non-good creatures suffer –1 penalty on all die rolls.

3rd Level Cleric Spel ls Agony: Touch attack causes 1d8 points nonlethal ‘pain’ damage each round until spell ends. Air Breather: Allows water creatures can breathe air freely. Akeutit: Cures the diseases of all creatures in area of effect. Alter Aura: More powerful form of undetectable alignment, altering the target creature’s alignment. Aura of Peace: All creatures within the area find it hard to fight one another. Awaken the Dead III: Awakens one or more undead creatures under caster’s control. Ban: Mystically marks the victim as an enemy of caster’s church. Bless Crew: As bless but spell affects everyone on board ship while they remain aboard. Blessed Warmth: Grants resistance to cold of 10. Blessing of Arms: Recipients gain a +1 morale bonus to damage.

8

David Culliford (order #1969295)

Spell Lists

Hold Evil: Target freezes in place, standing helpless. Horrible Mist: Creates a stationary cloud of black mist that obscures sight and provides concealment. Illisiniq: Magical hexing which can decrease an ability score, penalise throws or lose an action. Indelible Mark: Brands a living creature with a message, symbol or sigil. Intercession: Caster can sacrifice himself to protect another from a harmful event. Lesser Commune: As commune, except you only get one question. Lesser Manna Creation: Creates a full one-day serving of Manna. Lucky Cloak: Grants caster a luck bonus chosen at the time of casting. Magic Circle against Undead: All creatures within the area gain the effects of a protection from undead spell. Muck: Creates an adhesive and sticky ooze-like creature under the feet of enemies. Ooze Bolt: A bolt of gray ooze flies toward target dealing 2d6 points of acid damage. Overconfidence: If target believes opponent is not a worthy match, he receives a –4 penalty to attacks and a –2 penalty to Armour Class. Random Pain: Imbues one melee weapon with power to cause damage not to target but to wielder of weapon. Repeat Action: Compels the target to repeat the last action he took before spell was cast. Resonating Touch: Touch attack severs undead’s link with Negative Energy Plane (1d4 damage) or infects living creatures with mummy rot. Rotbreath: Noxious vapour rolls out of caster’s mouth and nose causing 3d8 damage. Sacrament of Baptism: Converts creature touched to your faith and bestows bless for one full day. Seas of Fate: Allows the gods to guide your ship taking you where you need to be. Shield Vessel: Creates a magical +4 shield to entire ship, above the water line. Speed of Mercury: Divine energy grants improved speed (60 feet). Speed Poison. Increases virulence of affected poisons. Spiritual Bestowment: Spirit boosts an ability in a target creature. Stalker’s Ambush: Wraps all bugbears within 100 feet in shadows, providing them with concealment. Steely Will: Imbues recipient with the will to ignore or resist mind control attempts. Summon Memunite: As summon monster III, except conjures a single memunite. Summon Undead III: Summons an undead creature. Taint Liquids: Causes all liquids within area of effect to lose their properties and become tainted with poison. Thin Blood: Touch attack causes wave of energy to cause general weakness and lowered defence. Thousand Feet: Creates vibrations when underground to confuse creatures with tremorsense. Trade Save Bonus: Allows target to swap two of his base saving throw bonuses.

Blissful Rest: Prevents a corpse from turning into an undead creature. Bloody Blade: Creates a blade made of blood which causes 1d6+1 damage plus 1d4 bleeding damage. Bone Armour: Strengthens the bones of target creature gaining damage reduction of 10/bludgeoning. Calm Wind and Water: Caster calms wind and seas. Confession’s Hand: Target is compelled to answer truthfully in writing any questions asked. Corruption’s Kiss: Caster imparts corruption onto target. Cripple: Subject looses all feeling in his legs and cannot stand. Curatha’s Blessing: Transforms target into an underwater missile. Curse of Light: Makes the target creature extremely sensitive to light. Demon Flesh, Lesser: Target gains damage reduction 5/ cold iron and good. Dirge of the Walking Dead: Allows you to keep one ally up and conscious if hit points are less than zero. Discern Lycanthrope: Discerns if an individual subject is a lycanthrope or not. Disguised Spell: Masks the true nature of the spell on affected scroll of 3rd level or lower. Divine Guidance: Allows caster to get a response to a single question of his deity. Elemental Shape: Transforms a creature’s body into pure elemental matter. Euphoria: Creature is struck by pure pleasures suffering –4 Wisdom but gaining +4 Constitution and +4 to saving throws versus fear. Faststroke: Permits a subject to slip through the water at great speed. Feign Death: Target falls into cataleptic state resembling death. Final Vision: Touching a corpse allows caster to relive the last few minutes of the victim’s life. Fire Walk: Creature touched can walk through fire or over coals with no damage. Flame of Chaos: As flame of good except deals additional damage to lawful creatures. Flame of Evil: As flame of good except deals additional damage to good creatures. Flame of Good: Holy flames can be used as a touch attack (1d8) or splash weapon. Flame of Law: As flame of good except deals additional damage to chaotic creatures. Forbidden Task: Compels target to avoid one specific action spoken by caster. Fortify Armour: Transforms armour to something of legendary make and quality, however armour is consumed by spell when it ends. Ghost Armour: Spirits act as armour granting a +1 deflection bonus on damage reduction 10/magic. Gift of Life: Caster gives some of his lifeforce to another or receives the gift for himself. Gunge Blight: A successful touch attack transmits gunge disease to trolls.

9

David Culliford (order #1969295)

Spell Lists

Light of Heaven: Instantaneous burst of fire (1d6) combined with the light of heaven. Mark of Censure: The caster brands his enemy with a mark, that penalises him –1 on all rolls. Mucus Mask: A glob of mucus is hurled at target covering the subjects head causing burns, deafness and suffocation. Pacifism: Subject cannot take offensive action against any creature but will defend himself. Pacify Storm: Able to calm most powerful storms, enabling the ship you sail to speed safely through. Pack of Ghouls: Caster summons a pack of ghouls to defend allies. Pain Shield: Subject is able to ignore pain and gains damage reduction equal to caster’s level. Protection from Witchcraft: Target gains spell resistance of 12+ caster level. Razvodit: As augury but more powerful, providing advice concerning a specific event within one week. Shade Disposal, Lesser: Caster drives out any evil creature from spiritually tainted item. Skinwalking: Caster takes on full semblance of someone he has slain. Snakes to Sticks: Change a number of snakes into small or medium sticks. Soul Poison: Caster infects his victim with a psychic poison for 1d10 points of initial Charisma damage. Spellbreaker: Leeches on another spell cast the same round bypassing any spell resistance. Spirit Song: Spirit voices interfere with all spellcasting and distracts creatures in area. Sticks to Snakes: Changes a number of sticks into small or medium snakes. Suck Poison, Greater: Caster detoxifies any sort of venom in target creature. Summon Undead IV: Summons an undead creature. Swarm Boil: Causes immense boils to bubble up from the victim’s skin which erupt spilling forth a swarm of tiny spiders. Symbol of Despair: Like symbol of death, except creatures in area are afflicted with utter despair. Sympathetic Bond: Any damage done dealt to the weapon is felt by the creature it is bonded to. Syowae: As augury but more powerful, providing advice concerning a specific event within one week. Tales of Lost Sailors: Allows caster speak with dead sailors lost in specific body of water. Twig Torture: Crude representation of a humanoid is made from dead twigs and can be used to inflict pain upon the target creature. Warrior’s Guidance: Caster opens his soul to the possession of a fallen warrior. Weaken Resistance: Word of power reduces target’s ability to withstand coercions. Weatherblindness: Victim believes the weather is always pleasant and not dangerous regardless of reality.

Transin Celestia: Increases the difficulty to resist subsequent banishment or binding spells. Vengeance of the Mighty One: All hobgoblins within 25 feet of the warband banner receive a +1 to attack and damage rolls. Visage of the Sea Hag: Caster transforms to look like a sea hag causing 2d6 Strength damage in all who see him. Water Crush: Compresses the water around a subject, greatly increasing the pressure and potential for crushing the subject.

4th Level Cleric Spel ls Adaptation: Grants immunity to a selected plane’s environmental effects. Aegis: Any creature wishing the caster harm finds it difficult to concentrate on his exact location. Animal Mind: Target believes he is an animal of a chosen type and will act in that manner, no bonuses. Armour of Deflection: Subject gains damage reduction 2 and +2 deflection bonus. Awaken the Dead IV: Awakens one or more undead creatures under caster’s control. Babel’s Curse: Causes target to be unable to speak and understand any language – all communication is gibberish. Bestow Grace of the Champion: Bestows the power of good and law of a paladin on any character class. Blunting Glance: Gaze attack that allows the caster to blunt weapons. Castigate: The caster’s fiery sermon strikes fear into the hearts of your listeners. Chant, Greater: As chant, except more powerful. Cloak of the Righteous: Divine energy protects and guides the caster. Combat Blessing: Allies gain +1 to hit, +2 to damage and have their weapons threat range increased. Compel: As the command spell but the command can be a short sentence of instruction. Crown of Terror: Fiery halo surrounds the caster causing fear in his opponents. Crown of Valour: Silver halo surrounds the caster granting allies +2 against fear and +1 on attack rolls. Death Link: Creates a metaphysical link between two creatures so when one is injured both share the damage. Exorcise: Caster negates possession of a creature or object by any force. Flay: Ranged attack flays strips of skin off its victim. Forced Binding: Subject must stay within 25 feet of a specified object, place or person. Full Moon Blessing: Target is affected with a limited version of lycanthropy. Grasping Plants: Transforms a plant into a grasping trap that immediately wraps around victim. Knot of the Soul: Allows caster to steal a domain ability of his choice from the target. Krilaq: Caster is allowed one yes/no question of the local spirits.

10

David Culliford (order #1969295)

Spell Lists

5th Level Cleric Spel ls

Mundane Waters: Dispels spells or effects that target a body of water. Nail Spirits: Creates a magical square of fabric, which is the manifestation of the spirits of the targets. Poison Armour: Provides five points of poison resistance. Restore Health: Delivers healing magic to a creature within range. Sail Symbol: Creates a huge shining version of the caster’s holy symbol on the sail – increasing the area of effect of certain spells. Serpent Arrow: Transform a number of arrows into snakes that can be used in any bow. Shade Disposal, Greater: Caster drives out any evil creature from spiritually tainted item or dispels any enchantment cast by an evil creature. Shadow Fangs: Caster’s melee attacks issue forth from any shadow or area of darkness. Skittering Darkness: Shadow and darkness crawls like a wave striking victims and gnawing at their flesh. Skull Bomb: Imbues a skull with destructive negative energy which can be used as a bomb releasing 1d4 per two levels (max 10d4) negative energy damage. Slime Bucket: Conjures a glop of slime that falls over area causing 1d6 points of cold damage (max 15d6). Spider Totem: Target takes on some characteristics of the spider, becoming faster, stronger and more deadly in combat. Subvert Summoning: Assumes control of creatures summoned by another spellcaster. Summon Undead V: Summons an undead creature. Taboo: Enforces a simple prohibition on a creature. Vengeance Halo: Calls special favour upon you and allies, gaining +2 luck bonus to all rolls. Vengeance of Tainted Hands: Re-animates target slain by poison to seek vengeance on maker of poison. Vile Infestation, Lesser: Infects the subject with a swarm of tiny vermin. Vivify: Vivifies an unintelligent undead to human-like sentience. War Fetter: Creates a cone of terror, causing creatures to panic which reduces their battle prowess. Wind Bindings: A storm-like force keeps target from moving.

Adaptation, Mass: As adaptation but to number of creatures based on level. Animate Crew: Creates undead crew for a ship. Aspect Tattoo: Tie a portion of a willing animal’s energy and abilities into a tattoo that grants target a special power once per day based on the animal chosen. Awaken the Dead V: Awakens one or more undead creatures under caster’s control. Becalm: Area of sea instantly becomes placid and perfectly still. Break Ship’s Enchantments: Attempts to free a ship/crew of any malicious enchantments. Chastise Person: The caster’s righteous wrath afflicts target with excruciating pain. Contagion, Greater: Infects target with any disease, no incubation period. Deliver Message: Subject is compelled to deliver a verbatim message to a third person. Demon Flesh: Target gains damage reduction 10/cold iron and good. Devouring Darkness: Blast of negative energy damaging (1d6) all living creatures and leaves darkness in its wake. Disguised Spell, Greater: As disguised spell except 5th level spells can be affected. Drown: Water is created around target’s head or other respiratory organs. Eternal Repose: As gentle repose but permanent and only effective on good creatures. Fangs of the Serpent: Creature touched grows long venomous fangs gaining a bite attack. Flying Abominations: Animates one or more body parts imbuing them with flight. Forest Home: Creates an earthen-based shelter beneath the roots of a nearby tree. Furious Assault: Imbue recipients with improved combat abilities. Gaze Trigger: Cast on a magic mirror so that when looked upon a stored spell is immediately activated. Ghost Dance: Summoned spirits deal 1d6/spirit to all creatures in a 30 foot radius. Grave Quake: Brings bodies buried or submerged to the surface but does not animate. Halve Ageing: Target has his natural ageing magically reduced to half the normal rate. Hell’s Razor: Any weapon touched deals an extra 2d6 points of damage. Huapsi: Target becomes immune to all death spells, effects, energy drain or negative energy effects. Ice Flames: Flash freezes and immobilises flames of any size fire. Lesser light of the Sun: Creatures vulnerable to sunlight are slowed and they attempt to avoid light. Lung Burst: Touch attack fills target’s lungs with seawater. Mage’s Guidance: Caster opens himself to the possession by the soul of a dead mage. Malediction: More severe form of bestow curse.

6th Level Cleric Spel ls Armour of Faith: As armour of deflection except damage reduction is 4 and +4 deflection bonus. Awaken the Dead VI: Awakens one or more undead creatures under caster’s control. Battlelink: Creates a mental link between yourself and several allies, allowing coordination of action in combat. Bind Crew: Affected crew are unable to leave the ship they are bound to. Corrupting Touch: Caster corrupts any object touched (e.g. turns water brackish, rusts metal and so on). Crown of Terror, Greater: As crown of terror but affects greater area for longer duration.

11

David Culliford (order #1969295)

Spell Lists

Curse of the Mummy: Immediately affects creature touched with mummy rot. Defeat Impediment: Allows caster to cast spells normally when on planes impeding certain magics. Defy Death: Extends the touched creature’s threshold of death beyond –10 hit points. Enchant Ram: Gives a ship’s ram a +1 bonus to attack and damage rolls. Ethereal/Spiritual Junction: Caster pulls an area of the Ethereal Plane into the material plan bringing with it any creature caught in the area of effect. Excommunicate: Casts a member of the caster’s faith out of his church. Finger Sacrifice: By cutting off a finger joint, target permanently gains a +1 to attack and damage. Flame of Chaos, Greater: As greater flame of good except deals additional damage to lawful creatures. Flame of Evil, Greater: As greater flame of good except deals additional damage to good creatures. Flame of Good, Greater: Holy flames can be used as a touch attack (2d6) or splash weapon. Flame of Law, Greater: As greater flame of good except deals additional damage to chaotic creatures. Forbidden Conversion: Subject is indoctrinated in the beliefs of your deity. Fortify Structure: Structure becomes more resistant to both mundane and magical attacks. Imbue Ship with Spells: Caster can transfer some of his prepared spells to a ship he touches. Interment: Destroys two Hit Dice/level undead. Kidnap Soul: Targets soul is removed and their body acts as a zombie under your control. Knot of the Flesh: Allows caster to steal an extraordinary ability of his choice from the target. Ksewawq: Caster enters a dream state in order to heal or cure another character. Lifeleech: Target’s lifeforce is transferred to the caster upon a successful coup de grace attack. Lost Wanderer: Target becomes completely lost and cannot find its way. Manna Creation: As lesser manna creation, but also restores spells up to 5th level. Material Disruption: Wave of power targets armour and weapons within given area. One with the Earth: Allows caster to move from one large block of stone, dune, section of earth to another. Rekindle Youth: Removes any unnatural ageing the creature has experienced. Sanctify Waters: Cast upon a body of water, the water affected becomes holy water. Solidify Sea: Transforms an area of water into a curious form of floating stone. Spear of the Dawn: Creates a seven -foot spear made of sunlight causing an additional 1d6 points of fire damage. Steal Breath: Steals air from the lungs of the target. Stony Tomb: Target is transported to a chamber buried in solid rock. Strength of Faith: Imbue the recipient with the power to withstand alignment-based effects.

Suffocate: As drown except the caster sucks the air from the target’s lungs or other respiratory system. Summon Animals: Summons a number of normal animals that fight for you. Summon Undead VI: Summons an undead creature. Symbol of Lust: Like symbol of death, except all creatures are overwhelmed with lust. Symbol of Poison: As symbol of death except all creatures within radius of symbol are poisoned. Trap Spirit: As lesser planar binding except does not require a magic circle and spirit can be harmed. Undeath to Death: Snuffs out the animating forces of undead creatures, killing them instantly.

7th Level Cleric Spel ls Awaken the Dead VII: Awakens one or more undead creatures under caster’s control. Cavernous Travel: Transports target creature to an underground location. Chill of Evil: Strips away target’s compassion and warmth for others filling them with paranoia. Crippling Fog: Fog deals two points of ability damage to the target’s highest physical ability. Cultivation: Converts wilderness within area of effect into cultivated fields. Curse Ship: You curse the ship of an enemy dooming ship and crew to a lifetime of misery and death. Disruption Wave: Creates a cone of disruption waves that harm all undead. Dolphin Fins, Mass: As dolphin fins, except it affects one creature per caster level. Drown this Book Certain Fathoms Deep: Spellbook thrown into water becomes the focus of a potent magical defence, automatically counterspelling any spell’s cast in area of effect. Elemental Cloak: Transform a creature into a near elemental. Enrich Soil: Imbues the soil of an area with fertility for natural plants. Erosion: Wind sweeps low to the ground causing massive erosion causing crop loss. Mark of Justice, Greater: An indelible mark is placed on subject who must adhere to (or refrain from) a stated course of behaviour. Halt Ageing: Temporarily stops all ageing in the target for ten years. Healing Flame: All creatures within radius are healed 1d4 + casters Wisdom. Knot of the Spirit: Allows the caster to steal a supernatural ability of his choice from the target. Mark of Exile: Subject is marked and prohibited from entering a specified area; if he does he is instantly and irrevocably destroyed (no save). Maw of the Earth: Stalactites and stalagmites grow from roof and floor crushing the caster’s enemies. Misfortune: Touch attack causes –6 luck penalty to attacks, damage, skill checks and saves.

12

David Culliford (order #1969295)

Spell Lists

Primeval Seal: Pushes out all outsiders, undead and aberrations from given area. Repel Ice or Snow: All ice or snow is pushed away from caster by invisible, intangible energy. Steal the Thunder: Caster steals another spellcaster’s ability to work magic. Summon Undead VIII: Summons an undead creature. Symbol of Hate: Like symbol of death, except all creatures become overwhelmed with hate immediately attack all those around it. Tsunami: Creates a massive and destructive wave to rise up and destroy all in its path. Wild Animus: Animates all inanimate objects in area of effect, which attack the nearest creatures. Word of Absolution: Causes an instantaneous break enchantment, after-effects include mind blank and will destroy incorporeal undead within the burst radius. Xenophobic Rage: Sows chaos in foes by stimulating secret fears of the targets making them instantly aggressive to anyone not of their own race.

Mutating Gaze: Gaze attack dealing 1d3 Strength damage in addition to a random effect. Mystic Hedge: Creates a hedge of plants with the nondetection effect. Oedema: Frigid brine fills the empty spaces of the target’s body rupturing flesh and bone. Plague: Like contagion except that it affects multiple creatures. Portal in a Storm: Creates a dangerous instability within a storm so that every flash of lightning opens a momentary portal to another random plane. Power Walk: Like shadow walk but creatures travel through Ethereal Plane. Scorching: The air affected broils with intense heat waves causing 1d6 (max 10d6) points of nonlethal damage. Scourge: Powerful form of bestow curse that can cast over a vast distance. Spirit Knife: Creates a knife of crackling necromanic energy. Steal the Painful Memory: Remove a painful memory of an event from the minds of a community. Sulia: As legend lore but works more quickly with more strain on caster. Summon Undead VII: Summons an undead creature. Tempest: Localised storm materialises around a ship attempting to shipwreck it. Totem Animal: Totem animal fills caster with animalistic strength and vitality. Wall of Swords: Caster creates a mass of ghostly arms wielding force swords (15-foot reach). Wither Limb: Caster targets one limb of opponent to wither and eventually drop off victim. Zone of Metamagic: Generates a field of energy in which all variable damage from spells is minimised.

9th Level Cleric Spel ls Anakua: Allows caster to see through darkness, displacements, secret doors, illusions and so on. Avatar: Summons an avatar of the caster’s deity causing fear effect and damage to enemy faiths. Awaken the Dead IX: Awakens one or more undead creatures under caster’s control. Black Rain: Creates an enormous black rain cloud that rains drops of poison. Burial Rites: Wards a specified area to safeguard graveyards and mausoleums. Consume Soul: Caster inhales the departing soul of a creature as it dies absorbing its vitality. Curse of the Ancient Mariner: Causes disastrous luck to befall the captain of a ship. Deluge: Flood of swirling violent water affects area, rising to 20 feet. Despoil: Releases a burst of life-destroying energy. Destroy the Unclean: By pointing at an evil outsider he consumed by an explosion of light and glory. Drowning Poison: Targets in area carrying poisons are immediately affected by their own poisons. Exact Task: Like planar ally, except calls only one creature and if caster reneges, creature can gain control of the cleric. Exalted Domination: Like dominate person but affects a number of creatures. Gate of Bone: Creates a gate of negative energy that opens to the realm of the dead. Hide the Soul: Draw out target creature’s soul and store it in the body of any single animal. Immunity to Energy: Grants a creature total immunity from one of the five energy types chosen. Improved Control Weather: Faster acting variant of control weather. Mindcrypt: Attempts to destroy any caster targeting a harmful mind-affecting spell.

8th Level Cleric Spel ls Anathema: An indelible mark brands subject as accursed in the eyes of the church. Awaken the Dead VIII: Awakens one or more undead creatures under caster’s control. Becalm, Greater: As becalm, but can target a ship instead of an area of sea. Bloom: Caster creates a permanent zone of wild magic where magic is unpredictable. Burn Out: Caster creates a permanent zone of dead magic where no magic can be cast. Catch Soul: Caster releases a soul from any binding, negating soul bind and trap the soul. Curse of Undeath: When target dies, he will rise as an undead. Godsblood: Transforms holy water into the blood of patron deity. Greater Compel: As compel except may affect multiple creatures. Neutralise Poison, Mass: Neutralises poison effects in an area of affect. Poison, Mass: Poison effects in an area of affect.

13

David Culliford (order #1969295)

Spell Lists

Obedient Growth: Caster causes plant growth in area to grow into shapes at his command. Relocation: Transports all religiously venerate creatures to the nearest temple of their god. Requiem: Fortifies and sustains the dead causing its condition to become fixed. Revelation: Caster gains supernatural insight into world around him and the perils it holds. Sbatatdaq: Caster and companions project their astral bodies into the Astral Plane. Solidify Sea, Greater: As solidify sea, but turns sea into a form of crystal which sinks 30 feet per round. Summon Undead IX: Summons an undead creature. Symbol of Destruction: Like symbol of death, except each slain creature is utterly consumed. Trisagion: As holy word, except elementals and outsiders banished cannot return for one year. Vile Infestation, Greater: Infects the subject with a swarm of tiny vermin. Watery Grave: A giant wave reaches out for target and transports him to the bottom of the body of water.

4. Secure Shelter: Creates sturdy cottage. 5. Hallow/Unhallow: Designates location as holy/ unholy. 6. Guards and Wards: Array of magic effects protect area. 7. Forcecage: Cube of force imprisons all inside. 8. Antimagic Field: Negates magic within ten feet. 9. Teleportation Circle: Circle teleports any creature inside to designated spot.

Estate of the Moon The estate of the moon grants clerics spells to curse and twist opponent’s thinking by using the moon’s aberrant light. Deities of evil, insanity and patrons of lycanthropes often grant this estate. 3. Bestow Curse: –6 to an ability; –4 on attacks, saves and checks; or 50% chance of losing each action. 5. Mislead: Turns you invisible and creates illusory double. 7. Insanity: Subject suffers continuous confusion. 9. Weird: As phantasmal killer, but affects all within 30 feet.

Astrology Domain

Estate of the Constel lations

Granted Power: You gain Extend Spell as a bonus feat. Add Knowledge (arcane) and Knowledge (astrology)* to your cleric skill list.

The estate of the constellations brings to the cleric an understanding of the greater multiverse, its planes and their interactions. Deities of creation, prophecy or planar construction often grant this estate.

Astrology Domain Spel ls 1. Detect Secret Doors: Reveals hidden doors within 60 feet. 2. Zone of Truth: Subjects within range cannot lie. 3. Glyph of Warding: Inscription harms those who pass it.

3. Remove Curse: Cures all diseases affecting subject 5. Greater Shadow Conjuration: As shadow conjuration, but up to 4th level and 40% real. 7. Vision: As legend lore, but quicker and strenuous. 9. Gate: Connects two planes for travel or summoning.

Birth Domain Granted power: You gain a +5 divine bonus to all skill and ability checks dealing with birth and the after effects thereof.

Birth Domain Spel ls: 1. Bless Water: Makes holy water. 2. Calm Animals: Calms 2d4 +1/level Hit Dice of animals, beasts and magical beasts. 3. Calm Emotions: Calms 1d6 subjects/level, negating emotion effects.

14

David Culliford (order #1969295)

Spell Lists

4. Bleeding Walls: Walls drip blood, causing fear in those who view them. 5. Blood Tendons: Subject’s tendons stretch and contort, inflicting great pain. 6. Harm: Deals 10 points/level of damage and heals undead creatures. 7. Thirsting Weapon: Weapon deals wounds that bleed for additional damage. 8. Horrid Wilting: Deals 1d8 damage/level within 30 feet. 9. Sanguine Flood: Wave of blood crashes down upon one ten-foot cube/level.

4. Sleep: Put 2d4 Hit Dice of creatures into comatose slumber. 5. Goodberry: 2d4 berries each cure one hit point (max eight hit point/24 hours). 6. Consecrate: Fills area with positive energy, making undead weaker. 7. Cure Serious Wounds: Cures 3d8 +1/level damage (max + 15). 8. Endurance: Gain 1d4+1 Con for one hour/level. 9. Heal: Cures all damage, diseases and mental conditions.

Estate of Fertility

Estate of Slaughter

The estate of fertility grants the cleric a stronger connection to the natural world allowing him to enhance the fertility of nearby lands. Deities of agriculture, community and hearth often grant this estate.

The estate of slaughter grants the cleric the ability to kill opponents without the aid of others. Deities of war, pain, suffering and chaos often grant this domain.

3. Plant Growth: Grow vegetation, improves crops. 5. Commune with Nature: Learn about terrain for one mile/level. 7. Control Weather: Changes weather in locale area. 9. Miracle: Requests a deity’s intercession.

3. Keen Edge: Doubles normal weapon’s threat range. 5. Blade Barrier: Wall of blades deals 1d6/level damage. 7. Death Bringer: Kills sleeping creatures within one mile. 9. Inflict Critical Wounds, Mass: Deals 4d8 damage +1/ level to many creatures.

Estate of Love

Estate of Ravage

The estate of love grants the cleric the ability to foster love and compassion as well as break through others unnatural charms. Deities of love, lust and community often grant this estate.

The estate of ravage concentrates a cleric’s power to destroy or cause decay within a single target. Deities of entropy, chaos, disease and death often grant this estate.

3. Euphoria: Creature is struck by pure pleasures suffering –4 Wisdom but gaining +4 Constitution and +4 to saving throws versus fear. 5. Break Enchantment: Frees subject from enchantments, alterations, curses and petrifications. 7. Limited Wish: Alters reality – within spell limits. 9. Sympathy: Object or location attracts certain creatures.

3. Cripple: Subject looses all feeling in his legs and cannot stand. 5. Contagion, Greater: Infects target with any disease, no incubation period. 7. Wither Limb: Caster targets one limb of opponent to wither and eventually drop off victim. 9. Rimeshatter: Bitter cold that freezes the blood envelops area causing 1d6 points of cold and Constitution damage.

Blood Domain

Combat Domain

Granted Power: A cleric with access to this domain may substitute a blood-encrusted dagger for an unholy symbol at any time and for any purpose. A blood-encrusted dagger substituted for an unholy symbol counts as an unholy symbol of the same quality and made from the same materials as the dagger in question. A cleric casts all Blood domain spells a +1 level.

Granted Powers: You gain a +2 sacred bonus to all ranged and melee attack rolls.

Combat Domain Spel ls 1. True Strike: +20 on caster’s next attack roll. 2. Spiritual Weapon: Magic weapon attacks on its own. 3. Drums of the Righteous: Grants all allies a +1 luck bonus and enemies a –1 luck penalty. 4. Greater Magic Weapon: +1/four levels (+5 max). 5. Cloudkill: Kills three Hit Dice or less; 4–6 Hit Dice save or die; 6+ take Constitution damage. 6. Blade Barrier: Wall of blades deals 1d6/level damage. 7. Stoneskin: Ignore ten points of damage per attack 8. Chaos Hammer: Damages and staggers lawful creatures.

Blood Domain Spel ls 1. Deathwatch: See how wounded subject is within 30foot area. 2. Death Knell: Kills dying creature; caster gains 1d8 temporary hit point, +2 Str and +1 caster level. 3. Vampiric Touch: Touch deals 1d6 damage/two caster levels; caster gains damage as hit point.

15

David Culliford (order #1969295)

Spell Lists

9. Axe of the Warrior: Weightless +5 greataxe is conjured; extra damage to undead and outsiders.

3. Blunting Glance: Gaze attack allows the cleric to blunt weapons. 5. Wall of Iron: 30 hit points/4 levels, can topple onto foes. 7. Stoneskin: Stops blows, cuts, stabs and slashes. 9. Elemental Swarm: 2d4 Large, 1d4 Huge earth elementals.

Estate of Horses The estate of horses remembers the contribution both horses and mounted warriors have made to combat. This estate is usually granted by deities of nomadic horseman and others that enter war from the back of a horse.

Estate of Artifice

3. Phantom Steed: Magic horse appears for one hour/ level. 5. Summon Monster V (Celestial or Fiendish Pegasus): Calls extraplanar creature to fight for you. 7. Speed of Mercury: Divine energy grants improved speed (60 feet). 9. Summon Monster IX (only nightmare): Calls extraplanar to fight for you.

The estate of artifice grants the cleric the power to shape basic materials, make finished items and strengthen them. Deities of crafted and enterprise often grant this estate. 3. Stone shape: Sculpts stone into any shape. 5. Fabricate: Transforms raw materials into finished items. 7. Hardening: Increases hardness by one point/two levels 9. Prismatic Sphere: As prismatic wall, but surrounds on all sides.

Estate of Weaponry The estate of weaponry provides clerics with spells to strengthen and sharpen the arms that they wield. This estate is usually granted by deities who are the patrons of mercenaries companies and weaponsmiths.

Community Domain Granted Power: Use calm emotions as a spell-like ability once per day. Gain a +2 competence bonus on Diplomacy checks. Add Knowledge (local) to your cleric skill list.

3. Keen Edge: Doubles normal weapon’s threat range. 5. Slay Living: Touch attack kills subject. 7. Spirit Knife: Creates a knife of crackling necromantic energy. 9. Power Word: Kill: Kills one creature with 100 hit point or less.

Community Domain Spel ls 1. Bless: Allies gain +1 attack rolls and saves against fear. 2. Shield Other: Caster takes half of subject’s damage. 3. Prayer: Allies +1 on most rolls, enemies –1 penalty. 4. Status: Monitors condition, position of allies. 5. Restore Health: Delivers healing magic to a creature within range. 6. Heroes’ Feast: Food for one creature/level cures and grants combat bonuses. 7. Refuge: Alters item to transport its possessor to you. 8. Heal, Mass: As heal, but with several subjects. 9. Miracle: Requests deity’s intervention.

Creation Domain Granted Power: Cast Conjuration (creation) spells at +2 caster level.

Creation Domain Spel ls 1. Create Water: Creates two gallons/level of pure water. 2. Minor Image: As silent image, plus some sound. 3. Create Food and Water: Feed three humans/level or one horse/level. 4. Minor Creation: Creates on cloth or wood item. 5. Major Creation: As minor creation, plus metal or stone. 6. Heroes’ Feast: Food for one creature/level cures and grants combat bonuses. 7. Permanent Image: Includes sight, sound and smell. 8. True Creation: Creates a non-magical unattended object. 9. Genesis: Creates a demiplane.

Estate of Fel lowship The estate of fellowship grants the cleric spells that help and support a company of friends. Deities of companionship or faiths that require pilgrimages often grant this estate. 3. Bless Crew: As bless but spell affects everyone on board ship while they remain aboard. 5. Cure Light Wounds, Mass: As cure light wounds, but several subjects. 7. Magnificent Mansion: Doors lead to extradimensional mansion. 9. Relocation: Transports all religiously venerate creatures to the nearest temple of their god.

Estate of the Forge The estate of the forge grants the cleric a stronger affinity to both earth and stone. Dwarven deities as well as patrons of blacksmiths and stonemasons often grant this estate.

16

David Culliford (order #1969295)

Spell Lists

Estate of Heritage

3. Choke: Target is stunned and suffers 1d6/level nonlethal damage. 5. Symbol of Pain: Triggered rune wracks nearby creatures with pain. 7. Symbol of Weakness: Triggered rune weakens nearby creatures. 9. Imprisonment: Entombs subject beneath the earth.

The estate of heritage grants the clerics spells that help the cleric respect the wishes of deceased relatives and seek information to lead a family to prosperity. Deities of destiny and deities dedicated to particular communities often grant this estate. 3. Speak with Dead: Corpse answers one question/two levels. 5. Dream: Send message to anyone sleeping. 7. Vision: As legend lore, but quicker and strenuous. 9. Foresight: ‘Sixth sense’ warns of impending danger.

Endings Domain Granted Power: Cleric can cast Endings spells at +1 caster level.

Endings Domain Spel ls

Drow Domain

1. Detect Undead: Reveals undead within 60 feet. 2. Consecrate: Fills an area with positive energy, weakening the undead. 3. Halt Undead: Immobilises undead for one round/ level. 4. Death Ward: Grants immunity to death spells and effects. 5. Hallow: Designates a location as holy. 6. Interment: Destroys two Hit Dice/level undead. 7. Holy Word: Kills, paralyses, or weakens non-good subjects. 8. Holy Aura: +4 AC, +4 resistance and SR 25 against evil spells. 9. True Passage: Prevents resurrection, reincarnation and reanimation.

Granted Powers: The cleric can cast drow spells at +1 caster level. Add Craft (poison) and Knowledge (dungeoneering) to his cleric class skill list.

Drow Domain Spel ls 1. Bane: Enemies take a –1 penalty on attack rolls and saves against fear. 2. Silence: Negates sound in 15-foot. radius. 3. Deeper Darkness: Object sheds supernatural shadow in a 60-foot radius. 4. Commune: Deity answers one yes or no question/ level. 5. Circle of Death: Kills 1d4/level Hit Dice of creatures. 6. Harm: Deals ten points of damage/level to target. 7. Word of Chaos: Kills, confuses, stuns or deafens nonchaotic subjects. 8. Antimagic Field: Negates magic within ten feet. 9. Energy Drain: Subject gains 2d4 negative levels.

Estate of the Dea d This estate grants clerics the ability to secure their followers from a life as one of the undead. Any deity that has teachings against the art of Necromancy is likely grant this estate.

Estate of Spiders This estate provides clerics with a number of spells closely related to the patron creature of drow society. This is estate is commonly granted by the Dark Mother of the drow.

3. Blissful Rest: Prevents undeath for one corpse. 5. Eternal Repose: As gentle repose but permanent and only effective on good creatures. 7. Undeath to Death: Destroys 1d4/level Hit Dice of undead (max 20d4). 9. Requiem: As temporal stasis, but for corpses.

3. Web: Fills 20-foot radius spread with sticky spiderwebs. 5. Insect Plague (spiders only): Spider swarms attack creatures. 7. Speed of the Spider: Enhancement bonus gained to speed and allows spider climb. 9. Vile Infestation, Greater: Infects the subject with a swarm of tiny vermin.

Estate of Force d Repose This estate grants the cleric the ability to speak with the dead and to force others to accept the end that they deserve. Deities of death that believe in an active ‘recruitment’ policy most often grant this estate.

Estate of Torture

3. Speak with Dead: Corpse answers one question/two levels. 5. Slay Living: Touch attack kills target. 7. Destruction: Kills subject and destroys remains. 9. Wail of the Banshee: Kills one creature/level.

This estate provides clerics with a number of spells which harm their opponents with running the risk of accidentally killing them. Deities devoted to the long-term suffering of others often grant this estate.

17

David Culliford (order #1969295)

Spell Lists

Heaven Domain

Martyr Domain

Granted Power: Free Glory feat. The light is always like that of an angel or aasimar with the feat, even if the cleric is not an angel or aasimar.

Granted Power: Once per day as a standard action the cleric may make a martyr’s sacrifice. You must touch a creature and choose one of three effects: cure all hit point damage, heal all ability damage and ability drain, or remove all negative levels. He suffers the amount of hit point damage; ability damage and ability drain, or negative levels that the target was healed, even if it kills you. He may remove these effects from himself as normal (with cure spells, restoration spells and so on).

Heaven Domain Spel ls 1. Clarity of the faith: Target gains +5 competence bonus to Knowledge (religion). 2. Consecrate: Fills area with positive energy, making undead weaker. 3. Summon Memunite: A single memunite is summoned. 4. Light of Heaven: A burst of fire and the combined light of heaven 1d6/level plus daylight. 5. Commune: Deity answers one yes or no question/ level. 6. Manna Creation: As lesser manna creation, but can restore spells and spell-like abilities up to 5th level. 7. Holy Word: Kills, paralyses, blinds or deafens non-good subjects. 8. Holy Aura: +4 AC, +4 resistance, and SR 25 against evil spells. 9. Trisagion: As holy word, except elementals and outsiders banished cannot return for one year.

Martyr Domain Spel ls 1. Soul Beacon: Gives caster the power to resist the attacks of undead creatures (+2 bonus to AC). 2. Shield Other: Take half of the subject’s damage. 3. Intercession: Caster can sacrifice himself to protect another from a harmful event. 4. Imbue with Spell Ability: Transfer spells to subject. 5. Commune: Deity answers one yes or no question/ level. 6. Heroes’ Feast: Food for one creature/level cures and grants combat bonuses. 7. Refuge: Alters item to transport its possessor to the caster. 8. Antimagic Field: Negates magic within ten feet. 9. Storm of Vengeance: Storm rains acid, lightning and hail.

Estate of Glory This estate fills the cleric with the blinding brilliance that is the glory of the celestial heavens known as the Firmament. Deities that reside in the Firmament and who are lawful good, most often grant this estate.

Estate of the Grail This estate grants the cleric spells that will assist and protect him on a quest to recover sacred artefacts. Many deities have granted the grail estate, but all who have expect their clerics to recover items of significant religious importance.

3. Searing Light. Ray deals 1d8/two levels, more against undead. 5. Holy Sword. Weapon becomes +5, deals +2d6 against evil. 7. Crown of Glory. You gain an aura of celestial authority. 9. Gate. Connects two planes for travel or summoning.

3. Lesser Manna Creation: Food from the heavens nourishes and recovers healing or good spells. 5. Lesser Light of the Sun: Light from heaven limits the actions of undead with sunlight vulnerabilities. 7. Instant Summons (instead of using arcane mark, the item must be anointed with holy water): Prepared object appears in the caster’s hand. 9. Protection From Spells: Confers a +8 resistance bonus.

Estate of Divine Righteousness This estate cloaks the cleric in the divinity possessed by celestial creatures. Deities from across the good outer plans have been known to grant this domain.

Estate of Suffering This estate grants clerics the tools to make sure that his religion has martyrs of its own. Deities of evil who delight in the suffering of others often grant this estate.

3. Cloak of the Righteous: +2 sacred bonus to Armour Class, saves and skill checks, it also acts as a phylactery of faithfulness. 5. Holy Sword: Weapon becomes +5, deals +2d6 against evil. 7. Holy Word: Kills, paralyses, blinds or deafens non-good subjects 9. Summon Monster IX: Summoned creatures fight for the cleric.

3. Inflict Serious Wounds: Touch attack 3d8 + 1/level (max +15 hit point). 5. Circle of Death: Kills 1d4 Hit Dice/level of creatures. 7. Blasphemy: Kills, paralyses, weakens or deafens nonevil opponents. 9. Rot to the Core: Kills subject from the inside out.

18

David Culliford (order #1969295)

Spell Lists

Poi son Domain

3. Poison: Touch deals 1d10 Constitution damage, repeats in one minute. 5. Contagion, Greater: Infects target with any disease, no incubation period. 7. Crippling Fog: Fog deals two points ability damage to target’s highest physical ability. 9. Drowning Poison: Targets in area carrying poisons are immediately affected by their own poisons.

Granted Powers: As a free action, the cleric’s deity’s favoured weapon becomes coated with a deadly injury poison. The poison requires a Fortitude save equal to 10 + ½ the cleric’s level + Charisma modifier. On a failed save, the poison deals initial and secondary damage equal to two points of Constitution damage for every five cleric levels. The poison remains on the weapon for a number of rounds equal to 3 + Charisma modifier. If the deity’s favoured weapon is a bow, sling or similar weapon, the power coats all arrows or other missiles fired from the weapon during the powers duration. This supernatural ability may be used once per day. Add Craft (poisonmaking) to the cleric’s class skill list.

Sea Domain Granted Powers: Infused with the power of the sea, the cleric has a permanent endure elements as a supernatural ability. Their sea-sense also imbues them with the know direction spell twice per day as a supernatural ability.

Poison Domain Spel ls

Sea Domain Spel ls:

1. Detect Poison: Detects poison in one creature or object. 2. Delay Poison: Stops poison from harming subject for one hour/level. 3. Venom: Caster gains a poisonous bite attack. 4. Poison Armour: Magical armour resists ability damage. 5. Venom Arrow: A magical arrow transmits the venom spell. 6. Poison Fog: Kills six Hit Dice or lower, 6 + Hit Dice save or die, successful still take Constitution damage. 7. Spell Resistance: Subject gains SR 12 + level. 8. Black Rain: Cloud rains lethal contact poison. 9. Hand of Death: Bolt of poison explodes target spraying allies with poison.

1. Obscuring Mist: Fog surrounds the caster. 2. Curatha’s Blessing: Transforms target into an underwater missile. 3. Tidal Armour: Caster are surround by a reactive sheath of force to protect him. 4. Water Column: A water spout bursts from the ground dealing nonlethal damage. 5. Roiling Waves: Caster causes waves in the area to thrash with heavy force. 6. Dolphin Fins, Mass: As dolphin fins, except affects one creature per caster level. 7. Control Weather: Changes weather in local area. 8. Summon Nature’s Ally VIII*: Summoned creatures fight for caster. 9. Storm of Vengeance: Storm rains acid, lightning and hail. *Aquatic creatures or water elementals only.

Estate of Natural Poison This estate provides clerics with spells allowing the them to express a natural poison or summon poisonous creatures to aid them. This estate is commonly granted by deities of the Poison domain with animal aspects or strong connections to nature.

Estate of Undersea Real ms This estate grants the cleric tools to fight effectively underwater and to escape it comforting depths. Deities of sea peoples such as merfolk, tritons and sea elves often grant this estate.

3. Poisonous Breath: Cleric gains a poisonous breath weapon. 5. Aspect of the Arachnid: Cleric gains the abilities of a spider. 7. Creeping Doom: Swarms of centipedes attack at on command. 9. Flight of Wyverns: Summons 1d4+2 wyverns to fight for the caster.

3. Air Breathing: The target creature or creatures can breathe air. 5. Airy Sphere: The target is surrounded, and trapped in, a globe of air. 7. Acid Fog, Aquatic: Fog deals acid damage. 9. Elemental Swarm: Summons 2d4 Large, 1d4 Huge elementals (water only).

Estate of Artificial Poisons

Estate of Rivers

This estate provides clerics with poisons to kill and main their enemies. The estate is commonly granted by deities that serve as the patrons of assassins, blackguards and murderers.

This estate allows the cleric to control water on a limited region. Deities of communities that are dependant on rivers or the deities of water fey often grant this estate. 3. Fog Cloud: Fog obscures vision. 5. Control Water: Raises and lowers bodies of water.

19

David Culliford (order #1969295)

Spell Lists

7. Tsunami: Creates a massive and destructive wave to rise up and destroy all in its path. 9. Elemental Swarm: Summons 2d4 Large, 1d4 Huge elementals (water only).

Sovereignty Domain Granted Power: Rebuke or command humanoid creatures (or monstrous humanoid if cleric is a monstrous humanoid) with the same alignment as the character as an evil cleric rebukes undead. Use this ability a total number of times per day equal to 3 + Christmas modifier. This granted power is a supernatural ability. Add Knowledge (nobility and royalty) and Knowledge (local) to the cleric’s class skill list.

Druid Spells 0th Level Druid Spel ls (Orisons) Breeze: Creates a gentle breeze over an area. Create Snow: Generates clean, unpolluted snow. Discern Aura: Can read the target creature’s health from his aura. Ignore Silt: Allows caster to see through fine obstructions cluttering the water. Shield Open Flame: Shields a single flame from being extinguished by non-magical winds. Summon Nature’s Minor Ally: As summon nature’s ally I, but summons a Tiny or Diminutive animal. Virulence: Weakens the innate resistance of its target making him more susceptible to poison and disease effects.

Sovereignty Domain Spel ls 1. True Strike: Adds +20 bonus to the subject’s next attack roll. 2. Aid; +1 attack, +1 on saves against fear, 1d8 temporary hit points +1 hit point/level. 3. Suggestion: Compels subject to follow stated course of action. 4. Divine Power: Cleric gains attack bonus, +6 Strength, and one hit point/level. 5. Righteous Might: Caster’s size increases, and he gains combat bonuses. 6. Hero’s Feast: Food for one creature/level cures and grants combat bonuses. 7. Demand: As sending, plus caster can send suggestion. 8. Sunburst: Blinds all within ten feet, deals 3d6 damage. 9. Charm Monster, Mass: As charm monster, but all within 30 feet.

1st Level Druid Spel ls Animal Auditory: Allows caster to hear through the ears of a willing animal. Beesting: Strikes target with nasty sting dealing one point of piercing damage as if from a magical weapon. Blossoming Footsteps: Causes plants to grow wherever caster walks. Charm Spirit: Charms creatures with the Spirit subtype. Chlorophyll: Caster’s skins takes on a green tint that allows him to draw energy from the sun. Clarity of Faith: Target gains comprehensive understanding of cleric’s faith. Claws of the Beast: Target’s hands transform into claws granting two natural attacks. Cleansing the body: Sends a surge through target’s body clearing out all impurities. Detect Disease: Determines whether a creature, object or area has been or is diseased. Detect Spirits: Detects the presence of active and latent spirits within range. Distract Vermin: Dazes vermin for one round/caster level. Divine Flame: Flame lights a torch that can be used as touch attack (1d6) or once as a ranged weapon. Earthen Blast: Cone of earth, rock and dirt shoots from caster’s fingertips (1d4 damage). Feather Step: Allows target to step lightly across any material as if they had no weight at all. Gentle Cut: Allows caster to take resources from environment without causing any disruption.

Estate of Nobility This estate provides clerics with spells which stress the ability to prevent others from committing dishonourable acts. They also remove obstacles to a follower’s mission to adhere to his own moral code, whether from the interference of nature, enemies or even his own limitations. This estate is commonly granted by deities with strong interest in justice. 3. Prayer: Allies gain +1 on most rolls, and enemies suffer –1. 5. Mark of Justice: Designates one action that will trigger curse on subject. 7. Teleport Without Error: Instantly transports the caster anywhere with no chance of error. 9. Limited Wish: Alters reality – within spell limits.

Estate of Chivalry This estate provides clerics with spells which stress strength in arms and service to maidens in need. This estate is most commonly granted by deities that are the patrons of knightly orders.

20

David Culliford (order #1969295)

3. Magic Vestment: Armour or shield gains +1 enhancement per four levels. 5. Righteous Might: Caster’s size increases, and he gains combat bonuses. 7. Lover’s Service: Cleric performs a single task on behalf of the spell’s target. 9. Love Bond: Cleric magically bind two creatures together with an emotional bond.

Spell Lists

Seavision: Gives unaffected underwater vision. Signal Flare: Creates a burst of brilliant light as bright as full daylight in a 60-foot radius. Snow Blindness: The sunlight reflects off snow and ice flashing brightly, blinding target. Spider’s Friendship: Caster alters body odour so that when attacked by vermin may escape poisoning. Summon Elemental I: Summons one small elemental to attack your enemies. Tree Ladder: Creates ladder-like handholds up the side of a living tree. Walk on Webs: Caster can move through webs as if they did not exist. Weather Prediction: Predicts the weather for tomorrow. Wind Speak: Allows the wind to carry a short whispered message a distance away. Woodland Shriek: Imbues plants and bushes with ability to shriek if a creature enters warded area.

Guide Wild Shape: Cast only upon another druid, target may use any wild shape form available to caster. Hibernate: Causes a comatose slumber to come upon one or more mammals. Ice: Covers a solid surface with a layer of slippery ice. Icy Whirlwind: Creates a whirling cloud of icy shards causing 1d4 points of cold + 1d4 points of slashing damage to all in area. Ignite Fire: A small fire is ignited without the use of fuel. Irritation: Causes either an itching sensation or a deep red rash to erupt on target’s skin. Know Direction: Caster can locate any direction he wishes with unerring accuracy. Magic Snowball: Enhances up to three snowballs that they strike with great force when thrown. Mystic Bag: Creates a temporary dimensional pocket where items can never be retrieved. Pass through Element: Caster can walk through a specific element barrier without harm. Pattern Grass: Temporarily flatten grass, cane or other soft-stemmed plant to reveal opponents attempting to hide. Precipitation: Causes light rain, sleet or snow to fall in area. Quill Skin: Hundreds of thin pointed quills instantly erupt from caster’s skin serving as armour spikes. Resist Pressure: Targets will be resistant to the huge pressures water can exert at great depths. Safe Handling: Protects target from the risk of exposure when handling poison. Scentblock: Target creature ceases to give off any scent.

2nd Level Druid Spel ls Animal Ocular: Allows caster to see through the eyes of a willing animal. Awakening: Quickly and silently awakens all sleeping creatures within the burst. Branch Assault: Imbues one natural tree with the ability to attack dealing 2d6 points of bludgeoning damage. Calm Wind and Water: Caster calms wind and seas. Cat Nip: Infuses a handful of berries with the power to lure and intoxicate animals. Cat’s Eyes: Confers low-light vision on target creature. Cavewalker: Adapts target to an underground environment. Charge: Protects a single item with a magical trap that releases an electrical charge (1d4 points of damage). Cloudburst: Can cause long-range rainfall, or a small cloud will follow caster around. Concentrate Poison: Increases the DC of an animal or vermin’s poison by +1. Cone of Dust: Creates a dust storm that blinds opponents. Curse of Light: Makes the target creature extremely sensitive to light. Dash: Increases the base speed of several creatures within range. Dead Vine Armour: A mass of vines weave around target granting +4 armour bonus. Decay: Non-animated corpse turns instantly to dust and an animate corpse suffers 1d4/two levels damage.

21

David Culliford (order #1969295)

Spell Lists

Dig Through Earth: Instantly clears out a section of earth. Discern Tree: Caster can instantly identify a plant’s nature. Distil Water: Transforms seawater into fresh drinking water. Dolphin Fins: Adapts target to a water environment granting bonuses to swim. Eyes of the Hawk: Target receives +10 enhancement bonus to Spot checks. Eyes of the Ice: Caster attempts to see what is directly on the opposite side of a body of ice. Faststroke: Permits a subject to slip through the water at great speed. Forest Invisibility: Allows caster to become invisible in a forested or natural surrounding. Freezing Blade: A three-foot long blade of ice springs from caster’s hand dealing 1d8 cold damage. Frostfire: Cone of freezing ice shoots from caster’s fingertips causing 1d4 points of damage (max 5d4). Icy Hammer: A warhammer made of ice comes to caster’s hands. Immunity to Fear: Subject gains an immunity to fear effects. Instant Trap: Uses a mundane weapon to build an invisible trap. Jungle Cry: Caster utters a loud, echoing scream that agitates and enrages all animals within range. Law of the Wild: Caster can divine the purpose, motivation and desires of animals and beasts. Leaf Fall: Causes all the leaves or needles to fall from a tree exposing any creature’s hiding within foliage. Leaf Tide: Causes a pile of leaves to rise up in a wave that charges forward to slam a foe (1d4 points of damage per level). Lighten Burden: Target can carry 50% more than normal for duration of spell. Lucky Cloak: Grants caster a luck bonus chosen at the time of casting. Magewind: Creates a stiff breeze tat will fill a ship’s sails or slow a rival vessel. Meld into Ice: Caster and gear can meld into an ice block becoming almost undetectable. Miniature Portal: Creates a tiny gateway which objects can be passed through. Nature’s Aura: Surrounds caster with a calming natural aura that helps put animals and sentient plants at ease. Net: Similar to web, except that it creates an underwater net to snare victims. Open Trail: Enables you to open a narrow 20-foot opening through thick underbrush and heavy growth. Pass Unfettered: Caster focuses on a single solid material which he then can pass through as if it were ethereal. Pollen Cloud: Creates a cloud of pollen and other airborne particles which causes breathing problems to all in area. Protection from Air Creatures: Wards a creature from attack by creatures with Air subtype. Protection from Earth Creatures: Wards a creature from attack by creatures with Earth subtype.

Protection from Fire Creatures: Wards a creature from attack by creatures with Fire subtype. Protection from Water Creatures: Wards a creature from attack by creatures with Water subtype. Purge Inner Darkness: Creates a spark of positive energy which wards target against negative energy already at work in them. Radiance: Sheathes the caster’s body in glowing fire which sheds light and causes 1d6 points of fire damage to all who attack. Rat’s Grace: Grants the target amazing fluidity of motion. Repair Ship: Repairs minor (1d3) structural damage to original seaworthiness. Repel Nature: All plant material is bent and pushed away from caster to the limit of the range. Rescue: Summons a creature to aid a drowning or shipwrecked character. Rooted in Place: Caster’s touch forces a creature to sprout tree-like roots anchoring them to the spot. Scent Mask: Conceals any odours emanating from the subject making it impossible to detect using the scent ability. Scorpion Sting: Causes unarmed attacks to deal poison as well as normal damage. Sealskin: Target receives +2 natural armour bonus, +5 Swim bonus and can withstand cold weather. Shape Boat: Transforms any boat-like object into a semiseaworthy boat. Sharkskin: Target receives +3 natural armour bonus, +5 Swim bonus and when grappling will cause damage to opponent each round. Silent Hunter: Creates a buffering filed of energy granting 10 + bonus on move silently checks. Silver Lance: Conjures a lance of silver to be launched at a single target dealing 4d4 points of piercing damage. Snake Charm: Like charm person except it only affects snakes. Snow Walk: Target creature can tread on snow as if walking on solid ground with no movement penalty. Snowball: A globe of snow is directed by caster, freezing those it strikes, causing 2d6 points of cold damage. Stabilise: Directs a jolt of positive energy into subject, who is instantly stabilised. Starlight: Illuminates an area with light equivalent to that given off by a clear night sky. Stench of Death: Causes a pungent odour to arise around you, driving away wild animals. Stonefist: Caster encases one hand in a stony shell, dealing extra damage on unarmed strikes. Summon Dust Devil: Summons a dust devil which will follow caster’s directions. Summon Elemental II: Summons two small elementals to attack the caster’s enemies. Surface Tension: Increases the surface tension of any viscous surface allowing creatures to walk or run across. Thorn Snare: Thicket of thorns rises from the ground to snag at enemies trying to pass.

22

David Culliford (order #1969295)

Spell Lists

Thornskin: Target’s body sprouts thorns, gaining +1 armour and deals damage to those attacking unarmed. Thrice-twined Thorns: Targets an entangling effect to sprout wickedly sharp thorns. Tremor Sense: Caster gains the ability of tremorsense. Trip: Magically animates a rope or vine and so on, in order to trip an unsuspecting opponent. Water Crush: Compresses the water around a subject, greatly increasing the pressure and potential for crushing the subject. Waterproof: Protects one object or creature from water damage. Whiteout: Object becomes shrouded in a magical whiteness obscuring it. Wind Armour: Strong, swirling winds surround the target granting a deflection bonus to AC of +4 (melee) and +6 (ranged). Winter Depression: Creatures suffer a –2 penalty to all rolls. Wolf ’s Nose: Gain the scent ability allowing you to discern the presence and directions of creatures. Wound Reading: An image of what dealt the injury is conjured when a subject’s wounds are touched.

Halt Plant: Renders as many as four plant creatures immobile. Heart of Filth: Grants target an innate understanding for and affinity with the tactics of vermin. Hunter’s Mark: Grants target the ability to track a specific creature with the senses of a wolf. Ice Lens: Covers target’s eye with coating of ice which grants clear sight through rain, fog and snow to a range of 120 feet. Ice Shape: Caster can form an existing piece of ice into any shape. Ice Walk: Target can walk on ice as if on solid ground. Know the Earth: Calls upon the spirits of the earth to tell the cleric of his surroundings. Locust Leap: Caster gains incredible leaping ability as well as the ability to cling to most surfaces. Merciful Weapon: Causes weapon to lose sharpness or hardness so that it deals nonlethal damage. Moonbeam: A beam of moonlight illuminates a ten-foot area. Mud Slam: Casts a ball of mud that rows into a wall that slams into your enemies. Obedient Cloud: Seizes control of any one cloud of gas or vapour. Ooze Companion: Targeted ooze stops attacking caster and can accept limited commands. Pacify Storm: Able to calm most powerful storms, enabling the ship you sail to speed safely through. Pod Beast: Transforms any plant into animated, carnivorous plant to protect you. Poisonous Breath: Unleashes a 20-foot cone of toxic gas causing blindness, deafness and muteness. Read Spirit Echo: Caster can read the memories of a location’s spirits. Resonating Touch: Touch attack severs undead’s link with Negative Energy Plane (1d4 damage) or infects living creatures with mummy rot. Rooted Defence: Affected defender gains the strength, durability and will to hold the line. Shillelagh, Greater: Cast onto a quarterstaff, the weapon gains attack and damage bonus for caster. Speed Poison: Increases virulence of affected poisons. Steam Bolt: Creates a superheated cloud of steam to strike an opponent with 1d6 points of fire damage (max 10d6). Summon Elemental III: Summons one or more elemental to attack your enemies. Sundog: Creates up to four lights that are miniature suns that can move up to 100 feet/round. Thornskin: As barkskin but adds a sheath of sharp thorns that protects target. Undulating Earth: Sends a powerful wave through the ground to knock opponents off their feet. Water Jet: A powerful water jet deals 1d6 points of nonlethal damage.

3rd Level Druid Spel ls Acclimatise: Renders subjects virtually immune to damage from normal extremes of heat and cold. Air Breather: Allows water creatures can breathe air freely. Animal Mind: Target believes he is an animal of a chosen type and will act in that manner, no bonuses. Animal Scout: Charms an animal to scout for caster, increasing animal’s Intelligence by +4. Awaken Element: Gives an element human-like sentience. Break the Ties that Bind: Blocks the bond between animal companion, familiar or mount and character. Chrysalis: Encapsulates a willing subject in a cocoon that heals one-full day for each hour. Clinging Steam: Cloud of super-heated steam appears around target dealing 2d4 points of fire damage. Dire Rage (Companion): Companion creature is imbued with the ferocity and physical prowess of its prehistoric ancestors. Discern Lycanthrope: Discerns if an individual subject is a lycanthrope or not. Earth’s Reinforcement: Creature will continue to function after hit points drop to zero. Entomb: A simple cairn rises over the touched body, entombing it for all time. Eyes of the Hawk, Greater: As eyes of the hawk but also renders subject immune to blindness spells. False Tracks: Alters caster’s tracks to resemble any creature known to caster. Feign Death: Target falls into cataleptic state resembling death. Gift of Life: Caster gives some of his life-force to another or receives the gift for himself.

4th Level Druid Spel ls Absorption: Causes any liquid carried by a creature to dry up – affects potable water and potions.

23

David Culliford (order #1969295)

Spell Lists

Air and Water: Creates a pocket (15-foot radius) of air in water or water in air. Align Weapon, Mass: As align weapon, except affects one weapon/level or 50 projectiles/level. Animate Ice: Imbues ice with mobility and a semblance of life. Animate Roots: Caster animates roots of nearby trees turning them into grappling weapons. Aspect Tattoo: Tie a portion of a willing animal’s energy and abilities into a tattoo that grants target a special power once per day based on the animal chosen. Augment Animal: Augments an animal’s natural weapon with a supernatural effect. Becalm: Area of sea instantly becomes placid and perfectly still. Bog Burial: Target sinks into the ground slowly, burying victim alive. Call Thunder: Creates a deafening peal of thunder that deafens all for 2d6 rounds. Catapult: Sends a boulder flying toward a designated target. Change Form: Allows caster to use wild shape abilities once more the day of casting. Control Snow: Allows caster to raise or lower snow levels. Coralskin: Target takes on attributes of coral, ability to breathe underwater and resistance to attack. Council of Stowaways: Momentarily connects caster to all creatures living on a ship. Cull the Weak: Determines the exact strength of a group of creatures within area of effect. Discern True Form: Allows caster to see through shapeshifting abilities. Earthen Wave: Send a wave of force energy through the earth knocking all off their feet. Elemental Shape: Transforms a creature’s body into pure elemental matter. Erode: Concentrates centuries of wind in a few continual gusts to erode away rock and stone. Eyes of the Bloodhound: Subject gains the ability to ‘see’ scents and odours and understand them. Forest Home: Creates an earthen-based shelter beneath the roots of a nearby tree. Full Moon Blessing: Target is affected with a limited version of lycanthropy. Icicles: Snow covered ground, icy floors and so on shape themselves into long, sharp icicles. Illusionary Forest: Creates an illusionary forest in area of affect. Know Alignment: Instantly discern the alignment of any creature within the area. Lupine Berserk: Unleashes the primal beast, transforming you into a werewolf like creature. Manikin: Creates a roughly humanoid construct from the debris of the forest floor. Mariner’s Call: Summons a large porpoise that attacks any aquatic creatures in range. Muck: Creates an adhesive and sticky ooze-like creature under the feet of enemies.

Nature’s Aid, Lesser: One summoned animal of up to eight Hit Dice appears. Oakwatch: The tree affected gains sight, hearing and tremorsense. Plant Door: Enables caster to open a magic portal through trees, undergrowth and so on. Plant Enlightenment: Converts an animal or magical beast into an enlightened, plant type creature. Quicksand: Creates a patch of quicksand that immediately affects any creature standing on spot. Restless: The caster does not need sleep for the duration of the spell. Sand Sprout: Stream of sand blasts from caster’s hand, potentially burying opponents. Shape Coral Reef: Caster shapes reef to suit current purpose. Shellskin: Target’s skin becomes hard and durable, granting +4 natural armour bonus. Shunt Storm: Pushes a storm or cloud mass away from caster. Snakes to Sticks: Changes a number of snakes into small or medium sticks. Snowstorm: Conjures a snowstorm of roaring snow. Spirit Animal: Target becomes incorporeal and can attack other incorporeal creatures. Spray Venom: Caster gains ability to spit a deadly venom. Steam Jet: Blast of high-pressure steam erupts from caster’s hand dealing 1d6 damage/level. Sticks to Snakes: Changes a number of sticks into Small or Medium snakes. Summon Elemental IV: Summons one or more elemental to attack your enemies. Thunder Arrow: A bolt of lightning strikes target point causing 1d10 points of electrical damage per caster level. Tree Shelter: Creates an extradimensional space within a tree. Vengeful Environs: Causes every plant, bug and animal within range to lash out against your enemies. Vines of Binding: Vines shoot forth from caster entangling target creature. Virulent Poison: Increases the primary and secondary damage the target’s poison deals. Water Breathing, Greater: Creatures can freely breathe water and suffer no affects from water pressure. Water Column: A water column emerges from the ground causing 1d6 points of nonlethal damage. Web Rider: Grants caster the ability to transport yourself through webs.

5th Level Druid Spel ls Animate Snow: Imbues snow with mobility and a semblance of life. Aquatic Life: Subject gains the Aquatic subtype. Aspect of the Arachnid: Caster gains abilities of a spider. Bear’s Fury: Caster imbues himself with the spirit of the bear, increasing attacks and physical skills. Cave Painting: Caster can control the actions of any creature he paints on a cave wall.

24

David Culliford (order #1969295)

Spell Lists

Centipede’s Dance: Target feels as though large centipedes are crawling just under his skin. Cloak of Serpents: A mass of snakes surrounds caster, attacking and protecting him from all who approach. Command Weather: Allows you to influence your environment. Commune with Animals: Summons all four-legged animals (two Hit Dice or less) in the area. Commune with Birds: Summons all birds (two Hit Dice or less) in the area. Commune with Fish: Summons all fish (two Hit Dice or less) in the area. Contagion, Greater: Infects target with any disease, no incubation period. Drown: Water is created around target’s head or other respiratory organs. Enrich Soil: Imbues the soil of an area with fertility for natural plants. Faerie Ice: Turns natural snow or ice into faerie ice. Fangs of the Serpent: Creature touched grows long venomous fangs gaining a bite attack. Gaze Trigger: Cast on a magic mirror so that when looked upon a stored spell is immediately activated. Ghost Dance: Summoned spirits deal 1d6/spirit to all creatures in a 30-foot radius. Heal Animal Companion: Completely cures all diseases, damage and ability damage. Imbue with Wild Shape: Caster can transfer some or all of his wild shape to target. Improved Weather Prediction: As weather prediction but up to a week in advance. Iron Web: Transforms ordinary spider webs into iron-hard strands Kiss of the Nereid: Caster conjures water in the form of a Nereid that kisses target and forces itself into their lungs, drowning the victim. Lightning Wheel: A three-foot disc of crackling lightning forms under the caster’s control dealing 1d6 points of electrical damage (max 15d6). Material Disruption: Wave of power targets armour and weapons within given area. Maturity Rite: Level advancement rite. One with the Earth: Allows caster to move from one large block of stone, dune, section of earth to another. Ray of Desiccation: Desiccating ray that drains the water from a target causing 1d6+1 per two levels penalty to Constitution. Rekindle Youth: Removes any unnatural ageing the creature has experienced. Restore Health: Delivers healing magic to a creature within range. Roiling Waves: Causes waves to thrash about with heavy force. Serpent Arrow: Transform a number of arrows into snakes that can be used in any bow. Summon Animals: Summons a number of normal animals that fight for the caster. Summon Elemental V: Summons one or more elemental to attack your enemies.

Summon Nature’s Horde I: Caster summons 2d4+2 creatures to do his bidding. Toxic Tracker: Cast on a set of tracks, causes an ingestion poison with the creature that made tracks. Venomous Vial: Converts a vial of water and asp’s venom into any poison he desires. Viper Strike: Caster transforms his arm into a viper that strikes his opponents. Wall of Permafrost: Creates a wall one inch per four caster levels that merges with adjoining permafrost. Wind Bindings: A storm-like force keeps target from moving.

6th Level Druid Spel ls Acorn Grove: Full grown trees sprout where you throw a handful of enchanted acorns. Animal Resurrection: Resurrects an animal or magical beast as resurrection. Be a Tree: Transforms target into a tree for all eternity. Call Aurora (Arsarnerit): Caster calls one random aurora effect. Chilling Fog: Creates a bank of extremely cold billowing mist. Corrupting Touch: Caster corrupts any object touched (e.g. turns water brackish, rusts metal and so on). Cultivation: Converts wilderness within area of effect into cultivated fields. Dart of Mistletoe: Turns a piece of mistletoe into lethal weapon. Dart must be thrown as a range attack. Defeat Impediment: Allows caster to cast spells normally when on planes impeding certain magics. Dolphin Fins, Mass: As dolphin fins, except affects one creature per caster level. Elemental Cloak: Transform a creature into a near elemental. Elemental Scimitar: Calls forth a weapon comprised of elemental energy. Encase in Amber: Caster encases target in a prison of amber, in effect suffocating target. Fangstorm: Causes the air to fill with glowing fangs of force that deal 10d6 points of damage. Fire Speech: Caster gains the ability to speak with fires and will relate what they have seen in area. Freedom of Size: Allows caster to use wild shape outside his normal size limitations. Iceballs: Turns up to four iceballs into special grenade-like weapons (max 20d8 cold damage). Lost Wanderer: Target becomes completely lost and cannot find its way. Lung Burst: Touch attack fills target’s lungs with seawater. Plant Aura: Caster converts himself into a plant-like creature for duration of spell. Power Walk: Like shadow walk but creatures travel through Ethereal Plane. Razor Rain: Drops of water begin to fall with such speed as to cause damage (1d6).

25

David Culliford (order #1969295)

Spell Lists

Stony Tomb: Target is transported to a chamber buried in solid rock. Suffocate: As drown except the air is sucked from the target’s lungs or other respiratory system. Summon Elemental VI: Summons one or more elementals to attack the caster’s enemies. Summon Nature’s Horde II: Caster summons 3d4+3 creatures to do his bidding. Totem Animal: Totem animal fills caster with animalistic strength and vitality. Voice of the Wind: Ability to speak with the wind which tells you what it has seen on its travels. Weave Vessel: Caster can place a prepared spell into a vessel for later use.

Symbol of Discord: Like symbol of death except all creatures fall into loud bickering and arguing. Symbol of Hopelessness: Like symbol of death except all creatures suffer hopelessness for 3d4 x 10 minutes. Tempest: Localised storm materialises around a ship attempting to shipwreck it. Tsunami: Creates a massive and destructive wave to rise up and destroy all in its path.

8th Level Druid Spel ls Bloom: Caster creates a permanent zone of wild magic where magic is unpredictable. Body of Fire: Transforms caster’s body into elemental fire. Burn Out: Caster creates a permanent zone of dead magic where no magic can be cast. Cavernous Travel: Transports target creature to an underground location. Crevasse: Ground within an area of effect is ripped in half by a localised tremor. Darken Forest: Animates trees within area of affect and will attack all living creatures in the area. Drowning Poison: Targets in area carrying poisons are immediately affected by their own poisons. Fearsome Forest: Imbues local plant life with a limited form of animation, defence and poison. Healing Flame: All creatures within radius are healed 1d4 + caster’s Wisdom. Mark of Exile: Subject is marked and prohibited from entering a specified area, if he does he is instantly and irrevocably destroyed (no save). Mass Polymorph: Transforms multiple targets into harmless sheep. Oedema: Frigid brine fills the empty spaces of the target’s body rupturing flesh and bone. Poison, Mass: Poison effects in an area of affect. Summon Elemental VIII: Summons one or more elementals to attack the caster’s enemies. Summon Nature’s Horde IV: Caster summons 5d4+2 creatures to do his bidding. Transmute Metal to Ice: Caster changes all metal objects within area to ice. Vortex: Creates a vortex of spinning water that can be directed through the water. Watery Master: Caster transforms into fluid and flows into the water, spreading his mind and soul to the boundaries of the water.

7th Level Druid Spel ls Avalanche: Creates a localised tremor, which causes an avalanche. Becalm, Greater: As becalm, but can target a ship instead of an area of sea. Bridge of Clouds: Creates a simple bridge structure out of the ambient moisture in the air. Claws of Digging: Caster can burrow through stone at his base land speed. Earth Born: Caster becomes a walking incarnation of the earth, gaining damage reduction. Earth’s Teeth: Marble columns instantly rise from ground to a height of 20 feet. Earthwalk: Caster gains a burrow speed equal to his land speed. Electrical Storm: Releases a burst of electricity in all directions causing 1d6 points of electrical damage. Hibernation: Places willing target into suspended animation for predetermined time. Mutating Gaze: Gaze attack dealing 1d3 strength damage in addition to a random effect. Nature’s Aids, Greater: Up to 24 Hit Dice of summoned animals appear. Neutralise Poison, Mass: Neutralises poison effects in an area of affect. Obedient Growth: Caster causes plant growth in area to grow into shapes at his command. Plague: Like contagion except that it affects multiple creatures. Scorching: The air affected broils with intense heat waves causing 1d6 (max 10d6) points of nonlethal damage. Shaking Tent Ceremony: At caster’s discretion, the shaking tent can act as an ethereal jaunt, sending or contact other plane spell. Sow Forest: Cast upon a bag of seeds, the seeds sprout and grow into a full-sized tree in a matter of seconds. Spirit of Transformation: Caster gains creature’s type and subtype for duration of spell. Summon Elemental VII: Summons one or more elemental to attack the caster’s enemies. Summon Nature’s Horde III: Caster summons 4d4+2 creatures to do his bidding.

9th Level Druid Spel ls Avgo Regeneration: Upon dying a caster can begin regenerating himself. Awaken Land: Transform a section of land with humanlike sentience. Deluge: Flood of swirling violent water affects area, rising to 20 feet. Despoil: Releases a burst of life-destroying energy.

26

David Culliford (order #1969295)

Spell Lists

Flight of Wyverns: Creates 1d4+2 wyverns to aid in combat. Hide the Soul: Draw out target creature’s soul and store it in the body of any single animal. Immunity to Energy: Grants a creature total immunity from one of the five energy types chosen. Improved Control Weather: Faster acting variant of control weather. Leash the Earthquake: Cast on any natural disaster, caster bind the disaster causing it to cease. Maelstrom: Creates a whirlpool or killer wave with devastating effects. Magnetic Rend: Creates a huge magnetic burst of 30 feet/ level radius. Nature’s Aids, True: Caster calls forth creature of up to 36 Hit Dice. Revelation: Caster gains supernatural insight into world around him and the perils it holds. Rimeshatter: Bitter cold that freezes the blood envelops area causing 1d6 points of cold and Constitution damage. Snowmen: Creates 1d4+2 snowmen of 11 Hit Dice. Summon Elemental IX: Summons one or more elemental to attack the caster’s enemies. Summon Nature’s Horde V: Caster summons 6d4+2 creatures to do his bidding. Ward Island: Cloaks an island in magical mists making it almost impossible to find. Watery Grave: A giant wave reaches out for target and transports him to the bottom of the body of water. Whirlpool: Creates a powerful whirlpool the caster can direct and move. Wither Limb: Caster targets one limb of opponent to wither and eventually drop off victim.

Condemn: Paladin can declare another creature to be a foe of the church and treat it as evil. Defensive Barding: Copies the enhancement bonus from the paladin’s armour to any barding worn by his mount. Detect Charm: Determines whether a creature is under a charm effect. Detect Disease: Determines whether a creature, object or area has been or is diseased. Detect Heretic: Marks enemies of caster’s faith. Detect Infraction: Tells caster if a particular action is illegal by local laws or customs. Detect Mischief: Detects thoughts of mischief that are currently active in the minds of the targets. Detect Outsider: Detects the aura of an outsider. Divine Flame: Flame lights a torch that can be used as touch attack (1d6) or once as a ranged weapon. Draw on Faith: Grants +1 bonus on one attack, saving or check roll. Faith of Arms: Target receives +2 morale bonus to damage. Harden Weapon: Doubles the hardness of a weapon. Holy Infusion: Infuses caster’s melee weapon with holy power adding additional damage to undead. Immunity to Fear: Subject gains an immunity to fear effects. Lady’s Favour: Bonus to Charisma is transferred through a token from a lady love. Luck of the Saints: Like guidance but provides a luck bonus of +1 to a single die roll. Merciful Weapon: Causes weapon to lose sharpness or hardness so that it deals nonlethal damage. Potent Weapon: Imbue a weapon with the power to deal additional damage to a designated foe. Protection from Undead: Wards a creature from attacks by undead creatures. Purge Inner Darkness: Creates a spark of positive energy which wards target against negative energy already at work in them. Recall Mount: Calls the paladin’s mount from the celestial realms. Shining Blade: Affected weapon gains +2 bonus to attack rolls when attempting to sunder or disarm. Soul Beacon: Give caster the power to resist the attacks of undead creatures (+2 bonus to AC). Speed Mount: Doubles the speed of mount and gains a +30 bonus to jumps. Stabilise: Directs a jolt of positive energy into subject, who is instantly stabilised. Summon Armour: Caster summons a dedicated suit of armour to him. Unfettered Steed: Mound does not suffer an armour check penalty. Vigilance: Imbue the recipients with extra awareness of their surroundings. Vigilant Sleep: The caster remains fully conscious and aware of surroundings while asleep. Wielder’s Ease: Lightens a target weapon to allow creatures to wield it as if it was one category lighter.

Paladin Spells 1st Level Pala din Spel ls Aura of Valiance: Increases caster’s aura of courage ability allowing allies a +4 morale bonus. Avert Attack: Grants the target a +5 deflection bonus to AC. Blaze: The caster’s soul manifests around him in a fiery white light, blinding opponents. Blinding Strike: Caster imbues a weapon with the power of light effectively blinding opponents. Call Armour: Armour automatically appears on the caster when predetermined event occurs. Call Upon Faith: Caster receives a +3 sacred bonus on any one ability or skill check. Catechism: Grants bonus to Will saves and concentration checks through renewed faith. Charge of Thunder: Caster receives +4 luck bonus to any charge attacks. Clarity of Faith: Target gains comprehensive understanding of the caster’s faith.

27

David Culliford (order #1969295)

Spell Lists

2nd Level Pala din Spel ls Animate Arms: Targets a coat-of-arms and infuses the major charge with magical life. Anointed: Grants a +2 luck bonus to one type of save for target creature. Blessed Watchman: Grants the target a +4 sacred bonus to spot and listen checks and Will saves. Blessing of Arms: Recipients gain a +1 morale bonus to damage. Bright Lance: Imbues weapon (lance or spear) of caster with a bonus to attack and damage. Chant: Caster brings special favour upon allies and disfavour to his enemies. Detect Heresy: Will detect any character who professes loyalty to paladin’s ethos but actually holds opposite beliefs. Dispel Fear: Imbues allies with immunity to fear effects. Disruptive Might: Infuses caster’s body or weapon with positive energy. Drums of the Righteous: Grants all allies a +1 luck bonus and enemies a –1 luck penalty. Force Corporealness: One target incorporeal creature becomes corporeal. Fortify Armour: Transforms armour to something of legendary make and quality, however armour is consumed by spell when it ends. Guilt Aura: Cloaks allies so that anyone dealing damage will suffer guilt for duration of spell. Haste Mount: Mount moves and acts more quickly than normal as if subject to a haste spell. Hero’s Visage: The caster’s appearance demoralises opponents. Hold Evil: Target freezes in place, standing helpless. Know Alignment: Instantly discern the alignment of any creature within the area. Mentor: Summons the spirit of a long dead-paladin to give the caster advice. Pure of Heart: Paladin’s heart glows with holy power causing –1 penalty to all evil creatures around him. Righteous Conviction: Makes caster immune to mindaffecting spells and spell-like abilities. Righteous Radiance: Divine light covers caster granting +1 (max +5) bonus to AC in melee combat. Rooted Defence: Affected defender gains the strength, durability and will to hold the line. Sanctified Reverie of Arms: Combines the caster’s religious meditations with his combat skills to gain an additional melee attack per round. Undeniable Challenge: Compels target to engage in combat with paladin. Undetectable Charm: Conceals any charm, compulsion or enchantment effect of an object from all forms of detection. Zone of Light: Creates an area where non-good creatures suffer –1 penalty on all die rolls.

3rd Level Pala din Spel ls Aegis: Any creature wishing the caster harm finds it difficult to concentrate on his exact location. Angel’s Cloak, Lesser: Grants target with damage reduction of 5/silver and evil. Armour of Deflection: Subject gains damage reduction 2 and +2 deflection bonus. Bless Crew: As bless but spell affects everyone on board ship while they remain aboard. Blessed Warmth: Grants damage resistance to cold of 10. Combat Blessing: Allies gain +1 to attack, +2 to damage and have their weapons threat range increased. Crown of Terror, Greater: As crown of terror but affects greater area for longer duration. Crown of Valour: Silver halo surrounds the caster granting allies +2 against fear and +1 on attack rolls. Favour Mount: Infuses caster’s mount with divine vigour granting +4 bonus to attack and damage. Holycloak: Affected garment wards against alignment detection, and protection from Divination spells. Intercession: Caster can sacrifice himself to protect another from a harmful event. Knight’s Grace: Reduces the target’s armour check penalty by his caster level. Magic Circle against Undead: All creatures within the area gain the effects of a protection from undead spell. Mighty Steed: Mount is infused with righteous power, granting +4 enhancement bonus to a number abilities and armour.

28

David Culliford (order #1969295)

Spell Lists

Weapon of Retribution: Imbues a melee weapon with the power to seek justice against a single evil opponent. Sacrament of Baptism: Converts creature touched to caster’s faith and bestows bless for one full day. Sail Symbol: Creates a huge shining version of the caster’s holy symbol on the sail – increasing the area of effect of certain spells. Shadow Bane: Provides an attack of opportunity against sneak attacks. Shield Flash: Momentary cone of holy light from the caster’s shield blinds evil creatures. Silver Beacon: Summons an incorporeal spirit that guides innocents back to the paladin. Wings of Heaven: Causes caster’s mount to sprout wings and fly.

Vengeance Halo: Calls special favour upon caster and allies, gaining +2 luck bonus to all rolls. Vengeance of Tainted Hands: Re-animates target slain by poison to seek vengeance on maker of poison. Zone of Ablation: Force field surrounds caster, protecting them from most physical damage.

Ranger Spells 1st Level Ranger Spel ls Animal Auditory: Allows caster to hear through the ears of a willing animal. Bewildering Tracks: Assigns a different set of tracks to a creature. Detect Disease: Determines whether a creature, object or area has been or is diseased. Divine Flame: Flame lights a torch that can be used as touch attack (1d6) or once as a ranged. Eyes of the Ice: Caster attempts to see what is directly on the opposite side of a body of ice. False Tracks: Alters caster’s tracks to resemble any creature known to caster. Far Strike: Multiplies a shot’s range increment by five. Feather Step: Allows target to step lightly across any material as if they had no weight at all. Gentle Cut: Allows caster to take resources from environment without causing any disruption. Hibernate: Causes a comatose slumber to come upon one or more mammals. Hound’s Scent: Caster gains the ability to use the scent ability for tracking. Ice: Covers a solid surface with a layer of slippery ice. Ignite Fire: A small fire is ignited without the use of fuel. Ignore Silt: Allows caster to see through fine obstructions cluttering the water. Jungle Cry: Caster utters a loud, echoing scream that agitates and enrages all animals within range. Merciful Weapon: Causes weapon to lose sharpness or hardness so that it deals nonlethal damage. Miner’s Nose: Caster can magically smell precious metals and stones. Natural Shelter: Creates a natural shelter from the surrounding elements. Open Trail: Enables you to open a narrow 20-foot opening through thick underbrush and heavy growth. Pattern Grass: Temporarily flatten grass, cane or other soft-stemmed plant to reveal opponents attempting to hide. Poison Weapon: Like magic weapon except weapon is coated with magical poison. Potent Weapon: Imbue a weapon with the power to deal additional damage to a designated foe. Replace the Senses: Target has one sense replaced with another for duration of spell. Safe handling: Protects target from the risk of exposure when handling poison.

4th Level Pala din Spel ls Angel Aspect: Caster channels the celestial nature of an angel. Armour of Faith: As armour of deflection except damage reduction is 4 and +4 deflection bonus. Bare the Soul: Compels the target to tell the truth of any question asked of them. Battle Prayer: Grants allies a +2 luck bonus and enemies a –2 luck penalty. Bestow Grace of the Champion: Bestows the power of good and law of a paladin on any character class. Chant, Greater: As chant, except more powerful. Circle of Divine Censure: Creates a magical aura that damages (2d6) any undead or evil outsiders in range. Cloak of the Righteous: Divine energy protects and guides the caster. Divine Sovereignty: All creatures of 4 Hit Dice or less view caster as their sovereign king. Holy Fire Hammer: Calls a hammer formed of divine fire to the caster’s hands. Iron Judgement: Caster’s touch shows an evil creature for what it truly is, dealing 2d6 points of holy damage. Mass Condemn: As condemn but affects multiple targets. One Soul: Joins the lifeforce of a paladin and his mount. Paean of the Holy: Calls down the favour from caster’s god to him and his allies. Peacebinding: Creatures affected must put up any weapons they are wielding and refrain from attacking any creature. Rally: Affects you and allies with, bless, cure light wounds, divine favour, remove fear and remove paralysis. Resplendent Presence: Holy light surrounds caster, causing damage to vulnerable creatures. Righteousness of Arms: When subject strides into combat, gains ability to cause additional damage. Sanctify Waters: Cast upon a body of water, the water affected becomes holy water. Share Spell Resistance: Able to share the caster’s mount’s/ fiendish servant’s spell resistance. Silver Shield: Silvery force field surrounds the caster and the innocents he is protecting with a +5 bonus to AC. Speed of Mercury: Divine energy grants improved speed (60 feet).

29

David Culliford (order #1969295)

Spell Lists

Scentblock: Target creature ceases to give off any scent. Signal Flare: Creates a burst of brilliant light as bright as full daylight in a 60-foot radius. Silent Steel: Creates a buffer around weapons and armour, eliminating any loud clangs. Swirling Leaves: Surrounds caster with swirling leaves making it difficult for an opponent to hit. Tethis: Creates a sturdy rope 50 feet long which shoots from caster’s hand. Tree Ladder: Creates ladder-like handholds up the side of a living tree. Tremor Sense: Caster gains the ability of tremorsense. Vigilance: Imbue the recipients with extra awareness of their surroundings. Vigilant Sleep: Caster remains fully conscious and aware of surroundings while asleep. Walk on Webs: Caster can move through webs as if they did not exist. Wind Speak: Allows the wind to carry a short whispered message a distance away.

Leaf Fall: Causes all the leaves or needles to fall from a tree exposing any creature’s hiding within foliage. Magewind: Creates a stiff breeze that will fill a ship’s sails or slow a rival vessel. Mark of the Infidel: Marks the target as an infidel to the caster’s faith/ethos allowing bonuses to attack. Nature’s Aura: Surrounds caster with a calming natural aura that helps put animals and sentient plants at ease. Purge Inner Darkness: Creates a spark of positive energy which wards target against negative energy already at work in them. Rescue: Summons a creature to aid a drowning or shipwrecked character. Scare Enemies: Frightens target creatures and suffers –2 penalty to rolls. Scent Mask: Conceals any odours emanating from the subject making it impossible to detect using the scent ability. Shape Boat: Transforms any boat-like object into a semiseaworthy boat. Silent Hunter: Creates a buffering filed of energy granting 10+ bonus on move silently checks. Smite Heretic: Gains a +5 bonus to hit creature who is morally/ethically opposed to the caster’s alignment. Snake Charm: Like charm person except it only affects snakes. Stabilise: Directs a jolt of positive energy into subject, who is instantly stabilised. Suck Poison, Lesser: Caster detoxifies any sort of venom in target creature. Surface Tension: Increases the surface tension of any viscous surface allowing creatures to walk or run across. Thornskin: Target’s body sprouts thorns, gaining +1 armour and deals damage to those attacking unarmed. Wolf ’s Nose: Gain the scent ability allowing the caster to discern the presence and directions of creatures. Woodland Stealth: Caster gains +10 bonus to Move Silently and Hide checks in non-urban areas. Wound Reading: An image of what dealt the injury is conjured when a subject’s wounds are touched.

2nd Level Ranger Spel ls Animal Ocular: Allows caster to see through the eyes of a willing animal. Animal Scout: Charms an animal to scout for caster, increasing animal’s Intelligence by +4. Brain-Eating Ritual: Eating the brain of the target results in 1d8 temporary hit points, and +1 Intelligence and Wisdom. Calm Wind and Water: Caster calms wind and seas. Cat Nip: Infuses a handful of berries with the power to lure and intoxicate animals. Dash: Increases the base speed of several creatures within range. Decay: Non-animated corpse turns instantly to dust and animated suffer 1d4/two levels damage. Detect Spirits: Detects the presence of active and latent spirits within range. Dire Rage (Companion): Companion creature is imbued with the ferocity and physical prowess of its prehistoric ancestors. Elik: Allows caster to see objects or beings that are invisible, astral or ethereal. Endure the Light: Allows any subject with vulnerability to light to withstand light. Eyes of the Hawk: Target receives +10 enhancement bonus to Spot checks. Forest Invisibility: Allows caster to become invisible in a forested or natural surrounding. Ice Lens: Covers target’s eye with coating of ice which grants clear sight through rain, fog and snow to a range of 120 feet. Invisibility to Favoured Enemies: Like invisibility but only in respect to favoured enemies. Know Direction: Caster can locate any direction he wishes with unerring accuracy. Lay False Trail: Like pass without trace but also creates a false trail in a different direction.

3rd Level Ranger Spel ls Akeutit: Cures the diseases of all creatures in area of effect. Animal Mind: Target believes he is an animal of a chosen type and will act in that manner, no bonuses. Axe of Destruction: Imbues an axe with destructive power over non-living objects – ignores hardness and deals an extra 2d6 points of damage to objects. Bladder Dance: Ceremony that gives +10 bonus to Survival checks and +1 bonus to attack and damage when hunting aquatic animals. Borrow Animal Trait: Caster can take on one or more powers of a touched animal. Continuous Fire Ritual: Creates a flame that cannot be smothered or quenched. Discern Lycanthrope: Discerns if an individual subject is a lycanthrope or not.

30

David Culliford (order #1969295)

Spell Lists

4th Level Ranger Spel ls Augment Animal: Augments an animal’s natural weapon with a supernatural effect. Common Enemy: All allies enjoy a +2 bonus against a chosen favoured enemy. Coralskin: Target takes on attributes of coral, ability to breathe underwater and resistance to attack. Ghost Armour: Spirits act as armour granting a +1 deflection bonus on damage reduction 10/ magic. Illusionary Forest: Creates an illusionary forest in area of affect. Krilaq: Caster is allowed one yes/no question of the local spirits. Mariner’s Call: Summons a large porpoise that attacks any aquatic creatures in range. Nature’s Revenge: Target’s environment turns on him and makes a direct attempt to harm him. Plant Door: Enables caster to open a magic portal through trees, undergrowth and so on. Quicksand: Creates a patch of quicksand that immediately affects any creature standing on spot. Serpent Arrow: Transform a number of arrows into snakes that can be used in any bow. Shade Disposal, Lesser: Caster drives out any evil creature from spiritually tainted item. Suck Poison, Greater: Caster detoxifies any sort of venom in target creature. Syowae: As augury but more powerful, providing advice concerning a specific event within one week. Toxic Tracker: Cast on a set of tracks, causes an ingestion poison with the creature that made tracks. Track Magic: Gives caster the ability to see traces of magic. Vengeful Environs: Causes every plant, bug and animal within range to lash out against the caster’s enemies.

Eyes of the Bloodhound: Subject gains the ability to ‘see’ scents and odours and understand them. Eyes of the Hawk, Greater: As eyes of the hawk but also renders subject immune to blindness spells. Fire Walk: Creature touched can walk through fire or over coals with no damage. Freshen Air: Removes all harmful gases from the area of affect. Hunter’s Mark: Grants target the ability to track a specific creature with the senses of a wolf. Ice Path: Creates an ice path which can be used to cross chasms or water. Illisiniq: Magical hexing which can decrease an ability score, penalise throws or loose an action. Lorgath’s Many-Armed Attack: Target temporarily gains the ability to attack every foe within reach. Ooze Companion: Targeted ooze stops attacking caster and can accept limited commands. Poisonous Breath: Unleashes a 20-foot cone of toxic gas causing blindness, deafness and muteness. Sensory Refinement: Caster’s senses become extraordinarily powerful. Smart Arrow: Allows target to fire an arrow or bolt at a target out of line of sight. Spiritual Bestowment: Spirit boost an ability in a target creature. Unstoppable Tracker: Enhances caster’s ability to track.

31

David Culliford (order #1969295)

Spells

SPELLS Absorption

extreme cold is a constant problem. The spell absorbs 12 points of damage each round from environmental effects that have no supernatural, extraordinary or spell-like source. Divide the duration evenly among the targets of the spell.

Transmutation Level: Drd 4 Components: V, S, M Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Target: 1 creature Duration: Instantaneous Saving Throw: Fortitude, see text Spell Resistance: Yes

Acid Fog, Undersea Conjuration (Creation) (Acid) Level: Sor/Wiz 6, Sea (Undersea Realms) 7 Components: V, S, M, DF Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: Fog spreads 30 ft., 20 ft. high Duration: 1 round/level Saving Throw: None Spell Resistance: Yes

You cause any liquid carried by a creature to dry up. The spell affects potable waters as well as potions, although magical potions get a saving throw to resist the effect. Potions carried by a creature can use that creature’s Fortitude saving throw bonus or their own, whichever is better. While the spell instantly dries up water carried by a character, it can only destroy a limited number of magic potions. Potions destroyed are limited to those whose total spell levels are less than half the level of the spell’s caster. For example, a 7th level caster can destroy a potion of mage armour (1st level), and a potion of barkskin (2nd level) but is unable to destroy any more potions.

This spell functions identically to acid fog, except that it works underwater.

Acorn Grove Conjuration (Creation) Level: Drd 6 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: 6 acorns +1 acorn/2 levels Duration: 1 hour/level Saving Throw: None Spell Resistance: No

Which potion is affected first should be determined randomly. The target of the spell knows that something has happened to the liquids in their possession but does not know which potions, if any, might be ruined until they take the time to examine all of their vials. The spell cannot be used against a living creature or plant to dry up its blood or liquid.

You can cause acorns to take root and grow into adult trees where you throw them. The acorns must land in fertile earth for the spell to be effective. Once the spell is cast, you must throw the acorns as a group using a move equivalent action. Full-grown trees grow where the acorns land and take root. These trees remain for one hour/caster level after which they shrink back down into their original seeds over a period of one minute.

Acclimatise Transmutation Level: Drd 3 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: 1 creature per caster level Duration: 1 hour/level (see below) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

You may enchant 6 acorns + 1 acorn for every two caster levels beyond 9th. You have a special bond with this grove while it exists, and all spells you cast in the grove will be at an effective +1 caster level. The grove can be used to provide cover or obstacles and trees within the grove can be animated. Animated trees lose their animation and shrink back down into an acorn if the spell ends before any spell animating them.

This spell renders the subjects virtually immune to damage from normal extremes of heat and cold. It offers no protection, however, against magical or other attacks that use heat and cold. Thus, a person protected by acclimatise could stroll comfortably in the arctic without any special protection, but would take full damage from the breath weapon of a white dragon. This spell is especially useful to those who plan to venture into the ocean depths, where

Material Component: 1 acorn for each tree grown.

32

David Culliford (order #1969295)

Spells

A daptation

A see invisibility spell does not counteract the effects of an aegis, but a true seeing spell does. An aegis is effective against all senses, including non-visual abilities such as scent and tremorsense.

Transmutation Level: Clr 4, Sor/Wiz 5 Components: V Casting Time: 1 immediate action Range: Personal Target: Caster Duration: 1 hour/level (D)

Those not attempting to attack you remain unaffected. This spell does not prevent you from being attacked or affected by spells that do not require an attack roll. Material Component: Slivers of wood taken from the shield daubed with black paint.

Upon casting this spell, you must select a plane. This spell grants immunity to the selected plane’s negative or harmful environmental effects, including such things as toxic air, temperature extremes, lack of air or any other planar trait otherwise harmful to you.

Agony Necromancy Level: Clr 3, Evil (Pain) 3, Wiz/Sor 5 Components: V, S Casting Time: 1 standard action Range: Touch Target: 1 creature with fewer Hit Dice than the caster Duration: 1 round/level Saving Throw: No Spell Resistance: Yes

Additionally, this spell grants energy resistance 20 to the prevalent types of energy common to the plane, such as magma in the Elemental Plane of Fire. This spell does not grant you immunities to the effects of unusual events, such as astral cyclones or ethereal vortices, nor does this spell make you immune to attacks from the plane’s native inhabitants. This spell has no effect when cast on your native plane.

A daptation, Mass

This spell allows the caster to cause inestimable pain to a target with a successful melee touch attack. It suffers an immediate 1d8 points of nonlethal damage and an additional 1d8 points of nonlethal damage each round thereafter until the spell ends. Creatures affected by this spell scream in pain for the entire duration, and suffer a –1 penalty to all attack rolls and skill checks due to their distracted state. They also cannot cast spells with verbal components.

Transmutation Level: Clr 5, Sor/Wiz 6 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: 1 creature/level, no two of which can be more than 30 ft. apart. Duration: 1 hour/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) This spell confers all the same benefits as adaptation to a number of creatures based upon your level. Unlike adaptation, you may only cast this spell on your turn and it has a longer casting time.

Aegis Abjuration Level: Clr 4, Pal 3, Sor/Wiz 3 Components: V, S, M, DF Casting Time: 1 round Range: Personal Target: Caster Duration: 1 round/level While under the protection of an aegis spell, any creature that wishes you harm finds it difficult to concentrate on your exact location. Any opponents attempting to strike or otherwise attack you must attempt a Will save. If the save succeeds, the opponent can attack you normally and is unaffected by the aegis for the remainder of the duration. If the save fails, the opponent starts to lose track of where you are standing and suffers a 50% miss chance as you start to flicker in and out of focus.

33

David Culliford (order #1969295)

Spells

Air and Water

On land, the emanation’s damp fog can obscure vision (including darkvision). If line of sight to a creature or object passes through ten to 15 feet of fog, the subject has concealment (attacks have a 20% miss chance). If line of sight passes through more than 15 feet of fog, the subject has total concealment (50% miss chance, and the attacker cannot use sight to locate the target). Less than ten feet of fog has no effect. Unattended objects and points in space receive no saving throw against this spell, nor does any spell resistance for the object or area apply. An unwilling creature can attempt a Will save to negate the effects if it or its equipment is the target of the spell, and any spell resistance the creature or object has must be overcome by the caster. Once the spell is in place, though, spell resistance will not negate the effects of the emanation for creatures or objects within it.

Transmutation (Air, Water) Level: Brd 5, Drd 4, Sor/Wiz 5 Components: V, S, M, DF Casting Time: 1 standard action Range: Touch Target: Creature, object or point in space touched Duration: 1 hour/level (D) Saving Throw: Will negates (see text) Spell Resistance: See text. You create a 15-foot-radius emanation centred on the target, which can move if placed on a creature or a movable object. The emanation acts on both air and water, creating an area where the two mix in more or less equal portions. Water within the emanation becomes suffused with bubbles of air, creating an area where air-breathing creatures can breathe normally, while air within the emanation becomes a very wet mist where waterbreathing creatures can breathe normally. The spell does not affect any contaminants that may be suspended in the affected air or water, such as poison gases, silt or smoke. Likewise, the spell does not function in a vacuum, nor will it affect any magical liquid or any non-magical liquid that is not at least 75% water.

Material Component: A sealed vial or flask, half-filled with air and half with water.

Air Breather Transmutation Level: Clr 3, Drd 3, Sor/Wiz 3, Sea (Undersea Realms) 3 Components: V, S, M, DF Casting Time: 1 standard action Range: Touch Target: Living creatures touched Duration: 2 hours/level (see text) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

Underwater, the emanation creates an environment that functions partly as a land area and partly as a water area. All the normal rules governing underwater combat apply (see Chapter Three in the DMG), except as noted here. c

c

c

c

c

The emanation functions as difficult terrain for any creature swimming through it. Each square of swimming movement counts as two squares moved (three squares for each diagonal).

The transmuted creatures can breathe air freely. Divide the duration evenly among all the creatures the character touches. This spell does not grant any other abilities; a merfolk who can breathe air thanks to this spell is still only able to move slowly and clumsily on land.

Creatures with land speeds make all melee attacks normally provided that both they and their opponents are within the emanation.

The spell does not enable air-breathing creatures to breathe water.

Creatures without land speeds suffer a –2 penalty on melee attacks if they or their targets are within the emanation.

Airy Sphere Evocation Level: Sor/Wiz 5, Sea (Undersea Realms) 5 Components: V, S, M, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: 1 creature Duration: 10 minutes/level Saving Throw: Reflex negates Spell Resistance: No

When an attacker inside the emanation attacks a target outside (or vice versa) the target has cover (+4 bonus to AC, +2 bonus on Reflex saves) unless the attacker has a land speed and is under a freedom of movement effect (as the spell). A creature with a space larger than five feet (one square) can choose any square that it occupies to determine if it is inside or outside the emanation. Similarly, when attacking such a creature, the attacker can pick any of the squares the defender occupies to determine if is inside or outside the emanation.

This spell can be this benign or malign, depending on its target and purpose. The spell creates a sphere of air ten feet in diameter, and the target is enclosed within it. The inner surface of the sphere is a magical energy field with an effective hardness of 15 and 20 hit points. It is very difficult to break.

34

David Culliford (order #1969295)

Spells

When you make a weapon good, evil, lawful or chaotic, align weapon is a good, evil, lawful or chaotic spell, respectively.

The air within the sphere is breathable, and indeed, continues to refresh itself for the duration of the spell. This spell can keep an air breather alive underwater for some time – or suffocate a water breather.

Alter Aura

The sphere can be moved at the caster’s mental command at a speed of 15 feet per round. A Concentration check (DC 10) is needed to maintain control if the caster takes damage or is otherwise distracted. If the sphere is uncontrolled, it remains in place for one round and then begins floating upward.

Transmutation Level: Brd 3, Clr 3 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. +5 ft./2 levels) Target: 1 creature Duration: 24 hours Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

Aquatic spellcasters trapped in the sphere are unable to cast spells requiring a verbal component; the words of power they know cannot be pronounced correctly out of water. The caster of the spell can cast any spell he knows through the sphere without disturbing or disrupting it, provided he is touching the sphere at the time of casting.

A more powerful form of undetectable alignment, this spell actually alters the target creature’s aura. The caster may choose an alignment, or it will change randomly by default. This spell is proof against true seeing, detection spells, and even a paladin’s detect evil special ability; even magical effects that are keyed to a being of a specific alignment (for example, a spell set to go off when an evil being comes near) will not work if the creature’s altered aura is not of that alignment.

There are many non-combat uses for this spell. Alchemy, pottery and metal forging all work better in air; some aquatic mages make an effective career out of providing airy environments for craftsmen, enabling them to make items otherwise impossible underwater.

Akeutit

Anakua

Abjuration Level: Clr 3, Brd 3, Rgr 3 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: 1 creature plus one additional creature/4 levels, no 2 of which can be more than 30 ft. apart Duration: Instantaneous Saving Throw: Fort negates (harmless) Spell Resistance: Yes (harmless)

Divination Level: Clr 9 Components: S Casting Time: 1 standard action Range: Personal Target: Caster Duration: 1 minute/level The anakua manifests itself as a mysterious light that the cleric suddenly feels in his body, deep inside his skull. It is an unexplainable searchlight that burns within him, allowing the cleric to see things no mortal man can see. Even with his eyes closed, the caster can see everything, whether he wants to or not.

This incantation is used to drive away or appease spirits, thereby removing illness. The caster chants, swaying from side to side. It cures the diseases of everyone in range that the subjects are suffering from. The spell does not kill parasites (like green slime or rot grubs). Because the spell is instantaneous, it does not prevent re-infection after a new exposure to the same disease at a later date.

The caster sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed or transmuted things.

Align Weapon, Mass Transmutation (see text) Level: Clr 4 Range: 30 ft. Target: 1 weapon/level or 50 projectiles/level, all of which must be within 30 ft.

Further, the subject can focus his vision to see into the Ethereal Plane. The range of anakua is 120 feet. This spell also penetrates solid objects, conferring a sort of x-ray vision on the caster. Mountains are translucent and the earth becomes one long featureless plain. When looking through objects, the caster can see as if he were looking at something in normal light even if there is no illumination. Anakua vision can penetrate up to 20 feet of cloth, wood or similar animal or vegetable matter and up to ten feet

This spell functions like align weapon, except mass align weapon affects one weapon per level or 50 projectiles per level. You cannot cast this spell on a natural weapon, such as an unarmed strike.

35

David Culliford (order #1969295)

Spells

Angel Aspect

of stone or metal, as per a ring of x-ray vision. This spell also bestows a +10 competence bonus to Search and Spot checks.

Transmutation (Good) Level: Pal 4 Components: V, S, DF Casting Time: 1 standard action Range: Personal. Target: Caster Duration: 1 round/level

Anathema Transmutation (Judicial Curse) Level: Clr 8 Components: V, S, XP Casting Time: 1 hour Range: Special (25 miles/level + 25 miles/point of ceremonial force) Target: 1 living creature Duration: Permanent (see description) Saving Throw: None Spell Resistance: Yes

When angel aspect is cast, the paladin channels the celestial nature of an angel. He is surrounded by a nimbus of divine light (he sheds light as a torch) and gains the following enhancements: c c

Anathema is the ultimate form of theocratic justice. You can only cast this spell if you are an official representative of the church – and this means holding a rank or office within the hierarchy of the church, not simply having a level in the cleric class. The isolated hermit or wandering acolyte does not have the authority required to place this mark upon an enemy. In addition, you cannot use anathema on a person who holds a higher rank within the church than you do; again, this is based on rank and not character level. Anathema has the following effects: c

c

c

c

c c c

He gains a +2 enhancement bonus to Strength and Charisma. His attacks now count as good for the purpose of overcoming damage reduction. His caster level for paladin spells is doubled. He may fly slowly (half normal movement, but perfect manoeuvrability).

For the duration of the spell, the paladin counts as a good native outsider for the purposes of spells.

An indelible mark appears on the victim. This mark is only visible to members of your faith, and it brands the victim as accursed in the eyes of the church. This will typically result in a hostile attitude from any NPC who can see it. Note that the victim himself may not be able to see the mark.

Angel’s Cloak, Lesser Abjuration (Good) Level: Clr 3, Pal 3 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 minute/level or until discharged Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

The victim suffers from all the effects of excommunicate. However, the victim cannot benefit from beneficial spells cast by clerics of your religion even if he himself does not share your beliefs. The victim takes a –2 sacred (or profane, if your religion is evil in nature) penalty to all attack rolls or skill checks made against members of your faith. He suffers a –2 sacred (or profane) penalty to saving throws made against the actions of the faithful.

You temporarily imbue a creature with the goodness and purity of an angel granting damage reduction 5/silver and evil for the duration of the spell. Once the spell has prevented a total of ten points of damage per caster level (maximum 100 points) it is discharged. This spell cannot be cast on evil creatures.

Followers of your religion receive a +2 sacred (or profane) bonus to all attack rolls, damage rolls and saving throws they make while fighting the victim.

Angel’s Cloak

Anathema can be removed in the same manner as excommunicate. However, the god itself has to approve of any use of atonement. Any cleric can cast atonement, but the deity will state the penance that must be performed before the anathema will be lifted.

Abjuration (Good) Level: Clr 5 This spell functions as lesser angel’s cloak, except angel’s cloak grants the subject damage reduction 10/silver and evil for the duration of the spell.

Anathema is a judicial curse; the saving throw of the spell can be increased through the use of ceremonial force. XP Cost: 500 XP.

36

David Culliford (order #1969295)

He gains damage reduction 10/evil.

Spells

Animal Mind

scout or spy allowing you to see exactly what the animal views. Of course the animal does not always follow exact requests and may be distracted my instinct, hunger or other factors. Most common uses are a circling bird to scan the surrounding landscape or a mouse to peer behind doors or explore otherwise in inaccessible areas.

Enchantment (Compulsion) (Mind-Affecting) Level: Brd 3, Clr 4, Drd 3, Rgr 3, Sor/Wiz 4 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: 1 creature with Intelligence greater than 2 Duration: 1 hour/level Saving Throw: Will negates Spell Resistance: Yes

Animal Resurrection Conjuration (Healing) Level: Brd 6, Drd 6 Components: V, S Casting Time: 10 minutes Range: Touch Target: Dead animal or magical beast touched Duration: Instantaneous Saving Throw: None (see text) Spell Resistance: Yes (harmless)

Choose an animal type when you cast this spell. The subject believes it is an animal of that type. If the subject does not know how such an animal would act, it acts in a manner that it believes an animal should act. While affected by this spell, spells and abilities that target animals will also affect the subject. Any attempt to interact with the subject requires a Handle Animal check where the DC equals 10 + ½ character level of the subject + the subject’s Charisma modifier.

This spell resurrects an animal or magical beast as the resurrection spell. It requires the bones of the creature to be resurrected, but acts as the resurrection spell in all other respects.

Animal Auditory Divination Level: Drd 1, Rgr 1 Components: V, S, M Casting time: 1 standard action Range: Personal Target: Caster Duration: 1 minute/level (D)

Animal Scout Enchantment (Charm) Level: Drd 3, Rng 2 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: one Fine, Tiny or Small animal Duration: 10 minutes/level Saving Throw: None Spell Resistance: Yes (harmless)

By holding your ears and concentrating, you can hear through the ears of an animal (companion or other) that regards you as friendly or helpful. The animal must willingly agree with your request. The animal acts as a scout or spy allowing you to hear exactly what the animal hears or interprets (in the case of bats or dolphins). Of course the animal does not always follow exact requests and may be distracted my instinct, hunger or other factors. Unfortunately, your mind is not able to interpret sounds that you would not normally be able to hear. This means one cannot use a bat’s sonar to map a dark cave or locate enemies in darkness.

You charm an animal into scouting for you. You must give them a simple task, such as ‘Find out what is on the other side of that hill.’ The animal does its best to accomplish what you ask, returning before the spell ends. If it cannot accomplish the task before the spell ends, it returns to give you a brief idea why. It does not attack others or knowingly put itself in danger and can only interpret what it sees based on its limited intelligence (see below). If you give it a task that would force it to go into an area that it knows or realises is inherently dangerous, the spell automatically fails. A forest fire, for example, is inherently dangerous. A battlefield is as well. An area where a wolf prowls occasionally is not. The animal does not travel further than two miles from its home territory.

Animal Ocular Divination Level: Drd 2, Rgr 2 Components: V, S, M Casting time: 1 standard action Range: Personal Target: Caster Duration: 1 min./level (D)

For the duration of the task, the animal scout gains +4 to its Intelligence. It gains no new languages or additional ability to communicate, but you may gain higher quality information upon its return by using a spell like speak with animals.

By shutting your eyes and concentrating, you can see through the eyes of an animal (companion or other) that regards you as friendly or helpful. The animal must willingly agree with your request. The animal acts as a

Material Component: A small piece of food and a stick that you throw.

37

David Culliford (order #1969295)

Spells

Animate Arms

Animate Ice

Conjuration (Creation) Level: Pal 2 Components: V, F Casting Time: 1 round Range: Touch Target: 1 coat of arms Duration: 1 round/level Saving Throw: None Spell Resistance: No

Transmutation (Cold) Level: Drd 4 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: Ice, 1 cu. ft./level Duration: 1 round/level Saving Throw: None Spell Resistance: No

This spell targets a coat-of-arms (a shield bearing a heraldic device). It infuses the major charge on the shield, such as a dragon, sword, lion or other symbol with magical life. The charge on the shield leaps off and fights for the paladin. If the charge is a creature, then this spell creates a magical entity with statistics identical to a creature summoned by this summon monster III or summon nature’s ally III. If the charge is an object such as a sword, then the spell creates a Large animated object. The conjured charge obeys the paladin’s commands or attacks his enemies, as per a normal summoned creature.

The caster imbues inanimate ice with mobility and a semblance of life. The animated ice then attacks whomever or whatever the caster initially designates. The caster can animate up to one cubic foot of ice per caster level. The ice fights as an animated object of size appropriate to the targeted ice with the Cold subtype.

Animate Roots Transmutation Level: Drd 4 Components: V Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: 15 ft. radius spread Duration: 1 round/level (D) Saving Throw: None Spell Resistance: No

Animate Crew Necromancy (Evil) Level: Clr 5, Sor/Wiz 6 Components: V, S, M Casting Time: 1 standard action Range: Touch Effect: Creates an undead crew for a ship Duration: Instantaneous Saving Throw: None Spell Resistance: No Animate crew creates up to three skeletons or zombies per level of the caster, which serve as the crew for a ship. These animated creatures are bound to the ship they serve and cannot go further than one mile from the vessel (and then only by express command of the caster). If corpses are unavailable when the spell is cast, they crawl out of the sea as soon as they can (although if the spell is cast far away from the site of a shipwreck or naval battle, it may take the undead crew weeks to reach the ship). The undead all have a Profession (sailor) +5. The spell creates a wraith captain to command the ship, and the crew serve the captain. Only the captain’s Hit Dice counts toward the caster’s control limit. Material Component: The captain must be gifted with an item worth at least 100 gp per level of the caster, while the crewmembers demand at least two gold pieces each.

38

David Culliford (order #1969295)

Spells

You provide a +2 luck bonus to one type of save (Fortitude, Reflex or Will) for the target. This spell overlaps and does not stack with subsequent castings of divine grace, but a second casting would grant the bonus to a different save type once the first spell’s duration ends. If you fail a saving throw where the bonus granted by this spell applies, you may choose to reroll the save by ending this spell as a free action.

You animate the roots of nearby trees turning them into grappling weapons. While this spell can only be cast in a forested area, or in an area near several large trees, it is a powerful spell when used properly. Roots in the area of effect reach out of the earth as far as ten feet to grapple all opponents in the area. The roots are treated as size Large, have a Strength of 19 and have a base attack bonus equal to the level of the caster. This means that the roots have a grapple bonus of eight + caster level.

You must accept the result of the second roll. Creatures in the area, or entering the area, must succeed at a grapple check to avoid the grasping roots. Those that fail are grappled. Once successfully grappled, the root begins to squeeze its victim and pull them into the earth. With every successful grapple check the root does 1d4+4 points of nonlethal damage. Any victims brought to unconsciousness are dragged beneath the earth where they suffocate and die if not rescued within ten rounds. The roots can be attacked, they have an AC of 16, 20 hp each, hardness 4, and acid, fire and cold resistance 10. Unfortunately, every attack against a root stands a 50% chance of hurting the person grappled by it instead.

Aquatic Life Transmutation Level: Drd5, Sor/Wiz 5 Components: V, S, DF, XP Casting Time: 1 hour Range: Touch Target: 1 creature Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes

Once freed from a root by destroying it or succeeding at a grapple check, the target has one round to flee the area of the moving roots before a new root moves in to attempt to grapple them again.

This spell grants the Aquatic subtype to the target creature. Once the spell is complete, the spell cannot be reversed by dispel magic and similar magic – only a wish, limited wish or miracle can undo the transmutation. After the spell has taken effect, the changes made to the target are considered natural in origin – the spell’s magic is involved only in initiating the transformation, not sustaining it.

Animate Snow Transmutation (Cold) Level: Drd 5 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: Snow, 1 cu. ft./level Duration: 1 round/level Saving Throw: None Spell Resistance: No

Such powerful magic does not come without a cost, however. The drastic strain this places on the target creature’s body causes a permanent loss of one point of Constitution. The character’s Constitution score can still be raised normally. XP Cost: 500 XP.

The caster imbues inanimate snow with mobility and a semblance of life. The animated snow then attacks whomever or whatever the caster initially designates. The caster can animate up to one cubic foot of snow per caster level. The snow fights as a grey ooze and has one hit die per two cubic feet. It does not have an acid attack and has the Cold subtype.

Armour of Deflection Abjuration Level: Clr 4, Pal 3 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 minute/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

Anointe d Abjuration Level: Clr 2, Pal 2 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 10 minutes/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

The subject of this spell gains damage reduction 2/— and a +2 deflection bonus to AC but must be of the same faith as the caster.

39

David Culliford (order #1969295)

Spells

Armour of Faith Abjuration Level: Clr 6, Pal 4 As armour of deflection, except the subject of this spell gains damage reduction 4/— and a +4 deflection bonus to AC. The targeted creature must be of the same faith as the caster.

Aspect of the Arachnid

Badger: allows the wearer to go into a battle frenzy (+2 to attack and damage rolls, –1 AC, remain conscious until at –10 hp) for 20 rounds.

Transmutation (Poison) Level: Drd 5, Poison (Natural Poison) 5, Sor/Wiz 5 Components: V, S Casting Time: 1 standard action Range: Personal Target: Caster Duration: 1 minute/level (see text) (D)

Bear: when a bear tattoo is activated the wearer receives a +8 enhancement bonus to their Strength score for a period of 20 rounds.

For the duration of the spell, you gain the following abilities of a spider: c

Darkvision 60.

c

Tremorsense 60.

c

+4 natural armour bonus.

c

Spider climb, as the spell.

c

Cheetah: grants the wearer a +4 enhancement bonus to Dexterity and a 20 feet/round enhancement to their movement rate for a period of 20 rounds. Panther: grants the wearer a +15 bonus to all Hide and Move Silently skill checks for 5 minutes. XP Cost: 2,000 XP must be used to replace the special energies of the animal imbued into the tattoo. Note: the Games Master is free to add other animals and abilities to the list above.

A poison bite attack, as the spell fangs of the serpent, except that the initial and secondary damage is 2d6 temporary Strength.

Web, as the spell modified by the Widen Spell feat. The web effect lasts for ten minutes per level from the time it is created. The other spell effects end immediately upon use of the web ability.

Aspect Tattoo Transmutation Level: Drd 4, Clr 5 Components: V, S, XP Casting Time: 1 hour Range: Touch Target: Creature touched Duration: Permanent Saving Throw: No (harmless) Spell Resistance: Yes (harmless)

Astute Fighting Transmutation Level: Clr 1 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 round/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You imbue the target creature with a special combat sense that grants a +2 competence bonus to its base attack bonus (maximum +20), possibly granting extra attacks while using the full-attack action. If this spell would raise the target’s base attack bonus to 21 or more, it receives a +2 competence bonus on attack rolls, but gains no benefit for having a base attack bonus higher than +20.

You tie a portion of a willing animal’s energy and abilities into a tattoo that you place on the target’s skin. This permanent tattoo grants a special power once per day based on the animal it is based on. A creature can have only one aspect tattoo, any attempt to add additional aspect tattoos meets in failure. The powers of the tattoo are drawn from the animal, and this energy drain must be replaced by some of your own life essence (XP).

40

David Culliford (order #1969295)

The animal chosen must be a willing participant in the spell, as must the recipient. The caster, or another individual, must communicate with the animal to obtain its consent. Attempting to cast the spell without the willing participation of the animal results in automatic failure. Each tattoo grants a particular ability or enhancement 1/day for a limited duration and can be activated by the wearer as a free action. The possible tattoos and the abilities they bestow are listed below:

Augment Animal Transmutation Level: Drd 4, Rng 4 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Living animal touched

Spells

Duration: 1 minute/level Saving Throw: Will negates (harmless) Spell Resistance: No

Permanency: This spell can be made permanent on an object or place by an 11th level spellcaster using the permanency spell. The XP cost is 1,500.

Augment animal is a companion spell to magic fang. It imbues one of the animal’s natural weapons, such as its claws or teeth, with a supernatural effect. The druid may add any weapon special ability to the natural weapon; for example, a wolf ’s bite could be made flaming, or keen, or even vorpal. The caster has a number of bonuses equal to his caster level divided by four, rounded down, so a 13th level druid could apply special abilities that equate to a bonus of +3 such as speed or holy flaming. The druid may split bonuses among natural weapons – a claw could be made flaming and a bite icy.

Aura of Valiance Abjuration Level: Pal 1 Components: V, S Casting Time: 1 standard action Range: Personal Target: Caster Duration: 1 minute/level Your aura of courage ability becomes more effective in protecting your allies from fear. Whenever an ally within its radius is subjected to a fear effect requiring a saving throw, they may make two saving throws instead of one, and use whichever is higher. Additionally, when an ally who has already succumbed to a fear effect that allowed a saving throw comes within your aura of courage, they may make another saving throw. In both of the above situations, the +4 morale bonus on saving throws against fear effects, which an aura of courage normally bestows, still applies.

Aura of Animation Necromancy (Evil) Level: Clr 5, Sor/Wiz 6 Range: 20 ft. Area: 20-ft. radius emanation centred on you Duration: 1 min./level (D) As animate dead, except you create a field in which any dead creature immediately animates as a skeleton or zombie under your control.

Avalanche Evocation Level: Drd 7 Components: V, S, DF Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: 5 ft./level radius (S) Duration: 1 round Saving Throw: See text Spell Resistance: No

Aura of Peace Enchantment (Compulsion) (Mind-Affecting) Level: Brd 3, Clr 3, Sor/Wiz 3 Components: V, S, F, DF, XP Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: 25 ft. + 5 ft./2 levels radius emanation, centred on you or a person or an object you designate. Duration: 1 minute/level (D) Saving Throw: Will negates Spell Resistance: Yes

When the caster casts avalanche, an intense but highly localised tremor rips the ground. It shivers snow, ice and rock off any protruding natural terrain. The shock lasts one round, during which time creatures on the ground cannot move or attack. Spellcasters on the ground must make Concentration checks (DC 20 + spell level) or lose any spells they try to cast. The avalanche affects all terrain, vegetation, structures and creatures in the area. The avalanche travels horizontally as far as it falls vertically. An avalanche cast at the top of a 100-foot cliff would sweep 100 feet outward from the base of the cliff. Any creature in the path sustains 8d6 points of damage (Reflex half DC 15). See the avalanche entry in the Appendix for more details.

All creatures within the area find it hard to fight one another. Creatures within the area who fail the saving throw cannot take any offensive action. If attacked they will defend themselves with the full defence manoeuvre. Creatures who make the saving throw are –2 on all attack and damage rolls. Casting spells of a destructive nature from within the area requires a Concentration check (DC 15 + your Charisma modifier + 1 per level of the spell being cast). All fear effects of less than 4th level (or generated by a creature with fewer than eight Hit Dice) are suppressed while within an aura of peace.

Avatar Conjuration (Summoning) Level: Clr 9, Good (Righteousness) 9 Components: V, S, M Casting Time: 1 round

Focus: A dove’s feather or a laurel leaf.

41

David Culliford (order #1969295)

Spells

Range: Close (25 ft. + 5 ft./2 levels) Effect: 1 summoned avatar Duration: 1 round/level. Saving Throw: None Spell Resistance: No

is complete in 2d10 rounds. It also cures 1d8 points of damage +1 point per caster level (up to +20). In all other respects the spell acts as raise dead.

Casting this spell summons an avatar of the caster’s deity, a glowing shadow of the god’s power that rises up to smite unbelievers. All individuals within 50 feet of the avatar suffer the effects of the fear spell (no save allowed) as if a 20th level wizard cast it. In addition, any member of an enemy faith within 50 feet of the avatar automatically suffer 2d8 points of damage each round until they move out of the area.

Transmutation (see text) Level: Drd 3, Sor/Wiz 3 Components: V, S, M, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./level) Target: 5 ft. cube of an element for every 4 levels Duration: 10 minutes/level Saving Throw: None Spell Resistance: No

Awaken Element

Material Component: A sacrifice appropriate to the caster’s god valued at 500 gp or more.

You give an element human-like sentience. You target a volume of air, earth, fire or water no bigger than a five-foot cube per four caster levels, and it awakens as if becoming an elemental. It has all the statistics of an elemental of Small size for its element type, except that its Intelligence score is 3d6.

XP Cost: 500 XP.

Avert Attack Abjuration Level: Clr 1, Pal 1, Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: 1 creature Duration: 1 round/level or until discharged Saving Throw: None (harmless) Spell Resistance: No (harmless)

The creature is friendly toward you and, although it is not bound to you, will perform any reasonable task you ask of it until the spell’s duration ends and it collapses or disperses back into its material. An intelligent element remembers what happened around it for one week per caster level before it was awakened and can answer questions about that. When you use this spell to awaken an air, earth, fire or water creature, it is a spell of that type. For example, awaken element is a fire spell when cast to awaken a fire elemental.

You grant the subject a +5 deflection bonus to AC against the next attack that targets it. Whether the attack succeeds or not, the spell is triggered and the effect ends.

Avgo Regeneration

Material Component: A fistful of crushed crystal powder.

Conjuration (Healing) Level: Clr 9 Components: V, S Casting Time: At least 10 minutes Range: Personal Target: Caster Duration: 1 day/level or until discharged

Awaken Land Transmutation Level: Drd 9 Components: V, S, DF, XP Casting Time: 1 week Range: Touch Area: 1 square mile/2 levels Duration: Instantaneous Saving Throw: None Spell Resistance: No

Avgo was a great shaman who was once mauled by a bear and then devoured by a walrus, which dropped him into the depths of the ocean. His skeleton returned and slowly regained its pieces of flesh, until he returned whole to the shore.

You imbue a section of land with human-like sentience. To succeed, you must attempt a Will save (DC 10 + the number of miles to be awakened).

This spell must be cast by the caster upon himself (prior to death, naturally). Upon dying (below –10 hit points), at least one bone of the caster’s corpse begins immediately regenerating, wherever it is. The flesh grows around the bones – if there are no intact bones, the corpse cannot regenerate. The subject’s severed body members and ruined organs grow back. Once begun, the physical regeneration

The awakened land is friendly toward you. Though you have no special empathy or connection with the land you awaken, it serves you in specific tasks or endeavours if you communicate your desires to it. Awakened land has 3d6 for Intelligence, Wisdom and Charisma scores respectively.

42

David Culliford (order #1969295)

Spells

The land, once awakened, gains no locomotive ability whatsoever, though it can change its appearance, based on its moods and perceptions, such a forest may appear inviting and comforting, or sinister and foreboding. The land can change the direction of waterways flowing through it, change elevation, separate forests or any other number of cosmetic features, though it rarely does so unless angered or driven by compassion. The awakened land can also create earth elementals to serve it. It can generate a number of Hit Dice of earth elementals for every square mile awakened. Thus, a land stretch of 20-square miles could create 20 Hit Dice of elementals to serve it: so, it could create one Large Earth Elemental (eight Hit Dice), two Medium Earth Elementals (four Hit Dice each) and two Small Earth Elementals (two Hit Dice each). As long as you remain in the good graces of the awakened land, the elementals serve you, but cannot move beyond the boundaries of the awakened area. The awakened land can impart any useful information it knows about what occurs in its domain, in effect gaining all the information normally provided by stone tell and speak with plants. The only way to destroy or ‘kill’ an awakened land is through extreme destruction. You must destroy every living thing in the area and then pollute the earth so nothing can grow there ever again. Once you have rendered the entire area inhabitable, the land loses consciousness and effectively dies. XP Cost: 2500 XP.

Awaken the Dea d I

A created creature cannot call, summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be created within an environment that cannot support them.

Necromancy (Evil) Level: Clr 1, Sor/Wiz 1 Components: V, S, F, DF Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Effect: 1 created undead creature Duration: 1 round/level (D) Saving Throw: None Spell Resistance: N

Arcane Focus: A corpse candle.

Awaken the Dea d II Necromancy (Evil) Level: Clr 2, Sor/Wiz 2 Effect: 1 or more created undead creatures, no 2 of which can be more than 30 ft. apart

This spell awakens an undead creature and calls it forth from its twilight hell (typically from the ground or from out of the shadows). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform others actions.

This spell functions like awaken the dead I, except that you can awaken one creature from the 2nd level list or 1d3 creatures of the same kind from the 1st level list.

The spell calls forth one of the creatures from the 1st level list on the accompanying Awaken the Dead table. You choose the kind of undead to awaken, and you can change that choice each time you cast the spell.

Necromancy (Evil) Level: Clr 3, Sor/Wiz 3 Effect: 1 or more created creatures, no 2 of which can be more than 30 ft. apart

Awaken the Dea d III

43

David Culliford (order #1969295)

Spells

This spell functions like awaken the dead I, except that you can awaken three creatures from the 5th level list, 1d6+2 creatures of the same kind from the 4th level list, or 1d10+4 creatures of the same kind from a lower-level list.

This spell functions like awaken the dead I, except that you can summon one creature from the 3rd level list, 1d3 creatures of the same kind from the 2nd level list, or 1d4+1 creatures of the same kind from the 1st level list.

Awaken the Dea d IV

Awaken the Dea d IX

Necromancy (Evil) Level: Clr 4, Sor/Wiz 4 Effect: 1 or more created undead creatures, no 2 of which can be more than 30 ft. apart

Necromancy (Evil) Level: Clr 9, Sor/Wiz 9 Effect: 1 or more created undead creatures, no 2 of which can be more than 30 ft. apart

This spell functions like awaken the dead I, except that you can summon one creature from the 4th level list, 1d3 creatures of the same kind from the 3rd level list, or 1d4+1 creatures of the same kind from a lower-level list.

This spell functions like awaken the dead I, except that you can awaken four creatures from the 5th level list, 1d8+3 creatures of the same kind from the 4th level list, or 1d12+6 creatures of the same kind from a lower-level list.

Awaken the Dea d V

Awaken the Dead

Necromancy (Evil) Level: Clr 5, Sor/Wiz 5 Effect: 1 or more created undead creatures, no 2 of which can be more than 30 ft. apart

1st Level

This spell functions like awaken the dead I, except that you can awaken one creature from the 5th level list, 1d3 creatures of the same kind from the 4th level list, or 1d4+1 creatures of the same kind from a lower-level list.

Hyena zombie

Awaken the Dea d VI

Wolf zombie

Human zombie Bugbear skeleton

Orc zombie Leopard zombie

Necromancy (Evil) Level: Clr 6, Sor/Wiz 6 Effect: 1 or more summoned creatures, no 2 of which can be more than 30 ft. apart

2nd Level

This spell functions like awaken the dead I, except that you can awaken one creature from both the 5th level list and 3rd level list, 1d3+1 creatures of the same kind from the 4th level list, or 1d6+2 creatures of the same kind from a lower-level list.

Ghoul

Awaken the Dea d VII

Owlbear skeleton

Necromancy (Evil) Level: Clr 7, Sor/Wiz 7 Effect: 1 or more created undead creatures, no 2 of which can be more than 30 ft. apart

Riding dog skeleton

This spell functions like awaken the dead I, except that you can awaken two creatures from the 5th level list, 1d4+1 creatures of the same kind from the 4th level list, or 1d8+3 creatures of the same kind from a lower-level list.

3rd Level

Awaken the Dea d VIII

Ghast

Ape zombie Black bear skeleton

Hyena skeleton Light warhorse skeleton Lion zombie

Troglodyte zombie Wolverine skeleton

Allip Bugbear zombie

Heavy warhorse skeleton

Necromancy (Evil) Level: Clr 8, Sor/Wiz 8 Effect: 1 or more created undead creatures, no 2 of which can be more than 30 ft. apart

Brown bear zombie Ogre zombie

44

David Culliford (order #1969295)

Spells

Axe of Destruction

Shadow

Transmutation Level: Rgr 3 Components: DF Casting time: 1 round Range: Touch Target: Axe touched Duration: 1 minute/level (D) Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (harmless, object)

Troll skeleton Wyvern skeleton 4th Level Chimera skeleton Giant constrictor snake zombie Giant crocodile skeleton

You imbue an axe with destructive power over non-living objects. You may use any type of axe but no other weapon or tool maybe affected. The axe ignores hardness and deals an extra 2d6 points of damage to objects for the duration if the spell.

Ogre zombie Rhino zombie Tiger skeleton Vampire spawn

Axe of destruction is particularly effective against animated objects, but does not overcome other damage reductions unless the axe already meets those requirements. A normal axe imbued with this spell is not considered magical for the means of damage reduction/magic. The axe does not have any additional abilities against creatures other than animated objects.

Wight 5th Level Ettin skeleton Giant constrictor snake skeleton Elephant skeleton

Material Component: An axe that is not harmed in the casting.

Minotaur zombie Mummy

Axe of the Warrior

Ogre ghost

Evocation (Force) Level: Combat 9 Components: V, S, DF Casting Time: 1 standard action Range: Personal Effect: Magic axe of force Duration: 1 minute/level Saving Throw: None Spell Resistance: No

Wraith Wyvern zombie

Awakening Enchantment Level: Clr 1, Drd 2, Sor/Wiz 2 Components: S Casting Time: 1 standard action Range: 60 ft. Area: 60 ft. spread centred on the caster Duration: Instantaneous Saving Throw: None Spell Resistance: Yes

By means of this spell, a magic axe of great power comes into being. The axe of the warrior is considered to be a magic greataxe of a +5 enchantment in regards to what it can hit. It is totally weightless. The axe deals 2d12 points of damage on a successful strike against an opponent plus two points of damage per level of the caster (maximum +40). If the opponent is an undead or an outsider, all of the damage is tripled.

This spell quickly and silently awakens all sleeping creatures within the burst. Most often, it is used to rouse sleeping comrades to face a threat. It can also be used to counteract spells and abilities that cause victims to sleep, granting those victims a new saving throw if the original effect allowed a save.

The axe of the warrior cannot be given to another creature, and fades from existence if the wielder is ever disarmed or knocked unconscious.

45

David Culliford (order #1969295)

Spells

Babel’s Curse

you cannot use it to secretly imprint messages for other members of your church to pick up with detect heretic.

Transmutation Level: Brd 2, Clr 4, Sor/Wiz 3 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 minute/level Saving Throw: Will negates Spell Resistance: Yes

Any higher-ranking priest from your church can remove your ban, provided that he himself is not under the effects of anathema, ban or excommunicate; he simply makes a formal statement absolving your victim of his crime. Alternately, a lower-level priest of your religion may help your victim by casting atonement on his behalf – although if the victim did commit the crime of which you accused him, he must honestly repent his actions. Otherwise, the only way to remove the ban is through a miracle or wish. Note that ‘higher-ranking’ does not necessarily mean ‘of higher level’.

This spell causes the creature touched to be unable to speak and understand any language; all communication is gibberish and to the affected creature, all communication sounds like gibberish. Verbal communication of any kind is impossible for the affected creature. If the creature is a spellcaster, it cannot cast any spells requiring a verbal component. Likewise, it cannot use any magic item or device requiring a command word. Babel’s curse counters or dispels tongues and can be countered by or dispelled by tongues.

Unlike the other spells in this section, ban is not a judicial curse; you cannot use ceremonial force to increase its power.

Bare the Soul Enchantment Level: Pal 4 Components: V, S, DF Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Target: 1 living creature Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes

Material Component: A small clay model of a ziggurat, which shatters when the verbal component is pronounced.

Ban Transmutation Level: Clr 3 Components: V, S, DF Casting Time: 1 standard action Range: Close (25 ft. +5 ft./2 levels) Target: 1 creature Duration: Permanent (see text) Saving Throw: See text Spell Resistance: No

You compel the target of the spell to reveal the truth. They must answer truthfully any question asked of them, and cannot refuse to answer. Although they must answer questions, they are not required to provide additional information above and beyond the limits of the question(s). Extremely broad questions can be answered vaguely. You may ask one question/round.

This ritual mystically marks the victim as an enemy of your church. You can only cast this spell if you are an official representative of the church (as outlined under anathema) and you cannot use it on a person who holds a higher rank within the church than you do.

Battle link

This spell has little effect on people who are not followers of your faith; for the most part, it simply means that the target can be located by the detect heretic spell. If the victim is a member of your faith, as long as the ban remains in effect he loses the ability to cast anathema, atonement, ban and excommunicate.

Divination Level: Clr 6 Components: V, S, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: Caster plus 1 willing creature per 3 levels. Duration: 1 minute/level Saving Throw: None Spell Resistance: Yes (harmless)

When you cast a ban, you must state the crime that your target has committed against your church; this message is limited to 100 words and can be examined by others who use detect heretic. Under normal circumstances no saving throw is allowed. However, if the target is a member of your church and is innocent of the crime that you have accused him of, he may negate the spell with a successful Will save. This spell can only be used as a condemnation;

You create a mental link between yourself and several allies (all of which must have Intelligence scores of 3 or higher), allowing the whole group to form a kind of mass mind that allows them to coordinate actions in combat. Once the battlelink is established, no creature in the linked grouped can be flanked or surprised unless all creatures are flanked or surprised. Whenever two or more creatures in the group threaten the same foe, all receive a +2 circumstance

46

David Culliford (order #1969295)

Spells

Calling upon the ancient warrior passions of the bear, the druid imbues himself with an incredible ferocity and combat skill. The character gains the base attack bonus of a barbarian, with a level equal to his caster level (this replaces the character’s normal base attack bonus if it is higher), a +4 enhancement bonus to his Strength and Constitution and a +2 bonus to all Will saving throws. In exchange, the character suffers a –2 penalty to Armour Class.

bonus on melee attack rolls against that foe, and a +2 circumstance bonus to Armour Class against that foe’s melee attacks. Likewise, whenever two or more creatures in the link are within five feet of each other, they receive a +2 circumstance bonus to AC against ranged attacks and a +2 circumstance bonus on Reflex saves.

Battle Prayer Conjuration (Creation) Level: Pal 4 Components: V, S, DF, XP Casting Time: 1 standard action Range: 30 ft. Area: All allies and foes within a 30-ft. radius burst centred on you Duration: 1 round/level Saving Throw: None Spell Resistance: Yes

The increase in Constitution increases the caster’s hit points by two per level, but these hit points fade when the spell ends, at which point, the character automatically heals 1d8 hit points + 1 per caster level (maximum +10). The healing and the loss of hit points occur simultaneously but should the character still have less than –10 hit points after the healing, he dies. While this spell operates, the caster cannot use skills or abilities that require patience or concentration, such as moving silently or casting spells. He can use any feat except Expertise, item creation feats, metamagic feats and skill focus (if it is tied to a skill that requires patience or concentration).

This spell grants your allies a +2 luck bonus to attack rolls, weapon damage rolls, saves, skill checks and a –2 luck penalty on all these rolls to your enemies.

Becal m Transmutation Level: Clr 5, Drd 4, Sor/Wiz 5 Components: V, S Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Target: An area of sea with a radius of 25 ft./level Duration: 1 minute/level (D) Saving Throw: None Spell Resistance: No

XP Cost: 100 XP.

Be a Tree Transmutation Level: Drd 6 Components: V, S, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: 1 living creature Duration: Permanent (D) Saving Throw: Fortitude negates Spell Resistance: Yes

The area of sea touched by becalm instantly becomes placid and perfectly still. All currents, waves and winds cease within the area, and ships reliant on sails are stuck motionless. The spell removes the need to make Profession (sailor) checks due to high seas or winds.

The target of this spell suddenly stiffens. Their skin turns to bark, their toes dig into the ground as roots, their fingers become branches and twigs. In a moment, they are transformed into a tree for all eternity. The victim’s face is turned into a wooden mask on the trunk of the tree. He can still speak, and may even cast spells that have only verbal components, but otherwise he is transformed into a rather ordinary tree. The druid can dismiss this spell, but it does not cease should the druid die – there are trees in the deep woods that moan and beg for their freedom from a druid who has long since gone ahead along the cycle.

Becal m, Greater Transmutation Level: Clr 8, Drd 7, Sor/Wiz 8 Target: 1 vessel or an area of sea with a radius of 25 ft./ level Duration: 1 day/level As becalm, but greater becalm can target a ship instead of an area of sea. The calming effect centres on the ship, and moves with it. Greater becalm can trap a sailing ship for months at a time.

Bear’s Fury Transmutation Level: Drd 5 Components: V, S, DF Casting Time: 1 standard action Range: Personal Target: Caster Duration: 1 round/level (D)

Beesting Conjuration Level: Drd 1 Components: V, S, M Casting Time: 1 standard action

47

David Culliford (order #1969295)

Spells

Range: Close (25 ft. + 5 ft./2 levels) Targets: 1 or more creatures, no 2 of which can be more than 30 ft. apart Duration: Instantaneous Saving Throw: Fortitude partial (see text) Spell Resistance: No

If the target violates the paladin’s code with this spell in effect, he immediately gains two negative levels. The saving throws to overcome these negative levels are equal to the spell’s Difficulty Class. If cast on a paladin, this spell has no effect other than to grant the sacred bonus to attack and damage.

This spell strikes its targets with a nasty sting, as if from a very large bee. You create one sting for every three caster levels you possess (minimum one, maximum six at 18th level). Each beesting deals one point of piercing damage, as if from a magical weapon for the purposes of overcoming damage reduction. If this damage is not somehow negated (such as by damage reduction), the subject is poisoned with weak venom that deals one Con/one Con damage as its initial and secondary effect, with a Fortitude save allowed at the spell’s difficulty class to negate it.

Bewildering Tracks Transmutation Level: Rgr 1 Components: V, S Casting Time: 1 standard action Range: Personal or Touch Target: Caster or a Large or smaller creature touched Duration: 10 minutes/level Saving Throw: None or Will negates (harmless) Spell Resistance: No or Yes (harmless)

The damage and venom from multiple stings is cumulative, though a subject saves only once even if subjected to several stings by a single casting.

You assign a natural animal or humanoid track to yourself or the creature touched. The new tracks must be that of a creature within one size class of the target creature. Thus a horse (Large) can be made to leave tracks of a human (Medium) or a hill giant (Huge) or anything in between. Those trying to track someone leaving bewildering tracks suffer a –10 circumstance penalty to their Survival skill checks and are 50% likely to go in the wrong direction before losing the trail if they fail their skill check for tracking.

Material Components: A bumblebee’s stinger.

Bestow Grace of the Champion Evocation (Good, Law) Level: Clr 4, Pal 4 Components: V, S, DF Casting Time: 1 round Range: Touch Target: Lawful good creature touched Duration: 1 round/level Saving Throw: No (harmless); see text Spell Resistance: Yes (harmless)

A true seeing spell shows the false tracks for what they are and magical means of tracking such as unstoppable tracker can counter bewildering tracks.

Bind Crew Enchantment (Compulsion) (Mind-Affecting) Level: Clr 6, Sor/Wiz 6 Components: V, S, F, DF Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: 1 crew, numbering no more than 6 creatures per level of the caster Duration: 1 minute/level (D) Saving Throw: Will negates Spell Resistance: Yes

You channel the power of good and law into the target, temporarily giving his the powers and responsibilities of a paladin whose level is equal to half your caster level (so a 10th level cleric bestows the target with the abilities of a 5th level paladin). While his base attack bonus and saving throws do not change, he gains a +1 sacred bonus to attack and damage for every three caster levels. He also gains the aura of courage, detect evil, divine health (suspending the effects of any diseases currently affecting his), divine grace, lay on hands, remove disease, turn undead, and smite evil abilities of a paladin of the appropriate level. He does not gain the paladin’s special mount. He gains the paladin’s spellcasting ability, but since he does not have time to prepare any spells, this ability only allows him to use spell completion, spell trigger or other items that require the ability to cast spells as a paladin. Any abilities not used by the time the spell expires are lost.

This spell affects the entire crew of a ship, but all are permitted to make individual Will saves to resist the spell. Those bound are unable to leave the ship for the duration of the spell. They may act normally, but cannot move beyond the confines of the ship. They can climb to the top of the rigging, descend into the bowels of the ship, shoot harpoons at the caster or whatever they choose, as long as they do not leave the ship. The spell will even hold the crew if the ship sinks. Focus: A Tiny anchor.

48

David Culliford (order #1969295)

Spells

Black Rain

The poisonous rain has disastrous effects on plant life within the area, causing all vegetation subjected to it for at least four rounds to wither and die. The soil becomes tainted and will not yield further growth for years without further magical intervention.

Conjuration (Creation) (Poison) Level: Clr 9, Poison 8, Sor/Wiz 9 Components: V, S, M, DF Casting Time: 1 round Range: Long (400 ft. + 40 ft./level) Effect: 360-ft. radius rain cloud Duration: Concentration (maximum 10 rounds) (D) Saving Throw: See text Spell Resistance: Yes

Material Component: A piece of onyx fashioned into the shape of a raindrop with a value of at least 500 gp.

Bla dder Dance Evocation Level: Brd 3, Rgr 3 Components: V, S, M Casting Time: 1 day Range: Close (25 ft. + 5 ft./2 levels) Target: Up to one creature per level, no two of which can be more than 20 ft. apart. Duration: 1 hour/level Saving Throw: None Spell Resistance: No

This spell creates an enormous black rain cloud. If you do not maintain concentration on the spell after casting it, the spell ends. The cloud dissipates immediately when the spell ends. If you continue to concentrate, the cloud begins to rain magically created, single-phase contact poison on all those beneath it. The poison deals only initial damage and enjoys the benefits of the Gird Poison and Withering Poison feats (see Appendix for descriptions of these feats). The amount and intensity of the rain increases each following round, as noted below.

Northern cultures believe that animals’ souls rest in their bladders. This ritual lasts for days inside a large kashim (men’s ceremonial lodge) and involves much dancing and music. After the ritual, the bladders are released to the sea and the hunt begins. For the duration of the spell, all those who were present at the bladder dance receive a +10 competence bonus to Survival checks and a +1 competence bonus to attack and damage in finding, hunting and killing any aquatic animal.

1st Round: Small drops begin to rain down. Each creature beneath the cloud must make a Reflex save or be exposed to the poison. The Reflex saving throw is subject to a +5 circumstance bonus. The poison causes 1d3 points of Strength damage and 1d3 points of Dexterity damage. 2nd Round: The rain intensifies. Each creature beneath the cloud must make a Reflex save or be exposed to the poison. The poison causes 1d10 points of Strength damage and 1d10 points of Dexterity damage.

Material Components: 1 aquatic animal’s bladder for every target present.

3rd Round: The cloud produces a driving rain. Each creature beneath the cloud must make a Reflex save or be exposed to the poison. The Reflex saving throw is subject to a –5 circumstance penalty. The poison causes 2d10 points of Strength damage, 2d10 points of Dexterity damage and 2d10 points of Constitution damage.

Blaze Evocation Level: Pal 1 Components: V, S, DF Casting Time: 1 standard action Range: Personal Target: Caster Duration: 1 round/level

4th Round+: The poison comes down in a torrent. Each creature beneath the cloud is automatically exposed to the poison. The poison causes immediate death. The venomous rain seeks out living creatures to strike. Thus, merely raising a shield above one’s head will not prevent exposure. However, seeking refuge under a sturdy roof or in a cave, for example, would eliminate the immediate threat.

Blaze makes the paladin’s soul manifest around him, causing him to be surrounded with a fiery glow of white light. This field of light causes anyone trying to attack the paladin to suffer a –4 penalty to their attack rolls, as they cannot look directly into the light. A successful Fortitude save can overcome the pain of staring into the light, allowing enemies to attack normally. A foe may make a Fortitude save every round; once one succeeds, that foe does not need to overcome the blaze again.

Anyone exposed to the poison must make a Fortitude save equal to 10 + ½ your caster level + your Wisdom modifier. Success means that the subject has resisted the poison for the time being. However, subsequent exposures require new saving throws. The caster may move the cloud once per round, as a free action, up to 50 feet, within his line of sight.

49

David Culliford (order #1969295)

Spells

Blee ding Wal ls Conjuration (Creation) Level: Blood 4 Components: V, S, DF Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) or touch Target: 10 ft. × 10 ft. horizontal surface Duration: 1 round/level or instantaneous (see text) Saving Throw: Will negates Spell Resistance: No Two versions of this spell exist, each of which causes blood to appear on the surface of a wall or other, similar horizontal surface (the trunk of a tree, the side of a cliff, the face of a large statue and so on). The exact result varies, depending upon the version of the spell that was used. Dripping Blood: A horizontal surface begins to drip with blood, almost as if weeping. All opponents suffer a –2 morale penalty to attack rolls and skill checks, as well as –2 morale penalty to saving throws against fear effects while within line of sight of this disturbing visual if a Will save is unsuccessful. This version of the spell lasts one round per level of the caster and is a mind-affecting fear effect.

Blesse d Warmth

These rivulets of blood pool around the base of the wall or other surface, animating as a black tentacles spell that attacks opponents within 15 feet of the wall. Unlike the full version of the spell, there are only two tentacles that animate.

Abjuration Level: Clr 3, Pal 3 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Creature touched (see text) Duration: 10 minutes/level Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless)

Writing on the Walls: The target horizontal surface may be any such surface that the caster has ever seen, regardless of current distance between the two. A message of the caster’s choice appears scrawled in blood upon this surface. The message cannot be magical writing and cannot activate magical effects, but can otherwise be anything the caster could write with a paintbrush as wide as the caster’s hand. This version of the spell is instantaneous, leaving permanent, non-magical writing behind.

You draw a shaft of shimmering light to down on the creature touched granting it resistance to cold 10. For every level above 7th, you can create another shaft of light to ward another creature (maximum of 14 shafts at 20th level). Warded creatures must remain within 20 feet of you or they lose the benefit of this spell and the shaft of light warding them winks out (though you can create another shaft to protect the creature if it moves back within range).

Bless Crew Enchantment (Compulsion) (Mind-affecting) Level: Clr 3, Community (Fellowship) 3, Pal 3 Range: Touch Target: The crew of the ship touched Duration: 1 minute/level

Note: Blessed warmth overlaps (and does not stack with) protection from energy (cold) and resist energy cold).

As bless, but this spell affects everyone on board ship, so long as they remain on board.

50

David Culliford (order #1969295)

Spells

Blesse d Watchman

descriptor, the flash of holy light also deals +1d8 sacred points of damage per three caster levels on a failed save (max 5d8).

Enchantment (Compulsion) (Mind-Affecting) Level: Clr 2, Pal 2 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: 1 hour/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

Blissful Rest Necromancy Level: Clr 3, Endings (Dead) 3, Sor/Wiz 3 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: 1 corpse or undead creature Duration: Permanent Saving Throw: None Spell Resistance: No

You grant the target a +4 sacred bonus on Spot and Listen checks and a +2 sacred bonus on Will saves to resist charms, compulsions, and mind-affecting effects. Additionally, the subject cannot be surprised.

Blissful rest prevents a corpse from turning into an undead creature. Once cast, the spell is permanent and prevents undeath caused by any means. This spell cannot be dispelled, but it can be removed with a break enchantment spell.

Blessing of Arms Enchantment (Compulsion) (Mind-Affecting) Level: Clr 3, Pal 2 Components: V, S, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: 1 creature/2 levels Duration: 1 round/level Saving Throw: None Spell Resistance: Yes (harmless)

Blood Spil le d Anew Necromancy Level: Clr 1 Casting Time: 1 standard action Components: V, S Range: Touch Effect: 1 object or corpse Duration: 24 hours Saving Throw: None Spell Resistance: No

Recipients of this spell gain a +1 morale bonus to damage for each two levels of the caster done with melee weapons and ranged weapons striking targets within 30 feet.

Blinding Strike

This spell enchants an object that has been stained with blood in an act of murder – a weapon used in the attack, a piece of clothing or the corpse of the victim himself. For the next 24 hours, if the object comes within six feet of the person who struck the killing blow, fresh blood will flow from the original stain. The flow of blood will stop as soon as the killer moves away from the object. This spell is often used in cases where there are many suspects or no leads, when testimony of the broken window has failed to provide a useful image and speak with dead or final vision are not available. It also has the advantage of displaying clear evidence to onlookers, as opposed to the rituals that only provide information to the inquisitor. In certain savage humanoid societies, blood spilled anew is the closest thing a murderer gets to a trial; if the blood of the victim flows again, his family can immediately spill that of the killer.

Evocation (Light, Good) Level: Clr 1, Pal 1 Components: V, DF Casting Time: 1 standard action Range: Touch Target: 1 weapon Duration: Permanent until discharged Saving Throw: Fortitude Negates Spell Resistance: Yes The caster is able to touch a weapon and imbue it with the power of light, making it shine softly, providing illumination similar to that of a torch for 20 feet around the weapon. On a successful hit in combat, the opponent must make a Fortitude save or be blinded for one round per caster level. Blinded creatures have a 50% chance to miss in combat, lose their positive Dexterity bonus to AC (if any), and enemies have a +2 bonus on attack rolls against them. The blinded creature moves at half speed and suffers a –4 penalty on most Strength and Dexteritybased skills. It cannot make Spot skill checks or perform any other activity (such as reading) that requires vision. If the weapon strikes an undead or a creature with the evil

Blood Tendons Necromancy Level: Blood 5, Sor/Wiz 5 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels)

51

David Culliford (order #1969295)

Spells

Target: All living creatures in a 30 ft. radius burst Duration: 1 round/level (D) Saving Throw: Fortitude negates Spell Resistance: Yes

ghostly tendons working upon its limbs. Whenever an effected creature takes any standard or full-round action, it must roll another saving throw against this spell. If it is using the full-attack action, it must instead make another saving throw against this spell for each separate attack that it makes.

Upon casting this spell, a scarlet globe of energy appears in the caster’s raised hands or equivalent appendages. The globe darts forth and releases beams of necromantic energy that attach to the limbs of all creatures in the area of effect as if they were strings attached to marionette puppets. These beams then disappear. Any creatures in the area that fails a saving throw against this spell is tormented by the sensation of ghostly tendons yanking upon its limbs (whether or not those limbs are corporeal).

For each failed saving throw, the effected creature suffers one point of Constitution damage and one point of Dexterity damage. If the creature suffers damage in this way during an attack, the creature calculates its attack roll and weapon damage as if it had no Strength bonus. Any Strength penalty the creature has still applies, as normal. If the creature suffers damage in this way while casting a spell, the creature must successfully make a Concentration check (DC 20 plus the level of the spell being cast) or lose the spell.

An affected creature can safely take one move action and a free action each round. Every other action that the creature takes results in its flesh being rent apart by the

The effects of a blood tendons spell can be removed with a successful dispel magic spell, or with any Conjuration (healing) spell of 4th level or higher. Material Components: Bone powder and blood, which are mixed together as the spell is cast to form the globe of scarlet energy.

Bloody Bla de Conjuration (Creation) Level: Clr 3 Components: V, S, DF Casting Time: 1 standard action Range: Touch Effect: Blade of blood Duration: 1 minute/level (D) Saving Throw: Fortitude partial Spell Resistance: Yes With this spell, you cause a blade made of flowing, crimson blood to spring forth from your hand. The bloody blade has the same statistics as a scimitar, and you can wield it with no penalties due to non-proficiency. A hit from a bloody blade deals 1d6 points of damage, +1 for every two caster levels (maximum +5). A creature hit by a bloody blade must make a Fortitude save or start to bleed. Bleeding deals 1d4 points of damage per round, starting the round after the wound is scored. Each round after bleeding starts, the victim attempts another Fortitude save to stop the blood loss. Successive hits from a bloody blade do not cause additional bleeding if the victim is already suffering from this effect. Creatures that are immune to critical hits are immune to the additional bleeding damage of the bloody blade. Material Components: Some of your own blood, drawn from a fresh wound dealt during the casting. This deals 1d4 hit points of damage to you.

52

David Culliford (order #1969295)

Spells

Bloom

unpredictably. Any spell or spell-like ability used in a wildmagic zone has a chance to go awry. The caster must make a level check (DC 15 + the level of the spell or effect) for the magic to function normally. For spell-like abilities, use the level or Hit Dice of the creature employing the ability for the caster level check and the level of the spelllike ability to set the DC for the caster level check. Failure on this check means that something strange happens; roll d% and consult the following table.

Transmutation Level: Clr 8, Drd 8, Sor/Wiz 8 Components: V, S, XP Casting Time: 1 day Range: Touch Effect: 10 ft. spread/level Duration: Permanent Saving Throw: None Spell Resistance: No

Wild magic zones created by this spell can be repaired but only by a burn out, heightened limited wish (8th level or higher), miracle or wish spell.

With this spell, you create a permanent zone of wild magic (see below), effectively creating an area where magic acts

XP Cost: 5,000 XP.

Bloom d%

Effect

01–19

Spell rebounds on caster with normal effect. If the spell cannot affect the caster, it simply fails.

20–23

A 15 foot wide circular pit opens under the caster’s feet; it is 10 feet deep per level of the caster.

24–27

The spell fails, but the spell’s target or targets are pelted with a rain of small objects (anything from flowers to rotten fruit), which disappear upon striking. The barrage continues for 1 round. During this time, the targets are blinded and must make Concentration checks (DC 15 + spell level) to cast spells.

28–31

The spell affects a random target or area. Randomly choose a different target from among those in the spell’s range or centre the spell at a random place within the spell’s range. To generate direction randomly, roll 1d8 and count clockwise around the compass, starting with south. To generate range randomly, roll 3d6. Multiply the result by 5 feet for close-range spells, 20 feet for medium-range spells or 80 feet for long-range spells.

32–35

The spell functions normally, but any material components are not consumed. The spell is not expended from the caster’s mind (a spell slot or prepared spell can be used again). An item does not lose charges, and the effect does not count against an item or spell-like ability’s use limit.

36–39

The spell does not function. Instead, everyone (friend or foe) within 30 feet of the caster receives a heal spell.

40–43

The spell does not function. Instead, a deeper darkness and silence effect cover a 30-foot radius around the caster for 2d4 rounds.

44–47

The spell does not function. Instead, a reverse gravity effect covers a 30-foot radius around the caster for 1 round.

48–51

The spell functions, but shimmering colours swirl around the caster for 1d4 rounds. Treat this as a glitterdust effect with a save DC of 10 + the level of the spell that generated this result.

52–59

Nothing happens. The spell does not function. Any material components are used up. The spell or spell slot is used up, and charges or uses from an item are used up.

60–71

Nothing happens. The spell does not function. Any material components are not consumed. The spell is not expended from the caster’s mind (a spell slot or prepared spell can be used again). An item does not lose charges, and the effect does not count against an item or spell-like ability’s use limit.

72–98

The spell functions normally.

99–100

The spell functions strongly. Saving throws against the spell incur a –2 penalty. The spell has the maximum possible effect, as if it were cast with the Maximise Spell feat. If the spell is already maximised with the feat, there is no further effect.

53

David Culliford (order #1969295)

Spells

Blossoming Footsteps

You transform your body into elemental fire. You gain the elemental type (including immunity to poison, sleep, paralysis, stunning, critical hits and flanking), the Fire subtype (including fire immunity and cold vulnerability) and damage reduction 10/—. Anyone whom you touch, or who touches you, suffers 1d4 points of fire damage. Flammable objects ignite at your touch, though equipment you wear or carry when initiating the transformation is unaffected. You are considered armed when striking with this burning touch, and threaten your area even when unarmed. Your spellcasting abilities are unaffected.

Conjuration (Creation) Level: Drd 1 Components: V, S Casting Time: 1 standard action Range: 0 ft. Effect: Causes plants to grow where the druid walks Duration: 10 minutes/level Saving Throw: None Spell Resistance: No While under the effect of this spell, the druid’s footsteps cause plants to grow wherever he walks. At the druid’s option, these plants can be flowers or normal undergrowth such as grass and weeds. Blossoming footsteps only functions in rounds when the druid makes a standard move action or less. The plants do not hinder movement or provide cover on their own, nor does their growth damage the surface where they grow. They can, however, be targeted by spells such as entangle or plant growth.

Material Component: Ash from a deceased creature with the Fire subtype.

Bog Burial Necromancy Level: Drd 4 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: 1 living creature Duration: 1 round/level Saving Throw: Reflex special; see below Spell Resistance: Yes

When the spell’s duration expires, the plants continue to live normally if the ground is suitable, or else melt away.

Blunting Glance Transmutation Level: Clr 4, Creation (Forge) 3 Components: V, S, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: 1 slashing or piercing weapon Duration: 1 round per level Saving Throw: Fort negates Spell Resistance: No You have a gaze attack that allows you to blunt weapons with a glance. By merely looking at a weapon, it must make a Fort save (with the wielder’s bonus). If the item fails its saving throw, it suffers 1d6 points +1 per caster level of damage (maximum +15) and its weapon type changes from slashing or piercing to bludgeoning. If the weapon can still be used for blunt trauma, it will have an enhancement damage penalty equal to ½ the caster’s level (although a weapon will never deal less than one point of damage). You can make one gaze attack per round. This spell does not affect bludgeoning weapons.

Body of Fire Transmutation (Fire) Level: Drd 8, Sor/Wiz 8 Components: V, S, M Casting Time: 1 round Range: Personal Target: Caster Duration: 1 minute/level

54

David Culliford (order #1969295)

Spells

the form of damage reduction 10/piercing or slashing. It ignores the first ten points of damage from a bludgeoning weapon, though a piercing or slashing weapon bypasses the reduction. Once the spell has prevented a total of ten points of damage per caster level (maximum 100 points), it is discharged. Creatures without bones (such as oozes and plants) do not gain any benefit from this spell.

If the target fails the initial Reflex save, he begins to sink into the ground. The spell is especially effective in mud or loose earth – increase the DC for the saving throw by +4 in such conditions. Each round, the target must make a Strength or Escape Artist check (DC 15) – if the check fails, the target cannot move this round and the DC increases by five. If the check succeeds, the DC decreases by five. The target escapes if the DC for the check is reduced to 0, or if the spell’s duration of one round/level runs out. Creatures who are flying are immune to this spell; creatures with a burrow speed have a +8 racial bonus to their Strength or Escape Artist checks.

Borrow Animal Trait Transmutation Level: Rgr 3 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 hour/level Saving Throw: Will negates Spell Resistance: Yes

If the DC exceeds 30, then the victim is pulled entirely underground. After this point, he must make a Fortitude save each round or die. If the victim dies, he emerges one round later as a zombie that attacks enemies of the druid. If the spell’s duration runs out while the victim is underground but still alive, he is not freed but is no longer in danger of being killed by the spell (but he may still suffocate). A freedom spell can counter a bog burial.

By touching an animal and calling forth its true essence, the ranger can temporarily take on one or more powers of that animal. The animal power must be natural. During the duration of the spell, the ranger acquires one of the animal’s extraordinary abilities, natural armour bonus, natural attack or movement rate. Examples include: the speed and movement of a horse, the burrowing ability of a mole, the water breathing from a fish, the sense of smell from a dog, the claws of a bear, the climbing ability of a spider, the hide of an armadillo and so on.

Bolt of Ghostslaying Necromancy Level: Clr 2, Sor/Wiz 2 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray Duration: Instantaneous Saving Throw: None Spell Resistance: Yes

For each additional animal power the ranger borrows, the spell’s duration is halved. If the normal ability of that animal provides a bonus in combat, the ranger gains that bonus. If the ranger is more than twice the size of the creature touched, the ability (at the Games Master’s discretion) can be scaled appropriately, e.g. a rat’s ability to climb at its normal movement becomes climb 30 feet for a Medium ranger. During the duration of the spell, the ranger can speak to any animal whose traits he has borrowed and other animals of the same type will treat him as another animal of the same type would.

The caster forms a deadly bolt of blue energy in the air, and sends it toward his target, which must be an incorporeal being. This bolt will only harm an incorporeal being, which includes any creature or character under influence of a spell making him incorporeal. The caster must succeed at a ranged touch attack to strike his target; if successful, the bolt deals 1d6 points of damage per level of the caster (max 5d6). Material Component: An iron bolt.

Brain-Eating Ritual

Bone Armour

Necromancy (Death) Level: Clr 2, Rgr 2 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Humanoid corpse touched Duration: Instantaneous/10 minutes per target HD Saving Throw: None Spell Resistance: No

Necromancy Level: Clr 3 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 10 min/level or until discharged Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless)

The caster draws forth the ebbing lifeforce of a recently killed creature and uses its power. Upon casting this spell, the spellcaster touches a recently dead (not more than 24 hours) humanoid then consumes the brain of the corpse. As

You strengthen the bones of a single creature you touch. The subject gains resistance to bludgeoning damage in

55

David Culliford (order #1969295)

Spells

This spell can also be used to dispel a single spell or effect affecting a ship, such as shield vessel or a magically propelled vessel’s engine. This functions like a targeted dispel magic, but the maximum caster level bonus is +15.

a result, he gains 1d8 temporary hit points, +1 Intelligence and +1 Wisdom. Additionally, his effective caster level goes up by +1, improving spell effects dependent on caster level. This increase in effective caster level does not grant the spellcaster access to more spells.

Break the Ties that Bind

These effects last for ten minutes per Hit Die of the target creature. This spell stacks (up to +5) provided the caster has the appetite.

Enchantment (Compulsion) (Mind-Affecting) Level: Drd 3 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft.+5 ft./2 levels) Target: 1 animal companion, familiar or mount Duration: 1 hour/level Saving Throw: Will negates Spell Resistance: Yes

Material Component: The victim’s brain.

Branch Assault Transmutation Level: Drd 2 Components: S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: 1 tree Duration: 1 minute/level Saving Throw: None Spell Resistance: No

This unfriendly spell targets a character’s animal companion, familiar or paladin’s mount. The target may make a Will save to resist the effect. If it fails, the companion’s bond with its character is immediately blocked. The companion/familiar does not lose any special abilities or ability bonuses it gained from the association, but the character loses any bonuses he gained. Furthermore the following special abilities no longer function: Alertness, empathic link, deliver touch spells, link, scry on familiar, share spells or speak with master. The companion affected by this spell does not lose his personal special abilities or attribute bonuses.

You imbue one natural tree with the ability to attack creatures within its reach (ten feet). The tree is immobile and can only attack creatures under its branches. Once per round the tree attacks at the caster’s base attack bonus dealing 2d6 points of bludgeoning damage with a successful hit. The tree ceases its attacks if it receives more than 30 points of damage (hardness 4; AC 14).

For example, a 12th level wizard’s familiar may still use improved evasion, speak with animals of its kind and spell resistance.

Break Ship’s Enchantments Abjuration Level: Clr 5, Sor/Wiz 6 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: 1 ship Duration: Instantaneous Saving Throw: See text Spell Resistance: No

Material Component: A red silk cord scored in the centre by an iron knife. The caster pulls the cord apart while casting the spell.

Breeze Evocation (Air) Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0 Components: V, S Casting Time: 1 standard action Range: Close (30 ft.) Effect: 5 cu. ft. / level Duration: 1 round/level Saving Throw: None (Object) Spell Resistance: Yes

This spell attempts to free the ship of any malicious enchantments, transmutations or curses. It only affects spells that target a single ship or crew. Like break enchantment, it can even counter instantaneous effects. For each spell or effect on the vessel or crew, the caster of break ship’s enchantments must make a caster level check (1d20 + caster level, maximum of +15) against a DC of 11 + caster level of the effect. Success means the ship is freed of the malicious effect. If the spell is one that cannot be countered by dispel magic, break ship’s enchantments works only if that spell is 5th level or lower. If the effect comes from a permanently cursed magic item, break ship’s enchantments does not remove the curse from the item, but does free the ship from the effect and allows the item to be removed.

You create a gentle breeze to blow continuously over an area as far as 30 feet away from you. The breeze is cool and pleasant, giving a +1 morale bonus to any Fortitude save against hot weather. It does not help in extreme heat conditions, like those founds in a volcanic crater or the Plane of Fire. It can also be used to dry humid or drenched objects like scrolls and clothing, or to fly a kite.

56

David Culliford (order #1969295)

Spells

Bright Lance

Reflex saves as this spell disrupts his reaction time. If cast during combat, apply the modifier to the target’s current initiative score, but remove it if the spell expires before the end of the encounter.

Transmutation Level: Pal 2 Components: V, S, F Casting Time: 1 standard action Range: Touch Target: A lance Duration: 1 minute/level Saving Throw: None Spell Resistance: No

Material Component: A loop of string the caster ties around two of his fingers as he completes this spell.

Burial Rites Abjuration Level: Clr 9 Components: V, S, DF, XP Casting Time: 30 minutes Range: Anywhere within the area to be warded Area: Up to 400 sq. ft./level Duration: Permanent Saving Throw: See text Spell Resistance: See text

When bright lance is cast, it causes a lance or spear held by the paladin to glow dimly. When the paladin charges, though, the lance glows more and more brightly. For the duration of the spell, the lance has a +1 enhancement bonus to attack and deals one point of extra damage during a charge for every 20 feet moved in a straight line. For example, if the paladin moves 120 feet as part of a charge, then the lance deals an extra six points of damage if the paladin hits with the charge.

Similar to guards and wards, burial rites is a potent aegis used to safeguard graveyards and mausoleums. The rites protect 400 square feet per caster level. The warded area can be as much as 20 feet high, and shaped as you desire. You can protect multiple levels of a structure in a graveyard, such as a mausoleum, by dividing the area among them; you must be somewhere within the area to be warded to cast the spell. The spell creates the following magical effects within the warded area.

Bridge of Clouds Conjuration (Creation) (Air) Level: Drd 7 Components: V, S Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Effect: A bridge, ramp or similar simple structure composed of clouds and vapours, up to 10 cu. ft./level. Duration: 10 minutes/level

Magic Circle: A magic circle surrounds the area. Except for you and up to six allies you name when you cast the spell, no creature (living, undead or construct) can enter the area if you overcome its spell resistance. You and your allies gain a +2 deflection bonus to AC and a +2 resistance bonus on saves against any creature in the area. A creature cannot reach across the magic circle, but its ranged attacks (ranged weapons, spells, magical abilities and the like) can. A creature can attack any target it can reach with its ranged attacks except for the circle itself. Saving Throw: None. Spell Resistance: Yes.

You create a very simple structure out of the ambient moisture in the air. The structure can consist of a flat plane at any angle – such as a bridge, a ramp or a wall – or of a curve up to 90 degrees. The structure appears to be made of cloud, but has the hardness and hit points of stone. You may alter the structure’s shape as often as you like for the duration of the spell, but doing so requires a full round of concentration. This alteration occurs gradually over the course of the round.

Alarm: If any creature breaches the circle and enters the warded area, a mental alarm alerts you to the encroachment as long as you are on the same plane of existence as the spell. Saving Throw: None. Spell Resistance: No.

Bul l’s Graces Enchantment (Mind-Affecting) Level: Clr 1, Sor/Wiz 1 Components: V, S, M Casting Time: 1 standard action Range: Close (25 feet + 5 feet/two levels) Target: 1 creature Duration: 1 minute/level Saving Throw: Will negates Spell Resistance: Yes

Idiocy: A creature that breaches the circle suffers from a touch of idiocy. The effect applies a 1d6 penalty to Intelligence, Wisdom and Charisma, but the penalty cannot reduce any of score below 1. However, the effect may make it impossible for the target to cast some or all of its spells, if the requisite ability score drops below the minimum required to cast spells of that level. The effect lasts as long as the intruder is in the warded area. Saving Throw: No. Spell Resistance: Yes.

This enchantment hinders the target’s reflexes, dulling the character’s mind so he reacts slowly to sudden threats. The target suffers a –4 penalty to initiative and a –2 penalty to

57

David Culliford (order #1969295)

Spells

Burn Out

Scare: An intruder that approaches within five feet of a corpse is subjected to a scare-type effect. The effect is triggered each time the intruder nears a corpse, even if leaves and approaches the same corpse again. This is an Enchantment, mind-affecting effect. Saving Throw: Will partial. Spell Resistance: Yes.

Transmutation Level: Clr 8, Drd 8, Sor/Wiz 8 Components: V, S, XP Casting Time: 1 day Range: Touch Effect: 10 ft. spread/level Duration: Permanent Saving Throw: None Spell Resistance: No

Curse: If a creature physically touches a corpse, it suffers the effects of a curse. The curse bestows a –4 penalty on attack rolls, saves, ability checks and skill checks. The curse lasts even if the creature leaves the warded area. Saving Throw: Will negates. Spell Resistance: Yes.

With this spell, you create a permanent zone of dead magic, an area where no magic can be cast, just as if in the area had been affected by an antimagic field. Divination spells cannot detect subjects within dead-magic areas, nor can a spellcaster use teleport or another spell to move in or out of the zone. The only exception to the ‘no magic’ rule is permanent planar portals, which still function normally. Dead-magic zones created by this spell can be repaired but only by a heightened limited wish (8th level or higher), miracle or wish spell.

In addition, you can place your choice of one of the following six magical effects. Effects that target a creature last as long as the creature remains in the warded area. A blissful rest protects all corpses so long as they remain in the warded area. Saving Throw: None. Spell Resistance: No. A touch of fatigue on up to four creatures. You designate a trigger that causes a creature to become fatigued. The action that triggers the effect must be stated when you cast the spell, but you cannot use more than ten words in describing the act. A creature can only be affected once at any given time. The effect returns within ten minutes if dispelled or countered. Saving Throw: Fortitude negates. Spell Resistance: Yes.

XP Cost: 5,000 XP.

Cal l Aurora (Arsarnerit) Evocation (Electricity) Level: Drd 6 Components: V, S Casting Time: 10 minutes Range: Long (400 ft. + 40 ft./level) Effect: See text Duration: 10 minutes/level Saving Throw: Reflex half Spell Resistance: Yes

A misdirection on all aura-detecting divination spells. Saving Throw: Will negates. Spell Resistance: No. A slow on two mausoleum doors, two graves or a combination of the two. Opening the doors or displacing the dirt in a grave triggers the effect. The effect returns within ten minutes if dispelled or countered. Saving Throw: Will negates. Spell Resistance: Yes.

To cast call aurora, the caster must be in a polar region (or subpolar) – an area where an aurora is normally seen. Once called, the caster is then able to invoke the effects of the aurora and call upon one random effect every ten minutes. The caster need not call an aurora effect immediately – other standard actions, even spellcasting, can be performed. However, the caster must use a standard action (concentrating on the spell) to cause an effect. The random effect targets a point of the caster’s choosing, within range (measured from the caster’s position at the time). This spell does not function indoors, underground or underwater.

A blindness/deafness in two crypts, on two coffins or a combination of the two. Creatures who enter the crypts or touch the coffins suffer from the effect. Saving Throw: Fortitude negates. Spell Resistance: Yes. A major image in two places. You select an area of up to five feet square, and any creature who enters or passes through the area triggers the image. The image lasts for ten rounds. Saving Throw: Will disbelief (if interacted with). Spell Resistance: No.

Cal l Armour

The whole warded area radiates strong magic of the Abjuration school. A dispel magic cast on a specific effect, if successful, removes only that effect. A successful mage’s disjunction destroys the entire burial rites effect.

Conjuration (Calling) Level: Clr 1, Pal 1 Components: V, S, M Casting Time: 10 minutes Range: Touch Effect: 1 suit of armour

XP Cost: 100 XP.

58

David Culliford (order #1969295)

Spells

Duration: 1 hour/level Saving Throw: No Spell Resistance: No You set up a contingency with your armour, so that if a predetermined event takes place during the duration, the armour appears on you, fully donned and prepared. Such an event can include a specific word or gesture from you as a free action. The armour must be within one mile per level for this spell to function, and it cannot bring anything else with it. For example, you cannot attach your weapon to your armour and expect it to appear with the armour. A shield cannot be prepared with this contingency, only a suit of armour. An obvious contingency event might be, ‘If I am attacked’. Material Component: A few drops of scented oil.

Cal l Thunder Evocation (Sonic) Level: Drd 4 Components: V, S, DF Casting Time: 1 standard action Range: 50 ft. Area: 50 ft.-radius spread Duration: Instantaneous Saving Throw: Fortitude resists (see text) Spell Resistance: Yes

Cal ling Card Illusion (Figment) Level: Clr 2, Sor/Wiz 1, Asn 1, Brd 1 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Duration: 1 hour/level; each instance 1 round/level Effect: Creates an illusionary image Saving Throw: None Spell Resistance: No

Call thunder creates a massive peal of deafening thunder that affects everyone around the druid within 50 feet. Any creatures within the area of effect must make a Fortitude save or be deafened for 2d6 rounds. Furthermore, there is a percentage chance equal to the druid’s caster level that a small storm is created by the blast of thunder. This storm takes 10+1d20 minutes to form and can be used with spells such as call lightning. The storm lasts for three times the amount of time it takes to form.

Used most often by assassins and criminals of ego and ability, this spell allows the caster to leave behind a prerecorded magical message for those who visit the scene of the crime. This can be something as simple as writing a signature phrase on the wall in bright red colours, or as elaborate as a full-fledged replay of the culprit in the middle of committing the crime. Everybody that enters the area can see the illusion play out; if they choose to leave and re-enter, they see the spell’s result from the beginning. Any live persons or objects mimicked by this spell are transparent and slightly blurred, thus no roll is required to see through the illusion.

Cal l Upon Faith Conjuration Level: Clr 1, Pal 1 Components: V, S, DF Casting Time: 1 standard action Range: Personal Target: Caster Duration: 1 minute/level or until discharged (see text) You call upon your deity to assist you in a task you are facing. You receive a +3 sacred bonus on any one ability check or skill check. Once you attempt the skill or ability check, the spell expires (whether the check succeeds or not).

Material Component: Any item that serves as proof of an illegal deed committed in the area in question by the caster. A coin taken in a robbery, a scrap of clothing from a murder victim or a lock of hair from a rape victim are all appropriate components.

59

David Culliford (order #1969295)

Spells

Cal m Wind and Water

Castigate

Transmutation Level: Brd 2, Clr 3, Drd 2, Rgr 2, Sor/Wiz 4 Components: V, S Casting Time: 1 standard action Range: ½ mile Target: ½ mile radius around the caster Duration: Special (see text) Saving Throw: None Spell Resistance: No By means of this spell, the caster can reduce the wind speed, strength of the currents or size of the waves around him. The spell requires a great deal of concentration and skill – instead of magically enforcing his will onto the surrounding environment, the caster unravels the wind breeze by breeze and soothes the waves with his voice. The spell therefore requires a Concentration check to determine if it ineffective. Bards may use a Perform check instead; druids and rangers may use Survival if they choose.

Alignment

Effect

Same as yours

Shaken for 1d4 rounds

1 common element with yours

Shaken for 1d4+caster level rounds (maximum 1d4+10)

1 element opposed to yours*

Frightened and deafened for 1d4+caster level rounds (maximum 1d4+10)

Both elements opposed to yours

Frightened and deafened for 1d4+caster level rounds (maximum 1d4+10), plus 1d8 points of damage/two caster levels (maximum 5d8)

*Also use this category for subjects with alignments with no elements in common with yours. If your alignment is chaotic, evil, good or lawful, this spell has those alignment descriptors. For example, if you are lawful good, this spell has the good and law descriptors when you cast it.

The Difficulty Class for this check begins at 5. The caster should then choose how many steps he wants to move – each step adds +3 to the DC. The spell’s duration always begins at Short (1d6 rounds). The spell’s effect is static – it does not move with the caster. Calm wind and water only works on natural weather effects, and cannot be used to counterspells such as control weather.

Cat Nip Enchantment (Compulsion) Level: Drd 2, Rgr 2 Components: V, S, M Casting Time: 1 standard action Range: Close Target: 10 berries Duration: 1 minute/level Saving Throw: None Spell Resistance: No

Castigate Evocation (Fear, Language-Dependant, Mind-Affecting, Sonic (see text)) Level: Clr 4 Components: V, S, DF Casting Time: 1 round Range: 30 ft. Area: 30 ft-radius spread, centred on you Duration: Instantaneous (see text) Saving Throw: Will negates or Will partial (see text) Spell Resistance: Yes

You infuse a handful of berries with the power to lure and intoxicate animals. When you cast the spell you determine which animal type the berries work on and toss them where they can be found. Animals with scent capabilities follow the aroma and unerringly seek them out and devour them. Once eaten, the animals are be reduced to a state equating drunkenness, taking on penalties of –5 to attacks and –2 to all checks and saves. These berries only work on creatures of the animal type with the exception of sentient or awakened animals.

You preach a fiery sermon that literally strikes fear into the hearts of your listeners. You speak for one round, with the spell taking affect at the end of the casting time. The effects of the spell depend on a target’s alignment compared to yours (if a subject alignment falls into more than one category, use the more powerful effect).

Material Components: 5–10 berries in season

60

David Culliford (order #1969295)

Spells

Cat’s Eyes

With this spell, the caster releases a soul from any binding. It negates soul bind and trap the soul spells.

Transmutation Level: Clr 2, Drd 2 Components: V, S Casting Time: 1 standard action Range: Personal or touch Target: Caster or one creature touched Duration: 1 min./level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

Material Components: The caster requires the target’s mittens, which are tied to a cord and thrown a distance, then dragged back.

Catechism Enchantment Level: Pal 1 Components: V Casting Time: 1 standard action Range: Personal Target: Caster Duration: 1 round/level

You confer low-light vision on yourself or on one creature touched. Low-light vision allows the subject (or yourself ) to see objects twice as far away under bright or shadowy illumination (see the PHB, Light Sources and Illumination for more information).

As he casts this spell, the paladin recites the tenets of his faith. These mantras calm his mind, as well as remind him of the important moral truths and beliefs that guide him. For the duration of the spell, the paladin has a +1 morale bonus to all Will saves, as well as a +2 insight bonus to Concentration, Knowledge (religion) and Spellcraft checks.

Catapult Transmutation (Earth) Level: Drd 4, Sor/Wiz 3 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: A boulder or other large chunk of stone between 200 and 800 lb. Duration: Instantaneous Saving Throw: None, or Reflex negates (see text) Spell Resistance: No

Cave Painting Enchantment (Compulsion) (Mind-Affecting) Level: Drd 5 Components: V, S, M Casting Time: 1 standard action Range: 10 miles Target: 1 creature Duration: 1 day/level Saving Throw: Will negates Spell Resistance: Yes

With a touch, you send a boulder (or other large chunk of stone) flying toward a designated target. You must succeed on a ranged touch attack to place the stone exactly where you want it; otherwise, determine its exact landing point as though it were a splash weapon. Anyone struck by the boulder suffers 6d6 points of bludgeoning damage, while anyone within ten feet must succeed on a Reflex save or suffer 3d6 points of bludgeoning and slashing damage from flying debris and stone shards.

The caster can control the actions of any creature he paints on a cave wall. The caster establishes a telepathic link with the being depicted. The caster can communicate only basic commands, such as ‘come here’, ‘go there’, ‘fight’ and ‘stand still’. The caster knows what the subject is experiencing, but the caster does not receive direct sensory input from him.

The boulder or stone must be freestanding (you cannot pull a brick out of a wall, for instance). At 9th level, you may launch two boulders at once, and at 12th level you may launch three. All three must be within range for you to touch them, though reaching out to do so is part of casting the spell and does not require any extra time. Each boulder must target a different subject.

Once you have given a creature under the influence of a cave painting spell a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating and so forth). Because of this limited range of activity, a Sense Motive check (DC 15) can determine the subject’s behaviour is being influenced by an Enchantment effect. Subjects resist this control, and those forced to take actions against their nature receive a new saving throw with a bonus of +1 to +4, depending on the type of standard action required.

Catch Soul Abjuration Level: Clr 8 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: 1 creature Duration: Instantaneous Saving Throw: None Spell Resistance: Yes

Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised

61

David Culliford (order #1969295)

Spells

Centipe de’s Dance

is unlimited, as long as the caster and the subject are on the same plane. The caster need not see the subject to control it. Protection from evil or a similar spell can prevent the caster from exercising control or using the telepathic link while the subject is so warded, but it does not prevent the establishment of domination or dispel it.

Illusion (Pattern) (Mind-Affecting) Level: Drd 5 Components: V Casting Time: 1 standard action Range: Close (25 ft.+5 ft./2 levels) Target: 1 creature/level Duration: 1 minute/level Saving Throw: Will partial (see text) Spell Resistance: Yes

Material Component: The cave painting must be in a secret location that no one but the caster can view. If anyone else views it, the spell is broken.

Cavernous Travel

Centipede’s dance causes the targets to feel as though there are large (one inch wide) centipedes crawling just under their skin. This pattern covers all of the senses; the target’s skin seethes, he can feel the creatures moving under his skin, the sound of them chewing their way forward dances in his ears.

Conjuration (Teleportation) Level: Clr 7, Earth (Depths) 7, Drd 8 Components: V, S Casting Time: 1 standard action Range: 0 ft. Area: 20 ft. radius circle that transports those who activate it Duration: 10 minutes/level (D) Saving Throw: None Spell Resistance: No

Target’s that fail their Will save immediately become nauseated. They cannot attack, cast spells, concentrate on spells or do anything else requiring attention. The only action a nauseated character can take is a single move action per turn. Additionally there is a 50% chance that a nauseated character will strip himself of his armour and weapons as he tries to beat at the moving creatures inside him.

When this spell is cast, it creates a glowing circle of black light upon the ground or other horizontal surface large enough to contain the entire circle. Any creature that steps into the circle is instantly transported to a designated spot underground. The destination must lie within the grounds of a temple dedicated to the caster’s deity and have been visited at least once by the caster in question. Note that for the duration of this spell, any creature transported by the spell can elect to return to the location of the original circle.

Target’s that succeed on their Will saves still sense the centipedes, but realise that the experience is illusory. They can take normal action, but casting a spell or holding concentration on a spell requires a Concentration check (DC 20 + spell level).

Change Form

Cavewalker

Transmutation Level: Drd 4 Components: V Casting Time: 1 swift action Range: Personal Target: Caster Duration: Instantaneous

Transmutation Level: Drd 2 Components: V, S, DF Casting Time: 1 standard action Range: Personal Target: Caster Duration: 10 minutes/level (D)

The druid who casts the spell may use one of his wild shape abilities once more that day, so long as he initiates the transformation within one round of casting change form.

This spell can only be cast in an underground environment. If the caster leaves an underground environment while the spell remains in effect, the spell ends prematurely.

Chant

For the duration of the spell, you are adapted to an underground environment. Though you suffer from light sensitivity, so that you are dazzled in bright sunlight or in the radius of a daylight spell, you gain the ability to see 60 feet even in total darkness, as the darkvision spell and a +6 insight bonus to Climb and Balance checks made on natural, uncut or unworked stone.

Conjuration (Creation) Level: Clr 2, Pal 2 Components: V, S, DF Casting Time: 1 standard action Range: 30 ft. Area: All allies and foes within a 30-ft. radius centred on you Duration: Concentration (up to 1 minute/level) Saving Throw: None Spell Resistance: No

62

David Culliford (order #1969295)

Spells

Duration: Permanent until discharged Saving Throw: Fortitude half Spell Resistance: Yes

As long as you chant (maximum duration up to one minute per caster level), you bring special favour upon your allies and bring disfavour to your enemies. You and your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves and skill checks while your foes take a –1 penalty on such rolls. You must chant in a clear voice. Any interruption in your chanting, such as a failed Concentration check, a silence spell or speaking or casting another spell, ends this spell. As an exception to the general rule, the effects of this spell stack with those of a prayer spell if cast by a cleric of your alignment and who worships the same deity as you.

You protect a single item with a magical trap that releases an electrical charge when anyone other than you touches it. The discharge deals 1d4 points of electrical damage +1 point per caster level (maximum +20). A successful save halves the damage. The item protected by this spell is not harmed by this discharge. A charged item cannot have a second closure or warding spell placed on it. A knock spell does not bypass a charge, although it can unlock any locks or open the item, when it is touched the spell still goes off. An unsuccessful dispel magic spell does not discharge the spell. You can use the charged object without discharging it, as can any individual to whom the object was specifically attuned when cast. Attuning a charged object to an individual usually involves setting a password that you can share with friends.

Chant, Greater Conjuration (Creation) Level: Clr 4, Pal 4 This spell is identical to the chant spell except that you and your allies gain a +2 luck bonus on attack rolls, weapon damage rolls, saves and skill checks while your foes take a –2 penalty on such rolls. The bonus from this spell does not stack with that gained from the chant spell. As an exception to the general rule, the effects of greater chant stack with those of a prayer spell if cast by a cleric of your alignment and who worships the same deity as you.

Note: Magic traps such as a charged trap are hard to detect and disable. A rogue (only) can use the Search skill to find a charged trap and Disable Device to thwart it. The DC in each case is 25 + spell level (DC 27 for a druid’s charge or DC 29 for the arcane version).

Chant the Holy Name

Material Component: A thin strand of copper wire wrapped around a small piece of lodestone.

Conjuration (Creation) (Good) Level: Clr 2 Components: V, DF Casting Time: 1 standard action Range: 30 ft. Area: All allies within 30-ft. radius emanation centred on you Duration: See text Saving Throw: No Spell Resistance: Yes (harmless)

Charge of Thunder Evocation (Military) Level: Pal 1 Components: V, S, DF Casting Time: 1 swift action Range: Personal Target: Caster Duration: 1 round

You chant the name of your deity or of some holy being, drawing forth its power to help your allies. The effect lasts as long as you continue to chant and for five rounds after you stop chanting. While chanting, you can fight but you cannot cast spells, cannot activate magic items by spell completion (such as scrolls), and cannot activate magic items by magic word (such as wands). Affected allies receive a +2 sacred bonus on Armour Class, saves and checks.

If the paladin makes a charge attack within this round, he receives a +4 luck bonus to his attack roll. Furthermore, any potential critical hits threatened by the paladin (and his mount, if mounted) are automatically confirmed.

Charm Spirit Enchantment (Charm) (Mind-Affecting) Level: Brd 2, Clr 1, Drd 1, Sor/Wiz 2 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./level) Target: 1 spirit. Duration: 1 hour/level (D) Saving Throw: Will negates Spell Resistance: Yes

Charge Abjuration (Electricity) Level: Drd 2, Sor/Wiz 4 Components: V, S, M Casting Time: 10 minutes Range: Touch Target: Object touched

As charm person, except that the spell affects creatures with the Spirit type.

63

David Culliford (order #1969295)

Spells

A successful Will save negates pain and damage from the spell, but your wrath intimidates your target, such that if it has fewer Hit Dice than you have caster levels, it cannot move toward you or attack you (including melee attacks, ranged attacks or using targeted spells or effects) without first making an additional Will save. If this save succeeds, the target is free to attack you and is not subject to this secondary effect again from the same casting of the spell. A target suffering pain and taking damage from this spell can attempt to get out of the spell’s range or break line of effect to you, but doing so will not undo the spell’s secondary effect.

Chil l of Evil Enchantment (Charm) (Evil, Mind -Affecting) Level: Clr 7 Components: V, M Casting Time: 1 standard action Range: Touch Target: 1 living creature Duration: 1 week Saving Throw: Will negates Spell Resistance: Yes

Chastise Person

You fill the target with the deep chill of evil. This feeling extends down the core of the target’s being, making them more paranoid as well as stripping away their compassion and warmth for others. Those affected often show extreme mood swings, episodes of maniacal laughter and a very strong feeling of contempt for those around them.

Evocation (Fear, Language-Dependant, Mind-Affecting) Level: Clr 5 Components: V, S, DF Casting Time: 1 round Range: 30 ft. Target: 1 or more humanoids, no 2 of which can be more than 30 feet apart (see text) Duration: Concentration, up to 1 round/level Saving Throw: Will partial (see text) Spell Resistance: Yes

Often, this spell’s effects will be manifested when normal deeds become twisted perversions of the original intent. For example, a noble knight who afflicted by this spell may deem it just to not only eliminate his opponent on the honourable field of battle, but purify him through pain and torture him to death. This spell also manifests its effects in other ways, such as subtle smirks in response to grisly things.

Your righteous wrath afflicts your targets with excruciating pain, damaging them if you maintain the spell long enough. You can affect one humanoid with this spell, plus one additional humanoid for every three caster levels beyond 9th (so two at 12th level, three at 15th and so on). When you complete the spell, your target feels pain and takes a –4 penalty on attack rolls, skill checks and ability checks. If you continue the spell, you deal damage to your target as your wrath swells:

Those that know the target well can make a Sense Motive check (with a –15 penalty due to the subtlety of the spell) to determine that they are under the effect of a spell. The target essentially acts as if they were neutral evil, thinking only of themselves and their own personal goals and ambitions. Characters or creatures that are already evil are unaffected by this spell.

Chastise Person Rounds

Effect

1

Pain

2

Pain, 1 point of damage

3

Pain, 1d4 points of damage

4+

Pain, 1d6 points of damage

This spell is most often used by evil clerics to cause paladins and good clerics to fall from grace, at least during the duration of the spell if not longer. Once the spell expires the target recalls all of the feelings and actions they made during the prior week.

64

David Culliford (order #1969295)

Spells

Chil ling Fog

You can dismiss the spell at will. Dismissing the spell immediately ends a creature’s choking.

Conjuration (Creation) (Air,Water) Level: Drd 6 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: Fog spreads in 20-ft. radius, 20 ft. high Duration: 1 round/level Saving Throw: None Spell Resistance: No

Material Component: A garrotte.

Chrysalis Transmutation Level: Drd 3 Components: V, S, M Casting Time: 10 minutes Range: Touch Target: Creature touched Duration: 1 hour/level Saving Throw: No; see text Spell Resistance: No

You create a bank of billowing mist, similar to that produced by solid fog. In addition to slowing creatures down and obscuring sight, the vapours of chilling fog are extremely cold. Each round on your turn, creatures and objects within the fog suffer 2d6 points of cold damage.

With this spell, you encapsulate a willing subject in a silky cocoon or chrysalis. While within the chrysalis, the subject does not need to eat or drink and heals as if they receive a full day’s rest each hour.

Material Component: Shavings from a tree that died in winter, or the fur of a tundra-dwelling creature.

Chlorophyl l

Unfortunately, while healing the subject is considered helpless, and can do nothing while inside the chrysalis. If awakened, the subject can break free from the chrysalis as a full round action that provokes an attack of opportunity. The spell ends when the subject is fully healed or when the duration expires.

Transmutation Level: Drd 1 Components: V, S, M Casting time: 1 standard action Range: Personal Target: Caster Duration: 24 hours (D)

The subject inside the chrysalis retains rudimentary awareness of his environment, and can make Spot or Listen checks with a –5 penalty to notice things going on. The chrysalis has Hardness 0 and one hit point. If it is destroyed the spell ends, and the subject is stunned for one round.

Your skin takes on a green tint that allows you to draw energy from the sun. While under this spell you do not need to eat although water and air are still required to survive. You can survive indefinitely while exposed to the sun. Furthermore, while in direct sunlight you regain lost hit points at twice the normal rate through normal rest.

Material Component: A cocoon from a butterfly.

Circle of Divine Censure

Choke

Abjuration Level: Pal 4 Components: V, S, F Casting Time: 1 standard action Range: 30 ft. Area: 30 ft. radius emanation from you Duration: 1 round/level Saving Throw: Will Partial Spell Resistance: Yes

Necromancy Level: Drow (Torture) 3, Sor/Wiz 4 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2levels) Target: 1 creature Duration: Concentration, up to 1 minute Saving Throw: Fortitude negates (D) Spell Resistance: Yes

You radiate a magical aura that damages any undead or evil outsiders that come within 30 feet of you. Undead and evil outsiders take 2d6 points of damage every round they stay within your radius of effect, and evil outsiders must pass a Will save to remain within the radius after taking damage. This spell stacks with any other ‘aura’-type abilities you may be using, and denies undead within its radius the advantages of desecration.

You cause the victim’s throat to tighten until he begins to choke. The victim must make an immediate DC 15 Constitution check in order to hold his breath. The save must be repeated each round, with the DC increasing by +1 for each previous success. When the character fails one of these Constitution checks, he begins to choke. A choking victim is stunned and suffers 1d6 points of nonlethal damage if he chokes for two consecutive rounds. If the subject falls unconscious while the spell continues, he takes real damage instead of nonlethal damage.

Focus: A holy rune inscribed in silver on your shield or armour.

65

David Culliford (order #1969295)

Spells

Clarity of the Faith

Claws of Digging

Divination Level: Clr 1, Drd 1, Heaven 1, Pal 1 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 minute/level and see text Saving Throw: None Spell Resistance: No

Transmutation Level: Drd 7, Sor/Wiz 6 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 minute/level (D) Saving Throw: None (harmless) Spell Resistance: No (harmless)

The target gains a comprehensive understanding of the tenets of your faith, giving him a +5 competence bonus to Knowledge (religion) checks relating to questions of your faith. Even after the spell fades, the target remains as familiar with your religion as if he had actually read the holy book or the equivalent repository of dogma and lore.

You transform your hands (or the hands of a creature touched) into thick, wide claws that allow you to burrow through earth and stone. The subject can burrow through earth at a speed equal to its land speed and through stone or rock at one-quarter its base land speed. Burrowing through earth leaves no tunnel, though the subject can dig at ½ its base land speed to ensure that the passage remains open. Burrowing through stone leaves a tunnel.

Claws of the Beast Transmutation Level: Drd 1 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 round/level (D) Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless)

Additionally, the subject can use the claws as natural weapons, gaining two claw attacks that deal 2d4 + Str bonus each.

Claws of the Damne d Transmutation Level: Clr 2, Sor/Wiz 1, Blk 1 Components: V, S, M, DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 3 rounds/level Saving Throw: Fortitude negates Spell Resistance: Yes

The subject’s hands transform into beast-like claws for the duration of the spell. This grants the subject two natural attacks (claws) each round. The subject can use both claws equally well in combat (i.e., there is no offhand penalty for using both claws in the same round). Each claw deals damage based on the subject’s size as shown in the table above right.

This spell transforms the target’s hands into long, sharp claws. The subject is able to deal 2d6 points of slashing damage as a normal melee attack, and is considered armed for the duration of the spell.

Size

Damage

Fine

1

Diminutive

1d2

Tiny

1d3

Small

1d4

Medium

1d6

Large

1d8

Cleansing the Body

Huge

2d6

Gargantuan

2d8

Colossal

3d6

Conjuration Level: Drd 1 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: See text Saving Throw: Fortitude half Spell Resistance: Yes

The subject also suffers a –2 circumstance bonus to all Charisma-based skill checks for the duration of the spell, due to the fearsome appearance of the claws. Material Component: The hand or paw of any clawed creature.

66

David Culliford (order #1969295)

Spells

Cloak of Serpents

This spell sends a surge through the target’s body, clearing out all impurities it encounters. This causes 1d4 nonlethal damage, and grants the target a +5 resistance bonus against poison and disease for the next hour.

Abjuration Level: Drd 5 Components: V, S, DF Casting Time: 1 standard action Range: Personal Target: Caster Duration: 1 round/level (D) Saving Throw: No (see text) Spell Resistance: No

Material Component: A pinch of salt.

Clinging Steam Conjuration (Creation) (Water) Level: Drd 3 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: 1 creature Duration: 1 round + 1 round/3 levels Saving Throw: Fortitude partial Spell Resistance: No

A writhing, twisting, and hissing mass of snakes surrounds you, protecting you from attacks and biting those that come near you. This spell has two effects: First, you gain a +2 deflection bonus to your AC for the duration of the spell. Second, the snakes surrounding you are at your command and attack any creature that comes within five feet of you if you so desire. All the snakes attack as a single monster and use your base attack bonus + your Strength modifier.

A cloud of super-heated steam appears around the target, dealing 2d4 points of fire damage. For every three caster levels (to a maximum of 18th), the steam lasts for another round, dealing another 2d4 points of damage in each round, unless somehow neutralised.

On a successful attack, the target takes 1d4 points of damage and must succeed on a Fortitude save (DC 10 + ½ your caster level + your Wis modifier) or take 1d8 points of Strength damage. One minute later, another save (same DC) must be made to avoid another 1d8 points of Strength damage.

The subject is entitled to a Fortitude save each round; success negates the damage for that particular round, but does not end the spell. Material Component: Flakes of coal.

You can attack or move normally (including casting other spells) while this spell is in effect. You do not need to concentrate to maintain it.

Cloak of the Righteous Abjuration (Good) Level: Clr 4, Pal 4, Heaven (Divine Righteousness) 3 Components: V, S, DF Casting Time: 1 standard action Range: Personal Target: Caster Duration: 1 minute/level

Cloak of Silence Illusion (Glamour) Level: Brd 2, Clr 2 Casting Time: 1 standard action Components: V, S Range: Close (25 ft. +5 ft./2 levels) Target: Caster or 1 creature weighing no more than 100 lb./level Duration: 1 minute/level (D) Saving Throw: Will negates Spell Resistance: Yes

You surround yourself with a glowing nimbus of divine energy that protects and guides you, as well as demonstrating your faith to others. You get a +2 sacred bonus to Armour Class, saves and checks. Similar to if you were wearing a phylactery of faithfulness, if you take a moment to contemplate an action you are about to perform, the spell informs you whether that action would adversely affect your alignment and standing with your deity. Your sacred bonus to Diplomacy checks increases to +4 when dealing with good creatures or creatures of the your faith. Likewise, the sacred bonus to Intimidate checks increases to +4 when dealing with evil creatures or creatures of a different faith. You shed light as a candle, though you may conceal or reveal this light at will. Doing so is not an action. The visibility of the light does not affect any other aspects of the spell.

Sometimes there are situations in which you do not want to be heard – and yet, you have to speak. Cloak of silence is the spell for just these situations. The cloak surrounds a single target with a field similar in effect to the traditional silence spell; however, there are a few inches of space between the target and the field. What this means is that the target can speak, but no one can hear him. He can speak to someone else as long as he is able to lean close and whisper in his ear; if his ear penetrates the field, he can hear perfectly. The cloak of silence moves with the target. As long as it is active, it has the following effects:

67

David Culliford (order #1969295)

Spells c c

c

c

based attacks by three points per round. It also provides 1d4 gallons of drinking water each round.

The target gets a +10 on any Move Silently checks. The sound-dampening field extends approximately one foot away from the victim. Anything within this area makes no apparent sound. As a result, if the target draws a weapon, no sound is made. Further, if the target grapples with someone else, his victim is inside the field for the duration of the grapple; treat this as being caught in the area of a silence spell.

Combat Blessing Enchantment (Compulsion) (Mind-Affecting) Level: Brd 3, Clr 4, Pal 3 Components: V, S, F, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./level) Area: All allies within range Duration: 1 round/level Saving Throw: Will Negates (harmless) Spell Resistance: Yes

The target can cast spells that require verbal components. However, as he cannot be heard through the field, spells such as shout, suggestion and command are useless. Message still works normally, as the target can whisper and the spell then carries his voice directly to his targets.

By invoking the favour of the gods, the caster augments the combat prowess of himself and his allies. For the duration of the spell, all affected targets gain a +1 bonus to their attack rolls and a +2 bonus to damage rolls, in addition their weapons have their critical threat ranges increased by one. For example, a fighter using a longsword (critical 19–20 x2) would threaten a critical on an 18 or higher.

The target cannot use any sort of bardic music abilities while trapped in the field. The one exception is that a bard can use his countersong ability to protect himself; but as no one else can hear his song, they cannot benefit from the protection.

Multiple effects that increase a weapons threat range do not stack. This spell will not increase the threat range of unarmed attacks or natural weapons.

While this spell is usually cast on yourself or on an ally, it can be used on any living creature; this is an effective tool for preventing a guard from raising an alarm or a politician from making a speech.

Focus: A silver dagger.

Cloudburst

Command Weather

Conjuration (Creation) Level: Drd 2 Components: V, S, DF Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Target: 1 cloud Duration: Instantaneous or one round per level Saving Throw: None Spell Resistance: No

Transmutation Level: Drd 5 Components: V, S Casting Time: 10 minutes (see text) Range: 1 mile Area: 1-mile radius, centred on you (see text) Duration: 1 hour/level (see text) Saving Throw: No Spell Resistance: No

Cloudburst can be cast in two ways. The long-range version of cloudburst targets a mundane rain cloud and causes it to start raining. The rain is entirely normal – the spell just causes the cloud to disgorge its contents on cue. The rain falls for minutes or hours, depending on local conditions. Casting cloudburst in a desert might turn a little white cloud into a momentary mist of rain, while casting the spell in a rain forest might cause a downpour that lasts for days.

A weaker weather spell than control weather, this spell allows you to gradually influence your environment. You may alter one particular aspect of existing weather conditions. For instance, you can raise or lower the temperature or increase or decrease the severity of a storm. You cannot create weather conditions that do not already exist (such as creating a storm on a clear day), or banish those that do (you can weaken the prevailing winds, but not quell them entirely). You must concentrate to change the weather; this concentration is in addition to the ten minutes necessary to cast the spell to begin with. It takes ten full minutes of concentration to raise or lower the temperature by ten degrees, or to increase or decrease a weather condition (wind, storm, fog and so on) by one category. See DMG. You may change the weather as often as you like for the duration of the spell, so long as you spend sufficient time in concentration. If your concentration is broke, the weather remains as is, and you must start over.

The short-range version of cloudburst creates a little cloud, about five feet in diameter. This cloud floats above the druid’s head and follows him around. As a move action, the druid can direct the cloud to fly at up to 60 feet per round (perfect manoeuvrability) to anywhere within range of the spell. The cloud will keep following the druid if brought back above his head; otherwise, it will stay in place after being moved. The floating cloud rains constantly – the downpour reduces the damage from fire and heat-

68

David Culliford (order #1969295)

Spells

Common Enemy

Commune With Birds

Enchantment (Compulsion) (Mind-Affecting) Level: Rgr 4 Components: V, S Casting Time: 1 standard action Range: 50 ft. Target: All allies within 50 ft. radius Duration: 1 minute/level Saving Throw: None Spell Resistance: Yes (harmless)

Conjuration (Summoning) Level: Drd 5 Components: V, S Casting Time: 1 round Range: See text Effect: Swarm of birds in a 50-ft. spread Target: The caster Duration: Concentration + 2 rounds Saving Throw: None Spell Resistance: No

Your allies enjoy a +2 favoured enemy bonus (as the 1st level ranger ability) against a favoured enemy you choose. The chosen enemy must be one of your favoured enemies. This bonus does not stack with existing favoured enemy bonuses.

This spell summons all birds of two Hit Dice or fewer in the area to the caster. The caster can communicate with the birds and ask them three questions about the following subjects: the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of woodland creatures, presence of powerful unnatural creatures or even the general state of the natural setting.

Commune, Lesser Divination Level: Clr 3 Components: V, S, M, DF, XP Casting Time: 1 minute Duration: 1 round

In outdoor settings, the spell operates in a radius of one mile per caster level. Indoors or underground, the range is limited to 100 feet per caster level. The spell does not function where nature has been replaced by construction or settlement or where no avians naturally exist.

As commune, except as noted above and below, and that you get only one question.

Commune With Fish

XP Cost: 25 XP.

Conjuration (Summoning) Level: Drd 5 Components: V, S Casting Time: 1 round Range: See text Effect: Swarm of fish in a 50-ft. spread Target: The caster Duration: Concentration + 2 rounds Saving Throw: None Spell Resistance: No

Commune With Animals Conjuration (Summoning) Level: Drd 5 Components: V, S Casting Time: 1 round Range: See text Effect: Swarm of animals in a 50-ft. spread Target: The caster Duration: Concentration + 2 rounds Saving Throw: None Spell Resistance: No

This spell summons all fish of two Hit Dice or fewer in the area to the caster. The caster can communicate with the fish and ask them three questions about the following subjects: the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of woodland creatures, presence of powerful unnatural creatures or even the general state of the natural setting.

This spell summons all four-legged animals of two Hit Dice or fewer in the area to the caster. The caster can communicate with the animals and ask them three questions about the following subjects: the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of woodland creatures, presence of powerful unnatural creatures or even the general state of the natural setting.

In outdoor settings, the spell operates in a radius of one mile per caster level. Underground, the range is limited to 100 feet per caster level. The spell does not function where nature has been replaced by construction or settlement or where no fish naturally exist.

In outdoor settings, the spell operates in a radius of one mile per caster level. Indoors or underground, the range is limited to 100 feet per caster level. The spell does not function where nature has been replaced by construction or settlement or where no animals naturally exist.

Compel Enchantment (Compulsion) (Language-Dependent, Mind- Affecting) Level: Clr 4 Duration: up to 1 minute/level (D)

69

David Culliford (order #1969295)

Spells

This spell compels those affected to bring the caster and up to six companions to the target’s leader. The targets are permitted by the spell to take whatever precautions they choose, so long as they do not kill the caster or his companions. They may strip the protected characters of weapons, bind and gag a spellcaster, even target them with spells, so long as the characters are brought before the target’s leader alive and given a chance to speak. The targets bring the protected characters to the nearest authority figure – a guard affected by this spell would not bring the characters to his king, but to his commanding officer. The spell functions somewhat like charm person, but with much less intensity. If two gnolls are targeted with this spell and one makes his save, the other gnoll might plead with his companion to allow the caster to meet the gnoll chieftain, but would not attack or physically block the actions of the first gnoll. One curious note is that this spell works on unintelligent creatures such as animals. A swarm of giant ants might feel compelled to bring the caster before the ant queen. The queen and the caster can stare at each other across a wide gulf of language and species before the ants shake off the spell and eat him.

Concentrate Poison As the command spell, except as noted above and your command can be a short sentence. Once the command is given, the subject attempts to perform it. No further instruction can be issued. Self-destructive commands break the compulsion immediately. Unlike suggestion, the subject of this spell knows that he is being forced to act against his will.

Compel , Greater Enchantment (Compulsion) (Language-Dependent, Mind-Affecting) Level: Clr 8 Targets: 1 creature/level, no two of which are more than 30 ft. apart As compel, except as noted above.

Concentrate poison increases the DC of an animal or vermin’s poison attack by +1. For every two caster levels beyond 1st this bonus increases by +1, +2 at 3rd, +3 at 5th and so on to a maximum of +10 at 19th. This spell has no effect on poison attacks from mechanical devices or weapons. It does not grant a poison attack to a creature that does not already have one. Material Component: A small handful of salt.

Compel Par ley

Condemn

Enchantment (Compulsion) Level: Brd 1, Clr 2, Sor/Wiz 2 Components: V Casting Time: 1 standard action Range: Close (25-ft. + 5-ft./2 level) Target: 1 creature/level Duration: 1 hour/level (D) Saving Throw: Will negates Spell Resistance: Yes

Enchantment Level: Pal 1 Components: V, S, DF Casting Time: 1 standard action Range: 1 mile/level Target: 1 creature Duration: 1 hour/level Saving Throw: None Spell Resistance: Yes

70

David Culliford (order #1969295)

Transmutation Level: Drd 2 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: 1 poisonous animal or vermin Duration: 1 hour/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

Spells

If the subject fails the Will save to resist the spell, he is compelled to hold the pen until the spell ends. If you ask the subject a question, he must write a truthful answer to the question. The spell does not prevent unintentional inaccuracies, and the subject may commit lies of omission. A medieval pen must be dipped in ink every few words, which slows down the writing process. A short answer to a question usually takes about 30 seconds to write. A long answer may take two minutes or more.

By use of this spell, a paladin can declare another creature to be a foe of the church. That creature now counts as evil for the purposes of the paladin’s spells and abilities – the paladin can use smite evil on him, detect evil will detect the creature, protection from evil will ward him off and so on. Any other paladins and clerics of the same faith or ethos will also be able to treat that target as evil. Anyone who uses detect evil on the target may make a Spellcraft check (DC 15 + the paladin’s caster level) to notice that the target’s perceived alignment has been overlaid with a magical effect. This spell is normally used by paladins to mark enemies of the church, by secular paladins to strike against enemies of their feudal lords or during church schisms and civil wars. The spell can also be dishonourably used to make someone else appear to be evil.

Focus: A pen with a silver nib worth at least 50 gp.

Consume Soul Necromancy (Death, Evil) Level: Clr 9, Sor/Wiz 9 Components: V, S, XP Casting Time: 1 round Range: Personal Target: Caster Duration: 1 minute (see text)

Cone of Dust Evocation Level: Drd 2, Sor/Wiz 2 Component: V, S, M Casting Time: 1 standard action Range: 30 ft. Area: Cone Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes

When you cast consume soul, you inhale the departing soul of creature as it dies and add its vitality to your own. The spell lasts for one minute, during which time you may inhale as many souls as you can. You may only inhale a creature’s soul within one round of its death; otherwise, the soul escapes to another plane of existence. Inhaling a soul is a full-round action that provokes an attack of opportunity.

A blast of wind originates from your hand and spreads outward in a cone, picking up dirt, dust and other tiny pieces of debris and scattering them into your opponent’s eyes. Any creature in the cone that fails its Fortitude save is blinded for 1d3 rounds. Creatures that do not rely on eyes or similar organs to see are immune to this spell’s effects.

Each soul that you consume grants a +1 bonus on attack rolls, saving throws, skill checks and ability checks. You also gain +1 effective level and +5 temporary hit points. In addition, when you next prepare spells or regain spell slots, you get one additional spell slot at your highest spell level. Each soul that you consume beyond the first grants you an additional spell slot at the next highest spell level, until you eventually have an extra spell slot at each spell level.

Material Component: A pinch of dirt or dust that you blow out of your hand.

Benefits from consuming a soul last for 24 hours from the time the spell ends, or until the soul is released. An exorcism can release one soul, while limited wish, miracle or wish can release any number of souls. After 24 hours, the soul departs and the benefits go away, unless you decide to consume the soul and add its lifeforce to your own. To consume a soul, you must attempt a caster level check (DC 10 + the subject’s Hit Dice + its Wisdom modifier). If the saving throw succeeds, you must pay 2,000 XP, the benefits gained from it go away and you gain a +1 inherent bonus to the ability score on Intelligence, Wisdom or Charisma (your choice). You make a separate saving throw for each soul you attempt to consume.

Confession’s Hand Enchantment (Compulsion) (Mind-Affecting) Level: Clr 3, Sor/Wiz 4 Components: V, S, F, DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 minute/level (D) Saving Throw: Will negates Spell Resistance: Yes Secret policemen love this spell, which forces the truth – in writing! – from all but the most strong-willed of traitors. The subject must hold a pen (described as a focus below) when the spell is cast, and must have a surface to write on while the spell is in effect.

If the save fails, the benefits simply go away. A creature whose soul is consumed cannot be raised or resurrected until its soul is released. A creature’s whose soul is absorbed is permanently dead.

71

David Culliford (order #1969295)

Spells

Control Snow

Note that inherent bonuses do not stack. To benefit from a different inherent bonus, it must exceed the inherent bonus you currently have. You can attempt to consume a series of souls in order to exceed an existing inherent bonus. A character is limited to a total inherent bonus of +5 to any ability score.

Transmutation (Cold) Level: Drd 4 Components: V, S Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: Snow in a volume of 10 ft./level × 10 ft./level × 1 ft./level (S) Duration: 10 minutes/level (D) Saving Throw: None Spell Resistance: No

XP Cost: You must pay 100 XP to cast consume soul. For each soul you successfully absorb, you must pay 2,000 XP.

Contagion, Greater Necromancy (Evil) Level: Blood (Ravage) 5, Clr 5, Drd 5, Poison (Artificial Poison), Sor/Wiz 6 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Living creatures touched Duration: 1 minute/level Saving Throw: Fortitude negates Spell Resistance: Yes

Depending on the version the caster chose, the control snow spell raises or lowers snow levels. Lower Snow: This causes snow to sink away to a minimum depth of one inch. The depth can be lowered by up to one foot per caster level. The snow is lowered within a squarish depression whose sides are up to ten feet long per caster level. When cast on ice elementals and other cold-based creatures, this spell acts as a low spell. The spell has no effect on other creatures.

You can infect any living creature with a disease by simply touching it. This effect works like contagion, and the victim must make a Fortitude save or be infected with a disease of your choice, which strikes immediately with no incubation period. The main difference between this spell and contagion is that you have the potential to infect many more creatures because of the spell’s duration.

Raise Snow: This causes snow to rise in height, just as the lower snow version causes it to lower. For this version, the caster may reduce one horizontal dimension by half and double the other horizontal dimension.

Control Weather , Improve d Transmutation Level: Clr 9, Drd 9, Sor/Wiz 9 Components: V, S Casting Time: 1 minute (see text) Range: 10 miles Area: 10-mile radius, centred on you (see text) Duration: 1d3 days (D) Saving Throw: None Spell Resistance: No

Material Component: A piece of putrid flesh and a drop of blood.

Continuous Fire Ritual Transmutation Level: Drd 3, Rgr 3 Components: V, S, M Casting Time: 1 standard action Range: Touch Effect: 1 torch Duration: Permanent (D) Saving Throw: None Spell Resistance: No

This spell is as control weather, but it works much more quickly and gives the caster control over the weather phenomena. It takes one minute to cast the spell and another minute for the effects to manifest, as per the season chart for control weather.

A flame from another source is transferred to a new location. The flame looks like a regular flame, but it creates no heat and does not use oxygen. The flame can be covered and hidden but not smothered or quenched. While this spell may seem trivial to some, an everlasting flame is critical to a tribe’s survival. When the spell is dismissed the torch becomes a normal fire again.

You control the direction and intensity of the wind, as well as where lightning strikes and the exact path of a tornado. When you select a certain weather condition to occur, the weather assumes that condition one minute later. Contradictory conditions are not possible simultaneously, though.

Coralskin

Material Component: A pre-existing fire source.

Abjuration Level: Rgr 4, Drd 4 Components: V, S, M

72

David Culliford (order #1969295)

Spells

The drow understand the seductive power of corruption all too well. Through the means of this spell, you impart the same understanding on another, forever marking them as impure.

Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 10 minutes/level or until discharged Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

A victim who fails to save radiates an aura of sickly sweet corruption which is palpable and so strong that even the most debauched and evil are put off. All Non-Player Character reaction checks involving creatures of average human Intelligence are considered to begin as hostile.

The warded creature gains resistance to blows, cuts, stabs and slashes. The subject gains damage reduction 5/magic. The target can also breathe water freely as though it were air, though this does not stop him breathing air. Furthermore, the target gains a +10 circumstance bonus to Swim checks and to Hide checks while in undersea environments. Once the spell has prevented a total of five points of damage per caster level (maximum 60 points), it is discharged.

The effects of corruption’s kiss can only be reversed by break enchantment, remove curse, limited wish, miracle or wish. Material Components: A woodcarving of scandalous (even by drow standards) images prominently featuring the victim.

Material Components: A piece of coral, and a pearl worth at least 150 gp.

Corrupting Touch

Council of Stowaways

Necromancy Level: Asn 2, Clr 6, Drd 6, Sor/Wiz 6 Components: V, S Casting Time: 1 standard action Range: Touch Effect: Corrupts object touched Duration: 1 round/level Saving Throw: Fort negates (see below) Spell Resistance: Yes (see below)

Divination Level: Drd 4, Sor/Wiz 4 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: 1 vessel or structure Duration: Instantaneous Saving Throw: None Spell Resistance: No

When this spell is cast, one of the caster’s hands (caster’s choice) gains a blackish-grey aura, and appears withered and spotted with age, with open sores and greenish-yellow bruises. The nails blacken and elongate, becoming clawlike and jagged.

A curious spell, council of stowaways momentarily connects the caster’s mind to the minds of all the rats, seagulls, barnacles, termites, spiders and other vermin living in the target. Such creatures hear and see almost everything that goes on within that structure, but understand nothing of what they hear. This spell bombards the caster with flashes of memory and instinct. He learns roughly how many ‘big things’ live in the structure, how many rooms there are, how much activity goes on there, how much food there is and so on. All the information is gained from the perspective of the vermin – a rat does not distinguish between a sickly sailor who will not put up a fight, and an elite swordsman tattooed with magical enhancements wielding a nine lives stealer, nor can a seagull tell the difference between a warship and a merchantman.

When the caster touches an object, it must make a Fortitude save or become corrupted and befouled. Water turns brackish and foul, metal rusts and pits, potions decay and may become poisonous (25% chance), food becomes rotted and maggot filled, wood rots and warps and cloth becomes filled with dry rot and mould. The caster must make a touch attack against items held by another being, and such items gain their holder’s saving throw. The spell has no effect on living creatures or undead.

The caster does not learn the shape of the structure well enough to construct a map, but does vaguely perceive how far different locations are from each other.

Corruption’s Kiss Transmutation Level: Clr 3 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: 1 person touched Duration: Permanent Saving Throw: Will negates Spell Resistance: Yes

Material Component: A scrap of food, usually cheese when targeting a building or a fish head when targeting a vessel.

Create Snow Conjuration (Creation) (Cold) Level: Drd 0 Components: V, S

73

David Culliford (order #1969295)

Spells

Move Silently, Ride, Swim and Tumble checks; Reflex saving throws; and Dexterity checks. Other Dexteritybased skills are also affected if he cannot reach the spot where they take place, such as if a lock is almost out of reach that he is trying to open. His ground movement rate becomes five feet assuming he has nothing in his hands. He cannot run or charge.

Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Up to 2 gallons of snow/level Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell generates clean, unpolluted snow. Snow can be created in an area as small as will actually contain the snow, or in an area three times as large (possibly creating a downpour or filling many small receptacles).

The subject is also prone. A prone character suffers a –4 penalty on melee attack rolls and can only use a crossbow as a ranged weapon. The subject of a cripple spell takes a full action to reload a hand or light crossbow and cannot reload a heavy crossbow. Opponents receive a +4 bonus on melee attacks and a –4 penalty with ranged attacks against a prone target.

Note: Conjuration spells cannot create substances or objects within a creature. Snow weighs about eight pounds per gallon. One cubic foot of snow contains roughly eight gallons and weighs about 60 pounds.

This form of cripple can be cured by dispel magic, break enchantment, remove curse, heal or stronger versions of these spells.

Crevasse Evocation (Cold) Level: Drd 8 Components: V, S, DF Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: 5 ft./level radius (S) Duration: 1 round Saving Throw: See text Spell Resistance: No

Crippling Fog Necromancy (Contingent – Conjuration) (Poison) Level: Clr 7, Magic (Weakness) 7, Poison (Artificial Poison) 7, Wiz/Sor 8 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: Cloud spreads 50 ft. radius, 10 ft. high Duration: 1 minute/level. Saving Throw: See text. Spell Resistance: Yes.

When the caster casts crevasse, the ground within the area of effect is ripped in half by a localised tremor. The shock lasts one round, during which time creatures on the ground cannot move or attack. Spellcasters on the ground must make Concentration checks (DC 20 + spell level) or lose any spells they try to cast.

This spell creates a glistening cloud of purple fog that stinks of mould and old leather. Any creature within the fog must make a Fortitude save or suffer two points of ability damage to their highest physical ability each round. Creatures within the fog must make a new Fortitude save each round or suffer damage as noted above.

At the beginning of the round, a crevasse opens in the ground. The crevasse affects all terrain, vegetation, structures and creatures in the area. All creatures standing in the area must make Reflex saving throws (DC 15) or fall down. Every creature on the ground has a 25% chance to fall into the crevasse (Reflex save DC 20 to avoid falling in). At the end of the spell, all crevasses grind shut, killing any creatures still trapped within.

Crown of Glory Evocation Level: Heaven (Glory) 7 Components: V, S, M, DF Casting Time: 1 full round Range: Personal Area: 120-ft. radius emanation, centred on you Duration: 1 minute/level Saving Throw: Will negates Spell Resistance: Yes

Cripple Enchantment (Compulsion) (Mind-Affecting) Level: Blood (Ravage) 3, Clr 3, Sor/Wiz 2 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: 1 creature Duration: Permanent Saving Throw: Will negates Spell Resistance: Yes

The caster is imbued with an aura of celestial authority, inspiring awe in all lesser creatures. The caster gains a +4 enhancement bonus to his Charisma score for the duration of the spell. All creatures with fewer than eight Hit Dice or levels cease whatever they are doing and are compelled to pay attention to the caster. Any such creature that wants to take hostile action against the caster must make

The subject losses all feeling in his legs and cannot stand. He suffers a –10 penalty on all Balance, Climb, Jump,

74

David Culliford (order #1969295)

Spells

a successful Will save to do so. Any creature that does not make this saving throw the first time it attempts a hostile action is enthralled for the duration of the spell (as the enthrall spell), as long as it is in the spell’s area, nor will it try to leave the area on its own. Creatures with eight Hit Dice or more may pay attention to the caster, but are not affected by this spell.

Effect: A silver halo Duration: 1 min./level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You conjure up a silver halo that continually sends forth brilliant white beams across the area around you, granting you and allies within ten feet a +2 morale bonus on saving throws against fear effects and a +1 morale bonus on attack rolls, weapon damage rolls and skill checks.

When the caster speaks, all listeners telepathically understand him or his, even if they do not understand the language. While the spell lasts, the caster can make up to three suggestions to creatures of fewer than eight Hit Dice in range, as if using the mass suggestion spell (Will save negates); creatures with eight Hit Dice or more are not affected by this power. Only creatures within range at the time a suggestion is given are subject to it.

Crown of Valour , Greater Conjuration (Creation) (Mind-Affecting) Level: Clr 6 Range: 30 ft. As crown of valour, except you become immune to fear effects while the spell lasts, while allies within 30 feet gain a +4 morale bonus on saving throws against fear effects and a +2 morale bonus on attack rolls, weapon damage rolls and skill checks.

Material Component: worth at least 200 gp.

Crown of Terror Conjuration (Creation) (Fear, Mind-Affecting) Level: Clr 4, Pal 3 Components: V, S, DF Casting Time: 1 standard action Range: 10 ft. Effect: A fiery halo Duration: 1 round/level (D) Saving Throw: None Spell Resistance: Yes

Cul l the Weak Divination Level: Drd 4, Components: V, S, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./level) Area: Creatures in a 60-ft. radius emanation Duration: 1 round/level Saving Throw: Special Spell Resistance: No

You conjure up a fiery halo that continually sends forth blood-red beams across the area around you. Whenever you charge, attack or cast an offensive spell, opponents within ten feet who witness the action become shaken (if they have fewer Hit Dice than your caster level) or frightened (if they have Hit Dice equal to half your caster level or less). Creatures with Hit Dice greater than your caster level are not affected.

Crown of Terror , Greater Conjuration (Creation) (Fear, Mind-Affecting) Level: Clr 6 Range: 30 ft. As crown of terror, except this spell crowns you with a fiery halo that affects creatures in a 30foot radius for 2d6 rounds.

Crown of Valour Conjuration (Creation) (Mind-Affecting) Level: Clr 4, Pal 3 Components: V, S, M, DF Casting Time: 1 standard action Range: 10 ft.

75

David Culliford (order #1969295)

Spells

This spell imbues a target of size Medium or smaller with the ability to make a furious underwater charge attack. The blessed creature gains a swim speed of 80 feet and the ability to breathe underwater, as well as a special run action. As soon as the target enters a body of water, he may only choose to use this special run action each round until he leaves the water or the spell expires.

By means of this spell, you can determine the exact strength of a group of creatures within the area of effect. The spell reveals to you the Armour Class, Hit Dice, hit points remaining, attack bonuses and damage dice and special abilities and qualities of said creatures. With this information, you can point out the creature you judge to be the weakest, and a faint nimbus similar to fairie fire surrounds it. The target creature can resist with a Will save that negates the secondary effect, but not the original divination. If the creature is slain or neutralised, the nimbus transfers to the next weakest creature, which can also save against it. The effect dissipates once the duration ends or when a creature passes his saving throw.

This special run action allows the blessed creature to move at five times its swim speed in a straight line and to move freely through squares occupied by creatures that are not more than two size categories larger than it. Doing so provokes an attack of opportunity from the creature that is bypassed in this way. The blessed creature may also make one melee attack at his highest attack modifier against any creature whose square it moves through as a free action. The blessed creature also loses its Dexterity bonus to AC while underwater.

The nimbus does not penalise the creature nor add any bonus to attackers; this spell is used so that the caster can keep track of what is the likeliest target to die first in combat, and share this information with others.

The blessed creature’s movement immediately ends if it is impeded by a solid barrier or a creature or object two or more size categories larger. The blessed creature may choose to make a melee attack against the barrier at his highest attack bonus and a +4 circumstance bonus as it strikes the barrier. This attack deals double damage (this multiplier stacks in the usual manner with other damage multipliers). Whether or not this attack is successful, both the blessed creature and the intervening object take damage equal to 5d8 +½ the barrier’s hardness (the blessed creature may make a DC 20 Fortitude save to take half damage), and the spell immediately ends. If the blessed creature is smaller than Medium, reduce the damage by 2d8 for each size category smaller than Medium.

Cultivation Transmutation Level: Clr 7, Plant (Cultivation) 7, Drd 6 Components: V, S Casting Time: 1 standard action Range: 2 miles Effect: 2-mile radius burst centred on cleric Duration: Instantaneous Saving Throw: No Spell Resistance: No Casting this spell converts wilderness within the area of effect into cultivated fields sewn with crops appropriate for the area. Note that this spell has no effect in forested areas and does not increase the rate of growth in the cultivated fields it produces. The fields will produce a bountiful harvest at the appropriate time, however, with four times the normal amount of food produced for the area.

Curse of Light Enchantment (light) Level: Clr 3, Drd 2 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 hour/level Saving Throw: Will negates Spell Resistance: Yes

Curatha’s Blessing Enchantment Level: Clr 3, Sea 2 Components: V, S, DF Casting Time: 1 round Range: Touch Target: Creature touched Duration: 1 round/3 levels Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

You make the subject extremely sensitive to light. Abrupt exposure to bright light (such as sunlight or a daylight spell and immediately after the spell is successfully cast under these conditions) blinds the subject for 1d4 rounds. On subsequent rounds, they are dazzled as long as they remain in a brightly lit area.

The spell transforms the blessed creature into a furious underwater missile. When blessed with the water goddess’ speed and power, the subject becomes a living water projectile. Many a raiding ship has been sunk by a brave dwarf under Curatha’s blessing.

Once adjusted to the light, the creature still suffers a –1 penalty to all attack, damage and saving throw rolls.

76

David Culliford (order #1969295)

Spells

Curse of the Mummy Necromancy Level: Clr 6, Sor/Wiz 7 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: 1 living creature Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes

Undead Created

15 or lower

Lost Soul (see Appendix)

16–17

Lesser Vampyr (see Appendix)

18+

Vampire (see MM)

This spell cannot create less powerful undead than the level of its caster would indicate. Created undead are not under the control of the spell’s caster. Undead created by this spell are created instantaneously, and thus continue to exist even if the spell that created them is dispelled or dismissed. A remove curse spell can remove this effect, but it must be cast before the creature rises into unlife.

You call down mummy rot immediately on a subject you touch. Mummy rot is a supernatural curse that deals 1d6 points of Constitution and Charisma damage. The subject continues to suffer ability damage every minute until dead or until cured.

Casting this spell is not an inherently evil act (though few good-aligned casters are likely to use it). Evil-aligned and morally neutral casters are more likely to rely upon it as a means of punishment, as they are less inclined to care about the threat the punished individual might then pose to others upon his death.

A character attempting to cast any Conjuration (healing) spell on a creature afflicted with mummy rot must succeed on a caster level check, or the spell has no effect on the afflicted character. To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse (requiring a caster level check for this spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be magically cured as any normal disease.

Curse Ship Transmutation Level: Clr 7 Components: V, S, DF Casting Time: 1 minute Range: Touch Target: 1 ship touched Duration: Instantaneous Saving Throw: None Spell Resistance: Yes

An afflicted creature who dies of mummy rot shrivels away into sand and dust that blow away into nothing at the first wind.

Curse of Undeath Necromancy Level: Clr 8 Components: V, S, DF Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Target: 1 living creature Duration: Permanent (D) Saving Throw: Will negates Spell Resistance: Yes

Calling upon the mighty power of your deity, you curse the ship of an enemy, dooming both it and its crew to a lifetime of misery and death. Apply the cursed ship template (see page 248 in the Appendix) immediately. Curse ship cannot be dispelled but it can be removed with a limited wish, miracle or wish spell. In addition, it may also be removed by a break enchantment or remove curse spell cast at a higher caster level than curse ship.

Curse of the Ancient Mariner

This spell places a curse upon the subject, causing that creature to rise again as an undead creature after death. The subject is unharmed so long as it lives. Should the subject die while under the effect of this spell, attempts at reviving the creature through spells such as raise dead and resurrection fail. After 1d4 days, the creature instead rises as an undead, as detailed below. The type of undead creature that is created depends upon the level of the spell’s caster:

Transmutation Level: Clr 9 Components: V, S, M, DF Casting Time: 1 hour Range: Touch Target: 1 creature Duration: Permanent Saving Throw: None Spell Resistance: Yes

77

David Culliford (order #1969295)

Caster Level

Spells

This ancient and powerful rite causes disastrous luck to befall the captain of a sea vessel. The captain can never again safely sail the seas, nor can he be a part of any crew on a seagoing ship. The target of this curse has the material component hung around his neck, marking him as cursed.

Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: 40 ft. radius Duration: 1 round/level Saving Throw: Special; see text Spell Resistance: No

Placing the component around the neck requires an attack roll on the part of the caster. Success means that the component has been placed around the neck; even if removed immediately, the curse takes effect. From this point on, the target can never safely set foot on a ship again. The effects of the curse can be manifold; a colossal sea monster may come to attack the ship, terrible weather may plague the ship until it is finally submerged, the ship itself may simply begin to take on water and sink, and so on. The Games Master is encouraged to make up any curse that seems appropriate. In all cases, the curse will at the very least destroy the ship that the target boards. The effect can only be removed with a wish.

You give the forest a dark and sinister air as you animate nearby trees to attack living creatures in the area. Animated trees have the same statistics as treants and fight as treants in all respects but cannot animate other trees. You animate 1d4 + 1/4 levels treants with this spell. While they do not attack you, the animated trees are not under your control and aggressively attack all other living creatures in the area (including Medium or larger animals). The dark and angry powers you use to animate these trees gives the whole area a sinister feel that all animals flee from immediately. Intelligent creatures with less than four Hit Dice flee as if affected by a fear spell with no saving throw while creatures with 5– 8 Hit Dice can make a Will save against the fear effect. Creatures above eight Hit Dice are immune to the fear effect.

Material Component: A dead albatross.

Curse Weapon

Dart of Mistletoe

Transmutation Level: Blk 1 Components: V, S Casting Time: 1 standard action Range: Touch Target: Weapon touched Duration: 1 minute/level Saving Throw: None Spell Resistance: No

Conjuration (Death) Level: Drd 6 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: A piece of mistletoe Duration: 1 round/level or until discharged Saving Throw: Fortitude negates Spell Resistance: Yes

This transmutation makes a weapon strike true against good-aligned characters and creatures. The weapon is treated as having a +1 enhancement bonus for the purpose of bypassing the damage reduction of good creatures or striking good incorporeal creatures (though the spell does not grant an actual enhancement bonus). The weapon also becomes evil, which means it can bypass the damage reduction of certain creatures. This effect overrides and suppresses any other alignment the weapon might have. Individual arrows or bolts can be transmuted, but affected projectile weapons (such as bows) do not confer the benefit to the projectiles they shoot.

This spell turns a piece of mistletoe into a lethal weapon. The druid must throw the dart as a ranged attack with a range increment of 20 feet. If the dart hits, the victim must immediately make a Fortitude save or die. However, the victim is only mostly dead – the next time the sun rises, the victim is raised from the dead as per the spell. Focus: A piece of mistletoe dipped in gold that costs 500 gp.

Dash Transmutation Level: Clr 2, Drd 2, Rgr 2 Components: V, S, M, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: 1 creature/level Duration: 1 round/level Saving Throw: Will negates (harmless) Spell Resistance: Will negates (harmless)

In addition, all critical hit rolls against good opponents are automatically successful, so every threat is a critical hit. This last effect does not apply to any weapon that already has a magical effect related to critical hits, such as a keen weapon or a vorpal sword.

Darken Forest Transmutation Level: Drd 8 Components: V, S

78

David Culliford (order #1969295)

Spells

The vine tentacles will always attack a target that is engaged in melee with the recipient first. If no one is attacking the character then the tentacles will attack the first enemy that comes within five feet. The vines attack on their own, and require no action on the part of the recipient. Even if the recipient falls unconscious the vines will still attack any enemy that comes within five feet. Focus: A loop of blight affected vine must be hung over the target’s shoulder.

Death Bringer Necromancy (evil) Level: Blood (Slaughter) 7, Sor/Wiz 8 Components: V, S, M, F Casting Time: 30 minutes Range: 1 mile burst Target: See text Duration: Instantaneous Saving Throw: See text Spell Resistance: Yes Using a minor, but ancient evil ritual, you stab yourself in the chest and spread the pain over a wide area, bringing death to sleeping creatures as far as a mile away. The hideous dagger of bleached bone always strikes you as a critical hit, even if you would normally be immune to critical hits, and deals an additional two points of Constitution damage while leaving you stunned for five rounds.

You increase the base speed of several creatures within range. For the duration of the spell, all affected creatures have their base speeds increased by ten feet. Dash only affects land speed. It cannot increase, for example, speed while swimming or flying.

Sleeping creatures with less than six Hit Dice within a onemile radius must succeed at a Fortitude save (DC = 10 + damage dealt to caster) or die. Those that succeed, and sleeping creatures with more than six Hit Dice, awaken suddenly as if from a nightmare including the figure of Death attempting to slay them.

Material Component: A roadrunner feather.

Dea d Vine Armour

Focus: A masterwork dagger made of bone from a skeleton the caster previously animated.

Conjuration (Creation) Level: Brd 3, Drd 2, Sor/Wiz 3 Components: V, S, F Casting Time: 1 standard action Range: Touch Target: 1 creature touched Duration: 1 hour/level (D) Saving throw: Will negates (harmless) Spell Resistance: Yes (harmless)

Death Link Necromancy Level: Clr 4, Sor/Wiz 3 Components: V, S, M Casting Time: 1 standard action. Range: Close (25 ft. + 5 ft./2 levels) Target: Any 2 living creatures no more than 30 ft. apart Duration: 1 hour/level Saving Throw: Fortitude negates Spell Resistance: Yes

A mass of writhing, protective, blighted vines weaves around the target of this spell and remains in constant motion around the target’s body for the duration. The subject of a dead vine armour spell will gain an increase of +4 armour bonus to AC. In addition, the armour will sprout 1d4+1 long, writhing vine tentacles that can attack a single target during the recipient’s action. Each vine inflicts 1d2 crushing damage (slap) the vines use the base attack bonus of the recipient +4.

You create a metaphysical link between two creatures. Any injury suffered by one creature – hit point loss, ability damage or drain, negative levels and the like – is divided evenly between both subjects. If the damage cannot be evenly divided, the remainder goes to the individual who suffered the actual injury.

79

David Culliford (order #1969295)

Spells

Thus, if one subject is poisoned for five points of Constitution damage, he suffers three points of Constitution damage, while the other suffers two points. The second subject is entitled to any saving throws that might be permitted. In the above example, the second subject could attempt a Fortitude save, against the original difficulty, to resist the two points of Constitution damage. If one subject dies, the other must succeed at a Fortitude save or gain a number of negative levels equal to the character level of the creature that died (minimum one). If this subject successfully saves against death link at the time of casting, the spell fails. Material Component: A mixture of the blood of two different creatures, at least one of which must match the creature type of at least one of the subjects.

Decay Necromancy Level: Drd 2, Rgr 2 Components: V, S, M, XP Casting Time: 1 standard action Range: Touch Target: 1 Medium creature touched Duration: Instantaneous Saving Throw: Fortitude partial Spell Resistance: Yes

Defeat impediment covers you in an aura of softly glowing light. For the duration of the spell, you can cast spells normally when on planes specifically impeding particular types of magic. This spell does not allow you to cast spells in dead-magic areas, or avert the effects of wild zones.

Defy Death Necromancy Level: Clr 6, Sor/Wiz 6 Components: V, S, M, DF Casting Time: 1 standard action Range: Touch Target: 1 living creature Duration: 1 minute/level Saving Throw: None or Fortitude save Spell Resistance: No or Yes Defy death extends the subject’s threshold of death beyond –10 hit points. The spell extends the subject’s threshold by a number of hit points equal to the subject’s base Fortitude saving throw bonus. The spell does not enable the subject to function normally at –1 hit points or lower.

Non-animated corpses that you touch are instantly turned into a fine dust. The corpse can then no longer be magically animated or otherwise become undead. Thus, such spells as animate dead, control undead, create greater undead, and raise dead have no effect upon the corpse affected by decay. This spell does not interfere with resurrection. A nonanimated corpse gets no saving throw. The spell has no effect on living matter. If the spell is cast upon a skeleton, zombie, ghoul or any other corpse that has been raised as undead, the target must make a Fortitude save. If it fails, it is instantly turned into dust, as detailed above. If it succeeds, it suffers 1d4/two levels (maximum 5d4) points of damage. If the spell deals enough damage to destroy the undead corpse, the corpse turns to a fine dust and can no longer be animated or raised again as detailed above. If the spell does not inflict enough damage to destroy the undead, the spell has no further effect. Material Component: A fine powder made of dried seeds. XP Cost: 50 XP.

A creature whose threshold is extended can continue to make stability rolls until they reach their new threshold. Once the new threshold is reached, the subject dies. If the subject has –10 hit points or lower when the spell ends, it dies. A creature that can function normally with negative hit points due to a class ability, spell or feat, falls unconscious at –10 hit points and dies when its hit points reach the new threshold. Material Component: A miniature hourglass.

Defensive Barding Abjuration Level: Pal 1 Components: V, S, M Casting Time: 1 standard action Range: Long (400 feet + 40 ft./level) Effect: Copies armour bonus to a mount’s barding Duration: 1 hour/level Saving Throw: None Spell Resistance: No This spell copies the enhancement bonus from the paladin’s armour (and shield, if any) to any barding worn by the paladin’s mount. For example, if the paladin were wearing +3 full plate and carrying a +2 heavy steel shield, then defensive barding would give the mount’s barding a

Defeat Impe diment Universal Level: Clr 6, Drd 6, Sor/Wiz 6 Components: V

80

David Culliford (order #1969295)

Casting Time: 1 standard action Range: Personal Target: Caster Duration: 1 hour/level

Spells

Demon Flesh, Lesser

temporary enhancement bonus of +5. The bonus is lost if the paladin moves out of range of the effect (400 feet plus 40 feet/level). The mount must be wearing barding of some sort. Detect magic reveals both the spell affecting the barding as well as the magical signature of the paladin’s armour (and shield, if used).

Abjuration (Evil) Level: Blk 3, Clr 3, Sor/Wiz 3 Components: V, S, DF, M Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 min./level or until discharged Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

Deliver Message Enchantment (Compulsion) (Mind-Affecting) Level: Brd 5, Clr 5, Sor/Wiz 5 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: 1 creature Duration: 1 week/level or until discharged (D) Saving Throw: Will negates Spell Resistance: Yes

The creature touched gains damage reduction 5/cold iron and good for the duration of the spell. Once the spell has prevented a total of ten points of damage per caster level (maximum 100 points), it is discharged. Material Component: A bit of flesh from a demon.

Demon Flesh

You tell the subject to deliver a message to a third person. The subject is compelled to say exactly what you tell him to say the next time he encounters the other person. Until the message is delivered, the subject is compelled to find the person as if under the effect of a lesser geas spell.

Abjuration (Evil) Level: Clr 5, Sor/Wiz 5 This spell functions as lesser demon flesh, but grants the subject damage reduction 10/cold iron and good for the duration of the spell.

Although the subject knows he must fulfil his geas, he cannot actually recall the message until he has delivered it. Royalty often use this spell to deliver secret messages to their vassals. All of the effects listed in lesser geas involving the prevention of the target’s fulfilment of the geas apply to deliver message.

Demon’s Strength Transmutation Level: Blk 4 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 minutes/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

Deluge Conjuration Level: Clr 9, Drd 9, Water (Drowning) 9 Components: V, S, DF Casting Time: 1 minute Range: Long (400 ft. + 40 ft./level) Effect: 50 ft.-radius spread, 20 ft. high Duration: 1 round/level Saving Throw: Reflex half (see text) Spell Resistance: Yes

The subject becomes stronger. The spell grants a +4 profane bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls and other uses of the Strength modifier.

This spell causes a frigid flood of water to wash into the area of effect from a sparkling portal in mid-air. The water spreads out to the limits of the spell’s area of effect and then rises to a level of 20 feet, swirling violently all the while. Creatures that make their Reflex save are able to get to the surface of the water and stay there, suffering only half damage from the violent action of the water and the debris it crashes into them. Other characters immediately suffer a loss of 2d8 points of damage in the initial round and an additional, cumulative 1d8 hit points of damage each round thereafter. Thus, characters suffer 2d8 hit points of damage on the first round, then 3d8 hit points of damage in the second round, then 4d8 hit points of damage in the third round, and so on. When this spell ends, the water dissipates in a rainbow mist, leaving the affected area dry, if a bit disordered.

Despoil Necromancy (Evil) Level: Clr 9, Drd 9 Components: XP Casting Time: 1 standard action Range: 60 ft. Area: 60-ft. burst, centred on you Duration: Permanent and instantaneous Saving Throw: None and Fortitude half Spell Resistance: Yes This spell releases a burst of foul, life-destroying energy from the Negative Energy Plane. All land in the area of

81

David Culliford (order #1969295)

Spells

effect blackens and is forever ruined. The spell reduces all plants to cinders. Against plant creatures, the spell deals 1d6 per caster level (maximum of 20d6).

You determine whether a creature is under the effects of a charm person or charm monster spell. You can determine the exact spell with a DC 20 Wisdom check.

Despoil is equally effective against other opponents. Against living creatures (except Vermin, who are immune), the spell deals 1d8 per caster level (maximum of 10d8). Those killed by this blast, rise up as uncontrolled zombies 1d4 rounds later. All water on the despoiled land turns poisonous as if tainted with lich dust (see DMG for details). Finally, Necromancy spells cast in area affected by despoil are cast at +1 caster level and the DCs to save against their affects are at +1. A wish or miracle spell is needed to repair land ruined by this spell.

The spell can penetrate barriers, but one foot of stone, one inch of common metal, a quarter of an inch of lead or three feet of wood or dirt blocks it.

Detect Dimensional Disturbance Divination Level: Clr 2, Sor/Wiz 3 Components: V, S, DF Casting Time: 1 standard action Range: 60 ft. Area: Cone shaped emanation Duration: Concentration, up to 1 minute/level (D) Saving Throw: None Spell Resistance: No

Undead caught in the despoil spell’s burst heal all damage and gain maximum hit points based on their Hit Dice. For example, a Medium zombie who has 2d12+3 Hit Dice and 16 hp increases its hit point total to 27 because of this spell. XP Cost: 5000 XP.

As detect magic, except you can detect whether something has disturbed the barriers between the Material Plane and the rest. The effects that this spell detects include the spells ethereal jaunt, etherealness, gate, dimension door, blink, teleport (and all its variants), all summon spells, commune, contact other plane, astral projection, planar ally and so on. Supernatural and spell-like abilities that emulate these spells, like the ability to materialise from the Ethereal or Astral planes or those of incorporeal undead and spirits, also become evident to the caster.

Destroy the Unclean Evocation (Good) Level: Clr 9, Components: V, S Casting Time: 1 standard action Range: Medium (100 feet + 10 feet/level) Target: 1 evil outsider/round Duration: 1 round/level Saving Throw: Will negates (see text) Spell Resistance: Yes

The spell identifies what kind of effect pierced the barriers and also what kind of creature was responsible. In order to determine strength of the effect, as well as the time that can transpire between the dimensional disturbance and the casting of this spell, use the guidelines for detect magic.

When you point your finger at an evil outsider and speak the holy words whispered to you by servants of the divine, you consume the outsider utterly in an explosion of light and glory. Beings with less than ten Hit Dice get no saving throw against this effect. Those with 20 Hit Dice or more are not consumed, but instead suffer 10d6 points of holy damage if they fail their saving throw. Beings of god-like status remain immune to the effects of this spell.

Detect Disease Divination Level: Clr 1, Drd 1, Pal 1, Rgr 1, Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target or Area: 1 creature, one object or a 5-ft. cube Duration: Instantaneous Saving Throw: None Spell Resistance: No

Despite its name, this spell works equally well on devils, efreet and all evil outsiders. When the effects of this spell consume an evil outsider, they destroy it utterly and forever.

Detect Charm Divination Level: Brd 0, Clr 0, Pal 1, Sor/Wiz 0 Components: V, S Casting Time: 1 standard action Range: 30 ft. Area: Cone-shaped emanation Duration: Concentration, up to 1 min./level (D) Saving Throw: None Spell Resistance: No

You determine whether a creature, object or area has been diseased or is diseased. You can determine the exact type of disease with a DC 20 Wisdom check. A character with the Heal skill may try a DC 20 Heal check if the Wisdom check fails, or may try the Heal check prior to the Wisdom check. The spell can penetrate barriers, but one foot of stone, one inch of common metal, a thin sheet of lead or three feet of wood or dirt blocks it.

82

David Culliford (order #1969295)

Spells

3rd Round: By studying an individual target you can learn where and when he was marked, who cast the spell and a brief (approximately one paragraph) description of the nature of his crimes against the church (as set by the caster of the marking spell).

Detect Heresy Divination Level: Pal 2 Components: V, S, DF Casting Time: 1 standard action Range: 60 ft. Area: Cone-shaped emanation Duration: Concentration Saving Throw: Will negates Spell Resistance: Yes

Each round, you can turn to examine a new area. The spell can penetrate barriers, but will be blocked by one foot of stone, one inch of common metal, a thin sheet of lead or three feet of wood or dirt.

Detect Infraction

Only a character who publicly professes loyalty to the paladin’s religion or ethos, but in actuality holds beliefs opposed to the paladin will be detected by this spell. The amount of information detected depends on how long the character concentrates for.

Divination (Lawful) Level: Clr 1, Pal 1 Components: V, S Casting Time: 1 standard action Range: Personal Target: Caster Duration: Instantaneous

1st Round: Presence or absence of heresy. 2nd Round: Highest degree of heresy present, from minor objects to the paladin’s religion or ethos but does not actively work against it) to major (deliberately foments plots against the church).

Detect infraction tells you if a particular action is illegal by local laws, statutes, and customs. For instance, if you are considering removing a treasure from a tomb in the territory of a goblin tribe, detect infraction will tell you if grave robbing is considered a crime by that tribe. Note that detect infraction does not reveal the precise nature of the statute you may violate, nor the penalties for doing so. In areas uninhabited and unclaimed by any form of society, this spell does not function.

3rd round: Positions of individual heretics and their individual heretical degrees.

Detect Heretic Divination Level: Clr 0, Pal 1 Casting Time: 1 standard action Components: DF Range: 60 ft. Area: Cone shaped emanation Duration: Concentration, up to 1 minute/level (D) Saving Throw: None Spell Resistance: No

Detect Mischief Divination Level: Pal 1 Components: V, S, DF Casting Time: 1 standard action Range: 60 ft. Area: Cone-shaped emanation Duration: Concentration (up to 1 minute/level) Saving Throw: Will negates Spell Resistance: Yes

A number of spells like indelible mark allow priests to mark enemies of their faith. This simple ritual allows you to sense whether anyone in your vicinity bears the mark of heresy. By casting the spell, you can detect the presence of anyone who has been affected by anathema, ban or excommunicate – provided that the original spellcaster was a member of your faith. Everyone has different views on heresy, and you can only identify those who have been cut off from your church. The effects of the spell depend on how long you study a particular area:

This spell detects mischief – the desire to cause harm or inconvenience to the paladin in some fashion. The spell only detects thoughts of mischief that are currently active in the minds of targets – a thief who plans to steal the paladin’s horse would be detected by the spell, while an evil necromancer who plans to take over the world would not be detected unless he was specifically thinking on how to deal with the paladin. The spell detects those who think ill of the paladin instead of detecting universal malice or evil. The amount of information detected depends on how long the character concentrates for.

1st Round: The presence or absence of marked individuals. 2nd Round: The number and location of marked individuals, along with the level of mark (ban, anathema or excommunicate). If a heretic is out of your line of sight, you get a general sense of direction but not a precise location.

1st Round: Presence or absence of mischief. 2nd Round: Degree of mischief present, from minor (theft, ill regard, dislike) to major (intent to murder or harm).

83

David Culliford (order #1969295)

Spells

3rd Round: Positions of individual mischiefmakers and their individual levels of mischief.

Detect Outsider Divination Level: Blk 1, Clr 2, Pal 1, Sor/Wiz 2 Components: V, S, M, DF Casting Time: 1 standard action Range: 60 ft. Area: Cone-shaped emanation Duration: Concentration, up to 1 minute/ level (D) Saving Throw: None Spell Resistance: No You can detect the aura surrounding an outsider. The amount of information revealed depends upon how long you study a particular area. 1st Round: Presence or absence of outsider auras. 2nd Round: Number of outsider auras in the area and the strength of the strongest outsider aura present. If the strongest outsider’s alignment is opposed to your own, its aura is overwhelming (see below) and if the creature has Hit Dice of at least twice your character level, you are stunned for one round and the spell ends. 3rd Round: The strength and location of each outsider aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.

Detect Spirits

Aura Strength: The Hit Dice of the outsider creature, as given on the following table, determines the strength of an outsider’s aura:

Divination Level: Clr 1, Drd 1, Rgr 2, Sor/Wiz 2 Components: V, S, M, DF Casting Time: 1 standard action Range: 60 ft. Area: Cone shaped emanation Duration: Concentration, up to 1 minute/level (D) Saving Throw: None Spell Resistance: No

Detect Outsider HD

Strength

1 or lower

Faint

2–4

Moderate

5–10

Strong

11 or higher

Overwhelming

You can detect the presence of active and latent spirits within range. The amount of information revealed depends on how long you concentrate on a particular area:

Each round, you can turn to detect outsiders in a new area. The spell can penetrate barriers, but one foot of stone, one inch of common metal, a thin sheet of lead or three feet of wood or dirt blocks it.

1st Round: Presence or absence of spirits. 2nd Round: Number of different spirits and the spell level of the strongest spirit.

Material Component: A pinch of powdered iron and silver.

84

David Culliford (order #1969295)

Spells

3rd Round: The strength and location of each spirit. If the spirits are in line of sight, you can make Knowledge (spirits) checks to determine the domain to which each spirits belong. Make one check per spirit at DC 15 + spirit’s spell level.

creatures within the area of effect suffer take 1d6 points of negative energy damage per caster level of damage (10d6 max; Reflex save for half ) and leaves behind an area of darkness equal to that left by a deeper darkness spell for one round/caster level. As a negative energy based spell, undead within the area of effect are healed instead of damaged and creatures protected against negative energy damage suffer no ill effects.

This spell does not detect the presence of spirits that currently possess a creature inside the area. Material components: A small piece of fur.

Creatures slain by a devouring darkness spell rise in 1d4+2 rounds as a shadow. The newly risen shadow is not under the caster’s control and is as likely to attack its creator as it is any other nearby creatures

Detect Transformation Divination Level: Clr 2, Sor/Wiz 2 Components: V, S, F Casting Time: 1 standard action Range: 60 ft. Target: Cone-shaped emanation Duration: Concentration, up to 10 minutes/level (D) Saving Throw: None Spell Resistance: No

Dig Through Earth Transmutation Level: Clr 2, Drd 2, Sor/Wiz 2 Components: V, S, M, DF Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: Up to one 20 ft. by 20 ft. by 20 ft. cube Duration: Instantaneous Saving Throw: See text Spell Resistance: Yes (see below)

By casting this spell and focusing your attention (in the same manner as a detect evil spell), you can determine if there is anyone within range who possesses a natural ability, spell-like power or class feature that grants the ability to change their shape. This includes druids, outsiders with form-altering spell-like abilities, lycanthropes, doppelgangers and so on. The ability to cast polymorph spells as an arcane or divine spellcaster does not by itself qualify someone as a shapechanger.

This spell instantly clears out a section of earth and piles the remains nearby. The area cleared can be up to a 20 foot by 20 foot by 20 foot cube or a 10 foot by 10 foot by 40 foot area. A smaller area can be designated as well. The dirt cleared is piled nearby, creating evidence of what has occurred. You may affect any earthen material with a hardness of 5 or less.

Use the chart for detect evil listed under the spell of the same name in the PHB, assuming that all shapechangers are detected at base Hit Dice with no modifications. Substitute the word ‘shapechanger’ for evil where appropriate.

If used against a creature with the Earth subtype, this spell deals 2d6 points of damage + 1 per caster level (max +10). A successful Fortitude save negates the damage entirely.

Focused Effect: Add a 4th round effect to the listing; 4th Round: Type of power granting each detected aura its ability to change shape (class ability, spell-like ability, supernatural ability and so on).

Material Component: A lump of clay moulded into the shape of a shovel.

Focus: A 100 gold piece value moonstone.

Transmutation Level: Drd 3, Rgr 2 Components: V, S, M Casting time: 1 standard action Range: Touch Target: Animal Companion Duration: 1 round/level (D) Saving Throw: Will Negates (harmless) Spell Resistance: Yes

Dire Rage (Companion)

Devouring Darkness Evocation Level: Clr 5, Sor/Wiz 5 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft + 10 ft./level) Area: 20-foot radius Duration: Instantaneous and see text Saving Throw: Reflex half (see text) Spell Resistance: Yes

You tap into the unbridled primeval heritage that dwells deep within the animal. Dire rage may only be cast on your companion creature. The animal takes on a feral appearance and its muscles throb with adrenaline. Dire rage releases a prehistoric nature imbuing the animal with ferocity and physical prowess. The animal temporarily

You create a blast of negative energy that damages living creatures and leaves behind an area of darkness. Living

85

David Culliford (order #1969295)

Spells

3rd Round: If the creature has class levels, to what class or classes they come from, and if there are arcane.

gains a +6 bonus to Strength, a +6 bonus to Constitution and a +3 morale bonus on Will saves, but he takes a –2 penalty to Armour Class for the duration of the spell. The increase in Constitution increases the animal’s hit points by three points per hit dice, but these hit points go away at the end of the spell when its Constitution score drops back to normal. These extra hit points are not lost first the way temporary hit points are. While under dire rage, an animal cannot use any Charisma-, Dexterity- or Intelligence-based skills (except for Balance, Escape Artist and Intimidate. When the spell ends, the animal reverts back to normal and is considered fatigued as its body readjusts.

Discern Lycanthrope Divination Level: Clr 3, Drd 3, Rgr 3, Sor/Wiz 3 Components: V, S, M, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: 1 creature/level Duration: Concentration, up to 1 round/level (D) Saving Throw: Will negates Spell Resistance: No

Dirge of the Walking Dea d Necromancy Level: Brd 2, Clr 3 Components: V Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: 1 living creature Duration: Concentration, up to 1 round/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

Each round you concentrate on one subject, who must be within range. You know if the subject is a lycanthrope or not, regardless of its current shape (humanoid, hybrid or animal). You can determine the exact type of lycanthrope with a DC 20 Wisdom check. A character with the Knowledge (nature) skill may try a DC 20 Knowledge (nature) check if the Wisdom check fails, or may try the Knowledge (nature) check prior to the Wisdom check. Each round you may concentrate on a different subject.

By means of this spell, you enable one living creature within range to continue to act normally even if its hit points have been reduced to zero or below. If you are somehow rendered unable to sing (or pray for clerics), the spell is negated immediately.

Material Component: A bit of fur or flesh from a lycanthrope.

Discern Tree Divination Level: Drd 2 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: 1 plant Duration: Instantaneous Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

When the spell is negated, the target does not suffer any additional damage, but immediately suffers the effects appropriate to its current hit point level (meaning, usually, that he is unconscious and slowly bleeding to death). If your target is reduced to –10 or fewer hit points, it dies immediately even if under the influence of this spell.

Discern Aura

This spell allows the caster to instantly identify a plant’s nature. Information about the plant includes if it is sentient, magical, enchanted (has spells cast upon it), is the home of a dryad or anything out of the ordinary.

Divination Level: Clr 1, Drd 0 Components: V, S, DF Casting Time: 1 round Range: Close (25 ft. + 5 ft./level) Target: 1 living creature Duration: Concentration Saving Throw: None Spell Resistance: No

Discern True Form Divination Level: Drd 4, Rgr 3 Components: V, S Casting Time: 1 standard action Range: Personal Target: Caster Duration: 1 hour/level

You can see the aura that surrounds all living beings, and can read from it the target creature’s health. The amount of information revealed depends on how long you concentrate on a particular target:

The caster of this spell gains the ability to see through wild shape, polymorph self and similar shapeshifting abilities. The druid does not see the creature’s original form but he does immediately know what type of creature he is looking at, even if the creature currently resembles another

1st Round: A creature’s total and remaining hit points. 2nd Round: The creature’s total Hit Dice and/or class levels.

86

David Culliford (order #1969295)

Spells

type entirely. For example, a human wizard currently polymorphed into a bird would reveal himself to the caster of this spell as a humanoid (human) instead of an animal (avian). This spell functions so long as the druid can see the creature.

Casting Time: 1 standard action Range: 10 ft. Area: All allies within a 10 ft. radius, centred on you. Duration: 1 hour and see text Every ally within ten feet gains the paladin’s immunity to fear for one hour, making them immune to normal and magical fear. If cast while an ally within ten feet is suffering from a magical fear effect, that ally instead gets a new saving throw with a +8 bonus to the roll.

Disguise d Spel l Illusion (Pattern) (Mind-Affecting) Level: Clr 3, Sor/Wiz 3 Components: V, S, M Casting Time: 10 minutes Range: Touch Target: 1 scroll Duration: Permanent or until discharged Saving Throw: Will negates Spell Resistance: Yes

Dispel fear counters and dispels cause fear or fear.

Disruptive Might Necromancy (Good) Level: Clr 2, Pal 2 Components: V, S Casting Time: 1 standard action Range: Personal Target: Caster Duration: 1 round/level (D)

This rather unusual and chaotic spell is usually used to trap scrolls for the unwary. Disguised spell masks the true nature of the spell on the scroll, causing the reader to believe it is something else. Any spell of 3rd level or lower can be disguised to appear as any other 3rd level or lower spell.

You infuse your body or weapon with positive energy. For the spell’s duration, any undead that you strike with a melee attack must make a Will save or be turned for 1d6 rounds. Any undead whose Hit Dice are less than ½ your level that you strike with a critical hit must also make a Fortitude save or be destroyed. Check to confirm any critical hit threatened even though undead are normally immune to critical hits.

The moment a reader attempts to decipher the scroll in preparation for future casting he must make a Will save. Failure means that he believes the illusion and does not recognise the true spell written on the scroll. Success means that he has discovered the true spell hidden in the illusion and can use the scroll normally. A favourite of evil clerics is to disguise inflict spells as cure spells and a favourite of arcane casters is to disguise fireball for mage armour or shield (meaning that the fireball detonates right on the unsuspecting caster and all those around him).

Disruption Wave Evocation (Good) Level: Clr 7, Sor/Wiz 7 Components: V, S, M, DF Casting Time: 1 standard action Range: 60 ft. Area: Cone shaped burst Duration: Instantaneous Saving Throw: Fortitude partial Spell Resistance: Yes

Disguised spell must be cast at the time the actual spell is placed on the scroll; it cannot be added later.

Disguise d Spel l , Greater Illusion (Pattern) (Mind-Affecting) Level: Clr 5, Sor/Wiz 5 Components: V, S, M Casting Time: 10 minutes Range: Touch Target: 1 scroll Duration: Permanent or until discharged Saving Throw: Will negates Spell Resistance: Yes

Disruption waves creates a cone of positive energy that originates from your hands and extends outward toward your opponents. The disruption waves harm only undead creatures as it fills them with positive energy, disrupting the negative energy which fuels them.

As disguised spell, except that any spell of 5th level or lower can be disguised to appear as any other 5th level or lower spell.

An undead creature struck by the disruption wave must succeed a Fortitude save or be destroyed. If the save is successful, a disruption wave still deals 1d8 points of damage per level (maximum 15d8) to any undead struck.

Dispel Fear

Material Component: A small glass marble.

Abjuration Level: Pal 2 Components: V, S

87

David Culliford (order #1969295)

Spells

Distil Water

You surround the subjects with a magical aura that helps protect them from harm. The subjects gain a +4 resistance bonus to one saving throw type, chosen by you upon casting the spell. A person may have more than one active divine aegis, but each must apply to a different saving throw.

Transmutation Level: Drd 2, Clr 2 Components: V, S, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: 20 ft. radius spread Duration: Instantaneous Saving Throw: Fortitude, half Spell Resistance: No

Divine Flame Evocation Level: Drd 1, Pal 1, Rgr 1 Components: V, S, M Casting Time: 1 standard action Range: Touch Effect: A burning flame on the end of a torch Duration: 1 round/level Saving Throw: No Spell Resistance: Yes

You are able to remove the salt from seawater, transforming it into fresh drinking water. If cast into a huge body of seawater, the freshwater is quickly diluted and lost in a single round but any sea creature caught within the area of effect during this time will immediately suffer 2d6 points of damage (a successful Fortitude save halves this damage) as freshwater is poisonous to them. If the spell is cast into seawater within a container, then the drinking water will remain fresh.

This spell lights a torch with a burst of powerful, divine fire. The flame can be used by the caster as a touch-attack weapon that deals 1d6 points of fire damage, 2d6 points to an undead creature.

Distract Vermin

It can also be used (once) as a ranged weapon with a range increment of ten feet. Using the flame as a ranged weapon ends the spell. The brand counts as a blessed weapon against those creatures (such as some fiends) with a special weakness to them and strikes incorporeal undead with no miss chance.

Illusion (Figment) Level: Brd 1, Drd 1 Components: V, M Casting Time: 1 standard action Range: Medium (100 ft.+10 ft./level) Targets: Vermin within 20 ft. of each other Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes

Material Component: A torch.

Divine Guidance

This spell creates a small zone of steady, faint light near the eyes of vermin. This light causes the vermin to lose track of the motion around them, rendering them dazed for one round per caster level. No two subjects may be more than 20 feet apart. The maximum number of Hit Dice of vermin you can affect is equal to 2d4 + caster level.

Divination Level: Clr 3 Components: V, S, DF Casting Time: 1 hour Range: Personal Target: Caster Duration: Instantaneous

The affected creatures remain where they are and do not attack or flee. They are not helpless and defend themselves normally if attacked. Any direct attack breaks the spell on the assaulted creatures.

You ask a single question regarding a choice of action that you or a specifically named other creature could conceivably take in the next week and learn whether it is something your god would like to see done. The answer is always yes or no (or no answer), so you must phrase your question appropriately.

Material Component: You must have a thin sheet of mica.

Divine Aegis

For example, you could ask, ‘Is it your will that I launch an attack on the temple of Orcus?’ or, ‘Would it honour you if Warall the fighter broke the Tablets of Understanding?’ or, ‘Shall I build your new temple on the east side of Mount Edderal?’ Vague questions such as ‘Should I try harder to find the lost scroll?’ or ‘Do you like it when we occasionally spare your enemies?’ receive no answer.

Abjuration Level: Clr 1 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Up to 1 creature touched per 3 caster levels Duration: 10 minutes/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

88

David Culliford (order #1969295)

Spells

Divine Sovereignty

There is only a small chance that your god cares whether or not the action takes place. If the deity has no opinion, this spell offers no guidance. The percentage chance of gaining an answer is equal to the Hit Dice of the creature taking the potential action plus one or more of the following modifiers:

Enchantment (Compulsion) (Mind-Affecting) Level: Blk 4, Pal 4 Components: V, S, DF Casting Time: 1 round Range: Personal Target: Caster Duration: 1 hour/level (D)

Modifier Condition +5%

The action directly affects a cleric of the god of level 1–5.

+10%

The action directly affects a cleric of the god of level 6–12.

+15%

The action directly affects a cleric of the god of level 13+.

+15%

The action significantly affects a temple of the god.

+10%

The action significantly affects a temple of an enemy god.

+10%

The action directly affects a cleric of an enemy god of level 10+.

+10%

The action directly affects more than 100 intelligent creatures important to the god.

+10%

The action directly affects a magic item, artefact or other object important to the god.

For the duration of the spell, all creatures with four Hit Dice or less within 300 feet view you as their legitimate ruler and obey you as they would their sovereign king. Because this spell only affects how you are viewed by onlookers, and does not directly control their behaviour, lawful creatures tend to be much more obedient than chaotic creatures. Paladins use this spell to nullify the influence of illegitimate, evil rulers over innocent populace while blackguards use this to usurp rule and use unwitting people to their own end. Using this spell to overrule a legitimate ruler is an unlawful act and against the paladin code of conduct.

Dol phin Fins Transmutation Level: Drd 2, Clr 2 Components: V, S, DF Casting Time: 1 standard action Range: Close Target: Touched creature Duration: 2 minutes/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

Games Masters should remember that will of the gods differs from commune in that it asks questions of opinion, not questions of fact. A deity may not be all knowing and may encourage an action that does not work out for the best. A deity might be biased and want to see an action undertaken that helps itself but not the mortal undertaking the action.

You grant upon a creature the ability to feel at home within the water. The hands and feet of the target become webbed and they are able to see underwater as normal. All Swim skill checks are made at +20 for the duration of the spell. This spell does not provide the ability to breathe underwater, only the ability to swim more effectively. The target of the spell must be in the water already for the spell to take effect.

Divine Heart Necromancy Level: Clr 2 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: 10 minutes/level Saving Throw: None Spell Resistance: Yes (harmless)

Dol phin Fins, Mass Transmutation Level: Drd 6, Clr 7, Sea 6 Components: V, S, DF Casting Time: 1 standard action Range: Close Target: 1 creature/level no 2 of which may be more than 30 ft. apart Duration: 1 hour/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

This spell is prized by good-aligned clerics for its ability to protect against fear effects, allowing them to attempt even more heroic deeds. Divine heart makes the subject immune to all fear effects, both magical and mundane.

Functions as the spell dolphin fins except it affects one creature per caster level.

89

David Culliford (order #1969295)

Spells

Draw on Faith

The focus component for this spell is a wizard’s spellbook. When the spell is cast, the book must be hurled into a body of water at least six fathoms (36 feet) deep. The water ripples with a sudden burst of Abjuration magic. The book becomes the centre of a potent magical defence – if any of the spells contained in the book is cast within the spell’s area of effect, the book automatically counterspells it. The book can counter up to ten spells per level of the caster per day, but can only counterspells contained in the book. The drowned book is the heart of this delicate spell – if it is touched or moved, the spell is instantly broken.

Conjuration (Summoning) Level: Clr 1, Pal 1 Components: V, S, DF Casting Time: 1 round Range: Personal Effect: Surge of divine power. Duration: Until expended or 1 minute Upon casting this spell, you receive a surge of divine energy that grants you a +1 competence bonus on any one attack roll, saving throw or check you make in the next minute. You must decide if you will use the bonus before you make the die roll. For every four caster levels beyond 1st, you get an extra +1 bonus (so +2 at 5th level, +3 at 9th level and so on) to a maximum of +5 at 17th level.

A side effect of the spell preserves the book from damage and keeps it from moving with the tides. This spell costs the caster 100 XP per spell per level, in addition to the focus component of the jewelled chain. This spell can also be cast with a standard action casting time, without the chain, but this costs 500 XP per spell level instead.

Drown

Material Component: 1 pint of blood from an arcane spellcaster.

Conjuration (Creation) (Water) Level: Clr 5, Drd 5, Sor/Wiz 5 Components: V, S, M, DF Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: 1 creature Duration: 1 round/level (D) Saving Throw: Fortitude partial Spell Resistance: Yes

Focus: Drown this book certain fathoms deep has two foci. The first is the book to be drowned. The second is a jewelled chain to bind and weigh down the book. This chain costs 1,000 gp per spell per level contained in the book – a spellbook containing fireball, teleport, scry and dispel magic would require a chain costing 3,000 gp for the 3rd level fireball, 3,000 gp for dispel magic, 4,000 gp for scrying, and 5,000 gp for teleport for a total cost of 15,000 gp (as well as 1,500 XP). More links can be added to a chain so it can be reused for a bigger casting of drown this book certain fathoms deep.

You create a volume of water around your target’s head or other respiratory organs. The creature must make a Fortitude save every round to hold its breath against the magically conjured water, and each round after the first the DC increases by +1. If the creature fails a save, its hit points drop to zero; starting the next round, they drop by –1 per round as the creature slowly drowns. You can dispel the effect at any time, and the creature stabilises automatically if the effect ends before it dies. Creatures that do not breathe or that can breathe water are completely unaffected.

Drowning Poison Transmutation Level: Clr 9, Drd 8, Healing (Antivenin) 9, Poison (Artificial Poison) 9 Components: V Casting Time: 1 standard action Range: 100 ft. Area: 100 ft. radius burst centred on caster Duration: Instantaneous Saving Throw: Fort negates Spell Resistance: Yes

Material Component: A few drops of water.

Drown This Book Certain Fathoms Deep Abjuration Level: Clr 7, Sor/Wiz 8 Components: V, S, M, F, XP (see below) Casting Time: 1 day Range: Touch Area: A zone 1 mile in radius Duration: Permanent (or until broken) (D) Saving Throw: None Spell Resistance: No

When this spell is cast, any creature within the area of effect of ten Hit Dice or less and is this carrying poison or has a natural poisonous attack must make an immediate Fortitude save or die as the very poison it intends to use suddenly fills its veins to overflowing. If the creature’s save is successful, it suffers no damage but any poison on or within its body is rendered inert for a period of 48 hours, after which it returns to normal potency.

90

David Culliford (order #1969295)

Spells

Drums of the Righteous

Earth Born

Enchantment (Good, Sonic) Level: Brd 2, Combat 3, Pal 2 Components: V, S, F, DF Casting Time: 1 standard action Range: 30 ft. Area: All allies within 30 ft. Duration: 1 round/level Saving Throw: None Spell Resistance: Yes (harmless)

Enchantment Level: Drd 7 Components: V, S, M Casting Time: 1 standard action Range: Personal Target: Caster Duration: 1 minute/level This spell turns the caster into a walking incarnation of the earth. His features become a little sharper and more angular, and his skin and hair take on a grey-brown tone. While this spell is in effect, the caster gains damage reduction 15/adamantine and is immune to damage from spells of 3rd level or lower. The caster’s movement rate is also reduced by one-third (rounded down), and he cannot be affected by a haste spell.

When you cast drums of the righteous, a steady beat of drums begins, emanating from you. The drums grant all allies within 30 feet a +1 luck bonus to attack rolls. It also causes all evil creatures within 30 feet to gain a –1 luck penalty to attack rolls. If a paladin within the area of effect successfully smites evil, they gain a +2 luck bonus to damage on the smite, the drums get louder, and the bonus and penalty to attack rolls granted by this spell is increased by one, up to a maximum of +4/–4. The bard version of this spell is called drums of victory.

Material Component: 400 gp worth of gemstone dust.

Earth’s Reinforcement Transmutation Level: Drd 3 Components: V, S Casting Time: 1 standard action Range: Touch Target: 1 living creature touched Duration: 1 minute/level Saving Throw: Will negates Spell Resistance: Yes

Focus: A small drum.

By summoning the inner strength of the target, this spell allows a creature to continue to function for a time after they normally would have been laid low. For the duration of the spell, if the target ever drops to zero (or lower) hit points, or would be knocked unconscious or even immediately killed, he instead may continue to move and act normally for the duration of the spell. This effect is broken if the target is reduced to –50 hit points. If the creature’s hit points are less than –10 when the spell ends the creature dies.

Earth’s Teeth Conjuration (Creation) (Earth) Level: Drd 7 Components: V, S, M Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Effect: Causes marble columns to rise from the earth Duration: 1 day/level Saving Throw: Reflex negates Spell Resistance: No This spell causes 2d6 great marble columns to instantly rise from the ground. The columns are very slim cones, resembling human canine teeth or menhirs. Anyone

91

David Culliford (order #1969295)

Spells

Effect: Earthen maw that fills a 5-ft. cube Duration: 1 round/level (D) Saving Throw: None Spell Resistance: No

standing over the spot where a column erupts is impaled on the column, suffering 3d10 points of piercing damage, and then another 2d6 points of impact damage if he falls the 20 feet to the ground. The menhirs can be arranged in a circle, a row or two rows according to the caster’s desires. The columns rise to a height of 20 feet, and after the duration they are sucked back down into the earth.

You transmute a section of the ground into a gaping maw. The spell affects normal earth, such as sand, clay or stone, but not wood or metal. The maw tries to bite any creature standing on or stepping into the square where you create it (including you or your allies), attacking by making an opposed grapple check as a Large creature with a Strength score of 15 (grapple bonus +6). For every three caster levels beyond 3rd, the maw’s Strength score increases by +1, to a maximum of 21 at 12th level.

Material Component: A small cone crafted out of marble.

Earthen Blast Evocation (Earth) Level: Drd 1, Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: 15 ft. Area: Cone-shaped burst Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes

The maw does not make an initial touch attack, but rather automatically grabs and tries to establish a hold. If the maw successfully establishes or maintains a hold, it deals 1d6 points of bludgeoning damage plus its Strength bonus (lethal or nonlethal damage at your option, decided upon when the spell is cast).

A cone of earth, rock and dirt shoots from your fingertips. Any creature in the area of the blast takes 1d4 points of damage per caster level (maximum 5d4). If the creature fails its Reflex save, it is stunned for one round.

The maw can grab or hold only one creature at a time, but it makes a new grapple check each round in your turn once it has seized a creature. If it succeeds with a second grapple check against a Medium or smaller creature, the maw swallows it, dealing another 1d6 points of damage. There is no air inside the maw, and a swallowed creature automatically takes 1d6 points of damage each round until the spell ends or it manages to escape by winning an opposed grapple check (but is still grappled even if it succeeds). The maw can hold one Medium, two Small, four Tiny, eight Diminutive or 16 Fine creatures, and can grapple (but not swallow) other creatures even when it is full.

Earthen Wave Transmutation (Earth) Level: Drd 4, Sor/Wiz 4 Component: V, S, M Casting Time: 1 standard action Area: 5 ft. line, 30 ft. long Duration: Instantaneous Saving Throw: Reflex partial Spell Resistance: No

Creatures still in the maw when the spell ends are expelled from the earth, taking an additional 1d6 points of damage. The maw itself is impervious to damage, but anything that destroys the five-foot cube of earth ends the spell and frees any creature held inside. A stone shape counters and dispels earthmaw, and a transmute rock to mud effect cast on the earthmaw’s square ends the spell but leaves any formerly trapped creatures submerged in the mud.

You strike the earth with enough magical force to send a wave through the ground away from you in a straight line. The five foot wide line extends as far as 30 feet, potentially knocking anyone in the area off their feet. Creatures within the area take 5d6 points of physical damage from the flying rock and soil and must succeed at a Reflex save to remain standing. Those that fail their save are knocked prone.

Material Component: A fossil tooth or soapstone carving of a gaping mouth.

Creatures with the Earth subtype are not knocked prone by this spell and take only half damage. This spell can only be cast in an area of natural stone or earth – it does not function on worked stone.

Earthwalk Transmutation (Earth) Level: Drd 7, Sor/Wiz 7 Components: V, S, M, DF Casting Time: 1 standard action Range: Personal Target: Caster Duration: 1 hour/level (D)

Earthmaw Transmutation (Earth) Level: Drd 2, Sor/Wiz 2 Components: V, S, M, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels)

92

David Culliford (order #1969295)

Spells

You transform a willing creature into something with a near elemental nature converting it to subtype Cold or Fire giving it new immunities and weaknesses (see below). A creature can only possess one subtype; casting of this spell on a creature already possessing one of the above subtypes automatically fails.

When you cast this spell, you gain a burrow speed equal to your land speed, enabling you to pass through stone, dirt or almost any other sort of earth except metal as easily as a fish swims through water. You can breathe normally while passing through earth, and your burrowing does not leave behind any tunnel or hole, nor does it create any ripple or other sign of your presence. However, a move earth spell cast on the area where you are burrowing flings you back 30 feet, stunning you for one round unless you succeed on a DC 15 Fortitude save.

Once a creature has a new subtype it can only be removed with a limited wish, wish, miracle or similar magic. The subtypes that can be conferred with an elemental cloak and the abilities added to the creature that receives that subtype are listed below:

You can transport your familiar, an animal companion or cohort of up to Tiny size, or any intelligent magic items you carry when burrowing. If this spell ends while you are still encased in earth or stone, you instantly move to the nearest space that can safely hold you.

Cold Subtype: immunity to cold damage, takes 50% more damage from fire-based spells whether or not a save is allowed. Fire Subtype: immunity to fire damage, takes 50% more damage from cold-based spells whether or not a save is allowed.

Material Component: A small ploughshare or spade.

Electrical Storm Evocation (Electricity) Level: Drd 7, Sor/Wiz 8 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: Burst, centred on you, with a radius of 60 ft. Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes

A creature with the new subtype is not considered an elemental and does not gain any additional immunities. It does not gain an ‘outsider type’ and can still be raised, or resurrected just as it could before having its subtype changed. XP Cost: 2,500 XP worth of life energy is required to make the transformation.

Elemental Scimitar

You release a powerful burst of electricity in all directions away from you. Each creature within the area takes 1d6 points of electrical damage per caster level (maximum 20d6).

Evocation Level: Drd 6 Components: V, S, DF Casting time: 1 standard action Effect: Scimitar-like blade Duration: 1 min./level (D) Saving Throw: See below Spell Resistance: Yes

The electrical storm sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the burst may continue beyond the barrier if the spell’s range permits; otherwise, it stops at the barrier just as any other spell effect does. Material Component: A bit of fur sprinkled with powdered steel and a rod made from amber, crystal or glass.

This spell calls forth a weapon comprised of elemental energy. There are four variations of this spell and you may freely switch between these as a free action at the beginning of your turn. These weapons strike with a +3 bonus to attack but not to damage.

Elemental Cloak

Each of the four versions has different powers depending on their nature.

Transmutation Level: Clr 7, Drd 6 Components: V, S, XP Casting Time: 10 minutes Range: Touch Target: Willing creature touched Duration: Permanent Saving Throw: None Spell Resistance: Yes

Scimitar of Air: This translucent weapon acts as a brilliant energy scimitar ignoring non-living armour and dealing 2d6 points of damage on each successful hit. Once per round while wielding this weapon you can deflect a single ranged attack so that you take no damage or effect from it. The scimitar of air does not deflect massive ranged weapons, but does harmlessly deflect arrows, crossbow bolts and magical ranged attacks such as acid arrow, and other ranged touch or ray attacks.

93

David Culliford (order #1969295)

Spells

Scimitar of Earth: This dull-grey blade deals 3d6 points of damage to any opponent in contact with solid ground. In addition, an opponent struck by the scimitar of earth must succeed a Fortitude save or temporarily be turned to stone. Each round on its turn, the subject may attempt a new saving throw to end the effect. This is a full-round action and does not provoke attacks of opportunity. This effect ends with a successful saving throw. If the creature does not succeed at a saving throw, they return to flesh at the end of the spell’s duration.

Earth: Moves at half its base speed but gains a +4 natural armour bonus to AC and gains a damage reduction 5/—. Suffers a –2 penalty to saves against air-based attacks. Fire: Every melee or unarmed attack does 1d6 points of additional fire damage and gains a damage reduction of 5/magic. Suffers a –2 penalty to saves against water-based attacks. Water: Swims at double its speed and ignores all penalties for fighting underwater. Can breathe as if benefiting from the water breathing spell and gains damage reduction 5/—. Suffers a –2 penalty to saves against fire-based attacks.

Scimitar of Fire: This fiery weapon is equivalent of a flame burst scimitar. It deals 1d6 points of damage and 1d6 points of fire damage. On a successful critical hit (18–20), the scimitar deals additional 1d10 points of fire damage. This fire does not harm you. Furthermore, a creature struck must succeed at a Reflex saving throw or catch fire for 1d4 rounds. The fire deals 1d6 points of damage per round, but may be extinguished normally.

The creature can return to normal at will before the spell ends but cannot take the elemental shape again. Casting this spell on an elemental of the opposite element does 3d6 points of damage to it. When you use this spell to transform a creature into an air, earth, fire or water creature, it is a spell of that type. For example, transforming a creature into water means you cast a water spell.

Scimitar of Water: This wavy blue blade is equivalent of an acid burst scimitar. It deals 1d6 points of damage and 1d6 points of acid damage. On a successful critical hit (18–20), the scimitar deals additional 1d10 points of acid damage. Once per round, the blade may discharge up to four globs of acid at 120-foot range. You decide the number of globs ejected and multiple targets maybe selected. The balls deal 1d6 points of acid damage and maybe combined: one orb deals 4d6 points of acid damage, two orbs deal 2d6 points of acid damage each or any variation there of. Each individual orb requires a successful ranged attack.

Material Component: A fan (air), a fistful of sand (earth), dry tinder (fire) or a few drops of water (water).

Elik Divination Level: Brd 2, Rgr 2 Components: V Casting Time: 1 standard action Range: Personal Target: Caster Duration: 10 minutes/level (D)

The weapon can only be wielded by the caster and, if sundered, reforms or returns to its normal form on your next turn.

Similar to the see invisibility spell, elik allows the caster to see any objects or beings that are invisible, astral or ethereal, as if they were normally visible. The spell does not reveal the method used to obtain invisibility, though an astral traveller is easy to identify if he has a silver cord. It does not reveal illusions or enable the caster to see through opaque objects. It does not reveal creatures that are simply hiding, concealed or otherwise hard to see.

Elemental Shape Transmutation (see text) Level: Clr 3, Drd 4, Sor/Wiz 3 Components: V, S, M, DF Casting Time: 1 standard action Range: Touch Target: 1 creature Duration: 10 minutes/level (D) Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless)

Encase in Amber Conjuration (Creation) Level: Drd 6 Components: V, S, M Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Target: 1 creature of Large size or smaller Duration: Instantaneous Saving Throw: Reflex negates Spell Resistance: Yes

You can transform a creature’s body, including your own, into pure elemental matter. The target of this spell retains all its special attacks and abilities, including spellcasting, and gains some of the abilities of the element it transformed into: Air: Flies at double its base speed with perfect manoeuvrability. Can squeeze through narrow spaces and gains a damage reduction of 5/magic. Suffers a –2 penalty to saves against earth-based attacks.

The druid brings a prison of amber into existence around the target, encasing him for all time in the shell. The target cannot move or talk and begins to suffocate. The target creature can hold his breath for a number of rounds equal to

94

David Culliford (order #1969295)

Spells

Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

twice his Constitution score. After this time, the character must make a Concentration or Autohypnosis check (DC 10) every round in order to continue holding his breath. Each round, the difficulty class increases by one.

This spell allows a creature with a special vulnerability to bright light to withstand light as bright as sunshine without suffering any penalties. A drow under the effects of endure the light, for example, would not be blinded or dazzled when exposed to bright light. This does not eliminate any effects that exceptionally bright light would have on creatures with a vulnerability to bright light (for example, any light that would adversely affect a human will also affect a creature under the effects of endure the light), nor does it eliminate any damage from a light-based attack. Undead with a vulnerability to sunlight, such as vampires, gain no benefit from this spell.

When the character finally fails his Concentration or Autohypnosis check, he begins to suffocate. In the first round, the character falls unconscious and drops down to zero hit points. In the following round, the character starts to die, dropping to –1 hit points. On the third round, the target’s life is extinguished. Once dead, the target’s body is perfectly preserved in the amber. The amber shell has an effective Armour Class of 15 (–5 Dexterity, +10 natural). The shell has 100 hit points and a hardness of 20. A character can only escape once all the hit points have been destroyed. From inside only, a character may attempt a Strength check (DC 35) to break out of the shell. The character may attempt this check once each round but the difficulty class increased by +1 per failed attempt.

Enrich Soil Transmutation (Earth) Level: Drd 5, Clr 7 Components: V, M Casting Time: 10 minutes Range: Touch Area: 100 square ft./2 levels Duration: 1 year/2 levels Saving Throw: None Spell Resistance: No

Incorporeal creatures are immune to encase in amber. Material Component: The sap from a conifer tree.

Enchant Ram

You call upon the forces of nature to bring minerals and other materials into the soil and earth of a limited area in order to support plant growth. This spell does not create water for the area, nor does it conjure plant life. It does make the soil fertile for plants natural to the area. Overuse of this spell can create imbalances in nature drawing the wrath of powerful druids and deities so its use is generally somewhat limited.

Transmutation Level: Clr 6 Sor/Wiz 6 Components: V, S, F Casting Time: 1 standard action Range: Touch Target: 1 ship touched Duration: 1 minute/level Saving Throw: None Spell Resistance: Yes

Entomb

Enchant ram gives a ship’s ram a +1 enhancement bonus to attack and damage rolls. If you are a good-aligned cleric, the weapon is also considered to be blessed, which means it has special effects on certain creatures.

Abjuration Level: Drd 3 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: 1 corpse touched Duration: Permanent Saving Throw: None Spell Resistance: No

At 13th–14th caster levels, the enhancement bonus raises to +2, at 15th–16th, +3 and at 17th–18th, +4. Finally, those with at 19th-20th caster levels will grant a +5 enhancement bonus to the rams they enchant. Focus: The ship’s ram.

This spell calls dozens of small stones and rocks to roll up and cover a corpse touched by the druid. A few moments after the spell is cast, a simple cairn rises over the body, entombing it for all time. If anyone tries to animate the corpse as an undead, they must make a caster level check against a DC of 10 + the druid’s level at the time of casting (creatures with the ability to spawn others of their kind may use their Hit Dice as their caster level). If the druid invests 500 XP in the casting, it also acts as an atonement for the dead creature.

Endure the Light Transmutation Level: Clr 1, Rgr 2, Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: Creatures touched Target: 1 creature/4 levels Duration: 10 minutes/level

95

David Culliford (order #1969295)

Spells

Erode

You pull an area of the Ethereal Plane into the Material Plane. Every creature caught in the area of effect exists in both planes at the same time for the duration of the spell.

Transmutation (Air) Level: Drd 4 Components: V, S, F, DF Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: All objects in a 60-ft. radius area or 1 object Duration: 1 round/level (D) Saving Throw: Fortitude half (Object) Spell Resistance: No

Creatures from the affected plane can interact freely with material creatures, losing any advantages of etherealness or incorporeality, and ranged attacks coming from outside the junction work normally, but if their effect crosses the area totally or partially, the effect exists only in the plane from which it was launched. For example, a sorcerer standing in the Material Plane outside the junction casts a fireball at a ghost inside the area, who suffers damage from the spell as if the sorcerer were in the Ethereal Plane. A second, ethereal ghost outside the junction is close to the first ghost and would be damaged by the fireball’s area effect, but the effect does not cross into the Ethereal Plane and it is thus unaffected.

You concentrate centuries of wind in a few continual gusts to erode away rock and stone. An area with a radius of 60 feet is enveloped in strong and steady wind and every object made of rock or stone suffers 1d8 points of damage per round of exposition, bypassing their hardness. Objects get a saving throw only if they are being held or carried, and they use their owner’s save bonus. As an option, you can concentrate all the eroding wind on a single object, dealing 4d8 points of damage per round. Creatures made of rock or stone like earth elementals and stone golems suffer double damage, including characters under the effects of elemental shape, flesh to stone, statue and stoneskin.

Creatures enter the junction automatically, but must roll a Will save to exit to the desired plane, which makes this spell an alternative, if unreliable, means of travelling to and from the Ethereal Plane. When the effect ends, creatures still inside the area are snapped back to their native plane, while those that managed to exit into another plane must find another way back.

Focus: An hourglass.

Focus: Glass lens.

Erosion

Eternal Repose

Conjuration Level: Air (Tempest) 7; Clr 7 Components: V, S Casting Time: 1 standard action Range: 1 mile Target: 1-mile-radius burst, centred on caster Duration: Instantaneous Saving Throw: None Spell Resistance: No

Necromancy (Good) Level: Clr 5, Endings (Dead) 5 Components: V, S, DF Target: Corpse of a good-aligned creature touched Duration: Permanent This spell acts as does gentle repose (see the PHB), with the exceptions that it is permanent and unable to affect the corpse of a non-good creature. Also note that eternal repose is an effect with the ‘good’ descriptor that requires a divine focus instead of material components. Any attempt to cast eternal repose upon the corpse of a non-good creature fails without the caster’s knowledge. An eternal repose spell does not end even if the corpse it protects is damaged or dismembered, though it does end if the corpse is completely destroyed.

When this spell is cast, the winds sweep in low to the ground, shredding leafy vegetation and stripping away layer after layer of fertile top soil. Any crops in the field are levelled by violent dust devils that strip leaves from stalks and fruits from the trees. The devastation is so severe that no crops will grow in the area for one year.

Ethereal /Spiritual Junction

Euphoria

Transmutation Level: Clr 6, Sor/Wiz 8 Components: V, S, F, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./level) Area: 120-ft. emanation centred on a point in space. Duration: 1 minute/level (D) Saving Throw: Special (see text) Spell Resistance: No

Enchantment (Compulsion) (Mind-Affecting) Level: Birth (Love) 3, Brd 3, Clr 3, Sor/Wiz 3 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: 1 creature Duration: 1 round + 1 round/level Saving Throw: Will negates Spell Resistance: Yes

96

David Culliford (order #1969295)

Spells

The affected creature is struck by pure pleasure. He suffers –4 Wisdom and gains +4 Constitution and +4 to saving throws versus fear (for a net +2 to saving throws versus fear including the Wisdom penalty). He does not fall unconscious if brought to negative hit points, making a partial action each round until dying or healed back to positive hit points.

Eyes of the Bloodhound Transmutation Level: Drd 4, Rgr 3 Components: V, S, M Casting Time: 1 standard action Area: Touch Duration: 1 hour/level Saving Throw: None (harmless) Spell Resistance: Yes (harmless)

This function as the eyes of the hawk spell, but in addition, renders the subject immune to any spell or magical effect that causes blindness (such as the blindness spell). This does not allow the subject to see through smoke, fog, dust or the like.

The subject gains the ability to ‘see’ scents and odours and understand them. These scents appear as nebulous, coloured trails in the air to a maximum range of 30 feet. Invisible creatures can be seen by their scent (if any), and these creatures have only half concealment against the subject (20% miss chance). If the subject does not have the Track feat, he gains it for the duration of this spell. If the subject has the Track feat, flying or jumping creatures can be tracked with this enhanced vision, and he gains a +10 circumstance bonus to Survival checks when tracking. This bonus is reduced by two for each hour that has passed and might be negated entirely due to precipitation, wind or other factors.

Material Component: A magnifying glass or the feather of a hawk.

Eyes of the Ice Divination (Cold) Level: Brd 2, Rgr 1, Drd 2 Components: V, S Casting Time: 1 minute Range: Personal Target: Caster Duration: 1 minute/level

Material Component: A bit of fur from a dog or wolf.

Eyes of the Hawk

With a successful Concentration check (DC 15) you may see what is directly on the opposite side of a body of ice. With a successful Concentration check (DC 30) you may see as if you were standing at any point adjacent to the body of ice, regardless of relative direction to your current position. This spell has a maximum range of one mile per caster level. If the body of ice extends beyond your maximum range, the spell fails.

Transmutation Level: Drd 2, Rgr 2, Sor/Wiz 2 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 minute/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes

Exact Task

The subject gets a +10 enhancement bonus on Spot checks. The enhancement bonus increases to +15 at caster level 6th, and to +20 (the maximum) at caster level 10th.

Conjuration (Calling) (see text) Level: Clr 9 Components: V, S, DF, M Casting Time: 5 minutes Range: Close (25 ft. + 5 ft./2 levels) Effect: 1 called outsider or elemental of 27 HD or less Duration: Instantaneous Saving Throw: None Spell Resistance: No

Material Component: A magnifying glass or the feather of a hawk.

Eyes of the Hawk, Greater Transmutation Level: Drd 3, Rgr 3, Sor/Wiz 3

97

David Culliford (order #1969295)

Spells

Exalte d Domination

This spell is similar to the various planar ally spells, except it only calls one creature, payment is made after the service or task is performed and if the cleric fails to live up its end of the bargain, the called creature can gain control of the cleric (as by a geas/quest spell).

Enchantment (Compulsion) (Mind-Affecting) Level: Clr 9, Law (Decree) 9 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: 1 or more humanoid creatures Saving Throw: Will negates Spell Resistance: Yes

By casting this spell, you call an elemental or outsider (of 27 Hit Dice or less) of your choice. The creature called must share your philosophical alignment. If you know an individual creature’s name, you may request that individual by speaking the name during the spell. You cannot call a demigod or more powerful deity or god with this spell.

As dominate person, except that the spell affects a number of creatures within the range up to a total number of Hit Dice or levels equal to the caster’s level.

You may ask the creature to perform one task in exchange for a payment from you. Tasks might range from the simple to the complex. You must be able to communicate with the creature called in order to bargain for its services. The creature called requires a payment for its services. This payment can take a variety of forms, from donating gold or magic items to an allied temple, to a gift given directly to the creature, to some other action on your part that matches the creature’s alignment and goals. This payment is made after the creature agrees to perform any services.

Excommunicate Transmutation (Judicial Curse) Level: Clr 6 Components: V, S Casting Time: 1 hour Range: Special (10 miles/level + 10 miles/point of ceremonial force) Target: 1 living creature Duration: Permanent (see text) Saving Throw: None Spell Resistance: Yes

The bargaining takes at least one round, so any actions by the creature begin in the round after it arrives. A task taking up to one minute per caster level requires a payment of 100 gp per Hit Die of the creature called. For a task taking up to one hour per caster level, the creature requires a payment of 500 gp per Hit Die. A long-term task, one requiring up to one day per caster level, requires a payment of 1,000 gp per Hit Die.

Excommunicate allows a cleric to cast a member of his faith out of his church and the sight of his god. You can only cast this spell if you are an official representative of the church (see anathema) and you cannot use it on a person who holds a higher rank within the church than you do.

A non-hazardous task requires only half the indicated payment, while an especially hazardous task might require a greater gift. Few if any creatures will accept a task that seems suicidal (remember, a called creature actually dies when it is killed, unlike a summoned creature). However, if the task is strongly aligned with the creature’s ethos, it may halve the payment.

Excommunicate has the same effects as ban. However, when you cast it on a member of your faith the effects are far more severe. If the victim is a divine spellcaster, he loses the ability to receive spells or to turn/rebuke undead. A paladin also loses the ability to remove disease, detect evil and lay on hands, but keeps his other class abilities. Regardless of his class, the victim cannot benefit from divine spells of his (former) faith – although he can still suffer the effects of hostile magic. If a cleric of his faith attempts to cast a beneficial spell on his, he will sense his status; the spell is lost, but the cleric knows why it failed.

At the end of its task, or when the duration bargained for expires, the creature returns to you to collect its payment. Failure to fulfil your end of the bargain results in you being subjected to a geas/quest spell (as if cast by the called creature) or being attacked by the called creature. In the latter scenario, the called creature is immune to all attacks made by you (including all melee, ranged and psionic attacks and spells).

There are no visible signs of excommunication. Under normal circumstances it can only be discovered through the use of detect heretic or by trying to cast a beneficial spell on the target. If the victim is revealed as an excommunicate, the attitudes of any Non-Player Characters who share the faith will automatically become unfriendly.

Note: When you use a calling spell that calls an air, chaotic, earth, evil, fire, good, lawful or water creature, it is a spell of that type.

Exorcise

Material Component: A bit of matter or substance from the native plane of the creature to be called. A piece of parchment (with knowledge of the creature’s nature or its true name written on it) that is burned during the casting.

Abjuration Level: Clr 4 Components: V, S, DF Casting Time: 10 minutes

98

David Culliford (order #1969295)

Spells

This spell creates a shadowy replicate of the subject’s soul. The false soul is identical to the subject’s true soul and coexists with it in the subject’s original form. If the subject’s true soul leaves the original form for any reason, the false soul remains to control it. Treat the original form controlled by the false soul as if it were the original character, except that a false soul lacks the ability to cast magic or use supernatural abilities. Because the false soul is but a shadow of the original, it cannot survive long without the true soul.

Range: 10 ft. Target: 1 creature or object Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes (see text) By casting this spell, you negate possession of a creature or object by any force, whether creature (a ghost using its malevolence ability, for example) or magic (a spellcaster using magic jar).

For each day the true soul is missing from the original form, the original form permanently loses two points of Intelligence, Wisdom and Charisma. This ability score lose is from the false soul and not from the subject’s true soul. Not even wish or miracle can restore these points. Once an ability score reaches 0, the false soul dissipates and the original form becomes lifeless until the true soul returns. Otherwise, the false soul exists until dispelled or expelled, at which time it is destroyed. Because the false soul is just a shadow of the creature’s true soul, it is immune to mindaffecting spells and spells that require a Will save. If a mind-affecting spell or a spell requiring a Will save is cast against a creature with both a true soul and a false soul, there is a 50% chance that the spell targets the false soul and is thereby rendered harmless.

When you cast this spell, you must make a caster level check (1d20 + your caster level) against the possessing creature’s spell resistance. If successful, the possessing creature is ejected from the host and stunned for one round. Creatures without spell resistance are automatically ejected. A creature affected by this spell cannot attempt to possess the same host for one day. This spell can be cast on a lich’s phylactery. If the creature currently inhabits its phylactery or soul object, it is immediately ejected and possesses the closest material body (which could very well be yours). A creature so inhabited (possessed) is affected as if by magic jar. If holy water is sprinkled on the object or creature during the casting of this spell, you gain a +2 bonus on your caster level check and the Will save DC (for creatures without spell resistance) is increased by two.

XP: 1,000 XP.

Extinguish

Fangs of The Serpent

Transmutation (Evil) Level: Clr 1 Components: V, S Casting time: 1 standard action Range: 30 ft. Area: Cone-shaped burst Duration: Instantaneous Saving Throw: None Spell Resistance: No

Transmutation (Poison) Level: Clr 5, Drd 5 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 10 minutes/level Saving Throw: Will negates (harmless) (see text) Spell Resistance: Yes (harmless)

Use of this spell will extinguish every natural source of fire within its area of effect automatically. Extinguish has no effect whatsoever on magical sources of illumination, which must be countered through the use of a darkness spell.

The target of the spell grows long, venomous, serpentine fangs that jut forth from the roof of its mouth. If it does not already have a bite attack, the creature gains such an attack as if it were proficient with it. For the duration of the spell, the subject is treated as armed even if it is not otherwise wielding a weapon. The bite attack deals damage based on the creature’s size, according to the MM. Damage from the bite attack is modified by 1-½ times the creature’s Strength bonus.

False Soul Necromancy Level: Sor/Wiz 8, Undead (Spirit) 7 Components: V, S, XP Casting Time: 10 minutes Range: Touch Effect: 1 false soul Duration: Instantaneous Saving Throw: Will or None Spell Resistance: Yes or No

Additionally, any successful bite attack subjects the victim to potent venom. The magically created injury poison has a Fortitude DC equal to 10 + ½ your caster level + your relevant ability modifier. As its initial damage, the venom causes paralysis for 2d4 rounds. As its secondary damage, it causes death. Material Component: The preserved head of a venomous snake.

99

David Culliford (order #1969295)

Spells

Far Strike

This spell turns natural, uncut or unworked snow, ice or permafrost of any sort into an equal volume of faerie ice – see the Appendix under Snow Swamp (Faerie Ice) for more details.

Transmutation Level: Brd 1, Rgr 1, Sor/Wiz 1 Components: V, F Casting Time: 1 standard action Range: Touch Target: Weapon touched Duration: 1 minute/level Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (harmless, object) This minor enchantment allows an arrow, bolt, sling stone or other missile to soar through the air, striking a distant target as easily as one within point blank range. Multiply the shot’s range increment by five. You must be able to see your target as normal. You gain no additional bonuses to hit. The missile merely flies much longer than normal. Far strike may normally only be used on a thrown weapon or a piece of ammunition fired from a bow, crossbow, sling or similar ranged weapon. Once you fire or throw a missile, it loses the benefits of this spell after you resolve your attack. You may use this spell on stones and other improvised missiles, though it does not grant you any special abilities to throw melee weapons or improvised armaments. Focus: The weapon.

Faststroke Abjuration Level: Drd 2, Clr 3, Sor/Wiz 3 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: 1 living creature touched Duration: 1 round/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

If faerie ice is cast upon the ceiling of an ice cavern or tunnel, the faerie ice falls to the floor and spreads out in a pool at a depth of five feet. The falling faerie ice and the ensuing cave-in deals 8d6 points of damage to anyone caught directly beneath the area, or half damage to those who succeed at Reflex saves. Large buildings are generally immune to the effects of the spell, since faerie ice does not reach deep enough to undermine such buildings’ foundations. However, small buildings or structures often rest upon foundations shallow enough to be damaged or even partially toppled by this spell. The faerie ice remains until a successful dispel magic restores its substance – but not necessarily its form. Heating turns the faerie ice into water over a period of days. The exact time depends on exposure to the sun, wind and normal drainage.

Faerie Ward

Faststroke permits a subject to slip through the water at great speed, at almost unbelievable rates. Any creature you touch whilst casting faststroke will move at double their normal swim rate whilst in any liquid. Material Component: A pinch of fish scales.

Faerie Ice Transmutation (Cold) Level: Drd 5, Sor/Wiz 5 Components: V, S, M, DF Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: Up to two 10-ft. cubes/level (S) Duration: Permanent (see text) Saving Throw: See text Spell Resistance: No

Abjuration Level: Clr 2, Sor/Wiz 2 Components: V, S, M, DF Casting Time: 1 standard action Range: Touch Area: 10-ft.-radius emanation centred on touched creature Duration: 1 round/level Saving Throw: Fortitude half Spell Resistance: Yes You create a magic circle that damages any fey creature currently in or entering the area. Affected creatures take 1d4 points of damage per two caster levels (maximum 5d4) each round they remain in the area. A successful Fortitude save halves the damage. A Fortitude save can be made each round a creature is within the area. Material Component: Powdered iron sprinkled on the creature to be warded.

100

David Culliford (order #1969295)

If the spell is cast upon a serac, for example, the serac collapses into faerie ice. Magical or enchanted snow or ice is not affected by the spell. The depth of the faerie ice created cannot exceed ten feet. Creatures unable to levitate, fly or otherwise free themselves from the faerie ice sink until hip- or chest-deep, reducing their speed to five feet and giving them –2 penalties on attack rolls and AC. Brush thrown atop the faerie ice can support creatures able to climb on top of it. Creatures large enough to walk on the bottom can wade through the area at a speed of five feet.

Spells

Faith of Arms

begin bleeding. This spell is effective against incorporeal targets, but such targets do not begin bleeding. The bleeding can be stopped by any magical healing or with a Heal check DC 15.

Enchantment (Compulsion) (Mind-Affecting) Level: Clr 1, Pal 1 Components: V, S, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: 1 creature/level Duration: 1 minute/level Saving Throw: None Spell Resistance: Yes (harmless)

Favour Mount Transmutation Level: Pal 3 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Paladin’s mount Duration: 10 minutes/level Saving Throw: Yes (harmless) Spell Resistance: Yes (harmless)

Recipients of this spell gain a +2 morale bonus to damage done with melee weapons and ranged weapons striking targets within 30-foot range (like the Point Blank Shot feat).

False Tracks

You infuse your mighty steed with divine vigour. Although you are unable to cast this on any other creature, your mount receives a +4 luck bonus to attack and damage rolls and receives the full benefit of an expeditious retreat spell. These effects are not shared with the caster and can only benefit a paladin’s mount.

Transmutation Level: Drd 3, Rgr 1 Components: M Casting Time: 1 standard action Range: Touch Area: 1 mile Duration: Permanent (D) Saving Throw: None Spell Resistance: No

Favour Servant Transmutation Level: Blk 3 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Blackguard’s fiendish servant Duration: 10 minutes/level Saving Throw: Yes (harmless) Spell Resistance: Yes (harmless)

You may alter your tracks to resemble any animal, humanoid, monstrous humanoid or giant known to you. Your tracks are altered for one mile in length and the spell must be cast prior to making the tracks. The DC for tracking depends on the terrain and your efforts to hide or reveal them. A Survival check used to track you that succeeds by more than five reveals your ruse. Creatures using the scent ability for tracking are not confused by the spell and suffer no penalties. The tracks may be altered to appear as travelling in this direction, but must follow the course you take.

You infuse your fiendish servant with divine vigour. Your fiendish servant receives a +4 luck bonus to attack and damage rolls and receives the benefit of the bull’s strength and bear’s endurance spells. These effects are not shared with you, and this spell can only be used on your fiendish servant

Fangstorm Evocation (Force) Level: Drd 6, Sor/Wiz 6 Components: V, S Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: 20 ft. radius, 40 ft. high Duration: Instantaneous Saving Throw: Fortitude half Spell Resistance: Yes

Fearsome Forest Abjuration (Poison) Level: Drd 8 Components: V, S, XP Casting Time: 10 min. Range: 5 miles Area: 5-mile radius circle, centred on you Duration: 1d4 days Saving Throw: No (see text) Spell Resistance: No

You cause the air to fill with glowing fangs of force that rip and tear into the flesh of anyone in the area of effect. The fangs deal 10d6 points of physical damage, and cause the wounds to bleed at a rate of one hit point per four caster levels (max five hit points per round). If the Fortitude save is successful, the target takes half damage and does not

You imbue local plants with a limited form of animation, a defensive instinct and a poisonous excretion. For the duration of the spell, the plants will harass any intruders, attempting to poison them. All sentient creatures not

101

David Culliford (order #1969295)

Spells

indigenous to the area are considered intruders except as follows. Generally, sentient creatures that have resided within the affected area for a period of at least one month without significant interruption will not be considered intruders. Additionally, the caster and any specific individuals named by him at the time of the casting, up to one individual per caster level, are not considered intruders. An intruder is assumed to be exposed to the plant’s magically created contact poison each hour spent within the effected area. The incidence of exposure should be modified up or down by the Games Master based on specific circumstances, e.g., the intruder is moving through dense brush or the intruder is encased in a resilient sphere. The DC of the poison’s Fortitude save is equal to 10 + ½ your caster level + your relevant ability modifier. As its initial and secondary damage, the poison causes the intruder to become frightened of the effected area for 1d4+4 days. See DMG, Fear. Frightened intruders take a –2 penalty on attack rolls, saving throws, skill checks and ability checks while in the effected area. Additionally, they try to flee the effected area as quickly as they can. The effects of the poison’s damage, like most fear effects, are cumulative. Thus, if an intruder is already frightened and is affected by the poison again, he becomes panicked. Despite the name of the spell, it works on all types of terrain within the area of effect, not just forests. However, it has no effect in areas devoid of plant life, such as deserts or large clearings. XP Cost: 1,000 XP.

Feather Step Transmutation Level: Drd 1, Rgr 1 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 minute/level Saving Throw: None (harmless) Spell Resistance: No (harmless) You allow the target to step lightly across snow, mud, loose sand and so on without sinking in and having their movement slowed. While the actual weight of the target is not changed, they step as lightly as if they had no weight at all. The target can even tread across a pressure plate without setting it off. All attempts to Move Silently while under the effects of the spell receive a +2 circumstance bonus. Material Component: The feather of a small bird.

102

David Culliford (order #1969295)

Feign Death Necromancy Level: Clr 3, Drd 3, Sor/Wiz 3 Components: V, S, M, DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 10 minute/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Feign death allows you or a single creature you touch to fall into a cataleptic state that resembles death. While in this state, the subject can hear, smell and taste, but cannot feel or see. The subject need not eat, breathe or drink while affected by this spell. Any damage suffered while in this state is halved. Further, the subject is immune to paralysing effects, energy drain and mind-affecting effects. The subject is likewise immune to poison so long as initial and secondary damage both occur while the subject is still affected by feign death. If secondary damage occurs after the feign death spell has ended, the subject is affected by the poison normally (though he is still permitted a save if the poison allows a save).

Spells

Fighter’s Way

Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: 1 minute Saving Throw: See below Spell Resistance: No

Enchantment (Compulsion) (Mind-Affecting) Level: Clr 2, Sor/Wiz 2 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: 1 creature Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes

By cutting off a finger joint (Will DC 15 to cut off a finger joint), the target permanently gains a +1 luck bonus to attack and weapon damage rolls. However, by doing so, the target suffers a –1 penalty to Climb, Craft, Disable Device, Escape Artist, Forgery, Heal, Open Lock, Sleight of Hand and Use Rope checks.

The affected creature forgoes any form of conflict resolution that does not involve direct combat. The subject will not cast any spell or use any magic device, choosing instead to physically attack his foes. This spell does not make the subject angry, nor does it compel him to attack. It merely prevents the subject from using any non-combat means to harm or hinder his enemies.

This spell can be cast just once for each hand. Material Component: 1 finger joint of the target.

Fire Speech

Final Vision

Divination Level: Drd 6 Components: V, S, F, DF Casting Time: 10 minutes Range: Personal Target: Caster Duration: 1 minute/level

Necromancy Level: Clr 3 Casting Time: 1 standard action Components: V, S Range: Touch Target: 1 dead creature Duration: Concentration, up to 1 round/level Saving Throw: None Spell Resistance: No

You gain the ability to speak with fires, which then relate to you who or what they have seen in the area. The fire will relate complete descriptions if someone promises to feed it (fire, by necessity, is selfish). Note that a fire’s perspective, perception and knowledge may prevent it from providing certain details you are looking for (as determined by the Games Master). You can speak with any fire, natural or magical.

This spell allows you to touch a corpse and relive the last few minutes of the victim’s life. You may concentrate for up to one round per caster level; for each round of concentration, you relive an additional round in the victim’s life, slowly rewinding from the moment of death. Every time you cast the spell, the vision begins again at the moment of death, so you cannot reach deeper into the past by casting the spell multiple times.

Focus: Any fire

Fire Walk Transmutation (Fire) Level: Clr 3, Rgr 3 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Creature (Gargantuan or smaller) touched Duration: 1 round/level or until subject stops moving Saving Throw: None Spell Resistance: Yes (harmless)

While you are reliving the life of the victim, you are completely unaware of your surroundings in the real world; during this time you are considered to be flat-footed. While you perceive the world through the eyes and ears of your target, you use your own ranks in Spot, Listen and Search, and may notice details that your victim missed. This is a recorded experience; the mind of the victim is not involved in any way.

The creature affected can walk through fire or over coals with no damage from the flames or smoke, and the subject’s clothes, hair and equipment are also safe from catching on fire. The effect ends when the subject stops moving.

This spell cannot be used on a corpse that has been turned into an undead creature.

Finger Sacrifice

You can cast fire walk on a specially trained mount so it can be ridden through flames. You train a mount to fire walk with the Handle Animal skill (fire walking counts as an unusual task).

Transmutation Level: Clr 6 Components: V, S, M

103

David Culliford (order #1969295)

Spells

Flame of Chaos

As lesser flame of good, except that the flame produces a cool, eerie light and the spell dazzles and deals additional damage to good creatures.

Evocation (Chaos, Fire) Level: Clr 3 Duration: 1 minute/level (D) or until expended

Flame of Good

As flame of good, except that the flame produces kaleidoscopic light and the spell blinds, dazzles and deals additional damage to lawful creatures.

As lesser flame of good, except the spell deals 1d6 points of fire damage, or 1d8 points of damage + 1 point per caster level (half fire damage, half divine damage, maximum +10) to evil creatures.

Flame of Chaos, Greater Evocation (Chaos, Fire) Level: Clr 6 Duration: 1 minute/level (D) or until expended As greater flame of good, except that the flame produces kaleidoscopic light and the spell blinds, dazes, dazzles and deals additional damage to lawful creatures.

Flame of Chaos, Lesser Evocation (Chaos, Fire) Level: Clr 1 As lesser flame of good, except that the flame produces kaleidoscopic light and the spell dazzles and deals additional damage to lawful creatures.

Flame of Evil Evocation (Evil, Fire) Level: Clr 3 As flame of good, except that the flame produces a cool, eerie light and the spell blinds, dazzles and deals additional damage to good creatures.

Flame of Evil , Greater Evocation (Evil, Fire) Level: Clr 6 As greater flame of good, except that the flame produces a cool, eerie light and the spell blinds, dazes, dazzles and deals additional damage to good creatures.

Flame of Evil , Lesser Evocation (Evil, Fire) Level: Clr 1

104

David Culliford (order #1969295)

Evocation (Fire, Good) Level: Clr 3

Evil creatures damaged by the spell must make a successful Reflex save or be blinded for one round, then dazzled for one round after that. A splash hit deals 1d4 points of fire damage or 1d8 points of damage to an evil creature (half fire, half divine). As well, hurling the flame of good does not end the spell, but merely reduces its remaining duration by one minute (such that you cannot hurl the flame if doing so would reduce the duration to zero minutes or less).

Spells

Flame of Good, Greater

Flame of Law

Evocation (Fire, Good) Level: Clr 6

Evocation (Fire, Law) Level: Clr 3

As lesser flame of good except that the spell deals 1d8 points of fire damage, or 2d6 points of damage +1point per level (half fire damage, half divine damage, maximum +15) to evil creatures.

As flame of good, except that the flame produces a steady, blue-white light and the spell blinds, dazzles and deals additional damage to chaotic creatures.

Flame of Law, Greater

Evil creatures damaged by the spell must make a successful Reflex save or be blinded and dazed for one round, then dazzled for one round after that. A splash hit deals 1d6 points of fire damage or 2d6 points of damage to an evil creature (half fire, half divine). Hurling the greater flame of good does not end the spell, but merely reduces its remaining duration by one minute, such that you cannot hurl the flame if doing so would reduce the duration to zero minutes or less.

Evocation (Fire, Law) Level: Clr 6 As greater flame of good, except that the flame produces a steady, blue-white light and the spell blinds, dazes, dazzles and deals additional damage to chaotic creatures.

Flay Evocation Level: Clr 4, Sor/Wiz4 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: 1 creature Duration: 1 round/level (maximum 15 rounds) Saving Throw: See text Spell Resistance: Yes

Flame of Good, Lesser Evocation (Fire, Good) Level: Clr 1 Components: V, S, DF Casting Time: 1 standard action Range: 0 ft. Effect: 1 fiery aura on your holy symbol Duration: 1 round/level (D) or until expended Saving Throw: None or Reflex partial Spell Resistance: Yes

This spell was originally created by the priesthood of pain merely as a means of bringing their goddess’ gift of pain to others, but other drow soon learned of the potential of the spell for uses both in combat and in interrogation.

Your holy symbol erupts in bright flames shedding silvery light as a lantern. The flames do not harm you or your possessions, but can be used to make melee touch attacks that deal 1d4 points of fire damage. The energy from the flames has a divine component, with any evil creature you strike taking 1d6 points of damage + 1 point per caster level (maximum +5). Half this damage is fire damage, with the other half divine damage (and therefore not subject to being reduced by resistance to fire-based attacks). Evil creatures you strike must succeed on a Reflex save or be dazzled for one round.

If the spellcaster hits the target with a ranged touch attack, flay strips away the skin of its victim one layer at a time. This causes only 1d8 hit points of damage per round, but the process is so exquisitely painful that the victim of the spell must make a Fortitude saving throw every round or be unable to take any action at all that round, immobilised by the agony. There is no saving throw against the spell’s damage. The damage from this spell may be healed normally, and it may be dropped by the caster at any time.

You can also hurl the lesser flame of good as a splash weapon with a maximum range of 60 feet. On a successful ranged touch attack, the flame deals damage as a melee hit and has the same chance to dazzle an evil target. A splash hit deals one point of fire damage to creatures in adjacent squares or 1d4 points of damage to evil creatures (half the damage is fire, the other half divine, as above). There is no saving throw against the splash damage, but the spell does not dazzle evil creatures in the splash area.

Material Component: A small razor.

Flame of Law, Lesser Evocation (Fire, Law) Level: Clr 1 As lesser flame of good, except that the flame produces a steady, blue-white light and the spell dazzles and deals additional damage to chaotic creatures.

Hurling the flame or letting go of your holy symbol ends the spell.

105

David Culliford (order #1969295)

Spells

Flight of Wyverns Conjuration (Creation) Level: Drd 9, Poison (Nautral Poison) 9 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: Three or more wyverns, no two of which can be more than 30 ft. apart (see text) Duration: 7 days or 7 months (D) (see text) Saving Throw: None Spell Resistance: No Flight of wyverns creates 1d4+2 wyverns with ten Hit Dice each. See the MM for details about wyverns. The creatures willingly aid you in combat or battle, perform a specific mission or serve as bodyguards. The creatures remain with you for seven days unless you dismiss them. If the wyverns are created only for guard duty, however, the duration of the spell is seven months. In this case, the wyverns can only be ordered to guard a specific site or location. Wyverns summoned to guard duty cannot move outside the spell’s range, which is measured from the point where each first appeared.

Flying Abominations Necromancy (Evil) Level: Clr 5, Sor/Wiz 7 Components: V, S, M, DF Casting Time: 1 standard action Range: 10 ft. Target: 1 or more body parts within range

With this grotesque spell, you animate one or more body parts, imbuing them with the ability to fly and to follow simple verbal commands. The body parts must be relatively fresh (no more than a week old) and cannot be larger than Medium. Any creature that can be affected by animate dead can have a body part subjected to this spell. You can animate one Hit Die worth of flying abomination per caster level. These Hit Dice can be divided among different body parts as required. A 14th level wizard could, for example, animate seven two-Hit Die body parts, or one ten Hit Die-body part and four one-Hit Die body parts and so on. All body parts to be animated must be within ten feet of you during casting. The characteristics of a flying abomination are determined by the creature’s original size. See the Flying Abominations monster entry in the Appendix. The body part does retain the special attacks of the original creature, but only those that could be delivered with only the part in question. Thus, an animated red dragon’s head could bite but could not breathe fire. A dragon’s breath weapon is not a power of its head. An animated giant scorpion stinger, however, would retain the ability to inject poison. Supernatural and spell-like abilities may never be retained. Flying abominations obey simple verbal commands in the same manner as a zombie or skeleton and the body parts

106

David Culliford (order #1969295)

Duration: Instantaneous Saving Throw: None Spell Resistance: No

Spells

Material Component: An amulet or brooch in the shape and likeness of the deity’s holy symbol worth at least 5,000 gp is sacrificed in the casting of this version of the spell.

remain animated until destroyed. They can be turned or rebuked normally. Material Component: The body parts to be animated and a vial of unholy water which is sprinkled over the fragments during casting.

XP Cost: 3,000 XP. Nothing short of a wish, miracle or another casting forbidden conversion can reverse the effects of this spell.

Forbidden Conversion Enchantment (Compulsion) Mind-Affecting) Level: Clr 6 Components: V, S, M, DF, XP Casting Time: 1 hour Range: Touch Target: 1 creature Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes

(Language-Dependent,

Note: Many deities will refuse to grant their clerics access to this spell or to one of the versions of the spell. The use of wish, miracle or this spell to reverse a prior casting of this spell may not require the XP cost if the deity granting the spell would normally not allow that form of this spell to be cast.

Forbidden Task Enchantment (Compulsion) (Language-Dependent, Mind-Affecting) Level: Clr 3, Sor/Wiz 3 Components: V, S, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: 1 creature Duration: 1 day/level Saving Throw: Will negates Spell Resistance: Yes

Over the course of the one-hour casting time, the subject is indoctrinated in the beliefs of your deity and/or ethos. The spell can achieve two different objectives, or both of them. When both are attempted, the subject makes two saving throws, one for each effect. This spell does not force the subject to listen. The caster must arrange that with a successful Bluff, Diplomacy or Intimidate check against the subject’s Sense Motive check. Or he may employ force by incapacitating the subject in some manner that leaves the subject conscious: tying him up, paralysing him and so on.

One specific action, spoken by you, becomes the most repulsive, vile and disgusting concept to the subject. He will not perform the action. If he observes others performing the action, he flees from them in disgust.

Alignment Shift: Cast in this way, on a failed saving throw, the subject’s alignment shifts one degree toward that of your deity’s alignment. The subject’s alignment will shift the farthest alignment component first. A cleric of a chaotic neutral deity casting this spell on a lawful good subject would cause his alignment to shift to neutral good. When both alignment axes are equally different, the cleric can choose which axis to affect. A cleric of a chaotic evil deity casting this spell on a neutral subject chooses whether the subject becomes neutral evil or chaotic neutral if the subject fails the saving throw.

If the action is something the subject likes to do (clerics praying to their deity for spells) or something he needs to do (eat), he gets a +2 to +4 bonus to his saving throw. You may also specify a method of atonement should the subject perform the action. The method of atonement must be something the subject would not want to do. Should the subject find that he has performed the repulsive action he will perform the method of atonement if he can. The method of atonement cannot be something the subject would normally consider viler than the forbidden task.

Material Component: A ruby worth at least 5,000 gp is destroyed in the casting of this version of the spell. The cleric’s deity may have additional material component costs associated with this spell.

Force Corporealness Abjuration Level: Clr 2, Pal 2 Components: V, S, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: 1 creature Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes

XP Cost: 2,000 XP. Conversion: Cast in this way, the subject is forcibly converted to the worship of the caster’s deity. Devout followers of another deity (clerics, paladins and so on) get a +4 bonus to their saving throw against this version of the spell. If the subject’s alignment is not compatible with the beliefs of the deity, this conversion will eventually fade over time.

One target incorporeal creature becomes corporeal. It loses all the benefits normally associated with its incorporeal

107

David Culliford (order #1969295)

Spells

state. The creature’s other abilities are unaffected, except Strength which is given a default score of 10 if they could not manifest another value. A creature that is partially or entirely inside of a solid object when affected by this spell is moved to the nearest open space, taking 1d6 points of damage in the process for every five feet it must travel to get out of the object. The creature remains substantial for the duration of the spell, at which time it returns to its incorporeal state.

Force d Binding Enchantment (Compulsion) (Mind-Affecting) Level: Clr 4, Sor/Wiz 4 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: 1 creature Duration: 1 hour/level Saving Throw: Will negates Spell Resistance: Yes

If the person or object moves out of range, the subject will immediately move toward it. If doing so is obviously dangerous (such as running past a dragon) he may attempt to go another way around as long as he engages in no other activity. When bound to a place, the subject will do anything in his ability to remain within 25 feet of it.

c

When you die.

c

How you die.

c

Why you die (if the killing is premeditated).

The spell reveals only what you would experience if you were actually in the situation. Items, creatures, objects or circumstances that you could not know about even if you were in the situation are still hidden from you. If there is no impending danger, the type of death foreseen is accidental or natural.

Foresee Death

Foresee death can see into the future only about half an hour, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action. All attempts by the same person to foresee death concerning the same topic use the same dice result as the first casting. Material Component: Incense worth at least 125 gp. Focus: A set of marked sticks, bones or similar tokens of at least 125 gp value.

Forest Home Conjuration (Creation) Level: Drd 4, Clr 5 Components: V, S, M Casting Time: 1 minute Range: Touch Effect: 15 ft. square underground structure Duration: 1 hour/level Saving Throw: None Spell Resistance: No

Divination Level: Endings (Dead) 5 Components: V, S, M, F Casting Time: 1 minute Range: Personal Target: Caster Duration: Instantaneous This spell functions like augury, except foresee death can tell you how you will most likely die from choosing a particular action in the immediate future. The base chance for receiving a meaningful reply is 50% + 1% per caster level, to a maximum of 70%; this roll is made secretly. A question may be so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the foresee death succeeds, you get a vision (a descriptive account) of the most likely cause of your death. The description reveals:

You create an earthen-based shelter beneath the roots of a nearby tree. You must use a handful of dirt or debris from the forest as you chant the spell and then finish by touching the ground where the door should appear. A door appears at the base of the tree, or in the ground if the tree is not wide enough. When opened, the door reveals a series of steps that head down into a wide 15 foot square room. The caster chooses up to nine individuals that can open the door and enter the underground home, and designates what temperature the temporary shelter should be kept. While it keeps the occupants safe from storms, forest fires, and other natural hazards, the door is visible to anyone

What or who kills you.

108

David Culliford (order #1969295)

Where you die.

If the spell fails, the type of death foreseen is accidental or natural. A character who foresees an accidental or natural death has no way to tell whether it was the consequence of a failed or successful foresee death.

The subject must stay within 25 feet of a specified object, place or person. He may not pick up the item or directly cause it to be moved. If it is destroyed or disappears without any indication of where it has gone to he will stay at the spot where it was destroyed until the spell ends.

c

c

Spells

passing by the location where the spell was cast (Spot DC 10) and can be forced open or destroyed as if it were a locked, two inch thick oak door. Characters or creatures remaining inside the shelter when the spell ends are expelled violently as the earth closes around them and ejects them back outside (1d6 points of bludgeoning damage).

Forest Invisibility Illusion (Glamour) Level: Drd 2, Rgr 2 Components: V, S, DF Casting Time: 1 standard action Range: Personal or Touch Target: 1 creature Duration: 10 minute/level Saving Throw: None Spell Resistance: No This spell is similar to the 2nd level wizard spell invisibility. It allows a druid or ranger to become invisible in a forested or natural surrounding that offers cover. The creature vanishes from all normal sight, including darkvision. Equipment carried becomes invisible, and anything dropped or lost immediately becomes visible. The spell in no way produces silence, and the invisible subject does still leave tracks. The subject becomes visible if an attack is made.

leather or hide) at the end of the spell’s duration. If the armour is somehow successfully reduced to zero hit points it crumbles to dust immediately.

Fortify Armour

Material Component: The armour or shield that is being enhanced.

Abjuration Level: Blk 2, Clr 3, Pal 2 Components: V, M Casting Time: 1 standard action Range: Touch Target: 1 non-magical shield or suit of armour Duration: 1 minute/level Saving Throw: None Spell Resistance: No

Fortify Structure Abjuration Level: Clr 6, Sor/Wiz 6 Components: V, S, F, DF Casting Time: 1 minute Range: Close (25 ft. + 5 ft./2 levels) Area: 20-ft. cube + another 20-ft. cube every three levels Duration: 2 hours/level Saving Throw: None Spell Resistance: No

You transform a suit of armour or a shield into something of legendary make and quality, for a short while. Although this only works on a non-magical shield or suit of armour, it doubles the effectiveness of the armour. For example, this spell cast on a chain shirt would cause the chain shirt to give a +8 armour bonus, instead of the normal +4. This does not alter the any armour check penalties or Dexterity bonus limitations.

A structure enchanted with this spell becomes more resistant to attacks and less vulnerable to penetration, both mundane and magical. Exterior walls of buildings this spell is cast upon gain a hardness bonus of 15, become impassable to ethereal creatures, and immune to the passwall spell for the duration. The specified walls also gain resistance 100 to all types energy attacks (acid, cold, electrical, fire, sonic). In addition, all portals (doors,

This spell does have one unfortunate drawback; the armour enchanted crumbles to dust (or flakes away if

109

David Culliford (order #1969295)

Spells

shuttered windows, portcullises) that the caster specifies within the area become locked as with an arcane lock spell.

Range: Touch Effect: Sword-like beam Duration: 1 minute/level (D) Saving Throw: None Spell Resistance: Yes

Arcane focus: a miniature representation of a shield.

A three-foot long beam of freezing ice springs forth from the caster’s hand. The caster wields this blade-like beam as if it were a scimitar. Attacks with the ice blade are melee touch attacks. The blade deals 1d8 points of cold damage +1 point per two caster levels (maximum +10). The caster’s Strength modifier also applies to the damage roll.

Fortitude Conjuration (Healing) Level: Clr 2 Components: V, S, F Casting Time: 10 minutes Range: Touch Area: All hobgoblins within a 25 ft. radius emanation from focus Duration: 1 hour/level Saving Throw: None Spell Resistance: No

Freshen Air Transmutation Level: Clr 2, Rgr 3, Sor/Wiz 3 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: 10 ft. cube/level Duration: Instantaneous Saving Throw: None Spell Resistance: No

Cast directly onto a tribal or warband banner, this spell spreads its effect to all nearby hobgoblins. The banner is the focus of the spell and is not consumed by the casting. Every hobgoblin within 25 feet of the banner will automatically be healed one hit point in every round it sustains any damage, for the duration of the spell. If a hobgoblin sustains no damage in a round, no hit points will be healed, regardless of the health of the hobgoblin.

Initially developed as a means of keeping the air in drow cities clean and breathable, freshen air was later discovered to have other uses as well. This spell removes all harmful gasses from the air in its area of effect, rendering it clean and safe to breathe. Additionally, it removes all airborne poisons and diseases in the area of effect. It has no effect on any magical poisons or diseases.

This spell will have no effect on hobgoblins from a different tribe or warband to that of the banner’s. Focus: Tribal or warband banner.

Free dom of Size

Frostfire

Transmutation Level: Drd 6 Components: V, S, M Casting Time: 1 swift action Range: Personal Target: Caster Duration: Instantaneous

Evocation (Cold) Level: Clr 2, Drd 2, Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: 15 ft. Area: Cone-shaped burst Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes

The character that casts the spell may use his wild shape ability to assume the form of a creature with a size category one place outside his normal limitations. The druid can only do this if he transforms within one round of the casting of this spell but he can maintain the new form for as long as he desires.

A cone of freezing ice shoots from your fingertips. Any creature in the area of the blast takes 1d4 points of cold damage per caster level (maximum 5d4).

Ful l Moon Blessing

Material Component: A chrysalis.

Transmutation Level: Clr 4, Drd 4, Sor/Wiz 5 Components: V, S, M, F, DF Casting Time: 1 standard action Range: Touch Target: 1 creature touched Duration: 1 hour/level (see below) Saving Throw: Fortitude negates Spell Resistance: Yes

Freezing Bla de Evocation (Cold) Level: Drd 2 Components: V, S, DF Casting Time: 1 standard action

110

David Culliford (order #1969295)

Spells

Focus: An alchemical silver dagger. Material Component: A tuft of hair from a werewolf and a drop of blood from the spell’s target.

Furious Assault Transmutation Level: Clr 5 Components: V, S, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: 1 creature/3 levels, no 2 of which can be more than 30 ft. apart Duration: 1 round/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You imbue the recipients with improved combat abilities, allowing each creature using the full attack action to make one extra attack with any weapon it holds. The attack is made using the recipient’s full base attack bonus plus any appropriate modifiers, but this effect is not cumulative with similar effects (such as that provided by a weapon of speed or a haste spell), nor does it actually grant an extra action (and so cannot be used to cast a second spell, take an additional move action, and so on). All recipients gain +2 dodge bonus to Armour Class and a +2 competence bonus on attack rolls, weapon damage rolls and Reflex saves. Any condition that would make a creature lose its Dexterity bonus to AC (if any) also makes it lose these bonuses.

You imbue the target with a limited version of lycanthropy, transforming them into a werewolf hybrid for the duration of the spell. The subject immediately adopts the hybrid form on a failed Fortitude save, and cannot use the Control Shape skill to alter their form.

Gate of Bone Necromancy Level: Clr 9, Sor/Wiz 9 Components: V, S, M Casting Time: 1 week Range: Close (25 ft. + 5 ft./2 levels) Effect: See text Duration: Instantaneous Saving Throw: None Spell Resistance: No

Creatures under the effects of this spell are not truly lycanthropes, so they do not transmit lycanthropy through their natural attacks. They retain a measure of their own intelligence and personality while in their hybrid form, although they still feel the pull of the moon and subjects capable of seeing the full moon must make a Will save (DC 15) or temporarily adopt the werewolf ’s chaotic evil alignment for the duration of the spell.

The caster uses a week to build a gate from bones. Abyssal words are carved into these bones, and they are enchanted with negative energy, and become the focus of this powerful spell. The gate can look pretty much like the caster wants it to, but can be no greater than ten feet tall and five feet wide. This means that only creatures of Large size and smaller can enter the Gate of Bone, though the caster could choose to make it smaller, accepting only Medium and Small creatures. At the end of the casting, a vortex of darkness will begin to swirl within the gate, it will eventually part the Veils of the realms, and show the realm of the dead on the other side.

The spell’s duration is strongly connected to the subject’s exposure to see the moon and the ability to feel its pull when the spell is cast. The full moon blessing has a duration of one hour per caster level if it is cast on a subject that can see the light of the full moon. If cast while the target is unable to see the night sky, the duration drops to ten minutes per caster level. If cast during daylight or while the subject is indoors or underground, the duration drops to one minute per caster level. The duration does not change if the subject moves from one environment to another; it is set by the presence of the moon when they first adopt their new form.

111

David Culliford (order #1969295)

Spells

Note that the caster must have succeeded at a Fortitude check of DC 35, to avoid a physical collapse which will end the spell, for this spell to succeed. This is due to the many days in which the caster gains no sleep and rest, this is also the limitation of the spell and what makes it rare.

Saving Throw: None Spell Resistance: No

The realm of the dead can be many things, and must be defined by the Games Master, but it is the place where spirits, ghosts and wraiths roam. This is a hellish plane, where the gods of death live and rule. Be aware that this is a very dangerous place, though different campaign settings may have their own view on this realm, this is the common view of the realm of the dead.

Demiplanes created by this power are very small, minor planes. A character can cast this spell only on the Ethereal Plane. When he casts it, a local density fluctuation precipitates the creation of a demiplane. At first, the demiplane grows at a rate of a one-foot radius per day to an initial maximum radius of 180 feet as the fledgling plane draws substance from surrounding ethereal vapours and protomatter or astral ectoplasm.

This spell creates an immobile, finite plane with limited access – a demiplane.

When the gate has been opened, it is permanent and can only be closed or destroyed using two wish spells. There is no end to what can come through this gate, or what can enter the realm of the dead, and this must be considered a highly dangerous and powerful spell, to be avoided at all cost.

The character determines the environment in the demiplane when he first casts genesis, reflecting most any desire he can visualise. The caster determines factors such as atmosphere, water, temperature and the shape of the general terrain. However, the spell cannot create life, nor can it create construction. If desired, these must be brought in by some other fashion.

Last note: This spell merely opens the Gate of Bone, but it gives no assurance to the caster that he will be able to control the beings who walk through the gate and enters his plane.

Once the basic demiplane reaches its maximum size, the character can continue to cast this spell to enlarge the demiplane if he is inside the boundaries of the demiplane. In such a case, the radius of the demiplane increases by 60 feet for each subsequent casting.

Gaze Trigger Divination Level: Brd 5, Clr 5, Drd 5, Sor/Wiz 5 Components: V, S Casting Time: 1 standard action Range: Touch Target: 1 magic mirror Duration: 1 week/level Saving Throw: None Spell Resistance: No

If the spell is cast again while outside an existing demiplane, the casting creates a separate bubble that does not touch or overlap any previously created demiplane. XP Cost: 5,000 XP.

Gentle Cut Abjuration Level: Rgr 1, Drd 1 Components: V, S, F Casting Time: 1 round Range: Personal Target: Caster Duration: 10 minutes/level

When this spell is cast upon a magic mirror, another spell stored in the same mirror is named. When the mirror is looked upon for more than a brief moment, the named spell is cast on the individual gazing into the mirror’s surface. The activated spell is treated as if it were cast by the same being that cast the gaze trigger.

This spell sets into motion a deeply mystical interaction between the caster and his environment, allowing him to take resources from that environment such as wood or meat without causing any great disruption or suffering, as part of the natural cycle of life and death. For example, an animal slain by a character under the influence of this spell may run or even fight back, but once the blade is in its throat it will die peacefully and painlessly without a struggle. Even taking a branch from a tree can be done without attracting the angry attention of a local dryad or treant the woodland creature will recognise that the ranger is no mere woodcutter, but an embodiment of a natural force, just as is a lightning strike that could blacken and burn a tree.

While the spell is used as a trap, it can be used to cast a protective or beneficial spell from a mirror–looking into the mirror requires a standard action, but no other effort.

Genesis Conjuration (Creation) Level: Creation 9 Components: V, S, M, XP Casting Time: 1 week (8 hours/day) Range: 180 ft. Effect: A demiplane on the Ethereal Plane centred on your location Duration: Instantaneous

112

David Culliford (order #1969295)

Spells

Material Component: Iron fillings, caltrops work as an alternative.

The caster can take this enough food animals to provide him with one day’s meals per three caster levels (and of course whatever ancillary benefits their corpses might provide antler, bone, hide, sinew and other good raw materials) or wood or other vegetable matter totalling one cubic foot per caster level in size. There will never be any repercussions for doing this from other creatures of Intelligence 1 or 2, and creatures of Intelligence 3 or higher and of the fey, humanoid or monstrous humanoid types will tend to react favourably to the caster’s harvesting of these woodland resources, though they are not committed to so doing.

Ghost Dance Conjuration (Summoning) Level: Brd 5, Clr 5, Drd 5, Sor/Wiz 5 Components: V, S, M, DF Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: 1 summoned creature per caster level in a 30-ft.radius area Duration: 1 round/2 levels (D) Saving Throw: Reflex half Spell Resistance: No

Focus: An appropriate craft tool or weapon such as a woodsman’s axe or hunting knife.

You summon warrior spirits to aid you in combat. The number of spirits that arrive equals your caster level, with a maximum of 15. The spirits start attacking anything and everything inside the area of effect, dealing a total of 1d6 points of damage per spirit, and you assign how much damage each creature inside the area receives before the targets roll their Reflex saving throws. Every creature that succeeds at the save receives only half of the damage you assigned for it. At the beginning of every round of the duration, you can reassign the damage inflicted to each creature that remains inside the area as long as the total is the same that you rolled the first time. Targets can keep rolling their Reflex save normally to halve it. The warriors’ spirits are true neutral in alignment, and thus unaffected by protection or magic circle spells, but affected by dictum and word of chaos. If the spirits are targeted by spells such as banishment or dismissal, they use your Will save bonus to resist. Being incorporeal, they are affected normally by force barriers such as mage armour or wall of force.

Ghost Armour Conjuration (Summoning) (force) Level: Clr 3, Rgr 4, Sor/Wiz 4 Components: V, S, F Casting Time: 1 standard action Range: Touch Target: 1 creature Duration: 10 rounds/level Saving Throw: None (harmless) Spell Resistance: No You call upon the protection of the spirits to guard you or another creature from harm. The spirit envelops the target creature, granting it a +1 deflection bonus to AC and damage resistance 5/magic. Despite the spell’s name, the protecting creature is a spirit, not an undead, and it can be seen as a transparent figure juxtaposed to the protected creature’s body. The spirit also protects the creature from incorporeal attacks and force effects as the mage armour spell.

Material Component: Dust of coagulated blood.

Focus: A turtle shell with a carved image of a warrior.

Ghostwalk

Ghost Combatant

Necromancy Level: Sor/Wiz 5, Undead (Spirit) 5 Components: V, S, DF Casting Time: 1 standard action Range: Personal Target: Caster Duration: 1 minute/level

Illusion (Phantasm) (Mind-Affecting) Level: Brd 1, Clr 2, Sor/Wiz 1 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./level) Target: 1 creature Duration: 1 round/level Saving Throw: Will negates Spell Resistance: No

You become incorporeal, similar to a manifest ghost. Your body shifts to the Ethereal Plane. While manifest, ethereal creatures can harm you, as well as creatures on the Material Plane that use magic weapons, spells, spell-like abilities or supernatural abilities. You are immune to all non-magical attack forms. You are not burned by normal fires, affected by natural cold or harmed by mundane acids.

You can make spirits whisper, make noises and create false movements behind a creature to make it believe it is flanked. If the target fails its saving throw, it believes that there is another attacker behind it, occupying a space where no actual opponent exists, suffering all the effects of being flanked (opponent gets a +2 bonus to attack rolls and is vulnerable to sneak attacks), even if it is not.

Even when struck by magic or magic weapons, you have a 50% chance to ignore any damage from a corporeal source – except for a force effect or damage dealt by a ghost touch

113

David Culliford (order #1969295)

Spells

Casting Time: 1 standard action Range: 20 ft. radius burst Target: Living creatures within range Duration: 10 min./level Saving Throw: Will negates Spell Resistance: Yes

weapon. You are immune to critical hits, extra damage from being a favoured enemy and from sneak attacks. You can move in any direction (including up or down) at will and with perfect manoeuvrability. You do not need to walk on the ground. You can pass through solid objects at will, although you cannot see when your eyes are within solid matter. If hiding inside a solid object, you get a +2 circumstance bonus on Listen checks, because solid objects carry sound well. Pinpointing an opponent from inside a solid object uses the same rules as pinpointing invisible opponents.

You draw upon the inner lifeforce of creatures in the area causing their bones to glow. The light within their bodies is enough to shine through their skins granting a +10 circumstance bonus on Spot checks to notice hidden creatures. All bones in the area begin to glow, including inanimate bones, as well as your own bones and those of any companions nearby.

Your physical attacks are ineffectual against creatures on the Material Plane unless you have ghost touch weapons. You have no effective Strength (apply your Dexterity modifier to all attack rolls). Your spells affect creatures on the Material Plane normally.

The glowing light does no damage; it just makes it easier to Spot creatures that are affected. A successful Will save negates the effect.

You are inaudible unless you decide to make noise. You pass through and operate in water as easily as you do in air. You cannot fall or take falling damage. Corporeal creatures cannot trip or grapple you. You have no weight and do not set off traps that are triggered by weight. You do not leave footprints, have no scent and make no noise.

Godsblood Conjuration (Healing) Level: Clr 8 Components: V, S, M, XP Casting Time: 10 minutes Range: 0 ft. Effect: Enchants a single vial of liquid Duration: 1 day or until used Saving Throw: None Spell Resistance: No

Gift of Life Necromancy Level: Clr 3, Drd 3, Sor/Wiz 4 Components: V, S Casting Time: 1 round Range: Touch Target: Caster and one living creature Duration: Instantaneous Saving Throw: Fort negates Spell Resistance: No

Through a holy ritual, you enchant a vial of holy water to become godsblood, a representation of the blood of your patron deity. Once crafted, the blood can have numerous possible uses, as detailed below. The liquid remains enchanted until one day has passed, or until it is used. Uses for godsblood are as follows:

With this spell, the caster gives some of his lifeforce to another, or receives the gift of life himself. The caster must touch the target, for this spell to work, and if the target is the one giving the gift of life to the caster, he must do so willingly. A Fortitude save is made to see if the body rejects this gift, a weak body will accept what a strong body will decline.

1. If drunk, it acts upon the imbiber as if heal (for clerics who turn undead) or harm (for clerics who rebuke undead) had been cast upon him. 2. If anointed to a dead creature’s lips, eyes and chest over the heart, it acts as a raise dead spell. If the recipient is a faithful follower of the cleric’s chosen deity, and in good standing with the church, it instead acts as resurrection.

The number of hit points transferred, can be no greater than the caster’s level, but the exact number is chosen by the one giving the gift of life. This is a permanent effect, and can only be undone with a limited wish or a wish spell. This spell can also be used to bring back someone who has already died, but the gift of life must be given to someone below –10 hit points, within five rounds of his demise.

3. If applied to a single weapon or up to ten missiles such as arrows or sling bullets, the weapon bypasses all damage reduction. This effect lasts one minute per five caster levels. 4. If sprinkled over food or drink, it acts as a purify food and drink spell that affects up to four times the normal quantity of provisions.

Glowing bones Necromancy Level: Clr 2, Sor/Wiz 2 Components: V, S, M

114

David Culliford (order #1969295)

Spells

Material Component: A vial of holy water and a 5,000 gp ruby, which is crushed and dissolved in the liquid.

Living bodies and undead creatures are not affected by this spell. Note that the area of this spell extends downward through solid earth as if the ground did not impede line of effect. All vertical obstacles to line of effect still apply to this spell, as normal.

XP Cost: 1,000 XP.

Grasping Plants

Green Water

Transmutation Level: Drd 4 Components: V, S, DF Casting Time: 1 standard action Range: Long (400 feet + 40 feet/level) Target: 1 plant Duration: 1 round/level Saving Throw: Reflex negates Spell Resistance: No

Transmutation Level: Clr 2 Components: V, S, DF, M Casting Time: 1 minute Range: Touch Area: Water in a volume of 5 ft. by 5 ft. by 1 ft. Duration: Instantaneous Saving Throw: Will negates (object) Spell Resistance: Yes (object)

You transform a plant into a grasping trap that immediately wraps around a single victim, regardless of size. The plant grows to conform to the size of the target creature, which must be on the ground or within five feet of the plant. The plant holds the target immobile and helpless. The target remains aware and breathes normally but cannot take any physical actions, even speech. The creature can, however, execute purely mental actions (such as casting a spell with no components) or try to break free (Strength check (DC 30)). Others can try to free the victim with a Strength check (DC 28). Hacking at or burning the plant serves no purpose; it is impervious to damage for the duration.

This spell changes an area of water up to five feet by five feet by one foot into green slime. A single five-foot square of green slime deals 1d6 points of Constitution damage per round while it devours flesh. On the first round of contact, the slime can be scraped off a creature (likely destroying the scraping device), but after that it must be frozen, burned or cut away (dealing damage to the victim as well). Anything that deals cold or fire damage, sunlight or a remove disease spell destroys a patch of green slime. Against wood or metal, green slime deals 2d6 points of damage per round, ignoring metal’s hardness but not that of wood. It does not harm stone.

Grave Quake Necromancy Level: Clr 5 Components: V, S Casting Time: 1 round Range: 60 feet Area: Cylinder (60-ft. radius, 5 ft. deep in earth/30 ft. deep in water) centred on the caster Duration: Instantaneous Saving Throw: See texts Spell Resistance: See text

Material Component: A stone flask of water and green dye.

Grub Rot Necromancy Level: Vermin (Filth) 9, Sor/Wiz 8 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: 1 creature per three levels, no two of which may be

This spell brings bodies buried in the ground or submerged in water to the surface. Corpses are not actually animated by this spell, but are moved almost as if they were. Treat all buried corpses within the affected area as if they were creatures with a burrow speed of five feet that each immediately performs a single move action. This move is toward the surface of the earth and ends once that barrier is breached. Treat all submerged corpses within the affected area as if they were creatures with a swim speed of 30 feet that each immediately performs a single-move action toward the surface, using any remaining movement to then move toward the nearest shore within the area of the spell. Corpses that cannot reach their destinations with a single-move action stop where that action would have placed them upon its completion.

115

David Culliford (order #1969295)

Spells

This spell cloaks all recipients in an invisible aura that can affect the emotions of hostile opponents. Any intelligent creature that deals damage on a being under the effect of guilt aura must make a Will save or suffer a –4 morale penalty to attack that target again for the spell’s duration because of overwhelming guilt over dealing the initial wound. Success means the attacker is unaffected by the magical guilt and can act normally. An attacker need only successfully save once against this spell.

more than 30 ft. apart Duration: Instantaneous Saving Throw: None Spell Resistance: Yes You cause an infestation of rot grubs in your victims. Victims must succeed with a DC 20 Spot check to notice the infestation immediately. If caught within the first five rounds, victims can kill the grubs by applying fire to the infected regions. After five rounds, all that can stop the grubs is a heal, limited wish, miracle, remove disease or wish spell.

Material Component: A leaf from a willow tree.

While in a host, rot grubs deal 1d6 points of Constitution damage per minute as they devour their way to a creature’s vital organs. Undead creatures are immune to this spell.

Gunge Blight Necromancy Level: Clr 3, Sor/Wiz 4 Components: V, S Casting Time: 1 standard action Range: Touch Target: Living troll touched Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes

Material Component: 1 living rot grub.

Guide Wild Shape Transmutation Level: Drd 1 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Another character with the ability to use wild shape Duration: Special Saving Throw: Will negates (harmless) Spell Resistance: No

This spell is greatly feared among trolls, making it popular among shamans and chieftains for keeping their underlings in line. Casting this spell causes the spellcaster’s hand to glow and pulsate with a sickly red light. A successful touch attack transmits the dreaded gunge disease into the victim, who is allowed a Fortitude save to negate the effects.

This spell can only be used by one druid on another. The target may use any wild shape form available to the caster, even those that are normally attained at a higher level. For example, a 5th level druid can normally only transform into Small or Medium creatures. Under the effect of this spell when cast by a 12th level druid, the 5th level druid could become a Large creature or a plant. The druid is still limited by the other restrictions of wild shape, such as being limited to creatures with Hit Dice equal to or less than his caster level.

If the save is failed, the victim immediately shows signs of the gunge: reddish welts appear on its body, its skin becomes flaky and starts to peel. Trolls who fall victim to this disease lose their regenerative abilities until the disease runs its course in 7+2d4 days. Despite the fact that trolls enjoy healthy constitutions and most can successfully save against this spell, many are unwilling to take the chance. In fact, in more than one troll clan where this spell has been used, the lead storyteller (with bard levels) has taken to casting a silent image on his hand duplicating the appearance of the reddish glow of a latent gunge blight spell to bluff his clan-mates into thinking he has the power to inflict the disease upon them.

Guide wild shape lasts as long as the target can stay in wild shape (one hour per level, normally). If the target reverts to normal form, he cannot use the augmented array of forms offered by this spell. Guide wild shape can also be used to help a druid stuck in wild shape.

Gunge blight has no effect on non-trolls, as the gunge is a troll-specific disease.

Guilt Aura

Halt Ageing

Abjuration (Mind-Affecting) Level: Brd 2, Clr 2, Pal 2 Components: V, S, M, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: Up to 1 creature per 2 levels Duration: 1 round/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

Necromancy Level: Clr 7, Sor/Wiz 7 Components: V, S, M Casting Time: 1 standard action Range: Touch Effect: Living creature touched Duration: 10 years Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless)

116

David Culliford (order #1969295)

Spells

This spell temporarily stops all ageing in the target. For ten years, the target does not grow physically older. Additionally, any magical ageing is absorbed by halt ageing. Absorbed years shorten the duration of the spell by the number of years absorbed. A Fortitude save prevents the pause in ageing. See the PHB for details on ageing.

Saving Throw: Fortitude negates (see text) Spell Resistance: Yes When this spell is cast, a great explosion of poisonous energy is released from the caster toward a single living target. If the target fails a Fortitude save, the creature dies in a hideous explosion of entrails and globs of sticky poison. A creature killed in his manner cannot be resurrected by any means short of a wish spell. The explosion requires all creatures within a ten-foot radius to make a Reflex save.

Material Component: A handful of sand from an hourglass.

Halt Plant Necromancy Level: Drd 3 Components: V, S, DF Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Targets: Up to four plants creatures, no two of which can be more than 30 ft. apart Duration: 1 round/level Saving Throw: Will negates (see text) Spell Resistance: Yes

If this save fails, those creatures receive 2d12 points of damage from flying bone fragments and an additional 3d6 points of Constitution damage from the poison. Those who succeed at this second save take no damage. Creatures who die from this poison damage can be raised from the dead normally.

Harden Armour Transmutation Level: Clr 2, Sor/Wiz 2 Components: V, S, M, DF Casting Time: 1 standard action Range: Touch Target: Armour touched Duration: 1 minute/level Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (harmless, object)

This spell renders as many as four plant creatures immobile. A non-intelligent plant creature gets no saving throw; an intelligent plant creature does. If the spell is successful, it renders the plant creature immobile for the duration of the spell (similar to the effects of hold person). The effect is broken if the halted creatures are attacked or take damage. This spell dispels or counters entangle.

Harden armour hardens one suit of metal armour to an adamantine-like hardness. Hardened armour provides its wearer with damage reduction 1/— if it is light armour, damage reduction 2/— if it is medium armour and damage reduction 3/— if it is heavy armour.

Halve Ageing Necromancy Level: Clr 5, Sor/Wiz 5 Components: V, S, M Casting Time: 1 standard action Range: Touch Effect: Living creature touched Duration: Permanent Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless)

Material Components: A small piece of iron foil and a few drops of varnish.

Harden Weapon Transmutation Level: Brd 1, Clr 2, Pal 1, Sor/Wiz 2 Components: V, S, M, DF Casting Time: 1 standard action Range: Touch Target: Weapon touched Duration: 1 minute/level Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (harmless, object)

The target of this spell has his natural ageing magically reduced to half the normal rate. Additionally, any magical ageing is affected by halve ageing. Affected years reduce the duration of this spell by one year for every two years of magical ageing. A Fortitude save avoids the effects of this spell (see the PHB for details on ageing). Material Component: A drop of molasses.

Harden weapon doubles the hardness of a weapon. A hardened weapon counts as adamantine for the purposes of calculating damage reduction and ignores the hardness of any objects it strikes if it is less than 20. A hardened weapon can also damage magic weapons whose enhancement bonus is two or fewer pluses higher than its enhancement bonus (e.g. a hardened +1 short sword can be used to sunder +3 weapons/armour).

Hand of Death Necromancy (Poison) Level: Poison 9 Components: V, S, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: 1 living creature Duration: Instantaneous

117

David Culliford (order #1969295)

Spells

makes you lose your Dexterity bonus to Armour Class (if any) also makes you lose dodge bonuses.

You cannot cast this spell on a natural weapon, such as an unarmed strike; the monk’s unarmed strike is considered to be exception to this rule as it is considered a weapon, and therefore can be enhanced by this spell.

All of the hasted mount’s modes of movement (including land movement, burrow, climb, fly and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed.

Material Components: a pinch of iron filings and a drop of pine resin.

Hardening Transmutation Level: Sor/Wiz 6, Creation (Artifice) 7 Components: V, S Casting Time: 1 action Range: Touch Target: 1 item of a volume no greater than 10 cu. ft./level; see text Duration: Permanent Saving Throw: None Spell Resistance: Yes (object)

Heal Animal Companion Conjuration (Healing) Level: Rgr 5, Drd 5 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: The character’s animal companion touched Duration: Instantaneous Saving Throw: None Spell Resistance: Yes (harmless)

This spell increases the hardness of materials. For every two caster levels, increase by one the hardness of the material targeted by the spell. This hardness increase improves only the material’s resistance to damage. Nothing else is modified by the improvement.

Heal animal companion enables the character to wipe away disease and injury in the character’s animal companion. It completely cures all diseases, blindness or deafness of the animal companion, cures all points of damage taken due to wounds or injury, and repairs temporary ability damage. It cures those mental disorders caused by spells or injury to the brain. Heal animal companion does not remove negative levels, restore drained levels or restore drained ability scores.

The hardening spell does not in any way affect resistance to other forms of transformation. This spell affects up to ten cubic feet per level of the spellcaster. If cast upon a metal or mineral, the volume is reduced to one cubic foot per level.

Haste Mount Transmutation Level: Pal 2 Components: V, S Casting Time: 1 standard action Range: Touch Target: 1 special mount Duration: 1 round/level Saving Throw: Negates Spell Resistance: Yes This spell enables the character to enhance his special mount’s movement. The mount moves and acts more quickly than normal as if subject to a haste spell. When making a full attack-action, a hasted mount may make one extra attack with its primary natural weapon. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you cannot use it to cast a second spell or otherwise take an extra action in the round. A hasted mount gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that

118

David Culliford (order #1969295)

Spells

Material Component: Herbal infusion of camomile and lavender, sprinkled from the caster’s hand onto the animal companion.

Hell’s razor enables any weapon you touch to deal an extra 2d6 points of damage.

Hero’s Visage

Healing Flame

Enchantment (Compulsion) (Mind-Affecting) Level: Brd 2, Clr 2, Pal 2 Components: V, S, F, DF Casting Time: 1 standard action Range: Personal Target: Caster Duration: 1 round/level (D)

Conjuration Level: Clr 7, Fire (Purification) 7, Drd 8 Components: V, S, M Casting Time: 1 standard action Range: 5 ft. Area: 5 ft. radius emanation centred on caster Duration: 1 round/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

The caster emanates an aura of greatness, appearing like a hero of ancient legend, who only the bravest dare to approach, let alone fight. Any creature attempting to engage the caster in melee combat suffer a –2 morale penalty on attack and damage rolls.

When this spell is cast, any open flame (such as a torch or candle) held by the caster expands into a diffuse, warm light that fills the area affected by the spell. Any allied individual that spends a full round within the spell’s area of effect is immediately healed for 1d4 + caster’s Wisdom modifier hit points of damage. This healing occurs at the end of every full round the character spends in the area of effect.

Focus: Any weapon raised high in the air.

Hibernate Enchantment (Compulsion) (Cold) Level: Drd 1, Rgr 1, Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: Several living mammals within a 15-ft.-radius burst Duration: 1 minute/level Saving Throw: Fort negates Spell Resistance: Yes

Material Component: A votive candle.

Heart of Filth Transformation Level: Drd 3 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: 1 creature Duration: 1 round/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

A hibernate spell causes a comatose slumber to come upon one or more mammals. Roll 1d4 +1 per caster level to determine how many total Hit Dice of creatures can be affected (maximum +5 Hit Dice). Creatures with the fewest Hit Dice are affected first. Among creatures with equal Hit Dice, those who are closest to the spell’s point of origin are affected first. No creature with five or more Hit Dice is affected, and Hit Dice that are not sufficient to affect a creature are wasted. Hibernating creatures are helpless. Slapping or wounding awakens affected creatures, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Hibernate does not target unconscious creatures, constructs or undead creatures. This spell can only be cast in conditions where the temperature is below freezing.

Heart of filth grants the caster, or one humanoid creature of Large or smaller size he touches, an innate understanding for and affinity with the tactics of vermin. This understanding gives the target a +4 bonus on Bluff, Listen, Sense Motive, Spot and Survival checks and weapon damage rolls against vermin. Additionally characters with the wild empathy class skill can use it on vermin and gain a +2 bonus while doing so.

Hel l’s Razor

Hibernation

Transmutation Level: Clr 5 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: 1 weapon Duration: 1 minute/level Saving Throw: None Spell Resistance: No

Transmutation Level: Drd 7 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: 1 creature Duration: Up to 10 years/level

119

David Culliford (order #1969295)

Spells

Saving Throw: None Spell Resistance: No This spell can only be cast on willing subjects (hence the reason for no saving throws). The recipient of the spell falls into a deep state of suspended animation. For the creature, time flows at an almost imperceptibly slow pace. By the time the spell ends, the target creature has aged only one day. The duration of the hibernation is chosen when the spell is cast but the character can set up to one condition per five levels that can also cause the creature to awaken. These conditions can be in regard to any object, creature or action that occurs within 100 miles of the hibernating creature and follow the same basic rules as for the conditions used by the contingency spell (see PHB). If the creature is attacked physically, it will awaken immediately but dispel magic and antimagic effects cannot awaken the creature prematurely.

The focus animal’s soul remains in its body unaffected by the caster’s soul. In essence, the souls share the body of the focus animal. If a spell or power that affects or damages the soul (trap the soul, for instance) is cast on the focus animal while it houses the subject’s soul, there is a 50% chance that the subject’s soul (rather than the focus animal’s soul) is affected. In such a case, the effects of hide the soul are immediately nullified, and the subject suffers the full effects of the spell or power in question. A true seeing spell cast on the subject reveals a ghostly image of the focus animal overlying the subject. If true seeing is cast on the focus animal, an overlying translucent and ghostly image of the subject can be seen. Material Component: A black sapphire gem (total value equal to at least 1,000 gp times the subject’s character level). The gem is powdered and mixed with nine drops of blood from the subject and nine drops of blood from the focus animal. The subject consumes one half of the mixture while the focus (animal) consumes the other half.

Material Component: A tuft of hair from a bear. Focus: The animal that is to contain the subject’s soul.

Hide the Soul

Hold Evil

Abjuration Level: Clr 9, Drd 9, Sor/Wiz 9 Components: V, S, M, F Casting Time: 10 minutes Range: Personal or touch Target: Caster and 1 creature touched Duration: Permanent Saving Throw: Will negates Spell Resistance: No

Enchantment (Compulsion) (Mind-Affecting, Good) Level: Clr 3, Pal 2 Components: V, S, DF Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: 1 evil living creature Duration: 1 round/level (D), see text Saving Throw: Will negates, see text Spell Resistance: Yes

You draw your soul (or the soul of a creature touched) from the body and store it in the body of any single animal you touch during the casting. By storing the soul elsewhere, the subject becomes immune to all spells or abilities that damage or affect the soul (such as the trap the soul or soul bind spells). Likewise, a subject whose soul is stored elsewhere cannot be affected by the clone spell. To free a hidden soul, the subject must bleed the animal (dealing one point of damage) and consume the blood. If the animal containing the subject’s soul is killed, the subject must make a successful DC 20 Constitution check or die as well (though he can now be returned to life normally). If the check succeeds, the subject’s soul is returned to its body and the effects of this spell are ended. If the subject is killed, raise dead, resurrection, true resurrection, or even a wish or miracle cannot restore life to a soulless subject. Only by bringing the focus animal within five feet of the slain subject’s body and bleeding it (dealing one point of damage) during the revivification attempt can the subject be returned to life. This immediately returns the subject’s soul to its body and cancels the effects of this spell. If the animal cannot be obtained or is not within range, all attempts at revivification automatically fail until the above conditions are met.

120

David Culliford (order #1969295)

The target freezes in place, standing helpless. The target creature must be of evil alignment and must be alive. Creatures with Evil as a subtype have the Difficulty Class for their saving throw raised by +1. The subject is aware of its surroundings and breathes normally but cannot take any physical actions, even speech. The subject can, however, execute purely mental actions. Each round on its turn, the subject may attempt a new saving throw to end the effects. This is a full-round action that does not provoke attacks of opportunity. A winged creature that is held cannot flap its wings and falls. A swimmer cannot swim and may drown.

Holy Fire Hammer Conjuration (Fire) Level: Pal 4 Components: V, S, DF Casting Time: 1 standard action Range: Personal Duration: 1 round/level Saving Throw: None Spell Resistance: No

Spells

Material Component: 50 gp worth of golden thread that is sewn into the hem of the cloak by the spell.

You call a hammer formed of divine fire to your hands. This functions as a +3 returning light hammer. The holy nature of the hammer bypasses the damage reduction for demons, devils and other evil outsiders. The hammer deals 3d6 points of physical damage, 1d8 points of holy damage, and 1d8 points of fire damage against evil creatures, half this damage to neutral creatures and no damage at all to good-aligned creatures. While wielding the hammer you gain resistance to fire 15 and are surrounded by a magic circle against evil. Only the caster can wield the hammer.

Focus: A cloak.

Horrible Mist Evocation (Fear, Mind-Affecting) Level: Clr 3 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: Cloud that spreads 30 ft. and is 20 ft. high Duration: 1 round/level (D) Saving Throw: Will partial (see text) Spell Resistance: Yes (see text)

Holy Infusion Enchantment Level: Pal 1 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Caster’s melee weapon Duration: 1 round/level Saving Throw: None Spell Resistance: No

This spell creates a stationary cloud of black mist that has two effects. First, it obscures sight, including darkvision, beyond five feet. Creatures within five feet are treated as if they have concealment (imposing a 20% miss chance for attacks). Those farther than five feet away have total concealment, which imposes a 50% miss chance, and the attacker cannot use sight to locate his target. There is no saving throw against these effects, nor does spell resistance apply. In addition, any creature caught within the vapours is affected as if by a cause fear spell. The black cloud of horror manifests the fears of each creature in an attempt to drive them away. A Will save is allowed to resist the fear; otherwise, the creatures react as if influenced by cause fear.

You infuse your weapon with holy power, making it cause additional damage to undead. Your weapon does an additional 1d6 points of damage with every successful attack for the duration of the spell. Any one melee weapon you possess may be so infused, but if it leaves your grasp for any reason, the spell immediately ends. The weapon is treated as magical for the purpose of hitting undead creatures, but you gain no additional advantage against incorporeal foes, though this spell does stack with ghost touch effects.

Spell resistance also applies against the fear effect. A moderate wind, such as that created by gust of wind, breaks up the cloud in four rounds. Stronger winds disperse the cloud in one round. Fiery spells, such as fireball or wall of fire, burn away any portion of the cloud with which they come into contact.

Material Component: A drop of holy water.

Holycloak Abjuration Level: Pal 3 Components: V, S, M, F Casting Time: 1 standard action Range: Touch Target: 1 cloak Duration: 24 hours Saving Throw: None Spell Resistance: No

The horrible mist cannot be used underwater.

Hound’s Scent Transmutation Level: Rgr 1 Components: S, M Casting Time: 1 standard action Range: Personal Target: Caster Duration: 1 hour

The garment affected by the holycloak spell gains several protective qualities. It wards the wearer’s alignment from detection, as per undetectable alignment. It also gives some protection against scrying and other divination spells – casters must make a caster level check (DC 10 + the paladin’s caster level).

You gain the ability to use the scent ability (see the MM) for tracking. Unfortunately, this sensitivity is only valuable for following a trail, the concentration required to stay on the trail of your quarry prevents you from using the scent ability to notice or identify nearby opponents.

One of the useful virtues of the holycloak is that anything wrapped in it will be warded in this fashion – the garment can be worn, wrapped around an item, hung up over a doorway and so on.

Material Component: A sliver of dogwood.

121

David Culliford (order #1969295)

Spells

Huapsi

Ice

Abjuration Level: Brd 5, Clr 5 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: 10 minutes/level Saving Throw: None Spell Resistance: Yes (harmless)

Conjuration (Creation) (Cold) Level: Drd 1, Rgr 1, Sor/Wiz 1 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target or Area: 1 object or a 10-ft. × 10-ft. square Duration: 1 round/level (D) Saving Throw: See text Spell Resistance: No

This spell is a form of preventive medicine known as ‘breaks up a plan’. It is used when a person is conscious of being near an enemy that ultimately means death. The target becomes immune to all death spells, magical death effects, energy drain and any negative energy effects (such as from inflict spells or chill touch). The spell does not protect against other sorts of attacks, such as hit point loss, poison, petrification or other effects even if they might be lethal.

An ice spell covers a solid surface with a layer of slippery ice. Any creature entering the area or caught in it when the spell is cast must make a successful Reflex save or slip, skid and fall. Those that successfully save can move at half speed across the surface. However, those that remain in the area must each make a new saving throw every round to avoid falling and to be able to move. The spell can also be used to create an icy coating on an item – a rope, ladder rungs or a weapon handle, for instance. Material objects not in use are always affected by this spell, while objects wielded or employed by creatures receive a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made each round the creature attempts to pick up or use the iced item. If the temperature is above 32 degrees Fahrenheit, the ice melts after one round per caster level.

Material Component: This spell requires the caster to pound and rub ten pounds of fresh roots on the target’s body.

Hunter’s Mark Transmutation Level: Drd 3, Rgr 3, Sor/Wiz 3 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: 1 creature Duration: 10 minutes/level Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless)

Ice Flames Transmutation (Cold) Level: Clr 5, Sor/Wiz 6 Components: S, V Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: Body of fire up to 10 ft./level Duration: 1 hour/level Saving Throw: Will negates Spell Resistance: Yes

This spell creates a small, moon-shaped mark on the subject’s forehead, granting the ability to track a specific creature with the keen senses and tenacity of a wolf. You select the creature the subject is hunting at the time the spell is cast. The subject can track and detect the presence of the chosen creature as though they possessed the scent ability, and gains a +10 feet enhancement bonus to their base land speed while following the scent trail. Further, they gain a +2 enhancement bonus to their Wisdom and a +4 competence bonus to their Listen, Spot and Survival checks for the duration of the spell.

This spell transforms the flames of any size fire (up to a large bonfire) into startling formations of yellowish orange ice. The result is very cold to the touch. When the duration elapses, the ice melts and the fire resumes. This spell can be cast at fire elementals and creatures with the Fire subtype. The creature must make a Will save or be flash frozen and immobilised as it is transformed into ice.

The subject can only detect the scent of the creature chosen by the spell, they do not gain the ability to track or detect other creatures by smell. If the subject finds and defeats the creature they are hunting, whether that defeat is the result of slaying the creature or rendering it harmless, the spell ends immediately. The subject cannot knowingly take any action that other than pursuing their prey without breaking the spell, but may otherwise act as they please.

Ice Lens Transmutation Level: Drd 3, Rgr 2, Sor/Wiz 3 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature touched

Material Component: An object bearing the scent of the creature you wish to track.

122

David Culliford (order #1969295)

Spells

Duration: 1 minutes/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

Target: Ice or ice object touched, up to 10 cu. ft. +1 cu. ft./level Duration: Instantaneous Saving Throw: None Spell Resistance: No

You cover the target’s eye with a glittering coating of deep blue ice. It still functions as a regular eye (losing the icy cover when the spell ends), but the subject gains the ability to see clearly and without vision penalty through non-magical rain, fog, ice and snow out to a range of 120 feet. While using the eye, you are still subject to normal illumination and your normal visual limitations; this spell just negates normal storms, weather and ice as barriers to vision.

The caster can form an existing piece of ice into any shape that suits the caster’s purpose. For example, the caster can make an ice weapon, a special trapdoor or a crude idol. Ice shape also permits the caster to reshape an ice door to make an exit where one did not exist or to seal a door shut. While its possible to make crude coffers, doors and so forth with ice shape, fine detail is not possible. There is a 30% chance that any shape including moving parts simply does not work. If the temperature is over 32 degrees Fahrenheit, the ice melts after one round per caster level.

Example: if you attempt to look into an iceberg with this spell, you see only darkness unless you also use true seeing or some other means to provide magical sight. However, if you then cast darkvision, you might be able to see deep within.

Material Component: Ice.

Ice Walk

Ice Path

Transmutation (Cold) Level: Drd 3 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature (Gargantuan or smaller) touched Duration: 10 minutes/level Saving Throw: None Spell Resistance: Yes (harmless)

Conjuration (Creation) (Cold) Level: Sor/Wiz 3, Rgr 3 Components: V, S, M, DF Casting Time: 1 standard action Range: Touch Effect: A strong pathway of ice up to 5 ft. ahead of the caster per level (see text) Duration: 1 minute/level Saving Throw: None Spell Resistance: No

The transmuted creature can tread on ice as if walking on solid ground. The creature does not have to make Balance checks for walking on ice. The caster can cast ice walk on a specially trained mount so it can be ridden over ice. For training purposes, ice-walking counts requires a Handle Animal check (DC 20) and takes four weeks.

You create a three-foot thick, five-foot wide continuous pathway of ice. The ice path extends up to five feet/level in a straight line centred on the caster. The path moves with the caster. Although the path is made of ice, the surface friction is that of packed earth, so creatures may move on it at their normal movement rate. This spell can be used to bridge chasms or create pathways across water. If used near a large body of water, the maximum area of effect is doubled. Each five-foot section of the path has 30 hit points and a hardness of 5. A section whose hit points drop to zero is destroyed, but this does not affect the rest of the path. The path is strong enough to hold 2,000 pounds on each five-foot section.

Icebal ls Conjuration (Creation) (Cold) Level: Drd 6 Components: V, S, M Casting Time: 1 standard action Range: Touch Targets: Up to 4 touched snowballs touched Duration: 10 minutes/level or until used Saving Throw: Reflex half; see text Spell Resistance: Yes

If you desire, the ice path may create stairs or an upward or downward path. It is extremely useful for moving a group across, over, or around an obstacle while avoiding pursuit.

Up to four iceballs can be turned into special grenade-like weapons that can be hurled up to 100 feet. A ranged touch attack roll is required to strike the intended target. Each iceball bursts upon striking any hard surface. Together, the iceballs are capable of dealing 1d8 points of cold damage per caster level (maximum 20d8), divided up among the iceballs as the caster wishes. A 20th level druid could create one 20d8 missile, two 10d8 missiles, one 11d8 and three 3d8 missiles or any other combination of d8s totalling up to four iceballs and 20d8 points of damage.

Material Component: A small white feather.

Ice Shape Transmutation (Cold) Level: Drd 3, Sor/Wiz 5 Components: V, S, M Casting Time: 1 standard action Range: Touch

123

David Culliford (order #1969295)

Spells

The iceballs deal one point of splash damage per die within ten feet. If a creature within the burst area makes a successful Reflex saving throw, it takes only half damage; a creature struck directly always sustains full damage (no saving throw).

Icicles Transmutation (Cold) Level: Drd 4 Components: V, S, DF Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: 1 20-ft. square/level Duration: 1 hour/level (D) Saving Throw: Reflex partial Spell Resistance: Yes

Evocation (Cold) Level: Drd 1 Components: V Casting Time: 1 standard action Range: 5 ft. Area: 5-ft. radius spherical emanation centred on you Duration: 1 round/level (D) Saving Throw: Reflex half Spell Resistance: Yes This spell creates a whirling cloud of icy shards about you. All creatures except you caught within or moving into the area of effect take 1d4 points of cold damage and 1d4 points of slashing damage. A successful Reflex save halves all damage. As you are at the centre of the whirlwind you take no damage from this spell.

Snow-covered ground, icy floors and similar surfaces shape themselves into long, sharp points that blend into the background. The icicles impede progress through an area and deal damage. Any creature moving on foot into or through the spell’s area takes 1d8 points of cold damage for every five feet of movement through the area. In addition, ground speed through the spell’s area is reduced by half. Any creature that sustains damage from this spell must also succeed at a Reflex save or suffer injuries to its feet and legs that slow its speed by one-third. This movement penalty lasts for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points). Another caster can remove the penalty by taking ten minutes to dress the injuries and succeeding at a Heal check against the spell’s save DC. Icicles is a magic trap that cannot be disabled with the Disable Device skill. If the temperature is over 32 degrees Fahrenheit, the ice melts after one round per caster level.

Ignite Fire Evocation (Fire) Level: Brd 1, Drd 1, Rgr 1 Components: V, S, F Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: 1 sq. ft. Duration: 1 minute/level Saving Throw: None Spell Resistance: No A small (one square foot) fire is ignited. The fire is perfectly ordinary except that while the spell lasts, the fire requires no fuel. Any flammable object that comes into contact with the fire will burn and remain burning even after the spell ends, until put out normally. Focus: A piece of wood.

Ignore Silt

Icy Hammer

Divination Level: Clr 0, Drd 0, Rgr 1 Components: V, S, DF Casting Time: 1 standard action Range: Personal Target: Caster Duration: 1 hour/level

Conjuration (Cold) Level: Drd 2, Sor/Wiz 2 Components: V, S, DF Casting Time: 1 standard action Range: 0 ft. Effect: Hammer-like weapon of ice Duration: 1 minute/level (D) Saving Throw: None Spell Resistance: Yes A three-foot long, swirling beam of ice resembling a warhammer springs forth from your hand. You wield this hammer-like beam as if it were a warhammer. Attacks with the icy hammer are melee touch attacks. The hammer deals 1d8 points of cold damage +1 point per two caster levels (maximum +10). Since the icy hammer is immaterial, your Strength modifier does not apply to the damage. The spell can function underwater.

124

David Culliford (order #1969295)

Icy Whir lwind

When this spell is cast, any debris, silt or other fine obstructions cluttering the water are made invisible to the eyes of the caster, allowing him to see clearly. No object more than one square inch in size is rendered invisible – this spell does not allow the caster to see through walls or kelp forests.

Spells

Ilisiniq

Imbue Ship with Spel ls

Transmutation Level: Brd 3, Clr 3, Rgr 3 Components: S Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Target: 1 creature Duration: Permanent Saving Throw: Will negates Spell Resistance: Yes

Evocation Level: Clr 6, Sor/Wiz 6 Components: V, S Casting Time: 10 minutes Range: Touch Target: See text Duration: See text Saving Throw: None Spell Resistance: Yes (harmless)

This spell is a form of magical hexing in which the caster spits in front of the victim. The caster chooses one of the three following effects, depending on the version selected:

By means of this enchantment, the caster can transfer some of his currently prepared spells to a seagoing vessel he touches. The number and level of spells that can be transferred to the vessel varies based on its length. Spellcasters can successfully use this spell on vessels no longer than 20 feet + 5 feet per level. That means a 12th level wizard could affect a vessel no longer than 80 feet. Only divine and arcane Abjuration spells can be transferred to the vessel. The number and level of spells that the vessel can be granted depends on its length. Multiple castings of castings cannot exceed this limit. If for some reason (energy drain, for example), the character’s limit of 6th level spells drops below the current number of active spells, the most recently transferred spells are dispelled.

c c c

–6 effective decrease to an ability score (minimum 1). –4 enhancement penalty on attack rolls, saving throws, ability checks and skill checks. Each turn, the target has a 50% chance to act normally; otherwise, he takes no action.

The curse cannot be dispelled, but it can be removed with a reflect enchantment, limited wish, miracle, remove curse or wish spell. Ilsiniq counters remove curse. If the victim succeeds in a Will save, the caster must make a Will save – failure means the hex has rebounded and the caster suffers the effects of his own curse.

Length of Vessel (ft.)

Il lusionary Forest Illusion (Pattern) Level: Drd 4, Rgr 4 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: 1 30-ft. cube/level Duration: Permanent (D) Saving Throw: None and Will disbelief (see text) Spell Resistance: No You create the appearance of a forest in the designated area. To onlookers, the forest appears, smells and sounds real, and is indistinguishable from a real forest. Creatures moving through the area have their movement rate slowed accordingly. Druids, fey, centaurs, rangers and plant creatures can make a Will save to disbelieve the illusion when they first view the illusionary forest; other creatures do not receive a saving throw.

1–25

One 1st level spell

26–50

Up to two 1st level spells

51–75

Up to two 1st and one 2nd level spell

76–100

Up to three 1st and two 2nd level spells

101–125

Up to three 1st, three 2nd spells and one 3rd level spell

126+

Up to four 1st, three 2nd and two 3rd level spells

The transferred spells operate according to the character’s level, so the caster determines characteristics of range, duration and area. Once the character has cast imbue ship with spells, he may not prepare another 6th level spell to replace it until he this activates all the spells transferred to the vessel or the vessel is destroyed. To activate a transferred spell, one must be in physical contact with the vessel and concentrate for a moment to do so. The caster may choose to activate one, all or only some of the transferred spells, as he wishes. If he should be slain before all the transferred spells have been activated, those remaining are immediately dispelled.

Structures, equipment and creatures within the area are not hidden or changed in appearance. Material Component: A bit of tree bark and the leaf of an oak, ash or maple tree.

125

David Culliford (order #1969295)

Spells Transferred

Spells

Imbue with Wild Shape

The subject gains an immunity to fear effects for the duration of the spell. If the subject is under the influence of a fear effect when receiving this spell, that effect is suppressed for the duration of the spell.

Evocation Level: Drd 5 Components: V, S, DF Casting Time: 10 minutes Range: Touch Target: Creature touched Duration: 1 hour/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

Material Component: A bit of hair or flesh from a lion or tiger.

Indelible Mark Transmutation Level: Clr 3, Sor/Wiz 2 Components: V, S, M Casting Time: 10 minutes Range: Touch Target: Creature touched Duration: Permanent (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

The druid can use this spell to transfer some or all of his wild shape ability uses to another living creature. Only a creature with an Intelligence score of at least 5 and a Wisdom score of at least 9 can receive this bestowal. The druid can transfer only one type of wild shape to a creature using this spell. The druid must possess the wild shape ability to be transferred to the target. The druid cannot transfer more uses of the wild shape ability than he has available at that time. The druid loses the uses he transfers and cannot regain them until the duration of this spell expires.

A more powerful variation of arcane mark, this ritual allows you to brand a living creature with a message, symbol or sigil. The process of inscription takes ten minutes, and the target must be unconscious, restrained or willing to cooperate with you. If the target is not willing to cooperate, he gets to make a Will save at the end of the process. If he is successful, the inscription fails and the material components are lost.

The caster level of the spell determines the number of uses of the wild shape ability and the type of wild shape ability that the druid can transfer to a target.

Immunity to Energy Abjuration Level: Clr 9, Drd 9, Sor/Wiz 9 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 10 min./level Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless)

An indelible mark can cover a square of skin no larger than two inches on a side. When you inscribe the mark, you can designate it as voluntary or involuntary: A voluntary mark is under the control of the owner. He cannot change the appearance of the mark, but he can cause it to appear or disappear at will, as a free action. Secret societies and spy rings will often use voluntary marks as a means of verifying membership. An involuntary mark cannot be concealed. The target can hide it beneath clothing, but he cannot remove it from his skin. If he grows hair over the spot, the hair will be discoloured to match the mark. If he uses alter self or disguise self, the mark will remain. If the flesh is burned away or cut off, the mark will return when the skin heals. Even if the victim is polymorphed into the form of another creature, his new form will still bear the mark.

This abjuration grants a creature total immunity from damage of whichever of five energy types you select: acid, cold, electrical, fire or sonic. This spell protects the subject’s equipment as well. Immunity to energy grants immunity to damage only. The subject could still suffer unfortunate side effects, such as drowning in acid (since drowning damage comes from lack of oxygen) or becoming encased in ice.

There are a few spells that can remove an indelible mark. The mark cannot be dispelled, but it can be removed with break enchantment, limited wish, miracle, remove curse or wish. If break enchantment or remove curse is used, the caster level must be at least equal to your caster level. In addition, you can always choose to remove a mark that you have made.

Immunity to Fear Abjuration (Mind-Affecting) Level: Clr 2, Drd 2, Pal 1, Sor/Wiz 2 Components: V, S, M, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: 1 creature Duration: 1 round/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

It should be noted that mark of justice and greater mark of justice both include an indelible mark as part of the spell. Material Components: 100 gp worth of dyes and tattooing equipment.

126

David Culliford (order #1969295)

Spells

Instant Trap

damage was rolled or after damage was rolled and before the attacker finished his actions for the turn. However, once the attack is complete and the target has suffered the effects, the opportunity for intercession is over.

Transmutation Level: Drd 2, Sor/Wiz 2 Components: V, S, F Casting Time: 1 minute Range: Touch Target: Weapon touched Duration: 1 hour/level or until discharged Saving Throw: None Spell Resistance: No

Multiple attacks from the same creature in a single round (such as iterative attacks from a weapon, several magic missiles from a single spell or multiple eye rays from a many-eyed creature) count as one attack for the purpose of this spell. If you intercede against one of them, you intercede against them all.

Instant trap creates a magical structure that uses a mundane weapon to build an invisible trap. The weapon that receives this spell turns invisible and takes up a position to attack a single five-foot by five-foot space of the caster’s choice.

Special movement-based abilities such as evasion that allow you to avoid damage from certain attacks cannot prevent you from taking damage from the attack, since you are deliberately putting yourself in harm’s way to save another. You may still roll a saving throw as normal (if the attack allows it).

The next creature that enters this spot during the spell’s duration triggers the trap. This trap attacks with a base attack bonus equal to the caster’s level. It deals damage as normal for the weapon. A missile weapon may be used with this spell so long as it is provided with a bolt, arrow or bullet, as may a thrown weapon. In this case, apply any range penalties for the distance the weapon must fire across from the position where this spell was cast and its target area. Finding an instant trap requires a Search check (DC 27). Disarming one requires a Disable Device check (DC 27).

If you are incorporeal, gaseous or otherwise physically unable to prevent an attack from reaching the creature (including being paralysed, ethereal and so on), the intercession has no effect and is discharged. Example: You are battling an enemy sorcerer in a crowded city. The sorcerer casts fireball, and the area includes one terrified commoner. Having previously cast intercession, you trigger its effects and rush to cover the commoner with your own body. The sorcerer’s fireball deals 10d6 damage to you (you may save for half damage as normal), and the commoner goes unharmed.

Focus: The weapon used with this spell.

Intercession

Example: In the middle of a large melee, your young paladin ally is single-handedly fighting an eye tyrant. On the eye tyrant’s turn, it fires its charm monster, disintegrate and flesh to stone eye rays at him. The paladin’s player rolls three saving throws and succeeds at the first and third but fails the save against the second ray. You decide to trigger your intercession, taking all three of the eye rays targeted at the paladin (even though he saved against two of them). You roll your own saving throws against the attacks (suffering the consequences of any failed rolls), and the paladin escapes harm.

Transmutation (Good) Level: Clr 3, Martyr 3, Pal 3, Sor/Wiz 4 Components: V, S, F, DF, XP Casting Time: 1 standard action Range: Personal Target: Caster and see text Duration: 1 minute/level or until discharged, whichever comes first; see text With intercession, you can sacrifice yourself to protect another from a harmful event. Once the spell is cast, you may trigger its effects at any time, even if it is not your turn.

Arcane Focus: A miniature silver hand worth 25 gp.

When you trigger the spell, you may immediately take a move action to place yourself adjacent to or in the same square as another creature within range of your movement. This creature cannot be an enemy. You provoke attacks of opportunity for this movement. When you arrive, you may place yourself in the path of one attack, spell or other harmful effect that was going to affect your ally. You suffer the consequences of this attack as if you were the initial target instead of the other creature. The creature you are protecting completely avoids all effects of the attack. This discharges the intercession spell. You may intercede at any point during the attack, but cannot intercede once the attacker’s turn is over. For example, you could intercede before the target rolled a saving throw, after the saving throw and before

XP Cost: 100 XP if you trigger the intercession.

Interment Abjuration Level: Cleric 6, Endings 6 Casting Time: 1 standard action Components: V, S, DF Range: Close (25 ft. + 2 ft./levels) Targets: 1 or more undead creature, all of which must be within a 30-foot diameter sphere Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes

127

David Culliford (order #1969295)

Spells

Interment forces undead souls to abandon their bodies and resume their journey to the netherworld. You may inter up to two Hit Dice of undead creatures per caster level. When casting interment, your character must present his holy symbol, as if he were attempting to turn or rebuke the undead. The bodies of interred creatures are quickly absorbed back into the earth while their souls are freed to continue their journey to the netherworld. You may boost the potency of this spell by using additional holy objects, such as holy water, censers of incense or relics sacred to your deity, in its casting. For each additional item, you gain +1 to overcome the target’s spell resistance and +2 to the saving throw’s DC. The maximum bonus you may receive in this fashion is +3 to your check to overcome spell resistance and +6 to the save’s DC. Holy water and other single-use items are consumed during casting.

Invisibility to Favoure d Enemies

If you attempt to use this on a creature that is not evil the spell simply fails.

Iron Web Transmutation Level: Drd 5 Components: V, S, DF Casting Time: 1 minute/5 ft. square affected Range: Touch Effect: An iron web area up to 5 ft. square/level Duration: 1 day/level (D) Saving Throw: None Spell Resistance: No Iron web transforms ordinary spider webs into iron hard strands. This transformation does not in any way affect their stickiness or Escape Artist/Break DC of the webbing. It does grant them hardness 5, 20 hit points per five-foot square and resistance to fire 5, allowing them to ignore minor blows and flaming touches.

Illusion (Glamour) Level: Rgr 2 Components: V Casting Time: 1 standard action Range: Personal Target: The character Duration: 1 minute/level (D) Saving Throw: None Spell Resistance: No

Webs affected by this spell take on a faint blue sheen. Character’s can notice this by making a Spot check (DC 20).

This spell functions exactly as the spell invisibility, except that the caster is only invisible with respect to creatures which fall into one of his chosen categories of favoured enemies. Though invisibility to favoured enemies does not act so strongly as a silence spell, it does also deaden the caster’s footfalls somewhat, though only with respect to the ears of his favoured enemies. This causes any favoured enemies a –4 circumstance penalty to Listen checks which oppose the caster’s Move Silently check.

Iron Judgement Evocation Level: Pal 4 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 round/level Saving Throw: None Spell Resistance: Yes (see text) Your touch shows an evil creature for what it truly is. Calling upon the powers of your god you touch an evil creature outlining it in flickering holy flames that deal 2d6 points of holy damage per round, while also negating any invisibility the creature may have and making it impossible for the creature to hide. This potent spell also acts as a

128

David Culliford (order #1969295)

dimensional anchor on creatures that have the magical or supernatural ability to teleport or use similar abilities. The holy fire can be of any colour based on the god you worship.

Spells

Irritation

magical beasts and flee without making any attempt to be quiet. Larger beasts receive a Will save to maintain their normal behaviour.

Conjuration (Creation) Level: Brd 1, Clr 1, Drd 1, Sor/Wiz 1 Components: V, S, M, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: 1 creature Duration: 1d4 rounds (see text) Saving Throw: Fortitude negates Spell Resistance: Yes

The agitation these animals feel gives all spells or effects used to calm or charm animals a –4 circumstance penalty to save DC values or to Wild Empathy checks. Agitated animals can help reveal the location of hiding targets and help locate others through the noise they make as well as possible attacks. The caster suffers an equal danger at the hand of agitated animals as the animals draw no special distinction for the one who cast the spell over others they see or find in the area.

There are two distinct versions of this spell. You choose the effect when you cast the spell. Itching: You cover the target’s body in an itching sensation that lasts 1d4 rounds. For the duration, the target takes a –1 penalty on attack and damage rolls, checks and saves, and suffers a –1 penalty to its AC if it fails a Fortitude saving throw. The creature can scratch as a standard action, thus negating the penalties for that round. Creatures with a natural armour bonus of +4 or higher are immune to this version of irritation.

Kidnap Soul Necromancy (Evil) Level: Clr 6, Sor/Wiz 6 Components: V, S, F Casting Time: 1 round Range: Unlimited Target: 1 creature Duration: 1 month/level or until successful save (D) Saving Throw: Will negates Spell Resistance: Yes

Rash: You cover the target’s body in a deep red rash, which appears 1d3 rounds after casting the spell. If the target makes a successful save, it suffers no effects of the rash. If the save fails, each day thereafter, the rash becomes worse causing a –1 circumstance penalty to all Charisma-based checks made by the subject. This penalty increases by an additional point each day, to a maximum of –4 (after four days). One week later, the subject takes a –2 effective penalty to its Dexterity score. The rash persists until dispel magic or remove disease is cast on he subject. The penalties to Charisma-checks and Dexterity disappear immediately when the rash is removed.

This spell allows you to entrap the soul of your target inside a clay jug, and make with its body what you will. You need to point a specially prepared clay jug at your target for a full round and, if it fails a Will save, its lifeforce is pulled into the jug and its body drops dead. This spell can be cast over scrying effects. The following round the body rises as a zombie under your control, keeping its hit points and Armour Class, but otherwise using the statistics for a zombie as detailed in the PHB. The soul is allowed an additional Will save at the end of every month of the duration to free it. Whether you free the lifeforce, the spell’s duration ends or it escapes on its own, the body is returned to normal once the soul returns to it, having no knowledge of what the body did in its absence. Casting raise dead or any other resurrection magic on the body grants the trapped soul another Will save to escape with a +4 morale bonus.

Material Component: Crushed leaves from poison ivy, oak or sumac.

Jungle Cry Enchantment (Charm) (Mind-Affecting) Level: Drd 2, Rgr 1 Components: V, S Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Target: All animals within range Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes

If the animated body is slain, the trapped lifeforce remains in the jug, and has a 50% chance of becoming a ghost (and quite an angry one) upon its release or escape. In this case, casting resurrection magic on the slain body automatically frees the trapped soul and calls it back to the body.

You utter a loud, echoing scream throughout the trees of any large forest agitating and possibly enraging all animals within range. Use of this spell is potentially as dangerous to the caster as it is to others. All animals that hear the cry become more agitated than normal. Predators that normally would avoid humanoids now believe any creature they sense is a threat and should be attacked. Other animals cry in fear at the sight of any humanoids or

Protection from evil and other wards block this spell, and destroying the receptacle ends it. The effect can be dispelled only at the clay jug. Focus: A clay jug painted with rich metal paintings worth at least 100 gp.

129

David Culliford (order #1969295)

Spells

Kiss of the Nereid

to do this he must first succeed at a melee touch attack on the creature, and the creature must fail its Will save. Once both conditions are met the caster gains the selected extraordinary ability as if it were a class feature. It functions in every way as if it were a natural extension of the character’s abilities, including using his character level rather than the target’s Hit Dice. Although knot of the flesh steals extraordinary abilities, the ability is considered supernatural while in the caster’s possession.

Conjuration (Creation) (Water) Level: Drd 5, Sor/Wiz 5 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: 1 living creature Duration: Instantaneous Saving Throw: Fortitude partial (see text) Spell Resistance: Yes You conjure water in the form of a nereid that seems to kiss the target and force itself into their lungs. Onlookers see the brief watery form of the nereid as it appears to dive inside the victim. Since the target’s lungs fill rapidly with water, holding its breath does no good. The subject can make a Fortitude save to avoid the effects of this spell. If the save succeeds, the subject spends one round, plus one round per four caster levels coughing and spitting up water (treat as nauseated). If the save fails, the subject falls unconscious (zero hit points). On the next round, the subject drops to –1 hit points and is dying. On the third round, the subject drowns.

The target creature cannot use the stolen extraordinary ability until knot of the flesh runs out. If the target creature dies before the spell finishes the ability vanishes. Material Component: A complex knot tied in black silk cord.

Knot of the Soul Necromancy Level: Clr 4 Components: V, S, M Casting Time: 1 standard action Range: Touch Effect: 1 domain transferred Duration: 1 minute/level (D) Saving Throw: Will negates Spell Resistance: Yes

Material Component: A few drops of water. Knot of the soul allows the caster to steal a domain ability of his choice from the target creature. In order to do this he must first make a successful touch attack against the creature and the creature must fail its Will save. Once both conditions are met the caster gains the selected domain ability as if it were one of his own.

Knight’s Grace Transmutation Level: Pal 3 Components: V, S, DF Casting Time: 1 standard action Range: Personal Target: Caster Duration: 1 minute/level Knight’s grace reduces the target’s armour check penalty by his caster level. His limbs become lighter; steel flows like water around him. The target of a knight’s grace spell is surrounded by a shimmering cloud of glittering motes, making it obvious that a spell is affecting him.

Knot of the Flesh

The target creature cannot use the stolen domain until knot of the soul runs out. If the target creature dies before the spell finishes the ability vanishes. Material Component: A complex knot tied in gold silk cord.

Necromancy Level: Clr 6 Components: V, S, M Casting Time: 1 standard action Range: Touch Effect: 1 ability transferred Duration: 1 minute/level (D) Saving Throw: Will negates Spell Resistance: Yes

Knot of the Spirit

Knot of the flesh allows the caster to steal an extraordinary ability of his choice from the target creature. In order

130

David Culliford (order #1969295)

All stolen domain abilities are considered supernatural while in the caster’s possession. If the target creature has already used his domain ability that day, or used it up in the case of multi-round abilities, the caster gains the ability but cannot use it.

Necromancy Level: Clr 7 Components: V, S, M Casting Time: 1 standard action Range: Touch Effect: 1 supernatural ability transferred Duration: 1 minute/level (D) Saving Throw: Will negates Spell Resistance: Yes

Spells

Knot of the spirit allows the caster to steal a supernatural ability of his choice from the target creature. In order to do this he must first make a successful touch attack against the creature, and the creature must fail its Will save. Once both conditions are met the caster gains the selected supernatural ability as if it were a class feature. It functions in every way as if it were a natural extension of the character’s abilities, including using his character level rather than the target’s Hit Dice.

Know the Earth

The target creature cannot use the stolen supernatural ability until knot of the spirit runs out. If the target creature dies before the spell finishes the ability vanishes.

Divination Level: Brd 4, Drd 3, Sor/Wiz 4 Components: V, S, F Casting Time: 1 minute Range: 60 ft. Effect: Underground area in a 60 ft. radius spread Duration: Instantaneous Saving Throw: None Spell Resistance: No

Material Component: A complex knot tied in a pure white silk cord.

Know Alignment Divination Level: Brd 2, Clr 2, Drd 3, Pal 2 Components: V, S Casting Time: 1 standard action Range: 30 ft. Area: Cone-shaped emanation Duration: 1 round/level (D) Saving Throw: None Spell Resistance: No

You call upon the spirits of the earth and ask them to tell you of your surroundings. You immediately gain a mental image of the dungeon area in a 60-foot radius from your current position. A perfect map appears in your mind that depicts this area, including secret doors, rivers, lava and even passages that do not directly connect to your current position. The spirits of the earth whisper among themselves and tell you of the arrangement of corridors and chambers they see in the area around you.

You instantly know the alignment of any creature within the area. Each round, you can turn to detect alignments in a new area. The spell can penetrate barriers, but one foot of stone, one inch of common metal, a thin sheet of lead or three feet of wood or dirt blocks it.

Focus: A small hammer used to tap a wall or floor.

Krilaq

Know alignment counters and is countered by undetectable alignment.

Divination Level: Brd 4, Rgr 4, Clr 4 Components: V, S, M Casting Time: 10 minutes Range: Touch Target: 1 living creature Duration: 1 round/level Saving Throw: None Spell Resistance: No

Know Direction Divination Level: Drd 1, Rgr 2, Sor/Wiz 1 Components: V, M, DF Casting Time: 1 standard action Range: Personal Target: Caster Duration: 10 minutes/level

Material Components: A metallic needle and a dish of water.

Krilaq is a head-lifting form of divination using the spouse of the practitioner, the caster’s own leg or a stone. An ibrukaon (leather thong) is tied around the object. The caster then contacts local spirits and asks questions that can be answered by a simple yes or no as he lifts the ibrukaon. The caster is allowed one such question per caster level. If the answer is affirmative, the pull on the ibrukaon is heavy. If the answer is negative, the object in the ibrukaon feels lighter. If the caster does not focus on the conversation, discusses the answers at length with other parties, or leaves to undertake another task, the spell ends.

Focus: A lodestone fragment.

Material Component: An ibrukaon (thong).

The caster can locate any direction he wishes with unerring accuracy. By concentrating and uttering the verbal components of the spell, he gains the ability to know any compass direction for the duration of the spell. This spell does not grant the ability to locate specific structures, places or locales, however; it is limited to absolute directions.

131

David Culliford (order #1969295)

Spells

Ksewawq

Drawing on the token gives the paladin an enhancement bonus to Charisma equal to the lady’s current Charisma modifier for one round.

Conjuration (Healing) Level: Brd 6, Clr 6 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: None Spell Resistance: Yes (harmless)

The paladin may draw on the token a number of times per day equal to his caster level. The lady must willingly give the token to the paladin, although a bond of romantic love between these parties is not required. Focus: The token.

Lapse of Attention

At the beginning of this spell, the caster must name the recipient or identify him by some title that leaves no doubt as to his identity. The caster then enters a trance, dreaming the solution to the ailing person’s condition. The caster is unaware of his surroundings or the activities around him while in the trance. He is defenceless both physically and mentally while in the trance.

Enchantment (Mind-Affecting) Level: Clr 1, Sor/Wiz 1 Components: M Casting Time: 1 standard action Range: Close (25 feet + 5 feet/two levels) Target: 1 creature Duration: 1 minute/level Saving Throw: Will negates Spell Resistance: Yes

In the dreaming state, he visualises one of a variety of objects, called atiasxw. These objects include: otter (watserh), mink (nes’in), sweat house (angohawtu), moon (hlorhs), bear snare (hoqwest) or canoe (mal). He then must acquire an object that represents his dream-object. When that objects is placed on the body of the patient, the target is healed. When the object is placed on the target, he is completely cured of all diseases, blindness, deafness, hit point damage and temporary ability damage. Ksewawq neutralises poisons in the subject’s system so that no additional damage or effects are suffered.

This spell hinders and clouds its target’s senses, making the character less likely to notice slight clues that tip off a lie, an opponent skulking in the shadows or a distant sound. The target suffers a –4 penalty to Listen, Sense Motive and Spot checks. Material Component: A small piece of wool somewhere on the caster’s person.

It offsets a feeblemind spell. Ksewawq also cures those mental disorders caused by spells or injury to the brain. Only a single application of the spell is needed to simultaneously achieve all these effects. It does not remove negative levels, restore permanently drained levels or restore permanently drained ability scores.

Law of the Wild

La dy’s Favour

Divination (Contingent – Enchantment) Level: Drd2, Sor/Wiz 3 Components: V, S Casting Time: 1 standard action Range: Personal Target: Caster Duration: 1 hour/level

Transmutation Level: Pal 1 Components: V, S, F Casting Time: 1 standard action Range: Touch Target: A gift Duration: 1 day/level Saving Throw: None Spell Resistance: No

The natural world follows its own rules, rules that can be quite confusing to wizards and sorcerers, who often spend more time dealing with arcane affairs than what resides in the heart of sylvan glades. However, the life of an adventuring wizard can take him into some very inhospitable places, such as dark forests filled with wild creatures. This spell allows a caster to divine the purpose, motivation and desires of animals and beasts.

The custom of a noblewoman giving a token, such as a scarf or handkerchief, to a knight as a sign that he favours him is a common element in courtly love. The knight carries this token into tournaments and jousts, winning honour and glory for his love. This spell allows the knight to draw upon the beauty and charm of his lady love, by magically transforming the token into a channel. The paladin may draw upon this channel as a free action.

When cast, the spellcaster gains a +10 insight bonus to Handle Animal, Survival and wild empathy checks. If the caster does not normally have access to the wild empathy class feature, he may make skill checks as if he did (in this case, the insight bonus counts as skill ranks). A subtle field of magic surrounds the caster, which keeps creatures of the animal type from attacking him unless he attacks them first.

132

David Culliford (order #1969295)

Spells

Lay False Trail

Range: Close (25 ft. + 5 ft./2 levels) Target: Pile of leaves Duration: Instantaneous Saving Throw: Reflex avoids Spell Resistance: No

Transmutation Level: Rgr 2 Components: V, S, DF Casting Time: 1 standard action Range: Touch Targets: 1 creature/level touched Duration: 10 minutes/level Saving Throw: See text Spell Resistance: See text

You cause a pile of leaves to rise up in a wave that charges forward to slam a foe. The temporary mass and speed of the leaf pile helps it deal 1d4 points of damage per level (5d4 maximum). The tide heads in a straight line away from the caster until it reaches the spell’s maximum distance or hits an obstacle or creature.

This spell functions as pass without trace, except that in addition it creates a false trail leading in a different direction from the one take by the targets of the spell. The caster simply selects a direction as part of the spell, and for as long as the targets continue travelling, up to the duration of the spell, a false trail is laid in the direction selected. The false trail moves as rapidly as do the targets of the spell, and continues in the same general direction selected. It does not move in an absolutely straight line, but rather meanders a little so as to bypass obstacles such as hills and streams, giving the trail an appearance precisely identical to the one the targets would have made, had they set off in the direction selected by the caster. Any creature attempting to track the targets will track the false trail just as though it had been made by the targets. The false trail includes a false scent, so animals will also be fooled.

Once it strikes something the leaves swirl to the ground again. This spell can only be cast in a forested area.

Leash the Earthquake Abjuration Level: Drd 9 Components: V, S, DF, F Casting Time: Ten minutes Range: Long (400 ft. plus 40 ft./level) Area: Any one city or settlement to be protected Duration: Special (see text) Saving Throw: None Spell Resistance: No Leash the earthquake can be cast on any natural disaster, such as an earthquake, volcanic eruption, forest fire, flood, tsunami or other major catastrophe. The focus of the spell is a leash, woven of cords of adamantine and mithral. The druid binds the disaster into the cord, causing it to cease. The disaster is not cancelled, however, it is merely on hold. Should the leash be broken, the disaster will instantly resume in exactly the same place and fashion as it was previously progressing. The spell’s duration is indefinite – many cities keep in their most secure vaults a twisted knot of metal that must hold disaster back forever.

Leaf Fal l Evocation Level: Drd 2, Rgr 2, Sor/Wiz 2 Components: V, S, M Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Target: Leaves or pine needles in a 10-ft. radius spread. Duration: Instantaneous Saving Throw: No Spell Resistance: No

Leash the earthquake can counter an earthquake spell.

The caster causes all of the leaves or pine needles within range to wither and fall from a tree, leaving the branches bare and possibly exposing any creature’s hiding within the foliage.

Focus: A leash of adamantine and mithral that costs 2,000 gp.

Lifeleech

The falling leaves also provide concealment (light foliage) to anyone beneath them for one round (20% chance of an attacker missing). Leaves dry and drop from the tree over a period of one round. Pine needles become brittle, and pine cones split and drop to the ground. The tree goes dormant but sprouts leaves when spring arrives.

Necromancy Level: Clr 6, Sor/Wiz 5 Components: V, S, XP Casting Time: 10 minutes Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: No Spell Resistance: No

Leaf Tide Transmutation Level: Drd 2, Sor/Wiz 2 Components: V, S, M Casting Time: 1 standard action

This spell is frequently used by evil magicians and death priests to achieve a limited form of immortality. Casting

133

David Culliford (order #1969295)

Spells

the spell requires the sacrifice of a sentient creature of the same race as the spellcaster. The creature to be sacrificed must be helpless and/or bound while the spell is being cast. At the culmination of the spell, the caster gains an automatic coup de grace attack upon the victim. If the victim dies as a result of this attack, his lifeforce is transferred to the caster (or another target within touch range of the caster). The target gains immunity to ageing effects for one month per Hit Die or level of the creature sacrificed. A creature slain by this spell can only be restored to life through the successful casting of a resurrection, true resurrection, wish or miracle spell. Raise dead has no effect on a creature slain by the lifeleech spell. XP Cost: 10 XP per Hit Die of the victim.

Light of Heaven Evocation (Fire, Good, Light) Level: Clr 4, Heaven 4 Components: V, S, DF Casting Time: 1 standard action Range: Medium (100 feet + 10 feet/level) Area: 20 foot-radius burst Duration: Instantaneous and 10 minutes/level Saving Throw: Reflex half Spell Resistance: Yes

Lighten Burden Transmutation Level: Drd 2, Brd 3 Components: V, S, M Casting Time: 1 round Range: Touch Target: Up to 6 creatures, all of which must be physically touching when the spell is cast. Duration: 1 hour/level Saving Throw: Fort negates (harmless) Spell Resistance: Yes (harmless)

You create an instantaneous burst of fire combined with the shining light of Heaven, which lingers after the fiery blast. Creatures in the area take 1d6 points of fire damage per level (maximum 10d6). The light in the area is equivalent to that of a daylight spell. Light of Heaven counters or dispels any darkness spell of equal or lower level, such as darkness and deeper darkness.

Light of the Sun Evocation (Light) Level: Brd 5, Clr 5, Matyr (Grail) 5, Sor/Wiz 5

For the duration of the spell, a recipient of lighten burden can carry 50% more than normal for its Strength. This has no effect on the character’s Strength modifier or on the maximum weight that he can lift or drag over short periods. Instead, the spell simply allows the character to endure the weight of more equipment and clothing without suffering from the effects of a medium or heavy load.

As daylight, except as noted above and as follows. The object sheds light in a 120-foot radius. The spell draws upon the power of the sun in a limited fashion. Creatures vulnerable to sunlight (such as some fungi, certain undead such as vampires, wraiths, spectres and so on) can take only a move or a standard action (but not both) while within its light. They avoid entering the light if possible.

For example; Raisiline has a Strength of 8. Normally, he can carry up to 26 pounds as a light load, up to 53 pounds as a medium load and up to 80 pounds maximum. After casting this spell, he can now carry up to 39 pounds as a light load, up to 79 pounds as a medium load and has a maximum carrying capacity of 120 pounds.

The light cannot actually harm such creatures. For example, vampires are not destroyed on the second round of exposure; wraiths and spectres are not rendered powerless within it and so on. Note that the spell level of light of the sun means it can counter and dispel darkness spells of higher levels than daylight can.

Material Component: A bird’s feather.

134

David Culliford (order #1969295)

Spells

Lightning Wheel

Lorgath’s Many-Arme d Attack

Evocation (Electricity) Level: Drd 5, Sor/Wiz 4 Components: V, S Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Target: 1 creature or object Duration: 1 round/level or until discharged (D) Saving Throw: Reflex half Spell Resistance: Yes

Transmutation Level: Rgr 3, Sor/Wiz 4 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 round/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

A three-foot diameter disc of crackling lightning appears at your fingertips, awaiting your command to strike. You may direct it through the air toward a target or allow it to hover in place next to you. As a standard action, you may direct it to strike a single target. It streaks toward the target, moving past, over, or around items or creatures in its way to strike, dealing 1d6 points of electrical damage/level (max 15d6) followed by a loud (harmless) clap of thunder. You may dismiss the spell at any time before detonation as a free action.

A clever spellcaster once devised a way for a small group of unskilled warriors to effectively combat a much larger force. With this spell, even a peasant armed with a broomstick can attack with the speed and grace of a skilled fighter. The subject of this spell temporarily gains the ability to attack every foe within reach. The subject gains a +2 attack bonus for the duration of the spell. Each round, the subject of this spell may use a full-attack action to attack every foe within its reach once. Each attack is made at the target’s full attack bonus.

Locust Leap Transmutation Level: Drd 3 Components: V Casting time: 1 standard action Range: Personal Target: Caster Duration: 2 rounds/level (D)

Lost Wanderer Enchantment (Compulsion) (Mind-Affecting) Level: Brd 6, Clr 6, Drd 6 Components: V, S, F Casting Time: 1 round Range: Touch Target: Creature touched Duration: 10 min./level Saving Throw: Will negates Spell Resistance: Yes

You gain incredible leaping ability as well as the ability to cling to most surfaces. You gain a +15 enhancement bonus to Jump checks and no longer need a running start before a Jump (all Jump check DCs are as if you were running). Penalties for encumbrance and armour still apply. If you have a heavy load this spell does not function as long as you are not heavily encumbered. You are not required to have a running start to any leap granted by this spell. Vertical leaps are easier, you do not need a running start and the DC for a high jump is only two times the distance to be cleared. Encumbrance and armour check penalties still apply. You cannot jump farther than your movement, and the bonus does not stack with other magical movement bonuses, such as the longstrider spell. You always land on your feet after a leap.

The recipient of this spell becomes completely lost and cannot find its way. Unless led (by another creature or a map, for example), the creature wanders aimlessly about seeking its destination (which it remembers; it just cannot remember how to get there) for the duration of the spell. Any destination an affected creature seeks is lost to it for the duration, not just one it may have had in mind when this spell took effect. This spell is keyed to the recipient, not its companions, and its effect does not predict or allow for the actions of creatures (including guardians). Lost wanderer counters and dispels find the path. Likewise, find the path counters and dispels lost wanderer.

You may leap onto walls, ceilings, trees or anything else within your movement range provided the surface is not perfectly smooth. While this spell does not provide for movement along these surfaces; you may leap to another part of the surface.

Focus: A set of ivory counters or bones which you break during the casting.

You need not have your hands free to stand on any surface. If the spell ends while you are on a vertical surface or suspended upside down, you plummet back to the ground taking appropriate damage.

135

David Culliford (order #1969295)

Spells

Love Bond

c

Transmutation Level: Sovereignty (Chivalry) 9 Components: V, S, DF, XP Casting Time: 1 hour Range: Touch Target: 2 living creatures Duration: Permanent (see below) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

XP Cost: 1,000 XP.

Lover’s Service Transmutation Level: Sovereignty (Chivalry) 7 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: 1 task (see below) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

This spell binds together two creatures, one of whom may, but need not, be the caster. The two creatures must feel genuine romantic love for each other, or the spell fails automatically. If the spell fails because the targets do not love one another, the caster does not lose any XP. The spell is permanent, but fails if either of the targets ceases to romantically love the other. Note that it is possible to romantically love someone without being passionately in love with him, and eminently possible to romantically love someone with whom you are very annoyed at present. The spell only fails if the targets’ deep emotions change, not in response to temporary mood shifts.

You can perform a single task on behalf of the spell’s target. This task must be one that the target wants to perform, or have performed. The single task must also have a clearly defined end point. This may be a simple time limit, or clear criteria of both success and failure. The task cannot take longer than one month, in any event.

The spell grants a number of benefits: c

c

c

c

Both targets gain spell resistance equal to 18 + caster level against any magical effects that would alter their feelings toward their beloved, or force any kind of betrayal.

This spell ensures that you know exactly what the target would do at any point during the completion of the task, no matter what the distance or planes of existence between you, and also allows you to do things that the target would normally have to do for himself. For example, you can, under the influence of this spell, study for the target, and the target learns the information instead of you. The target gains any benefits from the task at the same time you would if you were doing the task for yourself, while you receive no benefits, even if this involves the spontaneous teleportation of items to the target at the completion of the task.

The two lovers can always recognise each other, despite any disguise or changes, whether mundane or magical. Further, each always knows where the other is, and they can communicate telepathically as long as they are on the same plane of existence. If they are on different planes, each knows which plane the other is on, but no more than that.

This spell does not grant you any additional abilities, magical or otherwise. If your task is to travel across a continent on behalf of the target, then you must complete the journey using your normal abilities. The spell then teleports the target to the specified end point, so that he gains the benefit of the journey, and teleports you back to the starting point, so that you do not. You can only teleport on the journey itself if you can do so using other magic.

The two lovers gain great insight into each other. They automatically get a success on any Sense Motive check made against the other. This is not quite the ability to read minds, but it can look very similar. The lovers cannot learn anything that could not, in principle, be learned from body language and previous knowledge, but they get everything that could be learned that way right. Each knows when the other is injured in any way, and the sort of injury. If desired, each may take an injury to the other on himself as a free action, as long as the injury would not kill him. If one of the lovers is immune to a particular sort of affliction, he does not suffer any ill effects even if taking it from his beloved. This effect only works if both lovers are on the same plane.

There is little point using the spell to carry out tasks such as ‘kill the dragon for me’; in such cases this spell usually works as nothing more than a limited form of mind reading. It is most used in doing things that people normally have to do for themselves, such as study or travel.

136

David Culliford (order #1969295)

Once per month this lover may teleport to the side of the other as per the spell. This ability may be used once per month by each lover. The effect transports only the lover and any carried equipment (up to 50 pounds per level), and the lover’s familiar if it is touching him.

Spells

Luck of the Saints Enchantment Level: Clr 2, Pal 1 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 min./level or until discharged Saving Throw: Will negates (harmless) Spell Resistance: Yes This spell functions like guidance, but it instead provides a luck bonus of +1 per 3 caster levels to a single attack roll, saving throw, or skill check. Use of the bonus must be declared before making a roll.

Lucky Cloak Enchantment Level: Brd 2, Clr 3, Drd 3, Sor/Wiz 3 Components: V, F Casting Time: 1 swift action Range: Personal Target: Caster Duration: See text Saving Throw: None Spell Resistance: No You grant yourself a luck bonus that can be used in one of several different ways. Originally created by bards, this spell has been mimicked by clerics and wizards alike. This spell grants you one of the following options, which must be chosen at the time of casting: 1. +1 luck bonus to AC for every three caster levels (may only be used in response to an attack roll against you that has not yet been determined a hit). 2. Create an amount of gold equal to your HD times four (usable 1/month). 3. +1 luck bonus to hit for every three caster levels (may only used before a hit is determined a success) 4. +1 luck bonus to damage on your next damage roll for every three caster levels (must be used in response to confirmed hit). 5. +10 luck bonus to speed for one round

Lung Burst Conjuration Level: Clr 5, Drd 6, Water (Drowning) 5 Components: V, M Casting Time: 1 standard action Range: Touch Target: 1 living creature Duration: Instantaneous (see below) Saving Throw: Fort negates Spell Resistance: Yes

You can trigger the luck bonus at any time within ten minutes of casting. Bards gain a special benefit of 1d10 points of healing upon casting this spell.

Your successful melee touch attack opens a conduit to the oceans in the victims’ lungs. If the target fails their Fortitude save, their lung begin filling with seawater which causes them to suffer 1d8 points of nonlethal damage each round (1 round/level). The target is allowed a saving throw at the beginning of each round, with a success indicating their ability to hack and cough the water out of their lungs, freeing them from the spell’s effects.

Focus: A cloak (or other piece of clothing at the Games Master’s discretion) owned by the character since he began adventuring. It must be worn at the time of casting.

137

David Culliford (order #1969295)

Spells

Note that target creatures must possess a respiratory system to be affected by this spell. Creatures such as oozes, slimes, molds and plant-based creatures, while certainly living, do not possess lungs and are immune to this spell.

A moderate wind (11+ mph) disperses the mist in four rounds; a strong wind (21+ mph) disperses the fog in one round. Material Component Focus: A pinch of cotton drenched in alcohol.

Material Component: A 1-ounce phial of saltwater.

Maelstrom

Lupine Berserk

Transmutation (Water) Level: Drd 9, Sor/Wiz 9 Components: V, S, M, DF Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area or Effect: Whirlpool up to 30 ft. wide and up to 10 feet/level deep; or killer wave 100 ft. wide, 5 ft. high/level, and 10 ft. thick/level Duration: 10 min./level (D) or 1 round Saving Throw: None (see text) Spell Resistance: No (see text)

Transmutation Level: Drd 4 Components: V, S Casting Time: 1 round Range: Personal Target: Caster Duration: 1 round/level You unleash the primal beast within yourself, transforming into a creature something like a werewolf ’s hybrid form. You gain a +6 enhancement bonus to Strength, a +2 natural armour bonus, two claw attacks that deal 1d8 magic slashing damage and a secondary bite attack that deals 2d4 magic piercing damage, and damage reduction 5/silver. However, you suffer four points of temporary Intelligence damage which remain after the spell ends (and heal normally), and you cannot take actions that require concentration for the spell’s duration.

This spell allows you to create a whirlpool or killer wave in a sufficiently large open body of water, with devastating effects. Whirlpool: You literally create a hole in the water that produces a powerful vortex, from five feet to 30 feet wide and up to ten feet deep per caster level (to the maximum depth of the body of water where it is formed). The vortex produces a powerful current extending from the edge of the vortex to a distance equal to the vortex’s depth, such that a creature swimming in the current must make a Swim check (DC 19 + your Charisma, Intelligence or Wisdom modifier, depending on which ability governs your spellcasting) to swim normally. Failure means the creature can take no actions this round and is drawn 1d6×10 feet toward the vortex. If the swim check fails by five or more, the swimmer goes underwater.

Some druids have been observed taking forms with this spell that resemble other animals (bears, lions and so on), but the bonuses are the same regardless of form.

Ma ddening Mist Enchantment (Compulsion) (Mind-Affecting) Level: Brd 3, Drd 5, Sor/Wiz 4 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: Fog spreads in a 20 ft. radius, 20 ft. high Duration: 1 minute/level or until dispersed, 2d6 rounds; see text Saving Throw: Will partial; see text Spell Resistance: Special; see text

When a creature reaches the vortex, it must make another Swim check at the same DC +10 to resist the current. If this check succeeds, the swimmer is ejected from the vortex and thrown to the edge of the effect (roll randomly to determine direction). If the check fails, the swimmer is pulled down. If the bottom of the body of water lies below the bottom of the vortex, the swimmer suffers 1d6 points of nonlethal damage per ten feet of the vortex’s depth before being ejected underwater at the vortex’s depth one round later (roll randomly to determine direction).

You conjure a thick bank of fog charged with the voices of the spirits, and those caught within are assaulted by terrifying voices and see shapes out of the corner of their eyes. The first effect of the fog is to obscure vision, including darkvision, beyond five feet. A creature within five feet has partial concealment (attacks suffer a 10% miss chance). Creatures farther away have concealment (20% miss chance). The second effect comes when the spirits start whispering messages of madness, skirting around everyone inside the mist. All creatures inside the fog must roll a Will save or be shaken, suffering a –2 morale penalty on attack rolls, checks and saving throws. This condition lasts for 2d6 rounds. Spell resistance only blocks the maddening effect, not the concealment.

If the vortex touches the bottom, a creature pulled under takes 1d6 points of damage per ten feet of the vortex’s depth and remains pinned on the bottom, where it takes an additional 1d6 points of damage each round. The creature can escape by making a Swim check as a full-round action (same DC needed to avoid being pulled under). If successful, the swimmer is thrown clear of the vortex but remains underwater at the vortex’s depth (roll randomly to determine direction).

138

David Culliford (order #1969295)

Spells

Material Component: A bottle and a cork (for whirlpool), or a lead paddle (for killer wave).

Boats and ships can fall afoul of the vortex just as swimmers can, but the vessel’s pilot can fight the current with a Profession (sailor) check (same DC as a Swim check to resist the current). On a failed check, a boat or ship less than 20 feet long has a 95% chance to capsize, a vessel from 20 to 60 feet long has a 50% chance to capsize and a vessel over 60 feet long has a 20% chance to capsize. Even if a vessel does not capsize, it is drawn 1d6×10 feet toward the vortex on a failed check.

Mage’s Guidance Necromancy Level: Clr 5 Components: V, S, M, DF Casting Time: 1 standard action Range: Personal Target: Caster Duration: 1 minute/level

When a vessel reaches the vortex, it suffers 4d6 points of damage and may sink unless its pilot makes a successful Profession (sailor) check (same DC as a Swim check to resist being pulled under, but with a +1 bonus per ten feet of the vessel’s length). If the vessel sinks, it breaks apart and goes under in one round, with all creatures aboard thrown into the water and forced to make Swim checks to avoid being sucked under.

You open a portion of your spirit to possession by the soul of a dead mage. For the duration of the spell, you can give up any prepared spell to cast any sorcerer/wizard spell which is from the same school and of lower lever than the spell given up. You lose the ability to spontaneously cast cure or inflict spells for the duration of mage’s guidance. You remain lucid and able to choose your actions, but the strain of sharing your mind with another spirit is taxing; you suffer 1d4+1 points of temporary ability damage to the ability score tied to your casting of this spell (Wisdom for clerics and so on). A Will save reduces this by half.

Killer Wave: This version of the spell produces a rogue wave 100 feet wide, up to five feet high per caster level and up to ten feet thick per caster level at the base. The wave forms on the surface and moves off parallel to its width in the direction the caster indicates, to the limit of the spell’s range. The wave moves at a speed of 200 feet (making a double move each round) and affects swimmers and vessels just like a vortex (except that swimmer are lifted up harmlessly and left behind if they make successful Swim checks to avoid it). Creatures which fail their saves are suspended inside the wave and take 5d6 points of damage each round they remain inside (until the wave collapses in shallow water; see below).

Material Component: The septum (nose bone) of a dead mage. A divine focus can replace this when casting mage’s guidance as a Magic domain spell.

Magewind Evocation (Air) Level: Drd 2, Sor/Wiz 2, Rgr 2 Components: V, S Casting Time: 1 standard action Range: Close (25-ft. + 2-ft./level) Effect: Line-shaped wind emanating from the caster out to limit of range Duration: 10 minutes/level Saving Throw: None Spell Resistance: No

Vessels making successful checks likewise ride the wave out unharmed, but vessels failing their checks may capsize and sink (as above). Vessels that do not capsize are swept along, taking damage each round as if caught in a vortex (until the wave collapses in shallow water; see below). When formed, the wave must have water beneath it equal to its height, but if it later moves into shallower water, it gains five feet of height for every five feet of water depth below the minimum. For example, a wave 85 feet high must have 85 feet of water below it when it forms. If it later moves into 80 feet of water, the wave grows to 90 feet high. In 70 feet of water, the wave is 100 feet high and so on. When the wave hits water less than five feet deep, it collapses, sending a surge of water inland three times as far as the wave’s height, and reaching any area within that distance that is not higher than the wave’s height at the time it collapsed. For example, a wave 185 feet high reaches 555 feet inland and inundates all area within that distance that is not at least 185 feet above the water level.

This spell creates a stiff breeze, travelling at about 15 miles per hour. This wind is not strong enough to affect creatures, but it can be used to fill a ship’s sails or slow a rival vessel. The caster has quite precise control over the wind’s strength and direction, giving a +2 insight bonus to all Profession (sailor) checks made by the crew of the vessel sailing on the magewind. Despite the name, this spell may also be used by seafaring rangers and druids.

Magic Circle against Undea d

Everything within the area of the collapsing wave takes 15d6 points of bludgeoning damage (including vessels and swimmers carried in the wave). Loose objects and creatures are carried inland 4d6×20 feet (or as far as the wave reaches).

Abjuration Level: Clr 3, Pal 3, Sor/Wiz 3 Components: V, S, M, DF

139

David Culliford (order #1969295)

Spells

Casting Time: 1 standard action Range: Touch Area: 10-ft. radius emanation from touched creature Duration: 10 min./level Saving Throw: Will negates (harmless) Spell Resistance: No (see text) All creatures within the area gain the effects of a protection from undead spell. This spell is not cumulative with protection from undead and vice versa. Material Component: Dirt from a cemetery with which you trace a three-foot diameter circle on the floor (or ground) around the creature to be warded.

Magic Snowbal l

When cast above a target, the burst of magnetic force drags any metal objects up. Anyone holding a metal object must make a Reflex save or have the item ripped out of their grasp. Anyone wearing metal armour is dragged 30 feet into the air. They fall back down immediately, taking 3d6 damage and landing prone. Metal structures within the area of effect are also damaged, and metal vessels suffer 9d6 points of structure damage. When cast below a target, it magnetises the ground for one round per level. Again, anyone carrying a metal item must make a Reflex save or be disarmed, while those in metal armour are automatically slowed. Metal ship must make a Profession (sailor) check at a –2 penalty per round of the spell or sink. When cast directly onto a target, anyone within the area of effect must make a Will save or be stunned for 1d6 rounds. Metallic constructs suffer 1d6 points of damage per level of the caster (Fortitude save for half ).

Transmutation (Cold) Level: Drd 1 Components: V, S, M Casting Time: 1 standard action Range: Touch Targets: Up to 3 snowballs touched Duration: 30 minutes or until discharged Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (harmless, object)

Male diction

The caster transmutes up to three snowballs, which can be no larger than a human’s fist, so that they strike with great force when thrown or slung. If hurled, they have a range increment of 20 feet. If slung, treat them as sling bullets (range increment 50 feet). The spell gives them a +1 enhancement bonus to attack and damage rolls. The caster must make a normal ranged attack to use a magic snowball. Each magic snowball that hits deals 1d4 points of damage +2 cold damage (including the enhancement bonus).

Transmutation (Judicial Curse) Level: Brd 5, Clr 5, Sor/Wiz 6 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. +5 ft./2 levels) Target: 1 living creature Duration: Permanent (D) Saving Throw: Will negates Spell Resistance: Yes A malediction is a more severe form of bestow curse. As it is a judicial curse, the saving throw of the spell can be increased through the use of ceremonial force. When you cast malediction, you can choose one of the following effects:

Material Component: Snowballs.

Magnetic Rend Evocation (Force) Level: Drd 9 Components: V, S Casting Time: 1 standard action Range: Long (400 ft.+40 ft./level) Effect: Creates a huge magnetic burst 30 feet/level in radius Duration: Instantaneous Saving Throw: Special (see text) Spell Resistance: Yes There are legends of a lodestone the size of a mountain. The tales claim it lies beneath a far-off ocean, and any ship that sails over it is doomed, for the magnetic force of the lodestone drags the nails out of the hull and shatters the ship. This potent spell conjures an echo of that fabled mountain, and is equally devastating. Magnetic rend can be cast in any of three ways. It can be cast above a target, below a target or onto a target.

140

David Culliford (order #1969295)

Affliction: One of the target’s ability scores is permanently reduced by 9 (to a minimum of 1; Intelligence can only be reduced to a minimum of 3). Ill Luck: The target suffers a –6 penalty on attack rolls, saving throws, skill checks and ability checks. Torpor: Each turn, the victim has a 35% chance (1–7 on a d20) of acting normally; otherwise, he takes no action. You can come up with other effects with your Games Master’s permission, but they should have roughly this level of power. The effects of malediction do not stack with those of bestow curse; however, if the two spells are being used for different purposes – a curse is reducing the victim’s Strength while a malediction is affecting his Intelligence, for example – the two effects will not interfere with one another. A malediction cannot be dispelled. Remove curse can remove malediction, but only if its caster level is equal to or greater than your caster level. It can also be removed with

Spells

Manna Creation

break enchantment, lesser wish, miracle or wish. Finally, you can release the victim from the effects of the curse at any time.

Conjuration (Creation) (Good) Level: Clr 6, Heaven 6

Manikin

As lesser manna creation, except as noted above and that the manna created by this spell can restore spells or spell-like abilities of up to 5th level.

Conjuration (Creation) Level: Drd 4 Components: V, S, M Casting Time: 1 hour Range: Touch Effect: Creates a construct from wood, leaves, mulch and other plant matter Duration: 1 day/level Saving Throw: None Spell Resistance: No

Mariner’s Cal l Conjuration (Summoning) Level: Drd 4, Rgr 4 Components: V, S, DF Casting Time: 1 round Range: Close (25 ft. + 5 ft./level) Effect: 1 summoned creature Duration: 1 round/level (D) Saving Throw: None Spell Resistance: No

The manikin spell creates a roughly humanoid construct from the debris of the forest floor. The construct is loyal to the druid and obeys his commands. It has enough intelligence to follow simple orders and uses its animal messenger ability to communicate with its master. A druid may only have one manikin active at any one time. Manikins are used as scouts and disposable agents by druids.

This spell summons a single large (six Hit Dice) porpoise that attacks any aquatic creatures within the range of the spell. The porpoise appears anywhere the character wishes within the spell’s range and attacks to the best of its abilities.

Material Component: A live Diminutive bird or animal, which forms the manikin’s beating heart.

Mariner’s call does not grant the caster the ability to communicate with the porpoise or otherwise direct its actions. It attacks whatever enemy creatures are closest to it until this they are all dead, outside the spell’s range or the spell’s duration has elapsed. The porpoise disappears at the end of the spell’s duration, after it has completed its last attack that round.

Manna Creation, Lesser Conjuration (Creation) (Good) Level: Clr 3, Martyr (Grail) 3 Components: V, S, DF Casting Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Effect: Angelic food to sustain 1 human/level Duration: Instantaneous (see text) Saving Throw: None Spell Resistance: No

Mark of Censure Transmutation Level: Clr 4 Components: V, S, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: 1 living creature Duration: 1 hour/level (D) Saving Throw: Will negates Spell Resistance: Yes

You draw upon the power of the Third Heaven to create manna, the magical food that sustains and feeds angels. Manna comes in the form of this a thick dew or a dry, bread-like substance. A serving of manna provides nutrition and water for mortals or angels for a full day. If not eaten within one hour of its creation, manna evaporates.

You brand your subject with an ugly mark that all members of your faith immediately recognise as the sign of an enemy. The mark usually appears on the lower face (typically on one cheek), but you may place it anywhere on the target’s body.

Manna also has the power to rejuvenate spent magical energy used to heal or for good. In addition to receiving sustenance, a creature that eats a serving of manna can recall a spent healing spell or spell with the good descriptor as if using a pearl of power. Unlike a pearl, a character can also eat manna to recover a spell-like ability that duplicates a healing or good spell. The manna created by this spell can restore a spell or spell-like ability of up to 2nd level. A character can use manna only once per day in this manner. Successive uses within this period have no effect.

While marked, the subject takes a –1 penalty on all attack rolls, saves and checks. In addition, members of your faith who see the mark get a +5 circumstance bonus on Sense Motive checks they make to opposed Diplomacy checks, Intimidate checks or Bluff checks made to convince them of the truth of the subject’s words (but not on other uses

141

David Culliford (order #1969295)

Spells

of the Bluff skill, such as feinting in combat, creating a diversion to hide or communicating a hidden message via innuendo. Members of your faith also get a +2 circumstance bonus on any saving throw to resist charm effects from the subject, and a +5 circumstance bonus to the opposed Charisma check made to resist the subject’s orders while charmed. Covering up the mark negates its effects and allows the subject to avoid the penalties associated with it (though doing so may raise suspicion as to what the subject is hiding).

A greater mark of justice cannot be dispelled or removed using break enchantment. Remove curse will destroy the mark, but only if the caster level is at least two levels higher than your caster level. In addition, when the mark is removed the victim suffers 5d6 points of damage. Limited wish, miracle, remove curse and wish can remove the mark without damaging the victim. Because of the length of time it takes to cast this spell, and the fact that it involves writing on the subject, the target must be willing, restrained or unconscious.

Mark of Exile Abjuration Level: Clr 7, Drd 8 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: Permanent; see text Saving Throw: None; see text Spell Resistance: Yes

Mark of the Infidel

You draw an indelible mark on the subject and declare some area or named location taboo. If the subject subsequently enters the specified area, it is instantly and irrevocably destroyed (no save). The specified area can be no larger than one square mile per caster level. If the target is already in the specified area when the spell is cast, nothing happens, but if the target leaves the area and attempts to return, the baneful effects of mark of exile are triggered. Only one mark of exile can affect a creature at any given time. The spell leaves an invisible mark upon the target. The target can always sense when it is within 100 feet of the borders of the forbidden area. Mark of exile cannot be dispelled, but it can be removed with a remove curse, break enchantment, limited wish, miracle or wish spell. Remove curse works only if its caster level is equal to or higher that your mark of exile caster level.

Transmutation Level: Pal 2 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: Permanent Saving Throw: Will partial Spell Resistance: Yes You brand the symbol of your patron deity onto your target with a successful melee touch attack, dealing 1d4+1 points of fire damage. Furthermore, the target suffers a –4 circumstance penalty to all checks involving followers of your patron deity to which he applies his Charisma modifier, and all followers of your patron deity receive a +2 morale bonus to attacks and weapon damage rolls against the target. A successful Will save means that the brand fades after a number of rounds equal to your Wisdom modifier. This spell automatically fails against any follower of your patron deity, and creatures who are neither evil nor chaotic receive a +4 circumstance bonus to their saves.

Mass Condemn

Mark of Justice, Greater

Enchantment Level: Pal 4 Components: V, S, DF Casting Time: 1 standard action Range: 1 mile/level Target: 1 creature/level Duration: 1 hour/level Saving Throw: None Spell Resistance: Yes

Transmutation Level: Clr 7 Components: V, S, DF Casting Time: 10 minutes Range: Touch Target: Creature touched Duration: Permanent Saving Throw: None Spell Resistance: Yes This ritual is a more powerful version of mark of justice. As you cast the spell, you scribe an indelible mark on the subject and state a course of behaviour that he must adhere

142

David Culliford (order #1969295)

to (or refrain from). If the subject disobeys your command the mark is activated. This has the effect of malediction, and the target does not get a saving throw; you choose the nature of the malediction effect when you scribe the mark.

This spell functions just like the condemn spell, but affects multiple targets.

Spells

Mass Polymorph

Maturity Rite

Transmutation Level: Drd 8 Components: V, S, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: 1 Medium or smaller humanoid/3 caster levels within a 30-ft. radius Duration: 1 hour/level Saving Throw: Will negates Spell Resistance: Yes

Transmutation Level: Drd 5 Components: V, S, XP Casting Time: 1 hour Range: Touch Target: Living creature touched Duration: Instantaneous Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) By scraping clay off a wall and throwing it at the target, this spell allows a young humanoid to advance in level. Level advancement is an actual rite amongst Ice Age peoples and no one can advance without it. This makes the caster very important in the social structure and power advancement of his tribe. Note that all other requirements of level advancement also apply.

You effect a mass transformation of your enemies into harmless sheep. You can transform 1 Medium or smaller humanoid for every three caster levels you possess. All of the targets must be within a 30-ft-radius. Targets that fail Will save are transformed into sheep for one hour/level. The targets retain their memories and experiences (as well as their hp) but their equipment is assumed into their new form (which is Small) allowing them only their base attack bonus and base saving throw bonuses with the additional statistics: Str 12, Dex 15, Con 12, Int unchanged, Wis unchanged, Cha unchanged. In addition, the targets cannot speak and cannot cast spells with verbal or somatic components unless they have a special ability allowing them to do so.

Material Component: Clay scraped off a cave wall.

Maw of the Earth Evocation (Earth) Level: Clr 7, Sor/Wiz 6 Components: V, S, M, DF Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: 10 ft. square area of a passageway per 2 levels of caster Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: No

The sheep can attack with 2 hooves (1d2+1) at the maximum base attack bonus of the target and a bite (1d3+1) at–5 with appropriate Strength and size bonuses to attack rolls. Druids and other creatures or classes that are capable of shapechanging can simply transform back into their normal form as a free action on their turn. Other creatures must have this magic dispelled through a dispel magic, break enchantment or similar spell or wait until the magic fades.

This spell is designed to be cast on enemies inside an underground passage, of which there is no lack in the Underdeep. It will work equally well in a tunnel of rough stone or a corridor of finely carved rock, so long as both floor and ceiling are made of stone. Maw of the earth causes stalactites and stalagmites to grow from the roof and floor of the passageway, crushing the spellcaster’s enemies between them like the jaws of a gigantic beast. All creatures in the affected area take 1d6 damage per level of the caster (maximum 15d6), with a Reflex save for half damage.

Material Disruption Evocation Level: Clr 6, Destruction (Rupture) 5, Drd 5 Components: V, S, DF Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Area: 30 ft radius spread Duration: Instantaneous Saving Throw: Fort negates (see text) Spell Resistance: No

Material Component: The tip of a stalactite or stalagmite.

Meld Into Ice Transmutation (Cold) Level: Drd 2 Components: V, S, DF Casting Time: 1 standard action Range: Personal Target: Caster Duration: 10 minutes/level

When this spell is cast a wave of power washes over every piece of armour and every weapon in the area of effect, causing 1d4 hit points of damage per level of the caster (to a maximum of 15d4). Carried or equipped items are entitled to a Fortitude save to negate the effects of the spell, and the hardness of all objects is subtracted from the damage that is halved. Weapons or armour destroyed by this spell are beyond repair.

143

David Culliford (order #1969295)

Spells

Meld into ice enables the caster to meld his body and possessions into a single block of ice. The ice must be large enough to accommodate the caster’s body in all three dimensions. When the casting is complete, the caster and not more than 100 pounds of non-living gear merge with the ice. A Spot check (DC 25) reveals a shadowy shape within the ice. If this condition is violated, the spell fails and is wasted. While in the ice, the caster remains in contact, however tenuous, with the face of the ice through which he melded. The caster remains aware of the passage of time and can cast spells on himself, while hiding in the ice. Nothing that goes on outside the ice can be seen, but the caster can still hear what happens around him. Minor physical damage to the ice does not harm the caster, but its partial destruction to the extent that the caster no longer fits within it expels the caster and deals the caster 5d6 points of damage. The ice’s complete destruction expels the caster and slays him instantly unless he succeeds at a Fortitude save (DC 18). At any time before the duration expires, the caster can step out of the ice through the surface that he entered. If the spell’s duration runs out or the effect is dispelled before the caster voluntarily exits the ice, the caster is violently expelled and takes 5d6 points of damage. The following spells harm the caster if cast upon the ice that the caster is occupying: Ice shape deals the caster 3d6 points of damage but does not expel the caster. Faerie ice expels the caster and then slays the caster instantly unless he succeeds at a Fortitude save (DC 18), in which case the caster is merely expelled. Finally, passwall expels the caster without damage.

Mentor Conjuration (Calling) (Good) Level: Pal 2 Components: V, S, DF Casting Time: 1 hour Range: 30 ft. Effect: 1 summoned spirit (see text) Duration: 1 round/level Saving Throw: None Spell Resistance: No You may summon the spirit of a long dead paladin to give you advice. The mentor is the spirit of a lawful good paladin of 10th level or higher and must be summoned within sight. This ancient spirit can only be seen and heard by the caster, and is incorporeal. It cannot attack or be attacked, even by incorporeal creatures, and cannot move from the spot where it was summoned. The Games Master may have the same mentor appear each time the spell is cast, or a different one may respond.

144

David Culliford (order #1969295)

The mentor speaks all languages the caster speaks. The mentor can give advice that is similar to the effect of a phylactery of faithfulness, but also has the ability to impart advice on more general matters than religion and alignment. The DM should roleplay the mentor as an NPC with a Wisdom of 18 and Knowledge (religion) +10. It is suggested that the Games Master develop the personality of the mentor, and that it be different in some way from that of the caster. For example, a very serious paladin might gain a light-hearted mentor. The mentor answers any questions as best it can, but may instead choose to use its time to lecture the caster on some matter, ignoring any questions put to it. It usually takes one round to ask a question and one round for the mentor to answer. The mentor knows nothing of modern times or recent history, but much about paladins and their enemies, and has some knowledge of the paladin who summoned it, having watched the caster from the time the spell was prepared to the time it was cast. Thus, it is often more useful to prepare this spell some time in advance of casting it, so that the mentor can learn more about you and your situation before granting advice. The mentor always answers truthfully, but may choose not to reply or may be incorrect.

Spells

Merciful Weapon

the caster is targeted by a harmful mind-affecting spell, the mindcrypt spell is discharged and attempts to destroy the enemy spell caster. The creature that cast the mindaffecting spell on the caster must immediately make a Will save or fall prey to the full effects of mindcrypt, suffering 2d6 points of Intelligence drain.

Transmutation Level: Clr 2, Drd 3, Pal 1, Rgr 1, Sor/Wiz 2 Components: V, S, M, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./level) Target: 1 weapon. Duration: 10 minutes/level (D) Saving Throw: Fortitude negates (harmless, object) Spell Resistance: Yes (harmless, object)

Miner’s Nose Divination Level: Brd 1, Clr 1, Rgr 1 Components: V, S, F, DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 hour/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

The caster causes one weapon to lose its sharpness or hardness so that it deals nonlethal damage instead of normal damage. The spell does not work on natural weaponry such as claws and fangs, but it does work against artificial weapons that have somehow become part of the creature, such as a sword that is fixed onto a construct. The weapon does not get a save if its owner is willing to have it affected or if it is left unattended. Weapons carried or wielded by unwilling owners make a Fortitude saving throw with their owner’s save bonus. Magical weapons roll a Fortitude save as normal.

The miner’s nose allows the target to magically smell precious metals and stones within 30 feet. Each type of precious metal and stone has its own distinct smell that can be distinguished by the ‘sniffer’. When in a mine, the sniffer can track and trace ore veins and gem deposits even through solid rock. The richer the mineral deposit the stronger its scent and the more easily the sniffer can track it.

Material Component: A fistful of clay.

Mighty Stee d Transmutation Level: Pal 3 Components: V, S Casting Time: 1 standard action Range: Touch Target: Caster’s mount Duration: 1 minute/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

A sniffer can also determine the metal and gem composition of almost any metal object or jewellery. For instance, a sniffer can automatically detect impure metals and lowgrade gems. A creature under the influence of this spell gains a +5 bonus to Appraise checks on items whose primary value comes from their metallic or gemstone content. Focus: a small bracelet of at least five types of metal and five different gemstones.

Your special mount is infused with righteous power, preparing it for battle. For the duration of the spell, it enjoys a +4 enhancement bonus to Strength, Constitution, Dexterity and Natural Armour. This spell only works on your own special mount and does not work on any other creature, including yourself.

Miniature Portal Conjuration (Creation) Level: Clr 2, Drd 2, Sor/Wiz 1 Components: V, S, M, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: See text Duration: Permanent; see text Saving Throw: None Spell Resistance: No

Mindcrypt Enchantment (Compulsion) (Mind-Affecting) Level: Clr 9, Knowledge (Secrets) 9, Wiz/Sor 9 Components: V, DF Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: 1 creature Duration: 1 year/level or until discharged Saving Throw: Will half Spell Resistance: None

A spot designated by the caster becomes a tiny gateway which connects that area to another place specified. The destination must be on the same plane as the origin point. The uses of such a diminutive portal are limited. The spell was originally designed and used by elven wizards who would pass messages, spell components, scrolls and other knick-knacks to trusted colleagues in faraway lands. The spell gained a fair bit of prestige when enterprising

When this spell is cast, the mind of the caster becomes an insidious trap waiting to snare the unwary. Whenever

145

David Culliford (order #1969295)

Spells

Moonbeam counters and dispels any darkness spell (one with the darkness descriptor) of an equal or lower level.

farmers paid to have water portalled into their fields during a dangerous dry season. Unfortunately, the spell lost that same prestige when an equally enterprising city council used the spell to send human and animal waste into a rival city’s public spa.

Material Component: A piece of moonstone and a few seeds from any moonseed plant.

The opposite side of a miniature portal cannot be seen or heard. Only objects may pass through and they do so as freely as if moving through the air. When in use, the portal’s circumference glows with a faint white light. Should one end become irrevocably stopped up for over one hour, the spell dissipates. Otherwise, the miniature portal is permanent although able to be dispelled by the caster if he so wishes.

Moral Relativism Transmutation Level: Asn 3, Blk 3, Brd 3, Sor/Wiz 4 Components: S, XP, Wisdom damage Casting Time: 1 standard action Range: Personal Target: Caster Duration: 1 hour/level

Material Component: A section of hollow tubing made of wood which is consumed during casting.

This spell allows you to warp and twist your aura so it appears your alignment changes when it really does not. In effect, you superficially change your alignment to that of another, so you could change your alignment from lawful good to chaotic evil for the duration of the spell. Note, your alignment does not really change; only your aura does, masking your true intentions. Your change is powerful, making you subject to smite attacks, to planar alignment traits and to detection spells. This spell is extremely taxing, as it confuses your moral perspective. Whenever you cast this spell, the spell deals 1d6 points of Wisdom damage to you. As this is a function of the spell, when read from a scroll, the spell still damages the reader as well as the scriber.

Misfortune Transmutation Level: Clr 7, Luck (Ill-Omen) 7 Components: V, S Casting Time: 1 standard action Range: Touch Target: 1 creature Duration: 1 hour/level Saving Throw: Will negates Spell Resistance: Yes With a successful melee touch attack this spell inflicts a streak of bad luck on the targeted creature. For the duration of the spell, the target suffers a –6 luck penalty to all attack and weapon damage rolls, skill checks, and saves.

XP Cost: 100 XP.

Mounte d Growth Transmutation Level: Pal 5 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: The paladin’s mount and the paladin Duration: 1 minute/level Saving Throw: None Spell Resistance: No

Moonbeam Evocation (Light) Level: Drd 3 Components: V, S, DF, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: Cylinder (10-ft. radius, 60 ft. high) Duration: 1 min./level Saving Throw: None; see text Spell Resistance: No

This spell increases the size of both the paladin and his mount. Both grow to the next largest size category. The mount is gains (+8 size bonus to Strength, +4 size bonus to Constitution, –2 size penalty to Dexterity, +2 natural armour bonus, increased base damage, increased fighting space and reach, damage reduction 10/magic, +4 resistance bonus to saving throws). The paladin is affected as if by an enlarge person spell (+2 size bonus to Strength, –2 size penalty to Dexterity, reach).

You create a beam of moonlight that strikes downward and illuminates a 10-foot radius area within range. The moonbeam provides shadowy illumination in the area. Creatures that take penalties in bright light do not take them while within the radius of this light. On your turn, you can direct the moonbeam to a different area within range. A lycanthrope must leave the moonbeam within two rounds or be forced to change forms if they fail a Will save. A successful Will save allows the lycanthrope to remain in control of their form.

146

David Culliford (order #1969295)

Spells

Muck Conjuration (Creation) Level: Clr 3, Drd 4 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: 15-ft. radius spread Duration: 1 minute/level Saving Throw: Reflex negates (see text) Spell Resistance: Yes

The mucus has three effects. First, it is caustic and burns out the victim’s eyes (causing permanent blindness until cured). Second, the mucus seals the ears, deafening the target until the mucus is removed (see below). Third, the creature begins to suffocate. A character can hold his breath for two rounds per point of Constitution. After this period of time, the character must make a DC 10 Constitution check in order to continue holding his breath. The save must be repeated each round, with the DC increasing by +1 for each previous success. When the character fails one of these Constitution checks, he begins to suffocate.

Using this spell, you create an adhesive and sticky ooze-like creature under the feet of your foes. A creature in the area when the spell takes effect must make a Reflex save. If the save succeeds, the creature is stuck, but can still move. If the save fails, the creature is stuck and can’t move from its space, but can break loose by spending one round and making a DC 22 Strength check or a DC 27 Escape Artist check. A stuck creature takes a –2 penalty on attack rolls and a –4 penalty to effective Dexterity.

In the first round, he falls unconscious (zero hit points). In the following round, he drops to –1 hit points and is dying. In the third round, he suffocates. It requires two minutes (20 rounds) for the creature to remove enough mucus to breathe. Two people can remove enough mucus in one minute (ten rounds) to allow breathing. Three people (the subject plus two allies) can remove enough mucus in eight rounds to allow breathing. No more than two people can assist the victim.

Once loose (this by making the initial Reflex save or a later Strength check or Escape Artist check), a creature remains stuck, but may move through the muck slowly. Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check. A creature moves five feet for each full five points by which the check result exceeds ten.

Material Component: Phlegm.

Mud Slam Transmutation Level: Drd 3, Sor/Wiz 3 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: 1 creature Duration: Instantaneous Saving Throw: Reflex half, see text Spell Resistance: Yes

On your next turn after casting this spell, the muck sprouts tentacles and attempts to grapple any creature stuck in it. The muck has a grapple bonus equal to your caster level, + your Wisdom modifier, +6 for its Strength score (22). The tentacles hold, but do not harm a creature. A grappled creature cannot move until it breaks free.

You cast a ball of mud at your enemies that grows into a wall of mud that slams into them potentially knocking them back. The mud slams into the target, doing 1d6 points of damage per caster level (Reflex half; 10d6 max.). A Medium or smaller target that fails its Reflex save must then make a Strength check opposed by your caster level check (1d20 + your caster level). If they fail that check they are knocked prone.

The muck is susceptible to cold. Any cold-based spell or effect freezes a five- foot square and allows a creature in that area to escape that area (whether the creature was stuck or grappled). Material Component: A drop of glue and a clod of dirt.

Mucus Mask Conjuration (Creation) (Acid) Level: Clr 4, Sor/Wiz 4 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: 1 creature Duration: Permanent (see text) Saving Throw: Fortitude negates Spell Resistance: Yes

Mundane Waters Abjuration Level: Clr 5, Sor/Wis 5 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: An emanation 30 feet in radius from the point touched or 10 feet out from the hull of the vessel touched Duration: 1 minute/level (D) Saving Throw: None Spell Resistance: No

A glob of mucus is hurled through the air at the intended victim. The caster must succeed at a ranged touch attack to hit. If successful, the glob hits the target in the face and quickly covers the subject’s entire head.

147

David Culliford (order #1969295)

Spells

Mutating Gaze Transmutation Level: Clr 7, Drd 7, Sor/Wiz 8 Components: V, S Casting Time: 1 standard action Range: 40 ft. Target: Cone-shaped emanation Effect: Caster’s gaze weakens and warps living material Duration: 1 round/3 levels (D) Saving Throw: Fortitude negates Spell Resistance: Yes The caster gains a gaze attack that inflicts a painful rending and tearing of a living creature’s physical essence. The mutating gaze has a range of 40 feet and causes 1d3 Strength damage in addition to a random effect (see table below). To determine the random mutating effect of the gaze, roll on the following table:

D%

Effect

01–15

2d8 damage

16–24

Blindness for 1d4 rounds

25–34

Stunned for 1 round

35–42

Affected as by haste for 1d6 rounds

43–52

Affected as by slow for 1d6 rounds

Mundane waters can be cast in any of three ways.

53–59

Contract the disease shakes (DC 13, 1d8 Dex, 1 day)

Firstly, it can be used as a greater dispel magic on any spell or effect that targets a body of water.

60–71

Gain 1d8 temporary hit points

72–80

Aphasia for 2d4 rounds

Secondly, it can be used to protect a ship or body of water from being affected by such spells targeting it. The caster may make a Will save to negate any spells specifically targeting the ship or water. This ability only works on spells that specifically target a ship, object or body of water – it cannot counter a spell that targets a point, such as fireball. The mundane waters spell can dispel up to one spell per level of the caster before being exhausted.

81–87

Gain 2d8 temporary hit points

88–93

Gain 1d3 temporary Wisdom

94–98

Take 1d6 Wisdom damage

99–00

Roll again; effect is permanent

Thirdly, the caster can use mundane waters to create a section of antimagical water. There is a 1% chance per level of the caster that anything magical touched by the water becomes non-magical for 1d4 rounds. Only one check should be made each time a magical object or effect is touched by the water. Note that a spellcaster made nonmagical cannot cast spells for 1d4 rounds. Material Component: Blood or eye juice from a creature that has antimagic or spell resistance – this costs 250 gp.

148

David Culliford (order #1969295)

Any living thing subject to a mutating gaze for five consecutive rounds must make a Fortitude save or die. This is a death effect.

Mystic Bag Transmutation Level: Drd 1 Components: S, M Casting Time: 1 standard action Range: Touch Target: 11 lb. of material components Duration: 1 hour/level Saving Throw: None Spell Resistance: No

Spells

Nail Spirits

When the druid casts this spell, he transports a small selection of material components into a specially constructed dimensional space. Once sent into this dimensional pocket, the items can never be retrieved and will be destroyed once the spell ends or is dispelled. No item sent into the pocket can be worth more than one gold piece. Magic items cannot be sent into the pocket. The pocket is invisible and magically connected to the druid. When the druid casts a spell with a material component or focus found in the mystic bag, the spell operates even if the druid does not have a suitable material component or focus in hand. Material components are consumed from the bag when a spell requires them but foci remain available until the spell ends when they are destroyed by the collapsing dimensional space.

Transmutation Level: Clr 5 Components: V, S, DF Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: 5 living creatures/level, no two of which may be more than 60 feet apart Duration: 10 minutes/level Saving Throw: Will negates Spell Resistance: Yes When nail spirits is cast, it creates a magical flag or square of fabric. This fabric is the physical manifestation of the spirits of the targets, and so it reflects their alignment and moods. A happy group of good people create a brightly shining piece of shimmering samite cloth; a depressed collection of fiends produce a dull lump of scorched, sulphurous fabric.

Material Components: The items to be included in the mystic bag.

Mystic He dge Abjuration Level: Clr 7, Sor/Wiz 7 Components: V, S, M Casting Time: Special Range: Close (25 ft. + 5 ft./level) Effect: An area of vegetation up to one mile in radius. Duration: 1 season (D) Saving Throw: None Spell Resistance: No This spell can only be cast on plants that have been specially prepared and grown from seedlings by the caster. Mystic hedge is essentially cast by teaching the plants how to generate various spell-like effects, and thus takes between a month and a season to cast the first time. The length of time depends on the intelligence and growth rate of the plants. Renewing the spell (see below) takes a much shorter time, and has a casting time of one hour. Mystic hedge creates an effect identical to nondetection through its area of effect. Furthermore, anyone trying to enter the spell’s area of effect must make an Survival check equal to 15 + the caster’s level – if failed, the traveller is deflected without realising it, and bypasses the area.

The caster can perform the following actions with the cloth created by the spell: c

c

c

c

c

If the cloth is weighted and thrown overboard or into a pit, it inflicts an effect identical to crushing despair on the victims. If the cloth is nailed to an object, such as a ship, a forge, the entrance to a mine or some other symbol of a task, the targets gain a +4 morale bonus to all their skill checks related to that task for the duration of the spell. If the cloth is burned, all the targets suffer a moment of agonising pain, and have a –1 morale penalty to all Will saves for the duration of nail spirits. If the cloth is ritually washed, it can be used as a focus for an atonement spell affecting all the targets at once.

Natural Shelter

The spell must be renewed every year. If the same plants are making up the hedge, the casting time is only one hour. However, if the plants were destroyed, the spell must be recast fully.

Transmutation Level: Rgr 1 Components: S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: Any natural 10 ft. × 10 ft. area Duration: 24 hours Saving Throw: None Spell Resistance: Yes

Note: Titans may use this spell as a spell-like ability once a month. Material Component: 1,000 gp worth of diamond dust.

149

David Culliford (order #1969295)

If the cloth is nailed to a mast or other high point, such as banner, it inspires the targets as per the good hope spell.

Spells

With a wave of his hand, the ranger can create a natural shelter from the elements of his surroundings. The surroundings must be natural. The shelter will house a number of creatures equal to the ranger’s level and they can spend the next 24 hours in relative comfort. The shelter does not protect the ranger or his allies from unnatural phenomenon, nor does it protect them from extreme weather conditions such as fire, flood, volcanic eruptions, earthquakes, hurricanes and the like. It will however protect the ranger and his allies from normal rain, snow, wind, heat and cold. The shelter will be made of the natural surroundings and will blend in with them. Creatures that are not part of the local ecosystem will not notice the shelter and those that are will not bother it unless bullied by a creature of higher intelligence. Other rangers have a base 50% chance of finding this shelter plus or minus five percent for every level above or below the ranger casting the spell. All others attempting to spot those inside the shelter suffer a –4 penalty to their skill check. If the ranger and his allies spend more than 24 hours in the same spot, the shelter continues to function, but it will cease to blend in with the natural surroundings.

Nature’s Aid, Greater Conjuration (Calling) Level: Drd 7 Effect: Up to 24 Hit Dice of summoned animals, beasts, dragons, elementals, fey, giants, magical beasts or vermin, no two of which can be more than 30 ft. apart when they appear. As lesser nature’s aid, except the druid may call forth a single creature of up to 24 Hit Dice or a number of creatures whose Hit Dice total no more than 24. The creatures agree to help you and request your return favour together.

Nature’s Aid, Lesser Conjuration (calling) (see text) Level: Drd 4 Components: V, S, DF, XP Casting Time: 10 minutes Range: Close (25 ft. + 5 ft./2 level) (see text) Effect: 1 summoned animal, beast, dragon, elemental, fey, giant, magical beast or vermin of up to 8 HD Duration: Instantaneous Saving Throw: None Spell Resistance: No By casting this spell, the druid sends out a call through nature for a companion to aid him. The druid can call forth any creature, specifying its Hit Dice and type (from the above list) or if he knows the name of a suitable creature, he can call forth that specific individual. The druid must speak the creature’s name during the casting of the spell. There are no certainties with the spell, almost any creature of the appropriate type might answer – even if the druid requests a specific individual.

150

David Culliford (order #1969295)

The creature appears before the druid and grants the druid the ability to speak to it. The druid may ask the creature to perform one task for him and the creature may request some service in return. The more demanding the druid’s request, the greater return favour the creature asks for. Even unintelligent creatures will recognise the danger (by reading the druid’s body language) and will request a suitable reward. This bargaining always takes at least one round. If the druid and creature agree to a service and payment, the creature will then perform the service. Once the service is complete, the creature reports back to the druid (if possible), and than returns to its home. The druid is indebted to the creature and must perform the return favour to which he agreed. A creature may accept any form of payment, from magic items; monetary payment (most appropriate for dragons or fey) or it may request something more exotic. Note: When you use a calling spell that calls an air, chaotic, earth, evil, fire, good, lawful or water creature, it is a spell of that type. XP: In addition to the return service, this spell requires the druid sacrifice an amount of experience equal to the Challenge Rating of the creature squared and multiplied by 10. For example, a CR 4 creature requires 160 XP when this spell is cast.

Nature’s Aids, True Conjuration (calling) (see text) Level: Drd 9 Effect: Up to 36 Hit Dice of summoned animals, beasts, dragons, elementals, fey, giants, magical beasts or vermin, no two of which can be more than 30 ft. apart when they appear. As lesser nature’s aid, except the druid may call forth a single creature of up to 36 Hit Dice or a number of creatures whose Hit Dice total no more than 36. The creatures agree to help you and request your return favour together.

Nature’s Aura Transmutation Level: Drd 2, Rgr 2 Components: V, S Casting Time: 1 standard action Range: Personal Target: Caster Duration: 10 minute/level You are surrounded by a calming, natural aura that helps put animals and sentient plants at ease. During the duration of the spell you receive a +3 bonus per five caster levels on all wild empathy checks as well as Handle Animal skill checks and related skills and abilities. This spell enables powerful druids and rangers to put even the most ferocious and violent natural beasts into a calm and peaceful state.

Spells

Nature’s Revenge Transmutation Level: Rgr 4 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Targets: 1 creature of caster’s favoured enemy type/level Duration: 1 round/level Saving Throw: See text Spell Resistance: Yes The target’s environment turns on him and makes a direct attempt to harm him. This causes him 2d8 points of damage per round of the spell’s duration, with the damage type and saving throw type determined by the Games Master according to the local environment. Saving throws are made each round. Examples for typical environments are suggested in the table above, though the Games Master should be willing to modify these for appropriateness and dramatic effect. Material Component: A twig of blackthorn.

Nature’s Revenge Environments Environment

Effect

Damage Type

Saving Throw

Arctic/Tundra

Snow and ice sweep up around the target, freezing him

Cold

Fortitude half

Aquatic

Water blasts and pummels the target

Nonlethal

Reflex half

Desert

Hot sand smashes into the target, scouring his skin

Fire

Fortitude half

Forest

Thorns and branches bash at the character

Normal

Reflex half

Grassland/Plains

Cloud of pollen chokes the target

Poison

Fortitude half

Mountains/Hills

Rocks and stones fly up out of the ground and pummel the target

Normal

Fortitude half

Swamp/Marsh

Cloud of burning swamp gas envelopes the target

Fire

Reflex half

151

David Culliford (order #1969295)

Spells

Negative Energy Armour

Neutralise Poison, Mass

Necromancy Level: Clr 2, Sor/Wiz 2 Components: V, S, M Casting Time: 1 standard action Range: Personal Target: Caster Duration: 1 round/level

Necromancy (Poison) Level: Clr 8, Drd 7 Range: Medium (100 ft. + 10 ft./level) Target: 1 creature/level, no two of which can be more than 30 ft. apart, or object up to 10 cu. ft./level within range of spell This spell functions like neutralise poison, except as noted above.

A crackling black aura of negative energy engulfs your form. Creatures attacking you unarmed or with natural weapons take 2d6 points of negative energy damage each time one of their attacks hits. Negative energy armour does not render you immune to attacks; you still take damage from a successful unarmed or natural attack. Melee weapons and ranged weapons deal damage to you normally and the attacker does not take damage from this spell. Your unarmed or natural attacks do not deal this damage to a foe; death armour is strictly defensive. Only when a creature attacks you unarmed or with natural weapons is this spell’s effects triggered. Though the field surrounding you is composed of negative energy, undead creatures that attack with natural weapons can be affected by this spell.

Oakwatch Transmutation (Spring) Level: Drd 4 Components: V, S, F Casting Time: 1 hour Range: Touch Target: 1 tree Duration: 1 season (three months) Saving Throw: None Spell Resistance: No The tree affected by oakwatch is magically enhanced. It gains sight, hearing and the tremorsense ability, all with a range of 60 feet. It has Spot and Listen scores equal to the casting druid’s Spot and Listen. The druid may also imbue the tree with the ability to cast up to five levels of spells – these spells must be cast during the casting of oakwatch. The tree may trigger these spells when conditions specified by the druid come to pass – for example, the tree could be given the power to cast animal messenger and summon nature’s ally III when a man dressed in black armour comes within 60 feet of it. The spells may only be cast once by the tree.

Material Component: A bit of flesh from a corpse.

Net Conjuration (Creation, Water) Level: Drd 2, Sor/Wiz 2 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: 1 20 ft. diameter net Duration: 10 minutes/level Saving Throw: Reflex negates Spell Resistance: None

Focus: The tree.

This spell is very similar to the 2nd level arcane spell web, except that it creates an underwater net of very supple and strong strands to snare victims.

Obe dient Cloud Transmutation Level: Drd 3 Components: V, S Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Target: 1 cloud Duration: Concentration Saving Throw: None Spell Resistance: No

The strands are slightly barbed, and engulfed creatures are stuck fast. The spell effect creates a 20-foot diameter net at the desired range which entangles up to four Medium creatures, unless a Reflex save is made. Any creature stuck in a net suffers a –2 penalty to attack rolls, a –4 penalty to Dexterity and cannot swim or move. Engulfed spell casters attempting a spell must succeed on a DC 15 Concentration check or lose the spell.

This spell seizes control of any one cloud of gas or vapour. The cloud now moves at ten feet per round under the mental control of the druid. The force moving the cloud is quite weak – heavier than air clouds will continue to sink, while a stiff breeze or gust of wind can check or even reverse the movement of the cloud.

The net is quite strong; a DC 20 Strength check is required to break the bonds of the net once the targets are engulfed. The strands can also be cut, and require a slashing weapon doing 15 points of damage to release one subject. The net is completely immune to fire. Material Component: A strand of woven seaweed.

152

David Culliford (order #1969295)

Spells

The druid can roughly reshape the cloud by having one part hold steady and another part move at ten feet per round but the two parts must stay connected – the druid may not break the cloud up.

Range: Touch Target: Special mount touched Duration: 1 minute/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

If this spell is cast on a body of gas under the control of another character, then the two characters must make opposed Concentration checks – the winner moves the cloud this round. Obedient cloud has no effect on creatures in gaseous form or creatures made out of gas.

You cannot prepare this spell unless you have a paladin’s special mount, and must be riding your special mount when casting it. Add your special mount’s hit points to your hit point total. For the duration of the spell your mount has no hit points, and uses your total instead. Whenever you or your mount takes damage, your hit point total is reduced. If your hit points are reduced to zero, you and your mount are both disabled. If your hit points are reduced to less than zero hit points, you and your mount are dying. If your hit points are reduced to –10 hp, both you and your mount are dead.

Obe dient Growth Transmutation Level: Clr 9, Drd 7, Plant (Cultivation) 9 Components: V, S Casting Time: 1 standard action Range: Touch Effect: Vegetation touched up to 400 sq. ft./level Duration: Instantaneous Saving Throw: No Spell Resistance: No

Dismounting ends the spell immediately. Whenever the spell ends, you each get half of your current hit point total, rounded down, with any hit points over the normal maximum going to the other creature. This spell only affects normal hit point damage. Effects like poison or death spells function normally.

When this spell is cast, the caster causes all plant growth in the area to grow into shapes at his command, instantly transforming to match his desires. While this cannot be used as an attack form or to provide a defence, it can be used to create buildings of all shapes and sizes – a caster can even construct a temple provided there is woodland of sufficient area to be provoked into growing correctly. When creating structures, every ten-foot by ten-foot wall section of a building requires 100 cubic feet of wooded land to create, all of which must be contiguous.

For example, Sir Harus normally has 100 hit points, and his warhorse, Bolt, has 50 hit points. After casting one soul, Harus has 150 hit points. When Bolt suffers a critical hit for 39 points of damage, Sir Harus is reduced to 111 hit points, the wound magically appearing on him, while Bolt remains unscathed. A fireball causes 15 points of fire damage to each of them, so Harus takes 15 points twice for 30 more points of damage, reducing him to 81 hit points, while Bolt has no hit point total, but is feeling fine. Sir Harus lays on hands on himself for 36 hit points, bringing him up to 117 hit points. A few minutes later, Sir Harus dismounts and ends the spell. They each would get 58 hit points, but Bolt only gets his maximum, 50, and Harus gets 66 hit points. Even though Bolt took more damage than his maximum hit points, Harus ends up suffering the effects, but they both survived.

Oe dema Conjuration Level: Clr 7, Drd 8, Water (Drowning) 7 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: 1 creature/level Duration: 1 round/level Saving Throw: Fort negates Spell Resistance: Yes

One with the Earth Conjuration (Teleportation) Level: Drd 5, Clr 6 Components: V, S, DF Casting Time: 1 standard action Range: Personal Target: Caster Duration: 1 hour/level or until expended (see text)

This spell causes frigid brine to fill the empty spaces in the target’s body, rupturing flesh and bone with intense pressure. All living creatures that fail their saving throw immediately suffer 2d8 points of damage and an additional 1d8 points of damage each round thereafter for the duration of the spell.

This spell is a dwarven version of the druid spell tree stride, although in this instance the caster moves from one large block of stone, dune, section of earth or boulder to another. Each stone must be free standing (i.e., a stretch of flat farmland would not suffice, but a barrow of packed earth in that field would permit passage) and at least somewhat greater in size and weight than the caster.

One Soul Abjuration Level: Pal 4 Components: V, S, DF Casting Time: 1 standard action

153

David Culliford (order #1969295)

Spells

You cause a set of changes in the body chemistry of the target ooze, with two effects. First, the ooze recognises that you are not food and no longer tries to attack you. Second, it gains a limited ability to interpret chemical signals released by your body when you issue certain commands. Unlike the tricks or tasks that an animal companion can learn, an ooze can obey only two commands: ‘attack’ and ‘heel’.

Upon entering the stone, the caster knows immediately the location of all other sufficient stones, mounds or dunes within the range listed below. You can choose to pass to any stone or portion of earth of the appropriate kind within the transport range as shown on the table below.

Type of Transport Stone

Range

Natural stone

3,000 ft.

Worked stone

2,000 ft.

Earthen mound

1,000 ft.

Sand dune

500 ft.

When the spell expires, the ooze reverts to its normal behaviour, which usually means it attacks any creature near it, including you. You may cast this spell on an ooze an indefinite number of times, allowing you to maintain a particular ooze companion over long durations. If an ooze affected by this spell splits into multiple oozes, only one of the resulting creatures remains under your control.

Each transport takes a full-round action. You can move into a boulder, dune, section of earth or block of stone up to one time per caster level (passing from one to another counts only as moving into one stone). The spell lasts until the duration expires or until you exit a boulder, dune, section of earth or block of stone. You can opt to remain within the stone without transporting, but you are forced out when the spell ends.

Open Trail Transmutation Level: Drd 2, Rgr 1 Components: V, S Casting Time: 1 standard action Range: Special, see text Area: Special, see text Duration: Concentration

Ooze Bolt Conjuration (Creation) Level: Clr 3, Sor/Wiz 2 Components: V, S, M, F Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: 1 ooze bolt Duration: Instantaneous (see text) Saving Throw: None Spell Resistance: No

This spell enables you to open a narrow 20-foot opening through thick underbrush and heavy growth. The opening is five feet wide and 20 feet long and starts from the casting point and moves in a direction indicated by the caster. The opening then moves along with the caster while they walk, providing a safe, moving path through even the thickest growth. Plants move or bend away from the opening and then close back up behind it, leaving no sign that anyone has passed through. One of the main benefits is the ability for a party to travel at normal speed through thick undergrowth for the duration of the spell. It is as useful for opening trails, as it is for covering them up, anyone attempting to track people that have passed through the wilderness using an open trail spell suffer a –10 penalty on all Survival checks.

A bolt of grey ooze springs from your hand and flies toward the target. You must succeed at a ranged touch attack to hit. The bolt deals 2d6 points of acid damage with no splash damage. For every three caster levels you possess (up to caster level 15th), the acid, unless somehow neutralised, lasts for another round, dealing another 2d6 points of acid damage for that round.

It is wise to protect the caster of the spell though, if the caster takes any damage the concentration required to maintain the spell is broken and vegetation begins to slowly close back over the area of the path over a period of 1d4+1/level of the caster rounds potentially leaving the Player Characters trapped in brush and undergrowth during a battle.

Material Component: Dried grey ooze and saliva. Focus: A crossbow bolt.

Ooze Companion Transmutation Level: Drd 3, Rgr 3 Components: V, S, DF Casting Time: 1 standard action Range: Close (25 feet + 5 feet/two levels) Target: 1 ooze Duration: 1 day/level Saving Throw: Fortitude negates Spell Resistance: Yes

Overconfidence Enchantment (Compulsion) (Mind-Affecting) Level: Clr 3 Components: V, S, DF Casting Time: Standard action Range: Medium (100 feet + 10 feet/level)

154

David Culliford (order #1969295)

Spells

sail in to speed safely through raging tempests. Pacify storm will affect only natural storms, altering the conditions for one mile in every direction around the ship so touched to strong winds This spell has no effect on storms of a magical nature.

Target: 1 creature Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes The target of this spell suffers from intense overconfidence, causing him to fight with a half-hearted effort against foes whose combat skills (he believes) clearly cannot match his own. Against foes with a total attack bonus lower than his, he suffers a –4 penalty to attacks and a –2 penalty to Armour Class. In addition, the target refuses to make attacks of opportunity against such obviously inferior opponents.

Material Component: 1 pint of rain water.

Pack of Ghouls Necromancy (Summoning) (Evil) Level: Clr 4 Components: V, S, M, DF Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Effect: 3d4 summoned ghouls, no 2 of which can be more than 5 ft. apart Duration: 1 round/level (D) Saving Throw: None Spell Resistance: No

These penalties do not apply against foes with an attack bonus equal to or greater than his. Note that this spell applies to a creature’s total attack bonus, not just its base attack bonus. Apply any modifiers due to Strength, magic and so on to determine whether this spell takes effect. Include situational modifiers such as flanking and higher ground. Determine the target’s attack bonus versus his opponent’s at the time he makes his attack to see whether this spell takes effect.

You summon a pack of ghouls to defend you and your allies. The ghoul pack appears where you designate and acts immediately on your turn. They follow your commands to the best of their ability – attacking or performing other actions – as long as you can communicate with them.

Pacifism Enchantment (Compulsion) (Mind-Affecting) Level: Clr 4, Sor/Wiz 4 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: 1 creature Duration: 1 minute/level Saving Throw: Will negates Spell Resistance: Yes

Material Component: A bone from a ghoul.

Paean of the Holy Enchantment (Compulsion) (MindAffecting) Level: Pal 4 Components: V, S, DF Casting Time: 1 standard action Range: 40 ft. Effect: All allies and foes within a 40-ft.-radius burst centred on you Duration: 1 round/level Saving Throw: None Spell Resistance: Yes (harmless)

The affected creature cannot take offensive action against any creature or object. The subject will defend himself to the best of his ability, preferring to flee rather than attack. This also prevents the use of any spell or spell-like effect that can cause harm. He will also try to prevent others from fighting. This can involve using wall spells to separate opposing sides, making disarm attacks against friend and foe alike (50% chance for this) and so on.

You call favour to yourself and your allies through the loud proclamation of joy and faith in your god. This proclamation calls down favour from your god that can be used in one of several different manners listed below:

Pacify Storm Conjuration Level: Drd 3, Clr 4, Sor/Wiz 5 Components: V, S, M Casting Time: 1 minute Range: 1 mile centred on ship touched Target: 1 ship touched Duration: 1 hour/level Saving Throw: None Spell Resistance: No

Paean of Glory: +3 dodge bonus, and +2 circumstance bonus to Will saves for all allies. Paean of Judgment: all allies’ weapons do an additional 1d6 points of holy damage and are treated as ‘good’ for damage reduction. Paean of Blessing: allies gain +3 bonus to attack and damage rolls.

You are able to harness the magical energies required to calm the most powerful of storms, enabling the ships you

155

David Culliford (order #1969295)

Spells

Pain Shie ld

Paean of Light: allies gain a +4 circumstance bonus to all saving throws while enemies suffer a –2 penalty to all saves.

Enchantment (Compulsion) (Mind-Affecting) Level: Clr 4, Sor/Wiz 4 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: 1 creature Duration: 1 round/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

The caster must choose one, and only one, of the above and a paean of the holy can only be cast once per day. These songs of power do not stack, but two paladins can sing songs granting different powers simultaneously.

Paean of the Unholy Enchantment (Compulsion) (Mind-Affecting) Level: Blk 4 Components: V, S, DF Casting Time: 1 standard action Range: 40 ft. Effect: All foes within a 40 ft. radius burst centred on you Duration: 1 round/level Saving Throw: Will negates, see text Spell Resistance: Yes

Subject becomes able to ignore pain. The subject gains damage reduction equal to the spellcaster’s level versus weaker than non-magical weapons. Thus, a 13th level wizard would grant damage reduction 13/magic to the target.

Pass through Element Abjuration (see text) Level: Brd 2, Clr 2, Drd 1, Sor/Wiz 2 Components: V, S Casting Time: 1 standard action Range: Personal Target: Caster Duration: Concentration (up to 1 round/level)

Your loud proclamation of faith in your dark god draws power down to plague your adversaries with failing confidence and fear. Adversaries in the area of effect are permitted a Will save at a –6 circumstance penalty to avoid the effects of the spell. Anyone with less than eight Hit Dice that fails their save is affected as if by a fear spell, those above eight Hit Dice that fail suffer a –4 circumstance penalty to all saving throws and a –2 penalty to all attack and damage rolls.

You can walk through a barrier made from a certain element without harm. At the moment of casting you select the natural occurrence of an element and you will be able to walk as far as your normal movement allows without suffering damage or any adverse effect. This spell does not work with magical expressions of an element, meaning that while it will let you navigate through a burning building, it will not let you cross a wall of fire. You could cross a wall of stone or a wall of ice, since the material is normal and remains there after the spell is cast. If the effect ends while you are immersed in a solid, you are ejected to the nearest safe place and suffer 1d6 points of nonlethal damage for every ten feet travelled that way. If you are immersed in a non-solid element, you start suffering the effects immediately.

Painful Truth Evocation Level: Clr 2 Casting Time: 1 standard action Components: V, S, DF Range: Close (25 ft. +5 ft./2 levels) Area: 5-ft. radius/level emanation Duration: 1 minute/level Saving Throw: See text Spell Resistance: Yes This spell serves the same purpose as zone of truth, but in a different manner. When you enter the area of effect you must make a Will save. If you fall under the influence of the spell you suffer 1d4 points of damage every time you intentionally lie. In addition, you must make a Fortitude save (with the standard DC based on spell level); if you fail, you wince or cry out in pain, making it clear to those around you that your statement was false. This only lasts as long as you remain within the area of effect.

When you use this spell to pass through an element or energy type, it is a spell of that type. For example, pass through element is a water spell when cast to cross a wall of ice. Choosing air allows you to walk through gases, scalding vapour or extremely cold terrain; earth allows you to walk through worked stone or rock, or through metals at half the distance. Picking fire allows you to walk through natural flames or lava at half your normal speed, and by choosing water you can walk at the bottom of a body of water or cross sheets of ice.

Like light of truth, this spell may not be available to all clerics. Zone of truth is a peaceful spell that would be offered by benevolent gods; painful truth would be a gift from evil or destructive deities. It is unlikely that a god would offer both spells to his followers.

Pass Unfettere d Transmutation Level: Drd 2 Components: V, S, M

156

David Culliford (order #1969295)

Spells

(+15 circumstance bonus to Spot checks). The softstemmed plants recover after the spell is over but the flattening of the plants makes tracking through the area very difficult. Survival checks for tracking in areas affected by this spell receive a –10 circumstance penalty.

Casting Time: 1 round Range: Personal Target: Caster Duration: 1 minute/level When casting this spell, you must choose a single solid material (metal, wood, stone, ice and so on) of which you have a sample. For the duration of the spell, you and any material (but not beings) you are wearing or carrying may pass through that material as if it were ethereal. However, this effect only extends to objects you pass through. For example, if you cast this spell on wood, a wooden melee weapon strikes you normally, but you may walk freely through a wooden door. Also, any foreign material that may exist within the chosen material is not affected by this spell (example, a metal chest hidden in a stone wall).

Peacebinding Enchantment (Compulsion) (Lawful, Mind-Affecting) Level: Pal 4 Components: V, S Casting Time: 1 standard action Range: 80 ft. Targets: All creatures with an Int of 3 or higher within range that are aware of you and your actions Duration: 1 minute/level (see text) Saving Throw: Will negates Spell Resistance: Yes

Material Component: 1-pound sample of the chosen material.

This spell can only be cast when you have one or more weapons drawn. As you cast this spell, you must sheathe, or otherwise put away, all weapons you currently wield. This can be done simultaneously. Once you have done so, all targets must make a Will save or be compelled to put up their weapons for the duration of the spell, philosophically as well as literally.

Password Transmutation Level: Brd 2, Clr 2, Sor/Wiz 2 Components: V, S Casting Time: 1 standard action Range: Touch Target: 1 object weighing up to 50 lb. Duration: 1 hour/level Saving Throw: Will negates (object) Spell Resistance: Yes (object)

Creatures affected must put up any weapons they are wielding and refrain from attacking any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the your character’s perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an affected creature can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs and so forth.

Many elven spellcasters equip their most prized personal item with a password before adventuring in an unknown locale. The daoine provided the spell to a visiting bard who swore its secrets would never leave his lips. It is thanks to that bard’s low alcohol tolerance, however, that password now protects the weapons of many other races. This spell causes one non-magical, unattended object to become flaccid when grasped unless a predetermined word is spoken. The caster determines this password while casting. Not speaking the word aloud when picking up the ensorcelled item renders it as limp as a wet noodle. Releasing the object returns it to its normal firmness.

If you attack any creature, or draw your weapons, the spell immediately ends for all targets. Any creature affected by this spell that is attacked by any means is immediately released from its effect.

Pattern Grass

Per fection

Transmutation Level: Drd 1, Rng 1 Components: M, S, V Casting Time: 1 standard action Range: Medium (100 ft. +10 ft./level) Target: 20 ft. radius spread Duration: 1 hour Saving Throw: None Spell Resistance: No

Transmutation Level: Pal 5 Components: V, S, DF, XP Casting Time: 1 standard action Range: Personal Target: Caster Duration: 1 round/2 levels Perfection gives the paladin an almost divine level of skill and competence. For the duration of the spell, if the paladin can do something, he does. He may take 20 on any skill check or ability check regardless of distraction or

You temporarily flatten grass, cane or other soft-stemmed plants to reveal opponents attempting to hide in the area

157

David Culliford (order #1969295)

Spells

the current conditions. He may also ‘take 15’ on saving throws and attack rolls (instead of rolling the dice, the player may assume he rolls a 15). He may continue to fight and act normally when reduced below zero hit points but still dies when reduced to –10 or lower.

paralysis, polymorph and stunning. While you do not gain complete immunity, you do gain a +4 circumstance bonus on saving throws against mind-affecting effects. In addition, the spell provides a natural armour bonus exactly the same as a barkskin spell. This spell converts your body, but not any of your equipment, leaving you with the same items and proficiencies as normal. You can cast spells in this form, but you cannot wild shape or use similar polymorph or shapechanging abilities.

XP Cost: 500 XP.

Pitch Sight Transmutation (Evil) Level: Clr 2 Components: V, S, M Casting time: 1 standard action Range: Close (25 ft. +5 ft./2 levels) Target: 1 creature/level Duration: 1 minute/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

Focus: A small jade statue of the caster created by a master artisan that is used as a focus. The statue costs at least 150 gp and can only be used for the caster it was created for.

Plant Door Transmutation Level: Drd 4, Rgr 4 Components: V, S, M Casting Time: 1 standard action Range: Touch Area: 10 ft. wide by 10 ft. high by 10 ft. long/level Duration: 10 minutes/level Saving Throw: None (harmless) Spell Resistance: No (harmless)

This spell allows the caster and its allies to see normally through magical darkness which would normally block even darkvision. Pitch sight is commonly used in conjunction with darkness spells, blinding enemies completely whilst enchanted caster and his allies are able to see and attack normally.

Plant door enables you to open a magic portal through trees, undergrowth and other such growths – including magical varieties (such as a wall of thorns). The path opened is ten feet wide, ten feet high and up to ten feet long per caster level. Thus a 10th level druid opens a path ten feet wide, ten feet high and 100 feet long.

Material Component: A small piece of phosphorescent lichen.

Plague Necromancy (Evil) Level: Clr 7, Drd 7, Sor/Wiz 8 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: 1 creature/level, no 2 of which can be more than 30 ft. apart Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes

The plant door allows you, other druids, rangers and dryads to pass safely through it. Other creatures cannot see or use the plant door. You cannot use this spell to pass through plant creatures. An alternate version of the spell allows you to enter a solid tree trunk (much like a meld with stone spell allows the caster to enter stone or a rope trick spell allows the caster to enter an extradimensional space). The tree must be large enough to accommodate your body in all three dimensions. While inside a tree, you are undetectable by normal means. Even magical means of detection does not give you away though the tree you are hiding in will radiate magic. Dryads can detect your presence with a successful Wisdom check (DC 15) if they come within ten feet of the tree.

This spell functions like contagion, except that it affects multiple creatures. The same disease affects all subjects.

Plant Aura Transmutation Level: Drd 6 Components: V, S, F Casting Time: 1 standard action Range: Personal Target: Caster Duration: 10 minute/level (D)

If the tree is cut down or burned while you are inside, you must escape before the tree falls to the ground or before it is completely consumed in fire. If still inside when this happens, you must make a successful Fortitude save (DC 15) or die.

You convert yourself into a plant-like creature for the duration of the spell. As a Plant type creature you are immune to critical hits, immune to poison, sleep effects,

Material Component: A piece of bark from an ash or oak tree.

158

David Culliford (order #1969295)

Spells

Plant Enlightenment

Pod Beast

Transmutation Level: Drd 9 Components: V, S, DF, XP Casting Time: 8 hours Range: Touch Target: Animal touched Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes

Transmutation Level: Drd 3 Components: V, S, M Casting Time: 1 standard action Range: Touch Effect: 1 inanimate plant Duration: 1 minute/level Saving Throw: No Spell Resistance: Yes

You use your divine knowledge of plants and plant growth combined with some of your own life energy to convert an animal or magical beast into an enlightened, plant type creature. Similar to awaken, you need to make a Will save (DC = 10 + Hit Dice of the converted creature) in order to succeed. If successful, the ‘plant-imbued’ template is added to the creature making it a plant type creature and giving it additional characteristics (See page 245).

You transform an innocuous plant into an animate, carnivorous one that defends you. It wraps around you with leafy vines and grows one mouth-like structure for every three caster levels (maximum five mouths). When a foe attacks you in melee combat, the plant immediately retaliates with a bite that uses your base attack bonus (plus the plant’s Strength bonus of +3) and deals 1d6+3 points of damage on a hit. The plant strikes only in retaliation, and does so automatically (you cannot command it to stop).

The newly enlightened creature is friendly toward you, but you have no special empathy or connection with it. Plant imbued creatures have their own free will and decide who they want to associate with, and what they wish to do, at the same time, they always view you as a friend unless you attack them.

Each mouth-like structure can strike only once per round. The plant does not make attacks of opportunity and cannot take special attack actions such as grapple or disarm. The plant has ten hit points + 1 per caster level and shares your Armour Class and saving throws. To be attacked, it must be specifically targeted.

Creatures created with this spell gain the ability to speak Sylvan, as well as other languages known by the caster based upon their Intelligence bonus. Plant-imbued creatures cannot serve as familiars or animal companions, although they might choose to travel with someone for a while on their own.

Material Component: A tiny sliver of meat.

Poison, Mass Necromancy (Poison) Level: Clr 8, Drd 8 Range: Medium (100 ft. + 10 ft./level) Target: 1 creature/level, no two of which can be more than 30 ft. apart

XP Cost: 100 XP/Hit Dice of creature enlightened, minimum of 500 XP.

This spell functions like poison, except as noted above.

Poison Armour Conjuration (Creation) (Force, Poison) Level: Clr 5, Sor/Wiz 5, Poison 4 Components: V, S, F Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 hour/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) A green-coloured field of force surrounds the subject of poison armour, providing five points of poison resistance per caster level and a +2 deflection bonus to AC. Like the spell mage armour, the armour created by this spell does not

159

David Culliford (order #1969295)

Spells

have an armour check penalty, arcane spell failure or speed reduction. Since this armour is made of force, ethereal creatures cannot bypass it like they do normal armour. The poison resistance comes in a form of damage reduction, removing five points from the total ability damage dealt to the subject of a poison armour spell. These are considered to be virtual ability points that can only be used against poison damage. If a type of poison attack has effects other than ability damage, this armour provides the wearer a +1 enhancement bonus per two caster levels to the save. Focus: A venom sack from a spider, and a beetle’s carapace.

Poison Fog Conjuration (Creation) (Poison) Level: Poison 6 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: Cloud spreads 30 ft. wide and 30 ft. high Duration: 1 minute/level Saving Throw: See text Spell Resistance: Yes This spell generates a bank of fog, similar to the fog cloud and cloudkill spells except that the cloud appears as a poisonous mold-green. This spell kills any living creature with six or fewer Hit Dice (no save) and causes creatures of greater than six Hit Dice to make a Fortitude save or die. Those that make their save take 1d6 points of Constitution damage plus one point per caster level (maximum +10) for each round that they remain in the poison fog. Like the cloudkill spell, the poison fog rolls away from you at a speed of ten feet per round. The cloud is heavier than air and will always seek the lowest point to move across, even pouring down small holes or fissures. The fog can also move across water at this rate of speed, but cannot be cast underwater.

Poison Weapon Conjuration (Creation) (Poison) Level: Clr 1, Rgr 1, Sor/Wiz 1 This spell functions like magic weapon, except that instead of gaining a magical enhancement, the weapon becomes coated with magically created injury poison. The Fortitude DC of the poison is 13. The initial and secondary damage of the poison is 1d4 points of Dexterity damage.

Poison Weapon, Greater Conjuration (Creation) (Poison) Level: Clr 4, Rgr 3, Sor/Wiz 3 Components: V, S, M, DF

160

David Culliford (order #1969295)

This spell functions like greater magic weapon, except that instead of gaining a magical enhancement, the weapon becomes coated with a potent magically created injury poison. The Fortitude DC of the poison is 10 + ½ your caster level + your spellcaster ability modifier. The initial and secondary damage of the poison is 1d4 points of Dexterity damage per four caster levels (maximum 5d4). Material Component: A snakeskin and a filament of wolfram.

Poisonous Breath Transmutation (Poison) Level: Drd 3, Rgr 3, Poison (Natural Poison) 3, Sor/Wiz 3 Components: V, S, F, DF Casting Time: 1 standard action Range: Personal Target: Caster Duration: 1 round/level (D) At any time during the duration of the spell, you may unleash a 20-foot cone of toxic gas as a full-round action, which does not draw an attack of opportunity. The gas is a magically created inhalation poison with a Fortitude DC equal to 10 + ½ your caster level + your relevant spellcasting ability modifier. The gas causes blindness, deafness and muteness for 1d6 minutes as its initial damage and deals 1d8 points of Constitution damage as its secondary damage. The spell ends automatically after the breath weapon ability is used, and the poisonous gas dissipates one round thereafter. Arcane Focus: A serpent’s tooth.

Pol len Cloud Conjuration (Creation) Level: Drd 2 Components: V, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./caster level) Effect: 20-ft. radius, 10 ft. high cloud Duration: 1 round/level Saving Throw: Fort negates Spell Resistance: No You create a cloud of pollen, floating seeds and other airborne particles by tossing a pinch of pollen or sawdust into the air. The cloud fills an area roughly 20-foot radius, and ten feet high. Those caught within the cloud are forced to make a Fortitude save to breathe properly in the dusty air. Those that fail have difficulty breathing and suffer a –1 penalty to all attack and damage rolls and spellcasters are forced to make a Concentration check (DC 15 + spell level) to cast any spells with a verbal component.

Spells

Under normal circumstances, the portal changes every 1d6 rounds, whenever the lightning flashes. Spells that create electrical effects, such as lightning bolt, call lightning or even a shocking grasp discharge will trigger a new portal. A random portal leads to the following plane:

This effect continues for two rounds after leaving the cloud. The cloud can be dissipated by a gust of moderate wind or if the air temperature can be reduced by 15 degrees Fahrenheit for a full round. A steady rainfall also pulls the particles out of the air.

d 2 0 Result

Material Component: pinch of pollen or sawdust.

Portal in a Storm Conjuration (Teleportation) Level: Clr 7, Sor/Wiz 6 Components: V, S, M Casting Time: 1 standard action Range: See text Effect: Creates a number of magical portals to other planes within a storm Duration: 10 minutes/level Saving Throw: None Spell Resistance: No

5

Small

10

Medium

15

Large

25

Huge

30

Gargantuan

50

Colossal

60

Plane of Air

12–13

Plane of Fire

14–15

Plane of Earth

16–17

Astral Plane

18–19

An Outer Plane The portal appears on top of the ship – roll again, but the ship is automatically transported.

Potent Weapon Transmutation Level: Clr 1, Pal 1, Rgr 1 Components: V, S Casting Time: 1 standard action Range: Touch Target: Weapon touched Duration: 1 minute/level Saving Throw: None Spell Resistance: Yes (harmless) When you cast this spell, you designate a foe and imbue a weapon you touch with the power to deal additional damage to that foe. The foe you designate can be an individual or a group of up to 20 creatures identified by name or specific description (‘the 20 orcs in the first rank attacking us’, for example, but not ‘the first 20 orcs I attack’). The weapon you transmute gains a +1 enhancement bonus to attack rolls against the designated foe and deals an additional 1d6 points of damage when it hits those foes.

161

David Culliford (order #1969295)

8–11

Material Component: A forked lighting rod, which must be thrown overboard. If the caster uses a forked rod for a particular plane (see plane shift), there is a 25% chance per portal that it leads to that desired plane.

Closure DC

Tiny

Plane of Water

This spell functions like a plane shift – the ship arrives 5d% miles from a desired location. The portal usually links to another storm at sea on the destination plane, if such a phenomenon exists. However, the spell is not guaranteed to deposit the ship in a sea. Portal in a storm is one-way, although it can be cast on another plane in the hopes of opening a portal back to the prime (replace the current plane with the prime plane in the above table).

The instability tends to make the storm much more violent, forcing Profession (sailor) checks every round to keep the ship on course. The portals are always large enough to sail a ship through, but larger ships tend to exhaust the power of the spell. Whenever a ship passes through one of these portals, roll a 1d20 + the caster’s level. If the total is lower than the DC for the ship types listed below, the spell ends. The caster cannot choose to fail this check, nor is the spell dismissible.

Ship Size

1–7

20

This spell may only be cast within a storm. It creates a dangerous instability within the storm, so that every flash of lightning opens a momentary portal to another random plane of existence. These portals exist until the next lightning bolt closes the current portal and opens another nearby, within 1d10x250 feet. A Spot check, DC20, is needed to sight the currently open portal. Each portal looks quite different, so a character can make a Knowledge (planes) check (DC15) to identify the plane that the portal goes to. Portals to far-off or little-known planes may exhibit very odd characteristics, making the Knowledge check much more difficult.

Plane

Spells

Power Walk

The primeval seal forces creatures of the designated type to feel an overpowering urge to leave the area. A compulsion forces them to abandon the area, shunning it and never willingly returning to it while the spell is in effect. A creature that makes a successful save can stay in the area but feels uncomfortable doing so. This discomfort makes the creature suffer a –2 penalty to all attack rolls, damage rolls, saving throws and skill checks as well as a –4 penalty to their AC.

Transmutation Level: Clr 7, Drd 6 As the spell shadow walk, except that the creatures affected travel through the Ethereal Plane instead of through the Plane of Shadows.

Precipitation

The seal cannot be dispelled, but it can be removed with a limited wish, miracle or wish spell.

Transmutation Level: Clr 1, Drd 1, Sor/Wiz 1 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: 60 ft. radius circle Duration: 1 minute Saving Throw: None Spell Resistance: No

Material Component: A handful of black dust from the surface of a dying star. XP Cost: 1,000 XP.

Protection from Air Creatures

This spell collects existing water vapour in the atmosphere and releases it as light rain, sleet or snow for the duration of the spell. If the temperature in the surrounding area is 90 degree Fahrenheit or higher, the duration is doubled, except in desert areas. In an area where the temperature is between 31 and 33 degrees Fahrenheit, the precipitation takes the form of sleet. At temperatures of 30degrees Fahrenheit or less, the precipitation takes the form of snow. If precipitation is cast on a Large or larger fire source (such as a wall of fire), or if magical heat or fire (such as a fireball or flame strike) is cast in the area of precipitation, a cloud of warm fog (treat as a fog cloud) billows through the area of effect for three rounds. If a cold-based spell or effect is used on an area soaked by precipitation (such as a cone of cold cast on rain-soaked ground), normal ice is formed. Such ice remains for the duration of this spell if the temperature is 30 degrees Fahrenheit or higher; otherwise, the ice melts normally when the temperature rises above freezing.

Abjuration (Earth) Level: Drd 2, Sor/Wiz 3 As protection from fire creatures, except that the deflection and resistance bonus applies to creatures with the Air subtype and that only summoned and conjured air creatures cannot touch the subject. Material Component: A small stick of graphite, a pinch of diamond dust (10 gp worth) and a crushed firefly.

Protection from Earth Creatures Abjuration (Air) Level: Drd 2, Sor/Wiz 3 As protection from fire creatures, except that the deflection and resistance bonus applies to creatures with the Earth subtype and that only summoned or conjured earth creatures cannot touch the subject.

Material Component: A pinch of silver dust.

Primeval Seal Abjuration Level: Clr 8, Sor/Wiz 7 Components: V, S, M, XP Casting Time: 1 minute Range: Touch Target: 1 location (up to a 20-ft. cube/level) Duration: 1 hour/level Saving Throw: Will partial Spell Resistance: Yes

Material Component: A ruby (at least 10 gp worth) and three feathers plucked from a flightless bird.

Protection from Fire Creatures Abjuration (Water) Level: Drd 2, Sor/Wiz 3 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Creature Touched Duration: 1 minute/level (D) Saving Throw: Will Negates (harmless) Spell Resistance: No; see text

This potent spell hedges out all outsiders, undead and aberrations. By casting the spell, the caster quickly traces a visible seal upon a surface, doorway, arch or similar structure. The seal cannot be used for personal protection or inscribed on an item to be carried around.

162

David Culliford (order #1969295)

Spells

This spell wards a creature from attack by creatures with the Fire subtype. It protects against the special abilities of fire creatures and from summoned or conjured fire creatures. It creates a magical barrier around the subject at a distance of one foot. The barrier moves with the subject and has two principle effects:

The protection against undead creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature. Material Component: Dirt from a cemetery with which you trace a three foot-diameter circle on the floor (or ground) around the creature to be warded.

First, the subject of this spell receives a +2 deflection bonus to Armour Class and a +2 resistance bonus to saves against the spell-like and supernatural abilities of fire creatures.

Protection from Water Creatures

Second, the barrier blocks bodily contact by summoned or conjured fire creatures. This causes the natural weapons of fire creatures to fail and the creature to recoil if such attacks require touching the warded creature. This protection against summoned and conjured creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and to touch the warded creature.

Abjuration (Fire) Level: Drd 2, Sor/Wiz 3 As protection from fire creatures, except that the deflection and resistance bonus applies to creatures with the Water subtype and that only summoned and conjured water creatures cannot touch the subject.

Material Component: An aquamarine (at least 10 gp worth) and a splash of seawater.

Material Component: A small sapphire (10 gp worth) and the ashes from a bonfire.

Protection from Undea d

Protection from Witchcraft

Abjuration Level: Clr 1, Pal 1, Sor/Wiz 1 Components: V, S, M, DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 min./level (D) Saving Throw: Will negates (harmless) Spell Resistance: No (see text)

Abjuration Level: Clr 4 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 minute/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

Similar to protection from evil, this spell wards a creature from attacks by undead creatures. It creates a magical barrier around the subject at a distance of one foot. The barrier moves with the subject and has two major effects.

The creature gains spell resistance equal to 12 + caster level against enchantments, transmutations, curses and petrification spells.

Pure of Heart

First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both of these bonuses apply against attacks made or effects created by undead creatures. Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including Enchantment (charm) effects and Enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from undead effect. If the protection from undead effect ends before the effect granting mental control does, the wouldbe controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing lifeforce but does not expel one if it is in place before the spell is cast.

Transmutation (Good) Level: Pal 2 Components: V, S Casting Time: 1 standard action Range: Personal Target: Caster Duration: 1 minute/level (D) You focus the holy power within yourself into your heart, causing it to glow like a brilliant light. This light can be seen through your chest, and even your clothing and armour. While your heart glows, all evil creatures within ten feet of you suffer a morale penalty of –1 to attack rolls, saving throws and checks as they are discomfited in the presence of the shining light of your goodness.

163

David Culliford (order #1969295)

Spells

Purge Inner Darkness

Quil l Skin

Evocation (Good) Level: Clr1, Drd 2, Pal 1, Rgr 2 Components: V, S Casting Time: 1 round Range: Close (25 ft.+ 5 ft./2 levels) Target: 1 living creature with negative levels Duration: Instantaneous Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

Transmutation Level: Drd 1 Components: V Casting time: 1 standard action Range: Personal Target: Caster Duration: 2 rounds/level (D) Hundreds of thin pointed quills instantly erupt from your skin. The quills effectively serve as armour spikes and you are treated as if you are proficient with them. These quills cover the majority your body and do not harm you, hinder movement or any other actions. The quills sprout out of natural and leather armour but remain harmless under other types. The quills are fine enough as not to cause damage to clothing or other items worn.

You generate a tiny spark of positive energy inside the subject, which helps ward it against the negative energy already at work in the form of one or more negative levels. When the subject makes his next saving throw to prevent the negative levels from causing true level loss, he receives a +10 sacred bonus to that saving throw. A single casting of this spell offers the bonus to only one save, even if the individual has more than one negative level. Casting this spell on a subject not already suffering negative levels, or suffering negative levels that do not threaten permanent level loss (such as from the enervation spell), wastes the spell.

Creatures swallowing you immediately take 3d6 points of damage each round while you remain swallowed.

Ra diance Transmutation (Fire) Level: Clr 2, Drd 2 Components: V, S, DF Casting Time: 1 standard action Range: Personal Area: 5-ft. radius emanation, centred on you Duration: 1 round/level (D) Saving Throw: None and Reflex half (see text) Spell Resistance: No

Quicksand Transmutation Level: Drd 4, Rgr 4 Components: V, S, M, DF Casting time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: 1 5 ft. square/2 levels Duration: 1 hour/level (D) Saving Throw: Reflex, see below Spell Resistance: No

You sheathe your body in glowing yellowish-orange fire. This does not harm you or any objects or items in your possession. The fire sheds light in a ten-foot radius. Creatures coming within five feet of you or touching you (or creatures you touch) take 1d6 points of fire damage. A successful Reflex save halves the damage.

You transform a normal dirt, sand or stone floor into quicksand. Creatures standing on the effected surface receive a saving throw to escape the area before the transformation is complete. Those that succeed are forced to move out of the area on their next turn. Creatures with nowhere to escape automatically fail the save. Those that fail the save begin to sink in the quicksand. Creatures in the quicksand are permitted DC 10 Swim check to remain near the surface or a DC 15 Swim check to move five feet in any direction desired. Consult the quicksand entry the DMG for further information on quicksand.

Ral ly Evocation Level: Pal 4 Components: V, XP (see text) Casting Time: 1 standard action Range: 60 ft. Target: Caster and all allies within a 60 ft. radius burst centred on him Duration: See text Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

The spell covers a five-foot square per two levels and is one foot deep per level. It is possible to cause floors in underground passages to collapse into the area below if the thickness is covered in the spell’s area. At the end of the duration, the effected area becomes fine sand and dirt.

You and all allies within 60 feet are affected by the following spells, as if cast by you: bless, cure light wounds, divine favour, remove fear and remove paralysis. The bless and divine favour last for one minute, the other spells are instantaneous.

Material components: A small amount of water and sand.

XP Cost: 250 XP.

164

David Culliford (order #1969295)

Spells

Random Pain

Rat’s grace grants the target amazing fluidity of motion. The target gains a +1 dodge bonus to his AC, with an additional +1 for every three levels you have (maximum +7 at 18th level). While under the influence of rat’s grace the character constantly moves with nervous energy, and may have trouble (Concentration check DC 20) standing still for more than one round.

Transmutation Level: Clr 3 Components: V, S, DF, F Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: 1 melee weapon Duration: 1 round/level Saving Throw: Will negates (object) Spell Resistance: Yes (object)

Ray of Desiccation Necromancy Level: Drd 5, Sor/Wiz 4 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: 1 ray Duration: 1 minute/level Saving Throw: None Spell Resistance: Yes

Random pain warps the fabric of cause and effect around a single weapon. This spell affects only a melee weapon not natural weapons or missile weapons of any kind. On a successful hit with the affected weapon, it deals damage normally but not to the target of the attack. Rather, damage is dealt to the wielder or to one of his companions (including any additional effects such as extra damage from a critical hit, fire or cold damage and so on). The Games Master randomly determines who is affected by this weapon. No damage is dealt (to anyone) if the weapon misses on an attack roll. This spell targets and affects a weapon, not the wielder, so the wielder can simply discard the weapon for the duration of this spell and avoid the effects of random causality.

You fire a desiccating ray that drains the water from a target on a successful ranged touch attack roll. The target takes a 1d6 + ½ levels (max 1d6+5) penalty to their Constitution score. This penalty is not stackable so a creature cannot be affected more than once. A target that has their Constitution reduced to 0 is killed. Creatures with the Aquatic or Water subtype are particularly susceptible, taking a 1d6+1/level (max. 1d6+10) penalty to their Constitution score. This penalty vanishes when the spells duration lapses.

Focus: The weapon to be affected.

Material Component: A small bit of sponge.

Rat’s Grace

Razor Rain

Transmutation Level: Drd 2, Sor/Wiz 2 Components: V, S Casting Time: 1 standard action Range: Touch Target: 1 creature Duration: 1 minute/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

Evocation (Water) Level: Drd 6 Components: V, S, DF Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: Cylinder (20 ft. radius, 40 ft. high) Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes By casting this spell, drops of water begin to fall from the sky with such speed as to cause damage to anyone inside the area of effect. The razor rain inflicts 1d6 points of damage per caster level (maximum 15d6) and does double damage to creatures with the Fire subtype. If it is raining already, whether from natural or magical causes, causes victims suffer a –2 penalty to their saving throws.

Razvodit Divination Level: Clr 4 Components: V, S, M Casting Time: 10 minutes Range: Personal Target: Caster Duration: Instantaneous

165

David Culliford (order #1969295)

Spells

Similar to augury but more powerful, a razvodit spell can provide the caster with a useful piece of advice in reply to a question concerning a specific goal, event or activity that is to occur within one week.

You can read a single event per round of concentration, if there ever was any or if there is even a spirit present to remember it. You can extend your senses back in time for ten years per caster level. The actual event sensed is at the discretion of the Games Master.

Forty-one coffee beans are distributed in a cast out of fours, into three rows of three. The middle heap in the first row is considered the head, for divination about a target’s personality; the third group in the first row is considered the hand, for divination about a target’s possessions; the middle heap in the second row is considered the heart, for divination about love; the third heap in the third row is considered the foot, for divination about travel. Predictions involving the head, hand, heart or foot are determined as positive or negative by the number of uneven or even beans, respectively.

Material Component: An appropriate offering for the spirits.

Recal l Mount Conjuration (Calling) (Good) Level: Pal 1 Components: V, S, DF Casting Time: 1 round. Range: Close (25 ft. + 5 ft./2 levels) Effect: Calls the paladin’s special mount Duration: 1 hour Saving Throw: None Spell Resistance: No

The base chance for a correct divination is 70% + 1% per caster level up to a maximum of 90%. The Games Master adjusts the chance if unusual circumstances require it. If the dice roll fails, the caster knows the spell failed, unless specific magic yielding false information is at work.

This spell calls the paladin’s mount from the celestial realms. It is essentially the same ritual that is used by the paladin to call his mount normally – this spell simply allows the paladin to call his mount an extra time, in cases where the special mount has been dismissed or the duration of its normal calling has expired.

Material Component: Coffee beans.

Rea d Spirit Echo Divination Level: Brd 3, Drd 3, Sor/Wiz 3 Components: V, S, M Casting Time: 1 standard action Range: 30 ft. Target: All spirits within a 30 ft. radius spread, centred on caster Duration: Concentration, up to 10 minutes/level Saving Throw: None Spell Resistance: No

If a paladin does not have a mount yet, they may not prepare or cast this spell.

Re direct Charge Abjuration Level: Clr 1 Components: V, S Casting Time: 1 standard action Range: Personal Target: Caster Duration: 10 minutes/level or until discharged

You can read the memories of a location’s spirits to know about events that happened there in the past. Glades, hills, clearings and even city locations have spirits that remember past events, especially if they generated intense emotions in the people inside their area. You can build a mental image by contacting the spirit.

You grant yourself a special blessing that takes effect if someone makes a charge attack against you. If you are aware of the attack, you can divert it away from you. A diverted charge begins when the charger stops and makes an attack roll. Out of turn, on the charger’s action, you immediately point the charger in a new direction and he must continue moving in that direction to the maximum of his charging speed, or until he charges into another target, at which time the charge attack is resolved normally.

Events that provoke strong emotions are the most likely to be remembered by the spirits, or to create spirits themselves – large battles, powerful spellcasting, great joy or great pain. Common events are too weak and generic to leave an impression. The images evoked are ghost-like, and you do not learn anything about the people involved in the event. For example, a caster casts this spell in a ruined fort. The vision obtained is that of a fight among an orc warband and a fort’s defenders. When the orcs breach the walls, the civilians try to escape by any means possible, even stepping and trampling over each other. The strongest emotion is panic.

For example, say an orc with a 30-foot speed charges a cleric with this spell active from 20 feet away. Once the orc gets within five feet of the cleric, the cleric sends him off in another direction, up to 40 feet. If another orc stands in his way, 30 feet from the cleric, the charging orc must make a charge attack roll against the other orc. If the charging orc had a longspear with a ten-foot reach, the cleric would activate this spell’s effect when the orc was ten

166

David Culliford (order #1969295)

Spells

feet away, leaving the orc with 50 feet of movement. In theory, the cleric could steer the orc into another orc (as described) or over a ledge, into a fire, into a trap, through areas threatened by the orc’s foes and so on. You cannot redirect a charge and take an attack of opportunity on the charger for passing through your threatened area.

With a mighty roar, the cleric unleashes the wrath of his god on his enemies. All non-bugbears within the area of effect will suffer 1d4 points of sonic damage and have a 75% chance of dropping any held item as the blast of rage strikes them.

Repair Ship

Rekindle Youth

Transmutation Level: Clr 2, Drd 2, Sor/Wiz 3 Components: V, S, M Casting Time: 1 minute Range: Touch Target: 1 ship touched Duration: Instantaneous Saving Throw: None Spell Resistance: Yes

Transmutation (Age, Temporal) Level: Clr 6, Sor/Wiz 6, Drd 5 Components: V, S, M Casting Time: 1 round Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) This spell can remove any unnatural aging the creature has experienced within one hour per level before this spell is cast. This duration is based on the creature’s own personal experience of the passage of time. Time spent under the influence of one of the spells that carries a subject into the future is added to this duration. Artificial aging induced before this duration cannot be removed using this spell.

Through the use of this spell, you are able to knit together smashed timbers and ripped sails, restoring a ship a small way to its original seaworthiness. Through using repair ship, you automatically repair 1d3 structure points worth to any vessel that has sustained damage. If a ship has been reduced to –1 to –9 structure points, repair ship will stop it from losing further structure points and eventually sinking.

Material Component: A lock of hair from a young, healthy child.

Material Component: A small piece of timber.

Relocation

Repeat Action

Transmutation (Teleportation) Level: Clr 9, Community (Fellowship) 9, Protection (Avoidance) 9 Components: V, S Casting Time: 1 standard action Range: 1 mile Target: All religious creatures within a 1-mile. Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes

Enchantment (Compulsion) (Mind-Affecting) Level: Clr 3 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: 1 living creature Duration: 1 round/level (D) (see text) Saving Throw: Will negates (see text) Spell Resistance: Yes You compel the subject to repeat the last action he took before you cast this spell. For instance, if he spent the previous round doing nothing but running in a straight line, he must continue to do so. If he attacked a particular creature, he must again attack that creature, using the exact same method of attack. If he cast a spell, he must cast that spell again, on the same subject.

When this spell is cast, all creatures that religiously venerate a deity are instantly transported to the nave or courtyard of the nearest temple dedicated to their god. Creatures without a religion are completely unaffected by the power of this spell.

Render’s Wrath

If the subject is physically incapable of repeating the action exactly, such as the running character arriving at a wall or a crevice, he must continue to run in a direction as close to the original as possible. If the subject is attacking a creature who dies, he must continue to attack the body. If the subject is literally incapable of repeating the action – such as a wizard who does not have the same spell to cast over, or a character who drank a potion and does not have another dose of the same potion – he must continue to go through the motions, waving his hands or drinking

Evocation (Sonic) Level: Clr 2 Components: V, S Casting Time: 1 standard action Range: 30 ft. Effect: 30-ft. burst centred on caster Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes

167

David Culliford (order #1969295)

Spells

and no greater than one foot in diameter. In the radius of this spell leaves will be pushed away, small branches will be repelled and small plants may be uprooted. If cast in a forested area, anyone caught within the radius of the spell when cast must make a Reflex save or lose their Dexterity bonus to AC and suffer a –1 to all attack rolls and saves due to the blinding affect of blowing leaves, small branches and the like. Intelligent plants are not affected by this spell.

from an empty fist. He cannot substitute a different spell or potion. The subject cannot be forced to take an action that is blatantly suicidal, such as running over a cliff, though he might put himself in danger in other ways. The subject is entitled to a Will save on its turn every round to resist the effect. This is a full-round action that does not provoke free actions.

Material Component: A small steel whistle.

Repel Ice or Snow

Repel Water

Abjuration (Cold) Level: Drd 8 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: Path 120 ft. wide and 10 ft. high, emanating from the caster Duration: 1 round/level Saving Throw: None Spell Resistance: No

Abjuration Level: Clr 1, Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: Touch Targets: Living creatures touched Duration: 1 hours/level (D) Saving Throw: Will negates (harmless to air breathers) Spell Resistance: Yes (harmless to air breathers) You are able to keep a number of subjects completely dry when immersed in water. Divide the duration evenly amongst all the creatures you touch. This spell does not allow creatures to breath water, only keep them and any possessions they carry perfectly dry when immersed. If used against a waterbreathing creature, it will effectively suffocate them for the duration of the spell. The rules for suffocation are found in the DMG.

This spell creates waves of invisible and intangible energy that roll forth from the caster. All ice or snow objects in the path of the spell are pushed away from the caster to the limit of the range. Fixed ice or snow objects larger than three inches in diameter and loose objects weighing more than 500 pounds are not affected. Anything else, including animated objects, small boulders and ice elementals moves back. Fixed objects three inches in diameter or smaller bend or break, and the pieces move with the wave of energy. Objects affected by the spell are repelled at the rate of 40 feet per round. Objects made of ice are pushed back, dragging their bearers with them. Even magic items with ice components are repelled, although an antimagic field blocks the effects. The waves of energy continue to sweep down the set path for the spell’s duration. After casting the spell, the path is set, and the caster can then do other things or go elsewhere without affecting the spell’s power.

Replace the Senses Transmutation Level: Brd 1, Rgr 1, Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: Touch Target: 1 creature Duration: 10 minutes/level (D) Saving Throw: Will negates Spell Resistance: Yes (harmless)

Repel Nature Transmutation Level: Clr 2, Drd 2, Sor/Wiz 3 Components: V, S, M Casting Time: 1 standard action Range: Up to 10 ft./level Area: Up to 10-ft. radius/level emanation centred on caster Duration: 1 round/level Saving throw: Special; See text Spell Resistance: No

You can change how one creature perceives the world, exchanging the input of one sense for another. A creature under this spell’s effect can see through its hearing, see through its taste or any other combination that the caster decides. While the effect lasts, the creature can use its Listen or Spot modifiers to obtain information about smells, sensations or tastes. For example, a caster replaces its sense of touch with his sight, allowing him to roll Spot checks to determine the texture and quality of a material, or he can replace his sight for his hearing, enabling him to roll Listen to see in pitch darkness. The creature can end the effect at will.

Waves of energy emanate from the caster, causing all plants and plant like materials to bend and be pushed away from the caster to the limit of the range. This spell affects only plants and plant-like material that is less than one foot tall

168

David Culliford (order #1969295)

Spells

Requiem

pressures water can exert at great depths. The subject will be completely immune to crushing caused by water depth for the duration of this spell.

Necromancy (Death) Level: Clr 9, Endings (Dead) 9 Components: V, S, DF Casting Time: 10 minutes Range: Close (25 ft. + 5 ft./2 levels) Targets: 1 corpse/level, no two of which can be more than 30 ft. apart Duration: Permanent Saving Throw: None Spell Resistance: No

Material Component: A small live shellfish.

Resonating Touch Necromancy Level: Clr 3, Drd 3, Sor/Wiz 5 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: 1 creature/object Duration: Instantaneous Saving Throw: Fortitude half Spell Resistance: Yes

As temporeal stasis, except your dirge fortifies and sustains the dead. For a corpse, time ceases to flow and its condition becomes fixed. The corpse does not decay and no force or effect can harm or influence it (including the spells clone, raise dead, reincarnation, resurrection, true resurrection, miracle or wish). This state persists until the magic is removed (such as by a successful dispel magic spell or a freedom spell).

When this spell is cast, the caster’s hands are surrounded by a pale, golden glow and become charged with positive energy. While not overly dangerous to the living, the undead fear this spell for its effects upon their unliving flesh. When the caster makes a successful touch attack upon an undead, the force of the spell tears into the undead’s link with the Negative Energy Plane, dealing 1d4 points of damage per caster level (maximum of 10d4) and afflicting the victim with Startgat’s Disease. The touch of this spell works even against incorporeal undead. When used against an object charged with negative energy, the object must make a Fortitude check or take 1d6 points of damage (maximum of 10d6) that bypasses the object’s hardness.

Rescue Conjuration (Summoning) Level: Drd 2, Clr 3, Rng 2 Components: V Casting Time: 1 swift action Range: Medium (100-ft.+10-ft./level) Target: 1 creature Duration: 1 hour/level Saving Throw: None Spell Resistance: No

Living creatures struck by this spell must make a Fortitude save or become infected with mummy rot.

Rescue summons a creature to aid a drowning or shipwrecked character. The creature arrives within 1d4 rounds of the spell being cast. A drowning character might be buoyed up by a school of fish or a dolphin, while a character trapped on a desert island might be picked up by a giant eagle or carried away by a sea turtle. The summoned creature will do its best to bring the character to civilisation, but will not fight or do anything else for the character.

Resplendent Presence Evocation (Good, Light) Level: Pal 4 Components: V, S, DF Casting Time: 1 round Range: Personal Target: Caster Duration: 1 minute/level (D) Saving Throw: None Spell Resistance: Yes

Resist Pressure Abjuration Level: Drd 1, Sor/Wiz 2 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: 1 living creature touched Duration: 1 hour/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

The paladin surrounds himself with holy light, emanating bright illumination up to 30 feet away. This light acts as natural sunlight, affecting creatures vulnerable to it as if it was broad daylight. Undead creatures and evil outsiders coming inside the light suffer 1d6 points of damage for as long as they remain there. Finally, the paladin has a spell resistance rating equal to 10 + ½ his paladin level + his Charisma modifier.

By calling upon protective magics and sorcerous barriers, any subject you touch will be resistant to the huge

169

David Culliford (order #1969295)

Spells

Restore Health Conjuration (Healing) Level: Clr 5, Community 5, Drd 5 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: 1 creature Duration: Instantaneous Saving Throw: See text Spell Resistance: See text By means of this remarkable spell, you deliver healing magic to any creature within range. Restore health duplicates the effects of any Healing spell of 3rd level or lower, but without requiring the caster to touch the beneficiary.

Restless Abjuration Level: Drd 4 Components: V, S, DF Casting Time: 10 minutes Range: Personal Target: Caster Duration: 1 day/level For the duration of the restless spell, the druid does not need to sleep. The druid can still be fatigued and exhausted by physical or mental labour but the simple passing of time has no effect on the character.

Whenever you strike in melee combat, you cause additional damage as if you were using the Power Attack feat perfectly. For each point by which your attack roll exceeds the number needed to hit the target, you apply the difference as a bonus to the damage done up to a maximum equal to your base attack bonus.

Revelation Divination Level: Clr 9, Drd 9, Travel (Discovery) 9 Components: V, S Casting Time: 1 standard action Range: 60 ft Area: Cone shaped emanation Duration: 1 hour/level (D) Saving Throw: None Spell Resistance: No When this spell is cast, the caster gains supernatural insight into the world around him and awareness of the perils it holds. As a standard action, the caster can scan the area in front of him and automatically detect any traps, natural hazards, poisons, secret doors, undead or creatures (visible or invisible) out to the extents of the spell’s range.

Righteousness of Arms Enchantment (Compulsion) (Mind-Affecting) Level: Pal 4 Components: V, S, DF Casting Time: 1 standard action Target: Caster Duration: 1 round/2 levels

Righteous Conviction Abjuration Level: Pal 2 Components: S Casting Time: 1 standard action Range: Personal Target: Caster Duration: 1 round/level You are immune to mind-affecting spells and spelllike abilities, provided they come from an evil source, including, but not limited to, confusion, geas, charm person,

170

David Culliford (order #1969295)

Example: You are 15th level with attack bonuses equal to +23, +18 and +13 for your three attacks. Taking a fullattack action this round against a target with AC 25 you roll 19, 17 and 3. On the first strike, you exceeded 25 by 17. Since that exceeds your base attack bonus of +15 that strike gets a +15 bonus to damage. On the second strike, you exceeded 25 by ten giving that strike a +10 bonus to damage. The third strike missed the target, causing no damage.

Spells

a harpy’s song and so on. Furthermore, you receive a +2 enhancement bonus to Will saves against similar effects from non-evil sources for the duration of the spell.

You cause the waves in the area of effect to thrash about with heavy force. Any swimmers caught in the area must succeed at a Swim check against a DC of 20 every round they are in the area or begin drowning. Ships caught in the waves are affected depending on their size. Those vessels of up to five feet in length per level of the caster are automatically capsized and overturned. Those up to ten feet in length per level of the caster are stopped until the spell expires and those up to 20 feet in length per level of the caster are slowed to half speed while in the area.

Righteous Ra diance Evocation Level: Pal 2, Clr 2 Components: V, S, DF Casting Time: 1 standard action Range: Personal Target: Caster Duration: 2 round/level

Roote d Defence Transmutation Level: Clr 3, Pal 2 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 minute/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

A brilliant white light bathes your body in its pure glow, halo that at its outer edges has touches of gold that flare to life during a battle. There is no heat or warmth given off by the light, but as long as it is in effect, the caster is an effective light source. This light is divine in nature and does not affect your allies. You receive +1/level (max +5) to your AC while in melee combat due to the brilliance of your glow throwing off your opponents. Conversely, for each +1 to your AC during melee combat, opponents gain a +1 to all ranged attacks against you.

Long ago, a dwarven cleric charged with defending his ancient monastery from a horde of orcs called upon his god for the will and strength to defend the temple of his faith. He was granted knowledge of this spell. And the cleric lived to pass it on.

Rimeshatter Evocation (Cold) Level: Blood (Ravage) 9, Drd 9, Sor/Wiz 9 Components: V Casting Time: 1 standard action Range: Long 400 ft. + 40 ft./level Area: 20-ft. radius burst Duration: Instantaneous Saving Throw: Fortitude half Spell Resistance: Yes

A rooted defender gains the strength, durability and will to hold the line, whatever the cost. The target of this spell gains enhancement bonuses of +2 to Strength, +4 to Constitution, a +2 resistance bonus to all saves, +8 resistance bonus to resisting bull rush attempts and a +4 dodge bonus to AC for the duration of the spell as long as he does not move. If the rooted defender moves from the square he is occupying when the spell was cast, the spell immediately ends.

At your command, bitter cold that freezes the blood and chills flesh like being dropped into liquid nitrogen envelops the area, coating everyone and everything with a thick layer of frost. Anything in the area takes 1d6 points of cold damage/caster level and 1d6 points of Constitution damage/10 caster levels (Fortitude save for half ). Any creature brought to –10 hp (or object brought to 0 hp) by this spell cracks and shatters into pieces.

Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject’s Constitution drops back to normal.

Roote d in Place Transmutation Level: Drd 2, Sor/Wiz 2 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: 1 creature Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes

Roiling Waves Transmutation Level: Drd 5, Sea 5 Components: V, S, DF Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: Waves in a 50 ft. radius Duration: 1 minute/level Saving Throw: None Spell Resistance: No

Your touch forces a creature to sprout tree-like roots anchoring them to the spot. Once anchored, the creature has a –4 Armour Class penalty, a –4 attack penalty and its base speed drops to zero.

171

David Culliford (order #1969295)

Spells

Cutting the roots deals 1d6 points of damage to the creature and takes 1 round per leg. Attempting to cut a root provokes an attack of opportunity.

Rotbreath Necromancy Level: Clr 3 Components: V, S, M Casting Time: 1 standard action Range: 30 ft. Area: Cone-shaped burst Duration: 1 round/level Saving Throw: Fort negates Spell Resistance: Yes Casting this spell causes a noxious vapour to roll out from the caster’s mouth and nose. The damaging vapours immediately fill a cone as detailed above and then persist until the duration expires. Any creature that is caught in the initial exhalation or who passes through the affected area must make a successful Fortitude save or suffer 3d8 points of damage from contact with the venomous air. This vapour is not affected by spells such as gust of wind. Material Component: A finger bone from a corpse interred in a temple consecrated to the caster. When the spell is cast, the caster consumes the bone to release the damaging vapour.

172

David Culliford (order #1969295)

Rotting Wound Necromancy (Evil) Level: Clr 2, Sor/Wiz 2 Components: V, M Casting Time: 1 standard action Range: Touch Target: 1 weapon touched Duration: 1 min./level Saving Throw: See text Spell Resistance: No Casting this spell infects a weapon of the caster’s choice with filth fever. Any successful attack roll made with the weapon which causes damage while the spell is active has the chance to infect the target with a magically enhanced case of filth fever. In the case of filth fever inflicted by this spell, the disease has no incubation period; its effects are immediate. Anyone struck by a weapon enhanced by rotting wound must make a Fortitude save (DC 12) or be infected, immediately losing 1d3 Dexterity and 1d3 Constitution. Once infected, the character cannot be infected again for additional loss of ability scores. The disease, once it takes effect, is considered normal in all ways and may be cured by this magical or mundane means. Material Component: A phial of sewage.

Spells

Material Component: A holy substance appropriate to the target’s new faith (holy water, holy oil, sanctified ash or earth, smoke from incense and so on), which is applied to the target’s head or chest. Some religions require a more extensive coverage of the target with the holy substance, such as immersion.

Rot to the Core Transmutation Level: Sor/Wiz 8, Matyr (Suffering) 9 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: 1 creature Duration: Instantaneous Saving Throw: Fortitude negates; see text Spell Resistance: Yes

Sacre d Watch Abjuration Level: Clr 1 Components: V, S, DF Casting Time: 1 round Range: Touch Target: 1 living creature touched Duration: 1 day/level Saving Throw: Yes (harmless) Spell Resistance: Yes (harmless)

Touching a victim, the caster makes the inner body of the target into a bright orange pulp instantly killing him. Immediately thereafter the victim’s body breaks open with liquid and spores spewing out of every orifice. These spores form a cloud 20 feet in diameter. Anyone caught in this in the area must succeed on a DC 20 Fortitude save or take 2d6 points of Constitution damage.

Material Component: Pumpkin seeds and a bit of mold.

Sacred watch allows you to become instantly aware when the subject of this spell is in danger. Distance is not a factor and the spell even works across multiple planes and dimensions. You receive a mental image of the subject, including the surrounding area when danger is present.

Sacrament of Baptism

Note: This spell does not tell you where the subject is; only that he is in danger.

Even if the Fortitude save is successful, a creature takes 3d6 points of damage as he fights off the attack.

Enchantment (Compulsion) (Mind-Affecting, See Text) Level: Clr 3, Pal 3 Components: V, S, M, DF Casting Time: 1 minute Range: Touch Target: Willing creature touched Duration: Instantaneous and 1 day (see text) Saving Throw: None Spell Resistance: No

Safe Handling Abjuration Level: Drd 1, Rgr 1, Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 10 min./level or 1 week (see text) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

You touch a willing creature and welcome it into your religion. If the target worships a different deity than yours or worships no deity at all, it may immediately change its patron deity to yours and become a member of your faith. If the target is a divine spellcaster, he now prays to your patron for his spells. This aspect of the spell is instantaneous and thus cannot be dispelled. If the target already worships your deity, this part of the spell has no effect.

For the duration of the spell, the target suffers no risk of exposure when handling poison, including crafting poison, applying poison to weapons or traps and harvesting raw materials. If the target is crafting poison, the spell lasts for one week, i.e., the time covered for a single skill check; otherwise, it lasts for ten min./level. The target is still capable of being exposed to poison that he does not personally handle, for example, if he is struck by a poisoned weapon.

For one day (24 hours) after receiving this spell, the target enjoys the effects of a bless spell. This portion of the spell can be dispelled. It affects creatures who were already members of your faith when you cast it. This spell does not remove any penalties from acts the target may have committed against his previous patron. For example, a person under the effects of a curse that can only be removed by an atonement spell is still subject to the effects of that curse.

Sail Symbol Conjuration (Creation) Level: Clr 5, Pal 3 Components: V, S, F Casting Time: 1 standard action Range: Touch Target: 1 sail Duration: 1 round/level Saving Throw: None Spell Resistance: No

This spell has the alignment components of your deity’s alignment. For example, if your deity is lawful good, this is a good, lawful, mind-affecting spell.

173

David Culliford (order #1969295)

Spells

This spell is only useful when cast aboard a ship with at least one mast or sail, although it can also be used with a very large banner or flag. The spell creates a huge shining version of the caster’s holy symbol on the banner or sail. This huge symbol shines brightly and can be seen many miles away. A sail symbol can be used to increase the area of effect of any of the following spells to ten times normal if they are centred on the sail symbol – bane, bless, remove fear, enthral or status. It can also increase the range of a turning attempt to ten times normal. In the round when sail symbol is cast, all allies of the cleric gain a +2 morale bonus to all rolls, while enemies suffer a –2 morale penalty to their attacks and saving throws. Creatures with more levels or Hit Dice than the cleric are immune to this effect. A cleric may also tie a symbol (such as symbol of death or symbol of sleep) spell into the sail symbol. The symbol must be cast before sail symbol is cast. The first creature to see the sail symbol triggers the symbol, and the range of the symbol’s effects are increased to 600 feet. The symbol vanishes when its power is exhausted or when the sail symbol’s duration ends, whichever is sooner.

Allies of the cleric who cast the spell can breathe the sanctified waters freely, and gain a +4 divine bonus to their Swim checks. Ships crewed by such people are buoyed up by the holy waters, gaining a +4 bonus to Profession (sailor) checks.

Focus: The focus of this spell is the sail or banner. If a symbol spell is tied in, then the sail is destroyed when the symbol expires.

Furthermore, they cannot sink in sanctified waters. Enemies of the cleric suffer the reverse effect – the water will not support them and their ships suffer a –4 penalty to Profession checks.

Sanctifie d Reverie of Arms

Sanctify water may be tied to a hallow cast by a cleric of 16th level or higher.

Transmutation Level: Blk 1, Pal 2 Components: V, S Casting Time: 1 standard action Range: Personal Target: Caster Duration: 1d4 rounds + 1 round/level

Material Component: A vial of holy water.

Sand Sprout

You combine your religious meditations with your combat skills to greatly enhance your fighting ability. While in this trance, you gain one additional melee attack per round at your highest normal attack bonus. You must be able to chant while in your reverie, so conditions that would hamper this (silence, underwater and so on) prevent you from utilising the spell. This extra attack provided by this spell does not stack with the extra attack provided by the haste spell.

Sanctify Waters Transmutation (Holy, Water) Level: Clr 6, Pal 4 Components: V, S, M, DF Casting Time: 1 standard action Range: Touch Area: All water within 20 feet/level of the caster or ship. Duration: 1 round/level Saving Throw: None Spell Resistance: No

174

David Culliford (order #1969295)

When sanctify waters is cast, the sea flares with an intense holy light. The spell can be centred on the caster, or on a vessel touched. In the latter case, the effect moves with the ship. The spell affects all waters within range, including water in barrels or flasks. As sanctify water draws on the power of the Elemental Plane of Water, it may only be cast at sea, on the shore or on or near a river or lake. A character cannot sanctify waters in a dungeon, for example, unless the dungeon is flooded or connected to a body of water. The water affected by the spell becomes holy water for the duration of the spell. Any material undead creatures standing in the water take 1d6 points of damage per round; immersed undead creatures suffer 6d6 damage per round. Furthermore, undead creatures must try to move out of the affected water as quickly as possible. The water is also purified.

Evocation Level: Drd 4 Components: V, S Casting Time: 1 standard action Range: 60 ft. Area: Cone Duration: Instantaneous Saving Throw: Reflex partial Spell Resistance: Yes A stream of sand sprays forth from the druid’s hand, blasting everyone in its path and potentially burying the druid’s opponents. All the creatures in the area of effect take 1d4 points of damage per two caster levels (maximum: 10d4) from the impact. In addition, each affected creature of Medium size or smaller must make a Reflex save or be buried under the resulting sand. These creatures must be dug out. They cannot breathe and will begin to suffocate. They may attempt to dig themselves out but this requires a Strength checks (DC 25). These creatures can only make one attempt each round and each failed attempt increases the DC by +1.

Spells

Sanguine Flood

months at night. Through this spell, the caster travels to the land known as Summery, the opposite of the living world. The ceremony is conducted in a house that is laid out in an east-west direction because the land of the dead is due west. If necessary, the caster rents such a house. The participants all face the same direction in two parallel rows. Each has a paddle-shaped cedar board that is stuck in a hole in the ground so that the board stands erect. This board, called the swan’c, is proof the individual has captured his own sbatatdaq spirit.

Conjuration (Creation) Level: Blood 9 Components: V, S, DF Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: 1 10-foot cube resting upon a horizontal surface/ level (S) Duration: Instantaneous Saving Throw: See text Spell Resistance: No

Each participant also holds a six to eight-foot pole that represents this spirit. As the participants dance, they point their poles at their respective boards.

A wave of blood appears and crashes into the area of this spell with great force, and then just as quickly disappears without a trace. All creatures caught in the area of the sanguine flood suffer 9d6 points of bludgeoning damage (Reflex half ) and are knocked prone (Reflex negates), with fire-based creatures suffering an additional 15d6 points of lethal damage (no save).

All of the participants enter the Astral Plane together, projecting their astral selves into the Astral Plane, while leaving their physical bodies behind on the Material Plane in a state of suspended animation. The spell projects an astral copy of the participants and all they wear or carry onto the Astral Plane. Additionally, the symbolic canoe is functional and can transport them across the plane as if it were a ship native to the Astral Plane. The poles act as +1 clubs for the duration of the journey only and are normal clubs on the Prime Material Plane.

All structures in the area suffer 9d6 points of bludgeoning damage per ten-foot cube of the spell’s area that they occupy (Fortitude half ). The hardness of a structure applies against this damage just as if the damage dealt by the sanguine flood were caused by an attacking siege engine. All non-magical fires in the area are extinguished by the spell. Additionally, fire spells and magical effects within the area are dispelled, though the caster of sanguine flood must succeed at a dispel check of 1d20+15 against each spell in order to dispel it. The DC to dispel a fire spell in this way is 11 + the level of the fire spell’s caster.

Since the Astral Plane touches upon other planes, the group can travel astrally to any of these other planes as the caster wishes. The participants then leaves the Astral Plane, forming a new physical body (and equipment) on the plane of existence the caster has guided them to. See the astral projection spell for more details.

Any creature caught in a sanguine flood suffers a –8 morale penalty to all attacks, damage rolls (both weapon and spell), saving throws and skill checks for one round per level of the caster (Will negates). Any creature witnessing the effects of a sanguine flood from outside the area of the spell is nauseated for 1d4 rounds (Will negates). Both of these effects are mind affecting fear effects. They are nonmagical side effects of the sanguine flood spell and cannot be disjoined, dispelled or negated by an anti-magic effect.

Material Components: The components must be worth at least 1,000 gp, plus a 5 gp worth of woodwork for each pole to be affected.

Scare Enemies Necromancy (Fear, Mind-Affecting) Level: Rgr 2 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Targets: All creatures of caster’s favoured enemy types within a 30-ft. radius Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes

Sbatatdaq Necromancy Level: Clr 9 Components: V, S, M Casting Time: 30 minutes Range: Touch Targets: The caster plus 2 additional creatures touched per 2 levels Duration: See text Saving Throw: None Spell Resistance: Yes

The affected creatures become frightened. They suffer a –2 morale penalty on attack rolls, weapon damage rolls and saving throws. They flee from the caster as well as they can. If unable to flee, the creatures may fight. Creatures with nine or more Hit Dice are immune.

This spell usually involves numerous participants, an even number of six, eight, ten or 12 – eight is the most common. The ceremony is conducted during the winter

Material Component: Fragments of bone from creatures of the caster’s favoured enemy types.

175

David Culliford (order #1969295)

Spells

Scentblock

The air where you point broils with intense heat waves. The sudden increase in temperature causes 1d6/caster level points of nonlethal damage to everyone in the area (max 10d6).

Transmutation Level: Drd 1, Rgr 1, Sor/Wiz 2 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 minute/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

Scorpion Sting Transformation Level: Drd 2 Components: S, M Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 round/level Saving Throw: Fortitude partial (see text) Spell Resistance: No

The target creature ceases to give off any scent. Creatures with scent cannot use that ability to detect the subject of the spell (although they can still use sight, hearing and other methods to find the subject). Creatures (such as troglodytes) with abilities based on strong smells cannot use those abilities with this spell in effect. The spell does not block strong smelling substances (garlic, skunk musk and so on) applied to the target after the casting.

Scorpion’s sting causes your unarmed attacks to inflict poison as well a normal damage. This poison deals primary and secondary damage of 1d3 points of Constitution. The save DC is the DC of the spell (12 + your Wisdom modifier). The secondary damage occurs one minute after the initial attack. You are immune to your own poison, but not to poison that comes from other creatures.

Scent Mask Abjuration Level: Drd 2, Rgr 2, Sor/Wiz 2 Components: V, S, M Casting Time: 1 standard action Range: Touch Targets: 1 touched creature/level Duration: 10 minute/level Saving Throw: Yes (harmless) or Fortitude negates (see text) Spell Resistance: Yes (harmless) or Yes (see text)

Material Component: A dried scorpion stinger.

Scourge Transmutation (Judicial Curse) Level: Clr 7, Sor/Wiz 8 Components: V, S Casting Time: 1 hour Range: Special (4 miles/level + 4 miles/point of ceremonial force) Target: 1 living creature Duration: Permanent (D) Saving Throw: Will negates Spell Resistance: Yes

This spell conceals any odours emanating from the subject thereby making it impossible to detect using the scent ability. Creatures with the scent ability do not gain the bonus to Survival checks for scent when tracking a creature protected by scent mask.

Scourge is an extremely powerful form of bestow curse. It can be cast over a vast distance; as a result, it is often used to punish heretics and criminals who cannot be brought to face justice. As it is a judicial curse, the saving throw of the spell can be increased through the use of ceremonial force.

If this spell is cast on a creature with an odour-based special attack, such as a troglodyte, the creature’s special attack is negated for ten minutes if it fails a Fortitude saving throw. Material Component: A scentless flower.

When you cast scourge you can choose to duplicate any of the effects of malediction, or you can select one of the following effects:

Scorching Evocation Level: Clr7, Drd 7, Sor/Wiz 6 Components: V, S, DF Casting Time: 1 standard action Range: Medium 100 ft + 10 ft./level Area: 40 ft. radius burst Duration: Instantaneous Saving Throw: None Spell Resistance: Yes

Ageing: The victim ages one year at the start of each day. The victim may be sentenced to lose ten years of his life in prison – but it will only take ten days. Barren Touch: Any food or drink touched by the victim spoils. Any plants he tills die. Any Heal checks he makes automatically fail, and any cure spells he casts have a 50% chance of becoming inflict spells of the same level.

176

David Culliford (order #1969295)

Spells

Ignominy: Anyone who comes into contact with the victim will forget any noble or valorous deeds he has done, while clearly remembering any crimes he has committed or mistakes he has made. People will attribute the character’s greatest achievements to other people (other party members, for example, or legendary hisoes). If the curse is lifted, these memories will return.

Upon completion of a sealskin spell the target creature immediately has a 10% increase in mass and size as its skin gains a layer of blubber. The layer provides a +2 natural armour bonus, a +5 bonus on all Swim checks, but more importantly, provides insulation that allows the creature to survive freezing water for the duration of the spell. The transmuted creature is able to withstand cold weather (below 40 degrees Fahrenheit) without any ill effects. Conditions of extreme cold (below zero) require a Fortitude saving throw each hour (DC 15, +1 per previous check) or the creature sustains 1d6 points of nonlethal damage.

Ostracism: The victim is surrounded by an aura that causes all Non-Player Characters to have a hostile attitude toward him. This also results in a permanent –6 penalty to the victim’s Charisma score, to a minimum score of 1. People cannot explain why they do not like the victim: He just seems suspicious and hateful. Non-Player Character allies and friends can resist this somewhat, but will still find the character strangely repellent; they may suspect that he has been replaced by a doppelganger. In addition, any sort of spell used to detect alignment will always respond with the alignment most hostile to the caster, and discern lies will always show the victim as lying.

Any clothing the creature is wearing at the time of the transformation is ripped at the seams unless it is loose enough to allow for the increase in mass. Any restrictive items, such as armour, that cannot allow for the transformation cause the spell to fail and deal 1d6 points of nonlethal damage to the creature.

Poverty: Any precious metal that the victim touches turns to lead.

Seas of Fate

Prohibition: You specify a specific action that the victim cannot take. ‘Do not lie’ or ‘do not physically hurt humans’ will work; impossible or broad requests like ‘do not breathe’ or ‘never hurt anyone in any way’ will not. Any time that the victim attempts the prohibited action; he must make a Will save (using the DC of the scourge). If he succeeds, he can perform the action unhindered; otherwise he is wracked with extreme pain and stunned for 2d4 rounds.

Divination (Chaotic) Level: Brd 2, Clr 3, Sor/Wiz 4 Components: V, S Casting Time: 1 standard action Range: Touch Target: 1 vessel Duration: Instantaneous

Material Component: A piece of seal blubber.

This curious spell may only be cast once per voyage. It puts the ultimate destination of the voyage into the hands of the gods, or fate, or potent extradimensional beings, or the random factors of wind and wave. The spell may only be used when the caster is not sure where he is going – it can be cast if the character jumps onto a random ship in the port, or if the character is piloting his own vessel.

You can come up with similar effects with your Games Master’s permission. A scourge cannot be dispelled or removed with break enchantment. You may choose to release the victim from the scourge at any time – although in the case of the curse of ageing, this will not restore lost years to the victim. Remove curse can end the scourge, but only if its caster level is at least two levels higher than your caster level; miracle or wish will also work. Breaking the curse using any of these spells will restore the years lost to mystical ageing. Finally, when you cast the spell you must declare a set of circumstances that will cause the curse to be broken. Depending on the reasons for inflicting the scourge, this could range from ‘save an innocent man from death’ or ‘submit to Kheshite justice’, to ‘defeat the demon lord Xarglbarg’ or even ‘find true love’.

The character will always arrive where he needs to be. This destination is a mystery to him until he arrives – attempting to divine or determine where he is going by any means breaks the spell. The spell does not ensure he arrives safely or whole – a character might cast this spell, run into a storm and be shipwrecked on a deserted island 500 miles from anywhere, if that island is where he should be. Essentially, this spell is a wide-open invitation to the Games Master to give the character an adventure. The bardic version of the spell usually results in the character arriving somewhere dramatic and exciting. The divine version brings the character to a location where he can do a service for his deity (and is thus often used as part of a penance or quest), while the arcane version usually draws the character to a nexus of magical power.

Sealskin Transmutation Level: Drd 2, Sor/Wiz 2 Components: V, S, M, DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 hour/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

If two seas of fate spells are cast on the same vessel, it tends to result in a shipwreck that casts both fated individuals apart.

177

David Culliford (order #1969295)

Spells

Seavision

Serpent Arrow

Transmutation Level: Drd 1, Clr 2, Sor/Wiz 2 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: 1 living creature touched Duration: 1 hour/level Saving Throw: None Spell Resistance: Yes (harmless)

Transmutation (Poison) Level: Clr 5, Drd 5, Rgr 4, Sor/Wiz 5 Components: V, S, M, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: 50 projectiles, all of which must be in contact with each other at the time of casting Duration: 10 minutes/level (D) Saving Throw: None (see text) Spell Resistance: No

Any subject you touch will have their vision completely unaffected by being underwater. Their vision remains exactly as it does on dry land, granting them a great advantage over those reliant on more natural means of sight. Gloomy water and darkness affect the subject as normal, however. Material Component: A pair of fish eyes.

Sensory Refinement Transmutation Level: Rgr 3 Components: V, S, M Casting Time: 1 standard action Range: Personal Target: Caster Duration: 10 minutes/level (D)

Material Component: A viper skull.

Every one of the caster’s senses becomes extraordinarily powerful. He is granted a +10 enhancement bonus to Spot and Listen checks. He gains the scent special quality (see MM). Furthermore, the synergistic effect of all five senses being improved grants him a +5 enhancement bonus to Appraise, Disable Device, Heal, Open Lock, Sleight of Hand, Search, Sense Motive and Survival checks. However, the sensory input is a little overwhelming at times, particularly in high-stress situations such as combat where the wealth of detail received by the senses can be at the very least somewhat distracting. The caster must make a Concentration check (DC 10 + number of rounds of ongoing combat) each round or have a –2 circumstance penalty to all attack rolls and AC as he tries to figure out which cues to follow and which to ignore. If he succeeds at the saving throw by 20 or more, however, he gains a +1 circumstance bonus to all attack rolls and a +1 dodge penalty to AC instead, as he makes maximum use of all his senses. Material Components: Ear of bat, tongue of snake, eye of hawk, nose of dog and paw of mole.

178

David Culliford (order #1969295)

You transmute a number of ordinary projections into rigid, arrow-length snake that can be used as a regular arrow in any bow. When using the snake in this way, it enjoys an enhancement bonus equal to +1 per four caster levels (maximum +5). If you succeed at a ranged touch attack with the snake, it automatically bites the target, subjecting it to magically created injury poison. The Fortitude DC of the poison is 10 + ½ your caster level + your relevant ability modifier. As its initial damage, the poison causes 1d4 + ½ levels points of Dexterity damage (maximum +5). As its secondary damage, the poison causes death. The snake disappears immediately if anyone other than you fires the snake from the bow or immediately after resolving the attack whether it was successful or not.

Sha de Disposal , Greater Abjuration Level: Brd 5, Clr 5 Components: S Casting Time: 1 standard action Range: Touch Target: The caster and an enchantment or evil spell on a touched creature or object Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes The caster breathes on a spiritually tainted item. If an evil creature inhabits it, the caster can choose to drive that creature back to its home plane. The creature negates the effects with a Will save (spell resistance applies). Alternately, with a touch, the caster can automatically dispel any one enchantment cast by an evil creature or any one evil spell. Exception: Spells that cannot be dispelled by dispel magic also cannot be dispelled by greater shade disposal. Saving throws and spell Resistance do not apply to this effect.

Spells

Sha de Disposal , Lesser

caster can use disarm or trip manoeuvres when attacking as well; his opponent can attempt to disarm should the caster fail a disarm check, but he is not subject to retaliatory trip attempts.

Abjuration Level: Brd 4, Rgr 4, Clr 4 Components: S Casting Time: 1 standard action Range: Touch Target: 1 extraplanar creature Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes

Likewise, you can strike with unarmed attacks should you so choose, but may not attempt to initiate a grapple. Since the caster’s attacks can literally come from anywhere, his opponents are considered to be flat-footed whenever he makes a melee attack with shadow fangs.

Shaking Tent Ceremony

The caster stabs a spiritually tainted item with a knife. If an evil creature inhabits it, the caster can choose to drive that creature back to its home plane. Add the creature’s Hit Dice to its saving throw and subtract the caster’s level as well. If the spell is successful, the creature is instantly expelled from the item and forced to return to its home plane.

Divination Level: Drd 7 Components: V Casting Time: 10 minutes Range: Personal Target: Caster Duration: Concentration

Sha dow Bane

The caster uses this ceremony to look into the hidden world of animal spirits, and to make contact with people in distant lands. On occasion, he brings the souls of people living in other groups into this tent, or wages terrible battles there with other spellcasters. The shaking tent can perform a variety of functions, as the caster sees fit, once per casting. At his discretion, the shaking tent can act as an ethereal jaunt, sending or contact other plane spell.

Abjuration Level: Pal 3 Components: V, S, DF Casting Time: 1 standard action Range: Personal Target: Caster Duration: 1 round/level While this spell is in effect, whenever you are attacked by a sneak attack in melee, the attacker provokes an attack of opportunity from you, even if you are flat-footed.

When used as contact other plane, the spirits do not respond in a language the caster understands. He requires a mishtapeu (helping spirit or totem) to translate for him or some other magic. As soon as the caster sticks his head in the tent, it starts to shake violently, indicating that a spirit has joined, usually a mishtapeu who helps the caster communicate with the other spirits. The more important the animal master or more powerful the spirit, the more power casters needs in order to be able to communicate.

Sha dow Fangs Conjuration (Teleportation) Level: Clr 5, Sor/Wiz 5 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: Spherical emanation from the caster to the range of the spell Duration: 1 round/2 levels Saving Throw: No Spell Resistance: Yes

Material Components: The tent is small and conically shaped, with caribou hide covering, and four, six or eight poles depending on the spiritual power of the caster. It is set up inside another tent on a floor of freshly picked fir boughs. The tent costs the equivalent of 1,000 gp.

Shape Boat

For the duration of the spell, the caster’s melee attacks issue forth from any shadow or area of darkness which is within the spell’s radius; he quite literally reaches out of any shadow within the area of effect at will, to strike with impunity.

Transmutation Level: Drd 2, Sor/Wiz 2, Rng 2 Components: V, S, F Casting Time: 10 minutes Range: Touch Target: 1 Tiny vessel Duration: 1 day Saving Throw: None Spell Resistance: No

Each round, the caster can attack any target with the radius of effect as though he were within melee range. He makes all attack rolls as normal, deals damage as appropriate to his weapon (including magical effects, if applicable) and can use any applicable melee feats or special abilities. The

179

David Culliford (order #1969295)

Spells

Using this spell, the caster can transform any vaguely boatlike object into a semi-seaworthy boat. A druid could turn a fallen log into a dugout canoe, or a wizard could set sail in his bathtub. The spell gives the vessel a minimum Seaworthiness and Manoeuvrability of +0 (for more details see Seas of Blood or Classic Play: Book of the Sea). The spell even patches holes in the hull and holds a broken boat together.

Target: Creature touched Duration: 1 hour/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Upon successful casting the person’s skin becomes covered in dull grey shark scales. The shark scales grant a +3 natural armour bonus to AC. This bonus increases by +1 for every three levels to a maximum of +5 at 9th level and above.

Focus: The object to be made into a boat.

Shape Coral Reef Transmutation Level: Drd 4 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Portion of coral reef, up to 10 cu. ft. + 1 cu. ft./ level Duration: Instantaneous Saving Throw: None Spell Resistance: No The character can form a portion of a reef into any shape that suits the character’s purpose. For example, the character can open a passage, form a room, raise a set of bars to trap a creature or seal off a chamber. The character can even cause an object (such as a crude spear) to form and be detached from the reef.

Share Spel l Resistance Transmutation Level: Blk 4, Pal 4 Components: V, DF Casting Time: 1 standard action Range: Touch Target: Paladin’s mount or Blackguard’s fiendish servant Duration: 1 round/level Saving Throw: None Spell Resistance: No

Since this is a natural armour bonus, it does not stack with the creature’s other natural armour bonuses (if any). Material Component: A shark’s scale.

Shel lskin Transmutation Level: Drd 4 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: 1 living creature touched Duration: 10 minutes/level Saving Throw: None Spell Resistance: Yes (harmless) Invoking powerful druidic magics, you cause the skin of the subject to become hard and extremely durable, giving it a thick texture reminiscent of sea shells. This grants a +4 natural armour bonus to the AC of the subject. This natural armour bonus increases to +5 at 10th caster level, +6 at 14th caster level and +7 at 18th caster level.

You are able to share your mount’s (or fiendish servant’s) spell resistance, if any, for the duration of the spell. You must remain within five feet of your mount or servant to retain the benefit, moving further away ends the spell. The spell resistance gained is equal to that of the mount or servant and overlaps with (thus does not stack with) spell resistance provided by items, special abilities, extraordinary abilities and class features.

Sharkskin Transmutation Level: Drd 2, Sor/Wiz 2 Components: V, S, M, DF Casting Time: 1 standard action Range: Touch

Shie ld Flash Evocation (Light) Level: Pal 3 Components: V, DF Casting Time: 1 standard action Range: 60 ft. Target: Cone shaped burst Duration: Instantaneous, see text Saving Throw: Reflex negates Spell Resistance: Yes This spell causes a cone of holy light to shine momentarily from your shield. This light blinds any evil creatures failing a Reflex saving throw to avert their eyes. The blindness lasts for 1d4 rounds.

180

David Culliford (order #1969295)

If the creature is wearing nothing more than underwear then it gains two additional benefits. First, it gains a +5 bonus on all Swim checks due to the increased smoothness provided by the sharkskin. Secondly, when grappling, the scales of the sharkskin scratch an opponent continuously causing 1 point of damage for every round the creature is in physical contact with its opponent.

Spells

Range: Touch Target: 1 vessel Duration: 1 minute/level (D) Saving Throw: None Spell Resistance: No When this spell is cast, it creates a shimmering field of magical force surrounding the ship. It begins at the highest point of the mast and cascades downwards to protect the ship. The field of force hangs in the air about ten feet off the vessel’s rail, and protects against attacks from all sides and from above. However, it ends at the water’s surface, so attacks from below are unaffected by the shield. It is a one-way protection – the vessel can attack without penalty. The shield provides a +4 shield bonus to the ship’s Armour Class. Focus: An iron shield that must be hung from the ship’s figurehead or forecastle.

Shil le lagh, Greater Transmutation Level: Drd 3 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: 1 touched non-magical oak club or quarterstaff Duration: 10 minutes/level Saving Throw: None Saving Throw: No

Blind creatures suffer a 50% miss chance in combat, lose any Dexterity bonuses to AC, suffer a –2 penalty to AC, and suffer a –4 penalty to Search skill checks, and most Strength and Dexterity based skill checks. All checks that rely on vision (such as reading and Spot checks) automatically fail.

This spell was invented by the Oak brothers to enhance their combat abilities. The spell is cast onto a quarterstaff. As a result, the weapon gains an enhancement bonus to attacks and damage equal to +1 per three caster levels (max +5) and deals damage as if it were two size categories larger. These enhancements only work when the weapon is wielded by the caster. If you do not wield the weapon it behaves as if unaffected by the spell.

Divine Focus: A highly polished shield.

Shie ld Open Flame Abjuration Level: Drd 0, Sor/Wiz 0 Components: V, S Casting Time: 1 standard action Range: 10 ft. Target: 1 small flame Duration: 10 min./level Saving Throw: None Spell Resistance: No

Shining Bla de Transmutation Level: Pal 1 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: 1 weapon Duration: 1 minute/level Saving Throw: None Spell Resistance: No

You shield a single small flame no larger than a torch from being extinguished by non-magical gusts of wind (including tornado- and hurricane-like gusts of wind). Magical wind (such as that produced by a gust of wind spell) extinguishes the flame normally and ends this spell.

The weapon affected by this spell is surrounded in a shimmering haze of silver sparks that dance and run along the blade. The weapon gains a +2 bonus to its attack rolls when attempting to sunder, disarm or resist being sundered or disarmed.

Shie ld Vessel Abjuration (Force) Level: Clr 3, Sor/Wiz 3 Components: V, S, F Casting Time: 1 standard action

181

David Culliford (order #1969295)

Spells

Shunt Storm

Silent Steel

Transmutation Level: Drd 4, Sor/Wiz 5 Components: V, S Casting Time: 1 standard action Range: 1 mile/level Target: 1 storm Duration: Instantaneous Saving Throw: None Spell Resistance: No

Transmutation Level: Brd 1, Rgr 1, Sor/Wiz 1 Components: F Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 minute/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

A popular spell among weather mages, shunt storm pushes a storm or any other cloud mass away from the caster. It moves the storm to the limit of the spell’s range. Shunt storm can affect magical weather. The spell ends once it begins to move the storm, so another shunt storm can push the storm back again.

You create a magical buffer around weapons, armour and shields, eliminating the loud clangs they make as their bearer moves. A creature affected by this spell ignores the armour check penalties to Hide and Move Silently.

Signal Flare

Silver Beacon

Evocation Level: Drd 1, Rgr 1, Sor/Wiz 2 Components: V, S, DF Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: 120 ft. radius or 1 creature (see below) Duration: 1 round/level (D) Saving Throw: Reflex negates Spell Resistance: Yes

Conjuration (Calling) (Good) Level: Pal 3 Components: V, S, DF Casting Time: 1 minute Range: 5 miles Effect: Guiding spirit is called Duration: 1 hour/level (D) Saving Throw: None Spell Resistance: No

The signal flare creates a burst of brilliant light that shoots forth from your hand. The light slowly falls to the ground (ten feet/round). The light is as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of this magical light. If you aim the light to burst directly at a single creature, that creature takes 1d4 points of fire damage unless it makes a successful Reflex save. The flare may ignite combustible substances if fired directly at them.

A paladin casting a silver beacon summons a silvery, incorporeal spirit that flies at a speed of up to 240 feet (good manoeuvrability). This guiding spirit seeks out innocents in danger within a five mile radius, and leads them back to the paladin. It can automatically tell the difference between the truly innocent in need, and those pretending. If they do not follow, the beacon disappears and telepathically informs the caster of its direction. It can communicate no other information. The Games Master determines how long it takes or even if the spirit finds innocents in danger, however, they may use the times in the helping hand spell as a guide.

Silent Hunter Transmutation Level: Drd 2, Rgr 2 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 min./level Saving Throw: Will negates (harmless) Spell Resistance: Yes

The spirit has no way of attacking, and cannot be damaged. It can pass through walls and other obstructions, but does not choose to do so except to get back to the caster.

You create a buffering field of energy around the subject granting a +10 enhancement bonus on Move Silently checks. The enhancement bonus increases to +15 at 6th caster level, and to +20 (the maximum) at 10th caster level.

182

David Culliford (order #1969295)

Focus: A cotton pad wrapped around a small, iron bar.

The form of the silver beacon is usually that of a silvery sphere, but it can also appear in the form of a silvery creature, a beckoning hand or a symbol of the paladin’s deity. Paladins typically use this spell when patrolling large regions, or when expecting trouble.

Silver Lance Conjuration Level: Drd 2, Sor/Wiz 2 Components: M, S, V

Spells

a +25 on all disguise checks to imitate the slain individual for the duration of the spell. The spell can be dispelled by the target by removing the spell focus (see below).

Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: 1 creature Duration: Instantaneous Saving Throw: None Spell Resistance: No

Focus: The skin from the face of the slain individual to be imitated. The skin must be peeled off and placed over the face of the target of this spell. The skin is only good for one day times the result of a Survival roll made by the person skinning the victim. Persons who rely on this spell such as the skin dancer are known to carry three or four such skins at a time.

You conjure a lance of silver and launch it at a single target as a ranged touch attack dealing 4d4 points of piercing damage. The silver forms a thin sheen over the target’s skin after it strikes. This coating dissipates after one full round. Although there are other spells that can deal more damage, creatures with silver damage reduction take normal damage from weapons during the round that the thin sheen of silver covers their skin as the silver fills in wounds made on their body before they can instantly heal.

Skittering Darkness Illusion (Shadow) Level: Clr 5, Sor/Wiz 6 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: Spherical emanation from the caster to the range of the spell Duration: 1 round/2 levels Saving Throw: Will partial Spell Resistance: Yes

Silver Shie ld Abjuration Level: Pal 4 Components: V, S Casting Time: 1 standard action Range: 20 ft. Area: Living creatures within a 20-foot emanation Duration: 10 minutes/level (see text) Saving Throw: None Spell Resistance: No

Upon casting this spell, the caster causes shadow and darkness to writhe and crawl like a wave of spiders, striking at those who oppose him and gnawing at their flesh and sanity.

You call upon your divine power to help protect innocents. You may only use this spell when defending, rescuing or otherwise going to the aid of an innocent (fallen comrades who cannot defend themselves count as innocents). A silvery field of force surrounds you and any friends, allies or innocents who may fit within the area, granting a +5 divine bonus to AC. This includes a paladin’s mount. Those who leave the spell’s area lose the bonus, but if they re-enter it, they gain it again. Anyone that makes an attack, or casts an aggressive spell loses the protection granted by this spell. Once the innocent is out of immediate danger (i.e. there are no visible foes or threats in the area), the spell ends.

Those who are within the initial area of effect must immediately attempt a Will save; if they fail, they are subject to attack from any shadow or area of darkness they enter, whether it be of natural or magical origin. At the beginning of each round they remain in darkness, shadows coalesce and attack, with a base attack bonus equal to a fighter equal to the caster’s level. On a successful strike, the claws deal 1d6 + ½ the caster’s level in damage. This effect follows each victim for the duration of the spell, so that even characters who flee the initial area of effect are subject to attack from creatures of shadow and night. In addition to suffering physical injury, victims of this spell are subject to terrifying psychological assault as well. The shadow shapes which appear to gnaw at their bodies are universally horrific in appearance, with lumpy, otherworldly bodies, spade-like claws and mouths full of jagged teeth. They resemble nothing so much as visions from a child’s nightmares. For the duration of the spell effect, all those who were within the radius of effect of the spell when it was cast are shaken, suffering a –2 penalty to all attack rolls, skill checks and ability checks.

Skinwalking Transmutation Level: Asn 4, Clr 4, Sor/Wiz 3 Components: V, S, F Casting Time: 1 round Range: Touch Target: Touched creature Duration: 1 hour/level Saving Throw: Will negates (harmless) Spell Resistance: Yes

Victims of this spell can avoid damage by ensuring that they remain entirely out of shadow. This can be difficult to do, as even the victim’s own shadow will writhe forth to attack him. A character who is the focal point of a light spell, or other, similar enchantment will not himself cast a shadow, though the aura he radiates may well doom his less fortunate companions.

Through this spell, a person can take on the full semblance of someone they have slain. The target of this spell gains a perfect visual disguise of the slain individual, in addition to their voice and intonation, tics, mannerisms and so on. This grants

Material Component: A breath of air trapped in an obsidian box at the stroke of midnight.

183

David Culliford (order #1969295)

Spells

Skul l Bomb

Slimebal l

Necromancy (evil) Level: Clr 5, Sor/Wiz 5 Components: V, S, M Casting Time: 1 standard action Range: See text Area: 20-ft radius blast Duration: Instantaneous, see text Saving Throw: None for creature struck, Reflex half Spell Resistance: Yes

Evocation (Acid, Fire) Level: Sor/Wiz 4 Components: V, S, M Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: 20-ft. radius spread Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes

You imbue a skull or other large bone with destructive negative energy that is released on impact with a creature or the ground. You may throw the bomb as a ranged touch attack with a 20-foot range increment.

Throwing a ball of gunk, goop or other protoplasmic material at a target, the caster causes a ball of slime to explode in all directions. The slime is not alive but has the heat and consistency of molten lead. The slimeball does 1d6 points of fire damage per caster level (maximum 10d6). Each round after the first, up to one round per five caster levels (maximum four rounds at 20th caster level), the slimeball begins to eat through armour, clothes and flesh dealing 3d6 points of acid damage to armour, clothing and the affected creature. A successful Reflex save halves the initial damage and avoids the secondary damage.

On impact it releases a burst of negative energy doing 1d4/2 levels (max 10d4) negative energy damage against living creatures, or an equal amount of bonus hit points for undead. The negative energy clings to living victims making it impossible to heal this damage with anything less than a heal (or greater) spell for 24 hours. After 24 hours the negative energy aura fades and normal curative spells function. A creature struck directly receives no saving throw, but creatures within the area of effect can make a Reflex save for half damage. If you miss the creature with your ranged attack the bomb lands in a random direction as a grenade and still explodes doing damage to the area. Consult the Throw Splash Weapon section of the PHB to determine where the bomb lands. You may use throw the bomb immediately after creating it, or you may hold it and wait for as long as one round/level before using it. If you are still holding the bomb at the end of this period of time it explodes in your hand. Material Component: A skull or large bone.

Material Component: A bit of ooze or other protoplasmic material.

Slime Bucket Conjuration (Creation) Level: Clr 5 Components: V, S, DF Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: Cylinder (10 ft. diameter, 40 ft. high) Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes You conjure a glop of slime 40 feet above the intended area that then falls. Anyone in the area takes 1d6 points of cold damage per caster level (max 15d6) as the slime coats anyone in the area. The cold is created by the slime drawing heat away from everything in the area, after which it becomes inert. The slime is unable to freeze water surfaces and sinks slowly if cast over water.

Slur Transmutation Level: Clr 2, Sor/Wiz 2 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: 1 creature Duration: 1 round/level (D) Saving Throw: Fortitude negates Spell Resistance: Yes

184

David Culliford (order #1969295)

Spells

Snake Charm

You temporarily alter the target’s throat and mouth in minor ways that cause their speech to become garbled and twisted making him very hard to understand. A creature attempting to discern the subject’s words must make a successful DC 20 Intelligence check. A spellcaster affected by this spell must succeed on a Spellcraft check (DC 12 + ½ your caster level + your relevant ability score modifier) any time he attempts to cast a spell with a verbal component. If the check fails, the spell fizzles away just as if it had been cast. The target can resist these minor changes on a successful Fortitude save.

Enchantment (Charm) (Mind-Affecting) Level: Clr 2, Drd 2, Rgr 2 Components: V, S Casting Time: 1 standard action Range: 30 ft. Target: 1 or more snakes, no 2 of which can be more than 30 ft. apart Duration: 1 hour/level Saving Throw: Will negates Spell Resistance: Yes

Smart Arrow

This spell functions like charm person or charm animal, except that it only affects snakes. This spell affects a number of snakes whose combined Hit Dice do not exceed twice your level. If there are more potential targets than you can affect, you choose them one at a time until you choose a creature with too many Hit Dice.

Transmutation Level: Rgr 3 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: 1 arrow or bolt/2 caster levels Duration: 1 round/caster level (see text) Saving Throw: None Spell Resistance: No

Unfortunately, this spell only affects snakes of the Animal type. Snake-like creatures (such as magical beasts, aberrations, outsiders and so on) cannot be affected by this spell.

You can fire an arrow or bolt at a target out of your line of sight or who has cover with no penalty. You must have seen the target within two rounds of firing the projectile, but the arrow moves around obstacles, corners, trees and so on or over walls and so on to strike at the target. When using an arrow that the spell has been cast on, you choose a target within range of your weapon and make your attack roll as if they were in line of sight and had no cover. The arrow does not count as magical to overcome damage resistance, unless it is cast upon a magic arrow or fired from a magical bow.

Snakes to Sticks Transmutation Level: Clr 4, Drd 4 Components: V, S, DF Casting Time: 1 standard action Range: 60 ft. Target: 1d4 snakes plus 1 snake/level Duration: 1 round/level (D) Saving Throw: Fortitude negates Spell Resistance: Yes

You can enchant one arrow for every two caster levels and these arrows remain enchanted for one round/caster level or until fired.

By means of this spell, you change 1d4 Small or Medium snakes plus one per caster level (maximum 1d4+20) into Small or Medium sticks, (snakes under four feet long become Small sticks, and snakes over four feet long become Medium sticks). This spell affects only snakes of the Animal type. Snake-like creatures (such as magical beasts, aberrations, outsiders and so on) cannot be affected by this spell.

Material Component: A piece of wire wrapped around the shaft of the arrow.

Smite Heretic Evocation Level: Clr 2, Pal 2 Components: V, S, DF Casting Time: 1 standard action Range: Personal Target: Caster Duration: 1 round

Snakes to sticks dispels and counters sticks to snakes.

Snowbal l Evocation (Cold) Level: Drd 2, Sor/Wiz 2 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: 3-ft. radius sphere Duration: 1 round/level Saving Throw: Reflex negates; see text Spell Resistance: Yes

You gain a +5 sacred bonus to hit and a sacred bonus equal to your level to weapon damage on your next melee attack made within the spell’s duration. These bonuses only apply if you attack a creature whose alignment is morally or ethically opposed to your own (a lawful evil cleric can smite a chaotic or good target, but a neutral good cleric can only smite an evil target) or follows a patron deity whose alignment is morally or ethically opposed to your patron’s alignment.

185

David Culliford (order #1969295)

Spells

or serve as bodyguards. The snowmen remain with the caster for seven days unless the caster dismisses them. If the snowmen are created only for guard duty, however, the duration of the spell is three months. In this case, the snowmen can only be ordered to guard a specific site or location. Snowmen summoned to guard duty cannot move outside the spell’s range, which is measured from the point where each first appeared.

A globe of snow rolls in whichever direction the caster points and freezes those it strikes. It moves 30 feet per round and can leap up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals 2d6 points of cold damage to that creature. The subject can negate this damage with a successful Reflex save. The snowball rolls over barriers less than four feet tall, such as furniture and low walls. The snowball extinguishes any fire source it comes into contact with. The snowball moves as long as the caster actively directs it (a move action for the caster); otherwise, it merely stays at rest. The snowball cannot push aside unwilling creatures or batter down large obstacles. The snowball winks out if it exceeds the spell’s range.

Material Component: Snowmen can only be cast in an area where there is enough snow to create them.

Snowstorm Evocation (Cold) Level: Drd 4 Components: V, S Casting Time: 1 round Range: Medium (100 ft. + 10 ft./level) Area: 2 10-ft. cubes/level (S) Duration: 1 round per level Saving Throw: None Spell Resistance: No

Material Component: The snowball can only be cast in an area where there is enough snow to create it.

Snow Blindness Transmutation (Cold) Level: Drd 1, Sor/Wiz 1 Components: V Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: 1 living creature Duration: Permanent (D) Saving Throw: Fortitude negates Spell Resistance: Yes

When a snowstorm spell is cast, the whole area is shot through with roaring snow. See the Appendix (page 236).

Snow Walk Transmutation (Cold) Level: Drd 2 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature (Gargantuan or smaller) touched Duration: 10 minutes/level Saving Throw: None Spell Resistance: Yes (harmless)

The reflecting snow and ice flashes brightly and all reflected sunlight burns into the subject’s eyes. In addition to the obvious effects, a blinded creature suffers a 50% miss chance in combat (all opponents have full concealment), loses any Dexterity bonus to AC, grants a +2 bonus to attackers’ attack rolls (they are effectively invisible), moves at half speed, and suffers a –4 penalty on most Strengthand Dexterity-based skills. The caster must be outdoors and there must be snow or ice and sunlight to cause the snow blindness.

The transmuted creature can tread on snow as if walking on solid ground. The creature does not suffer movement penalties for moderate or heavy snow. The caster can cast snow walk on a specially trained mount so it can be ridden through the snow. For training purposes, snow walking counts requires a Handle Animal check (DC 15) and takes three weeks.

Snowmen Conjuration (Creation) (Cold) Level: Drd 9 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: Three or more snowmen, no two of which can be more than 30 ft. apart; see text Duration: Seven days or seven months (D); see text Saving Throw: None Spell Resistance: No

Solidify Sea Transmutation Level: Clr 6, Sor/Wiz 6 Components: V, S, M Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: A circle with radius 20 ft./level or a bridge 20 feet wide and 10 ft./level long; in this case the area affected is three feet deep per level of the caster Duration: 1 round/level (D) Saving Throw: Reflex negates Spell Resistance: Yes (see text)

Snowmen creates 1d4+2 snow creatures of 11 Hit Dice. See Appendix on page 239. The creatures willingly aid the caster in combat or battle, perform a specific mission

186

David Culliford (order #1969295)

Spells

Soul of Chaos

Solidify sea transforms an area of water into a curious form of floating stone. The consistency of the stone is slightly gelatinous and yielding, like spongy coral, but is still a solid barrier (hardness 9 with 500 hit points per ten foot by ten foot section). Any vessels striking the barrier take damage as if they had rammed it, while any sailed vessels caught in the solidified seas take damage as if ramming at minimum speed every round while their sails are aloft. Creatures caught in the solidifying sea must make a Reflex save to avoid being trapped. Spell resistance can also prevent the sea from congealing around a character. Those who fail are unharmed, but must make a Strength or Escape Artist check (DC 30) to move out of the solid sea.

Necromancy Level: Clr 2, Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: 1 living creature Duration: 10 minute/level Saving Throw: Will negates Spell Resistance: Yes This spell alters the alignment of a lawful or neutral character to that of chaotic. It is a mild form of insanity, and a Will save will negate the effect of this spell. If unsuccessful at the Will save, the target will change alignment to chaotic for the rest of the duration and, although he will know the changes that he is going through, will not be able to do anything about them. Every hour, the target makes a new Will save, as his true nature is fighting this change in his personality. It does not mean that the person will not attack the caster, in fact; perhaps he is more inclined to do so when under the spell, so beware. The change of alignment will mean a change in the personality of the person, and to find out how the character now behaves read under the alignment descriptions of the PHB. Note that this spell can make the target lose benefits of a class due to the alignment change.

Only one check is permitted. Characters entombed in the solid sea cannot move or breathe. A character so trapped will begin to suffocate as detailed in the DMG. Material Component: A powder, half gelatin and half diamond dust worth 500 gp.

Solidify Sea, Greater Transmutation Level: Clr 9, Sor/Wiz 9 As solidify sea, but the greater version of the spell turns the sea into a form of crystal, which sinks at the rate of 30 feet per round.

Soul Poison

Soul Beacon

Necromancy Level: Clr 4, Sor/Wiz 5 Components: V, S Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: Instantaneous (see text) Saving Throw: Will negates (see text) Spell Resistance: Yes

Necromancy Level: Martyr 1, Pal 1 Components: V, DF Casting Time: 1 standard action Range: Personal Target: Caster Duration: 1 minute/level You amplify all positive and good aspects of your soul, giving you power to resist the attacks of undead creatures. You gain a +2 sacred bonus to Armour Class against undead attacks and saves against undead attacks.

The caster infects his victim with a psychic poison which erodes their very soul. In order to do this, the caster must touch his victim, as only the intimacy of skin to skin contact can truly allow him to express his exquisite loathing.

Because your soul shines so brightly, undead and other creatures whose bodies are supported by negative energy can see you as clearly as a campfire on a clear night even in normal (but not magical) darkness. For example, a vampire on the opposite side of a 500-foot diameter cavern could see you even if the cavern were unlit and even though the vampire’s darkvision only reaches 60 feet. If the vampire had attacks that reached that far, he could see to target you normally at that distance. His dominated half-orc slave could not see you unless you entered an area of light or the range of his darkvision.

The victim of the spell suffers 1d10 points of initial Charisma damage, with another 1d10 points of Charisma damage occurring one minute later. Each instance of damage can be negated with a successful Will save (DC 10 + one half caster level + Charisma modifier).

Sow Forest Conjuration (Creation) Level: Drd 7 Components: V, S, M, DF Casting Time: 1 standard action Range: Touch

187

David Culliford (order #1969295)

Spells

Effect: Creates 1 tree/level Duration: Instantaneous Saving Throw: None Spell Resistance: No The material component for this spell is a bag of nuts or seeds. As a standard action after completing this spell, the druid may plant one of these seeds in the soil. The seed sprouts one round later, growing into a full-sized tree in a matter of seconds. Each tree is approximately five feet in diameter and grows to a height of 3d20 feet (top diameter of two-thirds height). A creature caught in the area of a growing tree may make a Reflex save to move out of the way of the growing tree – if the save is failed, the creature is carried up to the top of the tree. The creature must then make a Balance check (DC 15) or fall from the top of the tree. The trees created by sow forest are entirely normal. They can be cut down for timber, used as cover or building materials, animated with awaken and so on.

Spear of the Dawn Evocation (Fire) Level: Clr 6 Components: V, S, M, DF Casting Time: 1 standard action Range: Touch Effect: Flaming spear Duration: 1 minute/level (D) Saving Throw: See text Spell Resistance: Yes

Undead, constructs, and other creatures that have no respiratory system or heads are still constricted by the tentacles and are considered pin until they break free. These creatures suffer only 1d4 hit points of damage per level of the casting cleric when they are initially pinned and an additional 1d4 hit points of constriction damage each round thereafter. When a creature escapes a tentacle’s pin or the duration of the spell ends, releasing the creature, it is considered stunned for one round while it attempts to catch its breath or regain its balance. Material Component: A thin golden chain (value of at least 100 gp) painted black.

Spee d Mount

With this spell, you create a seven-foot long spear made of dazzling sunlight. The dawnspear has identical properties to a shortspear, except as noted. It causes an additional 1d6 points of fire damage to any creature it strikes, and the creature must make a Reflex save to avoid being set ablaze. Undead are especially vulnerable to the dawnspear. Any undead within five feet of the spear must make a Fortitude save or be blinded for 2d4 rounds. Undead struck by the dawnspear suffer an additional 5d6 points of fire damage instead of the normal 1d6.

Transmutation Level: Pal 1 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: 1 touched mount up to one size category larger than the caster Duration: 1 minute/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Your mount’s speed is doubled. If it is a paladin’s special mount, this spell has an additional effect: The mount gains a +30 circumstance bonus to Jump checks. You must be riding the target mount for this spell to have any effect.

Spee d of Mercury

Spectral Gal lows

Transmutation Level: Clr 3, Combat (Horses) 7, Pal 3 Components: V, S, DF Casting Time: 1 standard action Range: Personal Target: Caster Duration: 1 minute/level Saving Throw: None Spell Resistance: No

Conjuration Level: Death (Execution) 9, Wiz/Sor 8 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: 30 ft. radius spread Duration: 1 round/level Saving Throw: Reflex negates Spell Resistance: Yes

188

David Culliford (order #1969295)

This spell calls forth invisible tentacles that encircle the necks of creatures in the affected area in an attempt to choke the life from them. Creatures that fail their Reflex save immediately suffer 1d8 hit points of damage per level of the caster and are considered pinned. If attempting to escape or break a pin, assume that the tentacles have grapple check results equal to the caster’s level +12. The tentacles will attempt to grapple free opponents in the area each round with the same bonus to grapple attempts, however grapple attacks after the first round only deal 1d8 points of damage and pin the opponent, in following rounds however 1d3 points of Constitution damage will be dealt if the opponent has not broken free.

Spells

Spel lbreaker

You call upon divine energy to grant yourself great speed. Your movement rate becomes 60 feet, regardless of size, armour or encumbrance. Your movements look almost like a blur. You also gain a +2 dodge bonus to Armour Class.

Abjuration Level: Brd 5, Clr 4, Sor/Wiz 4 Components: V, S Casting Time: 1 swift action Range: See text Target: Other spell Duration: Instantaneous Saving Throw: None Spell Resistance: No

Spee d of the Spider Transmutation Level: Sor/Wiz 7, Drow (Spider) 7 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 hour/level Saving Throw: None Spell Resistance: Yes

When this spell is cast, it leeches on another spell and is cast in the same round as that one. Any spell which is cast with the spellbreaker, bypasses any spell resistance. Yet can only be used with spells of 4th level or lower. The range of this spell is the same as the spell it leeches on.

The transmuted creature becomes faster and can move up walls as a spider does (see the spider climb spell). The spell grants an enchantment bonus to speed of +5 ft./2 levels to your base movement speed. This spell also grants the recipient the ability to climb and walk along walls and ceilings as if the spell spider climb had been cast, except that movement is equal to double the character’s normal movement rate and he does not need to have bare hands or feet.

Spider’s Friendship Illusion (Glamour) Level: Drd 1 Components: V, S, M Casting Time: 1 standard action Range: Personal Effect: Vermin do not use their poison on you Duration: 1 minute/level Saving Throw: Will negates Spell Resistance: Yes

Material Component: A drop of spider ichor on the tongue of the creature enchanted.

Spee d Poison

Spider’s friendship causes a subtle alteration in your body odour, giving you a scent not unlike that of a spider or other vermin. When a vermin with a poison attack hits you in combat it must make a Will save. If it fails, then the creature chooses not to release its venom. If it succeeds you are poisoned normally. This alteration also causes creatures that track by smell to suffer a –4 penalty to their Survival check to track you for the duration of the spell.

Necromancy Level: Asn 2, Clr 3, Drd 3, Sor/Wiz 3 Components: S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./level) Area: 20 ft. radius burst Duration: 1 round per level Saving Throw: Fortitude negates Spell Resistance: Yes

Furthermore you gain a –2 penalty to Diplomacy checks because of the discomfort your scent produces in other living creatures.

By means of this spell, the caster causes poisons to become more virulent and more immediately lethal. For the duration of the spell effect, all beings within the radius of effect when the spell is cast are weakened against the effects of poison. Whenever they come under the effects of a poison attack of any sort, they suffer both the initial and secondary damage effect from the poison immediately. The victim must attempt first his save against the initial effect, and then immediately roll to save against the secondary effect. Should the initial effect of the poison reduce the victim’s applicable save, the reduction is applied before the save against the secondary effect is rolled.

Material Component: A paste made of the crushed bodies of ants, bees, centipedes and scorpions.

Spider Totem Transmutation Level: Clr 5, Sor/Wiz 6 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Caster or creature touched Duration: 1 round/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

A successful Fortitude save negates the effects of the spell, but of course has no effect on the victim’s saves against poison attacks, should he later suffer one. Material Component: A small vial of spider venom.

189

David Culliford (order #1969295)

Spells

The caster, or the target chosen, take on some of the characteristics of the spider, becoming faster, stronger and more deadly in combat. In essence, you become the spider, a transcendent experience for any drow. The recipient gains a +2 inherent bonus to Strength, a +6 inherent bonus to Dexterity and a +2 natural armour bonus. In addition, he becomes completely immune to non-magical poisons, gain a +4 inherent bonus to resist magical poisons, gain a +4 bonus to initiative checks and the ability to climb along walls and horizontal surfaces as though under the effects of a spider climb spell. Clerics who cast this spell lose the use of most of their spells, but retain the use of their domain spells, all other spellcasters lose access to their spellcasting because of this transformation. For the duration of the spell, the recipient takes on the hideous appearance of a spider, with multiple eyes, chitinous skin which bristles with coarse hair and clawed fingers and toes. This appearance is so revolting that the recipient suffers a –6 penalty to all Non-Player Character reaction checks which do not involve drow or other spider worshipping, or spider-like beings. Material Components: A live, Tiny spider, which is absorbed into the recipient’s body at the time of casting.

Spirit Animal Necromancy Level: Drd 4 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: 1 animal Duration: 1 minute/level (D) Saving Throw: Fortitude negates Spell Resistance: Yes The target of the spirit animal spell becomes incorporeal. It can attack other incorporeal creatures normally and exists on the Ethereal Plane. It can move through walls and fly at its normal movement rate with perfect manoeuvrability. However, it cannot touch or interact with any material creature or object. Animals must be trained to deal with being transformed into spirits – this is a trick requiring a Handle Animal check (DC 25) to teach. If the animal does not have this trick, then the caster must make a Diplomacy check (DC 15) when casting this spell or the animal panics and then attacks or flees when made incorporeal.

Spirit Knife Necromancy (Death) Level: Clr 7, Combat (Weaponry) 7, Sor/Wiz 7 Components: V, S, F Casting Time: 1 standard action Range: 0 ft. Effect: 1 knife Duration: 1 round/2 levels Saving Throw: Fortitude partial Spell Resistance: Yes This spell creates a knife of crackling necromantic energy that you use to slay or severely injure your opponents. You must succeed at a melee attack against an opponent, at which time the target must make a Fortitude save or die. Success means the target still receives 1d6 points of Constitution damage.

Spirit of Transformation Transmutation Level: Drd 7 Components: V, S, M Casting Time: 1 swift action Range: Personal Target: Caster Duration: Instantaneous The druid who casts the spell must choose a single creature into which he can transform using the wild shape ability. If the character transforms into this creature within the same round that he casts this spell, the druid gains the

190

David Culliford (order #1969295)

Spells

Spray Venom

creature’s type and subtype for as long as he maintains that form. Immaterial of the druid’s level, he acquires access to the creature’s extraordinary, but not its spell-like or supernatural abilities.

Transmutation Level: Drd 4 Components: S, M, DF Casting Time: 1 standard action Range: Personal Target: Caster Duration: 1 round/2 levels

Material Component: A small body part from the creature into which you wish to transform.

Spirit Song

This spell gives the caster the ability to spit a deadly venom. This venomous saliva is considered to be the equivalent of black lotus extract poison (see DMG) for the duration of the spell. After one use, however, his saliva reverts to its normal properties.

Evocation (Sonic) Level: Brd 4, Clr 4, Sor/Wiz 4 Components: V, S, F, DF Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: A 30-ft. radius emanation centred on a creature, object or point in space Duration: 2 rounds/level (D) Saving Throw: Special; see text Spell Resistance: No

Spraying the venom is the equivalent of a ranged touch attack with a range increment of ten feet. If the attack succeeds, the victim must make a Fortitude save (DC 20) or suffer the effects of the poison. The caster is rendered immune to black lotus extract for as long as he holds the venom in his mouth.

You coax the spirits to manifest their voices in the Material Plane. Their voices are part of the original song of creation, and their echo interferes with all spellcasting, supernatural and spell-like abilities as well as creating a distracting rhythm. Every creature trying to cast a spell or use a supernatural or spell-like ability must make a caster check (1d20 + Hit Dice or caster level, DC 11 + your caster level) or it will not work. Magic items work normally, as do spells or abilities entering the area but cast or activated outside it. Additionally, every creature inside the area must make a Will save or be distracted by the spirits’ half-whispered words, suffering a –1 morale penalty to attack and damage rolls as well as to skill checks and saving throws. A bard’s countersong ability works against both effects.

Material Components: The skull of a spitting cobra and a black lotus flower.

Stabilise Conjuration (Healing) Level: Clr 1, Drd 2,Pal 1, Rgr 2 Components: V Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: 1 disabled/dying creature Duration: Instantaneous Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless)

Material Component: A small flute, panpipes or ocarina.

You direct a jolt of positive energy into the subject, who instantly stabilises. This spell does not restore any hit points, or protect the subject against further damage, but it ensures that he will not die on his own until more long-term aid can arrive.

Spiritual Bestowment Transmutation Level: Brd 3, Clr 3, Rgr 3, Sor/Wiz 3 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: 1 creature Duration: 1 minute/level (D) Saving Throw: Will/Fortitude negates (harmless) Spell Resistance: Yes (harmless)

Stalker’s Ambush Conjuration Level: Clr 3 Components: V, S Casting Time: 1 standard action Range: 100 ft. Effect: All bugbears within 100 ft. burst centred on caster Duration: 1 round/level Saving Throw: None Spell Resistance: No

You compel a spirit to boost an ability in the target creature. The spirit grants the creature +4 enhancement in the ability score the caster designates upon casting. The target can resist a boost to Strength, Dexterity and Constitution with a Fortitude save, and to Wisdom, Intelligence and Charisma with a Will save.

When cast, stalker’s ambush wraps all bugbears within 100 feet of the caster in shadows, providing them with concealment (20% miss chance) and a +1 profane bonus to the first attack they make against an opponent

191

David Culliford (order #1969295)

Spells

Star light

Steal the Painful Memory

Evocation (Light) Level: Drd 2 Components: V, S, DF, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Dim light and shadowy illumination in a 60 ft. radius area Duration: 10 min./level (D) Saving Throw: None Spell Resistance: No

Enchantment (Judicial Curse, Mind-Altering) Level: Clr 7 Components: V, S, XP Casting Time: 1 hour Range: Special (1 mile/level + 1 mile/point of ceremonial force) Target: See text Duration: Permanent Saving Throw: See text Spell Resistance: Yes Sometimes a trial reveals information best left unknown. Perhaps a village does not want to remember a particularly horrible murder, or the shameful act of one of its members. In this case, a powerful inquisitor or cleric can use steal the painful memory to remove all recollection of the event from the minds of the community.

You illuminate an area with light equivalent to that given off by a clear night sky filled with stars. Such light does not provide bright illumination, only shadowy illumination. See the section on Vision and Light in the PHB for more information. A creature in the area has concealment relative to a character viewing it.

Steal the painful memory allows you to strip away all memories of a particular event. You must be able to describe the event in approximately 12 words or less. For example, any of the following would work: ‘forget that Shaeryn ever existed’; ‘ forget that Shaeryn was murdered’ or ‘forget that Prince Korrin murdered Shaeryn’. The gap in memory will be filled in by the simplest solution, and all people affected by the spell will share this memory. Told to forget a murder, they will believe that the victim moved away; told to forget the identity of the murderer, they will believe that the crime was never solved or that the murderer was a stranger who escaped.

A creature in the area can make a Hide check to conceal itself. Starlight counters and dispels any darkness spell (one with the darkness descriptor) of an equal or lower level. Material Component: Several stalks from an amaryllis.

Steal Breath Necromancy Level: Clr 6 Components: V, S, DF Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: 1 living creature Duration: Instantaneous; see text Saving Throw: Fortitude negates; see text Spell Resistance: Yes

The targets of steal the painful memory must be linked in some way. They could be members of the same community, the same guild, the same religion or the same party of adventurers. The basic spell can affect up to 100 people; every additional point of ceremonial force can add up to 250 people to the effect. The power of the spell spreads out in a radius from your location until it reaches the maximum range or has affected the maximum number of targets. This spell is intended to be used against willing targets. When the effect occurs, the targets will have a sense of the memory that is to be lost; if a target chooses to resist, he may make a Will save with a +10 circumstance bonus to negate the effect. If the targets are within your line of sight when you cast the spell, you will know if they choose to resist it; otherwise, you are not aware of the success or failure of the ritual.

You literally ‘take the subject’s breath away’ by stealing the air from its lungs. The target can go without breathing for a number of rounds equal to twice its Constitution. Each round thereafter, the subject must make a Constitution check (DC 10, +1 per previous check) to continue doing so. If the subject fails a Constitution check, it falls unconscious (zero hit points). On the next round, the subject drops to –1 hit point and is dying. On the third round, the subject suffocates and dies. A creature that is unable to breath is also unable to speak and cannot cast spells with a verbal component or communicate verbally with others.

Remove curse restores the memories of a single individual, but he must choose to cooperate and the caster level must at least match your caster level. Limited wish restores stolen memories to a single person, while wish or miracle restores memories to all victims of an affected community.

The target can break the spell by first making a successful Constitution check using spell’s save DC followed by a successful Fortitude save. Attempting to fill one’s lungs in this manner is a full-round action that draws an attack of opportunity.

Steal the painful memory is a judicial curse; the saving throw of the spell can be increased through the use of ceremonial force. XP Cost: 1,000 XP.

192

David Culliford (order #1969295)

Spells

Steal the Thunder

Saving Throw: Reflex partial (see text) Spell Resistance: Yes

Abjuration (Mind-Affecting) Level: Clr 8, Sor/Wiz 8 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: 1 creature Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes

A blast of high-pressure steam erupts from your hand, dealing 1d6 points of damage per caster level (maximum 10d6) to all creatures within its area (half bludgeoning damage, half fire damage, Reflex save for half ). In addition to soaking creatures in scalding water, the jet heats up their equipment, dealing an additional 1d6 points of fire damage per two caster levels the following round to any creatures that fail their Reflex saves. Any cold effects operating in the area that are intense enough to deal damage negate the extra fire damage from the spell (and vice versa) on a pointfor-point basis.

You can steal other spellcasters’ ability to work magic. You target a spellcaster or a creature with spell-like abilities, and if it fails a Will save, it loses a number of spells equal to 1d6 + your Charisma modifier, starting with the highest level it can cast, going down. If the creature possesses spell-like abilities, this spell can cancel a number of uses equal to 1d6 + your Charisma modifier, starting with the ones with the least uses. For example, casting this spell on a janni mage and getting 4 on the 1d6 + Charisma roll, would cancel four uses of the janni’s least used spell-like abilities, namely speak with animals and enlarge/reduce.

Creatures in the jet may be knocked down or pushed back if they fail their saves. Tiny or smaller creatures are knocked down and rolled to the end of the jet plus 1d4 × 10 feet if standing on the ground, or are blown back to the end of the jet plus 2d6 × 10 feet if flying. Small creatures are knocked down and rolled to the end of the jet plus 1d3 × 10 feet by the force of the water, or are blown to the end of the jet plus 2d4 × 10 feet if flying. Medium creatures are knocked prone by the force of the steam, or if flying are blown to the end of the jet plus 1d4 × 10 feet. Large creatures are knocked prone if standing, or are blown to the end of the jet plus 1d3 × 10 feet if flying. Huge or larger creature are not moved or knocked down by the spell.

Both these abilities can be used twice per day, for a total of two uses each. Abilities that can be used at will or once per hour or any shorter amount of time are not affected. If a creature possesses both spell slots and spell-like abilities, this spell targets the spell slots first.

Material Component: A candle and a squeeze bulb or bladder filled with water.

Material Component: A quartz crystal worth at least 100 gp.

Steam Bolt

Steely Wil l

Evocation (Fire) Level: Drd 3, Sor/Wiz 3 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: 1 creature Duration: Instantaneous Saving Throw: None Spell Resistance: Yes

Abjuration (Mind-Affecting) Level: Brd 3, Clr 3, Sor/Wiz 3 Components: V, S, M, DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 minute/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

You cause a superheated cloud of steam to strike an opponent with a successful ranged touch attack. The steam does 1d6 points of fire damage per caster level (10d6 maximum) to any single creature it strikes. Anyone struck by the cloud is coated with a thin film of water as the steam scalds them.

You imbue the recipient with the will to ignore or resist attempts to control or influence the mind, granting immunity to charms and compulsions of 2nd level or lower. In addition, the recipient gains a limited spell resistance (10+ your caster level, maximum 20) against mindaffecting spells and effects.

Steam Jet

Material Component: A small sphere of polished steel.

Evocation (Fire, Water) Level: Drd 4, Sor/Wiz 4 Components: V, S, M, DF Casting Time: 1 standard action Range: 60 ft. Area: 60-ft. line Duration: Instantaneous

Stench of Death Necromancy Level: Drd 2 Components: V, S, M Casting Time: 1 standard action

193

David Culliford (order #1969295)

Spells

One of your empty hands (your choice) becomes encased in a stony shell. You cannot hold anything in the affected hand while the spell lasts, but you can use the hand to make unarmed strikes that do not provoke attacks of opportunity. The damage you deal depends on your size, as shown below:

Range: Close (25 ft. + 5 ft./level) Target: Object or creature Duration: 10 minute/level Saving Throw: Fort negates Spell Resistance: Yes You cause a pungent odour to arise around you. The smell drives away wild animals that come into range (although familiars or animal companions can remain on a successful Fort save). Creatures that rely on the scent ability must also make the Fort save to remain in the area. This spell reliably keeps most normal animals, and even magical beasts, away from an area but it has the drawback of attracting carrioneating creatures from great distances.

Sticks to Snakes Transmutation Level: Clr 4, Drd 4 Components: V, S, DF Casting Time: 1 standard action Range: 60 ft. Target: 1d4 sticks plus 1 stick/level Duration: 1 round/level Saving Throw: Will negates (object) Spell Resistance: Yes (object)

Damage

Fine

1

Diminutive

1d2

Tiny

1d3

Small

1d4

Medium

1d6

Large

1d8

Huge

2d6

Gargantuan

2d8

Colossal

4d6

When you strike with the stonefist, you gain a +1 bonus on your attack and damage rolls, increasing by +1 for every three caster levels above 3rd (to a maximum of +5 at caster level 15th). Any feats or class abilities you have that affect your unarmed strikes apply to attacks you make with the hand and a monk affected by this spell can attack with the hand as though it was a special monk weapon. When you strike an unattended object with the hand, you double damage.

By means of this spell, you change 1d4 sticks plus one per caster level (maximum 1d4+20) into Small or Medium poisonous vipers, depending on the size of the wood used (sticks under four feet long become Small vipers, and sticks over four feet long become Medium vipers). Sticks or wood of a magical nature, or those larger than six feet long, cannot be affected by this spell. If a target stick is held or carried by someone other than the caster when this spell is cast, the item receives a Fortitude save just as if the person holding the stick was making the saving throw.

Material Component: A small stone sculpture of a clenched fist.

The snakes have the abilities and statistics of a standard Small or Medium viper (see the MM). The snakes do not attack you, and seek to attack your opponents to the best of their ability. You can direct a snake as if by telepathy not to attack, to attack particular enemies or to perform other actions. When reduced to zero or less hit points, a snake reverts to its original (undamaged) stick form. Sticks to snakes dispels and counters snakes to sticks.

Stony Tomb Abjuration Level: Clr 6, Drd 6, Sor/Wiz 7 Components: V, S, M, DF Casting Time: 1 standard action Range: Touch (see text) Target: Creature touched Duration: 1 hour/level (D) Saving Throw: Reflex negates Spell Resistance: Yes

Stonefist Evocation (Earth) Level: Drd 2, Sor/Wiz 2 Components: V, S, M, DF Casting Time: 1 standard action Range: 0 ft. Effect: Stony casing over your hand Duration: 1 minute/level (D) Saving Throw: None Spell Resistance: No

This is an old spell for the internment of criminals, hearthbreakers and traitors. The subject of this spell is magically transported to a chamber buried in solid rock. The chamber is a smooth-walled cube with a constantly replenishing volume of air. If the caster chooses, a nourishing yet tasteless meal will appear in the chamber once per day. The chamber is completely devoid of light or carved features.

194

David Culliford (order #1969295)

Size

Spells

spell. It reappears in the same spot once the spell ends. Time spent winked out counts normally against the duration of the conjuration maintaining the creature. If you cast subdue spirit against a summoned creature that has spell resistance, you must make a caster level check (1d20 + caster level) against the creature’s spell resistance to make it wink out. The effects of instantaneous conjurations are not affected by subdue spirit because the conjuration itself is no longer in effect, only its result.

This spell only works within 100 feet + ten feet/level of a suitable stone formation. The chamber can be placed any distance the caster chooses in the rock in any direction up to the limit of the range. After the duration of the spell, the creature is immediately ejected to the spot from which it disappeared. If this spell is attempted on a creature too large to fit in the created chamber, the spell immediately fails. A creature touched may make a Reflex save to avoid being drawn into the chamber, but the chamber is still created. This spell can be made permanent with the permanency spell.

A golem or other construct animated by a spirit is temporarily incapacitated until the spell ends. Elementals, corporeal undead, outsiders and normal creatures are unaffected unless summoned. However, the spell temporarily nullifies these creatures’ spell-like or supernatural abilities. No more than one subdue spirit can affect a creature at one time.

Material Component: A pair of golden dice, a handful of rare earth and six strips of platinum, together worth 2,000 gp.

Arcane Focus: A gem or crystal worth at least 100 gp.

Strength of Faith Abjuration (see text) Level: Clr 6 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 min./level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

Subvert Summoning Enchantment (Compulsion) (Mind-Affecting) Level: Clr 5, Sor/Wiz 4 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Targets: 1 summoned creature/3 levels or 1 summoning spell as it is being cast Duration: Special Saving Throw: Will negates Spell Resistance: No

You imbue the recipient with the power to withstand alignment-based effects. Choose one alignment descriptor (chaos, evil, good or law). When the recipient is subjected to any magical effect with that alignment descriptor, he gains spell resistance against that effect equal to 10 + your caster level. He also gains a +4 morale bonus on saves against that effect.

If the original caster of an existing Conjuration (summoning) spell fails the saving throw against subvert summoning, the creatures within range who were summoned by him come under your control. If creatures summoned by different spell casters exist within range, you must choose which caster’s spell you are affecting by choosing which of the summoned creatures you are targeting. The original caster need not be within range of this spell, only the summoned creature(s) must. If the original spell was dismissible, the original caster will be aware that the spell has been subverted. When subverted, the summoned creatures obey you as if you had cast the original spell that summoned them. The duration and other restrictions of the original spell are still in effect. You may choose to dismiss the summoned creatures rather than control them.

When you use this spell, it has an alignment descriptor opposite to the descriptor you choose to block. For example, if you choose to protect the recipient against effects with the evil descriptor, this spell has the good descriptor.

Subdue Spirit Necromancy Level: Sor/Wiz 4, Undead (Spirit) 3 Components: V, S, F Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2levels) Target: 1 creature Duration: 1 minute/level Saving Throw: None Spell Resistance: See text

This spell can be readied as a counterspell for any Conjuration (summoning) spell of 6th level or lower. If you cast this spell to counter a Conjuration (summoning) successfully, rather than countering the spell you may instead complete the spell making all choices about what creatures are summoned as if you had cast your opponent’s spell. The only difference in this case is that your caster level is used to determine duration, range and so on. However the range of the spell is centred on the opponent caster.

This spell functions like anitmagic shell, except that affects one creature. If you target a summoned creature or an incorporeal creature, it winks out for the duration of the

195

David Culliford (order #1969295)

Spells

Suffocate

Note: Specialist wizards for whom Conjuration is a prohibited school can only use this spell to dismiss the summoned creatures or to counter a summoning as it is cast. They may not control the summoned creatures.

Necromancy (Air) Level: Clr 6, Drd 6, Sor/Wiz 6 As drown, except that you suck the air from the target’s lungs or other respiratory system. In addition to the danger of dying, every round that the target succeeds its Fortitude save, it suffers 1d6 points of nonlethal damage. If it falls unconscious from the nonlethal damage, the spell works as if it had failed a Fortitude save and its hit points drop to zero. Creatures that do not breathe, such as undead and constructs, are completely unaffected. Creatures who breathe water are affected.

This spell will not subvert the summoning ability of Outsiders who summon creatures of their own race to fight with them (like demons and devils do). While these monster’s abilities are spell like, the summoned creature knows who summoned it and will not have its will subverted by this spell. The counterspell part of his spell can be used to prevent the monster from summoning allies.

Suck Poison, Greater

Material Component: A gag made of cloth.

Conjuration (Healing) Level: Brd 4, Clr 4, Rgr 4 Components: S, M Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

Sulia Divination Level: Clr 7 Components: V, S, XP Casting Time: 1 standard action As legend lore, except sulia works more quickly but produces some strain on the caster. The caster poses a question about some person, place or object, and then casts the spell. He then enters a trance and remains unaware of his surroundings or the activities of those around him while experiencing the sulia. He is defenceless, both mentally and physically while in the trance. If the person or object is at hand or if the caster is in the place in question, the caster receives a vision about it. If only detailed information on the person, place or object is known, the information gained is incomplete. If only rumours are known, the information gained is vague.

The caster sucks venom out of the creature without actually puncturing the skin. The caster detoxifies any sort of venom in the creature. A poisoned creature suffers no additional damage or effects from the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as hit point damage, temporary ability damage or effects that don’t go away on their own. Material Component: A sucking tube made from an eagle’s bone.

Suck Poison, Lesser

XP Cost: 100 XP.

Conjuration (Healing) Level: Brd 2, Clr2, Rgr 2 Components: S, M Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 hour/level Saving Throw: Fort negates (harmless) Spell Resistance: Yes (harmless)

Summon Animals Conjuration (Summoning) Level: Clr 6, Drd 5 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: 1 or more summoned creatures, no 2 of which can be more than 30 ft. apart Duration: 1 round/level (D) Saving Throw: None Spell Resistance: No

The caster sucks venom out of the creature without actually puncturing the skin. Any poison in the subject’s system, or any poison the subject is exposed to during the spell’s duration, has its effects halved, including ability damage and duration. This spell does not cure any damage that poison may have already dealt to the patient. Additionally, the caster must make a Fortitude save against the poison. Failure means he has sucked in some of the poison, suffering the poison’s effects at half strength.

This spell summons a number of normal animals (including giant sized or dire) that fight for you. You cannot summon more Hit Dice of animals than twice your caster level with a single casting of this spell. The animals appear where you designate and act immediately, on your turn. They attack opponents to the best of their ability. If you can communicate with the creatures, you can direct them

Material Component: A sucking tube made from an eagle’s bone.

196

David Culliford (order #1969295)

Spells

Summon Elemental I

not to attack, to attack particular enemies or to perform other actions. Animals cannot be summoned into an environment that cannot support them. You choose what kind of animals to summon, and you can change that choice each time you cast the spell.

Conjuration (Summoning) Level: Drd 1 Components: V, S, F, DF Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Effect: 1 summoned creature Duration: 1 round/level (D) Saving Throw: None Spell Resistance: No

Summon Armour Conjuration (summoning) Level: Clr 2, Pal 1 Components: V, S Casting Time: 1 standard action Range: 1 mile per caster level Target: 1 suit of armour Duration: Instantaneous Saving Throw: None (harmless) Spell Resistance: No

This spell summons a Small elemental that attacks your enemies. It appears where the spellcaster designates and attacks immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the outsider, you can direct it not to attack, to attack a particular foe or to perform some other actions. Summoned creatures act normally on the last round of the spell and disappear at the end of their turn. The Games Master can substitute a comparable creature at his discretion.

The caster summons a dedicated suit of armour to him. The armour must have been treated beforehand with holy materials that cost 40 gp for light armour, 70 gp for medium armour and 120 gp for heavy armour. The caster needs to only do this once and may only have one dedicated suit of armour; dedicating a second suit removes the first one from this spell’s effect. When this spell is cast, the caster’s armour appears around him, protecting him as if he had donned it normally. If the caster is already wearing armour, or wearing clothing of a bulk to prevent him donning armour normally the spell fails.

Focus: A tiny bag and a small symbol of your element. Such as a piece of cinnabar, a candle, some dirt or an aquamarine stone.

Summon Dust Devil Conjuration (Calling) Level: Clr 2, Drd 2 Components: V, S, DF Casting Time: 3 rounds Range: Close (25 ft. + 5 ft./2 levels) Effect: 1 called elemental of 2 HD Duration: 1 round/level Saving Throw: None Spell Resistance: No By casting this spell, you summon a dust devil from the Elemental Plane of Air. You can communicate with the creature (it speaks Common) and direct it to attack, not attack or to perform special actions. If you and the dust devil move more than 30 feet apart, the creature is automatically dispelled and returns to its home plane. The dust devil cannot be summoned into an environment that cannot support it. Likewise, the dust devil cannot attack creatures native to a plane different from yours. If the dust devil attacks a creature with innate spell resistance (not spell resistance gained from a magic item, spell or spell-like ability), it deals normal damage if it hits, but is automatically dispelled after it attacks.

197

David Culliford (order #1969295)

Spells

Summon Elemental

3 Large elementals

1st Level

1 Huge elemental and 1 Large elemental

1 Small elemental

9th Level

2nd Level

8 Medium-sized elementals

2 Small elementals

8 mephits

3rd Level

4 Large elementals

3 Small elementals

2 Huge elementals

1 Medium-sized elemental

1 greater elemental

1 mephit

4th Level

Summon Elemental II

4 Small elementals

Conjuration (Summoning) Level: Drd 2 Effect: 2 summoned creatures, which cannot be more than 30 ft. apart

1 Medium-sized elemental and 1 Small elemental 1 mephit and 1 Small elemental

5th Level

As summon elemental I, except that you can summon two Small elementals.

5 Small elementals 2 Medium-sized elementals

Summon Elemental III

2 mephits

Conjuration (Summoning) Level: Elm 3 Effect: 1 or more summoned creatures, no 2 of which can be more than 30 ft. apart

1 Large elemental

6th Level

As summon elemental I, except that you can summon three Small summoned elementals, one Medium-size summoned elemental or one summoned mephit.

7 Small elementals 3 Medium-sized elementals 3 mephits

Summon Elemental IV

1 Large elemental and this 1 Medium-sized elemental or

Conjuration (Summoning) Level: Drd 4 Effect: 1 or more summoned creatures, no 2 of which can be more than 30 ft. apart

1 mephit 7th Level

As summon elemental I, except that you can summon four Small elementals, one Medium-sized elemental and one Small elemental, or one mephit and one Small elemental.

9 Small elementals 4 Medium-sized elementals 4 mephits

Summon Elemental V

2 Large elementals

Conjuration (Summoning) Level: Drd 5 Effect: 1 or more summoned creatures, no 2 of which can be more than 30 ft. apart

1 Huge elemental

8th Level 12 Small elementals

As summon elemental I, except you can summon five Small elementals, two Medium-sized elementals, two mephits or one Large elemental.

6 Medium-sized elementals 6 mephits

198

David Culliford (order #1969295)

Spells

Summon Elemental VI

Summon Nature’s Minor Al ly

Conjuration (Summoning) Level: Drd 6 Effect: 1 or more summoned creatures, no 2 of which can be more than 30 ft. apart

Summon Elemental VII

Conjuration (Summoning) Level: Drd 0 Components: V, S, DF Casting time: 1 full round Duration: 1 round/level Effect: 1 summoned creature Duration: 1 round/level (D) Saving Throw: None Spell Resistance: No

Conjuration (Summoning) Level: Drd 7 Effect: 1 or more summoned creatures, no two of which can be more than 30 ft. apart

This spell functions like summon nature’s ally I, but it summons a Tiny or Diminutive animal of no more than ½ Hit Dice, such as a bat, cat, lizard, rat, raven, Tiny viper, toad or weasel.

As summon elemental I, except you can summon this seven Small elementals, three Medium-sized elementals, three mephits or one Large elemental and this a Medium-sized elemental or a mephit.

Summon Nature’s Horde I

As summon elemental I, except you can summon nine Small elementals, four Medium-sized elementals, three mephits or a combination of one Large elemental and this one Medium-sized elemental or one mephit.

Conjuration (Summoning); see text Level: Drd 5 Components: V, S, DF Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Effect: 2d4 + 2 creatures Duration: 1 round/level Saving Throw: None Spell Resistance: No

Summon Elemental VIII Conjuration (Summoning) Level: Drd 8 Effect: 1 or more summoned creatures, no 2 of which can be more than 30 ft. apart

This spell summons a horde of creatures to do the druid’s bidding. These creatures can appear anywhere within range of the druid. They act immediately, on the druid’s turn. These creatures attack the druid’s enemies to the best of their ability. If the druid can communicate with the horde, he can direct it not to attack, to attack particular enemies or to perform other actions. Summoned creatures act normally on the last round of the spell and disappear at the end of their turn.

As summon elemental I, except you can summon 12 Small elementals, six Medium-sized elementals, six mephits, three Large elementals or one Huge elemental and one Large elemental.

Summon Elemental IX Conjuration (Summoning) Level: Drd 9 Effect: 1 or more summoned creatures, no 2 of which can be more than 30 ft. apart

The druid can select 2d4 + 2 creatures from the summon nature’s ally I table in the PHB. The druid can choose any mix of creatures he desires – he does not have to summon all the same type of creatures. All of these creatures are neutral unless otherwise noted. When the druid uses a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful or water creature, it is a spell of that type. Spells that summon different types of creatures have all of the appropriate designators.

As summon elemental I, except you can summon eight Medium-sized elementals, eight mephits, four Large elementals, two Huge elementals or one greater elemental.

Summon Memunite Conjuration (Summoning) (See text) Level: Clr 3, Heaven 3, Sor/Wiz 3 Components: V, S, F, DF Duration: 1 minute/level

Summon Nature’s Horde II

As summon monster III, except as noted above and that the spell always conjures a single memunite, who obeys you to the best of his ability. Because memunim are less powerful than creatures that can be summoned with summon monster III, most casters use this spell for non-combat tasks.

Conjuration (Summoning); see text Level: Drd 6 Effect: Several creatures that appear within range As summon nature’s horde I, except that the druid can summon 2d4 + 2 creatures from the list in the summon nature’s ally II table in the PHB or 3d4 + 3 creatures from the summon nature’s ally I list.

Focus: A silver ring and a tiny bag of sand mixed with a pinch of gold dust, worth a total of 1 gp.

199

David Culliford (order #1969295)

Spells

Summon Nature’s Horde III

which kind of creature to summon, and you can change that choice each time you cast the spell.

Conjuration (Summoning); see text Level: Drd 7 Effect: Several creatures that appear within range As summon nature’s horde I, except that the druid can summon 2d4 + 2 creatures from the summon nature’s ally III table in the PHB, 3d4 + 3 creatures from the summon nature’s ally II list or 4d4 + 4 creatures from the summon nature’s ally I level list.

Focus: A small (not necessarily lit) candle and a bit of flesh or hair from a corpse.

Summon Nature’s Horde IV Conjuration (Summoning); see text Level: Drd 8 Effect: Several creatures that appear within range

Summon Undea d II Conjuration (Summoning) Level: Clr 2, Sor/Wiz 2 Effect: 1 or more summoned creatures, no 2 of which can be more than 30 ft. apart

As summon nature’s horde I, except that the druid can summon 2d4 + 2 creatures from the summon nature’s ally IV table in the PHB, 3d4 + 3 creatures from the summon nature’s ally III list, 4d4 + 4 creatures from the summon nature’s ally II list or 5d4 + 5 creatures from the summon nature’s ally I list.

This spell functions like summon undead I, except that you can summon one undead from the 2nd level list or 1d3 creatures of the same kind from the 1st level list.

Summon Nature’s Horde V

Summon Undea d III

Conjuration (Summoning); see text Level: Drd 9 Effect: Several creatures that appear within range As summon nature’s horde I, except that the druid can summon 2d4 + 2 creatures from the summon nature’s ally V table in the PHB, 3d4 + 3 creatures from the summon nature’s ally IV level list, 4d4 +4 creatures from the summon nature’s ally III level list, 5d4 + 5 creatures from the summon nature’s ally II level list or 6d4 + 6 creatures from the summon nature’s ally I level list.

Summon Undea d I

Conjuration (Summoning) Level: Clr 3, Sor/Wiz 3 Effect: 1 or more summoned creatures, no 2 of which can be more than 30 ft. apart This spell functions like summon undead I, except that you can summon one undead from the 3rd level list, 1d3 creatures of the same kind from the 2nd level list or 1d4+1 creatures of the same kind from the 1st level list.

Summon Undea d IV Conjuration (Summoning) Level: Clr 4, Sor/Wiz 4 Effect: 1 or more summoned creatures, no 2 of which can be more than 30 ft. apart

Conjuration (Summoning); see text Level: Clr 1, Sor/Wiz 1 Components: V, S, F, DF Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Effect: 1 summoned creature Duration: 1 round/level (D) Saving Throw: None Spell Resistance: No

This spell functions like summon undead I, except that you can summon one creature from the 4th level list, 1d3 creatures of the same kind from the 3rd level list or 1d4+1 creatures of the same kind from a lower-level list.

Summon Undea d V

This spell summons an undead creature. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies or to perform other actions. The spell conjures one of the creatures from the 1st level list on the accompanying Summon Undead table. You choose

200

David Culliford (order #1969295)

A summoned undead cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful or water undead, it is a spell of that type.

Conjuration (Summoning) Level: Clr 5, Sor/Wiz 5 Effect: 1 or more summoned creatures, no 2 of which can be more than 30 ft. apart This spell functions like summon undead I, except that you can summon one creature from the 5th level list, 1d3 creatures of the same kind from the 4th level list or 1d4+1 creatures of the same kind from a lower-level list.

Spells

Summon Undea d VI

5th Level

Conjuration (Summoning) Level: Clr 6, Sor/Wiz 6 Effect: 1 or more summoned creatures, no 2 of which can be more than 30 ft. apart

Skeleton, advanced megaraptor

6th Level Dread wraith

This spell functions like summon undead I, except you can summon one creature from the 6th level list, 1d3 creatures of the same kind from the 5th level list or 1d4+1 creatures of the same kind from a lower-level list.

Ghost (CR 5–8) Skeleton, cloud giant Vampire (CR 5–8)

Summon Undead

7th Level

1st Level

Bodak

Ghoul

Ghost (CR 6–9)

Skeleton, human warrior

Greater Shadow

Skeleton, owlbear

Mohrg

Skeleton, wolf

Vampire (CR 6–9)

Zombie, human commoner

8th Level

Zombie, kobold

Ghost (CR 7–10)

Zombie, troglodyte

Skeleton, young adult red dragon

nd

2 Level

Vampire (CR 7–10)

Allip

9th Level

Ghast

Devourer

Shadow

Ghost (CR 8–11)

Skeleton, troll

Lich (11 HD)

Wight

Vampire (CR 8–11)

Zombie, bugbear Zombie, ogre

Summon Undea d VII

3rd Level

Conjuration (Summoning) Level: Clr 7, Sor/Wiz 7

Skeleton, chimera Wraith

This spell functions like summon undead I, except that you can summon one creature from the 7th level list, 1d3 creatures of the same kind from the 6th level list or 1d4+1 creatures of the same kind from a lower-level list

Zombie, minotaur Zombie, wyvern Zombie, umber hulk

Summon Undea d VIII

4th Level

Conjuration (Summoning) Level: Clr 8, Sor/Wiz 8

Mummy Skeleton, ettin

This spell functions like summon undead I, except that you can summon one creature from the 8th level list, 1d3 creatures of the same kind from the 7th level list or 1d4+1 creatures of the same kind from a lower-level list.

Spectre Vampire Spawn Zombie, gray render

201

David Culliford (order #1969295)

Spells

Summon Undea d IX Conjuration (Summoning) (see text for summon undead I) Level: Clr 9, Sor/Wiz 9 This spell functions like summon undead I, except that you can summon one creature from the 9th level list, 1d3 creatures of the same kind from the 8th level list or 1d4+1 creatures of the same kind from a lower-level list.

Summoning Undead

Sur face Tension Transmutation Level: Rgr 2, Drd 2 Components: V, S, DF Casting Time: 1 standard action Range: 10 ft./level Area: See text Duration: 10 minutes/level Saving Throw: None Spell Resistance: No You increase the surface tension of any viscous surface. Creatures can walk or run across the surface as if it were solid ground. The surface is able to support 50 pounds/ level. Penetrating the surface from above or below requires an opposed Strength check versus the caster. The caster gains a +1 bonus to the check for every two caster levels.

As with all spells, the Games Master should have final control over what types of undead can be summoned and how easily they can be controlled. Other spells and abilities should be taken into account when determining whether or not these spells are allowed in his game. The Games Master, and players, should keep several things in mind; first, many undead have profound weaknesses that others can take advantage of, second, undead that are summoned can be successfully turned or rebuked by opposing clerics. A summoner is advised to dismiss the spell quickly if the undead they summon are rebuked and controlled by an evil cleric.

The surface tension is increased in a trail that follows your movement over the liquid surface. The width of the trail is five feet. The length of the trail is a maximum of ten feet/level.

Swarm Boil Conjuration (summoning) Level: Clr 4, DW 3 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./level) Target: 1 target Duration: Instantaneous (see text) Saving Throw: Fortitude partial Spell Resistance: Yes

Summoned undead that create spawn of any sort when killing a creature do not have control of the created spawn, nor does the caster summoning them. Wise casters know of this potential drawback and choose the undead summoned with caution.

Sundog Evocation (Cold) Level: Drd 3, Sor/Wiz 2 Components: V, S Casting Time: 1 standard action Range: Up to 4 illusionary lights, all within a 10 ft. radius area Duration: 1 minute Saving Throw: None Spell Resistance: No This spells creates up to four lights that are miniature suns. They can move up to 100 feet a round. The sundogs shed light as bright as full daylight in a 60-foot radius. Creatures who suffer penalties in bright light suffer them while exposed to this magical light. Sundogs brought into an area of magical darkness (or vice versa) are temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

202

David Culliford (order #1969295)

Sundogs counter or dispel any darkness spell of equal or lower level, such as darkness.

When cast, this loathsome spell causes immense boils to bubble up from the victim’s skin. These boils erupt nearly instantaneously, spilling forth a swarm of tiny spiders which live only to serve the caster’s whim. The victim of the spell suffers 1d6/two caster levels damage (max 5d6) from the initial eruption of boils and the resultant flood of tiny spiders pouring from his flesh – a Fortitude save is permitted for half damage. In the round following the eruption, the spiders form a swarm, exactly as with the spell summon swarm. The swarm has a number of Hit Dice equal to the victim’s own and its size and the damage it deals are dependent upon its Hit Dice, as outlined in the Swarm subtype description (see MM). The swarm remains in existence for a number of rounds equal to one half your caster level, and can be directed as a free action. At the end of the spell’s duration, the swarm disappears.

Spells

Material Components: A bag containing both a score or more of dead spiders and a small vial filled with liquid taken from lanced boils.

Swim Transmutation Level: Clr 2, Sor/Wiz 2 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 min./level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes The subject gains a +10 enhancement bonus on Swim checks. The enhancement bonus increases to +15 at 6th caster level, and to +20 (the maximum) at 10th caster level.

Magic traps such as symbol of despair are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of despair and Disable Device to thwart it. The DC in each case is 25 + spell level, or 29 for symbol of despair. Material Component: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 750 gp each.

Symbol of Destruction Necromancy (Death) Level: Clr 9, Sor/Wiz 9 Components: V, S, M Casting Time: 10 minutes Range: 0 ft. (see text) Effect: 1 symbol Duration: See text Saving Throw: Fortitude partial Spell Resistance: Yes

Material Component: A few scales from a fish.

Swir ling Leaves Abjuration Level: Rgr 1 Components: V, S, M Casting Time: 1 standard action Range: Personal Target: Caster Duration: 1 round/level You surround yourself with swirling leaves making it difficult for an opponent to hit you with ranged attacks or melee weapons. All attacks against you suffer a 20% miss chance. Material Components: A handful for leaves.

Symbol of Despair Enchantment (Compulsion) (Mind-Affecting) Level: Clr 4, Sor/Wiz 4 Components: V, S, M Casting Time: 10 minutes Range: 0 ft. (see text) Effect: 1 symbol Duration: See text Saving Throw: Will negates Spell Resistance: Yes This spell functions like symbol of death (see PHB), except each creature within the radius of a symbol of despair is afflicted with a sense of utter despair for one minute per caster level. Each affected creature takes a –2 penalty on attack rolls, saving throws, ability checks, skill checks and weapon damage rolls. Unlike symbol of death, symbol of despair has no hit point limit – once triggered, a symbol of despair simply remains active for ten minutes per caster level.

This spell functions like symbol of death (see PHB), except a symbol of destruction slays each creature within its radius and consumes their remains (but not their equipment) utterly. Creatures that make a successful Fortitude save suffer 10d6 points of damage instead. Once triggered, the symbol of destruction remains active until it affects creatures whose combined total current hit points do not exceed 200, or for ten minutes per level, whichever comes first. Magic traps such as symbol of destruction are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of destruction and Disable Device to thwart it. The DC in each case is 25 + spell level, or 34 for symbol of destruction. Material Component: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 7,500 gp each.

Symbol of Discord Enchantment (Compulsion) (Mind-Affecting) Level: Clr 7, Sor/Wiz 7 Components: V, S, M Casting Time: 10 minutes Range: 0 ft. (see text) Effect: 1 symbol Duration: See text Saving Throw: Will negates Spell Resistance: Yes This spell functions like symbol of death, except that all creatures with an Intelligence score of 3 or higher within 60 feet who fail a Will save immediately fall into loud bickering and arguing. Meaningful communication is impossible. If the affected creatures have different alignments, there is a 50% chance that they attack each other. Bickering lasts 5d4 rounds. Fighting begins 1d4

203

David Culliford (order #1969295)

Spells

rounds into the bickering and lasts 2d4 rounds. This symbol must be carefully engraved on a surface. Once triggered, the symbol lasts ten minutes per caster level. This version is a mind-affecting spell. Material Component: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp.

Material Component: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp.

Symbol of Hate Enchantment (Compulsion) (Mind-Affecting) Level: Clr 8, Sor/Wiz 8 Components: V, S, M Casting Time: 10 minutes Range: 0 ft., see text Effect: 1 symbol Duration: See text Saving Throw: Will negates Spell Resistance: Yes

Symbol of Lust

This spell functions like symbol of death, save that all creatures who come within 60 feet of the activated symbol of hate instead become overwhelmed with hate, turning on the closest creature (friend or foe) and attacking ferociously with intent to kill for a number of rounds equal to the caster level of the symbol. Unlike the symbol of death spell, there is no hit point limit; once triggered, a symbol of hate simply remains active for ten minutes per level of the caster. Note: Magic traps such as a symbol of hate are hard to detect and disable. A rogue, and only a rogue, can use the Search skill to find a symbol of hate and can use Disable Device to thwart it. The DC in each case is 25 + spell level, or 33 for symbol of hate. Material Components: Mercury and phosphorous, plus powdered garnet and ruby worth at least 2,000 gp.

Symbol of Hopelessness Enchantment (Compulsion) (Mind-Affecting) Level: Clr 7, Sor/Wiz 7 Components: V, S, M Casting Time: 10 minutes Range: 0 ft. (see text) Effect: 1 symbol Duration: See text Saving Throw: Will negates Spell Resistance: Yes

Enchantment (Compulsion) (Mind-Affecting) Level: Clr 6, Sor/Wiz 6 Components: V, S, M Casting Time: 10 minutes Range: 0 ft., see text Effect: 1 symbol Duration: See text Saving Throw: Will negates Spell Resistance: Yes This spell functions like symbol of death, save that all creatures who come within 60 feet of the activated symbol of lust instead become overwhelmed with lust, consumed with carnal urges and an undeniable need to act upon them. Individuals affected by the symbol of lust can still defend themselves if directly attacked, but suffer a –4 penalty to all attack rolls, damage rolls, ability checks, skill checks and saving throws, as they are far too distracted to fight effectively. Individuals affected by the symbol who are not directly attacked must make a Will saving throw (at the same DC as the symbol) to engage in combat. Otherwise, they will seek to fulfil the urges the symbol has given them. Unlike the symbol of death spell, there is no hit point limit; once triggered, a symbol of lust simply remains active for ten minutes per level of the caster. The clergy of Belishtim the Dark Seducer use these symbols as part of their rituals. Note: Magic traps such as a symbol of lust are hard to detect and disable. A rogue, and only a rogue, can use the Search skill to find a symbol of lust and can use Disable Device to thwart it. The DC in each case is 25 + spell level, or 31 for symbol of lust. Material Components: Mercury and phosphorous, plus powdered diamond and sapphire worth at least 2,500 gp.

This spell functions like symbol of death, except that all creatures within the radius must attempt Will saves. If the rune is carefully engraved on a surface, the save DC increases by four. If the save fails, the creature suffers from hopelessness for 3d4x10 minutes and submits to simple, demands from foes, such as to surrender or get out.

204

David Culliford (order #1969295)

If no foes are present to make demands, there is a 25% chance that a hopeless creature proves unable to take any action except hold its ground. If the creature remains free to act, there is a 25% chance it retreats from the rune at normal speed. In this case, the creature can defend normally if attacked. Once triggered, the symbol lasts ten minutes per caster level. This version is a mind-affecting spell.

Symbol of Poison Necromancy (Poison) Level: Clr 6, Sor/Wiz 6 Components: V, S, M Casting Time: 10 minutes

Spells

Range: 0 ft., see text Effect: 1 symbol Duration: See text Saving Throw: Will negates Spell Resistance: Yes This spell functions like symbol of death, except that all creatures within the radius of the symbol are poisoned instead. The Fortitude DC of the magically created ingestion poison is 10 + ½ your caster level + your spellcasting ability modifier. The initial and secondary damage of the poison is 1d10 points of Constitution damage. Note: Magic traps such as symbol of poison are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of poison and Disable Device to thwart it. The DC in each case is 25 + spell level, or 31 for symbol of poison. Material Component: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp.

Sympathetic Bond Necromancy Level: Clr 4, Sor/Wiz 4 Components: V, S, M, DF Casting Time: 1 standard action Range: Touch Target: 1 weapon Duration: 1 hour/level Saving Throw: Fortitude half; see text Spell Resistance: Yes; see text A single weapon enchanted with this spell has the power to deal damage on a creature long after it has actually struck it. After having sympathetic bond cast on a weapon, the first living creature struck by it (whether it is damaged or not) becomes ‘bonded’ to it. The bonding portion of the magic does not increase with additional hits and cannot affect more than one creature. Until the end of the duration, any damage dealt to the weapon is felt by the creature it is bonded to. If cast on a bow, only the first arrow fired from it confers the bonding effect. Damaging the bow then inflicts harm on the creature hit by that arrow. The amount of damage suffered by the weapon is directly proportional to that dealt to the bonded creature. Each time the weapon takes damage the creature can make a Fortitude save to only suffer half of the amount. Only actual damage (i.e. after overcoming the hardness rating) is counted. Destroying the weapon entirely deals an additional 2d6 damage to the creature. A creature’s spell resistance can only be used against the bonding effect and not against any damage suffered if a bond is established.

Although extremely patient, once battle is joined elves are compelled to get in the last word. The spell is also useful when attempting to locate an injured opponent who has taken refuge within a crowded space for he will likely give himself away when the tracking elf damages his bonded weapon. Material Component: A drop of the caster’s blood.

Syowae Divination Level: Brd 4, Clr 4, Rgr 4 Components: V, S Casting Time: 10 minutes Range: Personal Target: The caster Duration: Instantaneous Similar to augury but more powerful, syoawe provides the caster with a useful piece of advice in reply to a question concerning a specific goal, event or activity that is to occur within one week. The advice can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen. The base chance for a correct divination is 70% + 1% per caster level. As with augury, multiple divinations about the same topic by the same caster use the same dice result as the first divination and yield the same answer each time.

Taboo Enchantment (Compulsion) (Language-Dependent, Mind-Affecting) Level: Clr 5, Sor/Wiz 5 Components: V Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: 1 living creature Duration: 1 day/level or until discharged Saving Throw: Will negates Spell Resistance: Yes A taboo enforces a simple prohibition on a creature, forcing it not to take a specific action. The instruction must be one sentence of ten words or less, and it may only forbid an action. It must be physically possible for the target to obey this command – ‘do not live’ will not work, but ‘do not stand on this cliff ’ might force a creature into a life-threatening situation as it tries to climb down. If the creature attempts to disobey a taboo, it suffers extreme pain. It must make a Fortitude save (DC 20 + caster level) or be stunned for 1d6 rounds. A stunned creature cannot take actions, drops anything it is holding and loses any positive Dexterity modifier to AC. Attackers gain a +2 bonus to their attack rolls against a stunned creature. If the creature’s Fortitude bonus is high enough that a roll of 20 will succeed at the save to avoid being stunned, the creature may take 20 to slowly accomplish the forbidden

205

David Culliford (order #1969295)

Spells

action. Remove curse ends the taboo only if its caster level is at least two higher than your caster level. Break enchantment and dispel magic do not end the taboo, although limited wish, miracle and wish do.

Attended or magical liquids get a Fortitude saving throw to resist the effect of the spell. At the expiration of the spell’s duration, all affected liquids return to their previous state and are no longer poisonous.

Tales of Lost Sailors

Material Component: A piece of onyx worth at least 250 gp.

Necromancy (Language-Dependent) Level: Clr 4 Components: V, S, DF Casting Time: 10 minutes Range: See text Target: 1 creature Duration: 1 minute/level Saving Throw: Will negates (see text) Spell Resistance: No

Tempest

Tales of lost sailors is a variation of speak with dead and operates under the same restrictions as that spell, with the following exceptions. First, tales of lost sailors does not require that the caster possess the corpse of the person to whom he directs his questions. All that is necessary is that the caster be located on or in a body of water (being aboard a seagoing vessel counts for the purposes of this spell) and that he know the name of an intelligent creature that has died in the same body of water. The exact details of the death do not matter, so long as the corpse was lost somewhere in the body of water. Whether he drowned or was eaten by a shark makes no difference for the effects of this spell. Second, tales of lost sailors always provides complete answers rather than partial ones, despite the current condition of the corpse with whom the caster is communicating. In fact, the spell functions even if the target’s corpse has long since disintegrated or been otherwise destroyed by the effects of water.

Taint Liquids Transmutation (Evil, Poison) Level: Clr 3, Sor/Wiz 3 Components: V, S, M Casting Time: 1 standard action Range: 30 ft. Area: 30-ft.-radius burst, centred on you Duration: 1 hour/level Saving Throw: Fortitude negates (object) (see text) Spell Resistance: Yes (object) Denaturing energy bursts in all directions from the point of origin, causing all liquids within the area of effect to lose their properties and become tainted with a magically created ingestion poison. The poison deals 1d4 points of Strength damage per four caster levels (maximum 5d4) as its initial and secondary damage. The Fortitude DC to resist the poison is equal to 10 + ½ your caster level + your relevant spellcasting modifier.

206

David Culliford (order #1969295)

Evocation Level: Drd 7, Clr 7, Sor/Wis 7 Components: V, S, M Casting Time: 1 standard action Range: Close (25 feet + 2 feet/level) Target: 1 ship Duration: See text Saving Throw: None Spell Resistance: No Once the tempest spell is cast, the targeted vessel begins to shiver, and the sea around it begins to boil. A sudden, incredibly localised storm materialises above it, and lightning begins to flash. Tiny waterspouts leap from sea to sky. 1d4+1 rounds after the spell is cast, a massive waterspout explodes beneath the ship and carries it off. The ship crashes on a shore within 5d100 miles of a point selected by the caster.

Spells

It sustains 1d6 points of structural damage per level of the caster (maximum 20d6). Profession (sailor) check at a DC equal to the usual saving throw for a spell of this level from the caster for half damage). Tempest can be dispelled at any point before the waterspout erupts.

Casting Time: 1 standard action Range: Touch Effect: 1 living creature Duration: 1 minute/level Saving Throw: None Spell Resistance: Yes

Material Component: A pearl worth 100 gp, and a staff.

Tether Conjuration (Creation) Level: Brd 2, Rgr 1, Sor/Wiz 2 Components: V, S Casting Time: 1 standard action Range: Close (25 feet + 2 feet/level) Effect: Conjures a rope Duration: 10 minutes/level Saving Throw: Reflex negates (see text) Spell Resistance: Yes Tether conjures a sturdy rope 50 feet in length, which shoots out of the caster’s outstretched hand. By making a ranged touch attack, the caster can attempt to lasso a target. The target is permitted a Reflex save to avoid being caught, and the caster must make a Use Rope check (DC10) to successfully tie the knot. This spell may also be used to provide a handy rope for swinging on. The ranger version of this spell does not conjure a rope; instead, it animates a rope in the possession of the caster.

Thief Soul Necromancy Level: Evil (Crime) 9, Wiz/Sor 9 Components: V, S, M Casting Time: 1 minute Range: Personal Target: Caster Duration: 1 hour/level This spell requires the skull of a deceased rogue from which the dead creature’s skills are pried. When the spell is cast, the skull is destroyed and the caster gains the skills the character possessed in life, though not the ability scores. To determine the level of the skull found by the caster (assuming a trip to the local graveyard) roll 1d6+5. Use the skills for a Non-Player Character rogue of the appropriate level as found in the DMG to determine what skills the caster gains by casting this spell. MaterialComponent: The skull of a deceased rogue.

Thin Blood Necromancy Level: Clr 3, Water (Blood) 3, Wiz/Sor 3 Components: V, S

With a successful melee touch attack, the target of this spell suffers a wave of weakness as the energy of their body becomes diluted and undirected. The creature suffers one point of ability damage to each physical ability (Strength, Dexterity and Constitution) and drops to the bottom of the initiative order in the following round. The spell also impairs the target’s ability to resist damage, providing all successful attacks with a +1 circumstance bonus to damage.

Thirsting Weapon Transmutation Level: Blood 7 Components: V, S, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: 1 melee weapon Duration: 10 minutes/level Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (harmless, object) This spell turns a melee weapon into a thirsting weapon, one capable of causing wounds that continue to bleed after being dealt. Whenever the affected weapon hits a creature, that creature continues to bleed for one point of Constitution damage thereafter until magically healed or treated with a successful Heal check (DC 15). This bleeding damage stacks with itself and with any other wounding effect.

Thornskin Transmutation Level: Drd 2, Rgr 2 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 10 minutes/level Saving Throw: No Spell Resistance: Yes (harmless) The target’s body sprouts large thorns, becoming tough and brambly. The target gains a +1 natural armour bonus to AC, and the target’s unarmed attacks are considered armed and deal +1d4 points of normal damage. For the duration of the spell, the target does not provoke an attack of opportunity from his opponent when he initiates a grapple, and any creature grappling him suffers 1d4–1 points of damage each round automatically.

207

David Culliford (order #1969295)

Spells

Thornyskin Transmutation Level: Drd 3 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: 10 minutes per level (D) Saving Throw: None Spell Resistance: Yes (harmless) This spell is identical to the barkskin spell but adds a sheath of sharp thorns that protect the target. Anyone striking the target with a natural attack or who grapples the target is dealt (one plus the attacker’s Strength modifier) points of damage by the thorns. The target deals one extra point of damage whenever he hits with a natural attack and deals 1 + his Strength modifier during each round of a grapple attack. However, the thorns are rather flammable. The target of the thornyskin spell suffers a –4 penalty to Reflex saves to avoid being set on fire.

Thrice-twine d Thorns Transmutation Level: Drd 2 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: 1 entangling effect Duration: Special Saving Throw: None Spell Resistance: Yes Thrice-twined thorns targets an entangling effect, which can be anything from a net or tanglefoot bag to an entangle spell. It causes the entangling effect to sprout wickedly sharp thorns, which dig into the victim whenever they try to escape.

Thorn Snare Conjuration (Creation) Level: Clr 2. Drd 2 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Thorn thicket 5 ft./level radius Duration: 1 min./level Saving Throw: None Spell Resistance: No A thicket of thorns rises from the ground to snag at enemies trying to pass. Movement through the thorny patch is halved as branches are cut or moved aside. Anyone attempting normal movement must succeed at a Reflex save or take 1d6 points of damage from the briar patch and be slowed to five feet of movement per round while in the thicket.

Thousand Feet Illusion Level: Clr 3, Sor/Wiz 3 Components: V, S Casting Time: 1 standard action Range: 20 ft. Effect: 20 ft. radius spread centred on the caster Duration: 1 minute/level Saving Throw: Will disbelief Spell Resistance: No

Whenever the victim of the entangling effect makes a Strength check or Escape Artist roll to escape and fails, the thorns deal 1d6 points of piercing damage. The spell can target multiple creatures simultaneously – if ten creatures are trapped by a single entangle spell, then each of them will suffer damage from the thrice-twined thorns. The spell lasts as long as the entangling effect does.

Thunder Arrow Evocation (Electricity) Level: Drd 4 Components: V, S Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Target: 1 creature Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes This spell calls upon the gods to unleash a thunderbolt upon the caster’s foes. The bolt of lightning flashes down in a vertical stroke at whatever target point the caster choose, within range (measured from the caster’s position at the time). The bolt takes the shortest possible unobstructed path between a nearby cloud and the target. Any creature

208

David Culliford (order #1969295)

Thousand feet is all but useless to a spellcaster of the surface world, but in the Underdeep it can mean the difference between life and death. When cast, thousand feet creates a drumming impact on the ground in a 20-foot radius around the caster. This has no effect on most people, who will only hear what sounds like dozens of running and jumping footsteps. To a creature that navigates and hunts by tremorsense, however, it renders the caster effectively invisible, as the creature cannot distinguish between the caster’s footsteps and those created by the spell. The caster and anyone else within the area of effect for thousand feet are treated as having total concealment from any creature that relies on tremorsense.

Spells

within a ten-foot radius of the path or the point where the lightning strikes is affected. A bolt causes 1d10 points of electrical damage per caster level (maximum 10d10). This spell can be used only outdoors. It does not function indoors, underground or underwater.

Tidal Armour Conjuration (Creation) (Force) Level: Sea 3, Sor/Wiz 3 Components: V, S, F Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 10 minute/level (D) Saving Throw: Will negates (harmless) Spell Resistance: No Sea-raiding wizards quickly learned that heavy armour was both a liability and an asset, providing better survivability in the raiding life but acting as a major impediment to spell casting (and swimming). Tidal armour harnesses the power of water to provide a solution to the liabilities of heavy armour. This spell surrounds you with an invisible reactive sheath of force and mist that turns away physical attacks. The armour is strong enough to deflect minor attacks, providing a +2 deflection bonus to AC and dampens the effects of more serious attacks by providing the armoured individual with damage reduction 2/—. The armour’s protection increases to a +4 deflection bonus to AC and damage reduction 4/— when the caster is within 60 feet of a significant natural body of water (a small lake or river will suffice). Arcane focus: a small piece of wire mesh.

Totem Animal Transmutation Level: Animal (Wild) 7; Clr 7; Drd 6 Components: V Casting Time: 1 standard action Range: Personal Target: Caster Duration: 1 minute/level When this spell is cast, the caster opens himself up to a spirit animal that fills him with animalistic strength and vitality. The cleric gains a +3 enhancement bonus to Strength, a + 4 dodge bonus to Armour Class, and 4d8 temporary hit points for the duration of the spell. Damage taken is deducted from temporary hit points before affecting the caster’s actual hit points. When the spell expires, the caster is considered exhausted for one minute.

Toxic Tracker Conjuration (Creation) (Poison) Level: Drd 5, Rgr 4 Components: V, S Casting Time: 1 standard action Range: Touch (see text) Target: 1 set of tracks (see text) Duration: Instantaneous Saving Throw: None (see text) Spell Resistance: No When cast upon a set of tracks, this spell creates a dose of magical ingestion poison within the creature or creatures that made the tracks. The poison has a Fortitude DC equal to 10 + ½ your caster level + your Wisdom modifier. The poison’s initial damage deals 1d4 points of temporary Dexterity damage per three caster levels (maximum 5d4) and causes a –10 foot circumstance penalty to the creature’s base movement rate (but not less than five feet per round). The poison’s secondary damage causes paralysis for 1d6 hours + 1 per three caster levels (maximum 1d6 + 6 hours). In order for the spell to succeed, the tracks must be discerned by the one casting the spell, as demonstrated by a successful use of the Survival skill or some other method.

Track Magic Divination Level: Rgr 4 Components: V, S, F Casting Time: 1 round Range: Personal Target: Caster Duration: 1 hour/level You give yourself the ability to see traces of magic. You may follow the trail of any creature that has active (or continuous) spells, magic items or spell-like abilities. You must still make Survival checks and have the Track feat to attempt to trail someone in this fashion. Instead of weather affecting your ability to follow, discharges of magic in an area have the same effect as rain on the magical tracks. The spell lets you see a faint, glowing trail, but you cannot tell what type of magic creates it. For every three active items, spells or abilities, you gain a +1 circumstance bonus to the Track check. This spell does not help you track via magic used to conceal or alter normal tracks, such as trackless step or dust of tracelessness, but it would still give you a chance to track other active magic in the possession of someone using those magics to avoid being tracked. Focus: A rare wooden dowsing rod enchanted with special oils and components worth 250 gp.

209

David Culliford (order #1969295)

Spells

Track the Blood

Saving Throw: None Spell Resistance: Yes (object (see text))

Necromancy Level: Rgr 0, Sor/Wiz 0 Components: V, S, F Casting Time: 1 standard action Range: Unlimited Target: 1 living creature Duration: 1 minute/level Saving Throw: None Spell Resistance: No By tasting the blood of the caster’s chosen target, he creates a connection with that person or creature, enabling a way of tracking it through all kinds of terrain. For some young wizards (1st through 3rd levels) this can be a rather tough experience, and they have to make a Fortitude save (DC 15) or loose the blood connection. The blood must still be warm for this spell to work. There is no defined range of this spell, but when the duration ends the connection is broken and new blood must be procured to cast the spell anew. The blood can come from an animal as well as a person, and even if that creature lies dead somewhere, this spell will lead the caster to it. Focus: The blood from the target.

Tra de Save Bonus

Transin Celestia Abjuration Level: Clr 3, Fiendslayer 3 Components: V, DF Casting Time: 1 standard action Range: Personal Target: Caster Duration: 1 hour/level or until discharged You invoke the transin celestia, a word written in the Celestial tongue on a sacred pillar at the heart of Heaven. This word has a powerful effect on fiends of all kinds. The next time you cast a spell (or use a spell-like ability) that banishes or binds a fiend (such as banishment, binding, dismissal and similar spells) the Difficulty Class increases by +2 and you gain a +2 bonus to your spell penetration check (if any). The transin celestia is discharged after one use, though you can cast it again once you have discharged the previous casting.

Transmutation Level: Brd 3, Clr 3, Sor/Wiz 3 Components: V, S Casting Time: 1 standard action Target: Creature touched Duration: 1 hour/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The willing, transmuted creature is able to swap two of his base saving throw bonuses. For example, an 8th level cleric walking into a trap-filled area casts this spell on himself knowing he will depend more on reflexes than mental vitality. To this end, he uses the spell to swap his base Will save (+6) with his Reflex save (+2) affording a defensive edge in the upcoming situation. If cast on an unwilling target, the caster can choose which of the base saves to swap should a Will save be failed. The creature can ignore the effect if its Will save succeeds.

Transmute Metal to Ice

Trap Spirit Conjuration (Calling) (see text) Level: Brd 6, Clr 6 Components: V, S Casting Time: 10 minutes Range: Close (25 ft. + 5 ft./2 levels); see text Target: 1 elemental or outsider of up to 8 HD Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes This spell acts as a lesser planar binding except that it does not require a magic circle and the caster can harm the spirit if he so chooses. The caster can trap a spirit in a variety of ways: he can place it in a bundle of cedar-bark, and then shoot an arrow into it – this harms the spirit within. He can also place it in a rock that has been heated, and then break the rock by pouring water on it. The caster can also simply twist it in his hands. He can destroy it by

Transmutation (Cold) Level: Drd 8 Components: V, S Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: All metal objects within a 40 ft. radius burst Duration: Instantaneous

210

David Culliford (order #1969295)

This spell enables the caster to change all metal objects within its area to ice. Weapons, armour and other metal objects carried by creatures are affected as well. Magic objects made of metal effectively have spell resistance 20 + their caster level against this spell. Artefacts cannot be transmuted. Weapons converted from metal to ice suffer a –4 penalty to attack and damage rolls. Armour converted from metal to ice loses four points of AC bonus. Weapons changed by this spell splinter and break on any natural attack roll of 4 or lower, and armour changed by this spell loses an additional point of AC bonus every time it is struck by a natural attack roll of 17 or higher. Only a limited wish, miracle or wish can restore a transmuted object to its metallic state.

Spells

Tremor Sense

throwing the spirit in opposite directions. Any of these attacks causes the victim to make a Fortitude saving throw to survive the attack. If the save is successful, it instead sustains 3d6 points of damage +1 point per caster level. Dealing damage to the spirit immediately frees it from its prison to wreak havoc or flee as appropriate.

Divination (Contingent – Abjuration) Level: Drd 2, Rgr 1 Components: V, S, M Casting Time: 1 standard action Range: Personal Target: Caster Duration: 1 minute/level

Tree La dder Transmutation Level: Drd 1, Rgr 1, Sor/Wiz 1 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: 1 tree Duration: 1 round/level Saving Throw: See text Spell Resistance: Yes

You gain the supernatural ability of tremorsense and can detect all moving creatures in contact with the round within a 30-foot radius. This provides you with a +10 bonus to Spot checks versus creatures hiding or moving on the ground and effectively negates invisibility for any moving creature. Flying or motionless creatures cannot be detected through the use of this spell but creatures tunnelling underground are easily detected.

Easy-to-climb, ladder-like handholds grow from the bark of a living tree, allowing quick access into the upper branches of a tree (Climb DC 5). The handholds are natural growths, but are sturdy enough to support a Medium creature. The growths sink back into the tree when the spell ends. If used on a sentient tree, the target gets a Will save to resist the effect.

Trip Transmutation Level: Drd 2 Components: V, S, F Casting Time: 1 standard action Range: Touch Target: 1 vine or similar object, 5 ft. long/level; see text Duration: 1 minute/level Saving Throw: None; see text Spell Resistance: No

Tree Shelter Transmutation Level: Drd 4 Components: V, S, F, DF Casting Time: 1 standard action Range: Touch Target: 1 tree Duration: 1 hour/level Saving Throw: None Spell Resistance: No

This spell allows you to magically animate a length of rope or vine, a pole, stick or other such object up to five feet long per caster level in order to trip an unsuspecting opponent. This spell causes the affected object to rise slightly off the ground whenever a living creature moves into a space occupied by the object. Treat this as a trip attack with a +5 bonus on the Strength check (+5 for Strength 20).

This spell creates an extradimensional space within a tree. The space is accessed through a portal on the trunk of the tree – anyone touching a point within two and a half feet of where the caster touched the tree can step through the bark into the space.

An opponent that succeeds at its opposed check cannot react to trip the animated rope, vine, pole or object affected by this spell. A creature failing its opposed roll falls prone and is stunned for one round. A running creature takes 1d6 points of nonlethal damage and is stunned for one additional round if it fails its opposed roll. The affected object takes on a translucent form and is likely to be overlooked (DC 25 Spot check to notice it).

The extradimensional space is roughly circular, and is five times the size of the tree’s trunk (so, assuming the spell was cast on an oak with a five-foot wide trunk, the space inside would be 25 feet in diameter. Within the space is rough furniture such as stools and a table, but little else. If the tree bears fruit, then fruit will be found piled on the table. There is also water dripping from the ceiling in one place – rainwater for some trees, groundwater in others. Sap stains the rough walls. If anything is left inside the tree when the spell ends, it is thrown out instantly and without harm.

Focus: A length of vine, rope, a pole or stick, at least 5 feet long.

Trisagion Evocation (Good, Sonic) Level: Chant 9, Clr 9, Heaven 9 The trisagion is the words ‘holy, holy, holy’ in Celestial backed by immense magical power. This chant has the same effect as holy word, except as noted above and as follows.

Focus: The tree.

211

David Culliford (order #1969295)

Spells

Elementals and outsiders banished by this spell cannot return for one year.

Saving Throw: Will negates Spell Resistance: Yes

It has these effects on non-good creatures native to your plane:

The true passage spell speeds a soul’s trip to the netherworld. Once the spell is successfully cast the target is truly dead and cannot be resurrected, reincarnated or reborn as an undead creature. Naturally, this spell can only be cast on dead targets; living creatures experience no effects. True passage has the same effect on an undead creature as a beheading or a stake through the heart.

HD

Effect

Up to caster level +4

Deafened

Equal to caster level

Blinded, deafened

Up to caster level –5

Paralysed, blinded, deafened

Up to caster level –10

Killed, paralysed, blinded, deafened

Material Component: A vial of holy water, which is poured over the target’s lips during the casting.

Tsunami Evocation Level: Drd 7, Clr 8, Sor/Wiz 8 Components: V, S Casting Time: 1 minute Range: Long (400 ft. + 40 ft./level) Effect: Tsunami 10 ft./level high, 50 ft./level wide Duration: Instantaneous Saving Throw: None Spell Resistance: Yes

Creatures deafened, blinded or paralysed by this spell remain in that state for twice the duration listed in holy word.

True Creation Conjuration (Creation) Level: Creation 8 Components: V, S, M, XP Casting Time: 10 minutes Range: 0 ft. Effect: Unattended, non-magical object of non-living matter, up to 1 cu. ft./level Duration: Instantaneous Saving Throw: None Spell Resistance: No

This is amongst the mightiest of magics available to any practitioner sailing on the high seas. Harnessing the awesome power of the ocean, you cause a great tsunami, a massive and destructive wave, to rise up and destroy all in its path. The tsunami moves directly away from you at 100 feet per round. It will continue travelling for one mile per caster level before it dissipates. Any ship hit by a tsunami must make a Seamanship check at DC 10 to ride the wave out. This check is modified by –1 per ten feet the tsunami is in height. In addition, it is further modified by the ship’s size, as shown below:

The caster creates a non-magical, unattended object of any sort of matter. Items created are permanent and cannot be negated by dispelling magics or negating powers. For all intents and purposes, these items are completely real. The volume of the item created cannot exceed one cubic foot per caster level. The caster must succeed at an appropriate skill check to make a complex item.

Ship Size Unlike the items brought into being by the lower-level spells minor creation and major creation, objects created by the casting of true creation can be used as material components. XP Cost: The item’s gold piece value in XP, or a minimum of 1 XP, whichever is more.

True Passage Necromancy Level: Endings 9 Components: V, S, M Casting Time: 1 round Range: Touch Target: Creature touched Duration: Permanent

Tiny

–8

Small

–4

Medium

–2

Large

–1

Huge

+0

Gargantuan

+1

Colossal

+2

A ship that fails this Profession (sailor) check will sustain 1d6 structure points of damage per ten feet of the tsunami in height.

212

David Culliford (order #1969295)

Profession (Sailor) check modifier

Spells

Material Component: Personal effect of target, twine left outside during a full moon.

The tsunami will double in height in coastal waters, but will slow down to 50 feet per round and will deal 1d6 structural points of damage for every 20 feet in height. The Games Master will decide the effects of the tsunami if it should ever make contact with land, but as a rule of thumb, coastal villages will be utterly destroyed and the wave will cause serious death and damage to a port town.

Tying the Least Knot Necromancy Level: Clr 2, Sor/Wiz 2 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: 1 creature Duration: 1 day/level (D) Saving Throw: Will negates Spell Resistance: Yes

Turn Resistance Necromancy Level: Clr 1, Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: 1 or more undead creatures, no 2 of which can be more than 30 ft. apart Duration: 10 min./level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

Tying the least knot allows you to steal basic spellcasting ability from a single target. If the target fails his will save, you can steal a 0th level spell slot from them and use it as if it were your own. If you cannot cast spells using the same energy as the target (i.e. a cleric steals an arcane spell slot) you gain the ability to cast such a spell as a spell-like ability. The spell-slot acts as a normal spell slot for your casting type: if you must prepare spells you must prepare a spell for the slot.

You empower undead against turning attempts. The undead creature gets +2 enhancement bonus to turn resistance. The turn resistance increases to +4 at 5th caster level, and to +6 (the maximum) at 9th caster level.

If you can spontaneously cast spells you can use the spellslot normally. This means that, for example, if a cleric steals a spell slot from a sorcerer he must find a spell book with a 0th level spell in it to memorise the spell. The spell immediately ends if you are killed.

Twig Torture Necromancy (Evil) Level: Clr 4, Sor/Wiz 4 Components: V, S, M Casting Time: 1 round Range: 1 mile Target: 1 creature Duration: 1 hour/level Saving Throw: Will negates Spell Resistance: Yes

If the target comes under the effect of enough of these spells to completely lose his 0th level spell slots he loses the ability to prepare and cast spells entirely. This loss continues until he gains a 0th level spell slot back. Material Component: A complex knot tied in hemp cord.

You form a crude representation of a humanoid from dead twigs. Something belonging to the target must be incorporated into the twig being. If the spell succeeds, the caster is able to inflict pain upon the target by breaking individual twigs of the caricature. You can do a total of 1d6/level (max 10d6) points of damage to the victim and you can split this damage up over time. For example, a 10th level cleric could do 1d6 points of damage with one break, followed by 5d6 points of damage on the next break and so on until he deals a total of 10d6 points of damage.

Undeath to Death Necromancy Level: Sor/Wiz 6, Clr 6, Endings (Dead) 7 Components: V, S, M, DF Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Area: Several undead creatures within a 50 ft. radius burst Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes

You can spread this damage out over a period of hours if you wish, or deal it all at once. The first time you break a twig the victim gets a Will save, if the save is successful the link between the twig figure and the victim is broken and damage to the figure does not harm the target.

Undeath to death snuffs out the animating forces of undead creatures, killing them instantly. The spell slays 1d4 Hit Dice worth of undead creatures per caster level (maximum 20d4). Creatures with the fewest Hit Dice are affected first; among creatures with equal Hit Dice, those closest to the point of origin of the burst are affected first.

Once you have done maximum damage to the target, or if the target made their saving throw, the figure is destroyed and worthless.

Material Component: worth at least 500 gp.

213

David Culliford (order #1969295)

Spells

Undeniable Chal lenge

their feet. You reach down to touch the ground with your hand driving a wave of force through the earth that travels away from you in a 60-foot cone. Creatures failing a Reflex save are knocked prone while those that succeed remain on their feet and are unaffected. The quick wave undulates through the ground only to lose power and have the earth return to normal in an instant. Trees and other plants that take root are unaffected but all other creatures in the area are.

Enchantment (Compulsion) Level: Pal 2 Components: V, S, DF Casting Time: 1 standard action Range: Within earshot (normally 200 feet+) Target: 1 living creature Duration: Special (D) Saving Throw: Will negates Spell Resistance: Yes

Unfettere d Stee d

To issue an undeniable challenge, the paladin must call out to a foe. If the target hears the challenge and fails his saving throw, then he is compelled to engage the paladin in combat. The foe must begin to attack the paladin using whatever method he prefers – he may use stealth, spells, ranged attacks or a frontal assault but he must act to attack the paladin each round, moving closer if out of range of any spells or ranged weapons. If anyone else attacks the foe while the spell is active, then the spell is broken. The paladin must present a clear target to the foe – if the foe does not know where the paladin is, the spell is also broken. The spell endures until it is broken, or until the paladin releases the target from the spell.

For the duration of the spell, your mount does not suffer an armour check penalty if wearing light or medium barding, nor is its speed decreased. If your caster level is 5th or higher, this applies to heavy barding as well.

Unholy Ice Axe Conjuration (cold) Level: Blk 3 Components: V, S, DF Casting Time: 1 standard action Range: Personal Duration: 1 round/level Saving Throw: None Spell Resistance: No

Undetectable Charm Abjuration Level: Brd 2, Clr 2, Pal 2 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: 1 creature or object Duration: 24 hours Saving Throw: Will negates (object) Spell Resistance: Yes (object) An undetectable charm spell conceals any charm, compulsion or enchantment effect of an object or a creature from all forms of detection (such as by a detect charm spell).

Undulating Earth Evocation (Earth) Level: Drd 3, Sor/Wiz 3 Components: V, S Casting Time: 1 standard action Range: 60 ft. Area: 60-ft. cone Duration: Instantaneous Saving Throw: Reflex negates Spell Resistance: No

You call an axe formed of unholy evil cold to your hands. This acts as a +3 returning throwing axe that can only be wielded by the caster. Damage from the unholy axe bypasses the damage reduction of all good-aligned outsiders. For all others the axe is considered magic and evil. A successful hit from the axe deals 3d6 points of physical damage and 1d8 points of unholy damage and 1d8 points of cold damage. While wielding the axe you gain resistance to fire and cold 15 and are surrounded with a magic circle against good.

Unstoppable Tracker Divination Level: Rgr 3 Components: V, S, M Casting Time: 1 round Range: Personal Target: Caster Duration: 1 hour/level

By exerting control over the elements you send a powerful wave through the ground to knock your opponents off

214

David Culliford (order #1969295)

Transmutation Level: Pal 1 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Caster’s mount touched Duration: 1 minute/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

Spells

dealt sufficient Constitution damage to cause death, dealt sufficient hit point damage to cause death, or caused the creature’s death directly in some other fashion.

You magically enhance your ability to track to such an extent that no negative modifiers apply to your Survival check. This spell forces you to keep in motion while tracking; if you stop moving the spell ends.

Creatures are not considered to be slain by poison if, for example: they were paralysed, which permitted someone to deal a lethal blow; if they were dealt sufficient Dexterity damage to permit someone to deal a lethal blow; or if they were petrified or suffered some other reversible, nonlethal effect.

You gain no bonuses to your Survival checks while tracking – you simply do not suffer from any negative modifiers. If the creature or person you are tracking used magical means such as pass without trace to cover their trail this spell negates their magic allowing you to track them normally. You can maintain this spell for one hour/level (max eight hours) so long as you continue moving and focusing on tracking. If you stop to rest or for combat the spell immediately ends.

If the target is appropriate and the one who crafted the lethal dose is on the same plane of existence as the caster, the spell conjures a lethal, magically created, ingestion poison within the poison’s crafter. The poison has a Fortitude DC equal to 10 + ½ your caster level + your Wisdom bonus.

Material Component: A sliver of clear quartz that is crushed into powder and placed beneath the eyes.

The initial and secondary damage of the poison are death. If more than one person assisted in crafting the poison, all are affected.

Vengeance Halo Enchantment (Compulsion) (Mind-Affecting) Level: Clr 5, Pal 4 Components: V, S, DF Casting Time: 1 standard action Range: 60 ft. Area: 60 ft. radius spherical emanation centred on you Duration: 1 round/level Saving Throw: None Spell Resistance: Yes

If the poison kills the crafter and the target of the spell is ever brought back to life, the crafter is similarly revived. This can cause its own set of problems, for example, if the crafter was given a proper burial.

You bring special favour upon yourself and your allies as well as special harm upon your enemies. All friends and foes within a 60-foot radius when the spell is cast are affected. The spell manifests itself as a bright glow around your head, shedding light as the spell. Allies affected gain a +2 luck bonus to saves, attack rolls and weapon damage rolls for the duration of the spell. Furthermore, they are imbued with a supernatural vigour that takes the form of an additional 3d4 temporary hit points (see the PHB). Enemies affected suffer a –2 penalty to saves, attack rolls and weapon damage rolls.

Vengeance of Tainted Hands Divination (Poison) Level: Clr 5, Pal 4 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Dead creature touched (see text) Duration: Instantaneous Saving Throw: None (see text) Spell Resistance: No If the target of the spell was slain by poison within seven days of the date the spell is cast, it seeks out the one who created the lethal dose to wreak vengeance upon them. A creature is considered to be slain by poison only if: the poison caused death as its initial or secondary damage,

215

David Culliford (order #1969295)

Spells

Vengeance of the Mighty One

Casting Time: 1 standard action Range: Touch; see below Target: Living creature touched Duration: Instantaneous; see text Saving Throw: Fortitude negates Spell Resistance: Yes

Enchantment (Compulsion) (Mind-affecting, Evil) Level: Clr 3 Components: V, S, F Casting Time: 10 minutes Range: Touch Area: All hobgoblins within a 25 ft. radius emanation from focus Duration: 1 hour/level Saving Throw: None Spell Resistance: No

When this spell is cast, the caster’s teeth begin to drip with evil green venom. By making a successful bite attack, the character can envenom a living target with a debilitating poison. This venom deals 1d6 points of Strength damage immediately and another 1d6 points of Strength damage one minute later. Each time this spell is used, it can be negated by a Fortitude save (DC 10 + ½ caster level + relevant spellcasting ability modifier).

Cast directly onto a tribal or warband banner, this spell spreads its effect to all nearby hobgoblins. The banner is the focus of the spell and is not consumed by the casting. Every hobgoblin within 25 feet of the banner will automatically receive a +1 bonus to attack and damage rolls. This spell will have no effect on hobgoblins from a different tribe or warband to that of the banner’s.

Focus: The venom sack of a small spider (can be replaced by a holy symbol if cast by a divine spellcaster).

Venom Arrow

Focus: Tribal or warband banner.

Conjuration (Creation) Level: Sor/Wiz 6, Poison 5 Components: V, S, M, F, DF Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Effect: 1 arrow of poison Duration: Instantaneous Saving Throw: Fortitude negates poison effects Spell Resistance: Yes

Vengeful Environs Transmutation Level: Drd 5, Rgr 4 Components: V, S Casting Time: 1 round Range: Medium (100 ft. + 10 ft./level) Area: 40 ft. radius spread Duration: 1 round/level Saving Throw: None Spell Resistance: No

A magical arrow of venom is created and streaks toward its target. You must succeed at a ranged touch attack to hit your target. The arrow deals 1d4 points of magical damage and forces the target to make a Fortitude save. If the save is failed, the character is affected by the venom spell.

You cause every plant, bug and animal within the spell’s radius to lash out against your enemies. Anyone within the radius takes 2d6 points of damage plus one point per caster level (maximum +15). This acts similar to a swarm attack with every small insect, animal and plant in the area inflicting a small portion of the damage. Spell casting in the area is almost impossible, requiring a Concentration check (DC 10 + damage dealt + spell level) to cast a spell. Individual melee and missile attacks against the affected area are useless, but area attacks (fireball and so on) can do enough damage to disrupt the spell in at least part of the area.

Material Component: Petal of a lance flower. Focus: A dart.

Venomous Vial Transmutation Level: Drd 5 Components: V, S, M Casting Time: 1 standard action Range: Touch Effect: The desired poison Duration: Instantaneous Saving Throw: None Spell Resistance: No

Consider the ‘swarm’ created to have 20 hit points per five-foot square and a possible saving throw of +0 against area damage. Once these hit points are exceeded the small plants, insects and animals in that five-foot square are destroyed.

Using this spell, the druid converts a small vial of water and asp’s venom into any poison he desires. The character can only produce mundane poisons using this spell. The druid must have studied the poison he wishes to create or at some time in the past have been directly exposed to its effects.

Venom Necromancy Level: Sor/Wiz 4, Poison 3 Components: V, S, F, DF

216

David Culliford (order #1969295)

Spells

This spell can only be cast on natural water into which the asp’s venom is introduced

Range: Close (25 ft. + 5 ft./2 levels) Target: 1 corporeal creature Duration: 10 rounds; see text Saving Throw: Fortitude partial; see text Spell Resistance: Yes

Material Component: The venom of an asp or some other venomous snake.

Greater vile infestation infects the subject with a swarm of tiny vermin (in the case of priestesses of the Dark Mother, the infestation is of spiders, other deities of the drow have different vermin). The vermin manifest inside the target’s body and immediately begin eating. The pain of this ordeal is so intense the subject of the spell is effectively paralysed and helpless for its duration. At the end of the spell, the vermin have eaten their fill, essentially hollowing the victim out from the inside and leaving him a dead and empty husk.

Vigilance Abjuration Level: Clr 1,Pal 1, Rgr 1 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: Up to 1 creature/caster level (maximum 5 creatures), no two of which can be more than 30 feet apart Duration: 4 hours Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

Each round this spell is in effect, the victim loses 10% of his total hit points to the feeding creatures. Applying magical healing to the target during this time will prolong the length of time it takes for the vermin to eat him from the inside out but is unlikely to save him from eventual death, as the vermin keep eating until there is nothing left. The only way to save a victim of greater vile infestation is by means of a limited wish, wish or miracle. Damage reduction is ineffective against the vermin created by greater vile infestation, although they can be driven away by a repel vermin spell.

You imbue the recipients with extra awareness of the surroundings and a firm resolve to stay alert, granting a +1 competence bonus on all Listen, Spot and Sense Motive checks, and +1 morale bonus on saving throws against effects that induce sleep.

Vigilant Sleep Abjuration Level: Pal 1, Rgr 1 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: 1 creature Duration: 8 hours (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

A successful saving throw against greater vile infestation expels the vermin from the target’s body after one round of feeding, costing him 10% of his current hit points.

Vile Infestation, Lesser Conjuration (Summoning) Level: Clr 5 Components: V, S, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: 1 corporeal creature Duration: 1 round Saving Throw: Fortitude half Spell Resistance: Yes

You must be in a relatively peaceful and quiet place for this spell to function. You fall asleep immediately after casting this spell, but your eyes remain open and active. While in this magical sleep, you remain conscious of your surroundings as if fully awake, can see in every direction, and gain the use of the Alertness feat. Also, you can wake up whenever you wish, and are not fatigued from sleeping in armour. Otherwise, this is a normal sleep. You may not move around. Loud noises or rough contact will wake you up. Waking up for any reason ends the spell.

Lesser vile infestation infects the subject with a swarm of tiny vermin (in the case of priestesses of the Dark Mother, the infestation is of spiders, other deities of the drow have different vermin). The vermin manifest inside the target’s body, just below the skin and immediately begin eating their way out. The spell deals 1d4 points of damage per level of the caster (maximum 10d4), and living creatures with a circulatory system take an additional point of damage per d4 in blood loss as the vermin burst through their skin. Creatures without a circulatory system, such as undead or plant-based creatures do not take this additional damage. Damage reduction is ineffective against the vermin created by lesser vile infestation.

A creature under the effect of this spell with no need to sleep or who is immune to sleep spells, such as an elf, gains the Alertness feat for eight hours but is otherwise unaffected.

Vile Infestation, Greater Conjuration (Summoning) Level: Clr 9, Drow (Spiders) 9 Components: V, S, DF Casting Time: 1 standard action

217

David Culliford (order #1969295)

Spells

Vines of Binding

Virulence

Conjuration Level: Drd 4 Components: V, S, DF Casting Time: 1 standard action Range: Multiple targets with in 30-ft.- radius. Target: 1 target/level Duration: Instantaneous Saving Throw: Reflex negates Spell Resistance: No

Necromancy Level: Clr0, Drd 0, Sor/Wiz 1 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./level) Target: 1 target Duration: 1 minute Saving Throw: Fortitude negates Spell Resistance: Yes

Vines shoot forth from your fingertips entwining targeted creatures. One vine per level (max ten) springs from your fingers to twist and wrap around a creature. Each vine is 30 feet long and may entangle a large or smaller creature. Anyone failing a Reflex save is wrapped up tightly in the vines and falls to the ground prone and helpless.

This spells weakens the innate resistance of its target, making him or his more susceptible to the effects of poison and disease. A victim who fails to save suffers a –2 penalty to all saving throws versus poison and disease for the next minute. While suffering the effects of the spell, the victim is noticeably pallid, shivers as though stricken by cold chills, sweats as though feverish and suffers from minor stomach irritation, as though he were suffering from an extreme form of flu.

Vines that miss their target fall harmlessly to the ground. The vines created by this spell wither and fall to dust in 2d4 minutes. The vines are not attached to your hands or the ground. Multiple vines may entwine a single creature, but only one saving throw is required to dodge the vines. An entangled creature can break free with a DC 20 Strength check or a DC 25 Escape Artist check for each vine. The vines have AC 15, ten hit points and hardness 4.

Viper Strike Transmutation Level: Drd 5 Components: V, S, M Casting Time: 1 standard action Range: Personal Target: Caster Duration: 1 round/level The druid transforms his arm into a hissing, poisonous, viper that strikes out at his opponents. The viperous arm has low-light vision and the scent ability, both of which can aid the druid when making an attack. The snake is completely under the control of the druid and uses the druid’s melee attack bonus. The viper attacks as though armed using its natural bite attack. The viper deals 1d4 + Strength modifier for Medium-sized creatures, 1d3 + Strength modifier for Small-sized creatures. In addition to the bite damage, the viper injects the druid’s opponents with a potent poison. The poison’s initial and secondary damage are 1d6 Constitution damage. The Fortitude saving throw has a difficulty of 10 + ½ the caster level of this spell + the druid’s Constitution modifier. Material Components: The fangs of a viper and a hisb bundle including leaves from mandrake, poppy and nettles.

218

David Culliford (order #1969295)

Material Component: A piece of flesh taken from a victim slain by poison or disease.

Virulent Poison Transmutation Level: Drd 4 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: 1 poisonous creature Duration: 1 hour/level Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless) Virulent poison is a powerful enhancement spell used by druids on their vermin friends. It increases the primary and secondary damage the target creature’s poison inflicts by +1 every four levels. Thus, an 8th level druid casting this spell grants a +2 bonus to the target’s poison damage. This spell does not grant a creature that does not already use poison a poison attack. Furthermore the creature’s eyes gain a bright green glow, giving it a –2 penalty to Hide checks and allowing an observant character (DC 20 Spot check) to notice something amiss.

Visage of the Sea Hag Illusion (Glamour) Level: Clr 3, Sor/Wiz 3 Components: V, S Casting Time: 1 standard action Range: Personal Target: Caster Duration: 1 round/2 levels

Spells

Vortex

The character transforms his appearance into the horrible visage of a sea hag. Any creature that sees him must make a successful Will saving throw or take 2d6 points of Strength damage. Sea hag’s visage cannot reduce a target to a negative Strength score, but anyone reduced to Strength 0 is helpless until he regains at least one point of Strength.

Evocation (Water) Level: Drd 8 Components: V, S, DF Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Effect: Whirlpool 10 ft. wide at base, 30 ft. wide at top, and 30 ft. tall Duration: 1 round/level Saving Throw: Reflex negates; see text Spell Resistance: Yes

Creatures who successfully save are immune to further effects of this casting of the spell.

Vivify Necromancy Level: Clr 5, Sor/Wiz 5 Components: V, S, M, DF, XP Casting Time: 24 hours Range: Touch Target: 1 unintelligent undead touched Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes

This spell creates a powerful vortex of spinning water that moves through the water, along the ocean bottom, or just under the surface at 60 feet per round. The caster can concentrate on controlling the whirlpool’s movement or specify a simple sequence, such as move straight ahead, zigzag, circle or the like. Directing the whirlpool’s movement or changing its programmed movement is a standard action. The whirlpool always moves during the character’s turn in the initiative order. If the whirlpool exceeds the spell’s range, it moves in a random, uncontrolled fashion for 1d3 rounds – possibly endangering the caster or the caster’s allies – and then dissipates. The character cannot regain control of the whirlpool, even if it comes back within range.

You vivify an unintelligent undead to human-like sentience. To succeed, you must make a Will save (DC 10 + the undead’s current Hit Dice). The vivified creature is friendly toward you. You have no special empathy or connection with a creature you vivify, although it serves you in specific tasks or endeavours if you communicate your desires to it. You can compel it normally if you command it.

Any Large or smaller creature that comes in contact with the whirlpool must succeed at a Reflex save or take 3d6 points of damage. Medium-size or smaller creatures that fail the first save must succeed at a second one or be sucked into the whirlpool and held suspended in its powerful currents, taking 1d8 points of damage each round with no saving throw. The caster may direct the whirlpool to eject any creatures suspended within it at any time, depositing the hapless souls wherever the whirlpool happens to be when they are released.

A vivified creature gets 3d6 Intelligence, +1d3 Charisma, and +2 Hit Dice. A vivified creature can speak one language that you know. Material Component: Dirt from a grave and vertebrae from an intelligent creature.

The top of the whirlpool cannot pass above the surface of the ocean, but it can touch it, sucking in swimmers and endangering ships. Any swimmers sucked into the whirlpool take damage as noted above. If they are not capable of water breathing, they will begin to drown. The DC of Swim checks needed to avoid drowning is the same as the DC of the spell’s saving throw. Further, once the whirlpool dissipates or has ejected them, they will be as much as 30 feet below the surface of the water, and must make Swim checks as appropriate to return to the surface. These checks are at the normal DC for swimming in the current conditions.

XP Cost: 250 XP.

Voice of the Wind Divination (Air) Level: Drd 6 Components: V, S, F, DF Casting Time: 10 minutes Range: Personal Target: Caster Duration: 1 minute/level You gain the ability to speak with the wind, which will tell you of what it has seen during its travels. The wind also relates a complete description if asked to. The wind is necessarily a fast, fleeting thing, and will only give details based on its perspective and what it can see. Therefore, you might not get all the details you need (as determined by the Games Master). You may speak with any wind, natural or magical.

If the whirlpool is created under or touches a ship, the ship begins to be pulled into or around the vortex. If the ship is Small, such as a lifeboat or rowboat, it will simply be sucked in unless the crew of the ship can succeed at a Profession (sailor) check equal to the saving throw DC of the spell. This check must be made for each round the ship is in contact with the whirlpool. If a boat is sucked in, all of the crewmembers must make Reflex saves as above, but suffer a circumstance penalty of –2.

Focus: Any wind.

219

David Culliford (order #1969295)

Spells

The boat itself takes 2d6 structure points of damage per round to a specific location on its hull. This location is different each round, so the boat can sustain multiple hull breaches. Larger vessels cannot be sucked down, but they can be spun around, dealing significant damage to the ship as it is twisted and turned. If the pilot of the ship fails a Profession (sailor) check against the DC of the spell, the ship is spun on its axis in the direction of the spin of the whirlpool, taking 1d6 structure points of damage to a specific location on its hull. As with smaller vessels, the whirlpool can inflict multiple hull breaches, one each round, as long as the ship is in contact with the vortex.

are also virtually impossible to ignore. Any creature with a discernable anatomy (i.e. subject to critical hits) must make a Fortitude save or they become nauseated for the next round.

Walk on Webs

Conjuration (Creation) (Cold) Level: Drd 5, Sor/Wiz 4 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: Permafrost wall whose area is up to one 5-ft. square/level (S) Duration: Instantaneous Saving Throw: See text Spell Resistance: No

Transmutation Level: Drd 1, Rgr 1, Sor/Wiz 1 Components: V, S, M, DF Casting Time: 1 standard action Range: Personal Target: Caster Duration: 1 round/level With this simple spell, you can move within or through any area of webs as if the silken strands did not exist. This includes those created by a web spell or natural webs created by spiders. Note that if you are still within the confines of the webs when the duration of walk on webs expires, you are automatically trapped within. Material Component: A spider, living or dead.

Wal l of Blood

Material Component: A bloody rag.

Wal l of Permafrost

This spell creates a wall of permafrost that merges into adjoining snow, ice and rock surfaces. It is typically employed to close passages, portals and breaches against opponents. The wall of permafrost is one inch thick per four caster levels and composed of up to one five-foot square per level. The caster can double the wall’s area by halving its thickness. The wall cannot be conjured so that it occupies the same space as a creature or another object. The caster can create a wall of permafrost in almost any shape the caster desires. The wall created need not be vertical, nor rest upon any firm foundation; however, it must merge with and be solidly supported by existing permafrost. It can be used to bridge a chasm, for instance, or as a ramp. For this use, if the span is more than 20 feet, the wall must be arched and buttressed. This requirement reduces the spell’s area by half. Thus, a 20th level caster can create a span with a surface area of ten five-foot squares.

Evocation Level: Blk 4 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: Wall whose area is up to one 5 sq. ft./2 levels Duration: 1 round/level Saving Throw: See text Spell Resistance: No Blood pours from your hands, forming into a heaving, queasy crimson mass. The wall of blood is a flat, vertical barrier that appears where you designate, however it must be brought into existence with the lower edge touching a flat surface of the same size or larger. The wall shape must be a flat plane, but the edges can conform to fit the space it is created in if smaller than the area. The wall is one inch thick per caster level. Because it is liquid, it does not have any hit points. Objects and creatures can pass through it. The wall gives concealment to those behind it (20% miss chance). Anyone passing through it becomes coated with thick, slippery, cloying fluid. They must make a Reflex saving throw against the spell’s DC or drop any held items. The smell and taste

220

David Culliford (order #1969295)

The nauseating affect of this spell typically does not affect creatures (such as fiends or demons) that enjoy the taste of blood.

The wall can be crudely shaped to allow crenellations, battlements and so forth by likewise reducing the area. Like any other permafrost wall, this one can be destroyed by disintegrate or by normal means such as breaking and chipping. Each five-foot square has nine hit points per inch of thickness. Creatures can hit the wall automatically, but the wall is so hard that the first eight points of damage from each blow are ignored. A section of wall whose hit points drop to zero is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 18 + 2 per inch of thickness. Even when the permafrost has been broken through, a sheet of frigid air remains. Any creature stepping through it (including the one who broke through the wall) takes 1d6 points of cold damage +1 point per caster level.

Spells

Ward Island

It is possible, but difficult, to trap mobile opponents within or under a wall of permafrost, provided the wall is shaped so it can hold the creatures. Creatures avoid entrapment with successful Reflex saves.

Illusion (Glamour) Level: Drd 9, Sor/Wiz 9 Components: V, S, F Casting Time: 1 hour Range: 5 miles/level Target: 1 island and its surrounding seas, which must all fit within the range of the spell Duration: 1 week (D) Saving Throw: Will negates Spell Resistance: No

Wal l of Swords Evocation (Force) Level: Clr 7 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: Vertical wall of blades 20 ft. long/level, or a ringed wall of blades with a radius of up to 5 ft./2 levels; this form 20 ft. high Duration: 1 minute/level (D) Saving Throw: None Spell Resistance: Yes (see text) You create a mass of ghostly arms wielding swords (all made of force), which have a reach of 15 feet and attack any creatures except you or creatures you touch. Each fivefoot section of the wall attacks independently, so that a vertical wall 300 feet long attacks as 60 separate sections. The wall has an attack bonus equal to your caster level plus your Wisdom bonus, a Strength score of 27 (+8 bonus on attack and damage rolls), and a size modifier of –2 (Huge). If you evoke the wall so that it appears with creatures in range, each wall section makes one attack at a creature it can reach. A hit from the wall deals 1d10+8 points of damage. When the wall is in place, each section attacks the closest creature, striking once per round during your turn. If two or more creatures are equally close, randomly determine which the wall attacks. The wall of swords does not make attacks of opportunity, but a wall section gets additional attacks on anyone trying to push through it. Pushing through the wall requires a successful bull rush, and though the wall cannot be pushed back, an attacker who wins the opposed Strength check can move five feet through the wall (assuming he has that much movement remaining in his turn).

The island protected by ward island becomes wreathed in magical mists and almost impossible to locate. It becomes invisible to anyone more than five miles offshore. Any vessels or characters entering the range of the spell must make a Will save every minute or unconsciously steer away from the island. The mists also give a +5 insight bonus to saving throws against scrying. Anyone touching the island’s shores triggers a silent alarm spell. The mists surround the whole island, creating a week-long fog cloud 100 feet thick along this the shoreline or in an offshore ring. The spell also gives the caster the following spell-like abilities: c

c c c

c c

Each five-foot section of the wall is AC 20 (–2 size, +12 natural) and has hit points equal to 60 + your Wisdom score. It takes damage as a normal creature, but most magical effects that do not cause damage do not affect it. Destroying a section of the wall produces a gap, but does not affect adjacent sections (which may become able to attack creatures passing through the gap if those creatures are within reach).

Once per day, he may control weather or control winds within the spell’s area of effect. If the caster used the druidic form of this spell, he may commune with nature once a day while on the island. If the caster used the arcane form of the spell, he may tie the casting of a magnificent mansion into this spell, so that the mansion lasts for one week. Once per week, he may cast tempest on any ship within the spell’s area of effect. He may use modify memory at will, but only on those leaving the spell’s area of effect. A caster may only have one ward island spell in effect at any time. Material Component: A perfectly constructed scale model of the island made of silver, gold, exotic woods and ground sapphire dust, costing at least 10,000 gold pieces.

War Fetter

It is possible to make attacks through a wall of swords without attacking the wall itself, but the wall provides cover (+4 bonus to AC, +2 bonus on Reflex saves) against such attacks. A wall of swords does not block line of effect for spells.

Necromancy (Fear, Mind-Affecting) Level: Clr 5 Components: V, S, M Casting Time: 1 standard action Range: 60 ft.

221

David Culliford (order #1969295)

Once per hour, the caster may create a gust of wind emanating from any point on the waters surrounding the island.

Spells

This spell may be made permanent via the permanency spell, provided the caster of the permanency spell is at least 9th level and expends 500 XP.

Area: Cone Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes An invisible cone of terror causes living creatures to become panicked and actually reduces their battle prowess. They suffer a –2 morale penalty on saving throws and a –4 penalty to attack and damage rolls, and they flee from the caster. A panicked creature has a 50% chance to drop what it is holding, chooses its path randomly (as long as it is getting away from immediate danger) and flees any other dangers that confront it. If cornered, a panicked creature cowers.

Warrior’s Guidance Necromancy Level: Clr 4, Sor/Wiz 3 Components: V, S, M, DF Casting Time: 1 standard action Range: Personal Target: Caster Duration: 1 minute/level You open a portion of your spirit to possession by the soul of a fallen warrior. You gain proficiency with all simple and martial weapons, all shields and a +1 bonus to your base attack for every four caster levels (which may give you an extra attack). You remain lucid and able to choose your actions, but the strain of sharing your mind with another spirit is taxing; you suffer 1d4+1 points of temporary ability damage to the ability score tied to your casting of this spell (Intelligence for wizards, Charisma for sorcerers and so on). A Will save reduces this to half. Material Component: The finger bone of a dead warrior. A divine focus component can be substituted when casting warrior’s guidance as a War domain spell.

Water Breathing, Greater Transmutation Level: Drd 4, Sor/Wiz 4 Components: V, S, M, DF Casting Time: 1 standard action Range: Touch Target: Living creatures touched Duration: 4 hours/level; see text Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The transmuted creature(s) can freely breathe water. Furthermore, the affected creatures suffer no ill effects due to water pressure. Divide the duration evenly among all the creatures the caster touches. The spell does not make creatures unable to breathe air.

222

David Culliford (order #1969295)

Water Column Conjuration (Creation) Level: Drd 4, Sor/Wiz 4, Sea 4 Components: V, S, M, DF Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: Cylinder (10 ft. radius, 40 ft. high) Duration: Instantaneous; see text Saving Throw: Reflex half Spell Resistance: Yes The water column emerges from the ground at the spot within range you designate. All creatures caught in its area suffer 1d6 points of nonlethal damage per caster level (maximum 15d6). In addition, creatures of Medium size or smaller that fail their save are hurled 40 feet into the air taking damage from anything along the way before falling back down. Creatures of Large size that fail their save are automatically knocked down while those of Huge size must succeed at a Strength check (DC equal to the Reflex save DC). Creatures of Gargantuan to Colossal size are not knocked down but still take the damage. As with water jet the water remains in the area possibly further complicating things.

Water Crush Transmutation Level: Drd 2, Clr 3, Sor/Wiz 3 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels Targets: 1 creature or object Duration: 1 round/level Saving Throw: Fortitude half Spell Resistance: Yes You are able to compress the water around a subject, greatly increasing its effective pressure and potentially crushing the subject to death. For the duration of the spell, the subject is considered to be 100 feet times your caster level deeper than they really are. This spell will only work when the subject is completely immersed in any liquid and you cannot cause them to be effectively more than 1,000 feet deeper than they really are. The rules covering water depth and pressure damage are detailed on page 249 of the Appendix. Material Component: Tentacle of a deep-sea squid.

Spells

Water Jet Conjuration (Creation) Level: Drd 3, Sor/Wiz 3 Components: V, S, M, DF Casting Time: 1 standard action Range: 100 ft. or 50 ft. Area: 5 ft. wide line for 100 ft. or 10 ft. wide line to 50 ft. Duration: Instantaneous (see below) Saving Throw: Reflex half Spell Resistance: Yes

Watery Grave

You bring forth a powerful jet of water that deals 1d6 points of nonlethal damage per caster level (maximum 10d6) to each creature within its area. The water jet begins at your fingertips and extends to the maximum range.

Conjuration Level: Clr 9, Drd 9 Components: V, S Casting Time: 1 standard action Range: Touch Target: 1 creature that is within 200 ft. of a large body of water Duration: Instantaneous Saving Throw: None Spell Resistance: Yes

All those caught in the water jet that fail their Reflex save are knocked down as well, unless they succeed at a Strength check (DC equal to the Reflex save DC). The water remains in the area of its casting and may, at the Games Master’s option, make the area slippery (especially if it is a stone floor). Any non-magical open flames are immediately extinguished. Magical fires are affected by a water jet as if they had been the target of a targeted dispel magic attempt.

Upon uttering the final word of this spell a giant wave reaches out for the target you touched with a melee touch attack, and transports it to the bottom of the body of water. The targeted creature is powerless to stop this and only quick action by its allies or a wish or miracle spell cast within one round will prevent the victim from being dragged to the bottom. Once on the bottom, the victim suffers whatever fate the water has in store for it. If the body of water is a fairly shallow lake, the creature will quickly drown. If the body of water is a sea or ocean, the creature will instantly be crushed by the great pressure and the body lost.

Material Component: A vial of seawater, or other liquid at the Games Master’s option.

Waterproof Transmutation Level: Drd 2, Sor/Wiz 2 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: 1 creature or object Duration: 1 minute/level Saving Throw: Will negates Spell Resistance: Yes

While in the spell’s grasp the target is effectively paralysed and feebleminded and can do nothing to help itself. Allies who have some means of reaching the bottom in time may be able to reach the creature and render aid, including pulling it up.

You protect one mundane or magical object, or a creature of Large size or smaller, from water using this spell. The spell’s magic repels water, preventing rust, the warping of wood and other kinds of water damage. Creatures can still drown, since being underwater means there is no air available, and currents and other water hazards still affect them, but they emerge from water with their skin, hair and belongings dry. This is a common spell to cast on weapons and valuables using permanency.

Watery Master Transmutation Level: Drd 8 Components: V, S, M Casting Time: 1 standard action Range: Personal and touch Target: Caster and touched objects or other willing creatures weighing up to 100 lb./level Duration: 10 minutes/level (D) Saving Throw: None and Will negates (object) Spell Resistance: No and Yes (object)

Material Component: A duck’s feather.

223

David Culliford (order #1969295)

Spells

This spell can only be cast while the druid is at least partially submerged in water. With the completion of the spell, the druid transforms into fluid and flows into the water. The druid can take up to 100 lb of living and inanimate objects per druid class level with him but only the druid retains any awareness after the transformation. The druid’s mind and soul spreads out toward the boundaries of the water. In the first round, the character’s volume is unchanged. Each round thereafter, the druid’s effective volume is increased by a factor of ten until his mind and soul have reached the boundaries of the body of water in which the druid is standing. As the druid spreads through the water, he moves up flowing streams and spreads across even the narrowest connections between two or more large bodies of water. Where there is no continuous connection between two bodies, the druid cannot spread across the link. Standing in an ocean, for example, a druid’s mind and soul would spread deep into the depth, up rivers and deep into the ground through wells, springs and minor tributaries. As a fluid, the druid is immune to damage but can be killed if at least one half of the body of water into which he dissolves is completely evaporated. The druid cannot cast spells or perform any action except to change the point of awareness. The druid is aware of the extent of his presence and can direct his attentions to any point within the body of water as though he were standing there as a full-round action but cannot see more than five feet beyond the boundaries of the water. When the spell ends, the character reforms at the point where his attention is currently directed. Any and all creatures and objects travelling with the druid reform at the same location. Material Component: A small vial of sunflower oil, rice wine vinegar and egg white. Six leaves from an alder tree and a single pearl worth at least 500 gp.

Weaken Resistance Enchantment (Mind-Affecting) Level: Clr 4, Sor/Wiz 4 Components: V Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: 1 creature Duration: See text (D) Saving Throw: None Spell Resistance: Yes Some people are too stubborn to give in easily. This curse can help with interrogations, personality reprogramming and other coercions. This word of power batters the target’s mind. The creature suffers a –4 penalty to all skill checks, attack rolls and saving throws.

224

David Culliford (order #1969295)

The spell lasts until the creature succeeds at a Will save (the –4 penalty from the spell applies). Each attempt requires a move action.

Weapon of Retribution Transmutation Level: Pal 3 Components: V, S, DF Casting time: 1 standard action Range: Touch Target: Melee weapon touched Duration: 10 min. or until discharged (D) Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (harmless, object) You call upon your deity to imbue a melee weapon with power to seek justice against a single evil opponent. The opponent must have aggrieved you or one of your allies. The weapon gains the ability to strike a single devastating blow to the specified enemy. The subject’s name need not be known. This bonus only applies to the intended target chosen at the time of casting. You gain a +1 morale bonus to attack and damage per level of caster (maximum of +20) with the weapon chosen. This bonus only applies to the melee weapon focused on at the time of casting. The bonus applies only once and is expended whether the first attack roll is successful or not and is not multiplied by a critical hit. You can use your smite evil ability in addition to this bonus to create a truly devastating blow against your evil opponent. The effect must be used within ten minutes or it fades from the weapon. If the weapon leaves your hand the effect fades immediately.

Spells

Weatherblindness

Weave Vessel

Illusion (Glamour) Level: Brd 3, Clr 4, Sor/Wiz 4 Components: V, S Casting Time: 1 standard action Range: Long (400-ft. + 10-ft./level) Target: 1 creature/level Duration: 1 hour/level Saving Throw: Will negates Spell Resistance: Yes

Transmutation Level: Drd 6 Components: V, S, F Casting Time: 10 minutes + the casting time of the spell Range: Touch Effect: Spell is imbued into focus Duration: 24 hours Saving Throw: None Spell Resistance: No

The victims of weatherblindness believe that the weather is always relatively pleasant and not at all dangerous. They perceive a howling hurricane as a light breeze, a torrential downpour as a spot of rain and a tidal wave as a mild swell in the ocean. The spell does not prevent the victims from seeing obvious dangers (an iceberg is always an iceberg), but they assume the weather and conditions are always as good as possible. This can have disastrous consequences if the victims are sailing a ship…

Using this spell, one druid can place one of his own prepared spells into a vessel from which he or some other druid could later prepare that same spell. The vessel for this spell can be any one object that the druid created with his own skill. It must not include any metal but can be made from almost anything else. The druid casts this spell and then the spell to be stored in the vessel. This can include any spell the druid currently has memorised. This vessel glows with a dim white-blue light. A detect magic and a successful Spellcraft check (DC 15 + the spell’s level) reveals which spell is stored in the vessel. Any druid preparing his spells with the vessel in hand can prepare the spell in the vessel. Using the vessel in which the spell was prepared causes the spell to end immediately.

Weather Pre diction Divination Level: Drd 1, Sor/Wiz 1 Components: S, V Casting Time: 1 round Range: Personal Effect: Predicts the local weather for the next day Duration: Instantaneous

Using this spell allows another druid to prepare spells that he cannot weave or that are augmented using metamagic feats he does not possess.

You have a good impression on what the weather will be like tomorrow. The magic gives you a general feeling about the temperature (cold, cool, mild, warm or hot), wind speed (calm, light, moderate, strong, severe, windstorm, hurricane or tornado) and the weather phenomena that will occur over the next day, such as precipitation and storms. It is 70% accurate.

Focus: The vessel can be any one object created by the druid casting the spell. The object must have a market worth of no less than ten SP per level of the spell to be stored within it.

Web Rider Transmutation Level: Drd 4 Components: V, S Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Target: Caster and touched objects or other touched willing creatures Duration: Instantaneous Saving Throw: None Spell Resistance: No

Weather Pre diction, Improve d Divination Level: Drd 5, Sor/Wiz 5 Components: S, V Casting Time: 1 round Range: Personal Effect: Predicts the local weather for the next week Duration: Instantaneous Saving Throw: None Spell Resistance: No

Web rider grants you a limited ability to transport yourself and other willing creatures (up to one Medium or Small creature per level) that you touch though webs. Your starting point must be a web-filled five-foot square immediately adjacent to your position. The end point may be any web-filled five-foot square within range of the spell. You do not need line of sight to the destination square, nor do the webs need to connect. Once you step into the web you arrive instantly at your destination.

As weather prediction, but you gain a good general impression of what the weather will be like for the next week. The spell gives the same details as the lesser weather prediction. The spell has an accuracy of 90%.

225

David Culliford (order #1969295)

Spells

Whir l pool

lower level (flare, light, dancing lights). Darkness cancels the spell, leaving whatever light conditions normally prevail in the overlapping areas of the spells. Higher-level light spells (such as the 3rd level cleric spell daylight) are not affected by whiteness. If the spell is cast on a small object that is then placed inside or under a lightproof covering, the spell’s effects are blocked until the covering is removed. Whiteout counters or dispels any light spell of equal or lower level.

Evocation Level: Drd 9 Components: V, S, DF Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Effect: Whirlpool 60 ft. wide, 300 ft. deep Duration: 1 round/level Saving Throw: Reflex negates; see text Spell Resistance: Yes

Wie lder’s Ease

You are able to create a powerful whirlpool in any large body of water with this spell, moving it at will at a speed of 60 feet per round. You can concentrate on controlling the whirlpool’s every move or specify a simple program, such as move straight ahead, zigzag, circle or such like. Directing the whirlpool’s movements or changing its programmed course is a standard action for you. The whirlpool always moves during your turn, in initiative order. If the whirlpool exceeds the spell’s maximum range, it moves in a random, uncontrolled fashion for 1d3 rounds and then dissipates. You cannot regain control of the whirlpool in this event, even if it subsequently moves back into range. Any huge or smaller creature that comes into contact with the whirlpool must succeed at a Reflex save or be dealt 3d6 points of damage. If this Reflex save is failed, another must be taken immediately or the creature will be sucked down to the bottom of the whirlpool, 300 feet below the surface of the water, possibly causing crushing damage from depth (see Depth and Pressure on page 249 of the Appendix). Any Medium or smaller-sized ship must succeed at a Profession (sailor) check at DC 15 to avoid being dealt 2d6 structural points of damage. Those that fail this check must immediately make another or be sucked down into the whirlpool, where they will immediately sink. All crew and cargo are now considered to be 300 feet below the surface of the water.

Whiteout

You lighten the target weapon, allowing creatures to wield it as if it were one size category lighter for them. Thus, a greatsword (normally a two-handed weapon) could be wielded in one hand, or a battleaxe could be wielded as a light weapon. The weapon’s base damage is unchanged, and penalties for using a weapon made for a different size of wielder still apply.

Wild Animus Transmutation Level: Brd 8, Clr 8 Components: V, S, F Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: 2 HD/level of inanimate objects in a 40 ft. radius spread are animated Duration: 1 round/level Saving Throw: None Spell Resistance: No This spell animates all inanimate objects within the spell’s area of effect up to a maximum of two Hit Dice per caster level. The animated objects are aggressive and not under the control of the caster in any way. They attack the nearest creatures and damage and destroy whatever they can find. They will not attack each other.

Evocation (Cold) Level: Drd 2, Sor/Wiz 2 Components: V, M, DF Casting Time: 1 standard action Range: Touch Target: Object touched Duration: 10 minutes/level (D) Saving Throw: None Spell Resistance: No This spell causes an object to radiate whiteness out to a 20foot radius. Not even creatures that can normally see in the dark (such as with darkvision) can see in an area shrouded in magical whiteness. Normal lights (torches, candles, lanterns and so forth) do not work, nor do light spells of

226

David Culliford (order #1969295)

Transmutation Level: Clr 1, Pal 1, Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: Touch Target: Weapon touched Duration: 1 minute/level Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (harmless, object)

The sizes of the animated objects depend directly on the sizes of the objects in the area of effect. At the Games Master’s discretion, the caster may designate groups of small like objects to form single larger ones. This spell cast in a cloakroom, for example, could create 16 Small animated cloaks, eight Medium animated pairs of cloaks, four Large four-cloak beasts or a single Huge cloak monster. The caster could not, however, designate a cloak and a chair to become a single animated object.

Spells

Clothing, weapons and other objects in the possession of creatures within the area of effect are not affected by this spell. If a creature’s equipment is set aside, however, it will become animated.

attacks. In addition, the winds are strong enough that the creature takes damage from falling as if the height were ten feet shorter. Material Component: A thin piece of paper.

Focus: A small brass bell rung while the spell is cast or a silver whistle blown while the spell is cast.

Wind Armour Evocation (Air) Level: Brd 2, Drd 2, Sor/Wiz 2 Components: V, S, M, DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 hour/level (D) Saving Throw: Reflex negates (harmless) Spell Resistance: Yes (harmless) Strong, swirling winds surround the target creature, granting it a deflection bonus to AC of +4 against melee attacks and of +6 against ranged weapon attacks. The target suffers a –4 penalty to its own ranged weapon

Wind Bindings Evocation (Air) Level: Clr 5, Drd 5, Sor/Wiz 5 Components: V, S, M, DF Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: 1 creature Duration: 1 round/level (D) Saving Throw: Special Spell Resistance: Yes A storm-like force presses on the target from all sides, keeping it from moving. The creature can make a Strength check (DC 23) to move at half speed each round. While the wind holds it in check, the creature suffers a –2 to all its attack rolls and saving throws. You can direct the wind’s strength from any direction, even up and down, and the

227

David Culliford (order #1969295)

Spells

creature must make a Fortitude save to avoid being moved ten feet in that direction. If the creature is moved upwards or in a way that it is not touching the ground, it cannot attempt to move or resist any further movement by the caster. Spellcasters trapped like this must roll a Concentration check (DC 15 + spell’s level) or lose any spell they try to cast. Huge and larger creatures gain a +2 to their checks and saving throws, and Gargantuan and Colossal creatures are not affected.

The enchanted creatures suffer a –2 morale penalty to saving throws, attack rolls, ability checks, skill checks and weapon damage rolls.

Wither Limb

Material Component: Iron fillings.

Necromancy (Evil) Level: Blood (Ravage) 7, Clr 7, Drd 9 Components: V, S, DF Casting Time: 3 full rounds Range: Touch Target: Living creature touched Duration: Instantaneous and permanent (see text) Saving Throw: Fortitude negates Spell Resistance: Yes

Wind Speak Evocation Level: Drd 1, Rgr 1 Components: V Casting Time: 1 standard action Range: Long (400 ft. + 10 ft./level) Target: Familiar creature Duration: Instantaneous Saving Throw: None Spell Resistance: No You are able to whisper a short non-magical message of one word/level into a breeze and have it carried a distance away. Both you and your target must be outdoors at the casting of the spell, if so, the message is brought to the target’s ears. The target must be able to understand the language you speak. You must know the creature you are sending the message to by name and must have met them in person at least once.

Wings of Heaven Transmutation Level: Pal 3 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Paladin’s mount Duration: 10 minutes/level Saving Throw: Will Negates (Harmless) Spell Resistance: Yes

You choose one member (arm or leg) that withers and ceases functioning immediately. In 2d8 rounds, the withered member drops from the opponent’s body and crumbles to dust. A withered leg causes an opponent to fall prone and slows its movement to five feet per round. A withered arm might inhibit the creature’s attack or defence if it loses its ‘sword arm’ or ‘shield arm’. Anything a creature is holding when an arm is withered is dropped. A spellcaster who loses an arm must succeed on a Spellcraft check (DC 10 + level of the spell attempted) any time it attempts to cast a spell with a somatic component. If the check fails, the spell fizzles and fails to take effect (the caster loses it or the slot for the day just as if it had been cast). Wither limb counters regenerate and is countered by regenerate.

Wol f’s Nose

You cause your called mount to sprout wings like a pegasus and gain the ability to fly. The mount has a fly speed of 120 feet with average manoeuvrability. Material Component: Wing feather of a large flying creature.

Winter Depression Enchantment (Compulsion) (Cold) Level: Drd 2, Sor/Wiz 3 Components: V, S

228

David Culliford (order #1969295)

Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Targets: All living creatures within a 15-ft. radius Duration: Concentration Saving Throw: Will negates Spell Resistance: Yes

Transmutation Level: Drd 2, Rgr 2 Components: V, S Casting Time: 1 standard action Range: Personal Target: Caster Duration: 10 minutes/level You gain scent with a 30–foot radius, allowing you to discern the presence and direction of creatures within that radius. You can detect the presence and general type of creatures within 30 feet. You can detect creatures at double range if they are upwind of you and at half range if they are downwind. Strong smells, such as smoke, can be detected at double normal range, and overpowering scents, such as ghast stench, can be detected at triple normal range.

Spells

not trigger the shriek. The spell fails if cast on a sentient plant.

Woodland Stealth Transmutation Level: Drd 2, Rgr 2 Components: S Casting Time: 1 standard action Range: Personal Target: Caster Duration: 10 minutes/level You gain a +10 enhancement bonus to Move Silently and Hide checks when out of doors, above ground, in a non-urban environment.

Word of Absolution Divination Level: Sor/Wiz 8, Clr 8 Components: V Casting Time: 1 round Range: 10 ft. Area: 10-foot burst centred on you Duration: Instantaneous; see text Saving Throw: Will partial Spell Resistance: No

You can determine the direction of a particular scent as this an attack action or a move action. You can pinpoint the source of any scent that is within five feet. This gives you some advantage when in melee with a foe you cannot see; the attacker still gets a +2 bonus to hit you, but you do not lose your Dexterity bonus to AC. You can attempt to track by scent, making a Survival (or Wisdom) check to find or follow a trail. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry’s odour is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by two. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

If words carry power, then word of absolution is the ultimate expression of that maxim. By using divination magic to discover the single word that applies to the moment and place of this spell’s casting, the caster can speak that word and set up a harmonious synergy of incredible potency. The primary effect of this utterance is to invoke a break enchantment on the caster and everyone within a ten-foot burst around him. This takes effect immediately upon speaking the word. Any target in the burst that wishes to resist the word’s effects may make a Willpower save to retain the effects of one spell.

You can identify familiar odours just as humans do familiar sights and voices.

Woodland Shriek

The secondary effect continues for one hour after the word is uttered. As time passes, echoes of the word are heard in the caster’s mind, growing fainter as the minutes pass. The power of the word is not as potent as it was when initially cast but it is enough to act as a continual mind blank effect. In addition, the caster is immune to any effect that would bestow a curse or alter his form or alignment during this time. The echo cannot be dispelled and the caster cannot forego its protection.

Abjuration Level: Drd 1 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: 20-ft. radius emanation centred on inanimate trees and bushes Duration: 1 hour/level (D) Saving Throw: None Spell Resistance: No

A tertiary effect occurs if ghosts or other incorporeal undead are within the burst radius. These creatures, if they have less Hit Dice than the caster, must make a Will save or be destroyed by the word of absolution. Entities destroyed in this way are sent on to whatever afterlife awaits them and cannot be the subjects of raise dead or resurrection spells. Incorporeal undead that succeed at the Will save suffer 10d6 points of damage.

You imbue plants and bushes in an area with the ability to shriek wildly if a Small or larger creature enters the warded area. The shrieking plants are audible up to a mile away. This alarm warning is rather non-specific and can often be triggered by animals, such as deer, that would normally be considered harmless. Once a shriek has been triggered the spell ends. Invisible, ethereal or astral creatures do

229

David Culliford (order #1969295)

Spells

Wound Rea ding Divination Level: Clr 2, Drd 2, Rgr 2 Components: V, S Casting Time: 1 minute Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: None Spell Resistance: None By touching the wounds on a subject a mental image of what inflicted the injury appears in your mind (another person, a monster, trap, self-inflicted wound and so on). If the subject did not see its attacker, you divine no information using this spell.

Wyvern Guard Conjuration (Creation) Level: Clr 2 Components: V, S, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Creates 1 wyvern-like creature Duration: 8 hours and 1 round/level (see text) Saving Throw: None and Fortitude negates (see text) Spell Resistance: No and Yes (see text) Wyvern guard creates a bank of swirling, nearly insubstantial haze that quickly takes the shape of a wyvern. This spell is typically used to guard a particular area against interlopers or trespassers. The wyvern created is Huge, and has a reach of ten feet. The wyvern is immobile and does not leave the area it occupies. Any living creature that comes within ten feet of it is attacked. The wyvern has an attack bonus equal to your caster level + your Wisdom modifier, +3 for its Dexterity score (16), –2 for being Huge. On a successful attack, an opponent struck must succeed on a Fortitude save or be paralysed for one round for each caster level you possess (maximum of ten rounds). If the wyvern succeeds on its attack roll (whether it paralyses an opponent or not), this spell ends and the wyvern dissipates. Note, a paralysed creature remains paralysed for one round per caster level or until healed even after wyvern guard ends. If the wyvern’s attack roll misses, the wyvern guard remains in place, and the wyvern can attack again in the next round. Attacks or spells (including area spells) directed at the wyvern do not harm it. The wyvern guard can be dispelled normally. This spell lasts eight hours unless dispelled or discharged (when the wyvern makes a successful attack roll).

230

David Culliford (order #1969295)

In areas of bright light the wyvern is clearly visible; in twilight, it takes a DC 20 Spot check to notice it at distances of 30 feet or greater; in darkness, it takes a DC 30 Spot check to notice it at distances of 30 feet or greater.

Xenophobic Rage Enchantment (Compulsion) (Mind-Affecting) Level: Clr 8, Sor/Wiz 7 Components: V, S, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: 1 Medium or smaller humanoid/4 levels Duration: 1 hour/level; see text Saving Throw: Will partial; see text Spell Resistance: Yes You sow chaos by drawing upon the secret fears of the target(s) to make them instantly aggressive to anyone not of their own race. Elves will not attack elves, but they do attack the nearest dwarf, halfling, gnome or human without pause. You give the target an ‘us against them’ mentality where anyone of their own race is ‘us’ and every other creature is ‘them’ and deserving of a deep-seated feeling of hatred and rage. The targets use all of their skills to the best of their ability to destroy their enemies (which basically include anyone not of their own race).

Spells

Zone of Light

This potent enchantment lasts for up to one hour/level and cannot be removed with a dispel magic. A break enchantment, heal, limited wish, wish, miracle or similar magic must be used to bring the spell to an early end. Those targets fortunate enough to make their Will saves are still affected as if by a confusion spell for one round/ level.

Evocation (Good) Level: Clr 2, Pal 2 Components: V Casting Time: 1 standard action Range: 10 ft. Area: 10 ft. radius sphere centred on you Duration: 1 round/level (D) Saving Throw: Will negates Spell Resistance: Yes

Zone of Ablation Abjuration Level: Blk 4, Pal 4 Components: V, S Casting Time: 1 standard action Range: Personal Target: Caster Duration: 1 round/level (D)

This spell surrounds you with a bright aura equal to a light spell. Non-good creatures within a ten-foot radius of the caster suffer a –1 circumstance penalty to attack rolls, Armour Class, and Reflex saves. Evil creatures also suffer a –1 morale penalty to Will saves. Furthermore, missile weapon attacks directed against the caster suffer a 20% miss chance even if those attacks originate from outside the ten-foot radius.

You surround yourself with a barely-perceptible shimmering field that reduces damage from most physical sources. All variable dice of damage from purely physical sources, such as weapon attacks and falling, is minimised to one per die. This includes damage from critical hits and sneak attacks, but does not include damage from special effects, such as poison or energy effects. It also does not affect variable effects that do not cause direct hit point loss, such as ability score damage or drain.

If a zone of light and zone of darkness come into contact, both are negated.

Zone of Metamagic Minimisation, Abjuration Level: Clr 7, Sor/Wiz 8 Components: V, S Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Area: 20-ft.-radius emanation Duration: 1 round/level (D)

Zone of Darkness Evocation (Evil) Level: Blk 2, Clr 2 Components: V Casting Time: 1 standard action Range: 10 ft. Area: 10 ft. radius-sphere centred on you Duration: 1 round/level (D) Saving Throw: Will negates Spell Resistance: Yes

This spell generates a dim purple hued glowing field of energy at a fixed point in space. Within this glow, all variable damage caused directly by spells and spell-like effects is minimised. The spell does not reduce damage from effects that deal damage indirectly, such as damage from conjured weapons and summoned creatures.

This spell creates a zone of profane power around you. Evil creatures (including the caster, if applicable) within a tenfoot radius of the caster enjoy a +1 profane bonus on attack rolls, Armour Class and saving throws. They also benefit from a +4 circumstance bonus on Hide checks. Good creatures within the radius suffer a –1 morale penalty on Will saves. If a zone of darkness and zone of light come into contact, both are negated.

231

David Culliford (order #1969295)

Appendix

APPENDIX: ADDITIONAL RULES New Disease

millipedes and cockroaches. It can be contracted by being bitten by one of the above, or coming into contact with their faeces or blood. It can also be passed from one infected undead creature to another, including from incorporeal to corporeal and vice versa, by touch. Startgat’s Disease is dormant until it encounters an object or person infused with negative energy, at which time it become active.

Startgat’s Disease (Supernatural – Affects Undea d Only) Infection: Ingestion Incubation Period: 2d4 days DC: 15 The infamous necromancer Startgat the Mage-Wight of Greenstone Pass was the first-ever recorded victim of this disease, and he took strange and perverse delight in documenting each stage of the disease that slowly ate him to nothing, hiring scribes to watch over both himself and his (undead) apprentices, whom he infected to discover exactly how the disease was passed from victim to victim. This disease is passed by rats, mice, fleas, lice, centipedes,

Once the incubation period is past, the virus attacks the link that the undead creature maintains with the Negative Energy Plane, disrupting both the undead’s body and its cognitive faculties. The disease takes 1d4 weeks to fully run its course, during which time it is not communicable. Each day, the victim must make a Fort save (DC 25) or lose one Hit Die (for undead with levels, the creature loses class levels first, and then undead Hit Dice), and 1d4 points of Intelligence. If, during this time, the undead victim is reduced to zero Hit Dice or 0 Intelligence, it falls into a heap of mouldering rot, forever dead. If the victim survives the disease’s course, it is forever scarred by patches

That does not conform to the rules for diseases in my DMG!!! The rules presented for diseases in the DMG do an adequate job of providing information on the mechanical side of disease in the d20 System game but do a poor job of the relating roleplaying elements for players and Games Masters to properly portray the diseases. The above format was introduced by a 2002 by a pdf publisher. In this format: Infection: Indicates the method of transmission (contact, ingested, inhaled or injury) Incubation Period: The time between the infection to the time that damage begins. DC: The Difficulty Class of the Fortitude save to resist the initial vector and the Difficulty Class to avoid each repeated damage. Paragraph One – Background information on the disease Paragraph Two – The mechanics of the damage dealt, the time between each repeated instance of damage, and conditions that lead to a subject’s resistance or death. Initial: A description of the symptoms a character experiences if the vector saving throw is failed. Primary: A description of the symptoms a character experiences once the incubation time has passed. Final: A description of the symptoms a character experiences as they approach death.

232

David Culliford (order #1969295)

Appendix

Avalanche

of pink, living skin that continually replenish themselves as long as the undead creature survives, and the creature is contagious and considered a carrier of the disease.

Avalanches are a significant mountain hazard. An avalanche is a mass of snow, ice and debris that has come loose from a mountainside and fallen down a slope, picking up or pushing down anything in its path. It often begins with a distinctive ‘crack’, like the world’s largest popsicle stick breaking cleanly in half.

The disease’ symptoms are as follows: Initial: Tingling and occasional shooting pains. If the victim in incorporeal, they will still feel the effects. Primary: Patches of pink, healthy skin appear, hair growth begins again and the marrow of the bones replenishes, producing blood, which will leak from torn and rotted veins, constantly splattering the ground and the creature’s garments. Incorporeal undead have patches that are materialised on the Prime Material Plane and cannot become incorporeal. Final: The affected creature feels intense pain around the afflicted areas, and suffers from intense migraine headaches (–10 to Concentration checks) as brain tissue spontaneously regenerates. Incorporeal creatures will discover that they cannot leave the Prime Material Plane.

Even frost giants dread that sound. An avalanche can move hundreds of tons of snow, ice and debris from 110– 180 miles per hour and sometimes up to 225 miles per hour easily burying even the largest of monsters. Once in motion, snow slides are irresistible forces of nature, tearing down trees and pulverising buildings. When an avalanche finally grinds to a halt, the snow congeals like concrete, making rescue efforts extremely difficult. No one knows exactly when an avalanche will fall, what its path might be or how far down its path it will travel. Some areas are known to have avalanches during certain kinds of weather during certain times of year. Moreover, no one can tell who might survive an avalanche and who might not. Small avalanches can kill easily; large avalanches may do little harm, even to those in their path. Avalanches kill in two primary ways. First, they can kill with their initial impact. Second, they can bury and suffocate their victims.

New Environmental Effects and Hazards

Causes

Aurora (Arsarnerit)

When the layers of snow packed on a mountain are of uneven density, the potential for an avalanche is created. The uneven density may have been created by warm weather lightly melting an upper layer of snow, which freezes at night into heavier, icier snow. If this snow rests on an incline, the potential for an avalanche is created. A heavy snow of six inches or more will put stress on this uneven layer, causing the weaker supporting snow to give way. When this happens, you have an avalanche. Although many avalanches occur naturally, 90% of deadly avalanches are triggered by people crossing unstable snow.

The arsarnerit or aurora appears in a variety of forms, including pillars, streaks, wisps, haloes or curtains of light wafting on a gentle breeze. The aurora is usually light yellow, rose or green in colour, but it can flare at times to bright crimson or yellow. A whirring or crackling sound sometimes accompanies its presence. The arsarnerit can be dispelled or summoned with a control weather spell or optionally a control weather (but it requires the caster to bark like a dog). Arsarnerit can substitute for storms when casting call lightning spells as well. Spellcasting within 100 miles of an arsarnerit causes one of the listed side effects (see below). Direct contact with the arsarnerit automatically produces the effect on the subject entering it. All spells are cast at 20th level.

There are several characteristics common to avalanche areas that help experienced mountaineers avoid them. Note that these methods are far from perfect; avalanches do happen at odd times without warning.

Aurora Effects D100

Effect

01–20

Gate

21–40

Call lightning (targeted at PC)

41–60

Time stop

61–80

Teleport

81–00

Unhallow

Snowfall: Avalanches are most likely to run during or after snowfall of six inches or more. The day after a new snowfall is the most critical time for avalanches. The pure clean snow on hillsides that is so popular among skiers is exactly the same snow that is most likely to start an avalanche. Warm Temperature: Warm weather causes a shift in density of the topmost layers of snow, as described above. In addition, it heats the rocks to which snow clings, creating another distinct layer. It is these multiple layers that set the stage for an avalanche.

233

David Culliford (order #1969295)

Appendix

Slope: The potential for avalanche exists on inclines of 30 to 45 degrees. If the incline is less, the snow typically does not have enough potential energy to start an avalanche. If the incline is too great, not enough snow accumulates to make an avalanche. Windward or Leeward: Avalanches tend to happen on the side of a mountain that accumulates the most loose snow. Mountains primarily receive precipitation on one side, usually the windward side (the side that faces the wind). The wind then blows any loose snow to the leeward side (downwind). This snow, being lightly packed, makes for weaker upper layers, which are more prone to collapse under pressure.

Triggering an Avalanche Avalanche conditions must exist for an avalanche to occur. If the Games Master determines those conditions exist, there is a base 1 in 20 chance (roll 1 on a d20) of an avalanche happening once an hour, modified by the conditions listed below.

Condition

Modifier

Loud Noise

+2

Bard Singing

+1

Moderate Wind

+1

The Avalanche Zone

Strong Wind

+2

Experienced mountaineers who are familiar with the territory will know the common avalanche sites and when to avoid them. It is those tricky rare avalanche sites that may catch a party unaware.

Severe Wind

+3

Windstorm

+4

Hurricane

+8

To screen an area for avalanche zones make a Climb check (DC below) using the Wisdom modifier in place of Strength. Add a +2 synergy bonus to the check if the character has five or more ranks in the Survival, Knowledge (Geography) or Knowledge (nature). These synergies stack.

Daytime

+1

Night-time

–1

Recent Snow

+3

Explosion (e.g., fireball spell)

+1 per 5 points of damage

Avalanch Sites Frequency

DC

Description

Warm Temperature

+1/10 F° above 35°F

Common

10

Avalanches occur several times a year.

Cold Temperature

–1/10 F° below 35°F

Uncommon

15

Avalanches occur a few times every five years.

Rare

20

An avalanche occurs perhaps once per decade.

Some mountaineers protect passes by starting avalanches in high-risk areas to relieve the pressure from accumulating snow on the ridges. To do so simply requires that the avalanche area is identified (as described above), getting out of the likely path of the avalanche and then striking the area with a destructive area spell or explosive effect.

Extremely Rare

25

Avalanches are nearly unheard of.

Avalanche Size

A character may only check an area once a day and may not take a 10 or 20. Once an area has been identified as dangerous, it need not be checked again that season. If a party must cross through an avalanche zone while it is unstable, some basic precautions can be taken to help ensure some measure of safety. The party should stay quiet and move quickly through the zone. Creating loud noises and disturbances, or making camp would be extremely unwise.

234

David Culliford (order #1969295)

The effects of an avalanche, obviously, depend upon its size. The size, direction and effects of an avalanche are extremely hard to predict. The history of an avalanche zone says more about what to expect than anything else. However, severe weather can change how dangerous an avalanche zone becomes. Games Masters may elect to choose a size and path for an avalanche, or it can be determined at random. See the Avalanche Size table on page 235. Note that breathing is nearly impossible during an avalanche due to the pressure changes: the wind caused by an avalanche forms a pressure wave that moves just before the falling snow. It moves a little faster than the

Appendix

Avalanche Size Roll (d20)

1–5

6–13

14–19

20

Size

Size Effect

Small

A steep hillside: Snow buries anything in path in 7–12 inches of snow. Base damage is 1d6 if in path, 4d6 in the bury zone. Snow travels for 10d10 yards and is1d4x100 feet wide. Winds from zero to 60 mph are generated. Reflex DC 13.

Medium

A short mountainside: Snow buries anything in path in 1d6 feet of snow. Base damage is 3d6 if in path, 8d6 in the bury zone. Snow travels for 5d100 yards and is 1d6×100 feet wide. Winds from 110 to 150 mph are generated. Reflex DC 15.

Large

A large mountainside: Snow buries anything in path in 2d6 feet of snow. Base damage is 5d6 if in path, 12d6 in the bury zone. Snow travels for 10d100 yards and is 2d6×100 feet wide. Winds from 150 to 180 mph are generated. Reflex DC 17.

Catastrophic

Several avalanche areas falling at once: Destroys trees, changes the landscape, levels buildings and even towns. Snow buries anything in path in 3d20 feet of snow. Base damage is 10d6 if in path, 24d6 in the bury zone. Snow travels for 1d4 miles and is 3d6×100 feet wide. Winds exceeding 180 mph are generated. Reflex DC 21.

is hit broadside and takes full damage. The character is also stunned, shaken, buried, and is pinned. Apply the following circumstance modifiers to the saving throw. The base DC is listed above.

avalanche – about the same speed as the winds in a class 3 or 4 tornado. Fortunately, the winds are only generated for the duration of the avalanche – perhaps 30 to 40 seconds.

Survival A deep rumbling usually precedes an avalanche. A successful Listen check (DC 15) will give a Player Character 1d4 rounds of warning. An avalanche can also be spotted from as far as 1d10x500 feet (DC 20). If the Spot check to determine the encounter distance is failed, the avalanche will be automatically seen at half the original distance (likely too late). Assume an average avalanche will travel 200 squares (1,000 feet) per round. Characters who cannot get out of the way (fly spell, teleportation, burrowing and so on) will have to try to survive it. Surviving an avalanche involves a pair of saving throws. The first save is to see if the character is buried in the snow. The second save is a check to see if they had the presence of mind to make an air pocket (if buried).

c

c

c

Size: The character suffers a –1 circumstance penalty for each size category above Medium-size and receives a +1 circumstance bonus for each size category below Medium-size. Cover: If the character can find cover, apply all normal cover bonuses to the saving throw. Any cover used must be able to withstand the avalanche Tower shields do not qualify.

Willpower Save (Finding an Air Pocket): If a character is buried but not pinned, he may make a Will save (DC 20) to have the presence of mind to form an air pocket under the snow and to not panic and use up that air. If the saving throw succeeds, the character has enough air to breath for 1d4 hours without digging out further air space. On a failed Willpower save, or if the character was

Reflex Save (Riding the Snow Wave): This saving throw determines how hard the avalanche hit them, and how deeply they are buried. If the save succeeds, the character takes only half damage and is only minimally buried (half the listed depth) in snow. If it succeeds by four or more, the character is able to ‘swim’ up to the top of the snow and is not buried at all. If the saving throw fails, the character

235

David Culliford (order #1969295)

Shield: A character with a shield receives a –1 circumstance penalty for each size level of the shield (buckler –1, light –2, heavy –3, tower –4) as it catches the snow and makes manoeuvring difficult.

Appendix

pinned they have only 1d20 rounds of air. Once out of fresh air, a character begins to suffocate. Acharacter can hold his breath for a number of rounds equal to twice their Constitution. After this period of time, the character must make a Constitution check (DC 10) every round in order to continue holding his breath. Each round, the DC increases by +1. When the character finally fails his Constitution check, he begins to suffocate. In the first round, he falls unconscious (zero hit points). In the following round, he drops to –1 hit points and is dying. In the third round, he suffocates. Loosely packed snow has a great deal of air trapped in it. Tunneling through that snow frees up a lot of that air. As long as an individual keeps digging, he can continue to breathe with difficulty (treat as slow suffocation), taking 1d6 points of nonlethal damage every 15 minutes. Being buried alive is extremely disorienting and requires a successful Survival check (DC 20) to determine which way is up. Player Characters can dig their way out at a rate of one foot per round if they are not pinned. If pinned, the character can make an Escape Artist check (DC 10 + feet of snow buried in) to manoeuvre himself so he can dig himself out. If the character fails the check or does not have the skill, he must get outside help or suffocate as above.

Snowstorm Although less severe than a blizzard, the combined effects of precipitation and wind that accompany a snowstorm still reduce visibility ranges by three quarters and impose a –8 penalty to all Spot, Search and Listen checks. Every turn, the character must make a Fort save (DC 20) or be dazzled. Snowstorms make ranged weapon attacks impossible, except for those with siege weapons, which have a –4 penalty to attack. Snowstorms automatically extinguish candles, torches and similar unprotected flames. They cause protected flames, such as those of lanterns, to dance wildly and have a 50% chance to extinguish these lights. Snowstorms leave 1d6 inches of snow on the ground afterward.

New Feats Metapoison Feats

Rescue Characters who have not been buried or have freed themselves can attempt to rescue other characters trapped in the snowdrifts. The rescue party will have four concerns: (1) finding buried party members, (2) digging through the snow effectively, (3) time and (4) a follow-up avalanche. The hardest part of rescuing people buried in snow is finding them. The snow gives no indications as to whether someone is buried under it or not. Snow also muffles sound so characters buried in as little as five feet of snow will not be heard. There are many ways to find a buried character, magical means being most effective, but more mundane techniques exist: The characters can dig at random locations (trial and error – a very slow method); an animal can try to locate them by scent (Survival DC 25); Long poles can be used to probe the snow (Search DC 20 + snow depth). Unfortunately all the non-magical methods take time – time the pinned characters might not have. Even if a character has sufficient air, they will still suffer from exposure.

Snow Swamp (Faerie Ice) Melt streams and slush can cover up snow swamps, also known as faerie ice. Snow swamps look like dry snow but are unstable. Because of its granular density, snow swamps act like quicksand. Spotting a snow swamp requires a Spot check (DC 30). Player Characters sink at a rate of two feet a round. To avoid sinking, he must make a

236

David Culliford (order #1969295)

successful Reflex save (DC 20) to grab onto something and a subsequent Strength check (DC 20) to haul himself out. One person can pull another out with a similar Strength check. Failure means the trapped character continues to sink another two feet that round. Two characters working together can save a companion automatically.

Metapoison feats are a particular class of feats that can be used to change the characteristics of poison, so-named for their similarity to metamagic feats, which alter spell qualities. Metapoison feats have two chief uses: direct application in crafting poison and subsequent application to poison on hand. Direct Application: Some metapoison feats may be applied during the crafting process. In such a case, the feats Craft DC modifier is applied like other modifiers. Subsequent Application: Some metapoison feats may also be applied to poison on hand. Doing so requires a successful Craft (poisonmaking) check with a DC as indicated in the description of the feat. This application takes a number of days to complete equal to the Craft DC modifier indicated in the feat and also costs an additional number of gold pieces equal to the modifier times five. Metapoison feats cannot be applied to poison that has already been smeared on a weapon, incorporated into a trap or similarly used.

Brew New Poison (Item Creation) You can create new poisons with unique characteristics. Prerequisite: Int 13, Craft (poisonmaking) 7 ranks Benefit: You can create any new poison whose prerequisites you meet.

Appendix

Note: Excellent mechanics for brewing new poisons can be found in Poisoncraft: The Dark Art by Blue Devil Games. Both Poisoncraft: The Dark Art and Blue Devil Games are product identity of Blue Devil Games and are used with permission.

New Hazard

Gird Poison (Metapoison)

These diminutive vermin crawl off carrion and infest living hosts. They cause a fatal illness unless cured or killed. When first encountered, a DC 15 Spot check can be made to avoid them entirely. If this check is failed, the grubs have contacted the victim and penetrated the skin. Once this occurs, the victim may make a DC 15 Wisdom check. If successful, he notices strange burrowing below the surface of his skin. Each round thereafter, a DC 17 Fortitude save must be made. If failed, the victim sustains 2d6 points of Constitution damage. At Constitution 0, the victim dies. The grubs then look for a new host. During the first two rounds, the grubs can be killed by applying flame to or by cutting open the affected skin. The flame or cutting does 2d6 points of damage to the victim. If a DC 15 Heal check is successful, cutting damage can be reduced to 1d6. After the second round, only a remove disease spell can save the victim.

Rot Grub

Hazard (CR 4)

You can craft poisons that are more resistant to neutralisation. Prerequisite: Craft (poisonmaking) 13 ranks Benefit: Any methods used to neutralise or delay a girded poison require twice the number of applications to be effective. For example, to detoxify girded large scorpion venom requires the casting of two neutralise poison spells or two doses of the antidote. Girding a poison on hand requires a Craft (poisonmaking) check equal to the DC to create the poison + 5. The Craft DC modifier for girded poison is +5. This feat may be applied to a singe dose of poison more than once. As normal, a doubled doubling results in a tripling; thus, a double-girded dose of poison would require three dose of antidote.

Glory (General )

New Monsters

You can call upon your supernatural heritage to enhance your presence. Prerequisites: Aasimar, angel, fiend or tiefling Benefit: Once per day you may surround yourself with angelic or fiendish power (depending upon your heritage) that manifests as shining blue, gold, silver or white light (aasimar or angelic) or roiling green, orange, red or violet light (fiendish or tiefling). This energy gives you a +4 enhancement bonus to your Charisma. The light is the equivalent of a torch. The glory lasts one minute per Hit Die.

Dust Devil

Medium Elemental (Air, Extraplanar) Hit Dice: 2d8+2 (11 hp) Initiative: +3 Speed: Fly 100 ft. (20 squares) (perfect) Armour Class: 16 (+3 Dex, +3 natural), touch 13, flatfooted 13 Base Attack/Grapple: +1/+2 Attack: Whirlwind; see text Full Attack: Whirlwind; see text Space/Reach: 5 ft./5 ft. Special Attacks: Air mastery, whirlwind Special Qualities: Darkvision 60 ft., elemental traits Saves: Fort +1, Ref +6, Will +0 Abilities: Str 12, Dex 17, Con 12, Int 4, Wis 11, Cha 11 Skills: Listen +2, Spot +3 Feats: Flyby Attack Environment: Elemental Plane of Air Organisation: Solitary Challenge Rating: 2 Treasure: None Alignment: Usually neutral Advancement: 3–6 HD (Medium) Level Adjustment: —

Withering Poison (Metapoison) You can craft poisons that affect plants. Prerequisite: Int 15 or Wis 15, Craft (poisonmaking) 13 ranks, Knowledge (nature) 7 ranks, Brew New Poison Benefit: You may imbue your poisons with the ability to affect plants. Withering poison on hand requires a Craft (poisonmaking) check equal to the DC to create the poison + 5. The Craft DC modifier for withering poison is +5. Withering poison has no additional effect on non-plant creatures, but the poison damage applies normally. Normal: Without this feat, poisons do not affect plants. Note: In general, all delivery methods will affect plants. However, many types of poison damage will still have no effect on plants. For example, any poison that causes a mind-affecting effect will still have no effect.

This creature seems to be a roiling vortex of wind that move with obvious sentience… Dust devils are an offshoot of the air elemental race. The often appear by accident on the Material Plane on hot

237

David Culliford (order #1969295)

Appendix

summer days, though no planar scholar is exactly sure how this occurs as they do not posses the power to transverse the planes themselves. Dust devils are thought to speak Auran. There are no reported instances of a dust devil stopping to engage in parley of any sort.

Combat Dust devil enter combat be rolling over there opponents must like a swarm to catch their opponents in its whirlwind. Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against a dust devil. Whirlwind (Su): A dust devil’s natural form is that of a whirlwind, five feet wide at the base, ten feet wide at the top, and 15 feet tall. A dust devil can move through the air or along a surface at its fly speed. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature’s space. An affected creature must succeed on a DC 12 Reflex save when it comes into contact with the dust devil or take 1d4 points of damage. A creature one or more size categories smaller than the dust devil must also succeed on a second DC 12 Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking 1d4 points of damage each round. A creature that can fly is allowed a DC 12 Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The save DC is Strength based. Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume. The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. It always ejects trapped creatures before returning to its home plane. If the dust devil’s base touches the ground, it creates a swirling cloud of debris. This cloud is centred on the elemental and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.

238

David Culliford (order #1969295)

Flying Abominations These monsters are created by the spell of the same name (see page 106). Parts from a Small creature make Tiny abominations, parts from a Medium or Large creature can make a Tiny or Small abomination and parts from a Huge or larger creature can make a Medium-size abomination.

Tiny Undead Hit Dice: 1d12 (6 hp) Initiative: +2 Speed: Fly 30 feet (good) AC: 16 (+2 size, +2 Dex, +2 natural), touch 14, flat-footed 14 Base Attack/Grapple: +0/–9 Attack: Slam +1 melee (1d3–1) Full Attack: Slam +1 melee (1d3–1) Space/Reach: 2 ½ ft./0 ft. Special Attacks: As original creature’s extraordinary abilities Special Qualities: Undead traits Saves: Fort +0, Ref +2, Will +2 Abilities: Str 8, Dex 14, Con —, Int —, Wis 10, Cha 10 Environment: Any Organisation: Pack (3–12) Challenge Rating: ½ Treasure: None Alignment: Always neutral

Small Undead Hit Dice: 2d12 (13 hp) Initiative: +1 Speed: Fly 30 feet (good) AC: 14 (+1 size, +1 Dex, +2 natural), touch 12, flat-footed 13 Base Attack/Grapple: +1/-3 Attack: Slam +2 melee (1d4) Full Attack: Slam +2 melee (1d4) Space/Reach: 5 ft./5 ft. Special Attacks: As original creature’s extraordinary abilities Special Qualities: Undead traits Saves: Fort +0, Ref +1, Will +3 Abilities: Str 10, Dex 12, Con —, Int —, Wis 10, Cha 10 Environment: Any Organisation: Pack (3–12) Challenge Rating: 1 Treasure: None Alignment: Always neutral

Medium Undead Hit Dice: 3d12 (19 hp) Initiative: +0 Speed: Fly 30 feet (good) AC: 12 (+2 natural), touch 10, flat-footed 12 Base Attack/Grapple: +1/+2 Attack: Slam +2 melee (1d6+1)

Appendix

Full Attack: Slam +2 melee (1d6+1) Space/Reach: 5 ft./5 ft. Special Attacks: As original creature’s extraordinary abilities Special Qualities: Undead traits Saves: Fort +0, Ref +1, Will +3 Abilities: Str 12, Dex 10, Con —, Int —, Wis 10, Cha 10 Environment: Any Organisation: Pack (3–12) Challenge Rating: 2 Treasure: None Alignment: Always neutral

Snowmen are golems made of snow. They are traditionally made of two large balls of snow, with a carrot for a nose, buttons for eyes, branches for arms and a hat of some sort.

Combat Snowmen attack mindlessly at the behest of their creator. Their hats are a magical part of the snowman but are a dangerous vulnerability as well. Hat (Su): The snowman’s hat cannot be easily removed, but it can be destroyed, which destroys the golem. The hat has Hardness 0, 20 hit points and confers a –8 circumstance penalty should a Player Character target it directly. If the hat is destroyed, the snowman immediately ceases animation. Attempting to strike the hat does provoke an attack of opportunity.

A head, leg, tail or other monstrous appendage floats before you. Its dull skeletal composition betrays its undead state. The pale radiance of magic plays about the body part before it launches toward you.

Magic Immunity (Ex): Snowmen are immune to all spells, spell-like abilities and supernatural effects, except as follows. A move snow spell drives the snowman back 120 feet and deals 3d12 points of damage to it. A disintegrate spell slows the snowman (as the slow spell) for 1d6 rounds and deals 1d12 points of damage. An avalanche cast directly at a clay snowman stops it from moving that round and deals 5d10 points of damage. The snowman gets no saving throw against any of these effects. It takes double damage from fire spells. Spells that target the snowman’s hat have normal effects.

Like all undead, flying abominations have no place in the natural order of the world. A spellcaster creates these skeletal body parts to have as ‘handy’ servants and to act as guardians of low priority treasures or places.

Combat When used in combat, a flying abomination is sent to attack, and thereby distract, enemy spellcasters. On their own, a pack of abominations is likely guarding an area from intrusion and attacks the first creature to enter the restricted area en masse. Without Intelligence, flying abominations do not utilise tactics but neither do they succumb to fear or intimidation.

Construction The golem costs 60,000 gp to create, including 1,500 gp for the body and 30,000 gp for its hat, which can be reused. Creating the body requires a successful Craft (sculpting or masonry) check (DC 15). The ritual requires a 16th level creator who can cast divine spells. Completing the ritual drains 3,600 XP from the creator and requires animate snow, create snow, control snow. The creation is completed when the hat is placed on the snowman’s head.

Golem, Snowman Medium Construct (Cold) Hit Dice: 9d10+20 (69 hp) Initiative: -1 Speed: 20 ft. (4 squares) (cannot run) AC: 21 (–1 Dex, +12 natural), touch 9, flat-footed 21 Base Attack/Grapple: +6/+11 Attack: Slam +10 melee (1d6+5) Full Attack: 2 slams +10 melee (1d6+5) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Cold subtype, construct traits, damage reduction 10/bludgeoning , darkvision 60 ft., low-light vision, magic immunity Saves: Fort +3, Ref +2, Will +3 Abilities: Str 21, Dex 9, Con —, Int —, Wis 11, Cha 1 Skills: — Feats: — Environment: Cold land Organisation: Solitary Challenge Rating: 7 Treasure: None Alignment: Always neutral Advancement: 10–18 HD (Large); 19–27 HD (Huge) Level Adjustment: —

CL 16th; Craft Construct, animate snow, create snow, control snow, caster must be at least 16th level; Price 90,000 gp; Cost 60,000 gp + 3,600 XP.

L e s s e r V a m p yr When an undead spawned by a vampire lacks the necessary vitality to become a full-fledged vampire in its own right, it instead rises as a lesser vampire. A vampire is also capable of intentionally creating a lesser vampires, regardless of the transformed victim’s vitality. Of all the lesser vampire species, the lesser vampyr is the most representative of the Vampire subtype. Lesser vampyrs appear as they did in life, just as do most creatures with the Vampire subtype, and they might not be immediately identified as undead. Careful observation may reveal them for what they are, as they have no shadows

239

David Culliford (order #1969295)

Appendix

and cast no reflections in mirrors, properties that they share with many creatures with the Vampire subtype. It is often difficult to distinguish a lesser vampyr from a fullfledged vampires. Lesser vampyrs speak the languages they knew in life.

Sample Lesser Vampire (Lesser Vampyr) The priests of my god had told me that this was only a lesser vampyr, but they were wise enough to also warn my group of the lethal nature of any creature of the night. To one not armed with both magic and faith, even the least of these creatures can prove an insurmountable force... This example uses a vampyr 1st level human fighter as the base creature.

Medium Undead (Augmented Humanoid, Vampire) Hit Dice: 4d12 (26 hp) Initiative: +7 Speed: 30 ft. (6 squares) AC: 19 (+2 Dex, +3 natural, +4 chain shirt), 12 touch, 17 flat-footed Base Attack/Grapple: +1/+5 Attack: Slam +5 melee (1d6+4 plus energy drain) or shortspear +5 melee (1d8+4/x3) or shortspear +3 ranged (1d8+3/x3) Full Attack: Slam +5 melee (1d6+4 plus energy drain) or shortspear +5 melee (1d8+4/x3) or shortspear +3 ranged (1d8+3/x3) Space/Reach: 5 ft./5 ft. Special Attack: Blood drain, dominating gaze, energy drain Special Qualities: Allergen, damage reduction (10/silver), darkvision 60 ft., fast healing 2, phase door, rejuvenation, resistance to cold 10 and electrical 10, spider climb, taboo, turn resistance +2, undead traits Saves: Fort +2, Ref +4, Will +1 Abilities: Str 19, Dex 15, Con —, Int 11, Wis 13, Cha 10 Skills: Bluff +5*, Climb +5, Craft (any two) +3, Hide +6*, Listen +8*, Move Silently +7*, Search +6*, Sense Motive +6*, Spot +8* Feats: AlertnessB, Blind-Fight, Combat Expertise, Improved InitiativeB, Lightning ReflexesB, Power Attack Environment: Any land and underground Organisation: Solitary, pair or pack (3–5) Challenge Rating: 4 Treasure: Standard Alignment: Any evil Advancement: — Level Adjustment: +4

Combat Lesser vampyrs prefer charming enemies with their gaze attack to engaging in combat, though they will not hesitate to make physical attacks against opponents they cannot

240

David Culliford (order #1969295)

easily manipulate. When doing so, lesser vampyrs rely heavily on slam attacks that sap their enemies’ life energy, generally reserving their blood drain for use against charmed prey in non-combat situations. Blood Drain (Ex): Every round a lesser vampyr pins a living foe, the lesser vampyr may draw out that creature’s blood with its fangs, causing 1d4 points of Constitution drain. Creatures that have no blood are immune to this special attack. Dominating Gaze (Su): Any creature within 30 feet of a lesser vampyr that meets its eyes can be targeted by a gaze attack on the lesser vampyr’s next turn. As a standard action, the lesser vampyr may glare at any such creature, affecting the creature as would a 4th level sorcerer casting a charm person spell (Will negates, DC 10). A creature affected by the lesser vampyr’s gaze is also affected by a suggestion, as per the spell but lasting as long as the charm, that it is beneficial to be subjected to the lesser vampyr’s blood drain special attack (see below). Energy Drain (Su): A living creature hit by any of a lesser vampyr’s slam attack gains one negative level. For each negative level bestowed, the lesser vampyr heals five points of damage, with healing in excess of the damage it has suffered being gained as temporary hit points. Negative levels bestowed by a lesser vampyr have a maximum duration of 24 hours. If a negative level bestowed by a lesser vampyr is not removed before its duration expires, the level (or Hit Dice) of the creature upon which it was dealt is reduced by one (Fortitude negates; DC 10). A lesser vampyr can use its energy drain once per round. Allergen (Ex): Openly displayed holy symbols, openly displayed mirrors and garlic hold a lesser vampyr at bay in the same way a magic circle against evil spell holds non-good summoned creatures at bay. As with that spell, an item that repels a lesser vampyr is not considered an offensive measure, and if one is forced upon a lesser vampyr, that lesser vampyr can ignore the protection provided by that item for the remainder of the current encounter. Fast Healing (Ex): A lesser vampyr regains lost hit points at a rate of two per round. Fast healing does not restore hit points lost from starvation, thirst or suffocation, nor does it allow for the re-growth or reattachment of lost body parts. Phase Door (Su): As part of a move or double move action, a lesser vampyr may pass through its coffin and/or up to six feet of soil as if each were a stone wall upon which the lesser vampyr had cast a permanent phase door spell. If a barrier is too thick for a lesser vampyr to pass through with one use of this ability, the lesser vampyr cannot pass through that barrier at all (not even part of the way). Neither can the lesser vampyr pass through materials other than soil unless those materials are part of its own coffin.

Appendix

Rejuvenation (Su): When a lesser vampyr is destroyed, it wastes away into nothing and its corpse reforms, intact, within its grave. The corpse rises again as a full-strength lesser vampyr after nine days have passed unless it has been both impaled upon a stake and decapitated, or has been destroyed in a more complete manner. Otherwise damaging the corpse merely prevents it from rising as a lesser vampyr until nine days have passed since it was last disturbed. Taboo (Ex): A lesser vampyr is unable to enter any body of water, any area above a body of water or any domicile into which it is not invited of its own free will. If a lesser vampyr is somehow forced into such an area against its will, the lesser vampyr collapses, paralysed and helpless, so long as it remains in the area; it cannot leave under its own power. Turn Resistance (Ex): A lesser vampyr has +2 turn resistance. Undead Traits: A lesser vampyr is immune to mindinfluencing effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects that do not specifically affect undead and any effect that both requires a Fortitude save and does not affect objects. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, energy drain or death from massive damage. An undead creature possesses immunity to any effect that requires a Fortitude save and uses its Charisma bonus to Concentrations checks. A lesser vampyr cannot be raised and can only be resurrected if it is willing; it also has darkvision (60-foot range). Undead do not breathe, eat or sleep.

Abilities: If the base creature gained an increase to any ability from a vampire template, it loses half of that ability score increase. Skills: If the base creature gained any racial bonus to a skill check from a vampire template, it loses half of that racial bonus.

Skills: Lesser vampyrs receive a +4 racial bonus to Bluff, Hide, Listen, Move Silently, Search, Sense Motive and Spot checks.

Feats: If the base creature gained any bonus feats from a vampire template, it loses half of those feats at its discretion (rounded down).

Creating a Lesser Vampire ‘Lesser vampire’ is a template that must be added to any vampire with four or less Hit Dice and can also be added to any vampire with more than four Hit Dice (hereafter referred to as the ‘base creature’, regardless of the number of Hit Dice it has). A lesser vampire uses all of the base creature’s statistics except as noted below.

Special Attack: The base creature loses any of the following special attacks it gained as a result of taking a vampire template: alternate form, animal allies, create spawn, death chime, soul theft and undead shadow. Special attacks that the base creature would have without any vampire template remain unchanged. The base creature cannot cause a creature to gain more than one negative level per attack through the use of any energy drain ability that it gained as a result of a vampire template. If the base creature gained a gaze attack from a vampire template, that gaze attack is modified as follows:

Hit Dice: Change total to 4d12. AC: If the base creature gained any natural armour bonus from a vampire template (any template that changes a creature’s type in such a way that the creature now belongs to the Vampire subtype), the base creature loses half of that natural armour bonus. The base creature’s AC is adjusted to reflect its new Dexterity score and its Charisma-dependent deflection bonus to AC (if any) is adjusted to reflect its new Charisma score.

Evil Eye: Instead of effecting a creature as would a cleric casting a bestow curse spell, the lesser vampire’s evil eye instead effects the creature as would a 4th level cleric casting a doom spell (Will negates, DC 11 + lesser vampyr’s Wis modifier).

241

David Culliford (order #1969295)

Appendix

Dominating Gaze: Instead of effecting the creature as would a sorcerer casting a dominate person spell, the lesser vampire’s dominating gaze instead effects the creature as would a 4th level sorcerer casting a charm person spell (Will negates, DC 11 + lesser vampyr’s Cha modifier). A creature successfully affected by the lesser vampire’s dominating gaze is also subject to a suggestion, as per the spell but lasting as long as the charm, that it is beneficial to be subjected to the lesser vampire’s blood drain attack. Frightening Gaze: Any creature affected by a lesser vampire’s frightening gaze gets a –4 morale penalty to all attack rolls, damage rolls (weapon and spell), saving throws and skill checks for the given duration instead of getting a –8 morale penalty. Hypnotic Gaze: Any creature affected by a lesser vampire’s hypnotic gaze is dazed instead of paralysed. Special Qualities: The base creature loses any magical flight or natural invisibility special quality it gained as a result of taking a vampire template. Any damage reduction that it gained from a vampire template is reduced to damage reduction (10/silver). The rate of fast healing or regeneration ability that the base creature gained from a vampire template is reduced to one half of its original value, rounded down. All energy resistances it gained from a vampire template are likewise reduced, as is any turn resistance so gained. If the base creature gained the incorporeal form special ability as a result of a vampire template, the vampire may use that ability for a maximum total duration of one hour per night. If the lesser vampyr is somehow trapped in energy form or incorporeal form for a longer duration than this in any given night, it is destroyed and cannot rise again as an undead. Special qualities that the base creature would have without any vampire template remain unchanged. Organisation: Solitary, pair or pack (3–5). Challenge Rating: As base creature minus any increases resulting from the vampire template (minimum 4). Alignment: Any evil. Advancement: — Level Adjustment: Same as the base creature +4.

Repelling a Lesser Vampyr A lesser vampyr suffers from the allergen and taboo special qualities described below, which it retains even if it changes shape. Other lesser vampires instead retain the properties described in the section of the base creature’s description related to repelling vampires of its specific kind. Allergen (Ex): Openly displayed holy symbols, openly displayed mirrors, and garlic hold a lesser vampyr at bay in

242

David Culliford (order #1969295)

the same way a magic circle against evil spell holds non-good summoned creatures at bay. As with that spell, an item that repels a lesser vampyr is not considered an offensive measure, and if one is forced upon a lesser vampyr, that lesser vampyr can ignore the protection provided by that item for the remainder of the current encounter. Taboo (Ex): A lesser vampyr is unable to enter any body of water, any area above a body of water or any domicile into which it is not invited of its own free will. If a lesser vampyr is somehow forced into such an area against its will, the lesser vampyr collapses, paralysed and helpless, so long as it remains in the area; it cannot leave under its own power.

Destroying a Lesser Vampyr The lesser vampyr’s rejuvenation special quality is thwarted by both staking and decapitating its corpse, or by destroying its corpse in a more complete manner. A lesser vampyr also has the sunlight vulnerability and water vulnerability special qualities, which it retains even if it changes shape. Sunlight Vulnerability (Ex): If exposed to direct sunlight, a lesser vampyr reacts to that light as if the light were a good-aligned cleric that had successfully turned the lesser vampyr. Additionally, if the lesser vampyr does not escape the light with a single move action during its next turn, the lesser vampyr is forever destroyed. The lesser vampyr’s rejuvenation special quality does not activate if the lesser vampyr is destroyed in this manner.

Appendix

Water Vulnerability (Ex): If exposed to a body of water, a lesser vampyr is burned as if exposed to acid (1d6 damage per round, 10d6 damage instead if submersed). If a lesser vampyr ever suffers an amount of damage in this way that exceeds its maximum hit point total, it is forever destroyed. The lesser vampyr’s rejuvenation special quality does not activate when the lesser vampyr is destroyed in this manner.

Lost Soul Medium Undead (Incorporeal) Hit Dice: 2d12 (13 hp) Initiative: +8 Speed: Fly 90 ft. (18 squares) (perfect) AC: 14 (+4 Dex, +1 deflection), 15 touch, 11 flatfooted Base Attack/Grapple: +1/— Attack: Incorporeal touch +5 melee (1d4 fire plus energy drain) Full Attack: Incorporeal touch +5 melee (1d4 fire plus energy drain) Space/Reach: 5 ft./5 ft. Special Attack: Energy drain, spell-like abilities Special Qualities: Darkvision 60 ft., turning immunity, undead traits Saves: Fort +0, Ref +4, Will +3 Abilities: Str —, Dex 18, Con —, Int 4, Wis 11, Cha 11 Skills: Hide +10, Intimidate +5, Listen +5, Spot +5 Feats: Improved Initiative Environment: Any land and underground Organisation: Solitary Challenge Rating: 3 Treasure: None Alignment: Always chaotic neutral Advancement: — Level Adjustment: —

It is said that, should a lost soul be destroyed, it departs into the afterlife, its corpse no longer destined to rise as a vampire. Many lost souls are hunted and destroyed for this very reason. As creatures with no memories, lost souls have no languages and are incapable of engaging in meaningful communication.

Combat Like mischievous children, lost souls are more interested in performing pranks than engaging in combat. A lost soul uses its spell-like abilities to harass the living and resorts to its smouldering, life-sapping touch attack only if threatened.

At first it appeared as a will-o-wisp, a collection of glowing lights that we lost sight of from time to time. As we drew closer, our priest recognised it for what it was and we took heart in the task of releasing another soul from its accursed existence.

Energy Drain (Su): Any living creature hit by a lost soul’s incorporeal touch attack gains one negative level. For each negative level bestowed, the lost soul heals five points of damage; with healing in excess of the damage it has suffered being gained as temporary hit points. Negative levels bestowed by a lost soul have a maximum duration of 24 hours. If a negative level bestowed by a lost soul is not removed before its duration expires, the level (or Hit Dice) of the creature to which it was dealt is reduced by one (Fortitude negates, DC 11).

Sometimes, when a creature is destined to rise again as a vampire but its corpse has not yet reanimated, its spirit wanders the earth in the form of a lost soul. Appearing as an amorphous cloud of sparks and shadows, a lost soul has no identifying characteristics to associate it with the living creature it once was. Neither does the lost soul have any memory of its life or the abilities it possessed while living. In many ways, a lost soul has been reduced into a primordial – almost infantile – state. Having forgotten its cares and sensibilities, the lost soul lives on as a ghostly prankster, content to do nothing more than haunt a locale it once frequented in life.

Spell-like Abilities: At will – ghost sound, prestidigitation, scare, telekinesis. These are as the spells cast by a 10th level sorcerer (save DC = 11 + spell level).

243

David Culliford (order #1969295)

Appendix

Incorporeal: As a creature with the Incorporeal subtype, a lost soul can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities and supernatural effects. It ignores damage dealt by a corporeal source 50% of the time unless that source was a force effect or a ghost touch weapon. The lost soul can pass through solid objects, but not force effects and must remain adjacent to the object’s exterior, and so cannot pass through an object whose space is larger than it own, but only has cover when it attacks. An incorporeal creature in side an object has total cover. Its attacks ignore natural armour; armour and shields, but deflection bonuses and force effects still apply against them. An incorporeal body always moves silently and cannot be heard with a Listen check, each unless it deliberately chooses otherwise.

Organisation: Solitary Challenge Rating: ½ Treasure: None Alignment: Always neutral Advancement: None

Turning Immunity (Ex): Despite being undead, a lost soul cannot be turned, destroyed, rebuked, or commanded by clerics or characters with similar power over undead.

Manikins use their heavy misshapen wooden hands to batter enemies on command of their druid masters.

Undead Traits: A lost soul is immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects that do not specifically affect undead, and any effect that both requires a Fortitude save and does not affect objects. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, energy drain or death from massive damage. An undead creature possesses immunity to any effect that requires a Fortitude save and uses its Charisma bonus to Concentrations checks. A lost soul cannot be raised and can only be resurrected if it is willing; it also has darkvision (60-foot range). Undead do not need to breathe, eat or sleep. Skills: Lost souls receive a +4 racial bonus to Hide, Intimidate, Listen and Spot.

Manikin

Medium Construct Hit Dice: 1d10+20 (25 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armour Class: 17 (+1 Dex, +2 natural), touch 11, flatfooted 12 Base Attack Bonus/Grapple: +0/+1 Attack: Slam +1 melee (1d4+1) Full Attack: 2 slams +1 melee (1d4+1) Space/Reach: 5 ft./5 ft. Special Attacks: None Special Qualities: Construct qualities, darkvision 60 ft., low light vision, spell-like abilities, woodwise Saves: Fort +0, Ref +1, Will –1 Abilities: Str 12, Dex 12, Con —, Int 10, Wis 8, Cha 8 Skills: The manikin has eight skill points, which may be allocated freely by the druid when the manikin is created Feats: Any one of the caster’s choice that the manikin is qualified to take. Climate/Terrain: Any

244

David Culliford (order #1969295)

The creature is a ramshackle assemblage of twigs and leaves. The manikin is a construct imbued with life by magic, used as a servant or agent by druids. It can talk and even reason in a rudimentary fashion, but it quickly decays over the course of its short life, falling apart into a pile of dry tinder. The heart of a manikin is a bird or shrew – when the construct dies, the creature is freed again.

Combat

Spell-Like Abilities: A manikin may cast longstrider, pass without trace and animal messenger once per day as a 3rd level druid. Woodwise (Ex): Manikins have a +4 racial bonus to Hide, Move Silently, Search and Survival checks in whatever terrain it was created from.

Appendix

Plant-Imbued Template

Damage Reduction: Plant-imbued creatures are can resist, or instantly heal, damage caused by some types of weapons based on their total number of Hit Dice and levels.

Plant-Imbued Damage Reduction

Plant-imbued creatures are animals or magical beasts that have been magically converted to a plant-type creature through the use of the powerful druidic spells plant enlightenment. These creatures not only gain some of the characteristics and abilities of plants, they also gain additional Wisdom and Intelligence. While they can be found in a wide variety of different locations, they are almost never found underground or in areas that get little sunlight. These mystical creatures are often in the company of druids, or found in areas where powerful druids reside. Once created, their additional Wisdom and Intelligence gives them the free will to go where they wish and learn new things about the world around them. Those plant-imbued creatures that do choose to learn more of the world can eventually become almost fey-like as they age.

Total Hit Dice 1–5

5/magic

6–10

10/magic

11–15

15/magic

16+

15/magic cold iron

Spell Resistance (Ex): Plant-imbued creatures gain spell resistance equal to 10 + their total hit dice. Fast Healing (Ex): Plant-imbued creatures heal wounds more quickly that normal creatures and heal five points of damage every round (fast healing 5).

Creating a Plant-Imbued Creature ‘Plant-imbued’ is a template that can be added to any creature of the animal or magical beast base type. The creature’s type changes to ‘plant type’ and uses all of the base creature’s statistics and abilities except as described below.

Acute Senses (Ex): Plant-imbued creatures can instantly sense anything within 60 feet of them, they can not be flanked or surprised and gain improved uncanny dodge as if they possessed rogue levels equal to their total Hit Dice. They can also detect invisible foes or opponents in heavy fog or other obscuring conditions allowing them to strike without any miss chance.

Size & Type: The new creature retains the base creature’s size despite any normal size increases due to the hit die increase (see below), but it becomes a ‘plant type’ creature and gains plant immunities.

Darkvision (Ex): Plant-imbued creatures gain darkvision 60 feet if the base creature did not already possess darkvision. If the base creature already possessed darkvision, that ability is extended by an additional 30 feet.

Hit Dice: Plant-imbued creatures use d8 Hit Dice and, if they are less than two full HD, are advanced to two HD creatures before conversion.

Woodland Stride (Ex): Plant-imbued creatures can move through any sort of undergrowth at their full movement rate without taking any penalties or suffering any damage. Magical enchantments designed to impede movement still affect them.

Speed: Same as base creature. Armour Bonus: Add an additional +4 natural armour bonus to the base creature’s natural armour, if any.

Saves: Same as the base creature.

Special Attacks: Plant imbued creatures retain all of the base creature’s special attacks and natural weapons. Along with the additional benefits described below.

Abilities: The plant-imbued creature has the same Strength, Dexterity and Constitution scores of the original creature but the other abilities are altered as follows: Intelligence is replaced with a new score generated by rolling 3d6; a new Wisdom score is generated by rolling 1d6 and adding the result to the base creature’s Wisdom score, and finally, base creatures with a Charisma score less than 10 roll 2d6 and add the result to the original score, base creatures with a Charisma score of 11–14 roll 1d4 and add the result to the base score, base creatures with a Charisma score of 14+ retain their original Charisma score.

Spell-like Abilities (Su): A plant imbued creature gains the ability to cast the following spells as a 9th level druid: at will: freedom of movement; 3/day: entangle, magic fang; 1/day: sunburst, tree stride. Special Qualities: A plant-imbued creature retains all of the special qualities of the base creature while gaining the additional benefits described below. Plant Type: Immune to critical hits, mind-affecting effects, poison, sleep effects, paralysis, polymorph and stunning, do not need to sleep.

Skills: Same as the base creature. The base creature does not use its new Intelligence score to recalculate previous

245

David Culliford (order #1969295)

Damage Reduction

Appendix

skill points, but it does use the new ability scores to determine skill points gained by class advancement (see below). Plant imbued creatures receive an additional +4 circumstance bonus to any Hide skill checks made in natural terrain, this bonus is in addition to any bonuses the base creature might have.

bear has a +4 racial bonus on Swim checks and a +4 plantimbued bonus on Hide checks. Improved Grab (Ex): To use this ability a plant-imbued brown bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack or opportunity.

Feats: Same as base creature, with the possible addition of a feat due to new Hit Dice.

Spell-like Abilities: See the plant-imbued template.

Climate/Terrain: Any aboveground or sunlit areas.

Acute Senses (Ex): See the plant-imbued template.

Challenge Rating: 2–8 HD, base creature +2; 9+ HD; base creature +1.

Plant Type Immunities: See the plant-imbued template. Woodland Stride: See the plant-imbued template.

Treasure: Same as base creature.

New Rac e

Alignment: Any*.

Memunim

Advancement: By character class*. *The conversion to an intelligent, free-willed creature means that the new plant imbued creature can choose its own way in life. Plant-imbued creatures advance by character class with druid as their favoured class.

Sample Plant-Imbued Creature Plant-Imbued Brown Bear Large Plant Hit Dice: 6d8+24 (51 hp) Initiative: +1 Speed: 40 ft. Armour Class: 19 (–1 Size, +1 Dex, +9 natural), touch 10, flat-footed 18 Base Attack/Grapple: +4/+16 Attack: Claw +11 melee (1d8+8) Full Attack: 2 claws +11 melee (1d8+8) and bite +6 melee (2d6+4) Space/Reach: 10 ft./5 ft. Special Attacks: Improved grab, spell-like abilities Special Qualities: Plant type immunities, SR 16, DR 10/magic, fast healing 5, darkvision 60 ft., acute senses (improved uncanny dodge); woodland stride Saves: Fort +10, Ref +7, Will +3 Abilities: Str 27, Dex 13, Con 19, Int 13, Wis 13, Cha 12 Skills: Listen +4, Spot +7, Swim +12 Feats: Endurance, Run, Track Environment: Cold forests Organisation: Solitary or pair Challenge Rating: 6 Advancement: By character class *Skills: The skill points for this creature are generated based on the base creature’s Intelligence score, not the new score created while enlightening the creature and imbuing it with plant characteristics. The plant-imbued brown

246

David Culliford (order #1969295)

The Dreamers

Memunim are the workhorses of Heaven, handling many kinds of simple tasks. Through the hands of the countless memunim, the universe operates. Memunim are quiet and subservient, and one of their major roles is to protect special mortals. Most of the creatures that mortals call ‘guardian angels’ are memunim. They are also the dispensers of dreams, and it is through these dreams and waking visions that deities make their will known to the faithful. Memunim chant quietly while they work, repeating hymns of duty and service. Made to serve in almost any capacity, memunim are easily conjured by mortals and because of this many ignorant clergy mistakenly think they are demons. They are also known as the Appointed Ones. The archaic singular form of memunim is ‘memuneh’, but most prefer the more modern term ‘memunite’. Personality: Memunim like to serve superior angels and are uncomfortable when asked to make decisions on their own. Subservient almost to the point of meekness, they willingly comply with the orders of anyone they recognise as a superior, so long as those orders do not contradict a command from an even more powerful entity. They are curious in their own way and enjoy watching the reactions of mortals to the messages they bring. They have little interest in being recognised for their work, and many memunim are happy watching over a particular mortal for his entire life, subtly nudging their charge out of harm’s way and going months or years without speaking aloud. They work equally well alone or in groups, so long as they have a clear idea of their duties. Memunim do not go out of their way to be noticed and are often mistaken for beggars, monastic clerics or peasants because of their simple clothing and plain weapons.

Appendix

Physical Description: A memunite in his natural form looks like an indistinct grey outline of a winged humanoid that sometimes possesses bright spots where his eyes should be. Creatures that can see invisibility perceive memunim as winged, plain-faced humanoids. They are slight of build and unobtrusive in posture and demeanour. Most never carry a weapon, but those who do usually limit themselves to easily found or created ones such as clubs, slings and staves. Memunim are not immortal and usually live only a few hundred years – though some deities use their power to regenerate older memunite servants, keeping the same ones around rather than creating new ones. When slain, a memunite’s body vanishes, leaving only a wing feather made of transparent glass.

god’), Jazer (‘helper’), Jidlaph (‘one that purifies water’), Lysanias (‘one that drives away sorrow’) and Sheleph (‘one who draws out’). Adventurers: Memunite adventurers are usually singleminded in the pursuit of an objective given to them by their patron. They do not like being diverted from their appointed task (either in terms of geography or time) unless doing so facilitates completing the task. Memunim are often sent to serve other angels on missions and many angels have taken a memunite as a cohort. Memunim do not compete with other memunim or any kind of angel, as such individualistic concerns harm their ability to serve efficiently.

Memunite Racial Traits

Relations: Memunim normally speak only when spoken to and try to remain unobtrusive. Most creatures tend to ignore them, so they get along with other beings simply because few think to treat them with hostility. Of all mortal races, they have a difficult time understanding elves, since elves do not sleep or dream in a way they understand. Thus, memunim cannot fathom the depths of the elven mind. When memunim reveal themselves to mortals, they pretend to be peasants, mutes, monks or lay members of a church, avoiding speech as much as possible.

c

Alignment: Memunim are almost always lawful, with a desire to serve and obey built into every fibre of their being. They are also inclined to be good rather than neutral, as they are made to help and protect others. Therefore, most memunim are lawful good, with a small number of lawful neutral or neutral good members of the race. There are no known chaotic memunim, as pursuing the idea of great personal freedom and entertaining the notion that one could ignore responsibility are contrary to their existence. The lack of chaotic alignment does not prevent them from adequately protecting chaotic beings or serving chaotic deities, however.

c

Religion: Memunim can be found serving almost any nonevil deity, particularly lawful ones. Almost all memunim are bound, as they find the life of a free angel terribly lonely and unfocused. Angels who like being free are very confusing to them. Language: Memunim speak Celestial, and like most angels they can communicate as if using a tongues spell. They almost never learn mortal languages, as they prefer to remain hidden from their charges. They would rather use their ability to speak in dreams rather than verbal speech in the rare times when they do need to communicate with them.

c c

c c

c

Names: Memunim are usually named for tasks, often with an adjective describing the relative importance of the task. Examples are Abda (‘servant’), Adaliah (‘one that draws water’), Ahaz (‘one that carries’), Azur (‘one that assists’), Dabareh (‘obedient’), Ishmaiah (‘one hearing or obeying

247

David Culliford (order #1969295)

+2 Dexterity, +2 Wisdom, –2 Charisma: Memunim must be quick and perceptive in order to complete their assigned tasks, but they are followers rather than leaders and have mild personalities. Medium Size: As Medium creatures, memunim have no special bonuses or penalties due to their size. Memunim Base Land Speed: 30 feet and base fly speed is 40 feet (average). Hit Dice: Memunim are 1 HD outsiders. Elite memunim (including all adventurers) gain maximum hit points on their first Hit Die, rolling all other Hit Dice normally (including Hit Dice from class levels). A memunite’s base Hit Dice give him a +1 base attack bonus, one feat, skill points and a base bonus of +2 for all three saving throw categories. Most memunim choose Lightning Reflexes as their feat. Unlike 1 HD humanoids who take class levels, a memunim with class levels does not replace his outsider Hit Die. Instead, he adds his class Hit Dice to his base Hit Die in the same way a creature with two or more base Hit Dice adds class levels to them. Extraplanar Subtype: Memunim are native to Heaven and outer planes of good. Lawful and Good Subtypes: Memunim are creatures of innate law and good, even if they serve non-lawful or non-good deities or are themselves not of lawful or good alignment. A memunite’s natural weapons, as well as any weapons he wields, are treated as lawful-aligned and good-aligned for the purpose of overcoming damage reduction. Outsider Skill Points: Because of their outsider Hit Dice, memunim start with 4 × (8 + Intelligence modifier) skill points. They may purchase ranks in Concentration, Craft (all skills), Handle Animal, Heal, Hide, Listen, Move Silently, Profession and Spot as class skills. All other skills are cross-class.

Appendix

c

c c

c c

c

c c

c

+4 racial bonus to Heal, Hide and Spot checks, and a +2 racial bonus to one Craft skill and one Profession skill: Memunim are skilled helpers and servants who devote themselves to their duties, whatever they are. Natural Armour +1: Memunim are made of stronger stuff than mortal flesh. Damage Reduction 5/Magic: Though they are the least of the angels, memunim are still tougher than most humanoids. Resistances (Ex): Cold resistance 5. Spell-Like Abilities: At will: detect poison, detect thoughts (sleeping creatures only), guidance, mage hand, resistance, virtue, sanctuary (self only). 1/day: cure light wounds, dream, feather fall, jump, protection from evil. Caster level 1st; save DC 10 + memunite’s Charisma modifier + spell level. Heavenborn Traits: Speak with any creature that has a language as though using a tongues spell cast by a 14th level sorcerer (always active), immunity to electricity and petrification, +4 racial bonus to Fortitude saves against poison, low-light vision, darkvision 60 feet. Automatic Language: Celestial Favoured Class: Memunite. A multiclassed memunite’s favoured class does not count when determining whether he takes an experience point penalty for multiclassing. Level Adjustment: +5

New Ship Template Just as monsters may have templates applied to them in order to create unique vampires, lycanthropes, and so on, so can ships be created by adding a template to an existing vessel. The following rules set out the procedure for building a templated ship, such as a death hulk.

Curse d Ship Template A cursed ship is often believed to be nothing more than the fanciful tale of sailors told at night on the decks of their vessels. But cursed ships do indeed exist and can quickly prove to be utterly lethal to their crews who whilst unaware of the ship’s true nature, soon get a feeling of great unease as one by one, their ship mates are slain through a series of bizarre and unlikely accidents.

Creating a Cursed Ship Cursed ships may be created through the use of a curse ship spell. Alternatively, powerful sea hags have been known

248

David Culliford (order #1969295)

to curse ships who wander into their territory, as have the gods themselves when a previously devoted follower breaks faith with them whilst on a sea voyage. ‘Cursed ship’ is a template that may be added to any ship that has been cursed by any means. It uses all the original ship’s statistics and special abilities except as noted here. A cursed ship may be returned to normal through the use of a limited wish, miracle or wish spell. In addition, it may also be removed by a break enchantment or remove curse spell cast at a higher caster level than curse ship. Manoeuvrability: –1 Special Qualities: As original ship plus aura of unease and crew slayer Aura of Unease: Any crewman serving on a cursed ship quickly comes to recognise a strong feeling of unease whenever he works his normal duties. A sailor often loves his ship as much as the family he left on shore, but any serving on a cursed ship will soon form the impression that ‘something’ is very wrong and this soon effects the way the crew work together. All Seamanship (but not Seaworthiness) checks made by anyone on board the cursed ship suffer a –4 morale penalty. This will also affect a crew’s Morale checks in combat, as usual. Crew Slayer: Every week, 2d6 crew hit points must be deducted from the crew roster, reflecting the casualties caused in freak accidents – masts suddenly falling to the deck, men being washed overboard in calm weather, an outbreak of a very rare disease and so on . . . Note: Manoeuvrability, Seamanship and Seaworthiness are all described in detail in Seas of Blood and Classic Play: Book of the Sea.

New Skills Knowle dge (Astrology) (Int) Like the Craft and Profession skills, Knowledge actually encompasses a number of unrelated skills. Knowledge represents a study of some body of lore, possibly an academic or even scientific discipline. With the permission of your Games Master, the discipline of Astrology may be available to your Player Character. Astrology (fortunes, gravitation, movement of planets, mythic stories, omens, seasonal events). Check Answering a question within your field of study has a DC of 10 (for really easy questions), 15 (for basic questions) or 20 to 30 (for really tough questions).

Appendix

Action Usually none. In most cases, making a Knowledge check does not take an action – you simply know the answer or you do not.

Ship *

0 ft.

Gnomes & Halflings

50 ft.

Humans and Elves

100 ft.

Dwarves, Half-Orcs

200 ft.

Aquatic Elves

300 ft.

Dolphins and Sharks

800 ft.

Synergy If you have five or more ranks in Knowledge (Religion), you gain a +2 synergy bonus to questions dealing with seasonal events and mythic stories.

Gnomish Submersibles *

900 ft.

Locathah

1,000 ft.

Merfolk

1,200 ft.

Rules for Structures such as Ships and Castles

Triton and Sahuagin

2,000 ft.

Whales

4,000 ft.

Leviathan and Kracken

8,000 ft. (at least)

Try Again No. The check represents what you know, and thinking about a topic a second time does not let you know something that you never learned in the first place.

Structure Dice (S D) and Structure Points (sp)

* Most surface vessels will begin to automatically take 1d6 structural points of damage for every 100 feet they are below the surface. Gnomish submersibles may descend to 900 feet below the surface without penalty, but for every 100 feet they travel below this, they will automatically sustain 1d6 structural points of damage every minute.

This characteristic, seen in the description of ships and other structures, gives the number and type of Structure Dice the construction has, together with any bonus structure points. Structure points are the construction equivalent of hit points and are used to track the damage a ship, tower or siege engine has taken. Under normal circumstances, ten full hit points worth of damage must be dealt to a structure in order to deduct one structure point from its total. However, some weapons are capable of causing structural damage directly.

Visibility Vision is greatly affected underwater, to the extent that many species living in the depths rarely use eyesight, if at all. For surface dwellers, the table below is used to gauge how far they may see underwater at any given time. It may be assumed that creatures native to the underwater environment can effectively see twice this distance, whether through adapted eyesight or other means.

Rules for Underwater A dventuring Depth and Pressure Most characters will start to be affected by this pressure when they descend lower than 100 feet below the surface of the sea. For every minute (or part of ) characters spends below this depth limit, they must pass a Fortitude save (DC 15 + 1 for every previous check) or be dealt 1d6 points of crushing damage, for every 100 feet (or part of ) they are below their depth limit.

Distance of Vision

Clear

100 ft.

Murky

50 ft.

Dark/Night

10 ft.

Light has great difficulty in penetrating the depths of the ocean and so it may be assumed that at any distance over 300 feet down, vision will be as it is at night.

Some races, however, possess greater resilience to the crush of water pressure and may descend much, much further before they need to begin taking Fortitude saves. Listed below are some of the more common aquatic races, together with a few surface dwellers, and the depth limits they may go before they will start to take damage from the crush of water.

Due to the effect water has on light, darkvision is completely useless at any depth greater than 50 feet. Low-light vision works as normal but will not aid vision in murky waters.

249

David Culliford (order #1969295)

Water Type

License

OPEN GAME LICENSE Version 1.0a

Content You indicate Your acceptance of the terms of this License.

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

250

David Culliford (order #1969295)

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect

License

to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

Bluffside: City on the Edge, Copyright 2002, Mystic Eye Games Call of Duty Copyright 2002, Chainmail Bikini Games, Ltd.

13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

Character Clip Art & Color Customizing Studio, Copyright 2002 Elmore Productions, Inc.; Authors Larry Elmore and Ken Whitman. Art and Illustrations by Larry Elmore.

14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

Cityworks Copyright 2003, Fantasy Flight Publishing, Inc.

15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.

Counter Collection: Undead Copyright 2004, Fiery Dragon Productions, Inc. Author and illustrator: Claudio Pozas. www.fierydragon.com

System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

Creature Collection Copyright 2000, Clark Peterson Creature Collection 2: Dark Menagerie Copyright 2001, White Wolf Publishing, Inc. Creature Collection III: Savage Bestiary Copyright 2003, White Wolf Publishing, Inc.

101 Mundane Treasures Copy right 2002, Philip Reed, www.philipjreed.com

Creature Collection Revised Copyright 2003, White Wolf Publishing, Inc.

101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires Copyright 2002,Philip Reed, www.philipjreed. com

Creatures of Freeport, Copyright 2004, Green Ronin Publishing, Authors Keith Baker and Graeme Davis.

17 Ranger Spells, © 2005 The Le. Published by The Le Games, www.TheLeGames.com

Crime and Punishment, Copyright 2003, Trident Inc. d/ b/a Atlas Games; author Keith Baker.

3E Tower Copyright 2000-2002, John T. Dodson; Author John T. Dodson

Crimson Contracts – The Assassin’s Manifesto. Copyright 2002. The Brood. Published by Ambient Inc.

Aasimar & Tiefling: A Guidebook to the Planetouched, Copyright 2004, Green Ronin Publishing; Author Robert J. Schwalb.

Cry Havoc ©2003 Skip Williams. All rights reserved.

Advanced Bestiary, Copyright 2004, Green Ronin Publishing, LLC; Author Matthew Sernett.

Dawnforge (©2003), Fantasy Flight Publishing, Inc.

Dark Arts of Necromancy © 2004, Anubium

Deadlands: d20 Copyright 2001, Mystic Eye Games Advanced Player’s Manual Copyright 2005, Green Ronin Publishing; Author Skip Williams.

Dead Man’s Chest Copyright 2005 Necromancer Games, Inc.; Authors Lance Hawvermale, Rob Mason, Robert Hunter, Patrick Goulah, Greg Ragland, Matt McGee, Chris Bernhardt, Casey W. Christofferson, Chad Coulter, Skeeter Green, and Travis Hawvermale, with additional contributions by Erica Balsley, Lindsey Barrentine, Jay Decker, Rachel Mason, and Nadine Oatmeyer.

Ancestral Vault copyright 2003, Trident Inc. d/b/a Atlas Games; authors Christopher W. Dolunt and Chris Jones. Anger of Angels ©2003 Sean K Reynolds. All rights reserved. Aracana: Societies of Magic, Copyright 2001, Keven Brannan and James Maliszewski

Denizens of Avadnu Copyright 2003, The Inner Circle. DM’s Idea Pipeline – 2004 Collection © 2004, 2005 Philip Reed and Michael Hammes, all rights reserved.

Arms and Armor v3.5, Copyright 2004, Bastion Press, Inc.

251

David Culliford (order #1969295)

License

Doom of Odin: Tales of the Norse Gods Copyright 2002, Avalanche Press, Ltd. Dragon Lords of Melnibone Copyright 2001, Chaosium, Inc.; Authors Charlie Krank, Lynn Willis, Richard Watts. Dragons Copyright 2001, Alderac Entertainment Group, Authors A.A. Acevedo, J. Darby Doublas III, Peter Flanagan, Andrew Getting, Mike Leader, Mike Mearls, Jim Pinto, Re Soesbee, Douglas Sun. Dragonstar Player’s Companion (©2003), Fantasy Flight Publishing, Inc. Dread Codex Copyright 2005, Adamant Entertainment. Author Bret Boyd. Dread Codex II: The Necromancer’s Tome Copyright 2005, Adamant Entertainment. Author K. Axel Carlsson Dry Land: Empires of the Dragon Sands, Copyright 2002, Mystic Eye Games Dungeoncraft Copyright 2003, Fantasy Flight Publishing, Inc. Dungeons Copyright 2001, Alderac Entertainment Group Dwarves: Hammer of the Dwarven Lords, Copyright 2004, Dark Quest, LLC Dynasties and Demagogues, Copyright 2003, Trident, Inc. d/b/aAtlas Games; Author Chris Aylott. Eldritch Sorcery Copyright 2005, Necromancer Games, Inc.; Authors Patrick Lawinger, Scott Greene, and David Mannes, with Erica Balsley, Chris Bernhardt, Casey W. Christofferson, Bill Collins, Jim Collura, Chad Coulter, Patrick Goulah, Skeeter Green, Jeff Harkness, Lance Hawvermale, Travis Hawvermale, Richard Hughes, Robert Hunter, Al Krombach, Rob Mason, Matt McGee, Clark Peterson, Michael Proteau, Greg Ragland, Gary Schotter, Joe Walmsley, and Bill Webb. Emerging Forms - Aegire, Copyright 2004, Rodney W. West and Primal Urge Games;Author Rodney W. West. All Rights Reserved. Everyone Else Copyright 2002, Ambient Inc.

Frost & Fur Copyright 2004, MonkeyGod Enterprises Glades of Death Copyright 2004 Necromancer Games, Inc.; Authors PatrickLawinger, Jeff Harkness and Gary Schotter Gladiator: Sands of Death, Copyright 2001, Mongoose Publishing Egyptian Adventures: Hamunaptra Copyright 2004, Green Ronin Publishing; Authors C.A. Suleiman, Ari Marmell, Steve Kenson Interludes: Brief Expeditions to Bluffside, Copyright 2001, Mystic Eye Games Interludes: Sands of Pain, Copyright 2002, Mystic Eye Games Joe’s Book of Enchantment Copyright 2002, 2003, Joseph Mucchiello, Jr.Published by Throwing Dice Games. Legions of Hell, Copyright 2001, Green Ronin Publishing, Author Chris Pramas Librum Equitis Ambient Inc.

Compiled,

Copyright

2001-2003,

Librum Equitis Volume 1, Copyright 2001-2002, Ambient Inc. Author M Jason Parent Librum Equitis Volume 2, Copyright 2001-2002, Ambient Inc. Lions Den Press – Planar Magic Copyright 2005, Lions Den Press;Author Ari Marmell Lost Books 11: The Cannibal Tome is © 2005 Peter M. Ball Lost Books 12: The Bloodmoon Tome is © 2005 Peter M. Ball Lost Prehistorica, Copyright 2004, Dark Quest, LLC Love and War, copyright 2004, Trident, Inc. d/b/a Atlas Games; Author David Chart. Magic, Copyright 2002, Alderac Entertainment Group Magic of Rokugan, Copyright 2001, Alderac Entertainment Group

Evil, Copyright 2001, Alderac Entertainment Group Fading Suns: d20, Copyright 2001, Holisitc Design, Inc; Authors Bill Bridges and Andy Harmon.

Mercenaries, Copyright 2002, Alderac Entertainment Group METABLADES ©2003-2004 Nevin Flanagan

Forbidden Arcana: Necromantic Feats ©2003 Philip Reed, published by Ronin Arts.

252

David Culliford (order #1969295)

Mist Elves copyright 2003, Mongoose Publishing

License

Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.

Occult Lore Copyright 2002, Trident Inc. d/b/a Atlas Games; authors Keith Baker, Adam Bank, Chris Jones, Scott Reeves, and Elton Robb. Of Places Most Foul, Copyright 2001, Mystic Eye Games

Monster, Copyright 2002, Alderac Entertainment Group

Open game content from Classic Play - The Book of the Sea is copyright 2004, Mongoose Publishing Ltd.

Monte Cook’s Arcana Unearthed, Copyright 2003, Monte J. Cook.

Open game content from Encyclopaedia Arcane Compendium copyright 2004, Mongoose Publishing.

Moon Elves, Copyright 2002, DarkQuest, LLC

Open game content from Encyclopaedia Arcane Chronomancy copyright 2002, Mongoose Publishing.

More Ultimate Equipment, Copyright 2003, Mongoose Publishing

Open game content from Encyclopaedia Arcane Divination copyright 2003, Mongoose Publishing.

Mother of All Encounter Tables Copyright 2004, Necromancer Games, Inc.; Author Greg Ragland.

Open game content from Encyclopaedia Arcane: Drow Magic Copyright 2004, Mongoose Publishing.

Mutants & Masterminds Copyright 2002, Green Ronin Publishing.

Open game content from Encyclopaedia Arcane Elementalism copyright 2002, Mongoose Publishing.

Mystic Warriors Copyright 2001, Mystic Eye Games Open game content from Encyclopaedia Arcane: Necromancy – Beyond the Grave copyright 2001, Mongoose Publishing.

Necromancer’s Legacy—Thee Compleat Librum ov Gar’Udok’s Necromantic Artes Copyright 2002, Mystic Eye Games & Ambient Inc.

Open game content from Encyclopaedia Divine: Shamans copyright 2002, Mongoose Publishing.

Netbook of Feats Copyright 2000 Fantasy Netbook Community Council -Authors: Agust’n Mart’n, Alan Sullivan, Alan Z. Eisinger, Albert Nakano, Anne Trent, B. Marcus Lindberg, Bradley H. Bemis Jr., Brendan Quinn, Brian A. Smith, Carl Cram r, Chris Meravi, Curtis Bennett, Daniel Langdon, David Spitzley, Dominique Crouzet, Eric D. Harry, Ian Cheesman, Jerry M. Chaney II, John O. Lamping, Jose Lira, Joshua Turton, Marcus Lindberg, Mark Koh, Michael J. Kletch, Paul W. King, Peter K. Campbell, Rafael Arrais, Rebecca Glenn, Rick Coen, Robert Michael Ogilvie, Scott Metzger, Sigfried Trent, Steven J. Damon, S bastien Adhikari, Terje Kristian Backman, Timothy S. Brannan, Troy Lenze, Tyson Neumann, William Batok, William Setzer.

Open game content from Seas of Blood - Fantasy on the High Seas Copyright 2001,Mongoose Publishing. Open game content from The Athenæum, Lurient’s Legacy, and Spirits of Bohnarii by Alex Knapik; Davlika by Michelle A. Brown Nephew; Death’s Forsaken and Openers of the Way by John Seavey; The Forge and The Reborn by Keith Baker; God Seekers and Justicars by James Maliszewski; The Order of Endings and Survival Cults by Scott Reeves; Shepherds of the Root and Ten Thousand Heroes by Mike Mearls; and Way of the Wolf by Justin Bacon; Copyright 2001, Trident, Inc. d/b/a Atlas Games.

Nightmares and Dreams: A Creature Collection and Nightmares and Dreams II are Copyright 2001/2002 Mystic Eye Games

Open Game Content from The Drow War; Book One: The Gathering Storm copyright 2005, Mongoose Publishing Open Game Content from The Penumbra Bestiary Copyright 2003, Trident Inc. d/b/a Atlas Games; editor Michelle A. Brown Nephew.

Nilbog from Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Roger Musson.

Open game content from The Quintessential Cleric Copyright 2002, Mongoose Publishing.

Nyambe: African Adventures Copyright 2002, Trident Inc. d/b/a Atlas Games; author Christopher W. Dolunt.

Open game content from The Quintessential Druid copyright 2002, Mongoose Publishing.

Oathbound: Domains of the Forge Copyright 2002, Bastion Press, Inc.

Open game content from The Quintessential Elf copyright 2002, Mongoose Publishing.

253

David Culliford (order #1969295)

License

Open game content from The Quintessential Kobold copyright 2004, Mongoose Publishing Ltd.

Path of the Sword, Copyright 2002, Fantasy Flight Publishing, Inc

Open game content from The Quintessential Paladin copyright 2002, Mongoose Publishing Ltd.

Plot & Poison: A Guidebook to Drow, Copyright 2002, Green Ronin Publishing; Author Matthew Sernett.

Open game content from The Quintessential Wizard copyright 2002, Mongoose Publishing.

Poisoncraft: The Dark Art, Copyright 2004, Justin D. Jacobson.

Open game content from The Quintessential Druid II: Advanced Tactics copyright 2004, Mongoose Publishing Ltd.

Portable Hole Full of Beer (This product contains no alcohol), Copyright 2002, Ambient Inc.

Open game content from The Quintessential Paladin II: Advanced Tactics copyright 2004, Mongoose Publishing Ltd.

Ragnarok! Tales of the Norse Gods Copyright 2001, Avalanche Press, Ltd. Relics & Rituals, Copyright 2001, Clark Peterson

Open game content from Slayer’s Guide Compendium Volume 1 copyright 2004, Mongoose Publishing.

Relics & Rituals II: Lost Lore Copyright 2002, White Wolf Publishing, Inc.

Open game content from The Slayer’s Guide to Demons copyright 2003, Mongoose Publishing.

Rise of the Ghouls is copyright © 2005 Adam Winds Rokugan, Copyright 2001, Alderac Entertainment Group

Open game content from The Slayer’s Guide to Kraken copyright 2003, Mongoose Publishing. Open game content from The Slayer’s Guide to Lizardfolk copyright 2004, Mongoose Publishing Ltd. Open game content from The Slayer’s Guide to Titans copyright 2003, Mongoose Publishing. Open Game content from the Tide of Years Copyright 2001, Michelle A. Brown Nephew Open game content from The Tome of Drow Lore copyright 2005, Mongoose Publishing Ltd. Orcus from Tome of Horrors Copyright 2002, Necromancer Games, Inc.; Authors Scott Greene and Clark Peterson, based on original material by Gary Gygax. Original Spell Name Compendium Copyright 2002 Necromancer Games, Inc; based on spells from the Players Handbook that were renamed in the System Reference Document, found on the legal page of www. necromancergames.com Out for Blood Copyright 2004 Bastion Press, author E. W. Morton. Path of Shadow (©2002), Fantasy Flight Publishing, Inc. Paths of the Magi Copyright 2003, Troll Lord Games; Authors Sean K. Reynolds, Jeff Quick, W. Jason Peck, and Mike McArtor.

Rot Grub from Tome of Horrors Copyright 2002, Necromancer Games, Inc.; Authors Scott Greene and Clark Peterson, based on original material by Gary Gygax. Rules from Monte Cook’s Website (www.montecook.com) © Monte J. Cook. Seafarer’s Handbook, Copyright 2001, Fantasy Flight, Inc. Secret College of Necromancy, Copyright 2002, Green Ronin Publishing; Authors David “Zeb” Cook and Wolfgang Baur. School of Evocation, (©2003), Fantasy Flight Publishing, Inc. Skreyn’s Register: The Bonds of Magic copyright 2002 Sean K Reynolds. Skreyn’s Register: The Bonds of Magic, Vol. 1: Cabal and Skreyn’s Register: The Bonds of Magic,Vol. 2: The Faithful Copyright 2002 Sean K Reynolds. All rights reserved. Sovereign Stone Campaign Sourcebook Copyright 2001, Soverign Press, inc.; Authors Timothy Kidwell, Jamie Chambers, Don Perrin, Based on original material by Larry Elmore, Margaret Weis and Tracy Hickman. Spells & Magic Copyright 2002, Bastion Press, Inc. Spells & Spellcraft Copyright 2002, Fantasy Flight, Inc.

Path of Shadow, Copyright 2002, Fantasy Flight Publishing, Inc

254

David Culliford (order #1969295)

License

Strange Lands: Lost Tribes of the Scarred Lands Copyright 2004, White Wolf Publishing, Inc.

The Primal Codex Copyright 2001, Netherland Games Inc.

Swords of Our Fathers Copyright 2003, The Game Mechanics.

The Quintessential Elf copyright 2002, Mongoose Publishing

The Assassin‘s Guide to Poisons Copy right 2002, Philip Reed, www.philipjreed.com

Thee Compleat Librum ov Gar’Udok’s Necromantic Artes Copyright 2002, Ambient Inc.; Authors M Jason Parent, Denise Robinson, Chester Douglas II.

The Assassin’s Handbook, Copyright 2002, Green Ronin Publishing, Authors Wolfgang Baur and David “Zeb” Cook.

Tome of Horrors Copyright 2002 Necromancer Games, Inc.; Author: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger and Bill Webb; Based on original content from TSR.

The Book of Eldritch Might Copyright 2001-3 Monte J. Cook. All rights reserved The Book of Eldritch Might II: Songs and Souls of Power Copyright 2002-3 Monte J. Cook. All rights reserved

Tome of Horrors II Copyright 2004, Necromancer Games, Inc.; Author Scott Greene; Additional Authors: Erica Balsley, Kevin Baase, Casey Christofferseon, Jim Collura, Meghan Greene, Lance Hawvermale, Travis Hawvermale, Bill Kenower, Patrick Lawinger, Nathan Paul, Clark Peterson, Bill Web and Monte Cook.

The Book of Eldritch Might III: The Nexus Copyright 2003 Monte J. Cook. All rights reserved The Book of Hallowed Might Copyright 2002 Monte J. Cook. All rights reserved.

Tournaments, Fairs and Taverns, Copyright 2002, Natural 20 Press

Book of Hallowed Might II: Portents and Visions, copyright 2004 Monte J. Cook.All rights reserved.

Traps and Treachery, Copyright 2001, Fantasy Flight Inc.; Authors Greg Benage, Kurt Brown, Mark Chance, Brian Ferrenz, Lizard,David Lyons, Brian Patterson, Scott Stoecker, Wil Upchurch.

The Complete Book of Eldritch Might Copyright 2004 Monte J. Cook. All rights reserved. The Complete Guide to Drow, by Jeffrey Quinn, Copyright 2002 Joseph Goodman DBA Goodman Games (contact goodmangames@ mindspring.com, or see www. goodmangames.com)

Twilight of Atlantis Copyright 2001, Avalanche Press, Ltd. Undead Copyright 2001, Alderac Entertainment Group, Authors Noah Dudley, Andrew Getting, Travis Heerman, Mike Mearls, Jim Pinto, Ree Soesbee, Eric Steiger, Doublas Sun and Rich Wulf.

The Divine and the Defeated Copyright 2001, White Wolf Publishing, Inc. The Enchiridon of Mystic Music Copyright 2002, Spencer T. Cooley (S.T. Cooley Publishing) The Penumbra Fantasy Bestiary Copyright 2003, Trident Inc., d/b/a Atlas Games; editor Michelle A. Brown Nephew.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman. Vlad the Imapler: Blood Prince of Wallachia Copyright 2002, Avalanche Press, Ltd.

The Hunt Rise of Evil: World Book Copyright 2002, Mystic Eye Games

War, Copyright 2002, Alderac Entertainment Group

The Mad Merchant’s Shop of Curious Wares Copyright 2003, Philip Reed, www.philipjreed.com

Wild Spellcraft, Copyright 2002, Natural 20 Press Winter’s Waste Copyright 2002, Paul Stefko.

The Psychic’s Handbook, Copyright 2004, Green Ronin Publishing; Author Steve Kenson

Wrath & Rage: A Guidebook to Orcs and Half-Orcs, Copyright 2002, Green Ronin Publishing; Author Jim Bishop.

The Pit of Loch-Durnan, Copyright 2001, Mystic Eye Games The Planes - Zahhak Copyright 2002, Mongoose Publishing.

Open game content from Epic Player’s Guide – Renegade Cleric’s Tome is copyright 2006, Mongoose Publishing Ltd.

255

David Culliford (order #1969295)

License

256

David Culliford (order #1969295)

David Culliford (order #1969295)

View more...

Comments

Copyright ©2017 KUPDF Inc.
SUPPORT KUPDF