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Kakhabad

Campaign Setting

Paul Partington

Requires the use of the Dungeons & Dragons, Third

Edition Core Books, published by Wizards of the

Coast, Inc.

This product utilizes updated material

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Contents

Introduction 5

Chapter 1 Races of Kakhabad 6

Black Elves 6

Elvins 7

Svinn 9

Chapter 2 Feats 11

General and metamagic feats 11

Flux feats 13

Chapter 3 Prestige Classes 16

Champion of Libra 16

Divine Leader 17

Kakhabad Hunter 18

Khare Thief 20

Seer 21

Chapter 4 Deities and Magic 24

Deities and domains 24

Major deities 24 Minor deities 26 Spell lists 26 Bard spells 26 Cleric spells 27 Druid spells 28 Paladin spells 28 Ranger spells 28 Sorcerer/wizard spells 29 Spell descriptions 30 Magic items 36

Specific magic weapons 36

Wondrous items 37

Rings 37

Minor artefact 37

Chapter 5 Adventuring in Kakhabad 39 Recent history of Kakhabad 39

Timeline 41

Magical flux effects 41

Encounter tables 43

Campaigns in Kakhabad 44

Personalities of Kakhabad 45

A Crypt in the Wild 50

Chapter 6 Geography 53

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Khare 54

The Wilderness 57

The Zanzunu Peaks 58

Chapter 7 Monsters 60 Animals 60 Baddu-Beetle 61 Birdman 61 Death Wraith 62 Firefox 64 Flayer 64 Goldcrest Eagle 65 Jib-Jib 65 Klattaman 66 Mantis Man 66 Minimite 67 Mucalytic 68 Red Eye 69

The Seven Serpents 70

She-Satyr 72

Slime Eater 72

Snattacat 73

Appendix OGL 75

'd20 System' and the 'd20 System' logo are trademarks of Wizards of the Coast, Inc. and are used according to the terms of the d20 System License version 6.0. A copy of this License can be found at www.wizards.com/d20.

Wizards of the Coast is a trademark of Wizards of the Coast, Inc. in the United States and other countries and is used with permission.

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Introduction

This guide is intended for players of the d20 system role playing games. It introduces the land of Kakhabad, including an overview of the various races that inhabit the land and presents new feats, prestige classes, spells, magic items and monsters specific to this area.

What you need to play: In order to use the information in this book, you will need

the three core rulebooks. Players will only need the Player’s Handbook.

What is in this book: Kakhabad is most famous as the backdrop to Steve Jackson’s

Sorcery! series of solo adventure gamebooks. With this guide, players and DMs will be able to explore this wild and dangerous area using the d20 system. Players should use only chapters 1 to 4, whilst DMs will hopefully find this entire book useful. The chapters, in outline, are:

Chapter 1: Races of Kakhabad. This chapter briefly summarises the races that inhabit

Kakhabad and introduces new races and subraces.

Chapter 2: Feats of Kakhabad. New feats that are appropriate for adventuring in

Kakhabad are presented here.

Chapter 3: Prestige Classes. Five new prestige classes are covered in this chapter. Chapter 4: Deities and Magic: Some of the deities of the Titan pantheon are

introduced here as possible patrons for characters. The unique spells of the Sorcery! series are converted here to the d20 system. Also presented are new magic items found in the land of Kakhabad

Chapter 5: Adventuring in Kakhabad: A brief history of Kakhabad starts this chapter.

This chapter also looks at the effects of magical flux, as well as providing random encounter tables for different areas of Kakhabad and details of major NPCs from the Sorcery! books. A brief introductory encounter rounds off this chapter.

Chapter 6: Geography: An overview of the lands of Kakhabad, including the

Shamutanti Hills, Khare, the wilderness (including the Baklands) and Xamen are presented here.

Chapter 7: Monsters of Kakhabad: New monsters, originally found in the Sorcery!

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Races of Kakhabad

All of the races in the Player’s Handbook are to be found in Kakhabad, although some are in the extreme minority, with only a handful of representatives. This chapter looks at those races and also presents a new race and two new sub-races.

HUMANS

Being the most versatile of the races, humans are the most prolific race in Kakhabad, inhabiting almost all parts of the land. They can be found in many different roles, from wandering hunter to town guard to innkeeper. The most powerful characters in Kakhabad are mostly human. Humans can be of many different ethnicities and it is not uncommon to find humans of varying appearances gathered together. Khare, in particular, holds many different characters, some of whom have decided to live there after they fled their original homeland.

Racial traits: Humans in Kakhabad have all the human racial traits as listed in the Player’s Handbook.

DWARVES

Dwarves are a rare sight in Kakhabad. What may be considered traditional dwarven homelands, such as mountainous areas of Xamen, are too dangerous even for this doughty race. Small bands of dwarves do exist, and these tend to be indomitable fighters and wise clerics seeking to thwart the evil that has conquered their territory. Interestingly, there is actually a small dwarven community within Khare.

Racial traits: Kakhabad dwarves have all the dwarven racial traits as listed in the Player’s Handbook.

ELVES

Some of Kakhabad is covered in thick forest, most notably the Forest of Snatta and the Avanti Wood. These areas are home to the reclusive race of elves. Most elves of Kakhabad tend to be withdrawn, even xenophobic, and they do not particularly welcome intrusion into their areas. There are exceptions of course, and some elves are possessed of an adventurous spirit, determined to see more of the world outside than their forebears.

Racial traits: Kakhabad elves have all the elven racial traits as listed in the Player’s Handbook.

Black elves

Far more common in Kakhabad is the subrace of Black elves. Thought to be descended from the same subrace as the Drow, Black elves are, however, surface dwellers. It is thought then when the depredations of the Drow grew too much, these elves broke free and returned to the surface.

Black elves are tall and thin. Skin colour is grey to black, with feline-like yellow eyes. Black elves often have a peculiar appearance due to their outlandish fashion sense coupled with strange tattoos and bizarrely cropped hair.

Black elves are certainly self-serving, but rarely are they outright evil, unlike their Drow cousins. Most Black elves are neutral in alignment.

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History: Perhaps a few decades past after the drow settled underground before a

faction of the dark elves grew uncomfortable with the worship of demons and foul gods, as well as the use and harsh treatment of slaves. These elves decided to risk returning to the surface world, as they could not stand to be a part of drow culture any longer. The new black elves, as they were called, were not fully accepted into society as folk remembered what they drow were capable of. Over time, black elves have made their own way in the world, never feeling truly at home on the surface but unwilling to return to the underworld.

Outlook: Black Elves view most of the world with suspicion, as too many people are

eager to lump Black and Dark Elves together. As a result, they are a rather dour race and can view life a series of labours to be toiled over. Other Black Elves instead turn to drugs to try to block out reality. Occasionally, a Black Elf will take to adventuring in order to escape the near constant negativity of their peers.

Black Elf characters: Most Black Elves are fighters, although a few find that the

path of the rogue intrigues them. Unlike other Elves, they do not take to wizardry; arcane spellcasters tend to be sorcerers. Divine spellcasters are rare amongst Black Elves.

Society: Black Elves do not have many family ties, but instead associate themselves

with others who have a similar outlook. Some settle in one area, notably in Khare, whilst others take a nomadic lifestyle. Within these groups, it is the most charismatic individual that dominates, leading the others through sheer force of personality.

Magic: As noted, Black Elves take more easily to sorcery than other forms of magic.

They prefer divination spells (to help guide them and their in-group) and also offensive spells.

Relations with other races: Black Elves do not get on particularly well with any

other race, although they are brusquely tolerant of others. When affected by drugs, Black elves can actually be friendly, although this may turn to hostility at any moment.

Racial traits: Black elves have all the elven racial traits as listed in the Player’s Handbook except as follows:

- Black elves are not immune to sleep spells or effects. They retain the standard +2 racial saving throw bonus against Enchantment spells or effects.

- Darkvision. This replaces low-light vision.

- Proficient with either scimitar or longspear; proficient with longbow, shortbow, composite longbow and composite shortbow. This replaces the standard elven weapon proficiencies.

- Favored Class: sorcerer. A multiclass Black Elves’ sorcerer class does not count when determining whether he takes an experience point penalty.

Elvins

Elvins are mischievous creatures who enjoy small magical tricks. Physically they are approximately 4 ½ feet high, with elf-like features – pointed ears, delicate bone structure – but mentally they can be more like children. They delight in playing tricks on passers by (although others might not see the funny side) and are only occasionally roused to combat. They often make use of their levitate ability to keep out of trouble. Elvins tend to live in isolated communities, usually within woodlands. Visitors are not usually welcomed into their villages, but if a stranger demonstrates actual magical ability, they will be received warmly and treated as honoured guests – at least until the Elvins tire of them.

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Elvin adventurers are not uncommon in Kakhabad, as they search out new and interesting magic to show to their friends and family.

Elvins age at the same rate as half-elves. For random height and weight, use the following:

Base Height Base Weight height modifier weight modifier 3’10” +2d6 65lbs x (1d6)

History: The Elvin race is not widespread throughout Titan, or even the Old World.

Not being great warriors, they tend not to get involved in conflicts, but this means that expansion is limited. Elvins where first noted in Kakhabad over nine centuries ago, but it is thought that the race is older than this. Certainly, Elvins were inhabitants of Kakhabad long before it became known as the Verminpit at Earthend. Although other races have moved on since Kakhabad became synonymous with chaos, the Elvins have stayed; some scholars speculate that they thrive even more now that they can annoy evil creatures.

Outlook: The typical Elvin is cheerful, positive and mischievous. As they mature,

they become more serious but they never lose their delight at seeing magic performed skilfully.

Elvin characters: Most Elvins, if they take a character class, are rogues, although

they are more suited to the outdoor life than to the cities. Some become bards, and these are the centre of attention in the village because of their storytelling,

performances and of course magical abilities. Adventuring Elvins are usually bards. If an Elvin takes to fighting, they usually become rangers.

Society: Elvins group themselves in small villages, usually consisting of tents; Elvins

are semi-nomadic, moving on every six to twelve months or so. In these villages, the elder males take responsibility for leadership, although females are well respected. Older males are typical hunter-gatherers, whilst the females look after domestic life, including upkeep of the tents, which is considered one of the most important jobs. Children are left to play with their peers until they reach maturity, when they are expected to contribute usefully to the village.

Magic: All Elvins, irrespective of age, are fascinated with magic. They can entertain

themselves with their natural spell-like abilities, but are truly impressed by proper magical talent. Any Elvin spellcasters usually prefer spells that provide the most entertainment.

Relations with other races: Anybody that can endure the Elvins idea of practical

jokes is usually treated in a friendly fashion, irrespective of race. Those that show magical abilities are welcomed into the village as an honoured guest. However, those who show a lack of sense of humour (usually goblinoids) are treated derisively.

Racial traits: Elvins have the following racial traits:

- +2 Dexterity, -2 Constitution; Elvins are agile but quite frail - Medium sized

- Base land speed of 30ft

- Spell-like abilities: 1/day – faerie fire, prestidigitation, levitation. Caster level 1st. - Automatic Languages: Common and Elven. Bonus Languages: Dwarven, Gnome,

Goblin, and Orc.

- Favored Class: Rogue. A multiclass elvin’s rogue class does not count when determining whether he takes an experience point penalty.

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Gnomes in Kakhabad are generally inventors, alchemists and technicians, forever trying to improve some mechanical contrivance. Gnomes in Kakhabad are also keen on trade, and some set up shops. Always gregarious, gnomes welcome the interaction with others that shop-keeping brings. Gnomish shops are always a delight to visit, if only to see what device the gnome has come up with today. Some gnomes are less sedentary and take up the adventuring life in order to explore the world around them and meet new and interesting people; these will of course, be fully prepared and have all sorts of contraptions to help them along their way.

Racial traits: Kakhabad gnomes have all the gnome racial traits as listed in the Player’s Handbook.

HALFLINGS

Halflings are extremely rare in Kakhabad – there are no areas that this comfort dwelling race can call home. Occasionally, halflings can be found wandering as adventurers.

Racial traits: Kakhabad halflings have all the halfling racial traits as listed in the Player’s Handbook.

HALF-ELVES

Half-elves are unusually common in Kakhabad; the very nature of this land means that anybody who might not find a place in other societies will find a place here. As with humans, the appearance of half-elves can vary greatly, from regal looking to feral. Half-elves can fill almost any niche in Kakhabad and adventuring half-elves are common.

Racial traits: Kakhabad half-elves have all the half-elf racial traits as listed in the Player’s Handbook.

HALF-ORCS

As with half-elves, half-orcs are accepted much more freely in Kakhabad than in other societies. Again, appearance can vary widely, as orcs are fecund and breed with many other races; some half-orcs are almost indistinguishable from humans (sometimes these half-orcs are actually referred to as half-humans) whilst others are far more bestial in nature. They can be found filling many roles, from Mampang guard to store keeper. Adventuring half-orcs are common.

Racial traits: Kakhabad half-orcs have all the half-orc racial traits as listed in the Player’s Handbook.

Svinn

The Svinn are a separate subrace of half-orcs who inhabit the Shamuatanti hills. They are very similar in most respect to other half-orcs, but are more closely related to humans. They look more like humans than many half-orcs and are sometimes referred to as ‘man-orcs’. Svinn are still aggressive and can be crude, but to a lesser extent than most half-orcs.

The main population of Svinn can be found in the village of Torrepanni in the Shamutanti hills where they lead a fairly peaceful and sociable life. Adventuring Svinn are not uncommon, however.

Svinn have the same vital statistics as half-orcs.

History: Half-orcs are generally unwelcome wherever they go; their orc parentage

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of them grouped together for mutual protection and support. As this group got larger, though, they found themselves even more disliked and distrusted than before. Rather than disband, they decided to venture to Kakhabad, a land where, although they wouldn’t be welcomed, they wouldn’t be reviled. After wandering for a short time, they set up camp at the site that would become Torrepani; tents at first, and then, as the population grew larger, more permanent dwellings. The Svinns are now well established in Kakhabad, and their village draws more each year, as it offers stability and community to those who have had neither.

Outlook: Svinns can be distrustful of strangers, as they themselves have been badly

treated by others in the past. This comes across as aggression and gruffness; however, once a Svinn accepts you as his friend, he will remain so. Svinns are practical people, as they have become self sufficient over the years. Although they are not always cheerful, they are happy with the life they have and are not resentful towards others that have gained more success.

Svinn characters: Svinns are usually experts, a class necessary for an isolated

community to survive. Some Svinns are more aggressive and take up the role of fighters, rangers or barbarians. Druids are more common than clerics, as Svinns are close to nature; similarly, if there are any arcane spellcasters, these would be sorcerers rather than wizards.

Society: As mentioned, the largest population of Svinns live in the village of

Torrepani in the Shamutanti Hills. The village hierarchy is patriarchal, led by the wisest male in the village who is referred to as the chief. However, females are valued as part of society and it is not uncommon that the chief should be aided by his wife. In all other aspects of Svinn life, females are treated as equals. Svinn laws are just and fair, and followed by more or less all inhabitants. Sometimes, individual Svinn are ejected from the village because of serious crimes; such individuals normally

gravitate towards Khare. Occasionally, Svinn leave the comfort of their home to travel and explore the lands around them; most come back, wiser and perhaps saddened by what they see.

Magic: Spellcasting is not common amongst the Svinn; most are usually druids, who

revere the forces of nature around them and give thanks for the life they lead. Clerics are uncommon; Svinn do not usually revere one god, but ay lip service to many. Arcane spellcasters are rare; they do not take easily to wizardry, but some may become sorcerers, if their Charisma is high enough.

Relations with other races: Svinn have encountered many different races in their

collective lives and have learnt not to judge others by first impressions. They are tolerant of humans and those few dwarves they have encountered; gnomes are welcomed as light relief and because they usually have fascinating new equipment with them. However, they are not so keen on Elvins, who they find a little too light-hearted and immature. Svinn are ambivalent about elves and halflings, having encountered so few. Black Elves are treated courteously but curtly. Svinn actively dislike most goblinoids, as they tend to suffer most at the hands of these creatures.

Racial traits: Svinn have all the half-orc racial traits as listed in the Player’s Handbook except as follows:

- +2 Strength, -2 Charisma; Svinn are aggressive and socially awkward with other races.

- Low-light vision. This replaces darkvision. - Favoured class: any.

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Feats

This chapter is divided into two sections; the first deals with general and metamagic feats that are available to adventurers in Kakhabad. The second section deals with flux feats, and how the wild magical energy flowing around Kakhabad could have altered the appearance of characters.

General feats Prerequisite Benefit

Adventurer’s Luck Luck bonus to saving throws or

Armour Class

Expert All Craft skills are Class skills;

Craft skill bonus

Hunter Wilderness Lore 2 ranks Wilderness Lore bonus in

certain terrain Material

Spellcaster

Ready supply of material components

Miner Stonecunning ability

Nature’s Fury Monstrous humanoids are

favoured enemy

Orator Bonus when making speeches

Trap Expert Trap sense ability Disable Device bonus,

heightened trap sense

Metamagic feats Prerequisite Benefit

Fiery Spell Able to cast two spells with

the fire descriptor. Increased fire damage

Individualise Spell Access to the illusion school Spell appearance personalised General and metamagic feats

The feats presented here are supplemental to those found in the Player’s Handbook. ADVENTURER’S LUCK (GENERAL)

You are naturally lucky, which has saved your life on many occasions.

Benefit: You gain either a +1 bonus to your Fortitude, Reflex, and Willpower saves or

a +1 bonus to Armour Class.

Special: You can take this feat twice. The feat applies to either saving throw bonuses

or to the Armour Class bonus.

EXPERT (GENERAL) You are talented in a wide range of areas.

Benefit: All Craft skills are considered class skills, and you get a +2 bonus on any

two Craft skills for which you already have ranks in. FIERY SPELL (METAMAGIC)

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You combine weakness to fire with your fire spells.

Prerequisite: Able to cast two spells with the fire descriptor.

Benefit: A spell that deals fire damage is combined with a slight susceptibility to fire,

increasing the damage by 1 point per caster level. Saving throws (if applicable) also affect this extra damage. This feat does not bypass resistance to fire, damage

reduction or similar effects. Fiery Spells use up a spell slot one level higher than the spell’s actual level.

HUNTER (GENERAL) You are particularly skilled at hunting.

Prerequisite: Wilderness Lore 2 ranks

Benefit: You select a specific terrain type. When in that terrain, you gain a +2 bonus

when using the Wilderness Lore skill to hunt and forage and while tracking (using the Track feat).

Special: This feat may be selected more than once. Each time, it applies to a different

terrain type.

INDIVIDUALISE SPELL (METAMAGIC)

You can add your own ‘finishing touches’ to the appearance of your spells.

Prerequisite: Access to the illusion school (or a lack of prohibition against using it). Benefit: Your spells take on their own unique appearance. For example, a magic missile might appear as a flying snake, a fireball as a burning skull and so on. An

Individualised Spell uses up a spell slot of the same level as the original spell.

Note: There are no benefits in terms of game mechanics with this feat – it is purely

for role-playing and appearance.

MATERIAL SPELLCASTER (GENERAL) You are able to easily find or obtain simple spell components.

Benefit: You are assumed to have a ready supply of any material component for your

available spells, as long as the material component costs 1gp or less. If the material component costs more than 1gp, it must be found or bought as normal.

MINER (GENERAL) You are skilled at underground mining operations.

Benefit: You have the Stonecunning ability, similar to that of Dwarves (+2 bonus on

Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A miner can use the Search skill to find stonework traps as a rogue can. A miner can also intuit depth, sensing his approximate depth underground as naturally as anybody else can sense which way is up).

NATURE’S FURY (GENERAL, FIGHTER)

Constantly having to deal with monstrous humanoids has made them your favoured enemy.

Benefit: Monstrous humanoids are considered your favoured enemy, similar to the

ranger class feature (+2 bonus on Listen and Spot checks when using these skills against monstrous humanoids; +2 bonus on weapon damage rolls against monstrous humanoids).

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Special: If a character already has the monstrous humanoid type as his favoured

enemy, the bonuses stack.

ORATOR (GENERAL) You have a natural talent for talking to groups of people.

Benefit: You receive a +1 bonus on Bluff, Diplomacy and Sense Motive checks.

TRAP EXPERT (GENERAL)

Extensive knowledge of various traps means that you are an expert at disabling them.

Prerequisite: Trap sense rogue ability.

Benefit: Your trap sense benefit increases by +1 and you gain a +2 bonus on Disable

Device checks. Flux feats

The land of Kakhabad is a wild and dangerous one. Many years ago, mad sorcerers dabbled in strange arcane magic, altering the very fabric of reality and creating a swirling field of magical energy. Although this magical energy has since settled down, its effects can still be seen today; occasionally it throws up an unexpected trait in plants, animals and local geography. For example, a particular stream may be covered in ice in one section, but only a few feet away it is boiling. Rocks can take on the appearance of animals and even people. Plants may be stunted and yellow or lush and green – within a few inches of one another. These effects are detailed in the

Adventuring in Kakhabad chapter.

The flux of magic altered the genetic structure of some people, which has been inherited by their children. Player characters may decide to be one of those

descendants and to represent this characters can take a flux feat. The effects described by these feats are inherited and so a flux feat can only be taken at first level. A

character may only choose one flux feat.

Flux feats work in a similar way to normal feats. When a character is first created, a flux feat can be chosen instead of a standard feat. The taint of swirling magic has warped the appearance of the character, meaning that any character with a flux feat

takes a -4 penalty on most Charisma based skills (Bluff, Diplomacy, Disguise, Gather Information, Handle Animal and Perform) except Use Magic Device (which is unaffected) and Intimidate (which instead gets a +2 bonus) and also suffers a -4 penalty on Charisma ability checks. However, the altered physiology also offers a benefit, as outlined in the feat descriptions below.

Flux feats Benefit

Beast Feet Base land speed increases

by 10 feet

Feline Eyes Low light vision or

darkvision

Goat Legs +5 Climb checks

Leathery Skin +1 bonus to Armour Class

Monstrous Torso +4 Fortitude save bonus

Ogre Arms Increased subdual damage

to 1d6

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BEAST FEET (FLUX)

Your lower legs are hugely muscular and you have beast-like feet, as if from a bear, goat or tiger.

Prerequisite: Flux feat; can only be taken at 1st level. Benefit: Your land based speed is increased by 10 feet.

Special: This is a flux feat and is subject to modifiers to Charisma based skills and

Charisma ability checks outlined above.

FELINE EYES (FLUX)

Your eyes are yellow with elliptical pupils, similar to cats’ eyes.

Prerequisite: Flux feat; can only be taken at 1st level.

Benefits: You have low light vision to 30 feet (if you already have low light vision,

replace this with darkvision to 30 feet; if you already have darkvision, add another 10 feet to the range).

Special: This is a flux feat and is subject to modifiers to Charisma based skills and

Charisma ability checks outlined above.

GOAT LEGS (FLUX) Your legs are similar to the legs of a goat.

Prerequisite: Flux feat; can only be taken at 1st level.

Benefit: You are more agile at climbing, gaining a +8 bonus to Climb checks. Special: This is a flux feat and is subject to modifier to Charisma based skills and

Charisma ability checks outlined above.

LEATHERY SKIN (FLUX) Your skin is naturally thick and leathery.

Prerequisite: Flux feat; can only be taken at 1st level.

Benefit: Your thick skin gives you a +1 natural bonus to Armour Class.

Special: This is a flux feat and is subject to modifiers to Charisma based skills and

Charisma ability checks outlined above.

MONSTROUS TORSO (FLUX)

Your upper body is muscular and out of proportion with the rest of your body.

Prerequisite: Flux feat; can only be taken at 1st level. Benefit: You gain a +4 bonus on all Fortitude saving throws.

Special: This is a flux feat and is subject to modifiers to Charisma based skills and

Charisma ability checks outlined above.

OGRE ARMS (FLUX) Your arms are large, with bony hands.

Prerequisite: Flux feat; can only be taken at 1st level.

Benefit: Unarmed strikes deal 1d6 points of subdual damage.

Normal: Unarmed strikes normally deal 1d3 points of subdual damage.

Special: This is a flux feat and is subject to modifiers to Charisma based skills and

Charisma ability checks outlined above.

THICK SKULLED (FLUX) Your skull is thicker than normal and protrudes outwards.

Prerequisite: Flux feat; can only be taken at 1st level.

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Special: This is a flux feat and is subject to modifiers to Charisma based skills and

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Prestige classes

Champion of Libra

Libra is the goddess of justice and patron of Analand, and as such is underrepresented in Kakhabad. Some warriors, however, venerate Libra above all other deities and carry her power within them. Many of them were residents of Analand that have ventured forth into Kakhabad in order to perform good and righteous deeds. Religious fervour is not a prerequisite to becoming a Champion of Libra; she accepts all those who revere her, from the loudest celebrant to those who worship quietly in their hearts. Paladins are the most common Champions of Libra, although fighters, rangers and even barbarians are not uncommon. Militant clerics also sometimes become Champions of Libra, and multiclassed arcane spellcasters are not unheard of. Paladins may multiclass as Champions of Libra freely.

Hit Die: d8.

REQUIREMENTS

To qualify to become a Champion of Libra, a character must fulfill all the following criteria:

Base attack bonus +6

Skills: Knowledge (religion) 3 ranks Feat: Weapon focus (longsword) Alignment: Lawful good

Special: The character must worship Libra

CLASS SKILLS

The Champion of Libra’s class skills are: Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis) and Swim (Str)

Skill Points per Level: 2 + Int modifier. Table 3.1: Champion of Libra

CLASSFEATURES

All the following are class features of the Champion of Libra prestige class.

Weapon and armour proficiency: A Champion of Libra is proficient with all simple

and martial weapons and with all armour (heavy, medium, and light) and shields (except tower shields).

Class Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st +1 +2 +0 +0 Libra’s blessing

2nd +2 +3 +0 +0 Bonus feat, sacred defence 3rd +3 +3 +1 +1 Libra’s cleansing

4th +4 +4 +1 +1 Bonus feat, sacred defence 5th +5 +4 +1 +1 Libra’s devotion

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Libra’s blessing (Su): At 1st level a Champion of Libra can call upon her goddess to

heal her of all hit point loss and restore her hit points up to the full amount. This ability can be used once every three days.

Bonus feat: At 2nd level and 4th level the Champion of Libra gets a bonus feat from

the following list: blind-fight, combat expertise, dodge, exotic weapon proficiency, improved combat expertise, improved critical (any), improved initiative or weapon focus (any).

Sacred defence (Ex): At 2nd level, the Champion of Libra gains a +1 sacred bonus

on all saving throws. This bonus increases to +2 at 4th level.

Libra’s cleansing (Su): At 3rd level a Champion of Libra can call upon her goddess

to purify her body, curing all diseases and removing all curses. This ability functions as remove curse and remove disease and can be used once every three days.

Libra’s devotion (Su): At 5th level, a Champion of Libra can call upon her goddess

to save her from mortal peril. If a Champion of Libra is brought to below zero hit points, she can immediately regain a number of hit points equal to 3d6 + her charisma bonus (if any) and can also teleport away from the source of danger, to a nearby safe locale. This ability can be used once every three days.

Divine Leader

In churches and temples across Kakhabad, particularly in Khare, there are clerics and druids who command the attention of their congregation passionately. These leaders of the church are much more than ordinary clerics; the worshippers of their deity cling to every word uttered by the Divine Leader as if it were gospel (which very often it is).

Divine Leaders are usually based in temples or churches, where they can speak directly to the worshippers of their deity on a regular basis. For some Divine Leaders, this means extolling the virtues of their god regularly and passionately; for others, it is a chance for showmanship and entertainment. Some Divine Leaders, particularly those of warlike deities, follow armies into battle, rousing the troops with grand speeches.

Divine leaders are always clerics or druids, but multiclassed bards are not uncommon.

Hit Die: d8.

REQUIREMENTS

To qualify to become a Divine Leader, a character must fulfill all the following criteria:

Ability: Charisma 13+

Skills: Knowledge (religion) 8 ranks, Perform (any) 5 ranks, Diplomacy 6 ranks. Feat: Orator

Spells: Able to cast 3rd level divine spells

Special: The Divine Leader must worship a deity and hold congregations for that

deity.

CLASS SKILLS The Divine Leader’s class skills are:

Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Perform (any) (Cha), Profession (Wis), and Spellcraft (Int).

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Skill Points per Level: 4 + Int modifier. Table: 3.2: Divine Leader

Class Level

Base Attack

Bonus SaveFort SaveRef Save SpecialWill Spells

1st +0 +2 +0 +2 Lay on hands, turning/rebuking +1 level of existing divine class

2nd +1 +3 +0 +3 Sacred defence +1 level of existing divine class

3rd +2 +3 +1 +3 Fascinate +1 level of existing divine class

4th +3 +4 +1 +4 Sacred defence, domain +1 level of existing divine class

5th +3 +4 +1 +4 Suggestion +1 level of existing divine class

CLASS FEATURES

All the following are class features of the Divine Leader prestige class.

Weapon and armour proficiency: A Divine Leader gains no proficiency in any

weapon, armour or shield.

Spells per Day/Spells Known: When a Divine Leader gains another level in Divine

Leader, he gains new spells per day and new spells known as if he had also gained a level in whatever spellcasting class he belonged to before she added the prestige class. He does not, however, gain any other benefit a character of that class would have gained.

If a Divine Leader had more than one spellcasting class before he became a Divine Leader, he must decide to which class he adds each level of Divine Leader for the purpose of determining spells per day and spells known.

Lay on hands (Su): This functions in the same way as the paladin ability of the same

name. If the Divine Leader already has this ability from another class, the levels of Divine Leader stack with that of the other class for determining uses per day.

Turning/rebuking (Su): Starting at 1st level, the Divine Leader adds the Divine

Leader levels to his cleric levels for determining success with turning or rebuking undead results.

Sacred defence (Su): at 2nd level, the Divine Leader gains a +1 bonus against divine

spells, as well as the spell-like and supernatural abilities of outsiders. At 4th level, this increases to +2.

Fascinate (Sp): At 3rd level, the Divine Leader gains the ability to fascinate, as per

the bard ability of the same name. This ability can be used once per day per Divine Leader level.

Domain: At 4th level, the Divine Leader can choose another domain that his deity

grants access to, as well as the granted power.

Suggestion (Sp): At 5th level, a Divine Leader with 9 levels in Perform can make a suggestion, as per the bard ability of the same name.

Kakhabad Hunter

The wilds of Kakhabad are home to many dangerous beasts and criminals.

Occasionally, these lawless outcasts are hunted down, either because they have grown to be too much of a nuisance or because somebody will pay money for their capture. The Kakhabad Hunter fulfills this role.

At lower levels, the Kakhabad Hunter may be employed simply to retrieve lost items, whilst at higher levels even the mightiest tremble when a Kakhabad Hunter is on their

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trail. The Kakhabad Hunter is intimately familiar with his surroundings and targets and can use a small number of divination spells to help locate his quarry.

Barbarians, rangers, rogues and monks most easily qualify as a Kakhabad Hunter, whilst spellcasting classes may find this prestige class presents a different way to employ their spells. Although Kakhabad Hunters usually hunt down evil monsters and criminals, there is no alignment requisite for this class (in fact, evil Hunters can sometimes be the most successful).

Hit Die: d8.

REQUIREMENTS

To qualify to become a Kakhabad Hunter, a character must fulfill all the following criteria:

Base attack bonus: +7

Skills: Hide 4 ranks, Move Silently 4 ranks, Wilderness Lore 4 ranks. Feat: Track, Hunter

CLASS SKILLS

The Kakhabad Hunter’s class skills are: Climb (Str), Craft (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Spot (Wis), Swim (Str), Use Rope (Dex) and Wilderness Lore (Wis).

Skill Points per Level: 4 + Int modifier. Table 3.3: Kakhabad Hunter

Class Level

Base Attack

Bonus SaveFort SaveRef Save SpecialWill

1st +1 +2 +2 +0 Favoured enemy

2nd +2 +3 +3 +0 Detect secret doors

3rd +3 +3 +3 +1 +1d6 sneak attack 4th +4 +4 +4 +1 Locate object 5th +5 +4 +4 +1 Favoured enemy 6th +6/+1 +5 +5 +2 Locate creature 7th +7/+2 +5 +5 +2 +2d6 sneak attack 8th +8/+3 +6 +6 +2 Legend lore 9th +9/+4 +6 +6 +3

10th +10/+5 +7 +7 +3 Discern location, favoured enemy CLASS FEATURES

All the following are class features of the Kakhabad Hunter prestige class.

Weapon and armour proficiency: A Kakhabad Hunter is proficient with all simple

and martial weapons and with light and medium armour and shields (except tower shields).

Favoured enemy (Ex): At 1st level, the Kakhabad Hunter can choose a favoured

enemy, as the ranger class feature (+2 bonus on Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks and a +2 bonus on weapon damage). The Kakhabad Hunter is

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limited to the same choice of enemy as the ranger. If the Kakhabad Hunter already has this ability, then levels gained in Kakhabad Hunter stack with other class levels for purposes of determining bonuses. At 5th level, the Kakhabad can choose a second favoured enemy and at 10th level, a third favoured enemy.

Detect secret door (Sp): At 2nd level, the Kakhabad hunter can use detect secret door

as a spell-like ability (caster level equals Kakhabad Hunter level). This is useable once per day.

Sneak attack: Starting at 3rd level, the Kakhabad Hunter gains the ability to deliver a

sneak attack for 1d6 hit points of damage, as the rogue class feature. If the Kakhabad Hunter already has this ability, the amount of damage increases by 1d6. This increases by a further 1d6 at 7th level.

Locate object (Sp): At 4th level, the Kakhabad hunter can use locate object as a

spell-like ability (caster level equals Kakhabad Hunter level). This is useable once per day.

Locate creature (Sp): At 6th level, the Kakhabad hunter can use locate creature as a

spell-like ability (caster level equals Kakhabad Hunter level). This is useable once per day.

Legend lore (Sp): At 8th level, the Kakhabad hunter can use legend lore as a

spell-like ability. This is useable once per day.

Discern location (Sp): At 10th level, the Kakhabad hunter can use discern location as

a spell-like ability. This is useable once per day.

Khare Thief

Thieves in Khare have a much harder time of it than those in other cities – not because of law enforcement, but because the residents routinely trap their homes and treasured items. A thief that profits from life in Khare, therefore, is an expert in finding, disarming or avoiding traps.

All Khare rogues belong to the thieves’ guild, if only because non-membership can prove fatal. The thieves’ guild can also be a good source of information as well as a place where the thief can rest and recuperate.

Rogues make up the majority of Khare thieves, although other classes may become Khare thieves in order to complement other skills.

Hit die: d6

REQUIREMENTS

To qualify to become a Khare thief, a character must fulfill all the following criteria:

Skills: Search 8 ranks, Disable Device 8 ranks, Open Lock 4 ranks, Knowledge

(local, Khare) 4 ranks

Feats: Trap expert.

Special: Must be a member of the Khare thieves’ guild.

CLASS SKILLS

The Khare thief class skills are: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide

(Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sleight of Hand (Dex), Spot (Wis),

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Skill Points per Level: 6 + Int modifier. Table 3.4: Khare thief

CLASSFEATURES

All the following are class features of the Khare thief prestige class.

Weapon and armor proficiency: Khare thieves are proficient with all simple

weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Khare thieves are proficient with light armor, but not with shields.

Sneak attack (Ex): Starting at 1st level, the Khare thief gets the sneak attack ability

at +1d6 damage. This is the same as the rogue ability of the same name, and its effects stack with that ability. This ability increases by +1d6 at 3rd and 5th level.

Trapfinding (Ex): Starting at 1st level, the Khare thief can use the Search skill to

locate traps when the task has a Difficulty Class higher than 20. The Khare thief also gets a +4 bonus on all Search and Disable Device checks.

Bonus feats At 2nd level and 4th level the Khare thief gets a bonus feat from the

following list: Alertness, Blind-Fight, Combat Expertise, Investigator, Lightning Reflexes, Skill Focus, Track, Weapon Finesse or Weapon Focus.

Uncanny dodge (Ex): At 2nd level the Khare thief retains their Dexterity bonus to

AC even when caught flat-footed. If a Khare thief already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.

Trap sense (Ex): At 3rd level, the Khare thief gains trap sense. This is the same as the

rogue ability of the same name, and its effects stack with that ability.

Khare knowledge: At 4th level, the Khare thief gains a +4 bonus to Gather

Information and Knowledge (local, Khare) checks.

Improve uncanny dodge (Ex): At 5th level, the Khare thief can no longer be

flanked. This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target has levels in the Khare thief prestige class. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Seer

The Seer is an arcane spellcaster who has devoted his attention to divination spells and obtaining knowledge from obscure and often intangible sources. Some Seers live in towns and cities, where they are often approached for their help, whilst others live in remote wilderness areas in order to protect their secrets from all but a select few.

Class Level Base Attack Bonus Fort Save Ref Save Will Save Special

1st +0 +0 +2 +0 Sneak attack +1d6, trapfinding 2nd +1 +0 +3 +0 Bonus feat, uncanny dodge 3rd +2 +1 +3 +1 Sneak attack +2d6, trap sense 4th +3 +1 +4 +1 Bonus feat, Khare knowledge

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Some Seers are treated as madmen by people who know them, and indeed it is

possible that they have gone mad from the eldritch knowledge they have gained; other Seers, however are very clinical in their approach to what others might call ‘fortune telling’ and apply an almost scientific formula to the questions they want answering. Seers are always arcane spellcasters, but they are drawn from bards, sorcerers and wizards, although Diviners are the most common type of Seer.

Hit Die: d4.

REQUIREMENTS

To qualify to become a Seer, a character must fulfill all the following criteria:

Skills: Knowledge (arcana) 8 ranks, Knowledge (the planes) 8 ranks. Feat: Spell Focus (divination)

Spells: Able to cast at least 5 divination spells of 1st level or above as arcane spells. Class Skills

The Seer’s class skills are: Concentration, Craft, Decipher Script, Knowledge, Profession, and Spellcraft.

Skill Points per Level: 2 + Int modifier. Table 3.5: The Seer

Class Level Base Attack Bonus Fort Save Ref Save Will

Save Special Spells

1st +0 +0 +0 +2 Planar Divination +1 level of existing arcane class

2nd +1 +0 +0 +3 Improved Divination +1 level of existing arcane class

3rd +1 +1 +1 +3 Greater Spell Focus +1 level of existing arcane class

4th +2 +1 +1 +4 Greater Divination +1 level of existing arcane class

5th +2 +1 +1 +4 Divination enhancement +1 level of existing arcane class CLASSFEATURES

All the following are class features of the Seer prestige class.

Weapon and armor proficiency: Seers are proficient with all simple weapons. They

are not proficient with any type of armor or shield.

Spells per Day/Spells Known: When a new level in Seer is gained, the Seer gains

new spells per day and new spells known as if he had also gained a level in whatever arcane spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. If a Seer had more than one arcane spellcasting class before he became a Seer, he must decide to which class he adds each level of Seer for the purpose of determining spells per day and spells known.

Planar Divination: At first level, a Seer gains access to the spells augury, divination

and commune. These spells are added to his spell list, and he may learn and cast them as arcane spells. A Seer is not communicating with a planar being when he casts such a spell; he is extracting information from the fabric of reality and the interactions between planes.

Improved Divination (Su): Beginning at 2nd level, a Seer gains a +1 bonus to his

caster level when casting spells from the divination school. The Seer also gains a +1 insight bonus to his AC.

Greater Spell Focus: At 3rd level, the Seer gains Greater Spell Focus (divination) as

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Greater Divination (Su): Beginning at 4th level, the bonus a Seer gains from

Improved Divination increases to +2. His insight bonus to AC increases to +2.

Divination Enhancement (Ex): Beginning at 5th level, all Divination spells cast by

Seers come under the effect of the Extend Spell feat, whether the Seer has this feat or not. They do not take up a higher level spell slot.

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Deities and

Magic

Deities and domains

Characters created using the Player’s Handbook will have a deity that is different from the Titan pantheon. However, in most cases converting to the Titan pantheon is straightforward as a simple name change is all that is required. The table below summarises this information.

Player’s Handbook deity Titan deity

Boccob Hamaskis *

Corellon Larethian Erillia (f)

Ehlonna Aegraven

Erythnul Sith (f)

Fharlanghn Fulkra

Garl Glittergold Elluviel

Gruumsh Hashak Heironeous Telak Hextor Slangg * Kord Rogaar Moradin Kerillim (f) Nerull Death Obad-Hai Argowen Olidammara Logaan Pelor Glantanka (f) * St. Cuthbert Fourga * Vecna Tanit (f) *

Wee Jas Myurr

Yonadalla Istarel

Deities that are worshipped as females rather than males are noted with a letter (f) after their name. Deities marked with an asterisk (*) are notably different from those in the Player’s Handbook and are detailed more fully here. Also in this section are other gods worshipped by the inhabitants of Kakhabad. The entries follow all the normal rules concerning deities, domains and domain spells and are presented in order of alignment (good, neutral and then evil). Note that all the domains available in the

Player’s Handbook are available on Titan.

Major Deities

CHEELAH

Alignment: Chaotic good

Domains: Chaos, Good, Luck, Protection, Travel Favoured weapon: Heavy mace

Symbol: A silver coin

Cheelah is the goddess of luck and fate. She is a kind goddess, and many people pray for her blessing. ‘May Cheelah protect you’ is a common saying. There are many

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small shrines to Cheelah throughout Kakhabad. Followers of Cheelah are likely to take more chances than others, trusting in luck and fate to help them.

LIBRA

Alignment: Lawful good

Domains: Good, Healing, Knowledge, Law, Protection Favoured weapon: Longsword

Symbol: Balanced scales

Libra is the goddess of justice and truth. She promotes honesty and fairness above the retributive aspects of lawfulness. Libra is not worshipped extensively in Kakhabad, but she is the patron of nearby Analand, and veneration of Libra has spread somewhat into the Shamutanti Hills.

THROFF

Alignment: Neutral

Domains: Earth, Healing, Plant, Strength Favoured weapons: Warhammer

Symbol: A stone oak tree

Throff is the goddess of the earth, and is often worshipped by dwarfs. She is venerated as two different aspects: that of the earth mother, from which all things grow; and that of the stone of the earth, which can be fashioned into useful or beautiful objects by those skilled in the craft of stonemasonry.

COURGA

Alignment: Neutral

Domains: Healing, Knowledge, Luck, Protection, Sun Favoured weapon: Rapier

Symbol: A silver mask

Courga is the god of grace. Perhaps somewhat unusually, he is well respected in Kakhabad, and there is a fine temple to him in Khare. Followers of Courga strive to find beauty in all things and value humility as a virtue.

FOURGA

Alignment: Neutral

Domains: Knowledge, Magic, Strength Favoured weapon: Morningstar Symbol: An upraised hand

Fourga is the god of pride and the twin brother of Courga. In Kakhabad, Fourga is worshipped as a vengeful god, and his clerics are often evil rather than good; however, he has fallen out of favour recently and has lost a number of followers to Courga.

SLANGG

Alignment: Chaotic evil

Domains: Chaos, Death, Evil, Strength, Trickery Favoured weapon: Falchion

Symbol: Black skull

Slangg is the god of malice and is often portrayed as a grossly fat man with a forked tongue. Unlucky people are said to suffer ‘the grace of Slangg’. In Khare, spiteful citizens give offerings to Slangg in the hope that the god will bring vengeance on their

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enemies. Many of Slangg’s clerics delight in torture and pain, but others are more subtle, performing seemingly good deeds to win over followers.

TANIT

Alignment: Neutral evil

Domains: Death, Destruction, Evil, Trickery Favoured weapon: Whip

Symbol: Velvet glove

Tanit is the goddess of envy and jealousy and Slangg’s sister. She is depicted as a beautiful woman, dressed in a macabre outfit. Clerics of Tanit work subtly in the community, sowing seeds of jealousy and envy among husbands, wives and lovers, always seeking to divide and frustrate.

MINOR DEITIES

Table 5.1: Minor deities shows some of the other deities worshipped in Kakhabad. Table 5.1: Minor deities

Name Alignment Domains Favoured weapon Symbol

Chronada, god of time Lawful neutral Knowledge, Law, Magic Dagger Straight arrow Filash, god of fire Neutral Destruction, Fire,

Strength

Spear (any) Gouts of

flame Galana, goddess of

plants and fertility

Neutral good Plant, Protection, Strength Sickle A rose Glantanka, goddess of the sun Neutral good Fire, Protection, Strength, Sun

Light mace White sun

Hamaskis, god of learning Lawful good Good, Knowledge, Law, Magic

Quarterstaff An open book

Hydana, god of

water Neutral Luck, Travel, Water Trident A wave

Lunara, goddess of

the moon Chaotic neutral Chaos, Magic, Trickery Heavy mace Crescent moon Pangora, god of

winds

Neutral Air, Luck, Strength, Travel

Warhammer Galehorn

Sukh, god of storms Chaotic neutral

Air, Chaos, Destruction, Water

Heavy flail Lightning

bolt Spell lists

Most inhabitants of Kakhabad are too uncivilised to organise any sort of formal spellcasting training, so wizards are uncommon. Budding wizards, therefore, rely on learning spells brought over from nearby lands, notably Analand to the south.

Presented in this chapter are all the spells in the Analand Spellbook from the Sorcery! series. Many of these spells are copies or slight variations on spells found in the

Player’s Handbook. However, all spells in the Spellbook are given a three letter code

to identify them, rather than a name. In the spirit of the Sorcery! series, however, these three letter codes should replace the normal names, so a character would cast HOT instead of fireball, for example.

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The spell lists below follow the format in the Player’s Handbook. Spells that are identical to spells in the Player’s Handbook have the standard name in brackets after the Sorcery! name. New spells and variant spells have a brief description; more information is given in the full spell descriptions later. The spells are arranged in the order that they appear in the Sorcery! spellbook.

Bard spells

1ST-LEVELBARDSPELLS GOB summons one or more goblins

GUM sticks creatures or objects together DUD (silent image)

FAL (feather fall)

SAP demoralises one creature of 5HD or less. GOD (charm person variant)

NAP (sleep variant)

2ND-LEVELBARDSPELLS SIX(mirror image)

JIG causes creatures to dance FOG (darkness)

TEL (detect thoughts variant) PEP (bull’s strength variant) ZEN (levitation variant) YAZ (invisibility variant) SUN (daylight variant) KID (minor image variant) RAP (tongues variant)

3RD-LEVEL BARD SPELLS FOF (magic circle against chaos/evil/good/law)

LAW (charm monster) RAZ (keen edge variant) YOB I summons an ogre I DOZ (slow)

DOC enhances the effects of healing potions MAG (dispel magic)

GAK (fear variant) NIP (haste variant)

HUF (gust of wind variant) ZIP (blink variant)

Cleric spells

1ST-LEVEL CLERIC SPELLS GOB summons one or more goblins

SAP demoralises one creature of 5HD or less.

2ND-LEVELCLERICSPELLS SUS (find traps)

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JIG causes creatures to dance HOW (augury)

POP makes pebbles explosive FOG (darkness)

PEP (bull’s strength variant) YAZ (invisibility variant)

YAP (speak with animals variant)

3RD-LEVEL CLERIC SPELLS FOF (magic circle against chaos/evil/good/law)

YOB I summons an ogre

DOC enhances the effects of healing potions MAG (dispel magic)

SUN (daylight variant)

4TH-LEVEL CLERIC SPELLS DIM (confusion)

RAP (tongues variant) FAR (divination variant)

7TH-LEVELCLERICSPELLS YOB II summons a hill giant

RES (resurrection) Druid spells

2ND-LEVEL DRUID SPELLS TEL (detect thoughts variant)

YAP (speak with animals variant)

4TH-LEVEL DRUID SPELLS DOC enhances the effects of healing potions

MAG (dispel magic)

5TH-LEVELDRUIDSPELLS MUD (transmute rock to mud variant)

Paladin spells

3RD-LEVELPALADINSPELLS FOF (magic circle against evil)

MAG (dispel magic)

4TH-LEVEL PALADIN SPELLS DOC enhances the effects of healing potions

Ranger spells

1ST-LEVEL RANGER SPELLS YAP (speak with animals variant)

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2ND-LEVEL RANGER SPELLS NAP (sleep variant)

3RD-LEVELRANGERSPELLS MAG (dispel magic)

4TH-LEVELRANGERSPELLS DOC enhances the effects of healing potions

Sorcerer/wizard spells

1ST-LEVEL SORCERER/WIZARD SPELLS BIG (enlarge)

WOK (shield variant)

GOB summons one or more goblins GUM sticks creatures or objects together DUD (silent image)

FAL (feather fall)

SAP demoralises one creature of 5HD or less. GOD (charm person variant)

NAP (sleep variant)

2ND-LEVEL SORCERER/WIZARD SPELLS DUM creatures lose 1d6 Dexterity points

DOP (knock) SIX (mirror image)

POP makes pebbles explosive FOG (darkness)

TEL (detect thoughts variant) PEP (bull’s strength variant) ZEN (levitation variant) YAZ (invisibility variant) SUN (daylight variant) KID (minor image variant)

3RD-LEVEL SORCERER/WIZARD SPELLS HOT (fireball)

FOF (magic circle against chaos/evil/good/law) RAZ (keen edge variant)

YOB I summons an ogre DOZ (slow)

MAG (dispel magic)

NIF (stinking cloud variant) NIP (haste variant)

HUF (gust of wind variant) RAP (tongues variant) ZIP (blink variant)

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4TH-LEVELSORCERER/WIZARDSPELLS LAW (charm monster variant)

DIM (confusion) GAK (fear variant)

5TH-LEVEL SORCERER/WIZARD SPELLS WAL (wall of force)

MUD (transmute rock to mud variant)

6TH-LEVEL SORCERER/WIZARD SPELLS ROK (flesh to stone variant)

7TH-LEVEL SORCERER/WIZARD SPELLS YOB II summons a hill giant

KIN creates a replica that attacks the original creature 9TH-LEVELSORCERER/WIZARDSPELLS ZED caster travels back in time

Spell descriptions

The following spells are in addition to those listed in the Player’s Handbook and follow the same rules and format.

DUM

Enchantment (Compulsion) [Mind-Affecting] Level: Sor/Wiz 2

Components: V, S

Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature

Duration: 10 min./level Saving Throw: No Spell Resistance: Yes

Affected creatures have their Dexterity score reduced by 1d6 for the duration of the spell, making them clumsy and uncoordinated. Note that this will also reduce their armour class and their Reflex saving throw modifier.

WOK

Components: V, S, M

Except as noted, this spell is the same as shield.

Material component: A coin (any denomination).

RAZ

Components: V, S, M

Except as noted, this spell is the same as keen edge.

Material component: A handful of beeswax, which is smeared on the blade of the

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JIG

Enchantment (Charm) [Mind-Affecting, Sonic] Level: Brd 2, Clr 2

Components: V, S, M

Casting Time: 1 full round (see text) Range: Close (25 ft. + 5 ft./2 levels) Targets: Any number of creatures Duration: See text

Saving Throw: Will negates Spell Resistance: Yes

The caster must first cast this spell, and then start playing on a Bamboo Flute. Both actions together take a full round. Irrespective of any training or competence with the flute, this spell causes any number of creatures to stop what they are doing and dance a merry jig. Affected creatures suffer a -2 penalty to Armour Class and Reflex saves, but if the affected creatures are attacked, the spell ends. Otherwise, the spell lasts as long as the caster plays the flute.

Focus: A Bamboo Flute.

GOB

Conjuration (Summoning) Level: Brd 1, Clr 1, Sor/Wiz 1 Components: V, S, M

Casting Time: 1 full round

Range: Close (25 ft. + 5 ft./2 levels) Effect: Summons one or more goblins Duration: 1 round/level

Saving Throw: No Spell Resistance: No

This spell summons one or more goblins (one per tooth used, up to a maximum of three). The goblins are neutral in alignment and have an intelligence score of 10. They will follow commands to the best of their abilities. If they are slain, they disappear, ending the spell.

Material component: A tooth from a goblin.

YOB I

Conjuration (Summoning) Level: Brd 3, Clr 3, Sor/Wiz 3 Components: V, S, M

Casting Time: 1 full round

Range: Close (25 ft. + 5 ft./2 levels) Effect: Summons one ogre

Duration: 1 round/level Saving Throw: No Spell Resistance: No

This spell summons one ogre. The ogre is neutral in alignment and has an intelligence score of 10. It will follow commands to the best of its abilities. If it is slain, it will disappear, ending the spell.

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YOB II

Conjuration (Summoning) Level: Clr 7, Sor/Wiz 7 Components: V, S, M Casting Time: 1 full round

Range: Close (25 ft. + 5 ft./2 levels) Effect: Summons one hill giant Duration: 1 round/level

Saving Throw: No Spell Resistance: No

This spell summons one hill giant. The hill giant is neutral in alignment and has an intelligence score of 10. It will follow commands to the best of its abilities. If it is slain, it will disappear, ending the spell.

Material component: A tooth from a giant.

GUM

Conjuration (Creation) Level: Brd 1, Sor/Wiz 1 Components: V, S, M

Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels)

Target or Area: One object or a 10-ft. square Duration: See text

Saving Throw: See text Spell Resistance: No

A GUM spell turns any ordinary pot of glue into a super-adhesive. This can be used to stick objects together, or as a weapon. If used as a weapon, it is treated as a tanglefoot bag (see the description under Special substances in Chapter 7 of the Player’s

Handbook). If used as a normal adhesive, it can stick objects weighing up to 40

pounds; in this case the duration is permanent.

Material component: A pot of glue.

DOC

Conjuration (Healing)

Level: Brd 3, Clr 3, Drd 4, Pal 4, Rgr 4, Healing 3 Components: V, S

Casting Time: 1 standard action Range: Touch

Target: Potion touched Duration: 1 round/level Saving Throw: No Spell Resistance: No

When cast on a potion that heals damage, this spell maximises the amount of hit points cured, as if the potion were under the effect of a maximise spell feat (a potion of cure light wounds (CL 1st), for example, would restore 9 hit points). The potion must be drunk within the duration of the spell to have this effect.

(32)

POP

Transmutation

Level: Clr 2, Sor/Wiz 2 Components: V, S

Casting Time: 1 standard action Range: Touch

Targets: Up to three pebbles touched Duration: 30 minutes or until discharged Saving Throw: See text

Spell Resistance: No

A POP spell transmutes up to three pebbles so that they will explode when thrown. When thrown, the pebbles have a range increment of 20 feet. The pebbles can also be slung, with a range increment of 50 feet. If they hit, each causes 1d6 points of

damage; they also explode with a terrific bang (treat as a sonic attack), so that anyone within a 10 foot radius must make a DC 15 Fortitude saving throw or be deafened for one hour.

MUD

Components: V, S, M/DF

Area: Up to two 10-ft. cubes/level (S, but ground level only)

Except as noted, this spell is the same as transmute rock to mud.

Arcane material component: Sand

NIF

Components: V, S, F

Range: close (25 ft. + 5 ft./2 levels)

Except as noted, this spell is the same as stinking cloud. Because this spell’s range is close, it may also affect the caster unless he remembers to wear his pair of nose plugs.

Arcane focus: A pair of nose plugs.

TEL

Components: V, S, F

Except as noted, this spell is the same as detect thoughts.

Focus: a cloth skullcap, to be worn when the spell is cast.

GAK

Components: V, S, F

Except as noted, this spell is the same as fear.

Focus: a Black Facemask

SAP

Enchantment [Mind-Affecting] Level: Brd 1, Clr 1, Sor/Wiz 1 Components: V, S

Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels)

Target: One living creature with 5 or fewer HD Duration: 1d4 rounds

Saving Throw: Will negates Spell Resistance: Yes

(33)

The affected creature becomes demoralised (shaken) and takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A demoralised creature will try to flee, but if it cannot, it will fight. Creatures with 6 or more Hit Dice are immune to this effect.

GOD

Components: V, S, F

Except as noted, this spell is the same as charm person.

Focus: a Jewel of Gold

KIN

Conjuration (Summoning) Level: Sor/Wiz 7

Components: V, S, F Casting Time: 1 round

Range: Close (25 ft. + 5 ft./2 levels) Effect: One summoned creature Duration: 1 round/level

Saving Throw: None Spell Resistance: No

A powerful spell, KIN causes a replica of one creature to appear. The summoned replica has the same hit points, equipment and extraordinary special attacks of the original creature, but does not have any extraordinary special qualities, supernatural or spell-like abilities (include spellcasting) of the original. The replica’s only function is to fight the original until the spell ends or one or the other is defeated. If the replica wins, it disappears, along with its equipment.

PEP

Components: V, S, M

Except as noted, this spell is the same as bull’s strength.

Material component: A potion of fire water.

ROK

Components: V, S, M

Except as noted, this spell is the same as flesh to stone.

Material component: stone dust.

NIP

Components: V, S, M

Except as noted, this spell is the same as haste.

Material component: yellow powder.

HUF

Components: V, S, F

Except as noted, this spell is the same as gust of wind.

(34)

FIX

Components: V, S, F

Except as noted, this spell is the same as hold monster.

Focus: a Staff of Oak Sapling.

NAP

Components: V, S, F

Except as noted, this spell is the same as sleep.

Focus: a Brass Pendulum.

ZEN

Components: V, S, F

Except as noted, this spell is the same as levitation.

Focus: a Jewel-Studded Medallion.

YAZ

Components: V, S, F

Except as noted, this spell is the same as invisibility.

Focus: a Pearl Ring.

SUN

Components: V, S, F

Except as noted, this spell is the same as daylight.

Focus: a Sun Jewel.

KID

Components: V, S, F

Except as noted, this spell is the same as minor image.

Focus: a Bracelet of Bone.

RAP

Components: V, S, F

Except as noted, this spell is the same as tongues.

Focus: a Green-Haired Wig.

YAP

Components: V, S, F

Except as noted, this spell is the same as speak with animals.

Focus: a Green-Haired Wig.

ZIP

Components: V, S, F

Except as noted, this spell is the same as blink.

Focus: a Ring of Green Metal.

FAR

Components: V, S, F

Except as noted, this spell is the same as divination.

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