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MGP9020 - 3.5E Expert Player's Guide Vol. I - Renegade Wizards Spellbook

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1

Credits

Editor Mark Gedak Layout Matt Sharp Cover Art Alejandro Villen

Logo & Cover Design

Anne Stokes

Interior Illustrations

Eric Bergeron, Brent Chumley, Anthea Dilly, Marcio Fiorito, David Griffi th, Renato Guedes,

Carlos Henry, Vincent Hie, Vitor Ishimura, Andrew Jordan, Rhonda Libbey, John McSweeney,

Randy Nunley, Tony Parker, Gillian Pearce, Scott Purdey, Fred Rawles, Phil Renne, Chad Sergesketter, Stephen Sheperd, Jamie Sims, Ronald Smith, Alejandro Villen and Nathan Webb

RPG Manager Ian Belcher Production Director Alexander Fennell Proofreading Mark Quennell

Contents

Introduction 2

What They Did

3

Not

Teach

You

At Wizard School

Spell Lists

9

Spell Descriptions

29

Appendix

241

Open Game License

250

License

250

Open Game Content & Copyright Information

Expert Player’s Guide – Renegade Wizard’s Spellbook ©2005 Mongoose Publishing. All rights reserved. Expert Player’s Guide – Renegade Wizard’s Spellbook is presented under the Open Game Licence. See page 250 for the text of the Open Game Licence. This product is Open Game Content. All other signifi cant characters, names, places, items, art and text herein are cop y right ed by Mongoose Publishing. All rights reserved. ‘d20 System’ and the ‘d20 System’ logo are trademarks owned by Wizards of the Coast, Inc. and are used according to the terms of the d20 System Licence version 5.0. A copy of this Licence can be found at www.wizards.com/d20. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. Dungeons & Dragons® and Wizards of the Coast® are trademarks of Wizards of the

Coast, Inc. in the United States and other countries and are used with permission.Printed in China.

Renegade Wizard’s

Spellbook

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M

agic is a powerful tool for creation and destruction that has been described by many. In the years since the wizards’ schools where built and magic instruction became mechanistic in the fi elds of combat, the tombs of ancient kings and deep underground, the arcane arts have been practiced and it has grown. Free of the order and monotony of the wizard school’s ivory towers, new techniques have been developed to spread the effects of spells, new descriptors adopted to better classify spells and even changes to the time necessary to channel spell energy.

As the nature of magic has changed, it is important for arcane spellcasters to try to keep up to date on these innovations or else he could fi nd his own fi reball counterspelled and possess no defence against another mages’ oozing sores. When striving for ultimate power, do you want to be using the same tools as everyone else, or will you turn to the Renegade Wizard’s Spellbook?

The Expert

Player’s Guides

Here at Mongoose Publishing, we are always looking for new ways to present gaming information and 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?

And if that sounds good, how would you like these 256 page hardback books to be priced at less than twenty dollars? 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

Wizard’s Spellbook

This tome is the perfect companion to other magic compendiums - after all, who wants to play a wizard who only has access to ‘standard’ spells that everyone else has. With spells and spellcasting rules drawn from the very best of Open Content sources, the Renegade Wizard’s Spellbook is your one-stop shop for arcane power!

The Renegade Wizard’s Spellbook was designed to include a wide range of arcane spells from a wide range of sources. What They Did Not Teach You At Wizard’s School presents information on a number of enhancements to the magical overview section of your standard magic sourcebook. This is followed by complete Spell Lists for the Renegade Wizard’s Spellbook and over 200 pages of Open Game Content spells from more than sixty print and electronic sources. The Appendix houses all the additional rules such as feats, monster statistics and skills necessary to make full use of the spells provided for you in this collection. Hopefully, the next arcane spellcaster in your game will have a few new tricks with which to surprise their fellow adventurers.

The Renegade Wizard’s Spellbook features 100% Open Game Content.

‘Look, I know you’re new at this whole adventuring thing having just gotten out of wizard’s school with your precious little book loaded with cantrips, feather fall, mage armour and magic missile, but if you want to survive in this world you’d better learn right now. Don’t believe what you have been told.’

Jaizki Stormcloud, to the young wizard Arcadius, hours before he fell victim to a kobold sorcerer’s gelid stream.

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3

T

he study of magic

at wizard’s school is suffi cient for most spellcasters but anyone truly devoted to the arcane arts will eventually decided to leave their mouldy textbooks behind and begin to experiment with

the nature of magic itself. Many of the spells introduced in this tome are the direct result of this sort of this experimentation. Likewise the spells presented in this tome may exhibit a number of new properties which are detailed below.

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.

Contingent

– School

This is a contingent subschool, which is typically noted in the spells description as (Contingent – School). A contingent spell requires that an arcane or divine spellcaster have access to a specifi c 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 Schools spells being unavailable to specialists who are prohibited from contingent schools.

DESCRIPTOR

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 Wizard’s Spellbook, their descriptions and properties are noted below.

Archaic

There are a small number of spells that are ancient, older than almost any other spell known by wizards today. It stands to reason that the art of spellcasting, just like any other art or science, would adapt and evolve over time until there came a point when ‘modern’ spellcasting techniques would little resemble the techniques used thousands of years ago. Spellcasters, it can be assumed, would have diffi culty following the archaic practices detailed in the spellbooks from so long ago an era. For our purposes, such spells are identifi ed with the descriptor Archaic.

WHAT THEY DID

NOT TEACH YOU AT

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Archaic spells are both more diffi cult to learn and more diffi cult to cast. Learning an archaic spell requires the spellcaster to spend a number of weeks equal to the spell’s level doing nothing but studying. Breaks for eating and sleeping are allowed but the spellcaster must spend a minimum of 15 hours a day studying the spell in question. At the end of that time the spellcaster must make an Intelligence check (DC equal to the spell level plus 20). For each extra week spent studying, the spellcaster gains a +1 circumstance bonus to this check. If this check is failed, the spellcaster may not attempt to learn this spell again until he has gained a level in his spellcasting class. When casting an archaic spell, the spellcaster must make a Spellcraft check (DC 10 plus the spell’s level). The caster gains a +1 circumstance bonus to this roll for each round above the stated casting time he spends doing nothing but casting the spell. If this check fails, the spell slot is expended though the spell has no effect.

NOTE: In your campaign, magic may have evolved differently. The archaic descriptor, as described above, assumes that spellcasting is actually decreasing in power as time elapses. For campaigns in which

magic is improving and not being forgotten, the archaic descriptor is out of place and should not be used. Each Games Master must determine for himself how magic has changed over time in his campaign world.

Age

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

Focused

Spells with this descriptor can be cast by any mage, but when cast by a specialist in the spell’s school with Spell Focus and Greater Spell Focus in that school of magic it has an additional or more powerful effect. The focused descriptor can be seen in action in the caress group of spells in this spellbook. Although this descriptor was fi rst seen within the Transmutation school; other specialists are beginning to perfect this type of spell research as well.

Hanging

Hanging spells are cast when an arcane spellcaster fi rst prepares or regains his spell slots. These spells then remain ‘active’ throughout the rest of the day, awaiting only a single word to perform their full effect. While hanging, they count as current spell effects and maybe dispelled normally. Speaking the activation word is an immediate action that can be taken even if it is not the caster’s turn as long as he is not fl at footed at the time. Hanging spells count as spent spell slots and are instantly negated without effect if the spellcaster refi lls that spell slot for any reason, even through the use of an item like a ring of wizardry. The casting time for any hanging spell is one minute per spell level unless otherwise noted. If the hanging spell is cast from a scroll, it remains in effect for 24 hours; at the end of that time it fades if it is not used.

Judicial Curse

There are times when a criminal cannot be brought to justice, or when she 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 her repertoire, the church can call on the power of the faithful to overcome his resistance. If a spell is identifi ed as a judicial curse, it has the following benefi ts and restrictions:

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5

Ceremonial Force: You 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 you add to the casting time of the spell, you receive 1 point of ceremonial force. You can spend a maximum of six hours in order to receive a total of 3 points of ceremonial force by increasing casting time.

For every two assistants you have helping you with the ritual, you receive 1 point of ceremonial force, to a maximum bonus of 3. Assistants must be of at least 2nd level in a class that has the potential to cast the spell in question. To provide you with this benefi t, 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. If the spell is divine in nature, you can increase its power further through use of a sacred relic of your deity. The nature of the deity will determine the nature of her relics; a goddess of knowledge might have spread the pages of the fi rst book across the world, while a war god would treasure the weapons of his sacred champions. You cannot create a relic, and it is ultimately up to the Games Master to decide if your god even has relics. Depending on the holiness of the object, you will gain 1 to 3 points of ceremonial force from its presence. Even if you have multiple relics, you cannot gain more than 3 points of ceremonial force. Arcane casters may be able to mimic this effect by creating esoteric spell amplifi ers; this is left up to the Games Master.

Ceremonial force has the following effects:

· Spell formulas (such as spell range) may be modifi ed by the number of points of ceremonial force in the spell. These effects vary, and details can be found in the description of a specifi c judicial curse. · The ceremonial force is added to the DC of the spell’s saving throw. This cannot increase the DC by more than 5 points.

· If the spell effect can be removed with break enchantment, the ceremonial force is added to your level to determine the effective caster level of the spell.

· Unless otherwise specifi ed, the effects of a judicial curse can be broken with remove curse. Add

the ceremonial force of the spell to your caster level; the character attempting to break the curse must be of equal or higher level or remove curse will fail. Restrictions: A judicial curse can only be used on a creature that could normally fall under the jurisdiction of your justice system. Nationality is not an issue, so most societies could target any human; but you 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 benefi ts and restrictions only apply to spells that are clearly designated as judicial curses! You cannot increase the power of a fi reball just because you have a few friends working with you.

Poison

The descriptor does not have any mechanical effect in its own right. However, it interacts with various other mechanics introduced in the book. 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.

Prime

The prime descriptor indicates a spell that uses the fi eld of power between the caster and the Prime Material Plane to generate its effects. As such, the spell does not work if cast in a dimension other than the prime or if the caster is in a physical state other than corporeal. Outsiders can use prime spells without diffi culty, provided they are on the prime material plane when they do so and are corporeal at the time. Creatures who lack corporeality cannot use prime spells at all, even if they are manifested at the time of casting.

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 spellcaster must possess at least 5 ranks in both Knowledge (arcana) and Spellcraft, as well as possess the Extend Spell and Quicken Spell feats.

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Components

A spell’s components are what you must do or possess to cast it. The Components entry in a spell description includes abbreviations that tell you what type of components it has. Specifi cs for material, focus and XP components are given at the end of the descriptive text. Usually you do not worry about components, but when you cannot use a component for some reason or when a material or focus component is expensive, then the components are important. Additionally, some complex spells require a skill check to use properly.

Skill Check (SK): A skill check is sometimes necessary in spells that have long casting time or delicate somantic components. The skill check component was fi rst seen in the crafted

series of Illusion spells that allow for the development of enduring illusions at all spellcaster levels. The skill check can also be used to make the spell a masterwork effect adding +1 to the spell’s save DC.

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 full-round action. It comes into effect just before the beginning of your turn in the round after you began casting the spell.

You 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. You can perform one swift action per turn without affecting your ability to perform other actions. In that regard, a swift action is like a free action. However, you can perform only a single swift action per turn, regardless of what other actions you take. You can take a swift action any time

you 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.

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 your turn. Using

an immediate action on your turn is the same as

using a swift action, and counts as your swift action for that turn. You cannot use another

immediate action or a swift action until after your next turn if you have used an immediate action when it is not currently your turn (effectively, using an immediate action before

your turn is equivalent to using your swift action for the coming turn). You a l s o cannot use an immediate action if you are currently fl at-footed.

Aiming a Spell

You must make some choice about whom the spell is to affect or where the effect is to originate, depending on the type of spell. The next entry in a spell description defi nes the spell’s target (or targets), its effect or its area, as appropriate. Mages who regularly see the fi elds of battle are not content with the simple areas of effect so common in other types of arcane magic. In order to gain the maximum impact from their spells, they have created several new ways to deliver magical effects for some of their castings, detailed below.

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7

Mobile Emanation

Spells with this area of effect have an initial area that is the same as a normal emanation. However, each round after the fi rst, the caster can move the centre of the emanation up to 30 feet in any direction and the area of effect will move with it. This allows casters to cover a larger area with this spell than would otherwise be possible with a standard burst or emanation spell. An example of this type of effect and its movement is provided below.

In the fi rst diagram, the grey square indicates the original centre of the emanation. The black squares show the surrounding area of effect. In the second diagram, the greyed-out area represents the original location of the area of effect, while the black squares show the new location of the spell.

When a mobile emanation spell moves, the whole area of effect moves at once. The original area of effect fades away to be replaced a moment later by the new area of effect – the emanation does not ‘sweep’ through an area like a stream spell.

Spirals

Spiral areas of effect are unique to battlefi eld magic and were devised to provide greater coverage of a battlefi eld without sacrifi cing a spell’s effective potency. A spiral has one variable dimension, its length, but its basic shape is always the same. A spiral is targeted on one 5-foot square when it is cast. On impact, the spiral effect fi lls the target square and then travels in a straight line for 10 feet, fi lling all the squares it passes through. At the beginning of the next round, the next leg of the spiral unfolds and the area of effect makes a 90-degree turn to the left or right (caster’s choice of which) and continues on for 15 feet, again fi lling each square it passes through.

Each round thereafter, a new leg of the spiral unfolds and the effect turns 90 degrees to the direction of the second leg and travels 5 feet further than it did previously. Note that all legs of the spiral remain in existence until the round after the fi nal leg unfolds. See the diagram below, for an example of a spiral with a 75-foot length.

In the above diagram, the asterisk represents the original target square of the spiral spell. Each leg is coloured in alternating black and grey and the spiral ends in the grey square, where its 75-foot length runs out.

If a spiral spell runs into an obstruction, it immediately makes a 90-degree turn and continues normally for the rest of its length. This will often cause the spiral to cross over itself, which mages must be aware of to avoid unintended consequences. If the spiral runs into a dead end, it immediately stops and the spell ends. An obstruction must completely fi ll the square the effect is crossing through – a wall or door will block the effect, but a column or stalagmite will allow the spell effect to pass through unhindered.

Battlefi eld mages can use a spiral to protect themselves or friendly units inside an expanding area of deadly magic. Precise targeting of this type of spell can be used to clear away forces harassing the mage or his allies and is very useful in constrained areas where obstructions limit the usefulness of a standard burst or emanation spell. The spiral area of effect also provides a signifi cant surprise factor with its extended, unusual effect patterns and duration. Careful planning can also allow the spiral spell to bend around corners and pass through open doors to create a ricochet effect that is sure to keep enemies off guard.

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Unless otherwise noted, each leg of a spiral is 20-foot tall, or as tall as the ceiling of the area in which it is cast. A spiral does not ‘spread’ across a ceiling if the ceiling is less than 20-foot tall.

Stream

A stream area of effect is a straight line that originates with the caster and can be ‘swept’ across an area during its duration. When cast, the stream extends from the caster out to the limit of its length in a straight line. On each following round, as a standard action, the caster can swing the far end of the stream up to 20 feet to the left or right, moving the area of effect to conform to the new location. Any target in the line of the stream’s new position, or in a location the stream moved through on the way to its new location, suffers the spell’s effect. See the diagrams below for

an example of a 40-foot stream being swept through an area.

In the round that it is cast, the stream extends as shown in the fi rst diagram, catching targets A and B within its area of effect. On the next round, the mage sweeps the stream to the right, as shown in the second diagram. The second diagram illustrates the area the spell swept through, and we can see that targets D and E were affected as the stream crossed through their squares.

When determining which squares are affected by a stream, simply laying a string or fl exible ruler between the caster and the original target location works very well. When the spell is swung, move the string to the new location and the stream affects any square that the string passes through. All movement of the stream is assumed to occur during the caster’s action and persists from round to round until its duration has expired.

Stream spells are most effective for scattering enemy forces or forcing them to move in a particular direction. Because the area of effect can be moved from one spot to another, enemies are forced to remain on the move if they want to stay out of the stream’s way. A stream is also frighteningly effective when used against large numbers of relatively weak creatures; burning up a horde of kobolds is a snap when you have a stream of acid at your fi ngertips.

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9

SPELL LISTS

Assassin Spells

1

st

Level Assassin Spel ls

Alter Poison Damage Type. Alters poison effects

temporarily by changing ability damage dealt.

Assassin’s Mark. Infl icted wound instantly reshapes

into caster’s mark.

Calling Card. Leaves behind a record of a specifi c

crime committed.

Far Strike. Ranged attacks may be fi red to an

increased range.

Fly True. Range attacks gain +10 insight bonus to

hit.

Poison Weapon. A weapon with magical poison. Shadow Stitch. Successful touch attack entangles

target in own shadow.

Spider Eyes. Caster gains +2 competence bounce to

Intimidate checks.

2

nd

Level Assassin Spel ls

Shunt. Forces subject into Ethereal Plane for 1

round.

Speed Poison. Increases virulence of affected

poisons.

Venom Touch. Infuses castor’s hands with virulent

poison.

3

rd

Level Assassin Spel ls

Assassin’s Coin. Affected coin can be used to

contact spellcaster.

Merge into Art. Allows caster to hide inside large

piece of art.

Poison Weapon, Greater. A weapon with magical

poison.

4

th

Level Assassin Spel ls

Forbidden Script. Text written with affected ink

causes immediate poisoning effect to reader.

Spell Legs. Caster usurps control of an ongoing

effect and can move it at a rate of 20 ft./round.

Bard Spells

0

th

Level Bard Spel ls

Alter Taste. Changes the taste of one meal to a taste

that is pleasant for the creature consuming it.

Breeze. A gentle breeze provides some respite from

hot weather.

Conjure (specifi c creature). Calls specifi c creature. Dazzling Lights. Pattern of light dazzles creature of

1 or less HD.

Direct Conversation. Caster receives +4 on next

Gather Information check.

Fool’s Coin. A small metallic disc can appear as a

valuable coin.

Public Whisper. Amplifi es your voice within 100

feet radius.

Simple Bed. Creates a comfortable place to sleep

giving caster +1 hp to normal healing rate for bed rest.

Slapping Hand. Disembodied hand slaps target for

1 point of damage.

Smoke Image. Castor creates any shape out of

existing smoke.

Song of Serenity. Song and touch rejuvenates

fatigued target. Counters touch of fatigue.

Tuning. Conjures a tuning fork tuned to the

frequency of plane the caster is currently on.

1

st

Level Bard Spel ls

Calling Card. Leaves behind a record of a specifi c

crime committed.

Case Object/Room. Caster is protected from

object/room hazards while searching.

Cleanse of Alcohol. Subject is completely cured of

alcohol effects. Counters inebriate.

Compel Parley. Subject is compelled to bring

protected characters to the nearest authority fi gure.

Conjure (specifi c creature). Calls specifi c creature. Crescendo of Indefatigability. Caster receives +2

inspiration bonus on any relevant die roll.

Distract Vermin. Dazes vermin in effect area. Distracting Pattern. Pattern of light may distract

creature.

Foretelling, Lesser. Allows the caster to pose a

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Ghost Combatant. Phantasm fl anks opponent. Ground Trap. Ground rises up to trap target’s feet

and lower leg for duration of spell.

Hero’s Luck. Target gains a +2 bonus to one attack,

skill check or saving throw.

Immobilise Extremity. Paralysing effect to one

appendage of target creature.

Indescribable Creep. A creeping sensation causes

panic.

Irritation. Causes an itching sensation or rash to

cover target’s body.

Mantle of Dread. Caster gains +4 competence

bonus to all Intimidate checks.

Phantasmal Force. Target is attacked by

phantasmal force dealing 1d6 points of nonlethal damage.

Read History. Caster gains impressions from the

past in effect area.

Replace the Senses. Target has one sense replaced

with another for duration of spell.

Seal, First. Opens empathic bond between caster

and target causing confusion and nonlethal damage.

Secrets of the Heart. Instant knowledge of true

identity of single creature within area of effect.

Self-Refl ection. Victim suffers –1 morale penalty to

attack and will leave battle to contemplate the self.

Silver Voice. Caster gains +10 circumstance bonus

to Bluff skill check.

Switch Outfi ts. Caster switches clothing with target

or loose pile of clothing.

Tune Cooties. Places a song in victim’s head that

cannot be removed conferring –1 morale penalty to any action.

Vacate Bowels. Victim’s bowels completely

evacuate.

Wind Borne Songs. Doubles area of effect of your

next bardic music effect.

2

nd

Level Bard Spel ls

Beyond Words. Allows mental communication with

a charmed opponent.

Blindness/Deafness, Lesser. Target is blinded or

deafened for a 1 round/level.

Charm Spirit. Charms creatures with the spirit

subtype.

Conjure (specifi c creature). Calls specifi c creature. Deathchant. Creates a wave of negative energy out

from caster.

Detect Illusion. Detects illusions cast by a lower

level caster.

Dirge of the Walking Dead. Allows you to keep

one ally up and conscious if hp less than 0.

Felonious Friend I. Conjured thief helper, like

unseen servant.

Fool’s Gold. Can make a limited amount of metal

appear as copper, silver, gold or platinum.

Golden Voice. Caster gains a +10 bonus to Bluff

and Diplomacy.

Good Intentions. Causes pain to target each time

he performs a good act or act of kindness.

Half-Orc Charm. Aura of menace around caster

giving bonus to Intimidation checks.

Hero’s Visage. Your appearance demoralises

opponents.

Inebriate. Target is rendered drunk for spell

duration. Countered by cleanse of alcohol.

Lightning Arrow. Adds 1d8 points of electrical

damage (max 10d8) to single arrow or bolt.

Mystic Lullaby. Allows you to lull a single creature

into a deep slumber.

Pass Through Element. You can walk through a

barrier of a certain element without harm.

Plausible Excuse. Those affected will believe that

you were in their company for a specifi ed time.

Poetic License. Caster attaches negative or positive

stigma to target.

Rain of Putrescence. Rainfall of faecal waste falls

in area of effect.

Seal, Second. Opens empathic bond between caster

and target causing confusion and nonlethal damage.

Seas of Fate. Puts the ultimate destination of the

voyage into the hands of the gods.

Tether. Rope shoots out of caster’s outstretched

hand.

Unbalanced Pattern. Unbalances all creatures in

area of effect.

Unseen Trickster. Improved form of unseen

servant.

Venom Touch. Infuses castor’s hands with virulent

poison.

Whispers of the Mind. Caster hijacks a target’s

voice causing them to speak your words.

Wind Armour. Winds swirl around target creating

defl ection and armour bonus.

3

rd

Level Bard Spel ls

Absorb Information. Instant transfer of written

information.

Blade Song. Adds 1d6 sonic damage to imbued

weapon.

Cacophony. Fills the area with extremely loud

sounds, dazing creatures.

Cloaked Light. Object shines with light that

emanates in a 60-foot radius but only visible to caster and one other.

Combat Blessing. Allies gain +1 to hit, +2 to

damage and have their weapons threat range increased.

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11

Cone of Nausea. A cone of visual, auditory and

olfactory elements nauseate opponents.

Conjure (specifi c creature). Calls specifi c creature. Debilitating Decrescendo. Sonic weapon infl icting

–2 morale penalty to attack, AC and saving throws.

Dread Scream. Sonic effect that causes

unexplained feeling of fear in all creatures in area.

Eye of the Heart. You can sense the location of all

living creatures within range.

False History. Gives false history for a specifi c

object.

False Love’s Kiss. Like charm person but more

powerful version.

Frightful Presence. A fearsome manifestation

mimics a dragon’s frightful presence.

Garble. Disguises target’s speech into

incomprehensible gibberish.

Gossip. Forces target to gossip relentlessly,

revealing everything including passwords and so on.

Lighten Burden. Target can carry 50% more than

normal.

Malicious Image. Causes target under mirror image

to be attacked by his images.

Phantasmal Force, Improved. As phantasmal

force but with the base attack of a cleric.

Player Instrument. Makes a musical instrument

play of its own accord.

Read Spirit Echo. Caster can read the memories of

a location’s spirits.

Sea Chanty. Gives caster bonuses regarding sailing

and sailors.

Seal, Third. Opens empathic bond between caster

and target causing confusion and nonlethal damage.

Song of the Tempest. Quadruples (4x) the area of

effect of your next bardic music effect.

Spirit Song. Spirit voices interfere with all

spellcasting and distracts creatures in area.

Spiritual Bestowment. Spirit boost an ability in a

target creature.

Sword Curse. Victim is compelled to attack their

allies.

Time to Act. Gives you the time to perform a single

complex skill check.

Trigger Trap. Sets off any traps within the spell’s

radius of effect.

Twist Speech. Permanently changes the primary

language of your target.

Weatherblindness. Victims are unaware of dangers

of any type of weather.

4

th

Level Bard Spel ls

Blinding/Deafening Pattern. Pattern of light blinds

or deafens opponent for a limited time.

Conjure (specifi c creature). Calls specifi c creature. Detoxifying Wave. Purifying energy neutralises all

poisons in area.

Drinking Song. Causes temporary intoxication. Entourage of Pawns. Eight chess pawns become

Medium animated objects under your control.

Ethereal Sleep. As caster enters dreamworld, he

becomes ethereal.

Felonious Friend II. Conjured thief helper, like

unseen servant.

Fool’s Trove. An area may be glamoured to appear

as a treasure trove.

Foozle. Target becomes clumsy and oafi sh with –5

penalty on attack and checks.

Ghost Blade. Weapon acquires ghost touch. Me First! First creature to see affected object has

overwhelming desire to posses it.

Paean of Greater Glory. Song bolsters allies and

demoralises enemies.

Paper Tigers. Transforms origami tigers into a real

tiger with mirror images.

Seal, Forth. Opens empathic bond between caster

and target causing confusion and nonlethal damage.

Steel Voice. Voice strikes fear into all creatures in

area of effect.

Wall of Fear. Anyone trying to pass through is

overcome by pure fear.

5

th

Level Bard Spel ls

Bewildering Aura. Confuses, dazes and stuns up to

30 HD of opponents.

Campfi re Lullaby. Targets benefi t of having had a

full night’s sleep.

Charm Person, Mass. Makes a number of creatures

friendly toward caster.

Conjure (specifi c creature). Calls specifi c creature. Destroy Memory. Permanently removes a single

memory of one event, person or item.

Ethereal Sleep, Mass. Like ethereal sleep but

affects more people than just caster.

Forbidden Script. Text written with affected ink

causes immediate poisoning effect to reader.

Ghost Dance. Summoned spirits deal 1d6/spirit to

all creatures in a 30 ft. radius.

Magic Circle against Energy. As protection from

energy but protects everyone inside area.

Malediction. More severe form of bestow curse. Manyeyes. Enables you to see in all directions at

once granting 60-foot darkvision.

Past’s Façade. Touch returns target to a more

(13)

Phantasmal force, Greater. As phantasmal force

but with the base attack of a fi ghter.

Player Instrument, Greater. Like player

instrument except longer duration.

Seal, Fifth. Opens empathic bond between caster

and target causing confusion and nonlethal damage.

Spell Legs. Caster usurps control of an ongoing

effect and can move it at a rate of 20 ft./round.

Thunder’s Song. Octuples (8x) the area of effect of

your next bardic music effect.

Time to Pause. Like time to act but gives caster

suffi cient time to take 10 on his check.

Voice of Memories. Allows you to plant hypnotic

memories or remove painful experiences from subject.

6

th

Level Bard Spel ls

Cone of Paralysis. A cone of patterned light

paralyses opponents.

Conjure (specifi c creature). Calls specifi c creature. Eerie. An eerie shape exists at the edge of the

victims’ vision.

Lost Wanderer. Target becomes completely lost,

wandering aimlessly for duration of spell.

Minotaur’s Might. Target becomes stronger (+8

Strength bonus).

Pocket Paradise. Transports subjects to a paradise

of caster’s making.

Song of Farsending. Target is instantly transported

to any place you have been before including planar.

Stream of Unconsciousness. Produced pattern

causes creatures to fall unconscious.

Sorcerer and

WizardSpells

0

th

Level Sorcerer and

Wizard Spel ls

Conj Conjure (specifi c creature). Calls specifi c creature.

Elemental Sample. Creates a small block

of elemental matter.

Div Black Rainbow. Allows the caster to see

colours using darkvision.

Evoc Breeze. A gentle breeze provides some respite from hot weather.

Dark Baubles. Object casts deep shadows

in 20 ft. radius.

Slapping Hand. Disembodied hand slaps

target for 1 point of damage.

Illus Alter Taste. Changes the taste of one meal

to a taste that is pleasant for the creature

consuming it.

Dazzling Lights. Pattern of light dazzles

creature of 1 or less HD.

Fool’s Coin. A small metallic disc can

appear as a valuable coin.

Necro Animate Animal. Animates the skeleton of one Tiny dead animal.

Detect Dead. Allows you to detect the aura

surrounding corpses.

Identify Undead. Allows you to identify

undead in a given area.

Ray of Decay. Ranged touch attack dealing

1d3 points of negative energy damage.

Retch. Caster causes target to retch and

heave for a few seconds.

Skull Snare. Animate a single skull to

guard a specifi ed area.

Trans Caltrops. Turn pebbles into sharp caltrops over 5 ft area.

Cleanse of Alcohol. Subject is completely

cured of alcohol effects. Counters inebriate.

Granitehand. Fists become hard as stone. Public Whisper. Amplifi es your voice

within 100 feet radius.

Simple Bed. Creates a comfortable place to

sleep giving caster +1 hp to normal healing rate for bed rest.

Smoke Image. Castor creates any shape out

of existing smoke.

Spider Eyes. Caster gains +2 competence

bounce to Intimidate checks.

Tunnel Vision. Targets loose their

peripheral vision.

Univ Speak with Familiar. Like speak with animals except only with familiar.

1

st

Level Sorcerer and

Wizard Spel ls

Abju Anchor. Holds ship’s position against currents.

Case Object/Room. Caster is protected

from object/room hazards while searching.

Courage. Immunity to a single fear or

emotion changing spell or spell-like effect.

Elemental Bastion. Can block a spell with

a specifi ed energy designator.

Familiar Sanctuary. Like sanctuary but

can only be used on caster’s familiar.

Repel Water. Caster keeps a number of

subjects dry when immersed in water.

Thoughtbane. Protected creature is

protected from mind reading or psionic attack.

Word of Warding I. Counters any spell of

(14)

13

Conj Bind Guardian I. Bind a monster

summoning I creature preventing it from leaving.

Conjure (specifi c creature). Calls specifi c

creature.

Craft Material. Summons 1 cubic ft. of

craft material to the caster.

Diabolic Treasurer. An imp is summoned

to count and record treasure.

Gaze Refl ector. Creates a shimmering

veil in front of caster, protecting from gaze attacks.

Irritation. Causes an itching sensation or

rash to cover target’s body.

Life Net. Wraps target in a magical net of

air bubbles that rise to the water’s surface.

Pearl of Brilliance. Sphere releases fl ash of

intense light.

Poison Weapon. A weapon with magical

poison.

Power Word Push. Target creature or

object is pushed to end of spell range.

Summon Familiar. Instantly bring caster’s

familiar to him.

Web Bind. A jet of webbing wraps an

unlucky target in thick sticky silk.

Web Whip. A strand of webbing appears

from caster’s palm and can be used as a whip.

Div Dead Man’s Eyes. Caster sees the last thing

seen by the target corpse.

Envy’s Glance. Assesses a target’s net

worth.

Foes’ Measure. Caster gleans the power of

all affected creatures, relative to himself.

Foretelling, Lesser. Allows the caster to

pose a question and receive a yes or no answer.

Law of Simplifi cation. Removes

all mitigating circumstances that affect an actions chance of success.

Moment’s Brilliance. Enhances caster’s

Intelligence.

Predict Weather. Caster can predict future

weather within radius of effect.

Secret Desires. Caster learns victim’s

subconscious desires and fears.

Touch of the Merchant. Know the

approximate value of an object.

Ench Favour’s Focus I. Melee attack grants a bonus to enchantment spell against the struck opponent.

Keening of the Heart. Target’s emotional

state is broadcast.

Moment’s Pause. Improved form of daze

causing target to become immobile.

Self-Refl ection. Victim suffers –1 morale

penalty to attack and will leave battle to contemplate the self.

Shadow Stitch. Successful touch attack

entangles target in own shadow. Evoc Concussive Barrier. Knocks down

opponents who walk into it.

Corrosive Burst. An explosion of magical

(15)

Revealing Light. Creates a 10-foot radius

illuminated area.

Torpor. Target suffers –1d3 penalty to

Dexterity.

Wall of Darkness. Wall of darkness that

prevents anyone from seeing through to the other side.

Illus Calling Card. Leaves behind a record of a

specifi c crime committed.

Crafted Figment I. Create enduring

fi gments.

Crafted Glamour I. Create enduring

glamours.

Crafted Pattern I. Create enduring patterns. Crafted Phantasm I. Create enduring

phantasms.

Crafted Shadow I. Create enduring

shadows.

Distracting Pattern. Pattern of light may

distract creature.

False Visage I. Create glamours to mask the

appearance of objects or people.

Ghost Combatant. Phantasm fl anks

opponent.

Improvised Figment I. Create fi gments

limited by your concentration.

Indescribable Creep. A creeping sensation

causes panic.

Phantasmal Force. Target is attacked by

phantasmal force dealing 1d6 points of nonlethal damage.

Phantasmal Item I. Creates an image in the

minds of all within visual range.

Shadow Conjuration I. Mimics any

conjuration spell but are only one-fi fth real.

Shadow Evocation I. Mimics any evocation

spell but are only one-fi fth real.

Umbral Fortifi cation, Minor. Instil shadow

energy granting 1d8 temporary hit points. Necro Animate Skeleton. Animates the skeleton

of one Medium or smaller corpse.

Chill Blood. A ray of negative energy

deals 1d4+1/level (max +10) and stuns for 1 round.

Mantle of Dread. Caster gains +4

competence bonus to all Intimidate checks.

Palsy. Target is overcome with a mild case

of convulsions and seizures.

Protection from Undead. Wards a creature

from attack by undead.

Vacate Bowels. Victim’s bowels completely

evacuate.

Virulence. Weakens the resistance of target

making him more susceptible to poison and disease.

Wound. Accelerates injuries to living tissue

and makes wounds more serious.

Wretched Excess. Magical queasiness

nauseates all creatures for a single round. Trans Alchemist’s Boon. You gain a +5 bonus to

your next Craft (alchemy) check.

Alter Poison Damage Type. Alters poison

effects temporarily by changing ability damage dealt.

Animate Shield. Unattended shield will

fl oat in air and defend caster.

Awaiting. Allows the caster to delay to

observe other’s actions without losing he action.

Blood like Icicles. Causes target’s blood

to harden into spikes that thrust out of creature’s fl esh.

Blurred Vision. Target suffers blurred

vision.

Command Flotsam. Can drag items

through water.

Enhance Bond. Familiar and master share a

more powerful bond gaining several benefi ts.

Familiar’s Fang. Like magic fang but

limited to caster’s familiar.

Far Strike. Ranged attacks may be fi red to

an increased range.

Fireshift, Lesser. A tiny object becomes

imbued with elemental energy.

Gelid Stream. A stream of chilling cold

deals 1d3 cold damage and limits actions.

Ground Trap. Ground rises up to trap

target’s feet and lower leg for duration of spell.

Hesitant Caress. Touch attack deals

unarmed damage and is slowed for one round.

Ramble of the Mad. Creatures in target

area become unable to communicate with each other.

Replace the Senses. Target has one sense

replaced with another for duration of spell.

Rooty Feet. Target’s feet sprout roots

reducing base movement.

Switch Outfi ts. Caster switches clothing

with target or loose pile of clothing.

Web Walking. Caster can move within or

through any area of webs.

Wielder’s Ease. Lightens target weapon,

(16)

15

2

nd

level Sorcerer and

Wizard Spel ls

Abju Pass Through Element. You can walk through a barrier of a certain element without harm.

Prevent Missile. Intercepts incoming

missile attacks.

Protection from Water. Protects any

inanimate object from water.

Shielding Star. Like shield but directed

against a single target’s attacks.

Slow Magic. Like dispel magic but spells

are suppressed for limited number of rounds.

Word of Warding II. Counters any spell of

its own level or lower.

Conj Apportation. Readies an object that can be teleported to you as an immediate action.

Bind Guardian II. Bind a monster

summoning II creature to you preventing it from leaving.

Call Radiance. A burst of light deals 1d4/

level (max 5d4) and dazzles opponents.

Conjure (specifi c creature). Calls specifi c

creature.

Felonious Friend I. Conjured thief helper,

like unseen servant.

Flash Bombs. Creates small fi re bombs with

2-foot radius.

Hungry Shadow. A shadow creature attacks

and envelops opponents.

Power World Block. Magical force blocks

the next physical attack upon caster.

Rain of Putrescence. Rainfall of faecal

waste falls in area of effect.

Steel Satellites. Swarm of steel balls

interfere with physical attacks against you.

Tether. Rope shoots out of caster’s

outstretched hand.

Unseen Trickster. Improved form of unseen

servant.

Yellow Smoke. Creates a bank of fog like

stinking cloud but vapours are sickening. Div Analyse Creature. Determines detailed

information on a monster selected.

Detect Illusion. Detects illusions cast by a

lower level caster.

Detect Spirits. You can detect the presence

of active and latent spirits in an area.

Detect Transformation. Detect those with

ability to change their shape.

Estimation. Quickly assess the number and

location of items within a given in an area.

Eyes of the Cat. Caster gains low-light

vision and a bonus to Armour Class.

Hero’s Luck. Target gains a +2 bonus to

one attack, skill check or saving throw.

Mental Unity, Lesser. Forges a bond

between caster and other creatures.

Read History. Caster gains impressions

from the past in effect area.

Touch of the Scoundrel. Imparts a basic

understanding of how to perform certain skills of thieves and criminals.

Ench Bite of the Seductress. Target temporarily falls slavishly in love with caster.

Charm Spirit. Charms creatures with the

spirit subtype.

Compel Parley. Subject is compelled to

bring protected characters to the nearest authority fi gure.

Daze, Greater. As daze but not limited by

HD.

Favour’s Focus II. Melee attack grants

a bonus to enchantment spell against the struck opponent.

Immobilise Extremity. Paralysing effect to

one appendage of target creature.

Mystic Lullaby. Allows you to lull a single

creature into a deep slumber.

Piercing Gaze. Gaze causes confl icting

urges and emotions on target causing mental trauma.

Plausible Excuse. Those affected will

believe that you were in their company for a specifi ed time.

Rapturous Touch. Any subsequent touch of

target is perceived as extremely pleasurable.

Seductive Smile. Gaze attack permanently

enamours target.

Thrall’s Understanding. Follow up to

charm subschool spell; target will have a common language with the caster. Evoc Air Brand. Target gains +2 bonus to

Dexterity & bonus shield of swirling air.

Amber Globes. Creates globes of electricity

energy that can be hurled or tossed.

Black Lightning. Mixture of electricity and

evil energy, deals 1d6 damage/2 levels.

Disruption Missiles. Missiles that disrupt

undead creatures.

Earth Brand. Target gains +2 bonus to

Strength & ability to conjure and throw rock.

Fire Brand. Target gains +2 bonus to

Dexterity & bonus ray of fi re (3d6).

Quick Freeze. Target takes 1d4 damage

(max 10d4) cold damage.

Spray of Needles. Cone of needles shoot

from caster’s hands.

True Sharing. Bond between caster and his

(17)

Water Brand. Target gains +2 bonus to

Constitution & stream of water attack

Wave of Heat. Powerful burst of heat

energy of 1d6 points of damage (max 5d6).

Wind Armour. Winds swirl around target

creating defl ection and armour bonus. Illus Blindness/Deafness, Lesser. Target is

blinded or deafened for 1 round/level.

Crafted Figment II. Create enduring

fi gments.

Crafted Glamour II. Create enduring

glamours.

Crafted Pattern II. Create enduring

patterns.

Crafted Phantasm II. Create enduring

phantasms.

Crafted Shadow II. Create enduring

shadows.

Encumbering Load. Lightens recipient’s

encumbrance to exceed heavy carrying capacity.

False Visage II. Create glamours to mask

the appearance of objects or people.

Fool’s Gold. Can make a limited amount

of metal appear as copper, silver, gold or platinum.

Half-Orc Charm. Aura of menace around

caster giving bonus to Intimidation checks.

Improvised Figment II. Create fi gments

limited by your concentration.

Phantasmal Item II. Creates an image in

the minds of all within visual range.

Shadow Conjuration II. Mimics any

conjuration spell but are only one-fi fth real.

Shadow Evocation II. Mimics any

evocation spell but are only one-fi fth real.

Umbral Aura. Protective aura of shadow

energies.

Unbalanced Pattern. Unbalances all

creatures in area of effect.

Necro Absorb Dead Flesh. Heal 1d6 +1 hit points/ caster level when touching a corpse.

Allip Touch. Touch disrupts the mind of

living creatures with 1d4 points Wisdom damage.

Animate Zombie. Animates the body of one

Medium or smaller corpse.

Bleeding Wound. Wounds suffered continue

to deal hp damage.

Bolt of Ghostslaying. Bolt of energy that

deals 1d6 damage to incorporeal beings only.

Bonearm Animation. Creates an extra arm

which the caster can use like normal arm.

Bones of Steel. Animated skeletons touched

gain Damage Reduction 10.

Death Blossoms. Pollen coats victim and

may sprout deadly fl ower with bloodshed.

Mark of Life. Creates a small bond between

caster and target.

Rotting Wound. Infects target weapon with

fi lth fever.

Sensory Link. Caster can see and hear

through a controlled undead creature.

Skin Spy. Caster’s skin peels off and

animates as a magical creature you control.

Venom Touch. Infuses castor’s hands with

virulent poison.

Visage of the Dead. Caster alters his

appearance to that of a corpse or zombie. Trans Alchemistry, Lesser. Allows you to change

the nature of a potion.

Bolster Familiar. Temporary +1 hp/caster

level to familiar.

Combat Fluidness. Caster gains +2 bonus

to initiative and unable to be caught fl at-footed.

Corruption’s Kiss. Kissed opponent

radiates an aura of corruption that sours new relationships.

Earthmaw. Creates gaping maw in section

of normal earth.

Eyes of Light. Dazzling gaze attack within

20 ft.

Indelible Mark. Like a more powerful

variation of arcane mark.

Inebriate. Target is rendered drunk for spell

duration. Countered by cleanse of alcohol.

Instant Trap. Uses any mundane weapon

to build a trap that attacks when a creature approaches.

Lack of Grace. Ranged touch attack

disorientates and unbalances target.

Lightning Arrow. Adds 1d8 points of

electrical damage (max 10d8) to single arrow or bolt.

Merciful Weapon. Affects one weapon to

only deal nonlethal damage.

Murk & Gloom. Causes an area of water to

become dark and gloomy, affecting visibility.

Pyrotic Careess. Target bursts into fl ame. Rat’s Grace. Grants target amazing fl uidity

of motion.

Razor the Vein. Wounds infl icted by target

weapon continue to bleed.

Seavision. Underwater vision.

Shape Boat. Transforms any boat-like object

into a semi-seaworthy boat.

Shunt. Forces subject into Ethereal Plane for

1 round.

Solidify Air. Alters viscosity of air slowing

(18)

17

Stinky Toe. Target leaves behind footprints

of a foul smelling substance enabling easy tracking.

Switch Fate. Caster steals the target’s

initiative.

3

rd

Level Sorcerer and

Wizard Spel ls

Abju Creaturebane. Area warded against specifi c creature type.

Grace. Brings forth a ‘bubble’ of safe

reality when travelling between planes.

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 fi re subtype.

Protection from Oozes and Slimes. Wards

a creature from attack by oozes and slimes.

Protection from Water Creatures. Wards a

creature from attack by creatures with water subtype.

Repercussion, Lesser. Reduces melee,

touch or unarmed attack damage and rebounds back to attacker.

Shield Vessel. Protects ship from attack

from sides or above.

Shifting Element Guard. Alters element or

energy protection spells so caster can change type he is protected from.

Sigil of Fire. Marking that explodes when

triggered.

Sigil of Sleep. Marking that causes the

target to suffer the effects of a sleep spell when triggered.

Thievesbane. Creates a warded area where

thief skills are reduced.

Trigger Trap. Sets off any traps within the

spell’s radius of effect.

Word of Warding III. Counters any spell

of its own level or lower.

Conj Acidic Rain. Causes acid rain storm.

Bind Guardian III. Bind a monster

summoning III creature preventing it from leaving.

Call Darkness. A burst of shadow plane

material deals cold and Constitution damage.

Call Lesser Demon. Summons a lesser

demon of 5HD or less.

Celestial Teardrops. Rain from the heavens

deal 1d6/level; 2d6/level to undead.

Conjuration Bolt. Blast of magic force for

1d4.

Conjure (specifi c creature). Calls specifi c

creature.

Dimensional Warp. Teleports you and a

number creatures.

Grappling Chains. Hooked chains explode

from ground and attempt to grapple all in area.

Harvest of Blades. Seeds an area with long,

fi ne steel blades that sprout when triggered.

Painblast. Creates a line of painful force

tossing anyone in area 5 ft.

Poison Weapon, Greater. A weapon with

magical poison.

Power World Fear. All affected targets act

as if struck with cause fear.

Razor Trap. Creates several eldritch traps

trigged by creature entering affected squares.

Spider Gorge. Caster vomits forth a stream

of tiny spiders that engulf victims.

Swarm Boil. Boils form on victim’s skin

erupting and spilling forth tiny spiders.

Tuning. Conjures a tuning fork tuned to the

frequency of plane the caster is currently on. Div Bliss. Target relieves up to an hours worth of

memory in an instance.

Destiny Is My Sword. Target suffers

previous pains, sicknesses and injury.

Detect Dimensional Disturbance. Detect

recent planar movement.

Gilded Tongue. Divination allows a

Concentration check to be used instead of social skills.

Law of the Wild. Caster gains a +10 insight

bonus to Handle Animal, Wild Empathy and Wilderness Lore.

Master of the Game. Allows caster to

foresee future possibilities of a simple action.

Mass Revelation. Creatures in area of affect

can see all spirits in their sight range.

Read Spirit Echo. Caster can read the

memories of a location’s spirits.

Singular Focus. Allows caster to focus

attention on one-task, guarantees success and cuts time required in half.

Sorcerer’s Parry. Caster may avoid any

damage by non-magical attack.

Touch of the Sage. Ability to use a specifi c

Knowledge skill or Spellcraft for duration.

War Mastery. Target is granted a single feat

from fi ghter class list.

Ench Beyond Words. Allows mental

(19)

Confi dante. Charmed designate treats the

caster as an utterly trusted friend and will answer any questions posed.

False Love’s Kiss. Like charm person but

more powerful version.

Favour’s Focus III. Melee attack grants

a bonus to enchantment spell against the struck opponent.

I Speak the Will of Kings. You are able to

command beings for a number of rounds.

Me First! First creature to see affected

object has overwhelming desire to posses it.

Sword Curse. Victim is compelled to attack

their allies.

Twist Speech. Permanently changes the

primary language of your target.

Wave of Hesitation. Attempts to stun all

creatures in affected cone.

Evoc Cloaked Light. Object shines with light that

emanates in a 60-foot radius but only visible to caster and one other.

Corrode. A single object (25 lbs) crumbles

to dust from age.

Floor of Fire. Creates immobile, horizontal

sheet of fl ame.

Privacy Guarantee. Channels a blast of

energy toward scrier.

Ribbon of Light. Ranged touch causing

1d4 damage (max 10d4) of pure white light.

Shockwave. Force wave dealing 3d6

nonlethal damage to all in area of affect. Illu Cone of Nausea. A cone of visual, auditory

and olfactory elements nauseate opponents.

Crafted Figment III. Create enduring

fi gments.

Crafted Glamour III. Create enduring

glamours.

Crafted Pattern III. Create enduring

patterns.

Crafted Phantasm III. Create enduring

phantasms.

Crafted Shadow III. Create enduring

shadows.

False Visage III. Create glamours to mask

the appearance of objects or people.

Frightful Presence. A fearsome

manifestation mimics a dragon’s frightful presence.

Garble. Disguises target’s speech into

incomprehensible gibberish.

Improvised Figment III. Create fi gments

limited by your concentration.

Malicious Image. Causes target under

mirror image to be attacked by his images.

Phantasmal Force, Improved. As phantasmal

force but with the base attack of a cleric.

Phantasmal Item III. Creates an image in

the minds of all within visual range.

Shadow Conjuration III. Mimics any

conjuration spell but are only one-fi fth real.

Shadow Evocation III. Mimics

any evocation spell but are only one-fi fth real.

(20)

19

Thousand Feet. Confuse a creature that

navigates and hunts by tremorsense.

Umbral Fortifi cation. Instil shadow energy

granting 2d8 temporary hit points.

Wraithform. Makes subject partially

insubstantial.

Necro Blood Doll. Target receives damage done to spell focus.

Corpse Armour. Creates magical armour

from the remains of a humanoid.

Cure/Cause Bends. Causes or cures

high-pressure gas bubbles in bloodstream.

Donor. Can transfer hit points between two

creatures.

Draining Mist. Mist drains Strength of all

characters in effect area.

Hand of Vengeance. Deals equal damage

to opponent as was sustained by target originally.

Invigoration of Undeath. Zombies targeted

gain Improved Initiative and lose the single action only special quality.

Oozing Sores. Target immediately suffers

1d4 points of damage from oozing sores.

Shadow Horror. Sends a ball of negative

energy stunning victim.

Shadow Mastery. Enemy’s own shadow

rises up against him.

Speed Poison. Increases virulence of

affected poisons.

Strike Barren. Target becomes permanently

infertile.

Thin Blood. Target suffers a wave of

weakness.

Undead Conduit. Cast necromantic spells

through a controlled undead creature. Trans Absorb Information. Instant transfer of written information.

Alacritous Stride. Movement rates are

tripled.

Awaken Element. Creates a small

elemental for a limited time.

Blade Song. Adds 1d6 sonic damage to

imbued weapon.

Cacophony. Fills the area with extremely

loud sounds, dazing creatures.

Elemental Shape. Target’s body is

transformed into an elemental one.

Enhance Bond. Temporarily enhances

connection of caster and familiar.

Ethereal Sleep. As caster enters

dreamworld, he becomes ethereal.

Eyes of Fire. Caster’s eyes burn with arcane

energy that burns opponents as a gaze attack.

Familiar’s Fang, Greater. Like greater

magic fang but limited to the caster’s familiar.

Faststroke. Doubles normal swim rate of

caster and all he touches.

Fireshift. A weapon is imbued with

elemental damage.

Good Intentions. Causes pain to target

each time he performs a good act or act of kindness.

Great Knock. Like knock but also opens

secret doors or trick-open boxes or chests.

Invulnerability. Imparts a level of damage

reduction upon the target of spell.

Mariner’s Faithful Seachest. Seachest will

follow owner and take care of objects.

Monk’s Fighting Grace. Improved

unarmed fi ghting.

Repair Ship. Repairs minor (1d3) structural

damage to original seaworthiness.

Reverse Missile. Forces one ranged

physical attack back to its source as a free action.

Spiritual Bestowment. Spirit boost an

ability in a target creature.

Toxic Caress. Target is considered

poisoned.

Vulnerability. Cone of light leaving all

highly vulnerable to further magical attack.

Wings of Wrath. Creates bat-like wings

granting you basic fl ight and defl ection bonus.

4

th

Level Sorcerer and

Wizard Spel ls

Abjur Acidic Shield. Provides cover, attackers suffer 2d6 acid damage. May be detonated.

Fortify Armour. Targeted armour gains

fortifi cation.

Fortify Weapon. Targeted weapons gains

increased hardness.

Know thy Master. Marks an object as

‘claimed’ and will buck and twist if picked up by others.

Sensebane. Creatures affected become

invisible to detection by senses.

Shielding Star, Greater. Like shielding star

but with a defl ection bonus of +4.

Sigil of Poison. When triggered causes

creatures to be stricken as if injected with deadly poison.

Word of Warding IV. Counters any spell of

its own level or lower.

Conj Animated Web. Fills a 20 ft. area with sticky strands that may slowly move.

References

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