1
Credits
Editor Mark Gedak Layout Matt Sharp Cover Art Alejandro VillenLogo & 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 theCoast, Inc. in the United States and other countries and are used with permission.Printed in China.
Renegade Wizard’s
Spellbook
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.
3
T
he study of magicat 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
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:
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.
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.
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.
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.
9
SPELL LISTS
Assassin Spells
1
stLevel 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
ndLevel 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
rdLevel 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
thLevel 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
thLevel 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
stLevel 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
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
ndLevel 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
rdLevel 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.
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
thLevel 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
thLevel 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
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
thLevel 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
thLevel 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
stLevel 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
13
Conj Bind Guardian I. Bind a monstersummoning 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
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,
15
2
ndlevel 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
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
17
Stinky Toe. Target leaves behind footprints
of a foul smelling substance enabling easy tracking.
Switch Fate. Caster steals the target’s
initiative.
3
rdLevel 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
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.
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
thLevel 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.