6620_17925_Chpt1.indd20_17925_Chpt1.indd 1 99/15/04/15/04 9:20:129:20:12 AMAM Chapter 3: Arcane Feats ...... 71 Air Monolith ...... 156 Invocations and Spell-Like Abilities ...... 71 Earth Monolith ...... 157 Contents Feats and Weaponlike Spells ...... 72 Fire Monolith ...... 158 Introduction ...... 4 Feat Descriptions ...... 73 Water Monolith ...... 158 Pseudonatural Creature ...... 160 The Nature of Magic ...... 4 Chapter 4: Spells and Invocations ...... 85 Sample Pseudonatural Creature ...... 160 Arcanist, Mage, or Wizard? ...... 4 Weaponlike Spells ...... 85 Creating a Pseudonatural Creature . . . . .161 What You Need to Play ...... 4 Critical Hits ...... 85 Spellstitched ...... 161 Sneak Attacks ...... 86 Chapter 1: Classes ...... 5 Sample Spellstitched Creature ...... 161 Spell Lists ...... 86 Warlock ...... 5 Creating a Spellstitched Creature ...... 162 Game Rule Information ...... 7 New Assassin Spells ...... 87 Warlock Invocations ...... 8 New Bard Spells ...... 87 Chapter 7: Arcane Campaigns ...... 163 New Cleric Spells ...... 87 Bards ...... 163 CONTENTS Eldritch Essence Invocations ...... 8 TABLE OF Blast Shape Invocations ...... 9 New Druid Spells ...... 87 Sorcerers ...... 164 Other Invocations ...... 9 New Ranger Spells ...... 88 Warlocks ...... 164 Warmage ...... 10 New Sorcerer/Wizard Spells ...... 88 Warmages ...... 165 Game Rule Information ...... 12 Warmage Spells ...... 90 Wizards ...... 165 Wu Jen ...... 14 Wu Jen Spells ...... 91 Specialist Wizards ...... 166 Game Rule Information ...... 15 Spells ...... 96 Abjurers ...... 166 Warlock Invocations ...... 130 Conjurers ...... 166 Chapter 2: Prestige Classes ...... 17 Name ...... 130 Diviners ...... 166 Picking a Prestige Class ...... 17 Grade ...... 130 Enchanters ...... 167 Warlocks and Prestige Classes ...... 18 Level Equivalent ...... 130 Evokers ...... 167 Acolyte of the Skin ...... 19 Blast Shape or Eldritch Essence ...... 130 Illusionists ...... 167 Sample Acolyte of the Skin ...... 20 Least Invocations ...... 131 Necromancers ...... 168 Alienist ...... 21 Lesser Invocations ...... 131 Transmuters ...... 168 Sample Alienist ...... 23 Greater Invocations ...... 131 Wu Jen ...... 169 Argent Savant ...... 24 Dark Invocations ...... 131 The DM and the Arcane Campaign ...... 169 Sample Argent Savant ...... 25 Invocation Descriptions ...... 132 Pacing the Arcane Game ...... 169 Blood Magus ...... 26 Designing Adventures Chapter 5: Magic Items ...... 137 Sample Blood Magus ...... 29 for Spellcasters ...... 169 Alternate Item Types ...... 137 Effi gy Master ...... 30 World Building with Magic ...... 172 Potions ...... 138 Sample Effi gy Master ...... 31 Arcane Events ...... 175 Scrolls ...... 138 Elemental Savant ...... 32 Spell Duels ...... 175 New Types of Items ...... 139 Sample Elemental Savant ...... 34 Tournaments Arcane ...... 178 Contingent Spells ...... 139 Enlightened Fist ...... 34 Arcane Organizations ...... 179 Spellbooks ...... 139 Sample Enlightened Fist ...... 36 The Arcane Order ...... 181 Using Spellbooks ...... 140 Fatespinner ...... 37 Seekers of the Song ...... 183 Spellbook Construction ...... 140 Sample Fatespinner ...... 38 The Wayfarers Union ...... 184 Protecting Spellbooks ...... 140 Geometer ...... 39 Arcane Lore ...... 185 Magic Items ...... 141 Sample Geometer ...... 40 Multiclass Specialists and New Special Material ...... 141 Green Star Adept ...... 41 Prohibited Schools ...... 185 New Armor Special Abilities ...... 142 Sample Green Star Adept ...... 43 Alternative Spellbooks ...... 186 New Specifi c Armor Descriptions ...... 142 Initiate of the Sevenfold Veil ...... 44 Patron Deities ...... 188 New Weapon Special Abilities ...... 143 Sample Initiate of the Sevenfold Veil . . . .47 Epic Arcane Characters ...... 188 New Ring Descriptions ...... 144 Mage of the Arcane Order ...... 48 Becoming an Epic Arcane Character . . 188 New Rod Descriptions ...... 145 Sample Mage of the Arcane Order ...... 50 Epic Warlocks, Warmages, Metamagic Rods ...... 146 Master Transmogrifi st ...... 51 and Wu Jen ...... 189 New Staff Descriptions ...... 146 Sample Master Transmogrifi st ...... 53 Epic Prestige-Class Characters ...... 190 New Wondrous Item Descriptions . . . . .147 Mindbender ...... 54 Epic Feats ...... 190 Sample Mindbender ...... 56 Chapter 6: Arcane Monsters ...... 151 Appendix ...... 192 Seeker of the Song ...... 56 Effi gy Creature ...... 151 Sample Seeker of the Song ...... 59 Sample Effi gy Creature ...... 152 Sublime Chord ...... 60 Creating an Effi gy ...... 152 Sample Sublime Chord ...... 62 Constructing an Effi gy ...... 153 Suel Arcanamach ...... 63 Elemental Grue ...... 153 Sample Suel Arcanamach ...... 65 Chaggrin (Earth Grue) ...... 153 Wayfarer Guide ...... 65 Harginn (Fire Grue) ...... 154 Sample Wayfarer Guide ...... 66 Ildriss (Air Grue) ...... 155 Wild Mage ...... 68 Vardigg (Water Grue) ...... 155 Sample Wild Mage ...... 70 Elemental Monolith ...... 156

3

6620_17925_Chpt1.indd20_17925_Chpt1.indd 3 99/15/04/15/04 9:20:289:20:28 AMAM Finally, unpredictability refers to arcane magic’s incom- Introduction plete and imperfect nature. No single arcanist, no matter Almost every session of a D&D game will at some point how powerful, knows all spells, all feats, and all methods turn on the power of arcane magic. Even if no players in of casting. In magic, not even the most powerful of spells is a campaign are playing arcane spellcasters (as rare as that absolute, and exceptions and unforeseen complications come would be in most games), the heroes will inevitably encounter along with every arcane rule and law. villains or NPC allies who do command , not to mention the wealth of monsters in the game that wield ARCANIST, MAGE, OR WIZARD? arcane spells or spell-like abilities of their own. Regardless of A number of terms can be used to describe arcane spell- their own involvement with magic, heroes ignore the power casters, some with specifi c meanings and others simply of the arcane at their peril. descriptive. Arcanist: Any character who can cast arcane spells. The term is essentially synonymous with “arcane spellcaster.” THE NATURE OF MAGIC Archmage: A character with levels in the archmage pres- While magic allows characters to perform many wondrous tige class (see the ’s Guide, page 179), though INTRODUCTION acts, it’s also important to roleplay the limitations of highly accomplished mages are often referred to as archmages magic—exclusivity, mystery, and unpredictability. even if they don’t have actual archmage levels. Exclusivity refers to the idea that magic isn’t necessarily Mage: An arcane spellcaster whose primary talent is easily accessible to everyone who wants to use it. This might spellcasting. Bards, for example, are not referred to as mages be the single most important difference between magic and (as sorcerers and wizards are) because spellcasting is simply technology, given that once it becomes common knowledge one facet of their overall talents. how to achieve some specifi c technological goal (creating a Sorcerer: A member of the sorcerer class. In general, if matchlock musket, for instance), anyone else should be able it’s not known whether a character is a sorcerer or a wizard, to obtain the same results by following the same steps in the he or she is referred to as a mage or arcanist. technological creation process. Specialist: A wizard who has specialized in a school of Knowledge of magic and technical learning propagate magic. A specialist should rightly be referred to by the name in very different ways, though. In an average city in which that goes along with her specialty—abjurer, conjurer, diviner, a hundred people might have suffi cient skill to build a enchanter, evoker, illusionist, necromancer, or transmuter. matchlock musket, only a dozen mages might have suffi cient Warlock: A member of the warlock class, described in knowledge and ability to master a new spell or reproduce a this book beginning on page 5. desired arcane effect. Even if magical knowledge is made Wizard: A member of the wizard class. The term includes available, a majority of people will always be incapable of both specialized and nonspecialized wizards, but if a wizard’s making use of it, lacking either the required heritage, the school of specialty is known, he is referred to by the appropri- blessing of a capricious deity, or a mind trained by years of ate specifi c name. exercise and meditation. Mystery is a natural consequence of exclusivity, for with WHAT YOU NEED TO PLAY magic, knowledge is power in a very literal sense. A wise mage makes use of the information in the three thinks long and carefully before sharing knowledge of a spell D&D core rulebooks—Player’s Handbook, Dungeon Master’s with someone she doesn’t know well, and some magical inno- Guide, and . In addition, it includes references vations have been discovered and lost many times as a result. to material in the and the Likewise, countless fragments of learning and lore come supplement for the Campaign Setting. to light again and again in the arcane world—innovations Although possession of either or both of these supplements gleaned by individuals who then conceal their discoveries, will enhance your enjoyment of this book, they are not or which are simply forgotten when their creators die. strictly necessary. pqqqqqqqqqqqqqqqqqqqqrs SOURCES This book includes material from other sources, including Most of the changes we made to previously published Dragon Magazine, web articles previously published on the material are intended to create an improved version of that website, and earlier publications such material—to help out prestige classes that were formerly as and Tome and Blood. This material suboptimal choices, to adjust feats or spells that were has been picked up and revised to v.3.5 based on feedback simply too good, or take whatever steps the D&D v.3.5 revi- from thousands of D&D players comparing and debating sion made necessary for each individual class, feat, spell, or the strengths and weaknesses of characters and options at item. Of course, if you’re playing with older material and it’s gaming conventions, on message boards, on email lists, and working fine in your game, you shouldn’t feel compelled to over the counters of their friendly local gaming stores. change. 4 pqqqqqqqqqqqqqqqqqqqqrs

6620_17925_Chpt1.indd20_17925_Chpt1.indd 4 99/15/04/15/04 9:20:309:20:30 AMAM I Illus. by M. Cavotta l l u s .

b y

M .

C a v o t t a

izards, sorcerers, and bards represent three ap- a warlock can perform feats of supernatural stealth, proaches to classes based on arcane spellcasting. beguile the weak-minded, or scour his foes with blasts While they offer a tremendous amount of ver- of eldritch power. satility, they’re not the only arcane spellcasters Adventures: Many warlocks are champions of dark the game could feature. This chapter presents three new and chaotic powers. Long ago, they (or in some cases, their standard character classes: the warlock, the warmage, and ancestors) forged grim pacts with dangerous extraplanar the wu jen. Unlike a prestige class, a new standard character powers, trading portions of their souls in exchange for class is designed for use from a character’s fi rst class level. supernatural power. While many warlocks have turned Warlock: A supernatural character whose sinister powers away from evil, seeking to undo the wrongs of their are inborn abilities, not spells. former colleagues, they are still chained by the old Warmage: A militant spellcaster whose training focuses pacts through which they acquired their powers. The on battlefi eld magic. The warmage fi rst appeared in the demand to further the designs of their dark patrons, Miniatures Handbook. or to resist them, drives most warlocks to seek the Wu Jen: A mysterious wizard of the eastern world, whose opportunities for power, wealth, and great deeds (for arcane lore revolves around mastery of the elements. The good or ill) offered by adventuring. wu jen fi rst appeared in Oriental Adventures. Characteristics: Warlocks harbor great reserves of mystical energy. The font of dark magic burning in their souls makes them resistant to many forms WARLOCK of attack and arms them with dangerous power. Born of a supernatural bloodline, a warlock seeks to master Warlocks do not wield spells, but they do learn to the perilous magic that suffuses his soul. Unlike sorcerers or harness their power to perform a small number wizards, who approach arcane magic through the medium of of specifi c attacks and tricks called invocations. spells, a warlock invokes powerful magic through nothing Warlocks make up for their lack of versatility by more than an effort of will. By harnessing his innate magi- being tougher and more resilient than sorcerers cal gift through fearsome determination and force of will, or wizards. 5

6620_17925_Chpt1.indd20_17925_Chpt1.indd 5 99/15/04/15/04 9:20:369:20:36 AMAM Alignment: Warlocks are often chaotic or evil (and their servants is often a mark in the soul, not the fl esh. In more than a few are both). The powers they serve can fact, many warlocks are created by nonevil powers— be cruel, capricious, and wild, unbound by con- wild or fey forces that can be every bit as dangerous ventional views of right and wrong. However, as demons or devils. Whatever their origin, warlocks even warlocks who derive their powers from are widely feared and misunderstood. Most are wan- the most sinister of patrons have derers who rarely stay in one place for long. been known to turn the black Races: Ambitious and often un- powers at their command principled, humans are the most against evil. A good-aligned likely to seek out the danger- warlock is a grim and fear- ous shortcuts to power that some enemy of evil. All lead to life as warlocks. too familiar with the Half- are common darkness lurking in his as warlocks as well,

CLASSES heart, he gazes unfl inch- since they often fi nd

CHAPTER 1 ingly on the evil in others that the powers that and battles the foulest of create warlocks do foes without fear. not discriminate Religion: Warlocks against individ- know fi rsthand the power uals of mixed of supernatural beings, so heritage. they do not scorn religion. Warlocks Evil warlocks sometimes of other seek the favor of cruel and races are bloodthirsty deities, while rare at best. good warlocks often turn Other to the worship of noble and Classes: true deities for the strength The war- to win the battle raging in their lock views tortured souls. sorcerers and

Illus. by M. Cavotta M. by Illus. Background: Warlocks are wizards as bit- born, not made. Some are the de- ter rivals. He values the strength and scendants of people who traffi cked cleverness of resourceful fi ghters and with demons and devils long ago. rogues but rarely gets along with clerics Some seek out the dark powers as or paladins. Of course, most warlocks youths, driven by ambition or the de- understand that it’s a bad idea to an- sire for power, but a few blameless tagonize their comrades (especially individuals are simply marked those who hold the key to healing out by the supernatural forces as magic), and so they work out an uneasy conduits and tools. The exact na- truce with characters who otherwise ture of a warlock’s origin is up might ostracize them. to the player to decide; just as a Role: A warlock serves much the sorcerer is not beholden to the same role in an adventuring party magic-wielding ancestor that as a sorcerer or wizard would. He is bequeathed his bloodline with much more limited in his abilities arcane power, a warlock is not compared to the spell selection of bound to follow the source spellcasters, and he must rely on his that gifted him with magic. eldritch blast in place of the spell pow- Warlocks are not half-fi ends er of an arcane caster. Like a bard, he or tiefl ings by default (although often fi ts best in a party that already many creatures of those kinds has another spellcaster or two, since become some of the most Morthos, a warlock his unique abilities provide him powerful and terrify- with little magic to use for his ing representatives of companions’ benefi t. the class). The mark that the supernatu- 6 ral powers leave on

6620_17925_Chpt1.indd20_17925_Chpt1.indd 6 99/15/04/15/04 9:20:389:20:38 AMAM Since spell-like abilities are not actually spells, a warlock GAME RULE INFORMATION cannot benefi t from the Spell Focus feat. He can, however, Warlocks have the following game statistics. benefi t from the Ability Focus feat (see page 303 of the Monster Abilities: A high Charisma score makes a warlock’s Manual), as well as from feats that emulate metamagic effects invocations harder to resist. High Dexterity is very valuable for spell-like abilities, such as Quicken Spell-Like Ability to a warlock, allowing him to better aim his eldritch blasts, and Empower Spell-Like Ability (see pages 303 and 304 of and a good Constitution score is also useful. the Monster Manual). Alignment: Any evil or any chaotic. The four grades of invocations, in order of their relative Hit Die: d6. power, are least, lesser, greater, and dark. A warlock begins with knowledge of one invocation, which must be of the 1 CHAPTER Class Skills lowest grade (least). As a warlock gains levels, he learns CLASSES The warlock’s class skills (and the key ability for each skill) new invocations, as summarized on Table 1–1 and described are Bluff (Cha), Concentration (Con), Craft (Int), Disguise below. A list of available invocations can be found following (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcana) this class description, and a complete description of each (Int), Knowledge (the planes) (Int), Knowledge (religion) invocation can be found in Chapter 4 of this book. (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), At any level when a warlock learns a new invocation, and Use Magic Device (Cha). he can also replace an invocation he already knows with Skill Points at 1st Level: (2 + Int modifi er) × 4. another invocation of the same or a lower grade. At 6th Skill Points at Each Additional Level: 2 + Int modi- level, a warlock can replace a least invocation he knows fi er. with a different least invocation (in addition to learning a new invocation, which could be either least or lesser). At Class Features 11th level, a warlock can replace a least or lesser invocation All the following are class features of the warlock. he knows with another invocation of the same or a lower Weapon and Armor Profi ciency: Warlocks are profi cient grade (in addition to learning a new invocation, which with all simple weapons. They are profi cient with light armor could be least, lesser, or greater). At 16th level, a warlock but not with shields. can replace a least, lesser, or greater invocation he knows Because the somatic components required for warlock with another invocation of the same or a lower grade (in invocations are relatively simple, a warlock can use any of addition to learning a new invocation, which could be least, his invocations while wearing light armor without incurring lesser, greater, or dark). the normal arcane spell failure chance. However, like arcane Finally, unlike other spell-like abilities, invocations spellcasters, a warlock wearing medium or heavy armor or are subject to arcane spell failure chance as described using a shield incurs a chance of arcane spell failure (all under Weapon and Armor Profi ciency above. Warlocks invocations, including eldritch blast, have a somatic compo- can qualify for some prestige classes usually intended for nent). A multiclass warlock still incurs the normal arcane spellcasters; see Warlocks and Prestige Classes, page 18, spell failure chance for arcane spells received from levels in for details. other classes. Eldritch Blast (Sp): The fi rst ability a warlock learns is Invocations: A warlock does not prepare or cast spells eldritch blast. A warlock attacks his foes with eldritch power, as other wielders of arcane magic do. Instead, he possesses a using baleful magical energy to deal damage and sometimes repertoire of attacks, defenses, and abilities known as invoca- impart other debilitating effects. tions that require him to focus the wild energy that suffuses An eldritch blast is a ray with a range of 60 feet. It is a ranged his soul. A warlock can use any invocation he knows at will, touch attack that affects a single target, allowing no saving with the following qualifi cations: throw. An eldritch blast deals 1d6 points of damage at 1st A warlock’s invocations are spell-like abilities; using an level and increases in power as the warlock rises in level. An invocation is therefore a standard action that provokes attacks eldritch blast is the equivalent of a spell whose level is equal of opportunity. An invocation can be disrupted, just as a to one-half the warlock’s class level (round down), with a spell can be ruined during casting. A warlock is entitled to a minimum spell level of 1st and a maximum of 9th when a Concentration check to successfully use an invocation if he warlock reaches 18th level or higher. is hit by an attack while invoking, just as a spellcaster would An eldritch blast is subject to spell resistance, although the be. A warlock can choose to use an invocation defensively, by Spell Penetration feat and other effects that improve caster making a successful Concentration check, to avoid provoking level checks to overcome spell resistance also apply to eldritch attacks of opportunity. A warlock’s invocations are subject to blast. An eldritch blast deals half damage to objects. Metamagic spell resistance unless an invocation’s description specifi cally feats cannot improve a warlock’s eldritch blast (because it is a states otherwise. A warlock’s caster level with his invocations spell-like ability, not a spell). However, the feat Ability Focus is equal to his warlock level. (eldritch blast) increases the DC for all saving throws (if any) The save DC for an invocation (if it allows a save) is 10 + associated with a warlock’s eldritch blast by 2. See page 303 of equivalent spell level + the warlock’s Charisma modifi er. the Monster Manual. 7

6620_17925_Chpt1.indd20_17925_Chpt1.indd 7 99/15/04/15/04 9:20:489:20:48 AMAM Detect Magic (Sp): Beginning at 2nd level, a warlock can Energy Resistance (Su): At 10th level and higher, a use detect magic as the spell at will. His caster level equals his warlock has resistance 5 against any two of the following class level. energy types: acid, cold, electricity, fi re, and sonic. Once the Damage Reduction (Su): Fortifi ed by the supernatural types are chosen, this energy resistance cannot be changed. power fl owing in his body, a warlock becomes resistant to At 20th level, a warlock gains resistance 10 against the two physical attacks at 3rd level and above, gaining damage selected types of energy. reduction 1/cold iron. At 7th level and every four levels Imbue Item (Su): A warlock of 12th level or higher can thereafter, a warlock’s damage reduction improves as shown use his supernatural power to create magic items, even if he on Table 1–1. does not know the spells required to make an item (although Deceive Item (Ex): At 4th level and higher, a warlock has he must know the appropriate item creation feat). He can the ability to more easily commandeer magic items made substitute a Use Magic Device check (DC 15 + spell level for for the use of other characters. When making a Use Magic arcane spells or 25 + spell level for divine spells) in place of Device check, a warlock can take 10 even if distracted or a required spell he doesn’t know or can’t cast.

CLASSES threatened. If the check succeeds, the warlock can create the item as if

CHAPTER 1 Fiendish Resilience (Su): Beginning at 8th level, a he had cast the required spell. If it fails, he cannot complete warlock knows the trick of fi endish resilience. Once per day, the item. He does not expend the XP or gp costs for making as a free action, he can enter a state that lasts for 2 minutes. the item; his progress is simply arrested. He cannot retry this While in this state, the warlock gains fast healing 1. Use Magic Device check for that spell until he gains a new At 13th level, a warlock’s fi endish resilience improves. level. When in his fi endish resilience state, he gains fast healing 2 instead. At 18th level, a warlock’s fi endish resilience improves to fast healing 5. WARLOCK INVOCATIONS Warlocks choose the invocations they learn as they gain Table 1–1: The Warlock levels, much like bards or sorcerers choose which spells to Base learn. However, a warlock’s arcane repertoire is even more Attack Fort Ref Will Invocations limited than that of a sorcerer, and his invocations are spell- Level Bonus Save Save Save Special Known 1st +0 +0 +0 +2 Eldritch blast 1d6, 1 like abilities, not spells. invocation (least) In addition to its grade (least, lesser, greater, or dark), 2nd +1 +0 +0 +3 Detect magic 2 every invocation has a spell level equivalent, which is used 3rd +2 +1 +1 +3 Damage reduction 2 in the calculation of save DCs and for other purposes. A 1/cold iron, least invocation has a level equivalent of 1st or 2nd; a lesser, eldritch blast 2d6 4th +3 +1 +1 +4 Deceive item 3 3rd or 4th; a greater, 5th or 6th; and a dark invocation has a 5th +3 +1 +1 +4 Eldritch blast 3d6 3 level equivalent of 6th or higher (maximum 9th). The level 6th +4 +2 +2 +5 New invocation 4 equivalent for each invocation is given in its description in (least or lesser) Chapter 4. 7th +5 +2 +2 +5 Damage reduction 4 A warlock can dismiss any invocation as a standard action, 2/cold iron, eldritch blast 4d6 just as a wizard can dismiss a spell. 8th +6/+1 +2 +2 +6 Fiendish resilience 1 5 Invocations and Eldritch Blast: Eldritch blast is not an 9th +6/+1 +3 +3 +6 Eldritch blast 5d6 5 invocation, but some invocations provide a warlock with 10th +7/+2 +3 +3 +7 Energy resistance 5 6 the ability to modify his eldritch blast or add new eldritch 11th +8/+3 +3 +3 +7 Damage reduction 7 attacks. 3/cold iron, eldritch blast 6d6, new invocation (least, ELDRITCH ESSENCE INVOCATIONS lesser, or greater) Some of a warlock’s invocations, such as frightful blast, 12th +9/+4 +4 +4 +8 Imbue item 7 modify the damage or other effects of the warlock’s eldritch 13th +9/+4 +4 +4 +8 Fiendish resilience 2 8 blast. These are called eldritch essence invocations. Unless 14th +10/+5 +4 +4 +9 Eldritch blast 7d6 8 15th +11/+6/+1 +5 +5 +9 Damage reduction 9 noted otherwise, eldritch blasts modifi ed by eldritch essence 4/cold iron invocations deal damage normally in addition to imparting 16th +12/+7/+2 +5 +5 +10 New invocation 10 the effects described in the invocation description. (least, lesser, A warlock can apply only one eldritch essence invocation greater, or dark) to a single eldritch blast, choosing from any of the eldritch 17th +12/+7/+2 +5 +5 +10 Eldritch blast 8d6 10 18th +13/+8/+3 +6 +6 +11 Fiendish resilience 5 11 essence invocations that he knows. When a warlock applies 19th +14/+9/+4 +6 +6 +11 Damage reduction 11 an eldritch essence invocation to his eldritch blast, the spell 5/cold iron level equivalent of the modifi ed blast is equal to the spell- 20th +15/+10/+5 +6 +6 +12 Eldritch blast 9d6, 12 level of the eldritch blast or of the eldritch essence invocation, 8 energy resistance 10 whichever is higher. If a warlock targets a creature with an

6620_17925_Chpt1.indd20_17925_Chpt1.indd 8 99/15/04/15/04 9:20:509:20:50 AMAM eldritch essence blast that has immunity to the invocation’s the eldritch blast or of the blast shape invocation, whichever effect, it still takes the damage from the blast normally is higher. (provided it isn’t also immune to the eldritch blast). A warlock can apply a blast shape invocation and an eldritch A warlock can apply an eldritch essence invocation and a essence invocation (see Eldritch Essence Invocations above) blast shape invocation (see below) to the same blast. When to the same blast. When a warlock uses an eldritch essence a warlock uses both kinds of invocations to alter an eldritch and a blast shape to alter an eldritch blast, the spell-level blast, the spell level equivalent is equal to the spell level of equivalent is equal to the spell level of the eldritch blast, the the eldritch blast, the level of the eldritch essence invoca- eldritch essence invocation, or the blast shape invocation, tion, or the level of the blast shape invocation, whichever whichever is higher. is higher. Example: Morthos decides to make his eldritch blast attack 1 CHAPTER Example: Morthos, a 1st-level warlock, decides to make a hellrime eldritch spear. As a 6th-level warlock, Morthos’s CLASSES his eldritch blast attack into a frightful blast. Morthos’s eldritch eldritch blast is the equivalent of a 3rd-level spell. Eldritch spear blast is the equivalent of a 1st-level spell, while frightful blast is the equivalent of a 2nd-level spell, while hellrime blast is is an effect equivalent to a 2nd-level spell. His frightful blast the equivalent of a 4th-level spell. His hellrime eldritch spear is thus the equivalent of a 2nd-level spell. is therefore the equivalent of a 4th-level spell.

Least Eldritch Essence Invocations Least Blast Shape Invocations Frightful Blast: Target must make Will save or become Eldritch Spear: Blast range increases to 250 feet. shaken. Hideous Blow: Melee attack channels eldritch blast. Sickening Blast: Target must make Fortitude save or become sickened. Lesser Blast Shape Invocation Eldritch Chain: Blast jumps from initial target to second- Lesser Eldritch Essence Invocations ary targets. Beshadowed Blast: Target must make Fortitude save or become blind for 1 round. Greater Blast Shape Invocation Brimstone Blast: Blast deals fi re damage and target must Eldritch Cone: Blast takes the shape of a cone. make Refl ex save or catch fi re. Hellrime Blast: Blast deals cold damage and target must Dark Blast Shape Invocation make Fortitude save or take –2 penalty to Dexterity. Eldritch Doom: Blast affects all enemies within 20 feet.

Greater Eldritch Essence Invocations OTHER INVOCATIONS Bewitching Blast: Target must make Will save or be In addition to the potent blast shape and eldritch essence confused for 1 round. invocations, warlocks learn a number of others that enable Noxious Blast: Target must make Fortitude save or be them to perform many tricks and attacks. These invocations nauseated. are briefl y described below, and their full descriptions can Repelling Blast: Target must make Refl ex save or be be found in Chapter 4: Spells and Invocations. knocked back. Vitriolic Blast: Blast ignores spell resistance and deals Least Invocations acid damage for several rounds. Baleful Utterance: Speak word of the Dark Speech and shatter objects as the shatter spell. Dark Eldritch Essence Invocation Beguiling Infl uence: Gain bonus on Bluff, Diplomacy, Utterdark Blast: Target must make Fortitude save or gain and Intimidate checks. two negative levels. Breath of the Night: Create a fog cloud as the spell. Dark One’s Own Luck: Gain a luck bonus on one type BLAST SHAPE INVOCATIONS of saves. Some of a warlock’s invocations, such as eldritch spear, modify Darkness: Use darkness as the spell. the range, target(s), or area of a warlock’s eldritch blast. These Devil’s Sight: See normally in darkness and magical are called blast shape invocations. Unless noted otherwise, darkness. eldritch blasts subject to blast shape invocations deal damage Earthen Grasp: Use earthen grasp as the spell. normally in addition to imparting the effects described in the Entropic Warding: Defl ect incoming ranged attacks, invocation description. A warlock can apply only one blast leave no trail, and prevent being tracked by scent. shape at a time to an eldritch blast, and he can choose from Leaps and Bounds: Gain bonus on Balance, Jump, and any of the blast shape invocations that he knows. A warlock Tumble checks. need not apply a blast shape invocation to his eldritch blast. Miasmic Cloud: Create a cloud of mist that grants conceal- When a warlock applies a blast shape invocation to his eldritch ment and fatigues those who enter. blast, the spell-level equivalent is equal to the spell level of 9

6620_17925_Chpt1.indd20_17925_Chpt1.indd 9 99/15/04/15/04 9:20:529:20:52 AMAM See the Unseen: Gain see invisibility as the spell and Human Warlock Starting Package darkvision. Armor: Studded leather (+3 AC, armor check penalty –1, Spiderwalk: Gain spider climb as the spell and you are speed 30 ft., 20 lb.). immune to webs. Weapons: Heavy mace (1d8, 8 lb., one-handed, bludgeon- Summon Swarm: Use summon swarm as the spell. ing). Light crossbow (1d8/19–20, range inc. 80 ft., 4 lb., pierc- Lesser Invocations ing). Charm: Cause a single creature to regard you as a Skill Selection: Pick a number of skills equal to 3 + Int friend. modifi er. Curse of Despair: Curse one creature as the bestow curse spell, or hinder their attacks. Skill Ranks Ability Armor Check Penalty The Dead Walk: Create undead as the animate dead Bluff 4 Cha — Concentration 4 Con — spell. Spellcraft 4 Int — CLASSES Fell Flight: Gain a fl y speed with good maneuverability. Use Magic Device 4 Cha — CHAPTER 1 Flee the Scene: Use short-range dimension door as the spell, Disguise 4 Cha — and leave behind a major image. Sense Motive 4 Wis — Hungry Darkness: Create shadows fi lled with a swarm Spot (cc) 2 Wis — of bats. Stony Grasp: Use stony grasp as the spell. Invocations Known: Baleful utterance. Voidsense: Gain blindsense 30 feet. Feat: Toughness. Voracious Dispelling: Use dispel magic as the spell, caus- Bonus Feat: Point Blank Shot. ing damage to creatures whose effects are dispelled. Gear: Backpack with waterskin, 1 day’s trail rations, Walk Unseen: Use invisibility (self only) as the spell. bedroll, sack, and fl int and steel. Hooded lantern, 3 pints of Wall of Gloom: Use wall of gloom as the spell. oil. Case with 10 crossbow bolts. Gold: 4d4 gp. Greater Invocations Chilling Tentacles: Use Evard’s black tentacles as the spell, and deal extra cold damage to creatures in the area. WARMAGE Devour Magic: Use targeted greater dispel magic with a Some spellcasters care for only one thing: war. They dream touch and gain temporary hit points based on the level of of steel and mighty blasts of devastating magic, the march of spells successfully dispelled. troops, and the unleashed destruction found on battlefi elds Enervating Shadow: Gain total concealment in dark everywhere. Graduates of special arcane war colleges, those areas and impose a Strength penalty on adjacent living known as warmages are drilled only and utterly in the casting creatures. of spells most useful for laying down destruction, confusing Tenacious Plague: Use insect plague as the spell, but the an enemy, or screening an allied action. The utilitarian spells summoned locust swarm deals damage as a magic weapon. used by wizards and sorcerers have little importance to a Wall of Perilous Flame: Create a wall of fi re as the spell, warmage’s way of thinking. What are support casters for, after but half the damage from the wall results from supernatural all? A warmage cares only for success on the battlefi eld, or, power. in some cases, in the series of smaller campaigns favored by Warlock’s Call: Use sending as the spell, but risk damage adventuring companies. from recipient. Adventures: Warmages sign up for stints with adventur- ing companies that require straightforward, military-style Dark Invocations blasting magic. Warmages hone and develop their arts Dark Discorporation: Become a swarm of batlike shad- through action rather than study, so without prolonged use ows, gaining many benefi ts of the swarm subtype. of their powers in combat they cannot reach the pinnacle of Dark Foresight: Use foresight as the spell, and communi- their profession. Good-aligned warmages are concerned with cate telepathically with a close target of the effect. rebuffi ng the movements of warlike groups—who better Path of Shadow: Use shadow walk as the spell and speed to blast into smoking ruin than those who have it coming? up natural healing. Evil-aligned warmages feel no constraints on who might Retributive Invisibility: Use greater invisibility as the become the targets of their spells. They adventure to gain spell (self only) that deals damage in a burst if dispelled. destructive power. Word of Changing: Use baleful polymorph as the spell, Characteristics: Warmages access their magic peculiarly, but the effect could become permanent. at least compared to the way wizards, sorcerers, and clerics do. A warmage selects his spells from a limited pool of knowl- edge that rarely changes. Early in their diffi cult training, 10 warmages instill deep within themselves the knowledge of

6620_17925_Chpt1.indd20_17925_Chpt1.indd 1100 99/15/04/15/04 9:20:539:20:53 AMAM all the spells they will ever need. Warmages know death and magic). Many warmages revere no fewer spells than wizards and even sorcer- deity at all. ers, but the spells Background: Warmages are chosen they do know (or apply) to attend special arcane are enhanced. war colleges. Such colleges are Warmages Ferno, a warmage not for the weak of spirit. The rig- do not need ors of both body and mind bear little to study resemblance to the apprenticeship spellbooks, undergone by regular wizards, but they or the self-taught fumbling of 1 CHAPTER do need to sorcerers. Warmage colleges CLASSES prepare their are more similar to boot spells each day camps sponsored by by spending large nation-states. time to call up the Throughout their knowledge from training, warma- their unconscious ges are forced to minds. Warmages do wear ponder- not specialize in ous garments (meant to familiarize their bodies schools of magic with the limitations of movement in armor) the way wizards while drilling constantly with spells, can. most of which are too high in In their training, warmages level to be cast by the

also learn a few mundane warlike student. This vigor- Illus. by M. Cavotta skills. They develop profi ciency with ous drilling instills some weapons and armor, learning to use the spells in a war- such items without incurring a risk of arcane mage’s unconscious spell failure. mind, so that as he grows in power later in life, Alignment: Because all alignments must those spells become available for his use without be prepared to fi ght for their causes, warma- his needing a spellbook. ges might be found among virtually any army that After their training, warmages share a deep feeling uses spellcasting as artillery on the battlefi eld. of camaraderie with their fellow students and continue to Religion: Some warmages favor Boccob (deity feel a slight affection for any well-run military outfi t. of magic), while others follow Wee Jas (deity of

Table 1–2: The Warmage Base Attack Fort Ref Will ——————— Spells per Day ——————— Level Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +0 +0 +0 +2 Armored mage (light), 5 3 — — — — — — — — warmage edge 2nd +1 +0 +0 +3 — 6 4 — — — — — — — — 3rd +1 +1 +1 +3 Advanced learning 6 5 — — — — — — — — 4th +2 +1 +1 +4 — 6 6 3 — — — — — — — 5th +2 +1 +1 +4 — 6 6 4 — — — — — — — 6th +3 +2 +2 +5 Advanced learning 6 6 5 3 — — — — — — 7th +3 +2 +2 +5 Sudden Empower 6 6 6 4 — — — — — — 8th +4 +2 +2 +6 Armored mage (medium) 6 6 6 5 3 — — — — — 9th +4 +3 +3 +6 — 6 6 6 6 4 — — — — — 10th +5 +3 +3 +7 Sudden Enlarge 6 6 6 6 5 3 — — — — 11th +5 +3 +3 +7 Advanced learning 6 6 6 6 6 4 — — — — 12th +6/+1 +4 +4 +8 — 6 6 6 6 6 5 3 — — — 13th +6/+1 +4 +4 +8 — 6 6 6 6 6 6 4 — — — 14th +7/+2 +4 +4 +9 — 6 6 6 6 6 6 5 3 — — 15th +7/+2 +5 +5 +9 Sudden Widen 6 6 6 6 6 6 6 4 — — 16th +8/+3 +5 +5 +10 Advanced learning 6 6 6 6 6 6 6 5 3 — 17th +8/+3 +5 +5 +10 — 6 6 6 6 6 6 6 6 4 — 18th +9/+4 +6 +6 +11 — 6 6 6 6 6 6 6 6 5 3 19th +9/+4 +6 +6 +11 — 6 6 6 6 6 6 6 6 6 4 20th +10/+5 +6 +6 +12 Sudden Maximize 6 6 6 6 6 6 6 6 6 5 11

6620_17925_Chpt1.indd20_17925_Chpt1.indd 1111 99/15/04/15/04 9:20:589:20:58 AMAM Races: Most warmages are humans or half-elves. But the Class Features toughness of spirit needed to survive a term at an arcane war All the following are class features of the warmage. college can manifest itself in any of the common races. It is Weapon and Armor Profi ciency: Warmages are profi - rare for savage humanoids to be accepted into a war college, cient with all simple weapons, light armor, and light shields. though some of the more organized societies might set up At 8th level, a warmage gains profi ciency with medium armor their own war colleges for arcane spellcasters. (see Armored Mage, below). Other Classes: Warmages fi nd they have little in common Spells: A warmage casts arcane spells (the same type of with sorcerers and wizards, who learn their craft without spells available to sorcerers and wizards), which are drawn the rigors or discipline of a warmage’s apprenticeship. In from the warmage spell list given below. He can cast any fact, warmages are likely to be more comfortable with the spell he knows without preparing it ahead of time the way regimented classes—those that appreciate military train- a cleric or wizard must. When a warmage gains access to a ing—such as paladins, monks, and fi ghters. new level of spells, he automatically knows all the spells for Role: The warmage’s spell selection is already determined. that level listed on the warmage’s spell list. Essentially, his

CLASSES He is the ranged magical artillery that military troops rely on, spell list is the same as his spells known list. Warmages also

CHAPTER 1 or the center of a smaller adventuring company’s offensive have the option of adding to their existing spell list through power. An adventuring company with a warmage should their advanced learning ability as they increase in level (see strongly consider including a second spellcaster, such as a bard, below). See page 90 for the warmage’s spell list. cleric, druid, or even a wizard, to complement the warmage’s To cast a spell, a warmage must have a Charisma score of offensive focus with defensive and utilitarian abilities. 10 + the spell’s level (Cha 10 for 0-level spells, Cha 11 for 1st- level spells, and so forth). The Diffi culty Class for a saving GAME RULE INFORMATION throw against a warmage’s spell is 10 + the spell’s level + Warmages have the following game statistics. the warmage’s Charisma modifi er. Like other spellcasters, Abilities: Charisma determines how powerful a spell a warmage can cast only a certain number of spells of each a warmage can cast, how many spells a warmage can cast spell level per day. His base daily spell allotment is given per day, and how hard those spells are to resist (see Spells, on Table 1–1: The Warmage. In addition, he receives bonus below). A warmage’s Intelligence bonus is added to damage spells for a high Charisma score (see Table 1–1, page 8 of the dealt by spells through his warmage edge ability. Like a Player’s Handbook). sorcerer or wizard, a warmage benefi ts from high Dexterity Unlike a cleric or a wizard, a warmage need not prepare and Constitution scores. his spells in advance. He can cast any spell he knows at any Alignment: Any. time, assuming he has not yet used up his spells per day for Hit Die: d6. that spell level. Armored Mage (Ex): Normally, armor of any type inter- Class Skills feres with an arcane spellcaster’s gestures, which can cause The warmage’s class skills (and the key ability for each his spells to fail (if those spells have somatic components). A skill) are Concentration (Con), Craft (Int), Intimidate (Cha), warmage’s limited focus and specialized training, however, Knowledge (arcana) (Int), Knowledge (history) (Int), Profes- allows him to avoid arcane spell failure as long as he sticks to sion (Wis), and Spellcraft (Int). light armor and light shields. This training does not extend Skill Points at 1st Level: (2 + Int modifi er) × 4. to medium or heavier armors, nor to heavy shields. Nor does Skill Points at Each Additional Level: 2 + Int this ability apply to spells gained from a different spellcasting modifier. class. pqqqqqqqqqqqqqqqqqqqqrs

TARTH MOORDA as a distinct advantage by the order; the heat and rugged terrain In the arid hills of the Abbor-Alz stands the old fortress of Tarth serve to increase the rigorous nature of the initiates’ exercises Moorda, once used by the garrisons of Urnst where they guarded and training. against gnoll and nomad raids from the Bright Desert, but falling The Fire Hawks adhere to a strictly ordered martial hierarchy into eventual abandonment and ruin when adventurers drove and vigorously patrol the hills and sands near their stronghold. away the humanoid tribes. Fifteen years ago, the Duke of Urnst Initiates who have not yet learned to cast their first spells serve gave the fortress over to the Order of the Fire Hawk, a society of as footsoldiers and sentries under the command of more warmages loyal to the realm who desired an isolated stronghold senior students. As High Warmaster, the formidable warmage where new initiates could be trained in solitude. Sereda Ostarte is head of the order, and six warmasters under With its dun-colored walls rising forbiddingly above the rock- her directly oversee the training of new initiates. Sereda is quite strewn hills and the sweeping view of the Bright Desert to the concerned with the rise of Rary’s sinister realm in the Bright south, Tarth Moorda is now the principal academy in which war- Desert, and aggressively questions any adventurers found pass- mages loyal to the Duchy of Urnst are trained, and the emptiness ing through her lands as she seeks word of events deep in the around it rings with the sounds of martial exercises and mighty desert (even while hoping to ferret out any spies in the service battle-magic. The uncomfortable climate of the citadel is seen of the fallen archmage). 12 pqqqqqqqqqqqqqqqqqqqqrs

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At 8th level, a warmage learns to use medium armor with warmage with 17 Intelligence casts magic missile, he deals no chance of arcane spell failure. 1d4+1 points of damage normally, plus an extra 3 points of Warmage Edge (Ex): A warmage is specialized in dealing damage due to his Intelligence bonus. The bonus from the damage with his spells. Whenever a warmage casts a spell warmage edge special ability applies only to spells that he that deals hit point damage, he adds his Intelligence bonus (if casts as a warmage, not to those he might have by virtue of any) to the amount of damage dealt. For instance, if a 1st-level levels in another class. 13

6620_17925_Chpt1.indd20_17925_Chpt1.indd 1133 99/15/04/15/04 9:21:089:21:08 AMAM A single spell can never gain this extra damage more than Feat: Combat Casting. once per casting. For instance, a fi reball deals the extra damage Bonus Feat: Toughness. to all creatures in the area it affects. However, if a 3rd-level Gear: Backpack with waterskin, 1 day’s trail rations, warmage casts magic missile and produces two missiles, only bedroll, sack, and fl int and steel. Case with 10 bolts. Spell one of them (of the warmage’s choice) gains the extra damage, component pouch. Three torches. even if both missiles are directed at the same target. If a spell Gold: 1d4 gp. deals damage for more than 1 round, it deals this extra damage in each round. Scrolls scribed by a warmage do not gain any benefi t from WU JEN warmage edge. Scrolls activated by a warmage also gain no Wu jen are spellcasters with mysterious powers. They com- benefi t from warmage edge. The same is true for most other mand the elements, spirit forces, and the powers of nature. magic items, such as wands and potions. However, staffs acti- They are seldom found living with the rest of human society. vated by a warmage use not only the warmage’s caster level but Instead, they live as hermits in the wilderness, purifying

CLASSES also gain the benefi ts of the warmage edge, if applicable. their bodies and minds to contact the various natural and

CHAPTER 1 Advanced Learning (Ex): At 3rd, 6th, 11th, and 16th supernatural powers of the world. From these entities they level, a warmage can add a new spell to his list, representing learn their spells—magical means to control the invisible the result of personal study and experimentation. The spell forces of the world. must be a wizard spell of the evocation school, and of a level Adventures: Wu jen typically adventure to expand no higher than that of the highest-level spell the warmage their knowledge of the world, both magical and mundane. already knows. Once a new spell is selected, it is forever added Like wizards, they tend to approach adventures with care- to that warmage’s spell list and can be cast just like any other ful planning, since their daily spell selection is vitally spell on the warmage’s list. important. Sudden Empower: At 7th level, a warmage gains Sudden Characteristics: Wu jen are the arcane spellcasters Empower (described in Chapter 3) as a bonus feat. If he of the Far East. As with wizards, their spells are their already has the feat, he can choose a different metamagic primary class feature, and as such assume an all-important feat. role in their lives. Many wu jen spells draw on the power Sudden Enlarge: At 10th level, a warmage gains Sudden of the five elements (earth, fire, metal, water, and wood). Enlarge (described in Chapter 3) as a bonus feat. If he already Finally, wu jen are adept at manipulating their spells, has the feat, he can choose a different metamagic feat. increasing their range, duration, or effect, or eliminat- Sudden Widen: At 15th level, a warmage gains Sudden ing verbal or somatic components through permanent Widen (described in Chapter 3) as a bonus feat. If he already metamagic effects. has the feat, he can choose a different metamagic feat. Alignment: Wu jen tend to stand apart from the lawful Sudden Maximize: At 20th level, a warmage gains Sudden societies predominant in most cultures, fl outing the rules Maximize (described in Chapter 3) as a bonus feat. If he and norms of decent folk. They have a strong tendency already has the feat, he can choose a different metamagic toward chaos, but in any event they cannot be lawful. feat. Background: Wu jen crave magical power in a world where no organized colleges of wizardry typically exist. Human Warmage Starting Package Their thirst drives them to seek out others like them- Armor: Studded leather (+3 AC, armor check penalty –1, selves—hermits, recluses, or exiles who have gained the speed 30 ft., 20 lb.). secrets they seek. Nearly all wu jen are trained by a single Weapons: Spear (1d8/×3, range inc. 20 ft., 6 lb., two- mentor in this fashion, outcast from proper society and set handed, piercing). apart by their fearsome supernatural powers. Light crossbow (1d8/19–20, range inc. 80 ft., 4 lb., pierc- Races: Most wu jen are humans, though members of ing). all the common races of the eastern lands can learn their Skill Selection: Pick a number of skills equal to 3 + Int craft. modifi er. Other Classes: Wu jen generally don’t like members of any other class. At the same time, however, a wu jen is Skill Ranks Ability Armor Check Penalty painfully aware that without fi ghters and samurai to block Spellcraft 4 Int — enemy soldiers, a shaman to heal her wounds, and perhaps Concentration 4 Con — Knowledge (arcana) 4 Int — a rogue to deal with locks and traps, her path to the knowl- Intimidate 4 Cha — edge she seeks might be blocked by insurmountable and Survival (cc) 2 Wis — possibly fatal obstacles. This realization of her reliance on Diplomacy (cc) 2 Cha — other classes might make her accept them or might make Hide (cc) 2 Dex –1 her resent them. 14

6620_17925_Chpt1.indd20_17925_Chpt1.indd 1144 99/15/04/15/04 9:21:149:21:14 AMAM of time like a wizard (see Preparing Wizard Spells, page 177 GAME RULE INFORMATION of the Player’s Handbook). Wu jen have the following game statistics. To learn, prepare, or cast a spell, a wu jen must have an Abilities: Intelligence determines how powerful a spell Intelligence score of at least 10 + the spell’s level. A wu jen’s a wu jen can cast, how many spells the wu jen bonus spells are based on Intelligence. The Diffi culty can cast per day, and how hard those spells are Class for saving throws against wu jen spells is 10 to resist. To cast a spell, a wu jen must have an + the spell’s level + the wu jen’s Intelligence Intelligence score of 10 + the spell’s level. A wu modifi er. jen gets bonus spells based on Intelligence. A wu jen’s base daily spell allotment is The Diffi culty Class of a saving throw against given on Table 1–3. In addition, she receives 1 CHAPTER a wu jen’s spell is 10 + the spell’s level + the bonus spells per day if she has a high Intel- CLASSES wu jen’s Intelligence modifi er. High ligence score (see Table 1–1: Ability Dexterity is helpful for a wu jen, Modifi ers and Bonus Spells, page who typically wears little or no 8 of the Player’s Handbook). armor, because it provides her with an Armor Class bonus. A good Consti- tution gives a wu jen extra hit points, a resource that she is otherwise very low on. Alignment:

Any nonlawful. Illus. by M. Cavotta Hit Die: d4. Bonus Lan- Class Skills guages: A wu A wu jen’s class jen can substi- skills (and the tute Draconic key ability for each or Giant for one skill) are Concentra- of the bonus lan- tion (Con), Craft (Int), guages available to Knowledge (all skills, the character because taken individually) (Int), of her race, since many Profession (Wis), and Spell- ancient tomes of magic are craft (Int). written in these languages and Skill Points at 1st Level: apprentice wu jen often learn them (2 + Int modifi er) × 4. as part of their studies. Skill Points at Each Addi- Watchful Spirit: Once per day, a wu jen can reroll tional Level: 2 + Int modifi er. an initiative roll she has just made before she knows her place in the initiative order. She takes Class Features the better of the two rolls. All the following are class Hide-yori, Bonus Feat: A wu jen begins play features of the wu jen. a wu jen with a bonus metamagic feat. Weapon and Armor Profi - Spell Secret: At 3rd level, and ciency: Wu jen are profi cient every three levels thereafter, a wu jen can choose one with all simple weapons. They are not profi cient spell known to her that then becomes permanently with any type of armor or shield. Armor of any modifi ed as though affected by one of the follow- type interferes with a wu jen’s arcane gestures, ing metamagic feats: Enlarge Spell, Extend Spell, which can cause her spells with somatic compo- Still Spell, or Silent Spell. The spell’s level does nents to fail. not change, and once the choice of spell and modifi cation Spells: A wu jen casts arcane spells, which are drawn are chosen, they cannot be changed. As the wu jen goes up from the wu jen spell list (page 91). She is limited to a certain in level, she can choose the same spell to be modifi ed in dif- number of spells of each spell level per day, according to her ferent ways with multiple spell secrets. She does not need to class level. A wu jen must choose and prepare spells ahead know the feat she applies to the spell. 15

6620_17925_Chpt1.indd20_17925_Chpt1.indd 1155 99/15/04/15/04 9:21:169:21:16 AMAM Table 1–3: The Wu Jen Base Attack Fort Ref Will ——————— Spells per Day ——————— Level Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +0 +0 +0 +2 Watchful spirit, 3 1 — — — — — — — — bonus feat 2nd +1 +0 +0 +3 4 2 — — — — — — — — 3rd +1 +1 +1 +3 Spell secret 4 2 1 — — — — — — — 4th +2 +1 +1 +4 4 3 2 — — — — — — — 5th +2 +1 +1 +4 4 3 2 1 — — — — — — 6th +3 +2 +2 +5 Elemental mastery 4 3 3 2 — — — — — — 7th +3 +2 +2 +5 4 4 3 2 1 — — — — — 8th +4 +2 +2 +6 4 4 3 3 2 — — — — — 9th +4 +3 +3 +6 Spell secret 4 4 4 3 2 1 — — — — 10th +5 +3 +3 +7 4 4 4 3 3 2 — — — — 11th +5 +3 +3 +7 4 4 4 4 3 2 1 — — — CLASSES 12th +6/+1 +4 +4 +8 Spell secret 4 4 4 4 3 3 2 — — — CHAPTER 1 13th +6/+1 +4 +4 +8 4 4 4 4 4 3 2 1 — — 14th +7/+2 +4 +4 +9 4 4 4 4 4 3 3 2 — — 15th +7/+2 +5 +5 +9 Spell secret 4 4 4 4 4 4 3 2 1 — 16th +8/+3 +5 +5 +10 4 4 4 4 4 4 3 3 2 — 17th +8/+3 +5 +5 +10 4 4 4 4 4 4 4 3 2 1 18th +9/+4 +6 +6 +11 Spell secret 4 4 4 4 4 4 4 3 3 2 19th +9/+4 +6 +6 +11 4 4 4 4 4 4 4 4 3 3 20th +10/+5 +6 +6 +12 4 4 4 4 4 4 4 4 4 4

Elemental Mastery: Many of the wu jen’s spells achieves 5th level, she can cast 3rd-level spells. are divided into fi ve elemental groups: earth, At this point, she can add two 3rd-level spells fi re, metal, water, and wood. At 6th level, to her spellbook, or one 2nd-level spell and instead of receiving a spell secret, a one 3rd-level spell, or any combination of wu jen becomes a master of one of two spells between 1st and 3rd level. these fi ve elements (her choice). At any time, a wu jen can also add Thereafter, whenever a wu spells found in other wu jen’s Illus. by D. Kovacs D. by Illus. jen casts a spell of that ele- spellbooks to her own, much ment, her effective caster like a wizard (see Adding Spells level (for purposes of deter- to a Wizard’s Spellbook, page mining level-dependent spell 178 of the Player’s Handbook ). variables and for caster level Taboos: To maintain their checks) is increased by two. In supernatural power, wu jen must addition, the wu jen herself gets abide by certain taboos that might a +2 competence bonus on saving seem inconsequential to other char- throws against spells of that ele- acters but are vitally important to the ment. Certain spells on the wu wu jen. If a wu jen violates one of her jen spell list are designated “All”; taboos, she cannot cast any more spells that this means they belong to all elemental groups, and a wu jen day. A wu jen must choose one taboo at 1st level, and one who is a master of any element gains the mastery bonuses additional taboo every time she learns a spell secret. Possible with respect to those spells. taboos include: Spellbooks: A wu jen must study her spellbooks each day to prepare her spells, much like a wizard. She cannot prepare • Cannot eat meat. any spell not recorded in her spellbook (except for read magic, • Cannot own more than she can carry. which all wu jen can prepare from memory). • Must make a daily offering (such as food, fl owers, or A wu jen begins play with a spellbook containing all 0- incense) to one or many spirit powers. level wu jen spells plus three 1st-level spells of your choice. • Cannot bathe. For each point of Intelligence bonus the wu jen has (see Table • Cannot cut her hair. 1–1: Ability Modifi ers and Bonus Spells, page 8 of the Player’s • Cannot touch a dead body. Handbook), the spellbook holds one additional 1st-level spell • Cannot drink alcohol. of your choice. At each new wu jen level, she gains two new • Cannot wear a certain color. spells of any spell level or levels that she can cast (based • Cannot light a fi re. on her new wu jen level). For example, when Hide-yori • Cannot sit facing in a certain direction. 16

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his chapter presents nineteen prestige classes appropri- loses all special abilities (but not Hit Dice, base attack ate for arcane spellcasters and characters of other classes bonus, or base save bonus) gained from levels of the who wish to acquire arcane abilities. While many of these prestige class. classes are oriented toward the sorcerer and wizard, other Alternate Spellcasting: Classes such as the Suel kinds of characters should fi nd a number of classes that arcanamach offer characters the opportunity to appeal to them. acquire an entirely new track of spellcasting at the cost of no longer advancing in their previous spellcasting class (if any). Many spellcasters will not wish to do PICKING A PRESTIGE CLASS this, but others might fi nd that the access to interest- Arcane magic naturally leads characters into strange and ing class features or spells they could not previously esoteric studies. Prestige classes offering abilities and know outweighs the loss of their native spellcasting features that characters simply cannot acquire in any progression. Characters who do not normally have other way serve as the best representation of some of these a full arcane spellcasting progression might fi nd unusual paths. some interesting options among the alternate If a player is interested in a prestige class, she should spellcasting classes. examine its entry requirements carefully. Most of the classes Full Spellcasting: Many arcane spellcasters do in this book have stringent requirements that will require not wish to give up their spellcasting progression several levels of careful advancement to achieve. The player to explore a prestige class. Classes that offer full should think about what sort of arcane character she is spellcasting, such as the geometer, generally do trying to build; Table 2–1 lists the prestige classes found in not offer overpowering special abilities at the this chapter by broad categories that might help her narrow same time. Some classes that fall only a level or her choices. two short of full spellcasting advancement are Should a character fi nd herself in a position (because included in this category. of changed alignment, lost levels, or the like) where she Noncaster: Some of the prestige classes in no longer meets the requirements of a prestige class, she this chapter require little or no spellcasting to 17

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C CLASSES h p t 2 . i n WARLOCKS AND PRESTIGE CLASSES byTypeTable Classes 2–1: Prestige d d have bene Warlocks abilities. special ful power of power- for array an spellcasting trades often class Like a transformational class, a unique capability prestige class. agood example is capability of aunique blood magus particular theme that aren Generally, offerize. potent these classes powers along a dif prestige that otherwise are classes abilities. power,of spellcasting but strong they special pay with off sacri the require They typically include adept acolyte the Greenclasses and of the skin. Star to transcend their natural limitations. Transformational race original their abandoning else, something becoming ing. of or one another mightcapabilities sort arcane desire who characters other but spellcasters, advances. These to rarely noncaster arcane appeal classes enter, progression acharacter as or no spell offer and little

idmg Fl atr atro hoi ai warlock, Sorcerer, warmage, Fighter, ranger, rogue, music abilities better jen wu Sorcerer, wizard, magic ofchaotic Master sorcerer, Bard, wizard versatility thatgrants Bard expert Teleportation Full caster slayer Mage Trade music bardic for capability Unique Trade for spells bard jen wu Wizard, jen caster wu Wizard, Alternate caster Alternate jen wu mage Wild jen wu Sorcerer, wizard, fiBarbarian, ghter, sorcerer, guide Wayfarer sorcerer, warlock, Monk, Sorcerer, wizard Noncaster sigils ofsigns and Master arcanamach Suel For . Best toaSpellpool Access progression spell reduced better chord Sublime probability Manipulate and ofabjurations Master Cleric, sorcerer, jen wu Sorcerer, wizard, song wizard ofthe Seeker mage Indestructible Full caster Druid, sorcerer, warmage, wizard, Sorcerer, warlock, constructs and Mindbender Unique or wizard Monklike Full caster Master transmogrifist Sorcerer, warmage, wizard Full caster Transformational Order Arcane ofthe Mage with spells energy Expert Full caster, insimulacrums Expert capability unique Description Full caster prismatic Veil Sevenfold ofthe Initiate Insane spellcaster capability with force spells Expert spells wizard Sorcerer, warlock, Noncaster adept Star Green powers, Blood Geometer Mind unique Full caster, Full caster, Fatespinner spellcasting Full caster capability Unique fist Enlightened traits fiendish Acquire Type transformational Full caster Elemental savant spells master Effigy wizard Transformational magus Blood Argent savant Alienist capability skin ofthe Acolyte Class monk wizard

1 8 Unique Capability: Unique Transformational: “ +1 level of existing arcane spellcasting class fi t in aspeci t in These characters are interested are These characters in This is a catchall category for fi ’ c way prestige from that classes t available anywhere The else. fi ce of signi fi cult to character- fi nd nd them interest- fi cant amounts amounts cant ” or or “ +1 +1 Polymorph afcigepr wizard, Sorcerer, warlock, expert -affecting prestige classes. prestige requirements, speci and level on level caster details requirements, spellcasting ful warlock A warlock. the to well suited are requirements, the acolyte as of such the skin, However, spells. to cast caster level prestige with classes level learns requirements, he as neverspellcasting actually for with prestige classes qualify cannot Awarlock the warlock class. in levelsthese prestige alevel class he though as hadgained new at invocations known gains level).ing also Awarlock in the prestige class that grant him an increased spellcast- caster level total his levels warlock his levels from his and blast eldritch level when at Table looking 1 (treatdamage combined his caster level warlock class his as stack with the warlock classes that provide that +1classes effectively level of spellcasting increased damage with his caster increased levelan when invocations his and using but he gain does abilities, class any of his notdoes gain bene level of existing spellcasting class fi lls this requirement. Seepage this 71 Chapterlls in 3for more expert Sorcerer, wizard, wu jen wu Sorcerer, wizard, expert fi t. A warlock taking levels in such a prestige class damage) and his damage) his and ’ s level his to determine fi c spell requirementsc spell for feats and ’ s caster level for invocations his eldritch blast. eldritch – eldritch blast eldritch 1: The Warlock to determine determine to Warlock The 1: wu jen wizard, wu jen wu wizard, warlock wizardwarlock, ” as alevel as advancement Levels of prestige caster level (half level (half caster eldritch blast eldritch 99/15/04 2:49:44 PM / 1 5 / 0

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CLASSES 4 0 / 5 1 / 99/15/04 2:49:48 PM er. fi Acolytes of the skin skin the of Acolytes At each even-numbered Caster level 5th. level Caster 2 + Int modi 2 + Int ciency: s class skills ability key the for (and ’ An skin the of acolyte summons the — — — — — /Spells Known: Any nongood. like skin. and wears it bonded end a second The armor. or with weapon ciency any fi fi d8. Must undergo the Ritual the undergo Must Bonding (see of Must have made peaceful contact with a sum- a with contact peaceful made have Must Knowledge (the planes) 6 ranks. planes) (the Knowledge 2/day 2/day gained (improved t a character that class have of would fi ll all criteria. following the fi Weapon and Armor ProfiWeapon (Su): Fiend Wear Hit Die: Hit Alignment: Skills: Spells or Spell-Like Abilities: Special: Skill Each at Level: Points Special: 1/day 1/day All following the skin the are class of acolyte the of features prestige class. the prestige class level. He does not,bene however, gain any other turningchance of and destroying or feat, a bonus undead, so on). If he had more than one spellcasting class before which to decide skin, the must becoming an of he acolyte purpose the for determining of class each level add spells to and spells day per known. a of essence this class to some other malignforce or race of supernatural instance,evil For an of creatures acolyte instead demons. of skinthe unearths be could a scholar who treatise an ancient interspecies blending. humanoid of topic the on qualifyTo an skin, the of become acolyte to a character must ful evilmoned outsider. above). skin the of acolyte The Intimidate Crafteach skill) (Int), (Con), are Concentration (Int), planes) (the Knowledge (Int), (arcana) Knowledge (Cha), and Spellcraft (Wis), Profession (Int). Day gain pro no per Spells level, an skin the of acolyte gainslevel, spells new (and day per spells as known, if had also if he applicable) gained a level in spellcasting a adding before class belonged he which to poison REQUIREMENTS CLASS SKILLS CLASS FEATURES

poison t ’ esh. esh. fl level of existing +1 spellcasting class level of existing +1 spellcasting class endsthat fi the but nd, — — fiendSummon fi endish essence endish fi survivewith along potions on hand. At — s own skin, an agonizing ’ cure cure s skin sports almost an oily, ’ endish visage. endishThe fi Almost setting any can the accommodate ACOLYTE OF THESKIN OF ACOLYTE 9 or at least references thereto 1 wise candidates keep some

— 2: The Acolyte Skin of the 2: The d — d – n i . 2 t Adaptation: p Base Attack Fort Ref Will Ref Fort Attack Base fiend, Level 1st Bonus +0 Wear 2nd glare +2 +0 +2 3rd Save adaptation, +2 4th Fiendish +3 +3 +1 +3 +1 Save 5th +4 +1 +4 +3 Skin 6th Save +4 +1 +4 7th Special +3 8th +6 +4 9th +6 +2 +6 +6 +0 +5 10th +6 +3 +6 +5 +3 +7 +5 Flame resistant +2 +2 +7 +5 +5 +3 Cold resistant Spells per Day/Spells Glare of the Known pit +7 Fiendish symbiosis level of existing +1 spellcasting class level of existing +1 spellcasting class level of existing +1 spellcasting class h caster the consumes essence endish fortresses evil, of though an sometimes an lead might acolyte expedition to retrieve a rumored tome of evil arcane magic artifact other or malign of power. for grab length any to power to go those who of notion their own to so far bind as demons to even themselves, link could se, you per demons, include does not If world your to his temperament.) his to aco- NPC skin the of Although Acolytes are ill other position any for suited power. temporal provides that one than powerfullytes serve sometimes more evil might characters as sinister captains, be calling rather would they shots. the well-defended in ensconced safely remain to prefer They temptation hasalready temptation occurred. in give can who Those to evil. (The wearer can accept or ignore this advice according Ritual The Bonding is of painful be undertaken to and not lightly. The ritual requires 10 rounds begun, and, once nothingpletion, can halt progress. its The from initiation to com- fi points damageprocess of in that deals the each of round 1d4 ritual even conceive of, let alone consider. But this But ghastly fate consider. alone let of, conceive even spellcastersis some exactly what seek in their desperate quest. Ritual The ago that long was Bonding of is a blasphemy from arcaneeradicated most legible libraries, barely a few but copies promises of great power. Spellcasters the documents can ignore or destroy choose to who happen upon such ritual, usually complete the upon stumble eventually through extended contact with one or more summoned are all their share terrible to knowledge. too eager rite, the acolyte the of end the urging himalso wearer, its to begins secrets whisper foul to lengths, regardless of the consequences. Replacing your own skin with that of a living demon is a goal that most couldn levels additional gains he as However, sheen. unnoticeable class,in prestige the his skin spikes, sprouts darkens, and gradually him gives a The temptation of power drives some people to extreme to people drives some power of temptation The C _ 5 Table 2 Table 2 9 7 1 _ 0 2 6620_17925_Chpt2.indd 19 6620_17925_Chpt2.indd 20 20 2 0 _ 1

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C CLASSES h Illus. by M. Phillippi p t 2 . i n d d a ferocious once per glare day. and attack, not is agaze This with opponents unnerve to ability supernatural the has skin fi ish skin binds more tightly, granting an acolyte resistance to per day.times two ability forth). At5th so level,and this use acolyte can an for Wisdom for sorcerers warlocks, clerics, and Charisma mary spellcasting ability modi 8th-levelday an as caster. The save 14 is DC +the acolyte other some from or devilish, demonic, The DM determines the actual out to 60feet. darkvision gains also nature of the a+2 inherentby skin, grants bonus 1and toThe Dexterity. acolyte be it Itown. the acolyte increases of the skin fi

endish skin is for all intents and purposes the character intents purposes and for is all endish skin re re 10.

2 0 Fiendish Glare (Su):Fiendish Glare (Ex): Resistant Flame (Sp): Poison An acolyte of the skin can use use can acolyte of the skin An Vorta Nehalem, an acolyte ofthe skin From 3rd level acolyte on, of the an At2nd level higher, and the fi er (Intelligence for wizards, er (Intelligence for wizards, ’ s natural armor bonus armor s natural fi endish endish creature. poison once per per once fi end- ’ s pri- ’ s is effective out effective is to 120 feet. inherent bonus to Constitution, and the acolyte the by never granted armor The been separate. to increase natural wearer have more comfortable together, grown they had if as fear effect. Fiendish amind-affecting is glare points: The duration of the stun effect depends effect The on the target duration of the stun (DC 10 +acolyte shaken for save 10 attempt must aWill minutes, and also 100 feet. The seewithin target becomesthe acolyte can any creature thataffects action astandard is target). Glaring acolyte (although acolyte the must to have of the effect line the target need not meet the acolyte 5 rmr 1round 2rounds 3rounds 151 more or 10 rounds 101 to150 51 to100 less or 50 Skin Adaptation (Su): Adaptation Skin range, but the target ofray must each designated be The rays can be aimed at two different targets within different targets at within two aimed be The rays can touch attack to hit and deals 8d6 points of 8d6 points to deals hit and touch attack acolyte has resistance to coldacolyte resistance has 10. (Ex): Cold Resistant fi with arange of 100 feet.with aranged ray Each requires project rays (one he two action, can eye) each from endish skin improves a+2endish skin to +2, the acolyte gains simultaneously. fi an acolyte has the supernatural ability to produce ability the acolyte supernatural has an ery rays from his eyes. rays his from Once per day astandard as ery Glare of Pit (Su): the Glare day he can summon a babau; if devilish, once devilish, day ababau; summon he if can per day he can summon a chain devil. The devil. achain per summon day he can fi to on draw acolyte another learns power of his be raised or resurrected. or raised be endish skin. If the skin is demonic, once per 10/good. Unlike other outsiders, an acolyte can can acolyte an outsiders, other Unlike 10/good. reduction level damage acolyte of this an gains acolyte the does creature summoned SAMPLE SAMPLE acolyte ACOLYTE OF THE SKINACOLYTE OF THE and only the 30 ft.; AC touch 23, 15, ft.; 30 Nehalem: Vorta is equal to his spellcaster level. spellcaster to his equal is HD 6d6+6 plus 3d8+3; hp 46; Init +8; Spd +8; Init hp plus 46; 3d8+3; HD 6d6+6 have. acolyte An it might abilities summoning any innate use 1hour. after Asummoned cannot creature whence but it returns came it automatically lyte of the skin 3; CR 9; Medium humanoid; humanoid; Medium 9; CR 3; skin the of lyte Fiendish Symbiosis (Ex): Symbiosis Fiendish (Sp): Fiend Summon ’ s class levels class +Chamodi fi acolyte and becomeendish one, skin ’ s type changes to outsider. Additionally,s type fi nal death can separate them. The separate death can nal By 5th level, an acolyte an level, 5th By Beginning at level, 6th Beginning an ’ Male human warlock 6/aco- warlock human Male s caster level ability for this At 7th level At7th higher, and ’ fl s eyes or even seethe at-footed Atk Base 19; fi At 9th level, an er) or be stunned. stunned. er) be or At10th level, ’ s darkvision s darkvision ’ fi s skin and its its and s skin re re damage. ’ s bidding, ’ s hit 99/15/04 2:49:50 PM / 1 5 / 0 4

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CLASSES 4 0 / 5 1 / 99/15/04 2:49:56 PM ll all all ll fi er. fi Alienists gain no s mind. ciency: 2 + Int modi 2 + Int ’ fi Any nonlawful. The inclusion of the alienist the of inclusion in campaign The your s class skills ability each key the skill) for (and are ’ d4. Must have made peaceful contact with an alienist Able to cast at least one summoning spell cast one least to at 3rd of Able Knowledge (the planes) 8 ranks. planes) (the Knowledge Augment Summoning. armor. or with weapon ciency any fi Adaptation: Special: Feat: Spells: Hit Die: Hit Alignment: Skills: Skill Each at Level: Points and Armor ProWeapon higher. or level pro and devils that demons retain seat their prefer top If you evil,in of can hierarchy the this class adjust you prestige so the of instead demons with congress has alienist the that Realm. the Far of entities nebulous criteria. following the a pseudonaturalor creature. alienistThe Concentration Gather (Con), Information Knowledge (Cha), (all Profession skills, Listen (Wis), (Int), taken individually) Spellcraft(Wis), and Spot (Wis). (Int), All following the are class alienist the of features prestige class. Alienists might, on rare occasions, gather in secluded secluded in gather occasions, rare own future inher believe to others sway to enough strong on transcendence. might, Alienists obscuregroups enact some ritual, to often they more but alienists NPC haunt sometimes singly. are encountered libraries specialty or in bookshops cities, skulking large and volumes. stacks dangerous) among raremumbling of (and basic make requires some as printed that you here, world, campaign: your of cosmology the assumptions about Places far than worse demons exist Hell and even in multiverse, the that entities the than characters with common in more have glimpse is known,exist can what a mere which of outside drive sanity the from someone qualifyTo an alienist, become to ful a character must Class Skills Class Features Requirements ); ); ); SA SA ); ring of of ring (DC 14); as an as 8th- dark one’s owndark one’s brimstone blast poison — 100 gp. 100 brimstone blast brimstone re, ). fi ALIENIST sickening blast sickening re, fi endish glare. endish fi s hit points,s hit as described in s ’ ’ 1, masterwork morningstar) – (DC 13), s mad certainty is sometimes ’ eldritch blast 1, masterwork morningstar) or or morningstar) masterwork 1, – masterwork morningstar, morningstar, masterwork re plus catch plus re fi Once per day, Vorta can Vorta attempt day, per Once re plus catch (DC 15). fi (3 least,(3 1 lesser): least 1/day; SQ darkvision 60 ft., resistance to , Improved Initiative, Precise Shot, Point Point Precise Initiative, Shot, , Improved † Concentration +13, Intimidate +14, Knowl- +14, Intimidate +13, Concentration Once per day, Vorta can Vorta use day, per Once poison ALend; CE; SV Fort +6, Ref +4, Will +9; Str 8, fi Common. 1 2 brimstone blast

3: The Alienist 3: The d — d – n glareendish ability Creatures with immunity above. to i fi . New feat described 79. page feat on New 2 t Skills and Feats: Poison (Sp): Invocations Known † Language: Fiendish GlareFiendish (Su): Possessions: chain shirt, +3 p Base Attack Fort Ref Will Ref Fort Attack Base Level 1st Bonus 2nd 3rd Save +0 4th +1 Save 5th +1 6th Save +2 +07th Special +0 +2 8th +3 +1 9th +0 +0 +3 +1 10th +4 +1 +1 +2 +4 +2 +3 +1 +5 +2 abilities, Familiar summon alien +1 +3 Alien blessing +2 +2 +4 Metamagic secret +3 +2 level +1 of existing +4 spellcasting class +3 Mad certainty +2 +5 Pseudonatural familiar +3 +5 +3 Extra summoning +6 Spells per Day/Spells Known Metamagic secret +6 +7 Insane certainty Timeless body Alien transcendence level of existing +1 spellcasting class level of existing +1 spellcasting level of existing +1 spellcasting class class level of existing +1 spellcastingclass level of existing +1 spellcasting class level of existing +1 spellcasting class level of existing +1 spellcasting level class +1 of existing spellcasting class level of existing +1 spellcasting class wear 10, re h endish glare, endish determination, they pierce the barrier the time of pierce determination, edge the they at itself. In Realm, Far the time, Herculean minds outside drift, absorbed in contemplations of madness. terrifyingwhisper dare communication. those who to secrets Unspeakable beings mortals, for alienist the meant but not were secrets These blast that would chaos and of entropy abysses into plunges mind. Ana weaker alienist Alienists deal with powers and entities from terrifyingly terrifyingly from entities and powers with deal Alienists space of magical and time. them, reaches For power remote rude the boundariesis triumphthe mind the of over of distance, and dimension, and knowledge often, With sanity. negates). Fortitude touch; DC 16 melee caster (+5 level luck, devil’s sight, miasmic cloud lesser 100 feet. The target becomes shaken for 10 minutes and must and must minutes 10 for shaken becomes target The feet. 100 be stunned. Will a DC or the 15 of attempt duration save The stun target the on effect depends the effectsfear are immune Vorta to Extra Invocation Extra standard action affects that can creature see within Vorta any +11 ranged touch (4d6 (4d6 touch ranged +11 fi fi edge (the planes) +12, Survival +1 (+3 when on other planes); Focus ( Blank Weapon Shot, +6; Grp Atk +5; (1d8 +6 melee (4d6 touch ranged +11 or (1d8 melee Full Atk +6/+1 Cha 15. Wis 12, 10, Int 13, Con Dex 18, to unnerve opponents with a ferocious glare. with unnerveto Glaring opponents a ferocious is a protection potion +1, of cure moderate wounds,

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C CLASSES h Illus. by D. Crabapple p t 2 . i n d d normal space and time lend time and space normal of reach the beyond entities the power in of certainty level, alienist 4th an feat abonusmetamagic as feat. at level, 7th again any choose she can pro and end, whispering from beyond time to the listens secretist voices Wisdom. of but she loses2points permanently throws, saving bonusinsight on all 2nd level a+1 who gains attains IV. a mephit or howler above described couldn alienist with a with creatures nonpseudonatural summon to gives up the ability alienist An the summoned creature. template (seepseudonatural page 160) to adds the This wolf. dire a pseudonatural IV, monster summon of For that creature. example, by casting version apseudonatural summons instead orsummon acelestial would any use have one. she not does already if afamiliar alienist an not does grant ability This of her familiar. the abilities of determining for the purpose must decide to to add which level class each beforefamiliar becoming alienist, she an to access a multiple grant that in classes hadlevels acharacter If abilities. special and the familiar page 53 of the together refer and to table the familiar the on to access granted that the class and class this from Add levels to provide that afamiliar. access of any class Familiar Abilities: known. per day spells and spells of determining must decide to to add whichlevel each class for the purpose she before alienist, class an becoming onethan spellcasting undead, abonus feat, on).destroying so and she If hadmore would have or class (improvedthat gained of turning chance She not, does however, any other bene gain which she belonged before level. theprestige adding class to class alevel gained aspellcasting she in hadalso if as applicable) if known, per day (and new spells spells gains Spells per Day/Spells Known:

2 summon monster 2 Mad Certainty (Ex): Mad Certainty Secret: Metamagic (Ex): Blessing Alien Alien: Summon fi ’ ts thereby. At 3rd and and 3rd At thereby. ts s natural armor, Intelligence, s natural Player summon monster spell. For instance, the For instance, spell. Whenever an alienist alienist Whenever an she could summon ’ s Handbook fi endish endish creature, she ’ Levels levels stack with of alienist s mad An alien- An alienist summon monster At ’ s ’ t summon to determine determine to spell to spell At each level, an alienist alienist an level, each At fi t a character of t acharacter She now a takes mentally corrosive, and the alienist hit points. However,hit points. constantly on dwelling beings is such her an unnatural fortitude, granting her an additional 3 – 4 penalty on all Bluff, Diplomacy, Bluff, on all and 4 penalty ’ s mind begins to fracture. fracture. to begins mind s an alienist, summons an outer horror to horror an outer Trilla Lilleir, her service 99/15/04 2:49:58 PM / 1 5 / 0 4

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CLASSES 4 0 / 5 1 / 99/15/04 2:50:07 PM ; , 1 B – — s base ’ ; Tiny out- , Augment , Augment † — ts (Alertness, (Alertness, ts fi summon monster summon summon monster summon mage armor. mage 13; Atk Full or Atk – mage armor. mage endish creature, she instead fi 5 against crea- nonpseudonatural At will, can Snek assume the s abilities and characteristics are , Great Fortitude, Scribe, Great Scroll ’ – B at-footed 16*; Base Atk +4; 16*; Grpat-footed +4; fl 1 ( Hide +21, Listen +4, Spot +4; Alert- +4; Spot +4, Listen +21, Hide – Once per day, Snek can Snek make a normal day, per Once When Trillia When uses a s familiar is pseudonatural a named toad ’ Bluff Female human conjurer 5/alienist 5; 5/alienist 10; human CR Female conjurer Pseudonatural toad familiar; CR Abyssal, Common, Infernal, Terran, one Infernal, Abyssal, one Common, Terran, Trillia , Spell Focus (conjuration). B True Strike (Su): Alternate Form (Su): Snek: Skills and Feats: 5 against nonpseudonatural creatures), Knowledge 5 against Knowledge creatures), nonpseudonatural 5 against nonpseudonatural creatures), Handle Animal Animal Handle creatures), nonpseudonatural against 5 – at-footed 23*; Base Atk 23*; +4; Grpat-footed – New feat described 73. page feat on New abilities a remain unchanged. Other creatures receive penaltymorale attack on rolls against in alternate its Snek form. touch spells, improved evasion, low-light vision, resistance low-light spells, evasion, touch improved electricity speak 10, 10, acid withto speak amphibians, spellwith resistance master, 20; SV Ref Fort +3, Will +2, Cha 5. Wis 14, 10, Int 11, Dex Con Str 12, +10; 1, +4 armor *Includes from bonus attack a single with attack on insight bonus a +20 roll. This attack affected is not miss the by to chance that applies attack rolls against target. a concealed mass as a standard a tentacled form of action, although its sider; HD 10; hp 26; Init +1; Spd 5 ft.; AC 24*, touch 15, 15, touch 5 ft.; Spd 24*, 26; Init HD 10; +1; hp sider; AC fl ft./0 ft.; true SA 2-1/2 Space/Reach strike; SQ alternate deliver damage 5/magic, form, amphibious, reduction ness. Familiar: Skills and Feats: † Languages: Summon Alien: 1 ( 1 ( summons a pseudonatural version of that creature. She cannot that creature.summons of She a pseudonatural version summon a nonpseudonatural creature with a spell. familiar The Snek. uses the own better its and of Trillia creature The bonuses. save Trillia Lilleir: Spd Init 6; 52; +1; plus Medium hp humanoid; 10d4+20 HD 30ft.; 17*, AC touch 13, masterworkAtk quarterstaff) Full or (1d6, Atk melee +5 +5 or blessing, alien SQ alien; summon SA (by spell); touch ranged familiar (pseudonatural toad), familiar bene link,empathic spells), share mad certainty, metamagic secret; Ref +4, Will 14, Con Dex 12, AL Str +10; 10, CN; SV Fort +7, Cha 8. Wis 12, 18, Int +4 armor *Includes from bonus tures), Concentration +15, Decipher Script Diplomacy +17, – – Spellcraft Listen +7, +17, planes) (the Knowledge +17, (arcana) Spot+19, +8, Survival when +1 on (+3 other planes); Alertness familiar), (conjuration) Arcane(from Defense other. spell a celestial summon or to summarized below. Summoning, Craft Wand Silent Spell SAMPLE ALIENIST SAMPLE 4 5, – – s mad ’ uence nonpseudonatural uence fl s predilection for study of of study s predilection for ’ s newly summoned familiars summoned s newly ). Ability from bonuses score ’ A 10th-level alienist, because A 10th-level spell. As an alienist becomes the familiar has been slowly Beginning at 5th level, an Beginning level, 5th at — uence nonpseudonatural crea- At 8th level, an alienist an level, 8th At fl At 9th level, an alienist learns the the learns alienist an level, 9th At From 6th level on, an on, alienist gains 6th level From s Handbook ’ 10. – Player summon monster summon 3 2

s control and sometimes moves, twitches, opens, and moves, sometimes s control s familiar, gains if the pseudonatural any, template ’ ’

d d n i . 2 t Timeless Body (Ex): Alien Transcendence (Su): Extra Summoning: Insane Certainty (Ex): Pseudonatural Familiar: p h or otherwiseor animates own This accord. its a of applies penalty on Disguise checks an alienist nature. true makes to conceal her an alienist shares who Anyone Realms Far the recognizes transcendent immediately her gainsnature, and she circumstance a +2 all on bonus Cha- (see page 160) in addition to the powers and abilities a familiarfor This the appropriate of effect level. does not normal anreplace existing familiar risma-based skill checks and ability interacting checks when with gains such beings. circumstance She a +2 on bonus whom creatures to other any Intimidate checksinvolving abnormal nature. her reveals she tures increases to takes ability perpetual of longer secret no penal- She youth. agingties for and 6 cannot be magically Table (see aged certainty crystallizes a truly into chilling mania. gains She an faculties mental additional points, 3 hit her continue but in and Handle penalty degrade.to Her Bluff, to on Diplomacy, made checks Animal achieving Upon alien transcendence, an alienist undergoes usually change, a minor physical growing a small tentacle strange other feature, suchor as an extra organ, appendage, or enigmaticeye, lump. An alienist can hide this abnormal- alienity the but in hood, growth or a robe the under is not alienist of long association with long of alien study of and intense entities an becomes and form mortal her transcends secrets, insane Additionally, alien type creature. Her outsider. to changes and resistance acid to gainsshe 10/magic damage reduction and electricity10 10. page 109 of the the of 109 page aging stillaccrue, and penalties any the alienist have might by away stolen is An alienist place. in remain taken already seen is time never and she is her up, when horrible entities again. one extra canThis spellone highest slot be level. her spell at slot point. From now on, the alienist the on, now point. From already possess If the pseudonatural an alienist template. has familiar,no this ability has effect. no a used for only spells, extra the learn migrates to to up slot higher-level able level. highest new the alienist taking pseudonatural on aspects as the alienist rises in level, and those characteristics fully become functional this at Handle Animal checks made to in creatures. C _ 5 2 9 7 1 _ 0 2 6620_17925_Chpt2.indd 23 6620_17925_Chpt2.indd 24 24 2 0 _ 1

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C CLASSES h p t 2 . i n d d its mutable elements. Sometimes referred to the as the imperfectioncontradicts of the everchanging world and therefore and of spells, represents of aperfection intent that medium the through only being into comes it world; physical perhaps the the most pure. in power No for analog this exists the energies summoned or shaped force all Of by magic, is cast), fatigue of touch DC 14) magic, read message, magic, detect enchantment and evocation): 0 familiar. her atarget of with aspell Shecast time. the may also 5feet at within is latter the if her familiar affect also herself does. item connection tothe same an or aplace the that familiar of The up to master 1mile. has at adistance her familiar with of of +2, intellect of headband IV; monster summon killer, stoneskin, 2nd daze, V, IV, monster monster teleport. summon summon tacles, fear 4th (2), silent shield; 5feet. it within is Alertness (Ex): (includedhit points the above in statistics). 3additional Trillia grants creature This afamiliar. having

2 4 Share Spells (Su): Spells Share Bene Familiar Possessions: Ring of protection +2, protection of Ring Possessions: Spellbook: Empathic Link(Su): Empathic Wizard Spells Prepared Wizard stoneskin, book for Trillia (see Familiars, page 52 of the the water.or in munication without magical help. magical without munication with Trillia. Other creatures do not understand the com- (including dire varieties). of itself as approximately kind the same animals with fails. throw saving the if damage half and throw saving successful a with damage no takes it damage, half Re a attempt to it allows normally that — displacement, stinking cloud — obscuring mist, ray of enfeeblement enfeeblement ray of mist, obscuring fl disguise self, spider climb, web web climb, spider self, disguise 2nd are, light, ray of frost; dimensional anchor anchor dimensional summon monster II; II; monster summon ; Improved Evasion (Ex): Evasion Improved Deliver TouchDeliver Spells (Su): Speak with Amphibians (Ex): Amphibians with Speak Amphibious (Ex): Speak with Master (Ex): Master with Speak 1st ). (DC 18), (DC — — as above as plus 0

wand of invisibility of wand bear disguise self, expeditious retreat, mage armor Snek grants its master Alertness as long as as its master Alertness Snek grants ’ s endurance, detect thoughts thoughts detect s endurance,

silent fi Trillia may have she on casts any spell Trillia ts: Trillia can communicate telepathically can Trillia

Snek can survive comfortably on land survive Snek can ARGENT SAVANT Trillia gains special bene special gains Trillia (caster level 10th; prohibited schools potion of cure moderate wounds, summon III monster (+5 ranged touch) ranged (+5 — 1st 3rd Snek can communicate Snek verbally can If Snek is exposed to any effect Snek exposed If is all others except all (15 charges), 350 gp. Snek can deliver touch spells deliver Snek touch can spells — (DC 18), (DC — — acid splash (DC 17); 3rd masterwork quarterstaff, grease, summon monster I; monster summon grease, tongues; Snek can communicate communicate can Snek 5th summon III; monster — fl (+5 ranged touch) ranged (+5 ex saving throw for throw ex saving cloudkill, dismissal. cloudkill, 4th , Evard (+5 ranged touch) ranged (+5 (DC 16), (DC (2); 5th (2); (+4 melee touch; Player — — dancing lights, lights, dancing dispel magic dispel phantasmal phantasmal ’ s black ten- s black fi “ ts from ts — false life, ’ You s Hand- (already (already “ scroll silent force force ” on on ,

, Class FeaturesClass Skills Class Requirements protective protective any defensive when due of toClass casting ahalo spells made with rolls attack a other level any from would longer, last instantaneous she her could subtract class force: acid, cold,than electricity, other energy of manipulation the to focus her redirect to is suf of wards force. Argent powerful savants of with domicile or sorcerer who protected has his wizard on apowerful take to NPCargent aim that groups savants join sometimes savant. embark cannot onspellcaster the secret of studies the argent level. in advance they Without as some facility at the spells manipulation force of magical of force, a number a choose who Most argent savants evokers are or abjurers, or sorcerers powercontrol mystical of at this every opportunity. she and and to her seeks increase understanding disposal, at her spells force thenoblest as magical most fascinating and mage, known. per day spells and spells level of determining for the purpose argentan savant, she must decide to to add which each class more one than arcane spellcasting class before becoming she If had bonusthe by awizard). feat gained sometimes bene level.prestige class She not, does however, any other gain to which she class belonged before the adding spellcasting alevel arcane an gained applicable) she in if hadalso if as known, per day (and argent new spells an spells savant gains Known: Day/Spells per Spells pro no class. prestige features of the argent class are the following savant All (Int). Spellcraft individually) (Int), taken Profession (Wis), skills, and (all Concentration are (Con), (Int),skill) Craft Knowledge The argent savant tor, at one least of which must 5th be level or higher. the following criteria. all to argent become an must savant,To acharacter ful qualify fi ery argentery savant a+2 competence would gain bonus on Hit Die: Weapon Pro Armor and Points Level: at Each Skill Skills: Adaptation: Spells: fi cient ability can dissolve the force of can others. effects cient ability fi t a character of that class would have (such class of that as t acharacter gained ” fi the argent savant regards spells that evoke argent the that savant regards or spells apply fi re re spells. ciency with any weapon or armor. or weapon any with ciency Knowledge (arcana) 6 ranks, Spellcraft 12 ranks. Spellcraft Knowledge (arcana) 6ranks, Able to cast at least least at cast to Able fl d4. ame. Fire spells with a duration longer than fi One way argent the to make savant different re damage she takes, and she re she and damage could dispel takes, ’ s class skills (and for the key each ability skills s class fi re spells and a +2 bonus to Armor a+2 and bonus to Armor re spells fi ve spells with the force descrip- fi ciency: 2+Int modi fi re, or For sonic. instance, At each level Ateach 1st, after Argent savants gain gain savants Argent fi er. 99/15/04 2:50:10 PM / 1 fi ll 5 / 0 4

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Illus. by S. Belledin 5 1 / 99/15/04 2:50:12 PM the the at-foot- fl 20, mas- s former s former – ’ s level from s level s level), the the s level), ’ ’ Female wall of force, ARGENT ARGENT SAVANT s ’ SAMPLE gent savant 2; CR 12; Medium ). succeeds If she Silveth Agrei- 10/ar- sorcerer mal: humanoid; HD location. liberated spell energy energy spell liberated would deal 5d6 points caster of damage force to of the wall anyone within 10 feet feet 10 within anyone savant unbound another another unbound savant wall of force 12d4; hp 31; Init +3; 30 Spd 31; hp 12d4; 16, touch ft.; 22*, AC Base Atked 19*; +6; Grp +6; Atk +7 melee (1d8/19 Atk melee +7 such as such At 5th level, an argent savant learns learns savant argent an level, 5th At 20, masterwork longsword) or +9 ranged – dispel magic, — 10 feet ofthe unbound spell. For example, if an argent the dispelledthe spell all to creatures within and objects effect and deals 1d6 points of force damage per level of of damage level effect points per force and of deals 1d6 force effect isforce unbound. This immediately dispels the Unbind Force (Su): Force Unbind +7/+2 melee (1d8/19 melee +7/+2 (bytouch spell); specialization; force SA SQ elf traits, force vision; low-light ALarmor, Ref N; +8, SV Fort +5, Will +11 a single this attack for purpose; savant the deduct total the damage spell, the dealt by damage the dealt by not each individual missile. spell a force effect or and liberate magi- its unweave to how As standard a cal can dispel to action, energy. she a attempt those normally spellsingle effect force or within (even 60 feet to immune opposing + caster 11 (DC check level a caster on +9 (by or ranged touch spell); longsword) terwork Full Atk an argent savant argent an Silveth Agreimal, Agreimal, Silveth t deal ’ is considered considered is s ’ magic missile, magic cult cult fi cast by a 9th-level wizard/1st- cast a 9th-level by Force An argent savant gains a +2 compe- mage mage s level and casting s level s force spellss force increases 4. by ’ ’ mage ar- mage At 2nd level and level At 2nd Due to her improved understanding improved her Due to magic missile s AC, s AC, ’ s normal armor ’ 5 2

4: The Argent Savant Argent 4: The d nor- – spell. d n i adds an adds armor +6 of bonus . 2 t Force Specialization: Ablate Force (Ex): Force Ablate Enduring (Ex): Force Force ArmorForce (Ex): spells force than other t from defensive p 1st +0 +0 +0 +2 Force specialization Will specialization Ref Fort Attack Force +2 Base +0 Level +0 +0 1st Bonus Save Save Save Special Spells per Day/Spells Known 2nd 2nd 3rd 4th +1 5th +1 +2 +0 +2 +1 +0 +1 +1 +1 +3 +1 +1 +3 armor Force +4 Extended force +4 Ablate force Unbind force level of existing +1 arcane spellcasting class level of existing +1 arcane spellcasting class level of existing +1 arcane spellcasting class level of existing +1 arcane spellcasting class fi h prevent force damage to herself. She subtracts her class level subtracts class herself. damage level to She her force prevent spellfrom spell effect. force damage any or dealt by A force producing multiple attacks, such as to counter or dispel. a or of duration counter The to spellforce is cast doubled, savant the by as if had been applied the Extend Spell feat spell the However, it. to time same restrictions are unchanged. The that apply to extended spells apply to spells affected by en- or during DC the In required addition, counter to force. savant dispel argent the can higher or magicalof 4th of savant level an argent force, but an argent savant with this ability casts who mor AC. her to 3rd or level higher linger longer than difnormal, are and more they mally adds armor an +4 of bonus to the caster of savant argent an by cast spells vides an armor bonus to bonus a shield or increas- she Class, Armor spelles the example, 2. by For bonus armor of force damage with force of her sword higher, an argent savant gains more ben- e characters. casts If she spella force that pro- casts If spell with descriptor. the force doesn the force points damage deals of missile. per savant 1d4+2 argent level deals savant 4d6+7 points argent wizard/4th-level A 9th-level attack on bonus rolls spells.tence with force made her She alsoadds a +1 bonus to each die of damage dealt by spells she the to bonus a +1 only damage expressed adds dice, she by total damage dealt. a example, For C _ Table 2 Table 5 2 9 7 1 _ 0 2 6620_17925_Chpt2.indd 25 6620_17925_Chpt2.indd 26 26 2 0 _ 1

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C CLASSES h p t 2 . i n d d resilient sphere sphere resilient 4th protection energy, from ray of exhaustion wounds, ring of feather falling, ring of protection +3, potion of cure serious cold through their veins sweet They their is music: of through the sound life. veins. To their blood in few, these fortunate this say the These that newly spellcasters raised the to tale. tell returned deathrienced and of who those have the understanding nottranscends expe- a comprehension that parts of the its body and individual to anew beyond the great enlightenment brings back and For few amiracle. form such arare such trip this arcanists, to resources per- magical the powerful companions with others brought and are death by from back the afterlife; have a chance at glory; true others must contendturers, Some before cut down are with. they adven- all like spellcasters, that risk ultimate the is Death ray eagle ment 1st detect magic, detect poison, ghost sound, light, message, read magic; 0 offered bynormally increases 2. bonus armor the Class, Armor to bonus armor an provides foractively it. looking door is entitled to a Search check to notice it as if she whoelf 5feet merely were of asecret within passes or concealed dealt. by she dice, expressed adds only a+1 bonus damage to total the Penetration, Spell tude, Split Ray Apti- Empower Magical Combat Spell, scrolls); Expertise, Spot +1,on scrolls), +13 Use Device Magic (+15 when using +17Listen +1, (+19 +3, Spellcraft Search to decipher spells bonus from *Includes armor +6 Cha18. 8, Wis (+13 enchantments); 10, Str 16, against Dex Con 10, Int 13, they hear upon returning to life is the pulse of life-giving doesn forcethe force the descriptor. spell If she with +1 casts bonus by dealt of to spells die damage each She her adds force a made with spells. rolls bonus on attack

— 2 6 Possessions: † Force Armor (Ex):Force Armor Force Specialization: Force Languages: † Skills and Feats: Feats: and Skills Elf Traits: Elf Sorcerer Spells Known — New spell described on page 116.New described spell New on feat page 83. described — (+9 ranged touch) ranged (+9 acid splash (DC 19). (DC ’ s splendor, Melf s splendor, (+9 ranged touch) ranged (+9 mage armor dimension door, orb of force door, of orb dimension scroll of scroll Masterwork longsword, Masterwork Common, Elven. Draconic, Elves have immunity to magic sleep effects. An An effects. sleep magic to immunity have Elves (DC 18); 5th (+9 ranged touch) ranged (+9 barkskin Concentration +13, Knowledge (arcana) +7, (arcana) Knowledge +13, Concentration (already cast), (already ’ s acid arrow arrow s acid , see invisibility; , see (6/7/7/7/7/4 per day; caster level 11th): 11th): level (6/7/7/7/7/4 caster day; per , shield, unseen servant; If Silveth casts a force spell that that aforce Silveth casts spell If (caster level 6th), 120 pp. Silveth gains a+2 competence Silveth gains BLOOD MAGUS BLOOD — Bigby † magic missile, ray of enfeeble- ray of missile, magic (+9 ranged touch) ranged (+9

, arcane mark, dancing lights, lights, dancing mark, , arcane (+9 ranged touch) ranged (+9 † . mage armor. ’ s interposing hand, cone of of cone hand, s interposing 3rd fi nd true peace only in in only peace true nd cloak of resistance +2, +2, resistance of cloak — (+9 ranged touch) ranged (+9 dispel magic, haste, haste, magic, dispel 2nd ’ t deal damage damage t deal fl ow of blood blood of ow — fi rst sound sound rst , scorching , scorching , Otiluke cat ’ s grace, s grace, — ’ s ;

Requirements Class FeaturesClass Skills Class the following criteria. all region They rarely, thus are NPCblood magi ever, are if groups. found in more likely to be thinly scattered throughout a To qualify to become a blood magus, a character must ful acharacter to become ablood magus, To qualify magic. powers his bloody blood the magus that patron this sacri gives blood he also blood magic, works his blood magus the to somewould or deity the class to entity. be tie Whenever to have mostthey likely are enlightenment, of their and nature to unusual the owing fl to vital They evoke learn this from magic closecall. their blood of their understanding deceased spellcasters who, when returned formerly become blood magi: spellcasters Such arcane to life, gain an embrace it. theyand greedily warm, its and place. It in thick awaydeath is life leaving and form, their of particle every reenergizing it feel can or minor knife cut to draw the requisite blood is a free action action afree blood is to requisite the cut draw knife or minor any, the spell increase doing so in and blood for own of his aspell a drop known. per day spells and spells of determining purpose he must decidemagus, to add to level which each class for the before class ablood becoming spellcasting one arcane than he hadmore If bonus bythe awizard). feat gained sometimes other any gain however, bene not, does He level. class prestige the arcane spellcasting class to which he belonged before adding alevel an gained applicable) in he if hadalso if known, as per day (and spells new spells gains 10th,and ablood magus Spells per pro Day/Spells Known: class. prestige features of the blood magus class are the following All (Int). (Wis), Spellcraft and (Cha), Bluff are Concentration (Con),skill) (Int), Craft Heal The magus blood returned to life. uid that sustains their lives. Blood magi cannot be trained, trained, be cannot lives. their Blood magi that sustains uid Special: Spells or Spell-Like Abilities: Spell-Like or Spells Feat: Skills: Alignment: Hit Die: Blood Component (Su): Weapon Pro Armor and Points Level: at Each Skill Adaptation: fi ciency with anyciency weapon with or armor. fi fi ce to the deity or entity so named, and it is through it through and named, is ce to so the or deity entity t a character of that class would have (such class of that as t acharacter gained ’ s spellcaster population. s spellcaster Great Toughness. Fortitude, Concentration 4ranks. The character must have been killed, then must The have character killed, been d6. Any but lawful good. but Any lawful A twist on the blood magus as presented as on blood the magus here Atwist ’ s class skills (and for the key each ability skills s class fi A blood magus can substitute substitute can Ablood magus rst rst been sorcerers. fi ’ ciency: s importance, bequeathed by s importance, 2+Int modi ’ s material components, s material if Arcane caster level 5th. At each level except 5th 5th level except each At ’ s power. The pinprick Blood magi gain no gain magi Blood fi er. fl ushing 99/15/04 2:50:16 PM / fi 1 ll 5 / 0 4

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CLASSES 4 0 / 5 1 / 99/15/04 2:50:18 PM a — ). A blood a scar follows magical scars. ” ” read “ ) using an alternative reading “ Monster Manual s own skin leaves a limiteds own skin leaves ’ as spell the day. per once s Handbook ’ s blood ass blood a full-round action. The ’ At 4th level, a blood magus a blood At 4th learns level, From 5th level on, a blood magus a blood on, can level 5th From Player death knell At 3rd level and higher, a blood magus blood a and higher, level At 3rd a blood draught remains draught a blood in circulation ” ) using an medium. alternative All rules, s body. The maximum The draughts of s body. number that dealsict a wound 1 point damage of to ’ fl — — even if he is subsequently returned to life. Blood Blood life. to returned subsequently is he if even brewed, “ — s Handbook ’ Homunculus (Su): Death Knell (Sp): Blood DraughtBlood (Ex): blood magus must have an open wound to share the effects an share to blood magus open wound have must the of 154 page (see homunculus standard action that provokes attacks of opportunity, like like a blood-draining by or attack. opportunity, of attacks magus a blood a draught, consume pricks his skin, To provokes that automatically bringing forth the desired effect. This is a action standard drinking a potion. individual Another can partake a blood of drinking by has stomach) a strong she or 1 he (if draught theounce blood magus of with draught a blood creature;of another if lacks the he one, creature can in magus blood the as part draught. the consume action the to of magusA blood his cannot in share blood to store a container be drawn must time. draught blood from fresh a later The at within loses potency it or 1 round. his body, creature companion lifeuse give a new his to to blood feat (see page 99 of the medium. Likewise, ability. this Scribe Scroll to to All apply rules, that expenses XP and costs, apply also the same rules as reading a scroll, magus a blood only but his own scars.can One decipher and inscribe easily to room of amount magus a blood Thus, six only can these scars of have any at one time. has the ability use to slain, are if all they is but his ever score, he Con immediately ruined accidentally through lost loss blood major draughts are never the inscribedthe spell is cast, time heals which at wound the magus a blood gains the Scribe Effectively, normally. Scroll also Potion apply XP Brew costs, to and expenses apply that thisto with ability, following the exceptions. Once within a magus how to store spells of up to 3rd level in his own blood. spells level 3rd to store up to of how Effectively, he gains the Brew Potion feat (see page 89 of the Player time one is can at equal + he his to store magus blood level level of existing +1 arcane spellcasting class t apply t apply ’ 1 point t have to to t have ” ’ Death knell s caster level level s caster ’ ignore “ s level. A 5th-level blood magus blood A 5th-level s level. A blood magus has a knack for ’ ). magus A blood still takes all the Beginning at 2nd level, a blood magus a blood Beginning level, 2nd at A blood magus A blood stable automatically becomes s acid arrow ’ 7 cation (Ex): cation 2 Melf fi

5: The Blood Magus 5: The d d – n i . nish spell the is casting. he 2 fi t Stanch (Ex): Scari Durable Casting (Ex): p 10 hit points hit lower. or 10 5th +2 +4 +1 +1 Homunculus +1 4th +1 5th +2 +4 +2 +4 +1 +1 Blood draught level of existing +1 arcane spellcasting class 6th 7th 8th +3 9th Bloodwalk +3 10th +5 +3 +3 +7 +4 +4 +5 +5 +6 +2 +6 +2 +2 +2 +3 +2 Bloodseeking spell +2 Thicker than water +3 Awaken blood Infusion level of existing +1 arcane spellcasting class level of existing +1 arcane spellcasting class level of existing +1 arcane spellcasting class level of existing +1 arcane spellcasting class Base Attack Fort Ref Will Ref Fort Attack stanch Base Level casting, 1st Bonus +1 2nd Save durable +1 +0 3rd +1 +3 Save +1 Save +2 Special +3 +0 +0 +0 +0 Blood component, Scarification Spells per Day/Spells Known level +1 of existing arcane spellcasting class level of existing +1 arcane spellcasting class h his points hit still 0. dropwhen He below dies if reaches he – can inscribe spells damage on no deals his skin (which the scratching own deeply skininvolves for later use. This process scars). remain scratches The fresh until often leaves but make a Concentration check if check make a Concentration struck points 5 damage of for or less). Because this of damage magus a blood ability, takes from and bloodseeking spell specialusing his component blood requires himabilities check make to a Concentration never to a spell purpose the for determining of DC the his of Con- cast to successfully. check Ifcentration struck 5 points of for damage while casting make a spell, a Concentration must he successfully to check + 4 (damage cast, DC the is 10 but only spell + the dealt minus 1) could ignore up to 5 points of damage dealtthat damages him during casting thus wouldn (and from each source (or whenever he is subject to a source of continuous as such damage, damage dealt to him, but thedamage is directability or on, spells cast, to concentrate successfully. less likely to affect his magus blood can a 1st-level example, For of damage from each source that damages him while casting them despite taking despite them the purpose damage while doing so. For on, cast, makingof to check concentrate a Concentration be direct distracted might or he a spell damage, a by when magusblood subtracts from point hit any damage his level himdealt to an by attack that strikes him during action the by 1. Damage 1. ifby reduction, doesn the character has any, thisto damage. If (greater than a spell 1 has a costly material component still must be If provided. component gp), the a spell has no magus a blood canmaterial still component, use this ability enhanceto a spell if desires. he (just like using material components) that becomes a normal a (just becomes that like using material components) part casting of spell. the this Using ability deals 1 point of damage the blood magus to raises but the spell casting on concentrate spells to being able and maintaining C _ 5 Table 2 Table 2 9 7 1 _ 0 2 6620_17925_Chpt2.indd 27 6620_17925_Chpt2.indd 28 28 2 0 _ 1

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C CLASSES h Illus. by G. Kubic p t 2 . i n d d part of casting the spell. Damage reduction, if a blood magus ablood magus reduction, Damage if the spell. of casting part becomes and anormal to of blood the damage magus points in must To targets. ability, their ablood magus from this use to blood draw ability the with spells imbue his can magus time. have can only one homunculus at magus Ablood any given magus the noted as of in damage, points 2d10 homunculus takes destroyed, his is If ablood magus level. reaches 9th magus blood The on). so and of when 6Hit Dice the homunculus advances to amaximum saves, bonus, attack base (increased Dice Hit Manual, on pageadvances of 290 described 1Hit the as Die, level, aclass homunculus his gains ablood magus time Each of opportunity. attacks with each touch). wounds his to (up transfer the creature can to 1hp per level This magus homunculus, ablood the Byhomunculus. touching is a his with standard enjoys link Ablood magus normal astronger than action that 1hour. requires provokessacri however,the homunculus; must permanently ablood magus need not meetmagus any of the given prerequisites to create

his bloodwalk ability to

2 A blood magus uses fl 8 Bloodseeking Spell (Su): Spell Bloodseeking enter a bugbear . ict a wound on himself; this is a free action that deals 3 deals that action afree is this ict awound on himself; fi ce 1 hit point as part of the creation The process. process part as ce 1hit point ’ s death results in the death of his homunculus. the death of his in s death results and it gains all the normal bene normal the all it and gains has any,has doesn Beginning at level, 6th Beginning ablood A bloodseeking spell deals deals spell A bloodseeking ’ t apply to this damage. t apply to this Monster Manual. Monster an extra 1d6 points of fi ts ofts its increased damage from the damage to each target that takes Ablood Monster Monster plant, undead, or other creature without blood or a similar plant, undead, or other without blood creature or asimilar lessly (except enter creature elemental, an any living ooze, seam- he can not does that provoke of opportunity, attacks action Once per day creatures. astandard as blood of living the via distances great himself to transport ability natural to the song the super- of He blood. attuned gains perfectly to his Constitution score. a2-point increase he gains of the infusion, partaking After blood. own of his distillation one-time prepares aspecial effect. to this immune are bodies their within substance without bloodcreatures or asimilar elementals, any undead, and plants, oozes, Constructs, instantaneous. The is previous effect attempt his failed. if day the later in it to again use day, try can but ablood magus usable only is once per 10d10 ability This ofdamage. points at the victim once. The pressure disrupts the opponent opponent bestow momentary consciousness can onmagus an quite quite unsettling. fi (see below). creature though, the destination most cases, In otherwise wishes ablood magus unless painless is creature a adjacent which to exiting appear. and Entering in square day.) an chooses ablood magus acreature, When exiting for that not up ability the does use touch attack (A missed ing, he must make a successful melee touch attack to enter. unwill- intended is creature an If creature. entry entry an as himself use cannot Ablood magus to blood magus. the need creatures not familiar be destination and The entry 1/bludgeoning. reduction damage gives blood magus the ability This take. the wound, avoiding some damage that he would otherwise from blood withdraws his injured, is When ablood magus magus blood effect. to this immune are bodies their within substance a similar any without undead, and blood plants, creatures oroozes, elementals, ofConstructs, or damage. other kinds drain, ability damage, ability deal that not damage, to spells point spell. This extra damage applies only to spells that deal hit nds being the endpoint of a magical portal surprising and and surprising portal nds the endpoint being of amagical fl uid) whose size equals or exceeds his own and pass any pass or and own exceeds his uid) whose equals size distance to another living creature on the same plane in a a in plane same the on creature living another to distance it preserved in a vial that he that carries. it avial preserved in two. the separating merelyA blood magus distance and designates adirection distance the of regardless round, single Bloodwalk (Su): Bloodwalk Infusion (Ex): Awaken Blood (Su): Water Than Thicker (Su): as close as possible to the desired location. He can creature to adestination him transports ability bloodwalk ( ously asample obtained of that creature he previ- has endpoint the as unless individual a named “ a living creature twenty miles due miles west twenty creature of herea living ’ s blood. If he hits a foe with amelee he afoe hits touch with If attack, s blood. ’ ’ s vital s vital s blood tries to gets blood of tries free its con Upon reaching 9th level, 9th Upon ablood magus reaching At10th level, becomes ablood magus fl uids are partially under control. his partially are uids At 8th level At8th higher, and a blood At 7th level At7th higher, and a ’ s tissues, dealing ’ s blood and has has and s blood fi nement ” ), and the ’ t specify t specify — 99/15/04 2:50:19 PM / 1 all 5 / 0 4

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Illus. by G. Kubic 5 1 / 99/15/04 2:50:24 PM on ” You ts ts from “ fi s choice. ’ If Agrippa is is Agrippa If Agrippa can communicate Cotter gains Cotter special bene Cotter can inscribe up to six spells on y, invisibility, mirror image, remove curse, Cotter can communicate telepathically telepathically can Cotter communicate fl ts: Cotter may have any spell any casts he on have Cotter may fi Can approaching sniff detect enemies, out ex saving throw for half damage, Agrippa grants Alertness master its as long fl . . . and then bursts forth in a bloody exit a bloody in forth bursts then . . . and cation (Ex): cation fi Scent (Ex): Speak with Master (Ex): Improved Evasion (Ex): dimension door, hidden foes, and foes, track smell. of hidden sense by withverbally Other understand creatures do not Cotter. magical without communication the help. exposed to any effect that normallyattempt aRe allows it to takesit damage no with a successful saving throw and half damage if the saving throw fails. Familiar Bene Empathic Link (Su): Share Spells (Su): Scari his use own skin as if later for using Scribe the Scroll feat. Cotter currently has the following spells inscribed his on skin: spell other DM the of one and any with his familiar a distance at has 1 mile. master to up of The familiar that the a place or an samethe to connection item does. feet 5 within is latter the if familiar his affect also himself also the time. may at He cast a spell with of a target having a familiar. This creature grants on bonus Cotter a +3 statistics). in above the Bluff checks (included (Ex): Alertness isas within it 5 feet. his familiar. s ’ 20, – Player s base save s base save ’ he When er). at-footed 15*; at-footed ts ts (Alertness, fi ; Tiny magical fl fi — s caster level by 1. 1. by level s caster ’ mage armor. mage mage armor. mage stanch;cation, AL N; SV s Con modi s Con fi ’ Agrippa touch can deliver Cotter can Cotter substitute a drop of at-footed 21*; Base Atk +4; 21*; Grp at-footed ; SQ blood component, durable durable component, ; SQ blood fl Cotter subtracts Cotter 2 from DC the of s material component (if it has no it (if s material component ’ — Balance Climb +11, Hide +11, +15, s abilities and characteristics are sum- ’ s familiar is viper a Tiny named Agrippa. ’ s body, dealing points damage of 10d6 s body, ’ Agrippa that deals has a poisonous bite Male 6/blood human sorcerer magus 2; Tiny viper familiar; CR Bluff +18, Concentration +13, Diplomacy +6,Diplomacy +13, Concentration Bluff +18, ). Cotter Common. 9 2

Deliver Touch Spells (Su): Spells Deliver Touch Poison (Ex): Skills and Feats: Agrippa: s class level + blood magus + blood s class level ’ d d n 7; Atk +9 melee (1 plus poison, bite); Full Atk +9 melee (1 i . spells for Cotter (see Familiars, page 52 of the the of 52 page DC is initial save The Con. and secondary 1d6 damage of Familiars, 10. (see Cotter for spells Listen +6, Finesse. +6, Spot Swim Weapon +5; Handbook plus poison, bite); Space/Reach 2-1/2 ft./0 ft.; poison; SA Space/Reach 2-1/2 poison, plus bite); speak scent, spells, touch evasion, SQ deliver improved with master; AL Will Ref N; +5, SV +6; Fort +5, Str Dex 4, 8, Int Cha 2. Wis 12, 11, Con 17, +4 armor *Includes from bonus beast; HD 8; hp 21; Init +3; Spd 15 ft., climb 15 ft., swim ft., 15 climb ft., 15 Spd +3; Init 21; 8; HD hp beast; 15, touch 24*, AC ft.; 15 – 2 t Durable Casting (Ex): Familiar: Language: (Su): Component Blood Skills andFeats: p h makes a bloody exit,makes magus a bloody a blood a DC succeed on must be stunned or from 1 round shock Fortitude the 15 save for hisof expulsion. Damage reduction does not apply to this to apply Damage does damage. not reduction The familiarThe own uses and its better Cotter the of creature The bonuses. marized below. of damage to Cotter but raises the spell the raises but as a free action.gp this Using value) ability deals 1 point Cotter to damage of continuous of source per (or Concentration damage checks made to cast, concentrate on, or direct takes he when spells damage). (from familiar),(from Fortitude, Dodge, Great Spell Focus (evoca- Toughness. tion), CR 8; Medium humanoid; HD 6d4+12 plus 2d6+4 plus 3; 3; plus 2d6+4 plus 6d4+12 HD humanoid; Medium 8; CR 12, touch Spd 30 ft.;Init 42; 16*, +1; hp AC Disguise act Intimidate to in +4 character), +6; (+6 Alertness a spellhis own for blood Cotter Maggin: Base Atk +4; Grp Atk Full +5; or Atk (1d4+1/19 +6 melee masterwork dagger); SA link,empathic spells), share scari 8, Int Wis Ref +3, WillFort +9, 14, Str Con Dex +5; 13, 12, Cha 19. 10, +4 armor *Includes from bonus casting, familiar (tiny viper), familiar bene familiar viper), (tiny familiar casting, If desires, he blood a magus can make to a bloody attempt exit bursts from destination the creature. forth He explosively creature the from + blood unless 10 creature the (DC makes a Fortitude save magus C _ 5 SAMPLE BLOOD MAGUS BLOOD SAMPLE 2 9 7 1 _ 0 2 6620_17925_Chpt2.indd 29 6620_17925_Chpt2.indd 30 30 2 0 _ 1

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C CLASSES h p t 2 . i n Table 2 d d new ef new at 10th level.another ability The 7th-level could allow ability levels, 9th atperhaps at and least, 7th ability an gain should the class means This areas. all implied progression in formatter to the class extend than ef desires. power by replacing who those have what ef the or seekto attain mockeries of creating the living delight in loners Afew inquisitiveness. whoand bitter spiteful are and curiosity own their to satisfy pseudolife of creating process who the indulge experimenters in are or Others bought. charmed of be retinues absolutely who cannot loyal guards to wealthy lords or services merchantstheir who desire NPC ef don generally ers sometimes also become ef don that minions loyal elements to nonliving life to ameans as create of imparting Ef pace. slower master continues to the study secrets albeit at of a magic, even the ef companions time, Atthe same cohorts. and defenses, to and create ability guardians, mud, this uses and master brings to life sculptures made of clay, snow, The creations ef of other spellcasters. similar animates wax, or which that than more vital far and resilient apseudolife with long Through life. true of creations his to he infuse learns experimentation, study and imitation the in expert an is master the ef itself, force of life Fascinated by the animating cat of wand wounds, serious cure of potion +2, Charisma of 4th blur,endurance, invisibility; see 0 reaches he if dies points or below. still He 0. below drop points hit his (22 charges), gold amulet (600 10 gp), pp. mage armor magic; read touch) ranged (+5

5th +2 +1 +1 +4 Effigy link +1 level of existing spellcasting class spellcasting +1 ofexisting level class spellcasting existing of level +1 link Effigy Known Day/Spells per Spells effigy Improved +4 +3 +1 +1 +1 Special +1 +2 Save +1 5th Save +1 +2 4th +1 Save 3rd +4 +0 2nd +1 Bonus +0 1st +0+0+3 Level Craft+0 Base +2 effigy Attack Fort Ref Will

— 3 fi 0 Adaptation: +1, protection of Ring Possessions: Sorcerer Spells Known (Ex): Stanch master the prestige offered might wish class gy more — acid splash fi fi – gy masters are often wizards who knowledge seekthe wizards often are masters gy ve levels of advancement. It would be a simple enough enough simple a be would It advancement. of levels ve enervation 6: The6: Effigy Master fi gies to createdgies be more cheaply. The 9th-level ability fi 1st gy masters are unusual individuals. Some sell individuals. unusual masters are gy (already cast), cast), (already ’ t pursue the class for long. class the t pursue — (+5 touch), ranged Those who enjoy really the concept of the Cotter automatically becomes stable when (+5 ranged touch) alarm, chill touch chill touch alarm, , fl are are ’ t require much maintenance. Sorcer- much maintenance. t require (6/7/7/6/4 per day; caster level 8th): EFFIGY MASTER (DC 15), (DC magic missile, mount; fi ve more levels, continuing the fi 3rd gy masters, although they detect magic, disrupt undead light, mage hand, message, masterwork dagger, masterwork . (+5 melee 15), touch; DC — fi reball (DC 18), (DC 2nd fi gy master — – ’ s grace s grace — — 10 hit hit 10 cloak cloak bear

fi fi fi +1 level of existing spellcasting class spellcasting +1 ofexisting level class spellcasting +1 ofexisting level gy gy gy fl y; ’ s Class FeaturesClass Skills Class Requirements Spellcraft (Int). Spellcraft individually) (Int), taken Profession (Wis), skills, and (all Concentration are (Con), (Int),skill) Craft Knowledge The ef whetherlist, or able not is the character it. to cast 2ranks. Use Device Magic 5 ranks, working) 10 Knowledge ranks, (arcana) Spellcraft 5 ranks, the following criteria. all ef an become to qualify To to the similar amanner in ef an possess to master +1 level caster gaining at 10th level) ef the might allow +1. additional byThe an throws improve ef an could further the maximum Hit Dice of Hit Dice ef maximum the level class add his level caster master to can his to determine (see ef page an 151 on repairing for details ef an to repair engineering) and (architecture Knowledge nor in he task, does need feat the this or ranks feat to Construct completehe the Craft need not possess known as ef known. day spells and per spells to add level each of determining for purpose the becoming ef an before class spellcasting one than more had he If on). so undead, abonus or feat, destroying and ofchance turning bene prestige class to which he belonged class before the adding spellcasting level. He alevel gained a applicable) in he if hadalso does if known, as not, however, ef an 1st, gain any Spells other per pro Day/Spells Known: class. prestige features of the ef class are the following All Skill Points Level: at Each Skill Special: Feat: Skills: Hit Die: Craft Ef Craft Weapon Pro Armor and fi ciency with anyciency weapon with or armor. fi t a character of that class would of have class that t acharacter (improved gained fi gy master Craft Wondrous Craft Item. Craft (leatherworking, metalworking, (leatherworking, or wood- Craft fi gy master gains new spells per day (and spells per day (and new spells spells master gains gy Must have the fi d4. gy (Su): fi (seegies page 151). other Unlike creators, fi gy master, gy he must decide to which class ’ s class skills (and for the key each ability skills s class — An ef fi gy once per day forgy up to 10 minutes fi gy master,gy must acharacter ful fi magic jar magic simulacrum gy master create gy can constructs fi fi gy ciency: fi gy that he can create. that he can gy 2+Int modi fi ’ s attack, damage, and saving saving and damage, s attack, nal ability (in return for (in not return ability nal At each class level class Ateach after spell. Ef spell on a class spell spell on aclass spell fi gy masters gain no masters gain gy fi fi gy). An ef er. fi gy he creates fi gy master gy fi fi 99/15/04 2:50:28 PM gy gy / 1 fi ll 5 / 0 4

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Illus. by F. Vohwinkel 5 1 / 99/15/04 2:50:32 PM gy. gy. (DC fi gy master master gy s base save s base save fi ’ . 9; Atk Full or B ts (Alertness, ts (Alertness, fi – 20, dagger) or +5 +5 or 20, dagger) – (burrowing mammal mammal (burrowing 1/19 – , Silent Spell , Silent ; Tiny magical; Tiny beast; HD 8; dancing lights, ghost sound B — — at-footed 11; Base Atk +3; Grp 11; at-footed fl s abilities and characteristicsare 1/day ’ s familiar is a rat named Goli. The ’ Fenlun has created a dire has created lion Fenlun ef : Male gnome illusionist: Male gnome 7/ef Appraise +3 (+5 related to metalwork), metalwork), to related Appraise (+5 +3 20, light crossbow); SA spell-like SA 20, light crossbow); abilities; – at-footed 16; Base Atk 16; +3;Grp at-footed Common, Draconic, Dwarven, Gnome, Draconic, Dwarven, Gnome, Common, Fenlun fl Rat familiar; CR gy (Su): gy gy, familiargy, familiar (rat), bene fi fi Goli: , prestidigitation, speak with animals hp 20;hp Init +2; ft., Spd 15 climb ft., 15 swim ft.; 15 19, AC 14, touch this of gy book. described 152 page on Familiar: Languages: Skills and Feats: Craft Ef fi 2; Atk Fullor (1d3 Atk melee +3 Fenlun Herlendal 3; 40; hp plus 8; CR Init +1; Small1; HD 8d4+16 humanoid; Spd 20 ft.; 12, touch 12, AC Concentration +13, Craft (metalworking) Knowledge +14, (arcana) +14, Listen +1, Spellcraft +13 (+15 to decipher spells using scrolls); when Magic scrolls),on Device Use +9 (+11 Item, Alertness familiar), Craft (from Toughness, Wondrous Magical Aptitude, Scribe Scroll Terran. Abilities: Spell-Like 12) – link,empathic spells), traits, vision; share gnome low-light WillAL +6*; Ref LN; +3*, SV Str Fort +4*, 8, 15, Con Dex 12, Wis 8,14. Cha 17, Int 1 minute). duration only, ranged (1d6/19 ranged SQ craft ef creature uses statistics the The and abilities dire the of lion ef familiar uses own the better its andof Fenlun creature The bonuses. summarized below. SAMPLE EFFIGY MASTER EFFIGY SAMPLE gy gy fi gy master, builds himself a bodyguard himself builds gy master, status gy at any any at gy gy master master gy gy master master gy fi fi fi gyif (as casting the fi Fenlun Herlendal, an effi an Herlendal, Fenlun gy master of 3rd level or or level gy 3rd of master size, its gy on as depends fi fi has no but gy be improved, to fi s condition (as if had cast (as he s condition An ef An ’ gy gy. fi fi gy gains master on morale bonus a +1 gy is destroyed, or if the ef fi fi At 5th level and higher, an ef and higher, level At 5th gy (Ex): gy gy requires be builta body to from wood, gy. fi fi fi gy), and can gy), scry the ef on fi 1 gy master can be linked to only one ef one only to linked be can master gy 3 fi

spell) once per day. per spell) once d ritual.gies. This requires a 1-hour Afterward, the ef gy Link (Su): Link gy d fi fi n i . 2 eliminate link)gy performing by (and ritual old the the t Ef Improved Ef fi p h wants to establish a new link, establish a new to wants can a link he create another to ef with ef the new time. If linked the ef Furthermore, an ef saving throws and caster level checks as long as he is within ef his of bonded 5 feet can a supernatural create himself between bond of and one ef his canmaster ef the sense on the ef ef An ef an Crafting metal, and wire. Thisleather, requires a DC Craft 15 (wood- gp check. The metalworking) or leatherworking, working, and XP ef the required create to his granting upon creations, canhigher a improve them attack on bonus rolls,damage, competence permanent +2 gp and costs 100 of work This of day requiresand saves. one ef the Die of Hit per supplies scrying described 155. page on cost. XP C _ 5 2 9 7 1 _ 0 2 6620_17925_Chpt2.indd 31 6620_17925_Chpt2.indd 32 32 2 0 _ 1

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C CLASSES h p t 2 . i n d d monster IV,monster levitation, IV. monster 2nd fatigue; of touch undead, 4th nondetection 16), (DC servant; 15), (DC sound ghost enchantment and necromancy): 0 illusions. *Gnomes have against bonus throws a+2 on racial saving giants. against Class bonus to Armor kobolds goblinoids. against and Gnomesrolls have racial a+4 Gnome Traits: familiar. his atarget of with aspell cast Heat may time. the also 5feet within is latter the if familiar his affect also himself does. item to connection an same or aplace the familiar that of The up to master the 1mile. has at adistance familiar his with 5feet. within is Alertness (Ex): statistics). Fenlun a+2 bonus saves on Fortitude (included the above in bene

3 2 Possessions: Spellbook: Spells Prepared Wizard (Su): Spells Share Link(Su): Empathic Bene Familiar Weapon Finesse. +10; Swim +10, Silently Move Int 9, 12, Wis Cha2. 15, 2,Dex Con Str 10, +8; Will +2, Fort +4, SV Ref N; AL rodents; master, with with scent, speak vision, speak light SA +7 meleeAtk (1d3 ing dire varieties). dire ing (includ- itself of as approximately kind the same animals help. magical without munication the com- donot creatures Fenlun. Other understand with by sensehidden of smell. track foes, and fails. throw saving the if damage half and throw saving successful a with damage no takes it damage, half Re a attempt to it allows normally that book for Fenlun (see Familiars, page 52 of the — — fi grants creature This afamiliar. having from ts greater invisibility, rainbow pattern invisibility, pattern rainbow greater — cat Deliver TouchDeliver Spells (Su): Feats: and Skills Speak with Rodents (Ex): Rodents with Speak (Ex):Scent (Ex): Evasion Improved Speak with Master (Ex): Master with Speak 2nd ). mirror image, summon monster II; disguise self, magic missile, obscuring mist, shield, unseen unseen shield, mist, obscuring missile, self, magic disguise ; SQ deliver touch spells, improved; SQdeliver evasion, touch spells, low- ’

s grace, rope trick; rope s grace, wand of fox of wand 300 gp. 300 (DC 14), (DC — as above plus 0 (DC 16), (DC Dagger, light crossbow with 10 bolts, hypnotic pattern Goli grants its master Alertness as long as it it as long as Alertness master its grants Goli Can detect approaching enemies, sniff out enemies, detect sniff approaching Can Gnomes have a +1 racial bonus on attack Fenlun may on have he casts any spell fi ts: protection energy, from Fenlun can communicate telepathically ’ s cunning mage hand, resistance; hand, mage 1st – Balance +10, Climb +12, Hide +14, Hide +12, Climb +10, Balance 4, bite); Space/Reach 2-1/2 ft.; ft./0 (caster level prohibited 7th; schools Fenlun Herlendal special gains — — protection from chaos, silent image; image; silent chaos, from protection 3rd If Goli is exposed to any effect exposed is Goli If Goli can communicate verbally can Goli (DC 16), (DC (10 charges), of scroll all others except all Goli can deliver touch spells deliver touch can spells Goli Goli can communicate with communicate with can Goli — — fl dancing lights, detect magic, y, slow; slow; y, invisibility, minor image invisibility, image minor (DC 18). (DC fl ex saving throw for throw ex saving 3rd silent 1st — 4th Player — displacement, displacement, mirror image; mirror daze, disrupt disrupt daze, — color spray spray color “ summon summon ’ You s Hand- boots of of boots ” on on

Class Skills Class Requirements and of energy damage types (acid,recognized cold, electricity, four the with interacts of damage how and type does, that of elements these each of damage few. sort the Determining include: bone, nether, metal, wood, plasma, and to a name some workrequire on DM the elements that go beyond the standard, though this would you most any might game. For wantin to consider atwist, theme of aspellcaster mountain. of orwindy avolcano, ahigh, island, an element an where places in gather them of groups Sometimes savants. the company or solitude in in studies of other elemental prefer NPCelemental their savants to usually pursue prestige for class. this qualify also the Fire, Water, Acleric with the class. could or domain Sun in unknown not are spellcasters divine although sorcerers, or Most wizards, out elemental warmages, as savants start favorite. savants to closer grow to the element that becomes their of the elemental energy they and forms, become elemental These spellcasters fi levels typically take the prestige these spellcasters in class, elements. of by the classic one or all Beforeintrigued they ever individuals as careers Elemental their savants begin often become elemental beings. and forms mortal their powers. they transcend Eventually tence Elemental of blocks exis- savants studythe basic building and Spellcraft (Int). (arcana) (Int), Knowledge (the planes) (Int), Profession (Wis), Concentration are (Int), (Con), Craft skill) Knowledgeeach The elemental savant water).or (air, or outsider elemental earth, tal an has subtype that or common: acid, in the descriptors cold, following electricity, planes) 4ranks. ful to elemental become an must savant,To acharacter qualify nd themselves drawn to spells of a particular energy type. type. energy ofaparticular nd themselves to spells drawn Hit Die: Skill Points Level: at Each Skill Spells: Feat: Skills: Adaptation: Special: fi fi re. One of the spells must at be re. least 3rd One of level. the spells ll all the following criteria. all ll fi re) is the crux of this designprocess. of this re) the crux is — Energy Substitution (acid, cold, electricity, or air, earth, ’ s majesty and power and s majesty on is display, the as such Knowledge (arcana) 8 ranks, Knowledge (the Knowledge (arcana) 8ranks, Able to cast at least three spells that have that one spells Able of at three least to cast Must have made peaceful contact with an elemen- an with contact peaceful made have Must d4. ELEMENTAL SAVANT Making a particular element for the basis the aparticular Making fi fi re, and water nd satisfaction in the unleashed purity ’ ’ s repertoire is an idea that could exist idea an s repertoire that could is exist s class skills (and for the key ability skills s class ’ s part. Other elements Other s part. might 2+Int modi — learning to harness their their harness to learning fi er. fl anks fi re). fi 99/15/04 2:50:38 PM re, re, / 1 5 / 0 4

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Illus. by S. Belledin 5 1 / 99/15/04 2:50:41 PM From At 6th level, At 6th level, s spell resis- ’ tor increases by 1. these level, 10th At save DCs increase by by increase DCs save that energy descrip- 1 again increase (total for any spell any for with element.The DC save of 2). These increases These 2). of ciated with her chosen chosen with her ciated are cumulative with with cumulative are As an elemental savant savant elemental an As manipulate energy asso- those granted by the those granted the by savant is better able to to able better is savant Spell Focus and Greater Spell Focus and Greater 5th level on, an elemental an on, elemental level 5th Energy Focus (Ex): As an elemental savant gains gains savant elemental an As Beginning at 3rd level, an Beginning level, 3rd at Spell Focus feats. Darkvision (Ex): Darkvision (Ex): At 2nd level, as an elemental elemental an as level, 2nd At

Spell Penetration and Greater and Greater Spell Penetration stack with those granted by the the by granted those with stack ability her energy nes wield to Spell Penetration feats. Spell Penetration fi tance. At 8th level, this tance. bonus At 8th level,

overcome a creature overcome increases to +4. These bonuses +4. bonuses increases to These checks (1d20 + caster level) to to level) + caster (1d20 checks an elemental savant gains dark- gains savant elemental an competence bonus on caster level level caster on bonus competence vision out to 60 feet. to vision out and Paralysis to Immunity Poison (Ex): — — using gains that type she a +2 energy, of Resistance to Energy (Ex): Immunity (Ex): Sleep to to resistant more in becomes class, this she prestige levels the type of energyallied with chosen her element. At 1st gains she resistance 5 againstlevel, this type. energy This 7th and level. 20 at 4thresistance at level rises 10 to transcend to mortal continues gainssavant her she form, immunity effects. sleep to (Ex): Penetration Energy elemental savant further re casts a spell she When element. chosen associated with her Kyevera Luerten, an elemental savant elemental an Luerten, Kyevera

Elemental savants gain savants Elemental s acid arrow, ’ tran-rst toward step At each except level 5th fi Melf The The ciency: fi re could still could re fi re damage and have the damage re and have = water or re, fi fi and its descriptor would would descriptor and its re = re fi 3 3

armor. or with weapon ciency any

s chosen energy type, and fi ’ d 7: The Elemental Savant Elemental The 7: gained (improved t a character that class have of would d fi – n meld into stone, into meld i . 2 t Weapon and Armor ProWeapon Elemental Specialty (Ex): p re descriptor instead of dealing acid damage and and damage acid dealing of instead descriptor re h 6th 7th 8th +3 9th +3 10th +4 +4 +2 +5 +2 +2 +2 +3 +2 +3 +2 +5 +3 +5 Darkvision +3 +6 Resistance to energy 20 +6 Energy penetration +4 +7 Immunity to paralysis and poison perfection, Elemental energy level +1 of existing spellcasting class level of existing +1 spellcasting class level of existing +1 spellcasting class level of existing +1 spellcasting class focus +2, energy immunity Base Attack Fort Ref Will Ref Fort Attack 5 Base Level energy 1st Bonus 2nd Save to +0 3rd Save 4th +1 5th Save +1 +0 Special +2 +0 +2 +0 +1 +0 +1 +2 +1 +1 Elemental +3 specialty, +1 resistance +1 +3 Immunity to sleep +4 level of existing +1 spellcasting class Energy penetration +2 +4 Resistance to energy 10 Energy focus +1 Spells per Day/Spells Known level of existing +1 spellcasting class level +1 of existing spellcasting class level of existing +1 spellcasting class the spellthe deal would choosing to specialize to in choosing cast not change because it does not deal energy casts if she However, damage. fi having descriptor. the acid savant an elemental example, For stitution feat stitution feat savant the that entry gain to selected to the prestige class. When casts savant a spellthe nor- that mally deals energy damage, its theenergy descriptor to changes savant type energy that of damage deals it instead normal its of type. energy choose her elemental specialty. Upon entering entering Upon specialty. elemental her choose and an select element must class,the she its associated energy type (air earth =ity, electric- = acid, so on). If she had more than one spellcasting class before before gain other any however, does not, She class prestige the level. class bene spellcasting one than more turningchance of and destroying feat, or a bonus undead, had she If on). so which to decide must she savant, becoming an elemental purpose the for determining of class each level add spells to and spells day per known. the match must choice This cold). Energy Sub- no pro All savant following the are class elemental the of features prestige class. scending mortal form requires an elemental savant to and 10th, an elemental savant gains savant anand spells 10th, elemental new (and day per spells as known, if had also if she applicable) gained a level in a spellcasting adding before belonged class she which to Spells per Day/Spells Known: C _ 5 Class Features Table 2 Table 2 9 7 1 _ 0 2 6620_17925_Chpt2.indd 33 6620_17925_Chpt2.indd 34 34 2 0 _ 1

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C CLASSES h p t 2 . i n SAMPLE ELEMENTAL SAVANT d d 20 +her Con modi or any (whirlwind, vortex)elemental burn, form, if is attack dealt by any of her spells that deal hit point damage. A single Asingle damage. hit point deal that bydealt any of her spells addition to her bonus the Penetration from Spell feat). creature a beat to level checks caster on that has the Energy Penetration (Ex): Penetration. Spell ( +11,+1, Spellcraft Spot +1; +4, Search Energy Substitution Knowledge (arcana) +15, Knowledge (the Listen planes) +6, low-light sleep, to to immunity resistance vision, traits, elf (light), mage armored +2, penetration energy SA melee +6 (1d8 Atk or +5; Full Atk Grp AC 21, ft.; 30 Spd +2; touch 12, hp HD6d6 CR plus humanoid; Medium 33; Init 10; 4d4; 4; Kyevera Luerten: with associated energy element. of chosen her type the to immunity gains savant for of normal as acreature her previous type. her from separate body. the deadsoul from raised She be can elemental, anormal elemental Unlike an a savant retains elemental savants who have chosen her element. (air,elemental earth, subtype ability checks when interacting with creatures that share her and skill Charisma-based bonus on all a +2 circumstance her She nature. transcendent gains immediately recognizes savant elemental Anyone eyes pebbly hard, gemlike who and skin. shares the elemental savant, for example, earth eyes. might acquire An savant elemental an state, this or to the skin undergoes physical aminor change, usually achieving Upon in the appropriate to her elementalof the type specialty, noted as of aMedium elemental qualities special and attacks, special movement and speed the attacks, savant gains modes, natural to extra damage from critical hits or creature elemental an She rest spells). gains to regain she must still (though breathe or sleep, eat, to needs longer no She emental. form to become elemental an changes to Her creature. el- type sive study of their secrets, completely her transcends mortal elemental with long exten- entities and association through level. at poison 9th and paralysis to approaches elemental immunity she perfection, gains 14, Cha19. 8, Wis +10 (+12 enchantments); 10, Str 14, against Dex Con 11, Int

3 re), Greater (evocation), Focus Spell (evocation), Focus Spell 4 Skills and Feats: and Skills Languages: Warmage Edge (Ex): Edge Warmage Energy Immunity (Ex): Immunity Energy Elemental Perfection: Elemental Monster Manual, Monster ’ s immunity to stunning, and she and no is longer to stunning, subject s immunity fi re descriptor, a+2 competence she gains bonus Common, Elven, Draconic, Ignan. ’ s predilection fors predilection study of her chosen plane fi Female elf warmage 6/elemental savant 6/elemental savant warmage elf Female Concentration +13, Intimidate +15, +15, Intimidate +13, Concentration er. fi re 10; AL CG; SV Fort +5, Fort SV +7, Ref CG; AL re 10; Will except that the save DC against her Kyevera a+2 bonus on damage gains At 10th level, an elemental savant, savant, elemental an level, 10th At fi From 10th level elemental on, an re specialty, edge; SQ warmage When Kyevera aspell casts fi re, or water) other with and fl at-footed +5; Atk Base 19; fl anking. An elemental An anking. × 3, masterwork spear); ’ s spell resistance (in resistance s spell ’ s appearance s appearance F: ray prismatic fl bolt of lightning of cold gust of wind 3rd 1d6+4); melee, touch) ranged touch) fl touch) orb of electricity 15), racy, ranged touch) foractively it. looking door is entitled to a Search check to notice it as if she whoelf 5feet merely were of asecret within passes or concealed casting. once more damage per than extra never this can gain spell an integral component integral an Enlightened of the monastic life. available becomes is and where training settings, magical Enlightened training. physical and arcane their between balance others seekto maintain Someards. on heavily focus or one the other, class while Most enlightened nomenal power, energy. magical and their where combat fi combat These into unarmed their styles. enlightened tricks arcane implementation the and of magic practice of certain ment of the body. For that includes study these monks, the develop- and arts martial of academicwith study discipline othersion study. of all Some combine monks arigorous metaphysical pursue monks to perfection Not the exclu- all +2. resistance spear, masterwork sickle, damage). (if they deal of damage energy kind normal their the killer phantasmal 20), storm sleet of (+5 melee touch) touch) ranged (+7 0 10th): aming sphere ame strike ame strike sts master the use of touch spells, creating new creating forms of master of sts touch the use spells, † Warmage Spells Known Possessions: +2 chain shirt, +2 light steel shield, shield, +2 +2 light steel chain shirt, Possessions: Elf Traits: Elf fi re F New spell found in Chapter found New 4. in spell

contagion fi

These spells lose their normal energy subtype and gain gain and energy subtype normal losetheir These spells (DC 19), (DC st of stone re subtype instead. They deal burning hands hands burning † † , continual , continual , shatter , lesser orb of sound of orb , lesser F , orb of electricity of , orb — F acid splash , stinking cloud , stinking † (DC 21), (DC F (DC 19), (DC †

Elves have immunity to magic sleep effects. An An effects. sleep magic to immunity have Elves poison (DC 19), (DC

F (DC 18), (DC (DC 18), (DC , light, ray of frost ray of , light, (DC 21). (DC , pyrotechnics , pyrotechnics †

† (DC 18), 18), (DC F , hail of stone

fi (+7 ranged touch) ranged (+7 , (DC 18), (DC ENLIGHTENED FIST ENLIGHTENED most are sts common metropolitan in fl , lesser orb of cold of orb , lesser ame, ame, — greater (DC 17), (DC (+5 melee 17), DC touch; † ice storm ice fi fi fi sts are monk/sorcerers are sts or monk/wiz- cloudkill cloudkill

sts strike with blinding speed,phe- blinding with sts strike re shield, shield, re ice knife Evard (+7 ranged touch) ranged (+7 † whirling blade whirling ’ F fi s † re trap re , orb of of , orb fl shout (DC 17); 4th F (6/7/7/7/6/3 per day; caster level level caster (6/7/7/7/6/3 day; per oating disk, true strike; true disk, oating

(+7 ranged touch) ranged (+7 fi (DC 16), (DC reburst † chill touch chill touch ’ , magic missile, lesser orb of acid of orb lesser missile, , magic cloak of Charisma +2, cloak of of cloak +2, Charisma of cloak s black tentacles, orb of acid of orb tentacles, s black † F F F

fi (DC 19), (DC

, Leomund (+7 ranged touch) ranged (+7 (DC 16), re (DC 16), (DC

fi (DC 20), (DC reball † † , lesser orb of of orb , lesser , orb of force of , orb † F

scorching ray scorching (DC 21), (DC (+7 ranged touch) ranged (+7 F fi

(masterwork sickle +10 +10 sickle (masterwork re damage instead of instead re damage — (DC 19), (DC (+5 melee DC touch; cone of cold Melf wall of wallof , disrupt undead undead , disrupt ’ s tiny hut, lightning lightning hut, tiny s blast of of blast fi reburst ’ mass , shocking grasp s acid arrow s acid † fi ring of blades re , orb of sound of , orb fi 2nd

masterwork masterwork re; fl † ; ame arrow, arrow, ame fl 1st (+7 ranged

ame † (+7 ranged ranged (+7 fi F re shield

5th

(DC 18), (DC (DC 21), (DC — — † † , lesser , lesser blades blades — accu-

F F (DC (DC , orb , orb 99/15/04 2:50:44 PM

/ (+7 (+7 (+7 (+7 arc arc 1 † † 5 † † F / F F , , , 0

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Illus. by J. Miracola 5 1 / 99/15/04 2:50:46 PM - fi er. fi sts gain fi st, she must fi t a character of fi gainsst spells new before adding the the adding before class level. prestige She does not, how- fi ever, gain other any ever, Except at 1st level level 1st at Except which she belonged belonged she which 4 + Int modi 4 + Int spellcasting class to to class spellcasting bene a level in an arcanea level if had also she gained that class have would st. fi per day (and spells (and day per as known, if applicable) gained as the bonus (such ened ciency with any weapon with weapon any ciency Enlightened and 6th level, an enlight- an level, 6th and fi feat sometimes gained by a wizard). had more If she spellcasting arcane one than class which add to to decide purpose the for of each level enlightened class before becoming an an becoming before class day per spells determining Known: and spells known. spells and Spells per Day/Spells Weapon and Armor ProWeapon or armor. no pro ciency: enlightened s class skills ability each key the for (and ’ All following the are class the of features st fi — — CLASS FEATURES st, st, Skill Points at Each Level:

(Int), Spot (Wis), Swim (Str), and Tumble (Dex). (Dex). and Swim Tumble (Wis), Spot (Str), (Int), ayer (Wis), Move Silently (Dex), Profession (Wis), Spellcraft Spellcraft (Wis), Profession (Dex), Silently Move (Wis), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), (Str), Jump (Dex), Hide (Dex), Artist enlightened The Escape (Con), skill) Concentration Climb are Balance (Str), (Dex), (Int), Craft Listen (Int), (religion) Knowledge (Int), (arcana) Knowledge CLASS SKILLS defeats a mind fl a mind defeats sts can sts fi level of existing +1 arcane spellcasting class level of existing +1 arcane spellcasting class level of existing +1 arcane spellcasting class strike (magic), monk abilities Sheris Liaday, an enlightened fi enlightened an Liaday, Sheris Ki — — — risests could from divine backgrounds. In fi In the world of , enlightened Eberron, enlightened of In world the ll all the the all ll st, a char- fi fi d8. Arcane caster caster Arcane Concentra- 5 Combat Cast- Combat 3

8: The Enlightened Fist Enlightened 8: The d d – n i . 2 t Adaptation: Feats: Hit Die: Hit Skills: Spells or Spell-Like p st NPCs often live in communities with ordinary monks, monks, ordinary with communities in live often NPCs st st should gain of level +1 h ed. Instead of gaining +1 +1 gaining of Instead ed. Base Attack Fort Ref Will Ref Fort Attack Base Level 1st Bonus 2nd 3rd Save +0 4th +1 Save 5th +2 6th Save +3 +0 7th +0 Special +3 8th +4 +1 +2 9th +3 +5 +1 10th +7 +7 +6 +1 +7 +3 +3 +2 +6 +2 +3 +4 +2 +4 +3 Fist of energy +2 +5 +4 Arcane fist +3 +5 +4 +6 +5 Arcane rejuvenation +6 +5 Spells per Day/Spells Known +6 Fist of energy(burst) Hold ray +6 Diamond level soul of existing +1 arcane spellcasting class level of existing +1 arcane spellcasting class level of existing +1 arcane spellcasting class level of existing +1 arcane spellcasting level class of existing +1 arcane spellcasting class ing, Improved Unarmed Unarmed Improved ing, Strike, Stunning Fist. Abilities: level 3rd. acter ful must criteria.following Knowledge ranks, 8 tion (arcana) 5 ranks, Spell- craft 5 ranks. To qualifyTo an become to enlightened fi ability spellcasting in level and 1st except level every at 6th, the divine enlightened fi spellcast- divine existing ing class 4th, 2nd, at 6th, only. 8th, level and 10th divine spells (instead of spells arcane divine because However, spells). are generally better at improving a character caster the in melee, in noted the progression level cannot below unmodi-table go be throughout found Khorvaire. are They most common in arcane schools abound. where Aundair, arcane Some change from Knowledge (arcana) to Knowledge require and would the charac- (religion) casting of be capable 2nd-level to ter fi practicing magic primarily as selfmeans a of perfection. class the such cases, for would requirements the C _ 5 REQUIREMENTS Table 2 Table 2 9 7 1 _ 0 2 6620_17925_Chpt2.indd 35 6620_17925_Chpt2.indd 36 36 2 0 _ 1

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C CLASSES h p t 2 . i n d d spell. An enlightenedspell. An touch hold anormal she and can with charge the as attack, anormal or with atouch attack with delivercan spell the replaced is with entry Effect action. the she during makes attack strike unarmed any single to deliver choose She with action. can touch the spell attack full unarmed of an deliverand part as atouch spell fi attacks. unarmed her wielded monk weaponsthrough through she just as can energy to channel ability this monk levels use with can 3d10 enlightened fist of An energy damage. points extra the multiplier is if and instead, damage is multiplier the enlightened hit. If fist critical ful 1d10 extra on asuccess- damage ofenergy an deal points 1d6 attacks of her energy damage, points extra unarmed or lightning on flame with to burst aher strikes energy-imbued unarmed critical level At6th cause higher, and can enlightened fist an hit. In addition to dealingon the choice). an 1d6 depending or of (electricity fire, damage points extra an that hits deals strike 1 round, of each her unarmed she For time activates. each the energy type chooses fist The or either enlightened fire. with electricity strikes attempts to imbue her unarmed of stunning her daily of 2nd level enlightened fist an spend or one higher can bonus feats,rolls, evasion, or abilities. other special reduced as for such features, penalties when any of other determining she monk class gains purpose An enlightened bonus to her AC. her enlightened bonus of speed amonk whose unarmored leveland equals damage, no levels, monk AC the she bonus, unarmed gains she Fist feat. If has attempts of hernumber of daily Stunning the bonus, and speed her damage, her unarmored unarmed to her monk level to AC her determine class-based bonus, damage reduction. to with damage creatures ofweapons dealing for the purpose with empowered spell instead. The spell instead. spell fi spell anumber to heals the of of equal hit damage points this one of her prepared she sacrifice action, her can astandard wounds. own As spells or unused heal to energy arcane channel can higher level or 5th spell slots; doing

st can cast any spell that produces that atouch as any aray effect spell cast st can st can spend one of her daily stunning attempts to cast spend onest can of stunning her daily

3 6 Arcane Rejuvenation (Su): Fist of Energy (Su): Hold Ray (Ex): Ray Hold Arcane Fist (Su): Monk Abilities: Monk Ki Strike (Su): ’ s level. × 3, she adds an extra 2d10 points of energy ki. fi An enlightened st level, but she can At 7th level At7th or higher, enlightened an fi Her unarmed attacks are treated as magic magic as treated are attacks Her unarmed st doesnot count her levels class for the An enlightened Beginning at 3rd level, Beginning enlightened an ’ fi s range is reduceds range is to touch, its and st can combine this ability with with combine ability st can this Once per round as a free action, action, Once per afree round as “ Target: Creature touched. Creature Target: An enlightened fist of fi st fi st adds her level class ’ s unarmed attacks are are attacks s unarmed fl urry ofurry blows attack ’ ’ s unarmed critical critical s unarmed t add her Wisdom × 4, she adds an an she adds 4, ” She She SAMPLE FIST ENLIGHTENED defensively), Jump +15, +6, Knowledge (arcana) Spellcraft +4, flurry of blows, of energy, fist fist, ranged SA touch arcane (as+8 spell); +6/+6 Atk melee of blows) (1d8+1, Full or spell); flurry melee (1d8+1, ranged touch (as or +8 strike) unarmed +8 Atk +4; touch 17, Grp +4; Atk Base 17*; flat-footed plus 4d4+4 plus 3d8+3; hp 39; Init Spd +8; 40 AC ft.; 21*, Medium humanoid; HD1d8+1 CR 8; 3; enlightened fist Liaday: Sheris prevent her to advance amonk. continuing as from (such sorcerer as or warmage) donot ability spellcasting the character ened enlightened to 10 equal of resistance her +the total spell monk levels and action. attack full unarmed an arcane bull wounds, serious cure of touch) grasp cast), (already (+4 melee 11); DC touch; 1st sage, frost ray of 0 choice). points of damage (electricity or 1d6 extra an deals strikes of1 round, each her unarmed she For activates. time each She energy the type chooses or either with electricity imbue strikes her unarmed attempts to spend one ofSheris stunning can her daily action. the during she makes attack strike any one unarmed with touch spell to choose deliver She action. can the attack full unarmed of an deliver attempts and part as to cast ning atouch spell Strike Unarmed Improved Initiative, Improved Casting, Combat +14; Tumble bonus from *Includes armor +4 14, Wis 12, Int 8, Cha13. +5, Fort SV +10, +11; Ref LN; Will AL 10, Str 19, Dex Con — Possessions: Gloves of Dexterity +2, ring of protection +1, potion +1, potion protection of ring +2, Dexterity of Gloves Possessions: Sorcerer Spells Known Fist: Stunning Fist of Energy (Su): Arcane Fist (Su): Language: Skills and Feats: and Skills Multiclassing Note: Multiclassing Diamond (Ex): Soul ’ s strength detect magic, disrupt undead (+4 melee touch) melee (+4 fi st can continue advancing as a monk. Furthermore, Furthermore, amonk. continue advancing as st can ; 3rd fi st (see above) to deliver a ray-effect spell as part of of part as spell ray-effect a deliver to above) (see st — Common. (20 charges), 35 pp, 50 gp. fi st levels . haste. ray of enfeeblement enfeeblement ray of ’ s class levels in any classes that grant arcane arcane levels that grant s class any classes in (+8 ranged touch) ranged (+8 B Balance +6, Concentration +6, +10 Balance (+14 casting ki Female human monk 1/sorcerer monk Female human 4/ , Stunning Fist , Stunning 5/day; 16 DC Fortitude negates. strike (magic), SQ strike strike; unarmed Sheris can spend one Sheris can of stun- her daily scroll of ; 2nd At 9th level, an enlightened enlightened an level, 9th At (6/7/5/3 per caster day; level 6th): Once per round as a free action, action, Once per afree round as Amonk who becomes enlight- an — — false life, ray scorching bear expeditious retreat, mage armor (+8 ranged touch) ranged (+8 B (+8 ranged touch) ranged (+8 , read magic, touch of fatigue fatigue of touch magic, , read , Weapon Finesse. ’ s endurance mage armor. fi re, depending on the and , light, mes- , light, (+8 ranged ranged (+8 fl y, wand of of y, wand , shocking fi st gains fi 99/15/04 2:50:50 PM re. re. — / 1 5 / ; 0 4

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Illus. by G. Kubic 5 1 / 99/15/04 2:50:52 PM - fi ll ll fi 2 + At each level At each level s class skills (and ’ if applicable) as if if as applicable) if he had also gained Fatespinners gain no no gain Fatespinners (and spells known, er. a level in a spellcastinga level fi with weapon any ciency Known: except 5th, a fatespinner fi gains spells new day per Spells per Day/Spells Weapon and Armor Pro class to which he belonged belonged classhe which to pro or armor. ciency: before adding the prestige prestige the adding before

class. Class Features tures the fatespinner of prestige All following the are class fea- Appraise Concentration (Int), Knowledge Craft (Int), (Con), Int modi Int Skill Points at Each Level: Each at Points Skill the key abilitythe key each skill) for are Able to cast 4th-level arcane spells, spells, arcane 4th-level cast to Able

The fatespinnerThe and Spellcraft Hand (Dex), of (Int). (arcana) (Int), Profession (Wis), Sleight Sleight (Wis), Profession (Int), (arcana) — Class Skills level or higher. or level Spells: t store it). This only ability be usable it). should t store ’ including at least one divination least one includingat spell 1st of

class level. He does not, however, gain any any gain however, not, does He level. class t a character of that class would have gainedcharactert a that class of have would d4. fi 5 ranks. Knowledge (arcana) 10 ranks, Profession (gambler) Skills: Hit Die: Hit other bene turning chance of destroying or (improved a bonus undead, than spellcasting If had more one and he so on). feat, class before becoming a fatespinner, he must decide to which class To qualifyTo a character ful must a fatespinner, become to all criteria. following the 1 round (he can1 round day. per once Requirements ) has ” Raadi Weskil, a fatespinner Weskil, Raadi nger of nger fi ckle ckle fi es fi mage of many of fates mage “ FATESPINNER with with fortune — t merely allow the fatespinnert merely ’ — Adapting Adapting 7 3

9: The Fatespinner 9: The d d – n i . 2 t Adaptation: p h Base Attack Fort Ref Will Ref Fort Attack Base Level 1st fate Bonus 2nd 3rd Save +4 +0 Seal 4th +1 +1 Save 5th +2 +1 +1 Save +2 +0 +0 Special +1 +0 +0 +1 +1 +2 +3 +1 +3 +4 Spin fate Fickle finger of fate Spin destiny Deny fate, resist fate Spells per Day/Spells Known level of existing +1 spellcasting class level of existing +1 spellcasting class level of existing +1 spellcasting class level of existing +1 spellcasting class of this methods class other to of idea the include might play draining from NPCs, and using luck spin. drainedthat as However, stored luck this is luck determining whereby method the drained thatdoesn their abilities and seeking their ultimate fortune. tricky. is spin his rejuvenating of method a have always to This effect potentially could be the tied to fatespinner seeks to apply some some fatespinner seeks apply to seeming the over control vagaries chance of for himself, misfortune for his foes. NPC fatespinners are often and in power found positions of expected be would as affect authority, directly to able those from Others con- their own destiny. honing world, the tinue ply to who resists spell resists who after spell? The that blind seeking blind that can He increase prejudice. in probabilitythe events of favor. his Any arcane spellcaster who has cursed his is bad luck a this candidate for prestige class. cast has not Who a but spell, fervently hoping a particular for impotently the sadly noted or outcome, astounding luck of an enemy luck. A fatespinner (also called a pulled back curtain the chance, of circumstance, and chaos to glimpse occurs, truth: a deeper event one When probability. as blindly universe the do not ones possible innumerable seeks balance. Through his newfound satis fatespinner the understanding, Some people are make lucky; people their ownSome are A few others not. ability, this uses successfully fatespinner the if ability; fate gainshe 1 additional point spin use of within must that he C _ 5 Table 2 Table 2 9 7 1 _ 0 2 6620_17925_Chpt2.indd 37 6620_17925_Chpt2.indd 38 38 2 0 _ 1

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C CLASSES h p t 2 . i n d d Hit Dice than the fatespinner, the ability doesn fatespinner, the ability the than Hit Dice decided by the selected the fatespinner. target more If has a The to or his. creatureDice equal receives less than either feet 30 Hit with selects atarget seewithin he creature can fatespinner the or action, foe. Once per afree daya friend as fate the of sealing death, even and and failure, life and cess roll. the result of the reroll, even it if reroll one he that just made. roll has can He must abide by good luck. Once per day, he embraces extraordinary his made normally. for 24-hour are later the same period in called checks such stable when Other the check succeeds. automatically dying, whenoccasion afatespinner must acheck to make become rendered unconscious Once per dying. day, and on the the odds should of beating chance abetter hehas ever be He must apply theroll. the bonus before making to spells. adjust of his DC the him storage allows that karma of reservoir comes limited the same from utilized the spin that hethrow attempts on apoint-for-point However, basis. or saving roll, check, attack now to any add skill can spin is identical to increasing a spell to adjust spin otheraccumulated randomevents. The method use more can and clearly comprehends of reality the matrix roll. original the result of the reroll, whether it to the creature to be affected. That creaturethat it must has just made. abide A fatespinner by must have line of sight force any other creature (see action page immediate 86), Once per an day he as can luck the of others. to affect ability the gains fatespinner rest, preparation, or prayer). for the day (whether spells his regains through successfully A fatespinner wizard/3rd-level fatespinner casting on apoint-for-pointthe DC, a5th-level For basis. instance, to spin his some adding or he all the save casts, of aspell DC stored to use boost spin afatespinner can action, afree As level.class fatespinner to his equal anumber of spin use of points can refer fatespinners that to as events by aforce applying of certain adjust probability the “ known. day spells and per spells to add level each of determining for purpose the in this fashion is also exhausted for day. the exhausted also fashion is this in probability with for to spin the day, tinker up his ability his by 1, of Once the the DC spell he 2,or boost 3points. uses

chance

3 – 8 Resist Fate (Ex): Deny Fate (Ex): Spin Destiny (Ex): (Ex): Fate of Finger Fickle Seal FateSeal (Su): Spin Fate (Ex): Spin 10 or a+10 penalty throw, bonus saving on its as next ” is not as random as many not believe as random is as it he to and be, can ’ s spin is replenished whenever the character A5th-level suc- meddle in can fatespinner A mage of many fates understands that that Amage fatesunderstands ofmany At 4th level At4th higher, and afatespinner A fatespinner of 4th level of 4th Afatespinner above and Beginning at 3rd level, Beginning afatespinner — friend or enemy “ spin. ’ s save DC, but the fatespinner buts save fatespinner the DC, On reaching 2nd level, a ’ ’ s worse than the original the original s worse than s higher or lower the than ” Each day, a fatespinner fi reball — could choose to could choose to reroll aroll ’ t work but fi rst SAMPLE FATESPINNER no longer sealed. longer no the target creature during the round, the creature on brought to is bear or other effect nospell if so 1 round, only for forthe use lasts the effect daynot is This wasted. the reroll, even it if That mustsight creature take to to the creature affected. be to reroll a roll that it has just made. Raadi must have line of forceate (see any action other can page creature 86), Raadi Initiative, Toughness, Weapon (ranged Focus spell). iar), Combat Improved Casting, Counterspell, Improved (from famil- +16; Alertness Sleight Spellcraft +6, +8, of Hand Knowledge (arcana) +6, +14,Intimidate Profession (gambler) defensively), (+6 character), +4 in to act Disguise Diplomacy +6, bonus from *Includes armor +4 13, 12, Wis Cha19. 16, Dex 8, Con +10; 10, Str +2, Fort +5, Ref SV N; Int Will AL bene familiar (rat), SA spell); touch (by melee +4 (1d6 Atk or Full Atk AC 19*, ft.; 30 touch 14, Medium HD10d4 humanoid; 10; +7; hp Init plus 29; 3; Spd Weskil: Raadi marized below. marized bonuses. The creature Raadi of and its own better the uses familiar on apoint-for-point to the DC, of spin 2points his basis. some adding the save heto or boost all casts, of aspell DC Fickle Finger of Fate (Ex): Fate of Finger Fickle Languages: Feats: and Skills Familiar: Spin Fate (Ex): Spin hidden foes, and track by sensehidden of smell. track foes, and fails. throw saving the if damage half and throw saving ful asuccess- with no damage it damage, takes forthrow half effect that normally allows it to attempt a Re Handbook page 52 of the (see Familiars, for Raadi spells Weapon Finesse. +10; Swim +10, Silently Move bonus from *Includes armor +4 12,Wis Cha2. 15, 2,Dex Con +10; 10, Str Int 12, Will +2, Fort +4, Ref SV N; AL rats; master, with with speak scent,vision, speak SA (1d3 melee +9 Atk Full 22*, touch 14, AC 15 ft.; swim 15 ft., hp10; climb 14; 15 Spd ft., +2; Init — Scent (Ex):Scent (Ex): Evasion Improved TouchDeliver Spells (Su): Feats: and Skills Yorghan: ; SQ deliver touch spells, improved; SQdeliver evasion, touch spells, low-light Common, . ). Raadi Male human sorcerer 8/fatespinner 2; CR CR 2; 8/fatespinner sorcerer human Male Can detect approaching enemies, sniff out enemies, detect sniff approaching Can Rat familiar; CR fl Bluff +9, Bluff Concentration +13 (+17 casting at-footed +5; Grp Atk Base 20*; As a free action, Raadi can use stored use spin can Raadi action, afree As fi ts (Alertness, empathic link, share spells); share spells); empathic link, (Alertness, ts ’ ’ fi s worse than the original roll. the original s worse than s familiar is a rat named Yorghan. named arat is The s familiar ckle ’ s abilities and characteristics are sum- are characteristics and s abilities Balance +10, Climb +12, Hide +14, Hide +12, Climb +10, Balance fl at-footed +4; 16*; +5; Grp Atk Base – fi nger of fate, spin fate; SQ familiar familiar SQ fate; nger offate,spin 4, bite); Space/Reach 2-1/2 ft./0 ft.; ft.; 4, bite); 2-1/2 Space/Reach ft./0 If Yorghan is exposed to any Yorghan If exposed is – Once per day as an immedi- Once per day an as 1, quarterstaff) or1, +9 ranged quarterstaff) Yorghan deliver touch can — mage armor. ; Tiny magical beast; HD HD beast; magical ; Tiny mage armor. ’ s base saves base fl ex saving – 7; or Atk ’ s fate is s fate is Player 99/15/04 2:50:55 PM / 1 5 ’ / s 0 4

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CLASSES 4 0 / 5 1 / 99/15/04 2:50:57 PM ll all all ll fi er. fi s base (or apex). This apex). s base (or ’ Geometers gain Geometers no 2 + Int modi 2 + Int ciency: fi While this class prestige describes a geom- +1 level of existing+1 arcane spellcasting class s class skills ability each key the skill) for (and ’ d4. Able to prepare and cast 3rd-level arcane spells. and cast prepare 3rd-level to Able Decipher Script 9 ranks, Decipher Device Disable 4 ranks, Scribe Scroll. armor. or with weapon ciency any fi

Skill Each at Level: Points and Armor ProWeapon Feat: Spells: Skills: Adaptation: Die: Hit Knowledge (arcana) 9 ranks, (arcana) Knowledge Search 4 ranks. pro To qualify to become a geometer, a character must ful a character must qualifyTo a geometer, become to criteria. following the geometer The (Int), Script Decipher Craft (Int), (Con), Concentration are (all skills, Knowledge DeviceDisable (Int), taken individually) and Spellcraft Search (Wis), (Int), (Int). Profession (Int), All prestige following the are class geometer the of features class. Sorcerers and bards do not prepare spells, rarely and prepare bards do not Sorcerers and therefore qualify lack they the class. the meticulous for In event, any and studious inclination perform to magic scribing by painstaking diagrams. class hold frequently take geometer the up NPCs who meetings in which numerous members of andexpound inform projects their their latest of on others the profession can geometry. theories concerning naturenew the of any in idea interesting an location, any of independent eter inclu- the be would geometer a contains that campaign a powerful a location of glyph where sion is permanently inscribedin cliff a a mountain at face or special called would glyph, Geometry, perhaps Perfect the learn granting it, who of be important them geometers to additionalsome spell versatility or knowledge with their spells Geometry Perfect the (perhaps, once is visited and traced by a geometer, that geometer learns to cast one more spellglyph-related day). per are almost wizards. Geometers always geometry specialize Many arcane of spells since abjuration, of school the in magical available. potent most the are defenses often among , level of existing +1 arcane spellcasting class

Class Skills Class Features Requirements

on ” wand You ts ts from “ fi darkvision, darkvision,

(+9 ranged Glyph of warding warding greater of glyph — dimension door; (10th level), level), (10th 2nd gure whose angles and and angles whose gure (DC 18), fi GEOMETER (+4 melee touch; DC 14); touch; DC 14); melee (+4 , mirror image, resist energy; Yorghan can communicate true strike; Yorghan can communicate lightning bolt comprehend languages, lesser orb of of orb lesser languages, comprehend cloak of Charisma +2, gloves of Dexter- confusion confusion (6/7/7/7/6/3 per day; (6/7/7/7/6/3 caster level Raadi gains special bene — mage hand, of ray frost Raadi can telepathically communicate ts: Raadi may have any spell Raadi any casts he have on may fi 4th (DC 15), 2 scrolls of ; (already cast), (+9 ranged touch) Yorghan grants Alertness master Yorghan its as long (DC 14), Quarterstaff, (10 charges), gold brooch pp. (800 gold gp), 45 charges), (10 arcane mark, dancing lights, detect magic, detect 9 — 3 are

Speak with Rodents (Ex): Speak with Master (Ex): , read magic, touch of fatigue 10: The Geometer 10: The d wall of force. clairaudience/clairvoyance, dispel magic, ray of exhaustion charm person person charm d – s acid arrow n ’ i , mage armor, mage . — — New spell described New 116. page on with animals same the kind approximately as itself of varieties). dire (including verbally with Raadi. Other understand creaturesdo not magical without communication the help. † — 2 t Possessions: Empathic Link (Su): Empathic Link Share Spells (Su): † FamiliarBene Known Spells Sorcerer p 5th +2 +1 +1 +4 Powerful spellglyph, 2nd Powerful3rd +4 4th +1 +1 5th +2 +1 +1 +2 +0 +1 +0 +1 +1 +3 +1 +3 Book of geometry +4 Sigilsight sigil Pass level of existing +1 arcane spellcasting class +1 level of existing level of existing +1 arcane spellcasting class arcane spellcasting class draw spellglyph draw Base Attack Fort Ref Will Ref Fort Attack +2 Base +0 Level +0 +0 1st Bonus Save Save Save Special Spells per Day/Spells Known h re spellcasters must record their spells in pages upon pages pages upon pages in Runes, glyphs, spells sigils, great and magical symbols hold power. their written is of the master magic geometer and spellsThe record must inscribed within diagram. a perfectly rendered While other spellcasters spell every that knows cryptic of geometer the formulae, has a perfect geometrical design, a in structure the hidden secrets the hintintersections at of multiverse. the ity +2, amulet of natural armor ring of +1, protection potion +1, of serious wounds, cure invisibility of 1st fi Melf 3rd (+9 ranged touch) with his familiar a distance at has 1 mile. master to up of The familiar that the a place or an samethe to connection item does. himself also affect his familiar if the latter is within 5 feet also the time. may at He cast a spell with of a target 5th 10th): 0 poison, having a familiar.This creature grants Raadi on bonus a +2 statistics). in above the (included Fortitude saves (Ex): Alertness isas within it 5 feet. his familiar. touch) C _ 5 Table 2 Table 2 9 7 1 _ 0 2 6620_17925_Chpt2.indd 39 6620_17925_Chpt2.indd 40 40 2 0 _ 1

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C CLASSES h Illus. by E. Fiegenschuh p t 2 . i n d d glyphs, sigils, symbols, and other writings as a rogue arogue as other and writings symbols, sigils, glyphs, on based runes, traps magic check to find aSearch use nongeometers (see page 178 of the geometer a from spells decipher and use. The Spellcraft DC to decipher or prepare A geometer per page. 100 gp costing materials and spellbook into a aspell 24 takes to hours scribe It still spellbook. his spell he learns from now on Every spellbooks. requires reduces of maintaining the expense cally only a single page in that drasti- of aspell recording the details higher, ageometer system for aunique uses ofpreparation spellglyph. the ments the costmust in used be of equal more than 1 gp), componentmaterial (with a value of exotic expensive inks an requires normally spell and treat- level. the per spell If 25gp costing inks a of rare the use 1hour and requires spellglyph Preparing scrolls. like much parchment, on scribed normally are Spellglyphs any component. other material like just disappears, spellglyph expended An whethercasting aspellglyph. to use Ageometer of at chooses the time by the spell. (other than a focus) normally required replaces componentsglyph any material were by the Silent feat. it Spell Theaffected spell- if as spell the cast can he spell, for that scribed aspellglyph with conjunction in a prepared spell (if any). When ageometer casts verbal and material components forsubstitutes aspeci that diagram arcane an is glyph knows. he any other spell just like spell the prepare cast He and can a3rd-level as book spell. arcane adds known. per day spells and spells to add levelwhich each class of determining for the purpose before class ageometer, becoming casting he must decide to spell- arcane one than more he had If wizard). a by gained would have (such bonusclass the as feat gained sometimes bene other any however, gain not, does which he belonged before level. theprestige adding class He to class spellcasting alevel arcane gained an in he hadalso if applicable) if known, as per day (and new spells spells gains Known: Day/Spells per Spells

4 0 Sigilsight (Ex): Sigilsight Spellglyph (Su): Spellglyph Book of Geometry (Ex):Book of Geometry Glyph of Warding: Glyph glyph of warding ’ s spellbook is dif is s spellbook Ageometer of 3rd level or higher can to his spell- his to Aspell- Ageometer ’ fi s spellbook is increased by 5for increased is s spellbook c spell c At2nd level and fi forcult nongeometers to ’ s Player At each level, a geometer geometer a level, each At fi t a character of that t acharacter ’ s Handbook a geometer, practices his craft ). Filas Lamean, 1d4+3 images. 1d4+3 is attacked melee, in a Giant, Goblin. (abjuration), Focus Spell Toughness. for trap. amagic searching is entitled to make a Search check as oror the threshold symbol, if of danger for adevice, he such were actively merely 10 sigil, glyph, comes feet within rune, of amagic Ageometer sort. of who this traps to checks find Search level caster to his abonus equal He on all gains can. suppress the effects of the device for as long as he maintains of for device the suppress long effects the as he as maintains creator(DC 6+the sigil He mustattempt succeedon asigil. alevel such to pass check ageometer action, astandard As can or glyphs. runes, sigils, symbols, written on based wards magical negate temporarily Casting, Empower Spell +17, for Spellcraft traps), magic searching Combat Spot +3; Knowledge (arcana) +14, +20 (+31 Search +3, Listen when Diplomacy +9, +2, +2, Disable Device Gather Information Pass Sigil (Su): Pass Sigil Contingency: Languages: Skills and Feats: and Skills concentration (which it might make possible for others to pass the sigil safely, the sigil to pass too). Ageometer must able be to

see the device to passed. be knows how beyond to the strengthen spell its geometer he for aspell, prepares aspellglyph Greater Glyph of Warding: spellglyph. adds adds of a the use higher with for he casts any spell caster level His effects. 1 treated as is normal Auran, Aquan, Common, Elven, Draconic, Aquan, Auran, Powerful Spellglyph (Ex): Spellglyph Powerful Wis 14,Wis Cha10. 12,enchantments); Dex Con 13, 8, Int 21, Str +11 Will (+13 +4, Ref +6, Fort SV LN; against greater glyph of warding of glyph greater 6th-level arcane spell. He can prepare He and 6th-level can spell. arcane Filas has an active active an has Filas Concentration +11, Decipher Script +14, Script +11, Decipher Concentration vision, pass sigil, sigilsight, spellglyph; AL AL spellglyph; sigilsight, sigil, pass vision, Beginning at 3rd level, Beginning ageometer can mirror image mirror geometry, half-elf traits, low-light ’ cast the spell just like any other just the like spell cast spell s caster level). If successful, he can hes caster level). can successful, If B powerful spellglyph; SQ book of , Great Fortitude, Scribe Scroll , Great Scribe Fortitude, or +6 ranged touch (by spell); SA spell); ranged touch (by or +6 11; Medium humanoid (elf); HD HD (elf); humanoid Medium 11; half-elf abjurer 6/geometer 5; CR 6/geometer CR abjurer 5; half-elf +4 melee (1d6 he knows. he +5; Grp +4; Atk or Full Atk Atk or Full Atk +4; +5; Grp 11d4+11 hp plus Init 43; 3; 11, 11, +1; Spd 30 ft.; AC+1; 11, ft.; 30 Spd touch fl Filas Lamean: Filas spell activates, creating at-footed Atk Base 10; SAMPLE SAMPLE GEOMETER contingency to his spellbook as a as spellbook to his A5th-level geometer When a5th-level – 1, quarterstaff) 1, quarterstaff) spell. If he Male 99/15/04 2:50:59 PM / 1 5 B / , 0 4

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CLASSES 4 0 / 5 1 / 99/15/04 2:59:07 PM the legendary legendary the — s glittering green ’ +4. GREEN STAR ADEPT STAR GREEN It would be easy postulate to would base It the that visits skies, night the great and a portent of d8. — nds. fi Decipher Script 2 ranks, 8 Decipher (arcana) Knowledge s fallen substance and mastering eldritch power. its ’ a handful only At eachesh. appearance comet, the of fl ll all criteria. following the fi Hit Die: Hit Base Attack Bonus: Skills: Adaptation: ranks, (architecture Knowledge and engineering) 2 ranks, 2 ranks, (history) 2 (geography) Knowledge Knowledge ranks. the Green Star. Some Green Star adepts, however, come from come Star Green adepts, however, Star. Some Green the different origins,entirely the necessary having up picked rare Such individuals might the way. arcane along knowledge be learned monks or warlocks, sinister rogue/sorcerers, or learn of to character secrets diligent the enough other any Alhazarde.the comet All Star Green rivals, are adepts bitter since all follow who of rare the and precious for path are inthe competition constant news about learning starmetal transformation. the required for Star NPC Green from adepts great often to going with work each other, adepts never other keep to lengths starmetal this class instead could prestige take from quartz, his powers substance other some or iron, sapphire, black iron, steel, jade, things) solidity. other (among known for qualifyTo Star a Green a character adept, become must to ful Once each generation, the comet Alhazarde the comet eachOnce generation, Star Green light, kings emerald its Beneath rise fall,terrible or events. and magical monsters weird plagues appear scour to the Glorious are revealed. land, secrets and strange and ancient and sinister end, auroras glimmer on weeks for in dusk the fall emerald burning of stars shooting time to time from and fallen These starsfrom known sky. the are only the source infused starmetal,of ore a rare and precious with mighty magicalpower. Star strange the of is A Green adept and master the powerful magic derived from Alhazarde starmetal. the of land, the travels searching more He for comet his traditional the Turning back on or studies sorcerer the of wizard, he slowly transforms intogaining a immortality living and invulnerability his cost of the at statue of starmetal, own of the rites necessary can adepts thisof achieve complete to secrets transformation. the divine to and wizards Sorcerers understanding of capable are most required the strange Of arcana the two, wizards comet. the mystic of observations are more likely to master the astrological calculations and meticulous material name is class its from prestige the which derives changing without substance, abilities the even other some a practitioner Thus, of from the materialderived in way. any Requirements

(2) (DC (DC (DC

S S blind- S — scroll of of scroll nd magic nd fi acid splash, splash, acid spellbook, spellbook, dimensional confusion magic missile 2nd mislead dispel magic, mirror image,

dismissal — — — — contingency, globe alarm, touch; chill — 4th magic against circle — 4th ; , shield; 3rd S (+4 melee touch; DC touch; melee (+4 ). (DC 17), (DC 18), 1st 6th , phantasmal killer arcane mark, detect magic, mark, arcane disguise self, disguise s verbal and other material and other s verbal — ’ (DC 18), reball reball (DC 20);(DC 6th fi The caster level of any spells any of level caster The all except others dimensional anchor, , wind wall — Every spell Every Filas learns requires S headband of intellect +4, reball reball fi glyph of warding; of glyph detect thoughts thoughts detect (caster level 11th; prohibited schools prohibited 11th; level (caster (2) (DC 16), (+6ranged touch) — Player’s Handbook scroll of of scroll Filas can cast spells using spellglyphs. spellglyphs. using spells can cast Filas Filas can temporarily negate magical empowered (+6 ranged touch) Half-elves have immunity to magic sleep Filas can use a Search to check 3rd — cone of cold, symbol of sleep; (DC 21). Quarterstaff, Quarterstaff, ; 5th magic missile, (2) (DC 17), 17), (DC (2) as above plus 0 plus as above — charm person charm 1 enervation enervation 4

s caster level). If successful,s caster level). can he effects the suppress —

’ 5th arcane lock; d d n i — ray ofray enfeeblement . wall of force, waves of fatigue fatigue of waves force, of wall stoneskin repulsion 2 Powerful Spellglyph (Ex): Geometry of Book (Ex): t Wizard Prepared Spells Half-Elf Traits: Half-Elf Sigilsight (Ex): Spellglyph (Su): Spellbook: p within comes 10 merely traps nd who this of sort. A geometer h (1,000 gp), 17 gp. 17 gp), (1,000 anchor; of greater invulnerability, glyph symbol of warding, of fear. Possessions: globe of invulnerability, gp), ivory statuettespellglyphs, Filas of (250 diamond dust decorated with gems (1,500 gp), powdered diamond and opal mage hand, mending, message, open/close; message, mending, hand, mage 2nd protection from arrows, see invisibility; see arrows, from protection empowered 19), 20), 21), spell affected is Spell as treated if feat. Silent the by were it 0 and transmutation): conjuration prestidigitation, resistance, touch of fatigue feet of a magic of rune,feet glyph, sigil, symbol, the threshold or or make such a Search a device, is to entitled for check danger of searchinga magic actively trap.as for if were he spell the substitutes that for lyph) Filas casts When a spell usingcomponents. a spellglyph, the 15); 1st 19), (DC of the device for as long as he maintains as he as long the device for of Filas concentration. be passed. to device see the to be able must traps runes, based on glyphs, sigils, symbols, writ- and other ings as a rogue can. He gains a +11 bonusfi on Search checks to spellg- (the component material special a have spells Such effects.A half-elf an elf all is for considered to effects related race. Sigil Pass (Su): written basedwards on symbols, sigils, runes, glyphs. or As sigil 6 + the a standard (DC check can action, he make a level creator (2), ness/deafness Filas castsusing spellglyphs 1. increases by in a single his page only spellbook. still It to hours takes 24 write a spell a spellbook into and materials costing gp 100 page. per deci- to Spellcraft the In addition, nongeometer a DC for spells prepare or from Filas’s spellbookpher is increased by the of 178 page 5 (see

S: When cast, spellglyph replaces verbal and material material and verbal replaces spellglyph cast, When S: is 12th. level and caster components chaos, protection from energy protection chaos, C _ 5 2 9 7 1 _ 0 2 6620_17925_Chpt2.indd 41 6620_17925_Chpt2.indd 42 42 2 0 _ 1

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C CLASSES h Illus. by G. Kubic p t 2 . i n Table 2–11: The Green Star Adept FeaturesClass Skills Class d d more than one arcane spellcasting class before class more spellcasting one arcane than he had If by awizard). feat gained sometimes would haveclass (such bonus the as gained any other bene gain however, not, does He level. class prestige the adding before belonged he which to level in an arcane spellcasting class a gained applicable) he hadalso if as per day (and known, spells if new spells adept gains Green Star At every even-numbered level, a Day per Spells pro with simple pro weapons. gain adepts Green Star They gain no adeptthe Green prestige Star class. features of class are the following All modi (Int). Spellcraft and edge (history) (Int), Profession (Wis), Knowledge (geography) (Int), Knowl- (Int), engineering) and (architecture edge Knowl- (Int), Script Decipher (Int), (arcana) Craft (Con), Concentration (Int), Appraise are for skill) each ability The adept Green Star (Int), Knowledge one takes week and to prepare. gp reagents 1,000 costing arcane requires infusion This prepared infusion. a specially itleast powder 2ounces, in it, consume and it by drinking

starmetal rigor 6 rigor starmetal class spellcasting arcane +1 ofexisting level class spellcasting arcane +1 ofexisting level class spellcasting arcane +1 ofexisting level repair, rapid perfection, Emerald class spellcasting arcane +1 ofexisting level 2 rigor starmetal class — spellcasting arcane +1 ofexisting level +6 metabolism Unnatural +7 4 rigor starmetal Nullmetabolism, +6 +3 (50%) +2 metabolism Fortification unnatural +5 +2 +5 +3 1 rigor starmetal +2 vision, dependency, starmetal Otherworldly Known level, Day/Spells per Spells +2 +2 +7 +2 +4 +2 — +6 10th attack, Natural +1 +5 +3 +6 9th +3 +6 +4 +3 8th Fortification +1 7th Damage +0 reduction, — improved 6th (75%) caster +3 +1 +2 +3 5th +1 +0 +4 Unnatural +0 — 4th +1 +1 3rd +2 +1 +0 Special metabolism — +3 Fortification Save 2nd Save +0 +4 (25%) Save 1st Bonus Level Base Attack Fort Ref Will

4 2 Weapon and Armor Profi Armor and Weapon Level: Each at Points Skill Special: Abilities: Spell-Like or Spells Feat: fi ciency with armor or shields. armor ciency with fi er. Combat Casting. Must acquire a piece of starmetal weighing at apiece Must of starmetal acquire /Spells Known: /Spells fi t a character of that of that t acharacter ’ s class skills (and the key skills s class ciency: fi ciency 2+Int Arcane caster level Arcane 1st.

a Green Star adept Theogrin Raablek, forces the known. day spells and per spells to add level each of determining for purpose the adept, aGreen hebecoming Star must decide to which class Damage Reduction (Ex): adds his class level class adds his caster level to his another arcane in

spellcasting class to determine his effective spellcaster Improved Caster Level (Ex): Level Improved Caster has damage reduction 10/adamantine. level. If the character had more than one arcane one hadmore arcane level. than character the If fl esh of a Green Star adept, making him resistant resistant him esh adept, of making aGreen Star spellcasting class before class aGreen becoming Star spellcasting reduction improves by 1, until by 10th level, he he level, 10th by until 1, by improves reduction 1/adamantine. Each level Each 1/adamantine. damage thereafter, his to physical blows. He damage gains reduction adept, the player must decide to which class class which to decide player must the adept, a new special a new special material. See page 141 as for of starmetal adescription he completes only until abilities the ritual. ritual to add each adept level for this purpose. to add adept level each purpose. for this score not are increases dependent on this 1,000 costing reagentsarcane materials and formation. When he gains a level in this alevel Whenformation. this he gains in hours, 1 pound of starmetal, and other and of 1pound starmetal, hours, 24 requires that ritual aspecial performs features forthe class level that he until beyondclass 1st, any he of doesnot gain gp. A Green Star adept AGreen Star gp. saving throws, skills, and feats or ability feats and or ability skills, throws, saving For example, a5th-level wizard/4th-level more starmetal to continue his trans- Green Star adept Green Star — 9th, due to this ability, but he would only have access to 4th-level spells he fails to gain the special class class the special to gain he fails A Green Star adeptA Green must Star consume (5th-level wizard plus two arcane spellcasting class levels from being Starmetal Dependency (Ex): a 4th-level adept). Green Star The starmetal infusion rein- ’ s caster level would be A Green Star adept AGreen Star ’ s base attack bonus, attack s base 99/15/04 2:59:13 PM / 1 5 / 0

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+1 20, – repair damage ) or +10 melee melee +10 ) or +1 greatsword 20, – nal transformation. nal ) or +10 melee (1d6+6, slam); Full slam); (1d6+6, melee +10 ) or fi A 10th-level Green Star Green repairs adept A 10th-level Male human barbarian 4/sorcerer Concentration +9 (+13 casting defensively), casting defensively), +9 (+13 Concentration cation (25%), improved caster level, starmetal starmetal level, caster improved (25%), cation +1 greatsword fi Two times per day, Theogrin of a state times can day, per enter Two Common. 20, at-footed 17; Base Atk +6; 17; melee Grp Atk +10; at-footed +11 – fl t from spells or effects that heal living creatures. creatures. living heal that effects or spells from t fi Unlike constructs, other Star a Green has no adept An his loses adept point Constitution hit and any score He gains immunity to poison, paralysis, stunning, stunning, paralysis, poison, to immunity gains He heals damage his on own, longer and no receives He damage, massive from death of risk at longer no is He He no longer takes ability longer no He penalties score aging for and He is no longer subject to critical hits, nonlethal damage, He gainsHe immunity effect any to that requires a Fortitude at-footed 15; Grp +12; Atk +13 melee (2d6+10/19 15; Grp melee Atk +12; +13 at-footed — — Skills and Feats: Rage (Ex): Rage Rapid Repair (Ex): Language: — — — — — — fl are following changes 8 rounds. The that lasts rage for erce fi touch 15, AC 16; by increase hp rages: he as long as effect in 9, cannot be magically and cannot might age He aged. old die of exist in this eons. for form has least 1 at he 1 point as damage rest, long of of hour per point.hit Rapid repair allow does not Star a Green to adept regrow or reattach lost body parts. Theogrin Raablek: 1/Green Star adept 3; CR 8; Medium 40 Spd ft.; Init 17, +1; 3d8+9; humanoid; plus AC 71; hp 1d4+3 plus HD 4d12+12 11, touch (2d6+7/19 (2d6+7/19 melee Atk +11/+6 forti mantine, uncanny starmetal dodge, trap +1, sense 1, rigor dependency, unnatural metabolism +2; AL LN; SV Fort +8, Ref +3, Will Wis 8, Cha 12. 10, Int 16, Str Dex Con 12, +5; 18, Knowledge Script Intimidate +2, +15, Decipher +3, Jump +8, (architecture(arcana) Knowledge and engineering) +3, (history) +3, Survival +3, Knowledge (geography) Knowledge Attack. Power Casting, Cleave, Combat Great Cleave, +5; type construct, to changes brings following the which about his to nature:alterations basic gains he hit bonus Constitution. However, for adjustment Small, hit points hit points for +20 his based on size: +10 Large. points hit +30 for or Medium, points for special immunity is essentially mind-affecting to He effects. a human mind in a magically animated body. disease, extra damagefrom sneak attacks, death effects, and effects. necromancy no bene can he repair himself means of by However, his repair or rapid abilityspells 120) below). page (see (see ability damage, ability drain, energy drain. or unlesssave also it is objects, or on harmless. works points. 0 hit to if destroyed is reduced immediately he but unlike constructs,other Star a Green can adept However, be returned means from have any that by the dead would his him on before worked 3/ada- reduction damage SQ 2/day; rage SA slam); (1d6+6,

SAMPLE GREEN STAR ADEPT STAR GREEN SAMPLE s ’ esh esh fl er. fi 3, a minimum to 3). of When an When adept reaches – s bonus on saving on s bonus throws ’ At 4th level, a Green Star a Green At 4th level, At 10th level, a Green StarGreen a level, At 10th s Strength score increases by ’ At 1st level, a Green Star adept Star Green a level, 1st At When a Green Star When adept reaches Beginning at 2nd level, a Green a Green Beginning level, 2nd at s Strength increases by 2 more, for s Strength for increases 2 more, by ’ At 3rd level and higher, a Green a Green and higher, level At 3rd his that so unarmed dense esh strikes deal fl 3 cation cation (Ex): 4 fi

d s Strength score increases by 1, but his but Dexteritys Strength 1, increases by score score ’ d n i . 2 Starmetal Rigor (Ex): Natural Attack (Ex): Unnatural (Ex): Metabolism t Otherworldly Vision (Ex): Null Metabolism (Ex): Emerald Perfection (Ex): Forti p h sculpted statue of himself, forged from green starmetal. His adept completes his transformation. He resembles a perfectly his transformation. resembles completes He adept increasing a critical chance the negating of sneak or attack hit 50%.to Star chance a Green has to adept a 75% At 9th level, a criticalnegate sneak or hit attack. longer needs to breathe, eat, or sleep. He has immunity to to immunity has He gainsadept vision. darkvision and low-light 60 feet to out sleep. or eat, no He completion. breathe, approaches transformation to his level, 7th needs longer inhaled poisons, drowning, suffocation, effects and sleep still regain he to spells).(although 8 hours in rest order must is higher or longer no In addition, an 7th of level adept fatigue to exhaustionsubject or the effects and ignores of these conditions. adept a minimumdrops His 1 (to by 3). of natural armor bonus 1. by also improves his Strength an 4th reaches When adept level, and his natural an by additional armor 1 point. improve bonus adept an level, 7th At a total +4, increase of while his Dexterity 1 by is reduced a minimum His(to 3). natural of by armor improves bonus adept an +4. a total of 2 points,another bonus for level, 10th At process transformation of has already begun. His and denser becomes and it takes a faint hue, on emerald as starmetal the stronger infusionA 1st-level takes hold. and his +6) increase of Dexterity points (total 2 more is of reduction 1 (total by reduced His natural 2 points, another by for armor improves bonus +6.a total of bonus Star has adept against +4. attack the increases to At 8th listed forms above +6. increases to bonus save the level, substantial gains damage. He a slam attack that deals blud- character damage the geoning sized equal (1d4 for a club to Large for Medium adepts, 1d8 or for Smallfor adepts, 1d6 times his Strength modi 1-1/2 plus adepts), his starmetal level, 2nd infusion begins radically to his alter gains savingmetabolism. on He bonus throws a +2 against effects,poison, paralysis, sleep stunning, disease, death effects. necromancy and effects, Star a Green adept level, 5th At on scored is attack sneak or hit critical Star has adept resistance attacks to a that affect living other When creatures. is a 25% there chance that critical the character, the or hit sneak attack and the damage is is instead negated rolled normally. this ability an 6th level, reaches adept When improves, C _ 5 2 9 7 1 _ 0 2 6620_17925_Chpt2.indd 43 6620_17925_Chpt2.indd 44 44 2 0 _ 1

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C CLASSES h p t 2 . i n d d bonus to Armor Class even Class whenbonus to Armor Uncanny Dodge (Ex): per day. caster leveltotal (4th), or spells known but spells not his adept level level caster Star his arcane to to determine his rolled normally. negated, instead is is damage the and attack hit or sneak cal the criti- that chance there a25% is Theogrin, scored against rage, Theogrin is fatigued for the duration of the encounter. Jump +17. +7; +10,Fort 22,Con 20; Str Will end Atthe of his same reason that wizards do: to increase their knowledge their to increase do: and wizards reason that same of the Sevenfold Initiates Veil adventure for much the intellect than to the sorcerer more to appeals wizard mundane the the and of magical the study the careful since wizards, are Most initiates intertwine. physicalthe world how knowledge mundane and and magic the lore in of but also the loreonly in of chosen their specialty not interested intervals, odd at meet and regularly correspond They obsession. common this share who spellcasters of ship of the Initiates Sevenfold Veil or fellow- society aloose are lethal and the spectacular attacks: of magical most the she dreadful learns time in and others, abjuration also allows Her secrets of keen into the ultimate harm. insight heragainst to easily unbind theor monsters muster, can defenses shielding her and herself companions of de can wardings one its constituent veils or layers. Her skillful by one mastering by barrier prismatic the Veil approaches Amaster of defensive of the Sevenfold the Initiate magic, keen into the workings of insight nature. defenses, lore perfect are and representing of magical aunion power and match beauty the of potent these They abjurations. perfection of the the in mage, culminating by brought the skilled be forth can certain creatures, colors mystic and exotic words substances also have the power to repel harbor innate properties Just as properties. magical own their Colors imbued are with that power, 1st 0 necromancy effects. and death effects, disease, stunning, paralysis, sleep poison, effects, against throws on saving immobile). or otherwise paralyzed bonus if Dexterity loseshis foe unseen still (he an (2d6+10/19 greatsword

— 4 4 Improved Caster Level (Ex): Level Improved Caster Forti Possessions: +1 mithral shirt, +1 greatsword, gauntlets of ogre ogre of gauntlets +1 +1 mithral greatsword, Possessions: shirt, Sorcerer Spells Known Metabolism (Ex): Unnatural fl — ect many of the most perilous attacks enemy attacks spellcasters many ofect most the perilous arcane mark, magic, light, detect mage hand, read magic; enlarge person, shield. 90 pp. 90 fi cation (Ex): ) or +12 melee (1d6+9, +13/+8 Atk slam); Full melee – 20, 20, +1 greatsword +1 prismatic wall prismatic INITIATE OF THE When a critical hit or sneak attack is is attack hit or sneak When acritical SEVENFOLD VEIL (6/5 per day; caster level 2nd): Theogrin retains his Dexterity Dexterity his retains Theogrin ) or +12 melee (1d6+9, slam); SV ’ s forceful personality. s forceful or or prismatic sphere. Theogrin adds his Green adds his Theogrin Theogrin has a +2 bonus fl kaleidoscopic doom. at-footed or targeted by Few spells Few spells ’ s

Requirements Class FeaturesClass Skills Class two of 4th level of 4th two or higher. tion), Focus Skill (Spellcraft). Spellcraft4 12 ranks, ranks. mustcharacter ful to of become the Sevenfold Initiate an To Veil, qualify a entirely. else something hierarchy,cal of seven atext fables, seven words of power, or might attempting to be aphilosophi- initiate understand an the premise of the initiate duels. spell to lethal marks the wizards good entice to seeking into offering some insult or slight duelists-for-hire, in as an effort to serve challengetimes necromancer or conjurer. reckless some- initiates NPC Evil who folk haveaiding no other adangerous defense against spellcasters, evil of defeat the to careers devote their initiates NPC good-aligned many and so neutral- duelists, spell ing understanding. Their warding abilities make them outstand- of three types. three of Handbook seepage 176(the dismissed; is way same of the aspell of time as indicated in its description, unless it is dismissed imbued in the a known. per day spells and to spells add level each class of determining for the purpose an Initiate of the Sevenfold Veil, she must before class becoming more one spellcasting than arcane decide to which she If had bonusthe by awizard). feat gained sometimes bene level.the prestige class She not, does however, any other gain adding before belonged she which to class spellcasting arcane alevel an gained applicable) she in if hadalso if known, as of the Sevenfold per day (and Veil new spells spells gains Known: Day/Spells per Spells fold Veil no pro gain Sevenfold Veil prestige class. features of of the the Initiate class are the following All individually) (Int), (Int). Profession (Wis), Spellcraft and Craft (Int), Decipher Script (Int), Knowledge (Int), Appraise are (all for Concentration skill) each (Con),ability skills, taken The of the Initiate Sevenfold Veil warding Hit Die: Skill Points Level: at Each Skill Weapon and Armor Pro Armor and Weapon Skills: Adaptation: Warding (Sp): Warding Spells: Feats: fi t a character of that class would have (such class of that as t acharacter gained Greater (abjuration), Focus Spell (abjura- Focus Spell . She can choose one choose . She veil she can knows (see below) to be Knowledge (arcana) 12 ranks, Knowledge (nature) (nature) Knowledge ranks, 12 (arcana) Knowledge ). When). she creates a Able to cast cast to Able d4. warding. One way to adapt this prestige class is to alter alter to is class prestige this adapt to way One An Initiate of Initiate the Sevenfold An Veil create can fi ll all the following criteria. all ll fi ciency with anyciency weapon with or armor. fi ve abjuration spells, including at least A warding warding ’ s focus ons focus color. of Instead color, fi ciency: 2+Int modi warding, ’ lasts for a certain amount forlasts acertain s class skills (and the key skills s class At each level, an Initiate Initiate an level, each At Initiates of the Seven- she can choose one choose she can fi er. Player 99/15/04 2:59:19 PM / 1 5 ’ / s 0 4

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ward- warding provides ing s spaceand all ’ creature. Thiscreature. has no effect on that even someoneeven who was s protection, if even part ’ — warding moves with the initiate, but she with initiate, she the but moves becomes subject to the effects the of to subject becomes warding warding — affects an initiate an affects force a creature to pass a creature to through,force the warding the t of fi warding ample, by moving adjacent to an enemy). If she does An area area An cannot force another creature to pass through ex- it (for Area: adjacent squares (a sphere 15 feet in diameter for a Small Small a for diameter in feet 15 sphere (a squares adjacent initiate, a Large in for initiate, diameter Medium 20 feet or the initi- to remains Any creature who adjacent and so on). gainsate the bene the of out Moving sphere. the body lies its outside of (stepping from away the initiate) is completely safe, but any- the enter attempting to one formerly inside it and left veil. The chosen the violet veil, level of existing +1 arcane spellcasting class

green veil level of existing +1 arcane spellcasting class s ’ warding 1/day, unimpeachable 1/day, level of existing +1 arcane spellcasting class yellow veil 2/day, levelof existing +1 arcane spellcasting class 3/day, blue veil 3/day, level of existing +1 arcane spellcasting class 4/day Warding Warding Reactive warding, Warding Kaleidoscopic doom, warding Iaryo Felunnda, an Initiate of the Sevenfold Veil Sevenfold of the Initiate an Felunnda, Iaryo is a sphere whose diameter is equal equal is diameter whose sphere a is warding s space (5 feet for Small creatures, Medium for or feet s space (5 ’ This 5 4

provides

12: The Initiate of the Sevenfoldof the Veil Initiate The 12: d d – n i . 2 t Personal: p Base Attack Fort Ref Will Ref Fort Attack Base +2 Level +0 +0 +0 Bonus 1st Save Save Save Special Spells per Day/Spells Known orange veil orange 2nd +3 +13rd +1 +1 +1 +4 4th+1 +2 +1 +0 +0 +3 Unanswerable strike +2, abjuration, red veil level of existing +1 arcane spellcasting class 5th +2 +1 +1 +4 +15th +2 +1 6th +5 +2 7th +3 +2 +3 +2 +2 +5 Unanswerable strike +4, double level of existing +1 arcane spellcasting class warding, indigo veil

h has no effect on that creature. Any creature striking at her her at striking creature Any creature. that on effect no has natural or weapon with attack veil the to a melee is subject 10 feet for Large, and so on) and encapsulates initiate. the Large, and so It on) for feet 10 warding to concealment initiate,the but can she see out hin- no with lasts It drance. per 1 minute for until or level dismissed. If she does force a creature to pass through, the the to an initiate through, pass to pass creature to another cannot force she but withher, moves creature a force through it (for does example, by attempting she If to grapple an enemy). The creatures areeffect not). using (although weapons reach

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C CLASSES h p t 2 . i n d d eye rays) but not spells that do not require a ranged attack eye aranged attack rays) donot that require but not spells acid arrow 4th-level spell. A the process. a destroys effect or a green veila green must save succeedon aFortitude on or a die; veil stops the of passage breath weapons. crossing Acreature spell. 6th-level A the process. A half). (Re damage of electricity a yellow points 80 veil takes weapon striking through the barrier). outside A creature from crossing introduced the poison to immunity has veil yellow a or area apersonal inside acharacter tion, the warded it and area, defeats petri entering from clouds or gases prevents veil This veil. yellow warding destroys the veil effect but A negated is the process. in similar (Re damage acid of points 40 as (such thatconjure (such as missiles spells including attacks, the orange A veil. of 20 points A missiles. and attacks ared veil crossing creature takes warding level. to spellcaster her equal arcane is below. described initiate are An create. These veils duplicate the layers of a imbueand the into it. equivalent of a on). for so and level sorcerers The bards, and spell Charisma mary spellcasting ability modi The save for DC initiate an until dismissed. oncreatures either side. It for lasts 10 minutes per level or wall with no danger. This any event, In chooses. her through own pass she can she if safe, one in direction the wall through crossing make wall is immobilefeet beyond extend but The of the can initiate, that distance. once created. 30 shapeable. within mustit not begin The is otherwise wall An initiate made smaller, be butfeet can long 15 feet The and wall high. may choose ofInitiate the Sevenfold to Veil could create a level. 5feetand class per For initiate high example, a3rd-level 1 minute per level or until dismissed. inside the outside, creatures from but anyone within concealment to all

4 6 Orange Veil: Green Veil:Green Veil: Yellow Red Veil: Veils: Wall: warding This This imbued with this veil blocks all nonmagical ranged magic missile with this veil equivalent the is of a5th-level this with spell. When an initiate creates a initiate When an disintegrate ) or create rays (such as warding The (such as from a creature with an envenomed warding A4th-level This veil. masters the green initiate fi An initiate of 3rd initiate level An or create higher can a re damage (Re damage re At2nd level, the secret learns of initiate an warding warding warding warding warding warding fi rst veil an initiate learns is the red is A veil. learns veilinitiate rst an warding can see out with no hindrance. It for lasts no seeout hindrance. with can spell destroys theveil but negated spell is in warding warding ). Acreature). orange crossing an veil takes takes the form of a wall, up to 10 feet long long feet 10 to up wall, a of form the takes with any one veil with she knows how to depends on which veil is integrated integrated is veil which on depends with this veil is the equivalent of a with this veil is the equivalent of a with this veil halts magical ranged warding with this veil but is negated in ’ fl s ex half). ex A half). fl warding ex half). A exhalf). fi er (Intelligence for wizards, wizards, for (Intelligence er ’ s caster level for these veils disintegrate provides concealment to to concealment provides fi warding, cation attacks. In addi- is equal to 18 equal +her is pri- warding gust of wind prismatic wall prismatic cone of cold she can choose choose can she warding or a beholder a or imbued with spell or spell wall 30 30 wall warding spell Melf and fl ex ’ ’ s s

8th-level spell. magic shift to place arandom on (as arandomplane the shifted be aviolet passing veilcreatures save must succeedon or aWill they were it, that if cross as effects and and spell. 7th-level A veil. indigo insanity become or save Will a on succeed must spell-like or veil prevents This veil. spells indigo of all passage the abilities. Any creatureequivalent of a6th-level spell. crossinga blue veil but negated is by it. A an indigoa Fortitude save or be petri veil ablue crossing creature Any veil mustabilities. succeedon and spells mind-affecting and divinations veil all blocks spell. 6th-level A veil. a green A effect. apoison veil is This damage. save, 1d6 the takes creature successful of points Constitution doom. Sevenfold Veil learns the secret of the awesome be negated. can veil inner the before negated be must veil outermost the fi would to the veil green subject through any passing creature of ablue adoubleso consisting veil veil agreen and warding always considered to be violet) red from up through (progressing effect is powerful counts only as one of use herstill veils at once two she any time createsraise a outside halt it. can to choose the continue the charge through can a raise she can For example, ifan she opponent sees an begins enemy an a raise action warrior but before charging itcreate a is completed. her, bonus. bonus to increases a+4 this tochecks level, At6th counter abjuration or dispel spells. At 2nd level higher, and a+2 bonus she on level caster gains defenses, an initiate learns how to defeat them more easily. she or any effect abjurationto creates. spell dispel add her level can class initiate to the DC them. An dispel that spells are particularly dif rst, followed by the blue veil. To negate the entire To entire the blue negate veil. the by followed rst, Violet Veil:Violet Veil: Indigo Veil: Blue Double Warding: (Ex): Strike Unanswerable Reactive Warding (Sp): Unimpeachable Abjuration (Ex): Abjuration Unimpeachable Kaleidoscopic Doom (Sp): spell). Aviolet veil destroyed spell). is by asuccessful fi nal veil: the violet veil. This barrier destroys all objects destroys all the violet barrier veil: This veil. nal spell. A spell. Once per day as a standard action, she action, Once designates per day astandard as one warding spell. A spell. warding At 5th level, an initiate learns the blue veil. This This veil. blue the learns initiate an level, 5th At At 7th level, an initiate masters the seventh seventh the masters initiate an level, 7th At A6th-level create can the mighty initiate warding warding warding warding as an immediate action (see page 86), after warding warding (see above) in response to an attack. She can can She attack. an to response in above) (see warding warding daylight At 6th level At6th higher, and can initiate an with this veil is the equivalent of an with this veil is the equivalent of a with this veil is the equivalent of a spell negates negated is and spell by an “ fi outside to protect herself. The opponent opponent The herself. protect to cult to defeat with spells or effects effects or spells with defeat to cult fi ed. ed. A At 4th level, an initiate learns to to learns initiate an level, 4th At At 7th level, an Initiate of the the of Initiate an level, 7th At Due to her study of magical to her Due of study magical ” the more powerful effect, magic missile warding warding warding An initiate passwall disintegrated. confused, ability. The less less The ability. with this is the spell destroys spell spell destroys warding. kaleidoscopic ’ s abjuration as if by an an by if as warding warding warding, Living This This dispel dispel plane plane 99/15/04 2:59:25 PM / 1 or or 5 / 0

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s ’ y, fl on ) or ) or ” s eye s eye ’ Player (2), (affects (DC 14), You ts ts from “ fi arcane eye, extended extended shield, web ex saving ex fl — s abjuration ’ s acid arrow ’ warding s grace, ’ or a beholder cat Melf dispel magic Iaryo extended extended have a duration of 3 have — (DC 16); 4th alarm, charm person person charm alarm, (DC 16), Fuundark touch can deliver Fuundark can communicate disintegrate wardings — dancing lights, detect magic, detect detect magic, detect lights, dancing wall (30 feet long and 15 feet and feet 15 long wall feet (30 Fuundark can communicate communicate can Fuundark (3); 2nd If Fuundark is exposed to any any to exposed is Fuundark If — (affects her space and all(affects her squares 1st cult to defeat with spells or effects see invisibility, wall has a duration of 30 minutes. wall has 30 a duration of fi (caster level 11th; prohibited schools prohibited 11th; level (caster Iaryo gains special bene warding stinking cloud cloud stinking ts: Iaryo can communicate telepathically with with telepathically communicate can Iaryo half).ex DC 17 Iaryo may have any spell any casts Iaryo she on have may she creates with one of them. with of one creates she fi warding deep slumber slumber deep fl warding Iaryo can a personal create half).ex DC 18 Can approaching sniff detect enemies, out fl — Fuundark grants its master Alertness as long This veil halts magical ranged attacks, includ- (DC 16), ). (already cast), warding This veil blocks all nonmagical ranged attacks attacks ranged nonmagical all blocks veil This protection from energy, lesser globe of invulnerability, ice ice invulnerability, of globe lesser energy, from protection Iaryo can veils, and and orange the red knows she Speak with Mustelids (Ex): Deliver Touch Spells (Su): (Su): Spells Deliver Touch Improved Evasion (Ex): Scent (Ex): Speak with Master (Ex): ex saves (included in the above statistics). in above the (included ex saves damagere (Re spells for Iaryo (see Familiars, page 52 of the the of 52 page Familiars, (see Iaryo for spells Re Handbook a attempt to it allows normally that effect halfthrow for takesdamage, it damage no with a successful saving throw and half damage if the saving throw fails. and foes, track smell. of hidden sense by with animalssame the kind approximately as itself of varieties). dire (including withverbally Iaryo. understand Other creatures do not magical without communication the help. fl fi Empathic Link (Su): Wizard Prepared Spells Orange Veil: Orange Warding (Sp): Veils: Red Veil: FamiliarBene Share Spells (Su): Unimpeachable Abjuration (Ex): lightning bolt bolt lightning her space), an area or a to her), adjacent imbuing with two the of it veils she one day, per once high) area and personal The knows. the and minutes, 3rd 15); (DC (2) extended having a familiar. This creature grants Iaryo on bonus a +2 Re dif particularly are spells DC the to to classthat can dispel level her them.She add dispel spell created. abjuration effect any or she any imbue and missiles. takes A creature crossing veil 20 points a red of ing of spells missiles as that conjure (such points 40 takes veil orange effects as (such rays that create an crossing creature A rays). damageacid (Re 0 necromancy): and illusion resistance; hand, mage poison, expeditious retreat, magic missile (Ex): Alertness isas within it 5 feet. familiarher a distance at has 1 mile. the master same up to of The that familiar the a place or anconnection to item does. herself also affect familiar her if the latter is within at 5 feet also may the time. She cast a spell with of a target armor mage her familiar. s body ’ s base save s base save ’ exes, Scribe exes, fl 7; Atk Full or 7; – 1, quarterstaff);1, – , Great Fortitude, , Great B at-footed 15*; Base 15*; at-footed fl mage armor. mage ; Tiny magical beast; — mage armor. mage except that for every spell every that for except Iaryo caster on bonus has a +2 4, bite); Space/Reach 2-1/2 ft./0 ft.; 2-1/2 Space/Reach bite); 4, Balance +10, Climb +10, Hide +11, +11, Hide +10, Climb +10, Balance 1/day; AL N; SV Fort +8, Ref +9, Will s abilities and characteristics are sum- – ’ s familiar named is Fuundark. a weasel ’ If hits with attack, a bite Fuundark may Female human 9/Initiate Female abjurer of the Concentration +15, Decipher Script +17, warding Weasel familiar; Weasel CR at-footed 21*; Base Atk Grp +5; 21*; at-footed Iaryo fl Celestial, Common, Draconic, Goblin. Celestial, Common, greater dispel magic, dispel greater 7 4

Skills and Feats: Attach (Ex): , Skill Focus (Spellcraft), Spell Focus (abjuration). d B ts (Alertness, link, empathic spells), share unimpeach- d fi n i . a pin against creature. the and automatically deal bite damageattached. attached, each Dexterity Fuundark its loses When round it remains remove Armor to bonus To Class and 21. of hasan AC achieve must opponent the grappling, through Fuundark Fuundark: 20; hp Init +2; 20 ft., Spd HD 11; climb 20 ft.; 23*, AC 14, touch Atk (1d3 +9 melee SA attach; SQ deliver touch spells, improved evasion, vision, speak scent, speaklow-light with with master, mustelids; AL N; SV Fort +3, Ref Will +5, +10; Str 3, Dex Cha 5. Wis 12, 10, Int 10, Con 15, +4 armor *Includes from bonus Finesse. +8, Silently +3; Spot Weapon Move the opponent use powerful its latch onto to jaws 2 t Unanswerable Strike (Ex): Languages: Familiar: Skills and Feats: p h

Scroll creature The bonuses. marized below. spells. dispel or abjuration counter checks to level familiarThe uses own the better its and of Iaryo +12; Str 8, Dex 14, Con 12, Int 17, Wis 13, Cha 10. Wis 13, 17, Int 12, Con Str+12; 8, Dex 14, +4 armor *Includes from bonus Knowledge +15, (history) Knowledge +17, (arcana) Knowledge Spellcraft +22; +17, planes) (the Knowledge +17, (nature) Alertness familiar), (from Extend Spell Lightning Re Spell Focus (abjuration), Greater SA unanswerable strike +2; SQ familiar (weasel), familiar familiar Sevenfold (weasel), Veil 2; CR 11; Medium familiar humanoid; SQ 40; Init 12, +2; HD touch Spd 30 ft.; 17*, AC 11d4+11; +2; hp strike Atk Grp +5; +4; Atk Full or Atk (1d6 +4 melee unanswerable SA bene able abjuration, The subject is still subject The normal the to saving entitled throws allowed each by veil. This ability a 9th- is of the equivalent spell.level Iaryo Felunnda: it. The veils created around victim the created veils The it. proceed through the spectrum spell per activated with veil violet, from to one red a creature Thus, withnegated. three spells would negated veils. and yellow orange, effects the red, the to of be subject creature within 60 feet and turns magical effects currently currently effects magical turns and feet 60 within creature affecting the creature against This it. effect functions like a targeted or effect negated on the target, the effect of one veil (see (see veil the effect the target, one of on effector negated is visited victim the on asabove) if had crossed subject the C _ 5 SAMPLE INITIATE OF THE OF INITIATE SAMPLE SEVENFOLD VEIL 2 9 7 1 _ 0 2 6620_17925_Chpt2.indd 47 6620_17925_Chpt2.indd 48 48 2 0 _ 1

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C CLASSES h p t 2 . i n Table 2 d d part in the upkeep of the Spellpool. dues, his does and required pays to his campus, the he can However, when member returns good standing aguild in they encountered could be anywhere adventure beckons. whononspellcasters not are af companies of adventuring join often NPCguildmages characters with signi no or sorcerers, other bards, almost the Orderfact, boasts to offer, its emphasis on wizardry deters most applicants. In bene can nonwizards to (see the Spellpool access the sidebar on page 49). Although companionship, laterand and through boarding, resources, Order the of feats.metamagic The second welfare tenetand the support is wondrous research has borne agesin this past,and fruit: elucidating a disciplines. A good investigationongoing archeological and of research lostarcane portion of research Order The Arcane is centered around of advanced knowledge power. and aschool for both is conversation, or sometimes just Order. casual Order the The in Arcane the academy called is as known who belongs academy toa spellcaster an guild and Also called a black tentacles,resist energy, rope trick; sound, touch of fatigue; remove curse,6th wall ofstorm; ice; objective is advancing magical knowledge through both knowledge both through magical objective advancing is spellbooks, spell component spell 27 pouch, pp. spellbooks, Mordenkainen abjuration of staff force, of bead +2, 6th Mordenkainen feeblemind, ing hand,

10th +5 +3 +3 +7 Regent +1 level of existing arcane spellcasting class spellcasting arcane +1 ofexisting level class spellcasting arcane +1 ofexisting level class spellcasting arcane +1 ofexisting level class class spellcasting arcane spellcasting +1 ofexisting arcane level +1 ofexisting level class spellcasting arcane +1 ofexisting level class spellcasting arcane +1 ofexisting level Regent feat Free metamagic class spellcasting arcane +1 ofexisting level spell New +7 +6 III Spellpool +6 language Bonus class spellcasting arcane +1 ofexisting level +3 +5 +3 spell New Known Day/Spells per Spells +5 +2 II Spellpool +3 +4 +2 +3 class language Bonus spellcasting arcane +1 ofexisting level +4 +2 +2 feat Free metamagic +3 +1 I Spellpool member, Guild +2 +5 +1 +3 +2 +4 +2 +1 +1 +4 10th +1 +3 +0 +0 9th +1 +3 8th +2 +0 Special 7th +0 +2 Save6th +1 5th Save +1 4th +0 Save 3rd 2nd Bonus 1st Level Base Attack Fort Ref Will 4 8 Spellbook: Possessions: Amulet of natural armor +1, cloak of resistance +1, resistance of cloak armor natural of Amulet Possessions: — — – 5th greater dispel magic, summon monster VI. monster summon magic, dispel greater acid fog, globe of invulnerability. of globe fog, acid 13: The Order Mage the of Arcane — as above plus 0 ’ s membership, initially through arcane schooling schooling arcane s membership, through initially dismissal dismissal “ “ ’ guildmage, magical grammar s private sanctum, s private fl edgling spellcasters and a guild for those aguild and spellcasters edgling 1st 3rd fi ’ fi (DC 20), (DC s charter is twofold. is The group s charter cant talent as spontaneous casters. t somewhat from what the Order has has Order the what from somewhat t — — ARCANE ORDER — ” mage armor, shield; amember prestige of is this class protection energy; from all others except MAGE OF THE hold monster fi scroll of liated with the Order. Thus, ” “ of the power great wielded that college of wizardry. ’ s private sanctum, teleport; sanctum, s private (12 charges), of scroll 5th summon monster VI, monster summon — 2nd (DC 18), (DC detect undead, ghost Bigby — 4th arcane lock, lock, arcane ’ s interpos- — teleport; Evard ’ s fi rst ” It It ’ s

Class Skills Class Requirements Class FeaturesClass The mage of the Arcane Order The mage of Arcane the of 750 gp. feat. character a Order, ful must Arcane the of mage a become to qualify To being. the essence of this draining from the spells dowhen they call What Order the members actually ademigod of ancient chain and days below stronghold. their (see below),incurred perhaps Order the to managed subdue stored spells of of Instead aconstruct the premise ofing the Spellpool. that must always be paid back, lest debt be of the Arcane Order, he before amage class must becoming spellcasting one arcane than decide to which class he hadmore If to bonus bythe awizard). feat gained sometimes add bene adding before belonged he level.the prestige class He not, does however, which any other to gain class spellcasting arcane known, if applicable) per day (and new spells spells Order gains of Arcane the as if he Known: had Day/Spells per Spells also gained a level in an no pro Order gain Order prestige class. features of the mage class of are the Arcane the following All (Int). Spellcraft vidually) (Int), Profession (Wis), Speak Language (n/a), and indi- Decipher taken (Int), Script Knowledge skills, (all Concentration are (Con), for (Int), skill) each ability Craft Special: Spells: Feats: Skill: Hit Die: Weapon Pro Armor and Points Level: at Each Skill Adaptation: fi t a character of that class would have (such class of that as t acharacter gained Knowledge (arcana) 8ranks. fi Cooperative Spell and any and one Cooperative Spell other metamagic “ ll all the following criteria. all ll Spellpool Able to 2nd-level prepare cast and spells. arcane Prospective members Prospective must fee pay initiation an d4. This prestige class can be tweaked by chang- by tweaked be can class prestige This fi ciency with anyciency weapon with or armor. ” is, perhaps to is, them, unbeknownst slowly fi ciency: 2+Int modi ’ s class skills (and the key skills s class At each level, a mage Mages of the Arcane Mages of Arcane the fi er. 99/15/04 2:59:30 PM / 1 5 / 0 4

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P M each level for the purpose of determining spells per day and Spellpool (Su): Mages of the Arcane Order can call spells spells known. from a common source: the Spellpool. New members receive Guild Member: A “guild-level” mage of the Arcane Order a special focus (a trinket chosen by the spellcaster, such as pays monetary dues and accepts various duties in return a ring, brooch, scarf, or other portable item) at the time of for member benefi ts. The dues are 30 gp per month. Duties their initiation. The focus allows access to the Spellpool and include putting in an appearance on campus at least once works only for its owner. If a mage of the Arcane Order loses every six months and accepting any special commissions his focus, he must undergo another initiation. The range of handed down by senior members. A guildmage who falls available spells increases at 4th and 7th levels. See the sidebar into arrears on his dues by more than three months has below for details. his membership revoked and loses access to the Spellpool. Bonus Metamagic Feat: At 2nd level and again at 9th 2 CHAPTER PRESTIGE Reinstating membership is diffi cult. However, ex-members level, a mage of the Arcane Order gains sudden insight CLASSES do not lose any spells or metamagic feats they had gained from studying the reconstructed texts of ancient magical while in good standing. grimoires. He gains a metamagic feat of his choice as a bonus A member in good standing can board at the Arcane Order feat. He must still meet the prerequisites of the feat. campus between adventures, paying only 5 sp per day for Bonus Language: At 3rd level and again at 6th level, a common-quality meals and lodging. At his leisure, he can guildmage’s access to the Order’s superb library and resources browse the Order’s well-respected library, which is stocked allows him to learn a new language. with tomes on both mundane and arcane lore (though no New Spell: When a mage of the Arcane Order reaches spellbooks are kept here). Likewise, he can use the Order’s 5th level, and again at 8th level, a fellow wizard allows the common laboratory facilities when creating magic items character to copy a spell from his or her spellbook (chosen (although material costs remain out-of-pocket). Furthermore, by the player, subject to the DM’s approval). He does not he is free to read and post notices to the “job board,” a mun- need to make a Spellcraft check to copy the spell into his dane medium whereby fellow members of the Order pass own spellbook, although specialist wizards still cannot learn information, advertise their interest in a research topic or spells from prohibited schools. Spellcasters who do not use adventure, or attempt to sell an interesting oddity, magical spellbooks gain no benefi t from this ability. or otherwise. Last but not least, members form professional Regent: A 10th-level mage of the Arcane Order is awarded ties with their fellow wizards, possibly leading to lasting the status of regent. A regent gains a +2 competence bonus friendships or alliances. on all Charisma-based interaction checks when dealing with lower-level members of the Order.

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THE SPELLPOOL Spell Availability: Three stages of access to the Spellpool exist. A magical reservoir of spell energy is bound into a special matrix A member first joining the Order gains Spellpool I privileges, in a guarded vault on a sublevel of the Order’s headquarters. which grants access to spells of 1st to 3rd level. Spellpool II Using his guild focus, a mage of the Arcane Order can “call” allows access to 4th- to 6th-level spells, and Spellpool III grants spells from this common resource as needed. access to 7th- to 9th-level spells. No 0-level spells are available, Calling a Spell: Calling a spell from the Spellpool can be done but the Spellpool can provide any other spell on the wizard/sor- at any distance but requires the caster to have an open, unused cerer spell list in the Player’s Handbook, as well as any additional spell slot of the appropriate level. Wizards preparing spells for spells designated by the DM. the day decide at that time whether to leave some spell slots Spellpool Debt: Every time a spellcaster calls a spell, he open. A spellcaster can call only for a spell of a level that he could incurs a debt. He must return an “energy packet” to the Spell- normally cast. He can call a number of spells per day whose pool: a spell he has prepared of a level equal level to that of total levels are equal to or less than half his caster level (round the called spell, or a number of spells whose combined levels down, minimum one). For example, Turial Edemont, a 5th-level equal the level of the called spell. For instance, the Spellpool wizard/4th-level mage of the Arcane Order can call one 4th-level debt for a 5th-level spell is five levels, which could be paid off spell per day, two 2nd-level spells per day, or any other combina- with another 5th-level spell or any combination of spells whose tion of spells whose levels do not exceed four, assuming he has levels total five. Returning a spell is a full-round action, like slots available and his Spellpool debt isn’t too high (see below). calling a spell, and depletes a prepared spell slot as if the spell When a caster calls a spell, he takes a full-round action to had been cast. concentrate on his focus (which provokes attacks of opportu- The debt must be repaid within a number of days equal to nity). The spell appears in the caster’s mind at the beginning of the character’s class level; otherwise, the mage’s access to his next turn and can be used immediately. However, if he does the Spellpool is automatically suspended. Once the debt is not cast the called spell within a number of minutes equal to repaid, a suspended caster immediately regains access to the his caster level, it fades from his mind as though cast. A wizard Spellpool—except that failure to pay off a debt within one year cannot learn a called spell, despite its temporary presence in his results in a spellcaster’s expulsion from the Order. A mage consciousness, though of course he could later attempt to learn can’t run a “positive balance” with the Spellpool, paying off a the spell through standard means. debt before incurring it. pqqqqqqqqqqqqqqqqqqqqrs 49

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C CLASSES h Illus. by J. Miracola p t 2 . i n ARCANE ORDER SAMPLE MAGE OF THE d d +4; Grp +3; Atk or Full Atk +3 melee Atk (1d6 or Full Atk +3; Grp +4; Will +8; Str 8, Dex 13, Con Dex 14, 8, Str Int 19, +8; 10, Wis Will Cha12. bene (raven), familiar familiar member, SQguild II; SA Spellpool +5 spell); ranged touch (by 45; hp 3; plus AC +1; 16*,Init ft.; 30 Spd 9d4+18 touch 12, HD humanoid; Medium 9; CR 4; Order Edemont: Turial task. other important or ancient some of dig an site archeological of wizardry, an undertaking magic, using committed investigating acrime group special a up head also of lower-level members might to accomplish aspeci regent individual An the of guild. behalf on perform to Order Arcane the of mages level out Generally, hands for commissions the council lower- athree- ones requires old new policiesthe prestige or Enacting eradicating class). bene regent losehis and the council from (he losesno other status The regents Order set the Arcane must attend six council meetings in one meetings in must year council or attend removed be six of Regents. monthmeeting each the Council in Aregent

5 0 fi ts of guild membership, of guild ts nor level he does losehis in Turial Edemont, amage of the Arcane Order Male human wizard 5/mage of the Arcane Arcane the of 5/mage wizard human Male fi fths majority vote to majority pass. fths fi ts; AL N; SV Fort +4, Ref +3, +3, Ref +4, Fort SV N; AL ts; fl at-footed Atk Base 15*; ’ s rules and policies, policies, and s rules – 1, quarterstaff) or1, quarterstaff) fi c goal, such as as such c goal, Scroll marized below. marized bonuses. The creature days. four within ability of this use through debt accrued any spell off or one 2nd-level 1st-level two and spell He must spells). pay four (that one is, 4th-level 2nd-level than less two spell, spells, Arcane Order per the day ate from anumber level of spells call open, he can Giant. Toughness. EmpowerCooperative Spell, Spell +10Device (+14 (from familiar), Alertness when scrolls); using +18 (+20Spellcraft to decipher Use on scrolls), Magic spells +16, (history) Knowledge +16, (arcana) +11, Knowledge Script familiar uses the better of its own and Turial of and its better the own uses familiar bonus from *Includes armor +4 Familiar: Spellpool (Su): Languages: Skills and Feats: and Skills 21*, touch 14, Spd 10 +2; hp Init 22; HD 9; ft., B , Skill Focus (Use Focus Penetration, Device), Spell Magic , Skill Zakar: Celestial, Common, Draconic, Elf, Gnome, Gnome, Elf, Draconic, Common, Celestial, Turial ’ Raven familiar; CR Raven familiar; s Spellpool whoses Spellpool levels to total or equal are Appraise +9, Appraise Concentration +14, Decipher fl If Turial leaves a spell slot of the appropri- the of slot spell a leaves Turial If at-footed 19*; Base Atk +4; Grp at-footed Grp +4; 19*; Atk Base ’ s familiar is araven is The Zakar. named s familiar help. the communication without magical ’ s abilities and characteristics are sum- are characteristics and s abilities Other creatures donot creatures Other understand or Full Atk +8 melee +8 (1d2 Atk or Full communicate verbally with Turial. Turial. with verbally communicate track by sense of smell. track Space/Reach 2-1/2 SA ft.; ft./0 enemies, sniff out hidden foes, and enemies, sniff fails. throw saving the if damage half and throw saving Scent (Ex): improvedSQ deliver touch spells, saving throw for half damage, it damage, for throw half saving evasion, low-light speak vision, takes no damage with a successful asuccessful with no damage takes Speak with Master (Ex): Master with Speak Re a attempt to it allows mally +2, Fort SV N; AL master; with is exposed to nor- that any effect exposed is Ref +4, Will +10; Str 1, 15, +10; Str Dex Will +4, Ref Turial (see page Familiars, 52 of +5; Weapon Finesse. can deliver touch spells for deliver touchcan spells the from Con 10, 14, Wis Int 8, Cha6. *Includes +4 armor bonus *Includes armor +4 Skills and Feats: Feats: and Skills Deliver TouchDeliver Spells (Su): Improved Evasion (Ex): Evasion Improved Player mage armor. B mage armor. Can detect approaching Can , Heighten Spell, Scribe , Heighten Scribe Spell, — fl y 40 ft. (average); ft. y 40 AC ’ ; Tiny magical beast; beast; magical ; Tiny s Handbook Listen +3, Spot ’ s basesave Zakar can can Zakar – ). 5, claws); claws); 5, – If Zakar 8; Atk Zakar Zakar 99/15/04 2:59:34 PM fl — / ex 1 5 / ; 0 4

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Illus. by D. Kovacs 5 1 / 99/15/04 2:59:43 PM cant cant fi st is a fi polymorph abilityst the fi st, a character fi a choose st must fi in dem- sts delight fi s mighty is powers ’ The favored shape shape favored The polymorph. sts. fi creature type, such as animal. spell shapechang- and other transmogri and more is to decide that a given Adaptation: ability already structure provides thisto add to class, method one but alter self polymorph transmogri t gain the advantages that accrue from from accrue that advantages the gain t ’ show for powerful kings, wizards, or other other wizards, or kings, powerful for show st gains his enhanced shapechanging abili- fi Any nonlawful. — — — — and are thus sometimes amenable to putting to a and on are thus sometimes amenable d4. spell spells and other like it. transmogri NPC master two, sorcerers are more often drawn spon- the are to more two, sorcerers onstrating their prowess with their favorite shapes, shapes, favorite their with prowess their onstrating Able to cast to Able choose this path are sorcerers or wizards. Of the the by offered taneity and inventiveness Bluff 2 ranks, Disguise 5 ranks. ll all criteria. following the oflevel competence as an arcane spellcaster to a signi Since a character achieve must perfect the spy. or ying traveler, fi qualify this class, for prestige virtually all who fl Eschew Materials. Eschew Alignment: Skills: Feat: Spells: Hit Die: Hit A transmogri must ful ties only for shapes he takes creature that type, of he shapes for ties only though he can still spell the on depending he too, shapes, take other doesn just casts. He this class type. his of selected while prestige in not shapes qualifyTo transmogri a master become to so versatile, useful, or spectacular as the ability to change change to ability the TRANSMOGRIFIST as MASTER spectacular or an of arcane none spellcaster Perhaps useful, versatile, so transmogri master The entirely. else something into sorcerer or wizard who has chosen to specialize in spells that hischange form. The transmogri master the offer transmutations ing battle, a swift- physical of juggernaut a fearsome become to Requirements y, fl hold hold — scroll scroll — scroll of of scroll empow- ts ts from fi 3rd protection protection teleport. 5th headband of of headband — — augury, 5th (2) (+5 ranged ranged (+5 (2) ice storm, invisibility; dispel magic, — — protection from energy; protection (+5 ranged ranged (+5 quarterstaff, quarterstaff, , solid fog; † 2nd all others; 1st others; all — scroll of of scroll divine scroll of of scroll divine s acid arrow ’ — 1st on enervation, ice storm; ice enervation, ” (DC 17), magic missile, — (DC 16); 3rd You (caster Turial gains Turial special bene “ 4th blur, Melf blur, Turial can communicate telepathically reball reball fi ts: hold monster, hold Turial may have any spell he casts on on casts he spell any have may Turial As a member member a As fi — Zakar grants its master Alertness as long as detect magic, mage detect mage magic, 2nd — (already cast), as above plus 0 plus above as scroll of of scroll 1 5

see invisibility, web web see invisibility, Spellpool focus (garnet ring, gp), spellbooks, 100

, shield; s Spellpool. 14: The Master Transmogrifist The 14: d greater orb invisibility, of cold ’ s library, laboratory laboratory library, s ’ magic missile, d – n i . — New spell New described 115. page on reball, 2 fi Alertness (Ex): Share Spells (Su): Familiar Bene Empathic Link (Su): t Possessions: Ring of protection +1, † Spellbook: Wizard Prepared Spells Guild Member: p 4th +2 +1 +1 +4 Effortless changeshape 2nd change+4 Effortless3rd +1 favored 4th+2 +1 +1 5th +5 Reflexive +1 6th +2 7th +3 +2 +0 +2 8th variety +3 +1 9th +0 +510th +7 +3 Infinite +3 +4 +1 +1 +4 +2 +3 +1 +3 +2 +2 Manifest senses +3 +4 +2 Battle mastery +5 +2 +3 Shapechanger +6 Battle mastery +6 +4 level of existing +1 arcane spellcasting class level of existing +1 arcane spellcasting class Manifest qualities Battle mastery +6 level of existing +1 arcane spellcasting class level of existing +1 arcane spellcasting class level of existing +1 arcane spellcasting class level of existing +1 arcane spellcasting class Base Attack Fort Ref Will Ref Fort Attack Base Level 1st Bonus Save +0 Save Save +0 Special +0 +2 change, Extended Spells per Day/Spells Known h of protection from energy; protection monster. intellect +2, cloak of resistance +2, 4th mage armor mage touch), ered from evil, of ray enfeeblement, sleep; level 9th): 0 level prestidigitation; message, hand, obscuring mist, of ray enfeeblement touch) all guild of benefits the a including membership, a for and eat stay to place access the to rate, reduced order andworkspace, access the to group having a familiar. This creature grants on bonus a +3 Turial statistics). in above the Appraise checks (included is withinit 5 feet. himself also affect his familiar if the latter is within 5 feet also the time. may at He cast a spell with of a target gains Turial the Arcaneof Order, the same connection to an item or a place that the familiar with familiar the his that familiarplace a or item an to at a distance connection same the of up to 1 mile. The master has does. his familiar. teleport, pp. pouch, 11 spell component C _ 5 Table 2 Table 2 9 7 1 _ 0 2 6620_17925_Chpt2.indd 51 6620_17925_Chpt2.indd 52 52 2 0 _ 1

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C CLASSES h Illus. by T. Baxa p t 2 . i n Class FeaturesClass Skills Class d d kind of whose creature bykind means of assume form he the can favoredthree shapes at 1st level. Afavored shape aspeci is and include ability this bene can that Spells preparation. any special require might choose pegasus, umber hulk, and bronze dragon as his bronze dragon and his as umber hulk, might pegasus, choose sorcerer/1st-level transmogri human master 8th-level most likely)(humanoid, afavored as shape. For example, an polymorph This below). (see shapes bene favored his of one into change to casts bene known. day spells and purpose of determining spells per leveleach for the toto add which class fi transmogri- master before becoming a arcane spellcasting class If he had more by awizard). gained times than one(such bonus the feat as some- would have class that gained bene other does not, however, gain any the prestige level. class He belonged before adding to which he class ing in an arcane spellcast- alevel gained had also if applicable) as if he known, per day (and spells transmogri cated on Table 2 Known: Day/Spells per Spells any weaponwith or armor. mogri Pro class. prestige transmogri master the of features class are the following All modi (Int). (Wis), Spellcraft and (Int), (Cha), Disguise Knowledge (arcana) (Int), Profession (Cha), Bluff are Concentrationfor (Con), skill) each Craft The master transmogri

st, he must decide

5 2 Favored (Su): Shape Extended Change (Ex): Armor and Weapon Points Level: at Each Skill fi shapechange. ciency: fi fi fi t of the Extend Spell feat het of Spell the Extend on spell any transmutation t does not the spell t does increase fi er. sts gain no pro stsgain At each level Ateach indi- spell. He cannot choose a creature of his own type type own his of creature a choose cannot He spell. fi fi of t acharacter st gains new spells new spells st gains Master trans- Master – 14, amaster alter self, polymorph, polymorph any object, polymorph self, polymorph, alter fi ciency fi st Amaster transmogri fi ’ Amaster transmogri s class skills (and the key ability skills s class st 2+Int ’ s level or casting time, or Mekkhier Saadren, amaster transmogrifi fi fi st chooses st st gains the fi t from fi fi st c At every odd-numbered level beyond 1st, a master trans- feature descriptions. class shapes, noted the following as in transmogri he could become only young avery bronze Amaster dragon. favored of the Hit restriction, Dice shapes, because though transmogri self either it or the he he until toas chooses dismiss wishes, transmogri other In words, permanent. the durationthat is amaster self. alter to remain in an assumed form inde the ability at 5th level.shapechanger gains He subtype also shapechange. include ability bene can that Spells preparation. special any notdoes the spell increase Shapechanger (Ex): Shapechanger Re effect is dispelled. is effect mogri fl exive Change (Ex): This works exactly like the the works like This exactly four at 3rd level, level, 3rd at four fi st gains one favored additional st gains shape. Thus, he has fi fi fi st gains a number of advantages with his favored favored his with advantages of number a gains st st has the ability to change into a favored ability the shapest has long as he form the assumes in remain st can st alter self, polymorph, polymorph any object, polymorph self, polymorph, alter into one favored of his bene shapes. This to he change casts spell any transmutation seven level. at once 9th Furthermore, per increases to +4 at level 6th toincreases +4 at to and +6 9th level. Amaster transmogri transmogri master transmogri master 2nd level higher, and amaster level, a master transmogri master a level, Effortless Change (Ex): Change Effortless fi his favored shape when he assumes ’ ve at 5th level, six at 7th level, and and level, 7th at six level, 5th at ve as blindsense, blindsight, dark- blindsense, as s level or casting time, or require or require s level time, or casting dinary special qualities such qualities special dinary its Senses form. include extraor- At 7th level At7th higher, and amaster and tremorsense.and vision, low-light scent,vision, vision, his favoredhis bonus shapes. This 1st, a character can choose to choose can 1st, acharacter Manifest Senses(Su): Manifest level, a master transmogri master a level, how to change his form form his change to how Battle Mastery (Ex): Mastery Battle replacement. he makes while in one of in he while makes favored shape select and a chosen apreviously lose gains a+2 competencegains bonus on all attack rolls rolls attack bonus on all doesn through asimple of act through fi will. He can choose to choose He can will. the senses of st gains apply the bene apply the Spell featsSpell (even he if Silent and Spell Still fi nitely when he casts alter self alter ’ t have the feats) to feats) have to t the fi st level beyond level beyond st fi st acquires the spell except fi this t from fi fi st learns ts of the At 4th At4th At3rd and alter alter 99/15/04 2:59:47 PM At fi / 1 st fi 5 t / 0 4

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alter — (+5 ranged ranged (+5 mis- magic 2nd at-footed 6; Grp fl As above, except except above, As , shield; polymorph, stoneskin; polymorph, Grp 15; +5; at-footed dispel magic, heroism, fl — y 200 ft. swim (poor), — fl mage armor. mage (already cast), (+4 melee touch; DC 13); 13); DC touch; melee (+4 4th ; 3rd As above, except Large aberra- at-footed 21; Grp +14; Atk +13 Atk Grp +13 +14; 21; at-footed Whenever Mekkhier Whenever assumes fl As above, except Large ooze; except Init As above, Mekkhier gains the senses of his his of senses the gains Mekkhier , mage hand, of ray frost Mekkhier gains a +2 competence Mekkhier gains competence a +2 Mekkhier has four favored shapes: Mekkhier has favored four (DC 18). As above, except Medium monstrous (+5 ranged touch) (6/7/7/7/5/3 per day; caster (6/7/7/7/5/3 level 10th): re); Spd 60 ft., Spd re); fi Injury, Fortitude DC 11, initial Fortitude DC Injury, damage 11, 1d6 Bluff Concentration +17, +16, Diplomacy +5, (+4 melee touch) melee (+4 s strength, life; false ’ Common, Draconic. (+5 ranged touch) Poison (Ex): Medusa Form: Umber Hulk Form:Umber Gold Dragon Young Form: Very Ochre Jelly Form: , read magic, touch of fatigue baleful polymorph expeditious retreat, mage armor mage retreat, expeditious 1; Spd 10 ft., ft.; climb 6, 6, touch 10 Spd 10 AC 1; 2; Str 15, Dex 1, Con 22.2; Con Str Dex 1, 15, arcane mark, dancing lights, detect magic, detect poison, disrupt at-footed 19; Grp +15; Atk +14 melee (2d4+7, claw); Full claw); (2d4+7, melee 19; Grp Atk +15; +14 at-footed — 60 ft.; AC 21, touch 11, 11, touch 60 ft.; 21, AC Space/Reach 10 ft./5 ft.; SA acid, constrict 2d4+3 plus 1d4 ft.; ft./5 1d4 constrict acid, plus SA 10 2d4+3 Space/Reach grab; 60 ft.; SQ blindsight improved acid, Ref SV Fort +9, – bite); (2d8+4, and +9 melee 2 claws) (2d4+7, melee Atk +14 tremorsense ft., 60 darkvision SQ ft.; ft./10 10 Space/Reach Ref +4;60 ft.; Str 19. 23, Dex Con 13, SV Fort +7, Large dragon ( and bite) (2d6+6, Full melee bite); Atk (2d6+6, +13 melee wings) 2 (1d6+3, and +8 melee 2 claws) (1d8+3, +8 melee ft. ft./5 tail 10 Space/Reach and (1d8+8, +8 slap); melee ft. SQ darkvision with vision ft., bite); 120 low-light (10 times normal),(four blindsense 60 ft.; SV Fort +6; Str 21, 17. Con 14, touch humanoid; Init +6; 17, AC poison, snakes); plus SV Atk Full or Atk (1d4+1 +8 melee 12. Con Fort Dex+4, 15, Str Ref +5; 10, Constitu- is DC save The Str. 1d6 damage secondary Str, tion-based. – slam); acid, 1d4 Atk Full plus or Atk+11; (2d4+3 +8 melee tion; Init Spd 20 ft., +5; burrow 20 ft.; 20, 12, touch AC fl — Sorcerer Spells Known Spells Sorcerer Skills and Feats: Manifest Senses (Su): Languages: Battle Mastery (Ex): (Ex): Change Extended Shape (Su): Favored — +4 armor *Includes from bonus self, blur, bull blur, self, vampiric touch 5th touch) 1st sile, of ray enfeeblement favored shape when he assumes its form (included in the assumes form (included he its when shape favored statistics above). 0 undead act to in Intimidate character), Spellcraft +5, Disguise (+16 +14 +13; Eschew Materials, Improved Initiative, Silent Spell, Spell StillPenetration, Spell. all on bonus attack rolls makes while he his in of favored one in statistics the (included shapes below). the duration is doubled below), (see shapes his of favored one as if affected Extend Spell the by feat. hulk, umber gold and very young ochre jelly, medusa, dragon. s ’ st st 20, fi fi – re storm 1/19 fi – t have that t have s ’ castst had ’ shapechange fi rst creature. rst fi or the add st could fi at-footed 16*; Base 16*; at-footed fl exive change. exive fl s regeneration ability, or or ability, s regeneration ’ s physical abilitys physical scores, if ’ s natural attack types (with ’ At 8th level and higher, a master a master and higher, At 8th level st isst currently effect the under fi At 10th level, a master transmog- master a level, 10th At s natural armor with bonus that of ’ s modes. movement re damage of an enemy ’ fi Male human sorcerer 8/master trans- spell he cast on himself, he can use his his can use he himself, on cast he spell polymorph, polymorph object, any st has all extraordinary the special qualities of fi 3 5 s eight tentacle rakes (damage 1d4 + Str bonus) to the to + Str bonus) 1d4 rakes (damage tentacle s eight

s available natural attacks. natural available s

’ st 3; CR 11; Medium humanoid; HD 11d4+22; hp hp 11d4+22; HD humanoid; Medium 11; CR 3; st fi d nite Variety (Su): Variety nite d s duration expiress duration dismisses he or A transmogri it. fi shapechange ’ n i . 2 ability change exive likes as oftenas he never (although imaginaryst gains ability the completely forms create to t Manifest Qualities (Ex): the appropriate reach), if thethe base appropriate reach), form doesn the second form. second the attack type already. same are the size form both base second and the the form category. In fl fi p form second the Add Add one of the second form an Add extraordinary special form. attack second the of an Add extraordinary special quality form. second the of base the form of one Replace base the form Replace h 51; Init +4; Spd 30 ft.; AC 16*, touch 12, Init 12, +4; touch 30 Spd 51; ft.; 16*, AC Atk Grp +5; +4; Atk Full or Atk (1d4 +4 melee • • • • • dagger) or +5 ranged touch (by touch ranged spell); +5 or battle SA mastery +2;dagger) SQ extended shape, favored shape, manifest senses; AL CN; 12, Int Ref +3, WillSV Fort +5, Str 14, +10; Con 8, Dex 10, Cha 17. Wis 13, octopus is the second, a master transmogri a master isoctopus second, the octopus dragon Mekkhier Saadren: For example, if a young red dragon is if dragon base the red form and example, a giant a young For mogri it normally, and he remains and he normally, init his form until new the either spell his up gives next action make to a re transmogri master a If of a re loses than Eachround). per time he uses it, once more he his next action. take gain a green form the hag to of spell resistance 18. ri when he casts as can base a form. shapes choose He a single then his favored assume could he form whose monster aspect a second of using the spell is casting he the to it and add following. the His options include available • transmogri change could he example, assumes. he For shape favored any a trollinto make to use the troll of spell. spell The is expended as if transmogri the an imaginary of create himself. one on chooses he To form, and chooses to use this ability, he can change form as an an as form change can he via a transmutation spell in an response to opponent ability, this If has use an he appropriate spell day. per action prepared once to chooses and in the response action to 86) immediate page action (see transmogri a master example, creature. For another of turnmight into a dragon turtle gain to a high ArmorClass against an impending attack, to dragon a red into change or the to immunity gain C _ 5 SAMPLE MASTERSAMPLE TRANSMOGRIFIST 2 9 7 1 _ 0 2 6620_17925_Chpt2.indd 53 6620_17925_Chpt2.indd 54 54 2 0 _ 1

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C CLASSES h Illus. by R. Spencer p t 2 . i n d d ever compensating his thrall forever thrall compensating his the mindbender if especially has no intention of of rarely agood others act, is toUsing enslave magic will the alignment. in Most NPCmindbenders or evil neutral are treatment. control others consideredis the perfect front. the Possessing power to for one mindbender to secretly control another controlattempts his over to assert the rest. It not is unknown each as another, one with well geton not do Mindbenders class. asuitable prestigefor is for candidate manipulation this of Anyone others. who ready is the will to sacri command eventually and alter to abilities ever-greater gain level of caster their deal advancement, but they instead prestige give up who agreat class this Spellcasters take spectacularly. it complete the mindbender and mental domination, realizes advantage. holds own of people Magic to their promise the bluf at skills impressive already their to enhance to spellcasting they turn learn little tricks path this others. From early to age, walk an destined those of manipulationMindbenders seek to control the thoughts to and dreams of get their way. Later, 2 cat of wand +2, component dust diamond pp. pouch, (1,000 30 gp),

5 potions of barkskin (+3), 4 Possessions: fi Dagger, ng, intimidating, and otherwise dealing with ’ s grace ’ minds doesn (33 charges), amulet of mighty mighty of amulet scroll of ’ t ensure immunity to the same same the to immunity ensure t MINDBENDER potion of cure serious wounds, serious cure of potion greater invisibility, fi sts +1, ring of protection Kal Brandric, amindbender, and his slave ogre fi ce magic — spell such Requirements Class Skills Class spell-like ability, the or use spell-like Sense Motive 4ranks. 4ranks, Intimidate the following criteria. all To qualify to become amindbender,To must acharacter ful qualify table becomes aPowers per Day column. higher. level or psionic powers, at including least one telepathy power of 3rd requirement, replace and it with the spellcasting eliminate case, this In by arcanists. taken being from completely it barring psionic, it make to is class in their domains. power the throne, secret behind masters who brook no rival and in wealth great them to amass allow enchantmenttheir abilities macy (Cha), Intimidate (Cha), Knowledge (all skills, taken taken (Cha), (Cha),macy skills, Knowledge Intimidate (all (Cha), Bluff are Concentration (Con),skill) Diplo- each mindbender The where positions in found be to tend therefore mindbenders NPC or releasing the future. itits service involuntary in Spells or Spell-Like Abilities: Spell-Like or Spells Spells: Skills: Alignment: Hit Die: Adaptation: fl uence, ruling small towns or isolated keeps as the Bluff 4 ranks, Diplomacy 4ranks, 4ranks, Bluff Able to cast d4. ” Any nongood. Any The most adaptation straightforward of this Also, the Spells per Day column the Spells on the class Also, ’ s class skills (and for the key ability skills s class charm person, charm “ Psionics: Able to manifest invocation. Arcane caster level Arcane 5th. use charm person as a 99/15/04 2:59:56 PM / fi 1 ll 5 / 0 4

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CLASSES 4 0 / 5 1 / 99/15/04 3:00:02 PM er) er) fi at any is auto- is charm charmed frees the victim victim the frees has no effect on on effect no has rst rst fi the the ) once per day. A successful day. per ) once Dispel magic Dispel charmed, At 4th level and higher, a mind- and higher, At 4th level break enchantment s caster level as 5 + his class level for for as 5 + his class level level s caster ’ a third, victim previous the his under At 3rd level and higher, a mindbender a mindbender and higher, level At 3rd charm monster any single Large or smaller single any Large or living creature though though charm — — — — — charm

the effect. Creatures animal of negates er) intelligence fi 4/day 4/day level of existing +1 arcane spellcasting class eternal charm, eternal uence the longest is freed. At 8th level, he can he is control freed. At 8th longest the level, uence Mindread (Sp): Eternal Charm (Sp): fl 2/day 2/day level of existing +1 arcane spellcasting class 1/day, push the push attempt). The effect is also broken if a mindbender or one one or mindbender a success the second the of of if matically (regardless broken broken also is effect The attempt). hisof allies target. the injures an (treat the mindbender purpose). this to up can a mindbender have and higher, At 6th level time;two creatures affected given any at if this by power attemptshe to in up three to creaturesup with level this 10th and at ability, to four creatures. given time. a creature use to this on given If attempts he power while he has another so wizards, Charisma and warlocks, sorcerers for for Wisdom clerics, andso forth.) can A mindbender use this ability additional time one per and gained times5th three per at classday day (two per levels three times 8th). at day per can surface the a living read of thoughts creature within 100 This isfeet. a mind-affecting ability that requires a standard action to use. The mindbender must bea successful able + primary 12 Will (DC save spellcasting to ability see the target; modi instinctual simple, only have 2) 1 or thoughts. (Int the concentration; requires effect the Maintaining maximum ability minutes.The duration is 10 can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin dirt or wood of 3 feet blocks This or it. lead, effect of is sheet spell. a 2nd-level of the equivalent can A mindbender use this ability two times 3rd at day per times and 7thfour level. at day per level can bender within (as feet 100 + primary 14 Will (DC spellcasting save ability modi a the effect. duration is permanent; The negates however, mindbender can only have one creature so (1) (1) (3), (3), (2) (4), thrall 3/day 2/day 2/day level of existing +1 arcane spellcasting class level existing of +1 arcane spellcasting class er) negates er) fi Mindread Eternal charm Dominate, mindread Push the weak mind eternal charm Eternal charm Push the weak mind weak mind weak — eternal charm er. fi Mindbenders gain no gain no Mindbenders At each odd-numbered At 2nd level and higher, a and higher, level At 2nd 2 + Int modi 2 + Int s language. A successful Will ’ ciency: fi A mindbender is consummate a A mindbender uence the actions a livinguence of creature fl A mindbender unlocks A mindbender the most of one spell, except that the range is 100 feet and spell, feet is that range the 100 except 5 5

15: The Mindbender The 15: suggestion d t a character of that class would have gained t a character that of class (such have would d – fi n i armor. or with weapon ciency any . fi 2 t Weapon and Armor Pro Push the Weak Mind (Sp): Push the Weak Skill Boost (Ex): Telepathy (Su): Telepathy Skill Each at Level: Points p skill boost 3rd skill +1 4th +2 +3 +1 +3 +4 +1 +4 7th 7th +3 +5 +2 +5 5th 5th +2 6th +4 +1 +4 +3 8th +4 +6 +2 +6 +5 +2 +5 Enchantment spell power +2, Base Attack Fort Ref Will Ref Fort Attack Base Level 1st Bonus 2nd +1 Save +0 +3 +3 +0 Save Save +2 Special +0 +2 Telepathy Spells per Day/Spells Known level of existing +1 arcane spellcasting class 9th +4 10th +6 +3 +6 +5 +7 +3 +7 Enchantment spell power +4, h the effect. (Primary spellcasting ability is for Intelligence save (DC 13 + primary 13 (DC save spellcasting ability modi the duration is 5 hours plus 1 hour per class level. The mind- The class per 1 hour level. is duration the 5 hours plus course action of can suggested the communicate bender telepathically if chooses,allows which he him use to the target the of regardless effect student of manipulation, be magical it mundane. or as his a class can level Beginning he 1/2 add level, 2nd at Intimidate, and Bluff, Diplomacy, on bonus competence checks. Motive Sense This ability smaller Large or of day. functions size per once a like basic elements of his mental craft at 1st level, gaining his craft of mental the level, 1st at elements basic ability to communicate telepathically with any creature within that has a language. feet 100 mindbender can in Spells per Day/Spells Known: gains a mindbender spells spells new (and day per level, asknown, if had also if he in applicable) gained an a level arcane spellcasting class to which he belonged before adding the prestige class level. He does not,bene however, gain any other sometimes gainedas feat a wizard). the by bonus If had he arcane than spellcasting one more becoming class before class each which add to to decide must he a mindbender, purpose the for determining of level spells and day per known. spells All following the are class mindbender the of features prestige class. pro individually) (Int), Profession (Wis), Sense Motive (Wis), (Wis), Motive Sense (Wis), Profession (Int), individually) and Spellcraft (Int). C _ 5 Table 2 Table ClassFeatures 2 9 7 1 _ 0 2 6620_17925_Chpt2.indd 55 6620_17925_Chpt2.indd 56 56 2 0 _ 1

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C CLASSES h p t 2 . i n SAMPLE MINDBENDER d d suggestion, a page from ogre the 199 of the weak mind the push (1d6 +10 ranged +5 melee Atk (1d6 or Full Atk AC 15, touch20 ft.; 13, CR HD10d4+10; humanoid; Spd +2; hp Init Small 10; 36; magic, ghost sound sound ghost magic, 8th): 0 100 feet alanguage. has that within any creature able be must He feet. 100 save 16to aDC seethe target; negates Will the effect. within creature living a of thoughts fear. against throws saving the target of regardless effect the to use him which allows he chooses, communicate the suggested of if telepathically action course 100 can feet.once The per Kal day 9hours. duration within is Currently, Kal has any given time. is permanent. Kal can have only one creature so per day. save 18 ADC negates The Will duration effect. the 100 feet (as within creature or smaller (enchantment),Focus Penetration. Spell ( Focus Motive +10; Ability Intimidate +15, Jump Diplomacy +7 +21, (+9 character), in to Hide Disguise +6, act 15, Dex 6, Str +10*; Will Con 12, Int 14, 10, Wis Cha19. +6*, Ref +5*, Fort SV N; AL telepathy; Brandric: Kal the effect. from freed is creature and make that effect permanent, the previous thrall amindbender to If target chooses at atime. his of duration the to make choose reaches He its pinnacle. can The 24 duration is effect. the hours. modi ability spellcasting save (DC 19 +primary (as feet 100 to improves increase This to 4at 10th level. adds level caster 2to his any enchantment when spell. casting Hea mindbender more enchantment casts powerful spells:

5 potion of cure serious wounds. serious cure of potion 6 Push the Weak Mind (Sp): Sorcerer Spells Known Hal Languages: Feats: and Skills Dominate (Sp): Thrall (Su): Thrall Enchantment Spell Power Spell (Ex):Enchantment Telepathy (Su): Telepathy Mindread (Sp): Mindread (Sp): Charm Eternal dominate dominate fl — ing Traits: ing ’ arcane mark, dancing lights, daze daze lights, dancing mark, arcane as the spell, on a living Large or smaller creature creature or Large smaller on aliving the spell, as s language. A DC 19 Will save 19 negates ADC Will s language. effect. the any single living Large or smaller creature within within creature smaller or Large living single any dominate monster ability (see above) permanent, but only on one one on only but above) permanent, (see ability Common, Giant, Gnome, Hal At10th level, amindbender Male hal Male – 2/ Bluff +17, Bluff Concentration +13, +0, Climb Kal can communicate telepathically with communicate with telepathically can Kal Two per read day, the surface times can Kal 1/day; SQ hal SQ 1/day; (DC 14), (DC At 7th level, At7th amindbender becomes able × *Hal 3, masterwork spear); SA3, charmed – 6, Listen +2,6, Move Silently Sense +4, Kal can can Kal fl at-footed +5; Grp Atk Base 13; (6/7/7/6/4 per day; caster level level caster (6/7/7/6/4 day; per fl fl haveings bonus on a +2 racial push the weak mind the push 4; 6/mindbender sorcerer ing mage hand, message, read magic; ) once per day. A successful Will ) once per day. Will Asuccessful an ogre named Bull (treat as Monster Manual Monster – Once per day, Kal can use Once per use day, can Kal 2/ charm fl ing traits, × 3, masterwork spear) or At 6th level At6th higher, and any single living Large Large living single any charm monster charm ’ dominate s mental mastery s mental mastery fl ing. mindread (DC 15), (DC ), Dodge, Spell ). Bull carries eternal charm, charm, eternal fi er) negates charmed another 2/day, detect ) once – at at 1; 1;

United only bards. the most skilled by theirseekers wield power the even of music ways amaze in that quest, they and devote livesincarnate, their to its discovery. These seekerssome who hear a fragment of music, this it becomes beauty of theto its power song have it moves them. Regardless of their goals, seekers ofit song the moves goals, of their Regardless them. have more moderate aspirations and seek the music because for search the music joy Most peace. Others and to bring lust many enemies. their it against they hopes of it turning in after and power, is music primal this that know seekers incredibly motivations. diverse and Some goals black-hearted music primal This even that at its sound. deities profound quake so powerful and music lies evil, or good beyond sound, beyond magic, Beyond charges), 95 pp. bear wand of persuasion, of circlet +2, Charisma sion summon swarm; grease 1st exploring this facet of but game, the aDM this might not want exploring Player beyond presented music the basic bardic the ability in presents going new far set abilities, of apowerful bardic the primal music. traditional spellcasting rather than the strange pull of more are of these classes to likely devote themselves to members or sorcerers up the pursuit; take few wizards at afew least Although seekers emerge every class, from that the primal music become will their chosen path. idea little of for other with classes most of careers, their or members clerics, rogues, fighters, as adventuring after music come days. Others earliest their from to the class to drawn bards, as careers adventuring their Many begin but wildly. beyond differ careers stories and their that, Every seeker of song the must have at one least level, bard world. the to or fi beauty of the primal music, and about listen the importance to any whoSome will talk while others cannot times. at all yet minds of their back the music the in remains seem to appearances, outward to unchanged remain Others heard. whichfrom to better concentrate on the music they once monasteries theor silence of mountaintops distant seeking Some society, on from retire effects souls. their strange The song never leaves aseeker, its have power and can share the rest. it with uncover music another seeker and piece of will the primal rarely work against one another nd the words music what to to means express this them Possessions: Adaptation: — (DC 19). (DC charm person (DC 15), (DC ’ s Handbook SEEKER OF SONG THE

— Bracers of armor +2, +2, armor of Bracers magic missile; magic is incomprehensible to the mortal ear. To 3rd The seeker of the song prestige class — . Many campaigns can benefit from (DC 16), (DC — of unknown origin and with no limit no limit with and origin of unknown hold person 2nd disguise self, expeditious retreat, — — masterwork spear, spear, masterwork (DC 18), (DC each hoping that another another that hoping each bull ’ s strength, invisibility, s strength, rage; ’ s endurance 4th — cloak of of cloak confu- 99/15/04 3:00:05 PM (17 (17 / 1 5 / 0 4

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CLASSES 4 0 / 5 1 / 99/15/04 3:00:07 PM ). ). re fi re from re fi re through re s Handbook fi ’ re damage to fi spell whenever whenever spell Player ex save (DC 10 + the + the 10 (DC ex save fl When she uses the refrain she When with her A seeker of the song of 3rd level or or level 3rd of the song of A seeker freedom of movement of freedom At 2nd level and higher, a seeker with a seeker and higher, level At 2nd A seeker of the song with or more 14 ) Hymn of revealing A seeker of the song can poet- the song or of use music A seeker s power againsts power constructs. can expend She ’ ts from this effect for as long as it can hear fi whenever she uses her bardic music ability, seeker seeker ability, bardic music uses her she whenever s ranks in skill) the Perform the damage. halves — ’ ) Ballad of agony reborn agony of ) Ballad deals points cone 6d6 ngertips. of The – fi Song of Unmaking (Su): Burning Melody, Refrain:Burning Melody, Seeker Music: Seeker Dirge of Frozen Loss (Su): Burning (Su): Melody freedom of movement of freedom creatures in area. its A successful Re seeker her ranks more or with inhigher skill a Perform 16 can gather a 30-foot of shoots cone a seeker burning melody, ranks more or 15 in skill a Perform can turn a fragment of music primal the anda use deal make bardic of to check a Perform 1d8 music all to constructs level points damage seeker of per within a save). 30-foot (no burst the seeker of magical the same produce follows ics to effects.music Seeker the of 29 page (see music bardic as rules seeker that with associated refrain the activate can she music, effect. a refrain Using music is a swift 86) page action (see attacks opportunity. of provoke that does not original The can the end; seeker effects maintain do not the song of the and the refrain activate song simultaneously. ranks in skill a Perform can a glimmer gather the power of primal the of over and gain control music some this sings While and this music. all a seeker she song, her of allies within 30 feet who can hear her gain resistance to 15. An ally bene sing. the seeker also a seeker gains and higher, damage reduc- At 7th level 2/ tion a similar or music, ability. gains a seeker these abilities level, and At 10th also acts a by affected though as a similar or music, seeker ability, bardicmusic uses her she ability. Each use of seeker music costs one daily costs one use bardic music of music Each use seeker of stack with levels bard song the levels of Seeker activate. to purposesfor daily determining many of bardic uses of how the character music has. and seeker music a secondary effects include music effect, seeker Some called concentrates a refrain. a seeker when In round any effect and expends music use bardic another of a seeker on s ’ er. fi Seekers of the song the song of Seekers A seeker of the song is the song so of A seeker 4 + Int modi 4 + Int ciency: ciency: fi s class skills ability key they for (and ’ armor. or with weapon ciency any fi Bardic music ability. Bardic music d6. Must have been exposed been primal the have to Must music Knowledge (arcana) 13 ranks, Perform (any one) ranks, 13 (arcana) one) Knowledge Perform (any 7 5

Skill Focus (Perform [any one]). Skill [any Focus (Perform

d 16: The Seeker of Song the 16: The d – n i ll all criteria. following the . fi 2 t Weapon and Armor ProWeapon Hit Die: Hit Skill Each at Level: Points Skills: Feat: Special: Special: Rapture the of Song (Su): p 3rd 4th 5th +2 6th 7th +3 +6 +3 8th +3 +1 9th +6 +4 +3 +5 10th +1 +1 +1 +6 +2 +7 +1 +2 +1 +3 +2 +2 +4 +2 +4 songdeath +3 +2 Rapture of the Subvocalize song (+2 saves) +5 +5 +3 of Rapture of the song (DR 2/ +6 +7 Dirge Rapture of the song ( Song of life Anthem of thunder and pain Dirge of frozen loss Hymn of spelldeath Aria of everywhere 1st 1st 2nd +0 +1 +0 +0 +0 +0 +2 +3 Rapture of the song (+2 AC), seeker music Combine songs Burning melody Song of unmaking Attack Fort Ref Will Ref Fort Base Attack Level Bonus Special Save Save Save Music Seeker h gain pro no bonus on saving throws whenever she uses a similar or music, seeker ability, ability. her bardic music All song the following the of are class seeker the of features prestige class. cosmology. In this case, the seekers of the song might might song the of seekers the case, this In discard cosmology. They bards: other of col- The a distant of bardic college. disciples the become eyes the in extreme is lege diverse of and gatherers bards of as wanderers notion the skills, magic of to as and a force instead music focus on all of else. exclusion the music use hearing the song a seeker by of seeker another ability. Crafteach skill) (Int), (Con), Concentration are Climb (Str), Listen (Int), (arcana) Knowledge (Str), Jump (Cha), Diplomacy Sense (Dex), Ride (Wis), Profession (Cha), Perform (Wis), and Swim Spot (Wis), (Wis), (Str). Motive 13 ranks. the song of seeker The To qualify a character To the song, must of a seeker become to ful to introduce the idea of primal of a campaign introduce idea into the to music gains she that music primal the of power the with tune in special fortitude, and insight, resistance physical magic to gainswhile A seeker in insight a +2 song. the throes her of bardic music uses her she Armor to bonus Class whenever a similar or music, seeker ability, ability. also a seeker gains and higher, insight a +2 At 4th level C _ Table 2 Table 5 Class Features Class Skills Requirements 2 9 7 1 _ 0 2 6620_17925_Chpt2.indd 57 6620_17925_Chpt2.indd 58 58 2 0 _ 1

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C CLASSES h Illus. by G. Kubic p t 2 . i n d d of cold energy aseeker her line loss, shoots of dirge frozen with a60-foot from her seeker the hear long it sing. as can creature it hits. The seeker can then cause the electricity it Thecreature hits. then the electricity seeker cause can to a damage 10d6 Thehit. of electricity ray deals points toa range of 20feet aranged touch attack requires and her from shoots aray of electricity her aseeker anthem with of thunder pain, and refrain hear seeker the it sing. as can bene ally 15. An to electricity resistance gain her hear can who feet 30 within allies her of song, she aseeker music. all this and While sings this through some music control gain and over energy primal electrical gather power the can of the aPerform skill in or more ranks of the song of 5th level 18 or higher with creatures. undead or nonliving on no effect has The refrain action. aswift still is the refrain activating although action, touch astandard is affected ally to use this ability. The She total). hit must point touch the the creature the check result (up to to equal damage point hit of amount an of to heal a living creature aPerform make check can aseeker loss, ofdirge frozen her with she the refrain uses seekerthe sing. for as long as it hear can bene ally An disease. and poison to immunity gain her hear can who feet 30 within allies of her song, she all this and aseeker sings While her allies. music to protect heal and the primal of fragments use can aPerform skill in ranks more or 17 with higher or level 4th saveFortitude (DC 10 seeker +the any causes and hits it by it damaged Asuccessful creature to become fatigued. creature any to damage cold of points resistance to cold bene ally 15. An feet 30 hear her who gain can within of hershe allies all and song, aseeker music. this While sings this energy through musicthe power control to over gain of the primal cold the fatigue. negates and halves damage the Perform skill)

5 8 Dirge of Frozen Loss, Refrain: Refrain: Loss, Frozen of Dirge Anthem of Thunder and Pain, Refrain: Pain, and Refrain: Thunder of Anthem Life, of Refrain: Song Song of Life (Su): Anthem of Thunder and Pain and (Su): Thunder of Anthem fi ts from this effect ’ s full normal normal s full A seeker of the song of of song the of seeker A When fi 10d6 deals Thengertips. line fi ts from this effect for as long long as for effect this from ts When she uses the refrain When she refrain the uses Aseeker ’ fi s ranks in the in s ranks ts from this effect forts from this as fi ngertips. The ray has ngertips. When she uses the the When she uses Maralea Duskwood, aseeker ofthe song at 9th level). No creature can be affected by more than one one than more by affected be can creature No level). 9th at becomes available at 5th level, at level, 6th two three and ray for levels seeker every three class (one when the song ray. the initial as create Aseekerdamage one can secondary much as half deals to hit and another touch ranged attack feet 20 within be must the of whom of all foes, additional to arc to points of acid damage to a creature it hits, and another 10d6 10d6 another and hits, of acid 1round later.points damage it creature a to damage acid of points 10d6 deals ray The hit. to attack touch ranged a requires heracid from of agony her aseeker reborn, ballad with shoots aray of seeker sing. ally bene 30 feet who can within of her song, she allies a seeker all this and sings hear her gain control over music.gain While resistance this acid energy through to music gather the power to can of the primal Perform skill acid 15. An arc in a single round. asingle in arc Ballad of Agony Reborn, Refrain: Refrain: Reborn, Agony of Ballad

fi Hymn of of Hymn rst creature struck. Each secondary ray requires ray requires secondary Each struck. creature rst fi ts from this effect for as long as it can hear the fi ngertips. The arange of rayngertips. has 60feet and Spelldeath (Su):Spelldeath check in order to cast a spell. If the seeker alevel makes if check just as she the were using aspellcaster magic must still be centered on her. The levels and seeker of the song levels as as levels song the of seeker and levels centered on the seeker. At her option, option, her At seeker. the on centered sion of allies from this effect, but the effect but effect the effect, this from allies a seeker can excludea seeker her can and herself Concentration check fails, the spell the spell Concentration check fails, higher with 20 or more a in ranks her modi her ability works just like the area ver- the area works just like ability the Con- If no has lostand effect. is her aseeker of spelldeath, hymn can attempt to dispel magic. This This magic. dispel to attempt can seeker of the song of 7th level or level or 7th of song the of seeker centration the check succeeds, When she uses the refrain with with When she refrain the uses spell is cast as normal. A hymn Ahymn normal. as cast is spell of spelldeath is a mind-affecting mind-affecting a is spelldeath of

spell, using the total of her the total using bard spell, ability. by seeker the opposed more 19 or with higher level or Ballad of Agony Reborn (Su): Reborn Agony of Ballad turn the power of the primal can aPerform skill in ranks dispel magic, magic, dispel Hymn of Spelldeath, Refrain: Spelldeath, of Hymn aConcentrationmake check music against magic effects. effects. magic music against A seeker of the song of 6th 6th of song the of seeker A the seeker must perform hear that can creature Any When she uses the refrain When she refrain the uses fi er for the check. except the effect is is except effect the ’ s Perform s Perform dispel dispel 99/15/04 3:00:09 PM / 1 A 5 / 0

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CLASSES 4 0 / 5 1 / 99/15/04 3:00:13 PM 1 ), ), 20, + ) or +9 ) or – re from re fi suggestion inspire com- inspire re damage to fi fascinate, 1 cold iron rapier at-footed 18; Base 18; Atk at-footed fl ts from this effect for as as for effect this from ts fi 20, + – When she activates this she When effect, When she uses the refrain she When with her half).ex DC 33 fl While Maralea sings this she song, Female half-elf bard 10/seeker of the again can raisenever level her rst seeker fi Maralea can a daily spend use bardic of Concentration +16, Diplomacy +22, Gather re 15. An ally bene ) or +9 ranged touch (wand); SA seeker music music seeker SA (wand); +9 touch ) or ranged fi Common, Elven. Common, s refrain, as a swift if any, action. ’ deals points cone 6d6 ngertips. of The fi Burning Melody, Refrain:Burning Melody, Skills and Feats: Song (Su): of Unmaking Languages: Music: Seeker Burning (Su): Melody creatures in area (Re its Maralea can points deal make to check 2d8 a Perform of alldamage to constructs within a 30-foot save). burst (no her (burning melody, song of unmaking); (countersong, 12/day bardic music 10, SQ bardic knowledge half-elf songs, combine traits, vision, rapture low-light the of ALsong; N; SV Fort +6, Ref +8, Will Str +12; 8, Dex Con 13, Cha 20. Wis 14, 10, Int 12, Information Knowledge +7, (arcana) +13, Listen +18, Perform Magic Great Device Use +3, +18; Spot Search +23, +1, (sing) Precise Blank Point Initiative, Shot, Fortitude, Improved Skill [sing]).Shot, Focus (Perform effect. a special activate While music to the seeker music caneffectis daily she another active, spend use activate to song the can as it long hear Maralea sing. Maralea a 30-foot of shoots cone burning melody, if he already has one (and only one) bardic music or seeker seeker or swift can A seeker use 86). this page action ability music (see only bardic one) only (and one has already he if abilitymusic can already A seeker active. use this ability in ability songs start with to combine the conjunction a second song and then maintain both as a standard ability). songs combine the per (as action each round song the class, of prestige a seeker other any of Like a member can in classes the other take of after levels seeker the entering all of a special face restriction. song the of seekers class, but song class in gains other any after who song the a level of A seeker exclusion the to having gained his it abili- seeker the retains she though level, song the of pursue seeker must she has alreadyties she earned. demands path the seeker of The class, If and a character devotion. constant attention adopts this prestige has turned careers.other she Once can from path, the she return. never Maralea Duskwood: song 2; CR 12; Medium humanoid (elf); 13, touch Init Spd 30 ft.; +5; 19, AC HD 12d6+12; hp 56; +8; Atk (1d6/18 Grp +8 melee +7; inspire inspirepetence, +2, courage greatness, and all allies her of withincan gain who her hear 30 feet resistance to ranged touch (wand); Full Atk +8/+3 melee (1d6/18 Full melee (wand); Atk touch ranged +8/+3 rapier iron cold Ex-Seekers of the Song THE OF SONG SEEKER SAMPLE s ranks in ’ spell, that except ts from this effect for as fi s Perform check.If s Perform check the ’ When she uses the refrain she When with ts of both. The seeker chooses chooses seeker both.ts of The dimension door fi A seeker of the song of 2nd level level 2nd of the song of A seeker A seeker of the song of 8th level 8th of level song the of A seeker A seeker of the song of 9th level or Upon reaching 10th level, a seeker seeker a level, 10th reaching Upon At 5th level and higher, a seeker of the of a seeker and higher, level At 5th tie with planes. Extraplanar other creatures ’ t bring additional creatures along with this ’ and requires has ngertips. 60 feet ray of a range The 9 fi 5

d d n i . 2 Dirge of Songdeath, Refrain: Refrain: Songdeath, of Dirge Dirge of Songdeath (Su): t Subvocalize (Ex): Combine SongsCombine (Ex): Note of Solitude (Su): Solitude of Note Aria of Everywhere (Sp): p h one standard action each round to concentrate. The normal The standard one concentrate. action each to round stacking abilities rules types bonus music to for apply ability. this with combined as a song music cansong seeker begin or bardic music a new note of solitude has a duration of instantaneous and cannot be maintained, can though the again seeker activate it on bardic of uses additional spending by rounds subsequent music. seeker or music can two types higher or combine seeker or bardic of music bene the provide to music abilitiestwo music and both activates using same the standard action. If either or both require concentration, canthe seeker maintain both on using by concentration some creatures some this activates within who ability a seeker of 60 feet must make a Will + the seeker saving 10 throw (DC long as it can as sing. it long the hear seeker use easily cannot feet 30 is within as singing In the seeker as addition, long a dirge of creatures other songdeath, similar or music, use such seeker abilities.bardic music, To an a creature within ability, make Perform a area the must opposedcheck seeker the by is successful, creature the can use ability the as desired. If the fails, check the ability has effect, a daily no but use the of ability bemusic expended normally. must sonic energy of a ray shoots hymn spelldeath, of a seeker her her from a ranged touch attack to hit. The ray deals points 15d6 of sonic hits. a creaturedamage to it ranks with more song the or of 23 in skill a Perform can primal the of temporarily to use power the sever music the Perform skill). Perform the Creatures affected this by ability a get this on bonus saving throw equal their Dice. Hit to Any creature fails that this saving throw is its instantly to sent plane. Unlike musical abilities other andhome affects, a otherwise functions as the can seeker the ability. ranks withhigher more 22 or in skill a Perform can gather sonic primal the of gain to over power the control music throughenergy thissings While this music. a seeker song, and all alliesshe her of within can gain who her hear 30 feet resistance to sonic 15. An ally bene or higher withor 21 more ranks in a Perform skill can primalthe pull of herself into and power the move music can expend She distances a useshort of instantaneously. instantly to transport music seeker or bardic music herself spot This within other ability any to + 5 feet/level. 25 feet C _ 5 2 9 7 1 _ 0 2 6620_17925_Chpt2.indd 59 6620_17925_Chpt2.indd 60 60 2 0 _ 1

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C CLASSES h p t 2 . i n d d ever chords most sublime receive While use. majority the number more far of most can bards spells than powerful ofstudy music, bardic chord asublime masters a instead is evident. In exchange which the music planets and in ofof the spheres the stars for abandoning mathematics study the precise and movementsmust also her continuing chord asublime one tool the infinite; for understanding the powering Song. of the First However, music only is bard chords sublime must have All some foundation the in reveals hidden secrets of great power. who of meter the riddles unravels pitch and simultaneously student astute one an and the same, and actually are magic song of creation Music heardary at of time. the dawn and a stepping-stone to true universal insight into the legend- more nothing as than bard, music ofthe powerful askilled member of the chord sublime prestige seesmusic, class even of mathematical relationships fraught with signi Music the expression not is just it apleasant also is sound; pp. 27 charges), scroll of wand of ray of enfeeblement ray scorching rapier, of +1wand +2, iron cold risma greater invisibility. invisibility; see haste, wounds, serious burst sound laughter magic; read message, 0 fascinated. she that to(as acreature already has spell) the ability. seeker music, or asimilar whenever Class bonus to Armor music, bardic she using is fear improve and against combat their her abilities. allies succeedat atask. ally an an elf. considered is related effects to ahalf-elf race, For all effects. Half-Elf Traits: her. tocreatures become with fascinated depend that on sound. effects magical round toeach concentrate. maintain concentration on both by using one standard action can concentration, Maralea either require If or both action. music or seeker standard the same music using abilities

— 6 0 Possessions: +2 chain shirt, +2 ring of protection, cloak of Cha- of cloak protection, of +2 +2 ring chain shirt, Possessions: Bard Spells Known (Su): Song of the Rapture (Su): Courage Inspire Competence (Su):Inspire (Su): Countersong (Ex):Combine Songs Fascinate (Sp): Fascinate Suggestion (Sp): Suggestion dancing lights, magic, detect ghost sound ’ s art, since bardic music is the first step in master- step in music bardic since the first is s art, (DC 16), (DC (DC 17), (DC unseen servant; cure critical wounds Use music one to cause or or poetics more 1st Half-elves have immunity to magic sleep sleep magic to immunity have Half-elves Use a music to make or poetics (3/5/4/3/1 per day; caster level 10th): tongues; — SUBLIME CHORD Use music to or counter poetics disguise self, remove fear, Tasha (25 charges), Maralea can activate two bardic bardic activate two can Maralea Use music to bolster or poetics 3rd Use music to help or poetics 2nd Maralea gains a +2 insight a+2 insight gains Maralea 4th — — , confusion potion of bear — cat wand of searing light searing of wand freedom of movement, ’ (DC 15), (DC s grace, mirror image, mirror s grace, (DC 18), (DC (20 charges), charges), (20 ’ mage hand, s endurance, fi cance. A suggestion ’ s hideous s hideous cure (10 (10

Class Skills Class Requirements interests. similar with parties mysteries, adventuring they join and often arcane exploring and lore lost recovering in interested especially without peer, scholars As chordsmagic. NPCsublime are foroften mistaken mages who wield mysterious song-based are and They wizard, and between bard bards. blur the line of adventures roles which one and variety in NPCsublime chords encountered are much in the same otherdominate ignorance. people by fostering counter to who those often runs would seekto govern or who lore seekit and available to all learning the world, the sublime chords of the Lyceum make their of affairs the Ostensibly in star-taught neutral wisdom. lost secrets prevent and of ancient the fading songs and itsand to members recover for known efforts are their of preservation knowledge, and todedicated pursuit the Lyceum is The Starry of scholars. musical circles small in as the Starry Lyceum in the city of Osterhaven, they gather some such places, In folk. of learned otherand gatherings Sublime chords to colleges, often are drawn universities, magic. of power the of song power the and linking truth ultimate enticed by the notion class, of an to this drawn are wizards and sorcerers of number small a bards, as training their of (Wis). Spot and (Wis), Search (Int),individually) (Int), Listen (Wis), Perform (Cha), Speak Profession Language (Int), taken Script Diplomacy (Cha), skills, Knowledge (all (n/a), Spellcraft Concentration are (Con), skill) each (Int), Craft Decipher (Int), The chord sublime Spellcraft 6 ranks. Perform (any) Profession 10 (astrologer) ranks, 6ranks, the following criteria. all to become chord, asublime must acharacter To ful qualify characters. place of the Lyceumquite in well for chord any sublime keep or the Vault would of serve Silverymoon Sages in in the F Lyceum. college For for example, the Starry any similar knowledge. In your campaign, you can easily substitute dedicated and to the preservation of truth fundamental life. of way a really is it of search mages and Its in members bards, scholars, are group; a than more is organization forpoint the inclusion prestige However, of class. this this Skill Points Level: at Each Skill Special: Spells: Skills: Hit Die: Adaptation: ORGOTTEN Knowledge (arcana) 13 ranks, Listen 13 ranks, ranks, 13 Listen ranks, 13 (arcana) Knowledge Able 3rd-level to cast spells. arcane Bardic music Bardic ability. d6. The Starry Lyceum can serve as the focal Lyceum the focal as serve can The Starry R ’ s class skills (and for the key ability skills s class EALMS ® setting, the scribes of Candle- 4+Int modi fi — er. a policy that that a policy fi nds NPC NPC nds 99/15/04 3:00:15 PM / 1 fi ll 5 / 0 4

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CLASSES 4 0 / 5 1 / 99/15/04 3:00:56 PM s ’ s Perform s Perform ’ Each use of s next turn, else or ’ eld of timelessness, timelessness, of eld fi Player’s Handbook. A sublime chord of 2nd level or or level 2nd of A sublime chord A sublime chord of 6th level or or 6th level of A sublime chord A sublime chord continues to col- to continues A sublime chord ). The subject is entitled to a Will save save Will a to entitled is subject The ). A sublime chord expands of repertoire A sublime chord her 5 4 4 3 3 2 3 3 4 5 4 2 2 — — — — — — — 2 2 — — 2 3 4 3 er. fi s Handbook ’

Player

Bardic Music: Song of Timelessness (Su): Bardic Knowledge: (Su): Power Arcane of Song

Perform Check Result 9 or lower 10 to 19 Caster Level Increase 29 to 20 higher or 30 +0 +1 +4 +2 provided she has line of effect to the target (see page 176 of of 176 page (see target the to effect of line has she provided the spell The arcane must be of enhanced to song the by power sublime the chord of be cast end the by bardic a consuming than (other effect no with fades song the use). music a in ranks more or with inhigher skill a Perform 16 the knows feet 60 within timelessness. of song As a standard can action, she envelop creature single a does, including ability the a known sublime replace chord to class level spell with spell even-numbered a new every at beginning 4th. at that bards acquire. and knowledge lore of bits lect the odd bardic her to class sublime chord level can her add She checks have checks, bardic knowledge so her knowledge + level sublime chord + her bard level equal her a bonus to her Int modi poetics strange or of songs new encompass to bardic music effects function These as just bardic the power. and wondrous effects describedmusic in the daily expends song one a sublime use character the chord of ability. bardic music (rounded one-half class adds A sublime chord level her daily of number determine to her bard level her to down) bardicuses music. of ranks with more higher or 12 in skill a Perform learns how spellcasting. assist to her bardic music As use a move her to can castaction, to she a spell prepare giving by the to voice next The spell casts gains she its power. to of a bonus song chord sublime the of result the based on level caster check: s caster s caster ’ Sublime chords gain 4th level or higher. To To higher. or 4th level ciency: s level, so if has a Charisma she s level, ’ can A sublime chord choose er. fi A sublime chord has ability the A sublime chord cast to a s Cha modi ’ 1 6

armor. or with weapon ciency any

d d n i . 2 t Spells per Day: Weapon and Armor ProfiWeapon p Base Save Level Bonus Save Save Special Attack Fort Ref Will 4th 5th 6th 7th 8th 9th Day per Spells 4th 5th 6th +2 +2 7th 8th +3 +1 +3 9th +1 10th +4 +2 +4 +1 +1 +2 +5 +4 +4 +2 +2 +2 +3 +5 +5 +3 +2 +3 — — +6 +6 +3 — Song of timelessness +7 — — fire cosmic of Song 3 3 4 3 4 3 4 4 2 4 2 3 4 1 4 — 2 3 — 3 — — 1 3 — 2 — 2 1 — 1st 1st 2nd +0 3rd +1 +1 +0 +0 +0 +1 +0 +2 +1 +3 +3 Bardic lore, bardic music 2 Song of arcane power — 1 — — 3 — — 2 1 — — — 9th Known 8th 6th 7th 5th Level 4th 1st 2nd 3rd 3 4th Spells 4 5th 4 6th 1 4 7th 2 4 8th 2 4 — 9th 3 — 4 2 4 4 4 3 4 10th 3 4 1 — 4 4 — 2 4 2 4 — — 3 — 4 — 3 — 1 — 4 — 2 — 4 2 — — 3 — — 3 — 1 — 2 2 — — 1 h spellcasting class before becoming a sublime chord, she must must she chord, sublime a becoming before class spellcasting the for levels sublime chord class her which add choose to to purpose spellcaster determining sublime level. chord of her and casts prepares spellsA sublime chord as just a sorcerer small arcane of number spells, all of a Charismacast spell, a sublime chord have a character must spell the + least 10 at of score cannot spells. she cast sublime chord any lower, or 13 of spellsBonus are Charisma, based on and saving throws + the against + spell these spells level a DC 10 of have chord sublime spells sublime chord both and her spells the for she level determined is classes spellcasting arcane other from gains in another level her to level sublime chord addingby her arcane spellcasting class. than arcane had more one If she spells spell from sorcerer/wizard the list bard the spell or list; if a spell appears both she on lists levels, different at spell. the of A sublime chord uses bard the version a sublime As with for bard spells, components somatic the spells incurchord’s do not an arcane spell failure chance as arcanenormal for spells if is wearing sublime the chord light armor. All following the are class sublime the chord of features prestige class. no profi C _ 5 Table 2–18: The Sublime Chord Sublime The 2–18: Table Table 2–17: Sublime Chord Spells Chord Known Sublime 2–17: Table ClassFeatures 2 9 7 1 _ 0 2 6620_17925_Chpt2.indd 61 6620_17925_Chpt2.indd 62 62 2 0 _ 1

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C CLASSES h Illus. by G. Kubic p t 2 . i n CHORD SAMPLE SUBLIME d d suggestion power, song of arcane greatness, courage +2, inspire inspire music 11/day (countersong, sword +1 short sword +12 Atk melee +2; (1d4 Grp +8; footed Atk 18; Base AC touch 14,HD 12d6+12; 20, hp ft.; 55; 30 Spd +2; Init gnome 10/sublime bard humanoid; CR Small chord 12; 2; Faerjan Laughingsong Skoras: fi chord level +Chamodi- save (DC 10 +sublime entitledare to aRe creatures affected All Perform check result. to the chord sublime take damage equal the area in Creatures fi line of effect to the she(provided has chordthe sublime 100 feet of within anywhere fire of 20-foot-radius spread cosmic music. The song of of uses bardic daily chord of her two asublime costs ity fi the song of cosmic learns a Perform skill in ranks more or 20 with chord sublime 10th-level to have passed. seems time no concerned, is the creature as far As normal. subject to immediately returns When the she stops performing, of 1minute per level. up to amaximum power the to perform, bylong continuing she as maintains (DC 10 chord +sublime level +Chamodi A sublime chord can keep her target frozen in time for keep chord herA sublime as time can target in frozen on somehow is away, taken it would not even to fall. begin it standing is ground the if and target fail, it automatically it affect can force aura of timelessness and its save, ashimmering in it subject the frozen fails is If can take no actions. However, no effect.

er) damage. for half re abil- re. Using this

6 2 Song of Cosmic Fire (Su): ’ s point of origin). of origin). s point ); SA spell-like abilities; SQ bardic knowledge 13, bardic bardic 13, knowledge bardic SQ abilities; spell-like SA ); fi re creates a creates re ), gnome traits, low-light vision; AL N; SV Fort Fort SV N; AL low-light vision; gnome), traits, ); Full Atk +12/+7 melee (1d4 fl — ex ’ s weapons cannot reach it, spells that that reach it, spells weapons cannot A fascinate, Female Female inspire competence, inspire fi – er) to negate the er) the negate to 1/19 – 20, 20, – Faerjan Laughingsong Skoras, 1/19 +1 short short +1 – fl a sublime chord at- 20, 20, +8, Spellcraft +9 (+11 to decipher spells on scrolls), Use Magic Magic Use scrolls), on +18Device (+22 spells Dodge, Great when Fortitude, scrolls); using decipher to (+11 +9 Spellcraft +8, Perform (sing) +22, Profession (astrologer) +7, Sense Motive +18, +14, Listen (arcana) Knowledge +3, Jump +13, Diplomacy the sublime chord class description for details). The spell to The for spell description chord details). the sublime class caster level, on based the result of her Perform check (see abonus to its she gains casts spell song, the next and this sist her spellcasting. As a move action, Faerjan can activate capability.ing greatness in Faerjan or an ally, granting the target extra 12, Cha20. +11*; +9*,+6*, Ref Will 14, Dex 6, Str Con 12, Int 13, Wis Skills and Feats: and Skills Song of Arcane PowerSong of Arcane (Su): (Su): Greatness Inspire Scribe Scroll,Scribe Spell Focus (enchantment), Concentration +16, Decipher +6, Script fear improve and combat their abilities. or poetics to bolster Faerjan

Weapon Finesse. Weapon Inspire Courage (Su): Courage Inspire ally succeedat atask. ally Use music to help or poetics an

Use music to inspire or poetics

against illusions. against cial bonus on saving *Gnomes have a+2 ra- throws giants. Inspire Competence (Su): Use music to or as- poetics to Armor Class against against Class to Armor creatures to become fas- have a +4 racial bonus have racial a+4 goblinoids.and Gnomes kobolds against rolls Faerjan. with cinated oneics to cause or more

cial bonuscial on attack Gnomes have a +1 ra- poetics to counter counter to poetics 15), ties: Gnome, Sylvan. Languages: lights, ghost sound Spell-Like Abili- Use music or poet- sound. on depend that effects magical Gnome Traits: (Su):

1 minute). animals with speak Fascinate (Sp): Fascinate only,mal duration (burrowing mam- Countersong Countersong 1/day prestidigitation, Use music or ’ s allies against against s allies Use music Common, — dancing fi (DC (DC ght- 99/15/04 3:00:59 PM / 1 5 / 0

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EALMS R Grimoire cation. or study with fi ORGOTTEN can unlock many secrets spies and assassins, secre- assassins, and spies excel who individuals tive Suel arcanamach NPCs are d8. allegiance to other arcanists. arcanists. other to allegiance at usingat stealth, spells, and — modern day retain special day no modern The notion of an elite order of of an of order elite notion The +6. or who learns from a master master a from learns who or follow the traditionfollow in the swordplay to achieve their goals. achieve to swordplay — for powerful wizards, those who . No academies for these warrior- for academies . No Grimoire Arcanamacha, Grimoire cient with at least four martial with four least at cient or fi existed as guards elite and agents Hit Die: Hit Grimoire ll all criteria. following the While the arcanamachs formerly well withwell further no modi fi

Mulhorandi), and the class should work work and class the Mulhorandi), should realms of Jhaamdath or Mulhorand. Simply an to language the change requirement to your own campaign, if your do not to you even appropriate language dead the empire for setting. You cansetting. easily adapt the arcanamach You play in . In F the in Greyhawk. play the Imaskari even Netheril, the or Empire, Some are dedicated mage-slayers who make are who dedicatedSome mage-slayers Adaptation: the elitewarrior traditions of the Empire of Concentration 4 ranks, Concentration 4 ranks, Jump setting, arcanamach the can of be a student in question (Loross, Roushoum, Thorass, or warrior-mages is not restricted to the Greyhawk restricted is not warrior-mages Greyhawk the to a career out of destroying spellcasters. of a career other out

Ancient Suloise. Ancient Requirements To qualifyTo arcanamach, a Suel become to a char- Must be pro be Must Must read the spellcasting. Skills: Base Attack Bonus: Combat Casting, Will. Iron Combat acter must ful must acter of stealth, alertness, mental fortitude, and combative combative and fortitude, mental alertness, stealth, of Grimoire Arcanamacha Grimoire Grimoire Arcanamacha Grimoire Special: Language: Feats: Special: who has studiedwho the the the a willing instructor so. Reading has done who the requires one full week of uninterrupted and study, the ability wizards remain,skilled a but studies from who swordsman Spellcraft 4 ranks. 5 ranks, Tumble weapons. exotic as defend the wizardsas defend their of own families. In of hundreds from skills their learning spell of arcanamachs and duels steel, secret practiced their kind, their of others against arts academies. arcanamach hidden the tradition dead, is While long Empire the of the Suel arcanamach still survives in magical a rare of set tomes: the sug- lullaby Cahlo Sheebrehl, Sheebrehl, Cahlo a Suel arcanamach a Suel s next turn, turn, next s ’ (DC 15),

— divine divine (DC 21), blur, blur, (DC 1st (3/3 per — bestow curse (DC 17), — SUEL SUEL neutralize poison, neutralize 2nd charm monster wand of magic missile (3/5/4/3/1 per day; caster level 12th): 12th): level day; caster per (3/5/4/3/1 Use music or poetics or make to music a Use dimension door, hold monster monster hold hold person person hold wand of cure moderate —

— — 3rd scroll of of scroll 5th 4th (DC 17), teleport, 3 heal, heal, (DC 21). haste, sculpt sound, summon summon sound, sculpt haste, 6 cure critical wounds, greater invis- mage hand, read magic; read hand, mage

(25 charges),

(as the spell) a creature (as to that Faerjan has already d s hideous laughter ’ d n i dancing lights, detect magic, ghost sound . invisibility; 2 Suggestion(Sp): Known Spells Bard t Sublime ChordSublime Known Spells Possessions: shirt, mithral +2 short +1 ARCANAMACH p — h studied arcane express the magic purpose for learning of powerful slay to wizards.how the arcanamachs Empire, In the Suel of the days were guards their archmage masters, serving for Suel greatest the wizards with also and spell. sword were assassins They and trainedspies powerful slay to wizards rival of families, as well of unsurpassedof and the power, countless rivalries and vendettas between families these rise the to led an of training: combat of the school of elite way the determination,arcanamach. and loyalty, for Conditioned absolute obedience, arcanamachs were skillful warriors who avoided, unearthing many dark and and dark folk other mighty many its by wielded power ble that lore archmages. Suloise sorcerers delved arcane unearthing into deep avoided, in process. the secrets dangerous ruled was Empire by Suel The familiesnoble by mages headed The ancient Suel Empire was was Empire Suel ancient The great the andknown terri- for sword, cloak of Charisma +2, boots of striding +1, protection of ring springing, and of scroll neutralize poison. neutralize day; caster level 12th): 4th (DC 19), solidibility, fog; fog mind cure light wounds,cure light expeditious retreat, Tasha undetectable alignment; glitterdust (DC 19), monster III; (DC 16), 18), be enhanced must be cast by the end of Faerjan or the song of arcane power fades with no effect (other than than (other effect no with fades power arcane of song the or day). the for consuming bardic a use music of gestion fascinated. 0 scroll of of scroll wounds pp. 23 20 charges), level; (3rd C _ 5 2 9 7 1 _ 0 2 6620_17925_Chpt2.indd 63 6620_17925_Chpt2.indd 64 64 2 0 _ 1

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C CLASSES h p t 2 . i n Table 2 Table 2–1 FeaturesClass Skills Class d d level, so if he has a Charisma of 10 or lower, he score of must at 10 least havespell, spell +the aCharisma he cannot cast To aSuel spells. cast arcanamach number of arcane a small Day: per Spells below). Chance, Failure components somatic seeIgnore (but Spell with to fail spells arcanamach an with interferes pro no class. prestige features of the Suel class are arcanamach the following All (Str),(Wis), Swim Tumble (Dex), Use (Dex). and Rope (Dex), Profession (Wis), Search (Int), Spellcraft (Int), Spot Knowledge (the planes) (Int), (Wis), Listen Move Silently (Str), Knowledge (arcana) (Int), (Int), Knowledge (history) Jump (Dex), Hide (Dex), Artist Escape (Cha), Disguise (Int), (Cha), Bluff are (Str),skill) Climb Concentration (Con), Craft The Suel arcanamach four weeks of training. requires instructor awilling from to read Ancient Learning Suloise.

Attack Fort Ref Will Spells per Day per Spells 5th 4th 1 3rd 2nd 1st 5%, chance failure spell Ignore +2 +2 Will +0 Ref Fort +0 Attack Special 1st Save Save Save Bonus Level Base n + + + + Dseln tie1dy 0 1 1/day strike Dispelling +3 +3 +0 +1 2nd tenacious spells — — — 2 1 — 2 2 1 3rd 2nd 1st 1stLevel 2nd 3rd 4th 5th Spells Known r + + + + Etne plsrnt 2 1 2 spellstrength Extended +3 +3 +1 +2 3rd 2 1* 2 2 2 3 1* 3 2 2 4 2 3 1* 3 3 4 2 4 * Charisma enough hasahigh arcanamach the Provided 2 3 4 3 2 4 10th 3 3 9th 3 8th 2 7th 6th 5th 4th t + + + + Inr pl alr hne1% 2 0 2 2 10% chance failure spell Ignore +4 +4 +4 +4 +1 +1 +3 +3 5th 4th t + + + + Dseln tie2dy 3 0 1 2 2 3 3 3 3 15% chance failure spell Ignore 2/day strike Dispelling +6 +5 +6 +5 +5 +2 +5 +2 +2 +6 +5 8th +4 7th 6th 9th +6 +3 +6 +6 +6 +6 +3 +6 9th 0h 7 3 7 7 ipligsrk /a,inr 4 3 2 3 3 4 20% chance failure spell 4 3/day, strike ignore Dispelling +7 +7 +3 +7 10th

6 score to have a bonus spell of this level. ofthis spell tohave abonus score 4 Skill Points Level: at Each Skill Weapon Pro Armor and – 20: The20: SuelArcanamach fi ciency with any weapon or armor. Armor of any type type any of Armor armor. or weapon any with ciency 9: Suel Arcanamach Spells Known Spells SuelArcanamach 9: A Suel arcanamach has the ability to cast to cast ability the has ASuel arcanamach ’ s class skills (and for the key each ability skills s class * fi ciency: ’ s movements, cause which can 4+Int modi — —

Suel arcanamachs gain gain arcanamachs Suel fi — — — — — — — er.

3 2 1 4 3 3 2 0 4 4 3 2 1 — — — — — — ’ s character the to dispel required spells are particularly dif spell. aSuelacter arcanamach casts when the char- only functions ability This not 10%. of 5%, chance failure aspell has shirt amithral wearing canamach any. if chance, For failure example, a1st-level spell total ar- given the percentage subtracts value his from arcanamach level levels every three by 5% increases and thereafter. The at 1st at 5% or shields. armor reductionusing This starts with associated chance failure spell reduction the arcane in swordplay and a in results at merging spellcasting practice at 4th. levelclass beginning at every even-numbered anew spell with spell arcanamach to Suel replace aknown sorcerer ability the including does, just a as He spells casts on the list. sorcerer/wizard spell schools transmutation and illusion, abjuration, divination, level. ofscore the for Heto spell any that access spell has he Charisma would entitled on to be based his bonus spells (for 1st-level instance, for 1st level), spells only the he gains Cha modi have of 10 these aDC spells level against +spell throws +his saving and on based are Charisma, Bonus spells these spells. any adjustment to the spell without (but feat Spell Extend the by affected if as doubled, is which he targets himself with spells Suel arcanamach The duration of any on that he of himself. his casts spells knows how to of duration the extend a Suel arcanamach per day, at and 10th per level day. times it use three he can power times two this use can level, At6th arcanamach an up for used is day. that butno effect, the ability has strike dispelling the to dispel, or effects no spells with acreature against strike adispelling makes Suel arcanamach The arcanamach subject is to atargeted age, the victim and dam- normal he he hits, deals If meleeone normal attack. with of 2nd level strike or attempt higher adispelling can Ignore Spell Failure Chance (Ex): Chance Failure Spell Ignore Dispelling Strike (Su): Strike Dispelling Tenacious Spells (Ex): Spells Tenacious Extended Spellstrength (Ex): Spellstrength Extended fi er. per day When of agiven he level gets 0spells ’ s dispel check is 1d20 check is levels dispel a +class If +6. An arcanamach fi cult to dispel; add 6to DC the to dispel; cult Once per day, aSuel arcanamach ’ s effective level time). or casting —

’ s arcanamach spells. s arcanamach Beginning at 3rd level, Beginning — — — ASuel arcanamach

greater dispel magic. ’ s Suel arcanamach s Suel arcanamach — — — — —

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CLASSES 4 0 / 5 1 / 99/15/04 3:01:10 PM ll ll fi transporta- ” illegal “ guides, calleded NPC wayfarer fi in cities, large found ces are generally fi teleport. WAYFARER GUIDE WAYFARER s class skills ability key the for (and — ’ are sometimes available to teleport bold bold teleport to available are sometimes ” This prestige class This is prestige point. quick the and to d6. A prospective wayfarer guide join A prospective wayfarer the must Knowledge (arcana) 10 ranks, Knowledge (geog- Knowledge ranks, 10 (arcana) Knowledge Able to cast to Able Spell: Special: Skills: Adaptation: Die: Hit danger wayfarers, raphy) 10 ranks. 10 raphy) each Knowledge skill) Craft (Con), (Int), are Concentration Speak(all (Wis), skills, Profession taken (Int), individually) and Spellcraft (Int). Language (n/a), To qualifyTo guide, a wayfarer a character become ful to must all criteria. following the can quit without losing she later (although Union Wayfarers previously acquired levels). guide wayfarer The The wayfarer guide focuses on honing her skillguide her honing wayfarer focuses on instanta- at The magicalneous transportation. Unlike spellcasters other of devote guide associations,prestigious not need a wayfarer life art the her years to of focus her teleportation nor of pursuit the on perfection. of Still, overmuch attention she through only available are that trade the of secrets learns is, at Union The Union. with Wayfarers the employment heart,its a transportation service specialty that spellcasters those willing for provide pay. to Most wayfarer guides are wizards or sorcerers, though been domain clerics with have a few access the Travel to known to pursue this class. Such characters typically wizard or two Knowledge the or in meet bard, to ranger, level have a requirements more quickly, of Union Wayfarers a variety offer staffed standard guides of who wayfarer by services. Particularly quali “ locales, dangerous into price though the clients is commen- higher. surately in their your disputes. wayfarers Perhaps have even However, exists. Union Instead, many campaign single no Wayfarers claim particular each geography groups of areas splintered the contest as theirs, bitterly and they in their territory travelers groups. or goods other of tion by areas into held can travelers or goods who smuggle Those would wayfarers state-sanctioned or wayfarers opposing by in such a campaign. probable become Requirements Class Skills

); ); ) and . B would be would haste ); SA dispelling dispelling SA ); haste. , Exotic Weapon Weapon , Exotic B — +1 two-bladed sword +1 two-bladed sword 3rd 20, expeditious retreat, shield; The duration of any of of any of duration The – ghter 7/Suel arcanamach 7/Suel ghter 20, fi — (3/3/1 per day; caster level level caster day; per (3/3/1 at-footed 16; Base Atk 16; +10; at-footed – fl spell cast by a 3rd-level Suel Suel spell cast a 3rd-level by Once per day, Cahlo can a attempt day, per Once s strength; ’ Add 6 to the DC 6 to required Add dispel to s dispel check is 1d20 + 10. + s dispel is check 1d20 ’ +1 two-bladed sword 20, – s strength ’ Male human Cahlo Balance Climb +5, Concentration +10, bull Common, Ancient Suloise. Ancient Common, s effective level or casting or time). Spells level s effective that target ’ s endurance, bull ’ 5 6

, Weapon Specialization, Weapon (two-bladed sword) , Two-Weapon Fighting, Weapon Focus (two-bladed

B B bear s spells that he targets himself with is doubled, as if if as doubled, is with himself targets he that spells s s arcanamach spells. d 21: The Wayfarer Guide Wayfarer The 21: ’ ’ d – n Will, Iron Spring sword), (two-bladed Mobility, ciency i — . fi 2 t Dispelling Strike (Su): Tenacious MagicTenacious (Ex): Possessions: +2 mithral shirt, ring of protection +1, +1/+1 two- shirt,Possessions: mithral ring +2 of protection +1/+1 +1, Suel Arcanamach Spells Known Languages: Extended Spellstrength (Ex): Skills and Feats: p h Base Attack Fort Ref Will Ref Fort Attack teleportation Base Extra Level +3 1st +0 Bonus +1 2nd +0 3rd Save +0 Save +1 Save +0 Special +1 +0 +1 +2 Enhanced capacity, improved range +3 level of existing +1 spellcasting class Enhanced accuracy Spells per Day/Spells Known level of existing +1 spellcasting class

2nd 4th; 5% arcane spell failure): 1st

sword)

bladed sword, cloak of Charisma +2, potion of cure serious wounds, 23 gp. Pro Attack Cahlo tothe spell are affected targets Cahlo this only by multiple but ability, gains the extended duration. a Target Spells have that do not entry are unaffected this by ability if Cahlo even is only the one affected. Cahlo dispelling strike with one normaldeals normal damage, and victim the a targeted to is subject melee attack. If he hits, he greaterdispel magic. affected (but adjustment any Extend without Spell the by feat

Full (1d8+5/19 melee Atk +12/+7 (1d8+4/19 melee +12 strike 1/day; SQ extended spellstrength,chance 5%, magic; tenacious AL N; SV Fort +6, Will Ref +9, ignore spell failure Wis 8, 12, Int Cha 16. 10, Con Dex 16, Str 14, +7; Spellcraft Spot +10, +5, Jump casting defensively), (+16 +12 Dodge Casting, Combat +18; Tumble +7, hasted for 10 rounds, while his allies 10 for hasted gain would effect the normal the duration. 5-round for only entry are unaffected a Target Spells have that by do not if the arcanamachthis even power affected. is one the only Sheebrehl: Cahlo arcanamach himself on has a duration 6 minutes rather of than 3 minutes. Spells that arcanamach the only but gainser, duration. extended the For target multiple targets are affected arcanamach casts who a 5th-level example, by this pow- For instance, For a 4; Medium CR 11; humanoid; plus 4d8; HD 7d10 Init hp 61; 14, touch +3; Spd 30 ft.; 19, AC Grp +12; Atk +14 melee (1d8+6/19 melee Grp Atk +12; +14 C _ 5 SAMPLE SUEL ARCANAMACH SUEL SAMPLE Table 2 Table 2 9 7 1 _ 0 2 6620_17925_Chpt2.indd 65 6620_17925_Chpt2.indd 66 66 2 0 _ 1

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C CLASSES h Illus. by F. Vohwinkel p t 2 . i n Class FeaturesClass d d up to 1,500 miles miles 1,500 to up teleport can guide 1st-level wayfarer 9th-level wizard/ For example, a 50%. by increases the spell coveredtance by dis- maximum the descriptor, the teleportation with any spell casts the character When teleporting. whener distances can travel great- guide wayfarer Range (Ex): caster). 11th-level forcreatures an of three limit mal nor- the of (instead her with creatures smaller or Medium up to bring 2nd-level can wayfarer guide For example, a9th-level wizard/ spell description. given the to in restrictions the same level, load) per class or objects subject up to its maximum gear (carrying creature Medium touchedadditional willing along one bring to brought be can along, awayfarer guide creatures other willing allows that descriptor teleportation ef more material known. per day spells and spells level of determining for the purpose shewayfarer guide, must decide to to add which each class before a class becoming she hadmore one spellcasting than undead, abonus or feat, destroying on). so and If of turning would have of class (improved that character gained chance level.class She not, does however, any other bene gain to which she class ing belonged before the prestige adding alevel aspellcast- gained applicable) she in if hadalso if as known, per day (and new spells spells gains wayfarer guide Known: Day/Spells per Spells pro no class. prestige features of the wayfarer class guide are the following All

6 6 Improved Improved (Ex): Capacity Enhanced Weapon Pro Armor and Points Level: at Each Skill fi ciency with anyciency weapon with or armor. fi A ve other other ve fi ciently. the with any spell When casting fi A wayfarer guide can transport transport Awayfarer can guide ciency: 2+Int modi At1st 3rd and level, a teleport Wayfarer guides gain gain guides Wayfarer fi er. fi t a Erbera Anvilheart, awayfarer guide SAMPLE WAYFARER GUIDE Cha10. 8, Wis poison), +10*; +7*, 10, Ref Str 13, Will Dex Con 16, Int 18, (+11 +9* Fort SV LN; improved spells), AL range; against bene familiar (weasel), familiar teleportation, capacity,accuracy, enhanced extra dagger); SA melee +6 (1d4/19 Atk or +5; Full Atk +5; Grp 70; hp 3d6+9; AC 19 plus +5; SpdInit 20ft.; 9d4+27 HD humanoid; Medium 12; CR 3; Erbera Anvilheart: the result choose sheand wants. (such as destination includes thethat actual for arandom chance determining descriptor teleportation the with any spell When casting on target. wayfarer becomes at arriving guide more skilled only for a 5th-level used be slot, extra which an can spell gains guide for miles a10th-level1,000 caster). asingle with † (Ex):Enhanced Accuracy Teleportation:Extra Includes +4 armor bonus Includes from armor +4 teleport — teleport ; SQ darkvision 60 ft., dwarf traits, enhanced enhanced traits, dwarf 60ft., ; SQdarkvision spell. teleport Female dwarf conjurer 9/wayfarer guide guide 9/wayfarer conjurer dwarf Female spell (instead of the normal limit of (instead limit of spell the normal fi ts (Alertness, empathic link, share empathic link, (Alertness, ts † Beginning at 2nd level, Beginning awayfarer , touch 13, ), a wayfarer guide can roll twice twice roll can awayfarer), guide At3rd level higher, and a mage armor. fl at-footed at-footed 18 – 20, masterwork masterwork 20, † ; Base Atk Atk ; Base 99/15/04 3:01:11 PM / 1 5 / 0 4

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s ” ’ acid acid clai- (2) (2) You “ — — Player web ice storm ice s faithful (DC 15); ’ 3rd acid splash acid Erbera can daze, disrupt Erbera gains (2); 6th — Deriko grants Deriko Deriko can com- Deriko ts: (DC 18), (DC 16), fi rope trick; rope ex saving throw for fl — Mordenkainen ts from having a famil- a having from ts fi dispel magic, fireball 2nd — Deriko can communicate — Deriko can touch deliver its master Alertness as long as is withinit 5 feet. all except others Alertness (Ex): Alertness summon monster III, tongues; Empathic Link (Su): 5th obscure object If Deriko is exposed to any effect effect any to exposed is Deriko If 3rd — mount; (caster level 11th; prohibited prohibited 11th; level (caster When Erbera casts any spell with spell any casts Erbera When Familiar Bene — communicate telepathically with her in the above statistics).in above the bonus on Appraise checks (included Appraise on bonus checks (included (2), special bene iar. This creature grants Erbera a +3 +3 a Erbera grants creature This iar. munication without magical help. 1st s private sanctum, teleport magic missile, reduce person person reduce missile, magic creatures do not understandcreatures com- do not the ’ (DC 17), Speak with Master (Ex): Erbera may have any spell any casts on she have Erbera may municate verbally with Erbera. Other dancing lights, detect magic, mage hand, familiar a distance at 1 mile. to up The of Can approaching sniff detect enemies, out alarm, disguise self, endure elements, mage mage elements, endure self, disguise alarm, master has the same connection to an item has an same the master to connection item as itself (including dire varieties). as itself (including s secure shelter; ’ — ). with animals same the kind approximately of as above plus 0 plus as above s endurance ’ whispering wind; shrink item 1st or a place that the familiar a place or does. Deliver Touch Spells (Su): Spells DeliverTouch Improved Evasion (Ex): Scent (Ex): Speak with Mustelids (Ex): (already cast), bear dimension hallucinatory door, terrain Share Spells (Su): — — Leomund attached. When attached,attached. Deriko When Dexterity its loses the remove Armorto bonus To Class and 21. of has an AC of 52 page Deriko a through achieve grappling, must opponent the Familiars, pin against creature. the (see Erbera for spells Handbook that normally allows it to attempt a Re half damage, takesit damage no with a successful saving throw and half damage if the saving throw fails. and foes, track smell. of hidden sense by Wizard Prepared Spells Improved Range (Ex): Improved Spellbook: fog, greater dispel magic. undead, touch of fatigue; the teleportation descriptor, the maximum the teleportation descriptor, the distance covered spell the by 50%. increases by 4th (2), Mordenkainen hound, herself also affect familiar her if the latter is within 5 feet also may time. the at cast She a spell with of a target 0 and necromancy): schools enchantment (DC 16), (DC 17), 2nd on her familiar. her on (+6 ranged touch), mending; armor , Spell s base ’ B s faithful ’ s body and ’ , Silent Spell , Silent 7; Atk Full or 7; Atk +9 mage armor. mage B – ; Tiny magical; Tiny beast; HD — When When ), ), When When s abilities and characteristics are ’ s secure shelter, Mordenkainen shelter, secure s ’ teleport Balance +10, Climb +10, Hide +11, s familiar named is Deriko. a weasel ’ ), Track. ), If Deriko hits with attack, can a bite it use Concentration +18, Decipher Script+8, Decipher +18, Concentration Dwarves have stonecunning, which grants 4, bite); Space/Reach 2-1/2 ft./0 ft.; attach; Space/Reach SA 2-1/2 bite); 4, – Erbera Common, Dwarven, Gnome, Goblin, Dwarven, Gnome, Common, Terran, Weasel familiar; Weasel CR teleport reball, Leomund reball, fi 7 6

at-footed 21*; Base Atk Grp +5; 21*; at-footed Skills and Feats: Attach (Ex): and fl d d n i . automatically deal damage bite each remains round it Move Silently +8, Spot +3; Weapon Finesse. +8, Silently +3; Spot Weapon Move the opponent powerfulits latch onto to jaws melee (1d3 low-light spells, touch evasion, SQ deliver improved speakvision, scent, with speak mustelids, with masters; AL Will N; SV Fort +3, Ref +5, Str +10; 10, 3, Con Dex 15, Cha 5. Wis 12, 10, Int +4 armor *Includes from bonus Deriko: 12; hp 35; Init +2; 20 ft., Spd touch 35; 12; climb hp 20 ft.; 23*, AC 14, 2 Enhanced AccuracyEnhanced (Ex): t Languages: Familiar: Enhanced Capacity (Ex): Capacity Enhanced Dwarf Traits: Dwarf Skills and Feats: p h Undercommon. save bonuses. The creature The bonuses. save summarized below. tion descriptor that allows other willing willing other allows that casting spell any with teleporta- the descriptor tion Erbera can along, creaturesbe brought to bring three along additional willing Medium touched carryingcreatures (each maximum its to up objects or gear load). familiarThe uses own the better its and of Erbera descriptor that includes a random random a includes that casting spell any with teleportation the descriptor determiningchance for the actual destination as (such Erbera can roll twice and choose wants. she result the saving throws against spells and spell-like spell-like and spells against throws saving effects. them a +2 racial bonus on Search checks to notice unusual unusual notice to checks Search on bonus racial +2 a them it of within feet comes 10 merely A dwarf who stonework. can make a Search as check if searching. actively standing When the ground, on dwarves are exceptionally have They a +4 ability on bonus and have stable checks to made tripped. or rushed bull being resist attacks racial on a +1 bonus against and orcs a +4 Dwarvesgoblinoids. racial have bonus Armorto Class against giants. racial a +2 on *Dwarves bonus have ance, Improved Initiative, Scribe Scroll Initiative, Improved ance, Mastery ( hound, Knowledge (arcana) +19, Knowledge (geography) +19, +19, (geography) Knowledge +19, (arcana) Knowledge Spellcraft +15, Survival to getting avoid (+7 +5 lost or to hazards); Alertnessavoid familiar), (from Diehard, Endur- C _ 5 2 9 7 1 _ 0 2 6620_17925_Chpt2.indd 67 6620_17925_Chpt2.indd 68 68 2 0 _ 1

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C CLASSES h Illus. by W. O’Connor p t 2 . i n d d wild surges might that mage provewild to the wild catastrophic addition, from time to time her spells unfold in spectacular In of short her expectations. fall sometimes herand spells that other casters cannot reach her to heights her ofstrong, power and carries often magic for power, less Chaosis not risky? but if what magic is hope the potential for. can casters risks she course, Of also for of power the potential allows other greater than risk This she randomness, of spellcasters. arcane other of element predictability safe an the up gives substituting of risk the taking By without structure. spells mage to cast aspires The wild awesome the lies paradox magic. power of wild this control Within of the arcane. abandon willful their must master magic forgetwould truly what they know and pointless essentially are order the force through on of will, magic spellcastingcodify through arcane formulas, or to impose forces the universe. Attempts to in or supernatural natural one is Magic of unpredictable the and most capricious of all 39 gp. spellbooks, pouch, scroll of +2, of cold; raudience/clairvoyance, illusory script; haversack, dust of tracelessness

6 8 Possessions: Amulet of natural armor +2, ring of protection protection of ring +2, armor natural of Amulet Possessions: masterwork dagger, masterwork 6th scrying cyn,wand of levitate scrying, — — or so wild mages believe. whoor wild those Instead, so disintegrate. focus (reduced mirror with size cloak of resistance +2, Heward +2, resistance of cloak (2 pinches), scroll of (12 charges), component spell — WILD MAGEWILD but chaos is also also is chaos but 4th — scrying; Revena Callordin, awild mage shrink item shrink 5th ’ teleport, s handy s handy — fi ckle, cone ), casting could possibly lead to geographic or ecological ecological or geographic to lead possibly could casting skewed their The of such with proliferation technique. themselves create as the magic instabilities those in ties mages donotconcept much so wild that exploit instabili- kinds. ofcatastrophes all and therefore they bend their efforts toward instigating the world in them around rises, uncertainty and chaos the powerthat the amount of as increases of magic their ones) magesA few not (generally good-aligned wild believe who revel disaster. and the chaos of destruction in villains others while are evil, and tyranny against crusading parties Some heroes are who join sorcererschaotic wizards. and mages much act like NPCwild powerful, and Capricious fi within the depths of Limbo to experience the power of chaos mages who of wild Cabal cloister themselvesPrismatic can mages wild since fellow their spellcasters, contact with little have They innovators. solitary be to tend mages Wild chaos. power the of to harness explore and mages, seeking wild dobecome wizards many fact butin magic, ofwild ability unpredict- and to wouldthe spontaneity drawn be wizards to many of them. One mightappeals few that suppose into controls and these time-honored built guards formulas safe- the from spells their The of unchaining act magic. by of the study wild intrigued Sorcerers naturally are her convictions. of the price as herand mage companions. this accepts The wild rsthand. Adaptation: ’ t really learn from them. Rumors persist of them. asecretive Rumors from persist learn t really A twist on this class might include class the on this Atwist 99/15/04 3:01:20 PM / 1 5 / 0 4

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P M Table 2–22: The Wild Mage Base Attack Fort Ref Will Level Bonus Save Save Save Special Spells per Day/Spells Known 1st +0 +0 +2 +0 Wild magic +1 level of existing arcane spellcasting class 2nd +1 +0 +3 +0 Random deflector 1/day +1 level of existing arcane spellcasting class 3rd +1 +1 +3 +1 Student of chaos +1 level of existing arcane spellcasting class 4th +2 +1 +4 +1 — +1 level of existing arcane spellcasting class 5th +2 +1 +4 +1 Random deflector 2/day +1 level of existing arcane spellcasting class 6th +3 +2 +5 +2 Chaotic mind +1 level of existing arcane spellcasting class 7th +3 +2 +5 +2 — +1 level of existing arcane spellcasting class 8th +4 +2 +6 +2 Random deflector 3/day +1 level of existing arcane spellcasting class 9th +4 +3 +6 +3 Reckless dweomer +1 level of existing arcane spellcasting class 2 CHAPTER PRESTIGE 10th +5 +3 +7 +3 Wildstrike +1 level of existing arcane spellcasting class CLASSES

consequences that are strange at the least, or, at worst, step- has a base caster level of 6th, not 9th, but her actual caster ping stones to disaster. level varies from 7th to 12th for every spell she casts. Caster Hit Die: d4. level affects all level-based variables of a spell, including spell penetration checks. Requirements Random Defl ector (Su): At 2nd level and higher, a wild To qualify to become a wild mage, a character must fulfi ll all mage has the ability to protect herself from certain attacks the following criteria. with this ability. Using this ability is an immediate action Alignment: Any chaotic. (see page 86), which means that a wild mage activates it when Skills: Knowledge (the planes) 4 ranks, Spellcraft 8 ranks, it is not her turn. When activated, the random defl ector lasts Use Magic Device 4 ranks. until the beginning of the wild mage’s next turn. Feats: Magical Aptitude, any metamagic feat. The random defl ector redirects ranged attacks, ranged Spells or Spell-Like Abilities: Arcane caster level 1st. touch attacks, and individually targeted spells (spells desig- nating the wild mage as the sole target, but not area spells Class Skills striking an area in which she happens to be the sole target) The wild mage’s class skills (and the key ability for each skill) so that they instead attack or affect a random target within 20 are Bluff (Cha), Concentration (Con), Craft (Int), Intimidate feet of the wild mage. A wild mage includes herself and her (Cha), Knowledge (all skills, taken individually) (Int), Profes- allies among the possible new targets. Any creature targeted sion (Wis), Spellcraft (Int), and Use Magic Device (Cha). by a defl ected attack is attacked or affected normally, so an Skill Points at Each Level: 2 + Int modifi er. attack roll is made normally against the new target’s AC, the new target receives a saving throw if a spell or effect allows Class Features one, and so on. A wild mage can use this ability once per day All the following are class features of the wild mage prestige at 2nd level, two times per day at 5th level, and three times class. per day at 8th level. Weapon and Armor Profi ciency: Wild mages gain no Student of Chaos (Ex): Whenever a wild mage of 3rd profi ciency with any weapon or armor. level or higher uses a magic item that offers a randomly Spells per Day/Spells Known: At each level, a wild determined effect (such as a bag of tricks or rod of wonder), mage gains new spells per day (and spells known, if she can roll twice and choose between the two results. If a applicable) as if she had also gained a level in an arcane random roll is made only once to determine the nature or spellcasting class to which she belonged before adding the contents of a device (for example, a robe of useful items or an prestige class level. She does not, however, gain any other iron fl ask), a wild mage gains no special advantage. benefi t a character of that class would have gained (such as pqqqqqqqqqrs the bonus feat sometimes gained by a wizard). If she had more than one arcane spellcasting class before becoming a WILD MAGES IN FAERÛN wild mage, she must decide to which class to add each level Wild mages are particularly adept at exploiting zones of wild for the purpose of determining spells per day and spells magic, and they are much less likely to experience deleteri- ous effects while casting spells within wild magic zones. Wild known. mages can roll twice on Table 2–1: Wild Magic Effects in Chap- Wild Magic: A wild mage casts spells differently from any ter 2 of the FORGOTTEN REALMS Campaign Setting and choose the other arcane spellcaster. She reduces her caster level by 3 for preferred result. For example, a wild mage who rolls a result all spells she casts from now on. However, every time she casts of 37 (nothing happens) and a result of 57 (spell functions a spell, her use of wild magic adds 1d6 to her adjusted caster normally) would choose the second result. level. For example, an 8th-level sorcerer/1st-level wild mage pqqqqqqqqqrs 69

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C CLASSES h Illus. by D. Kovacs p t 2 . i n SAMPLE MAGE WILD d d Grp +5; Atk or Full Atk +6 melee +6 (1d4/19 Atk or +5; Full Atk Grp a 1stleast to of that level activating to similar create effect an slot of or at spell aprepared spell eliminate sheaction, can energy into random, unpredictable astandard As results. mage knows how to spontaneously convert her spell own by acontinuous nondetection (as effect the spell). 8, Cha17.8, 10, Str 14, Dex +4; Con 12, Int Will 13, Wis +8, Ref +4, Fort SV CN; low-light AL student vision, traits, of chaos; half-elf de random SA (1d8/19 ranged +8 or dagger) AC 14, ft.; 30 Spd +2; touch 13, HD11d4+11; CR 11;6; Medium humanoid (elf); Init hp 40; Callordin: Revena Master it a hadactivated if as rolls the creature Instead, itsthat intended fails. action ability or aspell-like uses aspell casts creature the affected a While applies, butresistance the target receives throw. no saving colors for rainbow 2d6 of shimmering aura Spell rounds. an the in creature 60feet, surrounding within creature a single a to make ability rod of wonder. See page 237 of the above) applies when she her dweomer uses reckless ability. confusion to immunity She her gains mind. the power of infuses chaos

7 rod of wonder. 0 Reckless Dweomer (Su): Dweomer Reckless Wildstrike (Sp): Wildstrike (Su): Mind Chaotic ’ s Guide wildstrike and ). insanity fl The character ector 2/day, mind, SQchaotic magic; wild wildstrike is in effect, there is a 50% chance each time time each chance 50% a is there effect, in is rod of wonder Dungeon Master At 10th level, a wild mage gains the Female half-elf sorcerer 5/wild mage mage 5/wild sorcerer half-elf Female spells and effects, and she and shielded is effects, and spells When a wild mage reaches level, When 6th awild once per day. A – 20, masterwork light crossbow); crossbow); light masterwork 20, At 9th level At9th higher, and awild ’ s student of chaos ability (sees student of chaos ability (see page 237 of the fl at-footed +5; Atk Base 12; ’ s Guide for details on the for details – wildstrike 20, masterwork masterwork 20, Dungeon affects determine herdetermine adjusted caster level for spell. that 1d6rolls adds and to the result her modi her level However, indicates. she she aspell, time casts each Revenaof de random The one. allows target normally,creature targeted or attacked is affected by attack such an so an attack hering targets (possible include Revena Any her and allies). target- of instead Revena of feet 20 roll within someone targets is comparedattacks, and spells that target her. Such an attack randomly action against to protect herself from ranged attacks, ranged touch the new nondetection effect. nondetection insanity Sudden Maximize Aptitude, Magical (+18 when Combat Empower scrolls); using Casting, Spell, +16 Use Device Magic decipher Spot on +0, scrolls), spells +11(the (+13 +2, planes) Spellcraft Search +5, +0, Listen to sively), Diplomacy +5, +5, Knowledge Gather Information 43 pp. 43 rod of wonder, with 20 bolts, 18). (DC door, Evard resist energy, shatter from law; grease retreat, hand, open/close, prestidigitation, read magic; undead disrupt 0 the two results. tricks (such a as effect determined arandomly item offering an elf. considered is related effects to ahalf-elf For race, effects. all stinking cloud — Wild Magic: Wild Chaotic Mind (Su): Mind Chaotic Random De Languages: † Feats: and Skills Possessions: Sorcerer Spells Known Student of (Ex): Chaos Half-Elf Traits: New on feat page 83. described acid splash or or ’ s AC, or the new target can make a save if the attack s AC, attack the asave or make new the if target can spells and effects, and she and shielded effects, is and by acontinuous spells rod of wonder 2nd ’ s next turn. ’ s black tentacles; s black Masterwork dagger, masterwork light crossbow crossbow light masterwork dagger, Masterwork Common, Elven, Goblin. scroll of (DC 14), (DC amulet of natural armor +1, ring of protection +1, protection +1, of ring armor natural of amulet — (DC 16); 4th 16); (DC (+7 ranged touch), ranged (+7 (+7 ranged touch) ranged (+7 fl ector ector (Su): Revena false life, glitterdust false life, glitterdust Concentration +10 (+14 defen- casting Half-elves have immunity to magic sleep sleep magic to immunity have Half-elves ), she can roll twice and choose between choose and twice she roll ), can (DC 15); 3rd 15); (DC teleport, wand of cat wand of teleport, mage armor, magic missile, protection Revena has immunity to to immunity has Revena (6/7/7/7/6/4 per day; caster level 8th): 8th): level caster (6/7/7/7/6/4 day; per ’ s caster levels caster lower three is than 5th Whenever Revena amagic uses fl — ector lasts until the beginning the beginning until ector lasts Revena can take an immediate — confusion cone of cold , ghost sound sound , ghost daze — (DC 15), (DC blink, dispel magic, magic, dispel blink, † . (DC 13), (DC (DC 17), (DC ’ s grace fi ed caster level to (DC 18), (DC 1st mirror image, image, mirror (DC 13), (DC — (25 charges), detect magic, confusion dimension dimension expeditious telekinesis mage bag of bag of 99/15/04 3:01:27 PM and / fl 1 y, y, 5 / 0 4

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ore than the power of spells themselves, the magical power that must be replenished before it can used methodology of spellcasting is the most im- again. portant part of a caster’s arsenal of arcane Invocations are also spell-like abilities. The only power. By employing feats to improve some difference between invocations and other spell-like element of spellcasting, a savvy caster can produce re- abilities is that invocations require somatic gestures sults far greater than the actual power of the spells being and are therefore subject to arcane spell failure (see employed. the warlock class in Chapter 1). Warlocks and other creatures with spell-like abilities might fi nd the following feats useful. INVOCATIONS AND Combat Casting: This feat works equally well with SPELL-LIKE ABILITIES spells, invocations, or spell-like abilities. Many feats useful for spellcasters are equally useful for Spell Penetration: Spell Penetration and Greater characters or creatures that employ invocations or spell-like Spell Penetration have the same effect on invoca- abilities instead of spells. Spell-like abilities represent an tions and spell-like abilities that they do on normal innate magical talent that is part of a creature’s essential spells. nature, an expression of will or a mental action that Weaponlike Spell Feats: A character who uses resembles a spell in almost all ways. invocations or spell-like abilities might be able to Learning to wield a spell-like ability requires the same take advantage of feats such as Weapon Focus or level of training or effort required to learn a physical task Precise Shot, as described under Feats and Weap- such as swimming, and is easy enough that any character onlike Spells, below. (The warlock’s eldritch blast or creature with a spell-like ability is assumed to have com- is weaponlike.) pletely mastered the skill as soon as the spell-like ability is Sudden Metamagic Feats: These metamagic acquired. Using a spell-like ability requires concentration feats don’t require modifi ed spell slots, and so they (possibly provoking attacks of opportunity), and, in the case work as well with spell-like abilities or invocations of spell-like abilities that can be used only a certain number as they do with spells (though because spell-like of times per day, requires the user to tap into a reservoir of abilities don’t have verbal or somatic components, 71

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C FEATS h Illus. by J. Miracola p t 3 . i n LEVEL LEVEL SPELLCASTING CASTER LEVEL d d appropriate levelappropriate or higher. aspeci to use acharacter allow that invocations spells, speci on requirements such, As for feats based prestige and classes for advanced spellcasting. necessary mental training and of logic circumlocutions invocations never arcane the learn or abilities spell-like use that or creatures Characters grows. experience spellcasting their know as what intuit they casters other need to arcane spontaneous sorcerers study; and advanced careful principles through these master Wizards learn. to acters for low-level char- impossible ofstanding principles under-thought an and of adiscipline requiring tially more complicated, they become exponen- spellsa character increase encompassedbe within in can that spells the of level, complexity and the size measures requirement levelpower, aspellcasting Beyond of the magical limits requirement. person (caster level fornixie 4th its a3rd-levelboth a and warlock a requirement of level caster 3rd, so WondrousFor example, Craft Item has level class or their quali to determine either use their of spells instead tions caster level, or invoca- abilities spell-like that creatures use power. For aminimum feats or prestige requiring classes character level prerequisite (such as the contextIn of afeat or aprestige requirement, class acaster or invocations. abilities feats can metamagic will enough at ahigh level abilities spell-like with Creatures applies only to invocations). Sudden doesn Silent Spell this chapter. well as the Maximize Spell-Like Ability (see page 303 of the Ability Spell-Like feat introduced in dedicated feats Quicken and Empower Ability Spell-Like

7 2 te Metamagic Feats: Other fi spell-like ability) meet the nd sudden metamagic feats less useful than the the than useful less feats metamagic sudden nd ” for or example) abilities met be by spell-like cannot fi c levels of spells cast ( ’ s ability to channel a minimum amount of magical of amount magical aminimum to channel s ability — ’ s mind. As s mind. not even spell-like abilities or invocations invocations or abilities even spell-like not ’ t generally be used to modify spell-like spell-like to modify t generally used be “ ’ charm charm t apply and Sudden Still Spell Spell t apply Sudden and Still caster level 5th “ Able to cast 3rd-level arcane 3rd-level arcane cast to Able Except asnoted above, fi c arcane spell of the spell c arcane fi xed caster level fi Monster Manual Monster cation. ” ) measures the) measures ), as SPECIFIC SPELL REQUIREMENTS ELIGIBLE FEATS weaponlike spells. weaponlike to enhance used be improvethat can weapon performance several such, feats As respects. aweapon as tions certain in func- damage deals and roll attack an requires that spell Any ability. a spell-like oneas of her invocations, or by any with creature cast) to able requirement of aspellcasting with class ments for speci abilities that generate the relevant effect meet producing of the require- capable is invocations such, spell-like as and and effect, the necessary question in creature or character the A requirement on based aspeci of the selected category, doubled, its range threat is a that so When you or touch aspell spells). (ranged use spells spells feat,each seeChapter 5of the mance of weaponlike chosen perfor- the be The to feats enhance following can spells in combat (for full details on arange of touch. with spells respectively). 107 decapitating scarf Improved Critical: Improved Touch Spells: Morthos uses an eldritch ray to good effect darkness WEAPONLIKE SPELLS WEAPONLIKE fi WEAPONLIKE SPELLS WEAPONLIKE or or c spell knowledge.c spell For example, aprestige Touch spells include any damage-dealing Touch include any damage-dealing spells For the purpose of taking combat-enhanc- of taking For the purpose fi ” re shuriken is met is by who awarlock chooses Choose one category of weaponlike weaponlike of category one Choose ing feats, weaponlike spells fall into ranged touch attack rolls), such as as such rolls), attack touch ranged not (but rolls ranged attack require weapons ranged as and act that two categories Player (described on pages 102 and spells that generate that effects spells fi spells include those that c spell measures whether measures c spell require ranged touch ranged require (examples include or hurled missile effects effects or hurled missile attack rolls, such as rays Ranged Spells: FEATS AND acid arrow egory also includes includes also egory ’ s Handbook page 115). cat- This of acid — touch spells. “ Must know (or be be (or know Must ranged spells and , described on described and ). darkness darkness lesser orb Ranged darkness Melf’s Melf’s 99/15/04 2:45:32 PM / 1 as 5 / 0 4

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FEATS 4 0 / 5 1 / 99/15/04 2:45:48 PM You s breath s breath ts: ’ Prerequisite: Prerequisite: cane defenses defenses cane Ability cast to spells arcane ARCANE ARCANE defeat the ar- Benefi or use spell- like abilities (including in- and spells of of spells and but without an without but and certain in effortsyour to others. vocations). MASTERY You are quick You You can gainYou this — of magic. can take 10 on caster caster on 10 take can applies to a new school school a new to applies time you take the feat, it it taketime feat, the you effects stack. do not Each You get a +3 bonus on your your on bonus a +3 get You Special: feat multiple times, its multiple but feat t: Spell Focus in chosen the the chosen school. chosen the saving throws against spells from Benefi ts of allts of and indicates feats these fi level checks (as if the caster level if level checks (as caster the level school. Ability to cast arcane spells without prepara- nity with his draconic progenitor draconic his with nity Prerequisite: Prerequisite: fi canghter take feats. as bonus fi Each day, you can use one or more of your spell your of can more or use you one Each day, s physical capabilities,s physical granting him attacks claw ’ spells from better that than school normal. t: Prerequisite: Prerequisite: Benefi tion. usually purpose the spells prepare for know, to slots you the applying spellof to a metamagic feat check was a skill was check check). can an prepare arcaneYou spell time, ahead of as just a does. wizard Draconic feats canDraconic granting feats be taken sorcerers, by abili- them ties akin increase their draconic Some ancestors. those of to a character makingor him resistant attacks, to more while allow others him channel to his weapon breath abilities a potent into grantor him af resist can type. energy weapon You illusion. as such magic, of school a Choose prerequisites and bene prerequisites a ones which ARCANE PREPARATION ARCANE DRACONIC FEATS DEFENSE ARCANE t of fi 1 summarizes the – You can the damage add You . Table 3 . Table You get a +1 bonus on attack on bonus rolls a +1 and get You s Handbook ’ 20. You can gain time,20. this a second You feat Choose one category of weaponlike – You can You er). Player fi FEAT DESCRIPTIONS FEAT er (instead 3 fi 7

d d n i . 3 t Weapon Focus: Weapon Finesse: Stunning Fist: Point Blank Shot: Precise Shot: Improved Unarmed Strike: p 4 penalty your on spell a ranged re an at op- attack touch your on er) h The feats described in the following section supplement described feats inThe following the section supplement in the feats the spells spells spells) (ranged touch or and gain on bonus a +1 all attack rolls with made such can spells. gain You this feat weaponlike of category time, choosing a second a different spells. of your Strength modi- fi rolls with such spells. your character level + characteryour level Wis modi your can treat touch You weapons light as spells and Dexter- use your ity modi melee attack described (as melee in Improved Unarmed Strike, also you stun any above), thattarget fails a Forti- + 1/2 10 (DC tude save When you use your unarmed a strike deliver to spelltouch with a successful armor and shield, but if but armor attack the and shield, hits, unarmed the strike damagedeals any the spelland normal above damage over does is as discharged. it If the unarmed strike misses, then the spell discharged. is not If unarmed the strike a critical scores damage hit, from spellthe multiplied. is not point damage at ranges of up to 30 feet. feet. 30 to up of ranges at hit deal that spells ranged with rolls damage damage point Spells that deal ability only damage, penalties ability on bestow or scores, deal energy drain gain bonus a +1 their attackon rolls but damage. on bonus no get fi in melee engaged ponent usual the taking without – attack roll. spell that normally a critical threatens roll a 20 has on of hit 19 a threat of range unarmed your of strike spell the damage a touch to of by spell the delivering as a regular attack instead melee a of the full gets attack. touch bene defender melee The choosing weaponlike a different category of spells. C _ 5 2 9 7 1 _ 0 2 6620_17925_Chpt3.indd 73 6620_17925_Chpt3.indd 74 74 2 0 _ 1

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xr de amg ee t 1/4 plus ability, levels edge +1 warmage towarmage bonus 4th Warmage level charges 2additional byexpending wand second Activate Extra Invocation Wand, Two-Weapon Fighting Craft Edge Extra Wand Wielder Double without preparation metamagic casting metamagic armor from chance preparation without Use abilities usespell-like or invocations, armor heavier from chance failure spell arcane Ignore faster for oftime failure ahead spell spells arcane arcane toignore Prepare Ability a checks Take level 10 caster on — Communicator spells arcane tocast Ability Caster Battle use spells, arcane tocast Ability Preparation Arcane Mastery Arcane ekesWn ile CatWn,UeMgcDvc ak Increase wand North ofThe Soul 1rank Wand, UseMagicDevice Craft Wand Wielder Reckless Benefit Prerequisites Arcane Defense Feats General aeatc ou 3 can +3 bonus baseattack ability spell-like Maximize level atcaster ability Spell-like Like Ability Spell- Maximize Secret Spell Extra Necropolis Born day, anysave 1/day reroll per times two initiative Reroll spells level 2nd tocast ability upto3/day level athigher ability Usespell-like level atcaster ability Spell-like ability class spirit Watchful Like Ability Heighten Spell- Guardian Spirit Pierce Magical Con 13, Mage Slayer Ignore spell-based bonuses to Armor Class toArmor bonuses spell-based Ignore 13, Con Slayer Mage Spellcaster Practiced Protection Magical Pierce Insightful Innate Spell Innate Ranged Spell Weapon Focus (ranged spell), +2 bonus on damage rolls with ranged spells ranged with rolls damage on +2bonus spell), (ranged Focus Weapon Specialization Ranged Spell Extra Spell Extra Extra Slot Spell Hand Hand Spell Night Haunt Haunt Night Mage Slayer Mage tmCeto et Peeusts Benefit conditions activation set and toacreature spells semipermanent Natural increases by1 armor Attach Heritage Draconic of your Heritage Draconic type ofthe toenergy Gain resistance aspell cast you when opponents 11th lower-level into level fear Strike Caster Prerequisites your matching type energy ofthe spells for DC and level +1 caster Spell Contingent Craft Feats Creation Item Heritage Draconic against saves on abonus and skill class Gain draconic Heritage Draconic round ofthe rest the for fly aspell, casting After known spells toyour SkinDraconic spells Add aspell cast you when attack claw makeaswift and Gain claws Heritage Draconic Benefit Resistance Draconic feats draconic four Any Presence weapon Draconic abreath into energy 1d6 spell and todeal damage wand with Convert attack Make touch 1st level Sorcerer Heritage Draconic Heritage Draconic Power Draconic Legacy Draconic Heritage spells Draconic touch with rolls damage on +2bonus Heritage Draconic Prerequisites Flight Draconic 4ranks UseMagicDevice Claw Draconic Breath Draconic 4th level caster spell), (touch Focus Weapon Feats Draconic Wandstrike Specialization Touch Spell arcane caster level 3rd or wizard or 3rd level caster arcane attack you ofcreatures concealment spell-based Ignore asasorcerer manner same inthe afamiliar Obtain Slayer Mage 13, Con Blind-Fight, 4ranks, (arcana) Knowledge Concealment Pierce Magical Familiar Obtain

7 4 3 atrlvl4h current than lower level uptoone slot spell Gain anextra 4th level Caster 3 atrlvl3d current than lower level uptoone spell anadditional Learn 3rd level Caster 1 2 2 1 2 6th 6th or higher Quicken Spell, Silent Spell, Still Spell Use spell as a spell-like ability once per round per once ability asaspell-like Usespell StillSpell Spell, Silent Spell, Quicken Spellcraft 2 ranks, +1 bonus on Will saves; spellcasters you threaten threaten you spellcasters saves; +1 Will on bonus 2ranks, Spellcraft t rhge upto3/day higher or 6th 1 2 2 3 Spell Focus in specific school +3 bonus on saves against specific school ofmagic school specific against saves on bonus +3 school inspecific Focus Spell caster level 4th level caster blt ouelse noain than less grade ofone invocation anadditional Learn invocations to uselesser Ability 3 Spell secret class ability, Permanently Enlarge, Extend, Still, or Silence one spell one Silence or Still, Extend, Enlarge, Permanently class ability, secret Spell 2 Spellcraft 4 ranks Increase caster level by+4 level caster Increase 4ranks Spellcraft — — — — — Use Use Use Use Use Draconic Heritage like abilities 1 like abilities highest level highest highest level highest grade highest current 1/day abilities 1/dayabilities like abilities 1/daylike abilities like abilities 1/daylike abilities target creature with spell creaturewith target like abilities 1/daylike abilities ’ t cast defensively t cast chill touch, ray of frost, resistance frost, of ray touch, chill cause fear, ghost sound, touch of fatigue of touch sound, ghost fear, cause detect magic, detect secret doors, read magic read doors, secret detect magic, detect mage hand, open/close, Tenser’s floating dis floating Tenser’s open/close, hand, mage dancing lights, prestidigitation, unseen servant unseen prestidigitation, lights, dancing rcane mark, message, comprehend languages comprehend message, mark, rcane /day ’ s caster level by expending an additional charge anadditional byexpending level s caster ’ s variable numeric effects effects numeric s variable as spell-like abilities abilities asspell-like sleep as spell-like asspell-like and paralysis and k asspell- asspell- asspell- asspell- 99/15/04 2:45:53 PM / 1 5 / 0 4

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FEATS 4 0 / 5 1 / 99/15/04 2:45:55 PM l of [METAMAGIC] 5 rounds – s variable numeric effects without special ’ s numeric measurements by 50% without s variable numeric effects by 50% without ’ ’ s duration without special preparation 1/day ’ You are able to wear armor one category heavier armor wear category heavier to one are able You s area ’ t: fi t s effective level increasedis while in special location, ’ Bene extradimensional spaces extradimensional preparation 1/day special preparation 1/day preparation 1/day preparation 1/day decreased outside special location special preparation 1/day type in conjunction with other casters than you canthan normally you while wear still chance the avoiding arcaneof the spell ability if have failure. example, you For normallyto light wear armor incurring without a chance of spell failure, can medium you wear armor and to continue cast spells as normal. This ability shields, extend to does not spells to apply gained does it nor from spellcasting classes thanother class the ability the provides that cast to arcane spells while in armor. and spellcasting sinister the knowledge of study Your techniques of the long-dead Nightlords of Moil makes your spellsnecromancy especially potent.

BLACK LORE OF MOIL MOIL OF LORE BLACK t be ’ Spells affect creatures in coexistent planes and Increase spell Increase Cast spells without somatic components without special Cast spells without verbal components without special Double spell Double Cast spells at high caster level to overcome spell resistance Creatures are blasted to edge of spell area — — — — — — — Any other metamagic feat, Energy spells can deal different energy damage 2 Substitution Energy energy additional an adding by damage energy spell Double 2 Ability arcane ignore to spell failure chance Spellcasters who cast arcane spells without prepa- without spells arcane cast who Spellcasters 5 7

d d n i . 3 t Normal: Prerequisite: magic, spellcasting class, energy type, or selection of spells. p h Twin Spell Twin 1 A fighter may select feat this as one fighter of his bonus feats. can gain this feat multipleYou times but its effects do not stack.2 Each time you take the feat, you apply it to a new schoo can gain feat this multiple3 You times. Its effects stack. Any metamagic feat Simultaneously cast a single spell twice Sudden Widen Widen Sudden SpellTransdimensional Sudden Still Sudden Maximize Any metamagic feat Maximize spell Sudden Quicken Silent Sudden Quicken Spell, Sudden Empower, Cast spells as a swift action without special preparation Sudden Extend, Sudden Maximize, Still Sudden Silent, Sudden 1/day Energy Admixture Lord of the Uttercold Energy Substitution (cold), Nonlethal Substitution Any other metamagic feat, Persistent Spell Repeat Spell Cold spells deal half negative energy damage Sanctum Spell Energy Extend spells deal nonlethal Spell damage Knowledge (the planes) 9 ranks, Any metamagic feat Any metamagic feat ability to cast a spell with the cold descriptor Knowledge (arcana) 5 ranks SpellSpell automatically is cast again next round Fixed or personal range spells hours last 24 Sculpt Spell Split Ray Sudden Empower Any metamagic feat Any metamagic feat Any metamagic feat Increase spell Alter spell Ray spells affect one additional target Sudden ExtendSudden Energy Substitution Metamagic Feats Prerequisites Benefi Black Lore of Moil Born of the Spell Focus (necromancy), Three Thunders Chain Spell Cooperative Spell Knowledge (nature) 4 ranks EnergyDelay Substitution Spell (electricity), Add extra negative energydamage to necromancy spells Any metamagic feat Any metamagic feat Sonic or electricity spells deal both types of damage caster level 7th Anymetamagic feat Bonus DC to save and on caster level checks of spells cast Redirect spells to affect secondary targets Spell effects are delayed 1 Explosive Spell Fortify Spell Knowledge (arcana) 5 ranks armor. from Building on your existing training allows you to avoid the the avoid to you allows training existing your on Building chance arcane of armor spell wear heavier you failure when normal. than increase in casting its time. Preparing a spell uses a spell slot can that slot prepared, and once level, appropriate the of a metamagic apply who and bards) as sorcerers ration (such spell a to cast as a full-round must it feat action instead a of action. standard used for anythingused for else until spell prepared the is cast. C _ 5 BATTLE CASTER 2 9 7 1 _ 0 2 6620_17925_Chpt3.indd 75 6620_17925_Chpt3.indd 76 76 2 0 _ 1

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C FEATS h Illus. by D. Crabapple p t 3 . i n [METAMAGIC] THUNDERSBORN THREE OF THE d d from the spell for 1 round unless they for succeed on aFortitude 1round unless the spell from mighty thunderclap that stuns all creatures that take damage concludes a addition, In the spell damage. sonic with as dealt half and damage electricity as dealt its damage half with thunders, of the three to aspell be spell that you declare can damage, hit point deals that descriptor or sonic the descriptor Substitution (electricity). sonic spells. and your electricity in thunder and power the You of lightning have to marry learned level.mal spell slot of the spell a uses spell AMoilian gy damage. ener- negative additional of only 3d6 points deals spell 75-gp (3d6) the runebone, a with +4d6) normally so of death casts sorcerer a if Forrunebone. example, damage is limited by the spell on based is the spell ian by aMoil- dealt damage energy negative mum maxi- the While craft. 75 costs tospell gp energy damage to apoints of negative capable of adding 3d6 Fored. example, arunebone energy damage per of die negative 25gp costing to powders and inks special quires be generat- re- and 1hourwhich to takes craft secrets of arunebone, creating of Lore Black the knows Moil the in trained acharacter Only markings. cane prepared ar- carefully bone) with scribed bone rune- of aMoilian the creationrequires expenditure and components, addition spell In spell to its normal aMoilian of the outcome of the save on the spell save, negativethe regardless on asuccessful damage energy throw, half asaving target the takes allows normally spell +2d6 forspells, 2nd- or 3rd-level on). so and the If spells, +1d6 damage energy levels spell (+1d6 per two for 1st-level 1d6 of negative points extra an dealing spell, aMoilian as

7 6 Prerequisites: Bene Prerequisites: Bene ’ — s level, the actual s level, actual the a small human bone (often human a a small fi fi (a 7th-level spell, t: t: Any necromancy spell you cast can be cast instead instead cast be you can necromancyAny spell cast When you cast a spell with either the electricity eitherWhen with the electricity you aspell cast Spell Focus (necromancy), Focus Spell caster level 7th. fi Knowledge (nature) 4 ranks, Energy Energy ranks, 4 (nature) Knowledge nger nger ’ s nor- Black ofMoil Lore Astudent ofthe ’ s normal effect. s normal fi nger nger CHAIN SPELLCHAIN COOPERATIVE SPELL COMMUNICATOR target. primary to addition other arc to that the targets in You spells cast can spell. sonic] [electricity, evocation an is thunders types energy both level. addition,normal changes its In descriptor to include slot of the spell aspell uses thunders spell Athree so. doing foryou 1round after dazed automatically are thunders costly, is the three Channeling though, and spell). ceed on aRe they prone suc- creatures unless save, stunned then knocks spellcaster with the Cooperative Spell feat can simultaneously simultaneously can feat Spell Cooperative the with spellcaster by another cast individual. spell same conjunction the to greater in You with effect spells cast can message. languages, comprehend mark, a1st-level as abilities spell-like lowing 1/day caster: language. of the essence of understanding You amagical possess

Prerequisite: Prerequisites: Bene Bene a range greater than touch can be chained so as to affect to as affect so chained be touch can a range greater than Bene that primary target normally, to then anumber arc of primary that secondary targets equal to your targets equal caster levelsecondary (maximum els higher than the spell 20). Each arc affects one secondary target one chosen secondary affects arc Each 20). fi fi by you, all of which must be within 30 feet of the t: t: fi primary target, and none of which can be affected target, none and affected be of which can primary t: While the two of you two the adjacent, are While you another and An innate talent for magic grants you fol- the for talent grants magic innate An more once. You fewer than to choose affect can secondary targets than the maximum. targets than secondary A chained spell uses up a spell slot lev- three up aspell uses spell Achained fl ex save (both savesex save the base as at DC the same (both Any spell that speci spell Any If the chained spell deals damage, the sec- the damage, deals spell thechained If ondary targets each take half as much damage much as damage half take each targets ondary as the primary target (rounded down) can and primary the as Any metamagic feat. metamagic Any Any metamagic feat. metamagic Any — attempt Re attempt for example, a [METAMAGIC] damage (whether the damage allows spell the ’ s actual level. s actual fl ex saving throws for half for throws half ex saving fi original target a save or or save a target original [METAMAGIC] es a single target and has target has and es asingle lightning bolt lightning guards at 10. DC guards fear save the damage, deal donnot). that For spells chieftain at DC 14 at DC and chieftain up to ten nearby of his a 10th-level nor- wizard arcing against DCs DC 14,DC achained casts mally by reduced 4.For example, if are effects could target agoblin of the three cause fear — arcane arcane cause 99/15/04 2:45:56 PM / 1 at at 5 ’ ’ s / t 0 4

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sleep ex save save ex fl re or cold) fi half for er) fi [DRACONIC] per feet y speed equal 10 to fl [DRACONIC] [DRACONIC] [DRACONIC] ight is revealed to you, granting you fl Craft Wand, Two-Weapon Fighting. Two-Weapon Craft Wand, Draconic Heritage. Draconic Heritage. Draconic Sorcerer 1st. level Draconic Heritage. Draconic y occasionally. y fl As a full-round can action, in a wand you wield You gain claws. You can gain make a natural claws. You You attack Choose one dragon from the Draconic Heritage As a standard can arcane action, change you After cast an you arcane spell with a casting time s actual level. t: t: t: t: ’ t: fi fi fi fi fi Prerequisites: Prerequisites: Bene with your claw, dealing size damage your based (Smallwith on claw, your cast a you when In round any Large 1d8). 1d6, Medium 1d4, spell with a casting time 1 standard of can action,make you a single attack claw as a swift against 86) an page action (see threaten. you opponent 1 standardof gain action, you a turn. your of remainder the spell the cast just of for you level list and gain below indicated the skill as a class skill. This cannot which once be draconic changed is heritage, your has been taken.the feat Half-dragons choose the same must dragon kind as their dragon parent. gain saving energy In you on addition, a bonus throws against the with abilities and spells as well as paralysis, and type This is Draconic equal bonus your Heritage. of the to have. you draconic of feats number spell energy into a breath weapon of your draconic heritage the natural draconic your ances- of develop weapons You tors. Prerequisite: Bene draconic of secret The abilitythe to draconic Prerequisite: distant Bene your with connection greater have You bloodline. Prerequisite: Bene spell thanhigher uses spell a up A delayed three levels slot spellthe can two activate the same wands at time.You each hand (if both you have hands free), with one wand des- primary asignated your secondary your and other the wand wand. Each secondary use the of expends wand 2 charges insteadfrom 1. it of arcane your spells can weapon. convert a breath into You Prerequisite: Bene type.energy is a 30-foot ( weapon cone breath The points deals that of 2d6 electricity) or a 60-footor line (acid spell the expended create of to that you damage level per effect.the Any creature in area the can make a Re the spell of used Cha modi + your + level 10 (DC damage. This is a supernatural ability. DRACONIC FLIGHT DRACONIC HERITAGE DRACONIC DOUBLE WAND WIELDER WAND DOUBLE BREATH DRACONIC CLAW DRACONIC s ’ , casting s save DC s save rst three three rst ’ fi s range, for for s range, ’ reball fi 100 gp). To craft gp). To 100 × rst cooperative castercooperative rst fi caster level level caster × s spell resistance (if any), using the s spell resistance any), (if ’ [METAMAGIC] Any metamagic feat. : Caster level 11th. level : Caster When casting 1 to of When a delay a spell, set you For each additional caster with this feat casting casting feat this with caster additional each For : You can make contingent any spell that you know. spell know. any can that you make contingent : You 7 s actual level. t: ’ t 7

fi fi

d d n i . 3 t Bene Bene Prerequisite: Prerequisite Special: p h spell can be dispelled can and it in be normally, the detected applicable). (as target the on area or effects (including damage and saving throws) decided when damage when effects and saving decided (including throws) spellthe triggers. during change If delay the conditions makeperiod spell the that would in cast to ways impossible spell the beyond moves designate you target (the spell the fails.example), During period, a delayed delay the

a contingent spell, you must spend 1/25 of this base price in XP and materials use raw up costing one-half base the price. XP or components material in costs extra incur spells Some be paid when in must which their noted descriptions), (as spell is created. contingent the information. more for Spells, 139, page See Contingent can cast spellsYou that take effect after your of a short delay choosing. save is equal to the highest save DC among the cooperative cooperative the DC is among equal save highest the save to ability feats, other scores, relevant determined by casters (as attach spells to semipermanent a creature how to know You certain under activate to them and set conditions. Crafting each 1,000 spell for day takes contingent a gp one in base price its (spell level special abilities, or items) +4 (+2 for the the for +4 (+2 special abilities, items) or has the As two). each the well, other whoever of for and +1 check, level base the determines caster level caster highest caster). each cooperative for gainswhich (+1 bonus a +3 standing in Spell. a circle all Cooperative The have cast to action an ready order initiative the in fourth the spellthe base when does. DCspell the The of higher base DC and level check of either caster. either of check base DC and level higher as spell A cooperative uses same a spell the up of level slot spellthe spell the spell samethe cooperative simultaneously, both check 1. increase by level caster the on and bonus the than two more spellcasters castWhen a spell, cooperatively casters least two involved at other to be adjacent each must in two casting. the wizards example, For and two sorcerers castsame the spell same the at time in to +2 round. the Add the save DC of cooperatively cast spellschecks to beat the target and +1 to caster level 5 rounds before it takes effect. The delay time takes it effect. delay cannot The before 5 rounds be turn your spell set; the before once just activates changed Only area, designate. personal, and you round the touch on spells can be affected this by feat. shaping or determining spellthe make about would or (including you Any decisions targets, designating rolls, attack spell the is cast, when with are decided its of any an area) C _ 5 DELAY SPELL SPELL DELAY CRAFT SPELL CONTINGENT [ITEM CREATION] 2 9 7 1 _ 0 2 6620_17925_Chpt3.indd 77 6620_17925_Chpt3.indd 78 78 2 0 _ 1

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C FEATS h p t 3 . i n DRACONIC PRESENCE DRACONIC POWER Draconic Legacy LEGACY DRACONIC Draconic Heritage d d become shaken for anumber to the level of rounds equal of 10 feetwithin of you who have fewer you than Hit Dice Bene Prerequisite: you. around those terrify can presence mere your magic, your use you When matches energy of your heritage. of draconic the energy type type new the if work will feat this spell, a Special: the of by your determined heritage. as draconic energy type same descriptor energy the with spells arcane all of DC save Bene Prerequisite: heritage. You have energies the of your greater power manipulating level. have same at that to available him sorcerer would ordinarily you know, already a that spells are pick you another spell can Special: indicated. otherwise it unless gain normally added is at level the would spell Each aspellcaster that known. of to spells your list spells Bene Prerequisite: heritage. You power your draconic greater through arcane have realized

Silver Silver Gold Copper Bronze Brass White Red Green Blue Black Known Spells Kind Dragon Disguise Silver Cold Heal Hide Gold Fire Acid Copper Bronze Electricity Gather Survival Fire Brass Balance White Cold Skill Intimidate Fire Red Move Acid Green Information Blue Type Electricity Energy Hide Black Acid Listen Kind Dragon Silently

7 8 fi fi fi t: t: t: Your caster level by increases 1, you and add 1to the Based on Based your heritage, draconic add the following Whenever you cast an arcane spell, all opponents opponents all spell, arcane an cast you Whenever If the Energy Substitution feat is used to modify modify to used is feat Substitution Energy the If feat this you from would any gain of spells the if Air walk evil dispel daylight, Bless, stone of wall shape, stone image, Silent breathing water water Control Control winds, endure elements, tongues (5th level) ice of wall storm, sleet mist, Obscuring seeing true suggestion, doors, secret Detect growth plant person, dominate person, Charm ventriloquism arcane, mirage image, Major plague insect darkness, deeper animal Charm Draconic Heritage. Draconic Heritage. four feats. Any draconic (5th level), level), (5th (5th level), (snakes and lizards only), only), lizards and (snakes [DRACONIC] [DRACONIC] feather fall, wind wall wind fall, feather [DRACONIC] speak with animals, animals, with speak

ENERGY ADMIXTURE ENERGY ADMIXTURE DRACONIC SKIN DRACONIC RESISTANCE descriptor changes to include both energy types present descriptor changes in to include energy types both higher than the spell slot four levels up aspell uses spell admixed energy An of amount another energy type. equal an of to energy add one uses that type aspell You modify can Bene Prerequisites: draconic parentage. onYour the sheen, takes luster, skin of your hardness and feat). this gaining after feats have you currently (including feats draconic you take the number of times to draconic heritage three draconic equal Bene Prerequisite: of your progenitor. type energy the your hardens against Your body bloodline effect doubling its normal damage dice. damage its normal doubling effect in type, same the uses already that aspell with type energy your chosen admix also you and Energy Substitution, can modi been already has that alter aspell to further You Admixture Energy use type). energy can Substitution Energy your as cold you have selected if Admixture Energy tion feat (so you the Energy Substitu- selectedhave for via also substitution can select coldselected as your energy of type The time. energy each energy of type different a with type with this feat must [acid, evocation match a typethe spell of energy you (such energy of types as opposed Even damage. acid of of points points 10d6 10d6 deals higher or level 10th at cast of acid (rolled damage separately), acid the same while at level 6th cast of 6d6 points deals counting energy of type separately each toward the spell with dealt, damage of amount and except for respects the type all in worksaltered normally spell the chosen type of amount equal an byadding descriptor energy an with spell of energy to the any feat. the Energy Substitution You via tion then modify can spell fi dragons. on shaken, nor it already does have are that creatures any effect not affect creaturesto your save the opponent that indicates immune is Asuccessful draconic with an Intelligence presence10 +level +your Chamodi cast of spell the for of 3 24 save negated you The is or effect (DC cast. bythe spell aWill hours. lower or This ability does re) that matches an energy type you have selected for substitu- for selected have you type energy an matches that re) Prerequisite: Special: Bene fi re feat. cold) and combined be this can using fi fi fi t: — t: t: Choose one type of energy (acid, cold, electricity, or or electricity, cold, (acid, energy of type one Choose You can gain this feat multiple times, choosing Your natural armor increases by increases 1. armor Your natural You gain resistance to the energy type of your for example, the acid fi Energy Substitution. Draconic Heritage. re] spell. Draconic Heritage. ’ s actual level. spell the well, As s actual ’ s damage cap. Thus, an acid cap.Thus, an s damage [DRACONIC] fi reball fi re damage and 6d6 points 6d6 points and re damage [METAMAGIC] ’ described above an described is s normal effects. The [DRACONIC] fi er). fi re damage and and damage re fi ed with fi fi reball reball 99/15/04 2:46:01 PM / 1 5 ’ s / 0

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Illus. by J. Miracola 5 1 / 99/15/04 2:46:04 PM You can gainYou learn a least in- vocation, while lesser, or greater greater or lesser, You learn ad- one You t: the highest gradethe highest could warlock level fi of invocation you you invocation of a 16th-level warlock a 16th-level could learncould least, any one grade lower than gradeone lower ing an invocation of of invocation an ing Ability use lesser to invocation. Special: Bene know. For example, a 6th- example, For know.

this feat multiple times. times. multiple feat this an gain you time, Each

invocations. choos- you, to available list extra invocation of any grade grade any of invocation extra ditional invocation from the the from invocation ditional (least, lesser, or greater) up up greater) or (least, lesser, to one lower than the highest lower one to grade of invocation you can cur- can you invocation of grade rently use. s warmage edge iss warmage equal edge his to In- ’ Prerequisite: Prerequisite: Caster level 4th. level Caster

Warmage level 4th. Caster level 3rd. level Caster er. fi A character You gain a +1 bonus on your warmage edge, plus plus warmage gain your edge, on bonus a +1 You You learn an additional invocation. additional an learn You You gain extra one You spell in daily slot your allot- You can gain this feat multiple times. Each time, t: t: fi fi EXTRA INVOCATION EXTRA SLOT can cast anYou additional spell. Prerequisite: Bene Prerequisite: Bene Special: Prerequisite: Prerequisite: ment, at any level up to one lower than the highest level of of than level highest the lower one to up level any at ment, learn an additionalYou spell. sorcerer spell can you currently a 4th-level cast. example, For gains(maximum an 2nd) extra spell either 1st- or level 0-level cast chosen the spell to of any knows and is he able slot, level wizard Likewise, time more each a 4th-level day. one can level spell knows. Once he extra any prepare 1st-level or 0-level level. extra the changes selected, spell never slot than gain you lower an one extra to up level spell any at slot can spell of currently you cast. level highest the Your ability deal spell to Your damage is particularly striking. instance, For warmage four levels. per an bonus additional +1 on bonus a +7 gets warmage Intelligence with 18 an 8th-level the damage spell dealt any by that deals point hit damage. Normal: telligence modi EXTRA SPELL EXTRA EDGE s normal ’ s line passes ’ An explosive spell explosive An composed of cold en- cold of composed moves targets that targets fail to moves their saves reball fi squares the by ned the bolt fi that fail their their fail that Knowledge (arcana) 5 ranks, (arcana) Knowledge metamagic any s descriptor changes to the new energy the new to s descriptor changes ’ lightning bolt fireball Choose one type of energy (acid, cold, electric- cold, type one Choose (acid, energy of You can gain You this multiple feat : On a failed 9 s actual level. t t: ’ 7

fi fi

re). You can modify then You spell any re). with an energy for example, a example, for

fi d d s 20-foot-radius spread. Likewise, Likewise, spread. 20-foot-radius s ’ — n i . ex save, an explo-ex save, ex saves and affect an area (a cone, cylinder, line, or burst). burst). or line, cylinder, cone, (a area an affect and saves ex 3 fl fl t Prerequisites: Special: Bene Bene p h times, choosing a different type en- of ergy each time. Re thanAn spell higher explosive uses a spell two up levels slot spellthe saving throws not only take full full take only not throws saving clos- the to are pushed damage but the of perimeter the est square outside spell explosive an area the de outside explosive explosive creature caught in in caught creature area, it sending its to a location outside the area, that of edge nearest damage additional dealing and further knocking crea- prone. tures all example, For creatures in an area the of inthrough. this Any creature moved manner also takes an addi- (no moved points feet additional damage of per 10 1d6 tional damage if moved less than 10 feet by the effect) and creature a blasted is prevents obstacle If some knocked prone. effect, the of creature the is edge the to from being moved points damage from of striking andstopped takes 1d6 the not does movement this barrier damage any taken to from addition distance the (in event, any In then). before moved attacks opportunity. of provoke Spell can Explosive spells to only be applied that allow ergy is an evocation [cold] spell.ergy is an [cold] evocation can cast spellsYou blastthat creatures off their feet. level. The spell type feat. You can modifyYou an spell energy-based use type to another of energy instead. sive spell any ejects sive Re ity, or descriptor to use the chosen type of energy instead. An en- instead. energy type of chosen the use to descriptor ergy substituted spell uses spell the a spell of slot C _ 5 EXPLOSIVE SPELL EXPLOSIVE SPELL [METAMAGIC] ENERGY SUBSTITUTIONENERGY [METAMAGIC] 2 9 7 1 _ 0 2 6620_17925_Chpt3.indd 79 6620_17925_Chpt3.indd 80 80 2 0 _ 1

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C FEATS h p t 3 . i n HEIGHTEN SPELL-LIKEHEIGHTEN ABILITY GUARDIAN SPIRIT SPELLFORTIFY SPELL SECRET EXTRA d d multiple applications of this feat. this of applications multiple is. it actually equivalent than it were if as ahigher spell-level ability You aspell-like use can is made. check initiative throw or saving the initial immediately after once throw perany day. saving These must used effects be reroll to you allowing as well as day, per times two initiative more is Your capable normal. spirit than watchful than the spell A forti not are subject resistance affected. to spell not are that Spells forpenetration checks the altered spell. level a+2 bonus additional each on spell with giving normal, You ahigher-level in the spell prepare cast and slot than spell level of defeating atarget for the purpose You resistance. thatmore penetrate spell easily spells cast above. to modi You be spell the same choose can by one feats of metamagic the mentioned affected though to modi permanently you be select another spell can feat you that apply to the spell. You ability). secret class donot need to have the metamagic (either feat spell the or of this through uses additional from modi be to youchosen. As go level, up in spell the same you choose can not change, modi nor and choice the does of spell spell The Spell. Silent or Spell, Still Spell, Extend permanently modi level spells. secret.You spell additional an learn highest level you cast. of spell can at any level anewyou spell learn upto one lower the than would unable be to research. aspeci to learn generally used is Spell Extra more spells, for options learning have that her wizard as For repertoire. such expand classes anew 0-level orgains 1st-level which to with known spell Thus, a4th-levelcast. level sorcerer spell 2nd) (maximum one lower the highest level currently than you of can spell

8 0 Prerequisite: Bene Prerequisite: Special: Prerequisites: Special: Bene Bene Bene fi fi fi fi t t: t: t: fi ed spell uses up a spell slot at up aspell one least uses leveled spell higher : Aforti fi You to you known one choose spell that becomes You can take this feat multiple times. Each time, time, Each times. multiple feat this take can You You can gain this feat multiple times. Each time, Your watchful spirit allows you to reroll your You at any level one spell additional learn up to ed in differented in ways multiple with secrets spell ’ s actual level. s actual fi c spell that the character lacks access to and access lacks character the that c spell Spell-like ability at caster level ability Spell-like or 6th higher. Watchful spirit class ability. class Watchful spirit fi Spell secret class ability, able to cast 2nd- cast to able ability, class secret Spell ed spell is treated as having ahigher caster having treated as is ed spell fi ed as though affected by Enlarge Spell, by Spell, Enlarge affected ed asthough [METAMAGIC] ’ s spell resistance. resistance. s spell fi cation cation once ’ s level does fi ed with edwith fi ed as INNATE SPELL INNATE LORD OF UTTERCOLD THE INSIGHTFUL must use an item worth 50 times that cost as afocus. that costas itemmust 50 an times use worth component, material acostly has you spell the innate if and ability, order in it aspell-like to as use by spell the required you you well, it. As time use must each paid haveis any focus nently to used power costfor it, any spell and XP the innate slot perma- eight is spell levels spell the innate higher than once One per round. ability aspell-like as at will spell this ability. it aspell-like use as You have now you that thoroughly so can mastered aspell you apply it to abilities. one adifferent of your spell-like the tablein on of the page 304 For2. seethe Caster asummary, Level to Empower column than or equal to 1/2 your caster level that duplicateonly of abilities those alevel from aspell less (round to chosen you heighten be wish can down), ability The spell-like minus at the higher DCs) level. throw calculated saving dependent effects level level), on spell all 9th (including with level its of normal higher than (to two is amaximum ability less). The spell-level equivalent of heightened the spell-like per day (ortimes the ability below)the restrictions at to aheightened use level up to three can apply cold resistance or immunity to cold only to the cold cold the to only cold to immunity or resistance cold apply can The spell negative is damage. energy cold other the is and half damage, uttercold by dealt an damage the spell Half uttercold spells. descriptor. the cold with (cold),Substitution aspell to cast ability learned have you Plane, to Energy wield the uttercold. Negative the with interactions of study the Elemental Planes their and careful Through magic read doors, secret detect a1st-level as abilities spell-like ing 1/day caster: arcane detection. of workings the of understanding You amagical possess components costseach time. material slot, and focus, the spell paying and another spell become ability. unable to the spell-like use of the level slot to power used of the spell spell the innate well, As spell. spellcasters who become unable to cast spells spell, a cleric can actual not and an ability aspell-like is spell innate an Since Bene Prerequisites: Bene Prerequisites: Bene Bene Special: Special: fi fi fi fi t: t: t: t: ’ s saving throw remains unchanged, but creatures remains throw s saving You can choose this feat more than once, selecting selecting once, than more feat this choose can You This feat can be taken multiple times. Each time, time, Each times. multiple taken be can feat This An innate talent for magic grants you follow- the for talent grants magic innate An Choose one of your spell-like abilities (subject to abilities one Choose of your spell-like Choose any spell you can cast. You you cast. now Choose any can spell cast can You can turn spells with the cold with descriptor into spells You turn can ’ t loseit to a spontaneously cast Quicken Spell, Silent Spell, Still Spell. Still Spell, Silent Spell, Quicken Knowledge Energy (the planes) 9ranks, . ’ s normal use limit, whichever limit, use is s normal Monster Manual Monster [METAMAGIC] — . cure detect magic, or or in 99/15/04 2:46:07 PM fl / ict 1 5 / 0

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detect detect dancing dancing or — s Handbook). s ’ Player detect magic detect for example, a nonlethal example, for . Save DC 10 + spell level spell + level DC 10 . Save — t need to maintain concentra- maintain to need t ’ [METAMAGIC] xed or personal or xed range can have fi spells as (such detect Con 13, Blind-Fight, Mage Slayer. Mage Blind-Fight, 13, Con Knowledge (arcana) 4 ranks, arcane caster er. Knowledge (arcana) 5 ranks, (arcana) Knowledge metamagic any fi Extend Spell. Extend Spells with a You can obtain You a familiar inthe same manner as Choose one type of energy (acid, cold, electric- cold, (acid, energy of type one Choose An innate magic grants talent for the follow- you s actual level. t: t: t: t: ’ fi fi fi fi ) for you to be aware of the mere presence or absence absence or presence mere the of be aware to you ) for re). You can modify then You spell any re). with chosen the in area. the combustibles to re fi has the same since and deals range area, but it nonlethal fi s normal level. ’ Prerequisites: Prerequisites: Prerequisites: Bene Prerequisites: Prerequisites: Bene Prerequisite: Bene Bene reball a sorcerer or wizard (see the sorcerer class description and the accompanying sidebar, page 52 of the all As wizard, with or a sorcerer obtaining in a familiar takes 24 levels your hours and uses magic up materials worth gp. 100 level, class caster arcane purpose the For determining of familiar your abilities that on depend classes cast to that allow arcane you spells stack. the miss ignore certain by chance provided You magical effects. lights, prestidigitation, unseen servant Cha modi+ your ity, or gain a familiar.You 3rd.level can make a spellYou last all day. instantaneous of Spells hours. 24 to increased duration their cannot canduration be affected nor spells this by feat, whose effects don are discharged. You tionon persistent thoughts gaining but detected, subject the additional informationof asrequires normal. concentration spell A persistent uses than up a spell higher six slot levels spellthe You possess a magicalYou understanding of the workings of unseen.the caster: 1/day ing spell-like abilities as a 1st-level can modifyYou an energy spell deal to nonlethal damage. feat. descriptor deal to nonlethal damage instead normal of energy nonlethaldamage. spell The normally works in all respects dealt damage of type the except fi damage instead energy will damage, of it damage objects not set or than higher the A nonlethal spell level uses a spell one slot spell PIERCE MAGICAL CONCEALMENT PIERCE PERSISTENT SPELL PERSISTENT SPELL NIGHT HAUNT NIGHT NONLETHAL SUBSTITUTION [METAMAGIC] FAMILIAR OBTAIN ) re fi s normal cause fear, cause fear, ’ dispel magic — . would deal 24 deal 24 would deals 36 points s normal use limit, ’ scorching ray eldritch blast Monster Manual . Save DC 10 + spell level + your + your + spell level DC 10 . Save s maximized ’ Spellcraft 2 ranks, base attack +3. bonus Spell-like ability at caster level 6th or or 6th level caster at ability Spell-like You gain Will on bonus a +1 savingYou throws. Choose one of your spell-like abilities (subject (subject abilities spell-like your of one Choose An innate magic grants talent for the follow- you Taking this feat reduces your caster level for all all for level caster your reduces feat this Taking This feat can times. This be feat taken Each multiple time, er. fi 1 t: t: t: 8 t have resistance to cold, the effects the resistance damage of and cold, to t have fi ’

fi fi s empowered maximizeds empowered

d (getting separately each maximum the feat t of result d fi n i . 3 t Special: Bene Bene Prerequisites: Prerequisites: Bene Special: Prerequisite: p h ghost sound, touch of fatigue Cha modi You possess a magicalYou understanding mortal of essence the of dread. caster: 1/day ing spell-like abilities as a 1st-level spell-like your of a different one abilities. to it apply you plus one-half the normally rolled result). For example, a minus spell-like The down), ability wish maximize to you can be chosen (round less spell a from a level those abilities of only duplicate that level caster your 1/2 to equal or than column Empower to Level a summary, Caster the see 2. For 304 page the of on in table the 10th-level warlock Saving damageof three throws and times opposed day. per cast you make when you aschecks the one (such affected,are are not spell-like nor abilities random without variables. maximized An empowered spell-like ability gains the bene higher. to the restrictions to use below) at maximum effectiveness ability the three to up times (or day per All is less). effects variable, numeric whichever the spell- of like ability are maximized, dealing maximum damage, curing the maximum points, hit of affecting number the maximum a example, targets, of and so For on. number You can use a spell-likeYou ability maximum its at effect. can time attacks against your expertly. andthem defenses mephit points one-half damage of plus 4d6 of points damage. of You have studied the ways and studied weaknesses the ways spellcasters of have and You portion damage.the of An creature undead can by be healed energy spell, damage an of uttercold thoughthe negative if it doesn healing cancel out. each other spell An uttercold uses spell a spell the of slot level. Spellcasters you threaten may not cast defensively (they (they cast not defensively may threaten Spellcasters you automatically fail but checks do so), their to Concentration while being cannot that they cast are aware they defensively a character by withthreatened this feat. spellsyour and spell-like abilities 4. by C _ 5 NECROPOLIS BORN MAXIMIZE ABILITY SPELL-LIKE MAGE SLAYERMAGE 2 9 7 1 _ 0 2 6620_17925_Chpt3.indd 81 6620_17925_Chpt3.indd 82 82 2 0 _ 1

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C FEATS h p t 3 . i n PRACTICED SPELLCASTER PRACTICED PIERCE PROTECTION MAGICAL d d selected this feat twice would cast cleric spells as an 8th-level 8th-level an as spells a9th-level as cleric spells caster. caster wizard and cast would twice feat this selected a4th-level For instance, class. cleric/5th-level who had wizard you it, choose you must apply it to adifferent spellcasting ofother your spells. effects you the duration increase and and resistance penetrate spell spells or It day known. your increases caster level per only, which would help spells your affect not does feat This feat the gains a bard/sorcerer or aranger/druid) must which choose class (such as classes or more two spellcasting with Acharacter level would (since become he 9th now 9Hit Dice). has remainder the sorcererhe of bonus the his would and caster gain (sinceto he 8th he 8Hit Dice). a has later If gained featselects this would sorcerer his increase caster level 5th from For example, 5th-level ahuman sorcerer/3rd-level able to apply the rest of the bonus. you levelsHit in Dice classes, might be of nonspellcasting bene yourto Hit However, higher Dice. than even you can if increases by 4. This bene cast spells Your possess. more are thatclass powerful. from you that class spellcasting a Choose by 4. abilities spell-like and your spells Class. to Armor that opponent all dispel automatically and opponent, instantly you also you toitems your damage or wands If potions). as deal such completion or spell trigger created effects byspell magic (including by spells granted Class any bonuses to Armor ignores amelee that make you action attack can standard You overcome can protections of your enemies. the magical by 4. abilities spell-like and your spells invisible an against chance ment miss have (so you a20% would still doesn concealment by magical granted chance ignore the miss its from creature real the out pick by protected creature a ridor with illusory using (such awizard as effects concealment create to used when spells and 109), page (see abili- spell-like or spells by ties such as granted chance miss the disregard

8 2 Prerequisite: Special: Bene Prerequisites: Special: Bene Special: Bene fi t from the full bonus immediately, you later if full the gain tfrom ’ t grant you any ability to ignore nonmagical conceal- to ignore you nonmagical anyt grant ability creature hiding in fog, in for hiding creature example). fi fi fi t: t: t: You may select this feat multiple times. Each time time Each times. multiple feat this select may You Taking this feat reduces your caster level for all Your caster level class for the chosen spellcasting Taking this feat reduces this Taking your level caster for all Your contempt for so is magic Your darkness, blur, invisibility, darkness, ’ s effect. ’ s spells and spell effects that grant a bonus grant that effects spell and s spells Spellcraft 4 ranks. fi Con 13, Mage Slayer. erce contempt you for to allows magic fi re smoke). and addition, when In facing mirror image mirror fi t can permanent image ’ t increase yourt increase caster level fi gments. Your ability to

obscuring mist, ghostform mist, obscuring , you can immediately, you can fi erce that as a a as that erce to to fi ghter level, fi ghter who fi ll a cor- ’ t

RECKLESS WAND WIELDER SPELLRANGED SPECIALIZATION SANCTUM SPELLSANCTUM SPELL REPEAT at a time using this feat. this using at atime 5th, level charge of You two. instead only 1extra expend missiles can caster at used be can 3rd) level caster at 2charges at once,by a expending the spell all changing its caster levelwand if as level, its was 2higher normal than awand. from You cast the effectiveness increase of spells can point feat. by this affected hit be can damage deal that spells Only feet. applies 30 damage within targets to extra only the precisely, strike to able be must you that create multiple rays or missiles, extra or to the This deal. they applies only to the damage damage the on bonus +2 a gain roll attack You spells. ranged touch attack more with deal damage its special advantages donotits special apply area. beyond maximum the alarger structure, designated be within can Though a sanctum where site a be must area you have months. of at three least period spent acumulative designated The diameter. in 20 feet/level than larger no and you, by designated previously structure slot of the spell aspell uses spell Asanctum to the adjusted level. levelon spell (including save according DCs) calculated are dependent effects level All tive spell 1lower normal. than effec- an has spell the below), sanctum, the in not cast but if higher than its normal level if cast potent onYour home especially are ground. spells in your sanctum (see than the spell slot levels three up aspell uses Arepeated higher spell this feat. by affected be Touch cannot fails. range spells second spell it is designates within spell original 30 the target the same if If a ranged target, affects the repeated feet spell spell. of original its the as original area same position; the affects and location the same from originates second spell otherwise,where you might have moved previous the round, the the in No round. matter following the in of your turn beginning repeats that onYou round. the following aspell cast can (such as attack successful a single on rounds multiple over damage deal that spells for damage level 4th. Prerequisites: Prerequisites: Special: Special: Bene Prerequisite: Prerequisite: Bene Bene Bene fi fi fi fi t: t: t: t: Damage-dealing spells that require a ranged touch touch ranged a require that spells Damage-dealing A repeated spell is automatically cast again at the again cast automatically is Arepeated spell By expending an additional charge, a additional use you an can By expending Your sanctum is sanctum Your A sanctum spell has an effective spell level spell effective 1 an has spell A sanctum ’ s actual level. s actual Any metamagic feat. metamagic Any feat. metamagic Any Use Magic Device 1 rank, Craft Wand. Craft 1rank, Use Device Magic Weapon (ranged Focus caster spell), ’ s level-dependent For effects. example, [METAMAGIC] [METAMAGIC] fi

rst successful attack of spells a particular site, building, or site, building, a particular wand of magic missile magic of wand Melf ’ s acid arrow s acid ’ s normal level.s normal fi rst round of rst fi ring three ). Because (created (created 99/15/04 2:46:10 PM / 1 5 / 0 4

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FEATS 4 0 / 5 1 / 99/15/04 2:46:12 PM ). chill touchchill rst successful attack of of attack successful rst fi s thought without special without s thought ’ [METAMAGIC] [METAMAGIC] [METAMAGIC] [METAMAGIC] s area without specials area without preparation. ’ [METAMAGIC] Weapon Focus (touch spell), caster (touch Focus Weapon Quicken Spell, Sudden Sudden Empower, Any metamagic feat. Once per day, you can apply the effect the can the of you apply day, per Once Once per day, you can apply the effect the can the of you apply day, per Once effect the can the of you apply day, per Once effect the can the of you apply day, per Once Once per day, you can apply the effect can the Still of you apply day, per Once Once per day, you can apply the effect the can the Silent of you apply day, per Once Damage-dealing spells that require touch a melee t: t: t: t: t: t: t: fi fi fi fi fi fi fi Bene Bene Prerequisites: Bene Bene Prerequisites: Bene Prerequisite: Bene Bene level 4th.level You can cast a spell special without You silently preparation. cast spell any increasing without to level the you Spell feat spell the of specially or can preparing time. ahead of it You still Spell use Silent normally it. if have you can cast a spell special gesturesYou or without preparation. cast spell any increasing without to level the you Spell feat spell the of specially or can preparing time. ahead of it You still use Still Spell normally it. if have you can increase a spell You cast spell any increasing without to the you Spell feat Widen spell the of specially or level preparing time. ahead of it You can still Spell normally use it. Widen if have you deal extraYou damage with spells. touch attack roll gain the damage deal. on they bonus a +2 This extra the to damage only applies spells that allow attacks touch multiple as (such cast spell increasing any without to you SpellExtend feat spell the of specially or level the preparing time. ahead of it can stillYou use Extend Spell it. normally if have you can cast a spellYou maximum to effect special without preparation. Maximize cast spell any increasing without to you Spell feat spell the of specially or level the preparing time. ahead of it can stillYou use Maximize Spell normally it. if have you can cast a spellYou with a moment preparation. Extend, Sudden Maximize, Sudden Silent, Sudden Still. cast spell any increasing without to you SpellQuicken feat spell the of specially or level the preparing time. ahead of it can stillYou use Spell Quicken normally. Only spells deal that point hit damage can be affected by feat. this SUDDEN STILLSUDDEN WIDEN SUDDEN SPECIALIZATION SPELL TOUCH SUDDEN MAXIMIZESUDDEN QUICKEN SUDDEN SILENT SUDDEN

rst fi chill — mage hand, hand, mage lightning bolt — re one additional fi red simultaneously. red fi [METAMAGIC] Save DC 10 + spell level + your [METAMAGIC] red at the same target as the Save DC 10 + spell level + your your + + spell level DC 10 Save fi [METAMAGIC] oating disk. oating fl Any metamagic feat. Any metamagic feat. Any metamagic feat. s ’ [METAMAGIC] Once per day, you can apply the effect the can the of you apply day, per Once You can spell cause ray any to You An innate magic grants talent for the fol- you You can modify an area spell by changing the the changing by spell area an modify can You An innate magic grants talent for the follow- you er. er. fi fi 3 immediately fade. one ts the old of t: t: t: t: t: fi 8

fi fi fi fi fi

d d s actual level. s actual level. ’ ’ n s shape to either a cylinder (10-foot radius, 30 feet high), a high), radius, 30 feet a cylinder (10-foot either to s shape i ’ . 3 t Bene Bene Prerequisite: Prerequisite: A split ray spellA split ray than higher uses the a spell two levels slot Prerequisite: Prerequisite: Bene Bene Prerequisite: Bene p h You can than make a spell normal lastYou special without longer preparation. cast spell any increasing without to you Spell feat Empower spell the of specially or level the preparing time. ahead of it can still SpellYou normally it. use Empower if have you You can cast a spell effect special without greater You to preparation. ray beyond the number normally allowed. The additional ray ray additional The allowed. normally number the beyond ray requires attack a separatetouch ranged roll and hit deals to can be It normal. as damage all but be a differenttarget, aimed at must targets or rays at ray within and each of other 30 feet spell open/close, Tenser open/close, Cha modi spells ray Your can affect an additional target. You possess a magicalYou understanding the manipulation of of force. caster: 1/day ing spell-like abilities as a 1st-level You possess a magicalYou understanding nature the of cold. of 40-foot cone, four 10-foot cubes, spread), a ball40-foot 10-foot four cone, (20-foot-radius a 120-footor line. sculpted The spell normally works in all a example, For shape. its respects for except a ball to area is changed whose deals same the of amount affectsdamage, but a 20-foot-radius spread. than A sculpted higher the spelluses level a spell one slot spell You can spells. your area the of alter You area Once designated, it takes seven days for a site to become a become to a site for days takes it seven designated, Once sanctum, sanctum, be area your to a new and ifdesignate you bene the lowing spell-like abilities as a 1st-level caster: 1/day lowing spell-like abilities as a 1st-level touch, of ray frost, resistance. Cha modi C _ 5 SUDDEN EXTENDSUDDEN SUDDEN EMPOWER EMPOWER SUDDEN SPLIT RAYSPLIT SPELL HAND SPELL SOUL OF THE OF NORTH SOUL SCULPT SPELL 2 9 7 1 _ 0 2 6620_17925_Chpt3.indd 83 6620_17925_Chpt3.indd 84 84 2 0 _ 1

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C FEATS h Illus. by F. Vohwindel p t 3 . i n TWIN SPELL TWIN [METAMAGIC] TRANSDIMENSIONAL SPELL d d and area), are applied to both spells, with affected creatures creatures affected with area),and spells, applied are to both decisions you (including would about make target the spell simultane- or rolls) attack (including target same characteristics variable ously. the Any on or area same the in twice effect twice. You spell asingle cast simultaneously can creature. incorporeal an against fails effect aforce other than any that spell chance Therespace. a50% is Planethe of enclosed Shadow extradimensional an or in on creatures affects Plane attack no and Material creatures, the spell higher than slot one up aspell uses level spell Atransdimensional spread. or cone, tocreature of the area catch it aburst, emanation, in but you spell, donot need to perceivea transdimensional a You must be able to perceivepocket a creature to target of a space extradimensional it with walking shadow are that creatures creatures, ethereal include extradimensional space in the spell Plane or the Plane of Shadow, an within creatures and creatures, creatures oneffect the on Ethereal incorporeal within the spell whose fall spaces entrances extradimensional planes and coexistent targets in lurking that affect You spells cast can

8 4 Bene Prerequisite: Normal Bene (see page 106). fi fi t: t : A transdimensional spell has its full normal normal its full has spell : Atransdimensional Mialee attacks with atransdimensional spell : Only force spells and effects can affect ethereal affect can effects and force: Only spells Casting a twinned spell causes the spell to take to take the spell causes spell atwinned Casting , manifested ghosts, and creatures within the within creatures and ghosts, , manifested ’ s area. Any metamagic feat. metamagic Any [METAMAGIC] ’ s actual level. s actual rope trick, portable hole, or familiar ’ s area. Such creatures s area. blinking or or WANDSTRIKE wandstrike attack. wandstrike various the as (such area cover not an does that effect an with Spells area). creature spell or area creates an aspread, you designate the affects can automatically). spell the If hitting target (with ray spells the spell is arayis or struck the creature atargeted spell, the wand from cast the spell If of the attack. wand part as attack, sneak (including favored enemy, source smite and bonuses), but activate its you the can of regardless attack this to You damage of apply to struck. damage the creature no extra one charge 1d6 to expending awand, deal with points attack attacks. melee your energy of awand through You magical the channel can the spell slot four up levels aspell uses spell higher than Atwinned person 171 of the page Effects, (see Magical Combining twinned successfully under normal circumstances create will redundant whose wouldn effects Aspell effects if applicable). if throws saving two getting (including individually spell of each theeffects all receiving counterspell negates both instances of a twinned spell. of atwinned negatescounterspell instances both successful asingle so to counterspelling, its vulnerability not does affect aspell feats,other twinning metamagic with As orderattempts in charm. the target the to from free of target the would haveany ally to dispel succeedon two Bene Prerequisite: ’ s point of origin at any grid intersection point of point the intersection at any grid ofs point origin doesn fi ’ t: ’ s space (but doing so might put you in the affected might put so doing you the affected (but s space in s actual level. s actual Player As a standard action, you can make amelee make you action, touch can astandard As ’ t create amore potent but or long-lasting effect, summon monster spells ’ s Handbook Use Magic Device 4ranks. Use Device Magic ). For example, a twinned For). example, atwinned ’ t stack if it was cast twice it twice was cast if t stack ) cannot be used with a charm charm 99/15/04 2:46:14 PM / 1 5 ’ s / 0 4

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agic is the weapons, armor, and tools of the trade weapon damage (such as the bard’s inspire courage ability for an arcane caster, and an arcanist’s selection and the prayer spell) don’t increase damage from a weapon- of spells and the skill with which she wields like spell. Likewise, a weaponlike spell that deals normal them can defi ne her even more distinctly than damage can’t be used to deal nonlethal damage or vice versa a master warrior’s choice of tactics and blade. (except when modifi ed by the Nonlethal Substitution This chapter presents over 140 new arcane spells, a feat or in accordance with the specifi c regulations of a number of which support the classes and prestige classes nonlethal spell duel as described on page 176). introduced in Chapters 1 and 2. Some are updates and revi- sions of spells that appeared prior to DUNGEONS & DRAGONS CRITICAL HITS v.3.5, with others appearing here for the fi rst time to round Unless the spell description says otherwise, a weapon- out and support particular niches and effects in the various like spell threatens a critical hit on a roll of 20 and deals schools of magic. double damage with a critical hit. Only damage that the spell deals in the round it strikes is increased by a critical hit. For example, if you score a critical hit WEAPONLIKE SPELLS with Melf’s acid arrow, only damage dealt in the fi rst Any spell that requires an attack roll and deals damage round of the spell’s duration is doubled. functions as a weapon in certain respects, whether the spell Some weaponlike spells depend on a saving deals normal hit point damage, nonlethal damage, ability throw to determine the damage doubled on a criti- damage, or energy drain. Such spells can threaten critical cal hit. For example, disintegrate deals 2d6 points of hits, can be used in sneak attacks, and can be used with damage per caster level on a failed Fortitude save, favored enemy damage bonuses. You can even use a number but only 5d6 points of damage on a successful of combat-enhancing feats from the Player’s Handbook to save. If a critical hit is scored and the target makes improve the effectiveness of weaponlike spells, as noted its saving throw, it takes 10d6 points of damage; on in Chapter 3 of this book. a failed save, it takes 4d6 points of damage per caster All such spells deal damage as spells, not weapons, so level, and in both cases is disintegrated if reduced Strength modifi ers to damage and magical effects that increase to 0 or fewer hit points by the spell. 85

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C INVOCATIONS h p t 4 . i n SNEAK ATTACKSSNEAK d er’s Handbook action, asstatedintheQuickenSpellfeatdescription Casting aquickenedspellisswiftaction(insteadoffree have anopportunitytotakeaswiftaction. many characters(especiallythosewhodon’tcastspells)never usually involvespellcastingortheactivationofmagicitems; would normallybeallowedtotakeafreeaction.Swiftactions other actionsyoutake.You cantakeaswiftactionanytimeyou perform onlyasingleswiftactionperturn,regardlessofwhat regard, aswiftactionislikefreeaction.However, youcan without affectingyourabilitytoperformotheractions.Inthat than afreeaction.You canperformoneswiftactionperturn of time,butrepresentsalargerexpenditureeffortandenergy each worksfollows. the swiftactionandimmediateaction.Adescriptionofhow D Some ofthefeats,spells,anditemsin SWIFT ANDIMMEDIATEACTIONS d with any sneak attack critical hit). critical attack any sneak with (as doubled, damage is damage but nothit, spell the extra the acritical in results spell aweaponlike with attack asneak If of negative 3d6levels points deals damage. energy and asuccessful makes Fordamage. example, a5th-level rogue/8th-level sorcerer who negative levels not extra or ability attack, on asneak damage deal that spells is negative which deal damage, energy or ability drain energy exception The rounds). subsequent in normal the for damage acid of acid as to damage deal continuing (with spell the attack sneak points 5d6 extra an plus damage, acid of with attack sneak successful For example, a10th-level rogue/3rd-level who a makes wizard deals. normally spell the as type of same the damage extra deals spell aweaponlike with attack sneak Asuccessful any other attack). ranged sneak with as (just including ranged spells used against targets within 30 feet attack, asneak to make used be can spell weaponlike Any save. afailed hit with on acritical damage of Strength throw, plus would of 2d6 damage so deal and 2points points saving aFortitude target the makes penalty) unless a Strength (not damage 1d6 of Strength 1point and deals of damage points hit. score acritical cannot the spell damage), (rather Strength than to Strength apenalty takes spell target the but of the since roll, aranged touch attack requires For hits. example, score critical cannot damage actual deal not do but rolls attack require that Spells bestows 2d4spell negative levels, for example. an hit with Acritical damage. its normal twice deals spell energy-draining an hit with acritical Likewise, 2d3 of hit cold points deals damage. cold acritical so damage, normally. Fordeals example, the spell of type hit the is same acritical from damage Extra pqqqqqqqqqqqqqqqqqqqqrs

pqqqqqqqqqqqqqqqqqqqqrs UNGEONS

Swift Action: 8 6 &D ). Inaddition,castinganyspellwithatime RAGONS Aswiftactionconsumesaverysmallamount enervation supplementsusetwonewactiontypes: sneak attack bestows 1d4 attack sneak negative Melf ray of frost frost ray of ’ Chill touch s acid arrow s acid Complete Arcane deals 1d3deals of points ray of enfeeblement ray of , on the other hand, deals 2d4 points points 2d4 deals enervation andother Play-

Multiple Hits description inthe immediate action(insteadofafreeaction,asstatedinthespell a swiftaction,andcountsasyouractionforthatturn.You Using animmediateactiononyourturnisthesameasusing at anytime. are currentlyflat-footed. coming turn).You alsocannotuseanimmediateactionifyou before yourturnisequivalenttousingswiftactionforthe not currentlyyourturn(effectively, usinganimmediateaction your nextturnifyouhaveusedanimmediateactionwhenitis cannot useanotherimmediateactionoraswiftuntilafter at anytime ever, unlikeaswiftaction,animmediateactioncanbeperformed larger expenditureofeffortandenergythanafreeaction.How- action consumesaverysmallamountoftime,butrepresents provoke attacksofopportunity. Casting aspellwithcastingtimeof1swiftactiondoesnot of points of Shot),Point Blank subsequent each only 4d6 while ray deals points of ponent pouch. An respectively, com- included aspell not that is in normally or component, focus amaterial denotes with lists aspell An Player seeChapter 11 jen of spells, the wu other and warmage all chapter. this For in described anew is spell, asterisk by an marked lists jen spell wu and warmage the in spell *Any jen.complete for wu and the warmage lists spell clerics, rangers, druids, sorcerers, and It wizards. features also bards, The presents section following for new assassins, spells of points 4d6 dealing and roll aranged touch attack requiring each rays, Shot a makes Blank For example, a7th-level sorcerer/3rd-level Point with rogue to the spells such with damage on applies only damage damage), extra the attack (including sneak bonus a gets same the in caster the times When multiple round. strike can spells weaponlike Some Any referenceAny older to an version applies name of spell the ( type], orb cold lesser orb, found in easier to slightly changed from previous appearances to make them paid by the caster. acid orb, cold orb, Immediate Action: 1 swiftaction(suchasaimingatthetarget)isaaction. Spell Name Changes: Name Spell ” while the the while ’ M s Handbook fi rst attack, whether or hits not. attack, rst attack that or or fi Tome and Blood — fi fi nd in the chapter. the nd in The re damage (4d6 normal + 2d6 sneak attack +1for +2d6 (4d6attack re damage sneak normal F re damage whetherre damage the appearing at the end of aspell appearing even ifit fi re damage). If the the If damage). re Player orb etc.), now are as listed , etc.) now as are listed . spells, previously found in X Muchlikeaswiftaction,animmediate scorching ray denotes a spell with an XP component XP an denotes with aspell ’ s notyourturn.Casting ’ s Handbook and Afew spells Miniatures Handbook Miniatures attack at less than 30 feet (two (two feet 30 than less at attack fi ), sincethespellcanbecast lesser orb lesser rst ray hits, it deals 6d6+1 it ray deals hits, rst SPELL LISTS fi rst ray or hits not.rst “ ’ “ orb of [energy type]. [energy of orb names have names been ’ s name in the spell spell the in s name lesser orb of [energy [energy of orb lesser spells, previously spells, feather fall Tome and Blood ( lesser acid acid lesser is an 99/15/04 3:03:31 PM / 1 5 / ” 0

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INVOCATIONS 4 0 / 5 1 / 99/15/04 3:03:33 PM re into animated fi Calls powerful elemen- Calls powerful elemen- Transforms one 10-ft. one Transforms cube ed energy type. ed energy type. fi fi Targeted creatures ignore damage creatures ignore Targeted Subject and equipment gain immu- and equipment Subject Subject and equipment gain immu- and equipment Subject re damage and effects. and damage re Line electricity of two between crea- fi Touch attack deals Touch 1 point Str damage ght for you. for ght ght for you. for ght Weapon or projectiles shed light, ignore light, ignore projectiles or shed Weapon NEW DRUID SPELLS DRUID NEW : Turn Small smaller or : Turn quantity water of fi fi : Turn Small or smaller wooden item into into Small smaller item or : Turn wooden Turn Small smaller or Turn ed energy type. fi : Subject gets +10 on Hide checks. Hide on +10 gets : Subject Your unarmed Your damage; attacks nat- deal +1d6 Destroy wooden items or deal 3d6 + 1/level + 1/level deal 3d6 or items Destroy wooden Subject gains Subject swim speed, Swim +8 on bonus nity damage speci of to tal creature to subsequent with from speci from ural and unarmed attacks damage. against take 1d4 you damage). tures (1d6/level creatures. plant to +15) damage (max nity damage speciof to levels. damage/two 1 point Con plus armor. tal creature to into animated object. object. animated object. checks. Summon Elemental Monolith: Summon Elemental Monolith: Rock Lava:Transmute to Animate Fire: Resist Mass: Energy, Thornskin: Arc Lightning: of Wood Rot: Energy Immunity: Energy Immunity: Withering Palm: Brilliant Blade: Summon Elemental Monolith: Animate Water Wood Animate Chameleon Swim: 9TH-LEVEL SPELLS DRUID 2ND-LEVEL DRUID SPELLS 2ND-LEVEL DRUID SPELLS DRUID 3RD-LEVEL SPELL 4TH-LEVEL DRUID SPELL 5TH-LEVEL DRUID SPELL 6TH-LEVEL DRUID 6TH-LEVEL CLERIC SPELL 7TH-LEVEL SPELL CLERIC 8TH-LEVEL CLERIC SPELL 9TH-LEVEL SPELL CLERIC SPELLS DRUID 1ST-LEVEL lesser orb orb lesser re damage. re fi Creates sturdy cottage cam-Creates Sphere of light blinds creatures, Targeted creatures ignore damage creatures ignore Targeted s spell resistance. ’ See twice as far as a human in poor +10 bonus on caster level checks to checks to level caster on bonus +10 Hurled slashing weapon magically slashing weapon Hurled NEW BARD SPELLS BARD NEW Sonic energy deals 1d4 damage/level damage/level Sonic energy deals 1d4 : F Controlled blinkingControlled Material the between Blades surround Blades damagingyou, other Magical shuriken deal 3d6 NEW CLERIC SPELLS CLERIC NEW Kills living creatures with than less 4 HD. ed energy type. Whip of magical of Whip animals keeps force bay at fi damagere in 50-ft.-radius spread. fi in her spellbook should update that to to that update should spellbook in her Magical shard of ice deals 2d8 cold damage plus 2 Magical damage plus deals ice cold of shard 2d8 NEW ASSASSIN SPELLS ASSASSIN NEW 7 Target remakes all remakes rolls, 1 result Target for uses worse 8

d re orb re natural into blend to surroundings.aged d fi . fl n i . 4 re t deals 2d6 defeat one creature one defeat (max 10d4). round/level. speci from and Ethereal Planes grants defenses for 1 round/level. for grantsand Planes Ethereal defenses ou attacks all in foes 60-ft. line. and can frighten animals attack. as touch ranged Dex damage, or deals 1d8 cold damage in cold 10-ft.-radiusDexdeals damage, or burst. 1d8 illumination. creatures (1d6+1/level damage). creatures (1d6+1/level fi p h of of Blistering Radiance: Assay Resistance: Resist Mass: Energy, Unluck: Blink, Greater: Resonating Bolt: Resonating Lodge: Hidden Leomund’s Force Whip: Force Heart Ripper: Whirling Blade Fire Shuriken: Ice Knife: Low-Light Vision: equally a wizard spell example, the new to name. For with lesser Ring Blades: of C _ 5 4TH-LEVEL CLERIC SPELL SPELL 5TH-LEVEL CLERIC 3RD-LEVEL CLERIC SPELLS 5TH-LEVEL BARD SPELLS 5TH-LEVEL BARD 2ND-LEVEL BARD SPELLS 2ND-LEVEL BARD 4TH-LEVEL SPELLS BARD 4TH-LEVEL SPELL ASSASSIN 2ND-LEVEL ASSASSIN SPELLS 2ND-LEVEL ASSASSIN 1ST-LEVEL ASSASSIN SPELL ASSASSIN 1ST-LEVEL 2 9 7 1 _ 0 2 6620_17925_Chpt4.indd 87 6620_17925_Chpt4.indd 88 88 2 0 _ 1

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C INVOCATIONS h p t 4 . i n SPELLS 2ND-LEVEL SORCERER/WIZARD SPELLS SORCERER/WIZARD 1ST-LEVEL (CANTRIPS) SPELLS SORCERER/WIZARD 0-LEVEL SPELL RANGER 2ND-LEVEL SPELL RANGER 1ST-LEVEL d d Low-Light Low-Light Vision: Repair Moderate Repair Damage: Gloom: of Wall Trans Illus Evoc Conj Repair Light Trans Necro of Lesser: Orb Sound, Damage: of Lesser: Orb Fire, Lesser: of Orb Electricity, of Orb Cold, Lesser: Conj Trans Fire: of Blades Vision: Low-Light

8 8 for 1round. illumination. Phantasmal Assailants: Blades of Fire: of Fire: Blades Fireburst: Fireburst: Fist of Stone: of Fist Earthen Earthen Grasp: Backbiter: poor illumination. damage (maxdamage +10) to any construct. foes. passage. deters target damage. for 4Dex damage, 4Wis damage. fordamage 1round. (max +5) to any construct. 5d6). 1d6 +1d6/two damage sonic levels beyond 1st (max fi 1st (max 5d8). +1d8/two damage 1d8deals electricity levels beyond 5d8). 1d8 cold +1d8/two damage levels beyond 1st (max acid +1d8/two damage levels beyond 1st (max 5d8). construct. any to Minor Damage: Repair Orb of Acid, Lesser: re damage +1d8/twore damage levels beyond 1st (max 5d8). NEW RANGER SPELLS NEW RANGER Your melee weapons +1d6 deal Wooden-hafted wielder. weapon strikes Adjacent subjects take 1d8/level take Adjacent subjects See twice as far as a human in poor poor in ahuman as far as See twice Gain +6 Str and natural slam attack. slam natural and Str +6 Gain NEW SORCERER/ Shadow barrier obscures vision and and vision obscures Shadow barrier Arm made of earth and soil grapples grapples soil and made of earth Arm Your melee weapons +1d6 deal WIZARD SPELLS WIZARD See twice as far as a human in in ahuman as far as See twice Ranged touch attack deals 1d8 deals touch attack Ranged Ranged touch attack deals 1d8 deals attack touch Ranged Ranged touch attack deals deals attack touch Ranged Ranged touch attack deals deals attack touch Ranged Repairs 1d8 +1/levelRepairs damage Nightmare creatures strike strike creatures Nightmare Repairs 1 point of damage of damage 1point Repairs Ranged touch attack attack touch Ranged Repairs 2d8 +1/levelRepairs fi re re damage fi fi re re re SPELLS SORCERER/WIZARD 3RD-LEVEL SPELLS SORCERER/WIZARD 4TH-LEVEL Stony Stony Trans Grasp: Illus Evoc Mage Armor, Greater Div Corpse Conj Candle: Abjur Univ Whirling Swim: Blade Orb of Sound: Div of Orb Force: of Fire: Orb Orb of Electricity: of Orb Cold: Orb Conj of Resist Acid: Energy, Otiluke Mass: Abjur Univ Discern Discern Shapechanger Assay Assay Resistance: Shadow Shadow Binding: Blast of Flame: Flame: of Blast Bands of Steel: Bands Resonating Bolt: Familiar Familiar Pocket: Enhance Enhance Familiar: Repair Serious Damage: Repair Anticipate Teleportation Sign Sign of Sealing and targetand might dazed. be foes. (maxdamage +15) to any construct. entangle creatures 10-ft.-radius in burst. level (max 10d4). identi bonus. creatures. incorporeal affects light, entangle target for 1round/level. 1d4/leveldeals (max damage 10d4) opened. if haven safe for your familiar. extradimensional line. 60-ft. foes in all attacks checks. to defeat one creature one defeat to targetand might deafened. be 10d6). (max target entangled. might and be damage ity targetand might blinded. be targetand might sickened. be damage). speci from damage caster level check. on unattended items, and any creatures +10 on max round. into range by 1 of teleporting creatures the arrival on saves, combat AC and rolls, for 1hour/level. fi es shapechanging creatures. Subject gains swim speed, +8 bonus on Swim Swim on bonus +8 speed, swim gains Subject ’ s Dispelling Screen: s Dispelling Ranged touch, 1d6/level Ranged touch, 1d6/level acid damage Ranged touch, 1d6/level Ranged cold damage Arm made of soil and rock grapples Globe of force deals 1d6/levelGlobe of force deals damage Ranged touch, 1d4/level Ranged damage sonic M F : : Magical sigil protects door or chest, Hurled slashing weapon magically magically weapon slashing Hurled Ghostly hand and candle sheds sheds candle and hand Ghostly Sonic energy deals 1d4 deals energy Sonic damage/ fi Metallic bands immobilize or or immobilize bands Metallic Garment orGarment container becomes Ranged touch, 1d6/level electric- 60-ft. cone of 60-ft. ed energy type. +10 bonus on caster level checks Ribbonlike shadows daze and Your familiar receivesYour +2 bonus familiar ’ s spell resistance. s spell Targeted creatures ignore ignore Targeted creatures M : Penetrates disguises and and : Penetrates disguises : Gives armor subject +6 F Repairs 3d8+1/levelRepairs : Targeted Targeted Predict and delay and Predict fi r (1d6/level re fi re damage damage re dispel magic dispel 99/15/04 3:03:35 PM / 1 5 / 0

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INVOCATIONS 4 0 / 5 1 / 99/15/04 3:03:36 PM endish fi Targeted ames and and ames fl ame, takes takes ame, Predict and fl You transfer You : F re falling. ’ ed energy type. Magicalsigil protects fi : M Blade of negative energy : Subject and equipment gain and equipment Subject M Touch attack deals + 1/level 3d6 Touch Exchange your heart with stone heart with your stone Exchange : Missile or thrown weapon gains gains weapon thrown or Missile On a targeted dispel, On a targeted steal spell : Weapon or projectiles shed light, light, shed projectiles or Weapon M F,X You absorb targeted spell targeted absorb to energy You Creatures in Creatures area are stunned or You assume incorporeal form and gain Assume and form abilities of on any creatures and unattended items, Pain and trauma damage, deal 1d6 2d6 Target is engulfed in black black in engulfed is Target Humanoids freeze in Humanoids until place condition re: x: re damage (max +20); target can target damage +20); re (max be engulfed by additionalame for damage. Ghostform: power and effects for yourself. and effects for power power spells own.power your of delay the arrival the delay creatures teleporting of range into 3 rounds. by fi fl damage, bestows deals 1d4 attacks independently, one negative level. incorporealsome traits and bonuses. nauseated; damage and Con becomes 1d4 livingeffects can adjacent creatures. to spread heart to gain damage reduction, resistance to energy 1 year. for rounds. 4 to up Cha damage for damage, 1d6 Con door, chest, or open space, deals 1d6/level damage open space, or chest, deals 1d6/level door, if 20d6) (max opened. specifyyou is met. while believingknocked prone they damage +15) (max +4 takes bonus, target +1/level 3d6 or is slain. ignore armor. devil. or creature, demon, spells and casting ability familiar. your into immunity damage speci of to dispel magic check. max+20 level caster on Blackfi Arrow of Bone of Arrow Darkness of Sword Absorption: Anticipate Teleportation, Greater Teleportation, Anticipate Sealing, Sign of Greater Immunity: Energy Flensing: Brilliant Blade: Brilliant Transfi Familiar Imbue with Spell Ability: Emerald Flame Fist: Illusory Pit: Illusory Reaving Dispel: Reaving Necro Abjur Evoc Trans Abjur Heart Stone of Trans Abjur Ench Illus Necro Trans Fiendform: Univ Abjur Otiluke’s Dispelling Greater Screen: Necro 8TH-LEVEL SORCERER/WIZARD SPELLS 9TH-LEVEL SORCERER/WIZARD SPELLS 6TH-LEVEL SORCERER/WIZARD6TH-LEVEL SPELLS 7TH-LEVEL SORCERER/WIZARD SPELLS +1/level ies at speed at of ies cold. or re fi fl Repairs 4d8 +1/level Repairs 4d8 +1/level Creates sturdy cottage unseen servants servants unseen Cloudy grayCloudy knockssphere : F Sphere of lightSphere blinds crea- : +10 bonus on Concentration Concentration on bonus : +10 Blade of energy of attacks Blade inde- Subjects within 10 ft. take take ft. 10 within Subjects Creatures in 10-ft. radius gain gain radius 10-ft. in Creatures Creatures attacking allies take Line electricity of two between Creature or object takes 1d6 Your familiar Your gains temporary 2d8 Potent acid deals 1d4/level damage deals acid 1d4/level Potent Target takes 1d8 acid damage plus damage plus acid takes 1d8 Target Ray light blinds of deals target, Controlled blinkingControlled the between Create 2d6 re damage in 50-ft.-radius spread. fi Fog slows creatures, obscures vision, slows Fog One creature/level creature/level One Wall of spirit-forms causes panic, deals deals panic, causes spirit-forms of Wall +4 on Spellcraft checks, counterspell as s Hidden Lodge:s Hidden ’ re damage. re fi Spellcasters and creatures with spell-like Target remakes all remakes rolls, result Target uses worse natural into blend to surroundings.aged fl re damage/round. re fi 9 8

(max 15d4) plus possible damage in following two two following in damage possible plus 15d4) (max rounds. damage; allies from are protected 1d8/level effect. random damage, penalizes deals 1d4 subsequent pendently, save. levels negative bestow can touched, if damage 1d10 through. passed if checks for previously cast spell. previously checks for hit points, +2 to armor, 25% chance to avoid extra 25% points, armor, hit chance avoid to to +2 sneak attack and critical damage. hit action. immediate an enemies prone, hurls them upward for subsequent subsequent for upward them hurls prone, enemies falling damage. spell of damage/level affecting 25d6). (max it from an entering area.abilities are prevented damage). (1d6/level creatures for 1 round/level. for tures, deals 2d6 1d8 hinders movement. ability see 60 ft. to in total darkness. construct. any to +20) damage (max camou (max +15). 60 ft. Material 1 and grants for Planes Ethereal defenses round/level.

Spiritwall: Burning Blood: Blood: Burning d Aiming the at Target Blink, Greater: Greater: Blink, Darkvision, Mass: Darkvision, d Fortify Familiar: Fortify Fire Shield, Mass*: Blistering Radiance: Blistering Arc Lightning: of n i . 4 t p h Vitriolic Sphere: Vitriolic Greater: Evoc Ray: Fireburst, Prismatic Deception: of Sword Necro Trans Abjur Duelward: Univ Gyre: Reciprocal Defenestrating Sphere Defenestrating Necro Refusal: Fog: Conj Freezing Unluck: Evoc Leomund Trans Repair Critical Damage: Horde: Servant Fly, Mass: Fly, C _ 5 5TH-LEVEL SORCERER/WIZARD SPELLS 2 9 7 1 _ 0 2 6620_17925_Chpt4.indd 89 6620_17925_Chpt4.indd 90 90 2 0 _ 1

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C INVOCATIONS h p t 4 . i n 2ND-LEVEL WARMAGE2ND-LEVEL SPELLS 1ST-LEVEL WARMAGE SPELLS (CANTRIPS) WARMAGE0-LEVEL SPELLS d d Trans Illus Monolith Elemental Summon Ench Fire Trap Fire Flame Continual Fire*: of Blades Strike: True Grasp: Shocking Lesser*: ofOrb Sound, Lesser*: ofOrb Fire, Lesser*: ofOrb Electricity, ofOrb Cold, Lesser*: ofOrb Lesser*: Acid, Missile: Magic of StoneHail Fist of Stone*: Touch: Chill Hands: Burning Accuracy* of Frost:Ray Light: Undead: Disrupt Acid Splash: Conj Flaming Sphere: Flaming Fireburst*:

9 0 damage fordamage 1round. (max 5d6).damage +1d6/two damage sonic levels beyond 1st (max 5d6). +1d8/twodamage levels beyond 1st (max 5d8). 5d8). +1d8/two damage 1d8 electricity levels beyond 1st (max +1d8/twodamage levels beyond 1st (max 5d8). +1d8/twodamage levels beyond 1st (max 5d8). above 1st (max 5). 5d4). (max sibly damage. 1Str lasts 1 round/level.lasts Superior Superior Invisibility: Sphere of Ultimate Destruction: Programmed Programmed Amnesia Transmute Rock to Lava: to Transmute Lava: Rock Object shines like atorch. like Object shines cube with subsequent with cube hearing, and scent for 1 min./level, and can attack. scent can and and for 1min./level, hearing, elemental to creature memories target creature. in attack. touch sphere moves 30 ft./round, disintegrates on ranged M : Doubles weapon : Opened object deals 1d4 object: Opened deals +1/level Adjacent 1d8/level subjects take +20 on your next attack roll. +20 on attack your next Orb deals 1d3 deals Orb acid damage. Ray deals 1d3 deals Ray cold damage. One touch/level 1d6 pos- deals and damage M Gain +6 Str and natural slam attack. slam natural and Str +6 Gain * 1d4+1 damage; +1 missile per two levels per two 1d4+1 +1 missile damage; : Your melee weapons +1d6 deal Rain of stone 1d4/level deals Rain damage 1d4/level Creates rolling ball of ball Creates rolling Touch delivers 1d6/level electricity M Deals 1d6 to oneDeals damage undead. WARMAGE SPELLS : Makes a permanent, heatless torch. apermanent, : Makes Ranged touch attack deals 1d8 deals touch attack Ranged Ranged touch attack deals 1d8 deals touch acid attack Ranged Ranged touch attack deals 1d8 deals touch cold attack Ranged Ranged touch attack deals 1d6 deals touch attack Ranged fi ’ Ranged touch attack deals deals touch attack Ranged s range increment. re damage (max 5d4).re damage fi fi ght for you. re damage and effects. Subject invisible to is sight, M : Destroy, alter, or replace Transforms one 10-ft. fi M re, 2d6 damage, : Featureless black black Featureless Calls powerful powerful Calls fi re re damage. fi re re damage. fi re re fi re re 3RD-LEVEL WARMAGE SPELLS 5TH-LEVEL WARMAGE5TH-LEVEL SPELLS WARMAGE4TH-LEVEL SPELLS Stinking Cloud: Cloud: Stinking Sleet Storm: Ring of Blades*: Poison: Bolt: Lightning Storm: Ice ofGust Wind: Arrow: Flame Fireball: Fire Shield: Fire Arc of Lightning*: of Lightning*: Arc Fire: of Wall Shout: Phantasmal Killer: ofOrb Sound*: ofOrb Force*: of Fire*:Orb of Electricity*: Orb of Cold*:Orb ofOrb Acid*: Evard Contagion: of Flame*:Blast Whirling Blade Whirling Shatter: Ray: Scorching Pyrotechnics Melf Ice Knife*: creatures (1d6+1/level damage). tures. you line. 60-ft. foes in all attacks tures (1d6/leveltures damage). +1/level. 2d6 damage deals wall through Passing out to 20ft. 3d6 damage. deals targetand might deafened. be 10d6). target might be dazed. target entangled. might and be damage target might be blinded. target might be sickened. spread. ft. creatures. +1damage, ray/four levels (max 3). smoke. 1 round +1 round/three levels. radius burst. 1d8plus or damage, deals 2Dex 10-ft.- cold in damage ’ s Acid Arrow: s Acid Arrow: ’ re protected heat from or cold. ’ s Black Tentacles:s Black Deafens all within cone and deals 5d6 cone damage. sonic deals and within all Deafens Touch 1d10 deals 1min. Con repeats damage, in Sonic vibration damages objects or crystalline objects damages or Sonic vibration crystalline 1d6 radius. per level, damage 20-ft. Hail deals 5d6 damage in cylinder 40 ft. across. ft. 40 cylinder 5d6 in damage deals Hail Magical shard of ice deals 2d8 shard of cold ice deals damage Magical Infects subject with chosen subject disease. with Infects Creatures attacking you take attacking Creatures Deals 2d4 Deals Ranged touch, 1d6/level Ranged Hampers vision and movement. and vision Hampers Ranged touch, 1d6/level Ranged and acid damage Ranged touch, 1d6/level Ranged cold and damage : Turns Blows crea- away smaller down or knocks Arrows deal +1d6 deal Arrows Globe of force deals 1d6/levelGlobe of force deals (max damage Ranged touch, 1d4/level Ranged damage sonic F Ranged touch attack deals 4d6 4d6 deals touch attack Ranged Blades surround you, damaging other you, damaging Blades surround Electricity deals 1d6/level deals Electricity damage. 60-ft. cone of 60-ft. *: *: Nauseating 1round/level. vapors, Hurled slashing weapon magically Hurled weapon slashing magically Line of electricity between two crea- between two of electricity Line Ranged touch, 1d6/level Ranged electricity Ranged touch attack; 2d4 for damage touch attack; Ranged Fearsome illusion kills subject or Fearsome kills illusion fi re into blinding light or choking or light choking re into blinding fi re damage outre damage to 10 1d4 and ft. Tentacles grapple all within 20- Tentacles within grapple all fi re re (1d6/level damage). fi re re damage. fi re damage and and re damage fi re damage; fi re re 99/15/04 3:03:38 PM / 1 5 / 0 4

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INVOCATIONS 4 0 / 5 1 / 99/15/04 3:03:40 PM (CANTRIPS) 1 on attack1 on rolls). – Exist comfortably in hot or cold cold or Exist in hot comfortably but affects but all within 30 ft. Elemental target explodes with target Elemental Cone of poison deals 1d3 Con Con poison deals of 1d3 Cone Rain of stone deals 1d4/level 1d4/level deals stone of Rain Smoke transforms into ladder up up ladder into transforms Smoke Fog surrounds Fog you. : Turn Small smaller or : Turn wooden WU JEN SPELLS Creates torches or other lights. other or torches Creates : Turn Small smaller: Turn or quantity of Weapon gains bonus. +1 Weapon *: *: M F Kills creature/level. one Ray deals 1d3 cold damage. cold Ray deals 1d3 Ranged attack damage +1/ deals 1d8 Wooden-hafted weapon strikes weapon Wooden-hafted Your glowing eyes illuminate area and Deals 1d6 damage to one undead. damageDeals one to 1d6 Performs minor Performs tricks. Detects poison small creature in or one Figment sounds. Detects spells within and magic items Inscribes a personal or rune (visible Melt ice and snow or deal 2/level damage deal (max or and 2/level ice snow Melt s Breath*: s Breath*: ’ Dazzles creature ( one Opens closes small or light things. or Read scrolls and spellbooks. 5-pound telekinesis. Subject gains saving on Subject +1 throws. phantasmal killer, Makes minor repairs an on object. Whispered conversation at distance. at Whispered conversation As As Melt*: Endure Elements:Endure Animate Water* Animate wielder. Elemental Burst*: varying effects. environments. Hail Stone of damage 5d4). (max Fiery Eyes*: items. can combustible ignite creatures. magical to cold or ice 10) Smoke Ladder animated into object. water Cobra damage. Obscuring Mist: Animate Wood* item into animated object. Dancing Lights: Flare: Ray Frost: of ft. long/level. 10 to Scarf*: Iron level. Magic Weapon: Backbiter*: Object shines Object like a torch. Humanoid creature of 4 HD or less loses next loses less creature 4 HD or of Humanoid invisible). action. 60 ft. object.

All All Earth Fire Water Wood Wail of the Banshee: of Wail Weird: Fire Water Mark: Arcane Daze: Detect Magic: Detect Poison: Disrupt Undead: Sound: Ghost Light: Mage Hand: Mending: Message: Open/Close: Prestidigitation: Magic:Read Resistance: Metal 1ST-LEVEL WU JEN SPELLS 1ST-LEVEL 0-LEVEL WU JEN SPELLS re fi con- re (1d6/level (1d6/level re fi re damage/round. re fi cold. or re fi damage; canre you fi 6 HD save or die; or 6+ HD 6 HD save – re damage. re Freezes water or deals cold deals or cold water Freezes You gain combat bonuses. gain combat You fi : M : Floating magic: Floating strikes blade F 1d6/level Several targets become exhausted. become targets Several Twisting colors make target target make colors Twisting s colors have array effects. have of s colors ’ Subjects within 10 ft. take 1d8/level within ft.Subjects take 10 1d8/level Summons multiple elementals. Cloud dealsCloud 4d6 Creatures attacking allies take Rays hit subjects withRays subjects hit variety of 1d6/level damage; 1 secondary bolt/ 1d6/level Rays hit subjects withRays subjects hit variety effects. of Kills subject. one Deals 1d6/level damage withinDeals 30 ft. 1d6/level : Kills 1d4/level HD of creatures. HD of : Kills 1d4/level Wall Ray light blinds of deals target, random Four exploding spheres each deal exploding 6d6 Four spheres s Sword Devastating sonic damage, deals yell 10d6 M ’ Wall of blades deals 1d6/level damage. deals blades of 1d6/level Wall Smite foes with foes divineSmite 1d6/level cold damage. cold 1d6/level Makes one creature or object vanish. object creature or Makes one Intense tremor shakes 80-ft. radius. Deals 1d6/level Deals 1d6/level Kills creature/round. one Acorns and berries and grenades become Kills less; 3 HD or 4 Ranged touch attack deals 1d6/level cold cold Ranged attack touch deals 1d6/level Beam blinds and deals 4d6 damage. Blinds all within ft., deals 10 damage. 6d6 Fog deals damage.Fog acid 1 s Freezing Sphere: ’ 9 stunned, unconscious. or

s Transformation

d d n i . re damage. re 4 t stuns creatures, damages objects. damages stuns creatures, fused, fused, damage. effects. damage. postpone blast for 5 rounds. postpone blast for opponents. level each deals halflevel damage. take damage. Con bombs. damage. damage; allies from are protected fi damage). effect. p h Sunburst: Scintillating Pattern: Pattern: Scintillating Greater: Shout, Prismatic Sphere: Meteor Swarm: Polar Ray:Polar Prismatic Wall: Elemental Swarm: Implosion: Incendiary Cloud: Cloud: Incendiary Horrid Wilting: Waves of Exhaustion: of Waves Delayed Blast Fireball: Earthquake: Prismatic Spray: Sunbeam: Finger of Death: of Finger Acid Fog: Fog: Acid Chain Lightning: Circle Death of Disintegrate: Fire Storm: Mordenkainen Blade Barrier: Fire Seeds: Cloudkill: Cold: of Cone Fire Shield, Mass*: Otiluke Tenser Fireburst, Greater*: Greater*: Fireburst, Flame Strike: Prismatic Ray*: C _ 5 9TH-LEVEL WARMAGE SPELLS 9TH-LEVEL WARMAGE 8TH-LEVEL WARMAGE SPELLS 8TH-LEVEL WARMAGE 7TH-LEVEL SPELLS WARMAGE 6TH-LEVEL WARMAGE SPELLS 6TH-LEVEL WARMAGE 2 9 7 1 _ 0 2 6620_17925_Chpt4.indd 91 6620_17925_Chpt4.indd 92 92 2 0 _ 1

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C INVOCATIONS h p t 4 . i n 2ND-LEVEL WU JENSPELLS WU 2ND-LEVEL d d Water Metal Fire Earth All Chaos/Evil/Good/Law: from Protection Missile: Magic Jump: Hypnotism: Portal: Hold Ghost Light*: Self: Disguise Chaos/Evil/Good/Law: Detect Comprehend Languages: Person: Charm Animate Rope: Accuracy* Ventriloquism: Servant: Unseen Strike: True Summon Monster I: Sleep: Image: Silent Shield: Signs*:Secret of Lizard*: the Scales

9 2 above 1st (max 5). fear. causes manipulated, or objects of selected alignment. written languages. for you. for to one intelligent creature. armor. bonus to natural outsiders. saves, counter control, mind hedge out elementals and Puts 4 HD of creatures into magical slumber. into 4HDof magical creatures Puts Subject gets bonus on Jump checks. Invisible disc gives +4 to AC, gives blocks +4 Invisible disc Ice Blast*: Ice Blast*: fatigued. levels cold (max damage 10d6) targets makes and Fog Cloud: (max 5d4).damage ranged attacks. entangles afoe. Animate Fire*: level. Bull min./level. Bear speci from attack choking smoke. Pyrotechnics: damage. Shuriken*: Fire level. Cat animated object. Entangling Scarf*: Entangling Protection from Arrows: Resist Energy: Resist Energy: Rain of Needles*: : Doubles weapon ’ s Grace: s Grace: ’ ’ s Strength: s Endurance: +20 on your next attack roll. +20 on attack your next Fascinates 2d4 HDof creatures. Holds shut. door Creates of your illusion design. minor Ghostly green radiance can be shaped be and can Ghostly radiance green Communicate asimple nonverbal message Changes your appearance. 1d4+1 levels +1 missile/two damage; Makes one person your friend. your person one Makes Makes a rope move arope Makes at your command. Throws voice for 1min./level. Invisible force obeys your commands. Fog vision. obscures Spray of ice crystals deals 1d6/two deals Spray of ice crystals Subject gains +4 to Dex for to Dex +4 1min./ Subject gains Calls extraplanar creature to creature extraplanar Calls Grants +2 or Grants higher enhancement Ignores 10 or more points of damage/ of 10 points more or Ignores Turns Turns Turn Small or smaller Subject gains +4 to Str for to Str 1min./ +4 Subject gains fi Magical shuriken deal 3d6 deal shuriken Magical ed energy type. energy ed Ranged attacks deal total 1d4/level total deal attacks Ranged Subject gains +4 to Con for +4 Subject 1 gains You understand all spokenYou and all understand Successful ranged touch attack ranged touch attack Successful ’ s range increment. fi re into blinding light or Reveals creatures, spells, spells, Reveals creatures, Subject immune to most most to immune Subject +2 to AC and magic missiles. magic fi re into into re fi ght fi re re 3RD-LEVEL WU JENSPELLS 3RD-LEVEL WU Whispering Wind: Wind: Whispering Gloom*: of Wall MonsterSummon II: Climb: Spider See Invisibility: Trick: Rope Protection from Charm*: Misdirection: Image: Minor Object: Locate Blade*: Lightning Knock: of Toad*: the Kiss Invisibility: Pattern: Hypnotic Person: Hold Whip*: Force Thoughts: Detect Chameleon* Blur: Arcane Lock Apparition* Self: Alter Wood Fire Fire Earth All deters passage. deters you. for ings. space. mensional bonus (max +5) compulsion. and on charm saves against object. type). 1d6 or touch ranged attack. damage/level touch attack as 1min. in attacks. it ranged touch as attack. animals frighten can and viewers may become shaken. Attacks miss subject 20% of the time. subject 20% miss Attacks you. Shape: Wood plank). Wood: Warp checks. 10-ft.-radiusin burst. 1d8 plus or deals damage, damage 2Dex cold damage unarmed attacks. capable of Wings*: Fire which object animated to along creatures its path. Earthbolt*: of energy. one from kind of damage Protection from Energy: Ice Knife*: Swim*: Terra Cotta Warrior Terra Cotta Opens locked or magically sealed door. sealed or locked magically Opens Assume form of a similar creature. form of asimilar Assume : Subject As many as eight creatures hide in extradi- Subject is invisible for 1 min./level or until Subject invisible or for is until 1min./level : Subject gets +10 on Hide checks. M Paralyzes one humanoid for Paralyzes 1round/level. Whip of magical force keeps animals at bay force keeps animals Whip of magical Misleads divinations for one or Misleads divinations creature As : Subject gains swim speed, +8 bonus on Swim Grants ability to walk on walls and ceil- and on walls to walk ability Grants Magically locks a portal or chest. aportal locks Magically Senses direction towardSenses direction object (speci Shadow barrier obscures vision and and vision obscures Shadow barrier Reveals invisible creatures or Reveals invisible creatures objects. fl silent image, Touch 1d6 deals Con repeats damage, Allows ight and dealing +2d6 ight dealing and Blade of electricity energy deals total total energy deals Blade of electricity Fascinates 2d4 +level HDof creatures. Seismic pulse deals 1d6/level deals Seismic pulse damage Magical shard of ice deals 2d8 shard of ice cold deals Magical Sends message ashort 1mile/level. ’ s face takes on terrifying appearance, appearance, on terrifying s facetakes Your arms become become arms Your Rearranges woodenRearranges objects to suit Bends wood (shaft, handle, door, handle, Bends wood (shaft, Calls extraplanar creature to creature extraplanar Calls “ Subject gains +1/three Subject gains levels listening M *: plus some sound. fi Statuette becomes a Medium becomes aMedium Statuette ghts for you. Absorb 12 points/level ” of surface thoughts. of surface fi fl re damage on on damage re aig wings aming fi fi ght c or 99/15/04 3:03:42 PM / 1 5 / 0 4

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INVOCATIONS 4 0 / 5 1 / 99/15/04 3:03:44 PM ght ght fi 4 on attack4 on rolls, skill but subject can subject attack but 2 on attack2 on rolls, Stops 1st- through 3rd- Stops 1st- – – ghts for you. for ghts fi Statuette becomes a Huge Statuette a Huge becomes *: Transform water into ingested ingested into water Transform Sway the actions of one or more more or the actions one of Sway M *: Your touch corrodes iron and and iron corrodes touch Your Hail poison deals of needles range invisibility, Traps spirit 8 HD or Traps creature of Keeps animated bay. at plants M Creates a stone wall can that a stone be Creates Calls extraplanar creature to Targeted creatures ignore damage creatures ignore Targeted As As : Cloud of inky of : Cloud at blackness moves Sculpts stone into any shape. any into Sculpts stone Subjects take Subjects Ice plane creates wall with 15 hp +1/level, wall +1/level, creates with plane hp Ice 15 Hail deals damage in 5d6 cylinder 40 ft. Blocks vision and slows movement. Blocks vision and slows Makes monster believe it is your ally. is your it believe Makes monster Creates one cloth or wood object. wood cloth or one Creates Indicates direction Indicates familiar to creature. Creates undead skeletons and zombies. undead skeletons Creates : Shapeable wall and conceal- grants Shapeable cover Kills living creatures with than less 4 M Two snakes hit one or two or targets, deal snakes 3d6 one hit Two ed energy type. Subjects gain attack Subjects on +2 rolls, damage rolls, fi Gives one willing one form. Gives a new subject Subjects behave oddly for 1 round/level. for oddly behave Subjects Forces a creature return to plane. Forces native to Wall of Ice: Poison Needles*: Wall of Stone: shaped. Stone Shape: CottaTerra Lion animated object which of effectsof target. to alloys. Storm:Ice across. Fog: Solid can trap creatures inside. hemisphere or Water to Poison poison. Shell: Antiplant Plants: Command plant creatures. Rusting Grasp: Deafens all within and sonic deals cone 5d6 Wracking pain Wracking targets gives your command. damage rolls, and checks. saves, spell effects.level checks. and saves, HD. invisible. stay and and ability checks. speci from damage. in damage, repeats Con 1 damage and inject poison (1d6 min.) less until performs it a task. for you. tries who pass. to deals anyone damage to ment,

Earth Water Wood Dead Animate Charm Monster: Confusion: Creeping Darkness* Crushing Despair: Dismissal: Invulnerability, of Globe Lesser: Hope: Good Heart Ripper*: Greater: Invisibility, Creature: Locate Minor Creation: Pain*: Polymorph: Resist Mass*: Energy, Shout: Snake Darts*: Spirit Binding, Lesser*: IV: Summon Monster Wall of Bones*: 5TH-LEVEL WU JEN SPELLS re fi ght ght fi protec- s threat s threat ’ As As ghts ghts indepen- fi re damage out to 10 ft. 10 to damagere out +1/four levels (max +5). : Lesser spirit creature fi * M plus sound, smell, and ther- plus Nauseating vapors, 1 round/ Nauseating Subjects can breathe underwa- can breathe Subjects Drives elementals away. Drives elementals Teleports you short distance.short you Teleports Target sword : Penetrates disguises: Penetrates and identi- Subject becomes insubstantial becomes and Subject Calls extraplanar creature to Superheated steam deals 1d6/level steam deals 1d6/level Superheated Grows vegetation, improves crops. improves vegetation, Grows Creatures attacking take you Deals 2d4 Draw iron or steel objects to yourself to objects steel ironor Draw Ignore 10 points of damage per per damage of points 10 Ignore Your unarmed attacks Your deal +1d6 Doubles normal weapon normal Doubles : re protected from heat or cold. or from heat protected re ’ Opened object deals 1d4 damage +1/ Opened deals object 1d4 : M silent image, silent Ghostly hand and candle sheds light, and candle hand Ghostly sheds Only intended reader can reader decipher. Only intended M Spies on subject from a distance. subject on Spies : : Frees object or person from or curse. object Frees 1d6 damage per level, 20-ft. damagelevel, per radius. 1d6 Attacks miss 50%.subject F M Cancels magical spells and effects. As As ex saves. ex fl Compels subject to follow stated course of course of stated follow to subject Compels y slowly. y fl Speak language. any 3 damagere 10d6). (max 9

Steam Breath*: Steam fi Fire Trap dently. Scrying damage; you level. Elemental Ward*: attack. Dimension Door: and 1d4 out to 20 ft. to out Passing through walland 1d4 deals 2d6 +1/level. damage damage; natural and unarmed attacks against you damage. take 1d4 level. Breathing: Water ter. Growth:Plant Fireball: range. Greater: Magic Weapon, Magnetism*: with effective Str 30. Gaseous Form: can Dancing Blade*: Fire Shield: Stinking Cloud: Thornskin*: One creature/level moves faster, +1 on attack on rolls, +1 faster, moves creature/level One Stoneskin Keen Edge:

d spells, min./level. 10-ft. but radius and 10 d n i . es shapechanging creatures. shapechanging es 4 t tion mal effects. mal answers one question/two levels. question/two answers one fi and ReAC, action. affects incorporeal creatures. for you. p h

Metal Wall of Fire: All All Fire Major Image:Major Earth Magic Circle against Chaos/Evil/Good/Law: Dispel Magic:Dispel Displacement: Script Illusory Curse: Remove Suggestion: Commune with Lesser Spirit Corpse Candle*: Haste: III: Monster Summon Wood Discern Shapechanger* Tongues: Metal Water C _ 5 4TH-LEVEL WU JEN SPELLS 2 9 7 1 _ 0 2 6620_17925_Chpt4.indd 93 Fire Fire Breath*: Ranged touch attack deals 1d8/two Vitriolic Sphere*: Potent acid deals 1d4/level damage levels fi re damage (max 10d8) for 1 round/level. (max 15d4) plus possible damage in following two Metal Metal Skin*: Grants +8 natural armor bonus, –2 to rounds. Dex. Wall of Force: Wall is immune to damage. Water Cone of Cold: 1d6/level cold damage. Wood Wood Rot*: Destroy wooden items or deal 3d6 + 6TH-LEVEL WU JEN SPELLS 1/level damage (max +15) to plant creatures. Earth Flesh to Stone: Turns subject creature into statue. Move Earth: Digs trenches and builds hills. Aiming at the Target*: +10 bonus on Concentration Stone to Flesh: Restores petrifi ed creature. checks for previously cast spell. Fire Fire Seeds: Acorns and berries become grenades Animal Growth: One animal/two levels doubles in size. and bombs. Arc of Lightning*: Line of electricity between two crea- Metal Spirit Needle*: Needle pins spirit in place in cor- tures (1d6/level damage). poreal form. Baleful Polymorph: Transforms subject into harmless Wall of Iron M: 30 hp/four levels, can topple onto SPELLS AND CHAPTER 4 INVOCATIONS animal. foes. Dominate Person: Controls humanoid telepathically. Water Control Water: Raises or lowers bodies of water. Dream: Sends message to anyone sleeping. Wood Ironwood: Magic wood is strong as steel. Fabricate: Transforms raw materials into fi nished items. Repel Wood: Pushes away wooden objects. Feeblemind: Subject’s Int and Cha drop to 1. Hold Monster: As hold person, but any creature. Control Weather: Changes weather in local area. Major Creation: As minor creation, plus stone and metal. Dispel Magic, Greater: As dispel magic, but +20 on check. Nightmare: Sends vision dealing 1d10 damage, fatigue. Geas/Quest: As lesser geas, plus it affects any creature. Passwall: Creates passage through wood or stone wall. Globe of Invulnerability: As lesser globe of invulnerability, PermanencyX: Makes certain spells permanent. plus 4th-level spell effects. Persistent Image: As major image, but no concentration Permanent Image: Includes sight sound and smell. required. Programmed ImageM: As major image, plus triggered by Servant Horde*: Create 2d6 unseen servants +1/level event. (max +15). Repulsion: Creatures can’t approach you. Spirit Self*: Your incorporeal spirit separates from your Speak with Dead: Corpse answers one question/two body. levels. Summon Monster V: Calls extraplanar creature to fi ght Spirit Binding*: As lesser spirit binding, but traps up to 16 for you. HD of spirits. Summoning Wind*: Send a short message to 10 crea- Suggestion, Mass: As suggestion, plus one subject/level. tures/level. Summon Monster VI: Calls extraplanar creature to fi ght Sword of Deception*: Blade of energy attacks indepen- for you. dently, deals 1d4 damage, penalizes subsequent save. Symbol of FearM: Triggered rune panics nearby creatures. Symbol of PainM: Triggered rune wracks nearby creatures Symbol of PersuasionM: Triggered rune charms nearby with pain. creatures. Symbol of SleepM: Triggered rune puts nearby creatures Transfi x*: Humanoids freeze in place until condition you into catatonic slumber. specify is met. Telekinesis: Moves object, attacks creature, or hurls True SeeingM: Lets you see all things as they really are. object or creature. Veil: Changes appearance of group of creatures. Teleport: Instantly transports you as far as 100 miles/level.

pqqqqqqqqqqqqqqqqqqqqrs USING THE HEXBLADE WITH COMPLETE ARCANE 2nd-Level Hexblade Spells The hexblade (a new standard class introduced in Complete Phantasmal Assailants: Nightmare creatures strike target for 4 Warrior) has its own class spell list, which focuses on enchant- Wis damage, 4 Dex damage. ment, necromancy, and transmutation spells, but also includes Whirling BladeF: Hurled slashing weapon magically attacks all some abjurations, illusions, and other effects. You can add the foes in 60-ft. line. following new spells (appearing in this book) to the hexblade’s class spell list. 4th-level Hexblade Spells Assay Resistance: +10 bonus on caster level checks to defeat one 1st-Level Hexblade Spells creature’s spell resistance. Backbiter: Wooden-hafted weapon strikes wielder. Unluck: Target remakes all rolls, uses worse result for 1 round/ level. 94 pqqqqqqqqqqqqqqqqqqqqrs

6620_17925_Chpt4.indd20_17925_Chpt4.indd 9944 99/15/04/15/04 3:03:463:03:46 PMPM Horrid Wilting: Deals 1d6/level damage within 7TH-LEVEL WU JEN SPELLS 30 ft. All Scrying, Greater: As scrying, but faster and longer. Wood Control Plants: Control actions of one or more plant Earth Statue: Subject can become a statue at will. creatures. Fire Delayed Blast Fireball: 1d6/level fi re damage; you can postpone blast for 5 rounds. Antipathy: Object or location affected by spell repels Metal Decapitating Scarf*: Ranged attack decapitates certain creatures. target or deals 1d4 damage/level (max 20d4). Finding the Center*: Automatically maintain concentra- Wood Transmute Metal to Wood: Metal within 40 ft. tion on previously cast spell. INVOCATIONS CHAPTER 4 CHAPTER becomes wood. Mind Blank: Subject is immune to mental/emotional AND SPELLS magic and scrying. Body Outside Body*: Create one duplicate of yourself/ Minute Form*: You shrink to Tiny or smaller size. fi ve levels. Polymorph Any Object: Changes any subject into any- Commune with Greater SpiritMX*: Any spirit creature thing else. answers one question/level. Power Word Stun: Stuns creature with 150 hp or less. Disintegrate: Makes one creature or object vanish. Spirit Binding, Greater*: As lesser spirit binding, but traps Energy Immunity*: Subject and equipment are gain up to 24 HD of spirits. immunity to damage of specifi ed energy type. Summon Monster VIII: Calls extraplanar creature to Ethereal Jaunt: You become ethereal for 1 round/level. fi ght for you. Giant Size*: You grow to Huge or larger size. Symbol of DeathM: Triggered rune slays nearby creatures. Limited WishX: Alters reality—within spell limits. Symbol of InsanityM: Triggered rune renders nearby Power Word Blind: Blinds creature with 200 hp or less. creatures insane. Reanimation*: Dead creature restored to functional half SympathyM: Object or location attracts certain creatures. life with 1 hp. Whirlwind: Cyclone deals damage and can pick up crea- Summon Monster VII: Calls extraplanar creature to tures. fi ght for you. Sword of DarknessM*: Blade of negative energy attacks 9TH-LEVEL WU JEN SPELLS independently, deals 1d4 damage, bestows one negative Fire Internal FireF*: Targets die instantly or take 6d6 level. + 1/level fi re damage. Symbol of StunningM: Triggered rune stuns nearby creatures. Absorption*: You absorb targeted spell energy to power Symbol of WeaknessM: Triggered rune weakens nearby spells of your own. creatures. Astral ProjectionM: Projects you and companions onto Teleport, Greater: As teleport, but no range limit and no Astral Plane. off-target arrival. Dominate Monster: As dominate person, but any creature. Teleport Object: As teleport, but affects a touched object. Etherealness: Travel to Ethereal Plane with companions. Withering Palm*: Touch attack deals 1 point Str damage Freedom: Releases creature from imprisonment. plus 1 point Con damage/two levels. GateX: Connects two planes for travel or summoning. Imprisonment: Entombs subject beneath the earth. 8TH-LEVEL WU JEN SPELLS Power Word Kill: Kills one creature with 100 hp or less. Earth Earthquake: Intense tremor shakes 80-ft. radius. ShapechangeF: Transforms you into any creature, and Fire Incendiary Cloud: Cloud deals 4d6 fi re damage/ change forms once/round. round. Summon Elemental MonolithM*: Calls powerful Metal Repel Metal or Stone: Pushes away metal and elemental creature to fi ght for you. stone. Summon Monster IX: Calls extraplanar creature to fi ght Water Cloud Chariot*: You and allies fl y on a fast-moving for you. cloud. Teleportation CircleM: Circle teleports any creature pqqqqqqqqqrs inside to designated spot. Time Stop: You act freely for 1d4+1 rounds. SPELLS FROM ORIENTAL ADVENTURES Transmute Rock to Lava*: Transforms one 10-ft. cube Some of the spells in this chapter were first introduced in Ori- with subsequent fi re damage and effects. ental Adventures, and appeared on class spell lists in addition WishX: As limited wish, but with fewer limits. to the wu jen. Though those classes aren’t listed in the level information of the spell descriptions here, any of these updated spells can be used by Oriental Adventures classes able to use the original spell. pqqqqqqqqqrs 95

6620_17925_Chpt4.indd20_17925_Chpt4.indd 9955 99/15/04/15/04 3:03:483:03:48 PMPM You can use captured spell energy being another) that you can cast while SPELLS to cast any spell you know or have maintaining concentration on another The spells herein are presented in prepared, but spells so cast don’t disap- spell. Aiming at the target gives you a alphabetical order (with the exception pear from your list of prepared spells +10 circumstance bonus on Concen- of those whose names begin with or count against the number of spells tration checks you make to maintain “greater,” “lesser,” or “mass”; see Order you can normally cast per day (so you concentration on the other spell, and of Presentation, page 181 of the Player’s so must keep a running total of spell its effect lasts as long as you concentrate Handbook). levels absorbed and used). The levels on the other spell (to a maximum of 20 of spell energy you have stored must minutes). ABSORPTION be equal to or greater than the level of Abjuration the spell you want to cast, and you must ANIMATE FIRE Level: Sorcerer/wizard 9, wu jen 9 have at hand (and expend) any material Transmutation [Fire] Components: V, S components required for the spell. Level: Druid 2, wu jen 2 (fi re) Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) SPELLS AND CHAPTER 4 INVOCATIONS Range: Personal ACCURACY Target: Up to a 5-ft. cube of fi re Target: You Transmutation Duration: Until expended or 10 Level: Warmage 1, wu jen 1 As animate wood, but you can animate min./level Components: V, S, M a fi re no larger than the maximum Casting Time: 1 standard action volume. Animated fi re has the fi re Spells and spell-like effects that target Range: Touch subtype and the burn special attack you are absorbed, their energy stored Targets: One thrown weapon/level of a fi re elemental, dealing bludgeon- to power spells of your own. Absorption touched or one projectile weapon ing damage plus fi re damage on a absorbs only ranged spells that have touched successful slam attack and possibly you as a target. Touch spells, effect Duration: 10 min./level setting opponents on fi re (save DC spells, and area spells that affect you Saving Throw: Will negates (harm- 12; see page 98 of the Monster Manual). cannot be absorbed. less, object) Fire animated by this spell has hard- Once the spell is cast, you can absorb Spell Resistance: Yes (harmless, ness 0. 1d4+6 spell levels (rolled secretly by object) Material Component: A handful of the DM). The level of each spell you charcoal, sulfur, and soda ash. absorb is subtracted from the total. If a When you cast this spell, you enhance spell is only partially absorbed (because one or more thrown weapons or one ANIMATE WATER its level exceeds the number of levels projectile weapon to improve its chance Transmutation [Water] remaining to be absorbed), divide the of hitting distant targets. For the dura- Level: Druid 1, wu jen 1 (water) number of spell levels left unabsorbed tion of the spell, the range increment Range: Close (25 ft. + 5 ft./2 levels) by the original spell level. For spells for the affected weapon or weapons is Target: Up to a 5-ft. cube of water that deal damage, use the result to doubled. determine what fraction of the damage Material Component: Ink used to As animate wood, but you can animate a you take. For spells that create effects, scribe a mystical character on each quantity of water up to the maximum use the result as a percentage chance weapon affected by the spell. volume. Water animated by this spell to be affected. has hardness 0, but has double the For example, you have three spell AIMING AT THE TARGET normal hit points that an animated levels of absorption remaining and are Abjuration object of the same size would have. struck by dominate person (cast as a 5th- Level: Sorcerer/wizard 5, wu jen 5 Material Component: A vial of pure level spell). Absorption absorbs three Components: S spring water mixed with cinnabar oil. levels of the spell, resulting in a 40% Casting Time: 1 swift action chance (2/5) that you will be affected Range: Personal ANIMATE WOOD normally. If affected, any saving throw Target: You Transmutation the spell allows you still applies. Like- Duration: Concentration, up to 20 Level: Druid 1, wu jen 1 (wood) wise, if you’re struck by disintegrate (cast minutes; see text Components: V, S, M as a 6th-level spell) with four levels of Casting Time: 1 round absorption remaining, two levels of the When you cast this spell as a swift Range: Touch spell remain, and you take only 33% action (see page 86), you increase your Target: One Small or smaller (2/6) of the damage you would normally ability to concentrate on a spell you wooden object take from the spell. have already cast. This spell is one Duration: Concentration, up to 1 of only a few spells (fi nding the center round/level (D) 96

6620_17925_Chpt4.indd20_17925_Chpt4.indd 9966 99/15/04/15/04 3:03:493:03:49 PMPM Saving Throw: None Since a teleporting creature doesn’t Saving Throw: Will negates Spell Resistance: No necessarily arrive at the precise loca- Spell Resistance: Yes tion it intends, the spell also functions This spell imbues a Small or smaller against a creature that arrives in range This spell causes the subject’s face wooden object with mobility and a even though its intended destina- to take on a horrible and terrifying semblance of life, then causes it to tion was elsewhere. For a creature appearance. You can create nearly any immediately attack whomever or what- that intends to teleport into range combination of hideous features—blue ever you initially designate. Statistics but inadvertently arrives outside skin, parrot face, elephantine nose, for the animated wood are as for a Small the spell’s area, the spell gives the rotting tusks, or worse—but you INVOCATIONS CHAPTER 4 CHAPTER animated object and can be found on recipient awareness that a creature cannot duplicate the appearance of AND SPELLS page 13 of the Monster Manual. Wooden has attempted to teleport into range any specifi c creature or person. Any objects animated by this spell have and delays the creature as normal, creature (excluding you and your allies) hardness 5. The spell cannot animate but doesn’t give any awareness as to that views the recipient and fails its save objects carried or worn by a creature. the actual location of its imminent becomes shaken. Material Component: A mixture of arrival. Material Component: A miniature powdered cinnabar and ground peach The spell has no effect on creatures palette dotted with paints of assorted pit. attempting to teleport away from the colors. spell’s area, though if their destination ANTICIPATE is within the area, the spell will affect ARC OF LIGHTNING TELEPORTATION their reentry as normal. Conjuration (Creation) [Electricity] Abjuration Focus: A tiny hourglass of platinum Level: Druid 4, sorcerer/wizard 5, Level: Sorcerer/wizard 4 and crystal costing 500 gp, which must warmage 5, wu jen 5 Components: V, S, F be carried or worn by the spell’s recipi- Components: V, S, M/DF Casting Time: 1 round ent while the spell is in effect. Casting Time: 1 standard action Range: One willing creature Range: Close (25 ft. + 5 ft./2 levels) touched ANTICIPATE Area: A line between two creatures Area: 5-ft./level radius emanation TELEPORTATION, Duration: Instantaneous from touched creature GREATER Saving Throw: Refl ex half Duration: 1 hour/level Abjuration Spell Resistance: No Saving Throw: None Level: Sorcerer/wizard 8 Spell Resistance: No Casting Time: 10 minutes You create natural conductivity Duration: 24 hours between two creatures, and a bolt of The subject of the spell is surrounded electricity arcs between them. This bolt with an invisible aura that anticipates As anticipate teleportation, except that deals 1d6 points of electricity damage and delays the teleportation of any greater anticipate teleportation identifi es per caster level (maximum 15d6) to creature into the spell’s area. Any the type of the arriving creature (and both creatures and to anything in the teleportation spell or effect (includ- any companions accompanying it) and line between them. ing all spells with the teleportation creates a delay of 3 rounds, providing Both creatures must be in range, descriptor) can be anticipated, making the recipient with even more warning and you must be able to target them the spell’s recipient instantly aware of and preparation time. (as if this spell had them as its targets). the exact location where the teleport- Focus: A tiny hourglass of platinum Draw the line from any corner in one ing creature will arrive (subject to and crystal fi lled with diamond dust, creature’s space to any corner in the the restrictions below), the creature’s costing 1,000 gp. The hourglass must other’s space. size, and how many other creatures be carried or worn by the spell’s recipi- Arcane Material Component: Two (and their sizes) are arriving with the ent while the spell is in effect. small iron rods. teleporting creature. The spell also delays the arrival of the teleporting APPARITION ARROW OF BONE creature by 1 round (so that it arrives Illusion (Phantasm) [Fear, Mind- Necromancy [Death] on its initiative count immediately Affecting] Level: Sorcerer/wizard 6 before its next turn), generally giving Level: Wu jen 2 Components: V, S, M the recipient of the spell and anyone Components: V, S, M Casting Time: 10 minutes else made aware of the information Casting Time: 1 round Range: Touch 1 round to act or ready actions. The Range: Touch Target: One projectile or thrown teleporting creature does not perceive Target: Creature touched weapon touched this delay. Duration: 1 round/level 97

6620_17925_Chpt4.indd20_17925_Chpt4.indd 9977 99/15/04/15/04 3:03:513:03:51 PMPM Duration: 8 hours or until dis- This spell enables you to divine the consciously reduced (though damage charged exact nature and vulnerabilities of reduction applies) or changed to nonle- Saving Throw: Fortitude partial a single creature’s magical defenses, thal damage. Once the weapon attacks Spell Resistance: Yes giving you a +10 bonus on caster level its wielder (whether successfully or checks to overcome its spell resistance. not), the spell is discharged. You scribe runes of dire power on Assay resistance is effective only against The spell can target a weapon of any a single missile or thrown weapon one specifi c creature per casting, and size as long as its wielder normally uses (usually an arrow, bolt, dart, javelin, you must be able to see the creature it as a two-handed weapon or a reach or spear), changing the weapon into when you cast the spell. weapon. For example, a Small longspear a sinister missile of cold, enhanced wielded by a halfl ing could be the bone. When thrown or fi red at a BACKBITER target of the spell, but not the same creature as a normal ranged attack, Necromancy Small longspear wielded by a human; the weapon gains a +4 enhancement Level: Sorcerer/wizard 1, wu jen 1 in the human’s hands, the weapon is bonus on attack rolls and damage (wood) too small to twist around and strike its SPELLS AND CHAPTER 4 INVOCATIONS rolls. In addition, any living creature Components: V, S, F wielder. struck by an arrow of bone must suc- Casting Time: 1 standard action Magic weapons targeted by this ceed on a Fortitude save or be instantly Range: Close (25 ft. + 5 ft./2 levels) spell receive a Will save. An item in slain. A creature that makes its save Target: One weapon a creature’s possession uses its own instead takes 3d6 points of damage Duration: 1 round/level or until Will save bonus or its wielder’s bonus, +1 point per caster level (maximum discharged whichever is higher. +15). Regardless of whether the attack Saving Throw: Will negates; see Focus: A dagger. hits, the magic of the arrow of bone is text discharged by the attack, and the mis- Spell Resistance: Yes (object) BANDS OF STEEL sile is destroyed. Conjuration (Creation) Material Component: A tiny sliver of You cast this spell on any wooden- Level: Sorcerer/wizard 3 bone and a vial of blood mixed with hafted two-handed weapon (such Components: V, S, M powdered precious gems worth 50 gp, as a greataxe or heavy fl ail) or any Casting Time: 1 standard action used to paint the runes on the projec- wooden-hafted reach weapon (such as Range: Medium (100 ft. + 10 ft./ tile. a longspear or glaive). The next time level)

Illus. by D. Crabapple D. by Illus. that weapon is used to make a melee Target: One creature ASSAY RESISTANCE attack, its shaft twists around so that Divination the weapon strikes the wielder instead, Level: Cleric 4, sorcerer/wizard 4 with the attack roll applied against the Components: V, S attacker’s own AC. Casting Time: 1 swift action The wielder gets no warning or Range: Personal knowledge of the spell’s effect on his Target: You weapon, and though he makes the Duration: 1 round/level attack, the self-dealt damage can’t be

98 Arc of lightning

6620_17925_Chpt4.indd20_17925_Chpt4.indd 9988 99/15/04/15/04 3:03:533:03:53 PMPM Duration: 1 round/level succeed on a Refl ex save or become Flames fi ll the area, dealing 1d6 points Saving Throw: Refl ex partial engulfed itself. of fi re damage per caster level (maxi- Spell Resistance: No Any creature whose Constitution mum 10d6) to any creature in the area is reduced to 0 or lower by the spell is that fails its saving throw. You conjure a number of shining reduced to a pile of black ash, and can Material Component: A bit of wick metallic bands out of thin air, encircl- be returned to life only by true resurrec- soaked in oil. ing a Medium or smaller creature. The tion or wish, the caster of which must victim must succeed on a Refl ex save succeed on a DC 30 caster level check BLINK, GREATER or be immobilized (helpless). If the to restore the victim to life. If a creature Transmutation INVOCATIONS CHAPTER 4 CHAPTER saving throw succeeds, the victim is succeeds on its Fortitude save in 3 con- Level: Bard 5, sorcerer/wizard 5 AND SPELLS only partially trapped by the bands secutive rounds, the blackfi re affecting Components: V, S (treat as entangled). it gutters out. The black fl ames cannot Casting Time: 1 standard action A creature immobilized by the otherwise be extinguished by normal Range: Personal bands can attempt escape as a full- means (such as immersion in water or Target: You round action, either by bursting free smothering), but an antimagic fi eld, a Duration: 1 round/level (D) (Strength DC 18) or wriggling out successful dispel magic, a remove curse, (Escape Artist DC 18). An entangled or a break enchantment spell snuffs it This spell functions like blink, except creature can use a full-round action to out. As well, a creature protected by you have control over the timing of break or disentangle itself with a DC death ward has immunity to blackfi re’s your “blinking” back and forth between 13 Strength check or a DC 13 Escape effects. the Ethereal Plane and the Material Artist check. Large or larger creatures Material Component: A pinch of Plane. You can also ready an action are too big to be captured or impeded dust from a vampire destroyed by to blink away from any physical or by the bands. sunlight. magical attack, with the attack miss- Material Component: Three small ing automatically unless it also affects silver hoops, interlocked. BLADES OF FIRE ethereal targets (as a force effect does). Conjuration (Creation) [Fire] While blinking, you have no chance BLACKFIRE Level: Ranger 2, sorcerer/wizard 2, of interfering with your own attacks Necromancy [Evil] warmage 2 or your own spells. When moving Level: Sorcerer/wizard 8 Components: V through solid objects, you do not risk Components: V, S, M Casting Time: 1 swift action materializing inside one unless you Casting Time: 1 standard action Range: Touch actually end your movement there, Range: Medium (100 ft. + 10 ft./ Targets: Up to two melee weapons in which case you materialize and are level) you are wielding shunted off to the nearest open space, Effect: Ray Duration: 1 round taking 1d6 points of damage per 5 feet Duration: 1 round/level Saving Throw: None traveled in this manner. Saving Throw: Fortitude negates Spell Resistance: No and Refl ex negates; see text BLISTERING RADIANCE Spell Resistance: Yes Flames sheathe your melee weapons, Evocation [Fire, Light] harming neither you nor the weapons Level: Cleric 5, sorcerer/wizard 4 A ray of necromantic black energy but possibly burning your opponents. Components: V, S, M springs from your hand, and on a suc- Your melee weapons each deal an extra Casting Time: 1 standard action cessful ranged touch attack, a living 1d6 points of fi re damage. This damage Range: Long (400 ft. + 40 ft./level) target is engulfed in chill black fl ames stacks with any energy damage your Area: 50-ft.-radius spread that feed on the fuel of their victim’s weapons already deal. Duration: 1 round/level life force. A creature engulfed in black- Saving Throw: None and Fortitude fi re must make a successful Fortitude BLAST OF FLAME partial; see text save each round that the spell is in Conjuration (Creation) [Fire] Spell Resistance: Yes effect or take 1d4 points of Constitu- Level: Sorcerer/wizard 4, warmage 4 tion damage and become nauseated. A Components: V, S, M A blazing ball of light is hurled toward creature that makes its save takes no Casting Time: 1 standard action the point you designate, erupting into damage for that round and is sickened Range: 60 ft. a brilliant hovering sphere. All sighted instead. In addition to its effects on Area: Cone-shaped burst creatures in the area are dazzled (no the target, blackfi re can spread rapidly, Duration: Instantaneous save), and the heat from the blistering and any living creature adjacent to Saving Throw: Refl ex half radiance deals 2d6 points of fi re damage a creature engulfed in blackfi re must Spell Resistance: No to all creatures and objects in the area 99

6620_17925_Chpt4.indd20_17925_Chpt4.indd 9999 99/15/04/15/04 3:04:013:04:01 PMPM each round on your turn (Fortitude can attempt a Fortitude save each round save for half). Like fi reball, blistering BRILLIANT BLADE to negate the damage, but a successful radiance erupts if it strikes any material Transmutation save does not prevent damage in future body or solid barrier before attaining Level: Cleric 8, sorcerer/wizard 6 rounds. Searing pain limits the subject the prescribed range, and you must Components: V to a single move action in any round make a successful ranged touch attack Casting Time: 1 standard action when it fails its Fortitude save. to send the sphere through a narrow Range: Close (25 ft. + 5 ft./2 levels) Burning blood does not affect crea- opening or passage. Target: One melee or thrown tures of the construct, elemental, ooze, Blistering radiance counters or dispels weapon, or fi fty projectiles (all of plant, or undead types. any darkness spell of equal or lower which must be in contact with Material Component: A drop of blood level. each other at the time of casting) and a pinch of saltpeter. Material Component: A bit of tinder Duration: 1 min./level and a small lens. Saving Throw: Will negates (harm- CHAMELEON less, object) Illusion (Glamer) SPELLS AND CHAPTER 4 INVOCATIONS BODY OUTSIDE BODY Spell Resistance: Yes (harmless, Level: Druid 2, wu jen 2 Conjuration (Creation) object) Components: V, S, M Level: Wu jen 7 Casting Time: 1 round Components: V, S, M You transform a single melee weapon, Range: Touch Casting Time: 1 standard action thrown weapon, or group of projectiles Target: Creature touched Range: 10 ft. into a weapon of brilliant energy. A Duration: 1 hour/level Effect: One duplicate/5 levels brilliant energy weapon sheds light Saving Throw: None Duration: 1 minute as a torch (20-foot radius) and ignore Spell Resistance: Yes (harmless) Saving Throw: None nonliving matter. Armor bonuses Spell Resistance: No to AC (including any enhancement This spell alters the coloration of bonuses to that armor) do not count the recipient’s body and clothing so This spell creates one or more indistin- against it because the weapon passes as to blend in with the surrounding guishable duplicates of you, all of which through armor. (Dexterity, defl ection, background, granting the creature a share your ability scores, personality, dodge, natural armor, and other such +10 circumstance bonus on any Hide class levels, skills, feats, and memories. bonuses still apply.) A brilliant energy checks. In areas where the background They carry the same arms, armor, and weapon cannot harm undead, con- changes gradually (such as stepping equipment as you do (but only have structs, or objects. If this spell is cast from forest to green fi eld), the color- mundane versions of any magic gear), on arrows or crossbow bolts, the effect ation shifts quickly enough to grant the and they cannot cast spells or use any on a particular projectile ends after one bonus while moving at up to one-half spell completion or spell trigger items. use, whether or not the missile strikes normal speed. When the background They are friendly toward each other its intended target. Treat shuriken as changes abruptly (from forest to stone and your companions and will follow arrows, rather than as thrown weapons, wall, for example), the creature loses any order you give them (even actions for the purpose of this spell. the circumstance bonus for 1 round that you wouldn’t normally do yourself, while the coloration change takes such as charging a dragon or jumping BURNING BLOOD effect. off a cliff). Necromancy Material Component: The shed skin The duplicates you create each have Level: Sorcerer/wizard 4 of a small lizard. one-quarter of your hit point total at Components: V, S, M the time of casting and take damage Casting Time: 1 standard action CLOUD CHARIOT as normal in combat. If a duplicate Range: Medium (100 ft. + 10 ft./ Conjuration (Creation) [Water] is slain, it disappears and you take level) Level: Wu jen 8 (water) 10 points of damage. At the end of Target: One living creature; see text Components: V, S, M the spell’s duration, all remaining Duration: 1 round/level (D) Casting Time: 1 standard action duplicates (and any equipment created Saving Throw: Fortitude partial; Range: Personal and touch with them) disappear without dealing see text Target: You and other touched will- damage to you. Spell Resistance: Yes ing creatures Material Component: A few of your Duration: 10 minutes (D) hairs, fi ngernail parings, or fl akes of You taint a living creature’s blood with skin. a hot, corrosive infusion, dealing 1d8 When the spell is cast, you and any points of acid damage and 1d8 points willing creatures you touch lift into of fi re damage per round. The subject the air on a magic chariot formed of 100

6620_17925_Chpt4.indd20_17925_Chpt4.indd 110000 99/15/04/15/04 3:04:043:04:04 PMPM cloud, then fl y away in the direction poison does not affect you, nor does Components: V, S, M you desire. You can bring one Medium it produce any secondary effects or re- Casting Time: 10 minutes or smaller creature (carrying gear and main potent once sprayed. Range: 10 ft. objects up to its maximum load) per Material Component: A cobra’s fang. Target: One lesser spirit four caster levels. A Large creature Duration: 1 min./level counts as two Medium creatures, a Saving Throw: Will negates; see text Cloud chariot Huge creature counts as two Large Spell Resistance: No creatures, and so forth. A cloud chariot fl ies at 10 miles per You contact any local spirit creature INVOCATIONS CHAPTER 4 CHAPTER minute, so that you can cover a distance with 4 or fewer Hit Dice and can ask AND SPELLS of 100 miles over the spell’s full dura- it up to one question per two caster tion. You and your passengers feel none levels. You must know the identity of of the effects of this swift movement, the spirit, and you must be within 10 though, and the ride is perfectly feet of the spirit’s location. The spirit’s steady and calm in even the worst knowledge is limited to matters within weather. When the spell is dis- its immediate area (so that the spirit of missed, the cloud settles gently to a great tree in a village cannot answer the ground and dissipates. questions about events outside the Should the spell duration expire village, for example), and you must while a cloud chariot is ask questions that could still aloft, the magic typically have one-word fails slowly, with answers. “Unclear” is cloud and riders a legitimate answer, fl oating downward 60 feet per round because spirits are for 1d6 rounds. If the cloud reaches the not necessarily Illus. by G. Kubic ground in that amount of time, it omniscient, lands safely. If not, it but in cases falls the rest of the where a distance, and all one-word creatures answer riding in it would be take falling misleading or damage. A cloud chariot contrary to the spirit’s descends slowly if the spell is interests, the DM can respond with dispelled, but not if it is negated by an a short phrase (fi ve words or less) antimagic fi eld. instead. Material Component: A small ball of COMMUNE If the spirit has been subject to com- cotton. WITH GREATER SPIRIT mune with lesser spirit (or commune with Divination greater spirit) within the past week, this COBRA’S BREATH Level: Wu jen 7 spell fails. As well, if the spirit’s align- Transmutation Components: V, S, M, XP ment is different from yours, it gets a Level: Wu jen 1 (water) Target: One spirit Will save to resist the spell. Unasked Components: S, M questions are wasted if the spell’s dura- Casting Time: 1 standard action As commune with lesser spirit, except this tion expires. Range: 10 ft. spell can contact any spirit creature Material Component: Incense and a Target: Cone-shaped burst regardless of Hit Dice, and you can ask small offering worth 10 gp. Duration: Instantaneous one question per caster level. Saving Throw: Fortitude negates Material Component: Incense and a CORPSE CANDLE Spell Resistance: No small offering worth 25 gp. Conjuration (Creation) XP Cost: 100 XP. Level: Sorcerer/wizard 3, wu jen 3 Your saliva changes into a virulent Components: S, M poison that you then spray forth in a COMMUNE WITH Casting Time: 1 standard action 10-foot cone. Creatures within the cone LESSER SPIRIT Range: Close (25 ft. + 5 ft./2 levels) must make a Fortitude save or take 1d3 Divination Effect: Ghostly hand and candle points of Constitution damage. The Level: Wu jen 3 Duration: 1 min./level (D); see text 101

6620_17925_Chpt4.indd20_17925_Chpt4.indd 110101 99/15/04/15/04 3:04:393:04:39 PMPM Saving Throw: None This spell creates an amorphous cloud staying within 5 feet at all times and Spell Resistance: No of inky blackness that you can shape dropping to the ground if that creature and move as desired. While you con- is reduced to 0 or fewer hit points. A ghostly hand bearing a lit candle centrate on it, the darkness can move Controlling the sword requires no appears at the spot you choose, shed- up to 20 feet per round, either fl oating concentration, and the designated ding light in a 5-foot radius and moving through air or seeping through the creature can fi ght with another weapon as you desire—forward or back, up or smallest cracks. The cloud stops all at the same time. A dancing blade pre- down, straight or around corners at light and sound, so creatures within vents two opponents from fl anking up to 50 feet per round (no concentra- it (or creatures whose sensory organs the creature it fi ghts for (though that tion required). The hand and candle and vocal apparatus are within it) are creature can be fl anked by additional are incorporeal and can pass through treated as being deafened and blinded opponents). objects, making them a useful tool for (including creatures with darkvision), Material Component: A tiny stick simulating hauntings. As well, a corpse in addition to being unable to speak or puppet. candle illuminates hidden, ethereal, cast spells with verbal components. SPELLS AND CHAPTER 4 INVOCATIONS and invisible beings and items, all of As well, creatures entirely within the DARKVISION, MASS which become faintly visible as wispy cloud have total concealment. Transmutation outlines. Ethereal creatures remain A moderate wind (11+ mph) disperses Level: Sorcerer/wizard 4 unreachable from the Material Plane the cloud in 5 rounds; a strong wind Components: V, S, M (except with force effects), but invisible (21+ mph) disperses it in 2 rounds. Range: 10 ft. creatures have only concealment (20% Material Component: A whisker from Targets: The caster and all allies in a miss chance) and lose their bonus on a black cat and a tiny bottle of smoke 10-ft.-radius burst, centered on the attack rolls from invisibility when they captured on a moonless night. caster are within 5 feet of the candle. The Duration: 1 hour/level ghostly radiance also makes immaterial DANCING BLADE Saving Throw: Will negates (harm- creatures and items slightly material, Transmutation less) so that incorporeal creatures within 5 Level: Wu jen 4 (metal) Spell Resistance: Yes (harmless) feet of a corpse candle have only a 30% Components: V, S, M chance to avoid damage from corporeal Casting Time: 1 round As darkvision (see page 216 of the creatures (though all other benefi ts of Range: Close (25 ft. + 5 ft./2 levels) Player’s Handbook), except that all target being incorporeal are retained). Target: One sword creatures receive the spell’s benefi ts. The hand is Diminutive, has 1 hit Duration: 1 round/level Unlike with darkvision, recipients of point per caster level, and has AC 14 Saving Throw: None this spell cannot have the ability made + a defl ection bonus equal to your Spell Resistance: No permanent with a permanency spell. Charisma modifi er. It makes saves as Material Component: A dried carrot you do but is immune to spells that When you cast this spell, you cause or three small agates. don’t cause damage. The spell effect the target sword to hover and attack ends if the hand is destroyed, and the on its own, aiding a character you DECAPITATING SCARF hand winks out if the distance between designate. The sword must be either Transmutation you and it exceeds the spell’s range. unattended (in which case you choose Level: Wu jen 7 (metal) Material Component: A piece of a which creature it will fi ght for, so long Components: V, S, F corpse untreated by any kind of pre- as both creature and weapon are within Casting Time: 1 standard action servative. range) or in the possession of a willing Range: Close (25 ft. + 5 ft./2 levels) ally who benefi ts from the spell. Target: One creature CREEPING DARKNESS A dancing blade attacks using the Duration: Instantaneous Evocation [Darkness] initiative modifi er and base attack Saving Throw: Fortitude partial; see Level: Wu jen 4 bonus of the creature it fi ghts for, text Components: V, S, M though it gains no other attack or Spell Resistance: No Casting Time: 1 standard action damage modifi ers the creature might Range: Medium (100 ft. + 10 ft./ have (including those from Strength) When you cast this spell, you fl ick a level) and takes a –4 penalty on its attack rolls silk scarf at one creature within range, Effect: Cloud spreads in a 20-ft.- if the creature it fi ghts for doesn’t have magically propelling it toward the radius, 20 ft. high (S) profi ciency with a weapon of its kind. target. The scarf assumes an ironlike Duration: 3 rounds/level The sword moves with the creature hardness on the way, and then wraps Saving Throw: None it fi ghts for (and so can take the full around the creature’s neck. You must Spell Resistance: No attack action if that creature does), have line of sight to the target and hit 102

6620_17925_Chpt4.indd20_17925_Chpt4.indd 110202 99/15/04/15/04 3:04:433:04:43 PMPM with a normal ranged attack. If you hit, direction and taking falling damage the target must make a Fortitude saving as normal. DISCERN throw; failure indicates that the scarf If some obstacle prevents the target SHAPECHANGER has decapitated the victim. creature from reaching its expelled Divination A target creature that makes its height, it takes 1d6 points of damage Level: Sorcerer/wizard 3, wu jen 3 save takes 1d4 points of damage per for every 10 feet of movement it was Components: V, S, M caster level (maximum 20d4) before unable to complete, so that a creature Casting Time: 1 round freeing itself from the decapitating scarf. hurled 50 feet up in a room with a 20- Range: Personal Constructs and most undead (except foot ceiling would take 3d6 points of Target: You INVOCATIONS CHAPTER 4 CHAPTER vampires) are not immediately killed damage from the impact, then take 2d6 Duration: 1 round/level AND SPELLS by decapitation, and take only 6d4 points of damage when it falls back to points of damage whether they make the ground. By taking a standard action to con- their save or not. Oozes, aberrations, The sphere can affect a maximum centrate, you can see the true form of and other creatures without a head are of one creature or object per round, creatures within 60 feet. Each round, immune to the spell’s effects. and winks out if it exceeds the spell’s you can examine one creature you can Focus: The silk scarf. range. see to determine whether it is poly- Focus: A gray pearl worth at least morphed, disguised, or transmuted, DEFENESTRATING 100 gp. and what its true form is. If you look SPHERE Defenestrating sphere at a shapechanger in its true form, you Evocation [Air] immediately sense its shapechanging Level: Sorcerer/wizard 4 ability, but you can’t determine what Components: V, S, F other forms it might be capable of Casting Time: 1 standard action assuming.

Range: Medium (100 ft. + 10 ft./ For the purpose of this spell, Illus. by M. Phillippi level) a shapechanger is any creature Effect: 2-ft.-radius sphere with the shapechanger type or Duration: 1 round/level (D) a supernatural or extraordinary Saving Throw: Fortitude par- ability that allows it to assume tial; see text an alternate form. A wizard Spell Resistance: Yes who knows alter self is not a shapechanger A cloudy gray sphere of whirl- (since a spell is not ing air and howling wind a supernatural or fl ies to attack your enemies extraordinary ability), and hurl them to the sky. As but a barghest is (since it a move action, you can make has the supernatural abil- the sphere travel up to 30 feet ity to assume alternate per round and strike the crea- forms, even though its ture or object you indicate type is outsider). as a ranged touch attack. Material Component: Any creature struck by the A balm of honey and sphere takes 3d6 points of lotus fl ower, smeared damage from the force of its on your eyelids. winds. In addition, Medium or smaller creatures must DUELWARD succeed on a Fortitude Abjuration save or be knocked prone. Level: Sorcerer/ Creatures that fall prone wizard 5 must then succeed on a Co mponents: V, second Fortitude save or S, M be swept up by the sphere Casting Time: 1 and driven 1d8×10 feet standard action into the air, dropping 1d6 Range: Personal squares from their origi- Target: You nal position in a random 103

6620_17925_Chpt4.indd20_17925_Chpt4.indd 110303 99/15/04/15/04 3:04:453:04:45 PMPM Duration: 1 round/level or until to fl y into the air, striking creatures move from the square it appears in, discharged (D) along its path. Any creatures caught but can make one grapple attempt per in the spell’s area take 1d6 points of round against any creature in its square You mantle yourself in a powerful damage per caster level (maximum or any adjacent square, provoking magical field that facilitates your 10d6). attacks of opportunity as normal. If defense against enemy spells. While a This spell functions only if you are the arm can target multiple creatures, duelward is in effect, counterspelling is standing on dirt, clay, sand, or stone the caster chooses one. If the caster an immediate action for you, allowing (including stone fl oors), not on wooden is unable to choose a target, the arm you to counterspell even when it is fl oors or other surfaces. attacks a random creature within not your turn without having previ- reach (possibly including the caster’s ously readied an action. You also gain EARTHEN GRASP allies). Each round that it successfully a +4 competence bonus on Spellcraft Transmutation [Earth] pins a target, the hand deals 1d6 points checks made to identify spells being Level: Sorcerer/wizard 2 of lethal damage (plus its Strength cast. Components: V, S, M modi fi er). SPELLS AND CHAPTER 4 INVOCATIONS The first time you successfully Casting Time: 1 standard action The earthen arm has AC 15, hardness counterspell while the spell is in Range: Close (25 ft. + 5 ft./2 levels) 4, and 3 hit points per caster level. If effect (whether you counterspell as Effect: Animated earthen arm reduced to 0 or fewer hit points, it an immediate action or not), duelward Duration: 2 rounds/level crumbles to dust. is discharged. Saving Throw: None Material Component: A miniature Material Component: A miniature silk Spell Resistance: Yes hand sculpted from clay. glove. You bring forth from the ground an ELEMENTAL BURST EARTHBOLT arm made of dense, compacted earth or Evocation Evocation [Earth] soil that can grapple your foes. You can Level: Wu jen 1 (all) Level: Wu jen 3 (earth) cause the arm to rise out of only earth, Components: V, S Components: V, S mud, grass, or sand, and the spell fails if Casting Time: 1 standard action Casting Time: 1 standard action you attempt to cast it in an area with the Range: Close (25 ft. + 5 ft./2 levels) wrong materials (including stone). Area: Line up to close range (25 ft. + Treated the arm as a Medium crea-

Illus. by S. by Belledin Illus. 5 ft./2 levels) ture, with a base attack bonus equal to Duration: Instantaneous your caster level and a Strength score Saving Throw: Refl ex half of 14 +2 per three Spell Resistance: Yes caster levels (16 at 3rd level, 18 at With a shout, you strike the ground at 6th level, and your feet and create a bolt of seismic so on). The force that causes earth, rock, and sand arm doesn’t

Earthbolt 104

6620_17925_Chpt4.indd20_17925_Chpt4.indd 110404 99/15/04/15/04 3:04:513:04:51 PMPM Range: Close (25 ft. + 5 ft./2 levels) force the barrier against an elemental Duration: 24 hours Area: 10-ft.-radius burst that has failed its saving throw, the Saving Throw: None Duration: Instantaneous spell fails. Spell Resistance: Yes (harmless) Saving Throw: Refl ex half or Refl ex Material Component: A small quantity negates; see text of the element opposed to the type This abjuration grants a creature and Spell Resistance: Yes being warded against—fi re for water its equipment complete protection elementals, earth for air elementals, against damage from one of the fi ve When you cast this spell, you designate air for earth elementals, or water for energy types—acid, cold, electricity, a target composed of one of the fi ve wu fi re elementals. fi re, or sonic. Energy immunity absorbs INVOCATIONS CHAPTER 4 CHAPTER jen elements—earth, fi re, metal, water, only damage, so the recipient could AND SPELLS and wood. The target then releases EMERALD FLAME FIST still suffer side effects such as drown- magical energy in a sudden, explosive Evocation [Fire] ing in acid, being deafened by a sonic burst, as follows: Level: Sorcerer/wizard 7 attack, or becoming immobilized Wood, Metal, or Earth: The target Components: V, S in ice. throws off sharp slivers and fragments; Casting Time: 1 standard action Note: Energy immunity overlaps protec- creatures within the burst take 1d8 Range: Touch tion from energy and resist energy. So long points of damage (Refl ex save for half Targets: Creatures or objects touched as energy immunity is in effect, the other damage). Duration: 1 round/level; see text spells absorb no damage. Fire: The target shoots out glowing Saving Throw: See text sparks that deal 1d8 points of fi re Spell Resistance: Yes ENHANCE FAMILIAR damage to creatures within the burst Universal (Refl ex save for half damage). One of your hands bursts into an aura Level: Sorcerer/wizard 3 Water: Water pushes out in a fi erce of brilliant emerald fl ame, shedding Components: V, S wave, knocking creatures within the light equal to that of a torch. You take Casting Time: 1 standard action area prone unless they make successful no damage or penalties from the fl ames, Range: Touch Refl ex saves. Creatures get a +4 bonus but on a melee touch attack, an emerald Target: Familiar touched on their saving throws for each size fl ame fi st deals 3d6 points of fi re damage Duration: 1 hour/level category they are larger than Medium, +1 point per caster level (maximum Saving Throw: None or a –4 penalty for each size category +20). The creature you touch must Spell Resistance: Yes (harmless) smaller than Medium. Exceptionally then succeed on a Fortitude save or stable creatures, such as dwarves or be engulfed by the fi ercely hot aura You infuse your familiar with vigor, creatures with four legs, get an addi- of fl ame. Each round on your turn, a granting it a +2 competence bonus on tional +4 bonus. creature engulfed in the fl aming aura saves, attack rolls, and melee damage The spell does not noticeably affect takes 3d6 points of fi re damage +1 rolls, as well as a +2 dodge bonus to the structure or form of the target point per caster level (maximum +20) Armor Class. object. until the spell ends (Fortitude save each round for half). You can use your ENTANGLING SCARF ELEMENTAL WARD fl aming touch attack repeatedly until Transmutation Abjuration one of your targets is engulfed, at which Level: Wu jen 2 (metal) Level: Wu jen 4 (all) point the fl ame leaves your hand. Components: V, S, F Components: V, S, M You can use this spell to attack Casting Time: 1 standard action Casting Time: 1 standard action an object. Nonmagical, unattended Range: Close (25 ft. + 5 ft./2 levels) Range: 60 ft. objects are automatically engulfed in Target: One creature Area: 60-ft.-radius emanation, cen- green fl ame and take 3d6 points of fi re Duration: 1 round/level tered on you damage +1 point per caster level each Saving Throw: Refl ex negates Duration: 1 minute round. Spell Resistance: No Saving Throw: Will negates Spell Resistance: Yes ENERGY IMMUNITY When you cast this spell, you fl ick a Abjuration silk scarf at one creature within range, This spell allows you to drive off Level: Cleric 6, druid 6, sorcerer/ magically propelling it toward the elementals of a specifi c type by utter- wizard 7, wu jen 7 target. The scarf assumes an ironlike ing a fearsome cry. When you cast the Components: V, S hardness on its way and then wraps spell, any elemental within the spell’s Casting Time: 1 standard action around the target creature. You must area must leave the area unless it makes Range: Touch have line of sight to the target and a successful Will save. If you try to Target: Creature touched hit with a ranged touch attack. If you 105

6620_17925_Chpt4.indd20_17925_Chpt4.indd 110505 99/15/04/15/04 3:04:563:04:56 PMPM hit, the target must make a successful Material Component: A tiny golden effect, creatures carrying or wearing Refl ex save or become entangled. needle and a strip of fi ne cloth given a items you ignite take 1d6 points of fi re Focus: The silk scarf. half twist and fastened at the ends. damage and must make a DC 15 Refl ex save or catch on fi re themselves. FAMILIAR POCKET FIENDFORM Universal Transmutation [Evil] FINDING THE CENTER Level: Sorcerer/wizard 2 Level: Sorcerer/wizard 6 Abjuration Components: V, S, M Components: V, S, M Level: Wu jen 8 Casting Time: 1 standard action Casting Time: 1 standard action Duration: 10 minutes (D) Range: Touch Range: Personal Target: One container or garment Target: You As aiming at the target (see page 96), with a pocket touched Duration: 1 min./level except that you no longer need to main- Duration: 1 hour/level (D) tain conscious concentration on the Saving Throw: None This spell functions like alter self, spell you cast before casting this one. SPELLS AND CHAPTER 4 INVOCATIONS Spell Resistance: No except that you can take the form of Your unconscious mind maintains the any fi endish creature, demon, or devil required concentration, allowing you When you cast this spell, a garment that can be summoned by a summon to take other actions (including move- or container becomes a safe haven for monster I, II, III, or IV spell, regardless ment, attacks, and even casting more a Tiny or smaller familiar. The spell of size. You can assume only one form spells) as normal. Short of dying, only turns the target item or pocket into a with each use of the spell, but you gain mind-affecting spells and conditions comfortable extradimensional space all that form’s extraordinary, spell-like, (such as feeblemind and confusion) can (about 1 cubic foot). The familiar can fi t and supernatural abilities, and your affect your concentration on the other inside the space without creating any type changes to outsider. Spells and spell, though you might be convinced noticeable bulge in the item. Whenever effects that harm or ward evil outsiders to willingly dismiss fi nding the center the familiar is touching you, you can affect you, and any effect that would (and the previous spell with it) under whisk it inside the space as a free action normally banish an outsider to its the effect of a charm or suggestion. by speaking a command word chosen home plane instead ends the spell and by you when the spell is cast. If the leaves you staggered for 1 round per FIRE BREATH familiar can speak, it can command caster level. Evocation [Fire] itself inside. As a free action, you can Material Component: A bone from Level: Wu jen 5 (fi re) call the familiar forth or it can leave any fi endish creature, half-fi endish Components: V, S the space on its own. creature, demon, or devil. Casting Time: 1 standard action Once inside, the familiar has total Range: Personal cover (+4 AC) and concealment (20% FIERY EYES Target: You miss chance), and as a free action, Evocation [Fire] Duration: 1 round/level you or the familiar can further seal Level: Wu jen 1 (fi re) the space to make it airtight and Components: V, S As a standard action, you can breathe waterproof. The air supply inside the Casting Time: 1 standard action a gout of fl ame once per round for sealed space lasts for 1 hour, but with Range: Personal the duration of the spell. You make a the pocket unsealed, the familiar can Target: You ranged touch attack with the fl ame (to a remain inside indefi nitely. The familiar Duration: 1 minute maximum range of 15 feet), dealing 1d8 cannot attack or cast spells from within Saving Throw: Refl ex special; see points of fi re damage per two caster levels the space, but can use supernatural or text (maximum 10d8) on a successful hit. Fire spell-like abilities as normal (provided breath ignites combustibles and damages they don’t require line of sight, which This spell causes your eyes to glow objects in the area, and it can melt metals the pocket blocks). with an unnatural fi re whose color with low melting points (such as lead, The spell ends if the familiar pocket you determine (from dull red to gold, copper, silver, and bronze). is placed within or taken into another brilliant yellow), projecting beams The spell does not function under- extradimensional space (such as a of bright light that clearly illuminate water. portable hole). If your familiar is within a 5-foot-square area to a range of 5 the pocket when the spell duration feet. By fi xing your sight on one spot FIRE SHIELD, MASS expires or if the spell ends abnormally within 60 feet as a full-round action, Evocation [Fire or Cold] (as above), it appears in your space you can cause combustible materials Level: Sorcerer/wizard 5, warmage 5 unharmed. to burst into fl ames, and though you Components: V, S, M cannot target living creatures with this Casting Time: 1 standard action 106

6620_17925_Chpt4.indd20_17925_Chpt4.indd 110606 99/15/04/15/04 3:04:583:04:58 PMPM Range: Close (25 ft. + 5 ft./2 levels) Target: You in addition to your normal unarmed Targets: One or more allied crea- Duration: 10 min./level attack damage (treated as lethal damage tures, no two of which can be more while the spell is in effect). The wings than 30 ft. apart This spell transforms your arms into are extinguished (and the spell ends) if Duration: 1 round/level (D) wings of brilliant fi re (resembling subjected to a quench spell, immersed in Save: Will negates (harmless) those of a phoenix), which do not water for 1 round, or exposed to winds Spell Resistance: Yes (harmless) damage you or any items you carry. of hurricane force or greater. If the Since your arms are transformed, you spell expires while you are aloft, you This spell functions like fi re shield (see cannot hold items in your hands or cast fall normally. INVOCATIONS CHAPTER 4 CHAPTER page 230 of the Player’s Handbook), spells with somatic components while Material Component: The feather of a AND SPELLS except as noted above. using fi re wings, but rings, bracers, and bird, which you must burn when you other items worn on your arms meld cast the spell. FIRE SHURIKEN into the new form and continue to Focus: A golden amulet shaped like a Evocation [Fire] phoenix. Level: Assassin 2, wu jen 2 (fi re) Components: V, S, M FIREBURST Casting Time: 1 standard action Evocation [Fire] Range: 0 ft. Level: Sorcerer/wizard 2, war- Effect: One magical mage 2 shuriken/3 levels Components: V, S, M Duration: Instantaneous Casting Time: 1 standard Saving Throw: None action Spell Resistance: Yes Range: 5 ft. Eff ect: Burst of fi re extending This spell creates shuriken 5 ft. from you formed of magic fi re that you Duration: Instantaneous can throw as a normal ranged Saving Throw: Refl ex half attack at any target within range. Spell Resistance: Yes You are automatically considered profi cient with the fi re shuriken, Fireburst causes a powerful ex- which have a range increment of plosion of fl ame to burst from 10 feet, threaten a critical hit on you, damaging anyone with- a roll of 19–20, and deal 3d6 in 5 feet of you. All creatures points of fi re damage each on and objects within that area, a successful hit (though you and except for you and any crea- your possessions take no damage tures or objects that share as the shuriken are thrown). Any your space, take 1d8 points additional damage dealt by the of fi re damage per caster level fi re shuriken (including Strength (maximum 5d8). and sneak attack bonuses) is also Material Component: A bit of fi re damage. The shuriken disappear sulfur. when they hit, so they cannot set fi re to combustibles or damage objects. FIREBURST, GREATER You can create one fi re shuriken per Fist of stone Evocation [Fire] three caster levels, up to a maximum of function normally. The wings allow Level: Sorcerer/wizard 5, warmage 5 six at 18th level. you to fl y at a speed of 60 feet (good) Effect: Burst of fi re extending 10 ft. Material Component: A shuriken while carrying no more than a light from you coated with pine sap and sulfur. load. You can ascend at half speed and descend at double speed, and you can This spell functions like fireburst, FIRE WINGS charge (but not run) while fl ying. except that it affects creatures within Transmutation [Fire] You can make unarmed attacks with 10 feet of you and deals a maximum of Level: Wu jen 3 (fi re) fi re wings but are not considered profi - 15d8 points of damage to each one. Components: V, S, M, F cient with them, taking a –4 penalty on Casting Time: 1 round your attack rolls. A successful unarmed FIST OF STONE Range: Personal strike deals 2d6 points of fi re damage Transmutation [Earth] 107

6620_17925_Chpt4.indd20_17925_Chpt4.indd 110707 99/15/04/15/04 3:05:003:05:00 PMPM Level: Sorcerer/wizard 1, warmage 1 successful Fortitude save negates the space permits. On a successful ranged Components: V, S, M ability damage, reduces the hit point attack with the whip, any normal Casting Time: 1 standard action damage by half, and ends the spell. In animal you strike must succeed on a Range: Personal each round when the target creature is Will save or become frightened. Target: You affected, it gets a new save. Against other creature types, you can Duration: 1 minute Flensing has no effect on creatures in use a force whip in combat as if it were a gaseous form. normal whip. You transform one of your hands into Material Component: An onion. Material Component: A small silk a mighty fist of living stone, gaining whip. a +6 enhancement bonus to Strength FLY, MASS for purposes of attacks, grapple Transmutation FORTIFY FAMILIAR checks, or breaking and crushing Level: Sorcerer/wizard 5 Universal items. In addition, you gain the abil- Components: V, S Level: Sorcerer/wizard 4 ity to make one natural slam attack as Casting Time: 1 standard action Components: V, S SPELLS AND CHAPTER 4 INVOCATIONS a standard action, dealing 1d6 points Range: Close (25 ft. + 5 ft./2 levels) Casting Time: 1 standard action of damage plus your new Strength Targets: One creature/level, no two Range: Touch bonus (or 1-1/2 times your Strength of which can be more than 30 ft. Target: Familiar touched bonus if you make no other attacks apart Duration: 1 hour/level that round). You can make the slam Duration: 1 min./level Saving Throw: None attack as a natural secondary attack Saving Throw: Will negates (harm- Spell Resistance: Yes (Harmless) with the normal –5 penalty (or –2 less) penalty if you have the Multiattack Spell Resistance: Yes (harmless) This spell makes your familiar tougher, feat; see page 304 of the Monster granting it 2d8 temporary hit points Manual) as part of a full attack action. As fl y (see page 232 of the Player’s and a +2 enhancement bonus to its However, you cannot gain more than Handbook), except this spell confers natural armor. It also has a 25% chance one slam attack per round with this the power of fl ight upon all targeted to avoid extra damage from sneak spell due to a high base attack bonus creatures. Each recipient of the spell attacks or critical hits (though such (+6 or higher). must remain within 30 feet of at least attacks still deal normal damage if suc- Your fi st undergoes no change in one other recipient, or the spell ends cessful). Temporary hit points gained

Illus. by M. Phillippi M. by Illus. size or form, remaining as fl exible for the creature that is separated from in this fashion last for up to 1 hour. and responsive as it would normally the others. If only two individuals be while under the spell’s effect. are affected, the spell ends for both if FREEZING FOG Material Component: A pebble the distance between them exceeds Conjuration (Creation) [Cold] inscribed with a stylized fi st design. 30 feet. Level: Sorcerer/wizard 5 Components: V, S FLENSING FORCE WHIP Casting Time: 1 standard action Transmutation [Evil] Evocation [Sonic, Mind-Affecting] Range: Medium (100 ft. + 10 ft./ Level: Sorcerer/wizard 8 Level: Bard 2, wu jen 2 level) Components: V, S, M Components: V, S, M Effect: Fog spreads in 20-ft. radius, Casting Time: 1 standard action Casting Time: 1 standard action 20 ft. high Range: Close (25 ft. + 5 ft./2 levels) Range: Touch Duration: 1 min./level Target: One corporeal creature; see Effect: A whip of force Saving Throw: None text Duration: 1 round/level Spell Resistance: No Duration: Up to 4 rounds; see text Saving Throw: Will negates; see Saving Throw: Fortitude partial; text A bank of freezing mist billows out see text Spell Resistance: No from the point you designate, obscur- Spell Resistance: Yes ing all sight (including darkvision) This spell creates a whip of magical beyond 5 feet. Creatures in the fi rst When you cast this spell, you literally force that you wield as if you had pro- 5 feet of the mist have concealment, strip the fl esh from a corporeal crea- fi ciency with it. Simply cracking a force while creatures farther inside have total ture’s body, infl icting incredible pain whip keeps normal animals (but not concealment. and psychological trauma. Each round, magical beasts or vermin) at bay unless Each round on your turn, the frigid the target takes 2d6 points of damage, they succeed on a Will save. Affected mist deals 1d6 points of cold damage 1d6 points of Charisma damage, and animals stay at least 30 feet away from to each creature and object within 1d6 points of Constitution damage. A you for the duration of the spell, as it. The freezing fog is so thick that any 108

6620_17925_Chpt4.indd20_17925_Chpt4.indd 110808 99/15/04/15/04 3:05:033:05:03 PMPM creature attempting to move through incorporeal creatures would normally ghostform and do not set off traps that it progresses at a maximum speed of be unaffected by (such as a web or wall are triggered by weight. 5 feet (regardless of its normal speed) of stone spell). You move silently and cannot be and takes a –2 penalty on all melee As an incorporeal creature, you heard with Listen checks if you don’t attack rolls and damage rolls and a –6 have no natural armor bonus but have wish to be while in ghostform. You have penalty on ranged weapon attack rolls a defl ection bonus equal to your Cha- no Strength score while incorporeal, (but not ranged spell attack rolls). A risma bonus (always at least +1, even if so your Dexterity modifi er applies to creature or object that falls into the your Charisma score does not normally both your melee attacks and ranged fog from above is slowed, so that each provide a bonus). attacks. Nonvisual senses, such as scent INVOCATIONS CHAPTER 4 CHAPTER 10 feet of mist it passes through effec- You can enter or pass through solid and blindsight, are either ineffective or AND SPELLS tively reduces overall falling distance objects while in ghostform, but you only partly effective with regard to you. by 10 feet. must remain adjacent to the object’s You have an innate sense of direction Freezing fog also coats all solid sur- exterior, and so cannot pass entirely and can move at full speed even when faces in its area with a slick, icy rime, through an object whose space is you cannot see. and on your turn each round, each larger than your own. You can sense creature in the area of the fog must the presence of creatures or objects GHOST LIGHT make a successful Refl ex save or fall. within a square adjacent to your Necromancy [Fear, Mind-Affecting] A creature that manages to stand must current location, but enemies have Level: Wu jen 1 make a DC 10 Balance check in order total concealment (50% miss chance) Components: V, S, M to move, falling if it fails its save by 5 from you while you are inside an Casting Time: 1 standard action or more. Creatures in a freezing fog can’t object. In order to see farther from the Range: Medium (100 ft. + 10 ft./ take a 5-foot step. object you are in and attack normally, level) A severe wind (31+ mph) disperses you must emerge. While inside an Effect: One Medium or smaller the cloud in 1 round. The spell does object, you have total cover, but when ghostly light not function underwater. you attack a creature outside the object Duration: Concentration you have cover only, so a creature Saving Throw: Will negates GHOSTFORM outside with a readied action could Spell Resistance: Yes Transmutation strike at you as you attack. You cannot Level: Sorcerer/wizard 8 pass through a force effect. You create a ghostly green radiance Components: V, S While under the effect of ghostform, anywhere within range that shines Casting Time: 1 standard action your attacks pass through (ignore) with the brightness of a torch and Range: Personal natural armor, armor, and shields, is imbued with unearthly power, Target: You although defl ection bonuses and force causing creatures within 30 feet to Duration: 1 round/level (D) effects (such as mage armor) work nor- become shaken unless they succeed mally against you. Your nonmagical on a Will save. The light can be shaped You assume a visible, incorporeal attacks have no effect on corporeal to any Medium or smaller form, and form like that of a manifesting ghost. targets, and any attack you make with can move at a speed of 30 feet as long You have no physical body while in a magic weapon against a corporeal as you maintain concentration on the this state. You can be harmed only by target has a 50% miss chance, except for spell (so that you can shape the effect other incorporeal creatures, magic attacks you make with a ghost touch into a human form and make it seem weapons or creatures that strike as weapon, while are made normally (no to walk or fl y, for example). The shape magic weapons, and spells, spell-like miss chance). Spells you cast while of a ghost light can be changed at any abilities, or supernatural abilities. in ghostform affect corporeal targets time during the spell’s duration as a You are immune to all nonmagical normally, including spells that require free action. attack forms. Even when hit by spells you to make an attack roll (such as rays Material Component: A bit of phos- or magic weapons, you have a 50% or melee touch spells). You can pass phorus. chance to ignore any damage from through and operate in water as easily a corporeal source (except for posi- as you do in air. You cannot fall or take GIANT SIZE tive energy, negative energy, force falling damage. You cannot make trip Transmutation effects such as magic missile, or attacks or grapple attacks, nor can you be Level: Wu jen 7 made with ghost touch weapons). tripped or grappled. In fact, you cannot Components: V, S, M Non damaging spell effects affect you take any physical action that would Casting Time: 1 round normally unless they require corporeal move or manipulate an opponent or its Range: Personal targets to function (such as implosion) equipment, nor are you subject to such Target: You or they create a corporeal effect that actions. You have no weight while in Duration: 1 minute 109

6620_17925_Chpt4.indd20_17925_Chpt4.indd 110909 99/15/04/15/04 3:05:053:05:05 PMPM Giant Size Casting Time: 1 standard action Caster Nat. AC/Atk Space/ Range: Close (25 ft. + 5 ft./2 levels) Level Size Str Dex Con AC Mod Reach Targets: One or more creatures, no 1st–15th Huge (20 ft.) +16 –2 +4 +3 –2 15 ft./15 ft. 16th–18th Gargantuan (40 ft.) +24 –2 +8 +7 –4 20 ft./20 ft. two of which can be more than 19th or higher Colossal (72 ft.) +32 –2 +12 +12 –8 30 ft./30 ft. 30 ft. apart; see text Duration: Instantaneous When you cast this spell, you grow to Target: You Saving Throw: Fortitude negates Huge, Gargantuan, or Colossal size, Duration: 1 year Spell Resistance: Yes depending on your caster level. Your Strength, Dexterity, Constitution, You exchange your own living heart With a sweep of your hand, invisible natural armor, size modifi er to Armor for a fi nely crafted heart of perfect, bolts of force slam into your targets, Class and attack rolls, and space and unblemished stone, altering the very instantly slaying each target by driving reach all change as shown on the nature of your body. Your living heart its heart from its body unless it suc- accompanying table. (You need not can then be stored or hidden anywhere ceeds on a Fortitude save. Heart ripper SPELLS AND CHAPTER 4 INVOCATIONS assume the largest size you are capable you like, where it continues to beat for affects a number of creatures with Hit of; you can choose to grow only to a the duration of the spell. Dice totaling your caster level, none smaller size if you wish.) While under the effect of heart of which can have more than 4 HD. All your equipment changes size of stone, you gain damage reduction Creatures with the fewest Hit Dice with you, allowing you to use weapons 5/– and resistance to energy 5 against are affected fi rst, with creatures of or magic items effectively in your cold, fi re, and electricity, but are subject equal Hit Dice affected according to giant form. See Table 2–2: Increasing to the following disadvantages. First, which is closest to the spell’s point of Weapon Damage by Size, page 28 of the your rate of natural healing slows to origin. Extra Hit Dice not suffi cient to Dungeon Master’s Guide, to determine only 1 hit point per day (regardless affect remaining creatures are wasted. the damage dealt by any weapons car- of character level or whether you Creatures that don’t depend on their ried when you cast giant size. rest). Second, any attempt to heal you hearts for survival (such as undead Material Component: The scale of with conjuration (healing) spells, or and constructs) and creatures with no a dragon or hairs from the head of a spell-like and supernatural abilities anatomy (such as oozes) are unaffected giant. that mimic the effects of such spells, by the spell. requires a caster level check (DC 10 +

Illus. by W. O’Connor by Illus. HAIL OF STONE your caster level) to succeed. Finally, ICE BLAST Conjuration (Creation) [Earth] your own living heart is vulnerable to Evocation [Cold] Level: Wu jen 1 (earth), warmage 1 attack; if it is damaged or destroyed, Level: Wu jen 2 (water) Components: V, S, M you are instantly slain. Components: S, M Casting Time: 1 round Heart of stone can be dispelled, in Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./ which case your own living heart Range: 30 ft. level) instantly returns to its proper place Area: Cone-shaped burst Area: Cylinder (5-ft. radius, 40 ft. while the stone heart is transported Duration: Instantaneous; see text high) to the place where you left your own Saving Throw: Fortitude negates Duration: Instantaneous heart. Your heart and the stone heart Spell Resistance: Yes Saving Throw: None likewise switch places if you enter Spell Resistance: Yes an antimagic fi eld (temporarily negat- When you cast this spell, you spit ing the spell’s effects), but the spell forth a cloud of icy crystals that You create a rain of stones that deals resumes when you leave it. Stone to extends outward in a cone. Creatures 1d4 points of damage per caster level fl esh can also end the spell, though in the area are covered with a thin (maximum 5d4) to creatures and you get a Fortitude saving throw to layer of ice that deals 1d6 points of objects within the area. resist. damage per two caster levels (maxi- Material Component: A piece of jade Focus: A carved stone heart of mum 10d6). In addition, creatures worth 5 gp. exceptional quality (jade, obsidian, or are affected by a temporary frostbite gold-veined marble) worth 5,000 gp. condition, making them fatigued HEART OF STONE XP Cost: 1,000 XP. for 1 minute. A successful Fortitude Necromancy save negates both the damage and the Level: Sorcerer/wizard 8 HEART RIPPER frostbite effect. Components: V, S, F, XP Necromancy Material Component: A mouthful of Casting Time: 1 hour Level: Assassin 4, wu jen 4 water. Range: Personal Components: V, S 110

6620_17925_Chpt4.indd20_17925_Chpt4.indd 111010 99/15/04/15/04 3:05:073:05:07 PMPM Giant size

6620_17925_Chpt4.indd20_17925_Chpt4.indd 111111 99/15/04/15/04 3:05:133:05:13 PMPM but those that fail their saves fall prone The spell can be dispelled; if this ICE KNIFE and are unable to take any action except spell fails, the spells transferred are Conjuration (Creation) [Cold] clawing desperately at the fl oor in the lost as if the familiar had cast them. Level: Assassin 2, wu jen 2 (water), hopes of stopping their apparent fall. In an antimagic fi eld, the familiar loses warmage 2 An attack on an affected creature frees the ability to cast the imbued spells, Components: S, M it from the effect of the illusion but but regains it again if it leaves the fi eld Casting Time: 1 standard action leaves it stunned for 1 round. Likewise, (so long as the spell’s duration hasn’t Range: Long (400 ft. + 40 ft./level) when the spell ends, creatures that expired). Effect: One icy missile believed they were falling are stunned If any transferred spell requires a Duration: Instantaneous for 1 round. focus or material component, you must Saving Throw: See text Flying creatures passing over an have it on your person when the spells Spell Resistance: Yes illusory pit that succeed on a Will save are cast (components are consumed as are unaffected by the spell, but those normal without requiring you to bring A magical shard of ice blasts from your that fail are stunned for 1 round. them to hand). Any XP costs from a SPELLS AND CHAPTER 4 INVOCATIONS hand and speeds to its target. You must transferred spell are deducted from succeed on a normal ranged attack to IMBUE FAMILIAR WITH your total when the familiar casts the hit (with a +2 bonus on the attack roll SPELL ABILITY spell. for every two caster levels). If it hits, an Universal ice knife deals 2d8 points of cold damage Level: Sorcerer/wizard 6 INTERNAL FIRE plus 2 points of Dexterity damage Components: V, S Evocation [Fire] (no Dexterity damage on a successful Casting Time: 1 standard action Level: Wu jen 9 (fi re) Fortitude save). Creatures that have Range: Touch Components: V, S, F immunity to cold damage also take no Target: Familiar touched Casting Time: 1 round Dexterity damage automatically. Duration: 1 hour/level Range: Medium (100 ft. + 10 ft./ A knife that misses creates a shower Saving Throw: Will negates (harm- level) of ice crystals in a 10-foot-radius burst less) Targets: Up to 1 HD/level of crea- (see Missing with a Thrown Weapon, Spell Resistance: Yes (harmless) tures, no two of which can be more page 158 of the Player’s Handbook, than 20 ft. apart to determine where the shard hits). This spell allows you to transfer a Duration: Instantaneous The icy burst deals 1d8 points of cold number of your spells and the ability to Saving Throw: Fortitude partial damage to all creatures within the area cast them into your familiar. Spontane- Spell Resistance: Yes of the effect (Refl ex half). ous spellcasters, such as sorcerers, can Material Component: A drop of water imbue a familiar with any spells they This spell creates a deadly raging heat or piece of ice. know how to cast. Arcanists who pre- in the internal organs of the targets, pare spells, such as wizards, can imbue causing them to burst into fl ame from ILLUSORY PIT a familiar with any spell they have within. Targets that fail a Fortitude save Illusion (Figment) currently prepared. In either case, you die instantly. Those who save success- Level: Sorcerer/wizard 6 can imbue one spell per three caster fully take 6d6 points of fi re damage +1 Components: V, S levels, with a maximum spell level of point per caster level (maximum +20) Casting Time: 1 round one-third your caster level, rounded instead. Range: Medium (100 ft. + 10 ft./ down (maximum 5th level). Multiple Focus: An iron brazier fi lled with level) castings of imbue familiar with spell abil- red-hot charcoal. Area: 10-ft. cube/level ity have no effect on these limits. Duration: Concentration + 1 round/ The transferred spell’s variable char- IRON SCARF level acteristics (range, duration, area, and so Transmutation Saving Throw: Will partial; see text on) function according to your level. Level: Wu jen 1 (metal) Spell Resistance: Yes Once you cast imbue familiar with spell Components: V, S, F ability on your familiar, both the spell Casting Time: 1 standard action You create an illusory pit, and each slot from which you cast the spell and Range: Close (25 ft. + 5 ft./2 levels) creature entering or within the area is the spell slots of the transferred spells Target: One creature forced to make a Will save or believe remain unavailable for the preparation Duration: Instantaneous the fl oor on which it stands has become or casting of new spells until the famil- Saving Throw: None a bottomless chasm. On a successful iar uses the transferred spells or imbue Spell Resistance: No save, creatures suffer a mild case of familiar with spell ability expires. vertigo and are stunned for 1 round, 112

6620_17925_Chpt4.indd20_17925_Chpt4.indd 111212 99/15/04/15/04 3:05:173:05:17 PMPM When you cast this spell, you fl ick a appear as a house-sized boulder in a Effect: Swordlike blade; see text silk scarf at one creature within range, rocky or mountainous area, as a sand Duration: 1 minute or until dis- magically propelling it toward the dune in the desert, as a densely tangled charged target. The scarf assumes an ironlike thicket, a grassy knoll, or even a mighty Saving Throw: None hardness on the way. You must have tree. The hidden lodge also obscures all Spell Resistance: Yes line of sight to the target and hit with telltale signs of habitation, including a normal ranged attack with the scarf. any smoke, light, or sound coming When you cast this spell, a sword blade If you hit, the target takes 1d8 points from within. of crackling electrical energy appears of damage +1 point per caster level At any distance of more than 30 feet, in the hand of the willing creature INVOCATIONS CHAPTER 4 CHAPTER (maximum +5). the lodge is indistinguishable from you touch. A lightning blade is the size AND SPELLS Focus: The silk scarf. natural terrain. Any creature approach- of a normal longsword but virtually ing within 30 feet is entitled weightless, and it is treated as a martial KISS OF THE to a DC 30 Survival check to weapon for the purpose of determining TOAD spot the hidden lodge as whether the wielder is profi cient with Necromancy an artifi cial dwelling and it. The wielder can use the blade to Level: Wu jen 2 not a natural part of the deal electricity damage with a melee Components: V, S, F landscape. touch attack, or to fi re a 30-foot line of Casting Time: 1 standard lightning as a ranged touch attack. action During the spell’s duration, the blade Range: Touch can deal up to 1d6 points of electricity Target: Living creature touched damage per caster level (maximum Duration: Instantaneous; see text 10d6). For each attack roll, the Saving Throw: Fortitude negates; blade’s wielder decides how

see text many dice of damage the blade Illus. by W. O’Connor Spell Resistance: Yes will deal on a successful hit, up to the maximum damage Your touch becomes toxic, poisoning potential remaining in a creature you hit with a successful the spell. On a success- melee touch attack. The poison deals ful attack, the blade 1d6 points of Constitution damage deals the specified immediately and another 1d6 points damage to the target. of Constitution damage 1 minute If the attack misses, later. Each instance of damage can be the damage is lost. negated with a successful Fortitude The wielder’s Strength save. modifi er does not apply to any Focus: A tattoo of a toad on your damage done with a lightning skin. blade. The spell does not function Ice underwater. LEOMUND’S HIDDEN knife LODGE LOW-LIGHT Conjuration (Creation) Focus: The VISION Level: Bard 5, sorcerer/wizard 5 focus of an Transmutation Components: V, S, F; see text alarm spell (silver Level: Assassin 1, ranger 1, sorcerer/ Casting Time: 10 minutes wire and a tiny bell), if this benefi t is wizard 1 Range: Close (25 ft. + 5 ft./2 levels) to be included in the hidden lodge (see Components: V, M Effect: 20-ft.-square structure the Leomund’s secure shelter description Casting Time: 1 standard action Duration: 24 hours for more information). Range: Touch Saving Throw: None Target: Creature touched Spell Resistance: No LIGHTNING BLADE Duration: 1 hour/level Evocation [Electricity] Saving Throw: Will negates (harm- As Leomund’s secure shelter (see page 247 Level: Wu jen 2 less) of the Player’s Handbook), except that the Components: V, S Spell Resistance: Yes (harmless) hidden lodge is perfectly camoufl aged Casting Time: 1 standard action to blend in with whatever terrain or Target: Willing creature touched; The target creature gains low-light surroundings are appropriate. It might see text vision: the ability to see twice as far 113

6620_17925_Chpt4.indd20_17925_Chpt4.indd 111313 99/15/04/15/04 3:05:213:05:21 PMPM as a human in starlight, moonlight, attempt (see page 155 of the Player’s Material Component: A piece of lode- torchlight, and similar conditions of Handbook). You use the ray’s Strength stone. poor illumination. The target retains modifi er (+10) in place of your own, and the ability to distinguish color and such attempts do not provoke attacks of MELT detail under these conditions. opportunity, even if you use magnetism Evocation Arcane Material Component: A small against a creature in an adjacent square, Level: Wu jen 1 (fi re) candle. although casting the spell might still Components: V, S, M provoke attacks of opportunity. If you Casting Time: 1 standard action MAGE ARMOR, succeed on the disarm attempt, the Range: Close (25 ft. + 5 ft./2 levels) GREATER weapon fl ies from your opponent’s Target: One 5-ft. cube of ice or 10-ft. Conjuration (Creation) [Force] hand to your own. cube of snow/level, or one cold Level: Sorcerer/wizard 3 creature/level Components: V, S, M Duration: Instantaneous Casting Time: 1 standard action Saving Throw: None or Forti- SPELLS AND CHAPTER 4 INVOCATIONS Range: Touch tude half; see text Target: Creature touched Spell Resistance: See text Duration: 1 hour/level (D) Saving Throw: Will negates (harm- This spell allows you to melt ice less) and snow, or to deal damage to Spell Resistance: No cold creatures. The spell melts normal ice and snow auto- This spell functions like mage matically (no saving throw armor, except that its tan- or spell resistance allowed); gible fi eld of force provides melted ice creates an equiv- a +6 armor bonus to Armor alent volume of water that Class. fl ows and spreads accord- Material Component: A ing to its location. Melted tiny platinum shield worth snow creates a volume of 25 gp. water equal to one-tenth

Illus. by F. Vohwinkel F. by Illus. its original volume (so that a MAGNETISM 10th-level wu jen melting ten Transmutation 10-foot cubes of snow would Level: Wu jen 3 (metal) create a single 10-foot-cube Components: V, S, M volume of water in its place). In Casting Time: 1 standard action both cases, depending on the local Range: Close (25 ft. + 5 ft./2 levels) temperature, melted ice or snow Effect: Ray might begin to freeze again once the Duration: 1 round/level water stops fl owing, possibly creating Metal skin Saving Throw: See text a movement hazard. Spell Resistance: No Against cold creatures, the spell If you target deals 2 points of damage per caster A shimmering magnetic ray springs an item that is attended but not held, level (maximum 10 points), or half from your hand and pulls iron or steel such as a weapon at someone’s belt, the damage on a successful Fortitude save. objects to your grasp. Once per round creature bearing the item gets a Refl ex Against magically created ice or snow on a successful ranged touch attack, the save to hang onto it, dropping whatever (like that generated by wall of ice), the magnetic ray can draw an object toward else is in one hand at the time unless spell deals the same damage (possibly you with an effective Strength score of it has a free hand. On a failed save, the smashing or breaching the ice) but 30 (and so can target items weighing item fl ies from the creature’s hand to does not melt it. Cold creatures apply up to 8,000 pounds). Any unattended your own. Otherwise, make a disarm spell resistance, if any. and unsecured item fl ies directly and attempt as above. Material Component: A few crystals safely to your hand (or to the edge of If an item is secured in some way, of rock salt and a pinch of soot. your space if too large to be wielded), you can make a Strength check (using but drawing an item toward you that the ray’s +10 bonus) to break or burst another creature is holding (such as a whatever holds it. weapon) requires a successful disarm 114

6620_17925_Chpt4.indd20_17925_Chpt4.indd 111414 99/15/04/15/04 3:05:243:05:24 PMPM METAL SKIN ORB OF ACID Transmutation Conjuration (Creation) [Acid] Level: Wu jen 5 (metal) Level: Sorcerer/wizard 4, warmage 4 Components: V, S, M Components: V, S Casting Time: 1 standard action Casting Time: 1 standard action Range: Touch Range: Close (25 ft. + 5 ft./2 levels) Target: Creature touched Effect: One orb of acid Duration: 1 min./level Duration: Instantaneous INVOCATIONS CHAPTER 4 CHAPTER Saving Throw: None Saving Throw: Fortitude AND SPELLS Spell Resistance: Yes partial Spell Resistance: No When you cast this spell, the recipient’s skin toughens and gleams as if metallic, and it gains a natural armor bonus of +8. The target becomes somewhat slow and stiff, taking a –2 penalty to Dexterity. Material Component: A small piece of rhinoceros hide. MINUTE FORM Transmutation Level: Wu jen 8 Components: V, S, M Casting Time: 1 round Illus. by G. Kubic Range: Personal Target: You Duration: 1 minute When you cast this spell, you shrink to Lesser orb of acid Tiny, Diminutive, or Fine size, depend- ing on your caster level). Your Strength, An orb of acid about 3 inches across Dexterity, Constitution, size modifi er shoots from your palm at its target, Effect: One to Armor Class and attack rolls, and dealing 1d6 points of acid damage per orb of acid space and reach all change as shown caster level (maximum 15d6). You must Duration: Instantaneous on the accompanying table. (You need succeed on a ranged touch attack to hit Saving Throw: None not assume the smallest size you are your target. Spell Resistance: No capable of; you can choose to shrink A creature struck by the orb takes only to a larger size if you wish.) damage and becomes sickened by the An orb of acid about 2 inches across None of your ability scores can be acid’s noxious fumes for 1 round. A shoots from your palm at its target, reduced below 1 by this spell. All your successful Fortitude save negates the dealing 1d8 points of acid damage. You equipment changes size with you, sickened effect but does not reduce the must succeed on a ranged touch attack allowing you to use weapons or magic damage. to hit your target. items effectively in your smaller form. For every two caster levels beyond See Table 2–3: Decreasing Weapon ORB OF ACID, LESSER 1st, your orb deals an additional 1d8 Damage by Size, page 28 of the Dungeon Conjuration (Creation) [Acid] points of damage: 2d8 at 3rd level, Master’s Guide, to determine the damage Level: Sorcerer/wizard 1, warmage 1 3d8 at 5th level, 4d8 at 7th level, and dealt by any weapons carried when you Components: V, S the maximum of 5d8 at 9th level or cast minute form. Casting Time: 1 standard action higher. Material Component: A fl ea. Range: Close (25 ft. + 5 ft./2 levels) ORB OF COLD Minute Form Conjuration (Creation) [Cold] Caster AC/Atk Space/ Level: Sorcerer/wizard 4, warmage 4 Level Size Str Dex Con Mod Reach Components: V, S 15th–16th Tiny (18 in.) –8 +4 –2 +2 2-1/2 ft./0 ft. 17th–18th Diminutive (9 in.) –10 +6 –2 +4 1 ft./0 ft. Casting Time: 1 standard action 19th or higher Fine (3 in.) –10 +8 –2 +8 1/2 ft./0 ft. Range: Close (25 ft. + 5 ft./2 levels) 115

6620_17925_Chpt4.indd20_17925_Chpt4.indd 111515 99/15/04/15/04 3:05:283:05:28 PMPM Effect: One orb of cold Saving Throw: None Duration: Instantaneous ORB OF FIRE Spell Resistance: No Saving Throw: Fortitude partial Conjuration (Creation) [Fire] Spell Resistance: No Level: Sorcerer/wizard 4, warmage 4 You create a globe of force 3 inches Components: V, S across, which streaks from your palm This spell functions like orb of acid, Casting Time: 1 standard action toward your target. You must succeed except that it deals cold damage. In Range: Close (25 ft. + 5 ft./2 levels) on a ranged touch attack to hit the addition, a creature struck by an orb of Effect: One orb of fi re target. The orb deals a total of 1d6 cold must make a Fortitude save or be Duration: Instantaneous points of damage per caster level blinded for 1 round instead of being Saving Throw: Fortitude partial (maximum 10d6). sickened. Spell Resistance: No ORB OF SOUND ORB OF COLD, LESSER Poison needles Conjuration (Creation) [Sonic] Conjuration (Creation) [Cold] Level: Sorcerer/wizard 4, war- SPELLS AND CHAPTER 4 INVOCATIONS Level: Sorcerer/wizard 1, warmage 1 mage 4 Effect: One orb of cold Components: V, S Casting Time: 1 standard This spell functions like lesser orb of action acid, except that it deals cold damage. Range: Close (25 ft. + 5 ft./2 levels) ORB OF Effect: One orb of sonic energy ELECTRICITY Duration: Instantaneous Conjuration (Creation) Saving Throw: Fortitude [Electricity] partial Level: Sorcerer/wizard 4, war- Spell Resistance: No mage 4 Components: V, S This spell functions like orb of acid, Casting Time: 1 stan- except that it deals 1d4 dard action points of sonic damage per Illus. by R. Spencer by Illus. Range: Close (25 ft. + level (maximum 15d4). In 5 ft./2 levels) addition, a creature struck by an Effect: One orb of electricity This spell functions like orb of acid, orb of sound must make a Fortitude save Duration: Instantaneous except that it deals fi re damage. In or be deafened for 1 round instead of Saving Throw: Fortitude partial addition, a creature struck by an orb being sickened. Spell Resistance: No of fi re must make a Fortitude save or be dazed for 1 round instead of being ORB OF SOUND, LESSER This spell functions like orb of acid, sickened. Conjuration (Creation) [Sonic] except that it deals electricity damage. Level: Sorcerer/wizard 1, warmage 1 In addition, a creature wearing metal ORB OF FIRE, LESSER Effect: One orb of sonic energy armor struck by an orb of electricity Conjuration (Creation) [Fire] must make a Fortitude save or be Level: Sorcerer/wizard 1, warmage 1 This spell functions like lesser orb of entangled for 1 round instead of being Effect: One orb of fi re acid, except it deals 1d6 points of sonic sickened. damage, plus an additional 1d6 points This spell functions like lesser orb of of damage per two caster levels beyond ORB OF ELECTRICITY, acid, except it deals fi re damage. 1st: 2d6 at 3rd level, 3d6 at 5th level, 4d6 LESSER at 7th level, and the maximum of 5d6 Conjuration (Creation) [Electricity] ORB OF FORCE at 9th level or higher. Level: Sorcerer/wizard 1, warmage 1 Conjuration (Creation) [Force] Effect: One orb of electricity Level: Sorcerer/wizard 4, warmage 4 OTILUKE’S DISPELLING Components: V, S SCREEN This spell functions like lesser orb of Casting Time: 1 standard action Abjuration acid, except that it deals electricity Range: Medium (100 ft. + 10 ft./ Level: Sorcerer/wizard 4 damage. level) Components: V, S, M Effect: One orb of force Casting Time: 1 standard action Duration: Instantaneous Range: Close (25 ft. + 5 ft./2 levels) 116

6620_17925_Chpt4.indd20_17925_Chpt4.indd 111616 99/15/04/15/04 3:05:343:05:34 PMPM Effect: Energy wall whose area is tures, no two of which can be more dealing 4 points of Wisdom damage up to one 10-ft. square/level, or a than 20 ft. apart and 4 points of Dexterity damage (2 sphere or hemisphere with a radius Duration: 1 minute points each on a successful Fortitude of up to 1 ft./level Saving Throw: Fortitude partial save). If the subject of a phantasmal Duration: 1 min./level (D) Spell Resistance: Yes assailant succeeds in disbelieving and Saving Throw: None is wearing a helm of telepathy, the spell Spell Resistance: No The target creatures are struck by wrack- can be turned back upon you with the ing pains and agony, giving them a –4 same effect. You create an opaque, immobile, shim- penalty on attack rolls, skill checks, and INVOCATIONS CHAPTER 4 CHAPTER mering screen of violet energy. Any ability checks. A successful Fortitude POISON NEEDLES AND SPELLS spell effect operating on a creature or save lessens this penalty to –2. Transmutation unattended object that passes through Material Component: Level: Wu jen 4 (metal) the screen is affected as by a targeted A live leech. Components: V, S, M dispel magic at your caster level. At- Casting Time: 1 standard action tended items that pass through are not Range: Close (25 ft. + 5 ft./2 affected by the screen, which is the levels) only way the screen differs from Target: One creature a normal targeted casting Duration: Instantaneous of dispel magic—attended Saving Throw: None and items are essentially not tar- Fortitude negates; see geted by the screen. Make a text caster level check (1d20 Spell Resistance: Yes + 1 per caster level, maxi- mum +10) to dispel spell A needle fl icked from effects (DC 11 + caster level) your fi ngers multiplies or suppress an unattended ob- into a hail of needles ject’s magical properties that drip poison, strik- for 1d4 rounds ing a single target. (DC equal to the If you hit with a item’s caster lev- normal ranged at- el). Spell effects not tack, the target takes operating on objects or unattended 1d4 points of damage per creatures cannot pass through the PHANTASMAL caster level (maximum 5d4) and expe- screen. A disintegrate or successful dispel ASSAILANTS riences an effect of your choice from magic removes Otiluke’s dispelling screen, Illusion (Phantasm) [Fear, Mind- the following. while an antimagic fi eld suppresses it. affecting] • The target takes 1d8 points of Material Component: A sheet of fi ne Level: Sorcerer/wizard 2 Constitution damage immedi- lead crystal. Components: V, S ately and another 1d8 points of Casting Time: 1 standard action Constitution damage 1 minute OTILUKE’S GREATER Range: Close (25 ft. + 5 ft./2 levels) later. Each instance of damage DISPELLING SCREEN Target: One living creature can be negated with a separate Abjuration Duration: Instantaneous Fortitude save. Level: Sorcerer/wizard 7 Saving Throw: Will disbelief (if • The target is paralyzed for 2d6 min- interacted with), then Fortitude utes. A successful Fortitude save As Otiluke’s dispelling screen, except that half; see text negates the effect. the maximum caster level bonus on the Spell Resistance: Yes • The target takes 1d10 points of dispel check is +20. Dexterity damage immediately You create phantasmal images of and another 1d10 points of Dex- PAIN nightmare creatures in the target’s terity damage 1 minute later. Necromancy mind, visible only as shadowy shapes Each instance of damage can be Level: Wu jen 4 to you and unseen by all others. If negated with a separate Fortitude Components: V, S, M the target succeeds on an initial Will save. Casting Time: 1 standard action save, it recognizes that the images Material Component: A long metal Range: Medium (100 ft. + 10 ft./level) are not real, and the spell fails. If needle. Targets: Up to 1 HD/level of crea- not, the phantasms strike the target, 117

6620_17925_Chpt4.indd20_17925_Chpt4.indd 111717 99/15/04/15/04 3:05:403:05:40 PMPM thoughts and memories, allowing you (such as seeking a magical cure for her PRISMATIC RAY to implement as many of the following “amnesia”) that could negate the spell’s Evocation specifi c effects as you like. effect (see below). Level: Sorcerer/wizard 5, warmage 5 Memory Erasure: Any or all memories Generally, your subject must be Components: V, S possessed by the subject can be erased, either willing to undergo the spell or Casting Time: 1 standard action including knowledge of specifi c events, restrained in some way so that it cannot Range: Medium (100 ft. + 10 ft./ people, or places. leave or interfere with the casting. level) Memory Implant: You can create false Programmed amnesia is normally perma- Effect: Ray memories in the subject’s mind as you nent unless you care to specify events Duration: Instantaneous see fi t. Memories of being friends with that will end the effect. Its effect can Saving Throw: See text a hated enemy, events that didn’t really also be removed by a greater restoration Spell Resistance: Yes take place, or betrayals by people the or wish spell. subject regards as friends could all be Material Component: A set of small A single beam of brilliantly colored implanted. crystal lenses set in gold loops worth SPELLS AND CHAPTER 4 INVOCATIONS light shoots from your outstretched Negative Levels: You can bestow a 500 gp. hand. On a successful ranged touch number of negative levels equal to 1/2 attack, creatures with 6 Hit Dice or the subject’s character level or less. PROTECTION FROM fewer are blinded for 2d4 rounds by the This effect represents erasure of class CHARM prismatic ray in addition to suffering a knowledge and training. These nega- Abjuration randomly determined effect (see the tive levels never become permanent Level: Wu jen 2 accompanying table). level loss, but they cannot be removed Components: V, S, M by spells such as restoration, remaining Casting Time: 1 standard action Prismatic Ray in effect as long as the subject is under Range: Touch Color of the effect of this spell. Target: Creature touched 1d6 Beam Effect Persona Rebuilding: By erasing the Duration: 1 round/level 1 Red 20 points fire damage (Reflex half) subject’s previous personality and Saving Throw: Will negates (harm- 2 Orange 40 points acid implanting a false set of memories, less) damage (Reflex half) you can build a new persona for the Spell Resistance: Yes (harmless) 3 Yellow 80 points electricity creature, altering its alignment, beliefs, damage (Reflex half) values, and personality traits. Some The recipient of this spell gains a 4 Green Poison (Kills; Fortitude partial, class abilities are affected by alignment resistance bonus of +1 per three caster take 1d6 Con changes. levels (maximum +5) on any Will save damage instead) Programmed Trigger: You can pro- against charm or compulsion spells 5 Blue Turned to stone gram the subject to delay the onset or effects. (Fortitude negates) of any of the above effects until a Material Component: Hair or some 6 Indigo Insane, as insanity spell (Will negates) specifi c event takes place, such as the other small part of the body of a receipt of a coded message, capture by creature with an innate charm or enemies, or arrival at some destina- dominate ability (such as a succubus PROGRAMMED tion. Similarly, you could specify or a vampire). AMNESIA some or all of the alterations you Enchantment (Compulsion) [Mind- create in a subject to be removed by RAIN OF NEEDLES affecting] a specifi c event. Transmutation Level: Sorcerer/wizard 9 The nature of programmed amnesia is Level: Wu jen 2 (metal) Components: V, S, M such that a subject given new memories Components: V, S, M Casting Time: 10 minutes (whether willing or not) might be given Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) cause to suspect that those memories Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature are false, based on how complete your Targets: Up to one creature/level Duration: Permanent programming is. For example, a pala- Duration: Instantaneous Saving Throw: Will negates din subject to a persona rebuilding that Saving Throw: None Spell Resistance: Yes changes her alignment to neutral loses Spell Resistance: Yes her paladin abilities. Unless you impart You can selectively destroy, alter, or a specifi c believable memory of why A needle fl icked from your fi ngers implant memories in the target crea- she changed alignment, the character multiplies into a hail of needles, rain- ture as you see fi t. Casting the spell will perceive this unexplained gap ing down on all the targets you select. gives you access to all of the subject’s in her memory and might take steps You make a normal ranged attack 118

6620_17925_Chpt4.indd20_17925_Chpt4.indd 111818 99/15/04/15/04 3:05:443:05:44 PMPM against each target separately, and the the dead, and the reanimated body does if the subject was the caster and the needles deal 1d4 points of damage per not decay. spell requires concentration, you must caster level (maximum 5d4) divided up A reanimated creature is not undead, concentrate to maintain the spell’s among the targets. Thus, a 4th-level wu and it cannot be turned, harmed by effect as if you had cast it yourself. jen can target a single creature with positive energy or holy water, or healed You can still attempt to reave a spell 4d4 points of damage, or two creatures by negative energy. A greater restora- you didn’t identify with your Spellcraft with 2d4 points of damage each, and tion spell fully restores the creature’s check, but doing so can be risky if you so forth. memory but does not improve its don’t know the specifi cs of the spell’s Material Component: A long metal physical state. effect. For example, if you fail to iden- INVOCATIONS CHAPTER 4 CHAPTER needle. Material Component: A white shawl tity an ongoing spell effect on an enemy AND SPELLS and incense. character and choose to reave anyway, REANIMATION Focus: A golden amulet shaped like a you might fi nd yourself under the Conjuration (Healing) phoenix. infl uence of the dominate person effect Level: Wu jen 7 that character was suffering from. Any Components: V, S, M, F REAVING DISPEL spell resistance you might have has Casting Time: 1 round Abjuration no effect against harmful spells you Range: Touch Level: Sorcerer/wizard 9 might inadvertently reave, but you get Target: Creature touched Components: V, S the same chance to save against those Duration: 1 day/level Casting Time: 1 standard action spell effects as the original target. Saving Throw: None Range: Medium (100 ft. + 10 ft./ If you choose to reave a spell you have Spell Resistance: Yes (harmless) level) successfully counterspelled with reav- Target or Area: One spellcaster, ing dispel, you seize control of the spell You restore a semblance of life to a creature, or object; or a 20-ft.- after the enemy caster completes it, and deceased creature, putting the reani- radius burst you can redirect the spell to whichever mated subject in a state of half life but Duration: Instantaneous targets or area you wish (including the not fully binding the soul back into Saving Throw: See text original caster, if appropriate). Again, the body. Creatures that have been Spell Resistance: No you must make a Spellcraft check (DC dead no more than one day per caster 25 + spell level) to identify the spell level can be reanimated so long as their Reaving dispel functions like dispel you intend to reave, but you are free souls are free and willing to return (see magic, except that the maximum to choose to redirect a spell whose Bringing Back the Dead, page 171 of caster level on your dispel check is effects, range, and area you don’t know. the Player’s Handbook). The reanimated +25 instead of +10, and (as with greater Note, though, that if its correct casting creature has 1 hit point and can take dispel magic) you have a chance to conditions aren’t met (because you only a single move action each round dispel any effect that remove curse can guess at an improper target or range, (and so is unable to attack, use spells, remove, even if dispel magic can’t dispel for example), the spell fails. or activate magic items). Its speech (if that effect. When casting a targeted Reaving dispel can be used to cast it could speak while alive) is slow and dispel or counterspell, you can choose an area dispel with the increased slurred, and the creature’s memory to reave each spell you successfully maximum caster level, but any magical is cloudy, making it diffi cult for the dispel, stealing its power and effect effects so dispelled cannot be reaved. subject to remember even the basic for yourself. When making a targeted details of its past life. If left unwatched, dispel, make a Spellcraft check (DC RECIPROCAL GYRE the creature is prone to wander off ran- 25 + spell level) to identify the target Abjuration domly. It can gain temporary hit points spell or each ongoing spell currently in Level: Sorcerer/wizard 5 but cannot increase its 1 hit point by effect on the target creature or object. Components: V, S, M means of a Constitution increase or any Each spell you dispel with a targeted Casting Time: 1 standard action other method (though if it is wounded, dispel can be reaved if you so desire, Range: Medium (100 ft. + 10 ft./ healing can bring the creature back to and the spell’s effects are redirected to level) 1 hit point again). The creature can be you, continuing as if cast on you by the Target: One creature or object killed again (and reanimated again if original caster with no interruption Duration: Instantaneous possible), and can be restored to full to or extension of duration. Once you Saving Throw: Will half, then Forti- life by any spell that would restore a reave the spell, you identify it if you tude negates; see text fully dead creature to life (such as raise haven’t done so already (see below). Spell Resistance: No dead). As with gentle repose, time spent If the subject was the caster and the reanimated does not count against the spell is dismissible, you can dismiss it You manipulate the magical aura of a time limit on raising the creature from as if you had cast it yourself. Likewise, creature or object, creating a damag- 119

6620_17925_Chpt4.indd20_17925_Chpt4.indd 111919 99/15/04/15/04 3:05:453:05:45 PMPM ing feedback reaction of arcane power. prepared or is capable of casting (so Saving Throw: None The target takes 1d6 points of damage that a 10th-level sorcerer who hasn’t Spell Resistance: No per spell level of each functioning yet exhausted his 5th-level spell slots spell or spell-like ability currently for the day adds +5 to the save DC). You When laying your hand upon a con- affecting it (maximum 25d6). For can choose to designate a password or struct that has at least 1 hit point example, a creature who is hasted (3rd special condition (such as character remaining, you transmute its structure level), fl ying (3rd level), and protected race, alignment, possession of a token, to repair the damage it has taken. The by a stoneskin spell (4th-level wizard or any other observable or detectable spell repairs 1d8 points of damage +1 version) takes 10d6 points of damage characteristic) by which spellcasting point per caster level (maximum +5). (Will save for half). In addition, any characters and creatures can enter the creature that fails its save must then refusal-warded area. REPAIR MINOR succeed on a Fortitude save or be Creatures that have no spellcasting DAMAGE dazed for 1d6 rounds. capability or spell-like abilities (includ- Transmutation Only spells specifi cally targeted on ing spellcasters who have exhausted Level: Sorcerer/wizard 0 SPELLS AND CHAPTER 4 INVOCATIONS the creature in question can be used their spell slots, and creatures with to create the backlash of a reciprocal spell trigger or spell completion magic As repair light damage, except you repair gyre, so spells that affect an area (such items) can pass through the barrier 1 point of damage to a construct. as invisibility sphere and solid fog) can’t with no diffi culty. Spellcasters and be used to deal reciprocal damage to creatures that have spell-like abilities REPAIR MODERATE creatures within their area. Likewise, and that are already within the area you DAMAGE persistent or continuous effects from protect when you create the ward are Transmutation magic items can’t be used to deal not compelled to leave or restricted in Level: Sorcerer/wizard 2 reciprocal damage, but targeted spell their movement within it (and spells effects can be—for example, the magic and spell-like abilities can pass through As repair light damage, except you of a cloak of resistance can’t be used by the barrier in either direction with no repair 2d8 points of damage +1 point reciprocal gyre, but a spell cast by a wand diffi culty). However, if such creatures per caster level (maximum +10) to a of invisibility could be. leave the area, they must succeed on construct. Material Component: A tiny closed saving throws as described above to loop of copper wire. return. REPAIR SERIOUS Creatures attempting to use any DAMAGE REFUSAL teleportation spell or effect to enter the Transmutation Abjuration warded area make the normal saving Level: Sorcerer/wizard 3 Level: Sorcerer/wizard 5 throw. They are shunted harmlessly Components: V, S, M to the nearest safe space outside the As repair light damage, except you Casting Time: 1 standard action warded area if they fail. repair 3d8 points of damage +1 point Range: Medium (100 ft. + 10 ft./ Material Component: A pinch of dust per caster level (maximum +15) to a level) from a wizard’s tomb. construct. Effect: Two 10-ft. squares/level (S) Duration: 1 hour/level REPAIR CRITICAL RESIST ENERGY, MASS Saving Throw: Will negates; see DAMAGE Abjuration text Transmutation Level: Cleric 3, druid 3, sorcerer/ Spell Resistance: Yes Level: Sorcerer/wizard 4 wizard 4, wu jen 4 Components: V, S, DF You create a special ward that prevents As repair light damage, except you repair Casting Time: 1 standard action unauthorized spellcasters or creatures 4d8 points of damage +1 point per Range: Close (25 ft. + 5 ft./2 levels) with spell-like abilities from entering caster level (maximum +20). Targets: One creature/level, no two an area. Any creature that has spells of which can be more than 30 ft. prepared, spell slots available for cast- REPAIR LIGHT DAMAGE apart ing without preparation, or innate Transmutation Duration: 10 min./level spell-like abilities must succeed on a Level: Sorcerer/wizard 1 Saving Throw: Fortitude negates Will save or be halted by an invisible Components: V, S (harmless) barrier that prevents passage. The Casting Time: 1 standard action Spell Resistance: Yes (harmless) DC of the Will save increases by a Range: Touch number equal to the spell level of the Target: Construct touched As resist energy, except that it affects all highest-level spell the creature has Duration: Instantaneous targeted creatures. 120

6620_17925_Chpt4.indd20_17925_Chpt4.indd 112020 99/15/04/15/04 3:05:473:05:47 PMPM who is neither lawful nor chaotic are Focus: A tattoo of a lizard on your RESONATING BOLT steel. skin. Evocation [Sonic] Material Component: A small Level: Bard 4, sorcerer/wizard 3 dagger. SECRET SIGNS Components: V, S Enchantment [Mind-Affecting] Casting Time: 1 standard action SCALES OF THE LIZARD Level: Wu jen 1 Range: 60 ft. Transmutation Components: F Area: 60-ft. line Level: Wu jen 1 Casting Time: 1 standard action Duration: Instantaneous Components: V, S, F Range: Close (25 ft. + 5 ft./2 levels) INVOCATIONS CHAPTER 4 CHAPTER Saving Throw: Refl ex half Casting Time: 1 standard action Target: One intelligent creature AND SPELLS Spell Resistance: Yes Range: Personal Duration: 1 round Target: You Saving Throw: None You unleash a tremendous bolt of Duration: 1 minute Spell Resistance: Yes (harmless) sonic energy from your open hand, dealing 1d4 points of sonic damage Using nonverbal means, you can com- per caster level (maximum 10d4) municate a simple message to each creature within its area. In to one other intelligent addition, a resonating bolt creature within range. By deals full damage to objects simply waving a hand, and can easily shatter or placing a scroll on break interposing barriers. a table, raising If the bolt destroys a bar- an eyebrow, or rier, it can continue beyond making any other

it if its range permits; sign, the spell Illus. by M. Phillippi otherwise, it stops. allows the target to understand any RING OF complete thought BLADES of twenty-fi ve Conjuration words or less, so (Creation) long as you and Level: Cleric 3, the target could warmage 3 normally communi- Components: V, cate. You can’t send S, M a verbal message if Casting Time: 1 you don’t speak the standard action target’s language, but can Range: Personal transmit a simple emotional Target: You appeal (such as “help” or “danger”) Duration: 1 min./level Ring of blades that the recipient knows is from you. You can use this spell even if you are This spell conjures a horizontal ring When you cast this spell, your skin bound and gagged, so long as the focus of swirling metal blades around you. toughens and shimmers as if covered is on your person. The ring extends 5 feet from you, into with scales. You gain a +2 enhancement Focus: A small glass cone. all squares adjacent to your space, and bonus to your natural armor bonus, it moves with you as you move. Each increasing to +3 at 6th level, +4 at 9th SERVANT HORDE round on your turn, starting when level, and +5 at 12th level or higher. Conjuration (Creation) you cast the spell, the blades deal 1d6 The enhancement bonus provided Level: Sorcerer/wizard 5, wu jen 5 points of damage +1 point per caster by scales of the lizard stacks with your Components: V, S, M level (maximum +10) to all creatures own natural armor bonus (if any), but Casting Time: 1 standard action in the affected area. not with other enhancement bonuses Range: Close (25 ft. + 5 ft./2 levels) The blades conjured by a lawful- to natural armor. A creature without Effect: Invisible, mindless, shapeless aligned cleric are cold iron, those natural armor has an effective natural servants conjured by a chaotic-aligned cleric are armor bonus of +0, much as a character Duration: 1 hour/level silver, and those conjured by a cleric wearing only normal clothing has an Saving Throw: None armor bonus of +0. Spell Resistance: No 121

6620_17925_Chpt4.indd20_17925_Chpt4.indd 112121 99/15/04/15/04 3:06:243:06:24 PMPM This spell creates a number of unseen A knock spell doesn’t negate or auto- You create a misty ladder up to 10 feet servants (see page 297 of the Player’s matically bypass a sign of sealing, but long per caster level, shaped from the Handbook), up to a maximum of 2d6 +1 will suppress the sign for 10 minutes smoke given off by a fi re as you cast the servant per level (maximum +15). on a successful caster level check spell. A smoke ladder weighs virtually Material Component: A small stick (DC 11 + the caster level of the sign’s nothing and can be easily handled at crossbar to which many lengths of creator). A sign of sealing is a magical any length. Always steady and rigid, knotted thread are attached. trap that can be disarmed with a suc- the ladder needs no support or object cessful DC 28 Disable Device check. to lean against, but can simply be placed SHADOW BINDING You can pass your own sign safely, and in the desired position and climbed. Illusion (Shadow) it remains set behind you. By casting the spell again on an exist- Level: Sorcerer/wizard 3 Material Component: A crushed ing smoke ladder before it dissipates, you Components: V, S, M emerald worth 100 gp. can reset its duration. Casting Time: 1 standard action Focus: A large fi re of green wood. Range: Close (25 ft. + 5 ft./2 levels) SIGN OF SEALING, SPELLS AND CHAPTER 4 INVOCATIONS Area: 10-ft.-radius burst GREATER SNAKE DARTS Duration: 1 round/level Level: Sorcerer/wizard 6 Transmutation Saving Throw: Will negates Components: V, S, M Level: Wu jen 4 Spell Resistance: Yes Casting Time: 10 minutes Components: V, S, F Casting Time: 1 standard action You cause a multitude of ribbonlike This spell functions like sign of sealing, Range: Medium (100 ft. + 10 ft./ shadows to instantaneously explode except that it can also be used to seal level) outward from the target point. Crea- an open space (such as a corridor or an Targets: One or two creatures tures in the area that fail a Will save are archway), creating a magical barrier of Duration: Instantaneous; see text dazed for 1 round and are subsequently force that repels any creature attempt- Saving Throw: Fortitude partial; see entangled. Breaking free of the shadow ing to pass. In addition, doors and text binding requires a DC 20 Strength objects protected by a greater sign of seal- Spell Resistance: Yes check or Escape Artist check, taken ing are strengthened, increasing their as a full-round action. hardness by 10 and gaining 5 hit points When you cast this spell, your snake Material Component: A few links of per caster level. Any object protected tattoos (the spell’s focus) transform iron chain. by the sign is treated as a magic item for into real poisonous snakes that fl y from the purpose of making saving throws you to the target or targets you select, SIGN OF SEALING and gains a +4 resistance bonus on all striking like darts. The snakes always Abjuration saves. If its seal is broken, a greater sign hit, dealing 3d6 points of damage each. Level: Sorcerer/wizard 3 of sealing deals 1d6 points of damage The poison each snake carries deals Components: V, S, M per caster level (maximum 20d6) in a 1d6 points of Constitution damage Casting Time: 1 round 40-foot radius (Refl ex half). immediately and another 1d6 points Range: Close (25 ft. + 5 ft./2 levels) A greater sign of sealing cannot be of Constitution damage 1 minute later. Target: One door, chest, or portal up passed with a knock spell, but it can be Each instance of ability damage can to 30 sq. ft./level in size dispelled (DC 15 + the caster level of be negated by a successful Fortitude Duration: Permanent the sign’s creator). It can be disarmed save. Saving Throw: Refl ex half; see text with a successful DC 31 Disable Device After striking the targets, the living Spell Resistance: No check. snakes fl y back to you and must be Material Component: A crushed swallowed before you can cast the You seal a door, chest, or similar closure emerald worth at least 500 gp. spell again. Swallowing the snakes is with a prominent magical sigil that a standard action that causes you no bars entry and prevents opening. A SMOKE LADDER harm and does not provoke attacks of door or object protected by this spell Transmutation opportunity. Once they are swallowed, can be opened only by breaking (add Level: Wu jen 1 (fi re) the tattoos reappear immediately on 10 to the normal break DC) or by the Components: V, S, F your arms. use of knock or dispel magic. If the door Casting Time: 1 round Focus: Two snake tattoos on your or object is forced open by any means Range: Touch skin, usually one coiled around each (magical or physical), the sign of sealing Effect: A ladder of smoke forearm. deals 1d4 points of damage per caster Duration: 1 min./level (D) level (maximum 10d4) in a 30-foot Saving Throw: None radius (Refl ex half). Spell Resistance: No 122

6620_17925_Chpt4.indd20_17925_Chpt4.indd 112222 99/15/04/15/04 3:06:283:06:28 PMPM Targets: Up to 16 HD worth of spir- SPHERE OF ULTIMATE its, no two of which can be more SPIRIT NEEDLE DESTRUCTION than 30 ft. apart when they appear Transmutation Conjuration (Creation) Level: Wu jen 6 (metal) Level: Sorcerer/wizard 9 As lesser spirit binding, except you can Components: V, S, F Components: V, S, M attempt to call and trap one or more Casting Time: 1 standard action Casting Time: 1 standard action spirit creatures of the same type whose Range: Close (25 ft. + 5 ft./2 levels) Range: Medium (100 ft. + 10 ft./ Hit Dice total no more than 16. If you Target: One spirit creature level) call multiple spirits, each gets its own Duration: 1 round/level INVOCATIONS CHAPTER 4 CHAPTER Effect: 2-ft.-radius sphere saving throw, makes independent Saving Throw: None AND SPELLS Duration: 1 round/level (D) attempts to escape, and must be indi- Spell Resistance: Yes Saving Throw: Fortitude partial; vidually persuaded to aid you. see text A needle fl icked from your fi ngers mag- Spell Resistance: Yes SPIRIT BINDING, ically penetrates a spirit creature’s aura. LESSER If you hit with a normal ranged attack, You conjure a featureless black sphere Conjuration (Calling) [see text] the spirit loses the protective benefi ts of of nothingness that disintegrates Level: Wu jen 4 being incorporeal and is held in place virtually anything it touches. The Components: V, S (losing any Dexterity bonus to Armor sphere fl ies up to 30 feet per round, Casting Time: 10 minutes Class and giving attackers a +4 bonus and you must make a ranged touch Range: Close (25 ft. + 5 ft./2 levels); on attack rolls against it). Though the attack against the single creature or see text spirit cannot move for the duration of object you wish to target. The sphere Target: One spirit of up to 8 HD the spell, it can still take standard and stops moving during the round when it Duration: Instantaneous full-round actions (including attacks). attacks, and you must actively direct it Saving Throw: Will negates A pinned spirit is unable to use any to a new target as a move action. Spell Resistance: Yes supernatural or spell-like ability that When struck by the sphere, a target would transport it from its current loca- takes 2d6 points of damage per caster This spell functions as lesser planar tion (such as dimension door or teleport) level (maximum 40d6). Any creature binding (see page 262 of the Player’s or alter its substance or state (such as reduced to 0 or fewer hit points by this Handbook), except that it allows you to gaseous form or ethereal jaunt). The spirit spell is disintegrated, leaving behind call and trap a single spirit creature of cannot remove the needle that pins it only a trace of fi ne dust (though its up to 8 Hit Dice. in place, but another creature can do equipment is unaffected). When used When you use a calling spell to call so as a standard action. against an object, the sphere disinte- an air, chaotic, earth, evil, fi re, good, Focus: A long metal needle. grates as much as one 10-foot cube of lawful, or water creature, it becomes a nonliving matter. A creature or object spell of that type. SPIRIT SELF that makes a successful Fortitude Necromancy save is partially affected, taking only SPIRIT BINDING, Level: Wu jen 5 5d6 points of damage. If this damage GREATER Components: V, S, M reduces the creature or object to 0 or Conjuration (Calling) [see text for Casting Time: 1 standard action fewer hit points, it is disintegrated. lesser spirit binding] Range: Personal The effects of the sphere count as Level: Wu jen 8 Target: You a disintegrate spell for the purpose of Targets: Up to 24 HD worth of spir- Duration: 1 minute (D) destroying a wall of force or any other its, no two of which can be more spell or effect specifi cally affected by than 30 ft. apart when they appear You can send your spirit outside disintegrate. If the sphere exceeds the yourself in an incorporeal form while spell’s range, it winks out. As lesser spirit binding, except you can maintaining some semblance of life Material Component: A pinch of dust attempt to call and trap one or more within your physical body. Your spirit from a disintegrated creature. spirit creatures of the same type whose is treated as an incorporeal creature Hit Dice total no more than 24. If you for the purposes of determining move- SPIRIT BINDING call multiple spirits, each gets its own ment, special qualities, and weaknesses, Conjuration (Calling) [see text for saving throw, makes independent and has a speed of 90 feet but cannot lesser spirit binding] attempts to escape, and must be indi- move more than 200 feet from your Level: Wu jen 6 vidually persuaded to aid you. body. In your spirit form, a spellcaster using commune with lesser spirit or commune with greater spirit can contact 123

6620_17925_Chpt4.indd20_17925_Chpt4.indd 112323 99/15/04/15/04 3:06:303:06:30 PMPM you, and you can cast spells that have of damage, as above, and must make a Range: Medium (100 ft. + 10 ft./ only verbal components. You cannot successful Fortitude save or gain one level) attack physically or otherwise affect negative level. Effect: One summoned elemental the physical world, and you can return The barrier is semimaterial and monolith your spirit to your body on your turn opaque, providing cover and total Duration: Concentration, up to 1 as a standard action. concealment against physical attacks, round/level (D) While you function in your spirit and it blocks magical effects (including Saving Throw: None form, your body assumes a half-awake spells, spell-like abilities, and super- Spell Resistance: No state, able to take only one move action natural abilities). per round, losing its Dexterity bonus Material Component: A clear cut You conjure a tremendously power- to Armor Class (if any), and granting gemstone. ful creature known as an elemental its foes a +2 bonus on attack rolls monolith (see page 156). It appears at against it. Within 5 feet of your body, STEAM BREATH the spot you designate and acts imme- you can command it to take simple Evocation [Fire] diately on your turn, attacking your SPELLS AND CHAPTER 4 INVOCATIONS actions such as walking, talking (in Level: Wu jen 3 (water) opponents to the best of its ability. If a slow, slurred fashion), or eating. Components: V, S, M you speak the elemental monolith’s Damage taken by either your spirit or Casting Time: 1 round language and are close enough to com- your body is subtracted from your hit Range: 30 ft. municate with it, you can direct it not point total, and if you are reduced to 0 Area: Cone to attack, to attack particular enemies, or fewer hit points, you die. Likewise, Duration: Instantaneous or to perform other actions. The you die if your body moves more than Saving Throw: Refl ex half monolith can’t be summoned into an 200 feet from your spirit form and Spell Resistance: Yes environment hostile to it in any way you cannot follow (while under the (for example, you couldn’t summon a effects of a spirit needle, for example), You expel a powerful breath of super- fi re monolith underwater or an earth or if you are otherwise prevented from heated steam that extends outward as a monolith high in mid-air). returning to your body when the spell cone of scalding mist. Creatures within When you use a summoning spell ends. the cone take 1d6 points of fi re damage to summon an air, earth, fi re, or water Material Component: A small prayer per caster level (maximum 10d6). The creature, it becomes a spell of that wheel. steam clouds dissipate instantly after type. the damage is dealt. Arcane Material Component: A gem SPIRITWALL Material Component: A glowing piece worth 100 gp—aquamarine for air, Necromancy [Fear, Mind-Affecting] of charcoal doused with water. tourmaline for earth, garnet for fi re, Level: Sorcerer/wizard 5 or pearl for water. Components: V, S, M STONY GRASP Casting Time: 1 standard action Transmutation [Earth] SUMMONING WIND Effect: Swirling wall whose area is Level: Sorcerer/wizard 3 Transmutation up to one 10-ft. square/level, or a Effect: Animated stone arm Level: Wu jen 5 sphere or hemisphere with a radius Duration: 1 round/level Components: V, S of up to 1 ft./level Casting Time: 10 minutes Duration: 1 min./level (D) As earthen grasp (see page 104), except Range: 10 miles/level Saving Throw: None the stony arm can appear from any Targets: Up to 10 creatures/level Spell Resistance: No natural surface, including unworked Duration: Instantaneous rock, earth, mud, grass, or sand. The Saving Throw: None This spell creates an immobile, swirl- stone arm has AC 18, hardness 8, and Spell Resistance: No ing mass of greenish-white forms 4 hit points per caster level. resembling tortured spirits. One side Material Component: A miniature You send a message or sound on the of the wall, selected by you, emits a hand sculpted from stone. wind to a number of specifi c creatures low groaning that causes creatures that you identify while casting the within 60 feet of that side to make SUMMON ELEMENTAL spell. You need not directly know the a Will save or fl ee in panic for 1d4 MONOLITH recipients, but you must be able to rounds. Any living creature that Conjuration (Summoning) [see text] distinguish them by their location, merely touches the wall takes 1d10 Level: Cleric 9, druid 9, sorcerer/ position, or some feature other than points of damage as its life force is wizard 9, wu jen 9 race or character class. For example, disrupted. A living creature passing Components: V, S, M/DF you could send a summoning wind to through the wall takes 1d10 points Casting Time: 1 round the soldiers of your palace guard or to 124

6620_17925_Chpt4.indd20_17925_Chpt4.indd 112424 99/15/04/15/04 3:06:323:06:32 PMPM the governors of all the provinces in scent, and sound alike, concealing the and vibration in a 5-foot radius, pre- the empire, provided you know that subject from all senses except touch venting detection by tremorsense and such characters exist. and taste. As with greater invisibility, similar abilities, as well as preventing You can prepare the spell to bear a this spell doesn’t end if the subject speech and the casting of spells with message of up to twenty-fi ve words, attacks. While invisible, the subject somatic components (though the sub- cause the spell to deliver exudes no scent and radiates a ject remains able to detect scents and any other normal sounds silence that absorbs all sound can hear as normal). for 1 round, or merely Superior invisibility renders the have a summoning recipient immune to detection by see INVOCATIONS CHAPTER 4 CHAPTER wind seem to be a invisibility, faerie fi re, glitterdust, invis- AND SPELLS mysterious stirring ibility purge, dust of appearance, and the Stony of the air. The wind grasp blindsense ability, though creatures travels to each recipi- under the effect of the spell can be ent provided that it can detected by true seeing or the blindsight fi nd a way from you to their ability. Certain mundane conditions locations (the wind can (such as leaving footprints) can also travel around virtually render a subject detectable. any obstacle, but can’t pass through closed SWIM portals or windows, Transmutation [Water] regardless of whether Level: Druid 2, sorcerer/wizard 2, they’re airtight). You wu jen 2 (water) choose its speed (from Components: V, S, M

as slow as 1 mile per Casting Time: 1 round Illus. by J. Miracola hour to as fast as 1 Range: Medium (100 ft. + mile per 10 minutes), 10 ft./level) but the summoning wind Target: One creature is as gentle and unnoticed Duration: 10 min./ as a zephyr until it reaches the level (D) recipients, where it delivers its Saving Throw: None whisper-quiet message Spell Resistance: Yes and dissipates. (harmless) As with magic mouth, a summoning wind cannot This spell gives the speak verbal components, recipient a swim speed use command words, or like any aquatic creature activate magical effects. (though not the ability to breathe water or hold SUPERIOR one’s breath beyond normal INVISIBILITY limits). So long as the Illusion (Glamer) creature isn’t carrying Level: Sorcerer/wizard 9 more than a light load, Components: V, S it can swim at its Casting Time: 10 minutes normal speed with- Range: Personal or touch out making Swim Target: You or a creature or checks. It also object weighing no more gains a +8 than 100 lb./level competence Duration: 1 hour/level (D) bonus on Saving Throw: Will negates (harm- any Swim less) checks to Spell Resistance: No perform special This powerful glamer functions like actions or invisibility, except that it masks image, 125

6620_17925_Chpt4.indd20_17925_Chpt4.indd 112525 99/15/04/15/04 3:06:343:06:34 PMPM avoid hazards, though it still takes Range: Medium (100 ft. + 10 ft./ sword of deception returns to you and the normal penalty for weight carried level) hovers. (–1 per 5 pounds). The recipient can Effect: Pale green blade of force Focus: A miniature replica of a sword choose to take 10 on swim checks, Duration: 1 round/level (D) and a set of loaded dice. even if rushed or threatened, and can Saving Throw: None use the run action while swimming if Spell Resistance: Yes TERRA COTTA LION it swims in a straight line. Transmutation If the creature is carrying more than You cause a blade of pale green force Level: Wu jen 5 (earth) a light load, it must make Swim checks to appear and strike the opponent you to move (taking the normal penalty for designate, starting with one attack in As terra cotta warrior, but the spell ani- weight carried), but all other benefi ts the round when the spell is cast and mates a statuette of a foo lion (a celestial and bonuses of the spell still apply. continuing each round thereafter. dire lion) into a Huge animated object Material Component: A goldfish Though it makes regular melee attacks, (Huge construct, 90 hp, AC 13, hard- scale. the sword strikes as a spell, not a ness 6, speed 30 ft., attack slam +9, SPELLS AND CHAPTER 4 INVOCATIONS weapon (and so can strike incorporeal damage 2d6+7). As with terra cotta war- SWORD OF DARKNESS creatures). A sword of deception always rior, the lion has none of the animated Necromancy [Evil] strikes from your direction, and so it object attack forms given in the Monster Level: Sorcerer/wizard 7, wu jen 7 can’t be used to fl ank along with your Manual. Components: V, S, M regular attack, but it could fl ank along Focus: A terra cotta statue of a foo lion, Effect: Black blade of negative with your allies. up to 1 foot tall and costing 10 gp. energy The blade attacks with a base attack bonus equal to your caster level, deal- TERRA COTTA This spell functions as sword of decep- ing 1d4 points of damage per hit and WARRIOR tion, except you cause a black blade threatening a critical hit on a roll of Transmutation of pure negative energy to appear 19–20. In addition, each successful hit Level: Wu jen 3 (earth) and attack opponents at a distance, provides a –1 penalty on the target’s Components: V, S, F as directed by you. A sword of darkness next saving throw roll (–2 on a suc- Casting Time: 1 standard action bestows one negative level on each cessful critical hit). This penalty is Range: Touch successful hit against a living crea- cumulative (to a maximum of –5 on a Target: One statuette touched ture, threatens a critical hit on a roll single creature) and lasts until the crea- Duration: 1 round/level of 19–20, and bestows an additional ture is forced to make a saving throw Saving Throw: None negative level on a critical hit. Nega- in a dangerous situation or receives the Spell Resistance: No tive levels usually have a chance of benefi t of a remove curse spell. permanently draining the subject’s Each round, a sword of deception con- This spell turns an innocuous statu- levels, but the negative levels from tinues to attack the previous round’s ette of decoration and devotion into a sword of darkness don’t last long enough target unless you use a standard action full-sized warrior, ready to fi ght your to do so. However, if the subject gains to switch it to a new target within foes. The statuette becomes a Medium at least as many negative levels as it has range. On any round when the weapon animated object (Medium construct, Hit Dice, it dies. switches targets, it gets one attack as a 35 hp, AC 14, hardness 6, speed 40 ft., If the sword strikes an undead standard action (as it does in the round attack slam +2, damage 1d6+1) that creature, it grants that creature 5 tem- when the spell is cast). The weapon attacks a specifi ed target on your turn porary hit points per two caster levels can make multiple attack rolls against as directed by you. You can change the (maximum 25 temporary hit points) a single target with a full attack action designated target as a move action (as if that last for up to 1 hour. if its base attack bonus permits. A sword directing an active spell). The statuette Material Component: A katana, bas- of deception cannot be attacked or dam- can be reused if the terra cotta warrior tard sword, or longsword, which is aged (though it can be dispelled as any remains intact at the end of the spell, shattered against a stone while casting other spell). but if the warrior is reduced to 0 or the spell. If an attacked creature has spell fewer hit points, it crumbles to powder resistance, make a caster level check and the statuette is lost. SWORD OF DECEPTION the fi rst time the sword attacks. If See page 13 of the Monster Manual for Evocation successful, the sword can attack that full information on animated objects, Level: Sorcerer/wizard 5, wu jen 5 creature with normal effect for the but the terra cotta warrior has none of Components: V, S, F duration of the spell. If not, the sword of the given attack forms. Casting Time: 1 standard action deception is dispelled. If it goes beyond Focus: A terra cotta statue of a warrior, the spell range or out of your sight, the up to 6 inches tall and costing 1 gp. 126

6620_17925_Chpt4.indd20_17925_Chpt4.indd 112626 99/15/04/15/04 3:06:453:06:45 PMPM here until the sun shines at night”). transfi xed with the same exit conditions THORNSKIN Subjects in the area that fail their saves (they too become aware of the exit condi- Transmutation immediately become aware of the con- tions on becoming transfi xed). Likewise, Level: Druid 3, wu jen 3 (wood) dition, but they cannot communicate it any creatures removed from the area are Components: V, S, M due to their paralyzed state (although freed from the spell’s effects. Casting Time: 1 standard action someone could use a spell such as detect Material Component: A drop of pine Range: Personal thoughts to ascertain the condition). For resin. Target: You every hour the creatures are transfi xed Duration: 1 round/level before the condition is met, they are TRANSMUTE ROCK INVOCATIONS CHAPTER 4 CHAPTER allowed another saving throw to break TO LAVA AND SPELLS Your skin sprouts thorns when this free of the spell’s effect. Transmutation [Earth, Fire] spell is cast, increasing the damage So long as the spell operates, any Me- Level: Druid 9, sorcerer/wizard 9, wu you deal with an unarmed strike and dium or smaller humanoid that enters jen 9 making you diffi cult to grab. As well as its area must make a successful Components: V, S dealing lethal damage on an unarmed saving throw or become Casting Time: 1 standard action strike (if you don’t already do so), you Range: Medium (100 ft. + 10 ft./ deal an extra 1d6 points of piercing level) Transmute damage (so that a human under the rock to lava Area: One 10-ft. cube effect of thornskin would deal 1d3 Duration: Instantaneous points of bludgeoning damage plus Saving Throw: Refl ex half; see 1d6 points of piercing damage with text an unarmed strike). In addition, any Spell Resistance: No creature that hits you with a natural

weapon or unarmed strike (including You transform Illus. by J. Miracola all successful grapple checks) takes 5 natural, uncut, points of piercing damage. or unworked Material Component: A thorn. rock of any sort into TRANSFIX an equal Enchantment (Compulsion) [Mind- volume Affecting] of red-hot Level: Sorcerer/wizard 6, wu jen 6 molten lava. Components: V, S, M All creatures Casting Time: 1 round in the spell’s Range: Medium (100 ft. + 10 ft./level) area who make Area: One or more humanoids a success- within a 10-ft.-radius emanation ful Refl ex Duration: 1 hour/level save take Saving Throw: Will 2d6 points of negates Spell Resistance: Yes

This spell causes any Medium or smaller humanoids within the area of the spell to become paralyzed. When casting the spell, you must specify a condition that will end it (“Wait here until the dragon arrives”), even if that condition can never feasibly be met (“Stay 127

6620_17925_Chpt4.indd20_17925_Chpt4.indd 112727 99/15/04/15/04 3:06:483:06:48 PMPM fi re damage provided they can physi- When you cast this spell, you nega- You conjure a sizzling emerald sphere cally escape the area on their next tively infl uence the randomness of that drenches all within the area with a turn. Creatures that fail their save, fortune for the target. Whenever the potent acid. Affected creatures take 1d4 or those unable to escape the area, affected creature undertakes an action points of acid damage per caster level take 20d6 points of fi re damage for involving random chance (specifi cally, (maximum 15d4) and must succeed on each round they remain in the area. whenever any die roll is made for the a Refl ex save or risk taking damage in Creatures in the lava have their speed creature, including attack rolls, damage the following 2 rounds (6d4 points of reduced to 5 feet and take a –2 penal- rolls, and saving throws), two separate damage in the second round and 3d4 ty on attack rolls and to Armor Class. rolls are made and the worse result points of damage in the third round). Even after leaving the area of the spell, applied. Both rounds of continuing damage are creatures that were exposed to the lava A creature carrying a stone of good luck subject to Refl ex saves for half damage; take half damage (either 1d6 or 10d6) is immune to the effect of unluck, but if an affected creature succeeds on its for an additional 1d3 rounds. the stone’s effects do not function for second Refl ex save, it takes no acid If transmute rock to lava is cast upon the duration of the spell if the creature damage in the third round. SPELLS AND CHAPTER 4 INVOCATIONS the ceiling of a cavern or tunnel, the fails its save. Material Component: A tiny glass vial lava falls to the fl oor and spreads out Material Component: A piece of a fi lled with aqua regia. in a 15-foot-radius pool at a depth of broken mirror. approximately 1-1/2 feet. The rain of WALL OF BONES lava deals 2d6 points of fi re damage and VITRIOLIC SPHERE Conjuration (Creation) 1d6 points of bludgeoning damage to Conjuration (Creation) [Acid] Level: Wu jen 4 anyone caught directly beneath (Refl ex Level: Sorcerer/wizard 5, wu jen 5 Components: V, S, M half). In addition, creatures take 2d6 Components: V, S, M points of fi re damage each round when Casting Time: 1 standard action they are caught in the area of the pool, Range: Long (400 ft. + 40 ft./level) then 1d6 points of fi re damage for 1d3 Area: 10-ft.-radius burst rounds after they escape. Duration: Instantaneous; see While constructions of worked text stone can’t be targeted with this spell, Saving Throw: Refl ex casting it on unworked stone below or negates and Refl ex half; Wall of bones

Illus. by D. Crabapple by Illus. adjacent to such structures does 10d6 see text points of fi re damage per round to any Spell Resistance: part of the structure in contact with No the lava. Wooden structures in contact with lava instantly burst into fl ame. The lava cools naturally from its sur- face toward its center, and it no longer deals fi re damage after 2d6 hours as it slowly reverts to stone. Though a 15-foot-radius pool can take as long as two days to completely cool, the core of a 10-foot cube of lava might remain molten for a month or more. Magical or enchanted stone is not affected by the spell. UNLUCK Divination Level: Bard 4, sorcerer/wizard 4 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes 128

6620_17925_Chpt4.indd20_17925_Chpt4.indd 112828 99/15/04/15/04 3:06:563:06:56 PMPM Casting Time: 1 round fused at bizarre angles, but it cannot Duration: Instantaneous Range: Medium (100 ft. + 10 ft./ be animated by an animate dead spell Saving Throw: None; see text level) nor communicated with via speak with Spell Resistance: No Effect: Wall whose area is up to one dead. 10-ft. square/level Material Component: A withered tree This spell transforms a volume of water Duration: 10 minutes branch taken from a cemetery. into an equal volume of colorless, taste- Saving Throw: None less, ingested poison with a save DC Spell Resistance: No WALL OF GLOOM equal to the spell’s DC. When ingested, Illusion (Shadow) [Darkness, Fear, the poison deals 1 point of Constitu- INVOCATIONS CHAPTER 4 CHAPTER This spell causes a wall of bones to Mind-Affecting] tion damage followed by 1d8 points of AND SPELLS erupt from the earth. The wall can be Level: Sorcerer/wizard 2, wu jen 2 Constitution damage 1 minute later. A whatever shape you desire as long as Components: V, S, M successful Will save can negate each its base is solidly on the ground, but it Casting Time: 1 standard action instance of damage. A single swallow cannot be conjured so that it occupies Range: Medium (100 ft. + 10 ft./ (1 ounce) of poison is enough to affect the same space as a creature or another level) a single creature; drinking more does object. Though solid, the wall has Effect: Semiopaque sheet of dark- not increase the effect. many small openings and gaps, and ness up to 40 ft. long, or a ring of Material Component: The fang of creatures on either side have cover and darkness with a radius of up to 15 a poisonous snake and a bloodstone concealment against attacks from the ft.; either form 20 ft. high worth at least 50 gp. opposite side. Duration: Concentration + 1 round/ A wall of bones can be passed through level WHIRLING BLADE as a full-round action, but its sharp Saving Throw: Will negates; see Transmutation spikes and edges deal 1d8 points of text Level: Bard 2, sorcerer/wizard 2, damage to any Small or Medium Spell Resistance: Yes warmage 2 creature that attempts to do so. Small Components: V, S, F creatures can slip and wriggle through You create a barrier of ominous shadow Casting Time: 1 standard action the wall at will, but a Medium creature that obscures vision and deters pas- Range: 60 ft. must make a successful DC 20 Escape sage. Creatures in squares adjacent Effect: 60-ft. line Artist check. Failure means that a to the wall have concealment against Duration: Instantaneous creature takes damage as normal and attacks from the other side, while Saving Throw: None becomes stuck in the wall. It must creatures more than 1 square away Spell Resistance: No make another move attempt the fol- have total concealment. Although lowing round to either pass through the wall is not substantial, a creature As you cast this spell, you hurl a single the wall or pull back from it (taking with 6 or fewer Hit Dice must succeed slashing weapon at your foes, magi- damage from the movement either on a Will save or be halted at its edge, cally striking at all enemies along a way). Tiny or smaller creatures can ending its move action (though a crea- line to the extent of the spell’s range. slip freely through the wall at half tures can move away from the wall You make a normal melee attack, just speed, and Large or larger creatures or attempt to move through again if as if you attacked with the weapon in cannot pass through it but might be it has a second move action available). melee, against each foe in the weapon’s able to break through (see below) or A creature can attempt to pass the path, but you can choose to substi- climb over, taking no damage. Any wall any number of times, but each tute your Intelligence or Charisma creature trapped in the wall can previous failure imposes a cumulative modifi er (as appropriate for your choose to remain motionless until the –1 penalty on its Will save. spellcasting class) for your Strength spell expires to avoid taking any more Wall of gloom counters or dispels any modifi er on the weapon’s attack rolls damage. light spell of equal or lower level. and damage rolls. Even if your base The wall is 6 inches thick per caster Material Component: A bit of fl eece attack bonus would normally give level. Each 5-foot square has 10 hit from a black sheep. you multiple attack rolls, a whirling points per 6 inches of thickness, but blade gets only one attack (at your best the wall takes only half damage from WATER TO POISON attack bonus) against each target. The slashing or piercing weapons. A creature Transmutation weapon deals damage just as if you can make a Strength check (DC 15 + 2 Level: Wu jen 4 (water) had swung it in melee, including any per caster level, maximum + 10) to break Components: V, S, M bonuses you might have from ability through the wall with a single attack. Casting Time: 1 round scores or feats. The wall is composed of bones of Range: Touch No matter how many targets your many different types of creatures, Target: One ounce of water/level weapon hits or misses, it instantly and 129

6620_17925_Chpt4.indd20_17925_Chpt4.indd 112929 99/15/04/15/04 3:07:013:07:01 PMPM unerringly returns to your hand after Components: V, S, M and wood rot has no effect on wooden attempting the last of its attacks. Casting Time: 1 standard action or wooden-hafted weapons that strike Focus: A slashing melee weapon that Range: Touch you, even if you hold the charge. the caster hurls. Target: One nonmagical wooden Against wooden shields or armor, you object or a volume of wood; or one also make a melee touch attack. Tar- WITHERING PALM plant creature gets too large to be destroyed outright Necromancy Duration: Instantaneous or 1 take a –1d6 penalty to their bonus to Level: Cleric 7, wu jen 7 round/level; see text Armor Class on a successful hit and Components: V, S Saving Throw: None are rendered unusable if the penalty Casting Time: 1 standard action Spell Resistance: No exceeds the bonus. Any attack against Range: Touch a wooden object discharges the spell, Target: Living creature touched When you cast this spell, an insidi- and wooden magic items are immune Duration: Instantaneous ous rot immediately taints any to the effect of wood rot. Saving Throw: Fortitude negates wooden object or plant creature you Against plant creatures, wood rot SPELLS AND CHAPTER 4 INVOCATIONS Spell Resistance: Yes touch. Any unattended nonmagical deals 3d6 points of damage +1 point wooden item smaller than 6 feet in per caster level (maximum +15) on Your successful melee touch attack diameter, or a 3-foot-radius volume a successful attack. Against plant deals 1 point of Strength damage and of a larger wooden object (such as a creatures only, the spell lasts for 1 1 point of Constitution damage per two wooden door), is instantly destroyed round per level, and you can make caster levels to the target (maximum by wood rot. one melee touch attack per round. of 15 points each). If you score a criti- In combat, you can use the spell Once it is used to make an attack cal hit, the subject takes ability drain to attempt to sunder any wooden or against a plant creature, wood rot instead. wooden-hafted weapon; the weapon cannot be used to attack or destroy or its wooden portion is destroyed wooden items. WOOD ROT on a successful melee touch attack. Material Component: A live termite. Transmutation Attempting to sunder a weapon gener- Level: Druid 5, wu jen 5 (wood) ally provokes attacks of opportunity,

WARLOCK INVOCATIONS on their class level: least, lesser, greater, and dark. See The invocations available to warlocks are described below. the warlock class description for more details on when While warlocks are as closely linked to the arcane as any warlocks gain access to invocations of a given grade. wizard or sorcerer, these special powers are spell-like abili- ties, not spells. A brief description of each invocation is LEVEL EQUIVALENT provided in the warlock class description on page 5. These On the same line as the grade, each of the following invoca- include the blast shape invocations and eldritch essence tion descriptions contains a spell level equivalent, which invocations, which allow a warlock to modify his eldritch affects the save DC for that invocation, Concentration blast attack, as well as all other invocations. In this section, checks made in concert with the invocation, as well as invocations are presented in alphabetical order, much like interactions with other spells and abilities, such as globe new spells are presented earlier in this chapter. A short of invulnerability. The level equivalent of an invocation is description of each invocation by grade (least, lesser, provided after its grade. greater, dark) precedes a complete, detailed description. See page 8 for more information on invocations and page BLAST SHAPE OR ELDRITCH 5 for more information on warlocks. ESSENCE Some invocations can modify a warlock’s eldritch blast NAME attack. These invocations are either blast shape invo- The fi rst line of every invocation description gives the name cations or eldritch essence invocations. They do not by which the invocation is generally known. produce an effect on their own like regular invocations, but must be used in conjunction with eldritch blast to GRADE generate an effect. If an invocation is a blast shape or Below the name, the grade of invocation is provided. War- eldritch essence invocation, this fact is noted after the locks can choose invocations from four grades depending level equivalent.

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6620_17925_Chpt4.indd20_17925_Chpt4.indd 113030 99/15/04/15/04 3:07:033:07:03 PMPM LEAST INVOCATIONS Voidsense: Gain blindsense 30 feet. Baleful Utterance: Speak word of the Dark Speech and Voracious Dispelling: Use dispel magic as the spell, caus- shatter objects as the shatter spell. ing damage to creatures whose effects are dispelled. Beguiling Infl uence: Gain bonus on Bluff, Diplomacy, Walk Unseen: Use invisibility (self only) as the spell. and Intimidate checks. Wall of Gloom: Use wall of gloom as the spell. Breath of the Night: Create a fog cloud as the spell. Dark One’s Own Luck: Gain a luck bonus on one type GREATER INVOCATIONS of save. Bewitching Blast: Target must make Will save or be con- Darkness: Use darkness as the spell. fused for 1 round. INVOCATIONS CHAPTER 4 CHAPTER Devil’s Sight: See normally in darkness and magical Chilling Tentacles: Use Evard’s black tentacles as the spell, AND SPELLS darkness. and deal extra cold damage to creatures in the area. Earthen Grasp: Use earthen grasp as the spell. Devour Magic: Use targeted greater dispel magic with a Eldritch Spear: Blast range increases to 250 feet. touch and gain temporary hit points based on the level Entropic Warding: Defl ect incoming ranged attacks, of spells successfully dispelled. leave no trail, and prevent being tracked by scent. Eldritch Cone: Blast takes the shape of a cone. Frightful Blast: Target must make Will save or become Enervating Shadow: Gain total concealment in dark shaken. areas and impose a Strength penalty on adjacent living Hideous Blow: Melee attack channels eldritch blast. creatures. Leaps and Bounds: Gain bonus on Balance, Jump, and Noxious Blast: Target must make Fortitude save or be Tumble checks. nauseated. Miasmic Cloud: Create a cloud of mist that grants con- Repelling Blast: Target must make Refl ex save or be cealment and fatigues those who enter. knocked back. See the Unseen: Gain see invisibility as the spell and dark- Tenacious Plague: Use insect plague as the spell, but vision. the summoned locust swarm deals damage as a magic Sickening Blast: Target must make Fortitude save or weapon. become sickened. Vitriolic Blast: Blast ignores spell resistance and deals Spiderwalk: Gain spider climb as the spell. acid damage for several rounds. Summon Swarm: Use summon swarm as the spell. Wall of Perilous Flame: Create a wall of fi re as the spell, but half the damage from the wall results from super- LESSER INVOCATIONS natural power. Beshadowed Blast: Target must make Fortitude save or Warlock’s Call: Use sending as the spell, but risk damage become blinded for 1 round. from recipient. Brimstone Blast: Blast deals fi re damage, and target must make Refl ex save or catch fi re. DARK INVOCATIONS Charm: Cause a single creature to regard you as a friend. Dark Discorporation: Become a swarm of batlike shad- Curse of Despair: Curse one creature as the bestow curse ows, gaining many benefi ts of the swarm subtype. spell, or hinder its attacks. Dark Foresight: Use foresight as the spell, and communi- The Dead Walk: Create undead as the animate dead spell. cate telepathically with a close target of the effect. Eldritch Chain: Blast jumps from initial target to second- Eldritch Doom: Blast affects all enemies within 20 feet. ary targets. Path of Shadow: Use shadow walk as the spell Fell Flight: Gain a fl y speed with good and speed up natural healing. maneuverability. Re tributive Invisibility: Use greater Flee the Scene: Use short-range dimen- invisibility as the spell (self only); deals sion door as the spell, and leave behind damage in a burst if dispelled. a major image. Ut terdark Blast: Target must make Hellrime Blast: Blast deals cold Fortitude save or gain two negative damage, and target must make levels. Fortitude save or take –2 penalty to Wo rd of Changing: Use baleful poly- Dexterity. morph as the spell, but effect could Hungry Darkness: Create shad- become permanent. ows fi lled with a swarm of bats. Stony Grasp: Use stony grasp as the spell.

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6620_17925_Chpt4.indd20_17925_Chpt4.indd 113131 99/15/04/15/04 3:07:053:07:05 PMPM this ability succeeds, the creature INVOCATION BRIMSTONE BLAST takes a –1 penalty on attack rolls for 1 DESCRIPTIONS Lesser; 3rd; Eldritch Essence minute. This eldritch essence invocation BALEFUL UTTERANCE allows you to change your eldritch blast DARK Least; 2nd into a brimstone blast. A brimstone blast DISCORPORATION You speak a single syllable of the deals fi re damage. Any creature struck Dark; 8th Dark Speech (described in Book of Vile by a brimstone blast must succeed on a One with the powers of darkness, Darkness), affecting an object or area Refl ex save or catch on fi re, taking 2d6 you learn to abandon your body. When as if by a shatter spell. If a creature is points of fi re damage per round until it you use this ability, you becomes a holding or wearing the target of the takes a full-round action to extinguish swarm of Diminutive, batlike shadows spell and the target is destroyed, the the fl ames or the duration expires. The that fi lls two 10-foot squares (or eight creature must make a Fortitude save or fi re damage persists for 1 round per contiguous 5-foot squares, shapeable as be dazed for 1 round and deafened for fi ve class levels you have. For example, you desire). The duration of this ability SPELLS AND CHAPTER 4 INVOCATIONS 1 minute by your terrible word. This is a 15th-level warlock deals 2d6 points is 24 hours. a sonic effect. of fi re damage for 3 rounds after the In this swarmlike form, you gain the initial brimstone blast attack. A creature following characteristics and traits. BEGUILING INFLUENCE burning in this way never takes more —Abilities: Your Strength score Least; 2nd than 2d6 points of fi re damage in a drops to 1, but your Dexterity score You can invoke this ability to beguile round, even if it has been hit by more increases by 6. and bewitch your foes. You gain a +6 than one brimstone blast. —Armor Class: You lose any natural bonus on Bluff, Diplomacy, and Intimi- armor or armor bonuses to Armor date checks for a period of 24 hours. CHARM Class. You gain a +4 size bonus to AC, Lesser; 4th and a defl ection bonus to AC equal to BESHADOWED BLAST You can beguile a creature within your Charisma modifi er. Lesser; 4th; Eldritch Essence 60 feet. The creature must succeed on —Movement: You gain a fl y speed This eldritch essence invocation a Will save or instantly come to regard of 40 feet with perfect maneuverabil- allows you to change your eldritch you as its comrade. This is a language- ity. You can pass through openings blast into a beshadowed blast. Any living dependent ability. Other than these a Diminutive creature could pass creature struck by a beshadowed blast differences, this ability works as the through. must succeed on a Fortitude save or be charm monster spell. You can never have —Swarm Traits: You are not subject blinded for 1 round. more than one target charmed at a time to critical hits or fl anking, and you with this ability. If a second creature are immune to weapon damage. You BEWITCHING BLAST is charmed, you lose your hold on the cannot be tripped, grappled, or bull Greater; 4th; Eldritch Essence fi rst creature. rushed, and you cannot grapple an This eldritch essence invocation opponent. You are immune to any spell allows you to change your eldritch CHILLING TENTACLES or effect that targets a specifi c number blast into a bewitching blast. Any crea- Greater; 5th of creatures, except for mind-affect- ture struck by a bewitching blast must This invocation allows you to con- ing spells and abilities. You take half succeed on a Will save or be confused jure forth a fi eld of soul-chilling black again as much damage (+50%) from for 1 round in addition to the normal tentacles that ooze from the ground, spells or effects that affect an area. damage from the blast. This is a mind- groping for victims. This invocation Unlike other swarms of Diminutive infl uencing effect. functions identically to the Evard’s creatures, you are not vulnerable to black tentacles spell, except that each wind effects. If reduced to 0 hit points BREATH OF THE NIGHT creature within the area of the invoca- or less, or rendered unconscious by Least; 1st tion takes 2d6 points of cold damage nonlethal damage, you instantly return A misty cloud of fog spreads in a each round. Creatures in the area take to your normal form in a square of your 20-foot radius around you when you this cold damage whether or not they choice that was formerly covered by the use this invocation, as the spell fog are grappled by the tentacles. swarm. cloud. The fog does not block line of —Swarm Attack: You gain a swarm sight, but all creatures in the fog have CURSE OF DESPAIR attack that deals 4d6 points of damage concealment. A moderate wind or any Lesser; 4th to any creature whose space you occupy fi re larger than a torch immediately You can use this invocation to bestow at the end of your turn. Your swarm disperses the fog. The fog disperses on a curse upon a touched opponent (as attack strikes as a magic weapon of your its own after 1 minute. bestow curse). Even if the save against alignment. 132

6620_17925_Chpt4.indd20_17925_Chpt4.indd 113232 99/15/04/15/04 3:07:083:07:08 PMPM —Distraction: Any living creature Each target struck after the fi rst vulnerable to your swarm attack that DEVIL’S SIGHT takes half the damage dealt to the fi rst begins its turn in a square occupied Least; 2nd target. This reduction in damage to by your swarm must make a Fortitude You gain the visual acuity of a devil secondary targets applies to any effect save or be nauseated for 1 round. for 24 hours. You can see normally in that increases the damage of your Spellcasting or concentrating on spells darkness and magical darkness out to eldritch blast (such as vitriolic blast). You within the area of your swarm requires 30 feet. must make a separate spell penetration a Concentration check (DC 20 + spell check for each target, if applicable. level). DEVOUR MAGIC INVOCATIONS CHAPTER 4 CHAPTER —Possessions: All of your worn or Greater; 6th ELDRITCH CONE AND SPELLS carried equipment and items become This invocation allows you to deliver Greater; 5th; Blast Shape nonfunctional, absorbed into your new a targeted greater dispel magic with your This blast shape invocation allows form. touch. You gain 5 temporary hit points you to invoke your eldritch blast as a You can take only move actions (so for each spell level dispelled by this 30-foot cone. The eldritch cone deals you cannot use other invocations) touch. For example, if you success- the normal eldritch blast damage to all while under the effect of dark discor- fully dispel a wall of ice, you gain 20 targets within the area. This is not a ray poration. temporary hit points. These temporary attack, so it requires no ranged touch hit points fade after 1 minute and do attack. Any creature in the area of the DARK FORESIGHT not stack with other temporary hit cone can attempt a Refl ex save for half Dark; 9th points. If you devour a new spell, you damage. You can use foresight as the spell with can replace the old temporary hit this invocation. If you are within 100 points with the ones gained from the ELDRITCH DOOM feet of and have line of sight to the more recent spell, thus resetting the Dark; 8th; Blast Shape target of the ability, you can commu- duration. You cannot devour your own This blast shape invocation allows nicate telepathically with the target. invocations. you to invoke your eldritch blast as the dreaded eldritch doom. This causes bolts DARK ONE’S OWN EARTHEN GRASP of mystical power to lash out and savage LUCK Least; 2nd nearby targets. An eldritch doom deals Least; 2nd You can use earthen grasp as the spell eldritch blast damage to any number of You are favored by the dark powers (see page 104). targets designated by you and within if you have this invocation. You gain 20 feet. This is not a ray attack, so it a luck bonus equal to your Charisma ELDRITCH CHAIN requires no ranged touch attack. Each bonus (if any) on Fortitude saves, Lesser; 4th; Blast Shape target can attempt a Refl ex save for half Refl ex saves, or Will saves (your choice This blast shape invocation allows damage. each time you use this ability) for a you to improve your eldritch blast by period of 24 hours. You can’t apply this turning it into an arc of energy that ELDRITCH SPEAR ability to two different save types at “jumps” from the fi rst target to others. Least; 2nd; Blast Shape the same time. This bonus can never An eldritch chain can jump to one or This blast shape invocation extends exceed your class level. more secondary targets within 30 feet your eldritch blast attacks to great of the fi rst target, allowing you to make distances. Eldritch spear increases the DARKNESS additional ranged touch attacks and range of an eldritch blast attack to 250 Least; 2nd deal damage to the secondary targets feet with no range increment. You can use darkness as the spell. if you hit. You can “jump” the chain to one ENERVATING SHADOW THE DEAD WALK secondary target per fi ve caster levels, Greater; 5th Lesser; 4th so you can strike two additional targets The dark powers cloak you and You can turn the bones or bodies of at 10th level, three additional targets at shield you from harm while draining dead creatures into undead skeletons 15th level, and four additional targets vitality from nearby foes. This invoca- or zombies (as the animate dead spell). at 20th level. Each new target must be tion grants you total concealment in Unless you include the normal mate- within 30 feet of the previous one, and any area that isn’t brightly lit (it will rial component for the spell (an onyx you can’t target the same creature more not work in daylight or in the radius gem worth 25 gp per Hit Die of the than once with the eldritch chain. If you of a spell with the light descriptor). In undead) as part of the process, undead miss any target in the chain, the eldritch addition, any living creature adjacent to created by this ability crumble into chain attack ends there. you with this ability active must make dust after 1 minute per caster level. a Fortitude save at the beginning of its 133

6620_17925_Chpt4.indd20_17925_Chpt4.indd 113333 99/15/04/15/04 3:07:103:07:10 PMPM turn or take a –4 penalty to Strength for deal with your attack, although you 5 rounds. Once a creature is affected by HELLRIME BLAST need not deal damage with this attack enervating shadow, it cannot be affected Lesser; 4th; Eldritch Essence to trigger the eldritch blast effect. again by your enervating shadow for 24 This eldritch essence invocation hours. The duration of this ability is allows you to change your eldritch blast HUNGRY DARKNESS 5 rounds, and it can be countered or into a hellrime blast. A hellrime blast deals Lesser; 3rd dispelled by any light spell or effect cold damage. Any creature struck by You can create an area of shadow (as of equal or higher level. the attack must make a Fortitude save the darkness spell) that is fi lled with or take a –4 penalty to Dexterity for 10 bats (as the bat swarm, page 237 of the ENTROPIC WARDING minutes. The Dexterity penalties from Monster Manual, except the swarm fi lls Least; 2nd multiple hellrime blasts do not stack. every square occupied by the darkness). When this invocation is activated, The hungry darkness is stationary. You chaotic energies swirl about you, HIDEOUS BLOW are immune to the attacks of your own defl ecting incoming arrows, rays, and Least; 1st; Blast Shape hungry darkness, but you are still subject SPELLS AND CHAPTER 4 INVOCATIONS other ranged attacks (as entropic shield). As a standard action, you can make to the effect of the darkness. The hungry You leave no trail (as pass without trace) a single melee attack. If you hit, the darkness remains as long as you con- and cannot be tracked by scent. (You target is affected as if struck by your centrate on it (like concentrating on a can still be detected normally by scent, eldritch blast (including any eldritch spell), plus 2 rounds thereafter. If the just not tracked.) essence applied to the blast). This bat swarm is destroyed, the darkness damage is in addition to any weapon disappears as well. FELL FLIGHT damage that you Lesser; 3rd LEAPS AND BOUNDS When you use this invocation, the Least; 2nd powers of darkness bear you aloft as You invoke this ability to gain amaz- you sprout a streaming, winglike cape ing agility. You gain a +6 bonus on of shadows. You can fl y at a speed equal Balance, Jump, and Tumble checks for to your land speed with good maneu- 24 hours. verability for 24 hours.

Illus. by M. Moore M. by Illus. FLEE THE SCENE Lesser; 4th You can use dimension door as a spell-like ability, although the range is limited to short (25 ft. + 5 ft./2 levels). When you use this ability, you leave behind a major image of yourself in your place that lasts for 1 round. The image reacts appropriately to attacks as if you were concentrating on it. MIASMIC CLOUD Least; 1st FRIGHTFUL BLAST A misty cloud of fog spreads in a Least; 2nd; Eldritch Essence 10-foot radius from you when you use This eldritch essence invocation this invocation. The fog does not block allows you to change your eldritch line of sight, but all creatures in the blast into a frightful blast. Any creature fog have concealment. Any creature struck by a frightful blast must succeed (other than you) that enters the fog on a Will save or become shaken for 1 must make a Fortitude save or become minute. A shaken creature struck by fatigued. This effect lasts as long as a frightful blast is not affected by the the creature remains within the cloud shaken aspect of the blast but takes and for 1 round thereafter. A moderate damage normally. Creatures with wind, or any fi re larger than a torch, immunity to mind-affecting spells immediately disperses the fog. The fog and abilities or fear effects cannot be otherwise lasts for 1 minute. shaken by a frightful blast. 134

6620_17925_Chpt4.indd20_17925_Chpt4.indd 113434 99/15/04/15/04 3:07:123:07:12 PMPM invisibility is dispelled, a shock wave affected by the sickening aspect of the NOXIOUS BLAST releases from your body in a 20-foot- blast but still takes damage normally. Greater; 6th; Eldritch Essence radius burst. This shock wave deals 4d6 This eldritch essence invocation points of sonic damage to all creatures SPIDERWALK allows you to change your eldritch blast in the area and stuns them for 1 round Least; 2nd into a noxious blast. Any creature struck (a Fortitude save halves the damage and You can grant yourself the ability to by a noxious blast must make a Fortitude negates the stunning effect). spider climb (as the spell) with a duration save or be nauseated for 1 minute. of 24 hours. While this invocation is SEE THE UNSEEN in effect, you are unaffected by webs INVOCATIONS CHAPTER 4 CHAPTER PATH OF SHADOW Least; 2nd (either mundane or magical). AND SPELLS Dark; 6th When you use this invocation, you This invocation allows you to use can activate great powers of vision, STONY GRASP shadow walk as the spell. Each hour allowing you to see invisible creatures Lesser; 3rd that you spend shadow walking with and objects (as see invisibility). You also You can use stony grasp (see page 124) this ability, you regain hit points as if gain darkvision out to 60 feet for a as the spell. you had rested for a full day. period of 24 hours. SUMMON SWARM REPELLING BLAST SICKENING BLAST Least; 2nd Greater; 6th; Eldritch Essence Least; 2nd; Eldritch Essence You can use summon swarm as the This eldritch essence invocation This eldritch essence invocation spell with this invocation. Unlike the allows you to change your eldritch blast allows you to change your eldritch spell, this invocation has a duration of into a repelling blast. Any Medium or blast into a sickening blast. Any living concentration instead of concentration smaller creature struck by a repelling + 2 rounds. blast must make a Refl ex save or be hurled 1d6×5 feet (1d6 squares) TENACIOUS PLAGUE directly away from you and Greater; 6th knocked prone by the You can use this invocation to sum- energy of the attack. mon a swarm, as the insect plague spell. If the creature strikes a You add your Charisma modifi er to the Fortitude save DC to resist the swarm’s distraction ability. The attacks of any locust swarm summoned by this ability are treated as magic weapons for the pur- pose of overcoming damage reduction. UTTERDARK solid object, it stops prematurely, BLAST taking 1d6 points of damage Dark; 8th; Eldritch Essence per 10 feet hurled, and This eldritch essence in- it is still knocked prone. vocation allows you to change Movement from this blast your eldritch blast into an ut- does not provoke attacks of terdark blast. An utterdark blast deals opportunity. negative energy damage, which heals undead creatures instead of damaging them (much like infl ict spells). Any creature struck by the attack must make a For- Eldritch chain RETRIBUTIVE titude save or gain two negative levels. INVISIBILITY The negative levels fade after 1 hour. If Dark; 6th creature struck by a sickening blast must a target ever has as many negative levels You can use greater invisibility as the make a Fortitude save or become sick- as Hit Dice, it dies. spell, but you can target only yourself ened for 1 minute. A sickened creature with the invocation. If your retributive struck by a second sickening blast is not 135

6620_17925_Chpt4.indd20_17925_Chpt4.indd 113535 99/15/04/15/04 3:07:203:07:20 PMPM VITRIOLIC BLAST WALL OF PERILOUS a creature unwilling to reply to you can Greater; 6th; Eldritch Essence FLAME attempt a Will save to turn the sending This eldritch essence invocation Greater; 5th back on you, dealing 1d10 points of allows you to change your eldritch blast You can conjure a wall of fi re as the damage to you. into a vitriolic blast. A vitriolic blast deals spell with this invocation. Half the acid damage, and it is formed from wall’s fi re damage results from super- WORD OF CHANGING conjured acid, making it different natural power and is therefore not Dark; 5th from other eldritch essences because subject to being reduced by resistance You utter a powerful word that trans- it ignores spell resistance. Creatures to fi re. If a creature is reduced to 0 forms a creature into an inoffensive struck by a vitriolic blast automatically hit points or lower by a wall of peril- form. This effect functions like the take an extra 2d6 points of acid damage ous fl ame, its remains are completely baleful polymorph spell, except that 24 on following rounds. This acid damage consumed 1 round later (as if by a hours after being transformed, the persists for 1 round per fi ve class levels destruction spell). subject is entitled to a second saving SPELLS AND CHAPTER 4 INVOCATIONS you have. For example, a 15th-level war- throw (at its original save bonus) to lock deals 2d6 points of acid damage WARLOCK’S CALL spontaneously resume its normal form. per round for 3 rounds after the initial Greater; 5th If this second save fails, it remains in vitriolic blast attack. You can use this invocation to send a its new form permanently or until message as the sending spell. However, restored by some other means. VOIDSENSE Lesser; 4th You can sharpen your hearing and sight when you use this invocation, gaining blindsense out to 30 feet for 24 hours. Illus. by E. by Fiegenschuh Illus.

VORACIOUS DISPELLING Lesser; 4th You can use dispel magic as the spell. Any creature with an active spell effect dispelled by this invocation takes 1 point of damage per level of the spell effect (no save). WALK UNSEEN Lesser; 2nd You gain the ability to fade from view. You can use invisibility (self only), except the duration is 24 hours. WALL OF GLOOM Lesser; 2nd You can use wall of gloom (see page 129) as the spell.

Morthos summons a swarm of bats 136

6620_17925_Chpt4.indd20_17925_Chpt4.indd 113636 99/15/04/15/04 3:07:253:07:25 PMPM I Illus. by M. Cavotta l l u s .

b y

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rcane spellcasters rarely achieve any degree of com- of experimentation, have found that a tiny swallow of petence without learning how to make good use of enchanted brew is the best and easiest way to make a the second set of weapons and tools in the arcanist’s one-use effect usable by anybody, without requiring repertoire—magic items. Spells are powerful and any magical training or skill. Crafting an item in an fl exible, but magic items can provide persistent or conve- alternate form thus requires that a spellcaster possess nient magical effects that would require more spell power both the standard creation feat for the item’s original than a sorcerer or wizard might care to part with. Casting form and the Craft Wondrous Item feat, both used in cat’s grace over and over again wastes valuable spell slots, conjunction to allow the creation of variant potions or but any character with the wealth or luck will discover that scrolls while maintaining the benefi ts of potion and gloves of Dexterity are a much better way to gain the spell’s scroll creation pricing. benefi t on a lasting basis. While it’s possible to introduce new item creation feats into a game, so long as new forms of existing magic items follow all the rules for use as their ALTERNATE ITEM TYPES original forms, new rules shouldn’t be required. A Everyone knows that potions are peculiar magical con- potion in the shape of a tile you snap to activate is coctions that come in tiny vials, scrolls are long rolls of mechanically identical to a potion you drink—you parchment covered with strange symbols of power, and need no special magical training to use it, its wands are slender sticks that can deal magical mayhem magic is used up by the activation, and using it is a on command. However, in the creation and use of magic moderately distracting physical task that provokes items, form follows function, and there’s no reason that attacks of opportunity from any nearby foes. The potions or scrolls can’t be created in less conventional forms tile might be slightly more useful in some situ- so long as they still function in the same manner as their ations (underwater, for instance, or in the hands standard forms. of a creature that has no way to ingest the contents Creating a magic item in an alternate form is generally of a potion vial), but the difference is too minor to not as effi cient as using the standard design. Potions are justify the existence of a Craft Magic Tile feat. Tiles created as small cordials because spellcasters, over centuries and potions both fi ll the same game niche. 137

6620_17925_Chpt5.indd20_17925_Chpt5.indd 113737 99/15/04/15/04 11:25:5011:25:50 AMAM Alternative magic item forms are a good way to add fl avor hand or underfoot, the skull talisman releases its stored and mystery to your campaign. If one culture is known to effect. craft magic tiles instead of potions, foes from that culture Spell Wafers: A thin wafer of specially prepared bread or will be distinct from other opponents. After the fi rst instance dough, stamped with a holy or arcane symbol, can hold a spell in which player characters encounter NPCs who use tiles to as well as a potion bottle can. When the wafer is consumed, obtain combat benefi ts, they will come to recognize such the stored magic takes effect. items as the tools of a particular nation or foe. (“Look, that assassin was carrying Abkathian potion-tiles. The Abkathians SCROLLS must be behind this!”) Be careful not to overdo this sort of Unlike potions, scrolls require magical training (or the variant material, though—the classic forms are classic for a ability to mimic such training by means of the Use Magic reason, and if your players end up with no idea what forms Device skill) to use properly. The essential characteristics of magic items in your campaign might take, they could spend a scroll are as follows. more time worrying about that than they do enjoying the • Single-use only—once it is read, the writing that makes game. up a scroll is gone. MAGIC ITEMS CHAPTER 5 • Spell completion device—only a spellcaster can readily POTIONS use a scroll, and he might need to make a level check to The standard potion is, of course, a vial fi lled with a magical read a scroll of a spell level exceeding the maximum level libation, designed to be consumed by anyone and having the of spell he can normally cast. following characteristics. • Usable by means of the Use Magic Device skill. • Single-use only—once consumed, the potion is gone. • Must be physically manipulated in a complex way (held • Limited to spells of 3rd level or lower. in the hand, unrolled, and read). • No special magical training required—anyone can drink • Must be in the user’s hand to be used. a potion and gain the benefi t of its magic. • Use provokes attacks of opportunity. • Must be physically manipulated in some way (unstoppered Some common alternate scroll forms are described or broken, then consumed). below. • Must be in the user’s hand to be used. Gemstone: A complex • Use provokes attacks of series of gestures and opportunity. sounds is completed with Within these broad guide- a specially prepared gemstone in Illus. by M. Moore M. by Illus. lines, though, a number of hand, and the spell stored within it alternate potion forms A wounded is released when the fi nal words warrior uses might be possible. a potion-tile are spoken. Like the parchment Magic Fruit: on which a scroll is scribed, a Apples and pomegranates with magi- gemstone is emptied by cast- cal properties are commonplace ing but can be in mythology. A potion-fruit reused again. might consist of a slice or Incendiary: A section of a fruit steeped spell is stored in in a magical libation that a special mix of produces its effect when powders and consumed. glyph-covered Magic Tiles: A paper. To use small ceramic tile an incendiary, inscribed with a spellcaster a magic rune speaks the last could hold a words of the potion-type ef- spell while si- fect. When it multaneously is snapped or igniting the broken in one’s prepared de- hand, the effect is re- vice (usually leased. by means of Skull Talismans: The skull of a a minor magical property of small animal (a bird, mouse, or rat, for example) is the incendiary form that requires enchanted with a single spell. When crushed in one’s no additional action 138

6620_17925_Chpt5.indd20_17925_Chpt5.indd 113838 99/15/04/15/04 11:25:5411:25:54 AMAM to activate). The incendiary is consumed in a brilliant col- bearer’s square if the spell affects an area). A character must ored fl ash or haze of strangely coiling smoke, completing the have the Craft Contingent Spell feat (see page 77) to create spell. contingent spells. Macrame: A spell is held in a small, complex weave of Triggers for contingent spells are usually events that precisely tied knots. The user pulls apart the knotted square happen to the bearer of the spell, and can include death, by choosing the right strands while speaking the spell’s contracting disease, exposure to a breath weapon or to energy activation words. damage, falling, exposure to poison, exposure to a dangerous When a scroll is found in the course of a campaign, deci- environment (trapped by fi re, plunged underwater, and so phering its magical text is usually the fi rst step to using it, forth), succumbing to sleep or fear effects, gaining negative CHAPTER 5 CHAPTER but since variant scroll forms that don’t have spells stored in levels, or being rendered helpless, deafened, or blinded. ITEMS MAGIC written form can’t be deciphered with read magic, they must The market price of a contingent spell is spell level × caster be identifi ed with a successful Spellcraft check (DC 20 + level × 100 gp. A contingent spell must be prepared in the spell level). presence of the person to bear it, and the bearer is subject to the same restrictions as the creator (unable to cast any other spells while the contingent spell is being prepared, must be NEW TYPES OF ITEMS present for 8 hours each day, and so on). Once assigned to a The basic types of magic items described in the Dungeon bearer, a contingent spell cannot be transferred to another Master’s Guide—armor, weapons, potions, scrolls, rods, creature, although it can be destroyed (see below). A contin- rings, staffs, wands, and wondrous items—are not neces- gent spell is tied to the bearer’s body, alive or dead, and stories sarily the only types of magic item possible. In Faerûn, the circulate among adventurers of contingent spells remaining world of the FORGOTTEN REALMS campaign setting, magic quiet for hundreds of years on a slain bearer’s remains, only to tattoos, magic runes, and contingent spells are common suddenly activate when the proper trigger condition arises. magic items, each crafted in the same manner as a standard If the bearer of a contingent spell is the target of dispel magic item and requiring its own unique item creation feat magic, the contingent spell might be permanently dispelled (Tattoo Magic, Inscribe Rune, and Craft Contingent Spell). (but not triggered), as if it were an active spell in effect on Rune magic is described in the FORGOTTEN REALMS Campaign the target creature. In an antimagic fi eld, contingent spells are Setting, magic tattoos are described in Races of Faerûn, and temporarily suppressed as all other magic items are. contingent spells appear in the Unapproachable East source- At any one time, a creature can bear a number of contingent book (and are included in Complete Arcane for use in any spells equal to its Hit Dice. Attempts to apply additional D&D campaign). contingent spells beyond this limit simply fail. When is a variant form of an item different enough from the basic form to warrant an item creation feat and item type of its own? In simplest terms, whenever one of the essential SPELLBOOKS game rules about making or using the item is changed. All Although most folks think of them as thick, heavy tomes of three of the item types mentioned above are fairly similar parchment or vellum pages bound with ornate covers and to potions (each is a one-use magic item that can be used by heavy locks, a wizard’s spellbooks can take almost any form. A anyone, regardless of magical training or aptitude), but each spellbook can be made from belts of linked metal plates that device alters one of the essential characteristics of potions. serve as pages, scribed on thin sheets of ivory, or disguised For example, it takes only 10 minutes to inscribe a magic by magic to look like a shield, gaming board, lute, or almost rune, and runes can be made into simple magic traps. A any other mundane item of equivalent size. tattoo takes 1 hour to scribe, and doesn’t provoke attacks of Whatever their appearance, spellbooks are generally classi- opportunity when activated. Contingent spells can be set fi ed in two groups—arcanabula and grimoires. Arcanabula, to take effect automatically, with no additional action on or workbooks, are a wizard’s everyday working tomes. They the bearer’s part. All of these differences change the items’ tend to contain spells jumbled in any order, interspersed with characteristics enough that they cannot be reproduced by annotations and notes of magical lore, and are often stained the Brew Potion feat, and so new item creation feats are and battered from travel and use in the fi eld. warranted for them. Grimoires, sometimes called greatbooks, are formal, ordered collections of spells. Greatbooks tend to be locked, CONTINGENT SPELLS guarded, and hidden, either in a secure cache or in a wizard’s A contingent spell is a single-use, one-spell magical effect abode. Most are composed with gilded ornamentation or inks, instilled within a specifi c willing creature. It doesn’t take and they might even have plates of polished ivory or platinum up space on the body or have a physical form, and it remains within them, engraved or stamped with arcane writings. They inactive until triggered (similar to the effect created by a are usually large and often of unusual proportions (such as contingency spell). Once triggered, a contingent spell takes very tall for their width), and many have metal-bound corners immediate effect upon the bearer (or is centered in the (ornate protective caps) and chased or relief-carved covers. 139

6620_17925_Chpt5.indd20_17925_Chpt5.indd 113939 99/15/04/15/04 11:26:0511:26:05 AMAM ingly, and these materials are usually reserved for grimoires, USING SPELLBOOKS not arcanabula. Every wizard possesses a personal set of notations, formulas, scripts, and ciphers for recording the workings of a spell. Table 5–1: Spellbooks While the underlying language and concepts are the same, no Cover Weight Hardness Hit Points Cost wizard can simply pick up another’s spellbook and instantly Leather 1 lb. 2 +0 5 gp Wood, thin 1 lb. 3 +1 20 gp prepare spells from the foreign tome. Whenever an attempt Metal, soft 5 lb. 5 +4 100 gp is made to understand another wizard’s spellbook (including Metal, hard 5 lb. 7 +5 200 gp forgotten tomes discovered in ruined towers or traveling Dragonhide 2 lb. 4 +2 200 gp workbooks seized from the hoards of enemies), the reader Slipcase +1 lb. +1 +1 +20 gp must employ read magic or succeed on a Spellcraft check Pages (100) Weight Hardness Hit Points Cost (DC 20 + spell level) to identify a particular spell (and its Parchment 2 lb. +0 1 10 gp general purpose, if the spell is one not known to the reader). Paper, linen 2 lb. +0 2 20 gp Until a wizard deciphers a spell in a foreign book, its magic Vellum 2 lb. +0 3 50 gp MAGIC ITEMS CHAPTER 5 is useless. Bone or ivory 4 lb. +0 4 100 gp Wizards can prepare spells from a foreign spellbook or copy Metal foil 20 lb. +1 8 500 gp spells from a foreign spellbook into their own as described in Arcane Magical Writings, page 178 of the Player’s Hand- The weight, hardness, hit points, and cost of a spellbook of book. Two special circumstances, discussed below, are worth unusual construction is the sum of its cover and page con- noting. struction. For example, a book made with a steel plate cover Masters and Apprentices: Wizards who take on appren- (hard metal) and copper foil pages weighs 25 pounds, has tices usually teach them many of the same notations and hardness 8, 13 hit points, and costs 700 gold pieces. codes they themselves have perfected. A wizard attempting All fi ne books can be purchased with a waterproof double to decipher, prepare, or copy a spell from the spellbook of a slipcase of chased and tooled leather, strong enough to pro- master (or apprentice) gains a +2 circumstance bonus on the tect against driving rain or burial in snow but not against Spellcraft check. prolonged immersion. Special physical treatments (such as Mastering a Foreign Spellbook: Instead of laboriously baths in secret herbal tinctures and alchemical solutions copying each spell of interest from a found spellbook into designed to retard fi re and mold damage) are included in his own, a wizard might instead make a dedicated effort to the above costs. master the spellbook’s particular ciphers and notations. This procedure is sometimes referred to as becoming attuned to PROTECTING SPELLBOOKS the spellbook (although it’s a matter of time and study, not a Any wizard with the means to do so will carefully safeguard mystical process). Mastering a spellbook requires a success- her spellbooks against accident, battle damage, or theft. Most ful Spellcraft check (DC 25 + the level of the highest-level arcanabula feature cheap and inexpensive protections (often spell in the book) and takes one week plus one day per spell a simple explosive runes or fi re trap), but for most wizards, the contained within. If the wizard succeeds, he can use the risk of losing a workbook isn’t enough to justify the expense foreign spellbook as his own, requiring no further Spellcraft of high-level protection. checks to prepare or copy spells from it. If he fails, he cannot Grimoires, on the other hand, are generally stored in the attempt to master that spellbook again until he gains at least most secret hiding places (sometimes even on other planes) 1 more rank in Spellcraft. and equipped with mechanical traps, loyal guardians, and deadly spells of defense. The protections applied to a great- SPELLBOOK CONSTRUCTION book can take virtually any form, from magically sustained Aside from ornamentation and spurious false writings, poisonous spiders or snakes, to bladders of paralyzing or all spellbooks require one page per spell level (minimum sleep-inducing gases, to scything blades or poisoned needles one page) to record any particular spell. The pages of most concealed in the locks, lids, or frames of the coffers and spellbooks have been treated for durability and protection cabinets the books are hidden in. These traps are never of a against fi re, mold, water, parasites, staining, and other hazards. design or nature that might endanger the book, but otherwise These procedures make even a blank spellbook relatively are almost limitless in the kinds of damage they can infl ict expensive. on the uninvited. The base cost of 15 gp buys a well-bound leather volume Magical protections can add thousands of gold pieces to the of 100 parchment pages, a style also typically used for other cost of even the simplest tome. Some of the most common high-quality books such as the genealogies of noble families spellbook defenses include the following. or the master copies of sages’ published writings. Exotic Resistant to Energy (Minor): The book has resistance 5 materials increase the cost and weight of a spellbook accord- against acid, cold, electricity, fi re, and sonic attacks. 140

6620_17925_Chpt5.indd20_17925_Chpt5.indd 114040 99/15/04/15/04 11:26:0811:26:08 AMAM Moderate abjuration; CL 6th; Craft Wondrous Item, resist energy; Price +1,000 gp. MAGIC ITEMS Resistant to Energy (Major): The book has resistance 12 Though the introduction of new magic items to a campaign against acid, cold, electricity, fi re, and sonic attacks. will spark the interest of nearly any character, members of Moderate abjuration; CL 10th; Craft Wondrous Item, arcane spellcasting classes often have a deeper interest than protection from energy; Price +3,000 gp. others in the discovery and study of never-before-seen magic. Glamered: The book looks and feels like something else The rest of this chapter presents a number of new magic of similar size (no more than 25% larger or smaller in any items, along with items revised from previous supplements, dimension) and weight (between half as heavy and twice as that might be of particular value to arcane characters—or CHAPTER 5 CHAPTER heavy as the original). Upon command, the book switches the foes that oppose them. ITEMS MAGIC between its normal and its glamered appearance, but anyone Basic information for all the abilities and items described who touches the book in glamered form can make a DC 14 here can be found in Chapter 7 of the Dungeon Master’s Will save to disbelieve the illusion. Guide. Moderate illusion; CL 6th; Craft Wondrous Item, major image; Price +2,000 gp. NEW SPECIAL MATERIAL Pungent: The book is infused with an acrid Members of the Green Star adept prestige class (see essence that repels damaging pests. Any page 41) rely on a precious substance called creature that touches the book without fi rst starmetal to gain their distinc- speaking a command word must make a DC tive abilities. Starmetal can 14 Fortitude save or become nauseated for also be used in the creation 1d4+1 rounds. of weapons that are Moderate conjuration; CL 7th; potent against crea- Craft Wondrous Item, stinking tures not native to the

cloud; Price +2,000 gp. Material Plane, or the Illus. by R. Spencer Levitating: The book manufacture of armor hovers in the air at whatever of similar quality to point it is placed, much like that made from ada- an immovable rod (though the mantine. book can support only its own Starmetal: This superior weight). alloy is made from mete- Moderate transmutation; CL 6th; Craft oric iron—specifi cally, ore Wondrous Item, levitate; Price +2,000 refi ned from meteors that gp. fall during the rare appear- Waterproof: The book is impervious ances of the comet Alhazarde. to damage caused by immer- Starmetal is extraordinarily sion in or exposure hard, and is equal to adamantine to water. for all purposes (see page 283 of Faint ab- the Dungeon Master’s Guide), including juration; CL overcoming damage reduction or 3rd; Craft granting damage reduction Wondrous Item, when used in armor con- endure elements; struction. Starmetal also Price +1,000 gp. possesses an inherent magi- Spelltrapped: A magic trap cal connection to the Material has been incorporated into the book Plane, meaning that weapons made of the (for example, a burning hands spell that A well-protected grimoire alloy are especially effective against creatures from strikes anyone handling the book except other planes. Weapons made of starmetal deal an its owner). The trap can be set to operate when the book is extra 1d6 points of damage to any extraplanar creatures while touched, when it is opened, or when a particular page is read. they are on the Material Plane. Any spell appropriate for a trap may be used (see Sample Creating a weapon from starmetal costs 5,000 gp more Traps, page 70 of the Dungeon Master’s Guide, for suggestions than creating a similar weapon of steel. Creating armor and pricing). from starmetal has the same costs as armor created from adamantine.

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6620_17925_Chpt5.indd20_17925_Chpt5.indd 114141 99/15/04/15/04 11:26:1511:26:15 AMAM Table 5–2: New Magic Items Spellbook Cost/Base Price Rings Cost Enhancements Modifier Arcane might 20,000 gp Spelltrapped Varies Theurgy 20,000 gp Waterproof +1,000 gp Lore 23,250 gp Resistant to energy (minor) +1,000 gp Spell-battle 67,600 gp Glamered +2,000 gp Rods Cost Pungent +2,000 gp Fury +1 26,800 gp Levitating +2,000 gp Warlock’s scepter 28,000 gp Resistant to energy (major) +3,000 gp Fury +2 38,800 gp Fury +3 58,800 gp Special Material Cost Rod of interference 72,000 gp Starmetal +5,000 gp Fury +4 77,600 gp Fury +5 95,600 gp Armor Special Abilities Cost Death ward +1 bonus Metamagic Rods Price Magic-eating +3 bonus Metamagic, Cooperation, lesser 2,700 gp MAGIC ITEMS CHAPTER 5 Proof against transmutation +5 bonus Metamagic, Substitution, lesser 2,700 gp Metamagic, Sculpting, lesser 5,400 gp Specific Armors Cost Metamagic, Cooperation 10,500 gp Mithralmist shirt 21,300 gp Metamagic, Substitution 10,500 gp Crimson coat of Ilpharzz 28,300 gp Metamagic, Sculpting 21,600 gp The spiteful imp 46,245 gp Metamagic, Cooperation, greater 24,300 gp Metamagic, Substitution, greater 24,300 gp Weapon Special Abilities Cost Metamagic, Chaining, lesser 27,200 gp Magebane +1 bonus Metamagic, Sculpting, greater 48,600 gp Skillful +2 bonus Metamagic, Chaining 108,000 gp Clouting +3 bonus Metamagic, Chaining, greater 243,000 gp

NEW ARMOR SPECIAL ABILITIES the armor’s protection (so as to cast transmutation spells on While most sorcerers and wizards rarely choose to wear armor, himself, for example, or to receive the benefi t of polymorph the arcane classes that do (including bards, warlocks, and or enlarge person from an allied spellcaster). warmages) often fi nd special abilities a useful addition to the Strong abjuration; CL 12th; Craft Magic Arms and Armor, meager protection of the light armors they typically use. spell immunity; Price +5 bonus. Death Ward: Once per day, someone wearing armor enhanced by this special ability who is struck with a death NEW SPECIFIC ARMOR effect (death spells, magical death effects, energy drain, and DESCRIPTIONS any negative energy effects such as those from infl ict spells The following armors are usually preconstructed with exactly or chill touch) can ignore the effect. the qualities described here. Moderate necromancy; CL 7th; Craft Magic Arms and Crimson Coat of Ilpharzz: Dyed a brilliant scarlet color, Armor, death ward; Price +1 bonus. a crimson coat of Ilpharzz is a suit of +4 leather armor whose Magic-Eating: This type of armor is normally decorated surface is embroidered with fl ame motifs in golden thread. with spirals and fanged mouths. It functions like armor of As a free action, the wearer can command the armor to ignite spell resistance with spell resistance 13, except that any spell three times per day, enveloping her in magical fl ames that that targets the wearer and fails to overcome the armor’s spell give off light as a torch. The wearer is not harmed by these resistance is consumed by the armor, giving the wearer 1d8 fl ames, gaining a +4 defl ection bonus to Armor Class and temporary hit points to a maximum of 8 temporary hit points fi re resistance 15 while they last. Any creature attacking the at any time (no matter how many spells the armor consumes). wearer with a natural weapon or a melee weapon that is not Temporary hit points gained in this fashion last for up to a reach weapon takes 1d4 points of fi re damage per attack. A 1 hour. crimson coat can burn for up to 1 minute at a time. Strong transmutation; CL 16th; Craft Magic Arms and Ar- Moderate abjuration; CL 12th; Craft Magic Arms and mor, limited wish, spell resistance; Price +3 bonus. Armor, fi re shield, resist energy, shield; Price 28,300 gp; Cost Proof against Transmutation: A character wearing this 14,230 gp + 1,125 XP. armor is impervious to any transmutation effect that would Mithralmist Shirt: Forged from a silver-white mithral alter his form, including polymorph and petrifi cation ef- alloy, a mithralmist shirt is a +2 mithral shirt that fi lls the fects, as well as disintegration (disintegrate can still reduce wearer’s square with a billowing silver mist on command. The the wearer to –10 hit points, but doesn’t turn his remains to mist grants the wearer concealment but does not interfere dust). The wearer can choose to allow specifi c spells to bypass with his vision. The armor sheds silver mist for 1 minute 142

6620_17925_Chpt5.indd20_17925_Chpt5.indd 114242 99/15/04/15/04 11:26:2111:26:21 AMAM Table 5–2: New Magic Items (cont’d) Staffs Cost Wondrous Items Cost Night 30,000 gp Aroma of curdled death 4,500 gp Eyes 34,700 gp Lenses of darkness 7,700 gp Entrapment 36,750 gp Chasuble of fell power, lesser 8,000 gp Skulls 39,200 gp Vest of resistance +3 9,000 gp Opening 42,200 gp Doss lute 9,800 gp Vision 42,800 gp Belt of many pockets 11,000 gp Ethereal action 57,300 gp Sending stones (pair) 15,000 gp Transportation 67,500 gp Vest of resistance +4 16,000 gp

Fiendish darkness 98,200 gp Chasuble of fell power, greater 18,000 gp 5 CHAPTER MAGIC ITEMS MAGIC Mastery 223,000 gp Thought bottle 20,000 gp Book of blood 21,300 gp Wondrous Items Cost Canaith mandolin 23,400 gp Powder of the black veil 750 gp Vest of resistance +5 25,000 gp Vest of resistance +1 1,000 gp Rug of welcome 30,000 gp Contract of Nepthas 1,400 gp Cli lyre 37,600 gp Aroma of dreams 1,500 gp Phoenix helm 53,000 gp Fochluchan bandore 1,900 gp Anstruth harp 60,000 gp Dust of dispersion 2,100 gp Ollamh harp 83,600 gp Mac-Fuirmidh cithern 2,900 gp Belt of spell resistance 90,000 gp Vest of resistance +2 4,000 gp Dyrr’s impervious vestment 123,000 gp

per use, up to seven times per day. Finally, once per day, the NEW WEAPON SPECIAL ABILITIES wearer of this armor can assume gaseous form for up to 10 Not all foes can be defeated by spells. When combat

minutes. is a necessity, arcane characters favor weapons that Illus. by R. Spencer Moderate abjuration; CL 6th; Craft Magic Arms and are easy to wield or that offer the ability to keep Armor, gaseous form, obscuring mist; Price 21,300 enemies at a distance. gp; Cost 11,200 gp + 808 XP. Clouting: A weapon enhanced The Spiteful Imp: Forged in the by this property has the ability shape of an imp’s face grinning to drive its targets back. On a with malicious glee, this object successful hit, the target of is a +4 animated buckler that the attack must succeed on can be commanded as a a DC 19 Fortitude save or be standard action to spit burn- knocked back 10 feet (falling ing venom once per day. to the ground instead if such The venomous spittle is a movement is impossible). If ranged touch attack the fi rst save fails, the target with a range must succeed on another DC of 30 feet that 19 Fortitude save or be stunned deals 1d4+6 for 1 round. points of fi re damage, 1d10 points of Moderate abjuration; CL 11th; Constitution damage, and another 1d10 Craft Magic Arms and Armor, repul- points of Constitution damage 1 minute sion; Price +3 bonus. later (each instance of Constitution Magebane: Weapons crafted with damage can be negated by a DC 17 Forti- the magebane property are rightly tude save). The spiteful imp also possesses the feared by all arcane spellcasters. Against unusual tendency to titter in evil mirth any creature with arcane spells whenever it defl ects an opponent’s currently prepared or spell slots weapon, a disquieting but harmless available to cast arcane spells with- quality. out preparation, or against creatures Strong transmutation; CL 12th; with the ability to use arcane spell-like Craft Magic Arms and Armor, ani- abilities, a magebane weapon’s effective mate objects, poison, produce fl ame; Price enhancement level is 2 better than normal 46,245 gp. (so that a +1 longsword becomes a +3 long- Crimson coat sword when wielded against arcane spellcasters) of Ilpharzz and deals an extra 2d6 points of damage. Magebane 143

6620_17925_Chpt5.indd20_17925_Chpt5.indd 114343 99/15/04/15/04 11:26:2411:26:24 AMAM bows, crossbows, and slings bestow this ability upon their Lore: A creature wearing a lore ring can use legend lore and ammunition. stone tell each once per week by speaking a command word, Moderate conjuration; CL 8th; Craft Magic Arms and and can fi nd magic traps created by glyphs, runes, sigils, Armor, dispel magic; Price +1 bonus. and symbols with a successful Search check, just as a rogue Skillful: Highly prized by many arcane spellcasters, a does. skillful weapon can be wielded without penalty by a character Strong divination; CL 12th; Forge Ring, fi nd traps, legend not normally profi cient with it. In addition, the wielder’s lore, stone tell; Price 23,250 gp. base attack bonus improves to a minimum of 3/4 his level Spell-Battle: This potent ring is typically made of gold (as a cleric of the same character level) when he attacks with and set with small spheres of silver. The wearer becomes a skillful weapon, though he gains no such bonus with any cognizant of all spellcasting that occurs within 60 feet, and other weapon, even if a skillful weapon is wielded at the same she can identify the spell being cast (even if she can’t see its time. casting or effect) on a successful Spellcraft check (DC 15 + The skillful special ability can be added only to melee spell level). If this identifi cation succeeds, the wearer can weapons. choose once per day to have the ring counterspell (without MAGIC ITEMS CHAPTER 5 Moderate transmutation; CL 11th; Craft Magic Arms and readying a counterspell action or making a dispel check) or Armor, Tenser’s transformation; Price +2 bonus. can change the target or the point of effect of the spell to any target or point within 60 feet (including herself if she NEW RING DESCRIPTIONS chooses to redirect a potentially benefi cial spell). If the wearer The following magic rings have powers and abilities that chooses an illegal target (an animal for a humanoid-affecting make them highly prized among the arcane classes. spell, for instance, or a point of effect outside the spell’s range Arcane Might: Usually made of bronze, a ring of arcane as measured from the original caster), the spell functions might is forged in the shape of a serpent devouring its own normally and the redirection is wasted. If the wearer ends tail. When worn by any arcane spellcaster, the ring provides up in the area of a retargeted spell, she experiences the effect a +1 bonus to arcane caster level for the purpose of spell of the spell as normal. penetration checks, caster level checks, and all level-based variables of any arcane spell the wearer casts. Moderate abjuration; CL 8th; Forge Ring, limited wish, greater magic weapon; Price 20,000 gp. Illus. by M. Moore M. by Illus.

Tordek meets a staff of clouting 144

6620_17925_Chpt5.indd20_17925_Chpt5.indd 114444 99/15/04/15/04 11:26:3011:26:30 AMAM Strong divination; CL 14th; Forge Ring, detect magic, dispel the bearer a defl ection bonus to Armor Class (+1 to +5, depend- magic, spell turning, creator must have 10 ranks in Spellcraft; ing on the type of rod), a rod of fury allows a spellcaster to Price 67,600 gp. increase the effectiveness of one spell of 6th level or lower per Theurgy: Often carved from a single piece of polished day, altering it as if it were under the effect of the Empower coral, a ring of theurgy functions differently depending Spell feat. Activating this ability is a free action and does not on which type of arcane spellcaster wears it. For wizards affect the spell level or casting time of the altered spell and other characters who prepare spells, the ring (even for sorcerers and other spontaneous casters). serves as a small and quickly accessible spellbook Strong abjuration; CL 17th; Craft Rod, Empower capable of storing up to three spells of any level Spell, Spell Focus, protection from chaos/evil/good/ CHAPTER 5 CHAPTER the wearer can cast. As a move action, the law, creator’s caster level must be at least ITEMS MAGIC wearer can transfer any spell in the three times that of the bonus placed in ring to an empty spell the rod; Price 26,800 gp (+1), 38,800 gp slot of the appropriate (+2), 58,800 gp (+3), 77,600 gp (+4), level, with the spell 95,600 gp (+5). instantly ready to be Rod of Interference: This cast as if previously potent device prevents the op- prepared. The wearer eration of other magic items. On can’t transfer a spell from a ring of theurgy command up to three times per to an expended spell slot, but only to day, a rod of interference shoots a spell slot that he deliberately left forth a brilliant sapphire beam empty in order to prepare a spell, that unerringly strikes a single providing some degree of spontane- target creature within 60 feet. ity in the spells he has available even The targeted creature must suc- though he gains no additional spells ceed on a DC 19 Will save, or Illus. Fiegenschuh by E. per day. For example, a 5th-level wizard the functions of all magic items might store fi reball, dispel magic, and fl y currently in its possession are in the ring, then leave one 3rd-level suppressed for 1 minute, as if they spell slot open to be used for offense, were under the effect of a targeted defense, or escape as necessary. dispel magic. Sorcerers and other characters Moderate abjuration; CL who don’t prepare spells gain a 11th; Craft Rod, greater dispel different benefi t from a ring of magic; Price 72,000 gp. theurgy. Each spell stored in the Warlock’s Scepter: ring is usable as an additional This fearsome device is spell known as long as the a +2 light mace with a head character has an unused in the shape of a demonic spell slot of the appropriate Warlock’s scepter horned skull. When held, it confers level. The stored spell disappears from the ring when cast, a +2 profane bonus on ranged touch attack rolls made with but the wearer can then have spells not on her spell list cast it. In addition, a warlock (or any other character capable of into the ring to be used again. For example, a bard who doesn’t invoking an eldritch blast) can choose to spend charges from have invisibility sphere on her list of spells known could have the scepter to increase the amount of damage his eldritch the spell put into a ring of theurgy by her party’s wizard so blast deals. that both characters have the spell available if needed. Any material components or XP components are provided Extra at the time the spell is cast from the ring, not at the time it Damage Charges +1d6 1 charge is put into the ring to be stored for later retrieval. +2d6 2 charges Moderate universal; CL 12th; Forge Ring, Rary’s mnemonic +3d6 3 charges enhancer; Price 20,000 gp. +4d6 5 charges

NEW ROD DESCRIPTIONS The rod’s wielder can expend up to 5 charges in any 24-hour Rods are scepterlike devices, some imbued with unique period. A rod is created with 50 charges. After all charges are magical powers and others augmenting the effects of spells used, the rod remains a +2 light mace, but no longer provides cast through them. a bonus on ranged touch attack rolls. Rod of Fury: A rod of this sort typically has its top carved Moderate necromancy; CL 10th; Craft Rod, bestow curse; to resemble the head of an angry deity. In addition to giving Price 28,000 gp; Weight 3 lb. 145

6620_17925_Chpt5.indd20_17925_Chpt5.indd 114545 99/15/04/15/04 11:26:3711:26:37 AMAM Moderate transmutation; CL 9th; Craft Staff, Craft METAMAGIC RODS Magic Arms and Armor, blink, ethereal jaunt, plane shift; Metamagic rods hold the essence of a metamagic feat but do Price 57,300 gp. not change the spell slot of the altered spell. The metamagic Eyes: A spiraling staff with silver inlay and topped with rods presented here (modeled after the new metamagic feats a large piece of amber, the staff of eyes allows the use of the presented in Chapter 3 of this book) function in all respects as following spells: those described on page 236 of the Dungeon Master’s Guide. • Arcane eye (1 charge) Lesser and Greater Metamagic Rods: Normal metamagic rods • Remove blindness/deafness (1 charge) can be used with spells of 6th level or lower. Lesser rods can • See invisibility (1 charge) be used with spells of 3rd level or lower, while greater rods Moderate divination; CL 8th; Craft Staff, arcane eye, remove can be used with spells of 9th level or lower. blindness/deafness, see invisibility; Price 34,700 gp. Metamagic, Chaining: The wielder can cast up to three Fiendish Darkness: First seen long ago in the hands of spells per day that are chained as though using the Chain humans and in the service of powerful demons and Spell feat. devils, these staffs are made of ebony or polished bone, often MAGIC ITEMS CHAPTER 5 Strong (no school); CL 17th; Craft Rod, Chain Spell; Price topped with a metal claw at one or both ends. When held 27,200 gp (lesser), 108,000 gp (normal), 243,000 gp (greater). by any good creature, a staff of fi endish darkness bestows one Metamagic, Cooperation: The wielder can cooperatively negative level that remains as long as the staff is carried. This cast up to three spells per day as though using the Cooperative negative level never results in actual level loss, but it cannot Spell feat. be overcome in any way (including restoration spells) while Strong (no school); CL 17th; Craft Rod, Cooperative the staff is held. A staff of fi endish darkness allows the use of Spell; Price 2,700 gp (lesser), 10,500 gp (normal), 24,300 gp the following spells: (greater). • Darkness (1 charge) Metamagic, Sculpting: The wielder can cast up to three • Summon monster IX (nightmare only) (2 charges) spells per day whose areas can be modifi ed as though using • Dispel magic (2 charges) the Sculpt Spell feat. • Animate dead (2 charges) Strong (no school); CL 17th; Craft Rod, Sculpt Spell; Price Strong varied; CL 17th; Craft Staff, animate dead, darkness, 5,400 gp (lesser), 21,600 gp (normal), 48,600 gp (greater). dispel magic, summon monster IX, creator must be evil; Price Metamagic, Substitution: Four different types of the 98,200 gp. metamagic rod of substitution exist, each keyed to a different Mastery: Wrought from four twisted rods of adamantine, type of energy (acid, cold, electricity, or fi re). The wielder can this double weapon is a +4 axiomatic staff of clouting (see the cast up to three spells per day as though using the appropriate clouting special ability earlier in this chapter) and a +1 staff. In Energy Substitution feat. addition to its potent properties as a weapon, a staff of mastery Strong (no school); CL 17th; Craft Rod, Energy Substitu- allows the use of the following spells: tion for the appropriate energy type; Price 2,700 gp (lesser), • Hold person (1 charge) 10,500 gp (normal), 24,300 gp (greater). • Dimensional anchor (1 charge) • Repulsion (2 charges) NEW STAFF DESCRIPTIONS • Dominate monster (3 charges) Few magic items are as distinctive—or threatening—as the When its charges are used up, a staff of mastery remains a arcanist’s staff, and a spellcaster with staff in hand will give +4 axiomatic staff of clouting/+1 staff. even the fi ercest opponent pause. Strong enchantment; CL 17th; Craft Staff, dimensional Entrapment: A staff of this type is short and made of anchor, dominate monster, hold person, order’s wrath, repulsion, brass. Though most date from an earlier era and have only a creator must be lawful; Price 223,000 gp. handful of charges remaining, a rare few are of more recent Night: This staff of black wood is carved with runes of vintage. It allows the use of the following spells: darkness, stars, and night (including one rune resembling • Dimensional anchor (1 charge) an umber hulk). The staff grants its wielder immunity to an • Otiluke’s resilient sphere (1 charge) umber hulk’s confusing gaze in addition to allowing the use Moderate abjuration; CL 8th; Craft Staff, dimensional anchor, of the following spells: Otiluke’s resilient sphere; Price 36,750 gp. • Darkvision (1 charge) Ethereal Action: A staff of smooth wood adorned with • Low-light vision* (1 charge) three silver bands, this staff is a +1 ghost touch quarterstaff and • Darkness (can counter or dispel any light spell regardless allows the use of the following spells: of level) (1 charge) • Blink (1 charge) • Summon monster VI (summons one fi endish umber hulk • Ethereal jaunt (1 charge) only, usable once per week) (2 charges) When all its charges are used up, the staff remains a +1 If the summoned fi endish umber hulk is slain, the staff ghost touch quarterstaff. crumbles to dust. 146

6620_17925_Chpt5.indd20_17925_Chpt5.indd 114646 99/15/04/15/04 11:26:4011:26:40 AMAM Moderate varied; CL 11th; Craft Staff, darkness, darkvision, invisible cloud of poison gas in a 10-foot radius that lasts for dispel magic, low-light vision*, summon monster VI; Price 1 minute. The creature wearing the aroma of curdled death 30,000 gp. is protected from the cloud’s effect, but all other exposed *New spell described on page 113. creatures with 3 Hit Dice or less die with no save. Creatures Opening: This wooden staff is carved with images of with 4 to 6 Hit Dice must succeed on a DC 17 Fortitude save doors, many of which have embossed iron bindings and each round they are exposed to the effect or die (taking 1d4 miniature but nonfunctional keyholes. It allows the use of points of Constitution damage on a successful save), and the following spells: creatures with 6 or more Hit Dice take 1d4 points of Constitu- • Knock (1 charge) tion damage (Fortitude DC 17 half). The cloud moves as the CHAPTER 5 CHAPTER • Open/close (1 charge) creature does. ITEMS MAGIC • Passwall (1 charge) If the bottle is opened but the liquid within not immedi- • Shatter (1 charge) ately applied to a creature, the cloud of poison gas that forms Moderate transmutation; CL 9th; Craft Staff, knock, open/ spreads to fi ll only a 5-foot radius, centered on the opened close, passwall, shatter; Price 42,200 gp. bottle or the place the liquid was poured out. This cloud also Skulls: This staff is either made of ebony and topped with lasts for 1 minute. a skull carved from ivory, or crafted from the thighbone of a Moderate conjuration; CL 9th; Craft Wondrous Item, giant and topped with a smooth-polished real skull. It allows cloudkill, character must have 4 ranks in Craft (alchemy); the use of the following spells: Price 4,500 gp. • Animate dead (1 charge) Aroma of Dreams: This silvery liquid is usually kept in • Cure light wounds (1 charge) a small bottle and applied like a perfume. One round after • Infl ict light wounds (1 charge) exposure to air, it creates an invisible cloud of magical poison • Mass infl ict light wounds (2 charges) gas in a 10-foot radius that lasts for 1 minute. The creature Moderate necromancy; CL 9th; Craft Staff, animate dead, wearing the aroma is not subject to its effect, but other crea- cure light wounds, infl ict light wounds, mass infl ict light wounds; tures exposed to the gas must make a DC 14 Fortitude save or Price 39,200 gp. fall asleep for 1 minute. One round later, exposed creatures Transportation: Originally created by a wizard known as (whether already asleep or not) must make a second DC 14 Whisper, this staff is mostly hollow (fashioned simply of wire Fortitude save or fall asleep for 1 hour. Sleeping creatures are in the shape of a staff), with a mottled brown uncut gemstone helpless. The cloud moves as the creature does. at each end. It allows the use of the following spells: If the aroma is opened but not immediately applied to a • Blink (1 charge) creature, the cloud of poison gas that forms spreads to fi ll only • Dimension door (1 charge) a 5-foot radius, centered on the opened bottle or the place the • Teleport (2 charges) liquid was poured out. This cloud also lasts for 1 minute. Moderate transmutation; CL 9th; Craft Staff, blink, dimen- Faint enchantment; CL 5th; Craft Wondrous Item, deep sion door, teleport; Price 67,500 gp. slumber, character must have 4 ranks in Craft (alchemy); Price Vision: Cut from bamboo and fi tted with white leather 1,500 gp. straps, this slender staff seems more delicate than most. It Belt of Many Pockets: This broad belt seems to be nothing allows the use of the following spells: more than a well-made article of clothing, but closer examina- • See invisibility (1 charge) tion reveals eight small pouches along its inner front. In fact, a • Darkvision (1 charge) total of sixty-four extradimensional pouches exist in the belt, • Remove blindness/deafness (1 charge) with seven more “behind’’ each of the eight readily apparent • True seeing (2 charges) ones. Each pouch is similar to a miniature bag of holding, able Each use of this staff is mentally tiring and requires the to contain up to 1 cubic foot of material weighing as much as user to make a DC 12 Will save or take 1 point of Intelligence 10 pounds. In addition, if the wearer has a familiar, any pouch damage. can hold it no matter what its size or weight. The familiar has Strong divination; CL 12th; Craft Staff, darkvision, see invis- no need for food, water, or air while inside the pouch, but any ibility, remove blindness/deafness, true seeing; Price 42,800 gp. other living creature of suitable size placed within a pocket has enough air for only 1 minute, after which it suffocates. NEW WONDROUS ITEM Anything stored in the belt’s pockets is effectively weight- DESCRIPTIONS less and doesn’t affect the wearer’s carrying capacity so long Although many of the items described here were invented as the belt is worn around the waist. If removed, the belt by arcane spellcasters for their own safety, convenience, and weighs one-tenth of the total weight of all the items stored comfort, most can be used by any character. within it. Aroma of Curdled Death: This dark, viscous fl uid is While worn around the waist, the belt responds to its usually stored in a small stoppered bottle and applied like wearer’s desire to extract something (by opening the correct a perfume. One round after exposure to air, it creates an pouch) or store something (by opening an empty pouch). 147

6620_17925_Chpt5.indd20_17925_Chpt5.indd 114747 99/15/04/15/04 11:26:4211:26:42 AMAM Retrieving a specifi c item from the pouch is a move action, Contracts signed by creatures under the infl uence of charm but doesn’t provoke the attacks of opportunity that retrieving or compulsion effects are null and void. a stored item usually does. Moderate enchantment; CL 11th; Craft Wondrous Item, Moderate conjuration; CL 9th; Craft Wondrous Item, lesser geas; Price 1,400 gp. familiar pocket*, Leomund’s secret chest, locate object; Price 11,000 Dust of Dispersion: This fi ne powder resembles other gp; Weight 1 lb. types of magic dust, and a single handful fl ung into the air *New spell described on page 106. creates a translucent cloud 10 feet high, 10 feet long, and 10 Belt of Spell Resistance: When worn around the waist, feet wide. Creatures outside the cloud can see into it and this intricately embroidered sash grants the wearer spell through it (though their sight is slightly blurred), but any resistance 21. ranged attacks entering or passing through the cloud have a Moderate abjuration; CL 9th; Craft Wondrous Item, spell 50% miss chance. Creatures within the cloud make ranged resistance; Price 90,000 gp. attack rolls normally. Book of Blood: Bound in blood-red leather and bearing a The cloud persists for 3 minutes, but a moderate wind bronze clasp, this vellum spellbook is waterproof, fi reproof, (11+ mph) disperses it in 4 rounds. A strong wind (21+ mph) MAGIC ITEMS CHAPTER 5 and lockable, and can contain up to forty-fi ve spells of any disperses the cloud in 1 round, and any spell that deals fi re level. In addition, once per day, its owner can use the book to damage burns away any part of the cloud in its area. The dust cast summon monster IV to summon a yeth hound. The book cannot be used underwater. can also be used to cast fi nger of death once per day, but each Faint illusion; CL 3rd; Craft Wondrous Item, blur, glitterdust; such use permanently drains 1 hit point from the wielder. Price 2,100 gp. The book must be held to utilize its powers. Dyrr’s Impervious Vestment: This black silk robe is Strong conjuration, strong necromancy; CL 13th; Craft embroidered with adamantine thread in an elegant waterfall Wondrous Item, fi nger of death, summon monster IV; Price pattern. It confers a +9 armor bonus to its wearer, and once per 21,300 gp; Weight 3 lb. day can be commanded to create a blade barrier as a full-round Chasuble of Fell Power: This long, embroidered strip of action. The spell produces a ringed wall of whirling blades scarlet cloth is covered with arcane sigils and mystic designs. only (20 feet high, up to 90 feet in diameter, centered on the Worn over the neck (occupying space on the body as an wearer’s current location), which lasts for 18 minutes or until amulet), a chasuble of fell power adds 1d6 points of damage dismissed as a standard action. As long as Dyrr’s impervious (lesser) or 2d6 points of damage (greater) to any eldritch blast vestment is worn, the wearer is able to pass through the barrier the wearer invokes, or to any spell the wearer casts that deals without harm, though he receives no such protection against hit point damage and has the chaotic descriptor. any other blade barrier. Moderate evocation; CL 6th (lesser) or 9th (greater); Craft Strong abjuration; CL 18th; Craft Wondrous Item, blade Wondrous Item, creator must be able to invoke an eldritch barrier, mage armor; Price 123,000 gp; Weight 3 lb. blast or cast chaos hammer; Price 8,000 gp (lesser), 18,000 gp Instruments of the Bards: A wise and powerful bard (greater). named Falataer reportedly created the fi rst of these instru- Contract of Nepthas: Easily mistaken for a scroll if ments, using them to test and reward the students of the found as treasure, this item is actually a magical contract, seven levels of his bardic college. Others have since copied usually contained in an ivory tube and scribed in black the designs, honoring Falataer by keeping the names he gave ink on golden-brown vellum. The details of the contract them. Each instrument has its own set of unique powers that are blank, and the user can fi ll it in with any instructions, can be activated automatically by anyone with suffi cient ranks agreement, or conditions he cares to create. When the in the appropriate Perform skill, but for a character without contract is signed, though, the item’s true power is revealed the requisite skill, some instruments bestow one negative level to both parties, and any signatory who breaks the contract as long as the instrument is carried. This negative level never is subject to a curse that strikes it blinded, deafened, and results in actual level loss, but it cannot be overcome in any way mute (no saving throw, though spell resistance applies). (including restoration spells) while the instrument is held. The curse of a contract of Nepthas can be removed only by Fochluchan Bandore: This three-stringed masterwork lute means of remove curse cast by an 8th-level spellcaster or a grants a +2 circumstance bonus on Perform (string instru- break enchantment spell (DC 25). ments) checks and a +1 competence bonus on bardic music Because a contract typically involves two parties agreeing checks for countersong, fascinate, and suggestion. The instru- on a set of conditions, nonspecifi c terms might allow a clever ment can be played by anyone to produce light once per day. signatory to escape them without suffering the contract’s Any character with 2 ranks in Perform (string instruments) curse. For example, if an adventurer signs a contract with can also use the bandore to cast fl are, mending, and message a king stating that she will slay a dragon in the Northern each once per day. Hills by the eve of the new moon, the contract is effectively Faint transmutation, faint evocation; CL 3rd; Craft Won- open-ended by virtue of its not specifying “the next new drous Item, fl are, light, mending, message, creator must be a moon,” even if that was both parties’ meaning and intent. bard; Price 1,900 gp; Weight 3 lb. 148

6620_17925_Chpt5.indd20_17925_Chpt5.indd 114848 99/15/04/15/04 11:26:4311:26:43 AMAM Mac-Fuirmidh Cithern: This pear-shaped masterwork lute tersong, fascinate, and suggestion. A character with 10 ranks grants a +2 circumstance bonus on Perform (string instru- in Perform (string instruments) can use the instrument to ments) checks and a +2 competence bonus on bardic music cast break enchantment, dimension door, and shout each once checks for countersong, fascinate, and suggestion. The cithern per day. When held, a cli lyre bestows one negative level on can be played by anyone with 4 ranks in Perform (string any creature that doesn’t have at least 10 ranks in Perform instruments) to cast cure light wounds, mage armor, and sleep (string instruments). each once per day. Moderate various; CL 11th; Craft Wondrous Item, Faint various; CL 3rd; Craft Wondrous Item, break enchantment, dimension door, shout, creator must cure light wounds, mage armor, sleep, creator must be a bard; Price 37,600 gp; Weight 3 lb. CHAPTER 5 CHAPTER be a bard; Price 2,900 gp; Weight 3 lb. Anstruth Harp: This masterwork harp grants ITEMS MAGIC Doss Lute: This masterwork lute grants a +2 a +2 circumstance bonus on Perform (string circumstance bonus on Perform (string instruments) checks and a +6 competence instruments) checks and a +3 compe- bonus on a bard’s bardic music checks for tence bonus on bardic music countersong, fascinate, and suggestion. A checks for countersong, character with 12 ranks in Perform (string fascinate, and suggestion. instruments) can use the instrument to A character with 6 cast control water, mass cure light wounds, ranks in Per- and mind fog each once per day. form An anstruth harp bestows one negative level on any creature that doesn’t have at least 12 ranks in Perform (string instruments). Illus. by M. Moore Strong various; CL 14th; Craft Won- (string drous Item, control instru- water, mass cure light ments) can use wounds, mind fog, cre- the instrument to ator must be a bard; cast delay poison, hold Price 60,000 gp; Weight person, and mirror image 3 lb. each once per day. When held, a doss Phoenix helm Ollamh Harp: This masterwork harp grants a +2 lute bestows one negative level on any circumstance bonus on Perform (string instruments) creature that doesn’t have at least 6 ranks in Perform (string checks and a +7 competence bonus on a bard’s bardic instruments). music checks for countersong, fascinate, and suggestion. A Faint various; CL 5th; Craft Wondrous Item, delay poison, character with 14 ranks in Perform (string instruments) can hold person, mirror image, creator must be a bard; Price 9,800 use the instrument to cast control weather, eyebite, and repulsion gp; Weight 3 lb. each once per day. The instrument bestows one negative level Canaith Mandolin: This eight-stringed masterwork on any creature that doesn’t have at least 14 ranks in Perform mandolin grants a +2 circumstance bonus on Perform (string instruments). (string instruments) checks and a +4 competence bonus Strong various; CL 17th; Craft Wondrous Item, control on a bard’s bardic music checks for countersong, fascinate, weather, eyebite, repulsion, creator must be a bard; Price 83,600 and suggestion. A character with 8 ranks in Perform (string gp; Weight 3 lb. instruments) can use the instrument to cast cure serious Lenses of Darkness: These two dark glass lenses fi t over wounds, dispel magic, or summon monster III each once per the user’s eyes, granting a +4 bonus on saving throws against day. When held, the instrument bestows one negative level illusion (pattern) spells, spells with the light descriptor, and on any creature that doesn’t have at least 8 ranks in Perform any light effects that cause blindness (such as a prismatic (string instruments). wall). Moderate various; CL 8th; Craft Wondrous Item, cure seri- Faint abjuration, faint evocation; CL 3rd; Craft Wondrous ous wounds, dispel magic, summon monster III, creator must be Item, darkness, resistance; Price 7,700 gp. a bard; Price 23,400 gp; Weight 3 lb. Phoenix Helm: This helm is forged of copper and inlaid Cli Lyre: This masterwork lyre grants a +2 circumstance with silver and gold, stylized in the shape of a phoenix with bonus on Perform (string instruments) checks and a +5 wings unfurled, legs guarding the temples, and its head competence bonus on a bard’s bardic music checks for coun- adorning the brow. When worn, the helmet grants its wearer 149

6620_17925_Chpt5.indd20_17925_Chpt5.indd 114949 99/15/04/15/04 11:26:4511:26:45 AMAM low-light vision and the ability to use feather fall, fl ame arrow, or spells. A single bottle can hold fi ve thoughts or memories fl y, resist energy, and speak with animals (birds only) each once at a time, or a single creature’s current experience, or a single per day. spellcaster’s collection of prepared spells. Any individual that Moderate various; CL 9th; Craft Wondrous Item, feather touches the bottle and speaks the command word instantly fall, fl ame arrow, fl y, low-light vision*, resist energy, speak with gains a general knowledge of the bottle’s contents, but doesn’t animals; Price 53,000 gp; Weight 3 lb. actually access the thoughts, memories, or spells within *New spell described on page 113. until she consciously decides to do so. Storing or retrieving Powder of the Black Veil: A pinch of this sooty, black anything from a thought bottle requires a full-round action powder cast into an area creates a 10-foot-high cloud in a that provokes attacks of opportunity. 10-foot spread centered on the user. The cloud remains in Thoughts: The bottle can store specifi c ideas, communica- place for 2d4 rounds, and any creature caught in the area tions, or conclusions. Once a memory is stored, it disappears (or one that enters it) is blinded for as long as it stays in the from the user’s mind, but she remembers the general nature cloud and for 1d4 rounds after it leaves unless it succeeds on of the stored thought. For example, if the user stored the a DC 13 Will save. name of a murderer, that name would disappear from her MAGIC ITEMS CHAPTER 5 Faint necromancy; CL 3rd; Craft Wondrous Item, blind- memory and be unrecoverable from her own mind by any ness/deafness; Price 750 gp. means, though she would know that the thought bottle now Rug of Welcome: This fi nely crafted rug looks like a contains the murderer’s name. Similarly, secret messages and normal fl oor covering, 5 feet wide and 10 feet long. When intelligence can be hidden in a thought bottle to pass them to commanded to guard an area, it animates and attempts to someone else. grab, then grapple any Large or smaller creature that steps Memories: The user’s recollection of a single day’s events on it. The owner can set a password to allow creatures to pass can be stored in the bottle. Once stored, the user remembers without causing the rug to attack, and can command the rug the general nature of the memory (“the day we performed the from up to 30 feet away (though the owner need not be pres- Ritual of Binding”) but loses all details of the event itself. ent for the rug to attack). The rug can attack one creature at a Experience: A thought bottle can be used to offset level loss time; unless it is destroyed, it continues to attempt to grapple as a restoration spell can, but is effective against level loss that or hold its target until commanded to release. even restoration can’t undo (including levels lost due to death, Moderate transmutation, moderate evocation; CL 11th; but not the negative levels bestowed by magic items such as Craft Wondrous Item, animate objects, Bigby’s grasping hand; a holy weapon). When a user’s experience has been stored Price 30,000 gp; Weight 15 lb. within the bottle, he can subsequently access the bottle to Animated Rug of Welcome: CR 5; Large construct; restore his XP total to exactly what it was when it was last HD 13d10; hp 71; Init +0; Spd 0 ft.; AC 20, touch 9, fl at- stored, negating any levels lost in the interim. Storing experi- footed 20; Base Atk +9; Grp +23; Atk +22 melee touch (no ence in the bottle is diffi cult, and the user must pay 500 XP damage, grab); Full Atk +22 melee touch (no damage, grab); (deducted before storing) to do so. Only the creature that Space/Reach 10 ft./5 ft.; SA improved grab; SQ construct stored experience can retrieve it, but if the bottle is destroyed traits; AL N; SV Fort +4, Ref +4, Will +4; Str 31, Dex 10, or lost, the user suffers no ill effects. Con —, Int —, Wis 11, Cha 1. Spells: An owner who prepares spells can store some or all Improved Grab (Ex): To use this ability, a rug of welcome of her memorized spells in a thought bottle. Any spell she puts must hit a creature of its size category or smaller with into the thought bottle is expended as if she had cast it, but the its grab attack. (The rug has a +4 racial bonus on its grab spells in the bottle can then be retrieved at any later date to attacks, already fi gured into the statistics above.) It can be prepared as normal. Wizards often use this function of then attempt to start a grapple as a free action without the bottle to create a kind of backup spellbook, concealing provoking attacks of opportunity. If it wins the grapple thought bottles in well hidden boltholes against the eventual- check, it establishes a hold. ity of their grimoires being stolen or destroyed. Only the Sending Stones: These items usually resemble two lumps character who stored the spells can retrieve them, and if the of unworked stone. Once per day, each stone in a pair can bottle is destroyed, the stored spells are lost with no effect. send a message (as the sending spell) to the bearer of the other Strong enchantment; CL 13th; Craft Wondrous Item, stone. If the stone’s mate is not in a creature’s possession, demand, modify memory; Price 20,000 gp; Weight 1 lb. no message is sent and the user knows the message did not Vest of Resistance: These garments offer magic protec- go through. If either stone in a pair is destroyed, its mate tion in the form of a +1 to +5 resistance bonus on all saving becomes useless. throws. Moderate evocation; CL 7th; Craft Wondrous Item, sending; Faint abjuration; CL 5th; Craft Wondrous Item, resistance, Price 15,000 gp (pair); Weight 1 lb. creator’s caster level must be at least three times the vest’s Thought Bottle: A fl ask of thick green glass, a thought bonus; Price 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 bottle can be used to store thoughts, memories, experience, gp (+4), 25,000 gp (+5); Weight 1 lb. 150

6620_17925_Chpt5.indd20_17925_Chpt5.indd 115050 99/15/04/15/04 11:26:5111:26:51 AMAM I Illus. by M. Cavotta l l u s .

b y

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onsters of bizarre nature and arcane power often Effi gy creatures do only what they are instructed to do go hand in hand, for the magic that high-level by their creators. They draw no conclusions of their own arcanists wield can summon outsiders from and follow orders explicitly with no regard for their own distant planes, build construct mockeries of living safety. The commands given them must be simple, such creatures, or modify mundane creatures in ways far beyond as “Remain here and attack any elves who enter this the will of nature. Some creatures with a magical essence of room,” or “Follow and defend against any who attack their own are drawn to arcane power, often hoping to feed my party.” on a spellcaster’s magic or intent on destroying those who An effi gy’s creator can command it if the effi gy is wield magic as a weapon. within 60 feet and can see and hear him. If uncom- manded, an effi gy usually follows its last instruction to the best of its ability, but it will defend itself if attacked. EFFIGY CREATURE An effi gy’s creator can order the creature to obey the Effi gies are magically animated automatons built in the orders of another individual (who can in turn order form other living creatures. They are things of clockwork the effi gy to obey someone else), but the effi gy’s mechanisms and alchemy, animated by an elemental spirit creator can always resume control over his creation bound to their mechanical shells. Magical artifi cers and by commanding the effi gy to obey him alone. artisans capable of creating such complex devices are few Damaged effi gies can be repaired by means of and far between, so effi gies are not at all common. any repair spell (see Chapter 4) or by manual repair Unlike with most constructs, an effi gy creature’s true in an appropriate workshop or laboratory. The nature is not always immediately obvious. Some are quite individual performing the repairs must have the lifelike, revealing their true nature only after taking seri- Craft Construct feat (see page 303 of the Monster ous damage. An observer must succeed on a DC 20 Spot Manual) or 10 ranks in Knowledge (architecture check to notice that the effi gy is an automaton, not a living and engineering), and must spend 50 gp and 1 hour creature of its type. per hit point restored. 151

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C MONSTERS h Illus. by F. Vohwinkel p t 6 . i n Combat CREATURE SAMPLE EFFIGY d d Level Adjustment: Level Advancement: Alignment: Treasure: Challenge Rating: Organization: Environment: Feats: Skills: including two rake attacks. rake. can and the grapple check, it establishes ahold it wins If opportunity. of without provoking action afree agrapple as attacks start then It attempt its bite mustlion to can hit with attack. opponent, clawing and biting. ef an lion, dire aliving Like Abilities: Saves: Qualities: Special Attacks: Special Space/Reach: Attack: Full Attack: Attack/Grapple: Base Class: Armor Speed: Initiative: Hit Dice: Construct Large Lion Effi Dire creature. thelion base as This example uses an 8 HDmanner. dire astrange in joints its at gather and bunch to seems hide its and ders, shoul- and eyes its around sions protru- bony has It motionless. and silent eerily ahead, blankly stares lion huge this mane, short a and coat spotted atawny, With

1 5 Rake (Ex): Rake (Ex): Pounce Improved Grab (Ex): low-light 60ft., vision darkvision traits, struct (1d8+4) biteand +10 melee +15 melee (1d6+9) +6/+19 fl touch 10, natural) +6 Dex, at-footed at-footed 15 2 Weapon Focus (claw) Fort +2, Ref +3, Will +2 +2,Fort Will +3, Ref — 40 ft. (8 squares) ft. 40 Claw +15 melee (1d6+9) 8d10 (74 +30 hp) Str 29,Str 13, Dex Con None +1 Always neutral 2 claws Attack bonus +15 melee, 1d6+9.Attack damage gy 10 ft./5 ft. 16 ( 16 If a dire lion charges, it can make a full attack, attack, full a make can it charges, lion dire a If Any Any None Improved 1d6+4 rake pounce, grab, – Damage reduction 5/adamantine, con- 6 — 1 size, +1 1 size, To use this ability, an ef fi gy attacks by leaping on its attacks gy — , Int — , Wis 11,, Wis Cha1 fi gydire as shown below: as bonus on based hit its but points Constitution, size, gains the damage roll. at a hand its off with attack slam a make and hand one in weapon a wield can ef An place of aweapon attack. shown as below, attack in aslam use which it can gains attacks natural no with creature human-shaped or humanoid a on pro weapon to 3/4 bonus equal is attack base its Hit (as Dice acleric). living generally tougher material from than Itby 2points. crafted is iet iy — HitPoints Bonus 80 Colossal 60 Gargantuan 40 Huge Large 30 Medium 20 Small 10 toTiny Fine Size Construct Attack: Attack: Bonus: Attack Base Class: Armor Speed: fl esh. As basecreature. As An ef creature losesanycreature bonus for hit points high fi ciencies ef of the basecreature. An – 5 penalty, adding 1/25 penalty, adding bonus on its Strength An ef fi gy retains all the natural attacks and and attacks natural the all retains gy fi gy animal, dragon, giant, humanoid, humanoid, giant, dragon, animal, As a construct, an ef magical beast, monstrous hu- beast, magical mented subtype. Recalculate base mented Recalculate subtype. manoid, or vermin (referred to to (referred vermin or manoid, CREATING AN ’ s natural armor bonus improves armor s natural creature hereafter creature). the base as abilities except noted as here.abilities attack bonus, saving throws, throws, saving bonus, attack An ef EFFIGY and does not gain the aug- the doesnotand gain subtypes It losesconstruct. all creature fi feats, and skills accordingly accordingly feats, skills and gy that has two slam attacks attacks slam two has that gy “ Ef d10s. As a construct, the d10s. aconstruct, As as described below. Points: Points: fi plate that can be added be plate can that fi gy Size and Type: and Size the base usesall gy Hit Hit Dice and gained from class lev- class from gained ’ s statistics and special special and s statistics maining Hit Dice to Hit Dice maining ” ’ s type changes to s type of 1) and change re- (toels aminimum is an acquired tem- Drop any Hit Dice any Hit Dice Drop real aberration, aberration, real corpo- any to fi gy creature fi gy based 99/15/04 11:23:32 AM The / 1 5 / ’ 0 s 4

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s s ’ ’ st, each st, fi s element s element ’ dispel magic s associated ’ s body depends s body depends ’ gy fi gy creature is equal to the cost of fi The very presence of an elemental s Hit Dice. s Hit ’ s own magical beginning, and is the ’ ELEMENTAL GRUE ELEMENTAL gy creature requires a minimum caster caster minimum a requires creature gy spell (the spell acquires the evil descriptor evil descriptor the acquires spell (the spell fi (EARTH GRUE) +0 3d8+12 (25 hp) (25 3d8+12 re, air, or water) must succeed on a DC 15 caster caster a DC 15 succeed on must water) or air, re, 30 burrow squares), ft. 20 ft. (6 fi Spell Disruption (Su): Tiny 500 gp gp gp gp gp Tiny500 1,000 Small gp 2,000 Medium gp 5,000 Large 10,000 Huge Gargantuan25,000 50,000 Colossal natural attacks, are wields, treated it weapons as as well any who chaggrin a of feet 40 within spellcaster Any element. casts a spell with the same descriptor as the grue (earth, Medium Elemental (Earth, Evil, Extraplanar) Dice:Hit Initiative: Speed: origins lie in the grue thingonly that remains creature the of if is slain. it See the individual grue elemental descriptions details. for All types four grues of can a means of be by summoned summon monster IV when so used). Note that summoned creatureshome planes return if killed to their on the Material Plane, grueelemental slain spell no the Material on leaves Plane so a summoned object behind. Each type grue of abilities has own its unique and combat tactics, all but qualities. some share An grue elemental as evil-aligned damage purpose the for overcoming of reduction. grue the affect that spells with interferes grue the spell fail. have or check Withinlevel the same any area of such spell currently in effect, a grue has a chance dispel to effectthe as a free action, as if casting a targeted and engineering) check. The cost of the ef on its size: price market an of The ef 2,000 plus body isits equal create cost to gp The Die. Hit per the costto 1,000 of the body plus gp and 80 XP Hit Die, per ef an creating and equal creature the to level Grues are creatures horrible spawned in dark within places taint the Planes, result the of evil of Elemental the magic. opportunity, any planes at their these home leave to Eager creatures are prized wizards, many by heart the at of for each grue lies a pearllike magic the size object a of copyingspell a spellbook. for into suitable This spell object (caster level 10th). carefully etched with the arcane workings of an elemental elemental an of workings arcane the with etched carefully CHAGGRIN COMBAT s s s ’ ’ ’ gy gy fi gy fi Str bonus) Str bonus) Str bonus) × × × gy gains damage reduction reduction gy damage gains s Strength and increases 4, by fi ’ gy loses all special the qualities fi gy creature loses all skill points gy loses all supernatural special s Hit Dice:s Hit fi ’ fi . An ef An — — Same asSame base creature +1. An ef An gy master prestige class (see page 30) An ef An fi An ef An Base save bonuses are Fort +1/3 HD, Ref HD, +1/3 are Fort bonuses Base save s savingthrow ef is the based on gy creature gy ’ None. Any. None. fi s saving throw creature the is based on ’ ). Always neutral. Always None. An ef An 2 penalty Constitution has no or Dexterity. to It 3 – 5 gy built with Craft the Construct uses a body feat 1 fi

gy can craft the means of by be built either ef d fi d n 20 10/adamantine 20 i 15 15 7/adamantine . 6 3/adamantine – 3 1/adamantine 10 10 5/adamantine – 6 t Abilities: Special Qualities: Saving Throws: Skills and Feats: Environment: Organization: Rating:Challenge Damage Reduction (Su): Treasure: Alignment: Advancement: Level Adjustment: Special Attacks: – – – p Hit DiceHit 1 4 7 11 16 Damage Reduction or more 21 15/adamantine Size AttackSize Fine or Diminutive Tiny plus 1-1/2 (1d2 1 slam Small Medium plus 1 slam (1d4 1-1/2 plus 1-1/2 1 slam (1d3 Large Huge Gargantuan Colossal 2 slams (3d6plus Str bonus) plus (1d6 2 slams Str bonus) 2 slams (2d6 plus Str bonus) 2 slams (4d6 plus Str bonus) h quills). Strength Dexterity or as (such trample) as (such a howler An ef An +1/3 HD, and Will +1/3 HD. and Will HD, +1/3 +1/3 takesit a Constitution (since the creature no longer has a Con score). score). has a Con longer creature the no Constitution (since and CharismaIntelligence and score, has 11 Wisdom 1. attacks its that improve those feats and all for except feats Natural Attack, as Improved (such Multiattack, Weapon Focus). Finesse, Weapon or gains it base the creature, but of special the qualities given below. attacks, spell-like abilities, and extraordinary special attacks attacks special extraordinary and abilities, spell-like attacks, a target which for retains extraordinaryIt any special attacks allow that do not for any or constrict) a saving or as rake,throw (such rend, target the which base the creature based on

An ef An class ability ef the of the Craft the of means of 303 by or page Construct (see feat Monster Manual metal, and wire, constructedbuilt leather, from with wood, leatherworking, or a DC Craft 15 either (woodworking, (architecture a DC Knowledge or check 15 metalworking) C _ 5 CONSTRUCTING AN EFFIGY CONSTRUCTING 2 9 7 1 _ 0 2 6620_17925_Chpt6.indd 153 154 6620_17925_Chpt6.indd 154 2 0 _ 1

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C MONSTERS h Illus. by D. Crabapple p t 6 . i n COMBAT d d Special Attacks: Attacks: Special Space/Reach: Attack: Full Attack: Attack/Grapple: Base would be denied a Dexterity bonus to Armor Class (whether Class bonus to Armor would denied be aDexterity the chaggrin Basically, damage. for spot extra avital strike it can attack, when (Ex): Attack Sneak he is unable to overhead.foes passing defend himself hoping to surprise ground, the in buried to lie like Chaggrins effectively from its 01 d%: roll grue, earth an object in contained of To spell the type determine creatures. not are talkative Terran, chaggrins together. grinding Though they speak rocks voice like sounds ble, stone. but solid or not other Its material, through loose though soil, earth, sand, rub- burrow It pounds. can 500 almost weighs and long feet about is 5 grue earth An creatures. Plane of blood the Material their dusty thirst with slake to like especially them,spawned but they damage the element that no other for burrow and dig that reason violent and creatures ful than They hate- are rock. and to of earth corruptions magical Chaggrins, or earth grues, are soil and rock. It seems hate-fi beady, and claws to eyes. lled be made fi long, with ahog, of size the lthy of clumped amole resembles creature strange This Adjustment: Level Advancement: Alignment: Treasure: Challenge Rating: Organization: Environment: Feats: Skills: Abilities: Saves: Qualities: Special Class: Armor

1 5 (Large) tremorsense ft. 30 disruption, to acid, spell nity 4 Alertness, Toughness Alertness, Fort +6, Ref +1, Will +1 +1, Ref Will +6, Fort Hide Spot +4 +2, +4, Listen Claw +5 melee (1d6+3) Str 17,Str 10, Dex Con 16, Int 5, 11, Wis Cha8 Spell object orSpell none ’ s attack deals extra damage any time its target any time damage extra deals s attack Always neutral evil Always neutral 2 claws +5 melee (1d6+3) 16 touch 10, (+6 natural), 5 ft./5 ft. Solitary – Elemental Plane of Earth 4 70, 70, – Sneak attack +1d6 attack Sneak 6 HD(Medium); 7 Darkvision 60 ft., elemental immu- 60ft., traits, Darkvision 2 — resist energy; If a chaggrin can catch an opponent an catch can achaggrin If +2/+5 71 – 100, 100, – 9 HD 9 HD fl at-footed at-footed 16 nondetection. Chaggrin Harginn HARGINN COMBAT tures shift and crackle like the leaping fl leaping the like abonfi crackle of and ames shift tures re. fea- its but humanoid, roughly are size and shape Its obscenely. Armor Class: Class: Armor Speed: Initiative: Hit Dice: Fire) Extraplanar, (Evil, Elemental Medium chaggrin bonus or not), or aDexterity when has the targetthe actually and agility to wildly. protect they them while battle agility and Harginns typically rush into melee, counting on their speed 01 d%: roll grue, a object in contained of To spell the type determine (mostpounds but nothing of is its substance but weighs about is 6feet only 10laughter. tall Aharginn like crackling and voices their Ignan, rustling speak Fire grues in that delight beings in destructive and rupted by dark magic. Like other grues, they are malicious or Harginns, fl ame as they taunt their foes with cruel jests and hateful hateful jests and cruel they foes as ame taunt their with

40 ft. (8 squares) ft. 40 fl anks anks its target. 3d8+3 (163d8+3 hp) A creature of lurid, darting fl darting capers and lurid, of dances ame A creature +3 Attack: Attack: Attack/Grapple: Base fl at-footed at-footed 13 fi re grues, are creatures of living of living creatures are re grues, 16 (+3 touch 13, +3 natural), Dex, (FIRE GRUE) (FIRE – Full Attack: Attack: Full 70, 70, Sp ecial Qualities: Qualities: ecial Sp fi re) Special Attacks: Attacks: Special Space/Reach: fl aming sphere; spell disruption, vulnerable to cold vulnerable disruption, spell to immunity elementalft., traits, Slam +5Slam melee (1d4 plus 1d6 Level Adjustment: Level Saves: Saves: Ab ilities: Ab ilities: Slam +5Slam melee (1d4 plus 1d6 Sk ills: ills: Sk (Medium); 7 (Medium); Al ignment: 12, Int 9, 11, Wis Cha8 Advancement: Tr easure: easure: Tr Spot +4 Spot tral evil Fort +2, Ref +6, Will +1 Will +2,Fort +6, Ref 5 ft./5 ft. 71 none +2/+2 Challenge Rating: Challenge Rating: Feats: Fire spray – Jump +6, Listen +4, +4, Listen Jump +6, Blur, Or ganization: 100, 100, Str 11,Str 16, Dex Con En vironment: En vironment: Finesse Weapon fl icting pain. Solitary darkvision 60 darkvision of Fire of Plane Elemental – Spell object orSpell haste. Alertness, 9 HD(Large) Always neu- fi — re). 4 fl – fi amecor- re) 6 HD fi 99/15/04 11:23:46 AM re, re, / fi 1 re re 5 2 / 0 4

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MONSTERS 155 4 0 Illus. by D. Crabapple / 5 1 / 99/15/04 11:23:50 AM at-footed fl Ildriss y. fl 100, – exes 71 fl +2/+4 Darkvision traits, 60 ft., elemental invisibility; — 2 ail away from its fl 6 HD Air grues are naturally invisible, gaining gaining invisible, naturally are grues Air Water jet Water – 70, 4 Elemental Plane of Water of Plane Elemental – 9 HD Solitary 5 ft./5 ft.5 ft./5 14 (+1 Dex, +3 natural), touch 11, Dex, natural), +3 11, touch (+1 14 – (WATER GRUE) (WATER Slam (1d6+3) +4 melee Always neutral evil neutral Always +1 Spell object or none Spell or object Str 14, Dex 12, Con 14, Int 7, Wis 11, Cha 8 Wis 11, 7, Int 14, Dex Con 12, Str 14, 3d8+6 (19 hp) 3d8+6 (19 s ranks, striking cause most the to random at foes ’ Slam (1d6+3) +4 melee 30 ft. (6 squares), swim30 squares), ft. (6 60 ft. Hide +3, Listen +3, +4, +4,Hide Spot Swim +10 Fort +5, Ref +4,Will Fort+5, +1 Alertness, Lightning Re Lightning Alertness, (Medium); 7 (Large) immunity spell cold, disruption to Invisible (Su): 13 Environment: Organization: Rating:Challenge Treasure: Alignment: Advancement: Level Adjustment: Special Qualities: Saves: Abilities: Skills: Feats: This foul creature resembles a loose, frigid mass of tainted water encased in a dripping membrane. Streams and liquid of pseudopods shapeless body, while dark malignant eyespots drift across its surface. speaks Auran, but it is more prone to simply scream in in- in scream simply to prone more is it but Auran, speaks choate anger than attempt to communicate. An air grue is pounds. 10 in and weighs diameter 4 feet about determine type the spell To of contained in object an air grue, roll d%: 01 An ildriss and invisibility uses speed, its maneuverability, Air in best combat. advantage to grues like race through to enemy an and uncertainty.mayhem total concealment. Medium Elemental (Evil, Extraplanar, Water) Dice:Hit Initiative: Speed: Armor Class: Base Attack/Grapple: Attack: Full Attack: Space/Reach: Special Attacks: COMBAT VARDIGG ex fl at-footed fl re damage (Re re grue can create fi fi 9 HD (Large) – spell (caster level 10th). 10th). spell level (caster continu- and waver icker fl blur +2/+3 — 2 Darkvision traits, 60 ft., invis- elemental 6 HD (Medium); 7 6 HD (Medium); As a standard action, a — – dealing re, points of 2d6 4 Elemental Plane of Air of Plane Elemental fi Solitary 5 ft./5 ft.5 ft./5 16 (+3 Dex, natural), +3 13, touch (+3 16 Slam +5 melee (1d6+1) melee Slam +5 Always neutralAlways evil Fire gruesFire naturally +3 (AIR GRUE) (AIR Spell object or none Spell or object Str 13, Dex 16, Con 10, Int 9, Wis 11, Cha 8 Wis 11, 9, Int 10, Con Str Dex 13, 16, 3d8 (13 hp) 3d8 (13 5 5 Slam +5 melee (1d6+1) melee Slam +5 1

Fly 40 squares) ft. (8 Fly (perfect) Listen +4, Move Silently +5, Spot +4 Spot +5, Silently Listen +4, Move

Fort +1, Ref +6,Fort +1, Will +1

Alertness, Finesse Weapon d d n i Vardigg . 6 t ible, immunity spellible, electricity, to disruption Fire Spray (Sp): Fire Spray (Sp): Blur (Sp): 13 p h vapor, its face marked by ever- angry, changing features. It An air grue is normally normally is grue air An ren- if but invisible, dered visible, it appears as a roil- dark of ing cloud Some unseen force seems to hover in the surrounding Wild air. winds whip past, carrying dust, debris, and litter in their wake. An ildriss, air or grue, an of is evil product the spell corrupt- is a capricious air. and violent It ing substance the elemental of against constantly surroundings, rages creature that its trying strengthits against in hurling items obstacle path or any its its venting enjoys most through It air the spite. from sheer againstanger Material any encounters. creature Plane it Skills: Feats: Environment: Saves: Abilities: Organization: Rating:Challenge Speed: Armor Class: Special Qualities: Treasure: Alignment: Advancement: Medium Elemental Evil, (Air, Extraplanar) Dice:Hit Initiative: Level Adjustment: DC 11 half). This ability is the equivalent of a 2nd-level 2nd-level a of equivalent the is ability This of a 30-foot cone half). 11 DC spell. as ifously the effect a under of against concealment all have attacksThey creatures by that rely on sight. Base Attack/Grapple: Attack: Full Attack: Space/Reach: Special Attacks: C _ 5 ILDRISS ILDRISS 2 9 7 1 _ 0 2 6620_17925_Chpt6.indd 155 156 6620_17925_Chpt6.indd 156 2 0 _ 1

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C MONSTERS h p t 6 . i n AIR MONOLITH COMBAT COMBAT d d Saves: Saves: Qualities: Special Attacks: Special Space/Reach: Attack: Full Attack: Attack/Grapple: Base Class: Armor Speed: Initiative: Hit Dice: (Air, Extraplanar) Elemental Gargantuan elemental share same the qualities. but all abilities, of monolith combat and has its varied own tactics type Each elementals more are powerful. obeyedkind, by even the elder elementals. the primal Only among their princes and Monoliths rulers great are from the monolith even and attention thenservice, not his the caster dare take compel Plane them and draw to the Material their can spells that only theThey mightiest of summoning powerful so are oftions the elemental forces that compose the multiverse. incarna- living are monoliths elemental kin, lesser their Like line. astraight in provided it swims distracted if swimming, while action even or endangered, the run use can and check, Swim a on 10 take to choose always or action avoid some tochecks It perform special can ahazard. equivalent the is of a2nd-level This blast. spell. dealt)5 +damage prone or knocked by be force the of the check (DCmust check or aBalance succeedon aStrength (Re 2d6 of damage takes points of the area the line in creature water. Any of line 30-foot powerful tremendously a create any who to attack approach. waiting of of abody hide water, belowVardiggs the surface usually 01 d%: roll a vardigg, inside voices. of spell-object Toburbling the type determine thick, in Aquan Whenpounds. speak they bother to, they can Vardiggs about are 4feet diameter weigh and in about 400 ofa body water own. they their have as claimed any other seekout enters that being attack and systematically created of elemental the corruption from water, they and Vardiggs creatures (or cruel and water brutish are grues)

1 5 ft., elementalft., traits fl Skills: Water Jet (Sp): at-footed at-footed 20 6 fl ex DC 11 negates). A creature failing the saving throw throw 11 the saving ex DC negates). failing Acreature ELEMENTAL MONOLITH Fort +18,Fort +31, Ref +16 Will Fly (perfect) 100 (20 ft. squares) Slam +34 melee +34 Slam (6d6+11/19 A water grue has a +8 racial bonus on any Swim bonus on any racial Swim a+8 has A water grue 36d8+216 (378 hp) +15 2 slams +34 melee +34 2 slams (6d6+11/19 20 ft./20 ft. 31 ( 31 Air mastery, whirlwind ’ – s control for even amoment. As a standard action, a water grue can can awater action, grue astandard As Damage reduction 15/Damage 4 size, +114 size, +14 Dex, touch 17, natural), – 70, 70, +27/+50 resist energy; – 20) 71 – 100, 100, — – 20) , darkvision 60 , darkvision sleet storm. sleet Combat Abilities: Abilities: windstorm. of atremendous roaring the monolith like sounds air of an The words their care. choose voice with elementals, they still Auran, and though they are much less taciturn than other leave They home their summoned. speak plane unless ofLords the Elemental monoliths seldom Plane of air Air, mouth. aragged and eyes two suggest to seem wind and vapor the in air. of Distortions currents powerful by ringed cloud ashapeless be to seems creature towering This Adjustment: Level Advancement: Alignment: Treasure: Challenge Rating: Organization: Environment: Feats: Skills: where the air monolith carries move it cannot or awhirlwind except to in go to trapped Acreature escape the whirlwind. The save Strength-based. is save DC the successful. is leave but damage can takes if The still creature whirlwind. that can Acreature round. each damage indicated the taking matically auto- held and winds, up the powerful bodily suspended in Re 39 DC second a on succeed also must It of damage. points 4d6 or take the whirlwind contact with must succeedon 39 aDC Re creature affected An into the air. may and lifted be whirlwind when Huge damage a take caught creatures in or smaller creature the monolith or moves if whirlwind, the into or through it touches if or enters whirlwind the the caughtmight in be enters another the occupies. space creature Another creature even monolith the notdoes if provoke of opportunity, attacks The air wide monolith height,exact but it must at 20feet. be least feet 50 to up base, the at wide feet 10 is at The the top, monolith up feet and to controls 80 the tall. whirlwind The at its or along asurface the air through that form inde in remain and action astandard as at will into awhirlwind monolith. air an against rolls damage and rolls on attack stronger.far Air monoliths Will, Mobility, Attack Power Spring Will, Attack, (slam), Improved Iron Improved Initiative, Attack, Natural Great FlybyDodge, Cleave, Attack, Improved Critical Sense Motive +43, Listen +15, Tumble Spot +43, +24 Whirlwind (Su): Whirlwind (Ex): Mastery Air Alertness, Blind- Balance +13, Diplomacy +5, Intimidate +16, Jump +41, +41, Jump +16, Intimidate +5, Diplomacy +13, Balance ’ fl s space. y is allowed aRe allowed y is Str 32, 33,Str Dex Con 22,Int 12, 15, Wis Cha17 None Usually neutral Usually fi fi nitely. move the form, monolith can this In ght much like other air elementals, but otherght are much air like Solitary Elemental Plane of Air 37 – ’ 54 HD (Gargantuan) 54 HD s movement form whirlwind in while An air monolith can transform itself itself transform monolith can air An 17 — Airborne creatures take a fi fl ght, Cleave, Combat Re ex save the round to each escape fl ex save when it comes into fl fl ex save or be picked picked be or save ex y speed. – 2 penalty 2 penalty fl exes, 99/15/04 11:23:56 AM / 1 5 / 0 4

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MONSTERS 4 157 0 Illus. by W. O’Connor / 5 1 / 99/15/04 11:23:58 AM Earth monolith s surface. ’ on the earth as easily as humanoids walk humanoids as easily as — 17 54 HD (Gargantuan) – 37 Elemental Plane of Earth of Plane Elemental Solitary Usually neutral None Str 43, Dex 6, Con 24, Int 12, Wis 15, Cha 17 Wis 15, 12, Int Str Dex 43, 6, 24, Con Diplomacy +5, Intimidate +16, Jump +29, Listen +43, +29, Jump Intimidate +16, +5, Diplomacy Fort +27, Ref +10, Will Ref +16 +10, Fort +27, Alertness, Awesome Blow, Cleave, Great Cleave, Cleave, Great Cleave, Alertness, Blow, Awesome Natural Attack, Improved Overrun, Improved Sunder, Iron Focus (slam) Weapon Attack,Will, Toughness, Power Sense Motive +15, Spot +43. Spot +15, Motive Sense Improved (slam), Critical Improved Rush, Bull Improved like their kind, of As grinding the leaders stone. on stone of have are sullen less but they than elementals, and silent other than other creatures with communicating in interest little kind.their own elemental usingEarth their great unstoppable, are nearly monoliths strength crush to earth Like their and foes. destroy other ele- mentals, earth through travel solid ground rock monoliths or Environment: Organization: Rating:Challenge Treasure: Alignment: Advancement: Level Adjustment: A great, moving heap of earth and rock the size of a small tower lumbers forward on crude, stumplikelegs. clublike Two arms studded with jagged stone hang from its shoulders, and its head is a blunt,featureless mass of earth. Earth, of Plane Elemental the of Masters earth monoliths unless plane summoned. their home normallydo not leave They are composed of whatever dirt, speak with and they voices Terran conjured, soil, were they which stone, or rock from Saves: Abilities: Skills: Feats: Combat s ’ t fi , darkvision 20) — – 20) – 4 penalty Dexterity to and a – 2 Dex, +21 natural),2 Dex, +21 4, touch – +27/+55 s volume. ’ 4 size, Damage 15/ reduction s base touches the ground, it creates a ground, the creates it s base touches ’ – Earth push mastery, 25 ( 20 ft./20 ft. ft./20 20 2 slams +40 (6d8+15/19 melee 2 – 36d8+255 (417 hp) (417 36d8+255 7 5 Slam +40 (6d8+16/19 melee 1

30 squares) ft. (6

d d n i . at-footed 25 at-footed 6 t fl 60 ft., earth traits glide, elemental p 2 penalty attack on rolls. as only can many A monolith have h height. The cloud obscures allcloud The vision,height. including darkvision, Gargantuan Elemental (Earth, Extraplanar) Dice:Hit Initiative: inside the whirlwind the inside An air can carried any monolith eject creatures whenever returning plane. before home its to If whirlwind the while concealment, have away Creatures 5 feet 5 feet. beyond slam in total caught concealment. Those those have farther away make cannot + 15 (DC check a Concentration on succeed must cloud the form cast to a spell.spell level) whirlwind in monolith air An attacks the area threaten and around does not it. Speed: Armor Class: Base Attack/Grapple: Attack: – creatures trapped time inside a whirlwind one aswill at happens whirlwind the wherever them depositing wishes, it creatures trapped ejects always monolith summoned A be. to swirling air the on debris. of This is cloud centered cloud andmonolith has a diameter equal half to the monolith It can a Concen- It otherwise succeed on must but act normally, cast to a spell.tration spell 20 + (DC check Creatures level) incaught a whirlwind take a Full Attack: Space/Reach: Special Attacks: Special Qualities: C _ Air monolith Air 5 EARTH MONOLITH 2 9 7 1 _ 0 2 6620_17925_Chpt6.indd 157 158 6620_17925_Chpt6.indd 158 2 0 _ 1

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C MONSTERS h Illus. by W. O’Connor p t 6 . i n FIRE MONOLITH d d Abilities: Abilities: Saves: Qualities: Special Attacks: Special Space/Reach: Attack: Full Level Adjustment: Level Advancement: Alignment: Treasure: Challenge Rating: Organization: Environment: Feats: Skills: Attack: Attack/Grapple: Base Class: Armor Speed: Initiative: Hit Dice: Gargantuan Elemental (Extraplanar, save.succeeds on 15 Fortitude aDC it for it feet, 1round30 unless stunning monolith earth aburrowing containing area on an of its presence. A itdoes create any ripple or other signs leaves water. through Its burrowing swims behindsort no of tunnel earth any other or almost stone, through dirt, glide except or hole, metal as nor easily checks. Strength opposed as a apply to also the monolith Mastery Earth in modi combat The opportunity. of without provoking rush attacks abull start rolls. damage and rolls the monolith takes a ing the ground. If an opponent it its foe touch- and are both if rolls damage and rolls on attack is airborne or waterborne, ofbody water beneath it. or the ground travel through must a though, and around either walk swim, They cannot

1 5 to cold to to immunity elemental60 ft., traits, plus 4d6 Power Attack, Spring Attack, Weapon Attack, Power Spring (slam) Focus Attack, Mobility, Iron Will, ImprovedInitiative, Attack, Natural (slam), Improved Improved GreatDodge, Critical Fortitude, Sense Motive +43, Listen +15, Tumble Spot +43, +24 touch 15, natural), Fire) (Ex): Glide Earth Push (Ex): Earth Mastery (Ex): Mastery Earth 8 Alertness, Blind-Fight, Cleave, Combat Re Fort +20, Ref +29, +20, Ref Fort +16 Will Balance +13, Diplomacy +5, Intimidate +16, Jump +25, +25, Jump +16, Intimidate +5, Diplomacy +13, Balance 60 ft. (1260 ft. squares) Slam +35Slam melee (6d6+11/19 36d8+216 (378 hp) Str 32, 29,Str Dex Con 22,Int 12, 15, Wis Cha17 None fi +13 re) 2 slams +352 slams melee (6d6+11/19 Usually neutral Usually An earth monolith can monolith can earth An 20 ft./20 ft. fl 29 ( 29 Solitary Elemental Plane of Fire ings the creature back 37 move earth Burn – – 54 HD (Gargantuan) 54 HD 17 — – Damage reduction 15/Damage 4 size, +9 Dex, +14 Dex, +9 4 size, fl at-footed at-footed 20 An earth monolith can 4 penalty on attack on attack 4 penalty +27/+50 An earth monolith gains a+2 bonus monolith gains earth An spell cast cast spell fi ers ers given – 20 fi re, vulnerability vulnerability re, fi – sh sh ’ s 20 plus 4d6 — , darkvision , darkvision fl exes, fi re) Fire monolith Fire WATER MONOLITH on a DC 34 Re on 34 aDC pear, and its brilliant tendrils resemble long, slender limbs. slender long, resemble tendrils brilliant its and pear, Leaders of the Leaders in blazing the openings eyelike moment, to From moment metal. molten of stream a splashing like bounding and slithering approaches, inferno A tremendous Base Attack/Grapple: Attack/Grapple: Base Class: Armor Speed: Initiative: Hit Dice: (Water, Elemental Extraplanar) Gargantuan monolith take attacks or unarmed hit that a Creatures fl amove take to can action put creature out the aburning lith, for the 1d4 contact with in Unless rounds. it still is Re 34 DC a on ceed body. Anyone hit by a damage plus ames. Theames. save Constitution-based. is DC fl Burn (Ex): (Ex): Burn at-footed at-footed 21 30 ft. (6 squares), swim 120 ft. (6 ft. squares),30 swim encountered away the Elemental from Plane of Fire ’ s attack, and also catch on catch also and s attack, 36d8+255 (417 hp) +6 fi A re damage because of the creature re because damage fl fi ex save. 27 ( 27 re elementals, re elementals, fi re re monolith only when summoned by powerful spell- powerful by summoned when only fl – ex save or on catch 4 size, +6 Dex, +15 natural), touch 12, +15 Dex, natural), +6 4 size, casters. They are creatures of living Theycasters. of creatures are living fi fi re re monolith re monolith with natural weapons +27/+53 or jump over it. fi fl of life. Fire monoliths speak Ig- Fire monoliths speak of life. re damage as though hit by the ame, hostile to mostame, hostile other forms nan, and their voices sound like voices their and like nan, sound ’ s slam attack deals bludgeoning deals attack s slam fl and disap- form to ames seem fi the roaring of an inferno, inferno, of an the roaring re monoliths are normally re monoliths normally are water unless they can step water they can unless but even though they are stronger-willed more and intelligent than mostintelligent of than fi ’ incredible quickness s slam attack must suc- attack s slam re unless they succeed succeed they unless re and the ability to set the ability and physical power with with power physical their kin, they rare- ly have much to say say to much have ly fi any other non re. The to residents of the Mtra Plane. Material mable liquid, and and mable liquid, Like other their foestheir ablaze. Combat not enter water or so cannot cross ementals, fire fire ementals, monoliths can- monoliths monoliths Fire combine great fl ame burns fi ’ s re re mono- fl aming fi re el- re fl 99/15/04 11:24:04 AM am- / 1 5 / 0 4

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MONSTERS 4 159 0 Illus. by W. O’Connor / 5 1 / 99/15/04 11:24:08 AM 2 penalty – t inside the fi ex save or be picked up bodily bodily up picked be or save ex fl ex save when it comes into contact contact into comes it when save ex fl 4 penalty Dexterity to and a – s movement while in vortex form does s movement ’ ex save each round to escape each to round vortex. the ex save fl s space. ’ s volume. ’ and held suspended in suspended powerful the and held currents, automatically smaller or in creatures caught take a damage Huge when An it. by up be swept and affectedvortex may creature must Re a DC 42 succeed on with take or also a vortex 4d6 must points damage. of It suc- ceed on a second DC Re 42 on attackon rolls. as creatures only many can A monolith have timetrapped one as will at inside vortex the vortex can carried any monolith eject A water creatures whenever to happens the vortex wishes,it depositing wherever them taking the indicated damage eachis round. allowed a Re An affected creature creature stillThe is if takes can save the damage, but leave successful. DC is Strength-based. save The It vortex. the A creature go trapped to escape except in cannot to a vortex move or it carries monolith water the where can otherwise make a Concentration must but act normally, cast to a spell. 20 + spell (DC check Creatures caught level) in take vortex the a A water monolith A water attacks opportunity, of if provoke not the monolith even crea- Another creature occupies. space the another enters enters or touches it if vortex the in caught be might ture the through or into moves monolith the if or vortex, the creature ght ght fi ow across the the across ow ames of non- of ames fl fl 20) – greater dispel magic 20) – s touch puts out torches, torches, out puts s touch ’ — 17 Darkvision 60 ft., damage reduction reduction damage ft., 60 Darkvision 54 HD (Gargantuan) – Drench, vortex, water mastery water vortex, Drench, A water monolith A water 37 exes, Power Attack, Weapon Focus (slam) Attack, Weapon Power exes, Elemental Plane of Water of Plane Elemental Solitary re it touches, as if using using if as touches, it re fl A water monolith can monolith transform A water itself into 20 ft./20 ft. ft./20 20 fi 2 slams +38 melee (6d8+14/19 2 slams melee +38 Usually neutral None Str Cha 17 Wis 15, 38, 12, Int 25, Dex22, Con 9 5 Slam +38 melee (6d8+14/19 Slam melee +38 1 , elemental traits, elemental

Diplomacy +5, Intimidate +16, Jump +27, Listen +43, +43, Listen +27, Jump +16, Intimidate +5, Diplomacy Fort +27, Ref Will +20, +16 Fort +27,

Alertness, Awesome Blow, Cleave, Dodge, Great Dodge,Great Cleave, Alertness, Blow, Awesome exposedres, lanterns, open and other d — fi d n i . 6 t Vortex (Su): Drench (Ex): (Ex): Drench Cleave, Improved Bull Rush, Improved Critical Bull Improved (slam), Rush, Improved Cleave, Will, Iron Natural Sunder, Attack,Improved Improved Re Lightning Sense Motive +15, Spot +43, Spot Swim +15, +22. Motive Sense 15/ p h ground without breaking up or losing its form. can they and disappear where the waves beneath in water, camp 20th). level (caster will at a whirlpool as a standard is under- it action, provided water. It can remain in that form as long as the along or through can water the it a monolith form, move likes. In vortex wide feet swim 50 its bottom at speed. to up base, the at wide feet 10 is vortex The tall. the 80 controls to and feet up monolith top, the The at least be 20 feet. at must it but exact height, magical creature smaller. can The or origin are Huge they of magical dispel they are much quicker and more agile. They prefer to to are almost monoliths as as earth strong but monoliths, prefer Water They agile. more and quicker much are they water of body the in instance monolith their but foes, any a water outmaneuver from feet 300 than more venture cannot conjured. was it from which only with the most powerful of spells, speak to deign rarely creatures to monoliths Aquan, water and though they speak sound like voices Their elementals. than water other other crashingthe surf of in a wild are noticeably storm, and they and strong-willed intelligent than theirmore kind. of most Environment: Organization: Rating:Challenge A volume of animated water the size of a large inn rises up in a crude humanoid shape. Its limbs are thick tendrils of water that loosely resemble arms, its body reshaping itself to are the monoliths water monoliths, Like elemental other the chieftains their of kind. and leaders Generally unwilling to can they be summoned Water, of Plane Elemental the leave Treasure: Alignment: Advancement: Feats: Level Adjustment: Skills: Attack: Full Attack: Space/Reach: Special Attacks: Special Qualities: Saves: Abilities: C _ 5 Combat 2 9 7 1 _ 0 2 6620_17925_Chpt6.indd 159 160 6620_17925_Chpt6.indd 160 2 0 _ 1

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C MONSTERS h Illus. by D. Crabapple p t 6 . i n CREATURE PSEUDONATURAL SAMPLE d d as the base creature. the base as example a3HDhippogriff This uses thrashes behind the creature. tail serpentine along, and extrusions, ous from its erupt pustules Grotesque bird. foul huge, a of wings and forelegs the with body like This forms. terrible-looking more tentacles or other evenof writhing their origins, manifesting as masses with consistent more manner a in appear might they Alternatively, than their earthly counterparts. appearance in gruesome more of familiar creatures, though they are on abilities and they the form take often Plane, Material the to summoned When ity. of insan- realms we far as know them, in nestled dwell creatures beyondpseudonatural the planes between eonsPast the stars, that the lie timeless line. astraight in provided it swims distracted if swimming, while action even or endangered. the run use It can check, Swim a on 10 take to choose always or action avoid It somecheck to can special perform a hazard. for threatened longspeed as by they monolith. the remain as a ship long reduced as be 360 feet. as to Larger half ships can up to 180 feet holding and any motionless craft long, or halting overturning action, it any squares threatensafull-round as in the movement Awater affect easily monolith can of ships rolls. damage and rolls attack touching the ground, the monolith takes a water. touching are opponent the If or elemental the are it its opponent and both if rolls damage and rolls on attack attacks slam make cannot form vortex in it. not does around and threaten area the monolith water A level)15 +spell aspell. to cast the cloudcaught must in aConcentration make check (DC awayment, farther those have while concealment. Those total beyond 5feet.darkvision, Creatures 5feet away have conceal- the vortex centered to half on elemental the equal adiameter has and of water, cloud cloud This is of debris. it creates aswirling If the vortex to its homebefore plane. returning Asummonedbe. monolith always creatures ejects trapped

1 6 Skills: Skills: Water (Ex): Mastery 0 fl apping horror has a vaguely horse- avaguely has horror apping fl esh, ichor oozing from the vari- the from oozing ichor esh, A water bonus on racial monolith any Swim has a+8 ’ s height. The cloud obscures all vision, including including s height. vision, The cloud all obscures ’ PSEUDONATURAL s base touches the surface beneath abody touchess base the surface A water a+2 bonus monolith gains CREATURE – 4 penalty on 4 penalty Level Adjustment: Level Advancement: Alignment: Treasure: Challenge Rating: Organization: Environment: Feats: Skills: Abilities: Saves: Qualities: Special Attacks: Special Space/Reach: Attack: Full Attack: Attack/Grapple: Base Class: Armor Speed: Initiative: Hit Dice: Large Outsider Hippogriff Pseudonatural spell resistance 13 resistance spell 5, scent, to acid resistance electricity vision, and light (1d8+2) fl at-footed at-footed 13 Dodge, Wingover Dodge, Fort +6, Ref +5, Will +2 +5, Ref Will +6, Fort Listen +4, Spot +8 Listen +4, 50 ft. (1050 ft. squares), Claw +6 melee (1d4+4)Claw +6 d09(25 hp) 3d10+9 Str 18, 15, Dex Str Con 16, 13, Wis Cha8 Int 3, None +2 Always neutral 2 claws +6 melee 2claws +6 (1d4+4) bite and +1 melee 10 ft./5 ft. 15 ( 15 Solitary Any land and underground and land Any 4 True strike True – 6 HD(Large); 7 – Alternate form, darkvision 60 ft., low- 2 — 1 size, +2 Dex, +4 natural), touch 11, natural), +4 +2 Dex, 1 size, +3/+11 fl y 100 ft. (average)y 100 ft. – 9 HD(Huge) 99/15/04 11:24:12 AM / 1 5 / 0 4

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MONSTERS 161 4 0 / 5 1 / 99/15/04 11:24:17 AM s ’ cient cient fi at-footed 14 at-footed fl ed by the runes the ed by fi 1 morale penalty on – s Wisdom score. s Wisdom ’ esh. Under casual or observation Under esh. fl Up to 3 HD, as base creature; 3 HD, to 4 Up SPELLSTITCHED +2/+3 ed by arcane means. They are more dif- fi Any land and underground. 5 ft./5 ft.5 ft./5 17 (+3 Dex, +4 natural), (+3 13, 17 touch Bite +5 melee (1d8+3 plus paralysis) and 2 claws plus (1d8+3 melee +5 Bite Same as the base creature, but Intelligence is at is at Intelligence as Same base the creature, but s bones or wrinkles or s bones in skin. its esh can be seen to be covered with scars or mark- ’ +3 fl 4d12+3 hp) (29 Bite +5 melee (1d8+3 plus paralysis) plus (1d8+3 melee +5 Bite 30 squares) ft. (6 the undead creature undead the × Abilities: +3 melee (1d4+1 plus paralysis) plus (1d4+1 melee +3 Environment: Rating:Challenge being turned, resistant to cult attack and more to in melee ings of some kind. Base Attack/Grapple: body. The creation process takes a number of days equal days process of takes to creation a number The body. Attack: Full Attack: Space/Reach: sorcerer with the Craft Wondrous Item feat and of suf and of feat Item with Craft the sorcerer Wondrous cast to the spells within belevel imbued to the undead creature undead the being spellstitched of score Wisdom the and requires a minimum the expenditure days) (so 10 of of 1,000 gp carving for tattooing or materials in 500 to addition XP with arcane Undead spellcasting abilities can spellstitch themselves. This emaciated, hairless humanoid has the burning red eyes and razor-sharp teeth of the ghoulish undead, but on closer glance, its decaying usesThis a 4 HD ghast as example base the creature. Spellstitched Ghast Dice:Hit Initiative: Speed: Class: Armor (or another appropriately gruesome appropriately another form, as determined (or by the alien Despite the DM). appearance, abilitiesits remain a unchanged. creatures Other receive their attack rolls against a pseudonatural is it creature when in this alternate form. least 3. as base HD, more or 12 as base HD, creature +1; 11 HD to +2. creature Spellstitched been powerfully creatures are undead that have enhanced and forti fi gainand they ability the cast to spells. process is The much more effective applied when to intelligent undead than those that are mindless, since intelligent undead can discharge their spells tactically. spellstitched A undead can be identi carved remains or skeletal either its into body, its that cover rotting its tattooed onto in cracks be to appearing runes the while in can combat, withonly be noticed a DC simply otherwise check, Spot 15 creature the Spellstitched a wizard by creatures can only be created or SAMPLE SPELLSTITCHED CREATURE SAMPLE s s ’ ’ — s Hit Dice (see Dice (see s Hit ’ s Hit Dice (see Dice (see s Hit ’ s HD (maximum 25). ’ 1 morale penalty their on – s type changes to outsider. s type outsider. to changes ’ A pseudonatural creature gains As a standard action, a pseudonatu- A pseudonatural creature retains all As a standard action, a pseudonatural A pseudonatural creature gains spell A pseudonatural creature retains all Once per day, a pseudonatural hippog- day, per Once The creature The Once per day, a pseudonatural creature can day, per Once A pseudonatural creature has resistance to is an that can acquired template be added ” 1 Hippogriffs a +4 checks. racial Spot on have bonus 6 s type recalculate do not changes, Dice, base Hit 1 ’

d d n i . 7 5 5/magic 7 5 11 10 5/magic 3 5 6 t True Strike (Su): Alternate Form (Su): Form Alternate Alternate Form (Su): Damage Reduction (Ex): Spell Resistance (Ex): Special Attacks: Special Qualities: Size and Type: (Ex): Resistance True Strike (Su): – – – p Acid, Electricity Acid, DiceHit 1 4 8 Resistance 12 or more Damage Reduction 15 10/magic Pseudonatural h creature can take mass a grotesque, the form of tentacled

acid and electricityacid base the creature based on below). the table base the creature based on damage reduction below). the table Size is unchanged. specialthe attacks base the creature and of also gains the following attack. gain a single insight on a +20 attack bonus roll. In addition, creaturethe suffers miss no chance against that target a has concealment or total concealment making when this attack. base + the creature resistance equal 10 to to any corporeal creature (referred to hereafter as base the hereafter to corporeal any to creature (referred creature). A pseudonatural creature uses all base the creature though the statistics Even and here. abilities as noted except creature attack skill or bonus, points. specialthe qualities base the creature of and also gains the following special qualities. “ addition, the creature the suffersaddition, miss no chance against a target making total when or that concealment has this concealment attack. Skills: and beak. ral hippogriff can take mass the form a grotesque, of tentacled this(though alien appearance effect has the creature no on alternate this in is it a abilities). Other creatures receive when creature the against rolls attack form. riff can gain a single insight on attack a +20 bonus roll. In A pseudonatural hippogriff and strikes prey its at dives with with slashes claws it cannot it dive, When forelegs. clawed its C _ 5 CREATING A CREATING CREATURE PSEUDONATURAL Combat 2 9 7 1 _ 0 2 6620_17925_Chpt6.indd 161 162 6620_17925_Chpt6.indd 162 2 0 _ 1

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C MONSTERS h Illus. by W. Reynolds p t 6 . i n SPELLSTITCHED CREATURE SPELLSTITCHED CREATING A Combat d d special attack. special the following gains of and creature the base attacks special except noted as here. abilities and creature the base all uses creature Aspellstitched (referred to hereafter creature). the base as aWisdom score of 10 undead with any corporeal or higher “ touch vampiric mist, day DC is Charisma-based. Thereceive save throws. bonus on saving their normal their to resistant creatures and poison to unaffected, are poison asickened immunity from effect Creatures with creature. A hours. 24 cannot saves ghast spellstitched by same the again affected be successfully that creature A minutes. 1d6+4 for feet must succeed on a DC15 Fortitude save or besickened 10 within creatures overwhelming, is living and aghast ing The save Charisma-based. is paralysis. DC for 1d4+1paralyzed Even rounds. elves to this vulnerable are be or save Fortitude 15 DC a on succeed must attack claw or Paralysis (Ex): DC is Charisma-based. 1day,bation period 1d3 damage Con 1d3 and The save Dex. Ghoul Fever doesn (Su): Awareexhausted. of potent its and increased defenses, it opponentan closesto are melee abilities range or its spell when attacks to its natural resorting abattle, to begin abilities its spell-like uses ghast A spellstitched Adjustment: Level Advancement: Alignment: Treasure: Challenge Rating: Organization: Environment: Feats: Skills: Abilities: Saves: Qualities: Special Attacks: Special

Spellstitched

1 6 Spell-Like Abilities: Abilities: Spell-Like (Ex): Stench +9, Move Spot +8 Silently +8, 14, Cha16 tance, undead traits resis- or silver, 18, turn resistance +4 spell spell-like abilities Special Attacks: Attacks: Special 2 — ’ fl t fear divine spellcasters as it as once did. spellcasters t fear divine Multiattack, Toughness Multiattack, ame ame arrow, Melf Fort +3, Ref +6, Will +8 Will +6, Ref +3, Fort Balance +7,Balance Jump +9, Hide Climb +8, Str 17,Str 17, Dex Con Standard delay poison Always chaotic evil Always chaotic ” is an acquired template that can be added be template to acquired can that an is The stink of death and corruption surround- of death corruption and The stink Solitary Any 5 – Golfvr paralysis, stench, Ghoul fever, Anyone ghast hit by aspellstitched 8 HD(Medium) (+5 melee touch) Damage resistance 5/magic 4 — A spellstitched creature retains all the all retains creature A spellstitched Disease ’ s acid arrow arrow s acid or or 3/day neutralize poison — — — bite, Fortitude DC 15,bite, DC incu- Fortitude , Int 13, Wis (+5 ranged touch) ranged (+5 darkness, magic missile; missile; magic darkness, . Caster level 4th. spell removes spell the ’ s stench for ’ s statistics s statistics , obscuring , obscuring ’ s bite 1/ more HDhave reduction damage 5/magic silver. and reductiondamage 5/magic or silver, 12 or with those and HD have no damage reduction, those with 4 all saving throws. saving all any). creature base the to (added resistance to 10 equal tance creature +the base special qualities. the following gains and of creature the base qualities special example). per day (to for each, used be times two can frequently each its creatorties, later change cannot or either how the spells per day imbued its as 1st-level times three abili- spell-like has cannot be changed. For example, a if spellstitched skeleton determination once and levelof each made, cast, this be can the number per day spells of times against known the spells The creator decides creature how of aspellstitched to allocate 9o ihr ihsae n t-ee 1 6th-level One Nightshade 19 higher or 15 17 13 0 kltn obe w s-ee 4 Two 1st-level zombie Skeleton, Day Imbued 11 10 Undead Wisdom Example Spells Times per Challenge Rating: Challenge Rating: Saves: (Ex): Resistance Turn (Ex): Resistance Spell (Ex): Reduction Damage Qualities: Special – – – – cause fear 8 oelce To5hlvl 2 Two 5th-level liches Some 18 2Bdk Two 12 Bodak 2nd-level 4 4 hu,gat w r-ee 2 Two 3rd-level ghast Ghoul, 14 6Dvue Two 16 Devourer 4th-level 2 Spellstitched creatures get creatures Spellstitched a+2 profane bonus on usable once per day and A spellstitched creature has spell resis- spell has creature A spellstitched A spellstitched creature gains +2 turn +2 turn gains creature A spellstitched A spellstitched creature retains all the the all retains creature spellstitched A Same as the base creature +1. creature the base Same as Spellstitched creatures with 1 with creatures Spellstitched cation, or necromancy evo- conjuration, the ’ s Charisma modi s Charisma as indicated on indicated the ta- as selected must be from cording to its Wisdom, ble below. spells Any can be imbued with school. Theschool. number ac- abilities spell-like spellstitched creature of spell-like abilities abilities spell-like of 2nd-level four spells of 12 can cast two shocking grasp grasp shocking ’ s turn resistance, if if resistance, s turn times per day and times two 1st-leveltwo spells with a Wisdom Spell-Like Abilities: Spell-Like Abilities: four times per day.four times Caster level equals is cumulative; for cumulative; is Dice. the creature stitched undead example, aspell- – 11 HD have have HD 11 usable fi ’ er. s Hit 99/15/04 11:24:21 AM / 1 5 – / A 3 0 4

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n most human cities and towns, the general populace is listeners can forget for a short time the cares and troubles notoriously insensitive to the distinctions of training, of their lives. When a bard of great skill sings her songs skill, and talent that separate arcane spellcasters. The dif- in the common room of the village inn, her listeners ferences between a sorcerer and an enchanter, a warlock enjoy for a short time entertainment fi t for a king—an and a necromancer, or an evoker and a warmage are lost hour or two of dreams and splendor in which even the on such people, and any arcane spellcaster (other than the lowest laborer can indulge. bard, who is generally easy to identify) is equally likely to Of course, some bards also have reputations as be called mage, arcanist, sorcerer, enchanter, or wizard by thieves and liars, being all too quick to fl ee town someone without any real understanding of the character’s leaving behind a string of false promises and broken true skills. To most people, distinctions between types of hearts. Though the motives of such characters will arcane spellcaster matter only to arcanists themselves. always be questioned, people know that even the Even in the most magical of settings, though, arcane most blackhearted bard lacks the power to unleash spellcasters maintain a high social profi le. Few people in magical plagues or other arcane devastation. Though a busy trade town will mark the arrival or departure of a people often fear magical power, they know that the weathered sellsword or rakish fop, but the arrival of an bard’s brand of magic carries signifi cantly fewer arcanist of any description will be carefully noted and risks to them than those of other arcanists. observed. Bards move easily in circles of nobility and power, and even a bard of modest skill can show up at the door of the king’s hall and expect to BARDS trade a few songs for a seat at the banquet table Unless it’s by her own intent, a bard is never mistaken and a bed for the night. In some cultures, nobles for another type of arcane spellcaster, and although the retain bards as advisors, entertainers, spymasters, common folk might fear the sudden appearance of an and tutors to their children; these house bards, or unknown mage, the arrival of a new bard in town is often hallsingers, often become permanent members of a a cause for celebration. A bard’s skills promise new songs, noble’s household. In exchange for room, board, new stories, and new music so powerful and magical that and a monthly retainer, a house bard serves as 163

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C CAMPAIGNS h Illus. by R. Spencer p t 7 . i n d d a sorcerer tends anonymous not for to remain long, because traveler, revealing his true nature only at his own discretion, weatherbeaten a than more little seem and town into hobble might Wherebards) rarely of the positive awizard kind. sorcerers attention, but bards, tend (unlike Like to attract her more. to earn expected be noble, acharacter avisiting entertaining when as such occasions, special On of her Perform skill). use through the might moneying bard earn itinerant an stipend of about 10 per month level per character gp (replac- a expect addition ahouse can In to bard board, room and her lord at attendance travel for several spending consecutive atime, months in to forego expected is every abard few after years of service, spend at one least week per month at noble the apatron general,must travels. their In with abard during what they have intervals heard observed and atback regular patron to their advancing efforts their to devote but they expected adventuring, are at some least of spend much of time their noble still with Bards patrons can honorgreat indeed. a is of king bard ahigh toof and patrons, the their court be renown household, for his in win the elevationbard bards loyalty. her to whomnoble’s family the she given has interests guard and lieutenant, working assiduously to advancea trusted the

1 6 4 Just as a noble wins renown for the quality of the renown anobleJust as for the quality wins ’ s court. SORCERERS ’ s causes and to report to and report s causes ’ s performance might might s performance ’ s residence, but The warlock’s path is alonely one know that awarlock know that that warlocks commonly elicit. Even the least superstitious enmity and comemancers closeto provoking the distrust with viewed be to tend suspiciongreat fear, and necro- only and the most infamous warlocks sorcerers, than so more Even the common folk or the commands of aking. of concerns the by either directed, never be will sorcerers society. elemental Like forces the most of powerful nature, outside simply of circles human to choose the normal exist the end, In whether or good, most sorcerers they evil are agent. or valued highly special bodyguard less suited elite to aroles an as counselor as tutor and than as more of anlord arcane weapon to need than a fount Though most sorcerers rarely feel education the training. and of knowledge, wizard a of way the in have little generally sorcerers of into doings the her scholarly and insight advice rivals, for Where noble ahigh might look wizard to her court suspicion sown, often grows. is difference separates the sorcerer from the rest of the world in the memory. An inde the eye draw linger and charisma and intensity personal his to have for treachery. potential the dark thought be of good might still the service in again and time even and patrons, been proven whose has awarlock evil worth ’ s disposal, those who those dooften s disposal, fi nd themselves apatron or to place themselves at a ’ s power derived is dangerous from and fi nable but tangible difference often often difference tangible but nable fi WARLOCKS nd themselves regarded regarded themselves nd — and when ’ s formal s formal 99/15/04 9:39:55 AM / 1 5 / 0 4

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CAMPAIGNS 165 0 / 5 1 / 99/15/04 9:40:09 AM s s s ’ ’ ’ s power). Even Even s power). ’ ame. s behalf), a house fl ’ WIZARDS s secret plots. In return, plots. a s secret ’ s well known that troubles knowns well that troubles ’ s residence, but unless but the s residence, ’ s realm than rather traveling ’ t around when his noble patron his noble t around when s expense). ’ ’ nd that patron seeking already (or nd positions as advisors and mentors fi fi his on lord c items fi t bother to conceal their conceal nature to t bother are generally t guarantee them a warm welcome int guarantee strange a warm them welcome ’ ’ nd themselves confronted on occasion with fi is expected he c business that takes him away, fi monsters, intrigues,monsters, and magic and both potent obtains patron safety of a place a noble nds where fi — are drawn wizards to like moths to amboyant arcane overlords. While many high-level — fl nd it easier to conceal their true calling than do warlocks or formalized Their training engen- and respect the their power protection (and often at the lord least Wizards at patrons are expected with devote noble to their arcane of some efforts service the to their patron of causes. a wizard In general, least with at spend must a patron the noble at month per week one wizard can typically expect 10 least at a personal of stipend spellbooks, compose and perform spell magical components, and otherwise creation, in item research, engage after look career. his to lords and kings; lords to require a skilled great most nobles to mage againstguard the magical and themselves their spying household or outright assaults of rivals and enemies. prove might secrets and ancient arcane of phenomena Similarly,knowledge the wizard crucial in undoing an a magical infestation monsters, of plague, or the arcane power behind an enemy speci has wizard in his lord somewhere beto found wizards House abroad. are usually allowed take to sabbaticals on request, but a wizard who isn himneeds return might to having hired) a replacement. In addition toratory library perform or to room, be asked might he which (from board, and facilities suitableresearch or create speci for a labo- defrayal the research of plus gp character per level, month per For character gp per level. month per expenses least 75 at of example, an 8th-level wizard could expect to receive at least his80 gp personal least 600 for at use, month per gp plus per maintain to obtainmonth special his laboratory, substances The ranksThe wizards of conjur- run from humble gamut the ers to wizards can be as imposing as dreadful most the warlock or than beggars nothing seem might old more others sorcerer, closest inspection. the wizards even Most under vagabonds or fi revealing take than pains and few a more sorcerers, avoid to untiltheir powers suits them. it Wizards don who for withtreated a reputation small no and even caution, of degree other the of rational than and inbeingmore control members doesn classes arcane an suspicious, the evil wizardlands. To potential the to embodies and garrison, the lord the up ablaze, enslave a town set conjure or his of hand with (whether a wave demons murderous of hordes wizard the within actually are acts these not or wizards known be crusading to servants or good of of agents can and order law distrust, of measure a healthy it for of all sorts sinister wizards often enable ders to who wizard and perform experiments can hishe study, rest, under lord cer cer fi nd themselves nd fi s expense, a warmage is nd themselves subject subject themselves nd ’ fi cant authority by virtue by authority cant fi WARMAGES s fearsome reputation and ’ nd employment as an of fi s not to be trusted, to s not can she generally ’ s guard, an agent of the crown, or a member of a of s guard, a member crown, the or of an agent 5 ’ 6 1 low-level warlocks often risk being assaulted pitch- low-level by

d — d n i . 7 t p h be made, but in but be times made, crisis of warmage the command is the at the call ignores peril.and she her duty at to overlord, her of character level per month). However, a warmage who accepts a warmage who However, month). per character level such a position is expected least spend half at to time her on servingduty, authority whatever or lord Special employs her. discretionary for arrangements activity and independent can military service) to avoid any additional signi though, enjoys a warmage who obligation. In general, class and training her of will those to be answerable always in turnwho authority the her. command to have A warmage can almost always noble a in local garrison. the warmage provides with This employment androom board as as well a small salary gp per (usually 10 demonstrates that she people. assume friendship the and her cooperation of After training of years crown the at education in made her often expected investment the repay to through military service. Adventuring typi- warmages have detached on are generally and they their duty, cally completed from tax themselves status paid scutage (a exempt to have or of power. In any land where warmages are found, most people people most warmages are found, In land any where power. of the famous least of heard at academies in arcanists which have are trained will folk battle, and common the for recognize as a true her of a warmage either and courageous defender the ruling of These agent as or a highly favored power. homeland until warmage a but course, of misplaced, be might expectations look into the heart the into look person the stereotype. the beneath of arcane his the warlock far is valued less for Like the sorcerer, capable than his ability for counsel and knowledge wreak to havoc highly or bodyguards as against obtain his who a powerful and foes, those rare few serve likely patron swearwarriors. indi- fealty another to warlocks never Most vidual, though, preferring only their wield unique to power in their own name. While the strengths warmages of many share and limitations in them alike hold and to commoners lords sorcerers, tend of much higher esteem, because warmages often occupy positions Warlocks fare a little better when under the protection protection the under when better eliminating threat.on malevolent such a clearly little a fare Warlocks a offer freely nobles good-hearted a localof few but lord, arcanists fell these of reputation The employment. warlock too black, takes and exceptionalis of it simply wisdom a lord and a warlock character ignore to is unwanted. High-level warlocks are generally considered far can they but often offend, to dangerous too of a different harassment sort of to subject waves as successive crusading adventurers their up on show doorsteps, each intent will cities a known or towns inwarlock their abide Few long midst need rarely power moderate of Warlocks mobs. fork-wielding outrightfear attack, might they but a variety to otherwise) or that their hints presence of (subtle C _ 5 2 9 7 1 _ 0 2 6620_17925_Chpt7.indd 165 166 6620_17925_Chpt7.indd 166 2 0 _ 1

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C CAMPAIGNS h p t 7 . i n ABJURERS d d compensation or reward. or compensation of thought little with others of behalf on power their use to good regardand willing neighbors, of sometimes are their and towns to large They cities. smaller generally enjoy the trust homes Abjurers their make anywhere, but most prefer bidder. to the highest overlords, sinister valuable their skills selling to abjurers found often lieutenants or are as elite advisors Evil to defend folk who the ability lack themselves. victimizing position themselves where prevent they can others from abjurers neutral tend and to Good too spawns. often magic abjurers Though abjurers reluctant often are adventurers, good sometimes takeorderly benevolent and of fellows. their philosophies up the lifeschool to by dreams of personal power that undo quickly override the the to the evil drawn are many that wizards means other spellcasters that ruthless ef on the the side time, of of Atthe same path morality good. the walk to inclined are abjurers many harm, do to others of the ability abjurationSince on focuses often limiting alignment. favors generally that alawful erate personality delib- and The ameticulous of study abjuration requires prepared. well always are abjurers experimentation, or adventuring to or not).become Whether necessary lives given their are over duels magic (whether in wizards ever confrontations such and they continuously evolve strategies for defeating other wasteful, adherents and reckless of as other of magic schools an ef of aproblem consider aspects before all to devising carefully ing an unequaled determination and resolve possess- Abjurers deliberate, are prudent, thoughtful, and that allows them itself. power arcane of fabric the manipulate that spells wield isto abjuration of school the To study magic. with interacts magic where place atthe lies mage’s the of art fi of ablast form produce highest the aword, with slay agiant re or will that magic the wield to matter hardly asimple it’s Although specialty. his and himself how amember might characterize ofsummarizes that class a with begins below. discussed are section Each The specialists various geared toward her of area expertise. specialist a patrons, have general of same the obtaining chance all (feared for powers). wizards sinister their Though specialist trade), necromancers and in stock their is that information for (prized illusionists (sought for to entertain), diviners the secret after upon ability their placed frequently is distinction by the world at large wizards (andas treated accordingly), a Though specialist spellcasters tend to be regarded simply

1 6 6 fi cient effective They response. and generally regard ’ s focus usually causes her to seek out opportunities her causes to seekout opportunities usually s focus fi ciency of abjuration used as a weapon against against weapon a as used abjuration of ciency SPECIALIST WIZARDS “ point of view ” paragraph in italic type that CONJURERS DIVINERS effort involved.effort dif be They can power and easy seemsing wealth to and outweigh the risks Conjurers undergo adventures when of the prospect alignments. conjurers such, As often favor neutral and standards. evil (in of high other words, good) moral the luxury afford can of dark and powerful forces, and necromancers,Like conjurers stare un most rarely feel that theyslower more and deliberate methods of problem-solving. over solutions decisive and quick preferring and alignments bit to excel chosen their reckless in Conjurers decisive, must strong-willed, be just and alittle power). own challenge it the conjurerthe schools, alone can repulsive necromancy is and weak, of all because, (possibly abjuration enchantment inconsequential, and are too are evocation and transmutation trivial, are sion divination and conjurers disdain the other view with of schools magic most creatures, they extraplanar wield over many dreadful right the with down application of summoned power. of Because the great control hammered simply more be can that foe or way their any around obstacle to think others, rarely inclined seemoften indolent the dif unconcerned and with Con it. border that worlds unseen the in embodied truths refl iconic the mere of ection isa world in this physical exists that All cosmos. in the crossroads unimportant and asmall but isnothing Plane Material The before embarking on a hazardous course. Forbefore course. the diviner, on embarking ahazardous themselvesavail of every possible preparation precaution and happy to deliberate spellcasters, and cautious often they are abjurers, Like wizards. of perhaps all are the wisest Diviners hands. in their power ultimate hold all know who ispower, those and Knowledge lives worlds. of and course changed have the could that information of piece asingle for but averted been have might easily that defeats kingdom-shattering History is full of missedsimply to creatures summon fetch for treasure them. opportunities, occupation,when low, and or are a career an funds they often that constitute would conjurers normally activities shun all personal (orcomplaining research, eaten). being magical from Aside tragedies, about the neighbors without worrying of craft their aspects andpeople) most the dangerous to ameans practice as and wilder- with or those frontier they deem isolated in beneath associating in interest of live lack their to of because both them areas, prefer ness (which conjurers is Most to say, most fi and tend to view overwhelming and immediate attack as the group, conjurers adventuring an prefer to discussion, action conjurer a earn to strength unyielding and worth of they those consider inferior. It aleader takes of proven patience for little freely the opinions having and minds their rst step in any successful encounter. any successful step in rst fi dent, headstrong, opinionated, and conjurers can fi cult companions, speaking companions,cult speaking fi fl eld, favoring chaotic chaotic favoring eld, inching into the face ’ s sense of her ’ s respect. In In s respect. fi culties of — fi nd- 99/15/04 9:40:11 AM illu- / 1 5 / 0 4

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CAMPAIGNS 167 0 / 5 1 / 99/15/04 9:40:12 AM ow fl s punish- ’ eld has no eld fi some spiritual, some — a reputation that — s perceptions of the real world. the reals perceptions of world. ’ amboyant, outgoing, and self- outgoing, amboyant, fl nd many minds that they can study fi fearless, inspiring,fearless, and authoritative. — work. at unseen world cial a larger results of fi rst a tree the in If forest falls and reality. only with no creature fi equal. dwelling and quiet plain seldom homes, prefer Evokers darkto and cruel practices in pursuit the rare of and unusual illusionists art, creative, perceptions. Remarkably enjoy art- literature, are and accomplished poetry, many and music, ists in their own right. Although scholarly their aptitude for specialist,pursuits other is any as as great of that illusionists stubborn. Good evokers perceive evil as an unbalancing force perceive stubborn. Good evokers that must be opposed, while neutral or evil evokers tend to be heartless, trials the seeing mortals and ordeals of as the to striving world, super the in perceive they forces undertake in Good the response to adventures evokers and currents respond when and where evil stirs. around universal Evil the to them, reaction settle forces to for evokers, not content manipulate alteringseek to those forces, and their ebb through their own actions. Regardless alignment, of evokers are natural leaders wizards,Among battle the on their courage are than hermits, a few More people. of numbers large among natural forbidding and rugged most the in live to choosing fearing alone, their power evokers leave people Common sites. suggests reputation their danger the and The universe the is all in that mind perceives it, and sensation is the enemy ofenemy his volition only as long as he needs to, and, when such is warranted, takes often pains return to to subject the a traitor his normal avoid as in to state such a way the hands at his of people. comrades or ment in reason an of voice the are commonly Enchanters adventuring party; they view physical hard devise to problems and to options work and solutions combat as a last resort Excellent otherwise their companions. might that elude team players, shrewd negotiators, and superb bargainers, frequenting, living or favor enchanters in, large towns and easily they where cities with manipulate) impunity. (or The universe is the interplay of impersonal forces natures whose some and elemental, some moral, some political, some have yet to be revealed. Beneath the surface of the merely physical, fundamental energies form the true nature of all things. The school of evocation attracts the most serious-minded, and determinedintense, wizards, mastery the to of devoted almost of their craft ascetics all exclusion the to else. Notable spartan favor in their personal surroundings, evokers habits, garb, and plainsimple fare, eschewing and luxury clutter as one deaden that distractions forthright, are decisive, and often In personality, evokers little do discourage. evokers to many to hear it, then there is no tree. Illusionists tend to be assured, exhibiting many a hedonistic streak that can lead ILLUSIONISTS EVOKERS s ’ is the — the mind.the lost of nders fi — artsne and good fi ght before every other other every before ght andict peril altogether. fi s will is rarely right, but but right, rarely is will s fl ’ self-assured, and hold- dent, fi con spell are uttered. Other enchanters — t cowards (at least not all of them), few few all not least them), of (at t cowards ’ charm 7 6 1

or to turn a most hateful enemy a loyal into ally d d n i . — 7 t p rst his syllables of h are likely to rush headlong into a a into While headlong diviners aren rush to likely are option has been exhausted. Diviners only are not students the arcaneof spells workings of and magical also but lore of the mechanisms nature, of the arts and and sciences, even character of are betterhuman than judges Few behavior. diviners. is preferable by far by killing. to is preferable an deprives enchanter A good enchanters believe that those who lack the ability to overcome overcome to ability the lack who those that believe enchanters be servants mind the to of deserve to power the resist or existing those with by becommanded to only power, that the ability do so. Good to adopt the viewpoint enchanters one that bending being to another mesmerizing individual mesmerizing the before even word and manner with thrall in others ing fi are distant and clinical, rational as coldly viewing themselves worth studying subject only the of students objects andobjects people. The is the mind can oppose fool ultimate Any power. an enemy by physical means, but to halt a foe through the sheer force of one blackhearted most the can be a enchanter Even conversation. predilections in few alignment, have though Enchanters Evil law. over their belief individual that will in the force is strongest chaos the toward slightly them slants multiverse though, diviners sometimes hesitate, overly conscious of the the of conscious overly divinersthough, hesitate, sometimes life making of consequences and when wrong the choice line. the death are on diviners possessions, Diviners heart at are make loners and close friends do not remain to aloof in live tend great cities those who Even easily. material in and apart interactions in the avoiding from their neighbors, interest past the study and better future. the to Although present little show they their research and living expenses cover often charging by their servicesfor as seers, fortunetellers, and many accept such a career only reluctantly. Still, with her harm her others; to evilprevent diviners they use the knowledge with Still, accumulate their own gain. for reluctantly. only career a such Diviners predisposed are not adventuring the to life, and accept many cunning,judgment, a diviner sense, and common makes a valuable addition to most adventuring parties. In combat, In being to addition thoughtful in their affairs, and orderly diviners prize quality the A mind any closed to objectivity. of distasteful is or a be) possibility remote may one (however mind truth, the be closed to that might truth the for is not strongly Diviners pleasant. or are therefore simple always inclined neutral alignments, toward and usually law favor and chaos. Good anticipate diviners to over use their powers will purest and most subtly effective manifestation of arcane might. Charismatic, tend enchanters and passionate, sensitive, and beto attractive, personable enjoying though, the best of all possible preparations is to choose the the choose to is preparations possible all of best the though, course of action that will avoid con C _ 5 ENCHANTERS 2 9 7 1 _ 0 2 6620_17925_Chpt7.indd 167 168 6620_17925_Chpt7.indd 168 2 0 _ 1

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C CAMPAIGNS h Illus. by G. Kubic p t 7 . i n NECROMANCERS d d long darkness to come. to darkness long the of understanding and study the to distraction auseless life isbut death, of existence eternal the of society in the pursuit of knowledge the pursuit in power. and of society on accepted the norms backs their to turn too willing all are most necromancers nature, meticulous and to clinical their toward either chaos or asense although of law; order appeals eventu- submit they or ally darkness, of to lure the its resist to corruption.enough most necromancers since rare, are either strong have awill Necromancers ones. outnumber necromancers Neutral far good-aligned have necromancers evil Consequently, evil. toward inclination est little tendency who have on even wizards effect slight- the have acorrupting to the forces of can exposure undeath death and Continual value the question living. things they all and of life which during despondency of spells prone valued be and among to them black can trustworthy solitude to companionship, though, even and the most stoic, loyal Most and comrades. necromancersful, prefer thought- as them know to come might necromancers view them as cold often will acquaintances sive. Though casual and hostile, borders death that and on the obses- life those who befriend with necromancers afascination exhibit humorless, Brooding, withdrawn, and ning. one Since abegin- but anending, isnot Death indie time. things allliving for are one, Life death and cities. homes sophisticated large and in well-furnished maintaining usually the hustle life, bustle of and urban arts require an audience, and they enjoy Like enchanters, group. illusionists know that their adventuring an of strategist good choice her equally make an mind sharp and for An leaderillusionist fi or right-hand any or other destroyed manipulated be like to tools and toys less-than-real as seem them extremes dark to worldview their take sometimes illusionists of others, evil share creative their ists for impulses the bene tendencies.strong alignment good illusion- While have no Illusionists meaning. and of existence philosophies dedicate lives their to the development of all-encompassing of who those the acts in seeonly and futility things, of all thinkers. Pragmatic by nature, they deep but not are have accept minds particularly Illusionists sharp the impermanence the powers of sensation. of manipulating thrill of for the laboratory the company of people the constant and most, forgoing than research in the isolationspend less time

gment or shadow.

1 6 8 ’ s living days are but a fraction of of afraction ares living but days ’ s forceful personality personality s forceful — the beings around fi t An illusionist An disagrees with his comrades his with disagrees slow to follow orders simply one for and sake, own who their fearless. the other anecromancer On hand, is virtually him forces dark the of world the with makes that afamiliarity and for group, formidable both the adventuring power he wields in to an rarely and determination seethe sticking valuelack in of loyal follower reluctant leader, rather than they since eageroften role the but members in groups, of adventuring Eager to explore the world them, are around transmuters the essence of change. for favor transmuters is chaos alignments, chaotic standing, that change happens for the better. Regardless of their moral constant of change to its the look universal past transmuters them.between Good effects on life, aspiringand to seldom ensure permanent, and so they make little distinction relative are concepts,evil dependent conditions on existing believe transmuters good and that evil change. and Neutral of that terms tend it,drive transmuters in matters to seemoral on of aresult focus their change the As forces and that prone to insights. profound philosophical ship, leader- for suited ill generally are necromancers Though such an arcanist can make a valuable addition to an fl exible purpose. scholars, and clear thinkers, but they aren thinkers, clear and scholars, obsessive be excellent collectors, can transmuters are, are natural tinkerers, often more tinkerers, interested in natural are than to reasoning out to they reasoning why as are than things and taking them apart again, transmuters by the exercise of putting things together Fascinated deeply and minded, analytical. transmutation are typically curious, sharp- curious, typically are transmutation transmutation. Wizards drawn to the specialty of to the specialty drawn Wizards is that which manipulates these forces of of forces these whichis that manipulates own atown any time. objects than in the creatures who the creatures in createobjects than part of the world, and the ultimate power power ultimate the and world, the of part Necromancers who not are adven- more to to more and wield them. With minds attuned attuned wield them. Withand minds they usually reside far from civi- from far reside usually they evolve from what it was ceases to be a re a Like regions, homes establishing lized in need for the company of the living, ancient castles, deep caverns, or even abandoned crypts. even or caverns, deep castles, ancient that has ceased to change, to grow, to to grow, change, to to ceased has that TRANSMUTERS which worlds are built and torn down down torn arewhich built and worlds they have since and little writing, once more, all life is change. Anything alllife is change. Anything more, once spend most of time their turers engaged in arcane research and and research engaged arcane in ’ strategy might strike out strategy might on strike his fi fl nding outnding work how things ection of the larger processes by by processes larger the of ection ’ t especially t especially 99/15/04 9:40:14 AM / 1 5 / 0 4

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y fl Bot- honing Dungeon Dungeon s efforts. ’ — vision. or s class. ’ ghter or rogue, every every rogue, or ghter fi t have tasks their of ownt have ’ t bother makingt bother deal a big sinisterltrating most the ’ fi nd themselves buried under fi detect thoughts detect t afford take to occasional the off, day ’ Master Dungeon the challenge cant level t want your other players to feel as though ’ fi t create a backlash of resentment from every- ’ rst brush with for more information). more for fi s play. ’ cant the character features of adventur- of context the things do outside few to nd fi fi s Guide, ’ cant regular downtime make to best use their of class fi dent that no disasters will strike partway through the the through partway will strike disasters no that dent fi fortress child spell, and teleportation makes in tomless chasms are easily crossed with a simple 3rd-level chasms are easilytomless crossed 3rd-level with a simple Be careful, though, that introducing downtime into the the into downtime introducing that though, careful, Be arcane of from players the resentment campaign avoid to rarely adventures like characters. other no Murder-mystery survive their the player of a wizard or sorcerer is being denied some of the the of some is a wizard denied being of sorcerer or player the most signi rule a good In general, is thumb time two of of days off for doesn characters don body else. You weeks for theirtheir heels cool characters to are being forced so just wizard the end on library the can at out hang the or lab. Though many campaigns don is that all arcane just idea the it, casters) charactersabout (not training in time of amount certain a spend should their talents and learning abilities new in as advance they experience. If characters other don can you choose allow occupy them, to to train to them ahead and skills feats time improve of will for or they that receive while the arcane theirat next characters level pursue their the of 197 page PCs Improve, How (see own interests Master signi any of Mages Sorcerers, wizards,Sorcerers, arcane and other spellcasters are unlike characters other many in the game, insofar as require most signi features and feat choices. In the life of a same, the and such be much to tends dungeon the outside day characters hard things any and fast connection least few that at have ing (or to the pursuit of power, money, and experience).characters, time hand, need use other the to their on item Many arcane perform spell feats, scribecreation research, or spells new into characters the When spellbooks. crises, of an plagues, onslaught invasions, and misfortunes against can they which free Feel time. campaign of adventuring of day inevery a campaign. days If takes it party the six twelve for a particular explore to days ruin, off next the can on hold you hook adventure throwto PCs an the occasional curveball as dropping (such their into the next laps an adventure after hour leave they weeks of a couple spend to hoping were they dungeon the same the time at but makerecuperating have sure they from), their that their understand at players your that and projects downtime, some initiate to it of advantage take can characters wizard two needs who a high-level of player The convenience. worth a magic 60,000 item create to months gp feel should con adventuring hiatus potentially to ruin the character DESIGNING ADVENTURES FOR ADVENTURES FOR DESIGNING SPELLCASTERS PACING THE GAME ARCANE PACING nd fi gurehead gurehead fi the for cult fi her learningher — WU JEN ) not to contradict their contradict to ) not s way. At the same time, s way. ’ ) leads most commoners to to commoners most ) leads charmed preconceived notion of arcane ’ s place ins place the game world. ’ most the c distrust For foreigners. of fi THE DM AND THETHE AND DM ARCANE CAMPAIGN ARCANE baleful polymorph s character has a chance drive to the action and ’ 9 6 1

d ne themselves not by their personalities, goals, and and goals, personalities, their by not themselves ne d fi n i . ning that character 7 t fi p ciently to emerge as viziers and satraps emerge or to emperors under ciently h de direction and the campaign each of adventure as a whole. their increasingly by aims, powerful simply arsenal but of spells. directly, addressing the DM This section chapter, the of that, in strategies situation the andoffers approaches bothdescribed can workable, make above, the game more an of arcane character with the player tasked and the DM for Handling arcane characters can arcane spellcastersthough, since and high-level mid- often be challenging in this regard, capabilities easily that might tiphave balance the a typical of game if Adding the challenge to is planned are they not for. tempted sorely sometimes are characters arcane that fact the to de The best Dungeon Masters understand Masters best Dungeon capabilities the The the of characters in in which ways their game, and for look they every player political power by standingpolitical by a next of throne the power to is chooses (or monarch who and personal power demand respect, but her lack family of respect,and her demand personal but power wutheir strangeness canfor jen easier sometimes make it acquireto and position patronage as advisors and lords to kings, since those nobles their standing consorting by with wu and their uncouth jen suf- themselves exceptional wuways, sometimes prove jen fi local lords. wu Some jen, in acquired fact, have tremendous dictates. magic in see wu causes to as an them shrouded jen air of and prestige. mystery exotic clans in lands noble care their sully native to few Though Neither peasant nor noble, a wu typically jen noble, peasant nor standsNeither outside the traditional homeland hierarchies her of dif it make sometimes social graces and standing and powerful talentswealthy and skills. accept her to of adventuring in When distrust lands, western wu often jen general a both with deal to forced themselves arcanists and a speci ling capability in magic the transmuters (notwithstanding of occasionalthe inspired them harmless but consider eccentrics. do folk part common the with and warlocks), (as sorcerers a wu of jen out stay their bestto in cities, where comfortable large are most Transmuters consultants, supplies, access the to and other have they their that resources studies common demand. In general, distrustful are less folk than transmuters most are of of they control- or destructive high-level of wizards; lack the other C _ 5 2 9 7 1 _ 0 2 6620_17925_Chpt7.indd 169 170 6620_17925_Chpt7.indd 170 2 0 _ 1

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C CAMPAIGNS h p t 7 . i n Charms d d derailing the game. Charm magic should be a useful tactic tactic should auseful be magic Charm game. the derailing of knowledge chance that creature, asmaller has a captured the event that the party does get dependable information from dose of deliberation and second thought. That way, even ahealthy with in information players to charm-acquired treat but to the teach spells, charm through information important not The is to completely goal prevent of acquisition the the on of the the basis standings ambushes, deadly traps, or terribly embarrassing misunder-followers that any so would-be heroes into charge instead off of their ranks the in deliberatelyand sow disinformation and foes count on the capture fl or more mundane means), control therefore and the carefully (whether minions of interrogation his and capture by employ his humanoids in with might anticipate the villain you afewavailable, giving levels Aclever room. of breathing have of other can types servants creature villain not off, every First opponent A need ahumanoid be NPC. number of reasonable counters tactic. to this there a are newfound of to Big friend, the their Plan aspects person charm by character their players that any NPCenthralled expect charmed routinely is subjected being to interrogation after villain magic that most arcane characters the is magic Charm acquire. Every captured a suitably creative response. table requires and to gaming the perils its own which brings magic, mages the between race arms arcane into an the campaign turn too easily approach can This know on. how so and to cast; villains wizard NPC your spell only the becoming suddenly can PCs that ensure to of utility the monsters scent blindsight and limiting at with atime: to overcome be atrial as game their one in spell spellcasters point or another treating the increasing capabilities of arcane many DMs and task, adaunting be can power on magical limitations arbitrary and to capricious ing new Finding ways to your challenge players resort- without safe from such interrogation until or monstrous humanoids, forgiants, example that arcane characters acquire are charm magic, invisibility Some of the power their as most grows. common let and new your their evolveuse game abilities accordingly You to why spellcasters have bother trying? arcane to allow to add long hard labored and to having ters the charac- inventiveness.own Even worse, trivialize it can

ow of information in his organization. Especially devious Especially organization. his in ow of information

1 7 0 ’ charmed accomplishments fl ying magic, scrying magic, and teleportation, each of of each teleportation, and magic, scrying magic, ying by aplayer many or mage. bard While character invisibility; creature spell will naturally be happy to explain all all happy be to explain naturally will spell fi villains wearing rst category of potentially problematic of category potentially rst

has givenhas them. ’ t easily scry them; them; scry t easily — if there “ charming guaranteed “ ’ gamebusting s no advantage or bene charm monster charm ’ capabilities and your and capabilities rings of mind of shielding rings fi nd themselves at one one at themselves nd teleport of a servant or two, greater dispel magic dispel greater ” knowledge that ” to a spell list, list, to aspell capabilities — — becomes that are undead, charm fi t ’ s

Flying Invisibility to expend the necessary spells or magic items or magic to overcome spells the necessary to expend loath be will away such characters the that in challenges this point, dif remain to obstacle your bestplayer reach 5th or level. 6th you characters If want an option You iscan to withoutfear of design retaliation. air the from foes such exterminate to attempt encounters simply can party much less dangerous, aruthless without ranged since attacks and obstacles over or it monsters and makes walls, high and rivers, chasms, as such around getting of problem the solves easily on major play. two effects has to air the to It take The ability on side. their surprise foes their with to strike opportunity they avoid adif adventure isn gained be to advantages and from shortcuts earth-shaking) charm-acquiredalways time. Instead, designcovered at the right character the right only by adventures of charming that offer knowledge. don Likewise, useful (but not just likely yourbecause players will Don If an importantto every need for intelligence. adventuring for the characters to consider rather than the perfect solution NPC misuse) as coveted highly as are Few spells (or subject as to potential losses. to defeat them without taking use will thecharacters that the expectation with attacked if threat head place you on, acolony so adventure deadly can an of them in a pose might scorpions Huge as such with a weakness that clever players can exploit. Giant vermin orc axe Killing simplest shoot solution foes back. those to can sure is make For transportation problem. one adefaultabout, solution as they rather use than to every keep to of under apermanent chasm theeffect wouldn you as (just using from prevent to characters want course of way, this obstacle every design a the hadwith they to have the second cross as chasm capability the same still fi on, when farther the encounter that easily obstacle. The PCscan also goodalso adventure design to create occasional encounters characters the neutralize include encounters occasional also can with you and challenge, adifferent pose orarchers spellcasters rst obstacle are no obstacle are longerrst might The effect? characters in fi reball ’ t charmed, fl ’ t make your critical NPCs immune to charm magic, magic, to charm NPCsimmune yourt make critical ying PCswho foes, the grounded to choose ying attack spell the sorcerer might need later. You later. don need might sorcerer the spell fl y an option that the players need to think carefully carefully players the that option an need to think — ’ — invisibility t do much to restrict access to access t domuch to restrict but if they do succeed in charming her, perhaps perhaps her, charming in succeed do they if but but what asecond awaits chasm if 15 minutes the characters should be able to continue the ’ t place key information wheret place key dis- be information it can fi ghters from the air is easy enough, but easy is orc ghters the air from fi encountercult later an on, or they gain fi rst . Invisibility serves two purposes in the in purposes two serves . Invisibility fl ying spells they used to overcome the the overcome to used they spells ying — fi cult or insurmountable even after even after insurmountable or cult but now of at the possible expense ’ advantage. At the same time, it fl y over the antimagic antimagic fi nd this frustrating. fl y fl ying magic once magic ying by having every fi rst chasm they chasm rst fl ying foes to fl fi ying magic eld ’ t want to ), but try 99/15/04 9:40:19 AM / 1 5 ’ s / ’ t 0 4

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Illus. by W. O’Connor 5 1 / 99/15/04 9:40:20 AM oor oor fl spell spell s very ’ . On the spells, spells, but not but not clairaudi- — scrying oors should should oors contact other fl , and they will take will take they and level mages with mages level as sim-steps (such wares offer to low- to offer wares invisibility t be able to answer to t be able ply lockingply all up ’ the temptation their their temptation the mun- the most but ltrators foes are usingfoes invis- ibility sneak to up will them, on take the counter to steps dane merchandise) merchandise) dane certainly of aware fi to prevent suchto prevent theft. their that realize they tactic. Slow-witted or prim- or Slow-witted once ogres, of band a discern location discern itive foes are more are more foes itive time after time. Even a good-sized city are Scrying likely to be caught caught be to likely in such as a stack emp- of off guard invisible by The general category of stacles. Shopkeepers in stacles. Shopkeepers ” scrying magic includes s footprints are easily seen ’ and provide suitable ob- suitable and provide not only the anyone opening the dooranyone , and but also a number of related related also of but a number limitations of invisibility invisibility of limitations — traps, divinations, such as as such divinations, “ ence/clairvoyance plane understand the capabilities and and capabilities the understand most basic level, any time any a character can level, basic most cast a spell a question answer might that he otherwise wouldn based on the informationbased on has hand, an at he opportunity derail to Scrying the adventure. cess magic their to of own are likely to as he moves across a sandy or muddy muddy across or a sandy moves as he invisible character invisible might not help a character storm a castle or help not might (and bear(and in mind that in a typical D&D fan- sophisticated In general, with foes ac- explore the depths of a dungeon, but it but the depths a dungeon, explore of hardly be the norm). tasy environment, spotlessly clean ty pots behind a door a behind pots ty knocks them over and makes a noticeable racket. An and makesknocks a noticeable over them likely locate and to identify the chief villains in any of slyness might place simple simple place might slyness of hit. to cult fi a crea- y spell — effect. A wizard A wizard ltrators. uses a fl uses fi see invisibility see nd numer- fi 1 7 t negate it outright. it t negate rst as a spell bypassing and gather- for encounters ’ 1 summon monster summon cant obstacle,

d —fi d n i . glitter- 7 see invisibil- see For that matter, that matter, For t p h Creatures with least a modicum at ing intelligence, and second as a defensive spell that makes asdefensive a ing and intelligence, second an affected dif character more ture that has blindsight or one invisibility for counter simplest The it ignores who is an enemy threat to invisible in sageway might be be might sageway a signi those same sen- but tries with provided a well-trained dog consti- tute a much more formidable some thought to to thought some in- with dealing visible Two foes. human sentries guard to set a pas- any NPC who lives in lives NPC who any expectation of attack a hostileby spellcaster virtu- say, to is (which thinking any ally creature in a typical campaign) D&D has likely given venture should to be designed foil invisible but characters, spell will the creaturesous on summoning lists scent the with ability, providing offense a good against an invis- ible foe.ad- every Not invisibil- ity purge, or ity. ac- with spellcaster any cess a to and scent) limit effectiveness the and scent) of invisibility though even don they NPC spellcasters have might spells such prepared or scrolls as dust, subject to a to subject abilities special some Similarly, as blindsense, (such tremorsense, game C _ 5 2 9 7 1 _ 0 2 6620_17925_Chpt7.indd 171 172 6620_17925_Chpt7.indd 172 2 0 _ 1

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C CAMPAIGNS h p t 7 . i n Teleportation d d tion) defenders and to often minions used skip past is in or a magic scrying conjunction with cheese. Teleportation Swiss muchinto so (often dramatic in of heroesa party your to turn most challenging adventures allow can teleportation of magic, More most other types than problems, not asolution of as and itself. in to it treat astep as toward characters teaching results, providessometimes unhelpful tool should ahelpful that be magic scrying magic, charm Just like the killing. lord after the house of the unsuspecting alord who by loyal to to throne the tions frame is whoknown he was working for. Perhaps he was given instruc- murder, the with or, even he might not was killer, the have if Thelead. mysterious might have monk to do hadnothing to solve murder, the trying to or characters it afalse might be might the only be clue description rough available that than king the mysterious red-haired monk who was seen the near PCmage the that fact the might attempt to cast Anticipateplot of action. course next determine their and to advance magic the scrying to use expected are characters which the adventures in count that scenarios on them. Build from tipping the balance of the spells way the best campaign to keep scrying spells, charm is to with As design to uncover it. whereinformation characters the show her enemies what she false wants them to see,planting out the villain ferret upon lieutenant the will offace, no scrying amount secret stronghold never has and lies met leader his faceto to heroes the lieutenant the no known idea has if where the all, After effort. of scrying athorough damage the limiting potentially minion, accessible toinformation any particular defeating to divination- access without spellsclever villain meticulous and the defense with might against As also make anattempt. effort to cleric control could steps to then defend take the scrying against week next the the the succeeds, spell the divination so, by whom. within if Assuming scrying a of target the be will he magic scrying stronghold against won doors locked and dogs, of sentries, heroes. inquisitive Theto ward off mundane precautions as such spells on relying magic, to pit is against magic defense scrying against Thefor only foolproof the Dungeon Master with. to deal might the most be dif to the table, bring scrying can ahigh-level that capability spellcaster magical the all Of casting. easy a single mysteries with challenging plot, solve it and can otherwise example, an evil cleric might use a divination spell to ask if to ask if spell cleric might adivination use example, evil an might seekto way avoid same the characters that in it. For can a villain encounters appropriately. on more based nothing Scrying

1 7 2 ’ s chambers just before the king was killed, then design s chambers just before was killed, the king ’ t use spells to anticipate the arrival of trouble to anticipate the spells arrival t use ’ s secrets. steps to Avery clever take foe will nondetection fi nding the solutions to particular the solutionsnding to particular or or detect scrying charmed charmed ’ scrying attempts sure are scrying — but there charm ’ t protect avillain interrogations, a spell interroga- spell in an attempt attempt an in ’ s no reason scrying fl eeing to — fi cult and on on ’ s WORLD MAGIC BUILDING WITH set an ambush. Another villain might go to the trouble of ambush. villain Another set an could anticipate easily of the the heroes time spell adivination cleric with evil heroes. An teleporting the effectiveness other ofdefenses take steps to limit can teleportation thorough to access lack who Clever villains feature of your adventure designs. villain every make level,reach appropriate the you and shouldn they by time the teleportation to use have right the earned player of though, problematic magic, characters other types with As or arrives. group character beforeing ateleporting page 97) offer the protected of warn- ashort period creature teleportation anticipate to into impossible or teleport out areas of. The spells small as such spells Certain as methods such check (DC 35, infallible 25for or DC normally Underdark the in aSpellcraft requires spell any teleportation by The of use spells. divination all saves bonus against on Will +4 affected area an in creature Every magic. teleportation and magic divination hampers that radiation of presence the by characterized is setting, Faer of Underdark reaches For of deep the underground. example, the certain speci a as such unreliable, is teleportation adventure aplace where occasional the in situate you can extremely PCsare dif teleporting restrictions, or Without relatively magic powerful arbitrary bacon out of the subject to hard very is everyone pulls one spell quick magic peril; of mortal to any kind teleportation with armed party a designed preliminary encounters useless. More signi rendering your perfectly order to get to villain, the chief right in the game. the in wealth of classes, prestige classes, feats, and spells available remain for building distinctive campaign features from the to recoverfor characters magic?), their many opportunities do?How long aspell it does take What can aspell? for casting (What many of questions these answers game of system D the world. magic the While elements of its workings critical of are any fantasy details way. same the in the and of magic paign nature The exact of makeup your cam- adventure, shape arcane you the can forgeography to create of your opportunities campaign Just you the physical as topography sculpt cultural and layout of that lair. the villain for player the more if deal agreat challenging be characters visitors precautionssimply controlling information in the absence of elaborate magic, charm and scrying with As adeadly trap. inside ize is a good material- might attackers teleporting that so her enemies, step the hopes of confusing in rooms throne or lairs false building toward preventing unwanted greater teleport — locating and teleporting to the overlord ’ s minions have nos minions knowledge or location of the ), or mishap), ateleport ensues. fi re as soon as things start to look bad. start things as re soon as ’ û s stronghold to immune it astandard as n, in the F n, in and forbiddance greater anticipate teleportation ORGOTTEN fi cult to hinder unless and UNGEONS R fi c demiplane or in faerzress hallow hallow EALMS faerzress faerzress ’ s the process s the process ’ ’ t attempt to to attempt t arrival and and arrival &D campaign can make make can , a magical , amagical ’ s lair will will s lair recives a a recives fi RAGONS cantly, (see (see 99/15/04 9:40:31 AM / 1 5 ’ s / 0

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Illus. by M. Phillippi 5 1 / 99/15/04 9:40:32 AM s easy ’ perhaps the the perhaps — many advantages many advantages common the over folk around them. and other arcane and other spellcasters have have spellcasters Sorcerers, wizards, most dangerous nec- romancers are the necromancer, the The Magocracy anyone in your game game your in anyone of. are made worlds could stillcould a become tian spell. Although Although spell. tian Ilphatian of students In many lands, it lands, many In vides a caster level boost level vides a caster similaror to advantage usinga caster an Ilpha- stuff memorable that will quickly learn fear. to Details like are these the lore whom your players players your whom lore Lore of Ilphaz that pro- that Ilphaz of Lore . could create a feat called Dark a feat create could in your campaign, you might des- might you campaign, your in ignate a handful necromancyof most infamous of evil spellcasters You spells. Ilphatian as spells s preferable to offer advantages to Necromancers of Ilphaz are the Ilphaz of Necromancers ’ For example, if you decide that the the that decide if example, you For to create insurmountable restrictions. restrictions. insurmountable create to a particular than character combination s ancestors at an ancient cataclysm. an at ancient s ancestors ’ power is somethingthat logically power might be ’ In general, it characters classes of for c classes be favored might only be available might classes feats or c prestige fi fi a certain ethnic race or group. require- cultural or racial special meet who characters to ments. withacters training. or a special heritage Speci Speci char- by used when better function might feats or Spells have the privilege creating of have unique and hard-to-explain ifcharacters. tribesfolk example, the humanFor Telziijka knownare only the warlocks in campaign, your and a player be should and a dwarf the player warlock, play you to wants able to come up with a means to accommodate raised been Telziijka, the dwarf among character have might that desire (the learningperhaps, and their traditions). customs Alternatively, for responsible heritage Telziijka of uniquethe component warlocks the certain under others among conditions found possession the a particular of curse a deity, of artifact, the or one of presence effects creating The of unique magic of systems in a cam- paign following the include might • • • s approach s approach ’ sted tyranny, sorcerers sorcerers tyranny, sted fi responsibilities or for c roles fi s easy imagine to a setting in which path only the represent who ghters ’ sanctioned and approved by the the by and approved sanctioned fi ” legal, “ c arcane college, fi 3 erce freedom erce fi 7 1

t well int well the d fi d n i . 7 t p h player characters, while for player naturally will players many want to create characters who world of the cam- paign, character any imaginesa player is its by very nature exceptional. Players and warlocks arise might only a certain of the people among nation. or tribe the how of own sense Your magic the campaign of works should be never forced on is exclusive and incomplete, incomplete, and exclusive is so bloodlines the necessary tomaster sorcery might exist families, in only a few the wild of asjust the lore in only taught be might mage one speci puts no real restrictions on class When race or choices. campaign own your building can modify you world, this own your suit to principle needs. Magic nature its by In general, the D&D the In general, game assumes that characterany can do anything. Dwarves bards, be can cultural elves wizards, be can a from half-orcs can be sorcerers. Some sense make more might choices others than game the but perspective, choose to design your own prestige class class prestige own your design to of proven loremasters. Alternatively,choose you might in campaign the have you niche cover to mind. powers of the land, reckless the of while and sorcery powers is considered Ifdangerous. realm the is basically sorcer- kingdom, a good evil of as beers might agents viewed and chaos regardless theirof actual alignment allegiances. or hand, On the other iron- an is question in realm the if be might folk. common downtrodden the to open arcaneof power can also speci designate You Veil certainclasses. Sevenfold the Initiates of prestige The mageguards royal of in be could 44) an order elite page (see High the servicethe create might a great realm, of you or Zeirr of as a specialSagelords from ranks council the chosen wizard magic is differences the in given each class example, For to arcane magic, consider how sorcerers and wizards might It campaign. a in interact C _ 5 Cultural InclinationsCultural 2 9 7 1 _ 0 2 6620_17925_Chpt7.indd 173 for mages to accumulate wealth and infl uence. Like any other Deities of Magic elite group, these mages will naturally seek to preserve their Magic is power. In a world where arcane might is the single advantages and pass along these privileges to their heirs. A deadliest weapon that mortal hands can wield, deities are society that formalizes this role for arcane spellcasters is sure to have a keen interest in that power. Most pantheons known as a magocracy—a realm ruled (directly or indirectly) have at least one deity whose portfolio includes magic, by mages. and in many pantheons, the power and destiny of arcane A magocracy can be inclusive, recognizing that any spell- magic falls squarely under the ruling deity’s infl uence caster of suffi cient accomplishment is entitled to the rights and control. and privileges of being a mage. Anyone desiring more of a Despite the strength of most deities of magic, few possess say in how society is run need only take up arcane study a great number of cleric followers compared to other deities. and demonstrate some profi ciency with the arcane arts. An Since many deities of magic venerate arcane spellcasting exclusive magocracy, on the other hand, is founded on the over all else, divine spellcasters never become as important tenet that arcane power—the key to membership in an elite to the maintenance and growth of their church. Boccob, as

ARCANE group—is to be shared with none but a chosen few. In some the deity of arcane spellcasting (not magic in general), has CAMPAIGNS CHAPTER 7 lands of this sort, anyone undertaking the study of arcane few cleric followers who don’t also study arcane spellcasting. magic other than the chosen elite of the realm is committing Of course, deities of magic whose portfolios include other a crime punishable by exile or even death. important functions—such as Wee Jas, deity of death and law In an autocratic magocracy, power is concentrated in the as well as magic—often have a powerful priesthood primarily hands of a single mage (or possibly a small group), usually concerned with the nonarcane aspects of the deity’s divinity. of signifi cant personal power. An autocrat might delegate In both churches, most high-ranking priests command both some of his power to chosen agents or lesser autocrats, as in arcane and divine magic, often becoming mystic theurges as a feudal magocracy where a mage-king commands the fealty they pursue the paths in tandem. of a number of mage dukes or lords, each of whom rules over Clerics of deities who scorn magic as a tool used by those lesser mages in turn. Under this system, all mages are nobles without the strength or courage to meet foes in physical battle (with the expected rights and responsibilities). Another tend to take an antagonistic view of arcane spellcasters, and autocratic magocracy could be bureaucratic in nature, with many savage or barbaric races disparage arcanists because all mages together forming a privileged class in service their warlike deities urge them down the path of physical to a nonmage king (and often comprising the true power valor rather than the one of study and cunning. Though behind the throne). Other magocracies are more democratic an average orc is smart enough to recognize the battlefi eld in nature; the mages of a kingdom might form an exclusive potential of arcane magic, Gruumsh’s priests have little toler- assembly that holds the power to make laws, levy taxes, or ance for spellcasters; in a society built on brutality, an orc oversee the doings of the throne. sorcerer or wizard must demonstrate even more strength and Just as mages can easily accumulate political power, they savagery than his warrior brethren just to survive. In human can also provoke resentment and fear: An antimagocracy is a lands, the clerics of faiths celebrating strength and valor (the realm in which mages are censured for their dangerous and churches of Kord or Heironeous, for example) often work to unpredictable nature. In the simplest form of antimagocracy, limit the spread of arcane knowledge and the infl uence of its the practice of arcane magic is illegal, and anyone engaging in practitioners, possibly even serving as the inquisitorial arm arcane spellcasting might be subject to fi nes, imprisonment, of an antimagocratic government. or execution. Sometimes a rival type of spellcasting—the divine spells The All-Arcanist Campaign of clerics of a certain set of approved deities, for example—is One interesting and challenging twist on the arcane cam- the only form of sanctioned magic permitted in a realm. paign is the all-arcanist campaign—a scenario in which Agents of a sanctioned institution might seek out arcane every player character is a sorcerer, wizard, or other arcane spellcasters with inquisitional tactics, or (in a campaign with spellcaster. A party composed entirely of arcanists can be a long anti-arcane history) they might assume that arcane extraordinarily powerful at higher levels, but successfully magic is an art long dead. In other lands, mages might be completing adventures without access to the unique skills fettered by restrictive laws or rigorous obligations to the and abilities of the fi ghter, cleric, and rogue (or having those throne, and young people in such realms with the potential skills only at lower levels because of multiclassing) can be a to work arcane magic might be made to choose between state signifi cant challenge for those characters. Obstacles such as servitude at an early age or a life of imprisonment or exile. antimagic fi elds and monsters with broad spell immunities are Even outside the scope of a true antimagocracy, some forms much tougher to overcome when arcane power is the only of magic might be sanctioned in a realm while others are weapon in the party’s arsenal. prohibited. Some lands might have laws against the practice of An all-arcanist campaign works best if the characters the warlock’s dark arts, for example, and a fair number might involved each specialize in specifi c functions or roles—it take a dim view of necromancers, conjurers, and sorcerers becomes diffi cult for each character to carve out her own 174 on general principles. niche in the world if everyone tries to cover as many bases

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CAMPAIGNS 175 0 / 5 1 / 99/15/04 9:40:42 AM c fi of rst layer nd that the fi fi s expected that the the that expected s or cial, seconds, the ’ fi ames of the Elemental Elemental the of ames fl eld 1 hour before the the before 1 hour eld cials. Due to the threat threat the to Due cials. fi fi (often sign some cial gives fi nding a peaceful or solution, fi cial is appointed to preside over over preside cial to is appointed fi open parks with few buildings nearby, parksopen buildings with few nearby, — re eventually shackled with far outweighs the the outweighs far with shackled eventually re ’ rst in of the hope allies parties the dueling of to attend agents or who fi c places c fi — city the walls, local the outside of elds in or dungeons the appointed spot should be reasonably neutral and accessible be reasonably spotappointed should of presiding and any each side to caster. the only round: an Ready counterspell. action 5. Second to 6. Third round: Begin dueling. it dueling ground of choice is traditionally The though the preroga- party, challenged the of tive against ordinances have cities many damage, collateral of indueling the streets, requiring spell be fought to duels speci in wizards guild. Powerful wizards sometimes choose dueling grounds that are as potentially hazardous as anything the itselfduel might unleash, ( such as Avernus on raging the amid or Hells), Nine the Fire. of Plane speci follow both combatants duel, the of day On the visual and magical inspection of the by or magic items prohibited ensure that no duelist to other the spell effects are present. the of 3. hour, At the appointed has begun.a magical that the duel Roll effect) initiative. 4. First round: Cast any spell that can be cast so as to affect A proper spell duel follows a precise sequence of events, events, of sequence a precise follows spellA proper duel beginning with and a challenge made accepted. In the case a weak spellcasterof a powerful challenged by little one, dishonor is attached to a refusal; often a point challenging of apprentices powerful mere wizards who make they scorn satisfaction oftheir easy victories. against from a challenge honor any her is free defend to Any powerful spellcaster less powerful As a much party, mage. other though, even In victims spell duelists bait intended often such, professional rules. to way no with them leaving challenge, the making into nonlethal or dueling the contravening without death or escape dishonor lethal tradition. for sanctioned a challenge Once is and the two made accepted, duelists be the and agree a place time, on must as whether well as on will duel magicalmany societies, are handled these negotiations by seconds necessarythe details witness Local and later duel. the or laws require a certain might wait customs duelists the to amount submitting an their differences their to duel, timeof before arbitrator waiting while a neutral of match. the fi party time.appointed Neither is permitted cast to spell any until use magicor any item the time the duel. of each duelist a is given below), 2. In (see a nonlethal duel procedures: the on arrive parties Both 1. The Duel Formal s ’ eld fi t expect ’ s plans or ’ ghters, the ghters, fi s ’ ict between them is them between ict fl the sorcerer and conjurer the sorcerer the — ARCANE EVENTSARCANE nes of a mighty city or strong-walled town, town, strong-walled or city mighty a of nes fi 5 7 1

d d n i . 7 t p can cohorts indispensable cleric support or a offer to ghter h inevitable, and who wish inject and a kind who to inevitable, formality of into otherwise might what escalate a destructive into No brawl. the what for except the duel magic of the format enforces random control to effort an of Spell are usually duels sophisticated a feature of and magic- representative cultures, rich evil or magical cultures Savage violence. to bother rarely tradition, spell the observe niceties the of and duel rival insorcerers an tribe orc begin to are eager too generally blasting worry to each other at the details about formal of protocol. andchallenge round-by-round duelists allow, and dishonorable spellcasters honoring not for rules.the a reputation gets a caster Once can and do break rulesthe can generally though, spell the he of duel, Few events are as spectacular events terrifyingFew or as a formal duel between two powerful arcane spellcasters. though Even arcanists up against in come each course frequently other the battle the or adventuring,of dungeon the chaos the of his opponents to feel constrained either. them feel by to his opponents Whether their adventuring sees them engaged in their adventuring courtly engaged sees them Whether monstrous battling or crypts, ancient plundering intrigue, in ruins,foes underground all arcanists eventually return sworn and caverns, far the planes from of dungeons, Away home. other, each a spellcaster cosmos, the can conferring rest, peers with her guilds or against and absorbs the lessons learnedas adventures she from her factions Rival scheme within even begins reason- the But next the plan one. to for or beckons. always plot ably safe con adventure arcane spellcasters of enemies seek opportunities to foil an adventurer often makes an accurate measure skill of impossible. In this another arcane of meets test highest a single mage ability, inmage a ritual and honor- ancient that observes spell duel able forms. between is a spell an agreement duel level, basic At its con that two know spellcasters who as possible. For example, a party a example, For as possible. consisting an of illusion- ist, asorcerer with numerous damage-dealing evocations, and a multiclass cleric/wizard the heading for a conjurer, class prestige allows theurge each charactermystic a chance in areas different excel to steal her treasures and knowledge, and great tournaments treasures steal and her knowledge, and fairs the opportunity offer prizes for and glory in the public eye. summoned creatures stand in for the party creatures stand the summoned in for multiclass grantscleric healing, needed and illusionistthe stealthprovides and akin deception a skilled what to rogue is another feat Taking of. the Leadership bemight capable expand such a group of to their skill members for base;way fi mages. of party C _ 5 SPELL DUELS SPELL 2 9 7 1 _ 0 2 6620_17925_Chpt7.indd 175 176 6620_17925_Chpt7.indd 176 2 0 _ 1

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C CAMPAIGNS h Illus. by J. Miracola p t 7 . i n Lethal and Nonlethal Duels Nonlethal and Lethal d d goes. All spells cast function exactly as normal, and any and normal, as exactly function cast spells All goes. duel just what spell is A lethal implies the name arsenal. arcane their in remains long as any orcs spell as drunken like brawling or magic divine to mages casting resort self-respecting legal, for matter, that also are but few spellcasting arcane swordplay, below). Duels, Nonlethal Fisticuffs, non- and and seeLethal duel agreed-upon (within restrictions; aspell items magic legal in are Generally, all any and commands down. to stand to follow casters that fail creatures summoning their with been to known signi expend orderedbe but action, to of observe the pause in to expected are with communicated be can that monsters level duels), for paid by the themselves. duelists Summoned of or scrolls the duelists of combatant, by the other and ongoing dispelled are effects by each opponent) orduelist his to dismissed be expected are (whether effects spell Dismissible action. counterspell on the to tend or defenses to ready their another again opportunity full rounds a1-round (usually the action 3 pauses in tory after break of the some In dueling traditions, have passed), treachery). by such slain is providing of no honor loss duelist the with seconds, (as if kind his are bothso attacked within the combatants before opponents their curses ready.vicious are duelist Any to let have known been sometimes an adherencein to ancient disreputable custom, and mages to counter. follow procedure Duelists voluntarily only this can have readied counterspell actions, whoever wins initiative start round, the spells the third ready themselves parties both for other each defensive The pause as second spell. acustomary round is the use When dueling the parties duel the proper begins, preparations. opponent of their fearful to appear to unwilling doso, con or rash but party, second preparations within 1 hour of the duel any magical make cannot By custom, the dueling parties successful a to succumbing by as (such knocked is yields, unconscious, unable or isotherwise to continue dueling combatants the of one when ends duel The duel not commence until 1 hour after the late arrival of the duel the late not arrival 1hour commence after until An opponent is usually possible). as themselves on spells defensive within many as casting his rights to insist thatcheat by showing up only minutes before the duel (and after the chosenthe site. mages Sometimes have to known been before cast longer be enters the duelist last 1hour can than of of

1 fi 7 dispel magic dispel cial, who is charged with having access to suf access having who chargedcial, is with 6 ’ t gain an advantage that his opponent has no chance opponent no advantage chance his has that an t gain fi rst round to prepare themselves, usually by casting a round torst prepare by themselves, casting usually ’ spells. Many of dispel magic dispel to allow him to maintain ultimate control of fi or or rst two rounds is free to free reply rounds is two rst in fi cials comecials prepared wands with fi greater dispel magic dispel greater fi dent mages sometimes decline cant dispelling power dealing fl ying. Because both parties parties both Because ying. fl y with fi cial declaresmanda- cial ’ dominate person s start, but spells that but spells s start, lightning bolts ’ s next move.s next In (for higher- (for — fi fi cient uses cials cials have anything spell). or or ’ s ’

• • • conditions. following duel, anonlethal In contestants to the generally agree fordemand honor doesn that a or to to satisfy demonstrate skill, their parties both duel to designed allow generally is spell Anonlethal the in challenge • • ahigh-level before accepting thought transmuter twice contestant without adefense against honor). free to escalate one once and as well the other is restrictions, abandonsduelist the nonlethal though, (with best, at form no poor as besmirching regarded is duel of her own anonlethal during effect for full spells Intentionally casting proceedings. the at forms during any point nonlethal the able of observation abandoning or desperate from duelist stop adishonor- can nothing observed by participant; each duel voluntarily spell are of anonlethal The restrictions applicable. as damage lethal action of the target causedresult the spell to of deal 1 indicating full damage duel, anonlethal secretly, d% in the DMcast rolls a with or that some unexpected dif is spells casting while damage movement nonlethal to deal attacking and damage pulling particular, or injuries in notare always safe duels spell nonlethal Even under guidelines, rigorous on spells their penalties since they need not reducefeat enjoy asigni energy who Substitution Nonlethal the know characters Naturally, damage by half or take Spells that require melee attack rolls can strike to subdue strike can melee rolls that require attack Spells any descriptor, energy with force the descriptor, Spells forbidden, are a effects entail that Death effects including Spells that Spells create incapacitating an condition ( Summoned creatures must be directed to strike to subdue, subdue, to strike to directed be must creatures Summoned damage instead of normal damage. of normal instead damage ataking the speci within damage. normal half or shadow the voluntarily are descriptor page 112). as such opponent outright, the or permanently incapacitating of killing risk serious that incapacitate but allow asave but incapacitate roundthat (such each allow as for aloss in that to combatant. continue, resulting Spells of by an orexample) dispelled dismissed voluntarily are with or control. communicate he cannot that creatures summon cannot duel anonlethal acaster such, in As of abilities). best their to free are creatures (though duelist opposing summoned an against damage ataking after spell. spell with opponent his pummels he as advantage severe a person fi one combatant after been renderedcial has unable ) are allowed to persist, potentially giving one caster giving potentially to persist, allowed ) are fl – – icted by a careless (or surprisingly lucky)icted by (or acareless foe. In surprisingly 4 penalty on attack rolls but dealing nonlethal nonlethal but dealing rolls on attack 4 penalty 4 penalty on attack rolls but dealing nonlethal nonlethal but dealing rolls on attack 4 penalty fi fi rst place. cant advantage in nonlethal spell duels, duels, spell nonlethal advantage in cant — fi c formal conventionsc formal duel, of the spell more than afewmore mages than have from died fi ght other summoned to creatures the ’ melee rolls. attack disintegrate ’ t have life-or-death stakes. fi cult; for each such spell for spell such each cult; disintegrate or or “ pulled, internal internal should have should ” sleep dealing dealing fi re (see (see , for hold 99/15/04 9:40:44 AM / 1 5 ’ s / 0 4

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6620_17925_Chpt7.indd20_17925_Chpt7.indd 117777 99/15/04/15/04 9:40:509:40:50 AMAM The Grand Illusion TOURNAMENTS ARCANE Another of the most popular arcane challenges is the contest Mages sometimes gather to test their skills in much the same of the grand illusion. Wielding powerful illusion spells, way that knights and warriors meet to test themselves in mages create the most spectacular or fanciful images they can contests of archery, jousting, or single combat. A tournament imagine, ranging from the mundane (fl attering portraits of arcane is a great fair, festival, and bazaar that frequently causes noble ladies) to the epic (living recreations of great battles) all work in its host city to stop for a week or more, while both to the impossible (great golden trees whose butterfl y blooms the highborn and the common folk fl ock to watch contests leave faint gleams of faerie light in their wake). of magical might. Contests of grand illusion are judged on the size, sophis- tication, fi delity, and imagination of each contestant’s entry. The Spire Perilous Master illusionists can become renowned throughout an The origin of this competition and the stories of its fi rst entire kingdom for a single spectacular display, with the appearances in tournaments arcane are lost to history, but the promise to perform even the simplest spells garnering the

ARCANE spire perilous remains a perennial crowd favorite. A brightly winner invitations to any banquet or ball in the land for years CAMPAIGNS CHAPTER 7 colored banner is fi xed atop a high mast on the top of a tall afterward. tower (often a turret of a nearby castle or the bell tower of a local church), and all participating mages line up on the The Wizard’s Menagerie ground at the tower’s base with one simple objective—with- Arcane spellcasters are often associated with strange and out setting foot inside the tower, be the fi rst to return the wondrous beasts from all corners of the world (and sometimes banner to the ground by any means. Tactics range from the beyond it), and a display of large and exotic menageries is obvious (fl y, levitate, or spider climb to scale the walls) to the another popular event during a tournament arcane. An forceful (simply grabbing the prize with telekinesis) to the arcanist wins great prestige for presenting the most outland- grandiose (summoning a force of air elementals to retrieve the ish and improbable collection of creatures. Menageries may banner and fi ght off any casters threatening to do the same). be judged against each other in a formal review or simply Teleporting to the top of the tower is specifi cally prohibited displayed to public acclaim. Naturally, the master of the in many versions of the challenge, and all contestants must menagerie is expected to take steps to ensure the safety of begin with no functioning spell effects (though in some all onlookers. cases, persistent spells such as a contingent feather fall might When formally adjudicated, collections are judged not be approved by the presiding judge). only on the number of individual creatures but also on their In most tournaments, overcoming the spire perilous is rarity, appearance, and abilities. Large, unique, and visually complicated by some formidable obstacle (a guardian for striking specimens are regarded most highly. Anyone can the banner, a nonlethal trap, or a spectacular barrier such catch a monstrous spider and present the foul creature for as wall of fi re). The real excitement, though, stems from the display, after all, but only the most skillful and daring wizards contestants quickly turning their magic on each other in an would presume to cage a bulette or an adult dragon. effort to prevent the competition from reaching the banner. In an evil or particularly bloodthirsty society, a wizard’s Specifi cally lethal spells are discouraged or banned outright menagerie might serve as a stable from which the owner according to the rules of the competition, but questionable draws beasts and slaves for combat in gladiatorial contests curses or dispels that just happen to place a rival in danger against the menageries of other wizards. Gambling on such (such as causing a fl y spell to fail when its benefi ciary is a contests runs at a fever pace, and the wizard whose pets hundred feet in the air) are fi ne. emerge triumphant from the bloody duels often claims a huge purse as his reward. pqqqqqqqqqqqqqqqqqqqqrs IT JUST GOT AWAY FROM ME Knowing that any intentionally pulled or nonlethal melee attack can ask for the intention to deceive to be relayed clandestinely. spell has a random chance of dealing full lethal damage, duplici- The DM then rolls the Bluff and Sense Motive checks secretly so tous spellcasters sometimes attempt to deceive their opponent that a character who suddenly finds herself blasted by a spell’s and any witnesses as to their efforts to keep a duel nonlethal. The full power won’t automatically know whether the damage was duelist can attempt a Bluff check immediately prior to casting a intentional or whether the other character’s spell simply became spell for full lethal damage, and the opponent and any witnesses lethal accidentally. are entitled to Sense Motive checks (with a bonus equal to the It’s also possible to run this bluff in reverse when an arcanist level of the spell the duelist intends to cast) to see through the wants to conceal that he is trying not to kill his foe (useful in ruse. If the Bluff check is successful (and the spell deals damage duels when a high-level spellcaster wants to teach a talented successfully), it appears that the caster tried to pull or deal non- upstart a lesson but doesn’t want to run the risk of killing him). lethal damage with the spell he cast, but failed to do so because This tactic is only effective when pulling the damage from energy of an unforeseen movement on the part of his foe. spells (since taking nonlethal damage in a supposedly lethal duel In the case of duels involving two player characters, the DM is an obvious giveaway to the opponent). 178 pqqqqqqqqqqqqqqqqqqqqrs

6620_17925_Chpt7.indd20_17925_Chpt7.indd 117878 99/15/04/15/04 9:40:559:40:55 AMAM The Dweomerlist spellbooks to acquire new spells at no (or low) cost. For arcan- The single most iconic event of a tournament arcane is the ists active in magical trade, an organization offers a potential dweomerlist, a test of arcane skill and combative mettle network of buyers and sellers for weapons, wondrous items, between mages. A dweomerlist is an open contest in which and valuable arcane lore. More important, an organization all competing mages are paired against randomly chosen can provide a spellcaster with protection. Powerful wizards opponents for battle in nonlethal spell duels, to the delight guilds serve to shield mages from persecution by those who and amazement of all onlookers. Dweomerlists are par- resent or fear their power. ticularly common in feudal magocracies, lands in which the mage’s strength is an emblem of her right to govern and her Wizards Guilds CHAPTER 7 CHAPTER readiness to serve her lord. In general terms, a guild is a professional association whose CAMPAIGNS A dweomerlist is often structured in several tiers of competi- primary concern is fostering the best possible environment ARCANE tion so apprentices and archmages don’t face off against each for those who follow a particular trade. Skilled artisans and other. The format of the contest is usually a double-elimination experts of all kinds form guilds in various lands; while mages tournament with multiple rounds. While most dweomerlists are fewer in number, their professional needs are much the restrict or forbid lethal spells, death and injury are not unheard same. While people generally refer to such organizations as of. A few notorious mages have gained reputations, in fact, for “wizards guilds,” the term is often a misnomer; many guilds unwarranted savagery in their tournament duels. make no distinction between arcane spellcasters of different Dweomerlists are often seen by competitors and specta- classes. Alternatively, some guilds are exclusively made up tors alike as opportunities for fame and advancement, and of a single type of nonwizard spellcaster, and are dedicated ambitious mages seeking wealthy or noble patrons often to that class’s specifi c needs. enter as a means of demonstrating their skills to prospective Guilds usually charge a steep membership fee (often 10 to lords. In some kingdoms, a great dweomerlist is held every 100 gp in monthly dues) in addition to a fee to join. In return, few years to decide who will be appointed Archmage, Royal a new member gains the sanction of the guild when casting Wizard, High Spellguard, or to some similar post. In other spells for pay, creating magic items for sale, and engaging in lands, dweomerlists are regarded as outdated and fatuous other commercial arcane enterprises. A guild often owns a affectations, empty of any signifi cance other than determin- hall, tower, or retreat where members can reside (at least on ing arcane bragging rights. a temporary basis), store valuable but unwieldy laboratory equipment, or make use of a common library. Any mage belonging to a guild can use the guild’s facilities (generally ARCANE ORGANIZATIONS at nominal cost) for magic item creation and spell research. In a world where a relative few possess the ability to slay Some of the most common sorts of wizards guilds include with a word, to bend the masses to their will, or to gather the the following. secret intelligence that might topple thrones, it’s only natural Protective Guilds: Guilds formed in order to protect arcane for others to seek to steal that power for themselves or sup- spellcasters against the suspicion and distrust of nonwizards press its spread. In response, wizards and other spellcasters are dedicated to the preservation of knowledge and the study often fi nd it advantageous to create associations dedicated to of the art of magic. Guilds of this sort exist to check the furthering their art and skill. otherwise overwhelming power that a crusading church or An arcane organization offers many advantages to a typical suspicious tyrant might bring to bear against the practicing spellcaster, including its availability as a resource for study arcanists of a realm. and research that allows wizards and other arcanists who keep

pqqqqqqqqqqqqqqqqqqqqrs WHOSE ILLUSION WAS BEST? To determine the winning effort in a grand illusion contest, His rival Therea is a 13th-level sorcerer who also has Spell assign each entry an artistic value equal to the contestant’s Focus (illusion). She uses major image (3rd level) to create a caster level + the spell level of the illusion (figment) spell used fanciful scene of winged mice dancing with fairies, accompanied + the result of a Spellcraft check + the result of a suitable artistic by a lively tune. She gets a 24 on her Spellcraft check and a 19 on skill check +1 for Spell Focus (illusion) or +2 for Greater Spell her Perform (string instruments) check. The value of her illusion Focus (illusion). Suitable artistic skills include Craft (painting), is thus 13 + 3 + 24 + 19 + 1, or 60, and Therea is declared the Craft (sculpting), Perform for compositions with auditory com- winner. ponents, or other skills as determined by the DM. The numeric value is simply an abstract measurement of how For example, Seras, a 10th-level illusionist with the Spell Focus impressive and artistically rendered the illusion was from the (illusion) feat, is participating in a grand illusion contest. He perspective of a neutral observer. Since grand illusion judges are uses persistent image (5th level) to recreate a famous dragon rarely neutral, though, hometown wizards often enjoy a signifi- slaying. He gets a result of 29 on his Spellcraft check and a 13 cant advantage over their rivals. The DM may decide to simulate on his Craft (painting) check, so the value of the illusion is 10 + this advantage by giving the hometown hero an additional bonus 5 + 29 + 13 + 1, or 58. of +1 to +5. pqqqqqqqqqqqqqqqqqqqqrs 179

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C CAMPAIGNS h Illus. by R. Spencer p t 7 . i n Societies and Orders and Societies d d as laboratories or libraries, but neither do they generally Arcane orders don arcane lore. sharing and for acquiring guilds wizards true than useful knowledge, ordersof and arcane societies less often are generally go beyond purposes those the simple advancement signi vary orders or societies The ofcause. particular demeanor activities and or order society aunique creating dedicated to aparticular often come together ofgroups arcanists for other purposes, of mages associations are by bound profession,Guilds but illicit goals. or sometimes their dark these conspiracies openly proclaim few though, of guilds, open the Unlike hirelings. and allies lore items, and prospective and enemies, to magical access offercabals their members collective protection their against secret guilds, of wizards alive). other Like types spellcasting of free to antimagocracy, keeping art the persecuted an over other (or, folk spellcasters all of arcane in primacy number of sinister cabals asmall are spellcasters, protect and to arcane regulate exist that dedicated to establishing Secret the Cabals: to magic. study the ruling powers of the land that grant them the privilege they as ful entitlements of guild their defending the prerogatives ranks, own to their police and Undertion. strongly are encouraged systems, such arcanists who by those magic don have that of arcane lands laws prohibiting stern practice the for study, forum arcane legal recognized and most often in Regulatory Guilds:

1 8 0 Operating below level the Operating of many the guilds fi cantly with their purposes, but because purposes, their with cantly ’ These guilds are formed are to provideThese a guilds t normally have such resources t normally special ’ t belong organiza- to asanctioned Aspiring warmages learn from their teacher fi ll their obligation to their ll Schools and Colleges and Schools Mentors of any opportunity to learn the fundamental skills. Some skills. fundamental the to learn of any opportunity mages neverbecome skilled follow for path the lack arcane never is easy, arts many people who and might havearcane the in training the necessary Finding the simplest cantrips. dif severalteenagers, engaged years and tedious spending in or young children as training their begin characters arcane Most spells. simplyas deciding casting one day to start aprocess rarely is straightforward as arcanist Becoming an agents to elven the king. and rangers archers and who eliteof as guards serve arcane homemight of be White the order Arrow, an to Knights the larger For mandate. elven a example, an or political kingdom to cultural belong might spellcasters aspeci often with different classes, arcane incorporating society cases, some In an individual basis). assist fellow members knowledge (often on resources and sharing otherwise or with ally to willing than more be to tend up take to chosen have fellows, their a common the members with cause order of an they Because sort. any of dues charge vague sense of duty to the arcane arts themselves,vague sense arts of they and duty to the arcane waysthe most mages of (even magic, ones) evil feel at a least obligation to take on the task of instructing a neophyte in feel any few While arcanists interestteaching. an in with apprenticeship with begin arcane of challenges the vocation, mundane more any with As spellcasters. among arcane atime-honored tradition is a long apprenticeship. The master one from generationoften passed by of means to the next considerableand to master, time the knowledge is of magic extensive of training amounts requiring any art with As service. of years unquestioning with repay education their young that mages will expectation the in others offer instruction Still talent. magical minor demonstrate who even can others teachwhile any all and order. aprince Some require schools evaluated are children members potential as of asecret arcane to remote community elf towers an in which promising in for classes the spontaneous talented from youngsters arts; of nobles tothe children the power tap learn of the arcane for warmages realm ing the the gamut royal academies from train- colleges run Wizard arts. magical the education in aformal obtain or schools colleges to wizard them, others in while enroll more older, an to patience and to the time instruct with spellcaster experienced themselves apprentice wizards and sorcerers fi cult studies before being able to successfully cast even ’ s armies to private schools where where schools private to armies s fi mage experienced an nding – apprentice relationship ’ s ransom in tuition, tuition, in s ransom 99/15/04 9:40:59 AM / 1 fi c 5 / 0 4

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A M understand the wisdom of passing on some of their own and masters alike engage in deep arcane studies, sharing with learning to those who will follow them. each other many of their own special insights into rare bits At the same time, even the most willing masters feel enti- of arcana or spellcraft. tled to seek some compensation for taking on an apprentice, Joining the Order: Any sorcerer or wizard is welcome from the mundane (payment in gold to train the daughter to join the Arcane Order. A prospective member must of a wealthy merchant) to the infl uential (gifts of offi ce or usually agree to cast several spells under the observation of property for mentoring the child of a local lord) to the sinister two or more of the Order’s regents so that they can evaluate (the complete and abject servitude of an apprentice from a family otherwise too poor to pay). Evil mages in particular CHAPTER 7 CHAPTER often command the allegiance of their apprentices for years CAMPAIGNS after their formal training ends. While neutral mages usu- ARCANE ally place less onerous conditions on the teaching of their lore, most will at least ensure that their costs and time are adequately covered while the apprentice in question works hard to earn his keep. Only the most charitable of good mages considers mentoring an apprentice for free. Even after a relationship is established, the quality of instruction can vary widely from master to master, and, as many hopeful mages have learned, the most powerful wizards

are not necessarily the best mentors. Often, a low- level spellcaster with patience and a willingness to give of his time and attention makes a better master than an imperious, inattentive archmage quicker to punish than instruct. THE ARCANE ORDER A well-established college of wizardry, the Arcane Order is based in the ancient stronghold of Math- ghamhna, a castlelike collection of towers and vaults carved from the fl anks of a long-dead volcano. Students pqqqqqqqqqqqqqqqqqqqqrs WIZARD TRAINING Precocious Apprentice [General] Mages who have trained in a dedicated college or academy learn Your master has shown you the basics of a spell beyond the different approaches to spellcasting (and gain different advan- normal limits of your experience and training. tages once their training is completed) from characters who ap- Prerequisites: Spellcasting ability (Int or Cha) 15, arcane caster prentice at the side of an experienced arcanist. If the DM wants level 1st. the abilities of 1st-level wizards to reflect their training (or wants Benefit: Choose one 2nd-level spell from a school of magic to allow other arcane classes a specialized edge for having trained you have access to. You gain an extra 2nd-level spell slot that at the side of a master), he or she may make the following feats must be used initially to cast only the chosen spell. Until your available in the campaign. level is high enough to allow you to cast 2nd-level spells, you Collegiate Wizard [General] must succeed on a DC 8 caster level check to successfully cast this spell; if you fail, the spell is miscast to no effect. Your You have undergone extensive training in a formal school for caster level with the chosen spell is your normal caster level, wizards. even if this level is insufficient to cast the spell under normal Prerequisites: Int 13, wizard level 1st. circumstances. Benefit: You begin play with knowledge of six 1st-level spells When you become able to cast 2nd-level spells, you lose the plus 1 per point of Intelligence modifier. Each time you gain a benefit described above but retain the extra 2nd-level spell slot, wizard level, you may add four spells to your spellbook without which you can use to prepare or spontaneously cast a spell of additional research. In addition, you gain a +2 bonus on all 2nd level or lower as you normally would. Knowledge (arcana) checks. Finally, you gain a +2 bonus on all Spellcraft checks. Normal: 1st-level wizards begin play with knowledge of three 1st- Special: You can take this feat only as a 1st-level character. level spells, and can add two spells per level to their spellbooks. Special: You can take this feat only as a 1st-level character. pqqqqqqqqqqqqqqqqqqqqrs 181

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C CAMPAIGNS h Illus. by D. Kovacs p t 7 . i n d d anyway. They have few obligations to order, the but receive who the order join not on choose to these duties, take can (responsible for Mathghamhna for (responsible the Masterof the Spellpool, Diviner, the Master and Warder Master the Librarian, Master the students), the of overseer regents include of (head the Master the college Collegian and is always The leaders of regents. order the as known are Aregent an arcanist ofwith their work. at least mages assist often who the company can in of other 10th brilliant level.they enjoy for membership home their secure and asafe is Currently,duties, but they receive no stipend either. The bene chief the lorekeepers. Scholars are Mathghamhna per month. Unlike per paid astipend are mages, caster level of collegians gp 30 the collegians, less capableexchange trouble teaching and for in time their toat provide atime In areasonable of course instruction. they for several at Mathghamhna months to remain expected are have no general, researches, but own their in they to pursue baticals formal long often take of the sab- novices. Collegians instruction involve responsibilities mages the those whose primary or The are scholars. collegians as collegians known ally Members who gener- are to choose stay at Mathghamhna libraries. at the college year-round, of the order or use make a year to who pay colleagues dues, remain their consult with the organization visit usually Associates engaged researches interests. own and their time their in do not reside at They associates. as mages, known sometimes itinerant are Mathghamhna, instead power- most spending your is ful weapon brain your most spells, your of than so more Even experimentation, rather than open combat and brute force. abit or might answer found be research of diligent an with when confronted by a dif scholars are on page 48. beginning described Order. offers The anumberthe Arcane class of bene who join available only is to sorcerers wizards class and they receive.for the instruction per month tuition gp in paystudents at 200 Mathghamhna The per month. addition, dues In amodest gp are 30 at convenience. their libraries use of Mathghamhna little bene yet quali who not are Spellcasters or lorekeepers at Mathghamhna. to researchers the novices or arcane as instructors as serve 5th level to or higher) offered might be opportunity the (generally More spellcasters of magic. experienced arts the education in aformal residence to begin at Mathghamhna Novices talents. (1sthis or 2nd level) up to invited are take

1 8 Typical Member: Benefi Player Roleplaying Suggestions: Suggestions: Roleplaying 2 fi ed to be instructors, and quali fi t from membership other than the right to make membership to make t from right the other than — fi rst and foremost. and rst and, Indulge your curiosity don ts: ts: ’ t be reluctantt be it. to use The mage of the Arcane OrderThe prestige mage of Arcane the ’ Most of the Arcane OrderMost of the Arcane s guest quarters and peruse theorder peruse and quarters s guest fi cult problem, consider whether Members Order of the Arcane ’ s security and the and conditions s security ’ s resident researchers and and researchers resident s ’ s headquarters twice twice s headquarters fi ed spellcasters ed ’ s members ’ s excellent fi ts, ts, all fi t ’ s Tower ofthe Arcane Order 99/15/04 9:41:14 AM / 1 5 / 0 4

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Illus. by D. Kovacs 5 1 / 99/15/04 9:41:18 AM rst fi s path ’ never- ne her ’ fi s interest s interest ’ ). icts within the the within icts fl The seekers The s Guide ’ While the of each seeker t unheard of, NPC seekers t unheard NPC seekers of, ’ nding other seekers and makingnding seekers other fi Dungeon Master Dungeon they spend at least a day at the library the at least a day at spend they in and study research. bardic knowledge checks for which which checks for bardic knowledge gain a +4 all on bonus and Knowledge Characters in can the order hail from Almost aims the song of seeker every s downtime, for example, or more fully fully more or example, for downtime, s 5% discount below standard prices (see any number of backgrounds; their ranks ’ – Upon joiningUpon the a character seekers, include many high-level NPCs will- often high-level many include nd a seeker spellcaster a seeker willingnd cast to ing to provide advice and knowledge to to adviceing provide and to knowledge fi other seekers. Though con ts: membership aren fi s willingness a hopeful for vouch to ’ s libraries are all open to willing seekers to ’ some, the primalsome, is the promise ever- of music with spread and gift a shared be lasting peace, to s collection of lore. s collection of ’ tend to be friendly toward other members, and and members, other toward friendly be to tend personal.rst and foremost while not generally quick to provide one another another generallywhile quick one provide not to with can aid against threats, a member physical fi usually usually spells at a 2 a at spells Typical Guildsman: Typical primal that the knows song is a part music his of life forevermore, each embraces it in his own way. To page 107 of the of 107 page order Roleplaying Suggestions: Roleplaying an almost religious fervor. To others, primal others, is a an music To almost religious fervor. road to absolute power, allowing those skilled in its use explore the rumors related to the quest to add to the to the rumorsexplore add the quest to to related ending pursuit of the knowledge of the primal of ending pursuit the knowledge of music observe its requirements for peaceful for requirements observe its use, and characters The order The means that many of them have motivations beyond those those beyond motivations have them of many that means during group the of the rest of an of the rest of adventuring group. In a seeker general, primal and gain music access resources and to training. never allows this underlying need to wholly de wholly to need underlying this allows never built. A seeker might search out performers of renown renown of performers out the primal the same at quest for time,personality, but her search might activities other which on are a foundation provides music seeker A built. to control what they desire and destroy what they despise. For despise. For they what and destroy desire they what control to the majority though, seekers, the of primal is simply music concerns moral the and mundane which on foundation the their areof built. lives While the beauty the of and the need are carriedmusic within to always their commitment them, remainsit Classes: Prestige to take levels in the seeker of the song prestige allnot will attain about that goal. passionate class, most Those though seeking primal the bard the focus generally on music of organizationalof structure. is Joining essentially order the a charactera matter of known primal the his and embrace explore desire to music. maintain seekers The large libraries and bardic lore of magic in cities, and though major admission requires membership, seeker another in primal the grant to is enough generally it. music Bene Player gainsand a forum foremost in further to which the explore Symbol Symbol of the Songof the of the Seekers Seekers of the s length from ’ s power s power ’ s not unusuals not for ’ ecting inclination scholarly the fl The Seekers of the Song have few few have the Song of Seekers The s song, the music of of music the s song, ’ The majority The Arcane of mages Order s goals and actions, quickly disavowing any ’ 3 8 1

d s potent Spellpool.s potent pursue In members addition, many ’ d n i . s work to explore this music and master its its this and master explore to music s work ’ 7 t Prestige Classes: Classes: Prestige p h rules, few requirements for membership, and the loosest only membership, rules, for requirements few the order as a whole tends to hold itself arm at hold to tends as a whole order the individual the connection to disreputable or individual an suspect from resources and behavior assistance seek to quick (but just as attains who seeker glory measure of any and fame). Joining the Seekers: the membership of the Seekers of the Song still Song the of Seekers the of to tends membership the be powerful. Because their goals as seen are generally community, a are generally able seekers little and threat law order, to within occasions, social the outside and cultural operate to mainstream; leadership such On of force. occasionallyonly music will her of use the power a seeker position a military or assume to party, adventuring (ultimately turning as a (ultimately order the evil to it ends), whole is more focused on trying to understand the source of this primal power, learning what it has to and nature the world the of creation the about teach magicof itself. in Few number compared to more mainstream guilds, power. Although most people are familiar with with familiar are people most Although power. the magic within a bard into sound and power blending bardic music, of compelling truth.one Though some individual seekers have gone to extreme lengths in pursuit music the of a high-level member of the Arcane a of have member to Order a high-level in two three these or of levels of couple Beneath musical works. and new lore, of ments this surface camaraderie, though, all members in believe the powerful the order of magic the primalof and make their many music, it life the regular far goes beyond the seekers power With music the world was made, and made, was the world With music it shape the Song of the Seekers usingby music further. this While of of members many order thebards of in eventually take seeker the levels song prestige class (see page 56), most seekers frag- tales, like-mindedare simply bards and performers exchange to regularly gather who of the organization. Members who are powerful the organization.of who enough Members often aspire to become archmages. It smattering a acquiring classes, prestige abilitiesof from each. prestige class, if for no other reasonorder than to gain access re to the loremaster, the of path the eventually take levels in the mage of the Arcane Order Order Arcane the a is the Chancellor, the order of head the grounds).of The of mage an concern ownwizard researches whose named Japheth the in universalancient, magical grammar known as Aleph the or levels Primeval. Language take eventually C _ 5 SEEKERS OF THE OF SONG SEEKERS 2 9 7 1 _ 0 2 6620_17925_Chpt7.indd 183 184 6620_17925_Chpt7.indd 184 2 0 _ 1

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C CAMPAIGNS h p t 7 . i n THE WAYFARERS UNION d d “ of Wayfarers Union of them wherecapable of taking they want to go. to clientsand away give paying to quickly services, such fees the high with associated ers could earn spellcast- travel, which to willing provide amediumthrough the rates procedures and for such to standardize effort of an them where they need to go. The Wayfarers Union out grew to cast awizard hiring trick: useful ticularly themselves avail can of apar- prevalent,is ahurry people in common are magic and where lands spellcasters In arcane legend). the Karoninwaithe surrounding views on the opposing into or expanding or deity tying (possibly creature evil of music apowerful the machination is primal power might of that include magical a source establishing orders. Variations music divine onand as the idea of primal possibly aligning with or competing against existing arcane or it progresses, might one be paign of many to paths power, seekmore cam- the of as to will and exposed are characters underlying power seen an be music as all that can primal The music amajor as theme many offers possibilities. or focus A Seeker music. to the primal Campaign: exposure seeker driven often to are seekfurther a powerful music, they and out point how once creatures controlled by espouse this theory believe in the captivating nature of the power. Those of aform infernal who seekers actually touch is a was actually (and even Karoninwaithe that some seekers well) as claim its power. understand to sages more Other seeking and fully who music devoted primal the days rest the to of spreading his music Fey, to Haeldriss of of the skill primal bard great elf an brought Karoninwaithe angelic named the sounds being an debate)rancorous that some posits years past, thousand three one the most boisterous adherents has that (and seesthe most music. The of primal the origin the regarding tales different of Lore Seekers: the exclusively for ends. own their music eschewprestige the order class the primal to pursue belong to the order, Most but many members evil bards with levels of inComplete the the Warrior seekerthe stormsinger (from of the songseekers have as such prestige levels classes other bardlike in prestige classuncommon, accomplished and many of the most powerful music. Though to the primal produce manipulate and ability themselves they as develop other to goals pursue free their as they advance in power, but just as many seekers leave wayfarers retain a small staff of nonspellcasting agents to of nonspellcasting staff asmall wayfarers retain for waiting and clients. the around Instead, potential ting spellcasters or three two

work the desk. the work

1 fi 8 ces are small, each serving as a base for abase as no more than serving each small, ces are 4 fi ” end in disguise, and that the music that the When trans- quick aclient comes seeking in ). fi ces exist in anumber in of Most cities. ces exist Seekers spread and believe in many Seekers believe spread and in A campaign that includes the primal that includes the primal A campaign — who rarely are to found be sit- ) and the war chanter the war ) and (from fi nd spellcasters nd spellcasters teleport to take take to Wayfarers Union and Services Fees everyone has a fair chance to take on aclient. to take chance everyone afair has members a generally respect destination. imprecise or dangerous particularly a to transportation refuse any member although union described, reserves to the right identi be can that toers any location The Wayfarers Union on delivering prides itself its custom- unavailability. of shorter correspondingly fewer and available, with periods or prosperous might notvices available be for several Of days. cities tend ser- teleportation byahead additional other that so clients, to have of an in morespellcasters union spellcasters hour, the buttravel it within ready be to usually Awayfarer can available. tohappens be agents the contactportation, whichever spellcaster union accept or decline the assignment. In busy of the member will aclient arequest for comes If tation. with transportation, in be noti for transpor- Travel to availability local the onreport his Board of Whenever aunion with atown in awayfarer is services. alot to of make money spellcasting nity by offering The bene great dangerous assignments. particularly undertake tocontracts supply shipping, teleportational they and also not is mandatory. Wayfarers class this have numerous taking to although access theprestige wayfarer guide class, Player Bene behavior. forcensured this of dues they owe, but offenders only most the egregious are afewthan members More basis. remitted on aquarterly formagic usually clients, employing travel through income gained of all to 20% equal member each and gp, fee pays dues 200 the union is initiation teleportation on a relying have guild, the joined nonarcanists Wayfarers preferred, are some Union. spellcasters While employ welcome is the to some join equivalent ability * by25% cut costs All caster. ofunion travel return Includes Scroll of teleport greater Scroll of teleport Teleportation circle, Greater teleport Teleport, Teleport, Teleport, Teleport Teleport, Cost* Service hazardous locales aredoubled. locales hazardous to costs All spells. travel more or ten for acontract with Joining the Union: the Joining , one-way, studied area 1,080 gp 1,080 area studied , one-way, oewy ecito ny 1,620 gp gp 1,440 gp 1,260 gp 900 only description one-way, once viewed area one-way, casually seen area one-way, area familiar very one-way, or similar device to provide travel services. The device to provide travel services. or similar fi 1,820 1,820 gp ts: ts: 1,125 1,125 gp fi t of belonging to the union is the opportu- the is to union t of the belonging fi very familiar area 3,060 gp 3,060 area familiar very ce to be away at the same time or booked booked or time same the at away be to ce “ Members of Wayfarers the Union have forget 2,275 gp Anyone cast who can fi ed and given an opportunity to given opportunity ed and an ” to keep track of the exact amount amount of exact the to keep track ’ s not unusual for all the union the union for all s not unusual “ queue ” of availability, so that that so availability, of fi suf ed and fi ces, the union the union ces, fi ces in large fi ce, he can ce, he can teleport fi ciently helm of of helm 99/15/04 9:41:21 AM / 1 or or 5 / 0 4

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CAMPAIGNS 185 0 / 5 1 / 99/15/04 9:41:24 AM cult cult fi rst rst and s levels in s levels ’ a specialist —fi nish their training, training, their nish fi s Handbook, ’ nity spells the for his of fi Player ARCANE LORE ARCANE ecting his talent. Another might fl t be able to know or cast higher-level higher-level cast or know to able be t ’ cient way to create a multiclass sorcerer/ create to way cient fi t stack. A 7th-level necromancer/5th-level necromancer/5th-level t stack. A 7th-level ’ Such an approach carries costs, of course of costs, restriction carries is for a specialistspellcasting wizard sorcerer using her ability spells the master to to take levels in sorcerer, cannot she and use magic approach as items a wizard. an Such classes doesn casts spellssorcerer from each class level, appropriate the at 12thwhile has a single-classed level caster of necromancer access to higher-level spells, better spell penetration checks, a that variables. In same the way and level-based better single-classed a wizard gains sorcerer over an advantage in spells of can number the he expense the cast at day per of delaying increases in a mul- until spell levels, power higher ticlass drastically sorcerer/wizard daily increases her spell maximum the decreasing and cost of the at but output, level (no sorcerer in those spells. of power levels low relatively take to ef most The often is wizard character than the of and rest the twomore three) or the wizard specialist class. class, schools through This sorcerer the prohibited access any to approach gives the character won and though she All arcanists dream mastering of magical known no secrets to spellcasters,other and almost taking exception, without up the practice magic of is the beginning and dif a lonely of all to forgotten and secrets powerful of mysteries exploration particular The and inclinations talents a few. but a student of the arcaneof quickly go; others him lead few places into although knowledge a group warmages much of share might and the same of many spells they when their own personal on and travels embark they moment the feats, his studies, their skills their own. might One become with andlore creation, item of arts the in interest an hone skills, and spell re choices sect and an of ancient secrets across forgotten the stumble lightning of a master Born Thunders, Three the become of origins the and sonic spells. common any how matter of No group of arcane spellcasters, eachhis own path. arcanist ultimately follows As the discussed of 57 page on af increased an for pays wizard just schools (or selecting by two school prohibited chosen spells, whose in as as case the well spell diviner) one, the of usingthose spells, items trigger are and spell completion part him. least around to at denied way One this of forever spells can those use spell schools, of any she freely trigger or school prohibited spells based on formerly the items of schools. foremost, the fact the that spellcastingforemost, ability in two the arcane MULTICLASS SPECIALISTS AND AND SPECIALISTS MULTICLASS PROHIBITED SCHOOLS

” t ’ c fi t keep t keep t cause ’ ’ typical “ t a ’ t like other re not afraid s considered s considered ’ ’ ’ ve joined the ’ s headquarters ’ ces it ces fi c as well. fi s no reason why Travel Travel why reason s no ’ re not supposed to be too ’ Mages who don who Mages s discretion.As rough rule a ’ ve earned a few thousand gold thousand earned gold ve a few ’ re taking where, but you can taking you re but where, ’ Many mages join mages Many a the union meet to While many members of the Wayfarers the Wayfarers of While members many t see any need to cater to crass commerce crass to commerce cater to need t see any t keep their in place andt keep continue queue ’ ’ t join the Wayfarers Union. You Union. t join the Wayfarers ’ nancial challenge, and allow then their mem- fi 5 8 1

spell carrying of is perfectly capable some least at out

d d n i . 7 two There week. or per days ce one t fi p h from noticing when you teleport someone into a danger- a into someone teleport you when noticing from be aiding to seem and abetting situationous you or people in nefariousengaged goals. Member: Typical short-term berships to lapse once they once lapse to berships good form to drop out of queue while serving queue of drop form to good out Board. the on Classes: the Prestige knows who wizard or guide in wayfarer prestige the take choose to levels Union sorcerer Any not. do most class, teleport union. the by offered assignments the of spellcasters. A character serving Board his stint Travel the on can expect union business require in to his the presence of canBoard members to accept assignments, but in very busy of money and the local Travel Board decides that he won that he Board decides and local the money Travel in while legitimate engaged trouble magical commerce. on year per serve two months must union Active members Board, is based which in union the Travel the pieces. For this For in reason, pieces. practice, really there isn with necromancer a penchant for A black-hearted wayfarer. horrible acts evil of himself put might his on best behavior and make himself spellcasting for available if the needs he in the form of royal agents and diplomats going from place to from to going place and diplomats in agents royal the form of hooks. You potential DM adventure you curious who about cityin and a given deals with seeking clients magical travel. collects desk, the of operation the Board oversees Travel The and administers from members, dues on-call of the queue union like and because you you making money, would who are mages members fellow your so. of Many say to so union annormally as a rival enemy, you even or regard with you an provides opportunitymembership develop to with might a spellcaster relationship you a professional otherwise nothing do with. to have Establishing the nature of your relationship with the offer regular to way unusual is or anclients excellent customers of government for large realms often have much more traf more large realms much for often have government of with blessed are especially that and cities or place, prosperous magical traf qualities more have to tend Suggestion: Roleplaying don andpeople who generally don services in a small city, one person per week in a large city, and services in city, week a large per person in a small one city, intwo week per a metropolis. people that serve Cities as centers decline frequently to who assignments tend Wayfarers fall the don bottom to since the of queue, agents the desk like time waste to spellcasters looking are likely for who no. say to frequency opportunities of The take to teleportation on DM the to left is assignments of thumb, about one person per month seeks teleportation person month per one about thumb, of C _ 5 2 9 7 1 _ 0 2 6620_17925_Chpt7.indd 185 186 6620_17925_Chpt7.indd 186 2 0 _ 1

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C CAMPAIGNS h p t 7 . i n Structures Geometry Arcane ALTERNATIVE SPELLBOOKS d d is to be cast from their physical their from orientation. to cast is be how to determine spell the necessary information the with could provide arcanist for an glyph, asingle instance, with arcane information. A ring of standing stones each carved spell requires 900 square feet, feet 30 area square or on an aside), 900 requires spell one to (so as serve space a9th-level page that of aspellbook spellbook on a larger scale.structure It takes 100 square feet of wall another caster from transcribing (as into her if spell spellbook a structure scribe also can level) arcanist + spell An to prepare the spell. level), check (DC 1520 +spell then succeedon aSpellcraft a with markings Handbook spell from a borrowed spellbook (see page aborrowed spellbook 178 from spell of the a preparing works like astructure from aspell Preparing comprehend to able there. be scribed spell the use ultimately and might foe) or (friend site the visits who anyone that means openness that time, Atthe same stands. by for any numberlearned long as of spellcasters the structure then prepared be that or can record can spells a structure advantage the from Aside strength, of and its permanence a structure an as serving (essentially of plasteroversized stone), and spellbook other cases, in while scripts spell with painted or graven Atthe simplest be level, can spells. workings of walls arcane to towers, used record be the the like) and can labyrinths, (circlespermanent of structures stones, standing pyramids, More impressive even grimoire, than the most extravagant prestige geometer the in class. levels take must wizard a spellbooks, pages its 40), page (see geometer a of spellbook of words The symbology equations. and arcane the standard abandoning angles, perfect and designs precisely scribed inherent magic the study in number of wizards A small details of the spells they prepare, standard spellbooks aren record the which most wizards the default in medium remains awizard disguising and several protecting, Chapter for options 5describes designing, spells in the dif as almost is geometry arcane to through record prepare and spells Learning page book. a single of his higher, ageometer record of any level can any spell on only of 2nd level to formulae record and spell phrases asingle or with anumber requires of pages scribed spellbook standard a While of another wizard. spellbook the like nothing looks painstakingly precise diagrams of circles, arcs and angles, the only available means for the workings of magic. storing

1 8 Wall Spells: 6 ’ ). A spellcaster must Aspellcaster ). s walls works much like scribing a spell into a aspell works scribing much like s walls ’ s very form and arrangement can serve to serve s very arrangement form record and can fi rst place, so to use this new symbology for new his symbology this to place, use so rst Carving or painting an arcane formula on formula a arcane an or painting Carving ’ s spellbook) if she desires. so if s spellbook) read magic read fi ’ s spellbook. While arcane script script arcane While s spellbook. cult as learning to prepare wizard wizard prepare to learning as cult spell or a Spellcraft check (DC or aSpellcraft spell fi rst decipher the arcane arcane the decipher rst fi lled with Player ’ ’ t s Tattoos to preserve arcane knowledge is a challenging proposition, knowledgeto preserve achallenging arcane is buttresses, or almost any other type of feature whose any design other or type almost buttresses, a on sages cut to precise measurements, picked paths mosaic out level 10-footleast two per cubes spell to recorded be designed must so generally have of area at an astructure and as described above. wizard the in checks Craft hour per which 100 feet, other square workers after make can level) 1 24(DC additional 15 plus +spell takes hours an and check aSpellcraft requires its symbols or carve then paint can spell the with away such workers that in unfamiliar the design by sketching or penciling the surface Preparing without the doing cut, orto carved painted, be It (stoneworking)Craft check. (woodworking) to 20Craft succeedon aDC orspellcaster the per 48 hours feet 100 requires square and used, of space a24 additional plus hours requires an wooden or stone wall into a aspell or chiseling Carving check. (painting) Craft must succeedon 15 aDC the wall scribing the spellcaster 12 feet peradditional 100 hours and square used, of space a24 requires plus hours on an awall aspell Recording level). per spell gp volume to record (a materials the spell of costof special 300 must up agreater use arcanist an size, the increased with and read them simply by looking down, while others need the while read down, them simply by looking the that placed caster can be so can tattoos toe. Some spell head from to symbols and covered designs be arcane with high-level often and mages can tattooed into spellbooks, bodies own their turn some wizards By of tattoos, the use decipher, spells. prepare, or copy structure a takes instruction special without this who seekto prepare them. Awizard for generally is required wizards instruction special and symbols, arcane with painted much walls less obvious than Structures designedreturn. to record wage the awaiting wizard daily while full to their paid be arcane spells to completetake workers hired construction, generally need are usuallyany reason, and though there can wizard the if temporarily halted for at least per 4hours construction day. is Construction the level to recorded), be of the spell oversee then personally check (DC 20+ engineering) Knowledge and (architecture must asuccessful make to recorded. be Thethe spell wizard who knows must designed be by awizard The structure found be in can campaign aD&D in building and breakdown of designing For who those it,of acomprehensive construction. wish per 10-foot gp of cube over area 1,000 above and the cost must be used in the structure orientationand might convey materials Special information. Structure Spells: Spells: Structure ’ s possible for a wizard to map out the precise symbols s possible for awizard fl agstone fl oor, freestanding monoliths, arches, walls, Stronghold Builder Stronghold Designing an entire building or edi – 5 penalty on Spellcraft checks made to checks on Spellcraft 5 penalty ’ s place complete and the process ’ s no limit to how longs no limit it might ’ s preparation, costing at least s preparation, costing ’ s Guidebook ’ t oversee job the for . fi nal nal work. — pas- 99/15/04 9:41:26 AM fi / ce 1 5 ’ s / 0 4

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Illus. by D. Crabapple 5 1 / 99/15/04 9:41:28 AM n- fi (4th s spell ’ cer might record record might cer enervation so a necroman- a so of similar objects, by touch alone, touch by level) ontolevel) four page-equivalents page-equivalents of spellbook in- a set on recorded A single com- ” rune-scribed rune-scribed plex spellplex can be dard spellbook. An spellbook. dard object holds any- size. its on where from 9 1 to where formation, depending s spellbook equivalent ’ reading “ in materials a stan- as for markings all it on convey lev- information several on once. els at tokens spells Scribing onto requires the same expense mensions and shape, and the the and shape, and mensions The choice of material, of choice di- its The nger bones goes missing, the others fi information in a relatively small space. space. small relatively a in information ger bones with bones a capacityger 1 spellbook of each page than Medium, increase the bone the increase Medium, than pages by 50%, so that the skull of a Large creaturecould be used to scribe nine pages of spells. each For size category smaller than Medium, decrease the bone 50%. by pages equivalent Staff 9 pages Spellbook Object Size Slingstone, finger hand crossbow bone*, bolt 1 page Cobblestone, rod arm bone*, club, legSkull*, bone* Staff 9 a Medium creature.From each For category size larger * 4 pages 6 pages Equivalent enabling spells to be prepared even in darkness or while while or darkness in even prepared be to spells enabling a wizardblinded, but preparing such spells an spend must the time the and above additional spell per 5 minutes over spells normally would a take and succeed on prepare, to Retries + spell are 15 permitted,Search (DC check level). so a wizard can take if check the 20 on doing so desired, but further preparation time. the lengthens (although if the of (although one unusable). are Scribing an a spell hours plus takes a spell 24 on token and the spellcasteradditional 8 hours spell per must level, ansucceed on appropriate Craft (woodworking, check gemcutting, a similar or skill) + spell with level DC a 10 of spell the record successfully. to can for be designed Tokens preparing andpacking while adventuring,workbooks the wizard car- often amasses items, these of a collection simply ried pouch. belt in a nondescript this of sort a surprising token A can store of amount tattooed spellbook A wizard studies his his studies A wizard s ’ s assistance. ’ campaign setting) setting) campaign t in a comparative- fi EALMS R s arcane nature, ’ t always see) must be scribed scribed be must see) always t ’ ORGOTTEN s virtually lose. to impossible ’ 7 8 1

d d n i t be read by a wizard by t be read assistance without placed (those . ’ 7 t use of a mirror, scryinguse of a mirror, magic, or a familiar p Chest 6 pages Body Area pages Hand Forearm pages Upper arm Chest6 pages Abdomen Spellbook 6 Upper leg Equivalent Lower 3 pages each leg 1 page each 3 pages each Foot 2 Face* Scalp* 4 5 pages each Back, upper* 5 pages each Back, lower* posterior* Leg, Arm, posterior* pages 10 1 page each A wizard cannot read spells in these locations without the * each pages 4 4 pages pages 2 each and inks, reagents nest requiring 200 gp page-equiva- per h A number of wizards of A number scribe spells as engravings stones, on statuettes. or teeth, rods, or ivory Instead of wooden bones, can employ spellbook can tattoos keep must employ they as well, but careful body space track much is allocated how of each to type.tattoo Because tattoos must save on space on to Because tattoos save must smallly be scribed must area, they with great care and the fi by done an hours additional a time plus 8 hours spell per 24 of lent, work the have and if a Craft 20 + spell To (DC check level, (tattooing) level work). the scribes caster the tattoo the himself; if + spell level DC does 10 else someone tattooanother artist, wizard the make a Spellcraft must a carefully prepare to + spell 15 executed (DC check level) that Tattoos scribed. be to tattoo the of diagram or sketch can areas his canon of body he else. someone by forms tattoo of other magic Wizards (such employ who inas F those the found tion, depending on their size. on depending tion, repertoire. Tattooing alsorepertoire. Tattooing usually unmis- provides a character of evidence takable the opportunitydenying anonymity for that arcanistsmany crave. creatures with forms, For dif- humanoid varying can body areas the of hold ferent spellbook informa- of page-equivalents aid of mirrorsaid a familiar of even or study to tattoos. their limited the of creating a means a of offers Tattooing disadvantage that spellbook the have does It space spell-recording on usable of amount as well as humanoid-shaped body, the average possibilitythe having of partially to com- or spell every in one undress reference to pletely C _ 5 Tokens 2 9 7 1 _ 0 2 6620_17925_Chpt7.indd 187 188 6620_17925_Chpt7.indd 188 2 0 _ 1

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C CAMPAIGNS h p t 7 . i n Uncommon Patron Deities Patron Uncommon Patron Deities Common PATRON DEITIES d d as well. as Larethian Corellon venerate spellcasters side, many half-elf elf of their history From adesire to strengthen connection their to the arcane worthy of worship or at least respect. greatest living wizard (and certainly the greatest unliving) of of unliving) greatest the certainly (and wizard living greatest One Whispered revere , the wizards and Though few it openly, admit sorcerers number agreat of evil well. patron as their as him independent take often spirits especially aworthy sorcerers patron, and with Olidammara song. and often Even bards wits, quick evil escapades, the bard well suits Rogue the Laughing because afavorite is of among deity many races, bards Olidammara and races, most than mages hold often Corellonelf in positions high magic divine and arcane between ment perceives society and less estrange- culture Elf highest art. elven race the elf is that of patron pantheon and the magic the of leader Larethian, revere Corellon often mages Elf lowers of Wee Jas. the notion of fate controlling their actions, few become fol- who most Because sorcerers doso. disdain bards mortals and numbered heavily are among the rare arcanists powerful those who have the strength to forge their own destinies, and some of measure control over fate. The favors Witch Goddess whothose follow Wee to ameans achieving as Jas seemagic followers power itself, end of an seekarcane in Boccob as Wee represents Jas while adarker approach to magic; less lives. structured patron deityre whose traditions Boccob Sorcerers have bards and interest less into everything. in study, of objectivity, philosophies inquiry and careful his following easily nature, meticulous and for intellect his of Deities the Archmage the admire enemies, but wizards who rarely shows favor their worshipers to against his or acts deity aloof and the RubyJas, adistant Sorceress. is Boccob or Wee others venerateabove Magics, all of Boccob, Lord All who to choose revereMost wizards deity human asingle signi of much way the same that any con with merely mortal ambitions, and they regard power comes of For mages, arcane though, majority the the deities in the of deities themselves. challenging outright an to disrespect beyond moving of themselves the deities making, to as think been known in and sorcerers with an inclination toward megalomania have levels, to views extreme their sometake high-level wizards powerby the arcane they Though command. few arcanists of the physical deities world in lous capabilities tempered is of miracu- the view their do, since most other characters than of deitiesMages tend to give much thought less to affairs the

1 8 8 ’ s dispassionate teachings, and they usually take a take they and usually teachings, s dispassionate fi cant personal power does fi dent but sensible creature fl of some their ect aspect — as formidable beings — ’ s love of bold possibly the ’ s temples. fi nd nd ’ s Rare Patron Deities Patron Rare EPIC ARCANE CHARACTER BECOMING AN society in which they in were society brought this in up plays apart echobeliefs that deity Many necromancers look upon Nerull one. appealing to powerright who might innate gives them an believe arcane their that mages Evil to many acredo good arcanists. appeals that evil, tirelessly against crusade servants his widespread, and is faith Pelor spellcasters. arcane by venerated commonly most deities, Pelor nonarcane the Of ones the Hextor are and faithful. their among spellcasters arcane churches count powerful all of her virtually and faith, arsenal the tenetssteeped in of that deity asorcereroutlook, being so might worship after Cuthbert St. don toSome choose revere spellcasters deities whose portfolios Lord. Maimed by the love of secret power to worship often drawn are the ascension, enthralled those and divine his after long centuries any age. Vecna the gift of a spell that no one else knows, and the arcanist no that one the arcanist of and knows, else aspell the gift with placated be to need might deity jealous a Alternatively, kept of by magic. deity the spellbook auniversal into spells new scribe or wizards, lesser tutoring or mentoring by be required that epic power angrants when complete. either In it might case, epic arcanist shareas dif the spell or level, at spell each a new or spell researching successfully spells of amatter might creation be epic by character Spell an epic powerto arcane one pursue common of two can paths arcanists such, As toil. and study of years over long have mastered they power arcane most often renowned they have for the spells created the and forknown weapons their or are devotion, their epic arcanists Where epic any campaign. in everydayThe from passage hero to epic hero noteworthy is epic levels new and prestige epic in classes feats. to advancing including relevant characters, to epic arcane addresses some speci section issues this capabilities, to govern advancement rules their those use characters and to 21st epic characters level epictaking higher. and Though all the 20th-level limit established in the The power.acknowledge his Reaper of necromancers worship not the all While admiration. Flesh,dark rare indeed are those who don simply talents one as moreher weapon spellcasting the in devout the cases, follower might deity view of anonarcane EPIC ARCANE CHARACTERS ’ t include magic, simply largert include their and desires magic, because Dungeon Master fi cult as researching one researching as speci cult ’ s terrible accomplishments are still spoken accomplishments ofs terrible still are fi nd the faith of Hextor, nd faith the an of deity tyranny, ’ s Guide — ’ s teachings and laws. For laws. and some,s teachings the spell creation epic and lore.spell provides rules for going beyond provides rules fi ghters might clerics and be ’ s faith as a youth. In other ayouth. as In s faith fi c spell or ritual that that or ritual c spell Player ’ s grim work with s grim ’ s Handbook ’ t at least fi cally 99/15/04 9:41:35 AM / 1 5 ’ s / , 0 4

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CAMPAIGNS 189 0 / 5 1 / 99/15/04 9:41:37 AM (as (as er. fi s Guide s Guide ’ ’ 2 + Int modi2 + Int affecteded as though fi s level does not change, change, does not s level ’ cation are chosen, they they are chosen, cation fi ed in different ways with Dungeon Master Dungeon Dungeon Master Dungeon fi ) for descriptions and informa-) for ) for descriptions and informa-) for Automatic Silent Spell*, Auto- Spell*, Silent Automatic Augmented Alchemy, Automatic s caster level is equal to her class level. class is equal level. her to level s caster ’ The epic wu epic gains every jen The feat a bonus Every three levels after 18th (21st, 24th, 24th, (21st, 18th after levels three Every s number of spells of increase afters number does not day per d4. ’ Epic Level Handbook Epic Level Handbook An epic wu jen Resistance, Energy Enhance Creation, Spell*, Item cient Spells: fi Hit Die: Hit Skill Each at Additional Points Level: Spell Secret: Feats: Bonus JenEpic Bonus Wu Feats: Epic Bonus Warmage Feats: Superior Initiative, Tenacious Magic. Initiative, Tenacious Superior with marked an *Feats Epic under asterisk are presented 209 the of See page below. Feats, well as the feats. epic other tion on Improved Combat Casting*, Improved Heighten Spell, Spell, Heighten Improved Casting*, Combat Improved Intensify Spell Capacity, Metamagic, Improved Improved Spell, Multispell, Emanation, Spell Knowledge, Permanent Spontaneous Spell,Spell Opportunity, Spell Stowaway, matic Still Craft Spell*, Magic Epic Arms and Armor, Craft Epic Rod, Craft EpicStaff, Craft Item, Epic Wondrous Ef Spellcasting, Epic Spell Epic Penetration*, SpellEpic Focus*, Casting*, Combat Improved Components, Material Ignore Improved Metamagic, Improved Spell, Heighten Improved IntensifySpell Spell, Staff*, Capacity, Master Wand*, Master Scribe Scroll, Epic Spell Opportunity, Spell Stowaway, Magic.Spellcasting Harrier, Tenacious with marked an *Feats Epic under asterisk are presented 209 the of See page below. Feats, well as the feats. epic other tion on grow apart wu to her continues epic jen The from society, mighty powers and strange ways becoming those arcaneing uninitiated to of magic. mysteries the into even more frighten- wuThe jen she each level, time but a new 20th the wu achieves level, jen canlearns spells that she cast. two new spell any of level wu the epic can additional jen and one select so27th, on), modi become to spell known her to following Enlarge the Spell, feats: of Extend Spell, one by Still Spell, or Silent Spell. The spell spell the and once and modi the can she level, in up goes jen wu the As changed. be cannot choose same the spell be modi to in a feat know to need does not spell She secrets. multiple effect spell. the its to apply to Each time spellorder a new is learned, also wu the secret must jen choose an additional 16). page (see taboo Bonus 29th, and 26th, so after on). three 20th levels (23rd, from following the list, be chosen must and canfeats be if prerequisites. the the wu meet even does not selected jen and can be selected even ifand can the the warmage meet even does be not selected prerequisites. Still Automatic Spell*, Silent Automatic Quicken Spell*, Spell Epic Pen- Spell Epic Enhance Focus*, Spell*, Spell*, Components, Material Ignore Spellcasting, Epic etration*, Epic Wu Jen Wu Epic the the er. er. fi fi — damage damage s damage reduc- ), or many ranks many or ), 2 + Int modi2 + Int ’ 2 + Int modi 2 + Int eldritch blast s ’ s spell list be cast to like ’ s caster level is equal to his his to equal is level caster s ’ At 21st level and every four four and every level At 21st s caster level is equal his to class level s caster ’ The epic warlock epic The Exalted of Book presents for the character the classes for in presents . s number of spells of s number does day not per ’ or The epic warlock epic The The epic warmage epic gains at The feat a bonus The epic warlock epic The The epic warlock gains every epic The feat a bonus s Guide ’ d6. d6. 9 s Handbook An epic warmage ’ 8 1

d d n i Player . 7 t Invocations: Invocations: Advanced Learning (Ex): Advanced Bonus Feats: Bonus Skill Each at Additional Points Level: Damage Reduction: Reduction: Damage Feats: Bonus Die: Hit Skill Each at Additional Points Level: Eldritch Blast: Hit Die: Hit p h Spells: warmage The level. canincrease he after learn but 20th additional spells level, through learning the advanced class below). feature (see warmage the epic can 29th, after and so on), levels (25th, continue to add new spells to his spell list. Spells added must spellsbe sorcerer/wizard school. added, Once evocation the of warmage that of part a become they spell. other any 29th, and after three every and at (26th, levels level 23rd from following the list, be chosen must feats Bonus so on). increases by 1d6 at every even-numbered level higher than higher level even-numbered every at 1d6 increases by and so on). level, 24th at 13d6 level, 22nd at 20th (12d6 and by level 23rd at iron) 6/cold 1 point increases (to tion by iron at thereafter1 additional (7/cold point levels four every and so on). 31st, iron at 8/cold 27th, 29th, and 26th, so than on). higher 20ththree levels (23rd, An warmage has epic perfected the art destruction of and entire to through waste lay devastation his to magic, able armies with and cities horrifying ease. learn does not He class additional invocations. level. A being of fell magic,A being fell of an warlock is epic a supernatural incarnate,force losing all the smallest but fragment his of humanity. in unique skills. Knowledge this 1 of character in classes new Chapter The presented book class use that the same the epic style progression of Master Dungeon the must be realized by a prospective attainerdiscovery a great and of terrible book guarded fearsome by of epic power riddle a cosmic instance, together piecing for or protectors, stars the of through meticu- long, in movements the hidden gaining observation.lous Simply the ability accomplish to this in task as require those might (such found esoteric feats Book ofVile Darkness who created it must destroy all knowledge of it (including (including it of all destroy must it knowledge created who done. when his own) that revelation or insight unique some to refers lore Epic C _ 5 Epic Warmage Epic Epic Warlock Epic EPIC WARLOCKS, WARMAGES, WARMAGES, WARLOCKS, EPIC WUAND JEN 2 9 7 1 _ 0 2 6620_17925_Chpt7.indd 189 190 6620_17925_Chpt7.indd 190 2 0 _ 1

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C CAMPAIGNS h p t 7 . i n EPIC CHARACTERS PRESTIGE-CLASS d d • • • • • 48). (presentedfor Order class the mage on page of the Arcane followedprogression, are and by asample epic progression follow- The level. 10th ing guidelines after describe how to create accumulate an to epic prestige class continue features the from the classes Dungeon Master epic-levelan progression for the just as the prestige class, Dungeon Master presented the he aprestige the rules in followsin class, all level 10th beyond advances epic-level an When character character level. level of regardless your for indicated class, that maximum the fewer with ten aprestigeadvance levels in class than beyond or higher. level your character 20th You already if is cannot level offers ten already that levels, aprestige class in but only advance page beyond You 206). 10th Characters, also can beyond level of the basic classes characters 20th (see Epic The •

For spellcasters, caster For level spellcasters, continues to after increase The powers of familiars, special mounts, and special The powers of familiars, level class feature that uses any class speaking, Generally as points skill and Hit Dice continues to gain Acharacter Basesave bonuses bonus baseattack and don Any class features that increase or accumulate as part

1 9 10th. Thus, a19th-level wizard/14th-level assassin normal class abilities. class normal at increases amuchabilities higher of those rate than adjustment, the save for DC prestige epic character class levelsclass +1/2 levels class above 10th). Without this would haveattack of 22+Int aDC modi However, asave any prestige feature that calculates class level. class by normal as increase to continues check) lore damage) typically also continue to increase or accumulate accumulate or increase to continue also typically damage) if they servants continue to increase as their masters gain levels level. caster 20th don day per spells However, level. caster to the caster level to total determine class of her original Thus, a13th-levelprestige class. loremaster adds thirteen 10th level at the ten rate the same it levels did during of the character the should add one-half only level the class using (suchDC the assassin as (such aloremaster formula as of amathematical part as beyondnormal 10th level. character page of the 206 Instead, use Table 6 columns for attack base prestige beyond classes 10th level. a21st-levelleast already, character there no save are base or epic at without aprestigebeing progressionan in class level, can character acharacter since and 20th after of a repeated pattern (such as an assassin of arepeated (such an as pattern level. 0 Dungeon Master ’ re on includes that based aformula the character ’ s epic bonus on saving throws and attack rolls. attack and s epic throws bonus on saving ’ ’ s Guide s Guide. Dungeon Master Player ’ s Guide – 18: Epic Bonuses, Save Epic and Attack presents epic-level progressions for for epic-level presents progressions In addition, In the DM must create ’ s Handbook. has information on advancing on advancing information has ’ s Guide, Many, class but not all, ’ s class levelss class above to determine the to determine fi er (base 10er (base +10 ’ t increase after after t increase ’ s sneak attack attack s sneak ’ s death attack)s death ’ t increase t increase fi endish endish ’ s death s death ’ t take t take ’ ’ s s EPIC FEATS Order Arcane Epic the Mageof The Epic Progression: Class Prestige Sample • • versions may that have other supplements. in appeared 21st least at of featlevel. presented descriptions characters All here supersede earlier to only available are below feats The basis. Order oncane acase-by-case epic mage to an of Ar- unavailable the are epic spells certain that to debt. rule ADM Spellpool might wish accumulating feat. Treat 10th-level as of epic for spells the purpose spells long he as Epic the as Spellcasting has Spellpool the from an epic mage of the Arcane Order can also epic call spells bonus feat every four levels 10th. after another bonus language. (14th, on), Order 18th, so gains and amage of Arcane the of any level newtwo spells cast. he that can he achievesdoes), level time then each a new spell he learns (as abook from awizard spells Order his memorizes Arcane 10th level. amageper day not after does of If increase the Order Amage of Arcane the he attains. by oneincreases for new each order mage of the arcane level to new grow heights.Spellpool the and guild his with knowledge. associations arcane His for thirst agreat Order displays epic mage ofAn Arcane the In addition to the class features retained from nonepic Epic prestige classes don classes Epicprestige features that are gained only once donot and gained are improvefeatures that a as class epic levels. prestige class gains Likewise, a character every three levels.every three gains character every that feat the to addition in are and of which improve 10th not features, level, all of class after also donot improvealso at epic levels. level in (such rises abarbarian as character the loremaster 10th level (such of options as list or have that alimited aprogression slows that features with class or stops before 10th). These bonus feats augment class each four, everyrate three, two, (usually or bonus featslevels, gains at prestige each acertain class item). next the (see class to class from varies that progression feat epic anew levels. bonus gains The instead prestige class Bonus don by feats aprestige class gained any bonus feature. is feat aclass as rule progression granted rogue from (5d6 levels). exception attack levels to this An assassin 8d6 and from sneak successful a with damage of rogue/15th-level assassin would deal an extra 13d6 points 10th levelafter at a10th-level rate. the same For instance, Spellpool: Bonus Feats: Bonus Language: Spells: Level: Points Additional at Each Skill Hit Die: An epic mage of the Arcane Order d4. If you If have to the access An epic mage of the Arcane Order gains a ’ s list of secrets) typically don For every four levels 10th higher than ’ t gain any new class features, and any and features, new class t gain Epic Level Handbook, Level Epic ’ s number of spells s number of spells 2+Int modi ’ fi s fast movement)s fast ’ ve levels after after levels ve t increase with with t increase ’ s progression ’ s caster level ’ t improve as fi 99/15/04 9:41:39 AM er. / 1 5 / 0

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Illus. by R. Spencer 5 1 / 99/15/04 9:41:40 AM s ’ t increase ’ This feat feat This doesn the casting time time casting the for those spells slots. to their spell that normally require require normally that a full-round action to cast in metamagic in metamagic cast with no adjustment adjustment no with form (including bard spells, sorcerer spells, You can gainYou this feat and spontaneously castand spontaneously through 6th-level spells through 6th-level twice still could 0-level her ) or by 5 dice for spells 5 dice for by ) or that three highest spell levels can levels spell highest three be stilledwith adjust- no spells such as a good cleric good a as such spells take it, the spells of your next a wizard who took this feat spells). ment to their spell to Thus, slots. ment multiple times. Each time you you time Each times. multiple reball cure spells),but, as withthe Silent Spell fi Special: You can cast all and You 2nd-, 0-, 1st-, cure cure t: fi 3rd-level spells3rd-level as stilled spells without spell slots. higher-level using s ’ StillSpell, Spellcraft ranks, 27 ability to Maximize Spell. Bene ). An enhanced spell uses a spell up four slot The damage cap for your spells your damage cap for The increases 10 by t: fi Prerequisites: Prerequisites: searing light Prerequisite: Prerequisite: Bene deal a number of dice of damage equal as to half your level (such You can limit damage-dealing increase your power the of You spells. form (including sorcerer spells and spontaneously cast spells spells cast spontaneously and spells sorcerer (including form such as a good cleric bard spellsmetamagic feat, cannot be affected this by feat. can spells lesser your cast of gestures. without any You arcane divine or cast 9th-level spells. spellsdice for damage dice that of of deal equal a number to as (such caster level your Enhance Spell [Metamagic] Automatic Still Spell [Metamagic] s ’ character Morthos the the Morthos warlock as an epic epic an as warlock t ’ Silent t ’ cure QuickenSpell, Spellcraft 30 ranks, ability t increase casting the those spells time for ’ s ’ You can cast all 0-level and 1st-level spells as can cast allYou and 1st-level 0-level You can gainYou this You can cast all 0-, 1st-, 2nd-, and 3rd-level spells can cast all and 3rd-level You 2nd-, 0-, 1st-, You can gain this feat multiple times. Each time 1 9 t: t: 1 fi

d d n i . 7 Bene Special: t Prerequisites: Prerequisites: Prerequisites: Prerequisites: Bene Special: p h that normally require a full-round action to cast in metamagic Spell, Spellcraft ranks, 24 arcaneability or cast to 9th-level spells. divine You can cast your of any You lesser spells silently. spell slots. spellsas silent using without higher-level take spells the it, nextyou your three of spell highest lev- els cantheir spell to be with silenced slots. adjustment no a wizardThus, this twice took feat his who silence could 0- spells their to with through adjustment 6th-level no level slots. spell This doesn feat metamagic form (including bard spells, sorcerer spells, and spontane- cast spellsously such cleric good a as This feat doesn feat This cast- the increase those for time ing normally that spells require a full-round in cast to action spells). ened with no adjustment adjustment no with ened their spellto a Thus, slots. wizard who took this feat twice her quicken could 0-level through 2nd-level adjust- no with spells their spell to ment slots. feat multiple times. Each Each times. multiple feat taketime spells the it, you of can be next quick- your level to cast 9th-level arcane divine or castto 9th-level spells. You can spells lesser cast your of any withYou a moment thought. be quickened. be quickened spellsquickened without using higher- spell normal The slots. limitlevel the to spells quickened of cannumber you cast Spells applies. round per with a casting can round full 1 than more of time C _ 5 Automatic Spell Silent [Metamagic] Automatic Spell Quicken [Metamagic] 2 9 7 1 _ 0 2 6620_17925_Chpt7.indd 191 192 6620_17925_Chpt7.indd 192 2 0 _ 1

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C CAMPAIGNS h p t 7 . i n Master Staff Master Casting Combat Improved Epic Penetration Spell Epic Focus Spell d d the staff 1d4base dealt). of damage points bolt feat tothis loseaprepared 3rd-level to activate spell not does that match aspeci You emulate power acharge cannot for or ability astaff enhancements). metamagic level-increasing any (including speci the than level in higher or to school). slot The must expended spell equal be aspecialty from you charge loseprepared (but spells to cannot emulate astaff have not for used day, the loseaprepared you though spell can slot acharge. Theslot of must using one spell be instead you acharge. without using You activate astaff can pinned. on while the defensiveability or or you while grappling are or aspell-like Concentration use made aspell checks to cast without fear of attacked. being You threatened while heighten spells to cast your ability Penetrationbonuses Spell from Greater and Penetration. Spell creature a overcome ease. with resistance tremendouslyYour are spell through potent, spells breaking of school magic. a different you the feat, time take Each it donot applies to stack. effects Greater and Focus the bonuses Spell Focus. from Spell with the school you offrom bonus magic stacks This select. at to least one cast 9th-levelability of the selected school. spell that of spells Your more normal. far school are potent than illusion. as such magic, of school a Choose damage), or (though your level how indicates many rounds the acid deals you how determines many missiles on effect no has it Thus, level. spell the evenlevel, if don that spells on effect a number no of has dice of damage feat equal to your This level or half your feats).any other metamagic levels higher than the spell a speci

1 9 Bene Prerequisites: Bene Prerequisites: Bene Prerequisite: Special: Prerequisites: Bene 2 from a fi c spell. fi fi fi fi t: t: ’ t: t: s melee damage because that power that s melee doesn because damage Add +1 to the DC of all saving throws against spells spells against throws saving Add +1 of to all DC the staff of power of staff You get a+2 bonus on caster level made checks to When you activate a staff, you can expend a spell aspell When expend you you can activate astaff, You get to 1/2 abonus equal your level caster on You can gain this feat but multiple this You its times gain can produce Greater Penetration. Spell Greater the selected in Focus school, Spell Combat Concentration Casting, 25 ranks. Craft Staff, Spellcraft 30 ranks. ’ s spell resistance. This bonus stacks with the the with bonus stacks This resistance. s spell fl ame ’ s effect is otherwise dictated by your dictated otherwise is s effect , but you can (though you add your level to the fi c spell. For example, c spell. you use can ’ s actual level (ors actual modi as magic missile fi c spell stored in the staff stored the staff c spell in ’ t lose a spell to doublet loseaspell fi re), (though your level level your (though ’ t speci Melf ’ s acid arrow s acid fi cally deal lightning lightning ’ t match fi ed by

Master WandMaster this book are organized below by Rating. Challenge organized are book this monstersThe prestige sample arcane and in class characters enhancements). metamagic level-increasing any (including to or stored level higher the wand equal be in the in spell than school). slot The must spell expended aspecialty from spells to emulatespell awand you charge loseprepared (but cannot have not for used the day, loseaprepared you though can slot acharge.slot of The using must instead spell one be you You acharge. activate awand using without can 7Wtrm nlt 158 158 157 156 17 Water monolith 25 17 Fire monolith 17 Earth argent savant 2 monolith 17 Air monolith 10/ sorcerer elf female Agreimal, Silveth 2 59 song ofthe seeker 12 10/ bard half-elf female Duskwood, Maralea 2 10/sublime bard chord 62 12 66 gnome female Skoras, Laughingsong Faerjan guide 3 wayfarer 12 9/ conjurer dwarf female Anvilheart, Erbera 70 12 wild 5/ sorcerer 53 half-elf female Callordin, Revena master transmogrifist 3 11 47 mage 40 8/ humansorcerer male Saadren, Mekkhier Veil 2 Sevenfold ofthe Initiate 11 6 9/ humanabjurer female Felunnda, Iaryo 65 11 geometer 6/ abjurer half-elf male FilasLamean, 23 11 5 Suel 7/ humanfighter male 38 Sheebrehl, Cahlo 11 arcanamach alienist 5/ Trillia humanconjurer Lilleir, female 34 10 4 5 fatespinner 56 8/ humansorcerer RaadiWeskil, male elemental savant 4 10 2 6/ warmage elf female Luerten, Kyevera 50 10 mindbender 6/ sorcerer male Brandric, Kal 4 Order Arcane ofthe mage 152 20 10 4 5/ humanwizard male Turial 3 skin ofthe Edemont, acolyte 9 161 6/ 36 humanwarlock male Nehalem, Vorta 3 adept 1/Green Star sorcerer 43 9 155 155 4/ humanbarbarian male Raablek, Theogrin sorcerer 4/enlightened 3 fist 8 154 160 1 1/ humanmonk master Liaday, female Sheris effigy 31 29 8 153 7/ illusionist gnome male Herlendal, Fenlun 2 magus blood 8 Page 6/ humansorcerer male Maggin, Cotter 8 effigy lion Dire 6 ghast Spellstitched 4 Vardigg grue) (water 2 hippogriff Pseudonatural 2 grue) (air Ildriss 2 grue) (fire Harginn 2 grue) (earth Chaggrin 2 Creature or Character CR Prerequisites: Bene fi t: When you activate a wand, you can expend a spell When you aspell expend you activate awand, can Craft Wand, Spellcraft 15 ranks. Wand,Craft Spellcraft Appendix 99/15/04 9:41:48 AM / 1 5 / 0 4

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When the text within a product contradicts itself, our deal 1d6 points of damage +1 point per caster level general policy is that the primary source (actual rules (maximum +10) to all creatures in the affected area. text) is correct and any secondary reference (such as in a table or a monster’s statistics block) is incorrect. Page 189: Epic Warlock Exceptions to the rule will be called out specifically. The epic warlock’s eldritch blast damage should be 10d6 at 22nd level, 11d6 at 24th level, and so on. Page 7: Eldritch Blast Second paragraph of the Eldritch Blast ability description: Change “An eldritch blast is the equivalent of a spell whose level is equal to one-half the warlock’s class level (round down), with a minimum spell level of 1st and a maximum of 9th when the warlock reaches 18th level or higher” to “An eldritch blast is the equivalent of a 1st-level spell. If you apply a blast shape or eldritch essence invocation to your eldritch blast (see page 130), your eldritch blast uses the level equivalent of the shape or essence.” Any other references to eldritch blast being something other than the equivalent of a 1st-level spell should be disregarded. Any other references claiming that eldritch blast is not an invocation should be disregarded. A warlock can use eldritch blast at will. Page 8: Invocations and Eldritch Blast Change this section as follows: Invocations and Eldritch Blast: Eldritch blast is an invocation. Other invocations provide a warlock with the ability to modify his eldritch blast or add new eldritch attacks. Page 73: Arcane Mastery You can use this feat even while under stress. Page 101, 123: Spirit Creatures For the purposes of the commune with greater spirit, commune with lesser spirit, greater spirit binding, lesser spirit binding, spirit binding, spirit needle, and spirit self spells, a “spirit” or “spirit creature” includes any of the following creatures: all incorporeal undead, all fey, all elementals, creatures in astral form or with astral bodies (but not a creature physically present on the Astral Plane), all creatures of the spirit subtype (see Oriental Adventures), spirit folk and telthors (see Unapproachable East), and spirit creatures created by spells such as dream sight or wood wose (see ). Page 121: Ring of Blades The second sentence of the spell’s description should be changed as follows: Each round at the end of your turn, starting the round in which you cast the spell, the blades

Complete Arcane Errata 1 03/16/2005 ©2005 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved. Complete Arcane offers a wealth of new spells, prestige classes, feats, and magic items for arcane spellcasters. Considerable information on running an arcane campaign is also provided, along with the details of three standard classes: the warlock, the warmage, and the wu jen. A fortified enclave dedicated to one of these classes, the warmage, is mentioned in a sidebar in the book. This adventure site details this isolated warmage TARTH MOORDA training facility. Tarth Moorda is an adventure site that can be dropped An Adventure Site into any remote area with a hot, dry climate. A variety of for Complete Arcane adventures can take place here, though the intrigue within the enclave can constitute an adventure in itself. As always, feel free to adapt the material presented here CREDITS as you see fit to make it work with your campaign. Design: Penny Williams Editing: Penny Williams PREPARATION Typesetting: Nancy Walker You (the DM) need the D&D core rulebooks—the Cartography: Rob Lazzaretti, Dennis Kauth Player’s Handbook, the Dungeon Master’s Guide, and the Monster Manual—as well as Complete Arcane—to use Web Production Julia Martin this adventure site. The information presented here Web Development: Mark A. Jindra utilizes the D&D v.3.5 rules. Graphic Design: Sean Glenn, Cynthia Fliege To get started, print out the adventure site, including the map. Read through it at least once to familiarize ® Based on the original DUNGEONS & DRAGONS game by E. yourself with the situation, site, and major NPCs and and on the new edition of the (particularly their motivations). You must decide what DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, , Rich Baker, and Peter Adkison. kind of action takes place—whether the PCs simply stumble upon the place or have a reason to visit. D&D, DUNGEONS & DRAGONS, and DUNGEON MASTER are registered trademarks owned Finally, review the information on warmages in by Wizards of the Coast, Inc. The d20 logo is a trademark owned by Wizards of the Coast, Inc. All Wizards characters, character names, and the distinctive likenesses Complete Arcane. Monster and NPC statistics are thereof are trademarks owned by Wizards of the Coast, Inc. provided with each encounter area in abbreviated form. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited BACKGROUND without the express written permission of Wizards of the Coast, Inc. On a high crag in the arid hills of the Abbor-Alz stands the ancient fortress known as Tarth Moorda, which ©2004 Wizards of the Coast, Inc. All rights reserved. once housed the garrisons that defended Urnst against Made in the U.S.A. gnoll and nomad raids from the Bright Desert. This product is a work of fiction. Abandoned when adventurers finally drove off the Any similarity to actual people, organizations, places, or events is purely coincidental. humanoid tribes, Tarth Moorda stood empty for many years and eventually fell into ruin. Finally, some fifteen This Wizards of the Coast game product contains no Open Game Content. No portion of this work may be reproduced in any form without years ago, the Duke of Urnst gave the old fortress to the written permission. To learn more about the Open Gaming License Order of the Fire Hawk, an enclave of warmages who and the d20 System License, please visit www.wizards.com/d20. wanted an isolated stronghold in which to train new initiates. For more DUNGEONS & DRAGONS articles, adventures, and information, visit www.wizards.com/dnd The Fire Hawks renovated the fortress and rein- forced its defenses. Some of the old buildings were razed to make room for student quarters; others were simply refurbished and put to new use. The area was thoroughly scouted and defenses against mundane and magical intrusion were set in place. 1 Since the Fire Hawks made it their own, Tarth TARTH MOORDA Moorda has become the principal training academy for Tarth Moorda is situated on a high peak on the edge of Urnst’s warmages. The uncomfortable climate and the Duchy of Urnst, overlooking the Bright Desert. Its rugged terrain of the surrounding area are considered isolation helps to maintain the discipline required for a advantageous for training recruits in the art of war, military training camp, and the site is highly defensible since they quickly become used to harsh conditions. against threats originating from the ground. Against About five years ago, Sereda Ostarte ascended to the threats from the air, its occupants must depend on their position of high warmaster at Tarth Moorda. Like her magic. predecessors, Sereda runs the academy with an iron The fortress spans the entire top of the peak on hand. Since she took over, the graduates of Tarth which it rests. Portions of the slope have been leveled to Moorda have proven their valor and might on the provide firmer foundations for buildings, creating a battlefield and shown an increased aptitude for strategy three-tired, terraced effect. The building known as the and tactics that is largely attributed to the changes she High Warmaster’s Quarters (areas 15-18) rests alone has made in the curriculum. atop the highest tier. On the second tier are the other But Sereda is not as confident about the impregnabil- buildings of the complex, except for the stable, which ity of the fortress as her predecessor was, and with good stands on the lowest tier. reason. In recent months, the academy has begun to lose members. Five of her most promising students, FEATURES two senior students, and one of her instructors—a Access to Tarth Moorda is via the main gate (area 2) and warmaster—have died or disappeared. Unfortunate the two postern gates (at the rear of the Students’ accidents do claim the lives of occasional students, and Quarters and the Warmasters’ Hall). The complex has desertions are not unknown, since not all can tolerate the following features. the harsh conditions of training. But Sereda fears that the security of her enclave has been breached—and she Ledges is right. The ledges that separate the three tiers are roughly 30 Bendrik Sogoth, a Suel arcanamach, has infiltrated feet high and span a horizontal distance of about 20 feet. the complex posing as a student. A spy and assassin Stairs built into the roads and walls within the complex operating on behalf of Rary’s rising empire in the allow access from one tier to another. Bright Desert, he is responsible for the deaths and Curtain Wall (EL 6) disappearances. He is also gathering information about A 20-foot-high stone curtain wall surrounds the entire the Fire Hawks for his employers, who wish to see the fortress. The rear portions of three buildings—the order disbanded, or at least moved to another location. High Warmaster’s Quarters, the Students’ Quarters, Bendrik’s fighting ability and sorcerer spells allow him and the Warmaster’s Hall—are actually built into the to pose as a low-level warmage, putting him in a perfect curtain wall. The wall is 10 feet thick, with crenellations position to use his more subtle Suel arcanamach spells along the outside and a walkway made of smooth, fitted to move unseen about the complex. stones behind them. Sereda understands better than her predecessors did Arrow slits pierce the curtain wall at 20-foot intervals. that the warmages’ near-exclusive focus on damage- Because of the thickness of the wall, these slits limit producing spells leaves them weak in other areas, such line of sight to directly ahead. Tarth Moorda’s defenders as investigative and defensive magic. She has been use them primarily for firing ray spells, magic missiles, working with the enclave’s priest of Heironeous on and Melf’s acid arrows. ways to discover the source of the problem. So far, The wall includes three round towers that extend 10 divinations have pointed to somewhere inside the feet above the rest of the wall. Two of these towers are complex and to the Bright Desert, depending upon the situated on the lowest tier of the complex, flanking the spell used, but Bendrik’s defenses have preserved his main gate (area 2). The third stands on the second tier, cover. Sereda is interested in retaining the services of just below the armorer’s shop (area 6). agents who can uncover the perpetrator. Meanwhile, Stockpiles of material components are cached about she works to ensure the safety of her remaining every 20 feet along the walkway and at the top of each students and staff and minimize the demoralizing tower. Neatly stacked piles of javelins, arrows, and effects of the previous incidents. 2 other standard missile weapons are also readily available to defenders, as are pitch, rags, oil, flint, and a Discern Lies Trap: CR 5; magic device; loca- tinder for creating normal flaming arrows and pots of tion trigger; automatic reset; multiple targets (all on boiling pitch. These mundane defenses have been octagon); spell effect (discern lies, 12th-level cleric, Will augmented in recent years, since Sereda is a firm DC 16); Search DC 29; Disable Device DC 29. believer in covering contingencies such as nullification Development: When visitors reach this point, of magic. they are hailed by the guards on the towers, who ask Four regular guards and four students patrol the them to halt and identify themselves. If they fail to curtain wall around the clock. Four of them are relieved comply, the guards open fire with missile weapons and every four hours. These guards are fighters that Sereda spells, and the watch captain arrives within 2 rounds to has recently employed to beef up security, and they lend firepower (see area 3). answer to the watch captain of the moment (see area 3). If the visitors stop and answer, the guards then ask Hired Guards (4): hp 5; see The Order of the Fire what their business is and whether they mean harm to Hawk. anyone within the complex. If the trap indicates that Students (4): hp 3; see The Order of the Fire they have lied at any point, the guards deny them entry Hawk. and notify the Warmasters’ Council. If visitors who have lied persist in trying to gain entrance, the guards Roads attack. A member of the Warmasters’ Council arrives The buildings within the complex are connected by within 3 rounds and, if the visitors are still alive, decides well-maintained roads made of hard-packed dirt. Since whether to admit them or order them driven off. the inhabitants rarely have occasion to ride, these trails support mostly foot traffic. The roads are usually level 2. Main Gate (EL 6) except where wide stone steps connect the tiers. This fortified gate is the main entrance to the complex. Because the area receives little rain, the roads tend to be somewhat dusty. Ahead stands a closed pair of 10-foot-high wooden gates, painted yellow and reinforced with iron ENTRYWAY bands. A bird sheathed in red and orange flame is Tarth Moorda’s main entrance is well fortified and emblazoned across the gates. defensible. 1. Hailing Point (EL 5) The gate area has two access points—the outer gates At a sharp bend in the road on the lowest tier of the and a second pair of wooden gates that leads into the outpost is an octagonal cleared area, paved with stone, complex. Both sets of gates open outward. A portcullis that functions as a hailing point at which visitors can behind the outer gate gives the defenders inside the state their business to the guards. time and space to cast spells if desired. The portcullis can be raised and lowered with a winch inside the 10- The paved road winding up the steep slope widens foot-square area between the two sets of gates. This area out into an octagonal area about 25 feet across, is also equipped with an alarm gong. then continues at a sharp angle. Ahead rises a s Reinforced Wooden Gates: 2 in. thick, hard- formidable wall of stone with two towers flanking ness 5, hp 15, break DC 16. its main gate and a third farther back, to the east. s Portcullis: 2 in. thick, hardness 10, hp 60, Strength DC 25 to lift. Anyone standing here has a good view of the High Creatures: Two senior students are stationed Warmaster’s Quarters and the top portions of the other between the two pairs of gates. They rotate every eight buildings. The hailing point is clearly visible from all hours, but their schedules are staggered, with one three towers and from the northern portion of the changing at midnight, the other at 4AM, and so forth curtain wall. around the clock. Trap: This site is trapped with a discern lies spell Senior Students (2): hp 17; see The Order of the (renewed regularly by Melver; see area 10) that reveals Fire Hawk. falsehoods spoken by anyone standing on the stones. Tactics: If intruders force the gate open, the two False responses to questions produce coruscating colors warmages inside sound the alarm and then attack with in the paving stones that are visible to both those on the spells and weapons, while the guards atop the towers octagon and the guards in the towers. and the curtain wall support their efforts. 3 If they have time to prepare, the senior students cast blades of fire and true strike, then Melf’s acid arrow or scorch- Seven of the stalls in this well-maintained stable ing ray as soon as they can see the intruders. They follow house shaggy mountain ponies about the size of small horses. The eighth is occupied by a spirited up with magic missile, lesser orbs, and whirling blade. black thoroughbred with a white mane. Hay peeks When the attackers close to melee, they use their morn- out from the loft above, which is accessible via a ingstars (equipped with the blades of fire, if they had time wooden ladder. Saddles and tack are neatly stored to cast it), plus shocking grasp. in the west end of the stable. Development: Should the alarm sound, the high warmaster and the Warmasters’ Council take up posi- tions atop the wall within 5 rounds and bring their The horses here are somewhat older than most combat- ranged attack spells to bear on the intruders. The trained mounts. Except for Nightfire, Sereda’s thor- students gather on the ground inside the compound, oughbred, they are actually retired from active service. ready to attack should the inner doors open without the They are used for training in mounted combat. all-clear signal from their superiors. The students here rotate stable duty, with two arriv- ing morning and evening to see to the horses. Unless 3. TOWERS the complex is in danger, the horses are led out onto the Each of these round towers stands 30 feet high and has mountainside to graze for four hours each day. a crenellated top. Creatures: The thoroughbred is Sereda’s horse Nightfire. Two towers, each about 30 feet tall, flank the main Horses (8): Light warhorse; hp 19; see Monster gate. Another such tower rises from the curtain Manual, page 273. wall on a bluff to the east. Two guards patrol the top of each tower. STUDENTS’ QUARTERS The students’ quarters are located in the fortress’s Each tower top has a stockpile of material components, largest building, on the east side of the complex. This javelins, and other supplies like those along the wall’s newer structure is two stories tall and has a postern gate walkway. Access to the tower is via a door inside the at its rear. The armorer’s shop is attached to the north complex and a spiral staircase. Each of three stories end of the building. inside the tower consists of a single round chamber The second floor of the residence hall consists of a long equipped with beds, tables and comfortable chairs for hallway stretching from north to south, with five chambers off-duty guards, plus extra material components and on each side. Each of these rooms is identical to area 8. supplies for the guards on the wall. At any time, eight regular guards (male or female human fighter 1) are 5. Supply Rooms sleeping or relaxing inside each tower, and one watch These three small rooms are used to store supplies rang- captain is inspecting one of the three towers. ing from candles to textbooks. The rooms are kept Students (6): hp 3; see The Order of the Fire Hawk. locked (Open Lock DC 10), and the senior students Guards (24): hp 5; see The Order of the Fire Hawk. have the keys. Watch Captain (Senior Student): hp 17; see 6. Armorer’s Shop (EL 9) The Order of the Fire Hawk. Delkin, a dwarf smith, manufactures all the order’s Development: If the warmages atop the towers weapons and armor in this one-room shop. Read or see intruders approaching, they wait until they reach paraphrase the following when the PCs approach, the octagonal watchpost (area 1) or stray from the main adjusting as needed for the time of day. road, then hail them, asking them to halt and identify themselves (see area 1 for details). Should an altercation Heat emanates from the open door of this small break out, the watch captain arrives at the top of one building. Inside, a short, stocky humanoid works at tower within 2 rounds to lend magical support. a forge. Nearby stands a well-used anvil, neatly stacked piles of metal ingots and wood, and hooks 4. STABLE for finished products. Weapons and pieces of armor This stable houses the order’s regular mounts—rugged hang from most of these hooks, but a few are dedi- mountain ponies accustomed to the high altitude and cated to more mundane items, such as cookpots and horseshoes. In the back of the shop hangs a curtain. 4 difficult terrain. The forge operates from dawn till dusk. From time to Creatures: Delkin is always here except when he time, one or two students may help Delkin in his forge transports weapons to the armory or confers with the in order to learn weaponcrafting. Delkin tolerates these warmasters. intrusions with as much good grace as he can manage, Delkin: Male dwarf expert 6/fighter 3; hp 24. but he prefers to work alone or with well-trained help. Tactics: Should anyone try to attack him in his Behind the curtain are a bed, a nightstand with a forge, Delkin drops whatever he is working on and lamp, and a chest of drawers. This area serves as grabs the nearest sword to defend himself, bellowing Delkin’s bedroom. for help as he does. The warmages in the complex are 5 quick to respond (five students respond in 1 round, five upper floor are for the eight senior students in the more the next, and the Warmasters’ Council the third), complex. Bendrik sleeps with four other students in the since their armorer is one of their most valuable southeasternmost chamber on the first floor. resources. Read or paraphrase the following when the charac- Development: Delkin cares little about the affairs ters enter one of these rooms, adjusting as needed for of the warmages, so long as they continue to provide the time of day. him with his weekly pay and an opportunity to do the work he likes best. If asked about unusual events in the Eight beds, made up in military style, ring the complex, he claims to have heard someone skulking walls of this chamber. At the foot of each is a chest, around in the middle of the night a few times. He also and at the head is a small table bearing a lamp and says that one morning he found a suspicious stain on one or two books. one of the weapons he had repaired the previous night. He cleaned it off and reported it to the high warmaster, Rarely are these chambers completely empty, since the who instructed him to be silent about it and inspect students rotate guard duty and classes around the clock. each weapon before returning it to its owner. The books on the nightstands are textbooks on battle tactics. 7. Students’ Quarters Lobby (EL 8) Creatures: Two to four students are asleep in each The students congregate in the lobby of their residence room at any given time. hall to chat, study, and debate. Read or paraphrase the Students (2–4): hp 3 or hp 14; see The Order of the following when the PCs approach, adjusting as needed Fire Hawk. for the time of day. Tactics: The students are not immediately hostile if roused; they are merely curious. Should a fight breaks The sound of laughter and song fills this long out in one of these chambers, they need 1 round to arm chamber. The walls bear marks of impact, as well as numerous scorch marks. Young humanoids of themselves. The students lead off with magic missile all races sit in groups here and there, playing spells, then use the rest of their spells to advantage. games, drinking, and talking. At one end, some- Should they be in position to melee, they attempt to one strums a lute and sings a song of battle. Lit flank their opponents. torches line the walls, and other lights sit on tables Development: These students know only the or hover about students. Tables and chairs stand in basic routines of the complex. A few have heard odd haphazard groups about the room. Two staircases sounds during the night, but none have encountered lead upward into the darkness. anything unusual. Treasure: The students’ chests contain mostly This chamber serves as a common room for the personal belongings. Each of the regular students’ students training at this facility. When not in classes, chests also contains 12 gp and a fire hawk symbol (an they gather here to play cards and socialize. The marks enameled pendant, worth 30 gp). Each of the senior on the walls give mute testimony to what happens students’ chests contains 80 gp and a jeweled fire hawk when tempers flare and are thus left to serve as symbol (a gold pendant set with small rubies and reminders. topazes, worth 150 gp). Bendrik’s chest also contains his Creatures: This building can house a maximum of scrolls, his sending stone, and a book with notes about the eighty students (eight to a sleeping room). At present, warmasters’ plans (gleaned from eavesdropping on only fifty-two students are enrolled here. They are conferences). (See Bendrik’s statistics in The Order of distributed more or less evenly within the sleeping the Fire Hawk for details of these items.) chambers. About a dozen students are in the common †New item in Complete Arcane. room at a time; the rest are studying, sleeping in their rooms, attending classes or weapon practice, or stand- CHAPEL ing guard, depending on the time of day. The chapel on the grounds is dedicated to Heironeous, Students (12): hp 3; see The Order of the Fire Hawk. though the students are free to worship any other nonevil deity they wish here. 8. Student Sleeping Rooms (EL 2, 4, or 13) Each of these chambers houses eight students, but none 9. Narthex are filled to capacity at present. Two of the rooms on the The entryway of the chapel is lined with statues of vari- 6 ous nonevil deities. The chapel’s double doors stand open, revealing a This room is furnished with a bed, a wardrobe, a 15-foot-by-15-foot area ringed with statues of vari- table and chair, a nightstand, and a large chest next ous deities. Pelor is here, along with Wee Jas, to the wardrobe. In the center of the yellow Fharlanghn, Boccob, and others. Before each deity bedspread is a hawk, picked out in crimson thread. are several lit votive candles, and each offering box contains a few coins. On the wall is the inscrip- tion, “Temper your power with wisdom.” Across Melver is here only at night; otherwise he is in area 10. from the main entrance is another set of double On the table are notes for his next sermon. The doors, and a stairway on the west side leads up. wardrobe holds his vestments as well as his normal clothing. On the nightstand is a holy symbol of The inscription is the Fire Hawks’ motto, and it refers to Heironeous. combining magic with good strategy. The stairs lead up Treasure: The chest is locked (Open Lock DC 20). to the balcony over the sanctuary. It contains a spare altar service (gold plated, worth 500 gp), plus Melver’s traveling clothes and diary. The diary 10. Sanctuary notes the exact dates and times that he heard mysteri- This spacious chamber is where the members of the ous sounds at night, plus a few complaints from order gather to worship Heironeous. students about “being watched.” The double doors of this chamber open to reveal a DINING HALL spacious sanctuary dedicated to Heironeous. A This building is where food is stored, prepared, and statue of the god stands in the front, next to the served. Most of the vegetables for the complex are altar, and on the opposite side is a pulpit with a grown on the surrounding hillsides, but the fruits and holy water font next to it. On the altar is a gold altar service consisting of several candlesticks, a spices are brought in from Urnst. Hunting parties leave bowl, and a censer. the complex every two weeks to search for game. 11. Cistern House Worship services are conducted here weekly, as well as Because of the dry climate, the order conserves water on special occasions and prior to major battles. This religiously. Rainwater is piped into the cistern here. chamber also serves as an infirmary to house students injured during spell practice. This small building has stone walls and a slate roof Creatures: Melver, the priest of Heironeous, can with metal gutters suspended all around the edges. Two drainpipes, one on the east side and be found in this room during the day. He leads all the one on the west, run into the building through- religious services for the complex and also provides holes in the walls. Two doors, both standing ajar, healing for students and faculty injured during spell give access to the structure. Two more drainpipes practice and wargames. The priest also offers wise run into the building from the gutters around the advice to Sereda from time to time on matters both adjacent structure. military and mundane. Beyond the doors is a short flight of steps lead- Melver: Male half-elf cleric 12; hp 42. ing down to a single room with a dirt floor. In the Development: Melver is happy to talk with the center of the floor lies a flat, oval piece of wood PCs as long as he knows that Sereda has given them about 10 feet by 15 feet. Set in each end is a trap- permission to probe. He is quite certain that the deaths door with an iron handle. The drainpipes plunge here have not all been accidents, and that someone into the ground a short distance from the trap- doors. Buckets are piled neatly in the corners of walks the halls at night. His divinations point to a the room, and a book hangs from a chain by the hostile presence within the complex, but he has been south door. unable to pin it down so far. Treasure: The altar service is worth 1,000 gp. The cistern is about 10 feet deep and holds 9,000 gallons 10a. Cleric’s Chamber (a three-month supply for one hundred people if water This room serves as Melver’s bedchamber and robing is rationed, otherwise a month’s supply). The drains room. Read or paraphrase the following when the PCs feed the rainwater collected in the gutters of this enter, adjusting for the time of day. building and the refectory into the cistern. 7 Students must gather water here and sign for each Creatures: All the students and faculty congregate bucketful they take. Each of the buckets holds 5 gallons in this area at mealtimes; about fifteen students are of water. The trapdoors allow easy dipping of buckets. present at any other time. Students (15 or 52): hp 3; see The Order of the 12. Food Storage Fire Hawk. The order’s food stores are kept in these chambers. Senior Students (8): hp 17; see The Order of the 12a. Smokehouse Fire Hawk. Student hunting parties bring the excess game they kill Warmasters (6): male or female warmage 10; hp 38. here for preservation. 14. Kitchen (EL 2) Experienced cooks prepare food for the order in this Redolent with the scent of woodsmoke, this cham- chamber. ber is uncomfortably warm. Dressed carcasses of various animals hang from the rafters. In the center of the room, a firepit smolders, filling the A huge brick oven occupies the southwestern chamber with smoke. corner of this chamber. Along the opposite wall is a large sink, and three long tables stand in the middle of the room. The walls are lined with The halfling cook (see area 13) tends the fire in this shelves and cabinets. Cookware of various kinds chamber and determines when the meat is sufficiently and packets of spices fill the shelves. cured. 12b. Pantry The kitchen is in use from before dawn till well after dusk. Partly belowground, this chamber functions as a root Creatures: The kitchen is staffed by three cooks cellar and pantry. (female human expert 2, male human expert 1, and male halfling expert 1). Two steps lead down into this chamber from both entry doors. Rows of shelves stacked with dried HIGH WARMASTER’S QUARTERS (EL 3) meats, fruits, and vegetables line the walls. Root The high warmaster lives in this building with her vegetables are kept in bins on the floor, and racks faithful butler Carlis. The second floor of this building on one side of the room hold wine and ale. contains six guest bedchambers. The double doors that provide entry to this building are emblazoned with the order’s symbol (the fire hawk). The three cooks enter this chamber perhaps a dozen Creatures: Two regular students stand guard at the times a day in search of ingredients. front doors. 13. Refectory (EL 11 or 15) Students (2): hp 3; see The Order of the Fire Hawk. This chamber functions as the dining room for the Carlis: Male halfling expert 5; hp 17. order. Tactics: The students politely ask the names and business of any visitors. One of them goes into the foyer At the north end of this chamber are several long for a moment and passes along the request for admit- tables laden with food of all sorts. Roasted meats, tance to Carlis, then returns to his post. Carlis takes the cooked vegetables, and fresh bread occupy one set message to Sereda, who decides whether or not to of tables, and pies, cakes, and other sweets are admit the visitors. Carlis personally takes her reply to attractively displayed on the other. A stack of the guards at the doors. plates rests on one side of each table. Should the characters try to force their way in, the The rest of the room is furnished with long dining guards employ their weapons and spells to the best of tables covered with white cloths. To either side of each table is a wooden bench. Condiments of various their ability while calling for help. Sereda herself kinds are displayed in small pots on each table. answers their call in 3 rounds, casting magic missiles from the doorway. She then employs ray spells and The students and faculty dine together here. Each other targeted effects so as to avoid harming the guards. person serves himself from the tables, cafeteria-style, If she gives them the signal, the guards flee to allow then takes his plate to one of the long tables. The high Sereda to cast her more damaging area spells. warmaster rarely dines here, preferring to have her 8 meals brought to her rooms. 15. Foyer (EL 4) This chamber is the entryway of the High Warmaster’s Disciplined opulence seems to be the theme of Quarters. Read or paraphrase the following if the char- this huge bedchamber. The bed sports a satin cover embroidered with the fire hawk symbol. On acters gain entrance. the nightstand next to it are a lamp and a book. On the opposite wall is a fireplace flanked by book- The imposing double doors of this building, shelves. A wardrobe, a table, and two plush chairs emblazoned with the order’s signature fire hawk complete the furnishings. The entire room is symbol, open to reveal a small foyer decorated in impeccably neat and clean. crimson, orange, and yellow. Chairs upholstered in vermillion fabric and emblazoned with the fiery The book on the nightstand is a history of Rary and hawk line the chamber, and two racks for outer his realm. Sereda has been studying it for clues garments stand near the entry door. Single wooden doors lead out to the east, south, and west. about the strange events of recent weeks. The wardrobe holds her ceremonial garb as well as her daily clothing. The books on these shelves are her This foyer serves as the waiting area for students wish- personal favorites. The subjects range from fanciful ing a conference with Sereda. Warmasters are generally tales of knights and dragons to biographies of shown in immediately. famous leaders. Creatures: If the characters were announced in the Creatures: Sereda is here only at night. usual way, Carlis is here to meet them and serve them refreshments while they wait for an audience. When the 18. Audience Chamber (EL 10 or 15) time comes, he leads them into area 18 to see Sereda. This room is used for strategic planning sessions and to Carlis: Male halfling expert 5; hp 17. discuss performance issues and complaints with staff and students. 16. High Warmaster’s Study (EL 0 or 15) The high warmaster uses this chamber to plan the The walls of this chamber are painted white and curriculum for the school. hung with tapestries depicting famous battles of ages past. A great oval table, made of oak and Books and papers are stacked neatly on the desk in surrounded by chairs, dominates the center of the this comfortable study. The remains of a fire glow room. At one end of the chamber stands a group of in the hearth, and overstuffed leather chairs and small camp chairs. couches provide comfortable seating. Bookshelves filled to capacity line the walls. On a small table Sereda sits on one of the camp chairs to talk with next to the couch stands a flat board with minia- students in the mornings, and one of the warmasters ture soldiers on it, positioned for battle. takes over that task for her during the afternoon. She had the camp chairs brought in to replace the The desk contains a typical assortment of pens, paper, thronelike chair that her predecessor used. Important and bottles of ink. The papers atop the desk are sketches meetings and strategy sessions take place around the of battle plans that Sereda has made for the next set of table. wargames. Also in the desk is a copy of the latest Creatures: Either Sereda or one of the war- instructor reports on the students. Three, including masters is here with one or more students during Bendrik, seem to be progressing more slowly than the the day. others, and in fact seem unable to reliably cast all the Sereda: hp 55; see The Order of the Fire Hawk. spells that they should. The books on the shelves cover Warmaster: Male or female warmage 10; hp 38. a wide range of military subjects, from history to battle- field tactics. WARMASTERS’ HALL Creature: Sereda usually spends her afternoons in This building is where the students take their classes. this chamber, working alone. Each of the six warmasters has a private bedchamber on Sereda Ostarte: hp 55; see The Order of the Fire the second floor. Hawk. 19. Armory 17. High Warmaster’s Bedchamber (0 or 15) The order’s weapons and armor are stored here. The high warmaster sleeps in this chamber. 9 The library holds no magic books of any sort, but it does This spacious chamber is divided into sections— have an excellent collection of books on military one for armor, one for melee weapons, and one for history, spellcasting theory, schools of magic, and other ranged weapons. All are neatly organized by type arcane subjects. and size and stored on racks. Creatures: During the daylight hours, one of the senior students mans the circulation desk, marking The armor is all of the light category, since anyone in down who removes volumes from the library. the complex who can wear heavier armor has his own. Librarian (Senior Student): hp 14; see The For the same reason, the weapons are all simple ones. Order of the Fire Hawk. None of the items here are magical. Delkin makes a Students (5): hp 3; see The Order of the Fire daily trip to this building wheeling a cart full of freshly Hawk. repaired or newly made weapons and armor. 23. Inner Circle Chamber 20. Hall of Fame This room is reserved for conferences between the high This hallway partially encircles the Warmasters’ Hall. warmaster and her six underlings.

The entry hall to this building is festooned with Seven overstuffed chairs upholstered in crimson portraits and statues. Their nameplates proclaim stand around an oval table. A sideboard holds a them to be previous high warmasters and heroes crystal decanter and matching wineglasses. On of the Fire Hawk. one wall hangs a piece of slate. A stack of books rests on a small table in one corner. The artwork here is of value only to those interested in the order. This room is unoccupied except for weekly staff meet- ings. At such gatherings, the warmasters discuss the 21. Classroom (EL 13) progress of various students, discipline problems, and This chamber is where the warmasters instruct students safety issues. in spellcasting and teach them basic battlefield strategy. The books contain the progress reports on various students. A red line drawn through a student’s record This chamber smells of fresh paint, and the walls indicates death, and a mark that resembles a pair of and floor bear marks of impact. Large pieces of slate are affixed to the walls, and on each is what appears wings at the end of an entry indicates a disappearance. A to be a battle plan, with circles to represent various successful Decipher Script check allows a character to forces and arrows marked with spell names. read the code that the warmasters use to track a student’s progress and discover that the deaths and disappear- ances were among the order’s most promising students, This chamber is repainted weekly by a team of regular and that only one of these ever constituted a serious students. No large-area spells are cast in here, but the discipline problem. Characters who read the books also targeted ones are sometimes practiced—and they discover that Bendrik is one of three students who does sometimes go astray. not seem to be progressing as he should. His problem, as Creatures: When in use, this chamber accommo- noted here, is that his ability to cast certain spells seems dates up to thirty people. unreliable, and his technique is poor for certain spells. A Warmaster: Male or female warmage 10; hp 38. lack of proper discipline is blamed. The other two Students (10-30): hp 3; see The Order of the Fire students seem to have similar difficulties. Hawk. 22. Library (EL 5) THE ORDER OF The order’s prized collection of books is kept in this chamber. THE FIRE HAWK The current high warmaster of Tarth Moorda is Sereda Rows of bookshelves fill this chamber from end to Ostarte. She and the six warmasters (10th-level end. In one corner stands a desk with a chair. warmages) who report to her make up the Warmasters’ Students browse among the stacks, and some sit and Council. Each of the warmasters has a specialty that read in chairs conveniently placed around the room. 10 makes his contribution valuable. One is an elemental savant, another is an expert with the use of wands, and storm, lightning bolt (DC 17), poison (DC 17), ring of blades, a third spent time as a fighter before becoming a sleet storm, stinking cloud (DC 17); 4th—blast of flame† warmaster. The six warmasters directly oversee the (DC 18), contagion (DC 18), Evard’s black tentacles, orb of training of initiates, teach classes, and monitor acid† (DC 18), orb of cold† (DC 18), orb of electricity† (DC wargames in the open areas of the complex. 18), orb of fire† (DC 18), orb of force† (DC 18), orb of sound† Sereda has for some time been attempting to ferret (DC 18), phantasmal killer (DC 18), shout (DC 18); 5th— out information about Rary’s sinister realm in the arc of lightning† (DC 19), cloudkill (DC 19), cone of cold Bright Desert. Unbeknownst to her, a spy for Rary is (DC 19), mass fire shield, greater fireburst† (DC 19), flame even now in the midst of her order, gathering informa- strike (DC 19), prismatic ray† (DC 19), sending; 6th—acid tion about its strengths and weaknesses and preparing fog, chain lightning (DC 20), circle of death (DC 20), disinte- to eliminate some of its more powerful members, grate (DC 20), fire seeds (DC 20), Otiluke’s freezing sphere including Sereda herself. The spy is Bendrik Sogoth, (DC 20), Tenser’s transformation; 7th—delayed blast fireball who is posing as an ordinary student. (DC 21), earthquake (DC 21), finger of death (DC 21), fire D Sereda Ostarte: Female human warmage 15; storm (DC 21), Mordenkainen’s sword, prismatic spray (DC CR 15; Medium humanoid; HD 15d6; hp 55; Init +0; 21), sunbeam (DC 21), waves of exhaustion. Spd 20 ft.; AC 21, touch 10, flat-footed 21; Base Atk +7; Possessions: +3 full plate armor, +1 skillful† greatsword, +1 Grp +8; Atk +12 melee (2d6+2/19–20, +1 skillful distance heavy crossbow with 10 bolts, cloak of Charisma +2, greatsword) or +8 ranged (1d8+1/19–20, +1 distance light necklace of fireballs type II, vest of resistance +1†, 2 potions of crossbow); Full Atk +12/+7 melee (2d6+2/19–20, +1 skill- cure moderate wounds. ful greatsword) or +8 ranged (1d8+1/19–20, +1 distance † New in Complete Arcane. light crossbow); SQ advanced learning, armored mage Description: Sereda is a human woman perhaps 40 (heavy), warmage edge +7; AL LN; SV Fort +8, Ref +8, years of age. Her face is serious, and though she always Will +9; Str 13, Dex 11, Con 10, Int 16, Wis 8, Cha 18. appears to be in deep thought, she is keenly observant. Skills and Feats: Concentration +18, Craft (armor- Her hair is black with gray streaks, and her frame is thin smithing) +11, Craft (weaponsmithing) +11, Intimidate but wiry. +19, Jump –14, Knowledge (arcana) +18, Knowledge Sereda has fought in several major battles and distin- (history) +18, Spellcraft +20; Battle Caster, Combat guished herself as a warmage. She has been a member Casting, Craft Magic Arms and Armor, Explosive Spell, of the Fire Hawks ever since the order was founded, but Extra Edge, Great Fortitude, Lightning Reflexes, she harbors private doubts about the wisdom of pursu- Sudden EmpowerB, Sudden EnlargeB, Sudden WidenB. ing battle magic to the exclusion of all else, and she Advanced Learning (Ex): Sereda has added two relies heavily on Melver, the priest of Heironeous, for spells to her spell list (already included in Spells advice on filling the gaps in the order’s defenses. Known, below). Despite such musings, however, she is determined to Armored Mage (Ex): Sereda can wear heavy train her students well, and she asks nothing less than armor with no chance of arcane spell failure because of perfection from her students and staff. this ability and her Battle Caster feat. D Bendrik Sogoth: Male human fighter Warmage Edge (Ex): Whenever Sereda casts a 4/sorcerer 3/Suel arcanamach 6; CR 13; Medium spell that deals hit point damage, she adds +7 to the humanoid; HD 4d10+4 plus 3d4+3 plus 6d8+6; hp 71; amount of damage dealt. Init +0; Spd 30 ft., AC 13, touch 10, flat-footed 13; Base Warmage Spells Known (6/7/7/7/7/6/6/4; caster level Atk +9; Grp +10; Atk +12 melee (1d4+4 plus 15th): 0—acid splash, disrupt undead, light, ray of frost (+7 poison/19–20, dagger of venom) or +10 melee (1d8+1, ranged touch); 1st—accuracy†, burning hands (DC 15), morningstar) or +9 ranged (1d8, light crossbow); Full Atk chill touch (+8 melee touch, DC 15), fist of stone†, hail of +12/+7 melee (1d4+4 plus poison/19–20, dagger of venom) stone†, magic missile, lesser orb of acid†, lesser orb of cold†, or +10/+5 melee (1d8+1, morningstar) or +9 ranged (1d8, lesser orb of electricity†, lesser orb of fire†, lesser orb of sound†, light crossbow); SA spell-like abilities; SQ dispelling shocking grasp (+7 ranged touch), Tenser’s floating disk, true strike 2/day, extended spellstrength, ignore spell failure strike; 2nd—blades of fire†, continual flame, fire trap, fire- chance 10%, tenacious spells; AL NE; SV Fort +8, Ref +7, burst† (DC 16), flaming sphere (DC 16), ice knife† (DC 16), Will +11; Str 12, Dex 10, Con 13, Int 14, Wis 10, Cha 18. Melf’s acid arrow (+7 ranged touch), pyrotechnics, scorching Skills and Feats: Bluff +14, Climb +2, Concentration ray (+7 ranged touch), whirling blade†; 3rd—fire shield, +5, Diplomacy +6, Disguise +14, Escape Artist +5, fireball (DC 17), flame arrow, gust of wind (DC 17), ice Handle Animal +11, Hide +7, Intimidate +6, Jump +8, 11 Knowledge (arcana) +7, Ride +9, Search +12, Spellcraft own spells and his dagger of venom, to kill most of them +8, Swim +8, Tumble +6; Blind-FightB, Combat Casting, quickly and quietly. Each night that he does not have Extra Spell† (accuracy†), Extra Spell† (hail of stone†), Iron guard duty, Bendrik prowls a portion of the complex Will, Mage Slayer†, Soul of the North†, Weapon Focus invisibly, seeking information that he can transmit to (dagger)B, Weapon Specialization (dagger)B. his employers via the sending stone with which they Spell-Like Abilities: 1/day—chill touch (+10 melee provided him. touch, DC 14), ray of frost (+9 ranged touch), resistance. With his sorcerer spells, his Suel arcanamach spells, Dispelling Strike (Su): Twice per day, Bendrik and his Extra Spell feats, Bendrik can actually cast can attempt a dispelling strike with one normal melee most of the spells to which a 1st-level warmage has attack. If he hits, he deals normal damage, and the access. The rest he can simulate through his spell-like victim is subject to a targeted greater dispel magic. If abilities and the spells stored within his ring of theurgy. Bendrik makes a dispelling strike with no spells or When he uses his chill touch and ray of frost spell-like effects to dispel, it has no effect, but that use of the abil- abilities, or produces a spell effect from his ring of ity is used up for the day. theurgy, he makes a Bluff check opposed by the Extended Spellstrength (Ex): The duration of observers’ Spot or Spellcraft checks to hide the fact any of Bendrik’s Suel arcanamach spells that he targets that he is not actually casting the spell. He gains a +2 on himself is doubled, as if affected by the Extend Spell bonus on his Bluff check for his ranks in Spellcraft. feat (but without any adjustment to the spell’s effective The warmasters gain the same bonus on their Spot or level or casting time). Spells that target multiple crea- Spellcraft checks to oppose. tures are affected by this power, but only Bendrik gains Bendrik keeps his scrolls in reserve and uses them to the extended duration. Spells that do not have a Target replenish his ring. But the fact that he must guess entry are unaffected by this power even if Bendrik is which additional spells he will need means that he the only one affected. occasionally doesn’t have access to a spell that is Ignore Spell Failure Chance (Ex): Bendrik demanded. This lack has caused the warmasters to note subtracts 10% from his total arcane spell failure chance. that he is not making as much progress as he should Tenacious Spells (Ex): Add 6 to the DC required and to speculate as to the cause. Bendrik knows that he to dispel Bendrik’s Suel arcanamach spells. cannot stay here much longer, and he hopes to deal the Suel Arcanamach Spells Known (4/4/3/1 per day; caster Fire Hawks a lethal blow by assassinating one or more level 6th): 1st—expeditious retreat, fist of stone†, true strike; of the warmasters before he leaves. 2nd—cat’s grace, locate object, whirling blade†; 3rd—fly, D Student: Male or female human warmage 1; CR 1; nondetection; 4th—greater invisibility. Medium humanoid; HD 1d6; hp 3; Init +1; Spd 30 ft.; AC Sorcerer Spells Known (6/6 per day; caster level 6th): 15, touch 11, flat-footed 14; Base Atk +0; Grp +1; Atk +2 0—acid splash, detect magic, disrupt undead, light, read melee (1d8+1, masterwork morningstar) or +2 ranged magic; 1st—accuracy†, burning hands (DC 15), hail of (1d8/19–20, masterwork light crossbow); SQ armored stone†, lesser orb of cold†, magic missile. mage (light), warmage edge +2; AL LN; SV Fort +0, Ref +1, Possessions: +1 leather armor, dagger of venom, ring of Will +1; Str 13, Dex 12, Con 10, Int 14, Wis 8, Cha 15. theurgy (lesser orb of acid, lesser orb of electricity, lesser orb of Skills and Feats: Concentration +4, Intimidate +6, fire)†, hat of disguise, sending stone†, 2 scrolls of lesser orb of Knowledge (arcana) +6, Knowledge (history) +6, Listen acid†, 2 scrolls of lesser orb of electricity†, 2 scrolls of lesser +1, Spellcraft +6, Spot +1; Alertness, Combat Casting. orb of fire†, 2 scrolls of lesser orb of sound†, 2 scrolls of Armored Mage (Ex): A student can wear light shocking grasp. armor with no chance of arcane spell failure. † New in Complete Arcane. Warmage Edge (Ex): Whenever a student casts a Description: Bendrik is a nondescript human about 35 spell that deals hit point damage, he adds +2 to the years of age. With his hat of disguise, however, he appears amount of damage dealt. as young as the 1st-level students. Bendrik has studied Warmage Spells Known (5/4 per day; caster level 1st): warmages for years, and the Order of the Fire Hawk is 0—acid splash, disrupt undead, light, ray of frost (+1 ranged not the first group of them that he has infiltrated. touch); 1st—accuracy†, burning hands (DC 13), chill touch Bendrik has been responsible for all the deaths and (+1 melee touch, DC 13), fist of stone†, hail of stone†, magic disappearances the Fire Hawks have experienced in the missile, lesser orb of acid†, lesser orb of cold†, lesser orb of elec- past few weeks. He has used the benefits of his Mage tricity†, lesser orb of fire†, lesser orb of sound†, shocking grasp 12 Slayer feat and his ability with weapons, as well as his (+1 ranged touch), true strike. Possessions: Studded leather armor, light steel shield, A TYPICAL DAY IN TARTH MOORDA masterwork morningstar, masterwork light crossbow In Tarth Moorda, the day begins at dawn, with a wake- with 10 bolts, 2 potions of cure light wounds, scroll of accu- up call from the bell outside the armorer’s shop. After racy, scroll of burning hands, scroll of lesser orb of fire, breakfast, the students divide into groups, with some scroll of true strike. going to class in the Warmasters’ Hall, some participat- D Senior Student: Male or female human ing in outdoor weapon or spell practice, some on guard warmage 4; CR 4; Medium humanoid; HD 4d6; hp 17; duty, and the rest sleeping. These positions rotate Init +1; Spd 30 ft.; AC 19, touch 11, flat-footed 18; Base throughout the day. Lunch occurs at midday, and Atk +2; Grp +3; Atk +4 melee (1d8+2, +1 morningstar) or supper at dusk. The students have the opportunity to +4 ranged (1d8/19–20, masterwork light crossbow); SQ talk and play games in the lobby of the Students’ advanced learning, armored mage (medium), warmage Quarters in the evenings and between their other edge +4; AL LN; SV Fort +1, Ref +2, Will +3; Str 13, Dex engagements. 12, Con 10, Int 14, Wis 8, Cha 16. Sereda Ostarte spends some time each day observing Skills and Feats: Concentration +7, Intimidate +10, the students, as do the other warmasters. Each keeps Knowledge (arcana) +9, Knowledge (history) +9, notes on the students’ progress, and the council Spellcraft +11; Battle Caster, Combat Casting, Extra Edge. members compare notes weekly. Advanced Learning (Ex): A senior student has The senior students are those who have spent some added one spell to her spell list (already included in time in the armed forces or adventuring, but returned Spells Known, below). to the academy for private tutoring from the instruc- Armored Mage (Ex): A senior student can wear tors. In return for this service, they act as guards, advi- medium armor with no chance of arcane spell failure sors, and residence hall monitors. because of this ability and her Battle Caster feat. Warmage Edge (Ex): Whenever a senior student ADVENTURE OPTIONS casts a spell that deals hit point damage, she adds +4 to The PCs could visit Tarth Moorda for many reasons. As the amount of damage dealt. DM, you know best how to work a particular site into Warmage Spells Known (6/7/4 per day; caster level your storyline, but you can use the ideas below as inspi- 4th): 0—acid splash, disrupt undead, light, ray of frost (+3 ration. ranged touch); 1st—accuracy†, burning hands (DC 14), chill touch (+3 melee touch, DC 14), fist of stone†, hail of • The PCs happen upon the site while traveling from stone†, magic missile, lesser orb of acid†, lesser orb of cold†, Urnst to the Bright Desert. lesser orb of electricity†, lesser orb of fire†, lesser orb of sound†, shocking grasp (+3 ranged touch), Tenser’s floating disk, true • The characters have been sent to the complex by the strike; 2nd—blades of fire†, continual flame, fire trap, fire- Duke of Urnst in response to Sereda’s request for aid burst† (DC 15), flaming sphere (DC 15), ice knife† (DC 15), in finding a possible infiltrator. Melf’s acid arrow (+3 ranged touch), pyrotechnics, scorching ray (+3 ranged touch), whirling blade†. • Sereda heard of the PCs’ exploits and invited them to Possessions: +1 studded leather armor, +1 morningstar, the complex for a special mission. masterwork light crossbow with 10 bolts. D Hired Guards: Male or female human fighter 1; CR 1; Medium humanoid; HD 1d10+1; hp 6; Init +2; ABOUT THE AUTHOR Spd 20 ft. ft.; AC 19, touch 12, flat-footed 17; Atk or Full Penny Williams joined the roleplaying game industry Atk +4 melee (1d8+2/19–20, masterwork longsword) or as game questions expert for TSR, Inc. in the 1980s. +4 ranged (1d8+2/[TS]3, masterwork composite long- Since then, she has served as RPGA Network bow [+2 Str bonus]); AL N; SV Fort +3, Ref +2, Will +0; Coordinator, Polyhedron Newszine editor, and senior Str 15, Dex 14, Con 13, Int 12, Wis 10, Cha 8. editor and coordinating editor for the RPG R&D Skills and Feats: Climb –1, Handle Animal +3, Jump Department at Wizards of the Coast, Inc. Now a busy –5, Listen +2, Ride +6, Spot +2; Alertness, Cleave, Power freelancer, Penny edits for several game companies. Attack. When not enhancing the cruelty of designers’ Possessions: Chainmail, heavy steel shield, masterwork creations, Penny puts up jam, works jigsaw puzzles, and longsword, masterwork composite longbow (+2 Str tutors students in math and science. bonus) with 20 arrows. 13