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sPELLBOUND: SEER

 sPELLBOUND: seer

Writing INTRODUCTION ...... 3 Scott Gearin Using Spellbound ...... 3 scHOOLS OF MAGIC ...... 4 Additional Material The Seer School ...... 4 Alex Flagg, Cameron Haigh, Patrick Kapera, Mark Newman the Seer ...... 4 Line Developer Building a Seer ...... 5 Scott Gearin Playing a Seer ...... 6 Cover Art spellcasting ...... 6 Octographics Spellcasting Check ...... 6 Spell Defense ...... 7 Interior Art Countered and Suppressed Spells ...... 7 Kevin Sanborn Spell Kits ...... 7 Editing spellcasting feats ...... 7 Patrick Kapera spell descriptions ...... 8 Graphic Design Actions ...... 21 Patrick Kapera conditions ...... 21 Created by Patrick Kapera and Kevin Wilson damage types ...... 21 npc qualities ...... 21 Playtesters Walter Christensen, Nathan Devonshyre, Charles Etheridge-Nunn, spellcasting NPCs ...... 22 Robert Harris, Lisa Murray, Jason Olsan, Andrew M. Popowich, Unit 13 (Alex Flagg, Kevin Ripka, Jimmy Taylor, and Tyler Johnson). sidebars What’s Different About Spellbound? ...... 3 Cross-Class Abilities: The Seer ...... 6 I Get Gadgets? ...... 6 Alignment ...... 9 Arcane Script ...... 18 Creature Types ...... 22 tables Table 1: The Seer ...... 5 Table 2: Spellcasting Checks ...... 7 Table 3: Seer Spells ...... 10 ogl/ogc ...... 23

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 spycraft 2.0 | introduction - - - A spell’s save DC Casters can wear any Characters aren’t forced Unleashing magic takes effort The Spellcasting check, spells There’s no need to pause the STING Casters can unleash Level 0 spells Casters need only roll once to cast Each base class focuses on a single CA Because sorcerers learn spells based STERS Sorcerers don’t prepare spells in advance SPELL Magic’s presence can have a profound impact CA

TO TO

EER S NGES NGES A A One school at a time. Flexible casting. Unlimited Level 0 spells. Skill-based grimoire. No single key attribute. No minimum attribute scores. No armor and weapon restrictions. Players familiar with common d20 magic should be aware of Skill checks to cast spells. One roll per participant. Saves based on the caster, not the spell. Universal spell Defense. Consequences: H H ? t Spellbound Different abou What’s

C school and has its own unique role. of lots cast can They know. they spells from freely cast may and low-level spells or a few high-level spells as needed. without restriction, establishing their personal flavor as mas ters of magic. on their ranks in the Spellcasting skill, they continue to expand their repertoire even while gaining levels in other classes. known, and spell saves are all based on different making casters much more than a attributes, “one attribute wonder.” to pour points into a specific attribute just to receive the full benefit of their class at high levels. armor and use the weapons they like. a couple of changes. In most cases the rules have been simpli fied but a few new twists are included as well. C and practice… and sometimes goes astray. an attack spell and determine whether they save. a allowed he’s when once roll hit only need target a Likewise, their target. Spell Defense and other rules are folded into these two rather than generating additional rolls checks. is a function of the caster’s magical proficiency, not the spell’s level. Every Spellcasting feat learned makes all of magic stronger. a caster’s game to look up whether a spell can be resisted. Spell Defense protects against all spells with one uniform rule. • of of animal companions and aggressive ethereal predators, or powers. super ability it look like psychic could another while in on society. Laws might be created to protect a ous subjugated underclass sorcer or defend against a might hostile strictly govern magical every facet uprising; of spellcasting, they regulating the sale and taxation of ritual components, or still be nascent, bucking and thrashing their way through the formative process. Magic guilds and euphoria or flush adrenalin into the system. Any of these things might might things of Any these system. the into adrenalin or flush euphoria happen to the caster, observers, or both. Visual and audible cues are just as In important. one game magic might always arrive in the form 

- - - - . It’s , though , , , each an iconic Fantasy Craft base class special class base Spycraft 2.0 Spycraft sPELLBOUND: Schools Sorcerer nd tion . u products may be used in any combina Magic is real. Characters may gain levels uc to your game is as simple as throwing a switch. series presents several Traditional fantasy magic fantasy is a Traditional spectacle, flamboyant Spellbound (see page 7) pellbo introduces the power of Sorcery for Sorcery of power the introduces Magic Magic might be granted by evolution, a fluke of nature, Harnessing magical power magical could just Harnessing be a matter of rote S Spellbound Spellbound Description: Description: Access: Access: Source: Source:

• • Here are a few possible options to get you started. • This quality unleashes powerful forces into the world so it’s helpful it’s so world the into forces powerful unleashes quality This Sorcery (Seasons Only): Adding The The Spellbound ntrod nied nied by the faint scent of sulfur (or a different scent for each style of magic, or even for each prompt spell). might Magic It could leave end. a on hair sour taste person’s in a the stand or chill, a on bring mouth, full full of sound and fury, but there’s no reason spells or can’t be even subtle imperceptible. Their only hallmarks might be mild (a breeze or sudden and unexpected rain), or they could be weather accompa to fuel each spell. Casters might have to perform complex rituals with rituals have complex to might to perform Casters fuel each spell. realms other into peer to have might they or steps, ordered and precise to the mind. or naked dangerous that are bewildering realize realize their arcane ambition. It might require one or more physical — gems, or herbs, runes, components of remains the weep rendered destroyed be might components these of all or some and — virgins ing memorization memorization and disciplined study — an option enough drive for — anyone or with it might demand a physical mental, leap, emotional, or restricting even it to those with enough guts and will to the phantom cries of creatures beyond time and space. Maybe it comes comes it Maybe space. and time beyond creatures of cries phantom the from unraveling cosmic cheat codes or simply visiting the far ends of it out and of atmosphere. scooping an the world’s universe alien foods. foods. It could be a gift from the gods demons. There might be magic in words or or phrases or names. Arcane a prize from or minerals, deals or crystals of with vibrations the from captured be might power nanotechnology, nanotechnology, biological tampering, chemicals, drugs, plants, or it look, sound, and feel like? How common is it? Who doesn’t, uses and it, who why? How does magic change the these world? Answering and other questions can environments for help adventure. you build rich and plausible to consider several things when it’s applied: How and why does magic magic does why and How applied: it’s when things several consider to exist? Where does it come from and how is it harnessed? What does in some or all of the spellcasting classes and may invest ranks in the Spellcasting skill Just apply the sorcery campaign quality and choose the Schools magic to include. of izing in its Disciplines. Here we focus on the Seer, a student of mystery, mystery, of student a Seer, the on focus we Here Disciplines. its in izing power. of words devastating of wielder and secrets, of master Using approach approach to magic seen in myth, folklore, and fiction. corresponding a Each and product School one on focuses setting’s magic, and blends equally well with games set in any time period or genre. it’s modular highly they’re since and taste, to magic customizing tion, trivial to incorporate the rules you want and leave the rest. it’s portable to any Mastercraft product, including designed to support any campaign, no matter how prevalent the I spycraft 2.0 | introduction - . You may suppress this 3 (see page 7) res At Level 19, your Spell Defense increases to At Level 2, you gain Spell Defense equal to Intelligence, Constitution At Level 11, your Spell Defense increases to 24 to increases Defense Spell your 11, Level At At Level 1, you may purchase ranks in the At Level 9, you may cast Level 4 or lower spells lower or 4 Level cast may you 9, Level At At Level 7, you may cast Level 3 or lower spells lower or 3 Level cast may you 7, Level At At Level 3, you may cast any Level 1 or lower u At Level 5, you may cast Level 2 or lower spells At Level 11, you may cast Level 5 or lower spells lower or 5 Level cast may you 11, Level At You have deep reservoirs of helpful knowledge. t Sorcery campaign quality a (Class Level × 2) per scene Analysis, Computers, Cultures, Electronics, Impress, Solver. Ever the source of practical answers for his 8 + Int modifier (×4 at Level 1) EER e F S 1d8 + Con modifier per level Each level in this class increases your Casting Level by 1. ss Abilities ss An ascetic monk funneling years of meditation and heavenly ki A wizened academic who recalls the most obscure facts and unbeatable and skill lockpicking supernatural with raider tomb A A gifted blacksmith crafting magical weapons and clockwork a a

Circle of Power II: III: Power of Circle IV: Power of Circle V: Power of Circle Skill Points: Vitality: Starting Weapon Proficiencies: Will of the Eye: Path of Mystery: If you already possess this ability from another class, you instead Weave and Weft I: II: Weft and Weave Weave and Weft III: Circle of Power I: • • • • Party Role: Requirements: Favored Attributes: Caster: Spell Points: Class Skills: you know. you know. you know. you know. Search, Science, Security, Sense Motive Core Ability You learn 4 additional Level 0 spells from any School. Also, each time you spend an action die to boost a Spellcasting check when casting a Seer spell, you roll and add the results of 2 dice (e.g. a Level 1 Seer’s bonus of 1d4 becomes 2d4). Cl Spellcasting skill, learn spells from the Seer School, and cast Level 0 spells you know. Also, when you fail a Spellcasting check while cast ing a Seer spell, no spell points are spent on the attempt. gain an additional Spellcasting feat. 16 + your Intelligence modifier resistance at any time to accept a desirable effect. + your intelligence modifier. 32 + your intelligence modifier. spells you know. into earth-shattering strikes and life-draining shouts makes the wildest true connections trap sense devices for the world’s greatest heroes group, the Seer is rarely without a plan, or at least a direction. In the economy of ideas, he is the richest of all. Cl Investigation, Mechanics, Networking, Notice, Profession, Resolve,  - - - - - class grants grants class c , where dedicated gi sPELLBOUND: Spellbound for a full preview of this a Vow of Silence hool www.crafty-games.com School has a theme and consists of three Disciplines Disciplines three of consists and theme a has School Sc This Discipline lets the character detect things and This Discipline controls machinery, up to and including eer This Discipline harnesses the magical power of language, S Spellbound hools of M A kingdom’s arch-herald whose revered words bend foes and secrets state pry to ability unnerving and unerring the with spy A An oracle pondering the riddles of the stars and sun to glimpse A technomancer blending magic and machinery to bring indus he seer

• • • Depending on the campaign, a Seer could be... • The Seer is a mystical visionary whose arcane insight and techno Word: Divination: Artifice: The Seer School’s Disciplines are Artifice, Divination, and Word. Each Each For a complete modern setting answering these questions and he subjects to his lord’s indisputable will from any facility or mark trial dreams to life the future faith in startling and magnificent ways. Like Merlin or Gandalf before him, the Seer provides sage counsel to his companions — guidance they ignore at their own mortal peril. logical mastery lay bare the most elusive secrets of the universe. He has access to numerous spells keyed to alignment and often becomes a pious and powerful representative of his beliefs, manifesting his T of magical knowledge, boosting skill and attack checks. which can translate, anoint, command, or even kill. constructs. Its spells create, repair, or destroy devices, but can also fundamentally affect magic, altering all spells. observe from a distance. It also includes many practical applications They offer unique insight into the nature of reality and the nisms of the world. mecha T that focus on related effects or activities. Each Each activities. or effects related on focus that access to spells from only one School, so this structure can have as role as an on much as great a his abilities. impact class character’s Sc government operatives wage a desperate against hostile spell casting cults. Visit exciting new world. place in the universe. more, check out the forthcoming or it might become the great equalizer, a common thread between all people. It can shatter or bolster economies, augment or replace science, and forever change travel, health care, education, the arts, our of understanding our and marketing, and business entertainment, alongside those of churches and governments, or be relegated to the cultural fringe with “the other loonies.” Magic can cut a deep, abra sive divide across the world, especially if it’s only available to a few, other organizations might already be long established with chapters for every faith and practice of the art; their emblems might appear spycraft 2.0 | introduction - , Brainy, Intelligent . will of the eye (see page 21) (World on Fire) Instructor, Jack-of-All-Trades, Prodigy At Level 14, when you learn one or more Many roads (2nd specialty) Circle of Power V, weave and weft II Bonus feat, mysterious lore Circle of Power VI The power of names Circle of Power VII, mysterious lore Mysterious lore Circle of power IX, weave and weft III Bonus feat, many roads (3rd specialty) Path of mystery, Weave and weft I Circle of Power I Bonus feat Mysterious lore Circle of Power III Bonus feat Circle of Power IV, mysterious lore Bonus feat Circle of Power VIII Circle of Power II Abilities Ambitious Your understanding of complex machines lets When you spend action dice to boost damage 2 4 6 8 20 22 24 26 28 30 36 38 40 12 14 16 18 32 34 10 SP The Seer walks many paths in life. At Levels 10 and EER Your grasp of primordial forces lets you turn fey once , Resolute, Shrewd, Witty , Researcher, Tradesman S 1R 1R Gear ilding the seer 1R, 1T 1R, 1T 2R, 1T Smite Fools: Turn Constructs: Turn Fey: 3R, 2T, 1G 2R, 1T, 1G 2R, 1T, 1G 2R, 2T, 1G 2R, 2T, 1G

The Seer is a “jack-of-all-trades” caster relying as much on his broad broad his on much as relying caster “jack-of-all-trades” a is Seer The Suggested Talents: Suggested Specialties: • • • Many Roads: The Power of Names: 3R, 2T, 1G, 1E 3R, 2T, 1G, 1E 3R, 2T, 2G, 1E 3R, 2T, 2G, 1E 3R, 3T, 2G, 1E 4R, 3T, 2G, 2E 4R, 3T, 2G, 2E 4R, 3T, 3G, 2E 4R, 3T, 2G, 1E 4R, 3T, 2G, 1E array array of skills as his spells. He benefits from Talents and Specialties offering extra class skills, skill points, and contacts, as well as those bonuses skill Science and Networking attributes. mental his boost that cross-seg larger even an tap Seer the let they as useful particularly are abilities. and his crafting also boost ment of and abilities skills (World on Fire) (World on Fire) against an opponent with a lower Wisdom score than yours, you may replace the value shown on the single lowest action die rolled with 1/2 your Career Level (before other modifiers are applied to the die’s result). You may only benefit from 1 ‘smite’ ability per damage roll. you turn constructs once per scene per scene. 20, you may choose a Specialty. You gain all the Specialty’s benefits except for its bonus feat. If the Specialty has requirements, you must meet those requirements before selecting it. hints and clues about a special character you the during also learned clue and decipher hint each For name.’ part ‘true character’s that of checks skill all with penalty –1 a suffers character the mission, current opposing you, as well as all saves against your spells (maximum –7). Bu  5 5 6 6 6 7 8 8 9 1 2 2 2 3 3 4 4 4 7 8 Wealth (see the (see +6 +7 +7 +8 +8 +9 +1 +1 +2 +2 +3 +4 +4 +5 +5 Init +11 +11 +12 +10 +10 Table 1: The seer the Spellcasting +7 +8 +8 +4 +4 +5 +5 +6 +6 +6 +7 +0 +1 +1 +2 +2 +2 +3 +3 +4 Def not sPELLBOUND: +8 +8 +9 +5 +5 +6 +6 +6 +7 +7 +8 +1 +2 +2 +2 +3 +3 +4 +4 +4 Will +8 +8 +9 +5 +5 +6 +6 +6 +7 +7 +8 +1 +2 +2 +2 +3 +3 +4 +4 +4 Ref . NPC quality at no additional cost. You gain the Animal Partner feat. This You may ignore the Gear (Kit) tag on +6 +6 +6 +3 +3 +4 +4 +4 +5 +5 +5 +0 +0 +1 +1 +1 +2 +2 +2 +3 At Level 17, you may cast Level 8 or lower Fort You may choose 1 cross-class ability cross-class 1 choose may You At Level 15, you may cast Level 7 or lower Each time you cast a Power Word spell, it At Level 13, you may cast Level 6 or lower At Level 19, you may cast Level 9 or lower construct At Levels 6, 9, 12, 15, and 18, you may choose Choose 1 Seer class skill (but +7 +8 +9 +9 +0 +1 +2 +3 +3 +4 +5 +6 +6 +13 +14 +15 +10 +11 +12 +12 BAB At Levels 4, 8, 12, 16, and 20, you gain 1 additional Your lowest attribute score rises by 1 (you choice in the Poise: Skill Mastery: Master of Words: Seer Improvisation: Automaton Familiar: Ability: Cross-Class 18 19 20 10 11 12 13 14 15 16 17 2 3 4 5 6 7 8 9 Level 1

• • • • • • Mysterious Lore: Circle of Power IX: Bonus Feat: Circle of Power VII: Circle of Power VIII: Circle of Power VI: is not doubled. skill). Your error range with this skill decreases by required time of amount the skill, this with 10 take you when Further, 2 (minimum 1). Spellcasting checks when casting a Seer spell. case of a tie). affects you for only 1/2 the usual time (rounded up). when determining this companion’s maximum XP value. Spycraft 2.0 Rulebook, page 40) companion gains the Also, you may substitute your Spellcasting feats for Terrain feats Chance or Spellcasting feat. one of the following abilities. Each ability may be chosen only once. spells you know. spells you know. spells you know. spells you know. spycraft 2.0 | introduction - , and (see the (see below) ability path of mystery caster may not cast. cross-class k mute c . . I Get Gadgets? A character must possess Your confidence soars. You gain a +5 bonus with circle of power I Your confidence is shaken. You suffer a –5 penalty –5 a suffer You shaken. is confidence Your None No sting Che EER recovered, even if the spell’s Duration ends during the , do not work in “anti-magic fields,” but otherwise S ca not No s: The seer lass Abilitie Cross-C Seer: Path of mystery, circle of power I; weave and weft I;

Here are some new options for the • Special Note: Sorcerous gadgets, which include all “magic items” in Many sorcerer classes gain Gadget picks, which they can Spycraft 2.0 Rulebook, page 40) bonus feat. before choosing Cooperative: Synergy Skills: Retry: Critical Success: Failure: Critical advanced technology is indistinguishable from magic.” Spellbound function per the standard gadget rules. A sorcerer makes the following skill check to use a spell. (Int; Active; Concentration) Time Varies • Base Error Range 1 • Gear (Kit) You may only make 1 Spellcasting check per round. This check equal points spell of number a spend check, Spellcasting a make To Your DC is listed on Table 2: Spellcasting Checks With success, the spell is cast and its effect occurs; otherwise, the use to gain minor magical charms, fetishes, or foci. As Gadget Mechanisms aren’t explained, giving them a magical “skin” is trivial. After all, Clarke’s third law states that “Any sufficiently pell deduce the nature or origin of the sensation. your next Spellcasting check during the current scene. with all Spellcasting checks until you check or succeed until the end of the current scene, whichever comes with first. a Spellcasting points are current scene. S requires the caster to speak aloud; a to the spell’s level. Many spellcasting tricks require you to pay addi tional number spell points. If you can’t, the spell automatically fails. the time required is determined by the spell being cast. Spellcasting is an obvious action and clearly visible to anyone who can see you; to conceal a Spellcasting attempt, you must also make a Sleight of Hand check opposed by Notice. spell is not cast and has no effect. When a Spellcasting against check a fails target, the target feels a hostile force or tingle but can’t 

, , , he can Automaton many roads (Spellbound: The master of words , (see circle of power, skill mastery sPELLBOUND: Colt 1911 service pistol, Should a sorcerer’s number , and weave and weft , sting mysterious lore all establish his dominance as a sorcerer not Additional Discipline, Bandage, Black Cat, will of the eye ca A sorcerer gains spell points from a number of When a sorcerer gains his first rank of Spellcasting, , Tactical Advantage, Unlocked Potential, Well-Rounded and his turning abilities make him as forward-thinking as any and his turning abilities . ying the seer a the power of names pell l Spell Points: Losing and Regaining Known Spells: Spellbook: Sorcerers can spend skill points to purchase ranks in this skill, Suggested Gear (Caliber III mission): Suggested Feats: When choosing gear, the Seer should take a lesson from his class The Seer benefits most from feats expanding his magic and skill The Seer’s class abilities showcase his knack for adapting to any Embodying the diversity of classical wizards in fiction, the Seer has sources and pays spell points equal to a spell’s level each time he tries he time each level spell’s a to equal points spell pays and sources scene each of beginning the at recovered are points spell All it. cast to with one exception: if any of a sorcerer’s spells with a Duration other spell those scene, previous a from effect in still are “permanent” than the sorcerer must re-choose the lost spells first before he can new ones. Lost spells may gain be re-chosen in any order. page 4) of known spells decrease again increase later number this Should lost. are spells which chooses — temporarily or permanently — he Wisdom score + his Spellcasting ranks. Once may not chosen, be exchanged. these Knowing a spell spells doesn’t mean the character can use it — spellcasting limits are set by class Each new rank always costs 1 skill point and the skill’s maximum rank maximum skill’s the and point skill 1 costs always rank new Each is always the caster’s Career Level +3. he immediately learns a number of spells of any level equal to his which is only available to characters specifically permitted to learn it by their character options. Spellcasting operates like any other skill except that it is not a class skill for any class and can’t become one. S Channeler) PR 4 cover identity, PR 3 dossier, security kit I, spellcasting kit I him out of the fray and on task. Bloodstain Resistant, Casting Basics, Hidden Spells abilities, skills, and spell list — prepare for anything. He’ll probably get a lot of mileage out of cover identities, dossiers, first aid options, keep help can firearms low-recoil small, while assistance, medical and to back up his team, plus Advanced Skill feats like Unlocked Potential and Well-Rounded to beef up his own talent. Magic feats that speed up or conceal spellcasting are also quite useful. to be trifled with. Cat Black and Advantage Tactical like feats Chance and Basic primacy: play the field or assume a specialized role in any team. familiar spellcaster, while and situation. With bonus feats, added cross-class Specialties abilities from from or modern eras, his technological proficiency adapting to the game’s time period. For this flexibility his vitality, progressions suffer, but Fortitude, if he’s making the and most of his Defense options many fights will end before they start. high skill points, a well-rounded class skill list, strong progressions, and a spell list that includes offensive, crafting defensive, effects. Moreover, knowledge the and Seer is equally at home in primitive P spycraft 2.0 | introduction campaign ts a sorcery e F y When you cast a spell that inflicts that spell a cast you When . pells mac s S c sting As spell kit II and increases the threat range threat the increases and II kit spell As Many Spellcasting feats grant tricks that stery si ipline pre a c ted ca (see page 21) Casting Level 1+, Alignment (Chaotic, Evil, Good, a Ba Su Casting Basics Casting Mastery Spellcasting 1+ ranks is EER r D

c Choose 1 Discipline from any School. You immediately S Each spell you cast has your Alignment. Also, you gain a You gain a +2 insight bonus and a threat range of 19–20 You gain a +3 insight bonus and a threat range of 18–20 You gain a +4 insight bonus and a threat range of 17–20 a sting sting M sting pell Your particular brand of magic weaves together effects that most Prerequisite: Benefit: Your grasp of spellcasting shows remarkable promise. Benefit: Your precise command of spellcasting is a rare and powerful gift. Prerequisites: Benefit: Your spells impresses even the most jaded mentor. Prerequisites: Benefit: You infuse your spells with the strength of your conviction. Prerequisites: Benefit: Trick): (Spellcasting Spell Inspired Spell Kit III (120 lbs.): (120 III Kit Spell the with games in options the expand feats These Spellcasting Tricks: xtr a a a damage to divine E sorcerers consider incompatible. learn later you spells choose may and Discipline this from spell 1 learn from it as well. C with Spellcasting checks. C with Spellcasting checks. Also, once per Spellcasting check. scene, you may re-roll a C with Spellcasting checks. Also, you may activate Spellcasting critical successes for 1 less action die (minimum 0). Conse or Orderly) trick. lethal damage, you may pay 2 additional spell points to convert the bundles of herbs, a ceremonial knife, chalk, mystic diagrams, palm- sized crystals, purified robes, torches, ritual tribal masks, a talismans, flute carved from strings a fairy’s backbone, and of a rucksack for storage. beads, kit spell of those include contents Possible 1. by checks Spellcasting of II + several ancient tomes, various animal bones, a carved totem, a crystal ball, a drum made from the remains of a rare animal, curtains bearing mystic sigils, freestanding candlesticks, sand, bottles a scrying bowl and of enough water to fill sacred it, a tablecloth, tarps, and crates for storage. S quality. They let sorcerers unlock hidden arcane potential, expanding their repertoire of spells and boosting their effectiveness. may be applied to Spellcasting checks. A character may only apply 1 Spellcasting trick to each Spellcasting check. 

. - - countered spell’s effect pauses sPELLBOUND: 34 37 40 13 16 19 22 25 28 31 DC pells suppressed S As spell kit I and +1 gear bonus with (see the Spycraft 2.0 Rulebook, page 213) 2.0 Rulebook, (see the Spycraft This kit satisfies the Spellcasting check’s Gear

its efense ppressed K D Su ntered ng Checks 2: Spellc asti Table u 7 8 9 0 1 2 3 4 5 6 Spell Level nd Spell Kit II (25 lbs.): Spell Kit I (5 lbs.): Because sorcerers often have wildly different approaches to magic, to approaches different wildly have often sorcerers Because GCs and players are encouraged to devise their own spell kit Sorcerers Sorcerers often benefit from esoteric tools and bric-a-brac when Various game effects can counter or suppress spells. A Certain characters and objects possess Spell Defense, which makes which Defense, Spell possess objects and characters Certain pell pell or a bag for storage. Spellcasting Checks. Possible contents include those of spell kit I + a small collection of arcane scrolls, bottles of alchemical extracts, scat, blessed salt, candles, dice, dried leaves, anointed flasks liquids, of metal blessed shavings, or mysterious powders, paper pouches and pestle, and mortar a wand, a crystals, small slips, stones, rune ers, in which case the kit’s Caliber is considered 1 lower. (Kit) requirement. Possible contents include assorted reagents, bat character, region, or school. Only the weight and rough size of these kits are fixed in the rules. cast certain for useful less are kits certain that determine may GC the sent common magical archetypes like alchemists, druids, shamans, witches, technomancers, Viking runecasters, witchdoctors, and D&D- each to specific flavor a present might they Alternately, wizards. style special special kits. Like all kits, these gear options may be requested with of gear picks any category contents to reflect magic in their world. These choices might repre performing performing spells — the stuff referred to as “material components” in most d20 products. These items are cumulatively represented with but its Duration continues; the effect resumes if any Duration remains Duration any if resumes effect the continues; Duration its but when the suppression ends. S spell’s effect and Duration end; if this occurs during the Spellcasting check, the spell is still considered to have been cast but its effect and Duration end before they begin. A Co a it more difficult to target them with spells. When a target has Spell Defense, the Spellcasting result must also exceed the Spell Defense or the spell fails. S spycraft 2.0 | introduction (see the Spycraft (see the Spycraft 2.0 This spell may not be cast in a vacuum. The Orderly Alignment is required to cast . e m . The effect travels from the caster up to 250 ft. The spell’s Area may take any shape, so long as i The effect travels from the caster up to 1,000 ft. T The effect travels from the caster up to 50 ft. away. e EER When this spell’s effect happens underwater, the c The effect may happen anywhere in the caster’s current caster’s the in anywhere happen may effect The The effect happens at the caster. The effect may happen at any distance up to 1,000 ft. S n The effect happens at a character or object the caster The effect may happen at any distance up to 50 ft. from The effect may happen at any distance up to 250 ft. from The spell’s Area is a quarter-circle pointed away from the a a sting ist Caster-Defined: Cone: This is the maximum distance at which the effect may be placed. Personal: Touch: Close: Local: Remote: Unlimited: Short Range: Medium Range: Long Range: When a spell is used to attack (e.g. “Touch attack” or “Long range When a spell’s Area is larger than 1 character or object, it’s Lightning: Order (opposes Chaos): Silence (opposes Sonic) Sonic (opposes Silence): the with spell the Area, same the occupy spells opposing two When Most spells have a Casting Time of 1 free, 1 half, or 1 full action. moment the at check Spellcasting the makes caster the cases, all In a volume, distance, or radius as noted in caster may decrease a spell’s size during the casting but not thereafter. spell description. The 40 is size the if (e.g. square other 1 least at to adjacent is square each ft. the caster may choose any 8 connected squares). target square in a direction of the caster’s choice 2.0 Rulebook, page 344) touches. the caster. the caster. from the caster. setting (per the GC). away. away. attacks Spell result. attack the also is result Spellcasting the attack”), that inflict damage share the Ranged spell attacks Spellcasting are subject check’s to deviation threat range. Rulebook, page 346) Are centered on 1 square and consists of a size and shape (e.g. “20-ft. sphere” or “15 ft. cube”). The size is always in feet and represents Distance becomes Personal and sphere the with Area a blast becomes increment of an 2 suffers squares. the effect, explosive including the caster. Everyone in the Area this spell. are values these When countered. is Level Spell + Level Casting lower equal, both spells are countered. C With a longer Casting Time, the effect happens at sorcerer’s the first Initiative Count after the casting start is complete. of the casting is complete and chooses targets, facets of the spell at that time. Area, effect, and other D  rt a th e H

Pa sPELLBOUND: c ife L oti a good. riptions When a damaging Darkness spell rderly ood Ch When a healing Light spell targets an c O G a

vil Mind sooooo The Chaotic Alignment is required to cast n E The Evil Alignment is required to cast this a The Good Alignment is required to cast this es a n a D Casting Level 1+, Wisdom 15+, Evil Alignment Casting Level 1+, Wisdom 15+, Good Alignment Casting Level 1+, Wisdom 15+, Orderly Alignment Casting Level 1+, Wisdom 15+, Chaotic Alignment in the ice block. res of You may substitute your Wisdom bonus for your u When you spend 1 or more action dice to boost a save rds of You may substitute your Wisdom bonus for your Dexterity You may substitute your Wisdom bonus for your Charisma s buried This spell cannot be cast underwater. Also, any effect or item When this spell’s effect happens underwater, an ice block a This spell cannot be cast underwater or in a vacuum. wa pell e le Light (opposes Darkness): Ice: Fire: Good (opposes Evil): Evil (opposes Good): Chaos (opposes Order): Darkness (opposes Light): Air: A spell’s level ranges from 0 to 9 and defines its relative power. Each spell description consists of an effect and some or all of the It may be bad but it feels Prerequisites: Benefit: A place for everything and everything in its place. Prerequisites: Benefit: Integrity is doing the right thing when no one is watching. Prerequisites: Benefit: Prerequisites: Prerequisites: Benefit: You revel in bedlam. poils of helter of evel becomes undead character, that character instead suffers the same amount of damage. forms across the Area with a Damage save bonus equal to the caster’s the to equal bonus save Damage a with Area the across forms Casting Level + the Spell Level. Any character caught in this area generated by the spell is extinguished when submerged. spell. amount. Also, magic darkness blocks low-light and infrared vision. spell. this spell. targets an undead character, that character instead heals the same Following level are the spell’s Discipline and possibly one or more of these terms. L S following entries. bonus when determining your Wealth. Also, your total spell point cost point spell total your Also, Wealth. your determining when bonus for any Evil spell decreases by 1 (minimum 1). bonus when determining your Reflex save bonus. Also, your total spell total your Also, bonus. save Reflex your determining when bonus point cost for any Orderly spell decreases by 1 (minimum 1). S result, you may also add your Wisdom bonus. Also, your total spell point cost for any Good spell decreases by 1 (minimum 1). S Also, your total spell point cost for any Chaotic spell decreases by 1 (minimum 1). R Constitution bonus when determining your Fortitude save bonus. P spycraft 2.0 | introduction t en , Alignment consists of two II I m gn i Spellbound ield ield Al The character is strongly dedicated to an F F

pon 4/$200,000 c c tion Cost a The character adheres to a moral standard 1 minute 1 half action 1 half action gi gi a EER a a r 1 day (dismissible, enduring) 1 minute per Casting Level 10 minutes per Casting Level (dismissible) Touch Personal S a As Anti-Magic Field I, except as noted. One melee weapon or 50 ammo gains the chosen Alignment. Alignment. chosen the gains ammo 50 or weapon melee One An invisible field surrounds you, all suppressing spells and 9 Artifice 2 Word (Chaos, Evil, Good, or Order) 6 Artifice 1,000 ft. sphere 10 ft. sphere Many aspects of d20 magic rely heavily on the caster or Good/Evil: Orderly/Chaotic: to Alignment that conveying aligned, also are weapons Some attacks made with them. target’s Alignment. In pairs of mutually exclusive Interests. Characters may choose only one Interest from each pair. Alignment can be added any to setting and doesn’t require a campaign quality. concerning the sanctity of life (he values it if Good or dismisses it if Evil). He also exhibits a selfish or selfless attitude towards others. Characters with neither of these Interests — including the vast majority of characters in most modern settings — are considered “Neutral.” primacy the or law of rule the either supporting position ethical of individual responsibility. Characters with neither of Interests these — including the vast majority of characters in most modern settings — are considered “Balanced.” rep Level: Casting Time: Area: Duration: Preparation Cost: Effect: This powerful spell requires special preparation at a Reputation or Level: Casting Time: Distance: Duration: Effect: Level: Casting Time: Distance: Area: Duration: Effect: magic items within — including yours. This spell may not be countered. countered. be not may spell This yours. including — within items magic Anti-M P Net Worth cost (representing the character calling in favors Paying associates). and friends his or than other things on time just spending this cost during the Intel Phase requires no time but paying it in the field requires 1d6 hours per Spell Level. If this cost the recovers caster the is made, not or failed either is check paid Spellcasting and the cost at the end of the current mission. Align We Anti-M  - - (see the sPELLBOUND: . The effect lasts as long as the caster w The effect lasts a random amount of time (e.g. With success, the spell has no effect and the The effect lasts as long as the caster concentrates hro The spell affects targets even through cover (up to The effect lasts for a Duration or until the caster With failure, the target may spend 1 half action dur The effect lingers until the spell is countered. T The spell is usually beneficial but a target may attempt The character may instead make a Sense Motive (Wis) The effect may be targeted by a Permanency spell. The effect is catastrophic and frequently game-ending. With success, the spell has no effect. The effect happens and winks out in a fraction of an The spell only affects a finite number of targets. The limit The spell’s Area is a sphere around the target tion With success, the effect is lessened as described. The spell’s Area is a square around the target. The spell’s Area is a vertical pillar whose bottom is a circular a is bottom whose pillar vertical a is Area spell’s The The spell’s Area is a barrier through a row of squares. It may The spell’s Area is a straight line from the target square in a With success, the effect decreases to 1/2 (rounded down). a r ving Terminal: Harmless: Repeatable: Negates Scene: Partial: Half: Disbelief: Negates: Unattended objects cannot make saving throws and are automati When a target can make a saving throw to avoid some or all of the Enduring: Variable Duration: Dismissible: Permanent: Concentration: Concentration + Duration: Instant: Most spells have a fixed Duration measured in rounds, minutes, hours, hours, minutes, rounds, in measured Duration fixed a have spells Most Penetrating: Some Areas are also “limited” or “penetrating” (e.g. “20-ft. Limited: Wall: Pillar: Sphere: Cube: Line: ing each subsequent round to try again. In the interest of fairness, special characters gain a +4 bonus their with save. This bonus increases to +8 for a mastermind. a saving throw if he likes. target is immune to the spell for the rest of the scene. check to save against the effect. cally affected by spells cast on them. Carried objects suffer the same effects as the characters holding or wearing them. effect, the saving throw DC is 10 + the caster’s Charisma + the modifier number of caster Spellcasting feats. Any target may willingly accept a spell’s effect, making no saving throw. know how long the spell will last. Sa immediately ends when the caster is killed. doesn’t caster the so secretly Duration the rolls GM The hours”). “1d4 concentrates and for a Duration thereafter. voluntarily wills it to end (as a free action). A dismissible effect (taking no other actions). or other common increments, though there are a few exceptions. exceptions. a few are there though increments, common other or instant. Damage save +20). Du is usually defined as a total number points, of beginning with those closest to the spell’s character target. levels or vitality limited sphere” or “15 ft. penetrating cube”). Spycraft 2.0 Rulebook, page 344) wind and curve as the caster likes. direction of the caster’s choice. shape centered on the target. spycraft 2.0 | introduction Purge Wish I Wish II Wish III Weather Whispers t Tongues I Tongues II Castigate I Consecrate Command I Castigate II Read Magic Bless Water Command II Write Magic Mage Scribe I Align Weapon Mage Scribe II Mage Scribe III Righteous Aura Library of Souls Telepathic Bond Power Word: Kill Power Word: Tire Power Word: Stun Whispering Wind I Forced Conversion Power Word: Blind Power Word: Harm Whispering Wind II Power Word: Recall Power Word: Wither Power Word: Deafen uc Power Word: Distract Power Word: Anguish Power Word: Nauseate 20/$1,000,000 1 hour EER Permanent Touch S One target construct becomes self-aware, gaining the spark the gaining self-aware, becomes construct target One ken Constr 9 Artifice wa Level: Casting Time: Distance: Duration: Preparation Cost: Effect: This spell may not be countered. A minimum with character special a becomes It thought. independent of Intelligence, Wisdom and Charisma scores of 10. The GC remains in but creator its and you of Supportive is which construct, the of control may now ignore commands. Force Status Scrye I 0 Scrye II Scrye V Scrye III Scrye IV Pinpoint Hindsight Orient Self Detect Lies Mind Probe True Seeing True Strike I See Invisible Prying Eyes I Deep Insight True Strike II Status, Mass Prying Eyes II Detect Magic Find the Path 1 Locate Object Detect Poison Locate Person Arcane Sight I Living Library I Arcane Sight II Hypercognition Living Library II Detect Emotion Living Library III Sense Weakness Detect Alignment True Strike I, Snap True Strike I, Mass True Strike II, Mass Table 3: seer Spells sPELLBOUND: Click! Mend I Energy Tinker I Mend II Tinker II Tinker III Tinker IV Identity I Identify II Spell Bind I Energy Sink Spell Bind II Permanency Contingency Detect Traps I II Trap Wisdom Wire Wisdom Tinker I, Mass Jam Construct Tinker II, Mass Tinker III, Mass Tinker IV, Mass Gremlin Wisdom Machine Wisdom Anti-Magic Field I Construct Mimicry Awaken Construct Anti-Magic Field II Toughen Construct Detect Secret Doors Construct Assembly I Construct Assembly II Construct Assembly III Construct Assembly IV Detect Snares and Pits Mantle of the Mundane ight ight Will negates scene 1 half action S S Instant Personal ne ne As Arcane Sight I, except for Area. You determine the spells affecting a target character or 7 Divination 3 Divination 60 ft. penetrating cone ca ca 8 9 6 7 4 5 2 3 Level 0 1 Effect: Level: Area: Saving Throw: Effect: Casting Time: Distance: Duration: Level: Ar object, as well as the Casting Levels at which they were produced. Ar spycraft 2.0 | introduction , - - - feat fleet (first , (Str 12, superior low-light (Bandage, , (melee (melee stun feat (Tiny). (Ambush Basics, Basics, (Ambush , improved vision Augmented I (Slam III), , (Dex 12, Wis 12). Wis 12, (Dex feat feat , , Init III; Atk V; Def V; Init III; Atk V; Def III; (Observer, Photographic (Observer, I (Wolf Pack Basics), Init VII; Atk VII; Def III; Augmented Augmented I construct improved vision superior attribute undersized damage reduction 2 , feat , Feat , Init V; Atk VI; Def VI; Resilience Resilience VI; Def VI; Atk V; Init construct (Str 12, Int 12). Init V; Atk III; Def VII; Resilience ), ), bly natural attack improved scent , , (Bite III), m superior attribute attribute superior Construct Construct (Int 12, Wis 12), (healing gadget), improved hearing , superior attribute t Asse , low-light vision sneak attack +1d6 attack sneak ( quality and has a maximum XP value of 60. natural attack 1 round , EER uc improved hearing , 1 minute per Casting Level (dismissible, enduring) Close S prodigy augmented II flight 40 ft. (Str 12, Con 12). This spell anoints an Area, countering Consecrate spells approv GC With constructs. following the of 1 summon You 3 Artifice construct superior attribute , class ability ability class The construct may not act during the round it appears. Thereafter Combat I (Standard NPC — 58 XP): Intel I (Standard NPC — 57 XP): Labor/Utility I (Standard NPC — 58 XP): Effect: Characters may not be summoned into an Area consecrated with Level: Casting Time: Distance: Duration: Effect: magic. of style your match should servant this of nature precise The Support I (Standard NPC — 58 XP): Oddball I (Standard NPC — 59 XP): XP): 59 — NPC (Standard I Oddball android, a golem crafted of flesh from many creatures, a clockwork creation, or something else entirely. it follows your commands to the best of its ability. In the absence of instructions the construct falls under the GC’s control, though it con tinues to serve you as best it perceives it can (e.g. combat constructs attack whatever seems to be your enemy, intel constructs bring you things they think will help you, etc.). Resilience V; Damage Save: VI; Competence: II; Skills: Athletics SZ VI; M; Spd 30 ft.; Qualities: (Brawling Basics), attribute Sneak IV, Search IV, Notice Skills: II; Competence: II; Save: Damage VI; Qualities: ft.; 30 Spd T; SZ IV; Memory), vision Resilience VI; Damage Save: III; Competence: II; Skills: Athletics III, Notice VII; SZ M; Spd 40 ft.; Qualities: +10 ft. land with the opposing Alignment. Undead and outsiders with the same Alignment gain a +2 bonus with Morale checks, attack checks, dam age, and saves, while those with the opposing Alignment suffer an equivalent penalty (–2 with these checks, damage, and saves). If the Area contains an altar, shrine, or other permanent fixture dedicated to your faith, these modifiers are doubled. You cannot consecrate an area with a similar fixture of a faith other than your own. the opposed alignment. Constr al, you may modify your choice or build a new construct, so long as it has the At the GC’s discretion, it could be an animated object, a complex V, V, Tactics IV; SZ M; Spd 30 ft.; Qualities: gun), Basics), Pack Wolf Basics, Ghost Resilience V; Damage Save: VI; Competence: III; Skills: Analysis Medicine VI, Notice VI; SZ III, M; Spd 30 ft.; Qualities: aid kit I), Examiner), low-light vision Dex 12, Wis 14). of Sneak III, Hand Sleight Skills: III; IV; Competence: Save: IV; Damage 11 and suffer for 1 round. blinded sprawled sPELLBOUND: II I I II te ter Will negates scene Reflex negates (held object) Will half (damage) Will half (damage), Will negates (condition) a 1 half action 1 free action 1 full action 1 full action 1 full action te te a nd nd r a a 1 hour per Casting Level 1 round per Casting Level 1 round Instant Instant 1 minute per Casting Level Touch Close Close Close Touch c As Command I, except that up to 1 character per Casting The target character immediately performs 1 Movement You may toggle a single button, key, or switch that could As Castigate I. except targets become Your faith shakes those with the opposing Alignment to One pint of water is anointed and inflicts 2d6 acid damage 5 Word 2 Word (Chaos, Evil, Good, or Order) 1 Word 0 Artifice 8 Word (Chaos, Evil, Good, or Order; Sonic) 4 Word (Chaos, Evil, Good, or Order; Sonic) 1 Word (Chaos, Evil, Good, or Order) 20 ft. sphere 40 ft. sphere 20 ft. sphere k! c stig stig mma mma less W Distance: Area: Duration: Level: Casting Time: Duration: Effect: Level: Duration: Saving Throw: Effect: Level: Casting Time: Distance: Duration: Saving Throw: Effect: Level: Casting Time: Distance: Effect: Level: Area: Saving Throw: Area: Duration: Saving Throw: Effect: Level: Casting Time: Distance: Effect: Casting Time: Distance: Duration: Level: a a Conse Level perform 1 action each. Co Action of your choice to the best of his ability. typically be operated with a single finger. This spell cannot disable locks, sensors, or traps. Co Cli 1d6 divine damage per 2 Casting Levels (maximum 18d6). C the core, inflicting 1d6 divine damage per 2 Casting Levels (maximum Levels Casting 2 per damage divine 1d6 inflicting core, the 10d6) and forcing a Will save to avoid becoming against outsiders and undead with the opposing Alignment. C B spycraft 2.0 | introduction , , , , , - - feat feat con class land , (heat ,

master ), (Tiny). ( (Large), superior (Slam V), improved , Construct , (commercial- superior attri natural attack natural Augmented III construct , construct low-light vision hulking ), , improved hearing improved , ), superior attribute undersized , augmented IV augmented fleet +20 ft. Class ability Init VII; Atk V; Def V; damage reduction 6 (healing gadget), flawless search Init V; Atk III; Def VII; Init VII; Atk VII; Def III; , ( (Slam IV), natural attack III (Advanced Skill Mastery stalker low-light vision see next , , , Oddball III (Standard NPC augmented III (Guts), improved hearing — (Slam II), (Str 16, Dex 14, Con 14). feat low-light vision low-light flight 40 ft. 40 flight . — 98 XP): flight 100 ft. Init III; Atk V; Def III; Resilience , Init V; Atk V; Def V; Resilience IV; Resilience V; Def V; Atk V; Init improved vision bly feat Construct Resilience VI; Damage Save: VII; L; Spd 50 ft.; Qualities: Competence: IV; Skills: Notice IV, 30 Spd M; SZ VI; Survival VI, Sneak ft.; Qualities: , tracker (Dex 14, Wis 14). Skills: Athletics V, Acrobatics V; SZ (Boxing Basics, Marksmanship (Int 14, Wis 14), Support III (Standard NPC — 92 Damage Save: VII; Competence: II; m XP): Basics, Tracking Basics, Tracking XP): V; Damage Save: VI; III; Competence: Skills: Analysis V, Medicine VI, and motion sensor class mask ability gadget), struct augmented IV (Observer), Observer, Photographic Notice VI; SZ M; Spd 40 ft.; Qualities: Mastery), prodigy Labor/Utility III (Standard NPC — 99 scent natural attack bute , Memory), grade tape recorder), tape grade low-light vision improved vision attribute “stay with me!” (Str 16), tough I. , t Asse (Large), EER uc (first aid kit I), S fleet +10 ft. land hulking As Construct Assembly I, except that you gain 1 construct 7 Artifice resuscitation Intel III (Standard NPC — 96 XP): ( (commercial-grade video camera), (Brawling Basics, Brawling Moves, Wrestling Basics, Wrestling Search VI, Sneak VI; SZ T; Spd 30 ft.; Qualities: Combat III (Standard NPC — 97 XP): Resilience VI; Damage Save: II; Competence: II; Skills: Notice VI, superior attribute Level: Effect: value of 80, or 4 constructs with a maximum XP value of 60. Resilience V; Damage Save: VIII; Competence: II; Skills: Athletics VI; SZ L; Spd 30 ft.; Qualities: Moves), with a maximum XP value of 100, 2 constructs with a maximum XP feat Constr ability Augmented II (Advanced Skill Mastery (Examiner), Examiner), Bandage, Combat Mobility, 12 sPELLBOUND: II Init VII; , , low- , orders (Ambush low- bly (IMI , ( feat , (Beretta , low- protect ( m , (Guts, class (Dex 12, Wis 14, Cha 14). feat construct (Slam II), (Int 14, Wis 14, (Int , ), construct (Slam III), (Autofire feat , . construct feat ), class ability Augmented Augmented II , augmented I Augmented I construct t Asse improved vision Class ability fleet +30 ft. land (Str 16, Con 14). improved vision tough I , ), superior attribute improved scent Construct , take the hit I uc natural attack , superior attribute natural attack superior attribute superior , Init V; Atk III; Def VII; , , As Construct Assembly I, except that you 5 Artifice (Large), flawless search . ( Init V; Atk V; Def V; Resilience Init VII; Atk V; Def VIII; Resilience Init IV; Atk V; Def V; Resilience IV; (Combat Instincts, Combat Mobility, stratagem +1 Support II (Standard NPC — 78 Oddball II (Standard NPC — 76 Labor/Utility II (Standard NPC — 74 — NPC (Standard II Labor/Utility Intel II (Standard NPC Combat II (Standard NPC — 76 XP): Effect: Level: (lockpicking kit I), , II Basics, Ambush Mastery, Containment Basics, Tactical Advantage), Damage Save: V; Competence: IV; Skills: Intimidate IV, Notice IV, Tactics VI; SZ M; Spd 30 ft.; Qualities: 93R service pistol), tough I XP): feat Mobile Defense), light vision V; Damage Save: VII; Skills: Competence: Athletics III, Notice II; VI; SZ M; Spd 30 ft.; Qualities: the package I superior attribute XP): Mobile Defense), hulking light vision XP): IV; Damage Save: VI; Competence: II; Spd L; SZ III; Notice VI, Athletics Skills: Qualities: ft.; 60 light vision light 14), undersized (Small). ability Memory), Photographic Observer, (Burglar, improved hearing VI, Security VI, Sneak VI; SZ S; Spd 30 ft.; Qualities: I (consumer-grade still camera), — 77 XP): Resilience VI; Damage Save: III; Competence: IV; Skills: Search low-light vision (Dex 14, Con 14), Spd 30 ft.; Qualities: Uzi heavy submachine gun), damage reduction 4 Basics, CQB Basics, CQB Mastery), Atk VII; Def III; Resilience V; Damage Save: VII; Competence: II; Skills: Athletics IV; SZ M; gain 1 construct with a maximum XP value of 80 or 2 constructs with a maximum XP value of 60. Constr spycraft 2.0 | introduction , - (FN supe (silence criminal (Dex 18, ( (Ambush orders IV , feat , gain any of the Augmented II not the target spell when Augmented III Augmented class ability Init IV; Atk V; Def V; Init VII; Atk VI; Def V; construct and superior attribute ), blood of heroes ( ry (Ambush Basics, Ambush Mastery, c (Slam IV), i Contingency feat m class ability , (invisibility gadget), both y sneak attack +3d6 c 2/$100,000 × target spell’s Level (minimum , t Mi construct 1 minute As target spell or 10 minutes, whichever is longer 1 hour natural attack EER , uc ), (Dex 14, Wis 16, Cha 16). Instant 1 day per Casting Level (dismissible) 1 day per Casting Level (dismissible) Personal Personal Touch nsight S I augmented IV You gain a GC hint relating to the goals of the current One target construct gains the appearance of one familiar You hold in reserve a Personal spell with a Level no higher 1 Divination 7 Artifice 8 Artifice eep Level: Casting Time: Distance: Duration: Effect: Level: Casting Time: Distance: Duration: Preparation Cost: Effect: If a Spellcasting result is required to determine the reserved spell’s Effect: Oddball IV (Standard NPC — 120 XP): Support IV (Standard NPC — 115 XP): Level: Casting Time: Distance: Duration: scene. This spell may only be cast once per scene. character. Unless the construct’s Falsify/Disguise bonus higher, it is rises to double your Casting already Level when impersonating the character. The construct’s other statistics become of the equal target character to but those the construct does character’s memories or mannerisms. Contingen 2/$100,000) points spell the spending down), (rounded Level Casting your 1/3 than and Preparation Costs of Contingency is cast. You must also the name spell’s release a (e.g. trigger you’re that attacked). (e.g. before immediately prompts cast is If spell reserved your action, character’s the trigger is another your spell goes off before the attack). If before the the Contingency spell ends, you lose the reserved trigger spell. doesn’t occur effect, generate a new one when the spell is cast. Tricks may not be applied to reserved spells at any time. You may only hold spell only in reserve at a one time. D mind (master thief) Basics, Ambush Mastery, Executioner, Ghost Basics, Ghost Mastery), low-light vision stratagem +2 Ambush Supremacy, Containment Basics, Tactical Advantage), Resilience V; Damage Save: V; Competence: IV; Qualities: ft.; Skills: 30 Spd M; SZ IV; Athletics Tactics VI, Sneak IV, gadget), Wis 16). Resilience IV; Damage Save: V; Competence: IV; Skills: Intimidate V, Notice IV, Tactics VII; SZ M; Spd 30 ft.; Qualities: Five-seveN service pistol), rior attribute Constr 13 - - aug (Slam (Baby superior fleet +20 fleet , feat , (professional- Augmented V . spotter I — see , superior attribute damage reduction , , Init V; Atk V; Def V; construct natural attack the critical failure is tough I sPELLBOUND: ), Init VII; Atk VII; Def III; low-light vision IV , When the construct fails a before Once per scene, the con Augmented V ): construct (Large), (RSA AK 47 assault rifle), ): Init V; Atk III; Def VII; Resilience VII; Def III; Atk V; Init flawless search bly ( low-light vision , The construct may spend 1 full action action full 1 spend may construct The m hulking improved vision World World on Fire , vehicle familiarity III ( Augmented III World on Fire (Advanced Skill Mastery (Observer), Mingling (Str 16, Dex 14, Con 14), class ability t Asse feat improved vision , uc class ability (RSA LPO-50 flamethrower), (Dex 14, Int 14, Wis, 14, Cha 14). As Construct Assembly I, except that you gain 1 construct 9 Artifice improved hearing (Large), (Autofire Basics, Brawling Basics, CQB Basics, Flamethrower , construct ), superior attribute feat Labor/Utility IV (Standard NPC — 111 XP): Spotter I (from World on Fire): Fire): on World (from I Spotter Intel IV (Standard NPC — 117 XP): 117 — NPC (Standard IV Intel Combat IV (Standard NPC — 119 XP): Effect: Level: “Stay “Stay With Me!” (from Resuscitation Resuscitation (from , summoned), Driving), Offensive Derby, Demolition Driving, Defensive Daredevil, It, hulking (Dex 18, Int 14, Wis 14). Resilience IV; Damage Save: VII; Competence: IV; Skills: Acrobatics V, Athletics V, Drive VI; SZ M; Spd (proteus 30 ft.; modification Qualities: gadget — vehicle chosen when construct is increment increment increases by 50% (rounded down). These bonuses are lost Count. next Initiative used by unless the of start the construct’s “painting” “painting” a target he can see, after which one teammate who can hear him gains a +1 bonus with their next ranged attack against the range his and 1 by increases range threat teammate’s the Also, target. Basics, Mingling Mastery, Observer, Photographic Memory), Photographic Observer, Mastery, Mingling Basics, ft. land attribute Search VII; SZ M; Spd 50 ft.; Qualities: grade video camera), next IV), VI; Damage Save: VI; Competence: VI; Skills: Blend VII, Notice VII, M; Spd 30 ft.; Qualities: mented III 6 Basics, Marksmanship Basics), constructs with a maximum XP value of 60. Resilience V; Damage Save: IX; Competence: II; Skills: Athletics VI; SZ with a maximum XP value of 120, 2 constructs with a maximum XP value of 100, 4 constructs with a maximum XP value of 80, or 2 so so on). Constr initial initial check results in an error, but only activated. The construct may use this ability a number of times per session based on the Threat Level: 3 for TL 1–5, 4 for TL 6–10, and Medicine Medicine check that may be re-tried, he may spend 1 half action to As long as the DC check approach. is to try equal another or less than lowest the yielding succeeds, automatically this 20, + Level Threat the possible positive result. The construct may use this ability even if his consult the Table of Ouch with a result of 1d20 + double the number of negative wounds he suffered. wounds who must have died within a his number Constitution score. of The construct rounds must tend equal to the to character for 1 minute, after which the character recovers at 0 wounds and must struct may revive a recently killed character between –10 and –25 spycraft 2.0 | introduction its P nd oors a D th ps res ret a a c ink Pa Fortitude negates (harmless) r e n 1 half action 1 full action 1 minute 1 half action 1 half action S EER T S S Concentration + 1 minute per Casting Level Concentration + 1 minute per Casting Level Concentration + 1 minute per Casting Level 10 minutes per Casting Level Instant Personal Touch Personal or Touch Personal Personal t t t S c c c The target learns the shortest, most direct physical route You sense mechanical traps with a Detect DC up to 20 in One target construct gains resistance equal to your Casting You sense concealed and secret doors and compartments. You sense natural traps with a Detect DC up to 20, as well 4 Artifice 3 Artifice 6 Divination 0 Artifice 0 Artifice 60 ft. penetrating cone 60 ft. penetrating cone 60 ft. penetrating cone how to disable them, nor does it reveal adversaries and other not ete ete ete Effect: Level: Casting Time: Distance: Area: Duration: Effect: Level: Casting Time: Distance: Duration: Saving Throw: Effect: Level: Casting Time: Distance: Duration: Level: Casting Time: Distance: Area: Duration: Effect: Level: Casting Time: Distance: Area: Duration: Effect: nergy ind the to a specified destination, even if it winds around corners or through always spell the — ones impossible not (but spaces tight or concealed reveals a route the target can traverse). This spell does reveal traps but hostile characters along the route. successful Security check (DC 20). D (dismissible) traps these of one disabling of method the identify may You Area. the with a successful Security check (DC 20). E Level + 5 against one of these damage types: acid, cold, electrical, fire, laser, sonic, or vacuum. F D (dismissible) You may identify the method of opening a door or portal you sense with a successful Security check (DC 20). D (dismissible) as natural hazards like quicksand, sinholes, and unstable surfaces. You may identify the method of disabling a trap you sense with a 14 sPELLBOUND: ent m c gi otion a Will negates scene Will negates scene oison ies 1 half action 1 half action 1 half action 1 half action 1 half action P L Em Concentration + 1 minute per Casting Level Concentration + 1 minute per Casting Level Concentration + 1 minute per Casting Level Concentration + 1 minute per Casting Level Concentration + 1 minute per Casting Level Personal Personal Personal Personal Personal t t M t t t Align c c c c c You sense poison and poisoned characters. You may You sense magic and magical characters and objects. You You sense lies. You may determine whether a specific You sense the Dispositions of characters. You may identify You sense aligned characters and objects. You may learn 0 Divination 1 Divination 4 Divination 2 Divination 0 Divination (Chaos, Evil, Good, or Order) 60 ft. penetrating cone 60 ft. penetrating cone 60 ft. penetrating cone 60 ft. penetrating cone 60 ft. penetrating cone ete ete ete ete ete Duration: Effect: Level: Casting Time: Distance: Area: Duration: Effect: Casting Time: Distance: Area: Level: Saving Throw: Effect: Distance: Area: Duration: Level: Casting Time: Effect: Duration: Saving Throw: Level: Casting Time: Distance: Area: Duration: Effect: Casting Time: Distance: Area: Level: identify a poison you sense with a successful Science (Pharmacology) check (DC 20). (dismissible) Spellcasting check (DC 20). D (dismissible) may learn the Discipline of any spell you sense with an additional 20). D person in the Area is lying with a successful Sense Motive check (DC (dismissible) D the focus of a sensed character’s attention with a successful Sense Motive check (DC 20). (dismissible) Sense Motive check (DC 20). D (dismissible) the Alignment of a character or object you sense with a successful D spycraft 2.0 | introduction - for 1d4 rounds. stunned I II III ls t u t o ry ry ry c uc S a a a e 1/$50,000 j b erson Will negates scene Fort negates (terminal) 1 minute 1 half action 1 minute 1 half action 10 minutes ibr ibr ibr EER P O L L L 1 hour per Casting Level 1 hour per Casting Level 1 hour per Casting Level Instant 1 hour Unlimited Personal Unlimited Touch Personal S ry of te te You sense the direction of a familiar person, or the nearest You gain a +2 magic bonus with Investigation/Research As Living Library I, except that you gain a +5 magic bonus As Living Library I, except that you gain a +8 magic bonus You sense the direction of a familiar object, or the nearest One target construct is You call upon those who have gone before to bestow tem a 4 Divination 2 Divination 5 Divination 8 Divination 2 Divination 1 Artifice 8 Word Constr ca ca Level: Casting Time: Distance: Duration: Saving Throw: Effect: Level: Casting Time: Distance: Duration: Effect: Level: Effect: Level: Effect: Level: Casting Time: Distance: Duration: Effect: Level: Casting Time: Distance: Duration: Saving Throw: Effect: Level: Casting Time: Distance: Duration: Preparation Cost: Effect: o iving iving iving o ibr am L person of a particular species. L checks. As a half action, you may end this spell early magic bonus to with a single Knowledge gain check. a +6 L magic +12 a gain to early spell the end may and checks Research with bonus with a single Knowledge check. L magic +18 a gain to early spell the end may and checks Research with bonus with a single Knowledge check. L object of a general type (e.g. sword, gun, jewel, etc.). J L total a with spells of combination a Choose knowledge. arcane porary combined Spell Level of 8 or less. The Spell Levels of non-Seer spells are doubled for this purpose (e.g. a Level 3 Channeler spell counts as Spell Level 6). You know and may cast these spells normally for the Duration of Library of Souls. 15 sPELLBOUND: m (see Effect) 3/$150,000 1/$50,000 Varies 20/$1,000,000 II I Will negates (terminal) 1 full action 8 hours 1 half action 10 minutes 1 half action 1 minute ognition c 3 rounds Instant 1 hour per Casting Level Concentration + 1 minute per Casting Level 1 hour per Casting Level Permanent Touch Personal Personal Personal Close lin Wisdo ed Conversion As Identify I, except targeting 1 object per round. You learn whether an object is magical (and if so what it You gain a +6 magic bonus with Search/Perception, Sense You project your vision and hearing back in time at your You gain a +4 magic bonus with Athletics/Smash checks. As checks. Athletics/Smash with bonus magic +4 a gain You The target character gains your Alignment, losing its own. 6 Artifice 1 Artifice 6 Divination 7 Divination 4 Artifice 9 Word (Chaos, Evil, Good, or Order) 20 ft. sphere m c yper indsight re Casting Time: Duration: Preparation Cost: Effect: Level: Duration: Preparation Cost: Effect: Level: Casting Time: Distance: Duration: Effect: Level: Casting Time: Distance: Preparation Cost: Effect: Distance: Area: Duration: Level: Casting Time: Effect: Level: Casting Time: Distance: Duration: Saving Throw: Preparation Cost: Effect: Casting Time: Distance: Duration: Level: or dentify dentify I does, how to activate it, and any remaining charges). action, you may end this spell early to gain a +14 magic bonus with a single Investigation/Canvass Area check. I Motive/Detect Lie, and Sense Motive/Innuendo checks. As a half H The maximum time you may project back is 24 hours per 1/$50,000 Preparation Cost. current location. You may observe events in real time or skim them at second). a in minute a observing (e.g. rate normal their times 60 to up H a half action, you may end this spell early to gain a +10 magic bonus with a single Disable or Sabotage check. countered, reversing the effect. G This new Interest may not be abandoned, though this spell may be F spycraft 2.0 | introduction - for 2d4 blinded ish u lind B y c 20/$1,000,000 × target spell’s Level (minimum 20/$1,000,000 Will negates scene Will negates (repeatable, terminal) 1 free action 1 minute 10 minutes 1 free action 1 full action 1 half action EER S nen robe Instant Instant Instant Instant 1 minute Instant Close Personal or Touch Unlimited Close Touch Personal S P You and a character of your choice become One “enduring” spell becomes permanent and cannot be You learn the exact location of a familiar character or You and a character of your choice suffer 1d10 stress You telepathically bond with the target character and You sense the direction of north from your current position er Word: er Word: Ang 7 Word 6 Artifice 8 Divination 7 Word 9 Divination 0 Divination ma w w rient o inpoint o er Level: Casting Time: Distance: Duration: Effect: Level: Casting Time: Distance: Duration: Preparation Cost: Effect: Level: Casting Time: Distance: Duration: Saving Throw: Effect: Level: Casting Time: Distance: Duration: Effect: Level: Casting Time: Distance: Duration: Saving Throw: Preparation Cost: Effect: Level: Casting Time: Distance: Duration: Effect: P rounds, even if they can’t hear you. 20/$1,000,000) countered. Your Casting Level must exceed the target spell’s Level by 8 for you to cast this spell. P object. P damage + 1 per Casting Level (maximum +16), even hear you. if they can’t Mind mentally probe their mind, forcing them to truthfully answer 1 ques tion per round. O checks made to navigate and gain a +1 magic bonus with Knowledge from your current location. P 16 . (see page 18) object weighing up to sPELLBOUND: ne a broken object weighing up to 1 lb. nd u m object weighing up to 1 lb. destroyed II III I (see Effect) broken Will negates 1 half action 1 full action Varies 1 half action ribe ribe ribe Instant 1 round per Casting Level Permanent (dismissible) 1 hour per Casting Level Touch Touch Touch Personal Sc Sc Sc II I As Mend I, except repairing a You repair a All magic bonuses affecting the target and all adjacent As Mage Scribe I, except that you may embed your bonus As Mage Scribe I, except that you may embed 1 of your You create script and images on any surface at the rate of You gain a +3 magic bonus with Mechanics checks other 2 Artifice 1 Artifice 4 Artifice 7 Word 4 Word 1 Word 3 Artifice hine Wisdo 5 ft. sphere ntle of the M ge ge ge a a a a ac Level: Effect: Duration: Effect: Level: Casting Time: Distance: Area: Duration: Saving Throw: Effect: Level: Casting Time: Distance: Effect: Level: Level: Effect: Casting Time: Distance: Duration: Effect: Level: Effect: Casting Time: Distance: Duration: Level: Mend 1 lb. per Casting Level or 1 Mend characters and objects decrease by 1 per 5 Casting Levels (minimum 1). of the current mission. The script may only transfer the Interest once; thereafter, it acts as described in Mage Scribe I. M with 1 skill into the script. The next character with a lower bonus in the skill who reads the text in full gains the skill bonus until the end acts as described in Mage Scribe I. M Interests into the script. The next character without the Interest who reads the text in full gains the Interest until the end of mission. The the script may current only transfer the Interest once; thereafter, it M 1,000 words or 1 image per hour, or copy an existing document at the at document existing an copy or hour, per image 1 or words 1,000 written be may words The minute. per image 1 or words 1,000 of rate in any language you know other than arcane script M than Disable or Sabotage. As a half action, you may early to end gain a +8 this magic bonus spell with a single Mechanics check other than Disable or Sabotage. M spycraft 2.0 | introduction for inferior for 2d4 for , sickened (any 2 targets), fatigued Construct Init VII; Atk I; Def I; seek on command , . ire T II I . (see page 20) Will half (damage), Will negates (conditions, (Wis 12). yes yes non-combatant 1 half action 1 free action 1 free action 10 minutes EER E E banished 1 minute per Casting Level (dismissible) Instant Instant Instant Personal Close Close Personal S (Int 8), You summon 2 Prying Eyes, each of which looks like a As Prying Eyes I, except that each eye benefits from True Characters with the opposing Alignment are You and a character of your choice become choice your of character a and You You and a character of your choice suffer 2 points of er Word: er Word: Wither 8 Divination 7 Word (Chaos, Evil, Good, or Order) 1 Word 4 Word 4 Divination 40 ft. sphere w w rge rying o o rying Duration: Effect: Prying Eye (Standard NPC — 39 XP): Level: Effect: Level: Casting Time: Distance: Area: Duration: Saving Throw: Effect: Level: Casting Time: Distance: Duration: Effect: Level: Casting Time: Distance: Duration: Effect: Level: Casting Time: Distance: Alignment are floating eyeball roughly the size of an apple. Each eye scouts an area or direction of your choice. You may only communicate with the Eyes when they’re located in your square, so they must return to you report their findings to (a process that takes 1 full round). Resilience III; Damage Save: I; Competence: I; Skills: Hide X, Search V, Spot V; SZ F; Spd 40 ft. (flight only); Qualities: attribute superior attribute P Seeing at all times Pu terminal) 1d6 minutes and standard characters with the opposing Alignment suffer 3d6 divine damage. Summoned characters with the opposing P rounds, even if they can’t hear you. P Strength and Dexterity damage for 2d4 rounds, even hear you. if they can’t P 17 for for and for 2d4 for deafened nauseated flat-footed stunned sPELLBOUND: t te a ac ll m se fen n r ca a u e ill e istr t R S Ha K Nau D D 10/$500,000 1 free action 1 free action 1 free action 1 free action 1 free action 1 free action 1 free action Instant Instant Instant Instant Instant Instant Instant Close Close Close Close Close Close Close You and a character of your choice become choice your of character a and You You and a character of your choice are teleported to one of You and a character of your choice become You and a special character of your choice each suffer You and a character of your choice suffer 1d6 lethal damage lethal 1d6 suffer choice your of character a and You You and a character of your choice become You and a character of your choice become er Word: er Word: er Word: er Word: er Word: er Word: er Word: 8 Word 6 Word 5 Word 9 Word 5 Word 3 Word 3 Word w w w w w w w o o o o o o o Duration: Effect: Level: Casting Time: Distance: Distance: Duration: Effect: Level: Casting Time: Duration: Effect: Level: Casting Time: Distance: Effect: Casting Time: Distance: Duration: Preparation Cost: Level: Distance: Duration: Effect: Level: Casting Time: Duration: Effect: Level: Casting Time: Distance: Effect: Casting Time: Distance: Duration: Level: rounds, even if they can’t hear you. your residences, even if they can’t hear you. All objects the two of you of two the objects All you. hear can’t they if even residences, your carry or wear are teleported as well. P P 2d4 rounds, even if they can’t hear you. P enough damage to kill them, even if they can’t hear you. P per Casting Level (maximum 12d6), even if they can’t hear you. P cannot recover for 2d4 rounds, even if they can’t hear you. 2d4 rounds, even if they can’t hear you. P P spycraft 2.0 | introduction - characters and objects as translucent the target spell when Spell Bind is cast). and II I 1/$50,000 × target spell’s Level (minimum kness invisible a Will negates Will negates 1 hour 1 half action As target spell or 10 minutes, whichever is longer 1 half action EER ind ind Spell Bind III IV V 10 minutes per Casting Level (dismissible, enduring) 1 minute per Casting Level Permanent (dismissible) Personal Close Touch B B S As Spell Bind I, except that you may bind a Level 1–7 spell. You see One target character’s Spell Defense decreases by 10. You record a Level 1–4 spell you know into an object you As Scrye I–II, except that while projecting you may also cast also may you projecting while that except I–II, Scrye As As Scrye I, except that you may alternately project your As Scrye I–II and IV, except that while projecting you may nvisible 8 Artifice 5 Divination 5 Artifice 5 Divination 7 Divination 9 Divination 3 Divination both I rye rye rye Level: Casting Time: Effect: Distance: Duration: Effect: Level: Casting Time: Distance: Duration: Saving Throw: Effect: Level: Casting Time: Distance: Duration: Preparation Cost: Effect: You may only Spell Bind one item at a time. Level: Effect: Level: Saving Throw: Effect: Level: Effect: Level: Casting Time: pell ense We pell ee S shapes. S S 1/$50,000) can carry in one hand (spending the Costs of spell points and Preparation Tricks may not be applied to bound spells at any time. You may cast a bound spell as a full action, generating a new Spellcasting result if one is required to determine the bound spell’s effect. Sc spells up to Level 3 as if you’re located at your point of view. Sc vision and hearing through 1 character you can see (or any 1 charac ter you know if you have a personal effect belonging to them). Sc also cast spells up to Level 8 as if view. you’re located at your point of S 18 - - - . sPELLBOUND: sensor that appears next next appears that sensor (see above) invisible invisible a r u c Script Arcane s A gi 10 minutes 1 half action 1 full action u a II I 1 minute per Casting Level (dismissible) 1 hour per Casting Level Instant Personal Long Personal Personal You project your vision and hearing to 1 fixed, familiar loca familiar fixed, 1 to hearing and vision your project You You gain a +2 magic bonus with Intimidate checks made You decipher the arcane script on one object or in one area As Scrye I, except that you may alternately project your vision vision your project alternately may you that except I, Scrye As 3 Divination 1 Divination 2 Word (Chaos, Evil, Good, or Order) 0 Word d M Reading arcane script conveys a message. This message has Like Like thieves, spies, and other secretive sorts, spellcasters a rye rye appearing to them to be just another component in the elusive art of magic. for others experienced with magic to decipher them, which is all all is which them, decipher to magic with experienced others for does. that the spell Read Magic no power and triggers no magic, even when a it’s spell woven (a into rare exception being a Curse spell, ing left to as a foolhardy warn script-crackers). Arcane script is unintelligible completely to those without ranks in the Spellcasting skill, have have developed their own private language. Though it appears “magical” to outsiders, arcane script is in words. fact Mages weave just messages into ordinary the fabric of their spells, translate them into code derived from complex arcane formu lae, turn them invisible, and visibly jumble them with mystical “logic-locks,” among other methods. There are only possible it making so spellcasters, for even many messages, code to ways ighteo e Effect: Level: Distance: Duration: Effect: Level: Casting Time: Distance: Effect: Level: Casting Time: Distance: Duration: Casting Time: Distance: Duration: Effect: Level: and hearing through a 1 in. diameter diameter in. 1 a through hearing and to the through you. sensor you While projecting may move the sensor it in with a of Speed hovers place). 30 flying ft. (otherwise Sc tion. While projecting, you cannot see and hear from your body. single Intimidate check made against a character with the opposing Alignment. Sc against characters with the opposing Alignment. As a you half may action, end this spell early to gain a +6 magic bonus with a and may thereafter read it without issue R R spycraft 2.0 | introduction - . He must non-magical all (see page 18) t uc ss ss ss a a m a , M , M I II , M Will negates (harmless) Will negates (harmless) Will half 1 full action 1 half action 1 half action EER II III IV es es 1 hour per Casting Level 10 minutes per Casting Level (enduring) 10 minutes per Casting Level Instant 10 minutes per Casting Level Personal Personal or Touch Touch S u u You gain a +2 magic bonus with Notice/Awareness and The target may speak, understand, read, and write 1 As Tongues I, except that the target grasps One target construct gains DR equal to 1/3 your Casting You manipulate the inner workings of a number of con As Mass Tinker I, except that each construct regains or As Mass Tinker I, except that each construct regains or As Mass Tinker I, except that each construct regains or 3 Word 6 Word 2 Artifice 2 Artifice 6 Artifice 7 Artifice 8 Artifice p Wisdo ghen Constr a u Distance: Duration: Effect: Level: Casting Time: Distance: Duration: Saving Throw: Effect: Level: Duration: Effect: Level: Casting Time: Distance: Duration: Saving Throw: Effect: Level: Casting Time: Duration: Saving Throw: Effect: Level: Effect: Level: Effect: Level: Effect: ong ong o r inker inker inker Search/Perception checks made to find sensors and traps. As a half action, you may end this spell early to gain a +6 magic bonus with a single Security/Installation check or a single Sneak/Stash Item check made to conceal a sensor or trap. T language of your choice except arcane script still decipher any codes present. T languages. T Level (rounded down). T structs up to your Casting Level. Each regains or suffers 1d8 damage + 1 per Casting Level (maximum +5). T suffers 2d8 damage + 1 per Casting Level (maximum +10). T suffers 3d8 damage + 1 per Casting Level (maximum +15). T suffers 4d8 damage + 1 per Casting Level (maximum +20). 19 - sPELLBOUND: ond ss B

ss a 5/$250,000 c a Will half Will negates (harmless) Will negates (harmless) 1 full action 1 full action 1 full action 1 half action 1 half action , M I III IV II I thi Instant 10 minutes per Casting Level (dismissible) 1 hour per Casting Level 1 hour per Casting Level s, M s Close Close Close Close Touch a u u As Tinker I, except you repair or inflict 4d8 damage + 1 per As Tinker I, except you repair or inflict 2d8 damage + 1 per As Tinker I, except you repair or inflict 3d8 damage + 1 per You manipulate the inner workings of a construct, repairing construct, a of workings inner the manipulate You You forge a telepathic bond between willing characters (up You remain mentally aware of the relative positions, dam You remain mentally aware of the target’s relative position, relative target’s the of aware mentally remain You 5 Artifice 4 Artifice 2 Artifice 3 Artifice 1 Artifice 5 Word 6 Divination 2 Divination t t a a Level: Casting Time: Distance: Level: Effect: Level: Effect: Effect: Level: Duration: Saving Throw: Effect: Level: Casting Time: Distance: Preparation Cost: Effect: Level: Casting Time: Distance: Duration: Distance: Duration: Saving Throw: Effect: Level: Casting Time: Saving Throw: Effect: Casting Time: Distance: Duration: Level: inker inker inker inker inker elep t t Casting Level (maximum +20). T T Casting Level (maximum +15). Casting Level (maximum +10). T T or inflicting 1d8 damage + 1 per Casting Level (maximum +5). characters may communicate at a range of up to 5 miles at all times, even if they don’t possess a common tongue. T to 1 per 3 Casting Levels). You need not be part of this bond. Bonded age, and conditions of a number of targets up to your Casting Level. T S damage, and conditions. S spycraft 2.0 | introduction - I II m (see Effect) (see Effect) 1 free action 1 half action 1 full action 1 half action 1 minute EER 1 minute 1 hour per Casting Level Special Instant Local Personal Special Unlimited S I You gain a +5 magic bonus with Electronics checks other Your desire is made reality — one carefully phrased wish You send a verbal message up to 25 words or sound up to 1 to up sound or words 25 to up message verbal a send You As Whispering Wind I, except targeting a familiar character Your conversation with one character per Casting Level 5 Artifice 3 Word 2 Word (Air, Sonic) 4 Word (Air, Sonic) 0 Word (Sonic) Cast a single spell up to Level 3 (the wisher paying its Preparation its paying wisher (the 3 Level to up spell single a Cast Reputation/$500,000 10 or $100,000 to up costing item an Create Undo the effect of a single spell up to Level 3 or a single action

• • • Casting Time: Distance: Duration: Effect: Level: Casting Time: Distance: Duration: Effect: Level: Casting Time: Effect: Level: Casting Time: Distance: Duration: Effect: Level: Casting Time: Distance: Duration: Effect: Level: yield, though some common Wish I effects follow. Cost, if any) Net Worth, or upgrade an existing item at up to half that amount of any character up to Level 6 becomes a series of faint whispers, inaudible to others. All characters in in characters All others. to inaudible whispers, faint of series a becomes need they though Distance; spell’s the within be must conversation the don’t have to see each other sound must be able to door). travel a of soundproofed between sides opposite on be can’t they (e.g. them Wire Wisdo than Disable or Sabotage. As a half action, you may early to gain a +12 magic bonus with a single Electronics check other end this spell than Disable or Sabotage. Wish is fulfilled to the best of the Game Control’s ability. Take heed, how ever! Even wishes have their limits. Your wish must be grammatically correct and may invoke no more than 1 effect. Also, poorly phrased wishes can go awry, producing unexpected results. ultimate arbiter of what The wishes can achieve and what specific wishes GC is the Whispering Wind round in length to a familiar location within 1 mile per Casting Level. The wind carries the communication at any Speed up to 1 mile per 10 minutes. While en route it feels and sounds like a gentle breeze. Whispering Wind instead of a location and delivering the message without travel time (it arrives instantly). Whispers 0 2 - sPELLBOUND: p ss ss a a a n S , M , , M II I I I II 2/$100,000 (see Effect) (see Effect) (see Effect) (see Effect) (see Effect) Will negates (harmless) 1 free action 1 half action 1 half action 1 half action 1 half action 1 half action trike trike trike trike trike eeing Special Special Special Special Special 1 minute per Casting Level Personal Close Close Personal Personal Personal or Touch S S S S S S The defenses of those around you are laid bare. If your next your If bare. laid are you around those of defenses The As Mass True Strike I, except that you and each teammate The defenses of those around you are laid bare. If your next your If bare. laid are you around those of defenses The As True Strike I, except that you gain a +10 bonus and The defenses of those around you are laid bare. If your next your If bare. laid are you around those of defenses The The target sees through illusions, darkness, invisibility, con invisibility, darkness, illusions, through sees target The 2 Divination 9 Divination 6 Divination 4 Divination 1 Divination 5 Divination e e e e e e u u u u u u Effect: Level: Casting Time: Distance: Duration: Casting Time: Distance: Duration: Effect: Level: Distance: Duration: Effect: Level: Casting Time: Duration: Effect: Level: Casting Time: Distance: Casting Time: Distance: Duration: Effect: Level: Saving Throw: Preparation Cost: Effect: Casting Time: Distance: Duration: Level: r r r r r r attack check is made before the end of the current round, you gain a +6 bonus and your error range decreases by 2 (minimum 0). and ally gain a +10 bonus and cannot suffer an error. T T attack check is made before the end of the next round, you gain a +6 bonus and your error range decreases by 2 (minimum 0). This same effect applies to a number of your teammates and allies up to your Casting Level. T cannot suffer an error. T attack check is made before the end of the next round, you gain a +6 bonus and your error range decreases by 2 (minimum 0). T cealment, and other visual effects created by spells and magic items. T spycraft 2.0 | introduction - - quality, for . for 1d6 rounds. , his body and all items banished revolving door baffled when reduced to 0 or fewer banished ypes character cannot summon another banished T . Unless otherwise specified, the character the specified, otherwise Unless . lities ge of the character. These effects last a number number a last effects These character. the of be spent to increase divine damage. not The character is an abstract notion or ideal that character may return at the start of the follow summoned ge banished A The character has a deep supernatural connection to EER frightened Dama When a character is Qua S banished C Divine damage ignores Damage Reduction. Will a make also must he damage divine suffers character a When Action dice may

ivine With With success, a target must move away from the via character the Banished: Outsider (+5 XP): Various spell effects harm the target in new ways. This rare damage type represents harm from powerful cosmic • • • Fey (+3 XP): Summoned: most direct path available, until at most path direct least available, 30 ft. the away. With failure, becomes target 1). (min. modifier Charisma character’s + the 1d4 to equal rounds of Conditions in his possession dissolve, evaporating without rounds. a Thereafter, he trace lingers in after a timeless 1d4 and unaware magic, powerful by only world physical state the to back summoned be may and which usually restores both his body and all items carried when gained he this condition. Some characters possess a special ability that allows them to reappear in the physical world after a minimum time has elapsed; in a campaign featuring the example, a ing mission at a cost of 100 Reputation or $5,000,000 Net Worth. A summoned character ceases to exist when appears in the physical world as either flesh and blood or an animate object. He may have a unique personality of and many features copies. He or might require be assistance one to materialize, often a summoning spell, or he might be able to appear at will. If he has an damage +2 suffers he and Alignment that gain attacks his Alignment, per die from spells with the opposing Alignment. When the character instead is he dies, must sleep and breathe, though he doesn’t have to eat. Dama D forces or even gods. save (DC to or equal the become damage) NP the wilds and is as much a spiritual embodiment of a natural force or location as a creature of flesh and blood. His appearance, especially his skin and fur, often complement his native surroundings. Natural animals refuse to attack him and often flee from him unless they’re diseased, poisoned, trained to hunt fey, or attacked by the character perma additional an gains character the time Each teammates. his or nent feat, he may instead select a feat from the Terrain tree. Unless otherwise specified, he must eat, sleep, aging penalties, remaining vigorous until death. and breathe. He ignores character. He is immediately wounds, or if the spell that summoned him is countered or ends. 21 . sPELLBOUND: (see Effect) c gi Varies a . Permanent Touch III II (see the Spycraft 2.0 Rulebook, page 57) You write arcane script at the rate of 100 words an hour As Wish I, except with these common effects. As Wish I, except with these common effects. 0 Word 9 Word 6 Word tions Undo a single event that occurred in the current adventure Cast a single spell up to Level 9 (the wisher paying its Preparation its paying wisher (the 9 Level to up spell single a Cast Reputation/$2,500,000 50 or $500,000 to up costing item an Create Undo the effect of a single spell up to Level 9 or a single action Undo a single event that occurred in the current scene Cast a single spell up to Level 6 (the wisher paying its Preparation Preparation its paying wisher (the 6 Level to up spell single a Cast Reputation/$1,250,000 25 or $250,000 to up costing item an Create Undo the effect of a single spell up to Level 6 or a single action Undo a single event that occurred in the last minute rn c

When a character uses a turn ability, each NPC within 30 ft. with 1 Full Action • Attack Action • Requires Turning Ability ‘Turning’ is the process of willfully or spiritually rebuking a target, Among his other abilities, the Seer can ‘turn’ certain creatures Distance: Duration: Effect: Level: Casting Time: • • • Effect: • • Level: • • Effect: • Level: • Wishes are among the most powerful magic in all creation and Resolve bonus, rounded up). Squads and hordes make only each for the whole unit. Special characters can 1 partially resist turning save actions, gaining a +4 bonus with their save. attacking its will to fight. Each turning ability targets only 1 NPC type (e.g. construct, undead, etc.), having no effect on other types. the matching quality makes a Will save (DC 10 + 1/2 the character’s Tu using this special action. (see page 18) A Write M of any character up to Level 18 Net Worth, or upgrade an existing item at up to half that amount Cost, if any) Wish of any character up to Level 12 Net Worth, or upgrade an existing item at up (rounded up) to half that amount Cost, if any) and story Wish should only be introduced with great care. For every wish you desire, you must first complete a Long-Term Mission Subplot customized or to Personal the nature Mission of wishes in the campaign world spycraft 2.0 | introduction , circle circle ( orders orders I spellbook spellbook , , circle of power ( Cs Class ability ability Class (Wis 12, Cha 12). (Int 12, Cha 12). Cha 12, (Int Init V; Atk V; Def III; Def V; Atk V; Init Init Init V; Atk V; Def III; Init Init V; Atk V; Def III; NP circle circle of power III Class ability ( This sets the maximum Spell ): (Charmer, Marksmanship Basics), Basics), Marksmanship (Charmer, superior attribute attribute superior (Int (Int 12, Wis 12). superior attribute feat feat , , , ), ), Class Class ability (Black Cat, Casting Basics, Staff Basics), sting This lets the NPC make Spellcasting checks feat (Hammer Basics, Tactical Advantage), Advantage), Tactical Basics, (Hammer ), spell points I points spell feat feat ca spell points I circle of power I–IX This sets the NPC’s spell points at the start of each ), ), EER This sets NPC’s spell list. superior attribute attribute superior , , weave weave and weft I S , , (Read (Read Magic, Whispers, Command I, Power Word: Tire, (Detect Poison, Orient Self, True Strike I, Detect Magic, pell weave and weft I Artifice Artifice Acolyte (Standard NPC — 71 XP): XP): 70 — NPC (Standard Acolyte Divination Word Acolyte (Standard NPC — 67 XP): The character doesn’t heal naturally but benefits from Medicine He doesn’t age and doesn’t have to eat, sleep, or breathe. An NPC sorcerer must possess four qualities. Class Ability ( Skilled (Spellcasting): Spell Points: Spellbook: A few NPC Seers follow. , Resilience Resilience V; Damage Save: III; Competence: IV; Skills: Mechanics IV, Science (fabrication) V, Spellcasting VI; SZ M; Spd 30 ft.; Wealth: III; Weapons: 1 × Caliber I (tool hammer); Gear: 1 × Caliber I (spell I); kit Vehicle: None; Qualities: I weft and weave (Click!, Mending I, Identify, Tinker I, Mending II, Toughen Construct, II), Tinker Construct, Jam Pits, and Snares Detect I, Assembly Construct I points spell Resilience V; Damage Save: III; Competence: IV; Skills: Bluff IV, Sense Motive V, Spellcasting VI; SZ M; Spd 30 ft.; Wealth: III; Weapons: 1 × Caliber III (quarterstaff); Gear: 1 × Caliber I (spell kit I); Vehicle: 1 × Caliber I (wagon and 1 horse); Qualities: II spellbook Living Insight, Deep Alignment, Detect Object, Locate Emotion, Detect Library I, Status), Resilience V; × 1 Damage Weapons: III; Save: Wealth: ft.; 30 III; Spd M; SZ Competence: VI; IV; I); Spellcasting kit V, Skills: (spell Intimidate I Impress Caliber IV, × 1 Gear: pistol); backup P7 H&K S&W (.40 II Caliber Qualities: car); sports (modern I Caliber × 1 Vehicle: of power II spellbook Align Weapon, Righteous Aura, Bless Water, Tongues I, Consecrate, Wind), Whispering skill checks. He suffers damage instead of healing from Light spells and heals instead of suffering damage wound points may not be from negative and should they ever Darkness drop below spells. His 0 he dies. S Level the NPC may cast. His Casting Level is equal to the Threat Level or this quality’s XP value, whichever is higher. and determines how many spells he knows. scene. 22 - low- ) ity l a u beast ) C q P sPELLBOUND: elemental beast t N or f undead (sometimes ra or c , and he’s immune to Constitution Spy Elemental Fey No special qualities Beast No special qualities (sometimes Ooze Outsider Plant Spirit Animal Horror Animal Construct Beast No special qualities qualities at no additional cost. He can’t He cost. additional no at qualities The character has an unlimited number of number unlimited an has character The The character has a number of spell points spell of number a has character The stunned The character has a number of spell points The character has a number of spell points One or more spells follow this quality in quality may be referred to as an “undead , or The character is a supernatural force wearing the wearing force supernatural a is character The Creature Types

m focuses on human and animal NPCs but magical undead e light-sensitive t sickened s

, y and s and how they relate to those in other d20 products. Undead Vermin Humanoid Magical Beast Monstrous Humanoid Ooze Outsider Plant Aberration Animal Construct Dragon Elemental Fey Giant D20 Though only a couple creature types are included in this Spycraft 2.0 paralyzed product, here’s an overview of all current Spycraft creature types in qualities are often used when talking about a character, so an NPC with the character.” NPCs without a type quality are “humanoids” “natural or animals,” as appropriate. settings often feature fantastic creatures that don’t fit neatly into those two categories. These other NPCs are grouped “creature type,” each by with an NPC quality that describes com mon features and allows various effects to target them. These Undead (+5 XP): (+5 Undead Spell Points X (+15 XP): (+15 X Points Spell Spellbook (+5 XP): Spell Points II (+6 XP): XP): (+9 III Points Spell Spell Points I (+3 XP): highest result to which he isn’t immune broken (e.g. limb). bleeding becomes a and poison. He’s also immune to bleeding, internal ruptures, damage, brain massive system trauma, and nerve damage, and whenever he suffers one of these critical injuries he instead suffers the next physical or spiritual remains of a once living creature. He has the has He creature. living once a of remains spiritual or physical vision light be damage, critical hits, subdual damage, stress damage, disease, parentheses. The character knows a number of them equal to his total his to equal them of number a knows character The parentheses. Spellcasting bonus. He learns them in the order they’re listed. at the start of each scene equal to the Threat Level × 3. spell points at the start of each scene. at the start of each scene equal to the Threat Level × 2. at the start of each scene equal to the Threat Level. spycraft 2.0 | introduction

ONTENT C E AM G

EER S Dungeons & Dragons® and ® are registered trademarks of Wizards of the of Wizards of trademarks registered are Coast® the of Wizards and Dragons® & Dungeons All contents of this release, regardless of designation, are copyrighted year 2008 by Crafty DESIGNATION OF PRODUCT IDENTITY: The following items are hereby designated as Product DESIGNATION OF OPEN CONTENT: Subject to USE the OF MATERIAL Product AS OPEN GAME Identity CONTENT: It is designation the clear and above, expressed intent of Crafty Some of the portions of this release which are delineated OGC originate from the System the to challenge a not is pages these in product or company any to reference or of mention The ‘’ and the ‘d20 System’ logo are Trademarks owned by Wizards of the Coast and 15. 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