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••I
Authors: Credits
Faisal Abdullah, Jose De La Puenre Alvarez, Rick Biheault, Jeffrey
Binder, Terjc Erwin;; Bjelkolm, N.E, Bloom, Mario Boulanger, Ed
Developers:
Bourclle, Bret Boyd, Dave Bmhm an, Glenn David Brown, Step lien Joseph D. Camker, Jr. and Anthony Pryor
Cheney, David S. Corcoran, Charles Corley, Michael D'Andrca,
David Ayala Lie Garay, Steven Ehrhar, Adam Eiche [better, Editor:
Roosevelt Eldridge, Guillerjo Sanche: Fernandez, James Fischer,
Scott Holden-Jones and Michael Johnstone
Jason Fult:, Michael Gill, Travis N. Gillespie. Jeff Harkness, Eric
Harry, Marc Hnlman, Clifford Horowitz, Andrew Hurwirz, Ben
Iglaur. Eric Jansing, J.S.Johnson, Spike Y. Jones, Lysle Kapp, Lysle Art Director:
Kapp, Michael Koal, John Kubisz, Jean Michel Lavarenne, Patrick Richard Thomas
Lawinger, Clyde Lekel, Lizard, Rhiannon Louve, Krister Michl,
Adam Silva Mirainon, Clinton Clark Nappcr, Geoffrey T. Nelson, Layout and Typesetting:
Matt Noble, Robert Olla, Pier Giorgio Pacifici. Dean Paolilo,
Datrcll Ridley, Jeffrey A, Rohhins, Chris Ryan, Michael Schcll, Ron Thompson
Gary Schottcr, Elias Scorsone, Jason Scott, Daniel Shaefer, James
Sharkey, Jr., AndrewShockney, Richard Smith 11, Andrew Snow, interior Artists:
Julian Soullard, John Henry Stam, James Sverapa IV, JcffTabrurn, Tom Biondolillo, Leanne Buckley, Richard Thomas,
Eric Tarn, Laban Tatro, Jeff Taylor, John D- Tolin, Sean Treacy,
Kieran Turley, [an Turner, Mart Tweedt, Bradford Walker, Bill Tim Truman, Melissa Uran and Jason Walker
Webb, Jeff Wcskamp, Erik Lees White, James Wilbur, Brian
Williams. Clifford Wolter, Jeffrey Yurkiw Cover Design:
Matt Milberger
Special Thanks
RCERY Monte Cook, Bruce Cordell, and Malhavoc Press, for the contri-
bution of their variant 'Psion Secondary Disciplines' and 'Variant
Powers Discovered' rules, taken from the module I/Thoughts Couid
KS1 and printed here in Chapter Six. Special recognition to Dave
Check out upcoming Sword and Sorcery Studio Brohman and Ben Iglauer, past authors and contributors ro the
current volume, who got left off the credits for SLCS.
products online at http://www.swordsorcery.com
Distributed for Sword and Sorcery Studio by White Wolf Publishing, Inc.
This printing of Kelics and Rirwifc 2: Last Lure is done under version 1,0 and/or draft versions of the Open Game License, the D10 System
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S W O R D S
5 0 R c E RV
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S T U D I O S
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Designation of Open Game Content: Subject to the Product Identity designation above, the follow ing portions of Relics and Rituals 2- Lost Lore are designated
as Open Game Content: all creature and NPC statistic templates, (i.e. ftom Size Type (e.g.. Small Undead) down to Advancement Range); all skills, feats,
special attacks (SA land special qualities (SQ); prestige classes; all text under the "Powers" section of magic items or artifacts; all text undet the "Spell Effect"
section of spells and true riruals; all text under the "Combat" section of a creature's listing; the Alchemy section on page 15; and anything else contained herein
which is already Open Game Content by virtue of appearing in the System Reference Document or some other OGC source.
Some of the portions of this book which are delineated OGC originate from the System Reference Document and are ©1999. 2000, 2001. 2002 Wizards of
the Coast. Inc. The remainder of these OGC portions of this book are hereby added to Open Game Content and if so used, should hear the COPYRIGHT
NOTICE "Relics and Rituals 2: Lost Lute Copyright 2002, White Wolf Publishing, Inc."
All contents of this book, regardless of designation, are copyrighted year 2002 by White Wolf Publish ing, Inc. All rights reserved. Reproduction or use without
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ii
RELICS &, R1TUXLS 2: LOST
Preface
By Monte Cook
When we heard that White Wolf Publishing was
forming Sword and Sorcery Studio to publish d20
material, we knew that the d20 "experiment" was a
success. If a publisher of such regard, with such a
successful record of its own would begin to produce
d20 material, it not only proved that the task was
simply a book of ideas — wonderful, innovative, and
creative ideas.
Relics & Rituals 2: Lost Lore introduces astrological
effects, cabal ism, and miracles into your game. You'll
find tattooed witches, serpentine assassins, and time-
mastering sages in these pages, as well as new spells for
worth doing, but that it was worth doing well. Back every spellcasting class. Of course, the book offers a
in those early days, when I still worked for Wizards of plethora of new magic items and artifacts for your PCs
the Coast, we were thrilled at the whole prospect of to discover or for NFC villains to wield against rhem.
quality material coming out for our game, but created
i
What's more, this tome covers not only magic, but
by someone else. It barkened hack to the early days of psionics, as the ancient legacy of a time-lost race. A
D&D and the Judge's Guild. Often, true innovation variant secondary disciplines table created by Psionics
doesn't come from die market leader — the "big Handbook author Bruce Cordell offers a new take on
boys" — but from a smaller company. While a larger acquiring powers. Fans of psionics should be thrilled
publisher might want to (might have to) remain to see new psionic prestige classes, including the evil,
conservative to hang onto a larger audience, smaller shadow-dwell ing cultists of the shade, and the insane
companies could risk more daring moves, and thus warped ones.
more original creations.
In my campaign, when the player characters en-
When Relics & Rituals was published, it didn't set counter a new character, they never know what to
the bar fordZO quality, it created it. It presented great expect. What strange, obscure sorcery has this indi-
and wondrous creations — imaginative new spells, vidual come across? What new sorts of magic irems
interesting and well-conceived prestige classes and does she wield? Is she a member of some arcane
exciting new magic items, artifacts and rules. More society that has taught her new, fantastic abilities?
than a year later, it remains a hallmark of the d20 This feel ing of excitement is part of why I think the
industry that has grown in its wake. players keep coming back from week to week. Not
This book, a sequel of sorts, you might say, simply only for the surprise of what comes next, but for the
offers more of the same. That, however, would be a discovery of what they themselves will find as they
short-sighted observation. delve deeper and deeper into the fantasy world.
If you're a music fan, you never stop trying new While I come up with most of these new features on
music. No movie fan ever says "I've seen all the my own, the real secret I have is my collect ion of idea
movies I need to see." No fantasy RPG player, then, troves like Reiics & Rituals 2: Lost Lore. Although
should ever find himself or herself in the mindset of much of what you find here seems deeply rooted in
not being interested in new ideas for magic. Introduc- the Scarred Lands (an imaginative and innovative
ing new spells and magic items into your game is like setting in its own right), you'll find virtually all of it
trying new foods, or traveling to new places. Magic is is easily adapted into any campaign world. I know, for
one thing that you never want to have become example, that 1 will be using some of it in my own
predictable, mundane, or dull. Bringing in new spells, game. It's just too good not to. And if you don't have
items, or classes keeps things fresh. When the players a campaign setting that you're using now, you will
encounter some new magical effect for the first time, probably find the references in this book intriguing
they really do have a sense of wonder and sometimes enough so that you'll want to check out the Scarred
even awe — exactly the kind of reaction you want Lands.
magic to provoke. This book is a patch of ripe, magical fruit waiting to
Fantasy roleplaying games are about ideas. Every be picked as immediately or as gradually as you wish,
great adventure you've ever been a part of is grounded to add into your own game as you please. You need
insome wonderful or intriguing idea (or two, or three, only use those pieces that are to your liking, and you
or a dozen). This book that you hold in your hands is can use them in any manner you wish.
Who could pass up an offer like that?
Monte Cook
Renton, WA
April 2002
T A B L E OF CONTENTS
Tab I e of Contents
Preface 2 Rings 172
Introducton 4 Rods 177
Chapter One: Magic Rules 5 Scrolls 178
Faith and the Arcane 6 Staffs 181
Houses of the Gods 8 Wands 183
Scarred Lands Alchemy 15 Wondrous Items 184
New Feats 15 Tattoo Magic 199
Chapter Two: Prestige Classes 21 Relics 203
High Astrologer 27 Minor Artifacts 203
Jordeh 31 Major Artifacts 204
Lady of Serpents 34 Chapter Six: The Slarecian Legacy 209
Sage of the Phylacteric Vault 37 Psionics in the Scarred Lands 212
Son of Mirth 40 Order of Obsidian 214
Spirit Walker 43 Cultist of the Shade 216
Chapter Three: Spells 47 Warped One 218
Bard Spells 48 Psionic Powers 220
Cleric Spells 51 Chapter Seven:
Druid Spells 67 Lost Tomes of the Scarred Lands 221
Paladin Spells 71 Bonerigger's Battlefield Compendium 222
Ranger Spells 72 The Brass Tablets of Thulkas 223
Sorcerer/Wizard Spells 73 The Caltha Construct Cuide 225
Chapter Four: True Rituals 150 The Codex of Non 226
Chapter Five: Magic Items 156 The Coral Tablets of Qur AINur Ran 227
Magic Items in Your Campaign 157 Damashar's Tomb 229
Armor and Shields 158 The Dream Maps of the Lotus Eaters 231
Weapons 161 The Eighteen Blades of Vode Nulan 232
Potions 171 Osseocabula 233
The Tome of Midnight 235
toiffl
RELICS S. R1TUXLS 2: LOST
Introduction
Welcome back. Oh, yes, I have tales aplenty yet to tell, rest assured. Why, we''ve only just begun to look at this war-
torn Ghelspad, you young pup. Termarui, Asherak, Fenrilik, the Dragon Lands — all these still have stories to tell!
For now, though, let us take another look at magic, shall we? Oh, think you know these stories, do you? Then shall
I skip the Wheel of the Heavens and the secrets for stealing power from the Names of the Gods? Shall I demur about
miracles, virtues, and the taint of Titans, and of angels in the blood of sorcerers? Would you learn about the Ladies
of Serpents, orthejordeh, or perhaps the Sonsof Mirth from far-off Termana? Then be silent, you young tusker, and
let me speak!
— Yugman the Sage, to some adventurer or another.
Allow us to echo the cantankerous old sage Yugman. Welcome back to the Scarred Lands,
It would seem that there is yet magic to examine here — there are certainly stories aplenty. Magic in the
Scarred Lands pervades all things. It is as powerful and elemental a force as the fire beneath the earth and the
storms in the heavens. Perhaps that's why a titan wore the face of the Sire of Sorcery; those who would tell you
that magic is unnatural need only look to the titans, whose greatest sin, it might be argued, was being too natural.
Nature is wild and fierce, oft-times too much so.
So, too, is magic.
Whether that magic dances and crackles barely contained at the fingertips of some wildling sorcerer or is
carefully controlled, measured and recorded somewhere in the Phylacteric Vault is irrelevant — magic is
pervasive in the Scarred Lands. It touches nearly everything.
That is not to say that magic is common, however. It is a mighty weapon and is hoarded appropriately. The
average person of the Scarred Lands knows that magic exists and has probably even seen some small peaceful
workings of magic, even if just from some adventurer, priest, or scholar. But for the most part, magic is known
as a fierce weapon. It was the primary offense and defense during the Divine War, and, in fact, of nearly all wars
before and since. Soldiers may fight battles, but magic wins wars.
So remember this — the average person in the Scarred Lands doesn't tend to believe that magic is an Evil
Thing taught by demons. Such superstitions have no place in a land as touched by sorcery and miracles as the
Scarred Lands. Rather, magic is a tool, a weapon, but one of great power, potentially devastating. The wizard
walk ing down a thoroughfare tn the Scarred Lands, rune-staff in hand, is no different from a flak-jacketed soldier
walking through our mall, assault rifle at the ready. He may not be the kind of person to use the lethal power
at his disposal.
But do you want to take that chance?
Joseph Carriker
Sword & Sorcery Studios
This tome, yet another result of hard work, talent, and imagination on the part of both our fans and our regular
writers, further establishes the Scarred Lands as a real and living place, full of adventure, danger, and ancient
magic. I speak for both myself and my fellow developer Joseph Carriker, as well as the other creators of the
Scarred Lands and the esteemed Monte Cook, when I thank the entite roleplaying community for their help
in making Scam one of the most popular and successful settings available today. Without the support and
enthusiasm of those who buy and use our roleplaying products, the Scarred Lands would he but a shadow of its
present self. Relics and Rituals 2: Lost Lore stands as tribute to them, and to the great products and settings that
preceded it. Thanks fot checking us out, and happy gaming!
Anthony Pryor
Sword & Sorcery Studios
Chapter One:
i
both sorcerous and druidic magics, capable of wreak- caught in a sudden squall is by having a bard aboard.
ing absolute havoc on the battlefield. The armies of The Slaver's service includes many arcane
the gods had no such advantages. Acting on the spellcasters who use their powers to enslave others.
advice of Miridum, the goddess of lore and wizardry, Even necromancers in Chardun's service adhere to
the gods and their agents approached various wiz- this philosophy — they don't revel in the black arts
ardly societies and secret schools, asking for their for their own sake, but rather, for them, necromancy
help. Many refused; but just as many agreed to aid is just a way of enslaving thedead as well as the living.
them. Many of those who agreed to help assault the The Witch of the Moon, Belsamerh, wields
titans already served the gods — the necromancers powers steeped in darkness and the cold realm of
among the charduni and the wizards of Miridum death. Her witches, spellcasters of various non-cleri-
foremost among them. cal classes, are made up of equal parts adepts, bards,
The first assault on the titans — the magical sorcerers, and wizards,
attack upon Mesos himself — is well documented. Vangal, Lord of the Apocalypse, attracts all
Though entire magical traditions died that day, their manner of folk who revel in destruction and death.
lore lost forever to the Scarred Lands, many others Wizards and sorcerers alike can be found in the faith
survived, earning for themselves the status of heroes of Vangal, invariably demonstrating madness and
amongdivineraces.Tothisday.ifanarcanespeHcaster sociopathic tendencies; relatively few bards are com-
is going to be trusted, he is likely to be a wizard, for fortable in the presence of those dedicated to
even a century and a half after the fall of the titans, destruction and misery, however, rather than cre-
sorcerers' role as the priests of the titans is yet remem- ation and beauty.
bered.
Cabalists
§
Arcanists among the Eight Victors Wizards have long known the power of words
Wizards serving Corean the Champion are few and sigils — indeed, they used such tools to steal the
and far between. Where they do exist, however, the very power of Mesos for rhemselves. Ir should come
folk around them could scarcely ask for a better as no surprise, then, that at some point wizards
defender. More than willing to use their arts to learned to use the holy runes and lirurgies of the gods
protect those around them, arcane spellcasters in as a source of power, as well, tapping into the divine
service to Corean are usually wizards, especially ad- nature of the gods in order to augment their magics.
venturers, militants, and smith-mages. Most sorcerers Though these esoteric secrets were discovered by
dislike being perpetually mistrusted and most bards wizards originally, any arcane spellcasrer may use
find Corean's ideals too stringent for their taste. rhese techniques.
Bards and sorcerers are often drawn to the ser- Those who would use these secrets must take the
i
vice of Madriel, the Angel of Mercy, whose creed is Cahalist feat (see "New Feats" later in this chapter).
goodness above all. Many of Madrid's largest temples The Eight Victors' cabalistic secrets have been dis-
have a few bards that lead the choral worship of the seminated among the various secret societies (cabals)
goddess, and many sorcerers frequent the temple. that teach this feat. Some such cabals are simply
As the goddess of music and travel, Tanil argu- power-hungry gatherings of arcanists; others are so-
ably boasts the most arcane spellcasters, most of cieties of titan-worshippers who see cabalism simply
whom are bards, among her worshippers. Orhers as using rhe gods' own power against them. Still
revere the Huntress as well, however, from those others, usually arcane casrers who have taken vows as
mages who work closely with the Vigils to those lay clergy, work wirhin the auspices of the temples
steeped in wilderness lore. It is also rumored that a themselves, tapping the power of the gods to further
lodge of arcane archers in Vera-tre is dedicated to their goals.
Tanil. Each of the Eight Victors has a cabalistic for-
mula (said to incorporate a small part of the true
t 6
name of that god) that may he incorporated into the
casting of an arcane spell by one knowledgeable in
such hieratical study. Each formula has a different
effect depending on the nature of the deity, and is
read aloud from a holy text of the faith in question.
Thus, usingsuch a formulagives the spell both Verbal
CHAPTER ONE: MAQIC RVUS
tion*). This does not apply to spells simply named for damage (including ability damage, but not negative
animals, such as cat's grace. This benefit cannot he levels) or some ill effect, those who invoke Belsameth
used hy lawful or evil spellcasters. gain a +2 bonus to the spell save DC. This benefit
may not be used by good spellcasters.
Hedrada
Armorof Hedrada: The spellcaster may call upon Vangal
Hedrada to aid him when casting spells that protect, Apocalypse Invocation: The spellcaster may call
in accordance with Hedrada's divine role as defender upon Vangal's destructive essence to help fuel her
of cities. When casting spells from the Abjuration own destructive spells. Invoking Vangal when cast-
school upon a non-chaotic target, invoking Hedrada ing any spell that inflictsa dice-based variable amount
grants +1 effective caster level. This benefit may not of damage allows the caster to reroil the die with the
be used by chaotic spellcasters. lowest result. This second roll must be taken, even if
Hammer of Law: The spellcaster may call upon it is lower than the initial roll. This benefit may not
the power ofHedrada to aid him in smiting those who be used by lawful or good spellcasters.
bring chaos to the world. When casting spells with Prayer of Contagion: The spellcaster may call
the [force] descriptor, the spell save DC is increased upon Vangal as the Father of Plague, gaining in-
by +3 against chaotic targets, where applicable. This creased effectiveness with spells that inflict disease or
benefit may not be used by chaotic spellcasters. deal ability damage (such as ray of enfeeblement).
Those who invoke Vangal for this purpose gain a +2
Enkili bonus to the save DC of such spells. This benefit may
Name of the Storm: By using one of the secret not be used by lawful or good spellcasters.
names of Enkili, the one uttered by the sky with every
stroke of lightning, the spellcaster may tap into the
power of the storm that Enkili wields. When casting
Houses of the Gnrk
spells with either the [electricity) or [sonic] descrip- The Titanswar reached into the heavens them-
tor, invoking Enkili raises the spell save DC by +1 selves at the peak of the fighting, and entire
(maximum + 1, even if the spell has both descriptors). constellations were dashed from the night sky. When
This benefit may not be used by lawful spellcasters. the war finally ended, the gods set their servants the
Trickster Invocation: This invocation allows the task of rebuilding Scarn, but they put their own
spellcaster to cast spelts that alter his form with more efforts toward the heavens. It is generally held that
skill, granting +1 effective caster level to Transmuta- Hedrada was the one to oversee the ordering of the
tion spells that change the physical form of the caster. days and nights, and that he was the one todictate the
This benefit may not be used by lawful spellcasters. new calendar. And to oversee the calendar, he and
his fellow gods set the divine houses of the zodiac.
Chardun Because of the recent upheaval of the Titanswar,
Chains of the Dead: The spellcaster may call upon astrology and astromancy are relatively new arts in
Chardun's name to aid in binding the dead to his will, the Scarred Lands; all works on these topics dated
granting an increase of +1 effective caster level to previous to the Titanswar were rendered obsolere by
Necromancy spells that control or summon undead. the change of the signs and the months. Nonetheless,
This benefit cannot be used by chaotic or good the stars stilt hold power. The regular passage of the
spellcasters. moon through the sixteen constellations of the zo-
Litany of Power: Invoking the most sacred of diac exerts a slight pull on the forces of magic, and the
Chardun's secret names may aid in controlling the spellcasters of the Scarred Lands have discovered —
will of others. When casting Enchantment spells of or rediscovered — that the zodiac's influence offers
the (compulsion) subtype, invoking Chardun grants greater power over a particular school of magic (see
an increase of +2 to the spell save DC. This benefit the Zodiac Focus metamagic feat later in this chap-
may not be used by chaotic or good spellcasters. ter). Some who study this power go on to master the
Belsameth secrets held in the very stars (see the high astrologer
prestige class in Chapter 2).
Name of the Dark Siren: The very utterance of
Belsameth's cabalistic name in her aspect as the Dark The cycle of the zodiac is balanced, but is not
Siren aids one's powers of beguiling. When casting precisely ordered; it spins somewhere between chaos
Enchantment spells of the (charm) subtype, invok- and law, good and evil. The houses are arranged not
ing Belsameth grants an increase of +2 to the spell by their influence over the mortal world, but rather
save DC. This benefit may not be used by good follow each other in an order that has yet to be fully
explained. Each zodiacal house is the seat of a power-
spellcasters.
ful entity, the spirir of the constellation it represents.
Vwitwre-Hag's Invocation: Using the cabalistic
These entities are not quite gods, yet are more rhan
invocation of Belsameth as the Vulture-Hag grants
simple outsiders; they are not embodiments of good
increased power with the essence of death. When
or evil, but are of the celestial order.
casting spells of the Necromancy school that inflict
KttK
CHAPTER ONE: MACIC R\yL£S
R£UCI &. RITUALS 2: LOST
Astrological lore holds that the birth sign of a Those born under the sign of the Wolf are said to
person has some influence over his or her personality; be perceptive and persistent, unwilling to admit any
this is not universally true, but some people, espe- obstacle too great until they have tried and failed at
cially sorcerers, do tend toshareamysticalconnection every possible approach. At their finest, they are
with the zodiac sign of their birth. Astrologers also keen-witted and valiant; at their worst, they are
associate each house with the god that governs its overwhelmingly proud, overconfident, and obses-
month; with a particular metal or gemstone consid- sive. Lycaeus is deemed an auspicious sign for hunters,
ered especially conducive to the energies of the constables, mercenaries, elves, guides, and judges.
house; with one of the four elements; and with a
particular school of magic. These associations are
mostly esoteric, of little mundane value, but a skilled
astrologer can use these associations to make power-
ful magic.
Ursos, the Bear (Corot)
Legend holds that Ursos was a massive bear
called to the battlefield by Titanspawn druids during
the course of the Titanswar. The druids gave Ursos
inrelligence and even a measure of their own power
in hopes of creating a perfect weapon, hue the newly Lycaeus1 correspondences are with silver, the
awakened bear turned on them, choosing rather to goddess Tanil, and the element of fire. When the
use its new powers to heal rather than destroy. The moon is in the Wolf, divination magic is more pow-
druids slew Ursos in anger, but the gods honored the erful, and star-sorcerers choose this month as the
bear's sacrifice by raising it to the first house of the time to scry out their targets.
zodiac, there to oversee the month of strength. Rukha, the Roc (Enkilot)
According to astrological lore, the Roc was el-
evated to its place in the zodiac not for its role in the
Titanswar, but for being rhe greatest of the sky-
creatures. Hedrada determined that among the houses
of the zodiac, it was necessary to include a creature
that epitomized the power and majesty of wind and
sky — so he chose Rukha the Thunder-Winged, the
greatest and swiftest of all rocs, to oversee the month
Those bom under Ursos are said to be stubborn of storm
and faithful, trusting in their own ability to make the
right choices and accomplish the tasks given to them.
Those who exhibit the Bear's best qualities are val-
iant and of strong virtue; those who manifest its flaws
are slothful and apathetic, unwilling to stir them-
selves unless the need is dire. The Bear is an auspicious
sign for healers, midwives, apothecaries, foresters,
and those seeking to atone for past wrongs.
The house of Ursos is associated with the ele-
ment of earth, the stone hematire, and the god
Corean, The Bear strengthens conjuration magic,
and is said to be a favorable house for healing spelts in Those born under the sign of Rukha are said to
particular. Astrologers call the month of the Bear a exhibit a stormy, passionate personality, freely mov-
fortunate time for rebuilding or for heal ing old wounds. ing from place to place and lover to lover. At their
best, they are fervenr and enthusiastic friends and
Lycaeus, the Wolf (Tanot) allies; at their worst, they are moody and ill-tem-
Legends of Lycaeus maintain that he was the pered. The Roc is considered a lucky sign for
only wild animal to enter the Titanswar of his own messengers, heralds, arhletes, weather wizards, and
accord. The great Wolf was neither controlled nor barbarians,
befriended by titan or god, but when his own forest Rukha's house is linked to bloodstone, the god-
was trampled under a titan's foot (which titan varies dess Enkili, and the element of air. The sign of the
with the legend's telling), he chased after the titan Roc strengthens evocations, echoing the wild light-
m
and bit at its heels in anger. Much impressed by his ning storms of Enkilot. Star-mages prefer to work on
bravery, the gods lifted Lycaeus to the heavens at the magics involving flight, electricity, or wind when the
close of the war, and gave him the month of hunting moon is in Rukha.
for his own.
B-'°
WM:
CHAPTER O N £ : MACIC RVL6S
Sikklos, the Scythe (Beiot) Those born under the Wathorse are prone to
The constellation governing the month of death solidity of both mind and body; they tend to be loyal
was, according to legend, never an earthly scythe at to their allies, families, or superiors, but not particu-
all. At the close of the war, the gods' divine servants larly outgo ing or friendly to strangers. They tend to be
attempted to gather together all the weapons that unassuming and stoic; some manifest the house's
had tasted the hlood of an avatar. Corean forged what strengths of confidence and fearlessness, while others
weapons they found into a single gigantic scythe, and show the house's flaws of blind obedience or a lack of
Hedrada placed it into the heavens, so that no mortal imagination. Destrios is considered a lucky sign for
could wield them again. soldiers, manual laborers, warriors, teamsters, farri-
ers, and those who wotk with horses or other
domesticated animals.
Destrios is associated with turquoise, the ele-
ment of fire, and the god Chatdun. The Warhorse
governs the Evocation school, and war mages of
many lands (particularly Calastia) deem it favorable
to begin new campaigns while the mocin is in Destrios.
Khepira, the Scarab (Madrot)
No text dating from before the Titanswar men-
tions the peculiar insects called solar scarabs, which
Those bom under Sikklos tend to demonsttate leads most scholars to believe they wete cteated after
incisive personalities, carefully analyzing the prob- the war. Astrological legend states that they were a
lems that face them. They are sometimes thought creation of the goddess Madriel, and that the first one
rather cold and unemotional, even dtaconian, but on created — rhe model for rhe species — she placed in
die other hand can be brilliant thinkers and sages. the zodiac as Khepira, governor of the month of the
The Scythe is considered a fortunate sign for harvest- radiant sun.
ers, strategists, butchers, loggers, executioners, and
necromancers.
Sikklos is associated with jade, the element of
water, and the goddess Belsameth. The house of the
Scythe favors Necromancy, and is particularly auspi-
cious for death-magic spells and rituals cast during
this time.
Destrios, the Warhorse (Chardot)
According to legend, Destrios was a mortal
warhorse of great speed and intellect who served
courageously in theTitanswar. Neither good norevil, Those born under the Scarab are said to be
Destrios simply served without question, the epitome forthright and truthful, not given to deception or
of the perfect soldier. When one of the gods (most say double-talk. Those whodemonstrateKhepica's great-
Chardun, although tales vary) needed to replace a est virtuesare trustworthy and wise, wirh great insight
steed lost in battle, he chose Destrios. At the close of and unwavering honesty. Those who demonstrate its
the war, the spirit of the Warhorse was elevated to faults are intolerant and judgmental, prone to assume
one of the empty houses of the zodiac, to preside over the worst of others. The Scarab is considered a lucky
the month of war. sign for farmers, bodyguards, knights, librarians,
candle makers and glassblowers.
Khepira's correspondences are topaz, the ele-
ment of air, and the goddess Madriel. The Scarab's
association with light tends extra power to illusion
spells, particularly those that draw on lighr and color
rather than shadow magic. Astrologers call Khepira a
lucky month for research and the gathering of infor-
mation.
Imperatus, the Emperor (Hedrot)
In star-charts dating before the Titanswar, the
Emperor was a constellation that hung in the north-
ern sky; it was not consideted patt of the zodiac at all.
Legend holds that when the War shook the heavens
and sent many stars hurtling earthward, the spirit of
R6LICI &. R1TUXLJ 2: LOST
Imperatus exhausted its power attempting to limit The sign of Drachys is associated with ruby, the
the damage to the firmament. As a reward, the element of water, and the god Vangal. The Dragon's
Emperor was forged anew and set in the zodiacal power to withstand misfortune and violence gives it
circle, presiding over the month of wealth. dominion over the Abjuration school. Star-mages
Those born under the Emperor are said to be cite Drachys' month as favorable fot breaking {or
forceful and dynamic, strongly committed to their placing) curses and other evil magic.
own goals and ideals. At their best, they are charis- Charys, the Siren (Charder)
matic and jovial, sharing their wisdom and strength
with others. At their worst, they are pompous, over- According to legend, Charys was a mermaid of
IV. the Blossoming Sea blessed with the most beautiful
bearing, and even tyrannical. Imperatus is deemed
auspicious for merchants, traders, fathers, priests, and voice of all her people, who ate as a rule the greatest
sorcerer singers in the mortal world. Her voice was soclear and
powerful that, unaided, it could calm a choppy sea or
reduce a mighty storm to a cloudless sky. Tales state
that the gods appointed her keeper of the month of
servitude partly out of appreciation for het exquisite
voice, but also because they knew she might have
undone nations with her song had she bothered to
try
decisions. The Mother's month is said to be fortunate Maineus, the Hammer (Corer)
for parents, herders, teachers, newlyweds, brewers, The sign of the Hammer is the cause of some
druids, and those who minister to the ill or unfortu- religious controversy. The church of Corean claims
nate. that it was the same hammer Corean used ro forge his
sword on the anvil of Golthagga, raised to the heav-
ens as a rribure ro its grear work. However, the church
of Hedrada argues that ir is the sign of the Lawgiver,
placed among the zodiacal houses in order to ensure
that the calendar runs smoothly. The truth of this
matter remains unclear, bur the general influence
that Maineus exerts over the month of crafting seems
to give the Coreanites the slighr edge in the argu-
ment.
Those born under the Dolphin are said to be at their worst, rhey are clannish and insular. Turros is
optimistic, easygoing folk possessed of an excellent an auspicious sign for builders, archirects, military
sense of humor. Delphos is said to grant deep under- officers, stonemasons, jailers, and innkeepers.
standing of the natures of the various divine races as
well as great powers of intuition; however, irrespon-
sibility and hyper-sensitivity are also said to be the
mark of Delphos. The Dolphin is deemed a fortunate
sign for oracles, sailors, fortune-tellers, and children.
Delphos is linked ro the stone commonly called
serpenrine, the element of water, and the goddess
TaniL The Dolphin enhances the school of Divina-
tion, parr icu la rly when used to glimpse visions of the
future. Srar-mages call the month of Delphos an ideal
time for beginning or concluding sea voyages.
'•^, Vespis, the Bat (Belsamer) Turros is associated with sapphire, the element
of earth, and the god Hedrada. The monrh of the
Lore holds that when the gods sought to kill Tower strengthens ahjurarion magic, and astrologers
Mormo, they almost didn't find her. However, her consider it an excellent time to creare defensive
presence was betrayed by a flock of bats that took enchantments.
wing from the forest where she hid, and the ^><.ls
discovered her there. As a reward, rhe entire flock Nekheros, the Vulture (Vanger)
was merged into a single constellation, and granted Astrological lore states that Nekheros was the
the honor of overseeing rhe month of darkness as first of the carrion-birds to descend on the first
Vespis, the Bat. battlefield where god and titan fought, and rhe first
creature to eat of the flesh of a dead titan. The food
made him strong, and Nekheros became a common
sight during the war. He managed to eat corpseflesh
every day of the entire Godswar, until, old and half-
blind, he was placed in the house of rhe month of
pesrilence to commemorate his perseverance.
Those born under the Vulture are said to be
resourceful and imaginarive, abEe to seize even the
slightest opportuniry when it comes to them. At their
Those born under Vespis are generally energetic best, Nekheros' children are survivors who can with-
and perceptive, and are prone to be light sleepers. At stand any setback and remain smiling; at their worst,
their best, they are alert and quick-witted; at their they are miserly and gluttonous, unwilling to part
worst, short-sighted and flighty. The Bat is an auspi- with anything that might benefit them. Nekheros is
cious sign for watchmen, tavern-keepers, prostitutes, said to be a lucky sign for miners, prospectors, no-
and others who conduct their business by night. mads, thieves, halflings, and the impoverished.
The house of the Bat's correspondences a re onyx, Nekheros is linked to the metal of lead, the
the element of air, and the goddess Belsamerh. Vespis element of fire, and the god Vangal. Necromancy of
strengthens illusion magic, in particular that magic all sorts is more powerful when the moon is in the
dealing with shadow. Star-mages consider the monrh Vulture, the last rnonrh of the year. Necromancers
of the Bat best for enchanting objects with the power who follow astrology often wait until Nekheros is
of darkness, or for riruals that must be performed by prominent before beginning particularly ambitious
night. projects of animation.
Turros, the Tower (Heder)
The titans utterly destroyed countless cities dur-
ing their reign and larer during the Titanswar, leaving
scattered ruins all across Scarn. Bur when Kadum
trampled the city of Tammengarn, one rower re-
mained standing. This tower was rebuilr in rhe
heavens, standing as asymbol of hope over the month
of protection. Turros symbolizes the fact that the
titans' destructive power was not absolute.
Those bom under the Tower are said to be
socially capable and well-organized, with a tendency
to value their friends and allies highly. At their best,
they are excellent leaders and compassionate allies;
14
CHAPTER ONE: MAC 1C R.VUS
Scarred Lnnds Alchemy rot (see Wilderness & Wasteland, page 43), while
for those merely within the splash radius, the DC of
The drastic changes wroughr to the Scarred the Fortitude save against the rot is reduced by —5.
Lands by the Divine War seetn to have echoes even
in the most innocuous of places. The very art of
Slipshod
alchemy was radically changed by the exposure of A grenade filled with a mixture of viscous greases
many of the alchemist's basic componenrs to titanic and slippery oils, a single slipshod flask covers a
essence. Where once simple sand or srone were of roughly 20-square-foot area when hurled. Anyone
little use to the average alchemist, now many of these moving or fighring within this area must make a
baseelementscanbedistilledand purified intostrange Balance skill check (DC 15) each round to avoid
and powerful substances by a combination of the slipping and falling.
alchemist's art and the lingering taint of the titans.
Argent Essence Item Alchemy DC Cost
Argent essence 25 50 gp
An oil made from alchemic ally-treated silver,
Flake iron 25 200 gp
argent essence is commonly rubbed onto weapons.
Hardshell 20 350 gp
The oil soaks into the metal or wood of the weapon
Plague mud 20 750 gp
when so applied and then held over a source of heat.
Slipshod 20 50 gp
Thereafter, for a time, the weapon is treated as
though it were a silver weapon for the purposes of
ignoring the damage resistance of creatures struck by MpwFpnt.s
the weapon.
One vial of argent essence contains enough oil to This section introduces a number of new feats.
treat one Large weapon, two Medium-she weapons, Further, it also introduces several new feat categories.
four Small weapons, or twenry pieces of ammunition. Each category is unique to a type of spellcaster,
Argent essence wears off after one strike from ammu- demanding knowledge in a type of spel least ing before
nition or Small weapons, two strikes from Medium-size the secrets of those feats are unlocked. These catego-
weapons, and three strikes from Large weapons. ries are miracle, scion, and virtue feats,
Flakeiron Albadian Sorcery [General]
An oil crafted from distilled Biood Sea waters, Tavern tales of scantily clad Albadian sorceresses
flakeiron is used to treat any weapon crafted of ferrous have circulated throughout Ghelspad for centuries.
metal (iron or steel). The weapon so Treated becomes Although downplayed hy the dour clerics of Hedrad,
slightly brittle, and rife with sharp, jagged splinters of there is more truth to these tales than fiction. Having
rusted iron. When a flake iron-treated weapon strikes a been rrained in the north, the caster can channel the
target, metal shards splinter off in the wound, causing heat created through arcane spellcastingin order tostay
excruciating pain. The victim suffers a -2 morale warm for extended periods.
penalty to all actions for 2d4 rounds due to the pain of Prerequisite: Con 13+, trained in Albadia to
the splinters working their way out of the victim's body. cast arcane spells.
Any time the wielder of a flake iron-treated Benefit: The caster's resistance to cold and cold
weapon rolls a critical hit, the weapon itself suffers 1 effects gained from casting arcane spelis (see Relics
point of damage. Weapons made entirely of metal and Rituals, page 26) lasts for 10 minutes per level of
that have been treated with flakeiron have a hardness any spell cast, rather than only 1 round.
of 2 points lower than normal.
Cabalist [Metamagic]
Hardshell The spellcaster is privy to cabalistic formulae,
Hardshell lacquer can be painted on any hard those arcane secrets inherent in the signs and words
surface, mosr commonly clay, wood, or metal. After an of the gods themselves,
hour's drying time, the lacquer forms a sea mless silvery- Prerequisites: Knowledge (arcana) 6 ranks,
gray coating thar effectively increases the coated object's Knowledge (religion) 6 ranks
hardness by 4 poinrs. A pint of hardshell lacquer covers Benefit: The caster gains the use of the cabalistic
approximately 100 square feet of material. bonuses detailed under "Cabalists" earlier in this chap-
Plague Mud ter. Upon taking this feat, she learns a number of
cabalistic invocations equal to 1 + her Intelligence
A virulent concoction derived from a mixture of
muck and sludge dredged up out of the Mourning modifier. Note that she must adhere at all times to the
Marshes, plague mud swarms with all manner of alignment restrictions of these cabalistic invocations.
disease. Clay vessels of plague mud are generally Casting a speli cabalistically adds both a verbal
thrown as missile weapons (see PHB, Chapter 8, and a spell focus component to the casting (the focus
"Combat," Grenadelike Weapons). Any creature being an appropriate sacred or profane text), regard-
struck directly by the mud is fully exposed to swamp less of wherher rhe spell normally has such
components. Further, the casting time of the spell
15
R E L I C S &. R I T U A L S 2: LOST
Scion Feats
These feats apply only to those who
have the very essence of magic running
through their blood: only sorcerers may
choose these feats. Each scion feat includes
a list of spells that, by virtue of the sorcerer's
ties of blood to a particular heritage, must
be chosen by her at the earliest opportU'
nity, before all other spells, by level
advancement. The sorcerer scion always
casts these spells at +1 caster level (this
bonus does not apply to these spells cast
from magic items such as scrolls or wands).
Scion feats also grant the sorcerer
some other ability, usually a skill bonus or
special ability appropriate to her back-
ground. Scion feats need not be taken at
1st level — many sorcerers don't discover
and begin exploring the source of their
magics until well into their careers as
spellcasters. Others discover their heri-
tage through exposure to the types of
beings from whom they are descended.
Although it is possible tochoosescion
feats more than once, it is rare to have
multiple heritages in this fashion. The GM
should always approve such decisions.
Special: Anyone who witnesses the
character with this feat casting one of her
scion spells may make a Spellcraft check
(DC 25 minus spell level) to identify the
energy signature that indicates the pos-
session of this feat.
CHAPTER RVL€S
Prestige Classes in the Scarred Lands and taught them to wield both arms and the very
powers of hell in Chardun's name.
Though the place of those prestige classes pre-
sented in Scarred Lands supplements is obvious, what In the modern Scarred Lands, blackguards are
might not be readily apparent is where the basic normally found in the service of Chardun's church;
prestige classes from the DMG fit in. What follows is indeed, the training techniques of the Black Dra-
a description of how each of these classes is appropri- goons produce more blackguards than do those of any
ate for use in the Scarred Lands; ultimately, however, other group. Still, the thorn generals of Chorach are
these are simply suggestions for the GM, who always also blackguards. And Chardun isn't the only god to
has the final word on such things in her campaign. attract the kind of fervor required to make a wicked
man into a champion of evil — it is said that many
Arcane Archer highly placed members of the church of Belsameth
In the Scarred Lands, the traditions of this pres- and the Cult of Ancients count blackguards among
tige class were first practiced by the high elves of their personal defenders, and stories tell of the
Termana. To these folk, the marriage of powerful Hellriders, blackguards with fiendish warhorses who
battlefield magics and the elegant elven bows was a ride among the Horsemen of VangaL
natural conclusion. Indeed, the name "arcane ar- Dwarven Defender
cher" is a translation of the title the original
brotherhood took for itself: Kyalhia Eriarma. But, as It is said that the only reason the Dwarven
Imperium [asted as long as it did in spite of the
with so much of the high el ven culture, the Tiranswar
destroyed the last vestiges of the btotherhood of pleasure the titans gained from sending their spawn
arcane archers. to assault it was the Brotherhood of Shields.
The elite defenders of the Dwarven
To be sure, there are those still who know
its secrets, even the greatest secrets of the arrow
of death. But the brotherhood itself is no more.
Rumor has it that small lodges of arcane archers
1 remain among the elves of Uria and Vera-tre in
Ghelspad, however, carrying on the original
intent of the high elven brotherhood.
Assassin
The Cult of Ancients is a
name rarely spoken — and
even then only in whis-
pers. Practirioners of
murder and a unique form
of hedge wizardry, these as-
sassins practice their art for
the glory of Belsameth and
to further the goals of their
organization.
Blackguard
In a land so directly
influenced by the gods
themselves, it is little won-
der that there are as many
blackguards as there are. It is
said that Chardun looked upon
the favored champions of Corean and
grew jealous; the Slaver vowed that,
rather than create his own champi-
ons, he would sreal one of his
brother's. In shorr order, Chardun
corrupted a paladin (whose name
changes with each teller of the
tale) and created the first of the
blackguards, who then found others
with the appropriate temperament
V 22
C H A P T E R TWOr P R 6 J T I C £ CLAiSei
Imperium were often sent at the forefront of armies to It is rumored that sages with abilities simitar to
help safeguard those settlementsof humans and other those of the loremasters may be found among the
non-dwarves who allied themselves with the Impe- high elves of Termana; indeed, some Termanan
rium as client-states in return for protection from the elves claim that it was one of their half-blooded
predators created by the titans. offspring who founded the loremaster tradition in
Thousands of years have passed since that time. Lokil. According to some, Tored Fenex, Chief His-
The Brotherhood of Shields is no more, though the torian of Burok Torn, has sent a group of his most
techniques they taught for standing fast in the face of promising apprentices to Lokil, asking for training as
assault are still remembered. It is said that the defend- loremasters in exchange for dwarven lore unknown
ers are among the reasons why BurokTorn yet stands; to the sages there.
it is also said that charduni defenders remained in Shadowdancer
Dunahnae to defend the Wall of Bone when the
Those who discover the very heights of Drendari's
Charduni Empire sent its tnx)ps to conquer the heart
ofGhelspad. mysteries are rare indeed. Gifted with the ability to ,'fl
become one with the in-between places that are
Loremaster Drendari's own, those who would learn to dance the
In the libraries of Lokil the first loremasters shadows must first seek out one who serves Drendari.
discovered their deep secrets, and that learned settle- The shadowdancers are often caught up in a
ment has been known for its sages and loremasters holy crusade against the penumbral lords, who took
ever since. In the years since, however, sages have the lore stolen from Drendari's mind by the Slarecians
traveled to learn among the loremasters of Lokil and and turned it to their own whims, forcing shadows to
then departed for other places. Thus, loremasters can bend to their wilt rather than becoming one with
be found in many places,from Hollowfaust to Hedrad. them.
RELICS &. RITUXLS 2: LOST
Concentration checks. Further, it enhances certain Mark of the Mount: This tattoo, showing a styl-
spells that she commonly uses: the Helliann chooses ized mountain, is the symbol of Denev, It grants a+2
one spell she is able to cast when the tattoo is placed bonus to all Fortitude saves, and permits the witch to
on her hand, and then one more spell for every level ignore up to 4 ranks worth of Denevian tattoos.
she gains in this prestige class {adding a small detail Tattoo Mastery: At 4th level the Helliann is
to her tattoo of the Witchmount with each such able tocraft magical tattoos (per the feat) at only 75%
selection); she gains a +2 bonus to the save DC of of the XP and GP cost.
these spells. Finally, due to the link forged between Mark of the Mothers: At 10th level the Helliann
the magic of the tattoo and her source of power, the gains this tattoo, given only to those who achieve the
Helliann is able to substitute her spellcasting ability greatest heights of knowledge and experience
score for her Constitution when determining the among the Helliann. Mark of the Mothers
maximum number of ranks she may have in tattoos grants its wearer SR 15 + the key ability
(druids, clerics, and adepts use Wisdom; sorcerers use bonus of the witch's preferred spellcasting
Charisma). class (Wisdom for druids, clerics, and ad-
Witchskin: As the Helliann advances in her epts; Charisma for sorcerers).
knowledge of the strange magical currents of frigid
Albadia, she learns to better resist extremes of cold.
At 1st level, she gains cold resistance 5, increasing to
cold resistance 20 at 5th level. Finally, at 7th level,
she becomes wholly immune to cold damage.
Tattoo Bonus: At 2nd level the Helliann's
maximum number of ranks in enchanted tattoos
increases by +2. Thus, a 2nd-level Helliann of sorcer-
ous background with a Charisma of 16 may have 8
ranks worth of tattoos. This bonus increases to +4 at
5th level and +6 at 8th level.
Blessings of the Witchqueens: At 3rd level the
Helliann isgramed one of the strange tattoos referred
to as the Blessings of the Witchqueens. She gains
another at 6th level and the third (and last) at 9th
level.
There is one such tattoo for each of the patron
goddesses of the Helliann, and the tattoos may be
chosen in any order, as each Helliann wishes. How-
ever, the first of these tattoos is always placed just
below the hollow of the throat. The second is done
just below the breasts, and the third is scribed around
the navel.
Each of these tattoos grants a bonus to a single
type of saving throw and allows the bearer to ignore
4 ranks of tattoos associated with that tattoo's god-
dess. Thus, a Helliann witch with Mark of the Morn
and 6 ranks of Madriellan tattoos is treated as having
only 2 ranks of tattoos for the purpose of determining
her maximum ranks (see the "Tattoos of the Helliann"
sidebar for details on which tattoos are associated
with which goddess). The tattoos are as follows:
Mark of the Morn: This tattoo, showing a stylized
sunburst, is the symbol of Madriel. It grants a +2
bonus to all Will saves, and permits the witch to
ignore up to 4 ranks worth of Madriellan tattoos.
Mark of the Moon: This tattoo, showing a
stylized crescent moon, is the symbol of
Belsameth. It grants a +2 bonus
to all Reflex saves, and permits
the witch to ignore up to 4
ranks worth of Belsamethan
tattoos.
R6LICi &. R1TUXLJ 2: LOST LOR.E
MM XFW
C H A P T E R TWO; P R £ I T I G € CLAJJ6J
Migh Astrologer of the Divine War and the restructuring of the firma-
ment, the Termanan elves were quick to explore the
There are those whose study of secrets found in secrets held in the new patterns in the sky. To their
the stars takes them heyond the simple astrology of a surprise, they discovered that the touch of the gods,
fortuneteller, and even beyond that astromancy prac- who set the shattered wheel back in its place, had
ticed by those who know how to use the wheel of the wrought changes in the very power of the zodiac.
zodiac to strengthen their spells. These rare few are Their discoveries have subsequently spread to
the high astrologers, other places, notably along the southern coast of
Equal parts academic and star-priest, the high Ghelspad. Indeed, there is a small guild of high
astrologer has not only discovered that the spirits of astrologers recently formed in Shelzar that calls itself
the zodiac exist, but has contacted them. High as- the Convocation of the Wheel.
trologers have discovered the power within the zodiac, Hit Die: d4.
flowing from one sign to the other as the moon moves
through each of the houses. Requirements
The study of high astrology is perhaps best known To quality to become a high astrologer (Has), a
among the forsaken elves of Termana. After the end character must fulfill all the following criteria:
Feats: Zodiac Focus.
Skill: Knowledge (astrology) 8 ranks, Scry 5
ranks, Spellcrafr 8 ranks.
Spellcasting: Ability to cast 3rd-level spells.
Class Skills
The high astrologer's class skills are Con-
centration (Con), Craft (Int), Knowledge (any)
(Int), Profession (Wis), Ritual Casting (Con,
exclusive skill), Scry {Int, exclusive skill), Sense
Motive (Wis), Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.
Class Features
All of the following are class features of the high
astrologer prestige class,
Weapon and Armor Proficiency: High as-
trologers do not gain proficiency with any weapons
or armor.
Spells per Day: High astrologers continue to
advance in spellcasting ability. When a new high
astrologer level is gained, the character gains new
spells per day as if he had also gained a level in a
spellcasting class she belonged to before she added
the prestige class. He does not, however, gain any
orher benefir a character of that class would have
gained (improved chance of controlling or rebuking
undead, metamagic or item creation feats, and so
on). Essentially, he adds the level of high astrologer
to the level of some other spellcasting class he has,
then determines spells per day and caster level
accordingly. If the character had more than one
spellcasting class before he became a high astrologer,
he must decide to which class he adds each level of
high astrologer for purposes of determining spells per
day when he gains the new level.
Star-lucky: The high astrologer gains a more
complete understanding and unity with his zodiac
sign, gaining the benefits of the Star-Lucky feat.
Additionally, he may choose one skill that corre-
sponds tohissign of the zodiac, making it aclass skill.
RELICS &. JUTUXLS 2: LOST LOFU
See the chart under the Star-Lucky feat (in Chapter scope. After viewing a target for 1 minute, the high
One) for more information on appropriate skills. astrologer may make a Sense Motive skill check
Stellar Pattern: The high astrologer gains the opposed by the target's Bluff check. If the high
ability to cast additional spells each day, the exact astrologer succeeds, he can then accurately focmulate
nature of which are dependent on the currently a horoscope for that targer based on her actions and
dominant sign of the zodiac. At 1st level, he gains a behavior.
0-level spell; with every high astrologer class level Using a target's horoscope, the high astrologer
thereafter, he gains access to one additional level of can determine the target's alignment with a success-
spell. However, the high astrologer must be able to ful Knowledge (astrology) skill check (DC 20).
cast spells of a given level before he is able to benefit Additionally, the high astrologer may use the horo-
from the stellar patterns of that level. The spells scope he creates to re ad the target's fortune or discover
available change as the moon passes through the something about her; doing so requires rhe target's
signs of the zodiac. See the "Signs of the Zodiac" horoscope as an additional focal component to each
sidebar for more information. of the spells below,
Starry-eyed: At 2nd level the high astrologer's At 4th level, the high astrologer may cast the
eyes seem always to reflect the light of the stars that equivalent of an augury spell once per day regarding
he studies so obsessively. He gains the low-light the target creature. At 7th level, he may also cast
vision ability. If he already has this ability, its range contact other plane once per day; when doing so, the
extends from double normal human range to triple. high astrologer actually contacts the spirit of the
Astrological Correspondences: At 3rd level the appropriate zodiac house, which risks ability decrease
high astrologer learns to incorporate the material as if the being were an Astral Plane entity, but whose
correspondence associated with a sign of the zodiac to truthfulness is equivalent to that of an intermediate
augment his casting of spells associated with that deity (or a greater deity if the zodiac spirit happens to
sign. By adding the appropriate material component be the astrologer's own). At 10th level, the high
to any stellar pa ttemspell{thiscornponent cannot be astrologer may cast a vision spell once per day as if the
negated using special abilities or feats), the high target were at hand,
astrologer increases the spell save DC of that spell by Summon Star Spirit: At 5th level the high
+2. Note that this bonus does not stack with that astrologer learns to call upon the spirits of the zodiac.
granted by the Zodiac Focus feat. The value in gold The high astrologer can summon a reflection or
pieces of the material required to gain this bonus is servant of the spirit of the current month's sign. This
equal to the level of the spell x 10. Thus, using this is a spell-like ability, treated as a specialized summon
ability to augment a Transmutation spell of 3rd level monster V spell that can only summon one type of
requires 30 gp worth of gold (the correspondent creature whose nature varies from month to month.
element of Imperatus, the Emperor) or jacinth (that See the "Signs of the Zodiac" sidebar fordetaits about
of Astarra, the Mother). the spirit of each sign, A star spirit may be summoned
At 8th level, the high astrologer may use quan- once per day.
tities of the material correspondence when creating Spell in the Stars: At 6th level the high astrolo-
magic items to tap into the power of that sign of the ger may "hang a spell in the stars," effectively casting
zodiac, sparing himself some of the energy needed to the spell into the constellation of the presiding zodiac
craft them. When creating a magic item that uses and storing it there for later use. Thereafter, as long
spells of the school apptopriate to a sign of the zodiac, as the open sky is in view (the stars need not actually
the astrologer may spend an extra 50% of the gold be out), the astrologer can call upon the star-hung
piece requirement, thereby reducing the XP cost by spell as a free action at any time. Only spells of the
30%. This crafting can only be done in the month school associated with a given sign can be placed in
during which the appropriate sign is in the sky; thus, the zodiac during that sign's month. Once the month
creating a wand of /i'reboJf this way must be done of a given sign passes, any spells currently hung in the
during the months of Chardot or Enkilor {which both zodiac are lost.
have Evocation as their associated school). Star-hung spells take up no spell slots while they
Horoscope Casting: At 4th level the high as- are waiting to be used; once a spell is hung, the
trologer learns to use the horoscopes of others to tell spellcaster recovers the spell slot used to cast it after
more about them. Constructing a horoscope regard- one day. The high astrologer can also hang spells cast
ing a particular target requires 10 minutes, a writing from spell completion itemssuch as wands and scrolls,
utensil, and a writing surface — whether a page and which depletes the spell from the item normally.
a quill, a wax tablet and a knife, or a patch of dirt and Only one spelt may be hung in the stars at 6th level.
a stick. High astrologers generally construct a horo- The high astrologer may hang two spells upon attain-
scope using rhe birth date of the target, but need not ing 9th level.
actually know the date of birth to construct a horo-
CHAPTER TWO: PRfiTICt CLASSES
K5H mSff'
Table 2-2; The High Astrologer
Class Level Base Attack Fort Save RefSave Will Save Special Spells per Day
Bonus
1st *0 +0 *0 +2 Star-bcky,5tellarpattern{0-lvl) +1 level of existing class
2nd +1 +0 +0 +3 Starry-eyed, stellar pattern (1st) *1 level of existing class
3rd +1 tl +3 Astrological correspondences (spefc), +1 level of existing class
stellar pattern (2nd)
4th i-l tl +4 Horoscope casting (augury), +! level of existing class
stellar pattern (3rd)
5th +1 +1 +4 Stefer pattern (4th), summon star spit +1 level of existing class
6th +2 *2 +5 Spell in the stars, stellar pattern (5th) +1 level of existing class
7th +2 +2 +5 FHoroso^ casting (contactotfKrpferre), +1 level of existing class
stellar pattern (bth)
8th *4 +2 +2 +6 Astrological correspondences +1 level oF existing class
(magic items), stellar pattern (7th)
.4 ti t-3 +6 Spel in the stars, stelar pattern (8th) +1 level of existing class
10th +5 +3 +7 Horoscope casting (vision). +1 level oF existing class
stellar pattern (?th)
Mi
^ft
R6UCJ &- RITUALS 2: LOST LOfU
TL
™ —^- .
CHAPTtRTWO: CLASKS
once per day). There is no limit to the number of 10 minutes/level and the plant is considered to be
times per day he may receive such messages, friendly. Plants are still limited by their normal
Oaken Resilience: At 2nd level the Jordeh abilities and understanding, but are more likely to be
begins to take on a tougher, darker skin, granting him able to communicate fully, as the Jordeh understands
a +1 natural armor bonus to AC. This bonus contin- the plants' level of communication on the plants'
ues to increase as the Jordeh rises in level, becoming own terms, rather than using the spell to force them
+2 at 5th level and +3 at 8th level. The skin of the to his (as is normal).
Jordeh darkens as this power advances until it is a rich Walking the Oaken Path: At 7th level the
wooden hue at 8th level. Jordeh learns to become one with the oak, merging
Tap the Roots: At 3rd level the Jordeh learns to with it and transporting himself along the mystic ties
tap the powerful energies of life found in the oak in that bind all oaks. He may cast tree stride spontane-
order to speed the healing process of himself or ously by sacrificing 5 or more levels of spells. Note
others. The wounded character smears the recipient's that these levels do not all have to come from the
wounds with sap from an oak and the being then same spell — he may sacrifice multiple lower level
sleeps beneath or in the tree. This doubles the normal spells in order to gain the 5 spell levels needed.
healing processes, allowing the one so treated to heal Additionally, the Jordeh may elect to nominate his
double his character level in hit points with a simple Oakbrother treant as one of the trees in this jump,
night's sleep, or to heal quadruple his character level regardless of thedistance, as longas they arecurrently
in hit points as well as 2 points of ability damage per located within the same forest.
full day of rest. The Jordeh can only tend to one being Sylvan Spirit: At 10th level the character be-
at a time in this fashion, himself included. comes one of the High Jordeh, achieving
Oaken Majesty: The oak has often been called transcendence by way of the oaks and joining with
the King of Trees. At 4th level the Jordeh draws upon his Oakbrother on a soul-deep level. In game terms,
his learning to rebuke or command plant creatures. the Jordeh's creature type becomes"fey." Like a dryad
This ability operates as the granted ability for the to heroak, the Highjordehisboundtohis Oakbrother
clerical Plant domain in all ways. If the character treant. Damage taken by one is felt (but the points of
already has this ability, oaken majesty doubles the damage are not suffered) by the other. If one dies, the
number of times per day he may use it. other must make a Fortitude save (DC 2 5) or I ikewise
Sylvan Tongue: At 6th level the Jordeh learns die.
the language of plants. He may cast sjxak with plants Further, the Jordeh is able to cast tree shape as a
spontaneously by sacrificing 3 or more levels of spells. spell-like ability at will. Additionally, he may cast
Note that these levels do not all have to come from liwoak spontaneously by sacrificing 6 or more levels
the same spell — he may sacrifice multiple lower of spells. Note that these levels do not all have to
level spells in order to gain the 3 spell levels needed. come from the same spell—he may sacrifice multiple
Additionally, any time the Jordeh casts speak with lower level spells in order to gain the 6 spell levels
plants by the Jordeh, even from a magic item, it lasts needed.
Table 2-3:TheJordeh
Class Level Base Attack Fort Save RefSave Will Save Special Spells per Day
Bonus
1st +0 +2 +0 Chid of the Oak, power oF the Ganjus +1 +1 level of existing class
2nd +1 +3 *0 Whispers in the leaves, +1 level oE existing class
oaken resilience +1
3rd +2 +3 *1 Tap the roots +1 level of existing class
4th +3 +4 tl Oaken majesty, power of the Ganjus >2 + 1 level oF existing class
5ft +3 +4 +1 Oaken resilience +2 +1 level of existing class
6th +4 +5 +2 Sylvan tongue +1 level of existing class
7th +5 +5 +2 Walking the Oaken Path, + 1 level of existing class
power of the Ganjus +3
3th +6 +2 Oaken resilience +3 *l level of existing class
?th +6 +3 Power of the Ganjus *4 + 1 level of existing class
10th +7 +3 Sylvan spirit + 1 level of existing class
'
33
RCLICf 8k RITUXLS 2: LOST LOKt
began with have been distilled away. For every 5 check, relying on the wiles of seduction rather than
points by which her Alchemy check result exceeds the magic inherent in song to lull her prey,
the poison's Fortitude save DC, she increases the Poison Immunity: Upon reaching 10th level,
resulting poison's DC by 2. The lady of serpents can the lady of serpents become wholly immune to any
distill a maximum of one dose per rank in Alchemy and all nonmagical poisons. She rerains her poison
per day. resistance to magical poisons.
Uncanny Dodge: Starting at 3rd level, the lady
of serpents gains the extraordinary ability to react to
danger before her senses would normally allow her to .-I
even be aware of it. At 3rd level and above, she
retains her Dexterity bonus to AC {if any) regardless
of being caught flat-footed or struck by an invisible
attacker, (She still loses her Dexterity bonus to AC if
immobilized.)
At 6th level, the lady of serpents can no longer
be flanked, since she can react to opponents on
opposite sides of her as easily as she can react to a
single attacker. This defense denies rogues the ability
to use flank attacks to sneak attack the lady of
serpents. The exception to this defense is that a rogue
at least 4 levels higher than the lady of serpents can
flank her (and thus sneak attack her).
At 9th level, the lady of serpents gains an intui-
tive sense that alerts her to danger from traps, giving
her a +1 bonus to Reflex saves made to avoid traps.
If the lady of serpents has another class that
grants the uncanny dodge ability, add together all the
dass levels of the classes that grant this ability and
determine the character's uncanny dodge ability
on that basis.
Serpentine Reflexes: At 4th level the
lady of serpents increases her reaction
time through continued training,
granting her a +1 bonus to all
Reflex saves and initiative rolls.
These bonuses increase to +2 at
8th level.
Poisoner's Intuition:
At 5th level the lady of ser-
pents learns to harness an
intuitive sense regarding
poisons and venoms,
granting her the super-
natural ability to detect
poison, as the spell, at will.
She need only concen-
trate for 1 round to use
this ability.
Alluring Gaze:
The consummate se-
ductress, at 7th level
the lady of serpents learns to
hold the attention of her
chosen prey. This ability is
identical to the bardic fasci-
nate ability, except that the
lady of serpents makes a
Diplomacy skill check
rather than a Perform
fUUCJ &. RITUALS 2: LOST LOK.C
Lady of Serpents Spell List 3rd Level — greater magic fang, haste, neutralise
1st Level — acid spittle*, alihi*, bifurcated, poison, poison, serpentlure**, Yard's totemic transfor-
tongue**, animal infusion (see the "Ophidian Spirit" mation* (see "Ophidian Spirit" sidebar),
sidebar), chameleon skin*, charm person, magic fang, 4th Level — freedom of movement, Mormo's
Sethis' potency*, serpents' stare**, sleep, serpent hands*, polymorph self (ophidian forms only),
2nd Level — assassin's senses*, beast soul* (see rune of poison*.
"Ophidian Spirit" sidebar), cat's grace, commanding *From Relics & Rituals.
presence*, delay poison, hold person, hypnotic pattern, **From this book (see Chapter Three).
Mormo's leeching grasp**, sepia snake sigil.
Ophidian Spirit
Several of the spells tn the ladies of serpents' repertoire involve the assumption of animal traits. The
lady of serpents who casts these spells manifests ophidian traits. The particulars of these bonuses are given
below:
Animal Infusion
The lady of serpents may choose one of the following abilities or skills (note that these do not stack
with those already possessed by the character, but instead replace them): Poisonous bite (must grapple
first; Fortitude save DC 11, initial and secondary damage Id6 Constitution); Balance +11, Climb +11,
Hide +8, Listen +9, Spot +9.
Beast Soul
The lady of serpents may borrow the skills of any ophidian creature at 3rd level. These skills replace
her own. At 5th level, she may borrow the skills and feats of the creature she chooses, and at 7th level,
she may borrow skills, feats, and extraordinary abilities. The creature she borrows these from does not
have access to them during the period in which she maintains them, as is usual for this spell.
Yaral's Totemic Transformation
The lady of serpents who casts this spell is granted the archetypical powers of the totem serpent for
the duration of the spell. She gains an additional bite attack at her normal attack bonus, though she is
treated as though she had the Weapon Finesse (bite) feat. This bite inflicts Id4 + Str modifier points of
damage, and injects a poison (DC 13; initial and secondary Id6 Constitution). She also gains the
following modifiers to her skills: Balance +5, Climb +5, Hide +5, Listen +3, and Spot +3. Finally, she
gains a +3 natural armor bonus, the scent special ability, and a +5 bonus to all Reflex saves.
36
Sage of the Phylacteric Vault
(spy)
C H A P T E R TWO: P R E S T I G E CLASSES
Requirements
To qualify to become a sage of the Phylacteric Vault
(SPV), a character must meet the following criteria:
Feats: Skill Focus (specialty skill; see the "Spe-
cialities of the Phylacteric Vault" sidebar), Spell
Mastery (at least one spell chosen must be from
among those in the character's intended speciality;
see the "Spec ialitiesofthe Phylacteric Vault" side bar).
Skills: Knowledge (arcana) 8 ranks, Spellcraft 8
ranks. Additionally, the sage of the Phylacteric Vault
must also have 10 ranks in the specialty skill that
corresponds to his intended area of specialisation (see
the "Specialities of the Phylacteric Vault" sidebar).
Spellcasting: Ability to cast prepared arcane
spells, at least 5 of which must be from among those
in the character's intended speciality (see the "Spe-
cialities of the Phylacteric Vault" sidebar).
Special: This prestige class is closed to specialist
wizards (transmuters, illusionists, etc.). A specialist
wizard has already focused his study in a different
direction from the areas in which a typical arcane
sage may specialize,
Class Skills
The class skills of the sage of the
Phylacteric Vault are Alchemy (Int), Appraise
37
RELICS &, RITUXLS 2: LOST
ever, gain any other benefit a character of that class Spellcraft checks to learn or research a spell that falls
would have gained (metamagic or item creation feats, outside of his area of specialty.
and soon). Essentially, he adds the level of sage of the Profound Understanding: The sage of the
Phylacteric Vault to the level of some other spellcasting Phylacteric Vault has gained a profound understand-
class he has, then determines spells per day and caster ing of his area of specialty. He gains a +2 insight bonus
level accordingly. If the character had more than one to all skill checks using his speciality skill. This stacks
spellcasting class before he became a Phylacteric sage, with the speciality bonus to Spellcraft checks, as well
he must decide to which class he adds each level of sage as with Skill Focus bonuses.
of the Phylacteric Vault for purposes of determining Strength of Learning: At 2nd level the sage of
spells per day when he gains the new level. Levels of the Phylacteric Vault gains a +2 bonus to the save DC
wizard and Phylacteric sage do stack for the purposes of of any spell from his speciality (see the "Specialities
determining familiar abilities. of the Phylacteric Vault" sidebar),
Speciality: At 1st level a sage of the Phylacteric Metamagic Mastery: At 3rd level the sage of the
Vault must choose an area of specialization. To choose Phylacteric Vault may subtract 1 spell slot from the cost
an area as his speciality, the sage must have 10 ranks of of augmenting one of his speciality's spells with
the appropriate specialty skill, and must already know metamagic feats. This ability improves as the Phylacteric
5 arcane spells that appear on that speciality's spell list. sage increases in level: at 6th level, he may subtract 2
The four most common areas of specialization (and slots from the metamagic cost, and at 9th level, he may
their corresponding skills) are listed in the "Specialities
I
subtract 3 slots. This may never reduce the effective
of the Phylacteric Vault" sidebar. spell level of the spell to below its normal level.
A sage of the Phylacteric Vault gains a +2 Spell Mastery: At 4th level and again at 8th, the
competence bonus on any Spellcraft skill checks sage of the Phylacteric Vault gains the Spell Mastery
related to spells in his area of speciality. Also, sages of feat as a bonus feat, although he may choose only
the Phylacteric Vault may prepare one additional spells from within his speciality.
spell per spell level each day, provided that spell Greater Learning: Upon reaching 5th level, any
comes from their speciality list. Thus, a 7th-level time a sage of the Phylacteric Vault makes askill check
wizard/1 st- level sage of the Phylacteric Vault can for the skill that corresponds to his speciality and the die
prepare 4 Ist-level spells of his choosing, plus 1 spell
result is lower than 10, it is calculated as though he had
from his specialty list, not including any bonus spells rolled a 10. This is an extraordinary ability.
gained for having a high Intelligence score.
Specialist Craftsman: At 7di level the sage of the
As they increase in level, Phylacteric sages con-
Phylacteric Vault gains an improved ability to create magic
tinue to add spells to their spell books, gaining 3 spells items whose powers fell within his field of expertise. Any
every time they gain a sage of the Phylacteric Vault
magic item that has at least one of the spells of his speciality
level. These spells must be from their area of special-
as a craft ing prerequisite costs only 75% of the normal gold
ization, however. If they already have all of the spells piece and XP value. The sage must have the appropriate
of a given level within their specialization they may item creation feat(s), of course.
learn others, but may leam a maximum of 2 non-
True Understanding: Upon reaching 10th level,
speciality spells per level in this fashion.
the sage of the Phylacteric Vault has gained as close to
A sage of the Phylacteric Vault has no restric- a "true" understanding of his area of speciality as a
tions as to what spells he may copy into his spellbooks mortalcan realistically hope toachieve. He may always
from scrolls or from other wizards' spellbooks. A take 20 on skill checks using his speciality skill.
Phylacteric sage does, however, suffer a —2 penalty to
cure up to 22 points of damage to undead creatures. tures. The son of Mirth gains an armor bonus of up to
The son of Mirth may choose to divide this healing +3 {see below) from this armor at 2nd level; this
among multiple recipients, and need not use it all at bonus increases to +4 at 6th level and +5 at lOth.To
once. If he is himself undead (as all sons of Mirth are craft such armor, the son of Mirth must have a
upon reaching 10th level), the son of Mirth may use number of ranks in Craft (bone) equal to double the
this ability to cure himself. armor bonus (thus, he must have at least 6 ranks at
Alternatively, the son of Mirth can use any or all 2nd level to gain the full +3 armor bonus, and so on).
of these points to deal damage to living creatures. Rebuke Undead: At 2nd level the son of Mirth
Trear this as a touch spell. The son of Mirth decides gains the ability to rebuke undead. His levels in his
how many points to use as damage after successfully previous arcane spellcasting class and son of Mirth
touching the target creature. levels are combined to determine his effective level
Bone Armor: Ar 2nd level the son of Mirth when using this ability.
learns to wire together numerous bones into a seem- Raise the Morass: By stuffing a corpse with a
ingly fragile bone-mesh armor. This armor is in virulent mixture of tainted swamp elements, the son
actuality, however, a force effect, protecting the son of Mirth may use the fetid powers of death to grant the
of Mirth against both corporeal and incorporeal crea- corpse some semblance of life. Corpses so treated are
either buried or hung from trees and allowed to
"ripen," then freed or cut down after a certain
number of days have passed.
At 3rd level, the son of Mirth may
create zombies with this ability by leaving
corpses to ripen over three days. At 5th
a
level, if the corpse ripens for five days, it
turns into a ghoul. At 7th level, if the corpse
ripens for seven days, it turns into a ghast.
Finaily, at 9th level, if the corpse ripens for
nine days, it turns into a wight.
Undead created with this ability do not
count towards the normal limit of undead that
may be controlled through the son of Mirth's
rebuke undead ability. Instead, a wholly
separate tally is kept of the undead created
through this ability. A son of Mirth may
control a maximum number of Hit Diceof
such creatures equal to twice his son of
Mirth levels.
For all other intents and purposes (in-
cluding turning or rebuking undead), these
creatures are treated as normal undead. Many
sons of Mirth simply create such creatures
and then rebuke them, adding them to their
normal allotment of controlled undead.
Kiss of Mirth: At 4th level the son of
Mirth's connection with the tainted powers
of the Blood Bayou grants him the ability
to deliver a rotting touch attack. The
son of Mirth may, with a successful
melee touch attack, force an oppo-
nent to make a Fortitude save (DC
10 + son of Mirth level +- Cha-
risma modifier). If the target
fails, it suffers Id4 points of
temporary Constitution
damage.
V\\ The kiss
of Mirth may
be used as often
- as the son of
Mirth chooses, but
41
RELICS 8k R1TUXLI 2: LOiT LOfU
each successful use of the power deals 1 point of much the same manner as a meld into stone spell;
temporary Constitution damage to the son of Mirth further, treat him as rhough he were under the effects
himself. Those who are killed by (or die from over- of nondetection. Bayou furlough is a supernatural
using) this power corrode and rot into a vile, ability,
putrefying, boneless mass. This spell-like ability is Krewe Conversion: At 6th level the son of
considered death magic. Mirth gains the ability to transfer to the Krewe of
Tainted Life: At 4th level the son of Mirth is so Bones any undead he controls, at will and as a free
infused with the powers of rot and death that he action. Additionally, the son of Mirth gains 3 addi-
ceases to register as a Living being; spells that detect tional rebuke undead attempts per day; however, any
life do not detect him, and he gains an immunity to undead rebuked by one of these additional attempts
death effects. come under the direct control of the Krewe of Bones
At 8th level the son of Mirth gains immunity to rather than the son of Mirth himself.
poison, sleep, paralysis, stunning, and disease. Craft Necromantic Golem: At 8th level the son
Finally, at 10th level the son of Mirth becomes of Mirth is granted the secrets of constructing the
fully undead, gaining the undead creature type along monstrous necromantic golems of the Kreweof Bones.
with all abilities and qualities that entails (for ex- Through an expenditure of 54,000 gp and 4,320 XP,
ample, his Hit Dice change to d!2). Since he now the son of Mirth is able to build one of these massive
lacks a Constitution score, his kiss of Mirth and undead war-golems; the process takes seven weeks.
Mirth's embrace abilities no longer cause Constitu- Control over one of these golems counts toward the
tion damage to the son of Mirth — he may now use son of Mirth's normal undead-controlling limits, so
kiss of Mirth a number of times per day equal to his these creatures are usually turned directly over to the
son of Mirth class level. control of the Krewe.
Bayou Furlough: At 5th level the son of Mirth Mirth's Embrace: At 9th level theson of Mirth's
may choose at any time to sink into the muck of the command over the powers of rot and decay may be
Blood Bayou and enter a deathlike state, thereby released into the world around him, effectively grant-
heating himself of all damage, poisons, and diseases. ing him the ability to use his kiss of Mirth ability in
To do so, he remains torpid for 11 weeks minus one a 30-foot burst effect centered on himself. This may
week per son of Mirth level, although he may choose be doneanumber of times per day equal to 1 + theson
to remain in hibernation for up to three months. of Mirth's Constitution modifier. A successful use of
During rhis time, he is nearly impossible to find by this abiliry still causes 1 point of Constitution dam-
normal or magical means, since he is effectively age to the son of Mirth, as per kiss of Mirth (but see
merged with the swampy ground of the bayou in "Tainted Life," above).
HAW
CHAPT€RTWO: pfUJTICt CLAJJ6J
i
Additionally, spirit walkers are attended by a she adds the
number of spirits who serve her as servants and
sources of information. Many spirits serve unwill-
ingly, and the spirit walker must develop asharp mind
to discern fact from fiction in various spirits' often
contradictory musings.
Spirit walkers are most commonly druids or tribal
shamans, characters who are in touch with both the
natural and the spirit world. They are generally feared
and respected in equal measure and often choose to
live apart from other people, even from the tribes
which they serve. Finding a spirit walker is often a
difficult, arduous, and even dangerous task.
Hit Die: d6.
Requirements
To qualify to become a spirit walker
(Spw), a character must fulfill all the follow-
ing criteria:
Skill: Knowledge (nature) 8 ranks,
Spellcraft 8 ranks.
Spellcasting: Ability to cast 3rd-level
spells.
Class Skills
The spirit walker's class skills are Ani-
mal Empathy {Cha, exclusive skill),
Concentration (Con), Craft (Int), Diplo-
macy {Cha), Handle Animal (Cha), Intuit
Direction (Wis), Knowledge (nature) (Int),
Ritual Casting (Con, exclusive skill), Scry
(Int, exclusive skill), Sense Motive (Wis),
Spellcraft (Int), Wilderness Lore (Wis).
Skill Points at Each Level: 4 + Int
modifier.
Class Features
All of the following are class features of
the spirit walker prestige class,
Weapon and Armor Proficiency:
Spirit walkersare proficient with simple
weapons but gain no proficiency with
armor or shields.Note that armorcheck
penalties for armor heavier than leather
"V -'I
R6LICI &. R1TUXLS 2: LOST
Level of spirit walker to the level of some other spellcasting The spirit walker may attempt to summon a bond-
class she has, then determines spells pec day and caster spirit a numbet of times per day equal to 1 + her
level accordingly. If the character had more than one Charisma modifier (minimumonce per day). No bond-
speHcasting class before she became a spirit walker, she spirit may be summoned more than once per day. The
must decide to which class she adds each level of spirit spitit walker may maintain this link for up to 1 hour.
walker for purposes of determining spells per day when Spirit Doll Affinity: At 3rd level the spirit walker
she gains the new level gains the ability to cast an additional spell from the
Spirit Guide: Once per day as a supernatural following list as a spontaneous spell-like ability, once
ability, the spirit walker may call upon the local per day: bath of purity, blind mark, burning sight, gfiost
spirits in her vicinity to provide her with guidance voice, spirit watch, or spy senses (all are new spells; see
and knowledge. At 1st level, this ability effectively Chapter Three in this book). However, to cast any of
duplicates the effects of an augury spell. At 5th level, these spells using this ability, the spirit walker must
it duplicates the effects of a divination spell, and at 9th normally be able to cast spells of the appropriate level.
level, it duplicates legend lore. At 6th level, the spirit walker may use this ability
Spirit of the Hearth: The spirit walker also twice per day, although she may not access the same
knows the secrets of binding small, helpful spirits to spell twice in this way within any 24-hour period.
her will. In effect, the spirit walker may cast unseen Spirit Doll Maker: At 3rd level the spirit walker
servant as a spell-like ability once per day; however, gains the spell-like ability to make a spirit doll once
the spirit so summoned has the intelligence of an per day; this ability duplicates the enchant spirit dott
average 10-year-old human child, and is thus able to spell {new spell; see Chapter Three).
do more complex tasks than an unseen servant, Spirit Ride: At 5th level, the spirit walker gains
although it is still incapable of communication. Fur- the ability to project her consciousness out into the
ther, the spirit's effective Strength score is equal to 2 world around her, "riding" any creature of the animal
+ the spirit walker's class level. type. She senses whatever the animal does through its
Spirit-bond: At 2nd level the spirit walker learns natural senses, although she does not control the
to draw the spiritual essence of some aspect of nature creature. She may choose any animal within one mile
into herself, whether animal, element, plant, or local per spirit walker level, and need not target a specific
feature, bonding with it and allowing it partially to creature; further, if she knows the location of a
possess her. Doing so grants her various abilities and particular site, she may choose animals relative to
powers. At 2nd level, the spirit walker has only one that location {e.g. "The flying animal nearest to the
such bond-spirit she may access; she may choose one Temple of Vermilion").
additional spirit at 4th, 6th, 8th, and 10th levels. Although she does not have any real control
In order to summon the bond-spirit, the spirit over the animal, the spirit walker may try to spur the
walker must make a Charisma check with a DC that creature in any direction she wishes with a successful
varies by the type of spirit. This bonding takes 1 Charisma check (DC 15 + the animal's Intelligence
minute, and is a supernatural ability. If successful, the modifier). A spirit ride may last up to 10 minutes per
spirit walker character temporarily gains a bond- rank in Knowledge (nature).
spirit template (see the "Bond-Spirits" sidebar for At 5th level she may use this ability once per day;
information on specific bond-spirit templates). she may use it twice per day at 9th level.
45
RELICS &. RITUXLS 2: LOST LOM
Additionally, as she increases in level, the spirit Special Qualities: Same as base creature, plus:
walker gains the following abilities. • Swamp Canny (Ex): The spirir walker gains a
Level Abilities + 12 racial bonus to Hide skill checks in swamps and
1-2 Web 3/day (spell-like ability) marshes,
3-4 Poison bite (Fort DC 14, initial and secondary
Saves: +.3 Fortitude
damage Idb Str)
5-fa Spider climb $/day (spell-like ability) Wolf (Animal Spirit)
7—6 Immunity to poison Bond DC: 1 1
?-10 Superior poison bite I/day (Fort DC 22, ini- Speed: +20 ft.
tial and secondary damage 1d8 Str)
AC: +2 narural
Special Qualities: Same as base creature, plus:
Special Attacks: Same as base creature, plus:
• Child of Spider (Ex): The spirit walker under
the possession of this bond-spirit will not be attacked • Bite (ExJ: The spirit walker gains an additional
by arachnoid vermin, magical beasts, or bite attack that deals Id6 points of damage.
shapec hangers, Additionally, as she increases in level, the spirit
Saves: +3 Reflex walker gains the following abilities.
Level Abilities
Swamp (Place Spirit) 1-2 WWstejoel/day (wolf only; asdruid ability)
Bond DC: 15 3-4 Summon nature's ally 111 ]/day (}& wolves
only; spell-I ike ability)
Speed:-10 ft.
5-6 Rage I/day (as barbarian ability)
Special Attacks: Same as base creature, plus:
7-8 Wild shape t/day (dire wolf only; as druid
• Improved Grab (Ex) -. The spirit walker must hit ability)
with an unarmed attack to use this ability. ?-10 Summon nature's ally IV I/day (Id3 dire
• Constriction (Ex): The spirit walker inflicts Id6 wolves only; spell-I ike ability)
+ (1 1/2 x Str bonus) points of damage with a Special Qualities: Same as base crearure, plus:
successful grapple check against an opponents of her • Scent (Ex): The spirir walker gains the scent
own size or smaller. ability {see the MM for details).
Additionally, as she increases in level, the spirit • ChHdofWolf(Ex): The spirit walker under the
walker gains the following abilities. possession of this bond-spirit will not be attacked by
Level Abilities Eupine animals, beasts, magical beasts, or
1-2 Ertfafjjfeat will (swamp only; spell- like ability) shapechangers.
3-4 Summon swarm 3/day (spell-like ability)
5-6 Command plants at will (swamp only; spell-
like ability)
7-8 Transport viaplantsat will {swamp only;
spell-like ability)
?-10 5/Bm6feH/day (swamp only; spell-Ike ability)
Chapter Three:
If'
CHAPT6RTHR€C: J P E L L J
Cat's Grace. Subject gains Id4+l Dexfor 1 hr./level. Scare. Panics creatures up to 5 HD (15-ft. radius).
Commanding Presence. Subject gains Id4+l Cha See Invisibility. Reveals invisible creatures or ob-
for 1 hr./level. (RR) jects.
Continual Heat. Heats igneous rock to provide am- Shatter. Sonic vibration damages objects or crystal-
bient warmth. (RR2) line creatures.
Cure Moderate Wounds. Cures 2d8 +l/level dam- Shocking Missile. Enchants an arrow or bolt to
age (max +10). inflict 2d8+1 electrical damage upon a successful hit.
Darkness. 20-ft. radius of supernatural darkness. (RR2)
Daylight. 60-ft. radius of bright light. Silence. Negates sound in 15-ft. radius.
Dead Man's Eyes. View the last minutes of a corpse's Song of Heroes. Bardic song gives allies +3 to attack,
life from its view. (RR) damage and saving throws. (RR)
Delay Poison. Stops poison from harming subject for Sound Burst. Deals Id8 sonic damage to subjects;
1 hour/level. may stun them. .'it
Detect Thoughts. Allows "listening" to surface Suggestion. Compels subject to follow stated course
thoughts. of action.
Dolomar's Force Wave, Pushes away surrounding Summon Monster II. Calls outsider to fight for you.
objects and creatures. {RR) Summon Swarm. Summons swarm of small crawling
Enkili's Prank. Confuses the magic of a spetlcaster, or flying creatures.
causing him to discharge the wrong spell. {RR) Tasha's Hideous Laughter. Subject loses actions for
Enkili's Shadow. A shadowy, protective cloak cov- Id3 rounds.
ers the caster. (RR2) Tongues. Speak any language.
Enthrall. Captivates all within 100 ft. + 10 ft./level. Undetectable Alignment. Conceals alignment for
Ever Scent. Creates an illusory smell. (RR) 24 hours.
Glitterdust. Blinds creatures, outlines invisible crea- Veil of Lust. Caster appears highly desirable to
tures, target, gains +20 to Char is ma-based rolls. (RR2)
Gloom. Creates an area of shadowy light around a Virtue's Curse. Good actions are punished. (RR2)
touched object. (RR) Whispering Wind. Sends a short message one mile/
Hold Person. Holds one person helpless for 1 round/ level.
level. 3RD-LEVR BARD SPELLS
Hypnotic Pattern. Fascinates 2d4+l HD/level of Assassin's Senses. Increases caster's critical threat
creatures.
range and multiplier by one. (RR)
Intoxicate. Causes intoxication ability penalties and Bestow Curse. -6 to an ability; -4 on attacks, saves
possible unconsciousness, {RR) and checks; or 50% chance of losing each action.
Invisibility. Subject is invisible for 10 rnin./level or Blink. You randomly vanish and reappear for 1 round/
until it attacks.
level.
Levitate. Subject moves up and down at your direc- Call Aquatic Humanoid I. Calls aquatic humanoids
tion,
to fight for the spellcaster. (RR)
Liliandel's Flurry. Transforms a single fired arrow Charm Monster. Makes monster believe it is your
into three. {RR)
ally.
Locate Object. Senses direction toward object (spe- Clairaudience/Clairvoyance. Hear or see at a dis-
cific or type).
tance for 1 min,/level.
Magic Mouth. Speaks once when triggered. Confusion. Makes subject behave oddly for 1 round/
Minor Image. As silent image, plus some sound. level.
Mirror Image. Creates decoy duplicates of you (Id4 Cure Serious Wounds. Cures 3d8 +l/level damage
+ I/three levels, max 8). {max +15).
Misdirection. Misleads divinations for one creature Curse of Terror, Make a person deathly afraid of
or object. something harmless. {RR)
Obscure Object. Masks object against divination. Dirge of Woe. Causes nearby creatures to lapse into
Perfect Recollection. Subject gains Id4+1 Int for 1 despair. (RR)
hr./level. (RR) Dispel Magic. Cancels magical spells and effects.
Phantom's Howl. Cry that causes foes to be shaken, Displacement. Attacks miss subject 50%.
stunned or paralyzed. (RR) Detect Dreams. See into another's dreams, and learn
Pyrotechnics. Turns fire into blinding light or chok- the secrets of her past. (RR2)
ing smoke. Earthen Screen, Creates a small wall to provide
Rend the Sovereign Soul. Weakens victim's Will to cover. (RR2)
resist. (RR)
49
R t U C i &- R I T U A L S 2: LOJT LOrU
Emotion. Arouses strong emotion in subject. Break Enchantment. Frees subjects from enchant-
Fear. Subjects within cone flee for 1 round/level. ments, alterations, curses and petrification,
Gaseous Form. Subject becomes insubstantial and Cure Critical Wounds. Cures 4d8 + I/level damage
can fly slowly. (max +20).
Greater Bend Sounds, Provides protection from Detect Scrying. Alerts you of magical eavesdrop-
sonic and language based attacks to all within area of ping.
effect. (RR2) Dimension Door. Teleports you and up to 500 Ib,
Greater Magic Weapon.+1 bonus/three levels (max Dismissal. Forces acreature to return to native plane.
+ 5). Dominate Person. Controls humanoid telepathi-
Gust of Wind. Blows away or knocks down smaller cally.
creatures. Eagle Song. Grants target aspects of an eagle. (RR2)
Haste. Extra partial action and +4 AC. Essential Blade. Allows a me Ice weapon or a natural
Illusory Script. Only intended reader can decipher. weapon to ignore object hardness, damage incorpo-
Invisibility Sphere. Makes everyone within 10 ft. real targets and make touch attacks when used in
invisible. melee. (RR2)
Keen Edge. Doubles normal weapon's threat range. Ghostdweomer. Creates aphantomdweomer around
Leomund's Tiny Hut. Creates shelter for 10 crea- a spell or magic item to foil dispel magic attempts.
tures. (RR)
Lesser Geas. Commands subject of 7 HD or less. Hallucinatory Terrain. Makes one type of terrain
Magic Circle against Chaos/Evil/Good/Law. As pro- appear like another (field into forest, etc.).
tection spells, but 10-ft. radius and 10 min./level. Hold Monster. As hold person, but any creature.
Major Image. As silent image, plus sound, smell and Iceshards. Caster creates several floating shards of
thermal effects. ice that may defend or attack against opponents,
(RR2)
Malicious Image. Causes mirror images to attack
their caster. (RR2) Improved Invisibility. As invisibility, but subject
Mask Magic. Disguises the enchantment of a magic can attack and stay invisible.
item. (RR2) Legend Lore. Learn tales about a person, place or
Mind Raid. Allows reading of deep thoughts. (RR) thing.
Phantom Steed. Magical horse appears for 1 hour/ Leomund's Secure Shelter. Creates sturdy cottage.
level. Locate Creature. Indicates direction to familiar crea-
ture.
Remove Curse. Frees object or person from curse.
Remove Disease. Cures all diseases affecting subject. Lure. A spell that causes an intense desire to possess
a mundane item or trinket. (RR2)
Scrying. Spies on subject from a distance.
Mask of Virtue. Protects the caster's thoughts and
Sculpt Sound. Creates new sounds or changes exist- alignment from detection. (WW)
ing ones.
Mind Over Matter. Aids concentration to ignore
Sepia Snake Sigil, Creates text symbol that immobi- distractions.
lizes reader.
Modify Memory. Changes 5 minutes of subject's
Siren Song. Causes multiple targets to be drawn
memories.
inexorably toward the caster. {DD)
Neutralize Poison. Detoxifies venom in or on sub-
Slow. One subject/level takes only partial actions, -
ject.
2 AC, -2 melee rolls.
Quick Learn. Grants caster 3 + I/level skill ranks in
Summon Monster III. Calls outsider to fight for you.
a desired skill. (RR2)
Terole's Translator. Gives complete understanding
Rainbow Pattern. Lights prevent 24 HD of creatures
of one language, (RR) from attacking or moving away.
Unbuckle. Unfastens all buckles in area. (RR)
Shout. Deafens all within cone and deals 2d6 dam-
Unwavering Ally. Subject gains +20 divine bonus to age.
saves vs. mind-affecting spells for 1 hour/level. (RR2)
Song of the Gods. Bardic song aids divine spell
Wind Wall. Deflects arrows, smaller creatures and recovery. (RR)
gases. Summon Monster IV. Calls outsider to fight for you.
4TH-LEVEL BARD SPELLS Talen's Maligned Performance. Ruins a Bard's per-
Belsameth's Strife. Victim sees allies as deadly en- formance without his knowledge. (RR2)
emies. (RR) 5TH-LEVEL BARD SPELLS
Blaise's Blasting Bead. Enchants bead to explodes in
Amnesia. The target loses all memory. (DD)
a deafening concussive blast. (RR2)
Austlinan's Violent Scream. Id6 sonic damage/
level in a 20 ft, cone. (RR2)
50
CHAPTER THREE: S P E L L S
Contact Other Plane. Ask question of extraplanar Deep Sleep. Put a large number of creatures into a
entity. deep sleep from which only magic can wake them.
Control Water. Raises, lowers or parts bodies of Eyebite. Charm, fear, sicken or sleep one subject.
water. Geas/Quest. As lesser geas, plus it affects any crea-
Doomwail. Victims must make Will saving throws ture.
or be deafened or paralyzed. (RR) Greater Scrying. As scrying, but faster and longer.
Dreadmantle. The caster radiates despair, weaken- Mass Haste. As haste, affects one/level subjects.
ing the will of all those who view him. (RR2) Mass Suggestion. As suggestion, plus one/level sub-
Dream. Sends message to anyone sleeping. jects.
False Vision. Fools scrying with an illusion. Permanent Image. Includes sight, sound and smell.
Greater Dispelling. As dispel magic, but +20 on Plane Shift. Up to eight subjects travel to another
check. plane.
Gulaben's Ecstasy- Target is distracted by pleasure Programmed Image. As major image, plus triggered
and has his will weakened. (RR2) by event.
Gullibility, Subjects become overly trusting, suffer- Project Image. Illusory double can talk and cast
ing skill and saving throw penalties. (RR2) spells.
Healing Circle. Cures Id8 +l/level damage in all Repulsion. Creatures can't approach you,
directions.
Reverse Illusion. A real object is cloaked by illusion.
Inquisition. Target must answer three questions truth- (RR)
fully. (RR)
Song of Champions. Bardic song gives additional
Mind Fog. Subjects in fog get -10 Wis, Will checks. temporary feats. (RR)
Mirage Arcana. As hallucinatory terrain, plus struc- Songwall, Creates an immobile wall of sound with a
tures. number of different effects. (RR2)
Mislead. Turns you invisible and creates illusory Summon Monster VI. Calls outsider to fight for you.
double.
Veil. Changes appearance of gtoup of creatures.
Nightmare. Sends vision dealing IdlO damage, fa-
tigue.
Persistent Image, As major image, but noconcentra-
tion required. 0-LEVRCLER1CSPELLS (ORISONS)
Rie's Dance of Seduction. Charms all who view the Animate Vermin. Temporarily animates small ani-
dancer. (RR) mal skeletons or zombies. (HO)
Shield of Color. Creates a shimmering shield that Bleeding Disease. Initiates a contagious sickness in a
protects the caster from attack and shadow magic, random individual. (RR)
(DD) Clean. Cleans grime and dirt from one object or
Summon Monster V. Calls outsider to fight for you, person. (RR)
Talen's Confounding Battlefield. Illusions make Create Water. Creates 2 gallons/level of pure water.
everyone in the area of effect look tike someone else. Cure Minor Wounds. Cures 1 point of damage.
(RR2)
Detect Magic. Detects spells and magic items within
Trust in the Gods. One roll determined by the caster 60ft.
automatically succeeds, but at great personal cost.
Detect Poison. Detects poison in one creature or
(RR2) small object.
Undead Crew. Summons an undead crew to crew a
Guidance. +1 on one roll, save or check.
ship controlled by the caster. (RR2)
Inflict Minor Wounds. Touch attack, 1 point of
6TH-LEVEL BARD SPELLS damage.
Abrindel's Prism Cloak. Shrouds the caster in an Light. Object shines like a torch.
illusory cloak that captivates up to 24HD of attack- Mending. Makes minor repairs on an object.
ers, (RR2) Purify Food and Drink. Purifies 1 cu. ft./level of food
Call Aquatic Humanoid II. Calls aquatic hurnan- or water.
oids to fight for the spellcaster. (RR) Quick Sober. Cures the target of alcoholic influ-
Charm's Aegis. Grants Charisma bonus to AC; foes ences. (RR)
can't attack caster unless they make a Will check. Read Magic. Read scrolls and spellbooks.
(RR2)
Resistance. Subject gains +1 on saving throws.
Control Weather. Changes weather in local area. Shockwave. Knock a foe prone from a distance by
Declaration of Death. Convinces a single creature punching the ground. (RR)
that it has died. (RR)
Virtue. Subject gains 1 temporary hp.
51
RELICS &. RITUALS 2; LOST
Desecrate. Fills area with negative energy, making 3RD-LEVEL CLERIC SPELLS
undead stronger.
Animal Spy. Send a Tiny animal on a 3-step mission.
Divine Wisdom. Subject gains Id4+1 Wis for 1 hr./ (RR)
level. (RR)
Animate Dead. Creates undead skeletons and zom-
Endurance. Gain Id4+l Con for 1 hr./level. bies,
Enkili's Luck. Bestows a brief bout of ill fortune upon Banish Shadow. Sends a shadow creature back to its
the subject. (RR) home. (RR)
Enthrall. Captivates all within 100ft. + lOft./level. Bestow Curse. -6 to an ability; -A on attacks, saves
Find Traps. Notice traps as a rogue does. and checks; or 50% chance of losing each action.
Force of Will. Substitute your Wisdom modifier for Blindness/Deafness. Makes subject blind or deaf.
one of your physical ability modifiers. (RR2) Chardun's Torments. Victim takes subdual damage
Fracture. Inflicts Id6 subdual damage, Id4 actual, and suffers penalties from pain. (RR)
breaks random bone. (WR) Contagion. Infects subject with chosen disease.
Gentle Repose. Preserves one corpse. Continual Flame. Makes a permanent, heatless torch,
Gloom. Creates an area of shadowy light around a Create Food and Water. Feeds three humans (or one
touched object. (RR) horse )/level.
Hedrada's Balance. Protects willing recipient from Cure Serious Wounds. Cures 3d8 + l/!evel damage
emotional biases. (RR) (max +15).
Hold Person. Holds one person helpless; 1 round/ Curse of Terror. Make a person deathly afraid of
level.
something harmless. (RR)
Inflict Moderate Wounds. Touch attack, 2d8 + !/ Curse of the Firefly. Target glows making him easier
level damage (max +10). to spot. (RR2)
Lesser Restoration. Dispels magic ability penalty or Daylight. 60-ft. radius of bright light.
repairs Id4 ability damage.
Deeper Darkness. Object sheds absolute darkness in
Locate Corpse. The cleric is able to locate a corpse. 60-ft. radius.
(RR)
Dispel Magic. Cancels magical spells and effects.
Locate Oasis. Locates an oasis in the desert. (RR2)
Divine Raiment. Opponents can't attack you, but
Make Whole. Repairs an object. you can attack. (RR)
Remove Paralysis. Frees one or more creatures from Fist of Iron. Transforms one fist into an iron club,
paralysis, hold or slow. (DD)
Rend the Sovereign Soul. Weakens victim's Will to Glyph of Warding. Inscription harms those who pass
resist. (RR)
it.
Resist Elements. Ignores 12 damage/round from one Hedrada's Justice. Gives bonus to attack against
energy type,
those who had damaged the caster (RR2)
Sethris* Potency. Increases a natural poison's DC. Helping Hand. Ghostly hand leads subject to you.
(RR)
Inflict Serious Wounds. Touch attack, 3d8 + I/level
Shatter, Sonic vibration damages objects or crystal- damage (max +15).
line creatures.
Invigorate Dead. Restores some life to one dead
Shield Other. You take half of subject's damage. creature. (RR)
Silence. Negates sound in 15-ft. radius. Invisibility Purge. Dispels invisibility within 5 ft./
Sleep of the Dead. Feign death. (RR) level.
Sound Burst. Deals IdS sonic damage to subjects; Life Force Transfer. Heal others by harming your-
may stun them. self. (RR)
Speak with Animals. You can communicate with Locate Object. Senses direction toward object (spe-
natural animals, cific or type).
Spiritual Weapon. Magical weapon attacks on its Magic Circle against Chaos/Evil/Good/Law. As pro-
own. tection spells, but 10-ft. radius and 10 min./level.
Stop Golem. As hold person but functions against Magic Vestment. Armor or shield gains +1 enhance-
golems. (DD) ment/three levels.
Summon Monster II. Calls outsider to fight for you. Meld into Stone, You and your gear merge with
Undetectable Alignment. Conceals alignment for stone.
24 hours. Mind Raid. Allows reading of deep thoughts. (RR)
Vangal's Touch. Target rages as a barbarian. (RR) Negative Energy Protection. Subject resists level
Virtue's Curse. Good actions are punished, (RR2) and ability drains.
Zone of Truth. Subjects within range cannot lie.
i
Obscure Object. Masks object against divination.
RELICS &. RITUXU 2: LOST LOrVE
Prayer. Allies gain +1 on most rolls, and enemies Cure Critical Wounds. Cures 4d8 +l/level damage
suffer-1. (max +20).
Protection from Elements. Absorb 12 damage/level Damashar's Force Rune. Runic pattern sends out
from one kind of energy. shockwave that causes damage, knocks victims un-
Remove Blindness/Deafness. Cures normal or magi- conscious. (BT)
cal conditions. Death Ward. Grants immunity to death spells and
Remove Curse. Frees object or person from curse. effects.
Remove Disease. Cures all diseases affecting subject, Dimensional Anchor, Bars extradimensional move-
Repair Dead. Skeletons or zombies are instantly ment.
repaired. (RR2) Discern Lies. Reveals deliberate falsehoods.
Ricochete. Allows an arrow, sling bullet, or crossbow Dismissal. Forces acreature to return to native plane.
bolt to strike multiple targets in a single round. {RR2) Divination. Provides useful advice for specific pro-
Rock Storm. Creates a whirlwind of rocks and debris posed actions.
that batters opponents. {BT) Divine Power. You gain attack bonus, 18 Str and 1
Runic Weave. Imbues garments with magical pro- hp/level.
tections and runes, (BT) Enhanced Senses. Grants datkvision, +10 bonus to
Sacred Weapon. Summons weapon that inflicts IdlO Listen, Search and Spot, plus Scent ability. (RR2)
damage and causes deafness. (RR) Freedom of Movement. Subject moves normally
Searing Light. Ray deals Id8/two levels, more against despite impediments.
undead. Giant Vermin. Turns insects into giant vermin,
Shadow Touch. Caster has Strength-drain ing touch, Greater Magic Weapon, +1 bonus/three levels (max
(RR) + 5),
Siren Song, Causes multiple targets to be drawn Hold Stone. Prevents transmutation of stone. (RR2)
inexorably toward the caster. (DD) Holy Channel. Allows healing spells to be cast at
Speak with Dead. Corpse answers one question/two range. (RR)
levels. Imbue with Spell Ability. Transfer spells to subject.
Speak with Plants. You can talk to normal plants and Inflict Critical Wounds. Touch attack, 4d8 + I/level
plant creatures. damage {max +20).
Stone Shape. Sculpts stone into any form. Ironheart. Grants recipient +5 bonus that can be
Summon Monster III. Calls outsider to fight for you. distributed among future saving throws. (RR)
Sunspear. Create a spear of light that heals ot inflicts Keshmeeri Refuge. Protects target from the harsh
2d4+2/level when thrown. {RR) desert environment. {RR2)
Vangal's Blessing. One willing subject/level entets a Lesser Planar Ally. Exchange services with an 8 HD
berserker rage. (RR2) outsider.
VangaPs Wounding, Causes wounds to bleed for Id6 Mask of Virtue. Protects the caster'sthoughts and
points of damage per round for level/rounds. (RR) alignment from detection, (WW)
Water Breathing. Subjects can breathe underwater. Mind Over Matter. Aids concentration to ignore
Water Walk, Subject tteads on water as if solid. distractions. (RR)
Wind Wall, Deflects arrows, smaller creatures and Neutralize Poison. Detoxifies venom in or on sub-
gases. ject.
Poison. Touch deals IdlO Con damage, repeats in 1
4TH-LEVELCLER1CSPH1S min.
Air Walk. Subject treads on air as if solid (climb at
Quick Learn. Grants caster 3 +l/level skill ranks in
45-degree angle). a desired skill. (RR2)
Blood Water. Petson's blood transforms to consis-
Repel Vermin. Insects stay 10 ft. away.
tency of water. (RR2)
Restoration. Restores level and ability score drains.
Bloodied Blade. Temporarily gives a weapon the
taste for blood, granting bonuses to attack and dam- Rupture. Inflicts 2d4 points subdual, 3d4 points
actual damage, breaks random bone. (WR)
age rolls. (RR2)
Cloak of Righteousness. Creates shining raiment, Seal of Hedrada. Seals one portal until a condition is
met. {RR)
blinding opponents and encouraging allies. (RR)
Condemned. Target becomes unaffected by magical Sending. Delivers short message anywhere, instantly.
healing. {RR) Spell Immunity. Subject is immune to one spell/four
levels.
Control Light. Allows control of the amount of light
or dark in an area. (RR) Status. Monitors condition, position of allies.
Control Water. Raises, lowers or parts bodies of Strength of Nalthalos. Subject gains ld8+4 tempo-
water. rary strength. (DD)
Summon Monster IV. Calls outsider to fight for you, Mark of Justice. Designates action that will trigger
Tanil's Purging. Painfully forces shapeshifters to curse on subject.
resume their proper forms. (RR) Plague Touch. Cause disease in others with but a
Terole's Translator. Gives complete understanding touch. (RR2)
of one language. (RR) Plane Shift. Up to eight subjects travel to another
Tongues. Speak any language. plane.
VangaFs Dogs of War. Summons 1 dog/level to serve Profane Stare. Gaze deals 3d6/paralyzes good crea-
and fight for you. (DD) rurcs. (RR2)
Unholy Channel. Allows inflict spells to be cast Raise Dead. Restores life to subject who died up to 1
upon target at range. (RR) day/level ago.
Unwavering Ally. Subject gains +20 divine bonus to Righteous Charge. Imbues the caster's next charge
saves vs. mind-affect ing spells for 1 hour/level. (RR.2) attack with divine power. (RR2)
Righteous Might. Your size increases, and you gain
5TH-LEVEL CLERIC SPELLS +4 Str.
Atonement. Removes burden of misdeeds from sub-
Sap Strength. Steals the strength from another crea-
ject.
ture. (RR2)
Belsameth's Blessing. Transforms one creature into
Scrying. Spies on subject from a distance.
a werebeast. (RR)
Slay Living. Touch attack kills subject.
Belsameth's Strife. Victim sees allies as deadly en-
emies. (RR) Slow the Years. Halves the natural aging of the
target. (RR2)
Break Enchantment, Frees subjects from enchant-
ments, alterations, curses and petrification. Speed the Years. Double the natural aging of the
target. (RR2)
Brothers in Arms. Allies exchange hit points and
Strength between themselves. (RR) Spell Resistance. Subject gains +12 +l/level SR.
Circle of Doom. Deals Id8 +I/level damage in all Summon Monster V. Calls outsider to fight for you.
directions. Transfer Sentience. Subject and target golem ex-
Commune. Deity answers one yes-or-no question/ change Intelligence scores. (DD)
level. True Seeing. See all things as they really are.
Darksoul. Caster allows a fiend to possess his body in Unhallow. Designates location as unholy.
order to increase his combat ability. (RR2) Wall of Stone. 20 hp/four levels; can be shaped.
Demonbane. Caster temporarily gains great power in 6TH-LEVEL CLERIC SPELLS
battle against evil outsiders. (RR2) Animate Objects. Objects attack your foes.
Dispel Chaos/Evil/Good/Law. +4 bonus against at- Antilife Shell. 10-ft. field hedgesout living creatures.
tacks.
Banishment. Banishes 2 HD/level extraplanar crea-
Doomwail. Victims must make Will saving throws or tures.
be deafened or paralyzed. (RR)
Blade Barrier. Blades encircling you deal Id6 dam-
Essential Blade. Allows a melee weapon or a natural
age/level.
weapon to ignore object hardness, damage incorpo-
Create Undead. Ghouls, shadows, ghasts, wights or
real targets and make touch attacks when used in
melee. (RR2) wraiths.
Dark Water. Imbues warer with negative energy,
Ethereal Jaunt. You become ethereal for 1 round/
level. (RR)
Enkili's Lightning Storm. Causes an electrical storm
Flame Strike. Smites foes with divine fire (Id6/
that the caster can control. (RR)
level).
Etherealness. Travel to Ethereal Plane with com-
Greater Command. As command, but affects one
panions.
subject/level. (RR)
Find the Path. Shows most direct way to a location.
Hallow. Designates location as holy.
Forbiddance. Denies area to creatures of another
Healing Circle, Cures Id8 +l/level damage in all
alignment.
directions.
Fourfold Forging. Transforms the caster's sword into
Imbue Shadow. Turns an ordinary shadow into a
four biades that act in unison. (DD)
shadow creature. (RR)
Geas/Quest. As lesser geas, plus it affects any crea-
Inquisition. Target must answer three quest ions truth-
fully. {RR) ture.
Grea ter Dispelling. Asdispel magic, but up to+20on
Insect Plague. Insect horde limits vision, inflicts
check.
damage, and weak creatures flee.
Greater Glyph of Warding. As glyph of warding, but
Legion's March. One subject/level gains Id4+l Con.
up to 10d8 damage or 6th-level spell.
(RR2)
RELICS 8k. RITUXLS 2: LOST LOK.E
"^
Harm. Subject loses all but Id4 hp. Regenerate. Subject's severed limbs grow back,
Heal. Cures all damage, diseases and mental condi- Repulsion. Creatures can't approach you.
tions. Resurrection. Fully restore dead subject.
Heal Construct. As heal but on constructs. (DD) Stop the Years. Stops target's aging for IdlO years
Heroes' Feast. Food for one creature/level cures and (RR2)
blesses. Summon Monster VII. Calls outsider to fight for
Pass the Years. Ages target by IdlO years. (RR) you,
Planar Ally. As lesser planar ally, but up to 16 HD, Trust in the Gods. One roll determined by the caster
Sacrificial Heart. Kills a target by delivering his automatically succeeds, but at great personal cost.
heart into your hand. (RR) (RR2)
Summon Monster VI. Calls outsider to fight for you, Virulence. Target contractsd3 diseases and becomes
Touch of Renewal. Target receives fast healing carrier. (RR2)
ability of 3. (RR2) Word of Chaos. Kills, confuses, stuns or deafens
Vangal's Wrath, A wave of divine energy deals Id6 nonchaotic subjects.
damage/level in all directions. (DD) 8TH-LEVEL CLERIC SPELLS
Vengeance of the Scorned. Allows caster to find and Antimagic Field. Negates magic within 10ft.
defeat a single individual. (DD)
Avatar. Allows cleric to take on aspects of the patron
Visage of the Overlord. Surrounds the caster in an deity. {RR)
aura of command and competence. {DD)
Chardun's Branding. Reduces a slave's ability to
Wind Walk. You and your allies turn vaporous and resist his master's commands. (RR2)
travel fast.
Cloak of Chaos. +4 AC, +4 resistance and SR 25
Word of Recall. Teleports you back to designated against lawful spells.
place.
Corean's Fire. Deals Id6/level fire damage (max
7TH-LEVEL CLERIC SPELLS 20d6) and blinds, 15 ft. radius. (RR2)
Blasphemy. Kills, paralyzes, weakens or dazes nonevil Create Greater Undead. Mummies, spectres, vam-
subjects. pires or ghosts,
Charm's Aegis. Grants Charisma bonus to AC; foes Discern Location. Exact location of creature or ob-
can't attack caster unless they make a Will check. ject.
<RR2) Earthquake. Intense tremor shakes 5-ft,/level radius.
Control Weather. Changes weather in local area. Elemental Kiss. Target creature temporarily gains
Daggers of Vaul. Creates a cloud of tiny blades that the Elemental type. (RR2)
inflict Id4 points of damage per round. {RR) Fire Storm. Deals Id6 fire damage/level.
Destruction. Kills subject and destroys remains. Greater Planar Ally. As lesser planar ally, but up to
Dictum, Kills, paralyzes, weakens or dazes nonlawful 24 HD.
subjects, Holy Aura. +4 AC, +4 resistance and SR 25 against
Divine Protection. Grants allies a +6 enhancement evil spells.
to Con, Wts, and Dex. (RR2) Mass Heal. As heal, but with several subjects.
Divine Talion. Your enemies' attacks are revisited Recall Champion. Call a dead hero to aid you. {RR)
upon them.. (DD) Shield of Law. +4 AC, +4 resistance and SR 25
Greater Healing Circle. Heals 2d8+2/caster level against chaotic spells,
damage in all directions. (RR) Stone Assault. Stones pour down, damaging and
Greater Restoration. As restoration, plus restores all trapping targets (RR2)
levels and ability scores. Strength of Kadum. Target receives a +• 1 /caster level
Greater Scrying. As scrying, but faster and longer. bonus to Strength. (RR)
Hero's Death. You empower a target to accomplish Summon Monster VIII. Calls outsider to fight for
a last heroic feat before dying. (DO) you.
Holy Word. Kills, paralyzes, weakens or dazes nongood Symbol. Triggered runes have array of effects.
subjects. Unholy Aura. +4 AC, +4 resistance and SR 25
Incite. Enlist a large group to achieve a specified goal against good spells.
(RR) 9TH-LEVEL CLERIC SPELLS
Judgment of Gold. Transforms target into golden
Astral Projection. Projects you and companions into
statue. (DD)
Astral Plane.
Reconstruct. As resurrection but affects constructs.
Convert. Subject gains belief in your god. (RR)
(DD)
Refuge. Alters item to transport its possessor to you.
: SPELLS
cleric's level) to avoid the effect. This effect nevet 9 Weird. As phantasmal killer but affects all
tesults in the destruction of the creatures rebuked or within 30 feet.
commanded. This ability may be used a number of Earth Domain
times equal to the cleric's rebuke/command attempts
Deity: Goran
per day.
Granted Power: Turn or destroy air creatures as a
Domination Domain Spells
good cleric turns undead. Rebuke or command earth
1 Command. One subject obeys one-word com- creatures as an evil cleric rebukes undead. Use these
mand for one round. abilities a total number of times per day equal to 3 +
2 Rend the Sovereign Soul. Weakens victim's your Charisma modifier.
Will to resist. <RR) Earth Domain Spells
3 Chardun's Torments. Victim takes subdual 1 Magic Stone. Three stones become + 1 projec-
damage and suffers penalties from pain. (DD) tiles, Id6+l damage.
Fist of Iron. Transforms one fist into an iron Shockwave Strike. Transmit the force of a
club. (DD) bludgeoning weapon through the ground to
4 Lesser Geas. Commands subject of 7 HD or an opponent. (RR)
less. 2 Soften Earth and Stone. Turns stone to clay
5 Dominate Person. Controls humanoid tele- or dirt to sand or mud.
pathically. 3 Earth Blast. Wave of displaced earth explodes
Mind Fog, Subjects in fog get -10 Wis, Will beneath an enemy's feet, causing 4d6 + I/level
checks. damage (RR2)
6 Geas/Quest. As lesser geas, plus it affects any Stone Shape. Sculpts stone into any form.
creature. 4 Spike Stones. Creatures in area take Id8 dam-
Visage of the Overlord. Surrounds the caster age, may be slowed.
in an aura of command and competence. (DD) 5 Wall of Stone. 20 hp/four levels; can be shaped.
7 Incite. Enlists a large group to achieve a speci- 6 Stoneskin. Stops blows, cuts, stabs and slashes.
fied goal. (RR)
Avalanche. Creates a moving avalanche un-
8 Power of the Overlord. Grants great strength der caster control. (RR2)
but slowly corrupts the victim's soul. (DD)
7 Earthquake. Intense tremorshakes 5-ft./level
9 Dominate Monster. As dominate person, but radius.
any creature.
Blaise's Iron Bead. Weaves an invisible pro-
Dream Domain tective magnetic barrier about the caster.
Deity: Erias (RR2)
Granted Powers: Once per night, while sleeping, Stone Assault. Stones pour down, damaging
you may attempt a Scry check (DC 20) to gain the and trapping targets. (RR2)
answer to some question, as per the spell divination. 8 Iron Body. Your body becomes living iron.
You require at least 3 hours sleep to use this divine 9 Elemental Swarm.* Summons 2d4 Large, 1 d4
gift. This is a supernatural ability. Huge elementals.
Drearn Domain Spells *Cast as an earth spell only.
1 Sleep. Put 2d4 HD of creatures into comatose
Enhancement Domain
slumber,
Deities: Drendari, Idra, Manawe
2 Minor Image. Assilent image plus some sound,
Granted Power: Overwhelming presence: the cleric
Detect Dreams. See into another's dreams,
has the supernatural ability to gain an enhancement
and learn the secrets of her past, (RR2)
bonus to Charisma that is equal to her level. Activat-
3 Modify Memory, Changes 5 minutes of ing the power is a free action and the power is usable
subject's memories. once per day. This power lasts for a length of time
4 Phantasmal Killer. Fearsome illusion kills necessary to use the bonus granted on a single roll.
subject or deals 3d6 damage. Thus, it may last an entire evening if used on a
5 Dream. Sends message to anyone sleeping. Diplomacy roll during a dinner, or but a single round
6 Nightmare. Sends vision causing I d l O HD if used to augment an undead turning attempt.
damage. Entrancement Domain Spells
Deep Sleep, Put a large number of creatures 1 Charm Person. Makes one person yourfriend.
into a deep sleep from which only magic can Hypnotism. Fascinates 2d4 HD of creatures.
wake them. (RR2) 2 Commanding Presence. Subject gains 1 d4+ 1
7 Vision. As legend lore but quicker and strenu- Charisma for 1 hour/level. (RR)
ous. Enthrall. Captivates all within 100 feet + 10
8 Maze. Traps subject in extradimenstonal maze. feet/level.
. RELICS &. RITUXLS 2: LOST
Veil of Lust. Caster appeats highly desitable 7 Blasphemy, Kills, paralyzes, weakens or dazes
to tatget, gains +20 to Charisma-based rolls. nonevil subjects.
(RR2) 8 Unholy Aura. +4 AC, +4 tesistance, SR 25
3 Suggestion, Compels subject to follow stated against good spells.
course of action. 9 Summon Monster IX.* Calls outsider to fight
Siren Song, Causes one target/level to be for you.
drawn inexorably toward the caster. (DD) *Cast as an evil spell only.
4 Emotion. Arouses strong emotion in subject. Fey Domain
5 Dominate Person, Controls humanoid tele- Deity: Syhana
pa thically.
Granted Power: The cleric grains +4 vs. all spell-like
Gulaben's Ecstasy. Target is distracted by abiliriesusedbyfey. Knowledge (fey) and Knowledge
pleasure and has his will weakened. (RR2) (nature) are class skills.
Mind Fog. Subject in fog gets -10 Wis, Will Fey Domain Spells
checks.
1 Charm Person. Makes one person your friend.
6 Mass Suggestion, As suggestion, plus one/
2 Invisibility. Subject is invisible for 10 min
level subjects.
utes/level or until it attacks.
Rie's Dance of Seduction, Charms all who
3 Snare. Cteates a magical booby trap,
view the dancer. {RR}
4 Confusion. Makes subject behave oddly for
7 Incite, Enlists a large group to achieve a speci-
one round/level.
fied goal. (RR)
Iron Butterflies. Creates a flock of iron but-
8 MassCharm, Ascharm monster, but all within
terflies that damages enemies and harms fey.
30 feet.
(RR2)
9 Convert, Subject gains belief in your god.
5 Polymorph Self. As polyrnorph other but you
(RR) assume rhe form of a different creature.
Evil Domain 6 Amnesia. Target loses all memories. (DD)
Deities: Belsameth, Chardun, Nalrhalos, Sethris, 7 Summon Nature's Ally VII (Hornsaw uni-
Vangal corn only). Calls creature to fight.
Granted Power; You cast evil spells at +1 caster 8 Otto's Irresistible Dance. Forces subject to
level. dance.
Evil Domain Spells 9 Shapechange. Ttansforms you into any crea-
1 Protection from Good. +2 AC and saves, ture and changes forms once per round.
counter mind control, hedge out elemenrals Fire Domain
and oursiders.
Deity: Corean
2 Desecrate. Fills area with negative energy,
making undead stronger. Granted Power: Turn or destroy warer creatures as a
good cleric turns undead. Rebuke or command fire
3 Chardun's Torments. Victim takes subdual
creatures as an evil cleric rebukes undead. Use these
damage and suffers penalties from pain, (RR)
abilities a total number of times per day equal to 3 +
Magic Circle against Good. As protection your Charisma modifier.
spells, but 10-ft. radius and 10 min./level.
Fire Domain Spells
4 Unholy Blight. Damages and sickens good
1 Burning Hands. Id4 fire damage/level (max
creatures,
5d4).
Unholy Channel. Allows inflict spells to be
2 Chaos Flame. Creates an uncontrollable ball
cast upon target at range. {RR}
of fire that inflicts 4d4 damage. (RR2)
Blood Water. Person's blood transforms ro
Produce Flame. Id4 + I/two levels damage,
consistency of water (RR2)
rouch or thrown.
Bloodied Blade, Temporarily gives a weapon
3 Ganesr's Farstrike. Creates a bolt of flame
the taste for blood, granting bonuses to attack
with exceptional range. (RR)
and damage rolls. (RR2)
Resist Elements.* Ignore first 12 damage from
5 Dispel Good. +4 bonus against attacks by
one energy rype each round.
good creatures,
4 Wall of Fire. Deals 2d4 fire damage out to 10
Imbue Shadow. Turns an ordinary shadow
ft. and Id4 out to 20 ft. Passing through wall
into a shadow creature. (RR)
deals 2d6 +l/level.
Profane Stare. Gaze deals 3d6/paralyzes good
5 Fire Shield. Creatures attacking you take fire
creatures. (RR2)
damage; you're prorected from heat or cold.
6 Create Undead. Ghouls, shadows, ghasts,
6 Fire Seeds. Acorns and berries become gre-
wights or wraiths. nades and bombs.
: SPELL!
7 Fire Storm. Deals Id6 fire damage/level. 7 Holy Word. Kills, paralyzes, weakens or dazes
Corean's Fire. Deals Id6/level fire damage nongood subjects,
(max 20d6) and blinds, 15 ft. radius. (RR2) 8 Holy Aura, +4 AC, +4 resistance and SR 25
8 Incendiary Cloud. Cloud deals 4d6 fire dam- against evil spells.
age/round. 9 Summon Monster IX.* Calls outsider to fight
9 Elemental Swarm,** Summons 2d4 Large, for you.
Id4 Huge elementals. *Cast as a good spell only.
*Resist cold or fire only. Healing Domain
**Cast as a fire spell only. Deity: Madriel
Gateways Domain Granted Power: You cast healing spells at +1 caster
Deity: Ncmorga level.
Granted Power: Open Lock and Search are class Healing Domain Spells
skills for you. You receive a +4 divine bonus to all 1 Cure Light Wounds. Cures Id8 + I/level dam-
saving throws and attack rolls made while standing age {max +5).
on the threshold or doorstep of a door, gateway or 2 Cure Moderate Wounds. Cures 2d8 + I/level
other portal. damage (max +10).
Gateways Domain Spells 3 Cure Serious Wounds. Cures 3d8 + I/level
1 Hold Portal. Holds door shut. damage (max +15).
2 Knock. Opens locked or magically sealed door. 4 Cure Critical Wounds. Cures 4d8 + I/level
3 Glyph of Warding. Inscription harms those damage (max +20).
who pass it. Holy Channel. Allows healing spells to be
4 Dimensional Anchor. Bars extradimenstonal cast at range, (RR)
movement. 5 Healing Circle. Cures IdS + l/leveldamagein
5 Wall of Force. Wall is immune to damage. all directions.
6 Word of Recall. Teleports you back to desig- 6 Heal. Cures all damage, diseases and mental
nated place. conditions.
7 Plane Shift. Up to eight subjects travel to 7 Greater Healing Circle. Heals 2d8+2/caster
another plane. level damage in all directions. {RR)
8 Greater Planar Binding. As lesser planar bind- Regenerate. Subject'ssevered limbs grow back.
ing, but up to 24 HD. 8 Mass Heal. As heal, but with several subjects.
9 Gate. Connects two planes for travel or sum- 9 True Resurrection. As tesurrection, plus re-
moning. mains aren't needed.
Good Domain Judgment Domain
Deities: Corean, Erias,Goran, Madriel, Syhana,Tanil. Deity: Hedrada
Granted Power: You cast good spells at +1 caster Granted Power: Sense Motive is a class skill for you.
level. In addition, you may make a true strike (as the spell)
Good Domain Spells once per day against anyone who has wounded you
1 Protection from Evil. +2 AC and saves, within 24 hours. Invoking the true strike effect is a free
counter mind control, hedge out elementals action, although you must declare it before you make
and outsiders, your attack roll. This power counts as a spell-like
2 Aid. +1 attack, +1 on saves against fear, Id6 ability.
temporary hit points. Judgment Domain Spells
3 Magic Circle against Evil. Asprotection spells, 1 Prevarication's Bounty. Causes the tongue of
but 10-ft. radius and 10 min./level. the victim to swell when the victim lies. (RR)
4 Cloak of Righteousness. Creates shining rai- 2 Hedrada's Balance. Protects willing recipient
ment, blinding opponents and encouraging from emotional biases.(RR)
allies. (RR) 3 Sea ri ng L ight. Ra y deals 1 d 8/two le ve Is, more
Demonbane. Caster temporarily gains great against undead.
power in battle against evil outsiders. (RR2) 4 Discern Lies. Reveals deliberate falsehoods.
Holy Smite. Damages and blinds evil crea- 5 True Seeing. See all things as they really are,
tures. 6 Divine Talion. Your enemies' attacks are re-
5 Dispel Evil. +4 bonus against attacks by evil visited upon them. (DD)
creatures. 7 Forcecage. Cube of force imprisons all inside.
6 Blade Barrier. Blades encircling you deal Id6 8 Mind Blank, Subjecr is immune to mental/
damage/level. emotional magic and scrying.
RELICS &. RITUXLS 2: LOST LOM
Mana Sink. Creates a floating sphere that Thorn Throw. A cone of thorns causes Id6
absorbs magic within its area of effect (RR2) hit points/level minus AC. (RR)
7 Spell Turning. Reflect Id4+6 spell levels back 4 Control Plants. Talk to and control plants
at caster. and fungi.
8 Protection from Spells. Confers +8 resistance Live Wood. Regenerates damage done to
bonus. wooden items or creatures. (RR)
Mord's Disjunction. Dispels magic, disen- Armor of Brambles. Target gains thorny ar-
chants magic items. mor that can damage attackers (RR2)
Missionary Domain 5 Gutroot. Causes plant matter in the stomachs
Deity: Any of enemies to sprout and grow. (RR)
Granted Power: You can invoke the ability to com- Wall of Thorns. Thorns damage anyone who
prehend languages once per day as a free action. This tries to pass.
is a spell-like ability, however, there are no compo- 6 Breath of Death. Caster exhales a cloud of
nents required, so the power can be activated without spores. (RR2)
anyone else's knowledge. This effect lasts twice as Repel Wood. Pushes away wooden objects.
long as the spell itself (i.e., 20 minutes per level). 7 Changestaff. Your staff becomes a treant on
Missionary Domain Spells command.
Madrid's Emparhic Resonance. The subject 8 Command Plants. Plants animate and vegeta-
experiences the emotions of those whom he tion entangles.
wrongs. (RR) 9 Shambler. Summons ld4+2 shambling
Mount. Summons riding horse for 2 hr,/level. mounds to fight for you.
2 Charm Person. Makes one person your friend. Protection Domain
Rend the Sovereign Soul. Weakens victim's Deities: Corean, Hedrada, Hwyrdci
Will to resist. (RR) Granted Power: You can generate a protective ward,
3 Divine Raiment. Opponents can't attack you, a spell-like ability to grant someone you touch a
but you can attack, (RR) resistance bonus on her next saving throw, equal to
4 Suggestion. Compels subject to follow stated your level. Activating this power is a standard action.
course of action. The protective ward is an abjuration effect with a
5 Prying Eyes- Id4 floating eyes + I/level scout duration of 1 hour that is usable once per day.
for you. Protection Domain Spells
I
6 Inquisition. Target must answer three ques- 1 Minor Symbol of Divinity. Creates minor
tions truthfully. (RR) magical protections within a small area, (RR)
7 Incite. Enlist a large group to achieve a speci- Sanctuary. Opponents can't attack you, and
fied goal. (RR) you can't attack,
8 Sympathy, Object or location attracts certain 2 Shield Other. You take half of subject's dam-
creatures. age.
9 Convert. Subject gains belief in your god, Body of Sand. The spellcaster transforms his
(RR) form into sand, gaining protection from pierc-
Plant Domain ing and slashing weapons. (RR2)
Deities: Madriel, Tanil Keshmeeri Refuge, Protects target from the
harsh desert environment, (RR2)
Granted Powers: Rebuke or command plant crea-
tures as an evil cleric rebukes or commands undead. 3 Di v in e Ra i menr. Opponen ts c an't a ttack y ou,
Use these abilities a total number of times per day but you can attack. (RR)
equal to 3 + your Charisma modifier. Protection from Elements. Absorb 12 dam-
Knowledge (nature) is a class skill. age/level from one kind of energy.
Plant Domain Spells 4 Ironheart. Granrs recipient +5 bonus that can
be distributed among future saving throws,
1 AdKere to wood. Caster's skin sticks to wooden
surfaces. (RR) (RR)
Spell Immunity. Subject is immune to one
Entangle. Plants entangle everyone in 40-fr.-
spell/four levels.
. radius circle.
5 Spell Resistance. Subject gains +12 +l/level
2 Barkskin. Grants +3 natural armor bonus (or
higher). SR.
6 Antimagic Field, Negates magic within 10 ft.
Sethtel's Stick Servant, Create a servant out
of sticks. (RR) Taldock's Spell Inhibitor. Weakens spells
cast within 100 ft. (RR)
3 Plant Growth. Grows vegetation, improves
crops. 7 Repulsion. Creatures can't approach you.
R E L I C S &. RITUALS 2: LOST L o K €
8 Mind Blank. Subject is immune to mental/ 5 Inquisition. Target must answer three ques-
emotional magic and scrying. tions truthfully. (RR)
9 Prismatic Sphere. As prismatic wall, but sur- Prying Eyes. Id4 floating eyes +l/level scout
rounds on all sides. for you.
Rainbow Domain 6 True Seeing. See all things as they really are,
Deity: Syhana 7 Sequester. Subject is invisible to sight and
scrying.
Granted Power: The cleric gains +2 vs. all spells
affecting vision and is immune to all forms of magical 8 Discern Location. Exact location of creature
blindness. or object.
Rainbow Domain Spells Mind Blank. Subject is immune to mental/
emotional magic and scrying.
1 Color spray. Knocks unconscious, blinds or
stuns Id6 weak creatures. 9 Mind Share. Allows caster to get truthful
answers to any questions asked of subject.
2 Glitterdust. Blinds creatures, outlines invis-
(DD)
ible creatures.
Hypnotic pattern. Fascinates 2d4+1 HD/level Shadow Domain
of creatures. Deities: Drendari
3 Fly, Subject flies at speed of 90. Granted power: Add your level to Hide and Move
4 Rainbow Pattern. Lights prevent 24 HD of Silently skill rolls while in shadow.
creatures from attacking or moving away. Shadow Domain Spells
5 Shield of Color. Creates a shimmering shield 1 Reshape Shadow. Changes the shape of a
that protects the castet from attack and shadow natural shadow. (RR)
magic. (DD) Shade's Sight. Creature touched may look
6 Control Weather, Changes weather in local from nearby shadows. (RR)
area. 2 Gloom. Creates an area of shadowy light around
7 Prismatic Spray, Rays hit subjects with a a touched object. (RR)
variety of effects. Animate Shadow. Shadows Kxomo ropes that
8 Prismatic Wall. Wall's colors have array of entangle. (RR)
effects. Shadow Strike. Damage inflicted on a shadow
9 Prismatic Sphere. As prismatic wall, but sur- is transferred to its owner. (RR)
rounds on all sides. Shadow Touch. Caster has Strength-drain ing
Secrets Domain touch. (RR)
Deities: Idra 4 Shadow Form of Lyrand, Caster turns himself
into a natural shadow. (RR)
Granted Power: Once per day, clerics of secrets can
receive a truthful answer to any single question. The Shadow Shield. Protects the caster from sight
question can be asked only of characters who share a and scrying. (RR)
language with the cleric. The person questioned may 5 Curtain of Darkness. Creates a black wall
omit information or word her answer in a misleading that blocks sight and scrying. (RR)
manner, but she must answer and cannot lie. Charac- Imbue Shadow. Turns an ordinary shadow
ters of level equal to or, greatet than the cleric get a into a shadow creature. (RR)
Will save (DC equal to the cleric's Charisma) to 6 Shadow Smash. Permanently turns any object
refuse to answer, but they still cannot lie, inro a shadow version of itself. (RR)
Secrets Domain Spells 7 Shadow Walk. Step into shadow to travel
1 Detect Secret Doors. Reveals hidden doors rapidly. (RR)
within 60 feet. 8 Shadow Twin. Turns a creature's shadow into
Message. Whispered conversation at a dis- a hostile twin. (RR)
tance. 9 Eclipse. Causes the sun(s) in the sky to be
2 Dead Man's Eyes. View the last minutes of a eclipsed. (RR)
corpse's life from its view. (RR) Strength Domain
Detect Thoughts. Allows "listening" to sur- Deities: Chardun, Goran, Vangal
face thoughts, Granted Power: You can perform a feat of strength,
3 Mind Raid. Allows reading of deep thoughts. which is the supernatural ability to gain an enhance-
(RR) ment bonus to Strength equal to your level. Activating
4 Discern Lies, Reveals deliberate falsehoods. the power is a free action, the power lasts 1 round, and
Mirror Safe. Creates an extradimensional it's usable once per day.
space to store items. (RR) Strength Domain Spells
CHAPT£R T H R E E : JPELLS
1 Endure Elements. Ignores 5 damage/round Corean's Fire. Deals Id6/level fire damage
from one energy type. (max 20d6) and blinds, 15 ft. radius. (RR2)
Shockwave Strike. Transmit the force of a 8 Sunburst. Blinds all within 10 ft., deals 3d6
bludgeoning weapon through the ground to damage.
an opponent. (RR) 9 Prismatic Sphere. As prismatic wall, but sur-
2 Bull's Strength. Subject gains Id4+l Strfor 1 rounds on all sides.
hr./level. *Endure cold or fire only.
3 Magic Vestment. Armor or shield gains +1 Travel Domain
enhancement/three Level.
Deities: Enkili, Manawe, Nemorga, Tanil.
4 Sap Strength, Steals the strength from an
Granted Powers: For a total of 1 round per yourcleric
other creature. (RR2)
level per day, you can act normally regardless of
Spell Immunity. Subject is immune to one magical effects that impede movement (similar to the
spell/four levels. effect of the spell freedom of movement). This effect
5 Brothers in Arms. A Hies exchange hit points occurs automatically as soon as it applies, lasts until
and Strength between themselves. (RR) it runs out or is no longer needed and can operate
Righteous Might. Your she increases, and you multiple times per day (up to the total daily limit of
gain +4 Str. rounds). This is a spell-like ability.
6 Stoneskin. Stops blows, cuts, stabs and slashes. Wilderness Lore is a class skill.
7 Bigby's Grasping Hand. Hand provides cover, Travel Domain Spells
pushes or grapples. 1 Champion Swimmer. The subject gains a +15
Blaise's Iron Bead. Weaves an invisible pro- competence bonus to all Swim checks. (RR2)
tective magnetic barrier about the caster. Expeditious Retreat. Doubles your speed.
(RR2) 2 Locate Object. Senses direction toward ob-
8 Bigby's Clenched Fist. Large hand attacks ject (specific or type).
your foes. 3 Fly. Subject flies at speed of 90.
Strength of Kadum. Target receives a +!/ 4 Dimeasion Door. Teleports you and up to 500 Ib.
caster level bonus to Strength. {RR)
5 Teleport. Instantly transports you anywhere.
9 Bigby's Crushing Hand. As Bigby's grasping
6 Find the Path. Shows most direct way to a
hand, but stronger.
location.
Sun Domain 7 Teleport without Error. As teleport, but no
Deity: Madriel off-target arrival.
Granted Power: Once per day, you can perform a 8 Phase Door. Invisible passage through wood
greater turning against undead in place of a regular or stone.
turning (or rebuking) attempt. The greater turning is Rapid journey. Allows multiple teleportations.
like a normal turning (or rebuking) attempt, except 9 Astral Projection, Projects you and compan-
that the undead creatures that would be turned (or ions into Astral Plane.
rebuked or commanded) are destroyed instead.
Sun Domain Spells Trickery Domain
Deities: Belsameth, Enkili, Hwyrdd, Tanil.
1 Endure Elements.* Ignores 5 damage/round
from one energy type. Granted Power: Bluff, Disguise and Hide are class
2 Heat Metal. Make metal so hot it damages skills.
those that touch it. Trickery Domain Spells
3 Searing Light. Ray deals Id8/two levels, more 1 Change Self. Change own appearance.
against undead. Reshape Shadow. Changes the shape of a
Sunspear. Create a spear of light that heals or natural shadow. (RR)
inflicts 2d4+2/level when thrown. (RR) Penumbral Trap. Creates an area of phantas-
4 Fire Shield. Creatures attacking you take fire mal foes. (WW)
damage; you're protected from heat or cold. 2 Enkili's Prank. Confuses the magic of a
Purifying Flames. Burns a foe every round spellcaster, causing him todischarge the wrong
until extinguished. (RR) spell. (RR)
5 Flame Strike. Smite foes with divine fire {Id8/ Invisibility, Subject invisible 10 min./level or
level). until it attacks.
6 Fire Seeds. Acorns and berries become gre- Ricochete. Allows an arrow, sling bullet, or
nades and bombs. crossbow bolt to strike multiple targets in a
single round. (RR2)
7 Sunbeam. Beam blinds and deals 3d6 damage.
65
MS
RELICS &. R1TUXLS 2: LOST LdFU
Veil of Lust. Caster appears highly desirable Battlecry. Cone area effect that stuns oppo-
to target, gains +20 to Charisma-based rolls. nents. (RR)
(RR2) 2 Spiritual Weapon. Magical weapon attacks
3 Nondetection, Hidessubject from divination, on its own.
scrying. 3 Magic Vestment. Armor or shield gains •*• 1
4 Confusion. Makes subjects behave oddly for 1 enhancement/three levels.
round/level. Sacred Weapon. Summons weapon that in
Ghostdweomer. Creates a phantom dweomer flicts IdlOdamage and causes deafness. (RR)
around a spell or magic item to foil dispel Vangal's Blessing. One willing subject/level
magic attempts. (RR) enters a berserker rage. (RR2)
5 False Vision. Fools scrying with an illusion. 4 Divine Power. You gain attack bonus, 18 Str
6 Mislead, Turns you invisible and creates illu- and 1 hp/level.
sory double. 5 Flame Strike. Smite foes with divine fire (Id6
Reverse Illusion. A real object is cloaked by damage/level).
illusion. (RR) 6 Blade Barrier. Blades encircling you deal Id6
7 Screen. Illusion hides a re a from vision, scrying. damage/level.
8 Polymorph Any Object. Changes any subject 7 Power Word, Stun. Stuns creature with up to
into anything else. 150hp.
Convert. Subject gains belief in your god, (RR) 8 Power Word, Blind. Blinds 200 tip worth of
9 Time Stop. You act freely for Id4+l rounds. creatures.
Vengeance Domain Recall Champion. Call a dead hero to aid
you. (RR)
Deities: Sethris
9 Power Word, Kill. Kills one tough subject or
Granted Power: If you have heen harmed by a target
many weak ones.
in combat you may smite the foe during the fallowing
round, as per the spell holy smite. Any creature may Water Domain
be affected by this ability, Deity: M ana we,
Vengeance Domain Spells Granted Power: Turn or destroy fire creatures as a
1 Shield of Faith. Aura grants +2 or higher good cleric turns undead. Rebuke or command water
deflection bonus. creatures as an evil cleric rebukes undead. Use these
2 Knock. Opens locked or magically sealed door. abilities a total number of times per day equal to 3 +
3 Speak with Dead. Corpse answers one ques- your Charisma modifier.
tion/two levels. Water Domain Spells
4 Dimensional Anchor. Bars extradimensional 1 Champion Swimmer. The subject gains a +15
movement. competence bonus to all Swim checks. (RR2)
5 Mark of Justice. Designates action that will Obscuring Mist. Fog surrounds you.
trigger curse on subject. Buoyancy Net. Target is forced to the water's
6 Vengeance of the Scorned. Allows caster to surface. (RR)
find and defeat a single individual. (DD) 2 Fog Cloud. Fog obscures vision,
7 Spell Turning. Reflects ld4+6 spell levels 3 Pressure Sphere. Increases water pressure to
back at caster. damage targets. (RR)
8 Discern Location. Exact location of creature Water Breathing. Subjects can breathe un-
or object. derwater.
9 Storm of Vengeance. Storm rains acid, light- 4 Control Water. Raise, lower or part bodies of
ning and hail. water.
War Domain Frostform. Caster's body becomes like ice,
granting Cold subtype and bonus cold damage
Deities: Chardun, Corean, Vangal
to his unarmed attacks. (RR2)
Granted Power: Free Martial Weapon Proficiency
5 Ice Storm. Hail deals 5d6 damage in cylinder
(if necessary) and Weapon Focus with the deity's
40 ft. across.
favored weapon.
Blaise's Bead of Frost. Enchants bead to
War Deity Favored Weapon
produce a blast of frost and numbing cold.
Chardun Mace/scepter (RR2)
Corean Longsword 6 Cone of Cold, Id6 cold damage/level.
Vangal Battleaxe 7 Acid Fog. Fog deals acid damage.
War Domain Spells 8 Horrid Wilting. Deals Id8 damage/level within
1 Magic Weapon. Weapon gains +1 bonus. 30ft.
9 Elemental Swarm.* Summons 2d4Large, Id4 Endure Elements. Ignores 5 damage/round from one
Huge elementats. energy type.
*Cast as a water spell only. Entangle. Plants entangle everyone in 40-ft,-radius
circle.
DRTJ1DSPF11S Faerie Fire. Ourlines subjecrs widi tight, canceling
blur, concealment, etc.
0-LEVELDRU1D SPELLS (ORISONS) Goodberry. 2d4 berries each cure 1 hp {max 8 hp/24 hours).
Adhere to Wood, Caster's skin sticks to wooden Invisibility to Animals, Animals can't perceive one
surfaces. (RR) subject/level.
Chill/Warmth. Slowly raises or lowers temperature. Locate Oasis. Locates an oasis in the desert. (RR2)
(RR) Locate Water. Locates sources of water, fresh or salt.
Create Water. Creates 2 gallons/level of pure water. (RR2)
Cure Minor Wounds. Cures 1 point of damage. Magic Fang. One narural weapon of subject creature
Detect Magic. Detects spells and magic items within gets +1 bonus to attack and damage.
60ft. Minor Symbol of Divinity. Creates minor magical
Detect Poison. Detects poison in one creature or protections within a small area. (RR)
small object. Nose of the Rat. Subject gains the Scent feat, bonus
Flare. Dazzles one creature {-1 attack). on tracking, enemy detection. (RR2)
Guidance. +1 on one roll, throw or check. Obscuring Mist. Fog surrounds you.
Know Direction, You discern north. Pass without Trace. One subject/level leaves no
Light. Object shines like a torch, tracks.
Mending. Makes minor repairs on an object. Rabbit Feet. Gives +2 bonus/level to Move Silently.
Purify Food and Drink. Purifies 1 cu. ft./level of food (RR)
or water. Salamar's Quiet Contemplation, Causes enemies to
Read Magic. Read scrolls and spellbooks. grow passive and philosophical, (RR)
Resistance. Subject gains +1 on saving throws. Sethris' Potency. Increases a narural poison's DC.
Shockwave. Knock a foe prone from a disrance by (RR)
punching rhe ground, {RR) Shillelagh. Cudgel orquarrerstaffbecomes +1 weapon
Sneeze. Causes target to sneeze. (RR) (IdlO damage) for 1 minute/level.
Spark. Creates a tiny spark. {RR} Shockwave Strike. Transmit the force of a bludgeoning
Virtue. Subject gains 1 temporary hp. weapon through the ground to an opponent, (RR)
Summon Nature's Ally 1. Calls creature to fight.
1ST-LEVELDRU1DSPELLS
Animal Friendship. Gains permanent animal com-
2ND-LEVELDRU3D SPELLS
panions. Animal Infusion. Gain the power of an animal. (RR)
Bed Bug Bites. Sleeping target is covered with itchy Animal Messenger. Sends a Tiny animal to a specific
bites that penalize all rolls for die next day. (RR2) place,
Body of Sand. The spellcasrer Transforms his form Animal Trance. Fascinates 2d6 HD of animals.
intosand, gaining protect ion from piercing andslash- Bane of the Forge. Allows non-metallic weapons to
ing weapons. (RR2) ignore AC of metal armor. (RR2)
Buoyancy Net. Target is forced to the water's sur- Barkskin. Grants +3 natural armor bonus (or higher).
face. Bolt of Power. Produces a fiery blast of magma from
Call Animal Companion. Sends message to animal a stone. (RR2)
companion. (RR2) Burst of Energy. Caster gains 10 temporary hit
Calm Animals, Calms 2d4 + I/level HD of animals, points and a +1 bonus to all saving throws. (RR2)
beasts and magical beasts. Call Aquatic Animal I. Calls aquatic animals to fight
Chameleon Skin. Gives +1 bonus per Eevel to Hide for the spellcaster. {RR}
(max+10). (RR) Charm Person or Animal. Makes one person or
Champion Swimmer. The subject gains a +15 com- animal your friend.
petence bonus to all Swim checks. (RR2) Chill Metal, Cold metal damages those who touch it.
Cure Light Wounds. Cures Id8 +I/level damage Circle of Sounds. Allows those touched to speak via
{max +5). bird and animal sounds. {RR)
Detect Animals or Plants. Detects species of animals Cold Snap. Numbs and injures an opponent with
or plants. bone-chilling cold. {RR)
Detect Snares and Pits. Reveals natural or primirive Commanding Presence. Subject gains Id4+l Cha
traps. for 1 hr./level. (RR)
RtUCI &. R1TUXLS 2: LOST
Curse of the Firefly. Target glows making him easier Swift Water. Enhances the speed of hoats and ships. (RR)
to spot. (RR2) Tree Shape. You look exactly like a tree for 1 hour/
Decompose. Turns a single corpse to dust or inflicts level.
Id4+ I/level damage to undead. (RR2) Warp Wood. Bends wood (shaft, handle, door, plank).
Delay Poison. Stops poison from harming subject for Wolf's Cry. Causes animal attackers ro flee, imposes
1 hour/level, -1 arrack penalty on intelligent foes. (RR)
Divine Wisdom. Subject gains Id4+l Wisfor 1 hr./ Wood Shape. Rearranges wooden objects to suit you.
level. (RR)
Downdraft. Creates a blast of wind from the caster's
3RD-LEVELDRUIDSPEL1S
location. (RR2) Animal Spy, Send a Tiny animal on a 3-step mission.
Ears of the Wolf. Adds +1 per level to caster's Listen (RR)
checks. (RR2) Arms of the Mother. You and one person/four levels
Fanning the Flames, Turns fire into a cone attack. (RR2) enter a healing sleep within the earth. (DD)
Feast of Worms, Summons lard worms to attack a Beast Soul. Borrow the abilities of a willing animal.
victim within range. (DD) (RR)
Fire Trap. Opened objectdeals Id4 + I/level damage. Call Lightning. Directs lightning bolts {Id 10/level)
during storms.
Flame Blade. Touch attack deals Id8 + I/two levels
Contagion. Infects subject with chosen disease.
damage.
Flame/Frost Weapon. Sheaths a weapon in fire or Cure Moderate Wounds. Cures 2d8 +l/level dam-
age (max +10).
ice. (RR)
Flaming Sphere. Rolling ball of fire, 2d6 damage, Denev's Exile from Nature, Subject is cursed so rhat
wilderness activities are more difficult. (RR)
lasts 1 round/level.
Frog Tongue. Transforms tongues into those of giant Diminish Plants. Reduces size or blights growth of
normal plants.
frogs, which may be used to attack enemies. (RR)
Golthain's Insight, Use a vermin, animal or beast to Dominate Animal. Subject animal obeyssilent men-
tal commands.
sense the world. (DD)
Heat Metal, Hot metal damages those who touch it. Earth Blast. Wave of displaced earth explodes beneath an
enemy's feet, causing 4d6 + 1 /level damage (RR2)
Hold Animal. Holds one animal helpless; 1 round/
Earthen Screen. Creates a small wall to provide
level.
cover. (RR2)
Hunter's Stalk. Provides concealment in rustic sur-
roundings. (RR) Enhanced Senses. Grants darkvision, +10 bonus to
Listen, Search and Spot, plus Scent ability. (RR2)
Keshmeeri Refuge. Protects target from the harsh
Ganest's Farstrike. Creates a bolt of flame with
desert environment. (RR2)
exceptional range. (RR)
Lesser Restoration. Dispels magic ability penalty or
Greater Magic Fang. One natural weapon of subject
repairs Id4 ability damage.
creature gets +1 bonus toattack and damage per three
Lure. A spell that causes an intense desire to possess caster levels (max +5).
a mundane item or trinket. (RR2)
Iceshards, Caster creates several floating shards of
Oakenblade. You create a blade out of life-filled oak.
ice that may defend or attack against opponents.
(DD) (RR2)
Produce Flame. Id4 + I/two levels damage, touch or
Listening Ringworm. Creates a worm parasite in the
thrown. target that transmits sound to the caster. (RR)
Resist Elements. Ignores first 12 damage from one
Meld into Stone. You and your gear merge with
energy type each round. stone.
Ricochete. Allows an arrow, sling hullet, or crossbow Neutralize Poison. Detoxifies venom in ot on sub-
bolt ro strike multiple targets in a singie round. (RR2) ject.
Serpents' Stare. The caster's gaze freezes a single Plant Growth. Grows vegetation, improves crops.
target in place. (RR2)
Poison. Touch deals IdlO Con damage, repeats in 1
Sethtel's Stick Servant. Create a servant out of min.
sticks. (RR)
Pressure Sphere. Increases water pressure to damage
Soften Earth and Stone. Turns stone to clay or dirt rargers. (RR)
to sand or mud,
Protection from Elements. Absorb 12 damage/level
Speak with Animals. You can communicate with from one kind of energy.
natural animals.
Remove Disease. Cures all diseases affecting subject.
Summon Nature's Ally II. Calls creature ro fight.
Snare. Creates a magical booby trap.
Summon Swarm. Summons swarm of small crawling
Speak with Plants. You can talk to normal plants and
or flying creatures.
plant creatures.
: JPELLJ
Spike Growth. Creatures in area take Id4 damage, Touch of the Eel. Electrifies target's body, doing
may be slowed. damage to anyone who touches him, (RR)
Stone Shape. Sculpts stone into any form, Wrath of Thulkas. Uses sunbeams to harm oppo-
Summon Nature's Ally III. Calls creature to fight. nents (RR2)
Thorn Throw. A cone of thorns causes Id6 hit 5TH-LEVELDRUJD SPELLS
points/level minus AC. (RR)
Wall of Hornets. You summon a wall of stinging,
poisonous hornets. (RR)
Water Breathing. Subjects can breathe underwater.
Animal Growth. One animal/two levels doubles in
size, HD.
Atonement. Removes burden of misdeeds from sub-
I
ject.
Yaral's Totemic Transformation. Grantscaster pow- Awaken. Animal or tree gains human intellect.
ers of totem animal. (RR)
Blood Water. Person's blood transforms to consis-
4TH-LEVEL DRUID SPELLS tency of water. (RR2)
Antiplant Shell. Keeps animated plants at bay. Boneblades. Sharp bone spurs sprout all over caster's
Armor of Brambles. Target gains thorny armor that body. (RR2)
can damage attackers. (RR2) Breath of Death. Caster exhales a cloud of spores.
Bloodied Blade. Temporarily gives a weapon the (RR2)
taste for blood, granting bonuses to attack and dam- Commune with Nature. Learn about terrain for one
age rolls. (RR2) mile/level.
Call Aquatic Animal II. Calls aquatic animals to Control Winds. Change wind direction and speed.
fight for the spellcaster. (RR) Cure Critical Wounds, Cures 4d8 + I/level damage
Control Plants. Talk to and control plants and fungi, (max +20).
Cure Serious Wounds. Cures 3d8 + I/level damage Death Ward. Grants immunity to all death spells and
(max +15). effects.
Dispel Magic. Cancels magicat spells and effects. Denev's Leap. Caster travels through earth. (RR2)
Flame Strike. Smites foes with divine fire (Id6/ Denev's Shadow. Increases the casting time of ar-
level). cane spells. (RR2)
Freedom of Movement. Subject moves normally Enchant Spirit Doll. Creates a spirit doll that can be
despite impediments. used in conjunction with other spirit doll spells.
Frostform. Caster's body becomes like ice, granting (RR2)
Cold subtype and bonus cold damage to his unarmed Essential Blade. Allows a melee weapon or a natural
attacks. ( R R 2 ) weapon to ignore object hardness, damage incorpo-
Giant Vermin. Turns insects into giant vermin. real targets and make touch attacks when used in
Gluttony. Fills targets with ravenous hunger for 1 melee. (RR2)
minute/level, (RR) Gutroot, Causes plant matter in the stomachs of
Live Wood. Regenerates damage done to wooden enemies to sprout and grow, (RR)
items or creatures. (RR) Hallow. Designates location as holy.
Mind Over Matter. Aids concentration to ignore Ice Storm. Hail deals 5d6 damage in cylinder 40 ft, across.
distractions. (RR) Insect Plague. Insect horde limits vision, inflicts
Omniscience. Grants the caster great sensory in- damage, and weak creatures flee.
sight, (RR2) Lethene's Inner Storm. Fills subject with electrical
Quench. Ex tinguishesnonmagical fires or one magic item. energy, damaging attackers. (RR2)
Reincarnate. Brings dead subject back in a random Plague Touch, Cause disease in others with but a
body. touch. (RR2)
Repel Vermin, Insects stay 10 ft. away. Sap Strength, Steals the strength from another crea-
Rusting Grasp. Your touch corrodes iron and alloys. ture. (RR2)
Scrying. Spies on subject from a distance. Scent of the Hunted. Subject is relentlessly stalked
by wild predators, (RR2)
Sleet Storm. Hampers vision and movement.
Ship Snare. Creates a rnagic trap to slow sea vessels,
Spike Stones. Creatures in area take Id8 damage,
may be slowed. (RR)
Snake Staff. Creates a magical adder or python that
Summon Nature's Ally IV. Calls creature to fight,
a druid can use as a melee weapon. (RR2)
Tattoo Item. Changes one item into a tattoo on the
Summon Nature's Ally V. Calls creature to fight.
subject's body. (RR)
Touch of Renewal. Target receives fast healing
The Twistings. Alters two fundamental aspects of a
ability of 3. (RR2)
single creature. (DD)
Transmute Mud to Rock. Transforms two 10-ft.
cubes/level.
r U L I C i SL R1TUXLJ 2: LOJT LOP,£
Transmute Rock to Mud. Transforms two 10-ft. Fire Storm. Deals Id6 fire damage/level.
cubes/level. Freezing Curse, Target is frozen solid. (RR)
Tree Stride. Step from one tree to another far away. Greater Scrying, As scrying, but faster and longer.
Unhallow. Designates location as unholy, Harm. Subject loses all but Id4 hp,
Wall of Fire. Deals 2d4 fire damage out to 10 ft. and Heal. Cures all damage, diseases and mental condi-
Id4 out to 20 ft. Passing through wall deals 2d6 +!/ tions.
level. Sever. Severs the connection of a divine caster and
Wall of Thorns. Thorns damage anyone who tries to his deity. {RR)
pass. Soul Blight. Wast ing disease kills and creates a spirit
Water's Embrace. Animates a body of water in order of the plague. (DD)
to drown a creature. (RR) Stone Assault, Stones pour down, damaging and
6TH-LEVELDRUID SPELLS trapping targets. (RR2)
Antilife Shell. 10-ft. field hedgesout living creatures, Summon Nature's Ally VII. Calls creature to fight.
Avalanche. Creates a moving avalanche under caster Sunbeam. Beam blinds and deals 3d6 damage.
control (RR2) Transmute Metal to Wood. Metal within 40 ft.
Blaise's Iron Bead. Weaves an invisible protective becomes wood.
magnetic barrier about the caster. (RR2) True Seeing. See all things as they really are.
Burden of Faith. Divine spellcasters within range Virulence. Target contracts d3 diseases and becomes
suffer extreme encumbrance. (RR2) carrier. (RR2)
Chern's Exhalation. Caster expels a cloud of brain- Wind Walk. You and your allies turn vaporous and
damaging spores. (RR2) travel fast.
Dark Water. Imbues water with negative energy. 8TH-LEVEL DRUID SPELLS
(RR) Animal Shapes. One ally/level polymorphs into cho-
Find the Path. Shows most direct way to a location. sen animal.
Fire Seeds. Acorns and berries become grenades and Command Plants. Plants animate and vegetation
bombs. entangles.
Fleshhammer. Enchants a bludgeoning weapon with Finger of Death. Kills one subject.
the capacity for random abiliry drain, (DD) Greater Healing Circle. Heals 2d8+2/caster level
Greater Dispelling. As dispel magic, but +20 on damage in all directions. (RR)
check, Grove of Serenity. Creates a small grove of trees that
Healing Circle. Cures Id8 + I/level damage in all provides rest and healing. (RR)
directions. Healing Interdiction. Tatget is prevented from heal-
Ironwood. Magical wood is strong as steel. ing any kind of damage for 1 day/level. (RR2)
Liveoak. Oak becomes treant guardian, Repel Metal or Stone. Pushes away metal and stone.
Mormo's Serpent Hands. Turns caster's fingers into Reverse Gravity. Objects and creatures fall upward.
venomous snakes. (RR) Summon Nature's Ally VIII. Calls creature to fight.
Power Word, Thunder. Causes a clap of deafening Sunburst. Blinds all within 10 ft., deals 3d6 damage.
thunder. (RR)
Whirlwind. Cyclone inflicts damage and can pick up
Repel Wood. Pushes away wooden objects. creatures.
Spellstaff. Stores one spell in wooden quarterstaff. Word of Recall. Teleports you back to designated
Stone Tell. Talk to natural or worked stone. place,
Summon Nature's Ally VI. Calls creature to fight.
Thulkas' Fury. The caster glows, radiares immense
9TH-LEVELDRU1D SPELLS
heat, and is protected from fire. (RR2) Antipathy. Object or location affected by spell repels
Transport via Plants. Move instantly from one plant certain creatures.
to another of the same species. Censure of Mesos, A single target is prevented from
Wall of Stone. 20 hp/four levels; can be shaped, using any spell, spell-like or supernatural ability for 1
round/level. (RR2)
7TH-LEVEL DRUID SPELLS Denev's Fury. Id6 damage per five levels over a very
Changestaff Your staff becomes a treant on com- large area. (RR)
mand. Earthquake. Intense tremor shakes 5-ft./level tadius.
Control Weather. Changes weather in local area. Elemental Swarm. Summons 2d4 Large, Id4 Huge
Creeping Doom. Carpet of insects attacks at your element a Is.
command. Foresight. "Sixth sense" warns of impending danger.
Elemental Kiss. Target creature temporarily gains Mass Heal. As heal, but with several subjects.
the Elemental type. (RR2)
C H A P T £ R T H R € € : SPELLS
Shambler. Summons 1J4+2 shambling mounds to Limbs of Endurance. Cures fatigue, improves Forti-
fight for you. tude save by +1, reduces the need to rest. (RR)
Shapechange. Transforms you into any creature, and Remove Paralysis. Frees one or more creatures from
change forms once per round. paralysis, hold or slow.
Summon Nature's Ally IX. Calls creature to fight. Resist Elements. Ignores 12 damage/round from one
Sympathy. Object or location attracts certain crea- energy type.
tures. Shield Other. You take half of subject's damage.
Undetectable Alignment. Conceals alignment for
PALADIN SPF11S 24 hours.
IST-LEVELPALADINSPELLS 3RD-LEVELPALAD1NSPELLS
Bless. Allies gain +1 attack and +1 on saves against Cure Moderate Wounds. Cures 2d8 +l/level (max
fear. + 10).
Bless Water. Makes holy water. Discern Lies. Reveals deliberate falsehoods.
Bless Weapon. Weapon gains +1 bonus. Dispel Magic. Cancels magical spells and effects.
Burst of Energy. Caster gains 10 temporary hit Divine Wisdom. Subject gains Id4+1 Wis for 1 hr./
points and a +1 bonus to all saving throws. (RR2) level. (RR)
Create Water. Creates 2 gallons/level of pure water. Greater Magic Weapon. +1 bonus/three levels (max
+5).
Cure Light Wounds. Cures Id8 + I/level damage
(max +5). Heal Mount. As heal on warhnrse or other mount.
Detect Poison. Detects poison in one creature or Heart of Valor. Augments aura of courage, grants
small object. attack bonuses, causes fear in opponents. (RR)
Detect Undead. Reveals undead within 60 ft. Magic Circle against Evil. As protection spells, but
10-ft. radius and 10 min./level.
Divine Favor. You gain attack, damage bonus, +!/
three levels. Mask of Virtue. Protects the caster's thoughts and
alignment from detection. (WW)
Endure Elements. Ignores 5 damage/round from one
energy type. Prayer. Allies gain +1 on most rolls, enemies suffer
-1.
Ephod of Melee. Creates a magical vest that protects
against missile attacks and ranged spells. (RR) Remove Blindness/Deafness. Cures normal or magi-
cal conditions.
Gaze of Truth. Detects mind-control ling enchant-
ments and illusions. (RR) Touch of Renewal. Target receives fast healing
ability of 3. (RR2)
Holy Beacon. Signals paladins that another paladin
is in danger. (RR) 4TH-LEVEL PALADIN SPELLS
Magic Weapon, Weapon gains +1 bonus. Brothers in Arms. Allies exchange hit points and
Minor Symbol of Divinity. Creates minor magical Strength between themselves. (RR)
protections within a small area. (RR) Cloak of Righteousness. Creates shining raiment,
Protection from Evil. +2 AC and saves, counter blinding opponents and encouraging allies. (RR)
mind control, hedge out element a Is and outsiders. Cure Serious Wounds. Cures 3d8 + l/level (max
Read Magic. Read scrolls and spellbooks. + 15*).
Resistance. Subject gains +1 on saving throws. Death Ward. Grants immunity to death spells and
Silver Sword. Causes a weapon to count as silver for effects,
any special attack purposes. (DD) Demonbane. Caster temporarily gains great power in
Smite, Invokes the paladin's smite power. (RR) battle against evil outsiders. (RR2)
Virtue. Subject gains 1 temporary hp. Dispel Evil. +4 bonus against attacks by evil crea-
tures,
2ND-LEVEL PALADIN SPELLS Freedom of Movement. Subject moves normally
Commanding Presence. Subject gains Id4+l Cha despite impediments.
for 1 hr./level. (RR)
Hand of Justice. Enables the paladin to mete out
Curse of Solidity. Forces one incorporeal creature to tremendous damage in combat. {RR)
become corporeal. (RR2) Holy Beacon's Answer. Allows paladins to answer
Delay Poison. Stops poison from harming subject for the call of a holy beacon, (RR)
1 hour/level. Holy Sword. Weapon becomes +5, does double
Force of Will. Substitute your Wisdom modifier for damage against evil,
one of your physical ability modifiers. (RR2) Ironheart. Grants recipient +5 bonus that can be
Light Blade. Creates an sword made of pure light. distributed among future saving throws. (RR)
(RR2)
R f L I C J &. RITUALS 2: LOST
Life Force Transfer. Heal others by harming your- Minor Symbol of Divinity. Creates minor magical
self. {RR) protections within a small area. {RR}
Neutralize Poison, Detoxifies venom in or on sub- Nose of the Rat. Subject gains the Scent feat, bonus
ject. on tracking, enemy detection. (RR2)
Ricochete. Allows an arrow, sling bullet, or crossbow Pass without Trace. One subject/level leaves no
bolt tostrike multiple targets in a single round, {RR2 ) tracks.
Righteous Charge. Imbues the caster's next charge Rabbit Feet. Gives +2 bonus/level to Move Silently.
attack with divine power. (RR2) (RR)
Sacred Journey. Enhances a paladin's innate abili- Read Magic. Read scrolls and spellbooks.
ties. (RR) Resist Elements. Ignores first 12 damage from one
Soul of Mercy. Enhances the paladin's combat abil- energy type each round.
ity when attacking to subdue. (RR) Shade's Sight. Creature touched may look from
*Paladin's maximum effective caster level is 10. nearby shadows. (RR)
Spark. Creates a tiny spark. (RR)
Speak with Animals. You can communicate with
natural animals.
1ST-LEVEL RANGER SPELLS Steal Sleep. Transfers need for sleep to target crea-
Adhere to Wood. Caster's skin sticks to wooden ture. {RR)
surfaces. {RR) Summon Nature's Ally I. Calls animal to fight for
Alarm, Wards an area for 2 hours/level. you.
Animal Friendship. Gains permanent animal com-
panions,
2ND-LEVELRANGERSPELLS
Bed Bug Bites. Sleeping target is covered with itchy Animal Messenger, Sends a Tiny animal to a specific
bites that penalize all rolls for the next day. (RR2) place.
Chameleon Skin. Gives +1 bonus per level to Hide Bladethirst. Weapon touched cuts or pierces deeper,
{max +10). (RR)
inflicting more damage. (RR2)
Champion Swimmer. The subject gains a + 1 5 com- Call Aquatic Animal I. Calls aquatic animals to fight
petence bonus to all Swim checks, (RR2) for the spellcaster. (RR)
Chardun's Glory. Caster gains +4 natural armor Circle of Sounds. Allows those touched to speak via
bonus, but is surrounded by a dark nimbus. (RR2) bird and animal sounds. {RR)
Chill/Warmth. Slowly raises or lowers temperature. Cure Light Wounds. Cures Id8 + I/level damage
(max -f-5).
(RR)
Clean, Cleans grime and dirt from one object or Decompose. Turns a single corpse to dust or inflicts
person. {RR) Id4+ 1/levet damage to undead (RR2)
Curse of the Firefly. Target glows making him easier Detect Chaos/Evil/Good/Law. Reveals creatures,
to spot. (RR2) spells or objects.
Delay Poison. Stops poison from harming subject for Earthen Screen. Creates a small wall to provide
1 hour/level. cover. (RR2)
Detect Animals or Plants. Detects species of animals Hold Animal, Holds one animal helpless; 1 round/
or plants. level.
Detect Shapechangers. Detects the presence and Hunter's Moon. Grants ranger favored enemy bo-
strength of sha pec hangers. (RR2) nuses vs. lycanthropes for one night, (RR2)
Detect Snares and Pits. Reveals natural or primitive Hunter's Stalk. Provides concealment in rustic sur-
traps, roundings, (RR)
Dowsing, Locates nearby sources of potable water, Liliandel's Flurry. Transforms a single fired arrow
into three. (RR)
(RR)
Ears of the Wolf. Adds + 1 per level to caster's Listen Oakenblade. You create a blade out of life-filled oak.
(DD)
checks. (RR2)
Entangle. Plants entangle everyone in 40-ft,-radius Protection from Elements. Absorb 12 damage/level
circle. from one kind of energy.
Locate Oasis, Locates an oasis in the desert. (RR2) Shocking Missile. Enchants an arrow or bolt to
inflict 2d8+l electrical damage upon a successful hit.
Locate Water. Locates sources of water, fresh or salt.
(RR2)
(RR2)
Sleep. Put 2d4 HD of creatures into comatose slum-
Magic Fang. One natural weapon of subject creature
ber.
gets +1 bonus to attack and damage.
Snare. Creates a magical booby trap.
: IPELLI
Speak with Plants. You can talk to normal plants and Ice shards. Caster creates several floating shards of
plant creatures. ice that may defend or attack against opponents.
Stalker's Sight. Caster gains insight into creature (RR2)
tracked. <RR2) Nondetection. Hides subject from divination, scry ing.
Summon Nature's Ally II. Calls animal to fight for Polymorph Self. You assume a new form.
you. Ricochete. Allows an arrow, sling bullet, or crossbow
Tanil's Touch. Allows the choice of two outcomes bolt tostrike multiple targets in asingle round. (RR2)
when rolling dice. (RR) Summon Nature's Ally IV. Calls animal to fight for
Verisimilitude. Increases the DC of the subject's you.
illusion spells. (RR2) Tanil's Purging. Painfully forces shapeshifters to
Wolf's Cry. Causes animal attackers to flee, imposes resume their proper forms. (RR)
-1 attack penalty on intelligent foes. (RR) Tattoo Item, Changes one item into a tattoo on the
3RD-LEVEL RANGER SPELLS subject's body, (RR)
Tree Stride. Step from one tree to another far away,
Animal Infusion. Gain the power of an animal. (RR)
Wind Wall, Deflects arrows, smaller creatures and
Animal Spy. Send a Tiny animal on a 3-step mission,
gases.
(RR)
Yaral's Totemic Transformation. Grants caster pow-
Bane of the Forge. Allows non-metallic weapons to
ignore AC of metal armor. (RR2) ers of totem animal. (RR)
Beast Soul. Borrow the abilities of a willing animal.
(RR) SORCERER AND WIZARD
Control Plants. Talk to and control plants and fungi. SPF11S
Diminish Plants. Reduces size or blights growth of
normal plants. SPEQAL(Level voriesby creature summoned):
Enhanced Senses. Grants darkvision, +10 bonus to Conj Summon (specific creature). Allows caster
Listen, Search and Spot, plus Scent ability. (RR2) to summon a single type of creature, specified
Greater Magic Fang. One natural weapon of subject by the caster. (RR2)
creature gets +1 bonus toattack and damage per three
caster levels (max +5).
0-LEVEL SORCERER AND WIZARD SPELLS
Keshmeeri Refuge. Protects target from the harsh (CANTRIPS)
desert environment. (RR2) Abjur Resistance. Subject gains+ 1 onsaving throws.
Lure. A spell that causes an intense desire to possess Conj Filch. Conjure a small nearby object into your
a mundane item or trinket. (RR2) Hand. (RR2)
Neutralize Poison. Detoxifies venom in or on sub- Ray of Frost, Ray deals Id3 cold damage.
ject. Div Detect Poison. Detects poison in one creature
Plant Growth. Grows vegetation, improves crops. or small object,
Remove Disease. Cures all diseases affecting subject. Dowsing. Locates nearby sources of potable
SethtePs Stick Servant, Create a servant out of water. (RR)
sticks. (RR) Enumerate. Allows caster to quickly count a
Summon Nature's Ally III. Calls animal to fight for number of creatures or objects. (RR)
you. Ench Daze. Creature loses next action.
Tanil's Spectral Archers. Conjures a flight of nor- Sneeze. Causes target to sneeze.
mal arrows to blanket an area; 4d8 damage. (RR2) Steal Sleep. Transfers need for sleep to tatget
Tree Shape. You look exactly like a tree for 1 hour/ creature.
level. Evoc Flare. Dazzles one creature (-1 attack).
Water Walk. Subject treads on water as if solid. Light. Object shines like a totch.
4TH-LEVEL RANGER SPELLS Spark. Creates a tiny spark. (RR)
Itlus Dancing Lights. Figment torches or other
Call Aquatic Animal II, Calls aquatic animals to
lighrs.
fight for the spellcaster, (RR)
False Flavor. Gives food or drink an illusory
Chardun's Presence, Caster gains ld4+3 charisma,
taste. (RR2)
fear ability (RR2)
Ghost Sound. Figment sounds.
Cure Serious Wounds. Cures 3d8 +l/level damage
(max +15). Necro Disrupt Undead. Deals Id6 damage to one
undead.
Freedom of Movement. Subject moves normally
despite impediments. Trans Chill/Warmth. Slowly raises or lowers tem-
perature. (RR)
RELICS &. RITUXLS 2: LOST
Clean. Cleans grime and dirt from one object Detect Secret Doors. Reveals hidden doors
or person. (RR) within 60 ft.
Distort Shadow. Change the shape of any Detect Shapechangers. Detects the presence
ordinary shadow. {RR) and strength of sha pec hangers. (RR2)
Elina's Perfume. Change the scent of an Detect Undead. Reveals undead within 60 ft.
object or person. (RR2) Identify. Determines single feature of magic
Mage Hand. 5-pound telekinesis. item.
Mending. Makes minor repairs on an object. Locate Oasis, Locates an oasis in the desert.
Open/Close, Opens or closes small or light (RR2)
things. Locate Water. Locates sources of water, fresh
Quick Sober. Cures the target of alcoholic or salt. (RR2)
influences. (RR) Shade's Sight. Creature touched may look
Univ Arcane Mark. Inscribes a personal rune {vis- from nearby shadows. (RR)
ible or invisible). Spirit Watch. Learn general condition of the
Detect Magic. Detects spells and magic items mark. (RR2)
within 60 ft. True Strike. Adds +20 bonus to your next
Prestidigitation. Performs minor tricks. attack roll,
Read Magic. Read scrolls and spellbooks. Ench Charm Person, Makes one person your friend.
Foreaction. Subject gains a +5 bonus to initia-
1ST-1EVELSORCERER AND WIZARD SPELLS tive (RR2)
Abjur Alarm. Wards an area for 2 hours/level.
Hypnotism. Fascinates 2d4 HD of creatures.
Buoyancy Net. Target is forced to the water's Salamar's Quiet Contemplation. Causes en-
surface. (RR)
emies to grow passive and philosophical. (RR)
Endure Elements. Ignores 5 damage/round
Serpents' Stare, The caster's gaze freezes a
from one energy type. single target in place, (RR2)
Hold Portal. Holds door shut.
Sleep. Put 2d4 HD of creatures into comatose
Protection from Chaos/Evil/Good/Law. +2 slumber.
AC and saves, counter mind control, hedge
Evoc Blaise's Blazing Beads. Charges beads with
out elementals and outsiders.
magical energy and damages opponents. (RR2)
Shield. Invisible disc gives cover and blocks
Bolt of Power. Produces a fiery blast of magma
magic missiles. from a stone. (RR2)
Ginj Cobwebs. Creates flimsy webs ro slow move-
Clawstrike, Surrounds caster's hand with a
ment. {RR2)
destructive claw of force. (RR2)
Field of Razors. Caltrop-like razors cover one
Flame Bolt. Shoots flaming missiles, (RR)
5 ft.-square/level. (RR2)
Flash. Causes a flash of light that blinds en-
Glue. Makes a 10-ft. square surface sticky. emies. (RR)
(RR) Magic Missile. Id4+ldamage; + l missile/two
Grease. Makes 10-ft. square or one object levels above 1st (max +5).
slippery.
Stone Bolt, Stone bolt causes damage, pos-
Mage Armor. Gives subject +4 armor bonus.
sible stun, knocks down target. ( R R 2 )
Mount. Summons riding horse for 2 hr./level.
Tenser's Floating Disk. 3-ft.-diameter hori
Obscuring Mist. Fog surrounds you, znntal disk that holds 100 Ib./level.
Summon Monster I. Calls outsider to fight for IHus Chameleon Skin. Gives +1 bonus per level to
you. Hide (max +10).
Unseen Servant. Creates invisible force that Change Self. Changes your appearance.
obeys your commands.
Color Spray. Knocks unconscious, blinds or
Web Sphere. Creates an ensnaring missile. stuns Id6 weak creatures.
(RR2) Disappear. Caster becomes invisible for 2
Div Arrow Charm. Creates a magical pointer that rounds. (RR)
leads the way to a prespecified object or per
Nystul's Magical Aura. Grants object false
son. (RR) magic aura.
Comprehend Languages. Understands allspo-
Nystul's Undetectable Aura. Masks magic
ken and written languages. item's aura.
Detect Gold. Detects gold or other metals. Penumbral Trap. Creates an area of phantas-
(RR) mal foes. {WW)
ft?'
CHAPTER THR££; JPfLLJ
Silent Image. Creates minor illusion of your Blazing Shield. Protects the caster against
design. melee and missile attacks. (RR)
Ventriloquism. Throws voice for I min./level. Keshmeeri Refuge. Protects target from the
Necro Animate Vermin, Temporarily animates small harsh desert environment, (RR2)
animal skeletons or zombies. (HO) Obscure Object. Masks object against divina-
Bone Weapon. Transforms a nontnagic a I bone tion.
into a magical weapon. (HO) Protection from Arrows. Subject immune to
Cause Fear. One creature flees for Id4 rounds. most ranged attacks.
Chill Touch. 1 touch/level deals Id6 damage Resist Elements. Ignores 12 damage/round
and possibly 1 Str damage. from one energy type.
Chill Weapon. Weapon causes 1 point of Rune of Darkness. Rune causes impenetrable
temporary Strength damage per successful hit. darkness. (RR)
(RR2) Conj Bed Bug Bites. Sleeping target is covered with
Ray of Enfeeblement. Ray reduces Str by Id6 itchy bites that penal ize all rolls for the next
points +1 point/two levels. day. (RR2)
Trans Acid Spittle. Expectorate a viscous glob of Dolomar's Mapping. A spirit creates a map of
acid at an opponent. (RR) the caster's movements. (RR)
Animate Rope. Makes a rope move at your Feast of Worms. Summons lard worms ro
command, attack a victim within range. (DD)
Bladethirst. Weapon touched cuts or pierces Fog Cloud. Fog obscures vision.
deeper, inflicting more damage. (RR2) Glitterdust. Blinds creatures, outlines invis-
Burning Hands. Id4 fire damage/level (max: ible creatures.
5d4). Iceshards.Castercreates several floating shards
Elina's Wardrobe. Allows caster to quickly of ice that may defend or attack against oppo-
change outfits. (RR2) nents. (RR2)
Enlarge. Object or creature grows + 10%/level Life Shield. Creates a shield that draws power
(max +50%). from the caster's life energy. (RR)
Erase. Mundane or magical writing vanishes. Liliandel's Flurry. Transforms a single fired
Expeditious Retreat. Doubles your speed. arrow into three. (RR)
Feather Fall, Objects or creatures fall slowly. Melf's Acid Arrow. Ranged touch attack;
Jump. Subject gets +30 on Jump checks. 2d4damagefor 1 round + 1 round/three levels.
Magic Weapon. Weapon gains +1 bonus. Summon Monster II. Calls outsider to fight
for you.
Message. Whispered conversation at distance.
Summon Swarm. Summons swarm of small
Obscure Shadow. Makes an ordinary shadow
crawling or flying creatures.
disappear. (RR)
Web. Fills 10-ft. cube/level with sticky spider
Rabbit Feet. Gives +2 bonus/level to Move
webs.
Silently. (RR)
Div Assassin's Senses. Increases caster's critical
Reduce. Object or creature shrinks 10%/tevel
threat range and multiplier by one. (RR)
(max 50%).
Dead Man's Eyes. View trie last minutes of a
Reshape Shadow. Changes the shape of a
corpse's life from its view. (RR)
natural shadow. (RR)
Detect Thoughts. Allows "listening" to sur-
Shocking Grasp. Touch delivers Id8 + I/level
face thoughts.
electricity.
Locate Object. Senses direct ion toward object
Spider Climb. Grants ability to walk on walls
(specific or type).
and ceilings,
See Invisibility. Reveals invisible creatures or
Stone Window. Creates a one-way "window"
objects.
through rock walls. (BT)
Ench Alibi. Distorts memories of witnesses, (RR)
Trigger Rune. Triggers a previously placed,
magical rune from a distance. (RR) Commanding Presence. Subject gains Id4+1
Chaforlhr./level. (RR)
2ND-LEVELSORCERER AND WIZARD SPELLS Enkili's Prank. Confuses the magic of a
Abjur Arcane Lock. Magically locks a portal or spe! [caster, causing him to discharge the wtong
chest. spell. (RR)
Bend Sounds. Protection from sonic and lan- Rend the Sovereign Soul. Weakens victim's
guage-based attacks. (RR2) Wiil to resist. (RR)
R E L I C S &. RITUAL* 2r LOST
Rie's Lustful Gaze. Those who meet caster's Misdirection. Misleads divinations for one
gaze are captivated and cannot take actions. creature or object.
(RR2) Shadow Images. Creates quasi-real mirror
Tasha's Hideous Laughter. Subject loses ac- images of the caster. (RR)
tions for Id3 rounds. Verisimilitude. Increases the DC of the
WeepingFool. Subject weeps helplessly. {RR2) subject's illusion spells. (RR2)
Evoc Battlecry. Cone area effect that stuns oppo- Necro Arcane Healing. Converts arcane spells into
nents. (RR) healing energy. (HO)
Chaos Flame. Creates an uncontrollable ball Dying Breath. Exhausts one foe. (RR2)
of fire that inflicts 4d4 damage. (RR2) Essence Flare. Drives the target berserk, en-
Cold Snap. Numbs and injures an opponent hancing his power but killing him slowly.
with bone-chill ing cold. (RR) (HO)
Dark Flames, Creates a flame of darkness that Ghoul Touch. Paralyzes one subject, who
grants darkvision. (RR) exudes stench (-2 penalty) nearby.
Darkness. 20-ft, radius of supernatural dark- Netherblade. Creates aswordrhat drainsnega-
ness. riveenergy, damaging undead creatures. {RR2)
Daylight. 60-ft. radius of bright light. Phantom's Howl. Cry rhar causes foes to be
Dolomar's Force Wave. Pushes away sur- shaken, stunned or paralyzed. (RR)
rounding objects and creatures. {RR) Scare. Panics creatures up to 5 HD (15-ft.
Downdraft. Creates a blast of wind from the radius).
caster's location. (RR2) Sleep of the Dead. Feign death. (RR)
Ethereal Bolt. Bolt that damages ethereal and Soul Blast. Positive energy ray inflicts da mage
incorporeal targets. (RR) equal to sacrificed hp. (RR2)
Flame/Frost Weapon. Sheaths a weapon in Spectral Hand. Creates disembodied glowing
fire or ice. (RR) hand to deliver touch attacks.
Flaming Sphere. Rolling bail of fire, 2d6 dam- Trans Alter Self. As change self, plus more drastic
age, lasts 1 round/leveL changes.
Fountain of Blood. Causes acidic blood to Blindness/Deafness. Makes subject blind or
erupt from the ground. (RR.2) deaf.
Ganest's Farstrike. Creates a bolt of flame Bull's Grace. Ray reduces target's Dexterity.
with exceptional range. (RR.) (RR2)
Gloom. Creates anarea of shadowy light around Bull's Strength. Subject gains Id4+l Strfor 1
a touched object. {RR) hr./level.
Shatter. Sonic vibration damages objects or Burning Sight. Crants darkvision to mark.
crystalline creatures. {RR2)
Smother. Creates magical cloak that smothers Cat's Grace. Subject gains Id4+1 Dex for 1
a target. {RR) hr./level,
Illus Aura of Menace. Caster gains +1 to his In- Continual Heat. Heats igneous rock to pro-
timidation skill per level. (RR2) vide ambient warmth. (RR2)
Blind Mark. Tampers with mark's senses. Darkvision. See 60 ft. in total darkness.
(RR2) Dragonflight. Wings sprout from the caster's
Blur, Attacks miss subject 20% of the time. back, allowing flight. (RR2)
Continual Flame. Makesapermanenr,heatless Dragonhide. Transforms the caster'sskin into
torch. a scaly hide. (RR2)
Ever Scent. Creates an illusory smell. {RR) Endurance. Gain Id4+l Con for 1 hr./level.
Hypnotic Pattern, Fascinates 2d4+1 HD/level Fanning the Flames. Turns fire into a cone
of creatures. attack. (RR2)
Invisibility. Subject is invisible for 10 min./ Intoxicate. Causes intoxication ability penal-
level or unril it attacks. ties and possible unconsciousness. (RR)
Leomund's Trap. Makes item seern trapped. Knock. Opens locked or magically sealed door.
Magic Mouth. Speaks once when triggered. Levitate. Subject moves up and down at your
Minor Image. Assilent image, plussomesound. direcrion.
Minor Shadow Conjuration. Replicate 1st- Nose of the Rat. Subject gains the Scent feat,
level conjuration spells. {RR) bonus on tracking, enemy derection. (RR2)
Mirror Image. Creates decoy dupl icates of you Perfect Recollection. Subject gains ld4+I
(Id4 + I/three levels, max 8). Int for 1 hr./level. {RR)
76
CHAPTER THREC: SP£LLJ
Pyrotechnics. Turns fire into blinding light or Detect Dreams. See into another's dreams,
choking smoke. and learn the sectets of her past. (RR2)
Renewed Focus. Refocuses caster's initiative. Mind Raid. Allows teading of deep thoughts.
(RR) (RR)
Rope Trick. Up to eight creatures hide in Rune of Seeing. Rune allows scrying. (RR)
exrradimensional space. Spy Senses, Observe through mark's senses.
Shocking Missile. Enchants an arrow or bolt (RR2)
to inflict 2d8+1 electrical damage upon a Tongues, Speak any language.
successful hit. (RR2) Ench Hold Person. Holds one person helpless; 1
Swift Water, Enhances the speed of boats and round/level.
ships. {RR) Lure. A spell that causes an intense desire to
Whispering Wind. Sends a short message one possess a mundane item or trinket. (RR2)
mile/level, Suggestion. Compels subject to follow stated
3RD-LEVELSORCERERANDWJZARDSPELLS course of action.
Abjur Dispel Magic. Cancels magical spells and ef- Evoc Austlinan's Violent Scream. 1 d6 sonic dam-
fects. age/level in a 20 ft. cone. (RR2)
Explosive Runes. Deals 6d6 damage when Bloodstorm. Summons whirlwind of blood
read. that obscures vision, damages foes and causes
Greater Bend Sounds. Provides protection fear. (RR)
from sonic and language based attacks to all Dar'Tan's Shadow Bolt. Thrown shadow en
within area of effect. (RR2) ergy that causes Id6 damage/level. {RR)
Magic Circle against Chaos/Evil/Good/Law. Dragon's Breath. Caster breathes damaging
As protection spells, but 10-ft. radius and 10 effect, Id6 per level. (RR)
rn in./level. Fireball. Id6 damage per level, 20-ft. radius.
Nondetection. Hides subject from divination, Gust of Wind, Blows away or knocks down
scrying. smaller creatures.
Protection from Elements, Absorb 12 dam- Iron Storm. Creates cloud of magnetic iron
age/level from one kind of energy. filings.
Rune of Fire. Rune causes Id6 fire damage per Leomund's Tiny Hut. Creates shelter for 10
caster level. {RR) creatures.
Rune of Sleep. Rune causes Id6 Hit Dice of Lightning Bolt, Electricity deals Id6 damage/
creatures per caster level to fall asleep. (RR) level.
Conj Call Aquatic Humanoid I. Calls aquatic hu~ Ma na spear. Creates a magical spear that in-
manoids to fight for the spellcaster. (RR) flicts damage and drains spells from its target.
Chains of Binding. Summons iron chains that (RR)
erupt from the ground, inflicting damage and Wind Wall. Deflects arrows, smaller creatures
grappling a single foe. ( R R 2 ) and gases.
Flame Arrow. Shoots flaming projectiles {ex- lllus Battle Projection. Caster creates a spectral
tra damage) or fiery bolts (4d6 damage). copy of himself that can make melee attacks at
Gas Cloud. Creates invisible gas that can a distance. (RR2)
explode for Id6 damage/level. (RR) Displacement. Attacks rniss subject 50%.
Missile Storm. Transforms one projectile into Illusory Script. Only intended reader can
a volley. ( R R 2 ) decipher.
Phantom Steed. Magical horse appears for 1 Invisibility Sphere. Makes everyone within
hour/level. 10 ft. invisible.
Sepia Snake Sigil. Cteates text symbol that Major Image. As silent image, plus sound,
immobilizes reader, smell and thermal effects.
Sleet Storm. Hampers vision and movement. Malicious Image. Causes mirror images to
Stinking Cloud. Nauseating vapors, 1 round/ attack their caster, (RR2)
level. Mask Magic. Disguises the enchantment of a
Summon Monster III. Calls outsider to fight magic item (RR2)
for you. Mask of Virtue. Protects the caster's thoughts
Div Arcane Parry. Gain insight to avoid damage and alignment from detection. (WW)
from foe's next attack. (RR2) Minor Shadow Evocation. Replicates Isl-
Clairaudience/Clairvoyance. Hear or see at a and 2nd-level evocations. (RR)
distance for 1 min./level.
77
RELICS &. RITUXU 2: LOST LOR.E
„• *~,.*^
Veil of Lust. Caster appears highly desirable Secret Page. Changes one page to hide its real
to target, gains +20 to Charisma-based rolls. content.
(RR2) Shrink Item. Object shrinks to one-twelfth
Necro Armor of Undeath. Crafts protective armor size.
from a corpse, (RR) Slow. One subject/level takes only partial
Bones of Silver. Skeletons totaling 1 HD/ actions, -2 AC, -2 melee rolls.
level gain DR 5/silver. (RR2) Touch of the Eel. Electrifies target's body,
Cadaver Dance. Animates skeletons or zom- doing damage to anyone who touches him.
bies for 1 day/Level. (HO) (RR)
Gentle Repose. Preserves one corpse. Unbuckle. Unfastens all buckles inarea. (RR)
Halt Undead. Immobilizes undead for 1 round/ Vangal's Blessing. One willing subject/level
level. enters a berserker rage. (RR2)
Lesser Turn Resistance. Gives undead target Virtue's Curse. Good actions are punished.
+ 1 turn resistance. (RR2) (RR2)
Malaise. Mist drains Strength from all in the Water Breathing. Subjects can breathe un-
area. (RR2) derwater.
Phantom Wounds. Violently reopens old 4TH-LEVR SORCERER AND WIZARD SPEL1S
wounds and causes bleeding. (HO)
Abjur Blaise's Lucky Bead. The caster imbues a
Shadow Strike. Damage inflicted on ashadow
bead with the luck energy. (RR2)
is transferred to its owner. (RR)
Dimensional Anchor. Bars extradimensional
Shadow Touch. Casterhas Strength-draining
movement.
touch. (RR)
Fire Trap. Opened object deals Id4 + I/level
Undead Familiar. Reanimates a fallen famil-
damage.
iar. (HO)
Hold Stone. Prevents transmutation of stone.
Vampiric Touch. Touch deals Id6/two caster
(RR2)
levels; caster gains damage as hp.
Minor Globe of Invulnerability. Stops 1st-
Vampiric Weapon. Half the damage inflicted
through 3rd-level spell effects.
by a touched weapon is gained as temporary
Remove Curse. Frees object or person from
hit points. (RR2)
curse.
Wraithtouch. A necromancer's touch dam-
ages his foe's Constitution. (HO) Rune of Poison. Rune causes deadly poison.
Trans Animal Infusion. Gain the power of an ani-
(RR)
Spell Wall. Creates magical tens through which
mal. (RR)
spells alone may pass one way only. (RR2)
Animate Shadow. Shadows become ropes that
entangle. (RR) Stoneskin. Stops blows, cuts, stabs and slashes.
Blink. You randomly vanish and reappear for Conj Bottomless Pit. Creates an infinitely deep
hole. (RR)
1 round/level.
Fly. Subject flies at speed of 90. Enduring Webs. Creates a permanent web.
(RR2)
Fracture. Inflicts Id6 subdual damage, Id4
actual, breaks random bone. (WR) Evard's Black Tentacles. Id4 + l/leve! ten
tacles grapple randomly within 15 ft.
Gaseous Form. Subject becomes insubstan-
Iron Butterflies. Creates a flock of iron but
tial and can fly slowly.
terflies that damages enemies and harms fey.
Great Knock. Destroys any one barred portal.
<RR2)
(RR)
Leomund's Secure Shelter. Creates sturdy
Greater Magic Weapon. + I/three levels {max cottage.
*5).
Minor Creation. Creates one cloth or wood
Haste. Extra partial action and +4 AC. object.
Keen Edge. Doubles normal weapon's threat
Solid Fog. Blocks vision and slows movement.
range.
Summon Monster IV. Calls outsider to fight
Pressure Sphere. Increases water pressure to
for you,
damage targets. (RR)
Tanil's Spectral Archers. Conjures a flight of
Rock Storm. Creates a whirlwind of rocks and
normal arrows to blanket an area, causes 4d8
debris that batters opponents. (BT)
damage. (RR2)
Runic Weave. Imbues garments with magical
Tevikk's Creeping Eye. Creates a small eye-
protections and runes. (BT)
like object that the caster can see through.
(RR)
CHAPTER-THREE: SPELL!
, -v
Verminplague. Summons a horde of diseased Wall of Ice. Ice plane creates wall with 15 hp
rats, insects and other scavengers, (RR) +1 /level or hemisphere that can trap creatures
Div Arcane Eye. Invisible floating eye moves 30 inside,
ft./round, Illus Ghostdweomer. Creates a phantom dweomer
Detect Scrying. Alerts you of magical eaves- around a spell or magic item to foil dispel
dropping, magic attempts. (RR)
Locate Creature. Indicates direction to famil- Hallucinatory Terrain. Makes one type of
iar creature, terrain appear like another (field into forest,
Minor Circle of Seeing. Creates a magical etc.).
circle to view locations where runes of seeing Illusory Wall, Wall, floor or ceiling looks real,
have been placed. (RR) but anything can pass through.
Quick Learn. Grants caster 3 +l/level skill Improved Invisibility. As invisibility, but sub-
ranks in a desired skill. (RR2) ject can attack and stay invisible.
Scrying. Spies on subject from a distance. Phantasmal Killer. Fearsome illusion kills sub-
Terole's Translator. Gives complete under- ject or deals 3d6 damage.
standing of one language. (RR) Rainbow Pattern. Lights prevent 24 HD of
Ench Belsameth's Strife, Victim sees allies asdeadly creatures from attacking or moving away.
enemies. (RR) Shadow Conjuration, Mimics conjuring be-
Charm Monster. Makes monster believe it is low 4th level.
your ally. Talen's Maligned Performance. Ruins a bard's
Confusion. Makes subject behave oddly for 1 performance without his knowledge. (RR2)
round/level, Necro Bone Construct. Shapes bones into various
Gluttony. Fills targets with ravenous hunger constructions or objects. (HO)
for 1 minute/level. (RR) Bones of Iron. Skeletons totaling 1 HD/level
Emotion. Arouses strong emotion in subject. gainDR 10/+1. (RR2)
Lesser Geas, Commands subject of 7 HD or Contagion. Infects subject with chosen dis-
less. ease.
Evoc Blaise's Bead of Frost. Enchants bead to Dreamwalk. Caster can enter dreams. (WW)
produce ;i blast of frost and numbing cold, Enervation. Subject gains Id4 negative levels.
(RR2) Fear. Subjects within cone flee for 1 round/
Blaise's Blasting Bead. Enchants bead to ex- level.
plodes in a deafening concussive blast. (RR2) Greater Spectral Hand. Creates disembodied
Damashar's Force Rune. Runic pattern sends glowing hand to deliver touch attacks. (RR2)
out shockwave that causes damage, knocks Repair Dead. Skeletons or zombies are in-
victims unconscious. (BT) stantly repaired, (RR2)
Fire Shield. Creatures attacking you take fire
damage; you're protected from heat or cold.
Zombie Form. Take the form of a zombie. (RR)
Trans Accelerate Reflexes. One target moves with
I
Ice Storm, Hail deals 5d6 damage in cylinder deadly speed and skill. (RR2)
40 ft. across. Affliction. Ray reduces all of a target's at-
Otiluke's Resilient Sphere. Force globe pro- tributes. (RR2)
tects but traps one subject. Bath of Purity. Makes spirit doll able to heal
Persistent Missiles. Creates long-last ing mis- its target. (RR2) wl
siles of magical force. (RR2) Bestow Curse. —6 to an ability; -4 on attacks,
Purifying Flames. Burns a foe every round saves and checks; or 50% chance of losing
until extinguished. (RR) each action.
Sacrifice Spell. Cannibalize other spells for a Bloodied Blade. Temporarily gives a weapon
Id8 damage/spell level bolt. (RR) the taste for blood, granting bonuses to attack
Shadow Chains. Binds different shadows to and damage rolls. (RR2)
gether, holding their owners captive. (RR2) Dimension Door. Teleports you and up to 500 Ib,
Shadow Shield, Protects the caster from sight Earth Blast. Wave of displaced earth explodes
and scrying. (RR) beneath an enemy's feet, causing 4d6+ I/level
Shout, Deafens all within cone and deals 2d6 damage (RR2)
damage. Enhanced Senses, Grants darkvision, +10
Wall of Fire. Deals 2d4 fire damage out to 10
ft. and Id4 out to 20 ft. Passing through wall
deals 2d6 + i/ieveL
bonus to Listen, Search and Spot, plus Scent
ability. (RR2)
I
79
\TlJi
R £ L I C J &. R I T U X L S 2: LOST LOfU
i
Frostform. Caster's body becomes like ice, Lesser Planar Binding. Traps outsider until it
granting Cold subtype and bonus cold damage performs a task.
to his unarmed attacks. (RR2) Major Creation. As minor creation, plus stone
Gaurak's Corpulence. Causes a target to ex- and metal.
pand into A bloated, awkward obesity. (RRZ) Mord's Faithful Hound, Phantom dog can
Lesser TimeheaL Rapidly accelerates time for one guard, attack.
target in order to heal the target's wounds. (RR2) Pillar of Attraction/Repulsion. Creates mag-
Mind Over Matter. Aids concentration to netic pillar that attracts/repels metal armor
ignore distractions. (RR) and weapons. (RR)
Mirror Safe. Creates an extradimensional Summon Monster V. Calls outsider to fight
space to store items. (RR) for you.
Polymorph Other. Gives one subject a new form. Wall of Iron. 30 hp/four levels; can topple
Polymorph Self. You assume a new form. onto foes.
Rary's Mnemonic Enhancer. Prepares extra Wall of Stone. 20 hp/four levels; can beshaped.
spells or retains one just cast. Wizard only. Div Contact Other Plane, Ask question of
Remove Resistance. Decreases target's spell extraplanar entity.
resistance. (RR) Prying Eyes. Id4 floating eyes +l/level scout
Sap Strength. Steals the strength from an- for you.
other creature. (RR2) Rary's Telepathic Bond. Link lets allies com-
Seal of Hedrada. Seals one portal until a municate.
condition is met. (RR) Ench Dominate Person. Controls humanoid tele-
Shadow Form of Lyrand. Caster turns himself pathic ally.
into a natural shadow. {RR} Dreadmantle.Thecasterradiatesdespair, weaken
Tattoo Item. Changes one item into a tattoo ing die will of all those who view him. (RR2)
on the subject's body. {RR) Feeblemind. Subject's Int drops to 1.
Water's Embrace. Animates a body of water Gulaben's Ecstasy. Target is distracted by
in order to drown a creatute. (RR) pleasure and has his will weakened, (RR2)
Yaral's Totemic Transformation. Grants Gullibility. Subjects become overly trusting,
caster powers of totern animal. (RR) sufferingskillartdsavingthtowpenalties. (RR2)
5TH-LEVEL SORCERER AND WIZARD SPELLS Hold Monster. As hold person, but any creature.
Abjur Dismissal. Forces a creature to return to na- Mind Fog. Subjects infogget-10 Wis, Will checks.
tive plane. Evoc Bigby's Interposing Hand. Hand provides
90% cover against one opponent.
Mana Sink. Creates a floating sphere that
absorbs magic within its area of effect. (RR2) Cone of Cold. Id6 cold damage/level.
Shield of Color. Creates a shimmering shield Curtain of Darkness. Creates a black wall
that protects thecaster from attackand shadow that blocks sight and scrying. (RR)
magic. (DD) Sending, Delivers short message anywhere,
Conj Beetle Swarm. Summons a swarm of flesh- instantly.
stripping beetles. (RR2) Thulkas' Fury. The caster glows, radiates
Blaise's Iron Bead. Weaves an invisible pro- immenseheat, and isprotected from fire. (RR2)
tective magnetic barrier about the caster. Wall of Force. Wall is immune to damage.
(RR2) Illus Dream. Sends message to anyone sleeping,
Burden of Faith. Divine spellcasters within False Vision. Fools scrying with an illusion.
range suffer extreme encumbrance. (RR2) Greater Shadow Conjuration. As shadow
Call Aquatic Monster. Calls an aquatic mon- conjuration, but up to 4th level and 40% real.
ster to fight for the spelicaster. (RR) Mirage Arcana. As hallucinatory terrain, plus
Cloudkill. Kills 3 HD or less; 4-6 HD save or structures.
die. Nightmare. Sends vision dealing Id 10 dam-
Darksoul- Caster allows a fiend to possess his age, fatigue.
body in order to increase his combat ability. Persistent Image. As major image, but no
(RR2) concentration requited.
Greater Familiar. Summons a powerful famil- Seeming, Changes appearance of one person/
iar. (RR) two levels.
Leomund's Secret Chest. Hides expensive Shadow Evocation. Mimics evocation less
chest on Ethereal Plane; you retrieve it at will. than 5th level.
m
CHAPTER T H R € € : SP6LLS
Shadow Weapon. Creates a Strength-drain Mesos' Vengeance, Greatly amplifies the ar-
ing weapon. (RR) cane heat generated by spellcasting in an area.
Necro Animate Dead. Creates undead skeletons and (RR2)
zombies, Multiplicity, Allows casting of prepared spell
Boneblades. Sharp bone spurs sprout alL over instead of others. Wizard only. (RR)
caster's body, (RR2) Passwall, Breaches walls 1 ft. thick/level.
Dark Water. Imbues water with negative en- Scry Blast. Enchants ascryingdevice to trans-
ergy. (RR) mit spell energies. (RR2)
Doomwail. Victims must make Will saving Ship Snare, Creates a magic trap to slow sea
throws or he deafened or paralyzed. (RR) vessels. (RR)
Escape the Bonds of Flesh. Twists victim's Stone Shape, Sculpts stone into any form,
bones and ruptures flesh, inflicting 2d8 points Telekinesis. Lifts or moves 25 Ib./level at long
of damage +1 per caster level. (WR) range.
Magic Jar. Enables possession of another creature. Teleport. Instantly transports you anywhere.
Netherblast. Drains negative energy, inflict Transmute Mud to Rock. Transforms two 10-
ing Id6/level points of damage against the ft. cubes/level.
i undead. (RR2) Transmute Rock to Mud, Transforms two 10-
' Nethergaze. Caster's gaze damages and im- ft. cubes/level.
pairs undead. (RR) Troll's Blood. Grants a troll's ability to regen-
Nethershield. Creatures attacking the caster erate for a limited duration. (HO)
ate drained of negative energy and heat while Univ Permanency. Makescertain spells permanent;
the caster is protected against energy drain costs XP.
and ability drain. ( R R 2 )
Sigil of Fire. Corporeal undead are marked 6TH-LEVELSORCERER AND WIZARD SPELLS
with a floating sigil and granted the fire sub- Abjur Antimagic Field. Negates magic within 10 ft.
type (RR2) Bladeturn. Deflects physical attacks aimed at
Sigil of Ice. Corporeal undead are marked caster. (WW)
with a floating sigil and granted the cold Globe of Invulnerability. As minor globe,
subtype. (RR2) plus 4th level.
Slow the Years. Halves the natural aging of Greater Dispelling. As dispel magic, but +20
the target. (RR2) on check.
Speed the Years. Double the natural aging of Guards and Wards. Array of magic effects
the target. (RR2) protect area.
Stelan's Blood Tentacles, Creates tentacles Repulsion. Creatures can't approach you,
from a dead or dying creature's blood. (RR2) Taldock's Spell Inhibitor. Weakens spells
Turn Resistance. Gives undead target +3 cast within 100 ft. (RR)
turn resistance. (RR2) Conj Acid Fog. Fog deals acid damage.
Trans Animal Growth. One animal/two levels Avalanche. Creates a moving avalanche un-
doubles in size, HD, der caster control. (RR2)
Dolomar's Limited Liquification. Caster as- Awaken Lesser Titan Avatar. Conjure a
sumes a liquid state, (RR) powerful outsidet. (RR)
Enchant Spirit Doll. Creates a spirit doll that Call Aquatic Humanoid II. Calls aquatic
can be used in conjunction with other spirit humanoids to fight fot the spellcastet, (RR)
doll spells. (RR2) Planar Binding. As lesser planar binding, but
Essential Blade. Allows a melee weapon or a up to 16 HD.
natutal weapon to ignore object hardness, Power Word, Thunder. Causes a clap of
damage incorporeal targets and make touch deafening thunder. (RR)
attacks when used in melee. (RR2) Summon Monster VI. Calls outsider to fight
Fabricate. Transforms raw materials into fin- for you.
ished items. Div Analyze Dweomer. Reveals magical aspects
Legion'sMarch.Onesubject/levelgainsld4+l of subject.
Con. (RR2) Legend Lore. Learn tales about a person, place
Live Wood, Regenerates damage done to or thing.
wooden items or creatures. (RR) Mass True Strike. One subject/level gains a
Meld Object. Merges one object into the body +20 bonus to their next attack roll. (RR2)
of a creature, (RR)
RELIC! S. RITUAL* 2: LOJT LOFU
Nerith's Vigilant Aura. Gives caster the Un- Plague Touch. Cause disease in others with
canny Dodge ability and +4 bonuses to Spot, but a touch. (RR2)
Search and Initiative. (WW) Shade Storm. Summons a horde of wrathful
Spectral Hydra. Conjures ghostly hydra heads spirits to harm living enemies. (RR2)
to guard a location. (HO) Sigil of Ooze. Corporeal undead are marked
True Seeing. See all things as they really are, with a floating sigil and granted ooze-related
Ench Amnesia, The target loses alt memory. (DD) special abilities, (RR2)
Declaration of Death. Convinces a single Touch of Madness. Caster's touch deals per-
creature that it has died. (RR) manent Wisdom damage to victim. (RR2)
Deep Sleep. Put a large number of creatures Transform Dead. Transforms zombies into
into a deep sleep from which only magic can ghouls. (RR2)
wake them. Undead Crew. Summons an undead crew to
Geas/Quest, As lesser geas, plus it affects any crew a ship controlled by the caster. (RR2)
creature. Trans Belsameth's Blessing. Transforms one crea-
Mass Suggestion. As suggestion, plus one/ ture into a werebeast. (RR)
level subjects. Blade Meld. Causes weapons that strike the
Rie's Dance of Seduction. Charms all who caster to meld into his flesh. (RR2)
view the dancer. (RR) Chill Gaze. Gaze paralyzes opponents with
Evoc Bigby's Forceful Hand. Hand pushes crea- numbing cold inflicting 2dlO points of cold
tures away. damage. (RR2)
Chain Lightning. Id6 damage/level; second- Control Water. Raises, lowers or parts bodies
ary bolts. of water.
Contingency. Sets trigger condition for an- Control Weather, Changes weather in local
other spell, area.
Enkili's Lightning Storm. Causes an electri- Death Blade. Ghostly blade deals Id6 damage
cal storm that the caster can control. (RR) per round until victim saves. (RR)
Otiluke's Freezing Sphere. Freezes water or Disintegrate. Makes one creature or object
deals cold damage. vanish.
Vengeance of the Scorned. Allows caster to Eyebite. Charm, fear, sicken or sleep one subject.
find and defeat a single individual. (DD) Flesh to Stone. Turns subject creature into
lllus Abrindel's Prism Cloak. Shrouds the caster statue.
in an illusory cloak that captivates up to 24HD Flesh hammer. Enchants a bludgeoning
of attackers. (RR2) weapon with the capacity for random ability
Greater Shadow Evocation. As shadow evo- drain. (DD)
cation, but up to 5th level. Mass Haste. As haste, affects one/level subjects.
Mislead. Turns you invisible and creates illu- Mord's Lucubration. Recalls spell of 5th level
sory double. or less. Wizard only.
Permanent Image. Includes sight, sound and Move Earth. Digs trenches and build hills.
smell. Pass the Years. Ages target by IdlO years. (RR)
Programmed Image. As major image, plus Rupture. Inflicts 2d4 points subdual, 3d4 points
triggered by event. actual damage, breaks random bone. (WR)
Project Image. Illusory double can talk and Shadow Smash. Permanently turns any ob-
cast spells. ject into a shadow version of itself. (RR)
Reverse Illusion. A real object is cloaked by Stone to Flesh. Restores petrified creature.
illusion. (RR) Tenser's Transformation. You gain combat
Shades. As shadow conjuration, but up to 5th bonuses.
level and 60% real.
Talen's Confounding Battlefield. Illusions
7TH-LEVELSORCERERANDW1ZARDSPELLS
make everyone in the area of effect look like Abjur Banishment. Banishes 2 HD/levelextraplanar
someone else, (RR2) creatures.
Veil. Changes appearance of group of creatures. Mesos' Containment. Absorbs and redirects
Necro Bones of Adamantine. Skeletons totaling 1 physical energy attacks. (RR2)
HD/level gain DR 20/+2. (RR2) Sequester. Subject is invisible to sight and
Chern's Exhalation. Caster expels a cloud of scrying.
brain-damaging spores. (RR2) Sever. Severs theconnection of a divinecaster
and his deity. (RR)
Circle of Death. Kills Id4 HD/level.
Spell Turning. Reflect ld4+6 spell levels back Transmute Flesh to Shadow. Transforms one
at caster. creature into shadows. (RR)
Conj Daggers of Vaul. Creates a cloud of tiny Trans Ease the Ages' Burden. Slows target's aging
blades that inflict Id4 points of damage per with some side effects, (RR2)
round. (RR) Ethereal Jaunt. You become ethereal for 1
Drawmij's Instant Summons. Prepared ob- round/level.
ject appears in your hand. Freezing Curse. Target is frozen solid. (RR)
Mord's Magnificent Mansion. Door leads to Greater Timeheal, Brings a previous version
extradimensional mansion. of the target forward from the past to reverse
Phase Door. Invisible passage through wood injury or death, (RR2)
or stone. Mormo's Serpent Hands. Turns caster's fin-
Power Word, Stun. Stuns creature with up to gers into venomous snakes, {RR)
I50hp. Plane Shift. Up to eight subjects travel to
Summon Monster VII, Calls outsider to fight another plane.
for you. Reverse Gravity. Objects and creatures fall
Div Greater Scrying. As scrying, but faster and upward.
longer. Statue. Subject can become a statue at will.
Vision. As legend lore, but quicker and strenuous. Teleport without Error. As teleport, but no
Ench Insanity. Subject sufTers continuous confusion, off-target arrival.
Evoc Bigby's Grasping Hand. Hand provides cover, Vanish. As teleport, but affects a touched
pushes or grapples. object.
Dark Lightning, Creates a bolt of anti-magi- Yugman's Damage Deflection. Transfers dam-
cal lightning. (RR2) age from attacks back to the attacker. (WW)
Delayed Blast Fireball. Id8 fire damage/level; Univ Limited Wish, Alters reality—within spell
you can delay blast for 5 rounds. limits.
Eyeburst. Destroys the eyes of one creature, 8TH-LEVELSORCERER AND WIZARD SPELLS
rendering it permanently blind. (RR2)
Ahjur Mind Blank. Subject is immune to mental/
Forcecage. Cube of force imprisons all inside.
emotional magic and scrying.
Hammer and Anvil. Deals Id8 damage/level
Prismatic Wall. Wall's colors have array of
and may stagger target. (RR2)
effects.
Ilajam Fire, Creates a burst of persistent flame.
Protection from Spells. Confers +8 resistance
(RR) bonus.
Mord's Sword. Floating magic blade strikes
Conj Greater Planar Binding. As lesser planar bind-
opponents.
ing, but up to 24 HD.
Prismatic Spray. Rays hit subjects with vari-
Incendiary Cloud. Cloud deals 4d6 fire dam-
ety of effects.
age/round,
Illus Mass Invisibility. As invisibility, but affects
Maze, Traps subject in extradimensional maze,
all in range.
Power Word, Blind. Blinds 200 hp worth of
Shade Evocation, Replicates evocation spells
creatures.
upto6th-level. (RR)
Summon Monster VIII. Calls outsider to
Shadow Walk. Step into shadow to travel
fight for you.
rapidly.
Trap the Soul. Imprisons subject within gem.
Simulacrum. Creates partially real double of a
creature. Div Discern Location. Exact location of creature
or object.
Necro Control Undead. Undead don't attack you
while under your command. Greater Circle of Seeing. View and affect
locations where runes of seeing exist. {RR)
Essence Shift. Drains life from a target to heal
another's wounds. (HO) Ench Antipathy. Object or location affected by
spell repels certain creatures.
Finger of Death. Kills one subject.
Binding. Array of techniques to imprison a
Greater Turn Resistance. Gives undead tar-
creature.
get + 5 turn resistance. (RR2)
Demand. As sending, plus you can send sug-
Soulstrike. Tortured spirits drain Constitu-
gestion.
tion from a chosen target. (RR)
Mass Charm. As charm monster, but all within
Stop the Years. Stops target's aging for I d l O
30ft.
years. (RR2)
Otto's Irresistible Dance. Forces subject to
dance.
RCL1CS &, RITUXLS 2: LOST
Sympathy. Object or Location attracts certain Imprisonment. Entombs subject beneath the
creatures. earth.
Evoc Blackflame. Surrounds the subject in an in- Mord's Disjunction. Dispels magic, disen-
ferno of black fire. {RR} chants magic items.
Bigby's Clenched Fist. Large hand attacks Prismatic Sphere. As prismatic wall, but sur-
your foes. rounds on all sides.
Otiluke's Telekinetic Sphere, As Otiluke's Conj Gate. Connects two planes for travel or sum-
resilient sphere, but you move sphere moning.
telekinetically. Power Word, Kill. Kills one tough subject or
Sunburst. Blinds all within 10 ft., deals 3d6 many weak ones.
damage. Summon Monster IX. Calls outsider to fight
Yugman's Boon. Allows a person to store a for you.
number of spellsofthecaster'schoosing. {WW) Tendrils of Eternal Night. Conjures four
Yugman's Blazing Retribution. Sends a tor- shadowy tentacles that pull their victim
rent of wildfire upon a target that the caster through a negative-energy portal. (RR2)
can see or scry. (WW) Div Foresight. "Sixth sense" warns of impending
lllus Nerith's Phantasmal Aura of Protection. Attackers danger.
must make a Will save or be held. (WW) Mind Share. Allows caster to get truthful
Screen. Illusion hides area from vision, scrying. answers to any questions asked of subject. {DD)
Shadow Twin. Turns a creature's shadow into Ench Dominate Monster. As dominate person, but
a hostile twin. (RR) any creature.
Soul Disk. The caster launches a keen vorpal disk Evoc Bigby's Crushing Han J As Bigby's interpos-
at her foes, dealing 2dl2points of damage. (RR2) ing hand, but stronger.
Necro Clone. Duplicate awakens when original dies. Meteor Swarm. Deals 24d6 fire damage, plus
Darkstaff. Creates staff of negative energy bursts,
that drains hit points and levels from foes. (RR) Mindwrack. Destructive energies cause Intel-
Horrid Wilting. DeaisldS damage/level within ligence loss and random debilitation, (RR2)
30ft. lllus Weird. As phantasmal killer, but affects all
Leech Field. Absorbs hit points from nearby within 30 ft.
foes. (RR) Necro Astral Projection, Projects you and compan-
Negative Energy Geyser. Creates an eruption ions into Astral Plane.
of negative energy. (RR2) Dagger of Undeath. Creates a dagger-like bolt
Shadow Storm. Causes damage, and Str and of negative energy which may create an undead
Con loss. (RR) creature. (RR2)
Virulence, Target contracts d3 diseases and Energy Drain. Subject gains 2d4 negative levels.
becomes carrier. (RR2) Healing Interdiction. Target is prevented from
Trans Elemental Kiss, Target creature temporarily healing any kind of damage for 1 day/level. (RR2)
gains the Elemental type. {RR2) Soul Bind. Traps newly dead soul to prevent
Etherealness. Travel to Ethereal Plane with resurrection.
companions. Soul Exchange. Transfers life essence from
Iron Body. Your body becomes living iron. one body to another. (HO)
Polymorph Any Object. Changes any subject Wail of the Banshee. Kills one creature/level.
into anything else. Trans Cone of Oblivion. Creates a cone that disin-
Rapidjourney. Allows multiple teleportations. tegrates everything in its path. (RR2)
(RR) Refuge. Alters item to transport its possessor
Strength of Kadum. Target receives a +!/ to you.
caster level bonus to Strength. {RR) Shapechange, Transforms you into any crea-
Time Skip. Become nonexistent for a time. (RR) ture, and change forms once per round.
Widdershins. Caster jumps back in time. {RR) Teleportat ion Circle. Circle teleports any crea-
Univ Symbol. Triggered runes have array of effects. ture inside to designated spot,
9TH-LEVELSORCERERANDW1ZARDSPELLS Temporal Stasis. Puts subject into suspended
animation.
Abjur Censure of Mesos. A single target is pre-
Time Stop. You act freely for Id4+l rounds.
vented from using any spell, spell-like or su-
pernatural ability for 1 round/level. (RR2) Two Minds. Doubles the caster's mental ac-
tions. (RR)
Freedom. Releases creature suffering impris-
onment. Univ Wish, As limited wish, but with fewer limits.
CHAPTER THREE: S P E L L S
Spells
The spells herein are presented in alphabetical order.
Abrindel's Prism Cloak patterns and may take no further target already has these feats, no
actions for the spell's duration. additional benefit is conferred.
Shrouds the caster in an Thiseffect ends if the caster moves Finally, the target gains the eva-
out of sight or if the victim is sion extraordinary ability if he
illusory cloak that captivates up does not already have it.
attacked.
to 24HD of attackers. The castermay choose toend
Illusion (Pattern) [Mind-Affecting]
the spell before its duration ex- Affliction
Levd:Brd5,Sor/Wii6
pires. If he does, the prism cloak
Components: V, S, F Ray reduces all of a target's
bursts into a multicolored explo-
Casting Time: 1 action
sion of light and color. Those attributes.
Range: Personal
creatures still captivated by the Transmutation
Target: You
cloak are irrtmediarely affected as Level: Sor/Wiz 4
Duration: I minute/level (0)
if struck by acolorsfra}, with no Components: V,S.M
Saving Throw; Will negates
save allowed. This effect does not Casting Time: I action
Spell Resistance: Yes
rake place if the spell ends be- Range: Close (25 ft. + 5 ft./2 levels)
Description cause its duration has expired. Effect: Ray
:i
Components: S, M Saving Throw: Ref lex half Components: V, S, OF
Casting Time: 1 action Spell Resistance: Yes Casting Time: I action
87
Rarer &. RITUXU 2-. LOST LOP.E
Range: Touch sure to do so. These witches make make them potent adversaries,
Target One weapon spirit dolls of themselves, cast their scholarly nature often leaves
Duration; 1 round/level them in a bath of purity, and then them frail and vulnerable to an
Saving Throw: Will negates (object) keep them with the ir trusted heal- enemy's blows. In battle, it is wise
Spell Resistance: Yes (object) ers. It is rumored that the witches for a wizard or sorcerer to stay out
Description are so protective of their territory of the fray, working his magic
in Albadiaonly because they have from behind the lines.
Developed long ago by dru- spirit dolls of themselvesand know
ids and shamans wanting to halt Yet sometimes a spellcaster
the effects that could be unleashed may wish to confront his enemies
the destruction of their home-
on them if their own dolls were more directly.
lands by "civilized" people wearing
given to enemies.
metal armor, many primitive tribes Spell Effect
in the jungles and woods of Sea rn Spell Effect Upon casting this spell, a
now use this spell. Especially dur- By washing the doll and mark spectral copy of the caster is su-
ing the Divine War, the primitive during the casting of this spell, perimposed on his person. The
people were often slaughtered the caster creates a magical bond specrral image follows the move-
without mercy by knights and between the two. The doll and its ments of the caster with a slight
other warriors in heavy metal ar- mark must be within 5 feet of each delay, creating a strange swaying
mor. This spell gave the victims a other while this takes piace. Once effect. Whenever the affected
fa it chance against such foes, since this spell is completed, any Con- wizard or sorcerer strikes out to-
it allows a non-metal weapon to juration (healing) ot protection ward an enemy, who may very
ignore metal armor. If invaders from evil/good/lawlchaos spells cast well be out of the caster's range,
and despoilers of woodlands know on the doll take effect on the the phantasmal copy instantly
that a tribe has knowledge of this target as if cast directly onto him. moves within striking distance of
spell, they often think twice about Once the spell has been cast, the tatget to deliver the blow.
entering such territory. the distance between the target While under the influence of
Spell Effect and the caster is irrelevant. This this spell, the caster can make
spell lasts as long as the spirit doll melee attacks against any visible
This spell enchants a non-
re mains in one piece i that is, once creature within range. The copy
metal weapon such as a cudgel or
stone spear so that it ignores metal the spirit doll's enchantment ends acts as if using the same weapons
armor and other protections made so does this spell. Refer to the and attacks as the original, and
enchant spirit doH spell for details can deliver touch spells. Making
of metal. Any portion of a target's
AC that derives from metal ar- on that spell's duration. an attack with the spectral dupli-
mor is ignored, though magical Focus: Spirit doll (seeenchant cate is a standard action and
bonuses still apply. Non-metal spirit doll spell) marked to the tar- provokes attacks of opportunity
armor protects targets normally. get, and enough clean water to from any foes in range.
If attacking a metal object, the bathe both the target and the Focus: A prism.
enchanted weapon ignores the spirit doll during the casting.
object's hardness rating, XPcost:75XP. BedBugBites
Bath of Purity Battle Projection Sleeping target is covered with
itchy bites that penalize all rolls
Makes spirit doll able to heal Caster creates a spectral copy
for the next day.
its target. of himself that can make melee Conjuration (Creation)
Transmutation attach at a distance. Level: Brd 2, Clr 2, Drd !, Rgr 1, Sor/Wiz 2
Level: Sor/Wiz 4 Illusion (Shadow) Components: 5, M
Components: V, 5, F.XP Level: Sor/Wiz } Casting Time: 1 full round
Casting Time: 1 hour Components: V, S, F Range: Touch
Range: Close (25 ft + 5 Ft./2 levels) Casting Time: 1 action Target One creature
Target: One creature marked to the spirit doll Range: Close (25 ft, + 5 Ft,/2 levels) Duration: Instantaneous
focus Target: You Saving Throw: Special (see below)
Duration: See text Duration: I round /level Spell Resistance: Yes
Saving Throw: Fortitude negates (harmless) Saving Throw: None
Spall Resistance: Yes (harmless)
Description
Spell Resistance: No
Said to have first been re-
Description Description searched and designed by Hashan
Any Albadian witch that Arcane spellcasters often find of the Scaled, this spell is most
understands the power of thespirit themselves at a great disadvan- often used as a mildly malicious
doll (see enchant spirit doll) well tage when forced into combat. practical joke, such as on a bride-
enough to cast this spell is always Though their magical powers groom the night before his
CHAPTER T H R € € r SPELLS
wedding. When cast on a general Casting Time: 1 action ganic material in their immediate
the night before a great battle, Range: Medium (100 ft. . 10 ft./level) vicinity. The beetles summoned
however, this spell could conceiv- Area: One 5-ft. cube/3 levels (S) are flightless and will only harm
ably change the course of history. Duration: 1 round/level targets on the ground. They can
It is a favorite among followers of Saving Throw: Fortitude half adhere to walls and ceilings, as
Enkili's trickster aspect. Spell Resistance: No well.
Spell Effect Description Creatures in the areaof effect
While using beetles to clean
take 5d6 points of damage every rtl
Bed bug bites covers a single
round and are considered blind as
sleeping target head to toe in itchy a skeleton for an experiment, the
the beetles swarm over faces and
insect bites, causing a -1 penalty Hollowfaust necromancer Vin
eyes. A successful Fortitude save
to all of the target's rolls for the Locheed got the idea that a con-
reduces the damage by half and
entire following day. The bites trollable swarrn of beetles might
negates the blinded condition for
disappear after one full day. There make an extremely effective
weapon. The resulting spell sum- that round. Those who leave the
is no saving throw, but since the
mons a swarm of flesh-eating swarm are no longer considered
spell requires the caster to touch a
blind, but the tenacious beetles
sleeping target, the GM may de- beetles that can reduce a full-
continue to cling and deal 3d6
termine that the target receives a grown man to a skeleton in
points of damage each round. The
Reflex save in order to wake up seconds.
clinging beetles may be dislodged
and detect the caster. Beetle swarm has so far proven
if the creature takes a move-
Material Component: A single its effectiveness against the lesser
equivalent action to brush them
small biting insect or arthropod gorgons of the Hornsaw Forest
off, after which they immediately
such as a flea, mosquito, or spider. and is now part of the city's nor-
scuttle back to the main swarm.
This spell does not harm the insect mal defenses. It is, however, a
As a full-round action, the
in any way, though the same insect spell that the necromancers of
caster may command the swarm
cannot be used more than once. Hollowfaust are willing to part
with . . . for a price. to move up to 30 feet and can
reshape the swarrn however he
Beetle Swarm Spell Effect sees fit. The swarm cannot be
Summons a swarm of This spell summons a swarm moved if the caster fails a Con-
of fiendish beetles from the Abyss. centration check or is otherwise
flesh- stripping beetles. distracted.
These beetles coalesce out of a
Conjuration (Summoning)
dark smoke that appears at a de- The beetles are considered to
Level: Sor/Wiz 5
sired point within the spell's range be outsiders, so a repel vermin spell
nts: V, S, M
and proceed to consume all or- offers no protection. New beetles
89 ']
R€LICJ &. RITUXLS 2: LOST
appear to replace any that are complete protection from all receives an enhancement bonus
killed, so the swarm cannot be sonic- and language-based attacks. to his save equal to rhe weapon's
harmed with melee weapons. Area Conversely, the envelope of the magical enhancement bonus
effect spells such as fireball, ice spell prevents a protected mage {with marker price modifiers in-
storm, and cone of cold can destroy from launching any sonic- or lan- cluded; see DMG, Chapter 8,
the swarm if more than 75% of it guage-based attacks but does not Tables 8-15 and 8-16).
lies within the spell's area. Any otherwise inhibit spell casting. A casrer can hold up to 10
less has no effect, as any slain Unlike radius-effect silence spells, Small or Tiny weapons - a Me-
beetles will be instantly replaced. those around the caster can hear dium-sized weapon counts as two
A protection from evillgood/law/ normally. Enveloped targets are Small or Tiny weapons, and a
chaos spell will keep the beetles at considered deafened (though they Large weapon counts as three for
bay, and slaying the caster imme- can hear themselves) and cannot purposes of absorption. Ifthislimir
diately ends the spell. produce any sounds. is reached, further attacks inflict
Material Component: An em- If used to envelop another damage normally.
balmed beetle husk. being, the larger receives a Reflex The casrer can expel all weap-
saving throw to negate the effect. ons inside him at will, but he
Bend Sounds If the saving throw fails, then the cannot expel specific weapons,
target is enveloped and suffers and if the spell duration expires
Protection from sonic and from the above effects. and the caster still has weapons
language'based attacks. Arcane Focus: A small tun- inside him, all those weapons are
Abjuration ing fork, expelled and fall to the ground
Level: &rd 2, Sor/Wiz 2 around him. Likewise, if the caster
Components: V,S,F Blade Meld dies, all weapons are released from
Casting Time: 1 action his body. No matter how many
Range: Personal or close (25 ft. + 5 Ft/level) Causes weapons that strike the weapons the caster has absorbed,
Target You or I creature caster to meld into his flesh. those weapons do not hinder or
Duration: 10 minutes/level Transmutation impair his movement or abilities
Saving Throw: Reflex negates Level: Sor/Wiz b at all.
Spefl Resistance: Yes Components: V, S, M Material Components: A shard
Description Casting Time: 1 action of metal from a blade beast's body,
Range: Personal or from any weapon a blade beast
Developed by the mages and
Target: The caster once absorbed.
lore masters of the Phylacteric
Duration: 1 round/level
Vault, bend sounds creates an en-
Saving Throw: Special (see below)
velope similar to a silence spell
around the caster that stops all
Spell Resistance: No Bladethirst
sound. The original purpose of Description
Weapon touched cuts or
the spetl was to create a zone of Many warriors have suffered
quiet and solitude so that the mage defeat ar the hands of the terrible pierces deeper, inflicting more
could study and carry out research blade beasrs, losing their weapons damage.
without disruption due to noise. toGolthagga'sservants.lt did not Transmutation
Since that time, the spell has take long for mages studying the Levd:Rgr2,Sor/Wi7l
proven useful in protecting ar- fallen titan's relics and creations Components: V. S, F
cane spe lie asters from sonic- and to realize rhe Tremendous advan- Casting Time: I action
language-based attacks. Alterna- tage such a power would provide. Range: Touch
tively, bend sounds has found use Target: Weapon touched
as a means of silencing othet spell
Spell Effect Duration: 1 minute/ level
casters, battlefield commanders, When this spell is cast, the Saving Throw: None
or as a practical joke on those who caster's body becomes capable of Spell Resistance: No
simply will not shut up. absorbing any metal weapons
striking it, just as a blade beast's Description
Spell Effects body does. If rhe caster is hit by Bladethirst is originally be-
When a mage casts this spell, any kind of meral weapon, the lieved to have been developed by
she creates an invisible mobile wielderofthe weapon must make halfling wizards, or the spellcasters
zone of silence all around her. a Reflex saving throw or have her of another small race seeking to
The spell functions by bending all weapon instantly absorbed into compensate for rhe fact that the it
types of noise and sound around the caster's body, wrenching it weapons did not inflict the same
the caster, yet sti tl allows the caster from her grasp and inflicting no harm as those used by bigger folk.
to hear herself speak. Because the damage on the caster. If the Since then, its use has spread
spell stops all sound, it provides weapon is magical, the wielder
CHAPTER T H R £ £ : SPfLLS
among Calastian battle-mages and water in which his quarry was Blaise's Blazing Beads
the rangers of the Veshan Vigils. standing.
Spell Effect Spell Effect Charges beads with magical
This spell may only be cast The caster creates a chilling energy and damages oppO'
on stashing or piercing weapons, missile from a bead that produces nents.
causing them to bite deeper into a blast of frost damage if the caster Evocation [Force]
an opponent's flesh. This effec- succeeds with a ranged touch at- Level: Brd 2, Sor/Wii 1
tively raises the weapon's damage tack. The cold damage is Id4 per Components: V, S, M
die by one size for the duration of caster level, to a maximum of Casting Time: I action
the spell. Thus a dagger that nor- 10d4. Range: Medium {100 Ft. + 10 ft./level)
mally inflicts Id4 points of damage Material Component: A co- Target: Up to three opponents within a 5- Ft.
would i n f l i c t U16, while a balt blue glass bead. radius
greatsword would inflict 2d8 Duration: Instantaneous
points of damage instead of its Blaise's Blasting Bead Saving Throw: None
regular 2d6. A weapon that in- Spell Resistance: Yes
flicts d!2 damage will inflict d20 Enchants bead to explode in a Description
when affected by this spell. deafening concussive blast. This is the first of rhe bead
Focus: The weapon. Evocation [Sonic] spells Blaise developed and reput-
Level: Brd 4, Sor/Wiz 4 edly the one he is most fond of
Blaise's Bead of Frost Components: V. S, M showing off. He is fond of telling
Casting Time: I action a story in which he used a string of
Enchants bead to produce a Range: Medium (100 ft. + 10 ft./ievel) beads to drive off a nest of coal
blast of frost and numbing ATM: Vft. radius goblins during an attack on the
cold. Duration: Instantaneous Penumbral Pentagon.
Evocation [Cold] Saving Throw: Reflex half
1
this spell to freeze a puddle of
91 '
' -y, --'
kl.
RfUCJ fc. RITUXU 2: LOST
Components: V. 5, M blade's wielder, due to the hor- As the caster has been transformed
Casting Time:) action rible aura of glee emanating from into sand, he receives a +10 bo-
Range: Touch the weapon when it draws blood. nus to all Hide and Move Silently
Target: Weapon touched These effecrs last 1 round/level of checks made while in desert ter-
Duration: 1 day + 1 round/level (see below) rhe caster, after which the spell is rain.
Saving Throw: Will negates (object) ended. Material Component: A pinch
Spell Resistance: Yes (object) If this spell is cast on a weapon of desert sand.
Description wielded by someone other than
Tired of seeing her loyal coal the caster, the weapon may re- Bolt of Power
goblins and other assassins struck ceive a saving throw if its wielder
wishes to avoid the spell's effects. Produces a fiery blast of
down by their victims' compan-
ions after being revealed by their Weapons with the holy special magma from a stone.
initial attack, Belsameth granted ability under rhe effect of bloodied Evocation [Fire]
them this spelt. Bloodied blade re- blade must make a Will saving Level: Drd 2, Sor/Wii 1
wards Belsarneth's servants for throw each time they slay a living Components: V. S, M
successful ambushes and attacks enemy or become unholy. Simi- Casting Time: I action
from concealment by making the larly, intelligent weapons with Range: Close (25 ft. * 5 ft./2 levels)
weapon used for the strike eager non-evil alignments must make a Effect: Ray
to help destroy its wielder's oppo- Will saving throw for each living Duration: Instantaneous
nents. Drendari stole knowledge being killed while under this spell Saving Throw: Reflex half
of her mother's spell and crafted or have their alignments shift one Spell Resistance: Yes
an arcane version, which was sub- step toward neutral evil. These
effects can be eliminated by a
Description
sequently stolen by the Penumbral Uriben, a d warven druid who
Lords. Today, the shadow lord remove curse spell.
Material Component: One revered Golthagga, was the firsr
DarTan uses bloodied blade out of known user of this spell, although
adesire to corrupt the holy mithril drop of rhe casrer's blood.
it quickly spread to the sorcerous
swords of his most hated enemies.
Body of Sand and druidic hosts of the titans'
Spell Effect armies. The spell enjoys a renewed
Bloodied blade can be cast on The spellcaster transforms his popularity with the
chronomancers of Darakeene,
any slashing or piercing weapon. body into sand, gaining protec-
The spell lies dormant until the who discovered a way to dupli-
tion from piercing and slashing cate its effects with arcane magic.
weapon inflicts damage or until
the next sunrise, at which point weapons, Spell Effect
Transmutation
the spell is discharged without The caster holds a piece of
Level: Clr 2, Protection 2, Drd I
effect. If the weapon inflicts at stone and causes it to release all of
Components: V, S, M
least one point of damage against the heat and energy that went
a living creature before that time, Casting Time: I action
Range: Personal
into its formation, blazing forth as
however, the spell is activated. a potent burst of magma. This
Target: You
Once activated, the weapon blast of molten stone srrikes a
Duration: 1 minute/level
gains a limited, feral intelligence single target within range, requir-
Saving Throw; None
and a lust to shed more blood. ing a ranged touch attack and
Spell Resistance: No
Every 5 points of damage that the causing 2d8 points of fire damage
weapon inflicts grants a +1 mo- Description if it hits. A Reflex save allows the
rale bonus to attack and damage Ir is said that a legendary trea- tatget to leapclearand avoid some
rolls up to a maximum of +5 for 1 sure lies in the heart of the of the effect, suffering only half
round/caster level.. Since this is a Ukrudan Desert, in a lost city damage.
morale bonus, it stacks with any guarded by warriors who can turn Material Component: A vol-
enhancement bonuses the their bodies to sand. This ancient canic srone weighing at least one
weapon may have and any morale spell gives some credence to the pound.
bonuses the wielder may have, legend, but so far all who have
but is not considered a magical sought the treasure have vanished Boneblades
bonus for the purposes of damag- into the desert.
ing creatures with damage Sharp bone spurs sprout all
reduction. In addition, any non- Spell Effect
This spell transforms the
over caster's body.
evil creature struck by a bloodied
Necromancy
blade must make a Will saving spellcaster's body into sand. This
Level: Drd 5, Sor/Wii 5
throw ot suffer a morale penalty of transformation grants the caster
Components; V. S. M
-2 on attacks made against the damage resistance of 5/+1 against
Casting Time: 1 action
slashing and piercing weapons.
R t L I C J &. RITUALS 2: LOST LOM
Range: Touch
Target Creature touched
Bones of Iron legion. Not satisfied with the
strength of their undead forces,
Duration: 1 hour/1 eve I Skeletons totaling I HD/level charduni priest-necromancers
Saving Throw: Fortitude negates (harmless) created several spells in order to
gainDR 10/+1.
Spell Resistance: Yes (harmless) strengthen their skeletal soldiers.
Necromancy
Description Level: Sor/Wtz 4 Spell Effect
Developed by the crypt lords Components: V. S. M
One or more skeletons within
of Glivid-Autel, this spell is used Casting Time: 1 round
range with total HD equal to 1
to enhance the combat prowess of Range: Close (25 Ft + 5 Ft./2 levels).
HD/caster level gain damage re-
the city's wire bound berserkers. Targets: Skeletons with total HD equal to I
duction of 5/silver. Damage from
Thespell's effect mixed with theit HD/level
piercing and slashing weapons is
insane rage is devastating to the Duration: I hour/level
halved prior to subtracting from
city's foes. Saving Throw: Will negates (harmless, ob-
the skeletons' DR.
it**)
Spell Effect Spell Resistance: Yes (harmless, object) Material Component: 10 sil-
The target of this spell sprouts ver pieces per skeleton.
Description
long, sharp spurs of bone all over
his body. The target deals 2d6 A more powerful spell than Bread of Life
points of piercing damage (criti- bones of silver, this spell creates
cal x2) with a successful grapple highlydamage-resistantskeletons Bread provides a day's nour-
attack. Anyone who successfully that are capable of decimating ishment and a IdS+J/caster
grapples the subject will take the entire armies unless opposed with level healing source.
same amount of damage. arcane weaponry.
Transmutation
Material Component: A small Spell Effect Level: Or 2
pieceof bone whittled into ablade. Oneor more skeletons within Component*: V,S, OF
range with total HD equal to 1 Casting Time: I kill round
Bones of Adamantine HD/caster level gain damage re- Range: Touch
Breath of Death Bull's Grace between the gods and their ser-
vants, mercilessly tormenting
Caster exhales a cloud of Ra;y reduces target's Dexterity. mortals in order to increase bis
knowledge. After the Divine War
spores. Transmutation
Level: Sor/Wiz 2 began, the spell was used to frus-
Conjuration (Creation)
Components: V, S trate the gods' servants. Although
Level: Drd 5>, Plant 6
Casting Time: 1 action
the spell is still used today, many
Components: V, S, OF
Range: Close (25 ft. 15 f t./2 levels) fear that the gods will take notice
Casting Time: 1 action
Effect: Ray and punish its caster. This does
Range: Close (25 ft. *5 ft./ level)
Duration: 1 minute/level not concern the servants of the
Effect: Cone extending out from the caster
Saving Throw: Fortitude negates titans, the dark elves of Dier
Duration: 1 hour/level
Spell Resistance: Yes Drendal, the forsaken dwarves of
Saving Throw: Fortitude negates
Krakadom, and the Penumbra!
Spell Resistance: No Description Lords, who all use the spell with
Description Only the wizard-sage Yugman great relish.
Popular among the few dru- would consider it a productive use
ids who still revere Hrinruuk the of time to research an enchant- Spell Effect
ment simply because he "liked This speil targets all divine
Hunter, breath of death allows a
the name." This spell was found spellcasters {clerics and paladins,
druid to exhale forth a cloud of
in a beginner's spell book along but not druids, whose powers de-
poisonous fungal spores into the
with cat's grace, bull's strength, and rive from the titans) within range.
faces of unsuspecting victims. The
a spell named "cat's strength" that All those affected must make a
spores then lodge in the soft tissue
upon inspection turned out to he Fortitude save or be treated as if
of the victim's body and begin to
a standard ray of enfeebtement en- heavily encumbered (see PHB,
grow and multiply with supernatu-
chantment, Chapter 9, Table 9-2: Carrying
ral speed. Soon the dying victim
begins to give off a fecund scent Loads).
Spell Effect
that draws predators from, all over
the area. . . and then the hunt
A crimson beam emanates Burning Sight
from the caster's palm, disorient-
begins. Grants darkvision to mark.
ing and unbalancing the target.
Spell Effect The caster must succeed with a Transmutation
The caster exhales a cloud of ranged touch attack to strike her Level: Sor/Wiz 2
fungal spores. The victim must target, and if a Fortitude save is Components: V, S, F
make a Fortitude save to avoid failed, the target suffers a -Id6 Casting Time: 10 minutes
the spell's effects. penalty to Dexterity, with an ad- Range: Close (25 Ft, + 5 ft/2 levels)
In Id6 hours after a failed ditional penalty of-1 per 2 caster Target: One creature that is marked by the
levels, to a maximum of -5. The spirit doll focus
saving throw, the host experiences
subject's Dexterity score cannot Duration: 1 hour/level (D)
an itching, burn ing sensation and
drop below 1. Saving Throw: Will negates (harmless)
loses 1 t e m p o r a r y point of
Spell Resistance: Yes (harmless)
Strength and Constitution per
hour (seeDMG, Chapter3," Abil- Burden of Faith Description
ity Score Loss"). Purplish-black Divine spellcasters within Pain, fire, and cold are not
fungus oozes from the victim's eyes the only things that can be trans-
and nose, and his skin takes on a range suffer extreme encum- mitted across the conduits formed
sickly pallor. Anyone who touches brance. by spirit dolls to their mark {see
the host must make a Fortitude Conjuration [Force] enchant spirit doll spell). Some
save {DC 15) or also become in- Level: Drd 6, Sor/Wiz 5 witches know the secrets of trans-
fected. While infected, the host Components: V, S mitting light as well, enabling
emits a foul odor that attracts Casting Time: I action marks to see in darkness.
predators and causes them to at- Range: Medium (100 Ft. - 10 ft./level)
tack him immediately with a +1 Area: 30 ft. radius burst
Spell Effect
bonus to their attack rolls. Duration: I minute/level A light source suchasacandte
A cure disease spell will end Saving Throw: Fortitude negates or torch is placed with in six inches
the infestation if the victim has Spell Resistance: Yes of a spirit doll. This action grants
lost less than half his Constitu- the doll's mark darkvision of 60
Description feet. As with other spells, the dis-
tion. After the host has lost more
than half, however, the cure dis- The spell was created by tance between the doll and its
Mesos in order to limit the power mark are irrelevant, unless one or
ease will not work unless it is cast
of divine spellcasters. He experi- the other enters a different plane.
immediately after a regeneration
mented with the connection
spell.
RCL1CS cX RITUXLS 2: LOfT LOW
a Reflex saving throw or suffer the Spell Effect Target: One enslaved creature
effects detailed below. The subject of this spell gains
Duration: See text
In the case of failure, the Saving Throw: Will negates
a +15 competence bonus to all
unfortunate target suffers damage Spell Resistance: Yes
Swim checks and may hold his
as the chains rend into her body, breath for twice as long as speci- Description
causing Id6 points of damage per fied in the DMG (see Chapter 3, Chardun commands slaves to
chain. Additionally, the victim is sidebar: "The Drowning Rule"). obey their masters, for it is written
considered grappled by thechains. Material Components: A fish in the Chronicle of the Overlord,
In each subsequent round, a bone. "Ir is just and proper for a slave to
held character may try to wrestle obey its Master in all things. To
free, as if attempting to break free Chaos Flame deny this is to deny the funda-
from anormal grapple. The chains mental truth that Power ennobles,
have an effective combined Creators an uncontrollable ball and Absolute Power ennobles
Strength of 20 plus 1 per addi- of fire that inflicts 4d4 damage. Absolutely," This high-level spell
tional chain. A successful check Evocation [Fire] is used ro keep the most impor-
results in the character breaking tant slaves under control.
Level: Sor/Wiz 2, Fire 2
free from the chains. Components: V, 5
Chains can be destroyed to Spell Effects
Casting Time: 1 action
help in freeing a held character. Range: Medium (100 Ft. + 10 ft./level)
This spell acts like a special-
Each chain that is destroyed low- Target, Effect or Area: One creature per
ized form of suggestion. The
ers the Strength of the chains of round branded slave does not think his
binding by 1 point. When only Duration: I round /level legal owner is his friend, but if he
four chains remain, each destroyed Saving Throw: Reflex half fails his saving throw, he does
chain lowers the effective com- Spell Resistance: Yes believe that it is futile to resist his
bined Strength of the chains by 5 Master's commands. The slave
points. Description may try another Will saving throw
Martial Component: A single The titan Mesos is credired once per year. Also, if ordered to
hooked chain taken from a tor- with creating this spell in the early do something suicidal, or com-
ture chamber. days of the world when magic was pletely inconsistent with his
an even more dangerous force than alignment, the slave receives an-
Champion Swimmer it is today. The spell has fallen out other W i l l save. Chardun's
of favor due to its uncontrollable branding may be dispelled; how-
The subject gains a+15 nature, but such mad creatures as ever, the physical brand remains
competence bonus to all Swim iliL 1 Day walker slitheren revel in on the former slave's body for life,
its random, destructive qualities. unless magically healed.
checks.
Spell Effect Focus: A specially made
Transmutation
branding iron, which burns a small
Level: Clr 1, Drd 1, Rgr 1, Travel I, Water 1 This spell creates a ball of
copy of Chardun's sacred symbol
CvrnponetTcs.
nmn tn \f fc J
v T ivt flame that attemprs to attack a
inro the victim's flesh. The sym-
Casting Time: 1 action random target anywhere wirhin
bol is a blood soaked golden
Range: Touch range each round. The caster must
scepter crowned by a thorny lau-
Target, Effect or Area; Creature touched make a Will save (DC 12) each
rel wreath. The branding iron
Duration: 5 rounds/1 eve I round. If he succeeds, then he
must be heated inside one of
Savimj Throw: None may select any target within range;
Chardun's temples. This item is
Spell Resistance: Yes (harmless) if he fails, then rhe fire attacks a
not expended when spell is cast
random target. The caster isnever
Description and may be reused.
targeted by the spell, but his allies
Several years ago, a priest of may be. The ball inflicts 4d4 points
Enkili warched in vain as several of fire damage on a successful hit;
Chardun's Glory
of his heavily armored comrades a Reflex save halves the damage.
perished in ashipwreck. Heprayed Caster gains +4 natural armor
our loud to his god as the waves Chardun's Branding bonus, but is surrounded by a
lapped over his sinking craft, dark nimbus.
threatening to carry him under to Reduces a slave's ability to Transmutation [Evil, Lawful]
join in their fate. His prayers were resist a master's commands. Level: R or 1
answered, and he was able to swim Components: V. S, M
Enchantment (Compulsion) [Mind-Affect ing]
effortlessly to land, over five miles Casting Time; 1 full round
Level: Clr 8
away, despite the high seas and Flange; Personal
Components: V, S, F
storm — and the fact that he was Target: YOJ
Casting Time: 1 minute
wearing his armor! Duration: 1 hour/level (D)
Range: Touch
R t L I C J & R I T U X L J 2: LOST
Saving Throw: None of command and authority simi- normally use their Charisma
Spell Resistance: No lar to that of the Great General modifier to determine spell sav-
Description himself. ing throw DCs, effectively
Spell Effect doubling their modifier). The DC
Without a ditect equivalent
is increased by an additional
to paladins in his service, Chardun Casters of Chardun's presence amount equal to three times the
finds himself at a disadvantage gain an enhancement bonus of caster's Charisma modifier for in-
compared to Corean. Blackguards ld4+3toCharisma. Additionally,
dividuals who are attracted to
are useful, but are necessarily rarer, if the caster chooses to dism iss the those of the caster's gender and
since they can only be recruited spell before its duration expires, general creature type (i.e., ani-
from the experienced and power- she may cast fear as a spell-like mal, humanoid, etc.). Thus, if a
ful. In order to make best use of ability the following tound.
dedicated youngsters with un- hard with 16 Charisma casts this
Material Component: Asacti- spell, the saving throw DC would
tapped potential, Chardun has ficial animal of Medium size or be 31 (10 + 6 + 3 + 3 + 3 x 3 ) for
blessed a special order of rangers larger. individuals attracted to the bard's
dedicated to his name. To this
gender and general creature type,
Order of the BlackThornhe grants Charm's Aegis and 22 for all other creatures.
access to various spells that rav-
age nature for the sake of power. Grants Charisma bonus to Opponents must roll saving
Chardun's glory is the most basic throws against this spell as soon as
AC; foes can't attack caster they come within 50 feet of the
of these spells.
unless they make a Will save. caster. Those who fail theit save
Spell Effect Enchantment (Charm) [Mind-Affecting] are still affected,even if they move
The caster's skin becomes like Levef:Brd6,Clr7 farther than 50 feet from the
steel as it is infused with the life Components: V, S, F/DF caster. Crearures that successfully
force of the material component. Casting Time: 1 action save against this spell, however,
He gains a +4 natural armor bo- Range: Close {25 ft. + 5 ft./2 levels) need not make any further saving
nus to AC, but is also surrounded Area: All Foes within SO ft. throws. If the caster engages in
by a dark violet glow equivalent Duration: 1 minute/level offensive action against creatures
to faerie fire. Saving Throw: Will negates (see below) affected by the spell, the spell is
Material Comfwnent: Asacri- Spell Resistance: No broken only for those creatures
ficial animal of Diminutive size or Description that the caster attacks. Other-
larger. wise, the caster is free to act as she
This spell is one of the most wishes.
powerful defenses offered to Idra's
Chardun's Presence servants. Idra actually is said to Focus: A personal keepsake
and a phial of rare perfume.
Caster gains ld.4+3 Charisma have learned it from Tanil, but
the Huntress has rarely seen fit to
and fear ability bestow it to her faithful since her
Chem's Exhalation
Transmutation [Evil, Lawful] brutal rape at her father's hands.
Lev«l:Rgr4
Caster expels a cloud of brain-
Although it is generally thought
Components: V, S, M that no arcane version of this spell damaging spares.
Casting Time: 1 Full round Necromancy
exists, rumors tell of the sorceress
Range: Personal Level: Drd 6, Pestilence 6, Sor/Wiz 6
Rie of Shelzar employing it to
Target: You Components: V,S,M
escape from the captivity of an
Duration: 1 hour/level (D) Casting Time: 5 minutes
entire company of armed men in
Saving Throw; None Range: Close (25 ft + 5 ft/2 levels)
Zathiske,
Spell Resistance: No Area: Cone
Spell Effect Duration: I round/level (Discharge)
Description This spell has two ptimary Saving Throw: Fortitude negates
The Great General, effects. First, the caster gains a Spell Resistance: Yes
Chardun, is the object of the loy- sacred bonus to AC equal to her
alties of the secretive Order of the Charisma modifier. Second, op-
Description
Black Thorn. Comprised of Law- ponents within 50 feet of thecaster A favorite spell of Chem's
ful evil rangers, the order serves as cannot take any action to harm or druids and sorcerers, Chern's ex-
a dark counterpart to the Order of impede her unless they success- halation continues to be used in
Mithril. Chardun looks upon his fully save against the spell. The the post-war Scarred Lands, par-
rangers with special favor and castet's Chatisma modifier is ticularly by Vangal's priests, who
grants several special spells to the added to this spell's saving throw don't care where theirspells origi-
members of this order. Chardim's DC (this bonus stacks with those nated, so long as they inflict the
presence twists the life force of a ofbards and other spellcasters who most suffering possible.
sacrificial animal, granting an aura
CHAPTER THREE: SPELLi
ing paralysis of this spell, as are Casting Time: 1 action Creates flimsy webs to slow
Range: Personal
opponents protected by protection movement.
from elements (cold). Target You
99
RELICS &. R1TUXLS 2: LOST LOK.€
Conjuration (Creation) is quite dangerous, as a careless are often coveted in tapes tries and
Level: Sor/Wiz 1 scholar discovered upon reading carpets to insulate and tetain heat.
Components: V, S, M the scroll and obliterating most of Yet multiple fires would be im-
Casting Time: 1 action his fellow explorers. practicable underground, and so
Range: Medium (100 ft. * 10 it /level)
Effect: Creates webs in a 20-Ft. radius
Spell Effect to combat the bone chilling cold
of their chosen home, the necro-
Duration: I minutes/level Cone of oblivion creates an
mancers developed magical means
Saving Throw: Reflex negates (see text) area of pure negation extending
to provide heat.
Spell Resistance: Yes from rhe caster's hand in a conical
Description shape. The cone is only blocked Spell Effect
by objects it does not disintegrate. This spell enchants a piece of
This lesser version of web ts Every ohject in the path of igneous rock to unlock some of
often taught to young apprentices the cone must make a Fortitude the heat that went into its cre-
as a preliminary to more danger- saving throw or be turned into ation, warming the surrounding
ous and difficult spells. fine ash. This cone affects even area through convection. When
Spell Effect magical items and spells, but not a fist-sized chunk of such rock is
Appearing nearly identical to a globe of invulnerability or an subjected to this spell, it glows
the higher-level web spell and antimagic field. Living things and red-hot and radiates heat suffi-
having the same requirements objects destroyed by this spell can cient to warm a 20 cubic foot area
(two firm opposing points of an- only be restored by a wish or simi- toTOdegrees. If the rock is touched
chorage, etc.), these flimsy lar powerful magic, or by thedirect directly, it causes Id4 points of
creations reduce a creature's speed intervention of the gods. fire damage per round of contact.
by 50% and cause a -1 penalty to Arcane Material Component: Focws: A fist-sized piece of
all attack rolls while within their The ash from a disintegrated per- igneous rock.
area of effect or against those who son.
are in the spell's area of effect. Corean'sFire
Those located in the cobwebs ate Continual Heat
considered to have one-quarter Deals Id6/level fire damage
cover. If touched by open flame,
Heats igneous rock to f>rof ids (max. 20d6) and blinds, 15-
the cobwebs simply explode into ambient warmth. ft. radius.
flames and the entire mass burns Transmutation Evocation [Fire]
away in a single round, inflicting Level: Brd 2, Sor/Wiz 2
Level: Clr 8, Fire 7, Sun 7
Id4 fire damage to any within the Components: V, S, F
Components: V, S. Of
area. Those in the area are al- Casting Time: 1 action
Casting Time: 1 action
lowed a Reflex save to avoid Range: Touch
Range: Medium (100 ft. + 10 Ft./level)
damage. Target: f Fist-sized piece of igneous rock Area: 15-Ft radius
Material Component: A pinch Duration: Permanent
Duration: Instantaneous
of cobwebs. Saving Tnrow: Will negates (object)
Saving Throw: Reflex half
Spell Resistance: Yes (object) Spell Resistance: Yes
Cone of Oblivion Description Description
Creates a cone that disinte- The heat of moEten flowing Lomar, cleric of Corean, was
rocks has long since died out in once a high priest of the evil and
grates everything in its path. many of rhe old lava tube cham-
Transmutation
treacherous Vangal and led a
bers of the Underfaust. In fact, bloodthirsty band of Vangal wor-
Level: Destruction 1. Sor/Wiz ? the underground passages are un-
Components: V. S. M
shippers in a crusade of death and
comfortably cold despite the desttuction. On a Coreanic festi-
Casting Time:! action blazing heat of the terrain above.
Range: Close (25 ft. * 5 ft./2 levels)
val day, Lomar planned his
The necromancers of Hollo wfaust greatest act of treachery, intend-
Area: Cone have made this forbidding net-
Duration: Instantaneous
ing to slay a group of Corean's
work of chill volcanic tunnels priests and paladins during peace
Saving Throw: Fortitude negates their home, college, and fortress.
Spell Resistance: Yes
negotiations. The night before the
This is not a problem for the planned betrayal, however, Lornar
Description undead that work and patrol un- was visited by Corean himself,
An ancient scroll bearing this derground, but it presents a who hade him change his ways
spell was recently found by Lokil problem for many of the living and repent for his life of evil. The
scholars among ruins in the Per- wizards. Generally, the necroman- next day, even as his warriors drew
forated Plains. Some of the cers bundle up in heavy robes their weapons and prepared to
scholars speculated that the ruins while traversing unheated corri- slaughter the Coreanic delegation,
were Slarecian in origin. The spell dors and the occupied chambers Lomar instead called upon the
power of the Avenger, summon- helpdeal with incorporeal undead
ing a great column of divine fire
Curse of Solidity when no other help is available.
from the heavens that consumed
the Vangal worshippers. Though
Forces one incorporeal crea- Spell Effect
lure to become corporeal. One target incorporeal crea-
hunted by Vangal's minions {and,
Abjuration ture becomes corporeal. It loses
it is said, by Vangal himself),
Lomat continues to serve Core an Level: Clr 2, Pal 2 all the benefits normally associ-
as a priest, and his fury at the Components: V, S, DF ated with its incorporeal state.
followers of his former master is Casting Time: 1 action The creature's other abilities are
implacable. Range: Close (25 ft. t 5 ft./2 levels) unaffected. A creature that is par-
Target One creature tially or entirely inside of a solid
Spell Effect Duration: 1 round/level object when affected by this spell
A column of divine fire roars Saving Throw: Will negates is moved to the nearest open space,
down from the heavens. This fire Spell Resistance: Yes taking Id6 points of damage in
always strikes from the direction the process for every 5 feet it must
Description travel toget out of theobject. The
of the sun, as if being cast down
In its relentless quest to ex- creature remains substantial for
directly from its tadLant beams.
terminate the morgaunts, the the duration of the spell, at which
Corean's/trc deals Id6 points Order of the Morning Sky has
of fire damage per caster level time it returns to its incorporeal
found that these evil creatures
(maximum 20d6). Half the dam- state.
can sometimes leave behind more
age is fire damage, but the rest
tesults directly from divine power
than just corpses —ghosts,
wraiths, and other horrify ing spir-
Curse of the Firefly
and is therefore not subject to
being reduced by protection from
its can come into being in the Target glows, making him
wake of a morgaunt infestation. easier to spot.
elements (fire), fire shield, and simi- The Order normally seeks out
lar magic. In addition, all those in paladins who wield shadow/blades
Transmutation [Light]
the area of effect who fail their to assist it in dealing with these
Level:Clr2,Drd2,Rgr1
Reflex saves must also immedi- restless undead, but such paladins
Components: V,S, Of
ately succeed at a Fortitude save are not always to be found. This
Casting Time: 1 action
or be blinded for Id4 rounds. spell was created by the Order to
Rwge: Close (25 ft. + 5 FtV2 levels)
Target: One creature
RELICS &. RITUALS 2: LOST LOK.€
Duration: 10 minutes/level The caster must make a ranged accompanies a lightning fcolt, dark
Saving Throw: Fortitude negates touch attack. If successful, the lightning is accompanied by a blan-
Spell Resistance: Yes target takes Id4 points of damage ket of darkness and absolute
Description per level of the caster level {to a silence.
maximum of 20d4). Those slain
Hidden or stealthy creatures by this spell must make a Will Spell Effect
are a serious problem in the shad- save or immediately be trans- In most respects, dark light-
owed depths of Seam's forests, in formed into an undead creature. ning duplicates the effects of the
dark caverns, or at night. This more familiar lightning bolt spell.
The victim immediately gains the
spell enables foes to see such crea- undead type: it is immune to poi- As with the lightning bolt spell, the
tures and oppose them more target suffers Id6 points of elec-
son, sleep, paralysis, stunning,
effectively. It is popular with the disease, death effect, and necro- tricity damage per level of the
Vigils of Vesh and with adventur- caster, but in the case of dark
m a n t i c effects; it ignores
ers who spend a lot of time below mind-affecting powers such as fightning, the maximum damage is
ground or in dank ruins. charm or feeblemind; it is not sub- 20d6. Additionally, anyonestruck
Spell Effect ject to critical hits, subdual bydarklightningLoses Id6 random
The target glows withabrtght damage, ability damage, or death prepared spells instantly if he fails
by massive damage. The newly his Reflex save.
yellow-green light, providing a
+ 10 circumstance bonus to all created undead has no Intelli- Material Comf>onent: 500 gp
Spot checks against the creature. gence or Constitution score. Its worth of small gem stones.
The effect is equivalent to a light alignment is neutral, and it will
spell. The effect can be reduced take no action unless it is con- Darksoul
by throwing on acloak, a cloth, or trolled by a spellcaster.
Arcane Material Component: Caster allows a fiend to possess
more clothing. A cloak or other
body-cove ring garment reduces A dagger rhat has dtawn a his body in order to increase his
the bonus to +3, while impro- paladin's blood. combat ability.
vised coverings (random cloth, Conjuration (Summoning) [Evil]
branches, dirt) reduce the effect Dark Lightning Leve):Clr5,Sor/Wiz5
by Id6. Components: V, S, F/DF
Creates a bolt of anti-magical Casting Time: 1 Full round
Dagger of Undeath lightning. Range: Personal
Evocation [Electricity/Chaotic] Target You
Creates a dagger'like bolt of Level: Sor/Wiz 7 Duration: I round/level
negative energy that may Components: V. S, M Saving Throw: None
Casting Time: 1 action Spell Resistance; No
create an undead creature.
Range: Medium (100 Ft. + 10 ft./level)
Necromancy [Evil] Description
Area: 5 ft. wide to medium range (100 ft.* 10
Level: Or ?, SoiYWiz ?
ft./level); or 10 ft. wide to 50 Ft. wide * 5 ft./ Hateful and deceitful crea-
Components: V, S, M
caster level tures of great power, fiends are
Carting Time: I action Duration: instantaneous not to be taken lightly. Even so,
Range: Medium (100 ft. + 10 Ft./levei)
Saving Throw: Reflex halF some intrepid (others would say
Target: One creature Spell Resistance: No foolhardy) spellcasters maintain
Duration: Instantaneous
Description that fiends can be put to great use
Saving Throw: Will Partial
if properly controlled.
Spell Resistance: Yes This spell's origins are lost in
This spell calls out to a fiend
time. The most popular theory is
Description on another plane and invites it to
that dark lightning was a Slatecian
It is unclear who first created possess the caster's body. While
creation that died with their race,
this spell, but many sources sug- the fiend's spirit confers great
only to be re-introduced by a cha-
gest the ancient necromancer Strength upon the possessed
otic titan or god during the Divine
Syominos. It is reputed in ancient caster, the practice is nor without
War. It is known that dark light-
writings that this fell death mage risk. Each time the spell is cast,
ning is a rare natural phenomenon
could simply point at an enemy, the spellcaster must struggle with
that assaults Scarn on occasion,
causing the unfortunate victim to the fiend for control. Losing the
draining magic and causing great
die and instantly rise as an undead control of one's faculties to the
havoc. Like the naturally-occur-
creature. whims of a fiend, if only fot a
ring dark lightning, the bolt from
moment, can have dire conse-
Spell Effect this spell is a wickedly forked
quences.
The castercrear.es a dagger of stroke of purple-tinged black.
dark, shimmering energy that in- Rather than the thunderous ex-
stantly speeds toward its target. plosion of the light and noise that
C H A P T € R T H R £ £ : SPELLS •-
Spell Effect titans. Yet during the war the ti- other corpse that has been raised
The caster is imbued with tans were not the only opposition as undead, the target must make a
the raw strength of an evil out- that Denev faced. The earth Forritude save. If it fails, it is in-
sider, growing stronger, faster, and mother had observed the use of stantly turned intodust, as detailed
more powerful. The caster gains undead armies during the con- above. If it succeeds, it suffers
enhancement bonuses to flict. She took note of how the Id4+l/level ( m a x i m u m +10)
Strength, Dexterity, and Consti- devout clerics of the gods were points of damage. If the spell in-
tution of+2d4 each. While under well equipped to confront these flicts enough damage to destroy ffl
the effects of the spell, the caster aberrations, while her own faith- the undead corpse, the corpse
deals unarmed damage as a monk ful broke before such foes. Thus, turns to a fine dust and can no
of level equal to his caster Level Denev bestowed decompose upon longer be animated or raised again
and gains die benefits of the Im- her followers to prevent their as detailed above. If the spell does
proved Unarmed Strike feat. fallen kin from rising up againsr not inflict enough damage ro de-
Furthermore, the caster gains dam- them. Several of the gods — stroy the undead corpse, the spell
age reduction 10/+1 while under Belsameth and Chardun in par- has no further effect.
the influence of this spell. ticular-were enraged that Denev Material Component: A fine
had dared to inttude upon an area powder made of dried seeds.
Each round that the spell is
of knowledge that had been re- XPCost; 50 XP.
active, the castet must make a
served for them and urged that
Will save. The DC of this save
varies depending upon the will-
power of the being summoned.
Roll Id6-l and add the result to
Denev be imprisoned with her
fellow titans, but Hedrada con-
vinced the other gods that the
Deep Sleep
Put a large number of crea-
m
L~'l
Demonbane
Caster temfiorarii^ gains great power in
battle against evil outsiders,
Transmutation [Good]
Level: Clr 5, Good 4, Pal 4
Components: V. S, OF
Casting Time: 1 action
Range: Touch
Target Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Description
As the Titanswar raged, the battlefields
often trembled to the vile tread of demons,
devils, and other fiendish creatures torn from
their home planes by the titans. Without the
immediate support of their gods, the divine
races' armies were hard-pressed to fight such
fearsome foes. Time and again, entire regi-
ments would be devastated as their ineffective
weapons bounced off the wicked beasts' hides.
Desperate to stave off the tide of demons,
Corean's Order of Silver designed this spell to
give his followers a chance against their evil
foes.
Spell Effect
The power of Corean fills the target, en-
abling him more easi !y to battle demons, devils,
and other fiends from the outerplanes. Against
evil outsiders, the target gains a sacred bonus of
+4 to attack and damage rolls. In addition,
when attacked by such creatures, the target
gets a +4 deflection bonus to AC, and when
targeted by spells, spell-like effects, or super-
natural abilities from evil outsiders, he gets a
+4 divine bonus to his saving throws if appli-
cable. Finally, any attacks by the target against
evil outsiders are treated as if the target is using
a+5 weapon for purposes of damage resistance.
Denev'sLeap
Caster travels through earth.
Transmutation [Teleportation]
Level: Drd 5
Components: V, S. OF
Casting Time: 1 Full round
Range: Persona]
Target: You
Duration: Instantaneous
C H A P T E R THFU6;
Saving Throw: None require a standard action, spelts dream creatures in the area is also
Spell Resistance: No that require a standard action in- discernable.
Description stead require a full-round action, 3rd Round: If the caster fo-
and spells that require 1 full round cuses on a single individual, he
Even away from the shelter
or more have their casting times can see the subjects dreams in his
of Scarn's forests, Denev's druids
doubled. The globe of life energy mind. The caster can also deter-
can use the power of their patron
created by Denev's shadow moves mine the exact type(s) of dream
titan to travel through the land
with the caster, creatures in the area of effect.
itself.
I Minute or more: For each
Spell Effect Detect Dreams full minute that the caster focuses
When casting this spell, the on a single dreaming individual,
caster chooses a Location within See into another's dreams,
he can make a Knowledge
300 feet that she has either trav- and learn the secrets of her (dreams) check at DC 15 to de-
eled through or can see. The past. termine one of the following: a)
ground appears to swallow the Divination one great desire of the individual;
caster at his original location and Level: Brd 3, Dream 2. Sor/Wiz 3 b) one significant event in past
then expel her at the specified Components: V, 5, M, F/DF month of the individual's life (for
location. If the caster is on any- Casting Time: 1 action example, the subject killed 3 ores
thing other than natural terrain Range: 60' two days ago); c) one significant
(i.e., a floor, stairs, a boat, etc.) at Target, Effect or Area: Quarter circle ema- life event (the subject's mother
the time of casting, the spell fails. nating From you to the extreme of the range. died when he was six).
If anything other than natural Duration: Concentration, up to I minute/level Focus: A masrerwork quality
terrain occupies the destination (D) dream catcher (cost 150 gp). In
point, the spell likewise fails. Saving Throw: None
addition, a divine spell caster re-
Spell Resistance: No
quires their deity's holy symbol.
Denev's Shadow Description
Increases the casting time of Although this spell has been Detect Shapechangers
duplicated by the oneiromancers
arcane spells. Detects the presence and
of the phylacteric vault, it was
Abjuration
originally given by the dernigod strength of shapechangers.
Level: Drd 5
Erias to his priests so that they Divination
Components: V, S, DF Level:Clrl,Rgrl,Sor/Wiz1
might have a tool with which to
Casting Time; 1 full round
give guidance to their followers. Components: V, S, M/DF
Range: SO ft.
Casting Time: 1 action
Target, Effect ex- Area: 50-Ft, radius cen- Spell Effect Range: 60 ft.
tered on caster This spell grants the caster Area: Quarter circle emanating from you to
Duration: I minute/level the ability to see the dreams of the extreme of the range
Saving Throw: None sleeping beings. It can also reveal Duration: Concentration, up to 10 minutes/
Spell Resistance: Yes
the presence of cerrain creatures level (D)
abilities to assume a form other have used this spell to embarrass forth a beam of pure white light
than their natural form. The rivals and get an edge on their that touches and encompasses the
amount of information gained competition for centuries. caster and one ally per caster level
depends on how long the caster within a 30 foot radius.
studies a particular area or sub-
Spell Effect
The victim suffers a -1 pen- Divine protection grants the
ject. caster and her allies a temporary
alty to his next Perform check
1st round: Presence or ab- +6 enhancement bonus to Dex-
only. Many a bard has made a few
sence of shapechangers or terity, Constitution, and Wisdom.
deadly enemies by overuse of this
form-altered creatures. Divine protection's enhancements
spell, and the conductors of bardic
2nd round: Number of competitions everywhere frown do not stack with other enhance-
shapechangers and number of upon its use, often disqualifying ment bonuses to Dexterity,
form-altered creatures in the area, any bard foolish enough to be Constitution, and Wisdom. The
and the exact location and power caster and all allies who benefit
caught using it.
level (see chart below) of the from this spell gain the usual ben-
strongest (highest CR) of the to- Divine Protection efits to AC, Reflex saves, hit
tal creatures. points, Fortitudesaves,Willsaves,
3rd round: The location and Grants allies a +6 enhance' attribute checks, and correspond-
power levelfor each shapechanger ing skill checks.
m&nt bonus to Con, Wis, and
and form-altered creature in the Material Component: A pinch
spell's area. If a creature is outside Dex. of chimera's fur.
the caster's line of sight but within Transmutation
rtl
*
Spell Effect Level: Sor/Wiz 2 used, however, but the cost and
Components: V, S. M limitations of such armor should
The caster makes a wing-like Casting Time: I action
gesture with his arms while recit- be determined by the GM). The
Range: Personal wings allow flight at the caster's
ing the verbal component,
Target: You base movement rate with average
unleashing a great rush of wind.
Duration; Concentration (1 hour/level maxi- maneuverability. The magically
The wind generated snuffs out all mum)
torches, campfires, exposed lan- strengthened wings can carry up
Saving Throw: Hone
terns, and other small, open flames to the caster's maximum load,
Spell Resistance: No
of non-magical origin. using normal encumbrance rules.
If there is any loose dirt, soil, Description Material Component: A pre-
or gravel, the wind blows up a This spell is known to have served bat wing.
great cloud of debris, blinding any been used by the ancient asaatthi,
creatures in the area of effect that leading some to conclude that the Dragonhide
fail a Reflex save. Creatures in the serpent-folk had connections or
alliances with the old dragons. His- Transforms the caster's skin
area of effect must also make a
second Reflex save or be knocked torians have theorized that this is into a scaly hide.
prone. Creatures in the area of why the dragons were wiped out or Transmutation
effect must also make a Fortitude driven from Ghelspad, but others Level: Sor/Wii 2
save or be temporarily deafened claim that not all dragons were evil Components: V, S, M
by the sudden explosion of air. and point to legends of some heroic Casting Time: 1 Full round
Blindness and deafness last Id4 dragons opposing rhe asaatthi. Range: Personal
rounds. The caster is not affected, Spell Effect Target: You
but his allies may be if they are in Duration: 8 hours
Great wings of greenish-gold Saving Throw: None
the area of effect.
leathery scale each as long as the Spell Resistance: No
Dragonflight caster's body burst from her shoul-
ders. They rip through cloth but Description
Wings sprout from the caster's cannot appear if thecaster is wear- Several spells developed by
ing armor (armor crafted with the ancient elf-dragon unionhave
back, allowing flight. been rediscovered, much to the
openings for the wings can be
Transmutation
R£LICJ &. RITUALS 2: LOST
distress of the Vera-Tre elves and effects of this spell fade one minute Spell Resistance; Yes (harmless)
the Incarnates, many of whom after leaving the area ofeffect; how-
remember {or, in previous life- ever, should a creature re-enter the
Description
times, actually participated in) the area of effect, it must make a new This famous bard spell origi-
ill-fated aHiance. This spell was Will save, nated with the mysterious
unearthed by the Darakeene performer known only as the
chronomancer Ce'Ressa, who Dying Breath Maestro. Eagle song is an exultant,
drinks a special tea of her own glorious tune that has proven a
concoction that allows her to see Exhausts one foe. boon to travelers everywhere.
bygone eras clearly, Necromancy Spell Effect
Level: Sor/W,z 2
Spell Effect Components: V, S
The target of this spellsprouts
The caster's skin hardens, turn- wings of light from her back, al-
Casting Time: I action
ing the shade and texture of a lowing her to fly at a speed of 80
Range: Close (25 ft. * 5 ft./2 levels)
dragon 's hide, conferring a +3 natu- with average maneuverability.
Effect: Ray
ral armor bonus to AC for the Additionally, tatgets of this spell
Duration: 1 round/level
spell's durarion. Unlike mundane gain a +6 bonus to Spot checks
Saving Throw: Fortitude partial
hide armor, dragpnhide causes no and a +1 bonus to Wilderness
Spell Resistance: Yes
armor check penalty, arcane spell Lore checks for the spell's dura-
failure chance, or speed reduction. Description rion. Targers also can
Material Component: A scale Thisspelloriginatedwiththe communicare with eagles (only)
from any reptile. necromancers of Hollowfaust, as if using a speak with animals
who used it to good effect against spell.
Dreadmantle their foes during the many sieges Focus: The bard's instrument.
108
CHAPTER THR«: SPALLS
tronotny) check (DC 30) to con- represented by a piece of igneous Duration: Instantaneous
struct. rock, Saving Throw: Will negates (see text)
XP Cost: 2,500 XP. Spell Resistance: Yes
Elina's Perfume Description
Elemental Kiss Change the scent of an object As a bard in the imperial court
Target creature temporarily or person. of Darakeene, Elina was expected
to wear elaborate, fashionable garb
gains the elemental type. Transmutation
Level: Brd 0, Sor/Wiz 0
and jewelry. To save herself the
Transmutation [Acid, Cold, Fire]
Components: V, S, F
time it took to don such cumber-
LevetClr8.Drd7.Sor/Wiz8
Casting Time: 1 action
some apparel, she developed this
Components: V. S, M
Range: Touch
spell and perfected it to allow for
Casting Time: I action
Target; Object touched or any one creature
some rather amusing effects. It
Rang*; Touch
Duration: 1 hour/level
has since become a popular spell
Target: One creature
Saving Throw: Will negates
among fighters, who use it to don
Duration: 1 round/ level
Spell Resistance: Yes
their armor quickly.
Saving Throw: None
Spell Resistance: Yes (harmless) Description Spell Effect
Description Elina, a bard at the court The caster can choose to
Darakeene, developed this spell switch her own clothing with an-
Denev was the mother of the
to save herself the expense of pur- other set of clothing that she can
djinn and other elemental crea-
chasing the many different see and that is within range,
tures, and she mourned when her whether it is hanging in a closet,
children failed to come to her aid perfumes that noble ladies were
expected to wear. Since then, strewn on the floor, or worn by
during the Divine War. Today, she another. She may also use it to
slumbers, still troubled by the many bards, wizards, and sorcer-
ers have used the spell for various exchange the clothing worn by
djinn's failure. Her followers use
purposes. It is often employed as a two other individuals within
this spell to take on the aspect of range. If a target is unaware of the
one of her elemental kin, gaining practical joke by the followers of
Enkili and the pranksters of the spell or is resisting, he receives a
some of the resistance of each type.
Scaled. Willsavingthrow. Ifhesucceeds,
Denev and her followers hope that
the spell fails. If the caster is at-
some day the seated cities will be Spell Effect tempting to exchange the clothing
opened and that her elemental of two other individuals, the spell
children can once more travel The target's scent is changed
to any other of the caster's choice. fails if either individual succeeds
freely, but until that day this spell at his Will save.
The scent lasts for the duration of
remains as a reminder of her Loss.
the spell and can only be removed All worn items are ex-
Spell Effect with a successful dispel magic. The changed, including cloaks, rings,
This spell heals all of its scent can be anything that the backpacks, sheathed weapons, etc.
recipient's hit points and makes caster wishes, either pleasant or Drawn weapons are not ex-
him immune to poison {eliminat- offensive. This effectively gives a changed, nor are magic items.
ing any current poison effects), -1 or +1 enhancement modifier Non-magical armor can also be
aging, mind control, sleep, pa- to the target's Charisma score. A exchanged or quickly donned us-
ralysis, and stunning. The target creature whose scent is changed ing this spell. The GM should
is not subject to critical hits and by this spell is harder to track with adjudicate the consequences for
sneak attacks, has 60-foot the Scent ability, adding +5 to switching items that are the wrong
darkvision and damage reduction the tracking DC. size: armor that is too small will
IO/+2. He also choosesa preferred Focus: A handkerchief or let- fall off and be useless; clothing
element for an additional immu- ter scented in perfume. that is too large will hinder move-
nity (fire type grants fire ment and provide a Dexterity
immunity, water grants cold im- Elina'sWardrobe penalty; rings that are the wrong
munity, air grants electricity size may break, fall off, or cause
immunity, and earth grants acid Allows caster to change out/its discomfort, etc. Physical damage
immunity). The target looks nor- quickly. is never taken due to exchanged
mal, save that his eyes reflect the Transmutation [Teleportation] items being the wrong size.
color of his chosen element (Spot Level: Brd I.Sor/Wizl Focus: The exchanged cloth-
DC 20 to notice the change). Components: V, S, F (see text) ing.
Material Component: A hand- Casting Time: 1 action
ful of the desired clemunr or its Range: Close (25 ft. + 5 ft./2 levels)
equivalent in a container. Air is Target: One or two creatures wearing cloth-
freely available, and fire can be ing (see text)
110
CHAPTERTHR.ee: SPELLS '•<
Enchant Spirit Doll blind mark, burning sight, ghost the spitit doll as a component or
voice, spirit watch, and spy senses) target, the doll's mark receives a -
Creates a spirit doll that can be are listed here. Other spells exist 2 penalty to any saves versus spells
used in conjunction with other as well, though the witches of cast in this manner.
Albadia are extremely reluctant The spell finishes at the end
spirit doll spells. to share them. of its duration, if a disjxl magic or
Transmutation
Spell Effect similar spell is successfully cast
Level: Sor/Wu 5
upon the doll, or if rhe doll and
Components: V,S,M,f.XP This spell turns an ordinary
the personal item used in its cre-
Casting Time: 10 minutes doll or figure into a spirit doll.
ation are ever physically separated.
Range: Touch During the time of casting, the
When the spell does end, the doll
Target: One non-magical doll or figure caster specifies a mark. The mark
shrivels into nothingness as it is
Duration: 1 day/level (D) may he any living creature native
consumed by the magic that was
Saving Throw: None (object) to the same plane. The spell re-
used to enchant it.
Spell Resistance: No (object) quires a piece of hair, fingernail
clipping, blood, or personal pos- Focus: A doll roughly shaped
Description like the mark, and apiece of hair
session from the intended mark.
On a reconnaissance mission, This item is then attached to the or personal item from the mark.
a vigilant name Fezorh Barpet first doll in some fashion. XPCost: 25 XPper total level
discovered a sect of Albadian of the mark.
While the spell has no direct
witches who specialized in using
effect on the mark, it does make
small simulacra through which
the spirit doll a conduit between
Enduring Webs
they could work magic on sub-
the mark and the doll, allowing Creates a permanent web.
jects from great distances. He and
other spirit magic spells to be ef-
his partner, Acacia, Tracked and Conjuration (Creation)
fective. If the mark and spirit doll
observed these witches fora couple are ever on different planes, the
Levet:Sor/Wi74
of days in hopes of uncovering the Components: V, S, F
link between the two is suppressed
secrets and extent of this previ- Casting Time: 1 action
for that time hut remains active
ously unknown spirit magic. This Range: Medium (100 ft. + tO Ft./level)
for whenever the two are once
incantation is the primary one Effect Creates webs in a 20-Ft radius
again on rhe same plane.
that allows the spirit witches' most Duration: Permanent
potent magics to have effect. If the spirit doll is used as an Saving Throw: Reflex negates (see text)
extra focus component for any Spell Resistance: Yes
The most commonly used
spell that does not already require
spirit doll spells (see bath of purity,
III
HCM
RCUCJ &. RITUXLS 2: LOST LOM
attack incorporeal rargets with- Description the actual nature or quality of the
out penalty. The half-elven ranger Lythar food or drink. Spoiled food re-
Focus; The weapon. created this spell a few years be- mains spoiled, and poisoned food
fore the start of the Divine War in is still deadly, but any taste of
Eyeburst order to aid him in tracking down poison or spoilage can be hidden
raiding goblins. Known as Lythar in this fashion.
Destroys the eyes of one the Sentinel, he died in the Di-
creature, rendering it perma- vine War in the service of Tanil, Fanningthe Flames
nently blind. but his legacy lived on in this Turns fire into a cone attack.
Evocation spell, which is now widely used by
Transmutation [Fire]
Level:Sor/Wiz7 the Vigilsof Vesh, the elves of the
Level: Drd 2, Sor/Wiz 2
Components; V, j Can jus, and others.
Components: V, S, M
Casting Time: 1 action
Spell Effect Casting Time: 1 action
Range: Close (25 Ft, + 5 Ft,/2 levels)
Adds a +1 bonus to all Spot Range: Long (400 ft. + 40 Ft/level)
Target: You
checks per caster level, up to a Target: One Fire source, up to a 20-Ft. cube
Duration: Permanent
maximum of+20. Duration: Instantaneous
Saving Throw: Fortitude partial (see text)
Material Component: A Saving Throw: Reflex half
Spell Resistance: No
feather from a hawk. Spell Resistance: Yes (object)
Description Description
An especially cruel and sa- False Flavor Darian Tibus, founder of an
distic spell, eyeburst is favored by ancient druidic order, saw fire as
sorcerers who still serve Mesos, Gives food or drink an illusory
both his clan's foe and its protec-
and by slitheren and other taste. tor. He created several fire-based
titanspawn. It is also rumored to Illusion (Glamer) druidic spells to help his people,
be a favorite of King Virduk's tor- Level: Brd 0, Sor/W.iO and fanning the /lames has since
turers in the dungeons beneath Components: V, S seen use by other druids and by
his palace at Vashon. Casting Time: I action arcane spellcasters,
Spell Effect Range: Close (25 ft. * 5 ft./2 levels)
Spell Effect
Target! cubic foot/level of food or drink
Aspark of blinding light leaps Fanning the flames turns a
Duration: 1 minute /level
from the caster's hand and ex-
Saving Throw: Will disbelief (if tasted) regular fire into a cone-shaped
plodes in the target's face, searing
Spell Resistance: Yes (object) blast of fire. The spell requires a
its face and causing the viscous
fire at least the size of a small
fluid in its eyes to boil and possi- Description campfire to act as the cone's point
bly rupture. This cantrip is popularamong of origin. The size of the cone is 5
The victim of eyeburst must apprentices because it lets them feet per caster level, while the
make a successful Fortitude save enhance the simple meals they're direction of the cone is deter-
or take 6d6 points of damage and usually served, though occasion- mined by the caster. Each creature
be permanently blinded. A suc- ally an unfortunate student finds caught in the path of the flames is
cessful save halves this damage that bread tastes like cow dung dealt 2d4 points of fire damage
and avoids the blindness effect. and soup is reminiscent of horse unless a successful Reflex save is
Eyes destroyed in this fashion can urine (especially if they've an- made, in which case the creature
be restored by a regeneration or gered a fellow student). Some only takes half damage.
wish spell, assassins use this spell to mask the The cone of fire ignites com-
tell-tale taste of poison slipped bustibles and damages objects in
Eyes of the Hawk into food or drink. Some inn- the area. If the damage caused to
keepers with magic ability have an interposing barrier shatters or
Adds +] to Spot checks per been known to use this spell to breaks through it, the cone of fire
caster level. disguise otherwise ordinary {or may continue beyond the barrier
Transmutation spoiled) fare, if the area permits; otherwise, it
Level: Drd 2, Rgr 1
Spell Effect stops at the barrier just as any
Components: V, S, M
This spell gives an edible othet spell effect does.
Casting Time: 1 action
object any sort of flavor desired by Material Component: An or-
Range: Personal
the caster. For example, oatmeal dinary fire the size of a campfire or
Target: You
can be made to taste like rare larger.
Duration: I round/level
Saving Throw: Will negates
steak or smoked flounder, and vin-
egar could taste just like ale or
Spell Resistance: Yes (harmless)
fruit juice. The spell can't change
R 6 L I C J 8k RITUXLS 2: LOST
Farfinger
Grants an animated skeleton
the ability to hurl its
fingerbones as missiles.
Necromancy
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 animated skeleton per caster level
Duration: Permanent
Saving Throw: None
Spell Resistance: No
Description
Skeletons have the advan-
tage of being easy to create, but
many nee romancers feel that they
make unsatisfactory guardians.
Students of the craft at
Hollowfaust have devised a num-
ber of simple enchantments to
make skeletons somewhat more
potent. This spell is one such,
allowing ordinary animated skel-
etons to launch their fingerbones
as deadly missiles.
Spell Effect
A skeleton enhanced by
farfmgers gains the ability to use
its fingers as missiles. Each finger
can only be used once. If rhe skel-
eton uses more than 3 fingers, it
loses one of its claw attacks; if it
uses more than 7, it has lost both
claw attacks, A finger can be
thrown at any opponent within
range and hits as a ranged touch
attack. If a finger hits, it inflicts
Id6 points of piercing damage.
Smalt skeletons do only Id3
points of damage. Huge or Large
skeletons do Id8 poinrs of pierc-
ing damage, and Colossal or
Garganruan skeletons do 2d6
points of piercing damage. Skel-
etons of less thanSrnall size cannor
be affected by this spell,
Field of Razors
Caltrop- like razors cover one
5-ft. square/level.
Conjuration (Creation)
Level: Sor/Wiz I
Components: V, S, M
Casting Time: 1 action
CHAPTER : SPfLLS
their arrogance. The blood and icy sk in to be quite si ippery as well to honor the Order's new patron,
hatred of these defeated souls can as painfully cold. Finally, pain- as well as to deal a humiliating
be called upon by those who know fully frost burned and stymied by blow to its hated enemies. The
the secret, spraying forth from the the man's obvious magical power, wizards targeted the leaders of the
very ground and burning those on the barbarians left one of their paladins with their new spell.
whom it falls with unleashed fury. swords as tribute, and found an- Often, the grace of Corean
other way through the forest. thwarted their efforts, but their
Spell Effect few revolting successes so out-
Casting this spell causes a Spell Effect raged the holy knights that the
geyser of blood to erupt from the Upon casting frostform, the evil wizards' cabal was wiped out
ground, spraying all within a 20- caster's body appears to transform within a year. Today, the spell is
foot by 20-foot area. The blood, into solid ice. His clothing and known to a few titanspawn and
filled with the hatred of those equipment remain unchanged. other twisted individuals.
defeated by Vangal, burns as if it The castergains the Cold subtype
were a powerful acid, causing Id6 for the duration of the spell. He is Spell Effect
points of acid damage per 2 caster immune to cold damage, but takes The target of Gaurak's corpu-
levels, up to a maximum of 10d6. double damage from fire unless lence suddenly bloats into a horrific
Followers of Vangal are not af- the fire attack allows a saving mockery of itself, somewhat resem-
fected by the fountain of blood, but throw for half damage, in which bling a fatling. Non-magical belts,
instead revel in it, exulting as the case he takes normal damage on a buckles, armor, clothes, shoes, and
blood pours down upon them. successful save and double dam- the like are all destroyed hy rapidly
age on a failed save. expanding rolls of flesh. The newly
Frostfofln If the caster strikes an oppo- obese victim quadruples in weight
nent with a natural or unarmed and girth, incurring extreme pen-
Coster's body becomes like ice, attack, the opponent takes Id6+l alties to his physical abilities: -4 to
granting Cold subtype and points of cold damage per caster Strength, -6 to Dexterity, and a
bonus cold damage to his level (to a maximum of 10d6). 50% penalty to speed. Eachmonth,
Anyone who touches the caster the victim's Constitution willdrop
unarmed attacks. by 1 until the condition is cured.
with a natural or unarmed attack
Transmutation [Cold]
also suffers damage in this man- Like all such curses, Gaurak's cor-
Level: Drd 4, Sor/Wiz 4, Water 4
ner. Frostfcrrm also grants the caster pulence can be countered with
Components: V, S, M
a +10 competence bonus to Es- remove curse. Abilities cannot be
Casting Time: 1 action
cape Artist checks, due to the reduced to less than 1 by this spell.
Range: Personal
slippery nature of his icy skin. Material Component: A hand-
Target: You
Material Component: A trans- ful of raw animal fat.
Duration: 1 round/1 eve I
Saving Throw: None
lucent gem worth at least 50 gp.
Spell Resistance: Yes (harmless)
GreaterBendSounds
Gaurak's Corpulence
Description Provides /protection from sonic
In the wilds of Albadia, the Causes a target to expand into and language based attacks to
Huror tribe tells of a hunting ex- a bloated, awkward obesity. all within area of effect.
pedition that iost its way in the Transmutation Abjuration
Amber Wood. Amidst the snow- Level: Sor/Wii 4 Level: Brd 3. Sor/Wiz 3
covered pines, it encountered a Components: V, S. M Components: V, S, F
strangely-clad man who com- Casting Time: 1 action Casting Time: 1 action
manded it to turn back. Being Range: Close (25 Ft. * 5 Ft./2 levels) Range: Medium (100 Ft. + 10 ft./level)
proud barbarians, the tribesman Target One creature ATM; Hemisphere with radius oF up to ! ft./
refused, ordering the fellow to step Duration: Permanent level, or wall of area up to one 10-Ft. square
aside. The man then held up a Saving Throw: Fortitude per level
clear gem and chanted strange Spell Resistance: Yes Duration: 10 minutes/level
words. As he did so, his skin be- Saving Throw: None
came as ice, and he once more
Description Spell Resistance: Yes
ordered the tribesmen to leave. This spell was created by a
cabal of evil wizards during the Description
The haughty barbarians were un-
impressed, and one tried to push Divine War. The Order, which An advanced version of the
past the man. He soon teamed of held a special hatred for Corean's bend sounds spell created by the
his mistake, as the man's icy flesh paladins, transferred their loyal- mages and lore masters of the
chilled him painfully to the bone. ties to Gaurak after the death of Phylacteric Vault, greater bend
Another barbarian attempted a their former patron, Mesos. sounds crafts a large barrier that
mighty bear hug, but found the Gaurak's corpulence was created
116
ffiiii
CHAPTER T H R £ € : SPELLS
Arcane Material Component: When the memory of and Calastia often leave with
A piece of amber shaped in a Gulaben was stricken from mor- newfound confidence and affec-
sundial and containing an ancient tal minds, this spell should have tion for those nations' leaders due
insect worth at Least 500 gp. been lost, but somehow theCout- to the surreptitious castingofgwIJ-
XP Cost: 500 or 1,000 XP tesansof Idra acquired knowledge ibility, and foreign diplomats must
(see above). of it. Today, the courtesans use always be on guard against this
Gwlofcen'secstasjtoinfluencecer- spell during delicate negotiations.
Greater Turn Resistance tain important political figures A small squad of mages using de-
more easily, but they do so spar- tect magic and other spells often
Gives undead target +5 turn ingly, casting it only when accompany dignitaries on impor-
resistance. absolutely necessary for fear that tant missions in order to avoid the
Necromancy
others might discover it. They influence ofgullibility, but thespell
Level: Sor/Wiz 7
will do whatever is in their power continues to be used nonetheless.
Components: V, S, M
to silence rhose who discover its Once the spell's duration has ex-
Casting Time: I action
existence. pired, the target once mote returns
Range: Touch Spell Effect to his normal views, but too late
Target One unctead creature that is subject to to go back on treaties and agree-
The target is overcome with
turning ments made while under the spell's
feelings of pleasure and euphoria.
Duration: I hour/level influence.
He suffers a -4 morale penalty to
Saving Throw: None
Spell Resistance: Yes (harmless)
AC, attack and damage roils, skill Spell Effect
or ability checks, and saving Failing a Will save, ail af-
Spell Effect throws. In addition, he loses Id4 fected creatures become more
This spell functions as turn points of Wisdom until the spell susceptible to coercion and de-
resistance and iesser mm resistance, ends. ceit. Until the spell expires, each
but gives its target a turn resis- Immediately after the spell's creature receives a -2 penalty to
tance of + 5. (See MM, duration expires, if the target failed saving throws against Enchant-
Introduction, "Special Quali- his initial Will save, he must make ment and Illusion spells. A
ties.") This effect stacks with any a Fortitude save versus the spell's creature's newfound trusting na-
existing turn resistance. It cannot DC or lose one point of Wisdom ture also causes this -2 penalty to
be cast on a target already under permanently. Only a greater resto- apply to any rolls made against
the effect of any other turn resis- ration, limited wish, miracle, oriuisfi the following skills: Bluff, Diplo-
tance spell. will restore this lost point. macy, Disguise, Forgery, and
Intimidate.
Gulaben's Ecstasy Gullibility
Hammer and Anvil
Target is distracted by pleasure Subjects become overly trust-
and has his will weakened. ing, suffering skill and saving Deals Id8 damage/level and
Enchantment (Charm) [Mind-Affecting] throw penalties. may stagger target.
Level: Brd 5, Enhancement 5, Sor/Wiz 5 FI u: i i. 111 < 111 s' M t (Com pulsi on) [ M ind - Af fecti ng ] Evocation [Force]
Components: V, S Level: Brd 5, Sor/Wn 5 Level: Sor/Wiz 7
Casting Time: 1 action Components: V, S Components: V, S. M
Range: Touch Casting Time: 1 action Casting Time: 1 action
Target: Creature touched Range: Medium (100 Ft. +10 ft./level) Range: Long (400 Ft. + 40 ft./level)
Duration: 1 minute/level or permanent Target: One or more creatures, no two of Target: One creature
Saving Throw: Will negates (see text) which can be more than 30 Ft. apart Duration: Instantaneous (see text)
Spell Resistance: Yes Duration: 1 hour/level Saving Throw: Reflex half (see text)
Saving Throw: Will negates Spell Resistance: Yes
Description
Spell Resistance: Yes
Nothing pleased Gulaben Description
more than the adoration of mor- Description This powerful spell was cre-
tals. The Lady of the Windsspread Gullibility is a favorire spell ated by one of Corean's war wizards
this spell among her most ardent among bards trying to make an during the earliest stages of the
worshippers, encouraging them to audience believe an outlandish Titanswat. The young wizard
slowly erode the wills of as many tale (commonly concerning the found the steady ringing of steel
other beings as possible, making bard's own part in an epic con- on steel oddly calming and would
them more susceptible to the plea- flict). The spell's more sinister often take his tomes down to the
sures of her touch by giving them uses are in the field of politics and smiths' fotges to study as they
a taste of what it was like. diplomacy, however. Unwary visi- worked making the tools of war.
tors to the courts of Darakeene
CHAPTER THREE: S P E L L S
dam-
age per
caster
. e v e I
{ 1 0 d 8
maximum).
In addition, the
target isconsidered
staggered for Id4+l
rounds and may take
only partial actions for
those rounds. Creatures
not subject to stunning can-
not be staggered by this spell (see
DMG, Chapter 3, "Condition
Summary"). The target may make
a Reflex save; if successful, he
takes only half damage and is not
staggered.
Material Component: Asmall
steel hammer and anvil.
Healing Interdiction
Target is prevented from
healing any kind of damage for
I day/level.
Necromancy
Level:Drd6.Sor/Wii8
Components: V, S, OF
Casting Time: 1 full round
Range: Medium (100 Ft. + 10 ft /level)
Target: One creature
R6L1CS & RITUXLS 2: LOiT
Duration: 1 day/level considered the supreme arbiters the area. Posswo/i and similar spells
Sewing Throw: Will negates of justice, so visiting harm upon do not work, though teleport
Spell Resistance: Yes the Lawgiver's priests is treated as (which does not affect the stones
Description an especially serious crime. This themselves) does. Evocations
spell allows Hedrada's cleric- might damage the stones (though
Healing interdiction is an an-
judges to defend themselves and their hardness is increased by +2),
cient spell found only in molding justly revisit harm upon their foes. but the stones will not magically
grimoires and all but forgotten in
change form, nor matter what the
the arcane repositories of Spell Effect spell. This spell only works on
Hollowfaust and the Phylacreric The target gains a +5 en- stone, however, and sand, metal,
Vault. Today it is primarily used hancement bonus to all attacks or earth are not held fast by it.
by thedruidsofKanThetand the against any single creature that Bricks and non-solid stone walls
elves of Terrnana. The Church of has inflicted damage upon him halve the area of effect.
Madrid abhors the speil, and the during the spell's duration. The
Order of rhe Morning Sky relent- Material Component: A small
bonus applies only to one such
lessly hunts any spellcaster known piece of stone.
foe, but if the target is damaged by
to have cast it. The forsaken elves, a different foe while the spell is in Holy War
Hold Stone
Prevents transmutation of
+4 bonus to attack, damage,
saves, spell DCs, and skills to
all worshippers of your god.
Conjuration (Creation)
Spell Effect
stone. Level: Clr <?
Healing interdiction is a pow- Components: V, S, DF
Abjuration
erful curse that prevents all forms Casting Time: I action
Level: Clr 4, Sor/Wii 4
of healing, magical or otherwise. Range: 100 ft.
Components: V. S. M
If the target fails its Will save, the Target: All allies of the same Faith withm a
Casting Time: I action
spell prevents the recovery of hit 100-ft. radius
Range: Close (25 ft. + 5 Ft./2 levels)
points and ability damage by any Duration: 10 minutes/level
Area: 50-ft. cube + 10 cubic ft. per level
means. All cure spells and spells Saving Throw: None
Duration: 1 day/level
with the healing descriptor auto- Spell Resistance: No
Saving Throw: None
matically fail when directed at
the target, and the target cannot
Spell Resistance: No Description
recover damage through natural Description The power of the gods is very
healing, use of the Heal skill, or Stone can become a weapon, real in the Scarred Lands, and rhe
useof the fast healing or regenera- especially in the never-ending war common bond of faith has seen
tion abilities. between the dark elves of Dier many combatants through the
Drendal and the dwarves of Burok mosr bloody of battles. The gods
Hedrada'sJustice Torn, Frequently, one race or the grant this spell to their most de-
other has cause to reshape stone, voted followers, enabling them to
Gives bonus to attack against closing passages or transforming a create a bond of faith with their
those who had damaged the solid floor to liquid mud. This fellow worshippers, granting
spell prevenrs such alreration, grearer ferocity, skill, andstrength
caster. in barrle.
Divination [Lawful] locking a given area of stone into
Level: Clr 3 its normal shape for the duration Spell Effect
Components: V, S of a battle or important event. No All those within the spell's
Casting Time: 1 action one knows if the dwarves or the area of effect who worship the
Range: Personal dark elves first developed the spell same god as the caster receive a
Target: You —unsurprisingly, both sides claim +4 luck bonus to attack, damage,
Duration: 1 hour/level credit and blame the other for saves, and skill checks for the
Saving Throw: None "misusing" it for military purposes. spell's duration,
Spell Resistance: No Spell Effect
Description This spell prevents the use of
Hunter's Moon
While vengeance is the do- Transmutationspeltsuponagiven Grants ranger favored enem;y
main of the lawful good Corean, area of stone. Spells such as trans-
mute rock to mud simply do not bonuses vs. lycanthropes for
the followers of Hedrada favor
the pursuit of justice — the even- function in the area of effect, nor one night.
handed application of law against can earth elementals or beings 1 racism utatton
wrongdoers. Hedrada'$ clergy are with similar abilities pass through Level: Rgr 2
120
cHAPieRiHR.ee:
Iron Butterflies
Creates a flock of iron butterflies that
damages enemies and harms fey.
Conjuration (Creation)
Levd: Fey 4, Sor/Wiz 4
Components: V, S. M/DF
Casting Time: I action
Range: Close {25 Ft. + 5 ft./2 levets)
Area: Cone
Duration: Instantaneous
Swing Throw: Reflex half
Spell Resistance: No
Description
With the destruction of many of Seam's
good fey in the ravages of the Titanswar, evil
and aberrant fey have begun to multiply and
spread. As part of her stewardship of the world's
remaining fey, Syhana the Cloudmaiden has
directed her followers to rout out and destroy
these malicious beings. This spelt was devel-
oped in Syhana's honor and image to harm
these monstrosities.
Spell Effect
This spell creates thousands of sharp, cold
iron butteries that attack all targets in the spell's
area of effect. Any creature in the area takes Id4
points ofslashingdamage percaster level {maxi-
mum 15d4). Any fey within the spell's area
receive a -4 penalty tosaves against this spell. In
addition, any fey damaged by this spell must
make a Concentration check (DC 10 +damage
taken from spell) in order to use any of their
spell-like abilities until damage caused by the
butterflies has been healed.
Material Component: The wings of a color-
ful butterfly.
Keshmeeri Refuge
Protects target from the harsh desert
environment.
Abjuration
Level: Clr 4, Drd 2, Protection 2, Rgr 5, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Rang*: Touch
Target: Creature touched
Duration: 24 hours
Saving Throw: None
Spell Resistance: No
Description
The harsh conditions of the Ukrudan Desert
require great fortitude, skill, and strength to
survive. Even those who live there are some-
times hard-pressed. The Keshmeeri nomads
created this spell to help them endure the
CHAPTER THREE: S P E L L S -
Description The blade also produces illumi- Area: Circle, centered on caster, with a radius
The druids who revere nation as per the spell light. of 400 Ft. + 40 Ft/level, down to a depth of
40 ft. * 4 ft./level
Lethene were given this unique
defense. Lethene's inner storm fills
Locate Oasis Duration: 10 minutes/ level
Saving Throw: None
the caster with the pulsating power
Locates an oasis in the desert. Spell Resistance: No
of an electrical storm, causing her
to glow with bluish energy. This
Divination
Description
Level: Brd 1, Clr 2, Drd 1, Rgr 1, Sor/Wiz I
electricity will shock anyone who The search for water is para-
Components: V, S. M
comes in contact with the caster mount to those who live in the
Casting Time: I full round
or touches her with a metal object desert, thus almost all Keshmeeri
Range: 5,000 ft. + 500 FtVlevel
such as a melee weapon, spellcasters know this spell. They
Area: Circle, centered on caster, with a radius
are reluctant to share it, save with
Spell Effect of 5,000 ft. * 500 Ft/level
those who have helped the tribe
Duration: 1 minute/level
Anyone who makes a suc- or proven themselves to be loyal
Saving Throw: None
cessful attack on the caster must friends.
Spell Resistance: No
make a Reflex save or take elec-
tricity damage. Unarmed Description Spell Effect
attackers, or those using metal Since the wounding of the This spell is similar to locate
melee weapons, take Id6 points lands during the Divine War, the object, but specifically modified to
of electricity damage per caster location of many oases in the aid in determining the location of
level (maximum 10d6). If the at- Ukrudan Desert has become un- water sources. When the spell is
tacker is wearing metal armor, the certain. An oasis may exist for cast, the caster receives a mental
damage increases to Id8percaster several seasons before disappear- image of any fresh or salt water
level. A successful Reflex save ing, while another may appear sources within the spell's area of
halves this damage. Attackers us- overnight. The Keshmeeri no- effect as well as their general di-
ing non-metal weapons are mads believe that these oases are rection and distance. He can
immune from the spell's effect. remnants of a time before the war distinguish between both types of
when the land was more fertile, water and can move normally
Light Blade and that some day with the gods' while maintaining concentration
help, the region will be restored on the spell. The spell also allows
Creates a sword made of pure the caster to detect water that is
to full health and beauty.
light. Keshmeeri mages use this spell to underground, though at a lesser
Evocation aid their people in the Ukrudan's distance.
Levd:Pal2 harsh conditions. Material Component: A pinch
Components: V,S,DF of dried desert sage.
Casting Time: 1 action
Spell Effect
Range: Personal This spell is similar to locate Lure
Target You object^ but specifically tailored for
Duration: 5 minutes/ level determining the location of oa- Causes an intense desire to
Saving Throw: None ses. When the spell is cast, the possess a mundane item or
Spell Resistance: No caster receives a mental image of
trinket.
any oases in the area of the spell's
Description effect as well as their general di-
Enchantment (Compulsion)
A paladin's sword is his in- Level: Brd 4. Drd 2, Rgr 3, Sor/Wiz 3
rection and distance. The caster
strument of justice on behalf of Components: V, S, M,
can move normally while main-
the oppressed and in the punish- Casting Time: 1 action
taining concentration on this
ment of the corrupt. Corean, Range: Close (25 ft. * 5 ft./2 levels)
spell.
master of paladins, granted this Target: Person who sees it first (see below)
Material Component: A date Duration: 1 round/ level
spell to aid his paladins if they pit, covered with sand.
were ever left without weapons. Saving Throw: Will negates
Spell Resistance: No
Spell Effect Locate Water
This spell creates a weight-
Description
Locates sources of fresh or salt A piscean spell seen during
less blade of pure light the same
size and shape as a longswortt. A water. their first attacks on the eastern
paladin armed in thisfashioncan- Divination coasts of Scarn, lure caused many
not be disarmed by a foe. The Level: Brd 1. Clr 1, Drd 1, Rgr I, Sor/Wiz I foolishly to throw their lives away
blade deals damage as a +1 Components: V, S, M for the possession of a damaged
kmgsword, +2 vs. evil creatures. Casting Time: 1 Full round sword or for a few pieces of cop-
Range: Long (400 ft. + 40 ft/level) per.
Spell Effect
When this enchantment is
Description
Originated by a wizard-scholar
CHAPTER T H R t t r SPELLS
Spell Effect lessen the difficulties of facing Thael Dynasty, one particularly
This spell causes a target un- multiple spellcasting foes. The cunning mage/assassin known as
der the effect of a mirror image spell was used to great effect when Willem the Light cteated this spell
Vansin and his allies destroyed a to pass off his potent arsenal of
spell to be attacked by his images,
A successful Will save by the tar- cell of titan-worship ing sorcerers magical weapons and tools as
geted caster negates the spell, and in the city of Fangsfall. simple, mundane items.
his mirror images continue to func- Spell Effect Spell Effect
tion as normal. This spell creates a darkly This spell must becast during
Should the targetfailhis Will pulsing sphere of power 1 foot in the creation of a magic item. All
save, a deadly transformation oc- diameter that attempts to negate future detect magic attempts show
curs. Each mirror image becomes a any magic near itself. The sphere that the affected item isnon-magi-
hostile shadow-creature, with hit generates a continuous area dis- cal. An identify spell, however,
points equal to those of the target, pel effect in a 30-foot radius, as will reveal the item's magic quali-
divided by the number of images per dispel magic. The dispel check ties.
remaining when malicious image of a mana sink is Id20+l per caster Material Components: A ruby,
was cast. Their AC remains 10 + level (maximum +10) against a an emerald, and a diamond, each
size modifier + Dexterity modifier DCof 11 + the spell's caster level. worth at least 100 gp.
of target. They attack once per The mana sink also attempts XP Cost: 327 XP.
round with the caster's highest to counterspell as per dispel magic
attack bonus, dealing Id6 points
of damage per successful hit. The
any spell cast within its area of Mass True Strike
effect. The sphere may only at-
target loses control of the images, tempttocounterspella target once One subject/level gains a +20
can no longer merge or split with per round. Any spell cast outside
them, and cannot voluntarily end
bonus to its next attack roll.
the mana sink's area of effect that Divination
the spell. The images do not dis- targets an area or creature within
1 appear when struck, but must be the sink's area of effect is also
Level: Sor/Wii 6
Components: V. F
reduced to 0 hit points to be de- subject to a counterspell attempt. Casting Time: I action
stroyed. They continue to attack The sphere may be directed Range: Close (25 Ft. + 5 Ft./2 levels)
until the spell ends, at which time to move once per round at the Target: One creature/level, all within 30 ft. of
the surviving images go back to rate of 60 feet (perfect) by the each cither
functioning as normal, or until caster as free action. The caster's Duration: See text
they are all destroyed, at which own spells and effects are atso Saving Throw: Will negates (harmless)
point both the malicious image and subject to the effects of the mana Spell Resistance: Yes (harmless)
mirror image spells come to an sink, but the DC for the dispel
end. check is 13 + the caster's level.
Description
Because the images no longer By necessity, the Divine War
mimic the target's actions, en- Mask Magic sparked great ingenuity in the ar-
emies of the target no longer have cane arts. It took masses of warriors
difficulty distinguishing the tar- Disguises the enchantment of a enhanced with great magic to
get from his images. magic item. defeat the greater titan spawn. This
Illusion (Glamer)
spell was especially useful against
Man a Sink Level: Brdi, Sor/Wiz 3
creatures such as dragons that were
Components: V, S, XP
nigh invulnerable. Though this
Floating sphere absorbs magic spell is obscure to most
Casting Time: I action
within its area of effect. Range: Touch
spelicastets, adventurers have te-
Abjuration Target; A single magic item
vjved its use.
Level: Magic fe, Sor/Wiz 5 Duration: Permanent Spell Effect
Components: V, S, M Saving Throw: None
Casting Time: I round
One creature per spellcaster
Spell Resistance: No
Range: Close (25 Ft. + 5 Ft./2 levels).
level within the spell's area of
Effect: A floating orb that absorbs magic Description effect gains a +20 insight bonus
Duration: I round /I eve I In many places and at many on its next attack roll. Addition-
Saving Throw: None times during the Scarred Lands' ally, they are not affected by the
Spell Resistance: No history, the cast ing of magic spells miss chance that applies to at-
or the possession of a magic item tacks against concealed targets.
Description has been a crime. To circumvent Material Component: An ar-
Mana sink was developed by such a ban during the Ledean row that has inflicted damage on
the warrior-wizard Vansin to a target.
•'t*
CHAPTER THR«: JPCLU
Mesos' Containment absorbs Conjuration, the third of effect suffers Id6 fire damage
type absorbs Enchantment, the per spell level. Spells of 0 level
Absorbs and redirects physical foutth absorbs Necromancy, and cause only 1 point of fire damage.
energy attacks. the fifth absorbs Evocation spells. This spell does not affect divine
Abjuration [Force]
Any spells of the appropriate spellcasters.
Level: Sor/Wiz 7
type that are directed at the caster Arcane Material Component:
Components: V, S
are automatically absorbed by A pinch of ash from the remains
Casting Time: 1 action
their corresponding orb. After an of a burned spellcastet.
Range: Personal orb has absorbed a spell, the caster
Target: You
can cause it to explode, inflicting Mindwrack
Duration: I minute/level (0)
Id6 points of damage per spell
Saving Throw: Reflex half level on all tatgets in a 20-ft. ra- Destructive energies cause
Spell Resistance: Yes dius centered on the caster. The Intelligence loss and random
caster is immune to this damage, debilitation.
Description but his allies are not. Rather than
Evocation [Mind-Affect ing. Chaotic, Evil]
Mesos was said to have be- causing it to explode, the caster
Level: Sor/Wiz ?
come furious when mortals began may cause the orb to discharge its
Components: V,S,F,XP
to use magic - which he regarded absorbed spell without effect,
Casting Time: I full round
as his own - against him and his though this too destroys the orb.
Range: Touch
followers. Among the most pow- If the orbs have not been charged
Target Creature touched
erful of these early wizards was a or caused to explode at the expi-
Duration: Discharge (see text)
cabal known as the Iron Tower. ration of the spell's dutation, they
Saving Throw: Will Partial
Determined to teach these up- vanish without effect along with Spell Resistance: Yes
start mortals a lesson, Mesos sent the absorbed spells.
a brood of arcane devourers to Description
recover the magical energy the Mesos'Vengeance As the titans created the
wizards had "stolen" from him. wrack dragons to aid them in the
Using the magic that they them- Greatly amplifies, the arcane Divine War, followers of Mesos
selves created and manipulated, heat generated by spettcasting bemoaned the loss of their pa-
the wizards were able to sense the in an area. tron. Taking note of the titans'
devourer's presence and reigned Transmutation [Fire]
new undertaking, a wicked mage
fire and lightning down upon Level: Sor/Wiz 5 studied the energy being put to
them, obliterating them before Components: V. 5. M use creating the dragons. Many
they could even approach the Iron Casting Time: 1 action
months later, he had developed a
Tower. spell of the darkest magic. He
Range: Medium (100 ft. * 10 Ft /level)
Enraged, Mesos strode toward Area; 30-ft. radius spread wasted no time in deliveting the
the Iron Tower himself, conjur- Duration: Concentration 11 round/level (D) spell to his colleagues, who were
ing magical energies into each of Saving Throw: Fortitude half mostly driven rnad the first time
his six hands. By the time he ar- Spell Resistance: Yes they attempted to cast it.
rived, Mesos held six spheres of
force. When the Iron Tower wiz- Description Spell Effect
ards began to cast magic at him, Ever since the disruption of This spell is only effective on
Mesos simply held up his force Mesos, the Sire of Sorcery, at the creatures with an Intelligence of
globes and absorbed the spells. start of the Titans war, arcane 3 or higher. Upon casting
Then, he threw them back at the spellcasters have suffered from nurufwrock.thecaster'shandglows
tower, using the wizards' own intense heat whenever casting with crackling black and red en-
power todestroy it utterly. Pleased spells. Although various sages ergies. If the caster then succeeds
with his success, Mesos taught have posited many theories, few in delivering a melee touch at-
this spell to his followers, although mortals actually know the reason tack on any crearure, the target is
since his fall it has also spread ro for this arcane heat. Regardless, immediately drained of Id4 points
the hated wizards who serve the followers of Mesos have learned of Intelligence and must make a
gods. to focus this heat into a more Will save. If this save is successful,
dangerous force. Arcane no other effects are suffered.
Spell Effect spellcasrers within the area of rhis Should the tatget fail the Will
This spell creates one force spell suffer extreme burns and save, he is drained of an addi-
orb per rhree casrer levels rhar possibly even spell disruption. tional Id6 points of Intelligence
canbeusedtoabsorbcertainspells. and suffers a random debilitating
The type of orb is determined by Spell Effect effect. Roll Id6 to detetmine the
the caster. The first type absorbs Any arcane spe lie aster cast- effect:
Transmutation spells, the second ing a spell within this spell's area
R£UCf &. R1TUXLJ 2: LOJT LOP,t
1: Target becomes shaken (see DMG, Level: Sor/Wiz 3 Area: 5 ft., and 30-ft. emanation
Chapter 3, "Condition Summary"). Components: V, S. M Duration: 2 rounds (see text)
2: The tatget develops a severe phobia Casting Time: 1 action Saving Throw: Fortitude, Reflex, and Will half
to a relatively common object. Any- Range: Close (25 Ft. + 5 it./, 1 levels) Spell Resistance: Yes
time die target is within 15 feet of die Area: Cone
Duration: Instantaneous
Description
object and is able to observe it, he
Saving Throw: Reflex negates Originally attributed to the
becomes helpless {see DMG, Chapter
Spell Resistance: Yes necromancer Orafid Koralis of
3, "Condition Summary") until either
Glivid-Autel,thisspell has spread
he or the source of die phobia is moved Description across Ghelspad since his demise
out of range. The caster of miridwrack Throughout the Scarred at the hands of a group of
chooses what object will be the sourceof Lands, archers are among the most Hollowfaust adventurers. Ran-
the phobia. The object should be com- feared and skilled warriors. The sacking the wizard's lair, they
men, but notomnipresent. For instance, elves of the Ganjus, the fearsome found a scroll bearing the negative
"spoons" would be an appropriate sub- Black Dragoons, the Vigilants of energy geyser spell and soon sold it
ject, while "dirt" would not. Vesh and others have raised mis- to the necromancers of their home
3: The target becomes unable to use sile combat to a fine art. This city and to the battlemages of
any Intelligence based skills. spell, which transforms a single Calastia.
4; Target becomes confused (seeDMG, missile into a hail of deadly magi-
Chapter 3, 'Condition Summary"). cal arrows, makes archers even
Spell Effect
5; The target suffers amnesia. He is more potent and enables small The caster selects a single 5-
unabie to recall any details of his groups of archers to hold off forces foot square area within range that
past, and he is unable to cast spells that are many times their own acts as the center of the spell. A
or use Knowledge skills. number. small gate to an alternate ptane
6: The target's mind regresses to a child- opens, expelling pure negative
Spell Effect energy in a fountain of darkness,
like state. His hit points and ability
scores,asidefromthe Intelligencedrain, When cast upon asingle mis- damaging anyone in its area of
remain unchanged. All other aspects of sile such as a bolt, arrow, or sling effect.
the character are treated as if he were a bullet, this spell causes the missile On the first round of thespell,
to transform into a mass of con- the geyser's energy deals Id6
1 st-level commoner (see DMG, Chap-
ter 2, "NPC Classes"). jured replicas, striking targets points of negative enetgy damage
within its area of effect. The spell per caster level {maximum 20d6)
All effects of this spell are
is not effective on thrown weap- to every thing with in 5 feet of the
permanent and may only be elimi-
ons — only missiles that are spell's center. On the second
nated with a remove curse, miracle, launched from a bow, sling, or
or wish spell. A remove curse spell round, the geyset's area of effect
similar device. Each target in the grows to a 30-foot radius, after
will only remove either the Intel- area suffers a single automatic hit
ligence drain or the debilitating which it collapses and the gate
from a missile identical to the vanishes. Undead affected by the
effect, so twocastings are tequired original. Targets are allowed a
to completely cure the target. geyser are healed of Id6 points of
Reflexsavetoavoiddamage. Each damage per caster level (maxi-
Wizards who use mmdtfrodc of these projectiles is considered mum 20d6), but cannot receive
as part of their retinue of spells to be a +1 magic weapon for pur- more hit points than their maxi-
must do so with extteme caution. poses of overcoming damage mum.
The forces that give this spell its resistance, but the actual damage
power are not easily controlled
and can backfire on their wielder.
is not incteased. The duplicate Netherblade
weapons vanish with the spell,
If thespell is notdischarged within but the original missile may be Creates a sword that drains
8 rounds of casting, it rebounds retrieved as normal.
on the caster, causing him to suf-
negative energy, damaging
Material Component: A mas- undead creatures.
fet the full effect of the spell with
terwork arrow, bolt, orsling bullet.
no saving throw. Necromancy
Description caster levels against living oppo- Casting Time: 1 full round
Divination
insight. I
I lollowfausi's Ghosts' Quiirtu-r. A fingernail from a wight or piece Level: Ord 4
Spell Effect of cloth torn from the robe of a Components: V, S, M
wraith. Casting Time: I full round
Netherblasi drains negative
energy in a cone-shaped area that Range: Personal
extends outward from the
Nose ofthe Rat Target: You
spellcaster's hand, inflicting Id6 Duration: 1 minute/ level
Subject gains the Scent feat, Saving Throw: None
points of damage per caster level
against all corporeal and incorpo- bonus on tracking, enemy Spell Resistance: No
real undead creatures (maximum detection. Description
20d6). This area is also partially Transmutation
Even after the titans stripped
drained of hear as well, inflicring Level: Animal 1, Ord 1, Rgr 1, Sor/Wiz 2
Golthain the Faceless ofhis senses,
Id6 points of cold damage per 2 Components: V. 5. M
legends say that he was able to see
129
'Ma
R E L I C S &. RITUALS 2: LOST
through the iand itself. The birds caster re ta i ns concent rat i on, they Description
and insects of Scam were his eyes, may attack any target within
Profane swre causes the caster
the air itself his ears, and the very range. The missiles can only at-
to shock the souls of non-evil
ground his skin, Druids dedicated tack once per round, even if the
creatures with a glance. Met eyes
to Golthain have long sought to caster is under the effect of spells
glow with a deep purple radiance,
emulate their master's awesome such as haste and two minds.
and her pupils reflect a terrible
awareness, finally succeeding with Material Components: A red light while the spell is active.
this spell. handful of glass marbles, one per
missile to be invoked. Spell Effect
Spell Effect
If subjected to the caster's
The spellcaster is granted PlagueTouch gaze {seeDMG, Chapter 3, "Gaze
blindsight in a 60-ft. radius. In Attacks"), good- or neutral-
addition, thecasterreceivesa +10 Cause disease in others with aligned creatures who fail their
insight bonus to Spot, Listen,
but a touch. saving throw take damage and
Wilderness Lore, Intuit Direction,
Necromancy suffer paralyzation. A Will save
and Search checks. halves this damage and avoids the
Level: Clr 5, Drd 5, Sor/Wn 6
Material Component: A hand- Components: V, S, M paralyzation effect. Good crea-
ful of loose dirt. Casting Time: I action tures suffer 3d6 points of damage
Range: Touch and are paralyzed for Id6 rounds.
Persistent Missiles Target: Living creatures touched Neutral creatures rake Id6 points
Duration: I minute/level of damage and are paralyzed for
Creates long-lasting missiles of
Saving Throw: Fortitude negates Id3 rounds.
magical force. Spell Resistance: Yes
Evocation [Force]
Description
Quick Learn
Level: Sor/Wii 4
Components: V.S,M This spell is the result ofcrypt Grants caster 3 +l}levelrank$
Casting Time: 1 action lord Bolen Graves' research into in a desired skill.
FUnge: Medium (100 ft. * 10 ft./level) disease and sickness. Graves has Divination
Target One creature per round since then joined forces with the Level: Brd 4. Clr 4, Luck 4, Sor/Wiz 4
Duration; Concentration (maximum of 1 ac- wizards of the Obsidian Pyre and Components: V, S. M/DF
tion/caster level) is furthering the use of plague- Casting Time: 1 action
Saving Throw: None magic in Glivid-Autel. Range: Personal
Spell Resistance: Yes
Spell Effect Target You
Description The caster can infect any liv- Duration: 1 hour/level
This modification of the com- Saving Throw; None
ing creature with a disease by
mon magic missile evocation is Spell Resistance: No
simply touching it. This effect
probably the best-known of the works like the spell contagion, and Description
spells developed by the witch the victim must make a Fortitude Through the use ofdivinatory
Sammae. Exiled from her home- saving throw or be infected with a insight, those who use this spell
land of Vera-Tre, she has since disease of the caster's choice, can temporarily improve their use
made a reputation for herself as an which strikes immediately with of a known skill. Quick Icam is
adventurer and magical innova- no incubation period. especially popular with
tor. Material Comjjonents: Apiece spellcasting craftsmen, artists,
Spell Effect of putrid flesh and a drop of blood. scholars, and especially bards, who
In all regards but one, this use thespell to increase theirabili-
spell acts the same as the lower
Profane Stare ties at critical moments during
level rruzgic missile spell. Missiles performances.
Gaze deah 3d6 damage and
created with this spell, however,
paralyzes good creatures, Spell Effect
do not disappear when they sttike
Evocation [Evil] Upon casting this spell, the
their tatget, but instead return to
Level: Clr 5, Evil 5 caster temporarily gains3 +l/level
the caster and orbit her harm- ranks in any desired skill. The
Components: V, S
lessly until her next action, at chosen skill must be one that the
Carting Time: 1 action
which time they may be directed caster already has ranks in, and
Range: Close (25 Ft. + 5 Ft./2 levels)
against a target once more. At- the entire bonus must be applied
Target You
tacking with these missiles is a toonly one skill. Skill ranks apply
Duration: I round/level
standard action and precludes equally to both class and cross-
Saving Throw: Will hair
casting another spell. The mis- class skills. The caster gains no
Spell Resistance: Yes
siles remain active for the spell's additional bonuses for multiple
full duration, and as long as the applications of this spell.
130
CHAPURTHRfC: SPELLS
Repair Dead
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No (item)
Description
Primarily used by the follow-
agents), enables the caster to fix
her target with a smoldering, sen-
sual gaze that drives aside all
thoughts save lust.
Spell Effect
:
Skeletons or zombies, are ers of Denev and Tanil in the war The caster makes a gaze at-
against thedruidsofKher, ricochet tack on the target (see DMG,
instant/^ repaired.
allowed many outnumbered ar- Chapter 3, "Gaze Attacks"). The
Necromancy
chers low on ammunition to tip target can negate the attack with
Level: Clr 3, Sor/Wiz 4
the scales of battle by striking a successful Will save, hut if he
Components; V, S
multiple opponents with a single fails, he is then captivated by the
Casting Time: 1 action
shot. caster's gaze and can take no fur-
Range: Touch
Targets: One or more skeletons, corpses, or Spell Effect ther actions save shuffling meekly
zombies touched after the caster at half speed for
When this spell is cast on a
Duration: Instantaneous the spell's duration. The victim is
single non-magical arrow, sling
Saving Throw: Will negates (harmless, ob- considered helpless {see DMG,
bullet, or crossbow bolt, the mis-
ject) Chapter 3, "Condition Sum-
sile becomes able to strike more
Spell Resistance: Yes (harmless, object) mary") and may be attacked with
than one visible target in a melee
the appropriate bonuses, but this
Description round. The number of extra tar-
immediately ends the spell, and
The power of repair dead was gets is equal to one for every two
the victim may react and fight
never more apparent rhan during caster levels (maximum 10). An
normally on the following round,
the First Siege of HoLlowfaust. In attack roll is required for every
target, and the missile can only
the course of the batrle, rhe sutak
attack each target once (attacks
Righteous Charge
destroyed entire legions of undead
servitors, and the minions of in excess of the total number of Imbues the caster's next charge
Thulkas nearly overran the City opponents are wasted).
attack with divine power.
of Necromancers. With repair Material Component: An ar-
Evocation
dead, however, the members of rowhead.
Level: Clr 5. Pal 4
the fledgling Animator's Society
were able to continue to restock Rie's Lustful Gaze Components: V, OF
Casting Time: 1 action
Hollowfaust with a seemingly
Those who meet caster's ga%e Range: Personal
endless supply of skeletal warriors. Target You
are captivated and cannot take
Spell Effect Duration: 1 round/4 levels or until discharged
actions.
With repair dead, the caster Description
Enchantment (Charm) [Mind-Affecting]
instantly repairs one animated This spell is glorified in the
Level: Sor/Wi! 2
skeleton or zombie per caster level, famous poem The Charge of the
C«u«ru*ru»niw.
OfTiponcnis. \/
v, C
j
up to a maximum of 20. Ani- Hollow Knights, which tells of a
Casting Time: 1 action
mated skeletons and zombies are squad of five hopelessly outnum-
Range: Close (25 ft. * 5 ft./2 levels)
instantly repaired and restored to bered knights who bravely charged
Target One creature
full hit points. Destroyed skel- against a host of Gormoth's min-
Duration: I hour/level
etons and zombies are not restored, ions. Their weapons guided by
Saving Throw: Will negates
only those that have been dam- Corean himself, the squad is said
Spell Resistance: Yes
aged, to have slain hundreds of foes
Description before finally being cut down, al-
Ricochet The notorious Shehari cour- lowing allied divine forces to
tesan-sorceress Rie is rumored to advance and route the t itanspawn.
Allows an arrow), sling bullet,
be more than a mere entertainer
or crossbow bolt to strike and sometime-adventuress. Spell Effect
multiple targets in a single Though nothing has been defi- After this spell is cast, the
round. nitely proven, many point to the caster's next charge attack is im-
mind-affect ing magic that she bued with a furious burst of divine
Transmutation
practices and her mysterious pros- power. The caster can charge four
Level; Clr i, Drd 2, Pal 4, Rgr 4, Trickery 2
perity, much of it given to her by times his normal move {instead of
Components: V,S,M,F/DF
"admirers." This spell, which has double) and can make an attack
Casting Time: 1 Full round
also seen use by the Courtesans of of opportunity against every foe
Range: Touch
Idra (leading some to accuse Rie in his path at a +4 circumstance
Target: One arrow, sling bullet, or crossbow
bolt herself of being one of their bonus. Successful attacks cause
?. R € L 1 C S &. R I T U X L J 2: LOST LOrU
sha pec hangers, and monstrous groves and to conserve their Spell Resistance: Yes
humanoids gain a + 10 divine bo- strength and diminished numbers Description
nus on any Spot, Listen, or for more pressing engagements. A
While crafted by the
Wilderness Lore checks related number of arc anespet leas ters who
titanspawn Asaatthi, thisspellhas
to noticing or tracking the sub- witnessed and deduced the na-
since changed hands many times
ject of this spell and will ture of these magical assaults
and is now found in the reper-
relentlessly pursue him until the devoted a great deal of attention
toires of both divine race and
spell ends. Creatures with a keen to discovering this potent secret
titanspawn spellcasters.
sense of smell may be drawn to the for themselves.
trail from up to a mile away. Intel- The arcane form of this spell Spell Effect
ligent creatures may recognize the is rare and highly prized. It is whis- The caster fixes the spell's
spell for what it is, but will likely pered among some who practice target with a deep, fearful stare.
still pursue the subject because this spell themselves that King The spell's effecr is identical ro
they know it makes hunting easier Virduk paid an ourrageous bounty that of the daze spell, but remains
and scent of the hunted affects even to obtain scry blast for his battle in effect for as long as the caster
the taste of whomever it is cast wizards, a tale that the defenders mainrains concentration. If the
on. of Burok Torn can sadly confirm. caster breaks concentration for
The spell will not change the any reason, the spell ends imme-
behavior of any familiars or the
Spell Effect
diately.
target's animal companions. Nor- Scry blast enchants a scrying
Material Component: Ashiny
mal pets and captive animals, device such as a crystal ball or the
bauble such as a coin, gem, or bit
hunting or riding dogs, will pur- focus of a scrying spell such as a
of glass.
sue the subject unless theirowners mirror or pool of warer, Trans-
forming ir into a weapon capable
make a successful Handle Animal
of transmitting the caster's spells.
Shade Storm
check at DC 20. The exact type
and number of predators attempt- Only the caster's own spells may Summons a horde of wrathful
ing to consume a target affected be used through scry blast. Orher
casrer's spells cannot be used, nor
spirits to harm living enemies.
by this spell depend on the ter- Necromancy [Death, Evil]
rain, but it can be assumed that in can spells that originate from a
magical device. Spells of up to 3rd Level: Sor/Wiz &
all but the most lifeless regions he Components; V, S, M
will be hounded almost continu- level can be cast in this manner,
Casting Time: 1 action
ously until the spell ends or some originating from the scrying de-
Range: Medium (100 ft. + 10 ft/level)
form of safe haven is reached. vice as if the caster were physically
Area: Cone
present.
Duration: Instantaneous
Scry Blast There are a few drawbacks,
Saving Throw: Fortitude half
however. The spell cast through
Spell Resistance: No
Enchants a scrying device to the scrying medium must have a
transmit spell energies. range (touch-range spells cannot Description
Transmutation
be used, for example), and that This dreadful spell was cre-
L*wl:Sor/Wiz5 range is halved when cast through ated by Malkhus, once an
Components: V, S the scrying device. Additionally, influential necromancer in the
Casting Time: 1 Full round visible magical effects make the city of Hollowfaust, Shortly after
Range: Close (25 ft. + 5 ft./2 levels)
scrying device immediately ap- he authored shade storm, Malkhus
Target 1 scrying device of focus parent, so ir can be desrroyed or vanished into the eastern region
Duration: 1 minute/level its scrying enchantments dis- of Ghelspad and was never heard
Saving Throw: None pelled. from again. Unfortunately, knowl-
Spell Resistance: No edge of this spell seems to have
Serpents' Stare escaped into the Scarred Lands,
Description for its use has been spreading in
Scry blast was one of the se- The caster's gaze freezes a recent years.
cret weapons employed by elven single target in place.
druids during the Divine War. Enchantment (Compulsion) [Mind-Affect ing]
Spell Effect
This spell is said to have been a Level: Brd 1. Drd 2, Sor/Wn 1
When the caster invokes this
gift given by Denev in answer to Components: V, S, F spell, she instantly summons a
rhe desperare need of her follow- Casting Time: I action
horde of dozens of wrathful,
ers, but her followers today scoff Range: Close (25 Ft + 5 ft./2 levels) screaming spirits — gray and in-
at such a claim. Regardless of its Target: One creature up to your caster level in corporeal shades driven to slay
origins, scry blast allowed the dru- HO the living. The necromancer
ids to attack and defend against Duration: Concentration shapes rhese spirits into a cone,
titanspawnfrom the safety of their Saving Throw; Will negates which is then directed at foes.
133
REUCJ &. RITUALS 2: LOST LOK.C
Shadow Chains
Binds different shadows together,
holding their owners captive.
Evocation [Darkness]
Level: Sor/Wii 4
Components: V, S
Casting Time: 1 action
l< Range: Close {25 Ft. + 5 Ft./2 levels)
Target: One living creature/caster's level, maximum oF 6
Duration: I day /I eve I
Saving Throw: Will negates
Spell Resistance: Yes
Description
The Penumbral Lord Dar'erthah dis-
trusted physical prisons, considering them
crude and imperfect. He is said to be the
author of this spell, which binds the shad-
ows of up to six living beings to a single
shadow, holding its captives close together
and preventing them from sepatating. This
spell is popular with war wizards and slave
masters, who use it to bind prisoners to-
gether and make them easier to manage.
Spell Effect
When the caster invokes this spell, she
must select up to six creatures within range.
Those who fail a Will save are bound to
each other, their shadows merged into a
single unit, and unable to move more than
5 feet away from each other. This does not
prevent them from moving together, but
coordinaring such movements is difficult,
and all such movement is at half rate.
Shocking Missile
Enchants an arrow or bolt to inflict
Id8+l electrical damage upon a
successful hit.
Transmutation [Electricity]
Level: Brd 2, Rgr 2, Sor/Wiz 2
Componenb:V.S,M
Casting Time: I action
Range: Touch
Target: 1 arrow
134
'M
CHAPUR THREE: S P E L L S
Corporeal undead are marked with a floating sigil and granted Duration: Instantaneous
with a floating sigil and granted the cold subtype. Saving Throw: None
Spell Resistance: No
Necromancy [Cold]
the fire subtype. Level: Sor/W.z 5 Description
Necromancy [Fire]
Components: V, S, M Sigil of ooze is another spell
Level: Sor/Wiz 5 Casting Time: I action
Components: V. S created by the charduni crypt lord
Range: Medium (100 ft. + 10 ft./level)
Costing Time: 1 action
turned lich Borkos and passed on
Target: 1 animated corporeal undead/level
Range: Medium (100 ft. + 10 Ft./level)
to his son. Borkos' son has shared
Duration: Instantaneous
Target: 1 HD of animated corporeal undead/
this spell with a few of his friends,
Saving Throw: None
level and today it is used primarily by
Spell Resistance: No
Duration: Instantaneous the charduni,
Saving Throw: None Description Spell Effect
Spell Resistance: No Sigil of ice is another spell Undead creatures animated
Description created by the charduni lich by the caster are imbued with an
Borkos and passed on to his son. undulating sigil that floats just
When the charduni crypt
Its use has spread beyond the above their head, The body of the
lord Borkos became a lich, he
charduni, however, and it is now creature drips with thick grayish
bequeathed a book com a in ing his
found throughout Ghelspad and slime, and acid oozes steadily from
personal sigil spells to his son.
Termana. its eye sockets. The spell affects a
During the Divine War, the sigils
were used to reinforce the Spell Effect number of hit dice of animated
charduni's undead armies against Undead creatures animated undead equal to the caster's level,
the titanspawn hordes. The sigils by the caster are imbued with an Undead affected by the sigil
are well guarded spells of the icy sigil that floats j ust above their of ooze inflict an extra Id6 points
charduni, although the necro- heads. The body of the creature of acid damage whenstriking with
mancers of Hollowfaust have radiates cold, and its eye sockets a natural weapon. Creatures
gained knowledge of them, glow with blue energy. The spell touching orstriking the sigil-bear-
affects a number of hit dice of ing undead with anatural weapon
also suffer this damage. The
creature's acidic touch deals 20
135
RELICS & RITUXLJ 2: LOST
points of damage per round to Snake Staff Effect; Invisible wail of sound up to one 10-ft.
cube/level
wood or metal objects. Armor and
clothing dissolves and becomes Creates a magical adder en- Duration: Concentration + I round/level
useless immediately unless suc- Saving Throw: See text
python that a druid can use as Spell Resistance: Yes
ceeding at a Reflex save (DC 19).
The acid cannot harm stone. A a melee weapon.
Transmutation
Description
metal or wooden weapon that
Level: Drd 5 Many of the more powerful
strikes a sigil- bear ing undead crea-
Components: V, S, M bards of legend learned to weave
ture also dissolves immediately
Casting Time: 1 full round their own music inro powerful
unless it succeeds at a Reflex save
Range: Personal tools of manipulation or punish-
{DC 19). Additionally, undead
Target: One wooden staff ment. The songwall was one such
under this spell have acid, cold,
Duration: I round/level tool.
and fire immunity.
Sigti of ooze does not stack
Saving Throw: None Spell Effect
Spell Resistance: No
with other sigil spells, Through this spell, the bard
Description transforms her music into an im-
Slow the Years Denev blesses her followers mobile wall of sound that either
with many abilities, among them resonates with soothing melody
Halves the natural aging of the the ability to use nature in their and song or clashes with discor-
target. own defense. To this end, the dant music into a cacophony of
Necromancy druids of Denev have learned to sonic force. The wall consists of
Level: Clr 5, Sor/Wiz 5 harness the primal power of rep- one 10-foot cube of sound per
Components: V. S, M tiles to do their bidding. Being caster level and must form a
Casting Time: I action neutral, these druids may use brute straight line. Some groups of ad-
Range: Touch force or poison at their discretion venturing bards have been known
Target: Living creature touched to overpower those who would to use multiple castings of this
Duration: Permanent defile nature. spell to form boxes or other enclo-
Saving Throw: Fortitude negates (harmless) sures to hold their foes at bay. The
Spell Resistance: Yes (harmless)
Spell Effect bard chooses which version of the
This spell Transmutes a nor- wall to bring into being as she
Description mal wooden sraff into a magical casts the spell. She must then
Some of the earliest experi- weapon equivalenr ro a rod of the make a successful Perform check
ments in temporal magic by python or rod of the viper (see the (DC 20) in order to create the
Darakeene's chronomancers were DMG, Chapter 8, "Rods") at the strnguiail. The two types of walls
aimed at modifying the effects of caster's discretion. The python are commonly called the wall of
time on individuals. Their first variant creates a +2 quarterstaff, melody and the wall of cacophony.
breakthrough wasslow the years, a which if thrown to the ground as A wall of melody transforms
spell that later came into heavy a standard action, is animated as a the bard's song into an area that
use in their own order, thus en- giant constrictor snake (see MM) resonates with music and song
abling them many more years of with a +2 enhancement bonus on pleasing to the ears of most crea-
research before time claimed all its attacks. The adder variant tures.One side of the wall, selected
them, creates a +1 heavy mace that in- by the caster, sends forth waves of
Spell Effect flicts the effects of a poison spell soothing melody, causing crea-
on any successful strike made in tures within 10 feet to make a
The target of this spell has
melee. Will save or become fascinated as
her natural aging magically re-
Material Components: Apiece though un Jtr the effect of a hyp-
duced to half the normal rate.
of mistletoe and an unshod notic pattern spell. Stepping into
Additionally, any magical aging,
such as that from a pass the years wooden staff. the wall itself forces the creature
spell, is affected by slow the years, to make a separate Will save or
Affected years reduce the dura-
Songwail fall into a deep slumber for the
tion of this spell by one year for duration of the wall's existence
Creates an immobile wall of plus 1 round/level. Dragging or
every two years of magical aging.
A Fortitude save avoids the ef- sound with a number of moving a slumbering or fascinated
fects of this spell. {See PHB, different effects. creature from within the wall's
Chapter 6, "Age," for details on Transmutation [see text] area of effect will free it from the
aging.) Level: Brd 6 enchantment as well. Leavingand
Material Component: A drop Components: V, S, F re-entering the area forces an-
of molasses. Casting Time: 1 action other Willsave to resist the effects
Range: Medium (100 Ft. + 10 ft./level) of the wall of melody. Creatures
CHAPTER THR€£; SP6LLS
who cannot hear are unaffected spell, first adapted from Nordriss' Soul Mage beheaded a firewrack
by the wall ojmelody. The wad of work by Hollowfaust's necroman- dragon with a single blow from
melody is an enchantment, com- cers but soon after successfully this spell.
pulsion, and mind-affecting effect. duplicated by those at Glivid-
A wdtlofcacophony transforms Autel, represents one of their first
Spell Effect
the bard's music into a maelstrom fruits of this rivalry. The caster conjures a spin-
of sound magically funneled into ning disk of force and launches it
Spell Effect at afoe. The disk remains inextst-
the area she desires. One side of
the wall, chosen by the caster, When this spell is initially ence for 1 round per 3 caster levels
causes 2d4 points of sonic damage cast, the caster sacrifices a num- and can attack one target in range
to creatures within 10 feet and ber of his own hit points. He may eachround. Eachattackisaranged
Id4 points of sonic damage to not sacrifice more than his cur- touch attack that deals 2 d l 2
those who are 10 to 20 feet away. rent hit point total +10, although points of damage and has a criti-
A Fortitude save halves this dam- temporary hit points can be sacri- cal thteat range of 19-20. If the
age. The wall causes this damage ficed. Once this is done, the caster disk should score a critical hit, it
every round that a creatute is makes a ranged touch attack on functions as a varpal weapon (see
within range. In addirion, if the his target. He may do this even if DMG, Chapter 8, "Magic
creature steps into the wall, it he sacrificed enough hit points to Weapon Special Abilities De-
takes an additional 2d4+ I/caster cause unconsciousness, thus fall- scriptions"). Maintaining this
level points of sonic damage ing unconscious immediately after power is taxing, and the caster
(maximum +20) and is deafened making the attack roll. If the takes 2 points of subdual damage
for 2d6+1 rounds/Level (asuccess- ranged touch attack succeeds, the for every round the soul disk re-
ful Fortitude save halves damage target then suffers damage equal mains in existence.
and negates the deafness). to the number of hit points sacri-
ficed. As this is a positive energy Speed the Years
A silence spell will nuHify the
attack, it inflicts double damage
effects of a songwall in the area Double the natural aging of the
upon undead.
where it is cast. In addition, an-
other bard can nullify rhe effects The castet may not regain target,
of a songwaU within 30 feet of any of his sacrificed hir points for Necromancy
herself by beating the spell's save 12 full hours by any means short Level: Clr 5, Sor/Wiz 5
performance check. After 12 hours have elapsed, these Casting Time: 1 action
hit pointscan be regained through Range: Touch
Focus: The bard's instrument,
the usual means. Target: Living creature touched
Material Component: A small Spirit Watch Target: One creature marked by the spirit doll
vial of quicksilver. focus
13JJ
Casting Time: 10 minute;
Range: 5 miles/level
Target Creature to be hunted
Duration; 1 day/level (D)
Saving Throw: Will negates (see text)
Spell Resistance: Yes (see text)
Description
Before the birch of the first
god, before the dwarves built their
first city, before even the elves
or a piece of the target itself such
as a tuft of fur or a tooth.
Stelan's Blood
Tentacles
Creates tentacles from a dead
or dying creature's blood.
Necromancy [Evil]
Level: Sor/Wiz 5
CHAPURTHReC: SPELLS
ally in battle, as it comes from points of damage on a successful Conj urat ion (Su m mon ing)
their two greatest allies. hit. In addition, if hit by a stone Level: Brd, Sor/Wii (varies, see spell effect)
bolt, a creature must make a Forti- Components: V,S,M
Spell Effect tude save or be stunned for 1 round Casting Time: I full round
Stones and boulders rain and must also make a Reflex save Range: Close (25 ft. + 5 ft./2 levels)
down on the caster's foes. The to avoid being knocked prone by Effect: Summons one specified creature
rocks inflict Id6 points of impact the impact of the bolt Duration: 1 hour/level (D)
damage per level (15d6 maxi- Material Components: Asrrtall Saving Throw: None
mum). A successful Reflex save elliptical rock. Spell Resistance: No
halves this damage. In addition,
the stones pile up where they fall Description
for the spell's duration and can
Stop the Years A ma Ithean scholars have re-
temporarily trap the slow or care- Stops target's aging for I d l O cently unearthed and translated
less. Stones created by this spell this ancient form of speli that
years.
vanish when its duration expires. allows arcane spellcasters a lim-
Necromancy
Any creature that fails his ited ability tocircumvent this lack
Reflex save is considered pinned of natural connection (and, in-
Components: V. S, M
until the spell ends, unless the deed, allows forms of summoning
Casting Time: 1 action
creature makes a Strength check never before thought possible).
Range: lout 1 1
(DC 20) or an Escape Artist check Target Living creature touched
Though scholars believe that
(DC 30). The trapped creature Duration: IdlO years
the spell can be used for any known
gets a bonus or penalty ro this Saving Throw: Fortitude negates (harmless)
living creature that can take physi-
check as if grappling with a Me- Spell Resistance: Yes (harmless)
cal form (anythingbut constructs,
dium sized opponent. undead, and incorporeal crea-
Material Components: A Description tures) — so long as it is learned in
handful of pebbles. Darakeene's chronomancers relation to that specific creature
had many successes and failures — only a few such spelfs have so
Stone Bolt in their research of temporal far been translated and put into
magic. Due to their limited suc- use. Those versions of the spell
ffi Stone boh causes damage, cess with reverse the years, they currently available include: 0 level
possible stun, knocks down focused on pausing the ravages of — summon (light horse), summon
time on an individual. In doing (rabbit); 1st level-—summon (uni-
target.
so, they learned an important les- corn) (though resring is still in
Evocation [Earth]
son -- in many ways, time is a progress, it appears that this spell
Level; Sor/Wiz 1
required aspect of living, will always summon a natural
Components: V. 5, M
unicorn, and never one of rhe
Casting Time: 1 action Spell Effect Hornsaw variety); 2nd level —
Range: Medium (100 ft. + 10 Ft./level) This spell temporarily stops summon (unitaur) (this spell dates
Target: One or more creatures, no 2 of which all aging in the target. For IdlO
can be more than 15 Ft. apart
back to before rhe unitaurs be-
years, the target does not grow trayed Denev, but still functions);
Duration: Instantaneous
physically older. Additionally, any 5th level — summon (forest
Saving Throw: See below
magical aging, such as that from a walker); 9th level — summon (so-
Spell Resistance: Yes
pass the years spell, is absorbed by lar). Amalthean scholars are
Description stop the years. Absorbed years confident that hundreds more of
This spell, another contribu- shorten the duration of stop the these spells wait in the tomes to
tion from Burok Tom's dwarven years by the number of years ab- be translated, as well as a format
wizards, provides its caster with sorbed. A Fortitude save prevents for wizards to design more of them.
one or more bolts made of stone the pause in aging. (See PHB, One old wizard claims to have
rhat can be hurled at enemies. Chapter 6, "Age", for details on discovered thesummon (boat-tailed
Dwarven lore indicates that stone aging.) grackle) spell, but no one has yet
bolt, like many of the dwarves' Material Components: A been able to come up with a use
stone and earth spells, was gran ted handful of sand from an hour- for it.
to them many years ago by their glass. Some argument has arisen in
patron deity, Goran. Amalthea between druids and
Summon scholars as ro whether it is ethical
Spell Effects
The caster can create 1 bolt (specific creature) to summon natural or sentient
creatures in this way, and a few
of stone per character level. Each Summons a single type of druids are working peacefully to
bolt requires a successful ranged impede the research.
touch attack and inflicts Id4+l creature, as specified by the
spell title.
: SPELLS
Spell Effect ally available for free, while com- Talen's Maligned
Summon specific creature is not ponents from especially rare or
dangerous creatures may be harder Performance
a single spell; rather it is a series of
individual spells that share the and more expensive to obtain.
Rums a bard's performance
same characteristics. Each version
of this spell must be learned and Talen's Confounding without his knowledge.
Illusion (Gamer)
prepared individually. Summon Battlefield Level: Brd 4, Sor/Wiz 4
(rabbit), forexample, must be pre-
pared separately from summon Illusions make everyone in the Components; V, S, M
Casting Time: 1 full round
(unicorn), Summon (rabbit) would area of effect look like someone Range: Close {25 ft. + 5 Ft./2 levels)
then occupy a single 0-level spell else. Target One performer
slot, while summon (unicorn)
Illusion (Glamer) Duration: Concentration + 2 rounds
would occupy one 1st level slot.
Level: Brd 5, Sor/Wiz 6 Saving Throw: Will disbelief
Knowing one variant of the spell
Components: V, S, M Spell Resistance: No
does not grant access to any other
Casting Time: 1 action
versions — a wizard who learns
Range: Medium (100 ft. + 10 ft./level)
Description
summon (light horse) would not This spell was invented by
Area: 50-Ft radius
automatically know summon (so- the wizard-bard Talen Valithon
Duration: Concentration + 1 round/2 caster
lar) , hut would have to locate and levels after a rival musician performed a
learn the higher-level version Saving Throw; Will disbelief scandalous ballad about Talen's
separately,. The various versions Spell Resistance: Yes exploits with a lady of ill repute.
of the spell are identical only in- After hearingabout the song writ-
sofar as they share similar Description ten in his "honor," Talen spent
mechanics — otherwise, they are Invented by a notorious bard several weeks perfecting his re-
treated as entirely different spells. whose satirical music often re- venge. At his rival's next
The spell's level is always 1/2 the quired a quick escape, Tafen's performance, Talen surrepti-
specified creature's CR. Versions confounding battlefield causes ev- tiously cast this spell on him. For
that summon creatures of CR 1 or eryone in its area of effect to take the rest of his set, the poor musi-
less are always 0-level. on the appearance of someone cian saw his audience react with
This spell causes creatures to else. While Toien's confounding great pleasure to his singing and
appeat in exactly the same man- baukfield is useful for evasion, playing. Meanwhile, everyone in
ner as the summon monster and clever bards have found many the audience saw him give the
summon nature's ally spells, save othet creative uses for it. Casting worst performance of his life. His
that the spell's duration is 1 hour/ this spell on a group of enemy voice was slighrly off key, he
caster level. soldiers during a pitched battle missed the occasional note, and
Summoned creatures are al- tends to cause a dtastic break- he even slipped in the name of his
ways awake and at full strength, down in chains of command. patron during one particularly
with all normal equipment, spells, When some bards are aiding bawdy song. Needless to say,
and abilities available to them. people in speaking out against the Talen's rival was ejected in a most
Creatures that require items or rulers of a land, they will cast this unpleasant manner.
weapons to be considered at full spell so that no one person can be Despite his best efforts, Talen
strength are always summoned easily identified. could not prevent knowledge of
fully equipped. For example, a sa- Spell Effect the spell from spreading to other
tyr could never be summoned bards. This spell is thought by
When Talen's con/bunding
without his pipes. An otc would battlefield is cast, it causes every many to be the main reason why
probably arrive in armor and bear- intelligent creature within a 30- many bards in the Scarred Lands
ing a weapon of some sort. foot radius of the caster randomly insist that any othet bards either
Creatures summoned in this man- to take on the appearance of some- join them in their performance or
ner are also very typical one else within that area. This leave while they sing.
representatives of their species and illusion extends beyond j ust physi-
ate rarely exceptional in any way Spell Effect
cal appearance to include items Talen's maligned performance
(i.e., summoned creatures never carried and the sounds of their
arrive with magic items). has two major effects. The first
voices. A successful Will save part of the spell increases the DC
Material Components: A small causes on lookers todisbelieve the
bit of organic material from the of the tatget's Perform check by 1
spell's effects. per caster level. In addition, since
type of animal being summoned,
Material Components: A the target of Taien's maligned per-
such as a tuft of fur, a feather, or a cracked prism.
snake's shed skin. Components formance thinks that the audience
from common creatures are usu- is responding favorably to his pet-
R E L I C S &. R I T U A L S 2: LOST LOFU
formance, he is not allowed to use the performance is going well so by the audience or a rain of rotten
a retry on his Perform check. long as they are not directly con- tomatoes.
People under the effect of this fronted with evidence to the Material Components: A bro-
spell will continue to believe that contrary, such as a mass departure ken mirror and an asp's tongue.
CHAPTER THRU: SPfLLS
Spell Effect Level: Ord b, Sor/Wii 5 drops one stage per round until it has
Components: V, S. M returned to its normal Temperature,
Tendrils o/ etemoJ ni,gnt cre-
Casting Time: I action
ates a portal in the ground or floor Material Components: A
Range: Personal
with a 10-foot diameter. Anyone handful of desert sand and a small
Target: You fragment of iron.
standing in this area must make a
Duration: 1 round/level
Reflex save or fall in and immedi-
ately suffer the effects outlined
Saving Throw: None Touch of Madness
Spell Resistance! No
below. Four shadow tentacles
spring out from the portal and Description Caster's touch deals perma-
attempt to grapple the caster's It is said that the titan nent Wisdom damage to
enemies and drag them through Thulkas, the Father of Fire, glowed victim.
the portal. Each tentacle is 30 feet with the heat of the sun when he Necromancy
long (Huge) and saves as the was angered. Indeed, it is said that Level: Sor/Wiz 6
caster. It has AC 22, 2 hit points/ when the gods drove him from Components: V, S, M
per caster level, an attack bonus eastern Ghelspad, he cut a swath Casting Time: 1 action
of +1 per caster level, and a of fiery destruction as he moved Range: Touch
Strength score of 23 {+6 bonus). westward. Around the Iron titan, Target: One creature touched
Each round that a tentacle is trees burst into flame as the land Duration: Instantaneous
not grappling someone tt will do itself withered in to dust. Thulkas' Saving Throw: Will negates
so and attempt to drag the victim fury is said to have created the Spell Resistance: Yes
through the portal. Once some- wasteland we now call the
one has been dragged into the Ukrudan Desert.
Description
portal, a tentacle wilt hold the The Father of Fire's servitors Deep in the bowels of
victim there until he is dead or have sought to emulate their Hollowfaust, necromancers labor
the spell has ended. These are patron's fiery aura. This spell, to unearth the secrets of the dead.
normal grapple attacks, save that In the Underfaust, the city be-
which allows them to radiate im-
they do not allow attacks of op- neath the city, the remains of the
mense heat, has spread quickly
portunity from opponents. They ancient city of Sumara are ex-
among the sutak and Speakers of
cause Id6+6 points of damage per humed and categorized for study.
Fire of the Ukrudan Desert,
round that the grapple is main- Knowledge gleaned from ancient
tained. Once grappled, a target Spell Effect texts and conversations with the
will be drawn toward the portal at The caster glows with the long dead have yielded treasures
the rate of 10 feet per round. The same intensity as a daylight spell, beyond the necromancers' hopes.
target may attempt to break the shedding light in a 60-foot radius. One of the more dangerous
grapple in the normal fashion. Each round, the spell absorbs the treasures is intimate knowledge
Anyone dragged into the first 30 points of fire damage the of the damage that necromantic
portal must make a Fortitude save caster would otherwise suffer, re- energy can have on the human
each round or gain two negative gardless of whether its source is mind. Touch of madness is one of
levels. natural or magical. the spells created with that dark
The portal closes when the Additionally, the caster radi- knowledge. The spell destroys vic-
spell's duration expires or when ates heat within a 20-foot radius. tims minds, devouring sanity from
all four tentacles are destroyed. Creatures located 0 to 10 feet within and driving them mad.
When the portal closes, anyone from the caster sustain 2d4 points None of the masters of
trapped in the pit is considered of fire damage per round. Those Hollowfaust use this spell wan-
slain unless he can cast plane shift 10 to 20 feet from the caster suffer tonly, but all keep it secret lest
or similar planar travel spells. If Id4 points of fire damage per their adversaries from Glivtd-
this is not done, such victims may round. This damage is halved by a Aurel learn of its existence.
only be brought back through the successful Fortitude save. Spell Effect
use of a wish or similar spell. Any creature wielding a metal
The caster must make a suc-
Arcane Material Components: weapon in melee combat with the
cessful melee rouch attack against
A black pearl worth at least 500 caster soon finds his weapon becom- the intended victim. If the touch
ing intolerably hot. Weapons are
8P- attack is successful, the target is
affected as per the heat metal spell,
allowed a Will save to avoid all
Thulkas' Fury save that the damage remains in die
negative effects. A failed Will save
searing stage (2d4/round) as long as
results in 3 points of permanent
The caster glows, radiates the opponent remains in melee with
Wisdom damage per 4 caster lev-
immense heat, and is protected the caster. During the round after the
els. The caster can intentionally
opponent leaves melee, the metal
from fire. lessen the damage dealt but must
Evocation [Fire] declare his intention to do so be-
144
CHAPTER THREE: S P E L L S
• 14$
CHAPTER THREE: SP6LLi ^.ffl
"SUM
Chapter Four:
True Rituals
of the true ritual. This money goes into the same fees,
True Rituals
True rituals are very complicated spells that are
either the stuff of legend or the backbone of religions.
experimentation, and components that regular spell
research consumes. At the end of the research period,
each of the researchers makes a Spellcraft check
t.
They can only be cast in ritual form and cannot be against a DC of 20 + the spell level. If all of the
augmented further with any feats or other abilities. researchers succeed, rhe new rrue ritual has success-
True rituals have no schools of magic associated with fully been created (assuming the spell is viable). If any
them; their great powercombines all aspects of magic. one of the researchers fails, rhey must all go through
True rituals are cast as normal spells with a few the research process again if they wish to keep at-
exceptions. tempting to learn the true ritual.
Components: All true rituals have verbal, so- The crireria for a viable true ritual are entirely
matic, material, and XP cost components. Each dependent upon the requirements of the Game Mas-
member of the ritual must pay the XP cost. If the ter. (See the DMG, Chapter 3, "Creating New
ritual is using proxy ritual members (see below) to Spells.") Compare any new true ritual concepts to
cast the spell, the XP cost of the replaced caster(s) is those presented in the next chapter The following
divided among the normal casters who are participat- are required for all true rituals:
ing in the true ritual. • A minimum of three casters is required to
Casters Required: Each true ritual has a mini- perform a true ritual, more depending upon the spell.
mum number of required casters. Each caster must • The ritual must have an XPcost to cast. Higher
have the spell prepared in the usual fashion at the XP costs can balance the power level of some true
time of casting. True rituals are prepared in lieu of one rituals.
of the caster's spells of equivalent level. • The number of casters required to cast a true
With multiple casters, the power of the ritual is ritual is also the number of casters required to re-
enhanced. Use the level of the highest caster in the search rhe spell. Requiring a high number of casters
group and add the number of other casters {not can also serve to balance a ritual's power level,
proxies) participating in the true ritual The spell though not as much as an XP cost.
effects are based upon this effective caster level.
Variant: Casting Component -
Proxy: Some true rituals allow a proxy in place
of one or more of the required casters. The proxy Experience Cost
section of a true ritual's description details who can True riruals feed off rhe life energies of the casters
replace a required caster during the ritual. Proxies involved with their creation, which can result in the
cannot replace every caster; there must be at least one loss of a level of experience from the true ritual's XP
spellcaster to lead the ritual. cost. In the event that the XP cost lowers one of the
Saving Throw: True rituals have more power casters' levels, the lost level must come from the
behind them, which in turn makes them more diffi- primary spellcaster class.
cult to resist. Any saving throw against a true ritual Variant: Power Points
spell has a DC of 15 + the level of the spell + the Power points exist throughout the world, where
relevant ability modifier (Wisdom for clerics and magic gathers in greater amounts. These power points
druids, Intelligence for wizards) of the highest-level are located throughout the Scarred Lands and can be
caster participating in the ritual. traced to regions called ley lines. Any magic per-
Researching OriginalTrue Rituals formed on these points is enhanced as if the caster
Any spellcaster who can cast a true rirual (cleric, were a level higher then normal. Dragons naturally
druid, or wizard) can attempt to create a new, original gravitate to and attempt to lair at locations with
true ritual. Yet creating a true ritual is much more power points, Druids are likewise required to cast all
demanding than creating a normal spell. Like the true rituals within the confines of specially prepared
research of regular spells, the creation of true rituals power points ringed with standing stones.
tequires access to a well-stocked library for a wi^ard Variant: Power Components
and meditation, prayer, and sacrifices in a major The variant for power components (see the
temple or blessed natural location for clerics and DMG, Chapter 3, "Variant: Power Components")
druids. A wizard's library must be comprised of books, can be used for ritual spellcasting. For augmented and
treatises, and manuscripts totaling at least 50,000 gp combined casting of spells, this variant of the rules
in value. Magical items and spellbooks do not count works normally. For true rituals, however, the use of
toward this total for the personal library's value. The power components will not completely replace the
research musr be conducred by at least three need for an XP cost in the spell casting. Power
spellcasters of the same type (arcane or divine) who components of true rituals eliminate only half the
collaborate on the spell's research. During the re- required XP cost; the casters of the spell must still pay
search, each of the spellcasters must pay 1,000 gp per the remainder.
week with a minimum of one week per effecrive level
RELICS &. R1TUXLJ 2: LOJT
Kill?
C H A P T E R FOVR: TRW£ RITVALS
reach the necromancers of may be no more than 300 feet apart Eternal Youth
Hollowfausr and the scholars of - the more casters, the greater the
Lokil that it has been rediscovered. area within thecircle, Acity that is Rejuvenates caster, grants
These reports have not escaped the one mile across, for example, would timeless body, regeneration,
notice of the evil necromancers of require 56 casters, while a small
GLivid-Autel, who have heard leg- village that is only 300 yards across +2 Charisma.
ends about rhe rirual and are eager would require only 10. Needless to Level: True Ritual — Wiz 8
say, rhis ritual was used only rarely Components: V,S,M,XP
to see it put into practice.
on truly large cities. Casters Required: '.
IXiring the Divine War, sorcer-
Proxy: No
ers who served the Titans (and a few Once the casting is complete,
Casting Time: I day
speltcasters who served the gods of every living thing in the affected area
Range: Close
evil) would gather in large circles to must make a Will save or be instantly
Target; One living creature
cast this spell, transforming entire and agonizingly transformed into an
Duration: Instantaneous
communities into hordes of undead undead creature, usually a skeleton
Swing Throw: Fortitude negates (harmless)
monsters. So fearful was this spell that (60%), zombie (30%), or ghoul
Spell Resistance: Yes (harmless)
the clerics of Corean, Madrid, and (10%). Animals and vermin are trans-
Tanil have all forbidden its use, and formed into skeletons of equivalent Description
Hedrada has bade his followers hunt size — rats are turned into tiny skel- Lardanna was a human wizard
down and destroy any who dare to etons, for example. Insects and other who feared that her beaury would
castit.Denev'sfoLlowersaresimilarly insignificant creatures are destroyed slowly but surely wither with time.
horrified by this spell.andtheelvesof outright, H igher- level characters may She sought the way to defeat time
Vera-Tre are known ro be keeping be transformed into more powerful and grant herself end iess youth and
close watch on Glivid-Aurel for any undead ar the GM's discretion. The beaury. Surprisingly, this rrue ritual
signs that the necromancers have undead created by this ritual are all had some unexpected side effects,
Learned it. mindless and uncontrolled. Histori- including the refinement of her
cally, bands of evil spel [casters entered looks and the ability to regenerate
Spell Effect towns that were victimized by this damage. The arcane knowledge
This ritual can only be cast ritual, rebuking and otherwise con- from this ritual made the path to
during a full moon and takes the trolling the newly-created undead. the true ritual of immortality more
entire night. At least six casters are Material Component: Each clear. It is rumored that Sonnuniel,
required to perform rhe rirual. They participant must sacrifice one sen- Herald of Idra, can reach rhis ritual,
select a city, town, or similar area tient, Medium-sized creature. though he rarely if ever does.
and space themselves in a vast circle
XPCost; 3,000 XP per caster.
around its perimeter. The casters
153
R E L I C ! &. RITUAL* 2: LOST
Spell Effect
The target of this ritual drinksabowl of nymph's
blood at the beginning of the ritual. Afterwards, the
subject returns to any desired age between her adult-
hood and middle age (see PHB, Chapter 6, "Age"),
She receives the special quality of timeless body {as
per the monk ability), gains regeneration (1 hit
point per round, damage from fire and acid cannot
regenerate), and a +2 enhancement bonus to her
Charisma. Undernormalcircumstances, the subject's
beauty remains even after death — her corpse will
not decay and remains ever-beautifut and youthful.
Material Components: A bowl of nymph's blood
Ffri and 50,000 gp worth of herbs, precious gems, and
other rare materials.
XP Cost: 4,000 XP per caster.
Infernal Legi on
Conjures a small army of evil outsiders.
Level: True Ritual - Clr b, Wiz 7
Components:V,S,M,XP
Casters Required: 5
Proxy: No
Casting Time: 24 hours
Range: Long (400 ft. + 40 Ft./level)
Target Evil outsiders whose total HD are 100 or less
Duration; 1 night (the night of the new moon)
Saving Throw: None
Spell Resistance: No
Description
This ritual was first used by wizards of Belsameth
during the Divine War. If hard-pressed by powerful foes,
Belsameth's arcane spellcasters sometimes used this
spell as a last resort, calling up a horde of deadly outsiders
to slaughter their foes. Often these outsiders proved
difficult to control and sometimes even turned on their
surnmoners, making use of this ritual relatively rare.
Spell Effect
This spell calls 100 HD of evil outsiders to the
mortal world todo battle for the casters. The exact types
ofoutsiders are determined by theGM, but they will not
vary from the head caster's alignment by more than one
step.Theoutsiders will do the caster's bidding for a single
night, from sunset to sunrise, at which time they will
vanish. This spell is only effective on a night when
Belsarneth's moon is new.
Material Component: 6,000 gp worth of rare mate-
rials, and the sacrifice of at least 9 intelligent creatures.
XP Cost; 3,000 XP per caster.
Pyre of Sacrifice
Provides temporary immunity to heat and
fire.
Levd: True Ritual — Drd 5
Components: V, S. M, DF, XP
Casters Required: 3
m
CHAPU R RITVALS
Proxy; Yes: 10 followers per caster. Material Components: The mum +20}+1 for every caster (or
Casting Time: I day materials to be burned {see above) group of proxies) beyond 3 (maxi-
Flange: Close (25 ft. + 5 ft./2 levels) as well as special herbs worth at mum +5)againstaDCof 11 +the
Target Casters least 100 gp. spell's caster level.
Duration: Until discharged
XPCost: 10 XP per caster. If an object is targeted, you
Sewing Throw: None
must make a dispel check against
Spell Resistance: No
Rite of Nullification the object's caster level. If you suc-
Description ceed, all the item's magical
Dispels, reverses, or neutral- properties are suppressed for Id4
Peering across the Ukrudan
Desert from atop the Gascar Peaks in izes another true ritual, spe/i, hours, after which the properties
the evening, one can see hundreds of or magic item, re turn. Asuppressed item becomes
tiny points of lights spreading out nonrnagical for the duration of rhe
Level: True Ritual — Clr 3, Wiz 3
across the sand like a reflection of the effect. If the dispel check exceeds
Components: V, S, M/DF, XP
stars in the night sky. These are the the item's caster level by 10 or
Casters Required: 3
dying embers of the blazes made by more, the item is instead perma-
Proxy: Yes: 10 followers per caster.
the hordes of sutak and Daywalker nently dispelled and is thereafter
Casting Time: 1 hour
slitheren in Thulkas' honor. During Range: Long (400 Ft. + 40 ft./level)
considered nonmagical.
the day, as the Eye of Thulkas beats Target or Area: One spellcaster, creature, or Any spell that was cast by
down upon them, these devotees object; or iO-Ft. radius any caster of the ritual is auto-
gather valuables, plants, and even Duration: Instantaneous matically dispelled. You gain a +3
living creatures to be sacrificed to the Saving TFrow: Will negates (object) circumstance bonus to the dispel
Father of Fire. The shamans and Spell Resistance: No check to dispel any ritual that any
Speakers of Fire then pray to Thulkas of the casters of the ritual previ-
as the pyres bum until night fells. It is
Description ously participated in or to nullify
believed that this ritual calms the The rite o/nullification was de- any item any caster created.
Iron God and eases his suffering within vised by the followers of the gods to Area Dispel: The ritual af-
the confines of the sun. If the fires reduce the threat caused by the fects all spells and spell-like
provide heat and light, they reason, true riruals of their dru id ic enemies. abilities within a 30-foot radius.
the sun need not bum so brightly and Later, the rite was put to use breach- For each active spell in the area,
ing titanspawn strongholds by you must make a dispel check
Thulkas will not suffer so. Thulkas
rewards them in return by protecting methodically bartering down their against the spelt's caster level.
them from his fiery gaze. powerful magical defenses. Since Unlike dispel magic, multiple spelts
the war, this rite has spread to on objects or creatures in the area
Spell Effect casters both friendly and hostile to may be dispelled. Magic items
This spell provides temporary the divine cause. It is used com- and true rituals are unaffected by
invulnerability to fire and heat dam- • monly as a weapon of war to contain this version of the spell.
age after a sacrifice to Thulkas. Each an enemy's spellcasters as the sol-
Cownterspeli: The spell tar-
caster is able to absorb a number of diers clash arms.
gers a spellcaster or a group of
points of fire damage based on the
amount of material sacrificed in the
Spell Effect spellcasters performing a ritual.
This ritual may be used as A ritual or spell may only be dis-
spell. For every 100 gp worth of valu- rupted in this manner if the rice of
ables or 1 HD of dead or living dispel magic to counter spells or
rituals be ing performed, end those nullification is performed com-
creatures, 1 poinr of fire protection is plerely before rhe rarget spell has
provided to each caster (10 points/ already in effect, or to affect en-
chanted objects. Spells or rituals been cast. Normal spells or aug-
caster level maximum). This protec- mented or combined rituals
tion rema ins until it has been reduced with an instantaneous duration
cannot be d ispelled after they have targeted are automatically dis-
to zero by fire damage. pelled by this ritual. A dispel
taken effect, although they may
Pyre of sacrifice overlaps {and check must be made to dispel true
be cancelled in the casting. The
does not stack with) resist elements ritual magics being cast. The DC
casters must choose whether to
and endure elements. If the charac- of this dispel check is 11 + the
use this ritual as a targeted dispel,
ter is warded by this ritual and one highest caster level of the true
area dispel, or counterspell.
or both of the other spells, this rituat, and each side gains a +1
ritual absorbs damage until it is Targeted Dispel; One object,
creature, or spell is the target of bonus for each extra spellcaster
exhausted and then theother spells {or group of proxies) above the
absorb damage as normal. The pro- the ritual. A single spell affecting
multiple targets or all the spells minimum necessary performing
tection granted by protection from in the ritual (maximum +5).
fire supercedes that offered by this affecting a single a creature or
object are dispelled if a dispel Material Component; 200 gp
ritual. J'w o/'socrifia.' remains dor- worth of powered obsidian.
mant until protection from fire has check issuccessful. A dispel check
is Id20 +1 per caster level (maxi- XPCost; 100 XP per caster.
been exhausted.
Chapter Five:
category is determined, roll on the following tables to 01-60 DMG (Table 8-17)
determine the source for those magic items. The 61-85 Relics and Rituals (Table 5-3)
system presented here assumes the use of the Random ab-00 Relics and Rituals 2 (Table 6-5)
Mesos' Curse
The destruction of Mesos sent out waves of arcane force that disrupted the casting of spells for days. In
addition, however, it wasdiscovered that this wave of disruption also adversely affecred many items of magic.
Many powerful items were destroyed; some were simply left inert, while others exploded in a brilliant
detonation of arcane energy. Many of them, though, had their functioning twisted and corrupted.
This strange warping is referred to as Mesos' Curse. Mesos1 Curse even somehow affects newly
created magic items. Scholars believe that this is because the disruption wave created with Mesos'
destruction has not actually dissipated on the Astral Plane, but instead continues to cross and re-cross
the world, expanding to its furthest reaches and then bouncing back, like ripples in a cup of wine.
In game terms, random magical items that date from before the Divine War have a 10% chance to be
affected by Mesos' Curse. Those that date after it have a 5% chance. The exact workings of this curse can
be determined by using the Cursed hems Common Curses charts (see DMG, Chapter 8, Table 8-38).
RELICS 8k R1TUAU 2: LOJT LOFU
Powers; Mormo's embrace is equivalent to +3 can use windfalls and branches that have fallen due to
chain-mail. In addition, each round, the wearer may natural causes. Most large wood elf patrols and out-
make an attack with the serpents that comprise the posts will have one officer who possesses a palisade
armor. This attack is at the wearer's highest attack shield.
bonus, inflicting UJ8 points of piercing damage, and Powers: The wielder of this +2 large wooden
the serpents striking as +1 weapons and delivering shield can change it into either of two other forms
poisonous bites that do initial and secondary Id4 with the proper command word. As a standard action
temporary Dexterity damage (Fortitude save DC 18 (which does not draw an attack of opportunity), the
to resist). The armor also grants a +4 competency wielder can cause the palisade shield to be transformed
bonus when grappling, as the snakes twine about the into a +2 tower shield (the enhancement bonus of
opponent and trap her limbs. which increases the AC bonus gained from cover by
The armor will not allow itself to be worn by +2), or vice versa.
anyone other than worshippers of Mormo and will Once per day as a full-round action (which does
attack all others who try to don it. not draw an attack of opportunity), the wielder can
Caster Level: 11th; Prerequisites: Craft Magic anchor the palisade shield into the ground, as long as
Arms and Armor, Mormo's serpent hands*, must be a he is standing on soil or dirt that allows natural plant
worshipper of Mormo; Market Price: 30,300 gp; growth, and cause it to transform into a 10-foot high
Cost to Create: 15,300 gp+1,200 XP; Weight: 40 Ib. by 40-foot long wall of roughly hewn, sharpened
wooden stakes. The wall can be created in any shape
Specific Shi elds the owner desires (for example, a square surrounding
the user), so long as all eight of its 5-foot sections ate
Table 6-2. Scarred Lands Specific Shields perpendicular to the ground. The wall's growth can-
Medium Major Specific Shield Market Price
not be used offensively — the sections of the wall
01-00 01-30 palisade shield 8,180 gp sprout so as to avoid impaling living creatures —
31-70 shieldynnssilecaptinng 16,307 gp
although the shield's wielder can decide whether a
71-00 Madi-iel's faith 17,670 gp
creature ends up on one side of the wall or the other.
The following specific shields usually are pre- Each 5-foot section of the wall has hardness 7 and 48
constructed with exactly the qualities described here. hit points. The shield is instantly repaired of any
Madriel's Faith damage when it is transformed into one of its non-
wall forms.
Description: These steel shields, crafted by mem-
bers of the martial Madrielite orders, are adorned Caster Level: 10th; Prerequisites: Craft Magic
with Madriel's holy symbol. It is said that the shield Arms and Armor, wood shape; Market Price: 8,180
can channel the might of a righteous light, but only gp; Cost to Create: 4,180 gp + 320 XP; Weight: 10
against the abominable creations that are the undead, Ib, (45 Ib. in tower shield form).
Powers: Madrid's faith is a +1 large steel shield Shield of Missile Capturing
that becomes +3 against undead opponents. In addi- Description: This large circular shield, rimrned
tion, against undead only, the shield may cast searing with fur and studded with the teeth of fietce northland
light as a 5th-level cleric. After three uses, the shield beasts, is a symbol of great honor among the warriors
may not use this spell anymore until it is left in the sun of Albadia. It is these shields that allow Albadian
to recharge for three hours. warriors to charge fearlessly into swatms of javelins,
Caster Level: 5th; Prerequisites: Craft Magic catching and launching the missiles back at their
Arms and Armor, searing light; Market Price: 17,670 enemies. It is said that these shields can only be
gp; Cost to Create: 8,870 gp + 700 XP; Weight: 15 crafted by a few specific clans of barbarian sorcerers
Ib. and shamans who learned rhe secret of enchanting
Palisade Shield them from their forefathers.
Each shield has a glorious history that is kept
Description: These shields appear roughly hewn
alive by its bearer — no warrior is allowed to claim
and crude, in contrast to what most people have come
one of these shields until he or she can recite the
to expect from elven armorsmiths. Cateful inspec-
names and deeds of all of its previous bearers. The
tion shows that the shields have in fact been catefully
shields are not casually traded among warriors, as
engraved with tiny protective runes, but the mark-
ings are so fine the wood appears unmarked from a their bestowal involves an elaborate ceternony in
which the recipient must demonstrate his or her
distance. The shields are made from rimber taken
from Denev's own sacred groves, and the druids allow worthiness by displaying both courage and the knowl-
edge of a shield's history. Those caught bearing such
such harvesting only once a year in the fall. Fortu-
a shield without having earned the righr to do so risk
nately fot the elves, the size of many of these trees is
fearful vengeance at the hands of angry Albadians.
so large that it is possible to harvest enough timber to
build multiple palisade shields without doing any harm Powers: This +J large wooden shield provides its
to the sacred trees, and in many cases the harvesters wielder with an additional +3 deflection bonus to AC
CHAPTER Five VfACIC ITEMS
against ranged attacks. In addition, whenever a ranged that weapons must have a +1 enhancement bonus
attack employing a physical missile of Medi urn-size or before special abilities may be applied. Additionally,
smaller misses the wielder by 5 or less, the missile is some of the following special abilities may only be
absorbed into the shield itself. Once per round, as a applied if the weapon has other special abilities.
free action, the shield bearer may launch an absorbed
missile from the shield's front, attackinga target. This
Arcane Puissance
attack is made at the shield bearer's base ranged Description: The infamous elf wizard-assassin
attack bonus and has a range increment of 10 feet. Lindellion, long envious of the master swordsmen
with whom he often traveled, created this sword after
Only one missile can be held at a time; the
a near-fatal encounter with a cornered rival. His rival
capture of a second missile causes the first missile to
used his own magic to defend against Lindellion's
be ejected from the shield, dropping harmlessly to the
spells and almost slew the elf before dying himself
ground in front of the shield bearer. The shield's
missile capturing abiliry only funct ions against physi- from slow-acring poison.
cal missiles such as arrows, bolts, slingstones, javelins, Lindellion created the first weapon of arcane
and the like. puissance in order to prevent himself from ever again
Caster Level: 6th; Prerequisites: Craft Magic fearing such a situation, and he kept it with him ever
Arms and Armor, protection from arrows, rope trick; after. Lindellion was at last cornered by a squadron of
Corean's paladins, who finally put an end to his
Market Price: 16,307 gp; Cost to Create: 8,307 gp +
640 XP; Weight: 10 Ib. murderous career. Lindelion's blade remains in
Mithril, displayed as a spoil of war in Emili Derigesh's
residence, the only reminder of Lindellion's exist-
Weapons ence. Rumor has that before he died, however,
The arcanists and priests of the Scarred Lands Lindellion taught the method of creating weapons of
are well known for their creation of magical weapons, arcane puissance to his apprentices.
effectively placing their own devastating magical Powers: A weapon with the arcane puissance
prowess in the hands of powerful combatants on the special ability grants to its wielder a +1 competence
battlefield. bonus to attack per 2 arcane spellcaster levels.
Caster Level: 11th; Prerequisites: Craft Magic
Weapon Special Abilities Arms and Armor, Tenser's transformation; Market
Table 6-3: Melee Weapon Special Abilities Price: +2 bonus.
Minor Medium Major Special Ability Market Price Modifier Deathbane
01-00 01-10 01-05 verfjgen' +1 bonus Description: The Order of Silver exists to fight
11-55 06-35 arcane puissance +2 bonus the supernatural forces of evil, namely undead, evil
56-70 36-55 empowerment + 3 bonus outsiders, and evil shapeshifters, and it has created
71-75 56-60 deathbane +2 (+3)" bonus several weapons to use against these foes. Deathbane
76-85 61-75 sttverbane +1 (+3>t bonus weapons (usually blades) are one such weapon, used
86-90 76-85 deathbane +2(+4)tbonus by members of the Order who have dedicated them-
?1-00 86-00 demonbane +2 (*4}t bonus selves to ending the existence of the undead.
* Must be a double weapon.
These weapons are usually in the hands of the
** Assumes the inclusion of the ghost touch special ability to the
Order's members, but the Order has shared the secret
weapon.
of making these blades to the followers of Madriel,
t Assumes the inclusion of the bane special ability to the weapon.
whose Order of the Morning Sky also seeks to destroy
•
undead. The weapon appears to be made of clear
Table 6-4: Ranged Weapon Special glass, but is as strong as any other blade. The symbol
Abilities of Corean or Madriel is usually inscribed on rhe
pommel.
Minor Medium Major Special Ability Market Price Modifier
01-00 01-25 01-15 imbuemeni* +1 bonus
Powers: The deathbane special ability may only
26-55 16-40 arcane puissance +2 bonus
be applied to weapons already enhanced with either
56-65 41-50 deathbane
the ghost touch or undead bane special abilities. Any
66-80 51-70 silverbane tl (+i)t bonus
time a wielder scores a critical hit against an undead
81-85 71-80 deathbane *2 (+4)T bonus
creature, the target must make a Fortitude saving
86-00 81-00 demonbane +2 (+4)T bonus
throw (DC 14). If it fails the saving throw, then the
* Must be ammunition only.
creature takes an additional IdlO points of positive
** Assumes the inclusion of the ghost touch special ability to the energy damage,
weapon. Deathbane swords have also been enchanted to
t Assumes the inclusion of the bane special ability to the weapon. detect undead. If a sword comes within 60 feet of an
The following are some of the special abilities undead creature, the blade will appear to turn from
that may be applied to magical weapons. Remember clear crystal to shining white.
cX RITUALS 2: LOST
Caster Level: 9th; Prerequisites: Craft Magic indeed, crossbow bolts ofimbuement are often referred
Arms and Armor.CMre moderate wounds,detectundead; to as bolts of Lianne. Arrows of irnbuement are often
Market Price: +2 bonus. found among the Lilliandeli.
Demonbane Powers: Ammunition of irnbuement can be
"charged" with any 0- to 3rd-level touch or ranged
Description: The Order of Silver has dedicated
touch spell. When such ammunition impacts a tar-
itself to fighting the supernatural forces of evil, and it
get, the spell is cast upon the target. Once a charged
has created these powerful weapons to help battle
piece of ammunition is fired, the spell detonates
their most dangerous foes - demons and other evil
whether or not the ammunition hits the target,
outsiders. These weapons are crafted of black steel
destroying the ammunition.
with Celestial runes etched in the blade, reading, "I
stand between the Darkness and the Light." Caster Level: 7th; Prerequisites: Craft Magic
Arms and Armor; Market Price: +1 bonus.
Powers: The demonfctme special ability may only
be added to evil outsider bane weapons. These weapons Silverbane
allow their wielders ro detect evil at will. Description: The enchanted weapons known as
Additionally, any critical hit on an evil outsider silverbanes are one of several irems in the arsenal of
forces it to make a Reflex save (DC 16) or suffer the rhe Order of Silver used to fight supernatural foes.
effects of a holy smite spell, taking an additional 5d8 Siiverfcane weapons were designed to be used against
points of damage. In addition, the outsider is blinded evil lycanthropes, but they have also been used against
for one round. other evil shapechangers such as dopplegangers.
Caster Level: 8th; Prerequisites: Craft Magic These arms can be found in either the hands of
Arms and Armor, detect evil, holy smite; Market Price: Silver Knights or the followers of Tanil, since she has
+2 bonus. stated her distaste for werecrearures. The weapon
appears to be made of silver, hence its name.
Empowerment
Powers: The silverbane special ability may only
Description: Originally of forsaken elf make,
be added to shapechanger bane weapons. When the
weapons of empowerment were first crafted during the
weapon scores a critical hit against any shapechanger,
Maelstrom, a time during the Epoch of Mesos that
the victim must make a Fortitude saving throw (DC
saw the forsaken elf people under attack by the
14) or be forced back into its original form. The Order
strange (and now extinct) spell-wraiths of Mesos,
of Silver often will then try tocapture lycanthropes so
creatures of wtathfulspell-hurlingfury.Thearchmages
transformed, in order to cure them of their "curse."
of the Forsaken elves were taught the secrets of
creating these weapons by their god, which allowed Caster Level: 8th; Prerequisites: Craft Magic
his people to face the spell-wraiths magical mael- Arms and Armor, polymorph other; Market Price: +1
bonus.
stroms.
Powers: When a weapon with the empowerment Vertigen
special ability is unsheathed, it protects its wielder by Description: Those who know of the vertigen
absorbing the energy of spells cast ar him. The wielder {see Creature Collection 2: Dark Menagerie) re-
gains a luck bonus to attack rolls, damage rolls, and member their treachery as assassins and spies.
saving throws against magic equal to one-half of the Calrhalas, one of the mightiest iif the vertigen arti-
spell levels absorbed. The weapon can absorb one san-arcan is ts, developed the strange weapons which
spell per round and only holds a total of 10 spell levels became known as vertigen weapons. These two-handed
at a given time. Spell levels "bleed off' ar a rate of two weapons were often crafted in the form of two-bladed
spell levels per minute. swords and wizards' staffs; when spun, the weapons
Spells that are even partially absorbed are Totally created a distortion field that caused vertigo in those
negated as they are cast. If more than one spell targets viewing it. Rumors persist that a cabal of vertigen
the wielder in a round, only the first spell is absorbed; wizards with the knowledge to craft these weapons
the other takes effect as normal. lives in the mountains near Amalthea,
Caster Level: I3rh; Prerequisites: Craft Magic Powers: Vertigen weapons can simulate the ef-
Arms and Armor, greater magic weapon, spell turning; fect of vertigo sickness. The wielder must take a
Market Price: +3 bonus. full-round action to spin the weapon. All creatures
within a 30-foot radius must make a Will save (DC
Imbuement
13) or become vertigo-stricken. Spinning the weapon
Description: Archmage Lianne created the first does not provoke an attack of opportunity.
of these magical crossbow bolts to augment his al-
Those who are vertigo-stricken are unable to use
ready impressive archery ability. His apprentices
ranged weapons and must concentrate from round to
studied their creation, and thus the design passed into
round in order to remain standing. Skill checks are at
common use. a -5 morale penalty and the character may only take
Though this special ability may be applied to any partial actions. This sickness lasts for Id4+l rounds
ammunition, crossbow bolts were Lianne's favorite;
CHAPTER FIV6: XxACIC ITCMS
after this ability is activated, Vertigen are immune to yards away with a single arrow of truth. Corean and
its effects. Hedrada, roo, need archers, and the most skilled
Only double weapons may be enchanted with among them will on occasion be seen carrying rhese
the veniger\ special ability, so this special ability must deadly weapons.
be applied to both heads of the weapon in order to Powers: If this +1 arrow scores a critical hit, its
gain any benefit from it. critical multiplier increases by 2 {in most cases, from
Caster Level: 10th; Prerequisites: Craft Magic x3 to x5). The arrow of truth also scores a critical
Arms and Armor, creator must be vertigen; Market threat on any total attack roll that exceeds the target's
Price: +1 bonus. AC by 10 or more, unless the unmodified die roll was
a 1. Finally, the arrow of truth can deal a critical hit to
Specific Weapons ati undead target. The arrow does not, however, allow
characters with sneak attack or favored enemy dam-
Table 6-5: Specific Weapons age bonuses ro deal addirional damage to undead; as
Medium Major Weapon Market well, the arrow cannot deal critical damage to other
Price
creature types that are normally immune to critical
01-10 arrow of truth 367 gp
hits.
11-20 hunter's bow 5,?75 9P
21-30
Caster Level: 11 th; Prerequisites: Craft Magic
sword of peace
51-40 01-05
Arms and Armor, true seeing and keen edge or harm;
shadow dagger 10,302 gp
41-50
Market Price: 18,350 gp (50 arrows) or 367 gp each;
Ofa-10 marrowsword 12,335 gp
51-60
Cost to Create: 9,175 gp + 734 XP; Weight: 6 ib.
lt-15 fist of Chern 15,312 gp
61-70 16-20 ghosthammer 17.812 gp Belsameth's Answer
71-80 21-25 bone whip 18.301 gp Description: Belsameth's Answer was created in
81-70 26-30 Keng-thi t?,615gp response to an unfortunate prayer uttered by a desper-
?l-00 31-15 crimson blade of Glivid-Aute! 20,315 gp ate dwarf named Durkrom Stovelgrimm. During the
36-40 storm flail 43,615 gp war with Calastia, Durkrom's wife and daughter both
41-44 warseep terofpain 4 5,530 gp became gravely ill with a terrible fever. Durkrom and
45-46 serpent sword 50,615 gp other family members sought healing herbs, bur the
4?-52 dagger of the moon 60,302 gp Calastian siege made this task impossible. One night,
53-56 gold sword of Corean 70,315gp Durkrom prayed to the goddess Madriel to bring relief
57-60 net of ophidian vines 72.000 gp to his family's suffering; however, when morning
61-64 sword of divine prowess 72,315 gp came, their fever had worsened. The next night, he
65-68 hammer of shaping 77.112 gp prayed for Corean's intervention, but the Protector
6?-72 slaver's scepter ofOunahnae 78.330 gp did not repEy.
73-76 momtngstarof the black thorns ?8,30S gp
And so ir went for seven days: each night Durkrom
77-80 iron sword of Corean ¥8,315 gp
prayed to one of the gods, yet each morning rhe prayer
81-64 chardum death scepter 110,142 gp
would go unanswered. On the eighth night, as the
85-88 spear of the redeemer 110,305 gp
tired dwarf began to fall asleep, he prayed to Belsameth
8?-?2 Betsameth'sanswer 153,320 gp
to bring an end ro his family's suffering.
?3-?6 Karnock's warscepter 162,330 gp
<?7-00
Durkrom awoke rhe next morning to find the
sorrow's tear 201,065 gp
greataxe Behametri s answer at his feet. The weapon's
The following specific weapons usually are pre-
blades were soaked in blood, as were Durkrom's
constructed with exactly the qualities described here.
hands, A dark, crimson trail stained the floor. The
Arrow of Truth dwarf arose from his resting place in a panic. He
Description: Even to the untrained eye, an hurriedly followed the bloody trail to its gory end.
arrow of truth appears to be a weapon of amazing There, in their sick beds, lay the murdered bodies of
craftsmanship. An arrow of truth always has silver his wife and daughrer.
fletching, a perfecrly straight shaft made of unblem- Ashamed of the acts he had committed and
ished white ash, and a head crafted of clear crystal. fearful of his fare should they he discovered, Durkrom
Although it is generally thoughr rhat these arrows are took Belsameth's answer and fled Burok Tom, As the
the boon that only Tanil grants her most devout number of unexplained murders in the area is on the
followers, the first arrow of truth was actually a gift to rise, some wonder if Durkrom was ever able to rid
the Huntress, crafted by Corean and immersed in the himself of this wicked iremor if, perhaps, the weapon
aura of Hedrada's truth and justice. Today, these has chosen a new, more suitable wielder. In any
arrows are seen most frequently in the hands of event, Durkrom's story has become a folk tale among
Tanil's faithful who show a glimpse of the arcane the dwarves and a monster used to frighten dwarven
talent, such as the Lilliandeli, elite archer-druids and children into obedience.
rangers of Vera Tre. Many Lilliandeli were known for Powers: Belsameth's answer is an intelligent +5
theiruncanny ability to fell enemiesftom hundreds of greataxe that seeks to dominate those who wield it for
163
Micii
fULICf &. RITUALS 2: LOST LdFk€
• death knell ( 1 charge, DC 13) The daggers have a wavy blade of jet-black steel,
• cause fear (1 charge, DC 11) with blood grooves running along both sides. The
• grim feast* ( 1 charge) handle is wrapped with black leather and is topped
• smite (1 charge) with a smooth, unbreakable cabochon-cut crystal.
Black and white liquids trapped within the crystal
Caster Level: 10th; Prerequisites: Craft Magic
mimic the current phase of Belsameth's moon. The
Arms and Armor, Craft Staff, creator must be a lawful
dagger's potency waxes and wanes with the moon's
evil worshipper of Chardun, animate dead, cause fear,
phase, and it is at its most powerful during a lunar
Chardun's torments*, death knell, grim feast*, slay
eclipse.
living, smite, unholy blight, visage of the overlord^;
Market Price: 110,142 gp; Cost to Create: 55,236 gp Powers: Daggers of the moon are +3 daggers, but
+ 4,392 XP; Weight: 15 Ib. their power lies with the moon's phases. Used at
night, the blood grooves transfer liquid from the
tSee The Divine and the Defeated,
crystal sphere into wounds the dagger inflicts. The
Exotic Melee Weapon, Large liquid is harmless during the day, but at night its
Name Cost Damage Critical Weight Type effects vary. The DC to resist these effects is also
Warscepler 30gp IdlO xi 15lb. Bludgeoning noted below.
Moon Phase Effect
New Victim suffers urtho/yW«fftt (Fortitude save
Crimson Blade of Glivid-AuteJ DC 16)
Waxing Victim sufFers confusion (Will save DC 1t>)
Description: These blades are crafted by the
Full Victim is inflicted with [ycanthropy {Forti-
outcast necromancers of Glivid- Autel in the heart of tude save DC 20)
the Homsaw Forest. Made of steel, these weapons Waning Victim sufFers cause fear(Will save DC 12)
bear runes that glow crimson, emitting an unholy Lunar eclipse Victim suffers s/ay ftwng (Fortitude save DC
radiance. It is now believed by the guild-houses of 17)
Hollowfaust that the necromancers of Glivid-Autel Additionally, during the lunar eclipse, the dag-
have been preparing for a full-scale assault on ger of the moon is a +4 dagger.
Hollowfaust during their long exile; as a consequence,
Caster Level: 17th; Prerequisites: Craft Magic
production of these blades has increased. There is Arms and Armor, Belsameth's blessing*, cause fear,
even some talk that these weapons are not only being
confusion, slay living, unholy blight; Market Price:
crafted by enemies in the Hornsaw, but also in the
60,302 gp; Cost to Create 30,302 gp + 2,400 XP;
darkest recesses of the Underfaust by rebellious Dis-
Weight: 1 Ib.
ciples of the Abyss eager to reverse the humiliation
that their guild suffered long ago. TheFistofChem
Powers: The crimson blade functions as a +2 Description: Before the Divine War, the follow-
fangsword. On scoring a successful critical hit, the ers of Chem spread his word in the form of death,
weapon produces the effects of a vampiric touch spell disease, and suffering. The Titan of Disease cared
as cast by a wizard or sorcerer of 5th level in addition little for the actions of his devoted, but they gathered
to any damage inflicted by the blade. The damage up his "offspring" - the flies and other insects that
inflicted by the vampiric touch is transferred as hit swarmed in Chem's wake. Their magic bound the
points to the crimson blade's wielder, exactly as per the plague-ridden insects within a specially-crafted rnace
spell description and created a weapon of terrible purpose, a single
Additionally, any character of non-evil alignment blow of which could lead to death from hideous
wielding the weapon gains one negative level. This disease.
negative level is removed as soon as thecharacter drops These heavy maces are crafted in the form of a
the blade. Although this effect does not result in actual clawed fist. Within these maces is actually a small
level loss, the negative level cannot be avoided in any hollow space in which resides a single plague insect of
way (including spells such as restoration). There is also Chem. Few of these terrible weapons still exist, and
no saving throw allowed to avoid this effect. the remaining cultists of Chern closely guard them.
Caster Level: 6th; Prerequisites: Craft Magic Powers: A fist of Chem acts a +2 heavy mace and
Arms and Armor, vampiric touch; Market Price: is always made of black iron. Once per day the wielder
20,315 gp; Cost to Create: 10,315 gp + 800 XP; may choose to activate the weapon's power of conta-
Weight: 4 Ib. gion . Anything struck by the mace (even if no damage
is inflicted) must make a Fortitude save (DC16) or
Dagger of the Moon suffer the effects of a contagion spell.
Description: Daggers of the moon are black daggers, Caster Level: 7th; Prerequisites: Craft Magic
replicas of Belsameth's favored weapon, in truth, these
Arms and Armor, contagion; Market Price: 15,312
daggers were predecessors of the blade Belsameth car-
gp; Cost to Create: 7,812 gp + 600 XP; Weight: 12
ries, each rejected by the fickle goddess for some
Ib.
perceived imperfection and cast down to her followers.
RCLICi &, R1TUXLS 2: LOST LOfU
• Human: The wielder gains the Power Attack Proficiency [Net]; nonproficient wielders suffer a -4
feat. If the wielder already has this feat, he gains the penalty to the attack roll). If the attack hits, the
Cleave feat. If the wielder has both of these, he gains opponent is automatically grappled by the net. Treat
the Expertise feat. the net as a 6 HD plant creature with 30 hit points,
Caster Level: 7th; Prerequisites: Craft Magic AC 22, damage reduction 15/+1, and fast healing 1.
Arms and Armor, blood enhancement class ability Caster Level: 12rh; Prerequisites: Craft Magic
(see Blood Witch prestige class, Relics and Rituals); Arms and Armor, awaken, plant growth; Market Price:
Market Price: 12,335 gp; Cost to Create: 6,335 gp + 72,000 gp; Cost to Create: 36,000 gp + 2,880 XP;
480 XP; Weight: 10 Ib. Weight: 10 Ib.
Momingstarof the Black Thorns Serpent Sword
Description: The Order of the Black Thorn is a Description: A serpent sword resembles a
society of evil rangers dedicated to Chardun that longsword forged out of dark meral, its surface in-
seeks to spread his dominion across all of the races of scribed with a series of "V" shaped grooves. Upon
Scarn, These foul weapons are created by the order's command, the sword breaks apart along these grooves,
clerics using wooden hafts carved from a hamadryad's transforming into a whip-like weapon surrounded by
body and steel headsquenched in a satyr's blood, then a nimbus of dark green energy. In combat, the sword
enchanted by rituals that include the torture and strikes like a snake, giving the weapon its common
slaughter of animals. This horrific process creates a name.
weapon of dark and terrible power that fills natural Powers: A serpent sword functions as +2 J<een
creatures with demonic energies, warping them into sward of wounding. On command, the sword breaks
servants of Chardun. Black Thom rangers are known apart, transforming intoa reach weapon and allowing
to sometimes be accompanied by these beasts. its wielder to attack foes up to 10 feet away. In this
Powers: A momingstar of the block thorns is a +3 form, the weapon can also attack adjacent targets, but
wounding mamingstar with the power to transform it does not receive its+2 enhancement bonus (though
natural creatures. In lieu of a normal attack, the it retains irs keen and wounding qualities).
wielder of the mornmgstdr of the black therms may make Caster Level: 13rh; Prerequisites: Craft Magic
a melee touch attack. Any animal, beast, plant, or Arms and Armor, animate object, keen edge, Mord's
vermin touched by the weapon must make a Will sword; Market Price: 50,615 gp; Cost to Create:
save (DC 15) or be warped into a demonic version of 25,615 gp + 2,000 XP; Weight: 4 Ib.
itself (apply the fiendish template from the MM,
Appendix 3, ignoring alignmenr restrictions). If the Shadow Dagger
creature is under the effect of an animal friendship Description: When not being held, the shadow
spell, it breaks free from that spell, unless the caster of dagger looks like a plain black iron dagger. It appears
that spell was an evil worshipper of Chardun. to be wreathed in darkness — shadow tendrils wrap
Caster Level: 15th; Prerequisites: Craft Magic themselves around the wielder's arm and cause the
Arms and Armor, blasphemy, summon monster II; dagger to appear indistinct and hard to follow. The
Market Price: 98,308 gp; Cost to Create: 49,308 gp assassins of the Cult of the Ancients use these daggers
+ 3,920 XP; Weight: 8 Ib. to strike at their targets and retreat back into the
shadows, either to escape after a killing blow or to
N et of Ophi di an Vines whittle down their foe rapidly.
Description: This item is actually a living, semi- The creation of shadow daggers is one of the
intelligent plant creature. The druids of Termana use more closely held secrets of the Cult of the Ancients.
spells to transform a normal jungle plant inro a lethal These daggers are only given to those who hold the
sentry by weaving it into a complex matrix and highest prestige among the cult. If a shadow dagger is
awakening the spirits that dwell within. ever lost, the offending assassin is punished, beyond
Powers: This +2 net can be used in two ways — the grave is necessary, and all efforts are made to
its wielder can ser it as a trap or throw it as a normal recover it,
net. If the net is set as a trap, it will attack any foe that Powers: This weapon acts as a +1 keen dagger.
comes within 10 feet of it, employing a grapple attack Whenever a shadow dagger successfully inflicts dam-
with a +13 attack bonus (+4 base attack bonus, +2 age on a target, it casts disappear on the wielder. There
enhancement bonus, and + 7 for its Strength score of is no limit to the number of times this item may be
24). An opponent grappled by thenet suffers all of the used per day. Multiple instances of disappear do not
normal penalties of being grappled and takes ld3+7 add to the amount of time that the wielder is invis-
points of constricting subdual damage each round. ible.
The net will maintain its grapple until the proper Caster Level: 10th; Prerequisites: Craft Magic
command word is uttered or until the grapple is Arms and Armor, disappear*, keen edge; Market Price:
broken. 10,302 gp; Cost to Create: 5,302 gp + 400 XP;
If rhe net is thrown, the attacker must hit the Weight: 1 Ib.
target with a ranged touch attack (requires Exotic
CHAPTER Five: IUMS
169
RfLICf S. RITUXLS 2: LOST
Powers: A spear o/the redeemer is a + 2 ghost touch the wars against the titanspawn, considering no ptice
uruJeod bane Iongspe<zr. While holding it, the wielder too high to defeat the titans. Since then, new swords
is treated as if protected by a negative energy protection of divine prowess have sometimes been sheathed in
spell cast by an 8th-level cleric and also has a spell scabbards bearing the holy symbols of good faiths
resistance of 15. {especially that of Corean) and placed in situations
Caster Level: 9th; Prerequisites: Craft Magic where the faithful of those deities can find them, in
Arms and Armor, negative energy protection, plane order to corrupt them into the service of Chardun.
shift, spellresistance, summon monster I; Market Price: Worshippers of Chardun usually trade these swords
110,305 gp; Cost to Create: 55,305 gp + 4,400 XP; back to his church for magic items of similar value,
Weight: 9 Ib. since their enchantments do them little good.
Powers: This +J mithrii longsword gives those of
Storm Flail lawful evil alignment no special benefits. If wielded
Description: Though all the devout seek to by someone of another alignment, however, it grants
emulate the ideals of their deities, occasionally a several additional powers. The wielder gains a +5
follower appears whose dedication becomes zeal and enhancement bonus to Sttength and a spell resis-
whose zeal then becomes deadly fanaticism. tance of 15- The wielder also receives temporary hit
One such man was Malekyte Eridion, a powerful points equal to half the damage he inflicts on living
cleric and sorcerer of Enkili who lived some years targets (up to a maximum of 20 temporary hit points)
prior to the Titanswar. He was a bundle of wild, until he next sleeps. At the end of each day on which
chaotic energy whose desire to emulate the Storm the wielder kills a foe, he must make a Will save {DC
Goddess included doing everything from dancing 15, +1 for each foe killed that day) or change one step
naked in thunderstorms to fleecing every merchant toward lawful evil alignment.
he met and regularly cross-dressing in an attempt to Caster Level: 15th; Prerequisites: Craft Magic
experience both of the Trickster's androgynous as- Arms and Armor, divine power, unholy aura, vampiric
pects. He created the first storm flail in a further touch; Market Price: 72,315 gp; Cost to Create:
attempt to honor his deity. Of course, Enkili could 37,315 gp + 2,800 XP; Weight: 4 Ib.
not help but notice this ardent worship, so when
Eridion was making his weapon, Enkili gave it his Sword of Peace
blessing (with all the dangers inherent in the blessing Description: Weary and wounded, fleeing his
of a god of chaos). enemies and the Perforated Plains, the warrior Brantur
Powers: The storm flail normally functions as a hid in the depths of the Fouled Forest. There he was
+2 shocking heavy flail, but other flails have been enchanted by Dreya'Anad, the fey sorceress and priest-
known to vary in their enhancement bonus from +1 ess of Syhana. When she saw his heart was good, she set
or +3, and some may be thundering, shocking burst, or him free, but hechose instead to stay with her and at last
chaotic instead of shocking. The statistics that follow, found peace. To honor the wisdom that Bramur had
however, assume a +2 shocking heavy flail. gained, Dreya'Anad enchanted his swotd so that even
A storm/laiJ can be used to cast lightning bolt Id4 if he had to face battle he could choose to end it in peace
times per day as a standard action by cracking it like instead of death. Eventually, driven by his compassion
a whip. The possessor has no way of knowing how for the suffering of others and his desire to aid them,
many Jig/immg bolts he will be able to cast in a day, nor Brantur departed and wandered the world again, but his
when he has spent his daily allotment. Additionally, heart stayed in the Fouled Forest.
thanks to the dubious blessings of the goddess, the Powers: The sword of peace is a +2 longsword that
power of these bolts varies. Every time the wielder grants the Improved Disarm feat to its wielder and is
uses the storm flail to cast a lightning bolt, he rolls 1 d6 considered a Large weapon for the purpose of the
and adds 4 to determine the level at which the spell disarm check only. An opponent successfully dis-
is cast. Enkili, however, will not allow himself to be armed by the sword of peace must make a Will save
cheated by a mere mortal, and as a result the creation (DC 12) or be affected as per the spell Salamar's quiet
of astorm/IaiJ requires a minimum caster level of 7th. contemplation (see Relics and Rituals). If the wielder
Caster Level: ?th; Prerequisites: Craft Magic attacks the opponent thus pacified, the enchantment
Arms and Armor, fightning bolt, caster must be cha- of the sword of peace is forever unavailable to him. Evil
otic; Market Price: 43,615 gp; Cost to Create: beings who wield the sword of peace suffer a -2 penalty
21,965 gp + 1,732 XP; Weight: 20 Ib. to attack and gain none of the weapon's benefits.
Caster Level: 6th; Prerequisites: Craft Magic
Sword of Divine Prowess Arms and Armor, divine favor, Salamar* s quiet contem-
Description: The swords of divine prowess were plation*; Market Price: 9,915 gp; Cost to Create:
first created in the forges of the charduni dwarves 5,115 gp +384 XP; Weight: 4 Ib.
during the Titanswar and were distribured widely to
mid-ranking members of the armies of other divine WarscepterofPain
races. Even aftet their alignment-twist ing drawback Description: A century ago, the charduni war-
became known, many continued to use the swords in clericjarhoch the Bloodstained forged the first uwscepter
CHAPTER FIVE: N>tACIC
of pain so that he could more effectively subjugate his time. They are particularly popular with advenrurers, who
enemies to the agony of Chardun's wrath. Since then, use them to modify their weapons to deal with various foes
these weapons have become popular among not only and their vulnerabilities. Some mercenary companies also
Chardun's followers, but rhose of Belsameth, Vangal, utilize these potions, sometimes attempting to enhance
and even the titans Kadum and Gorrnoth. their reputations by creating the illusion that they bear true
Of course, Chardun sees the use of these weapons magical weapons,
by the titanspawn as a tremendous blasphemy. He has Most of these oils are volatile and evaporate
commanded his servants to hunt down any titan quickly. An applicarion lasrs for the indicated dura-
worshippers whodare wield them, and his temples are tion and then vanishes along with its effects, even if
under orders to aid the efforts of the worshippers of it is not used during that time. The prices listed below
any god fighting such spawn. Paladins of Corean or are for a single vial of blade oil. Each vial conrains a
Vigilants of Vesh have occasionally been surprised single application. Applying the oil to a weapon is a
when Chardunists approach them with offers of heal- full-round action that provokes attacks of opportu-
ing and beneficial magic, not knowing the titanspawn nity. Crafting blade oils requires the Brew Potion feat
they are hunting possess a warscepter of pain. as well as at least 6 ranks in Alchemy.
Powers: A warscepter of pain is a +J wounding Flame Weapon
warscepter that inflicts tremendous pain, causing an When applied, this blade oil creates a wreath of
additional -4 morale penalty on attack rolls, saving magical fire around the weapon, burningall those the
throws, ability checks, and save checks to those affected weapon strikes. A weapon with this blade oil applied
by its wounding power (Will save DC 15 to negate pain deals + Id6 points of fire damage on a successful hit for
effects). The pain lasts as long as the wounding effect. a duration of six rounds.
Caster Level: 5th; Prerequisites: Craft Magic Amis Caster Level: 6th; Prerequisites: Brew Potion,
and Armor,fccstouicurse;Market Price: 45,330gp; Cost to flame/frost weapon; Market Price: 600 gp; Cost to
Create: 22,830 gp + 1,800 XP; Weight: 30 Ib. Create: 300 gp + 24 XP.
Frost Weapon
Potions Whenapplied, thisbladeoil makes the weapon icy
cold, freezing a 11 crearures the weapon strikes. A weapon
Table 6-6: Potions with this blade oil applied deals +ld6 points of cold
Minor Medium Major Potion Market Price damage on a successful hir for a durarion of six rounds.
01-07 - aura of menace 50 gp
Caster Level: 6th; Prerequisites: Brew Potion,
08-14 - blade oil, shock weapon 50 gp
flame/frost weapon; Market Price: 600 gp; Cost to
15-21 - blade oil, true strike 50 gp
Create: 300 gp + 24 XP.
22-28 - body of sand 50 gp
2?-35 - Chardun's gtory
Greater Magic Weapon
50 gp
36-42 - foreactton 50 gp
When applied, this blade oil makes a weapon
43-4? 01-06 blade oil, magic weapon 150 gp
magically superior, increasing a warrior's chance to
50-% 07-12 01-Ob bifurcated tongue 300 gp hit an opponent and deal damage, A weapon with
57-63 13-18 07-12 Wade oil, paralyzing weapon 100 gp this blade oil applied gains a +2 enhancement bonus
64-70 W-24 13-18 dragonflight 300 gp to attack and damage rolls for six hours.
71-76 25-30 19-24 dragonhide 300 gp Caster Level: 6th; Prerequisites: Brew Potion,
77-82 31-36 25-30 hunter's moon 300 gp greater magic weapon; Market Price: 900 gp; Cost to
83-88 17-42 31-16 Keshmeen refuge 300 gp Create: 450 gp + 36 XP.
&?-?4 43-48 37-42 sharpen senses 100 gp Keen Edge
95-00 49-54 43-48 potion of focus 500 gp When applied, rhis blade oil makes a piercing or
55-60 49-54 blade oil, flame weapon 600 gp slashing weapon phenomenally sharp. A weapon
61-66 55-60 blade oil, frost weapon 600 gp with this blade oil applied doubles its threat range {as
67-72 61-65 potion of horns 600 gp per the spell keen edge), for one hour.
73-76 66-70 arcane parry 750 gp Caster Level: 5th; Prerequisites: Brew Porion,
7?-64 71-75 blade oil, keen edge 750 gp keen edge; Market Price: 7 50 gp; Cost to Create: 375
85-90 76-80 enhanced senses 750 gp gp + 30 XP.
91-95 81-85 qhostbody 750 gp
Magic Weapon
96-00 86-90 serpentlure 750 gp
700 gp
When applied, this blade oil makes a weapon
91-95 blade oil, yeafer magic weapon
magically superior, increasing a warrior's chance to
?6-00 blade oil. vampirtc weapon 900 gp
hit an opponent and deal damage. A weapon with
The following descriptions detail specific types
this blade oil applied gains a + 1 enhancement bonus
of magic potions.
to attack and damage rolls for three rounds.
Blade Oils Caster Level: 3rd; Prerequisites: Brew Potion,
These alchemical substances can be applied to a magic weapon; Market Price: 1 50 gp; Cost to Create:
weapon and to create magical effects for a limited period of 75 gp + 6 XP.
RELICS &. RITUALS 2: LOJT
The following descriptions detail specific types been unable to forge new rings of life warding since
of magic rings. Chern's curse and the death of their fotgotten demi-
god. Like the rings o/wind/ury, these rings disintegrate
Animal Ring of Vera-Tre into dust on the death of their wearer unless willingly
Description: The wood elves of Vera-Tre are passed to another,
well known for their reverence of Denev and their Powers: A forsaken ring of life warding provides a
dedicated defense of theGanjus. Beset by foes on all variable deflection bonus to armor class and resis-
sides, and distrusted by the divine races for their faith
tance bonus to saving throws depending on the
in aTitan, rhe elves have created these rings to better
wearer's race: non-elf +1, half-elf+2 and elf+3. Half-
defend the great Virgin Woods.
elves also gain immunity to the paralyzing touch of a
Powers: When worn by an elvendruid of Denev, ghoul and elves gain immunity to the paralyzing
an animal ring ofVera-Tre allows the druid spontane- touch of a ghast. Finally, the ring negates a nurnbet of
ously to cast animal friendship, speak with animals, or energy drain or ability drain attacks per day equal ro
any summon nature's ally spell in exactly the same its bonus. Each energy or ability dtain attack negated
manner that a cleric can spontaneously cast cure/ reduces the protection and resistance bonus of the
inflict spells. ring by one for 24 hours, after which time the bonus
Caster Level: 17th; Prerequisites: Forge Ring, is automatically restored.
animal friendship, summon nature'salty I-IX, speak with Caster Level: 9th; Prerequisites: Fotge Ring,
animals; Market Price: 75,000 gp; Cost to Create: creator must be an elven cleric, bless, negative energy
37,500 + 3,000 XP. protection, resistance, shield of faith; Market Price:
Clothing Ring 68,400 gp; Cost to Create: 34,200 + 2,736 XP.
Description: After the Titanswar, Scarn had Necromancer's Ring
changed in many ways. The land itself was no more Description: These silver rings are also called
what it used to be. Lakes became deserts, majestic Hollowfaustian rings because they are often worn by
mountains were nothing more than rubble, and the the guildsmen of the City of Necromancers, and they
very earth had been shaped in new ways. From that are prized by members of the Animator's Society.
day on, several heroes and explorers traveled the Knowledge of how to make these rings is not re-
ravaged land, trying to discover whar was left of their stricted to Hollowfaust, however, and they are
world and where their help would be needed. The relatively common among the renegades of Glivid-
clothing ring became a commonly used item among Autel and independent necromancers throughout
travelers that wandered from the hottest deserts to Ghelspad.
the coldest mountains, providing a different set of
clothes according to the weather.
Powers: Twice per day, the ring bearer can
change his clothing from one of four sets. The ring of
•
• clothing normally comes wirh the following outfits:
Cold Weather Outfit, Explorer's Outfit, Traveler's
Outfit, and Artisan's Outfit. It is also possible, how-
ever, to buy a ring with a personalized set of clothes
(see the PHB, Chapter 7, "Clothing"). Aristocrats
who purchase a ring of clothing in most cases like to
have a Noble's Outfit added, same as wizards wirh
Scholar's Outfits or clerics with Cleric's Outfit. Every
additional outfit increases thecost of the ring by 25%.
In order for the ring to work, the ring bearer must
already be wearing clothes. Magical clothing such as
a cloak ofelvenkind or winged boots cannot be trans-
formed unless they canstill be used like they normally
should. If rhe clothing suffers any damage, it will be
repaired with the next change.
Caster Level: 3rd; Prerequisites: Forge Ring,
alter self, mending; Market Price: 11,000 gp; Cost to
Create: 5,500 gp + 440 XP.
Forsaken Ring of Lif e Warding
Description: Oncecommonly passed from elven
parent to child, forsaken rings of life warding are now as
rare as the elves that wear them. Traditionally gem-
inset family heirlooms of great value, the elves have
RfLlCf & R1TUXLJ 2: LOJT
Powers: A necromancer's ring allows the wearer about various facts, the others will automatically
to control up to 12 HD of unintelligent, corporeal know (as long as the ring is in possession, asstipulated
undead per day. Undead within sight that fail a Will above).
save (DC 20) are placed under the wearer's control Another fact about the ring bearers is that they
until the next sunrise, up to the ring's 12 HD maxi- can send each other messages as by the spell sending,
mum. Once under the ring's control, undead are once per week for each ring. The bearer sending the
difficult to turn or rehuke and gain turn resistance +4. message decides to whom it is delivered (one ring
Ring-controlled undead that are later turned or re- bearer, two, three, or all of them); he can be as
buked still count against the 12 HD daily limit that selective as he wants.
the ring can control. The other particularity of the ting is that, when
A necromancer's ring created in Hnllowfaust has in great peril for his life, the bearer may use a word of
the special ability to be worn on the same hand as an recall, which will teleport him to the nearest ring
animator's band (see Hollowfaust: City of Necro- bearer. This can be done only once per week for each
mancers, page 103). This enables the wearer ring.
potentially to wield three magic rings at the same Caster Level: 8th; Prerequisites: Forge Ring,
time. In addition, when a necromancer's ring and deathwatch, detect magic, discern lies, light, sending,
animator's band are worn on the same hand, the rings status, word of recall; Market Price: 147,840 gp (2
enable the wearer to control any superior or m aster- rings) + 73,920 gp per additional ring; Cost to Cre-
work skeleton created in Hollowfaustas if the skeleton ate: 73,920 gp + 5,914 XP for the first rwo rings, plus
had 1 HD (instead of 2HD or 4 HD). The animator's 36,960 gp + 2,957 XP per additional ring.
band also increases the number of undead that can be
controlled per day with the necromancer's ring to 15 Ring of Agelessness
HD. Description: In the days before the Titanswar,
Caster Level: 10th; Prerequisites: Forge Ring, Ohm Yom was a wealthy merchant of Rahoch. Hu
control lesser wndeod; Market Price: 70,000 gp; Cost grew fat and wealthy from the trade between Rahoch
to Create: 35,000 gp + 2,800 XP. and Termana, but his five wives failed to produce an
heir. Well into middle age, he began to feardeath and
Oath Rings the end of his trading empire. Determined to keep it
Description: The oath rings wete first created for and himself alive, he commissioned a wizard to find
marriages, but later were found to be more useful as a way to do so. The wizatd presented Olun Yom with
honorable implements and were given to many a ring of fine silver set with five pearls. For forty-seven
knights, mostly from Mithril and Vesh, These rings years Olun Yom lived, suffering none of the ill effects
later came to be extremely popular among knightly of aging, increasing his already vast fortune. Yet
brotherhoods, where a unit of knights could always Nemorga is not a god to be trifled with, and on Olun
count on their comrades in arms, even to the bitter Yorn's ninety-fifth birthday, when he failed to arrive
end. They could also be found among many druidic at the Gate of Death at his appointed time, Nemorga
and clerical circles, numerous adventuring compa- sent his herald to claim the merchant's soul.
nies, as well as some mercenary groups. In some cases, After the merchant's death, thieves plundered
these rings were also given to very closely knit family his manor, but the ring was never found. It is thought
circles. Over the years, many of these ringscame to be to lie somewhere hidden in the manor's labyrinthine
forgotten, as was the lore used in creating them. storerooms, guarded perhaps by Olun Yom himself,
Powers: Conttary to most magical items, oatfi cursed with undeath for his presumptuousness.
rings always come in a set of 2 or more rings and are Powers: While the original ring remains miss-
usually made from white gold, and on nearly all the ing, its powers have been duplicated before. Each
rings one can read, «ln heart, oathbound in friend- night, while the ring-bearer sleeps, the ring of
ship. » It allows anyone included in the ring of rings to agelessness will polymorph him into the man he was
monitor one of his oathbound friend's status. Thus, the day before and heals him of a number of hit points
when concentrating, the wearer may mentally moni- equal to his character level. The bearer of Olun Yom's
tot his friend's relative position {direction and ring suffers none of the physical penalties for aging,
distance) and general condition (unharmed, wounded, though he still accrues the bonuses to Intelligence
disabled, staggered, unconscious, dying, dead). Even and Wisdom. The ring must be worn for a full day
if the ring is removed from the wearer's finger, it can before it begins to function. If removed, the bearer
still be used, but it must stay in contact with the begins to age again normally. Upon reaching his
wearer (not in a backpack). This power can be used allotted lifespan, the bearer of the ring does not die-—
at will for each ring. he simply must contend with a perturbed god of death
The rings are also bound together in such a way and his minions.
that, when within 200 feet of each other, they glow Caster Level: 7th; Prerequisites: Forge Ring,
in a palish silvery light. If one ting beater dies among pol>morf>h other; Market Price: 21,000 gp; Cost to
the group, all the other rings will turn pitch black. If Create: 10,500 gp + 840 XP.
ever there is one among the citcle who overtly lies
CHAPT6R : MAC1C
RJngofBurokTorn Anna overboard, the Eel tried to sway the rest of the
Description: Forced to fight a war on two fronts crew that Anna Dragon-Eye had abandoned them.
against Calastia and the dark elves of Dier Drendal, Few believed him, however, and he was subdued by
the dwarves of Burok Torn found themselves at a the crew and thrown into the brig in chains. The crew
tactical disadvantage in the caverns deep beneath kept the ring, though, and searched fruitlessly for
their fortress mountain. Thwarted time and again by Dragon-Eye. The ring was renamed the"Eel's Touch"
the dark elves' superior darkvision and sorcery, the and promptly sold in the first port at which the crew
rune wizards of Burok Torn forged these steel rings to arrived, Hedrad. The crew disbanded and the Nem-
overcome this advantage. esis was sold. Long months later, however, a stranger
came to Hedrad asking about both the ship and the
Powers: These rune enhanced steel rings pro-
ring. The stranger bought the ship and left harbor
vide darkvision of 60 feet unless worn by a dwarf.
claiming she had to find an old family heirloom. It is
When worn by a dwarf, a ring of Burok Torn doubles
widely held that the stranger was Anna Dragon-Eye.
the range of the dwarfs darkvision {to a minimum of
120 feet) and enables the dwarf's darkvision to pen- Powers: The ring of the eel's touch has only one
etrate forms of magical darkness of up to 3rd level. power. Upon command, three times per day, it sheaths
itself and anything held in the same hand that bears
Caster Level: 5th; Prerequisites: Forge Ring,
it in crackling electricity. The wielder may discharge
darkvision, daylight; Market Price: 20,000 gp; Cost to
the energy by making a melee touch attack upon a
Create: 10,000 gp + 800 XP.
target or by striking a target with a weapon held in the
Ring of the Covenant same hand on which rhe ring is worn. The energy is
Description: When the Calastian Hegemony held until it is successfully discharged. Any attack
took over the lands of the Heteronomy of Virduk, a inflicts an additional ld8+5 points of electricity
great ceremony was held installing the new Lord damage; the ring can also be used to make melee
Satrap Tomvolie Kres, including feasts and music. touch attacks for ld8+5 points of electricity damage.
Yet the core of the ceremony was a public proclama- The ring can be used any number of times per day, but
tion of loyalty to King Virduk by the Satrap and a activating it counts as a standard action.
pledge of protection to the halflings on the part of the Caster Level: 12th; Prerequisites: Forge Ring,
King, followed by the presentation of a signet ring to shocking grasp; Market Price: 10,000 gp; Cost to
the Satrap with the black dragon emblem of Virduk. Create: 5,000 gp + 400 XP.
This ring was the first ring o/the covenant, forged by a Ring of Immaculate Form
ranger-wizard of the Order of the Black Thorn and
now used throughout the Calastian Hegemony to Description: During the peak of the Titanswar,
ensure the loyalty of Virduk's high-ranking vassals. life on the face of Scam was a constant battle to
remain sane. The upheavals in the planet's surface,
Powers: The wearerof a ring of the covenant gains
fire falling from the sky, and rampaging hordes of
the power to cast the enrichment variant of plant
titanspawn and divine servants were less troublesome
growth once a day by speaking the appropriate com-
in many ways than the recruiring effort. Servants of
mand word. He also receives a +1 deflection bonus to
the Titans and gods would frequently bring magics to
AC and a +2 enhancement bonus to Charisma.
bear to create arrow-fodder for their sides in the war.
The wearer, however, is also under a charm to the Curses and shapechanging magics could easily catch
person designated by the ring's creator during its an unsuspecting individual and transform her into a
forging for as long as it is worn. The wearer can only barely-humanoid creature forced to fight on the side
remove the ring wirh the benefit of a remove curse or of those who had transformed her.
more powerful spell,
Some wizards attempted to set up a defense
Caster Level: 7th; Prerequisites: Forge Ring, against this chaos. Forging these rings, they would
charm person, plant growth, shield; Market Price: give them to friends and loved ones that they could
18,000 gp; Cost to Create: 9,000 gp + 720 XP. not protect at all times, giving them the chance to
RingoftheEel'sTouch resist these obscene press gangs. A character wearing
Description: When the Japhinian Dynast Anna a ring of immaculate form will be bathed in restorative
Dragon-Eye firsr fashioned these rings, she had in- magics should she ever be subjected to any curses or
tended them to enforce her will upon the ofr-rimes spells that would alter her form.
unruly crew of her ship, the Nemesis. She made a Powers: These devices possess two powers that
grievous error, however, ingiving one to her "trusted" are used in sequence. Whenever form-altering mag-
lieutenant Afton Biggs, the "Silvered Eel." During a ics are cast on the bearer, a dispel magic (cast at the
great storm on the Blood Sea, the "Eel" made his 12th level of ability) is activated to remove the
move for power. offending magic. Subsequently, if the dispel magic is
Armed with the ring, he took Dragon-Eye by not successful or the change was instantaneous, a
surprise and felled her wirh a single, electrically polymorph other spell is cast, returning the bearer to
charged blow. Throwing the unconscious form of the form that was worn when the ring was put on.
These powers can only be used once per day and do
R E L I C ! &. R I T U A L ! 2: LO!T
not differentiate between beneficial and malign unvarnished hemlock, usually consecrated ro Mormo
changes of the wearer's fotm (such spells aspolymorph or Chern. Whatever its form, a ringo/poison's function
self and alter self should be cast after removing the is tl\e same: ro kill and sicken enemies surrepririously.
ring). Such a ring is acrivared with a mere thoughr, allowing
Caster Level: 12th; Prerequisites: Forge Ring, irs wielder to inflicr irs deadly touch in a non-combat
dispel magic, polymorph other; Market Price: 33,600 siruarion without drawing attention to him- or herself.
gp; Cost to Create: 16,800 gp + 1,344 XP. A creature who is afflicred with the delayed version of
the ring's poison receives no indication that he or she
Ring of the Loremasters has been affected on initial contact, Thesesubtle rings,
Description: The Library of Lokil has long held which are common among Belsarneth's high priests
a reputation as one of the greatest repositories of and priestesses, are a central part of the reputation for
knowledge. It maintains this reputation by sending extreme subtlety and deadliness owned by the Slayer's
out apprentice and journeymen loremasters ro gather followers.
knowledge of the world and thus increase rhe knowl- Powers: The ring of poison allows the wielder to
edge of the Library. Very often these rings are given deliver a melee touch attack that is equivalent to a
to these information gathers to help them in their poison spell (Fortitude save DC 16) twice a day. The
quests for knowledge. These rings are made of simple wearer chooses ar the time of activation whether the
silver and ace engraved wirh runes that say "Knowl- initial effects of the poison will occur immediately on
edge is power." contact or 10 rounds after contact. Activating the
Powers: When worn, these rings have their user ring requires only a free action that does not draw an
continuously under the effects of the tongues spell. attack of opportunity, so the ring's wielder can sur-
The wearer can also use the ring to detect magic at will reptitiously inflicr its effect on a crearure that he or
and once per day use it to identify an item. she is already touching (e.g., in a handshake) without
Caster Level: 5th; Prerequisites: Forge Ring, making an attack roll or initiating combat. Discharg-
comprehend languages, detect magic, identify, tongues; ing the ring's effect against a wary observer or an
Market Price: 38,000 gp; Cost to Create: 2 l,500gp opponent in combat requires a standard melee touch
+ 1.320XP. attack action, however. Finally, the ring resists detec-
tion effects as though ptotected by unondetection spell
RingofMesos cast by a lOth-level caster.
Description: Many of these rings were worn in
Caster Level: 10th; Prerequisites: Forge Ring,
ancient times, long before the rise of the gods and the
Delay Spell, dispel magic or nondetectian, poison; Mar-
Divine War. Engraved with the symbol of the Sire of
ket Price: 27,500 gp; Cost to Create: 13,750 gp +
Sorcery, these archaic rings were worn by many of
1,100 XP.
Mesos' most powerful servants, and mere possession
of a ring of Mesos was taken as strong evidence of RingofRivening
loyalty to the Titans during the Divine War. After Description: The Unfailing of Hollowfaust are
the Divine War, many of these ancient rings were often called to defend their necromancer-charges
destroyed, though they remain coveted by the Cult of from the undead or to hunt and destroy intelligent
Mesos. undead drawn to the strong death energy surrounding
Powers: When worn by a sorcerer, aringo/Mesos the City of Necromancers. In order to support their
doubles rhe number of 1st to 4th level bonus spells warrior brethren in these dangerous endeavors, the
that the sorcerer can cast per day, based on her necromancers forged rings of ripening, silver or plati-
Charisma attribute, and enables the sorcerer to cast num rings engraved with the seven-arched symbol of
metamagic spells more quickly. It does not grant any Hollowfaust. Inspired by the bravery of the Unfailing
bonus spells of 5th level or higher. The wearer can and their effectiveness against the undead, Eltama
cast any spell that she knows, augmented by any Tarn, Hollowfaust's first resident priest of Madriel,
metarnagic feat that she knows, without increasing forged several of these rings (engraved with the spear
the action required to cast the spell. Wearers of a ring and peacock feathers of Madriel, of course) for the
of Mesos suffer a -2 circumstance penalty on Cha- Order of the Morning Sky.
risma based skill and attribute checks with members Powers: The wearer of a ring of rivenmg can
of the divine races. ignore the damage reduction of undead opponents
Caster Level: 13th; Prerequisites: Forge Ring, and inflict ctitical hits against undead creatures in
haste, limited wish; Market Price: 100,000 gp; Cost to melee and ranged combat. The ring does not negate
Create: 49,250 gp + 5,440 XP. the relative immunity of incorporeal undead against
damage from a corporeal source. The wearer also
Ring of Poison gains a +2 bonus on saving throws against life-drain-
Description: These sinister rings come in two ing attacks that normally allow a save.
forms: 70% are sacred to the followers of Belsameth and
Caster Level: 7th; Prerequisites: Forge Ring,
appear to be plain but elegant silver bands; the remain-
greater magic weapon, pro tectionfrom evil; Market Price:
ing 30% are druidic in origin and made of carved,
25,000 gp; Cost to Create: 12,500 gp + 1,000 XP.
fr 176
CHAPTCR. Five: XMACIC ITEMS
Roll Spell
46-49 Gaurak *s corpulence 700 gp
Market Price
01-04 bed bug bites
50-54 greater spectral hand 700 gp
150 gp
05-08 bend sounds 150 gp
55-57 hold stone 700 gp
I
fountain of blood 150 gp
53-56 iceshards 150 gp Fifth- Level Arcane Spells
57-60 Keshmeeri refuge 150 gp Roll Spell Market Price
61-65 netherbtade 150 gp 01-04 beetle swarm 1,125 gp
66-70 nose of the rat 150 gp 05-10 Btaise's iron bead 1,125 gp
71-78 Rie 's lustful gaze 150 gp 11-15 boneblades 1,125 gp
79-81 shocking missile 150 gp 16-20 darksoul 1,125 gp
84-88 soul blast 150 gp 21-25 dreadmantle M25 gp
69-92 summon (specific creature) ' 150 gp 26-28 enchant spirit doll 3,625 9p
93-76 verisimilitude 150 gp 29-31 essential blade 1,125 gp
97-00 weeping fool 150 gp 14-37 Gtilaben's ecstasy 1,125 gp
Staff of Madrid The wielder of the staff of meteoric fire and all
Description: A beautiful staff of white ash en- within 10 feet of the staff are protected from fire as if
graved with silver runes sacred to the Redeemer, a each were wearing a ring of major elemental resistance
staff of Madriel is a potent magic item that seeks to (fire), negating the first 30 points of fire damage per
emulate the righteous yet compassionate fury of the round.
First Angel of Mercy. Holy to the followers of Madriel, The staff can also absorb spells with the fire
many of these staves were used to great effect during descriptor in a manner similar to a rod of absorption,
the Divine War as both weapons of defiance and gaining 1 charge per level of spell absorbed. Because
instruments of healing. Particularly potent against the staff does not communicate the level of the spell
the undead, these staves are prized above all others by directed at the wielder, absorbing spells does carry
theOrder of the Morning Sky. Exemplify ingMadriel's some risk, and exceeding the 50 charge limit of the
righteousness, it is said that a staff of Madriel will staff causes it to explode in a manner similar to a
shatter if ever used in an evil cause. retributive strike (see the DMG, Chapter 8, "Staff of
Powers: A staff of Madrid is a staff that sheds Power").
Caster Level: 17th; Prerequisites: Craft Rod,
i
light in a 20 foot radius at will. It allows use of the
following spells: Craft Staff, burning hands, fireball, flame bolt, flaming
• sunburst (2 charges; DC 22) sphere, meteor swarm, protection from elements (fire),
spell turning; Market Price: 228,687 gp; Cost to
• sunspear (1 charges; DC 14)
Create: 114,344 gp + 9,147 XP; Weight: 4 lb.
• searing light (2 charges; DC 14)
• daylight (1 charge) Staff of Night Everlasting
• lesser restoration (1 charge) Description: Before the fall of the Penumbral
• cure moderate wounds (1 charge, cures 2d8+10 Pentagon beneath the city of Mithril, the dark elf
hit points) Dar'Tan spent much of his time devising new plots
When using the staffs sunspear spell, the staff and crafting ingenious magical items. The staff of
itself ttansfotms into a shining spear of light, nig/it everlasting is one of his most dangerouscreations.
Caster Level: 15th; Prerequisites: Craft Staff, Made of a 6-foot length of ivory painted black
with soot and capped with a piece of obsidian crafted
creator must be a good-aligned worshiper of Madriel,
cure moderate wounds, daylight, holy smite, lesser resto- in the shape of the crescent moon, the staff of night
ration, plane shift, searing light, sunburst, sunspear; everlasting was to be a tool to help Dar'Tan achieve his
dream of forever shroud ing the world in darkness. For
Market Price: 117,000 gp; Cost to Create: 58,500 gp
many weeks he toiled in his laboratory, perfecting rhe
+ 4,680 XP; Weight: 4 lb.
details on the staff that would forever cover the
Staff of Meteoric Fire Scarred Lands in an impenetrable cloak of night.
Description: Ectorios was the most feared war- Before the staff could be given the final enchant-
rior-mage of his age and one of the most powerful ments it needed to become a true artifact, the paladin
evokers of any era. Known to have obliterated entire Barconius laid siege to the Pentagon. While not quite
legions with his magical might, he crafted the staff of the weapon he had hoped, the partially finished staff
meteoric/ireat the heightofhisarcane power, Ecrorios proved to be very powerful all the same, assisting
considered the staff to be his crowning achievemenr Dar'Tan in battle against Barconius and his paladins.
and wielded it without mercy until he was finally The staff was lost in battle, however, and much of its
defeated by a ttio of his fellow war-mages, horrified by magic was drained. Today, the Penumbral Lord toils
his excesses. At that time, the staff came into the in his mountain of shadow devising a new staffofnight
possession of a secret cabal of Ledean fighter-wizards, everlasting, which he hopes will allow him at last to
but with the fall of that order against Mesos at the achieve his dark goals.
start of the Divine War, the staff was lost or destroyed. Powers: The staff of night everlasting is a +2
Legends of the staff's power persist, however, and the quarterstaff. Whenever it strikes an opponent in
battle-mages of Calastia are known to be actively combat, it automatically casts darkness centered on
researching a way to duplicate the staff's powers. the point of impact. This cast ing does not expend any
Powers: The staff of meteoric fire allows use of the charges, and the wielder of the staff is able to see
following spells: within the darkness as if he had the improved
• meteor swarm (2 charges, DC 23) darkvision Penumbral Lord ability (see Relics &
• fireball (1 charge, DC 14, 10d6 damage) Rituals, page 16).
• protection from elements (fire) (1 charge) When rhe command word is spoken, the staff
• flaming sphere (1 charge, DC 13} can cast any of the following spelts.
• flame bolt (I charge, 9 missiles, Id4+l damage • gloom* {1 charge)
each) • darkness (1 charge)
• burninghands (1 charge, DC 11, 5d4 damage) • DarTon's shadow bolt* (2 charges; DC 14)
• cwrwm of darkness* (2 charges)
CHAPTER Five: MAC1C ITEMS
In addition to these abilities, the staff of night alter its outward aspect at will. This change in appear-
everlasting may be used as a substitute for the material ance is limited to appearing as a weapon, staff, walking
component and XPcost required tocast eclipse. Using stick, or object of roughly similar shape and size, how-
this power drains the staff of all remaining charges, ever. This alteration can only be spotted with true seeing
causing it to become a +2 quarters taff with no special orsimilar magic. When not changed by thisglamer, the
abilities. The staff must have at least 20 charges stasis unremarkable in appearance, looking much like
remaining to use this power. any other walking stick. Also, note that the defending
Caster Level: 1 5th; Prerequisites: Craft Magi- qualiry of the staff is only on one head of the quarterstaff.
cal Arms and Armor, Craft Staff, curtain of darkness, The staff of subterfuge has the following addi-
darkness, DarTan's shadow bolt, gloom creator must tional abilities:
have 5 levels in the Penumbral Lord prestige class; • alter self (\ charge)
Market Price: 94,487 gp; Cost to Create: 72,544 gp • clairaudience/clai™o;)£mce (1 charge)
+ 6,755 XP; Weight: 4 Ib. • gaseous form (2 charges)
Staff of Order • improved nwisib^ty (2 charges)
Description: As Hedrada strove to persuade the Caster Level: 7th; Prerequisites: Craft Staff,
other gods that war against their titan progenitors was alter self, clairaudience/clairvoyance, gaseous form, im-
necessary, he knew that his own followers had to proved invisibility, shield; Market Price: 56,694 gp;
prepare for the inevitable conflict. Orderly thought Cost to Create: 28,647 gp + 2,244 XP; Weight: 4 Ib.
and calm resolve in the face of the generally more
chaotic titans were required if there was to be any Wnnds
chance of victory. These staves were created to boost
the alteady steely resolve and preternatural serenity Table 6-11: Wands
of the Lawgiver's faithful clerics. Minor Medium Major Wand Market Price
A staff of order is 6 feet long and made of perfectly 01-05 - Elina's perfume 375 gp
symmetrical white ash, topped with a roundcrysral orb. 06-10 - Filch 375 gp
11-16 01-04 bladethirst 750 gp
Powers: A. staff of order is a +1 lawful quarters taff
17-22 05-08 8laise's blazing beach 750 gp
and has the following additional powers:
23-27 0?-12 bolt of power 750 gp
• cairn emotions (1 charge; DC 13)
28-32 13-16 chill weapon 750 gp
• Hedrada' s balance* {1 charge) 750 gp
33-40 17-22 field of razors
• magic circle against chaos { 1 charge) 41-4? 23-28 stone bolt 750 gp
• order's wrath (2 charges, DC 16) 50-55 2?-32 weather lore 750 gp
Caster Level: 7th; Prerequisites: Craft Staff, cofm 56-60 33-36 web sphere 750 gp
61-64 37-40 continual heat 4,500 gp
wrarfi,castermust be lawful; Market Price : 60 ,03 8 gp; Cost 65-68 41-43 dragonflight 4,500 gp
to Create: 30,319 gp + 2,378 XP; Weight: 4 Ib, b?_72 44-46 dragonhide 4,500 gp
73-76 47-50 fanning the flames 4,500 gp
Staff ofSubterfuge 4,500 gp
77-80 51-53 iceshards
Description: The first of these staffs is said to have 81-84 54-57 Keshmeeri refuge 4,500 gp
been created by the goddess Idra herself as a gift to one 85-88 58-60 netherblade 4,500 gp
of net most favored servants (and, legend holds, her 8<?-?5 61-65 ricochet 4,500 gp
lover), a particularly inquisitive and skillful sorcerer/ 76-00 66-70 soul blast 4,500 gp
rogue now remembered only us "The Hound. "Even the 71-76 01-08 chains of binding 1 1,250 gp
Hound's race and sex are uncerrain today. All that is 77-78 0?-I5 earthblast 11,250 gp
known for sure is that when this herald decided to sniff 7<?-81 16-22 earthen screen 1 1,250 gp
out a secret, no amount of precaution was sufficient to 82-84 23-27 enhanced senses 11,250gp
keep that secrer safe from Idra's chosen one. &5-66 28-33 Hedrada's justice 11,250 gp
The exact fate of this fabled spy is unknown, 87-?0 J4-40 missile storm 11,250 gp
Perhaps the bold rogue poked into a secret too dan- ?1-<?4 41-46 repair dead 11,250 gp
gerous and too great for even a be ing of enormous skill 75-98 47-52 vamptric weapon 11,250 gp
to overcome. The Hound may simply have died from ??-00 53-60 Vangal's blessing 11,250 gp
old age, or perhaps he still lives and serves Idra quietly - 61-64 accelerate reflexes 21,000 gp
to this day. In a strange, ironic rwisr, the Hound's fate . 65-68 armor of brambles 21,000gp
has become another secret to be searched out. What- - 6?-72 Blaise's bead of frost 21,000 gp
ever that fate might be, the one secret the Hound did - 73-76 Blaise's blasting bead 21,000 gp
share was how to creare the staff of subterfuge, and a . 77-80 Slatse's lucky bead 21,000gp
few have been seen on Ghelspad and Termana. . 61-86 bloodied blade 21,000 gp
Powers: A staff of subterfuge is a +2 defending . 67-?2 iron butterflies 21,000 gp
quarterstoff with a special glarner that allows its user to . ?3-?6 persistent missiles 21,000 gp
. ?7-00 wrath of Thulkas 21,000 gp
183 'J
RtLICI &. RITUXLS 2: LOST
Ashen Officer's Battle Gauntlets survive the sundering of the Asaatthi Empire, though
Description: These gauntlets are awarded to more than one asaatthi warlord has risen to power
decorated officers of the Ashen Legion. Among mer- using the might of an ancient serpent helm.
cenaries, these items are considered a badge of honor, Powers: When worn by an asaatthi or a wor-
and those who wear them are afforded great respect shiper of Mormo, an asaatthi serpent helm grants its
and admiration, especially those who have been wearer the petrifying gaze of the medusa and immu-
awarded more than one. The mercenary with the nity to all poisonous snakes. Five times per day, the
most gauntlets is the Ashen Legionnaite Korwik wearer may activate the helm's most potent enchant-
Steig. Once a HoHowfaust guardsman, Korwik has ment. When the helm is activated, anyone within 30
reportedly turned down further promotions in order feet that meets the wearer's gaze must make a Forti-
to remain a field officer. He keeps the index fingers of tude save {DC 15) or be permanently turned to stone
five gauntlets on a sturdy leather necklace and wears (see DMG, Chapter 3, "Gaze Attacks"). Unlike a
a sixth. true medusa, however, the weater of the helm is not
Many superstitions surround the use of these immune, and can be turned to stone by his own
gauntlets. The most common is known as the "curse reflection.
of the last pearl." It is said that a commander who uses While the helm is worn, the snakes that writhe
his last pearl will be disastrously defeated, and his across its surface can attack the wearer's enemies,
soldiers will come to grief, since use of the last pearl making a single melee attack per round at a +3 bonus,
is considered proof that an officer has lost his will and inflicting Id4 points of damage plus poison (DC 14,
martial prowess and relies only on his gauntlet to initial damage Id6 temporary Strength, secondary
succeed. For this reason, most officers {including damage 2d6 temporary Strength). Only a true asaatthi
Korwik, who is known to take all legion traditions or worshipper of a snake-deity such as Mormo is able
very seriously) will not spend the final pearl and so to control the helm's snakes. Any other creature who
retire their gauntlet with but a single pearl remaining. dons the helm is subject to the full wrath of the
This item will function for anyone who wears it, snakes, suffering Id6 attacks pet round until the helm
even if he is not a member of the Legion of Ash. is removed.
Needless to say, any outsider who wears an ashen Caster Level: 15th; Prerequisites: Craft Won-
officer's battle gauntlet risks fearful revenge from mem- drous Item, creator must be an asaatthi and an
bers of the Legion. Some rival mercenary commanders evil-aligned worshiper of Mormo, animate object, flesh
and warlords nevertheless wear looted gauntlets to to stone, poison, polymcrrph any object; Market Price:
show their contempt for the Ashen Legion and its 117,000 gp; Cost to Create: 58,500 gp + 4,680 XP;
traditions. Weight: 3 lb.
Powers: Masterwork gauntlets crafted of dark
metal, these items confer a +2 deflection bonus to
their wearers' AC. Along the wrist guard are three
rows of five pearls, 15 in all, carefully set into the
steel. Each pearl allows the wearer to activate a true
strike (+20 to the next attack). Activating a pearl is
a free action and causes the peat! to fall from its
setting, transforming into a glass bead of no value. If
all of the pearls have been expended, the gauntlet
loses all magical abilities and bonuses.
Caster Level: 8th; Prerequisites: Craft Magic
Arms and Armor, true strike; Market Price: 27,000
gp; Cost to Create: 13,500 gp + 540 XP; Weight: 2
lb.
Asaatthi Serpent Helm
Description: Decadent and cruel in their wor-
ship of the Serpenttnother, the reptilian asaatthi
were infamous for their powerful wizardry and snake-
inspired magic items. One such item was the asaatthi
serpent helm. Worn by the dreaded asaatthi slayers,
these helms were gruesome items of fell power. An
abomination to the divine taces, the helms were
crafted at the height of asaatthi power and resembled
nothing less than the Mother of Serpents herself,
with dozens of writhing snakes crowning a scaled
metal helm. Few of these helms were believed to
RELICS &. RITUALS 2: LOST
damage rolls for the round in which the charge is (if the wearer is traveling with three companions, for
made and for the following round {this is in addition example, the DC modifier to track the entire party
to any bonuses granted by the charge attack). If the would be +7). Additionally, if multiple members of a
wearer makes a bull rush, she adds a +2 bonus to her group are wearing the boots, the increases in the DC
Strength check and gains a +2 luck bonus to attack do not stack.
and damage rolls for the following round. Caster Level: 7th; Prerequisites: Craft Won-
Any non-druid who dons a boar helm suffers drous Item, locate creature, pass without trace; Market
from a boar's characteristically horrible vision (-2 Price: 3,000 gp; Cost to Create: 1,500 gp + 120 XP;
penalty to attacks, saves, and skill checks requiring Weight: 1 Ib.
vision), but gains the helm's other powers.
Caster Level: 10th; Prerequisites: Craft Won-
Censer of Parting the Veil
drous Item, polymarph self; Market Price: 16,800 gp; Description: These large, round platinum and
Cost to Create: 8,400 gp +• 672 XP; Weight: 5 Ib. obsidian censers stand a foot high and are two feet in
diameter. They were first created by the clerics of
Bone Cage Beads Erias to heighten their divination skills and better
Description: These small round beads are made commune with their god. Unlike many such devices,
of bone, each marked with a single word in ancient the censer is used while the cleric sleeps. Priests of
Ledean script. Often found in strings of Id3+1, a bone Erias often burn incense mixed widi a small amount
cage bead is activated by speaking the command word of blue lotus flower to help guide them in their walks
inscribed on the bead and then throwing it at the feet through the Dreamlands. Clerics of other deities
of opponents. The bead then expands into long, rtb- sleepwalk through their own gods' realms.
like protrusions of bone that tightly enclose opponents Powers: The day after using a censer o/pamng the
and prevent them from attacking or even moving. veil, if the cleric casts augury or divination, the per-
Bone cage beads were created by the guilds of centage chance of gaining useful information is
Hollowfaust to help them keep the peace without the increased by 10 percent, up to a maximum of 99
need for violence or destructive magic. They are rare percent. In addition, the cleric may recall one Divi-
elsewhere, nation spell of 4th level or less in the course of the
Powers: All creatures within a 5-foot radius of a following day. Each use of the censer requires the
thrown bone cage bead must make a Reflex save (DC burning of 100 gp worth of incense, including a small
20) or be pinned. Creatures may make a Strength or amount of blue lotus equal to about a quarter of a
Escape Artist check (DC 24) each round they are dose.
pinned by a bone cage in order to escape. Each bead Caster Level: 9th; Prerequisites: Craft Won-
may only be used once. drous Item, plane shift; Market Price: 5,000 gp; Cost
Caster Level: 13th; Prerequisites: Craft Won- to Create: 2,500 gp + 200 XP; Weight: 10 Ib.
drous Item, enlarge, Bigby's grasping hand; Market Chains of Chardun
Price: 9,800 gp; Cost to Create: 4,900 gp + 392 XP;
Description: These masterwork manacles are
Weight: 1 Ib.
engraved with the sigil of the Slaver and are rumored
Boots of the Huntress to be unbreakable. Favored by the slave masters of
Description: At the height of the Titanswar, Dunahnae and other slavers throughout Ghelspad,
even with all the armies of the divine races seeking the manacles are enchanted to shock any being that
him, Hrinruuk proved elusive. Despite the sure knowl- tries to break or escape their bonds.
edge that her father could not hide forever, Tanil Powers: These enchanted manacles shrink or
realized that the longer it took to find him, the more grow in order to bind any size of creature. A shackled
damage and death he could inflict on innocents. So creature can break the manacles with a Strength (DC
the goddess visited her most devoted followers and 35) check or escape them with an Escape Artist
bade them create these boots to aid in the search. check (DC 35). Failing either check results in the
Shortly after the secrets of their creation spread creature suffering ld8+5 points of electrical damage
among Tanil's faithful, Hrinruuk was dead. How (either subdual or real damage, as determined by the
much credit should go to these plain-look ing, dark creator at the time the manacles are crafted).
brown boots is unknown; however, rangers and hunt- Caster Level: 5th; Prerequisites: Craft Won-
ers all across the Scarred Lands value them. drous Item, enlarge, reduce, shocking grasp; Market
Powers: The boots of the huntress grant the weater Price: 46,000 gp; Cost to Create: 23,000 gp + 1,840
a +10 circumstance bonus to all Wilderness Lore XP; Weight: 2 Ib.
checks. In addition, the wearer is more difficult to Charduni Amulet of Armor
track. The boots of the huntress increase the DC of any
Description: The dark skinned charduni are
Wilderness Lore rolls made to track their wearer by
fitting servants for the Overlord. Disciplined and
10. If the wearer is in a group, the DCdecreases by one
fearsome in battle, yet decadent and given to terrible
for each additional party member besides the wearer
cruelty, a charduni soldier fights to the death, giving
R6L1CJ 8k RITUALS 2: LOST
noquarrer and asking for none in rerurn. Though the Thus, a sorcerer wearing leather armor would only
charduni suffered horrendous losses during the Di- have a 10% chance of Arcane Spell Failure as op-
vine War, these losses would have been even greater posed to 20%, but would also not receive the benefits
had they not perfected the ability to craft these of the endure elements effect (see Relics and Rituals,
ptotective amulets. page 26, for more information).
Powers: A charduni amulet o/armor appears to be Caster Level: 3rd; Prerequisites: Craft Won-
a standard amulet of armor +1, but when worn by a drous Item, protection from elements (fire); Market
charduni dwarf the amulet doubles the charduni's Price: 2,500 gp; Cost to Create: 1,250 gp + 100 XP;
innate natural armor bonus. Weight: 1 lb.
Caster Level: 6rh; Prerequisites: Graft Won- Corean's Clasp
drous Item, barkskin; Market Price: 10,000 gp; Cost
to Create: 5,000 gp + 400 XP; Weight: -. Description: While King Virduk of Calastia
claims to embrace all faiths and all are welcome ro
Chisel of the Rune worship in his realm, the truth is that the clerics of
Description: As the war beneath the Kelders faiths other than Chardun tend to meet with unfortu-
heats up and more dwarven rune wizards are sacri- nate accidents. The paladins and clerics of Mithril
ficed to defend Burok Torn against the dark elves of created this item to help safeguard their representa-
Dier Drendal, the dwarves developed a number of tives in Calastia.
silver chisels imbued with the power to aid rheir kin The clasp appeats as a mithral circle two to three
even in death. inches in diameter with four tiny swords, blades out,
These items are solid silver chisels, covered with one at each compass point. It is often worn by the
tiny, carefully inscribed runes. Upon creation, a chisel travel ing clergy and questing paladins as a cloak clasp
oftherune is charged with magical energy sufficient to or brooch. Those that have attacked clerics or pala-
be used 50 times before crumbling to dust. dins of Corean have discovered that the owners of
Powers: A chisel of the rune allows its user to such clasps are anything but defenseless.
carve a magical rune onto any stone surface as though Powers: Three times per day when a command
he had cast the spell of the same name. The three word is given, a +J fangsword appears in the clasp
most common chisels create runes of darkness, fire, or owner's hand. The clasp conveys longsword profi-
sleep (see Relics and Rituals). Creating a physically ciency to the bearer for as long as it is acrive. The
permanent rune takes rwo charges, while recharging weapon wilt remain for one hour or until dismissed.
an existing rune or scratching a simple rune that will Only one sword can be summoned at a time.
vanish once it is triggered takes only one charge. Caster Level: 3rd; Prerequisites: Craft Won-
Caster Level: 3rd (rime of darkness), 5th (rune of drous Item, spiritual weapon; Market Price: 6,480gp;
fire), 6th {rune of sleep); Prerequisites: Craft Won- Cost to Create: 3,240 gp + 260 XP; Weight:-.
drous Item, rune of darkness, fire, or sleep; Market Courtesan's Garb
Price: 4,500 gp (rwne of darkness), 11,250 (rune of
fire), 1,350 (rune of sleep); Cost to Create: 2,250 gp + Description: The seductive garb of a courtesan
is often supplemenred with magical enhancements,
180 XP (rune of darkness), 5,625 gp + 450 XP (rune of
certain to make rhe wearer far more attracrive and her
fire), 675 gp + 54 XP (rune of sleep); Weight: 2 lb.
subjects more compliant. Popular with "ordinary"
Cloak of Comfort courtesans in Shelzar, this item is also unsurprisingly
Description: While displays of flesh may be used extensively by the Courtesans of Idra in their
common among wizards and sorcerers of Albadia and quest for knowledge and secrets. Courtesan's garb
Shelzar, some arcane spellcasters are more modest. varies in appearance depending upon the owner and
Yet the intense heat generated by spellcasting often can look like anything from a fanciful low-cur gown
gives these individuals no choice in the matter, to minimal harem garb. It is also nor limited to female
forcing them into either shedding clothes or risking courtesans - many male "companions" wear the male
spell failure. Thus it was that at some point in the equivalent of this garb and use it for similar purposes.
murky past a shy, now forgotten wizard developed Powers: While wearing courtesan's garb, the
what has come to be known as the cloak of comfort, an user's Charisma receives a +3 enhancement bonus.
article of clothing specifically designed to allow The wearer is also more graceful and sensuous, gain-
spellcasting while mainraining a modicum of dignity. ing a +3 enhancemenr bonus to Dexterity. Further,
While their appearance varies from culture to cul- even if the garb seerns flimsy and minimal, the wearer
ture, these cloaks are universally mildly cool to the gains enhanced protection, gaining a +5 natural
touch, and some have drawn comparisons to the armor bonus.
coldweave clothing of Hollowfaust. Caster Level: 10th; Prerequisites: Craft Won-
Powers: The effect of this item is quite simple, drous Item, cat's grace, hypnotism; Market Price:
protecting the wearer from the heat generated by 68,000 gp; Cost to Create: 34,000 gp +• 2,720 XP;
casting an arcane spell. The drawback is that it also Weight: 5 lb.
negates the advantages that come with the heat.
CHAPTER FIVE: MAGIC IUMS
Death Cloak
Description: Sewn from many undead hides in
irregular patterns, these cloaks present a gruesome
appearance. Despite their unattractiveness, these
cloaks are greatly sought after by evil necromancers.
& When worn, they convey the powers of the undead
whose skin makes the cloak.
Thanta, a necromancer from Glivid-Autel, cre-
ated the first of these cloaks after studying many
forms of undead in her quest for immortality and
crafting gatments from the skins of creatures she
collected. Though Thanta eventually succeeded in
her quest for immortality, she fled Olivid-Autel,
fearing that one day she herself would be made into
one of the cloaks that she helped cteate. It is un-
known what other cloaks have been developed in the
depths of the secretive necromancer enclave.
Powers: Once per day the cloak wearer may
transform her body into that of a zombie (as the spell
zombie form) foe 10 rounds per castet level of the
cloak. While in this form, the cloak grants the attack
ability of the undead from which it was crafted. The
wearer uses her standard number of attacks, but gains
the touch effect only once for each opponent per
round. The wearer is not subject to the stun or
negative energy damage from the ending of the
transformation. The cloak's power must be used con-
tinuously. If its powers are ended before the total
number of rounds are up, its powers cannot be in-
voked for another day.
In addition to the power of undead form, a death
cloak provides a +2 natural armor bonus unless stated
otherwise. The wearer of the cloak must be an evil
necromancer or cleric of an evil deity, otherwise the
wearer gains two negative levels while the cloak is
worn.
Anyone slain while wearing one of these cloaks
will raise in 2d4 rounds as a creature of the same type
as the cloak unless the corpse is blessed within that
time. This cloak does not grant powers to undead.
• Zombie: These grisly cloaks provide the rakmg
attack damage (Id8) of a zombie for each attack
made.
Caster Level: 10th; Prerequisites: Craft Won-
drous item, armor of undeath*, zombie form*, creator
must be an evil necromancer; Market Price: 50,000
gp; Cost to Create: 25,000 gp + 1,000 XP; Weight:
lib.
• Ghoul: This cloak allows the wearer to mimic
a ghoul's touch attack. By making a melee touch
attack, the wearer inflicts Id3 points of damage per
attack. Those so damaged must also make a successful
Fortitude saving throw (DC 14) or be paralyzed for
ld6+2 rounds.
Caster Level: 12th; Prerequisites: Craft Won-
drous item, armor of unleath*, ghoul touch, zombie
form*, cteator must be an evil necromancer; Market
RELICS &. RITUALS 2: LOST LOM
Price: 58,000 gp; Cost to Create: 29,000 gp + 1,160 Powers: The dwarven brewing barrel keeps itself
XP; Weight: 1 Ib. cold, in the range of 40-50 degrees Fahrenheit, even
• Wight: This cloak allows the wearer to mimic in the middle of a burning deserr or steaming jungle.
a wight's touch attack. By making a melee touch The barrel's contents stay cold as well, so long as the
attack, the wearer inflicts 1<H points of damage per barrel is kept sealed. Once opened or tapped, the
attack. Those so damaged must also make a successful barrel reaches room temperature in about six hours.
Fortitude saving throw (DC 14) or gain a negative Once closed again, ir immediately becomes cold.
level. Unlike an attack from a true wight, this nega- Additionally, it also has the effect of making any
tive level is never permanent and heals naturally. alcoholic beverage put into it more intoxicating
Caster Level: 14th; Prerequisites: Craft Won- while negating the effects of a hangover. Anything
drous item, armor of undeath*, enervation, ^ombie edible or consumable that is stored in the barrel also
form*, creator must be an evil necromancer; Market has its natural flavoring enhanced.
Price: 82,000 gp; Cost to Create: 41,000 gp + 1,640 Caster Level: 5th; Prerequisites: Craft Won-
XP; Weight: 1 Ib. drous Item, da^e, ray of frost; Market Price: 2,500 gp;
• Mummy: These weathered, macabre cloaks Cost to Create: 1,250 gp + 100 XP; Weight: 30 Ib.
are sometimes sewn with fragments of cloth. In addi- (empty).
tion to inflicting Id6 points of damage, a successful Echo Stone
melee attackfrom a wearer of this cloak contaminates
an opponent with mummy rot (see DMG, Chapter 3, Description: Innovated by parties unknown,
the echo stone has seen use most extensively by the
Table 3-14).
Courtesans of Idra. Unremarkable stones that are
Caster Level: 16th; Prerequisites: Craft Won-
easily placed in a potted plant, window sill, or other
drous item, armor of undeath*, bestow curse, contagion,
innocuous areas and then later retrieved, these stones
zombie form*, creator must be an evil necromancer;
are perhaps one of the most favored items of spies and
Market Price: 114,000gp; Cost to Create: 57,000 gp
intriguers.
+• 2,280 XP; Weight: lib.
Powers: Echo stones are capable of recording any
• Vampire: Perhaps the most feared and rare of
and all sounds made within 30 feet of it. They must be
the death cloaks is made from what appears to be silky
set in place and activated with a command word.
pale leather. Wearers inflict Id6 points of damage per
From that point on, any sounds are recorded by the
attack. Any creature so attacked must succeed at a
stones. A single stone "remembers" only six hours
Fortitude save (DC 19) or gain two negative levels.
worth of sounds; if it records more than that, the
Another save must be rolled the next day or the level
previous sounds recorded are lost. A stone is then
drain becomes permanent.
deactivated with another command word. Finally,
Caster Level: 18th; Prerequisites: Craft Won- with a third command word, a stone will repeat all of
drous item, armor ofundeath*, enervation, (yermanency, its stored sounds.
vampiric touch, zombie farm*, creator must bean evil
Caster Level: 8th; Prerequisites: Craft Won-
necromancer; Market Price: 150,000 gp; Cost to
drous Item, clairaudieiKe, ghost sownd; Market Price:
Create: 75,000 gp + 3,000 XP; Weight: 1 Ib.
20,000 gp; Cost to Create: 10,000 gp + 800 XP;
• Lich: Only one of these dreadful cloaks is Weight: —.
known to exist. In addition to claw attacks for IdlO
points of damage, the wearer can also deliver a Eyes of Accuracy
paralyzing attack. Victims must succeed at a Forti- Description: Rumors have reached the ears of
tude save (DC 19) or be paralyzed. This cloak also the wizard Anteas, vizier of the wicked King Virduk,
confers a +5 narural armor bonus to the wearer at all that a band of halfling rebels has discovered the
times. process for creating these magical lenses and is using
Caster Level: 18th; Prerequisites: Craft Won- them to improve the accuracy of their attacks on
drous item, armor ofundeath*, iiermanency, sowlsrrike*, Calastian soldiers. Anteas' considerable intelligence
Zombie form*, creator must be an evil necromancer; resources have been set the task of finding the truth
Market Price: 228,000 gp; Cost to Create: 114,000 of the rumors and, if possible, destroying the rebels
gp + 4,560 XP; Weight: 1 Ib. and stealing the secret of the lenses' manufacture.
Powers: The eyes of accuracy resemble two clear,
Dwarven Brewing Barrel crystalline lenses. When both eyes are worn, they
Description: This exquisitely wrought barrel is grant the wearer a +2 circumstance bonus to all
made fromdarkwoodand banded withstrips of rnithral ranged attack rolls. In addition, the eyes double the
engraved with dwarven runes. They are found point-blank range of the weapon that the wearer is
throughout Burok Tom, Vesh, and even Shelzar, using (usually increasing point-blank range from 30
suggesting that the dwarves may have found a way of to 60 feet). This increase improves the effectiveness
circumventing the Calastian Hegemony's strangle- of the Point Blank Shot feat, a fighter's weapon
hold on trade in the region. specialization bonus, a ranger's favored enemy dam-
age bonus, and a rogue's ranged sneak attack. Finally,
CHAPTER FIVE: KXACIC IT£MJ
the wearer can perform ranged coup de grace attacks Id6 points of positive energy damage per page re-
against helpless opponents from a maximum range of maining. The book is destroyed if this function is
15 feet, instead of the normal 5 feet. If only one lens used.
is worn, the wearer gains only a +1 circumstance Formularies of Corean are created with 20 pages
bonus to ranged attack rolls and no other benefits. and are typically found with Id 10+10 pages remain-
Caster Level: 9th; Prerequisites: Craft Won- ing. A formulary of Corean may only be used by a good
dtous Item, arcane eye, true strike; Market Price: cleric or paladin of Corean.
9,000 gp; Cost toCreate: 4,500 gp + 360XP; Weight: Caster Level: 10th; Prerequisites: Craft Won-
drous Item, dispel evil, flame strike; Market Price:
EyesofAlbadianlce 16,250 gp; Cost to Create: 8,125 gp + 650 XP;
Weight: 2 Ib.
Description: Created by the sorcerer women of
Albadia, the eyes of Albanian ice are pairs of ice crystal Gem of Forewarning
cusps that fit over the weater's eyes. The eyes are cool Description: Clerics of the Redeemer claim that
to the touch and turn the wearer's eyes ice blue when Madriel herself granted the sectets of making gems of
worn. forewarning. These clerics safeguarded the gems, al-
Powers: When worn, the eyes of Albadian ice lowing their use only in pursuit of truly worthy causes.
allow the wearer to use thechill gazeof the ice basilisk Powers: This small {1-inch diameter) spherical
{see Creature Collection, page 114) five times per white gem looks common enough but is in fact
day. Anyone who looks into the wearer's eyes must enchanted with strong divination magic. If the user
make a Will save (DC 20) or become paralyzed by holds the gem in hand and concentrates {as if con-
supernatural chill. This chill normally thaws out centrating on a spell), it levitates just above his palm
naturally in 2d4 days, though this time can be short- and begins to spin slowly.
ened to 1 day if the chilled character is warmed. A Activating the gem is a standard action that
victim frozen for any length of time suffers 2dlO provokes an attack of opportunity. If an evil or
points of cold damage. Both crystal cusps must be undead creature approaches within 60 feet of an
worn over the wearer's eyes for the gaze attack to be activated gem, the item turns black as a warning sign,
effective. though it cannot reveal the direction from which the
Caster Level: 11th; Prerequisites: Craft Won- foe is approaching nor its exact natute. The evil or
drous Item, sleet storm; Market Price: 95,000 gp; Cost undead trigger need not be visible to the user- it may
of Creation: 47,500 gp + 3,800 XP; Weight: --. be hidden, invisible, or concealed, but the effect is
Formulary of Corean triggered regardless.
Anything that would mask an evil alignment or
Description: Beset by undead and foul titanspawn
in the Festering Fields, the pilgrim Fosteran prayed to block a detect evil spell will also keep an evil creature
Cotean for guidance, and in his despair he saw a from Triggering rhe gem. Likewise, anyrhing that
would mask an undead aura or block a detect undead
vision of the Great Protector. The vision spoke and
bade Fosteran to inscribe his words. The next day, spell will keep an undead creature from triggering the
once more assaulted by undead hordes, Fosteran read gem. When the uset stops concentrating, the gem
aloud from his journal and found that the dead could falls back inro his hand and may be stored for use
not bear to hear the holy words of Corean, Full of later.
renewed faith, Fosteran completed his pilgrimage to Gemso//oreu'amm^haveACof24, lOhitpoints,
Mithril, and six months later he teturned home to and hardness of 5.
Fangsfall where he spread the word of Corean among Caster Level: 1st; Prerequisites: Ctaft Won-
the faithful. drous Item, good alignment ot follower of Madriel,
Powers: The formulary of Corean is a small, detect evil, detect undead; Market Price: 12,000 gp;
leather-bound book. There are two ways that it can Cost to Create: 6,000 gp + 480 XP; Weight: -.
be used. First, the wielder tears a page from the tome Graveskull
and reads aloud the passages inscribed as a standard Description: According to legend, the first
action. The page then bursts into brilliant white graveskull was constructed from the decapitated head
flames, and the reader then makes a turning attempt of the mighty lich Khelkan. Though that original
with a + 5 sacred bonus and a+ld6 bonus to the total graveskull could speak for hours on end and possessed
HD of undead affected. deep knowledge in many disciplines, the later copies
The second method of using the book involves are but feeble imitations. Though commonly thought
calling on all the remaining power that it contains destroyed, it is possible that the first graveskull is still
and releasing it in a blaze of holy light. To use this out there, waiting to be found.
function, the user must hold the book aloft and read A graveskull looks like a human skull, ebony in
aloud the inscriptions on the back as a full-round color and with a lustrous green gem set in the fore-
action. This causes the entire book to glow with a head. When brought within close distance of the
blinding light, and all undead within 60 feet suffer
191 Mi
il:
R 6 L I C I &. RITUALS 2: LOST LOK.€
are unknown. Many speculate that it was crafted by pushing them or poking them with its spikes. In any
the Slarecians as an espionage device. The orb was event, the orb cannot move objects heavier than
last seen in the western plains of Tettnana and was itself. The orb heals as if it was a living creature and
owned by a forsaken elf whose name is not known. can be healed through magical means. The homun-
Powers: Until the orb is activated, it is nothing culus orb remains active until it is brought down to 0
more than a spiked ball that radiates magic. To hit points, the caster dies, or it is separated from its
activate the orb, a person must puncture his flesh owner by more than a mile, in which case it falls to the
upon a spike and "feed" it with blood equal to 25% of ground, releases all of its blood, and deactivates. If
his total unwounded hit points. These hit points are deactivated, the connection to its user is broken, and
then permanently transferred to the orb and cannot its current hit points return to the owner,
be reclaimed by any means, save by breaking the Caster Level: 14th; Prerequisites: Craft Won-
connection with the orb {see below). A large eye, the drous Item, animate objects , arcane eye; Market Price:
same color as the blood donor's eye, then opens in the 12,000 gp; Cost to Create: 6,000 gp + 480 XP;
orb, and the item gains the power to fly at speed 20 Weight: 151b.
(perfect maneuverability).
Horseshoes of Earth-Shattering
The orb is under the donor's complete mental
control and becomes a magical appendage. It has hit Description: For centuries before the onset of
the Titanswar, the city of Aurimar ruled the Ledean
points equal to the amount it has taken from the
Empire. Among the many weapons at the empire's
donor. It has AC 18, with a modifier equal to its
disposal was a regiment of 1,000 elite horsemen
owner's Dexterity modifier. Otherwise, it has the
same statistics as its owner. whose horses could make the very earth tremble- the
dreaded Quake Cavalry. In the times since the fall of
The owner can see through the orb at will and the Ledean Empire, the horseshoes of earth-shattering
must use his own actions to move the orb. For have scattered the length and breadth of the land.
example, if he wishes to move the orb 20 feet, he must
While many horsemen would love to have a set
give up hisown movement action for that round. The
of these horseshoes,TivvienKlesh, warlord of Mansk,
orb can attack with its spikes, replacing the owner's
is actively seeking to collect enough horseshoes of
own attacks. The spikes do Id4 damage plus any
bonuses due to Strength, feats, or other sources that earth-shattering to outfit his own cavalry in advance of
the owner normally has. The orb itself has no append- a bold campaign against the nearest ore settlements
ages and cannot manipulate other objects, short of on the Plains of Lede.
RELICS &- RITUXLS 2: LOST
Coreanic steeds refuse to be shod with horseshoes Powers: When key clay is pressed into a lock and
of earth -shattering, as wanton destruction of the al- a command word spoken, the clay will ooze into the
ready-riven landscape of the Scarred Lands is in lock and form a key perfectly suited to that lock. This
opposition to Corean's goals and ideals. key can then be used to open the door. The key is
Powers: These iron shoes can be found singu- permanent; it cannot turn back into clay. The key is
larly, in pairs, or in sets of four, but their magical also non-magical and can be given to anyone, who
effects only work if four are worn by the same horse. may use it normally for that lock or for any lock that
When affixed to a horse's hooves, the horse gains takes an identical key. It does not work on magical or
the power to shake the earth when it gallops. When enchanted locks.
it makes a charge, a horse wearing a set of the shoes It takes one minute for key clay to form a key.
creates the effects of an earthquake spell in a 5-foot A typical block of key clay will contain enough
radius as it moves. If multiple horses shod with these clay to form 50 keys.
shoes charge in close order, the radius of their indi- Caster Level: 3rd; Prerequisites: Craft Won-
vidual earthquake effects are cumulative: two horses drous Item, Craft (locksmith) 4 ranks, knock; Market
cause an earthquake with a 10-foot radius, ten horses Price: 10,800gp; Cost to Create: 5,400 gp + 216XP;
affect a 50-foot radius, and a full company of 100 Weight: 1/4 Ib.
Quake Cavalry cuts a swath of destruction in a 500-
foot radius. The horse and its rider are immune to Lungwater Venom
these effects. Description: Created by the pisceans, lungwater
Caster Level: 15th; Prerequisites: Craft Won- venom appears as nothing more than ordinary water.
drous Item, earthquake; Market Price: 20,000 gp per If a vial of the venom is held up to the light, however,
set of 4; Cost to Create: 10,000 gp + 800 XP; Weight: small sparkling flecks may be seen.
5 Ib. each. Powers: This venom maybe administered either
as a poison or by applying it to the blade of a weapon.
Jester's Mask of Lokil Upon infection, the target must make a Fortitude
Description: The scholars of Lokil have been save {DC 13). Failure causes the victim's lungs to fill
interested in exploring the Carnival of Shadows with water, causing him to drown (see the DMG,
since the rumors of the Jack of Tears' dark court first Chapter 3, sidebar: "The Drowning Rule"). A single
reached the shores of Ghelspad over a century ago. dose of lungwater venom is sufficient to poison one
Unfortunately, though many scholars tried, no scholar victim or coat one weapon. The dose is expended
returned from the Blood Bayou prior to the return of when it takes effect.
Alos Liaenar, who credited this mask for protecting Caster Level: 5th; Prerequisites: Craft Won-
his mind and soul from the dark magic of the Laugh- drous Item, create water, poison; Market Price: 800
ing Man's court. gp; Cost to Create: 400 gp + 32 XP; Weight: -.
Powers: When worn, a jester's mask of Lokil
protects the wearer from all spells and devices that Magma Lamp
detect, influence, or read thoughts or emotions, ex- Description: Magma lamps were created in the
actly like the spell mind blank. In addition, the mask days of the nameless Empire of Flame. So absolute was
blocks any attempt to possess the wearer by any the empire's mastery of fire magics that virtually
means. every citizen owned one of these tamps, both to light
Caster Level: 15th; Prerequisites: Craft Won- their homes and to act asapowerfuldefensive weapon.
drous Item, mind blank, protection from evil; Market Magma lamps look like everyday household oil
Price: 80,000 gp; Cost to Create: 40,000 gp + 3,200 lamps - though a bit larger than normal - and indeed
XP; Weight: 1 Ib. they will function as normal lamps. As a conse-
quence, a great number of these items are essentially
Key Clay lost as their owners have no idea that they have a
Description: Key clay resembles gray or tan valuable magical item in their possession. Many a
potter's clay and is generally indistinguishable from Zathiskan household has a magma lamp lighting the
normal clay. The only odd aspect about it is that it way to the privy at night.
feels more like soft, malleable metal than it does clay, Powers: To activate the lamp, the owner must
and it makes a metallic clang when struck. fill ir with stones, which takes a full-round action.
In most nations, key clay is legal for bonded When filled with stones, themagma lamp may then be
members of locksmiths' guilds, city guards, or law used to send forth a fiery torrent of burning liquid
enforcement officials to possess; anyone else found in rock. This power can only be used three times per day
possession of it can be assumed to be up to no good. and the lamp must be reloaded with stones after each
Manufacture of key clay, except under the auspices of use.
the guild, is likewise criminal in nearly all civilized The magma is ejected in a spout 5 feet wide and
lands. 30 feet long. Anyone in the path of the lava takes 5d6
points of fire damage and must make a Reflex save
[» 194
CHAPTER. FIVE: MACIC
(DC 16) or be knocked to the ground. Additionally, of the Scaled, some clerics of Hwyrdd and Enkili also
anyone within 5 feet of the spot where the lava plume seern capable of producing these items.
stops takes 3d6 points of fire damage from being Powers: The possessor of these tools receives a
splashed by magma. +3 competence bonus on skill checks to find or
Magma will set flammable items alight. Anyone disable magical traps. This bonus does not stack with
struck by lava will take additional damage equal to I/ the benefits for using masterwork thieves' tools or
2 of the initial damage (round down) in the following with the benefit of using any other enchanted thieves'
round and 1/4 of the initial damage (round down) in tools.
the round after that. The victim is also in danger of Caster Level: 5th; Prerequisites: Craft Won-
catching on fire (see the DMG, Chapter 3, sidebar: drous Item, detect magic, dispel magic. Market Price:
"Catching on Fire"). 6,000 gp; Cost to Create: 3,000gp + 240 XP; Weight:
If the lamp is filled with lamp oil, it functions as 2lb.
a normal lamp.
Owl Helm
Caster Level: 5th; Prerequisites: Craft Won-
drous hem, heat metal; Market Price: 5,500 gp; Cost Description: The druids of the Earth Mother
to Create: 2,750 gp + 220 XP; WeigKt: 2 ib. often use owl helms to observe the designs of Denev
unobtrusively and to learn from the delicate patterns
Major Tools of Arcane Thievery of life, death, and regeneration, as well as defend the
Description: These are a more potent and rarer land from ravagers.
version of minor took of arcane thievery. Unlike their Owl helms are hard leather helmets that cover
lesser counterparts, they include such paraphernalia the upper half of the wearer's face with an owl-like
as inharmonic arcane disruption forks, planar resona- mask. The helm's crown is covered in leather scales
tors, and a figment resolving lens. reminiscent of feathers.
Powers: The possessor of these tools receives a Powers: Characters who don an owlhelm receive
+6 competence bonus on skill checks to find or a +10 circumstance bonus to Move Silently checks,
disable magical traps, as well as Search and Spellcraft a +4 luck bonus to Spot checks, and low-light vision.
checks to identify things like magically lengthened The helm's wearer, however, tends to unnerve others
corridors, magically concealed doors, or areas veiled with his predatory, inquisitive gaze. Those wearing
by illusion. This bonus does not stack with the benefit an owl helm suffer a -2 penalty to all Charisma-based
for using masterwork thieves' tools or with the benefit skill checks.
of using any other enchanted thieves' tools. Anyone wearing an owl helm cannot wear any
Caster Level: 11th; Prerequisites: Craft Won- other hat, helmet, or headband, or lenses and goggles.
drous I tern, greater dispelling, true seeing; Market Price: Caster Level: 10th; Prerequisites: Craft Won-
18,000 gp; Cost to Create: 9,000 gp + 720 XP; drous Item, polymorph self; Market Price: 8,000 gp;
Weight: 2 Ib. Cost to Create: 4,000 gp + 320 XP; Weight: 2 Ib.
Minor Symbol of Turning Peacekeeper's Light
Description: The clerics of Madriel created this Description: Dedicated to the goddess Madriel,
item to protect the people of the Scarred Lands from this lantern is carved from what looks like a single
vengeful spirits. In order to provide even better piece of white marble. Four angels stand on the round
protection, the secret of its creation was shared wirh base, rheir arms upraised, holding the top of the
other religions and its use has spread considerably lantern, which looks like a golden sun. A thin golden
since the Divine War. chain attaches to the golden sun and acts as the
Powers: The minor symbol of turning is a silver handle. The lantern itself glows with a warm white
holy symbol rhat allows any cleric or paladin with the radiance.
ability to turn undead to make two more attempts Powers: The light of the peacekeeper's light acts
each day. This effect stacks with the Extra Turning as a magic circle against evil and a consecrate spell. The
teat. spells' effects are centered on the lantern with a
Caster Level: 3rd; Prerequisites: Craft Won- radius of 20 feet. The lantern light can be turned on
drous Item, a holy symbol of the creator's god, bless, and off by the bearer on command. It provides illumi-
searmglight; Market Price: 7,025 gp; Cost to Create: nation as per a light spell.
3,525 gp +280 XP; Weight: lib. Caster Level: 5th; Prerequisites: Craft Won-
Minor Tools of Arcane Thievery drous Item, consecrate, light, magic circle against evil;
Market Price: 11,250 gp; Cost to Create: 5,625 gp+
Description: This strange assortment of tools 450 XP; Weight: 2 Ib.
includes a cleansing crystal, a pentacle disruption
stylus, and a magical flow following pendulum. Al- Quarlani Hinue
though the techniques for construe ting minor tools of Description: During the celebrations that fol-
arcane thievery are closely guarded by the mage-fixers lowed the Divine War, the elves of Vera-Tre felt
indebted to the other divine races for their courage
195
RCLICS ft. RITUXLS 2: LOST LOW
and faithfulness. After much deliberation, the elven Powers: This enchanted standard inspires all
council had their elite craftsmen create a gift that creatures allied with its bearer, stirring them togreater
might rnend the hearts of those who had survived. efforts. AH allied creatures within a 30 foot radius of
They crafted small arrowhead-shaped brooches out the bearer gain a +2 morale bonus to all attack rolls,
of the purest mithral and carved upon their surface damage rolls, and saving throws. In addition, any
these words in the elven tongue: "May the forest frightened, panicked, or shaken individuals within the
rejoice, for a kinsman of the elves is walking in the fire standard's area of effect may make Will saves {L")C 15)
beside them. May Denev's hand be gentle." They to throw off those effects. Should the bannet's bearer
named these quarlani hinue, which means "soul's be slain, all benefits provided by the banner are lost
song." and any cteature who benefited from the banner's
To this day, those who bear these items are magic suffets a -I morale penalty to attack roils,
respected and - by some - even feared. The foes of damage rolls, and saving throws until a new bearer
Vera-Tre hate the bearers of these items, and the picks up the standard.
druids of Khet and others who follow the Titans hunt Caster Level: 7th; Prerequisites: Craft Won-
down those who possess the quarlani hinue, drous Item, emotion; Market Price: 10,000 gp; Cost
Powers: The soul's song wards its wearer against to Create: 5,000 gp + 200 XP; Weight: -.
missiles, granting a damage reduction of 10/+1 vs. Sacred Bough
ranged weapons. If there are evil titanspawn within
Description: This item is an enchanted limb of
60 feet, the brooch glows with a pale greenish light.
an oak tree, typically a larger branch that was con-
Once per day while the wearer is in a wooded region,
the brooch's magic will gtant the wearer a Dexterity nected directly to the trunk of the tree. This limb can
enhancement bonus of ld4+I points. Finally, when be any size, but it must have been sepatated from the
tree by natural causes such as high winds or a light-
a brooch's wearer is traveling in any kind of forested
ning strike. No limbs, leaves, or branches are stripped
region, his movement rate is nevet hampered by
from this bough. Sacred boughs are typically used only
terrain.
if their possessor feels that his forest, village, ot way of
Caster Level: 7th; Prerequisites: Craft Won-
life isdirectly threatened. Few sacred boughs are found
drous I tern, cat's grace, detect evil, freedom of movement,
outside of the Ganjus, as the secrets of their creation
protection from arrows, caster must be an elf; Market
are kept by the Jordeh, who provide small outlying
Price: 72,138 gp; Cost to Create: 36,069 gp + 2,885
villages without Jordeh of their own with these items,
XP; Weight: -.
which may be used to not only defend the village but
Ranger's Cloak to speed messages through the leaves of the Ganjus to
Description: Created by the followers of Tanil Jordeh who are listening.
for use by a select brotherhood of her rangers, these Powers: Given the size of the bough, it usually
cloaks are made of soft, black wool, with Tanil's takes more than one person to move these items. To
symbol embroidered over the left breast. The clergy be activated, the bough must be set against the trunk
of Tanil are known to give these cloaks as rewards to of any huge tree. When the command phrase "arise
those who serve their church and ethos well. sacred guardian" is spoken, the bough melds into the
Powers: Those wearing a ranger's cloak are pro- tree, transforming the tree into a treant. This treant
tected from natural cold up to -90degrees Fahrenheit, is under the control of the one who spoke the com-
Weaters are also granted a + 5 circumstance bonus to mand word. The transformed tree will remain a
Hide checks. treant for 11 days. This item functions only once.
Finally, the cloak contains a small, hidden pocket, Caster Level: llth; Prerequisites: Craft Won-
which can hold up to 10 pounds of items. This pocket drous Item, liveoak; Market Price: 6,600 gp; Cost to
adds no weight to the cloak, even if full, and requires Create: 3,300 gp + 264 XP; Weight: 30-50 Ib.
a Search check (DC 25) to find. Sorcerer's Crystal
Caster Level: 9th; Prerequisites: Craft Won- Description: Before he began investigating the
drous Item, endure elements, invisibility, Leomwnd's magic of the asaatthi, the wizard Dolomar focused on
secret chest; Market Price: 12,000 gp; Cost to Create: unlocking the secrets of the slarecians. Experiment-
6,000 gp + 480 XP; Weight: 1 Ib. ing on the miredwellers' slarecian muse, he exttacted
Renown Banner extensive information before the muse was destroyed
Description: Common among theforcesof Vesh, by accident. Among the fruits of this experimenta-
renown banners are a powerful inspiration to units tion was knowledge that, aftet suitable additional
fortunate enough to carry one. These battle banners research, allowed Dolornartocreate the first sorcerer's
bear the heraldry of the old Golden Kingdoms of crystal,
Vesh, as well as the symbols of the realm's patron Dolomar, however, was disappointed by the re-
deities or even the personal sigils of unit command- sults, for he was a wizard and the insights gained were
ers. of little use tohim. He moved on to the investigations
of asaatthi magic that proved to be his fatal undoing.
CHAPTER. FIVE: MACIC 1T£MS •-)
symbols for the Mormo- worship ing druid tribes of warriors and rangers, these items are small pieces of
Khet, Normally, only high-ranking druids are al- stone or bone carved into animal shapes. They are
lowed to wear them. usually woven into the user's hair, but can also be
Powers: Only removing the user's teeth and worn on necklaces orbracelets. They are simple items
replacing them with these items allows the fangs' made from natural materials, but even so, they are of
powers to be utilized. Once placed in the cavity in the masterwork quality and are usually beautiful works of
gums, the teeth permanently attach themselves. These art. No more than three fetishes can be worn by the
retractable fangs then allow the user to make bite same person, and no more than one can be activated
attack, which inflict Id3 + Strength modifier in in the same round.
damage. Unless the attacker has the Improved Un- Powers: The fetishes have different powers de-
armed Strike feat or bites as an attack following a pending on their materials and construction. They
successful grapple, this attack provokes an attack of may be worn so that they take up any of the following
opportunity. unused magic item slots: helmet, amulet, bracers, or
Additionally, three times per day, the user may belt. Actually activating these fetishes is only a
inject venom into a target that he successfully bites. move-equivalent action, involving simply touching
The venom is as follows: them.
Viper Teeth Venom: Type: Injury DC 14; Initial • Hawk; Three times per day, this fetish can be
Damage: Id6 Con; Secondary Damage: ld4Con. used to touch a single arrow, granting it a +3 en-
Finally, the wielder of viper teeth is immune to hancement bonus to its next attack.
poisons. Caster Level: 9th; Prerequisites: Craft Won-
Caster Level: 8th; Prerequisites: Wondrous drous Item, caster level 9th+; Market Price: 1,000
Item, animal infusion*, neutralize poison, poison; Mar- gp; Cost to Create: 500 gp + 40 XP; Weight: -.
ket Price: 72,000 gp; Cost to Create: 36,000 gp +• • Eagle: Three times per day, for 10 minutes per
1,440 XP; Weight:-. activation, this fetish grants a +5 enhancement bo-
nus to all Spot and Search rolls generated by the
Warrior's Vombraces wearer.
Description: These heavy metal plate vambraces Caster Level: 3rd; Prerequisites: Craft Won-
are prized by warriors across the Scarred Lands. Pre- drous Item, caster level 3rd+; Market Price: 600 gp;
sented only to the seven greatest war heroes in the Cost to Create: 300 gp + 24 XP; Weight: ..
Legion of Ash, the items symbolize respect and
• Raven: Three times per day, this fetish can be
achievement among the ranks. Some say that the
used to touch a single arrow, granting it a +3 en-
necromancers of Glivid-Autel created the armor as a
hancement bonus to damage on its next attack. If an
pact to seal the loyalty to the Legion's elite many
arrow so treated does not hit its target, this bonus is
years ago. Others claim the ancient armor originated
lost.
from the dwarves of Burok Torn, predating the Di-
vine War. Whatever the case may be, the armaments Caster Level: 9th; Prerequisites: Craft Won-
drous Item, caster level 9th+; Market Price: 1,000
have earned worthy reverence.
gp; Cost to Create: 500 gp + 40 XP; Weight: -.
Only seven pairs of these potent items are owned
by the Legion of Ash. They are granted back to the • Squirrel: Three times per day, for 10 minutes
Legion after the defeat or retirement of the ownet, to per activation, this fetish grants a +5 enhancement
be presented to another. The Legion would be very bonus to any Climb or Balance checks made by the
wearer.
interested in acquiring more of these items.
Powers: Warrior's vambraces grant their wearer Caster Level: 3rd; Prerequisites: Craft Won-
the Improved Bull Rush fear if he does not already drous Item, caster level 3rd+; Market Price: 600 gp;
have it. Any bull rush attempts made while wearing Cost to Create: 300 gp + 24 XP; Weight: -.
these vambraces are made witha+5 bonus toStrength. • Green Man: Three times per day, for 10 min-
The wearer may attempr to knock down a door, utes per activation, this fetish grants a +5
gate, portcullis, or other portal twice a day. The enhancement bonus to any Hide or Move Silently
wearer charges the door, which then takes the effects checks performed in natural terrain.
of a great knock* spell. This ability cannot be used Caster Level: 3rd; Prerequisites: Craft Won-
against living targets. drous Item, caster level 3rd+; Market Price: 600 gp;
Cost to Create: 300 gp + 24 XP; Weight: -.
Caster Level: 10th; Prerequisites: Craft Won-
drous Item, bull's strength, greatknock*; Market Price: • Stone Mask: The stone mask fetish confers
21,800 gp; Cost to Create: 10,900 gp + 436 XP; damage resistance of 5/+2, 3 times per day, for 1
Weight: 10 lb. minute per activation.
Caster Level: 9th; Prerequisites: Craft Won-
Wood Elf Fetishes drous Item, caster level 9th+; Market Price: 1,900
Description: Created by the druids and adepts of gp; Cost to Create: 950 gp + 76 XP; Weight: -.
the elven tribes in the Ganjus Forest for use by their
CHAPTER ITCMI
Other fetishes are known to exist, but the ones tattoos in order from highest rank to lowest until the
listed above are the most common. character falls under the Constitution limits for tat-
too use). If the character's Constitution is restored or
Wolf Helm even temporarily increased to a level that allows use
Description: With cheek pieces made from the of the dormant tattoo, it will begin functioning
jawbones of a huge wolf and crested with a wolfs tail, normally as long as the character's Constitution
the wolf helm gives its wearer a fearsome lupine aspect remains high enough.
that has a queer effect on animals. They are made of
Unless a tattoo description specifies otherwise,
hide, horn, and bone.
tattoos must be activated to be successfully used. The
Powers: Characters whodon a wolf helm gain the user must make a Wisdom check (DC 5 + level of
scent ability (see the DMG,Chapter3, Special Abili- major spell effect) to unleash the tattoo's powers
ties section). Additionally, the helm's wearer appears successfully, and she must make a similar check to
to all animals — in scent, sound, and form •— as an deactivate the tattoo successfully, if applicable. Acti-
unfamiliar wolf. Animal companions will not recog- vation is a standard action that does not provoke
nize the wearer unless he casts animal friendship on attacks of opportunity. If the activation check fails,
them a second time while wearing the helm. The the tattoo does not function and its daily uses are not
second use of the animal friendship spell does not expended.
count against the character's HD limit for animal
Like other magical items, tattoos may not simply
companions. Once the second spell has been cast on
be bought in a marketplace; rather, they must be
an animal companion, it will always be friendly
inscribed by a spellcaster who knows the Inscribe
toward the wearer, but it will never understand that
Magical Tattoo feat (described below) and also meets
the wearer and the strange wolf are the same creature.
the prerequisites for inscribing that particular tattoo.
Caster Level: 10th; Prerequisites: Craft Won- Even though tattoos do not require a verbal com-
drous Item, polymorph self; Market Price: 11,200 gp; mand word to be activated, base prices for tattoos are
Cost to Create: 5,600 gp + 448 XP; Weight: 3 Ib. normally calculated as command word activated,
spell effect items {see the DMG, Chapter 8, Table 8-
Tattoo Mngir 40). Further, many tattoos have a limited usage per
Tattoo magic is a rare form of magic that allows day, which may affect their base price. Since tattoos
a spellcaster to imbue tattoo ink with magical energy. have their own space limitations, their base price is
This ink may then be used to create a tattoo on a not affected by the "no space limitation" modifier.
target, which may be enchanted with a spell like any Also, the Game Master should make some allowance
other magical item. The target gains the ability to for the side effects of a tattoo by lowering the base
activate the tattoo and benefits from the spell's ef- price commensurately with the difficulties that result
fects. from the side effects {if any).
Tattoo magic is not without its drawbacks; un- Removing tattoos once in place requires high
like normal magic items, the spell in question is not magic, as the process is similar to disenchanting any
enchanting an object, but rather a person. While other magical item. Spells such as Mordenkainens
living beings may normally be affected by spells with Disjunction may remove the magic from a tattoo (but
no lasting ill effects, they typically do not have to not the tattoo image itself), and thereby eliminate
store the energy powering those spells for extended the disenchanted tattoo from the limits on the num-
periods of time. Bearers of tattoos, however, must ber of magical tattoos a character can possess,
become the conduits for the powers they channel. As Nonmagical tattoos can be removed from a subject's
a result, each tattoo conveys unique side effects that skin with a regenerate spell cast upon the inked area.
mirror the magic it channels.
The number and type of magical tattoos a char-
Tattoos in the Scarred Lands
acter may possess is determined by his Constitution The Scarred Lands campaign setting contains
modifier. The character may wear a total number of two particular groups of people that are culturally
ranks of tattoos equal to his Constitution modifier x2, disposed to decorating themselves with tattoos and
and no character may receive a tattoo which has a are therefore especially adept at crafting magical
prerequisite spell with a spell level higher than the tattoos. These are the wood elves of the Virgin
character's Constitution modifier. For example, a Woods in central Ghelspad and the Albadian people
character with Con 16 may receive a maximum of six (particularly the women sorceresses) in northern
ranks of tattoos, and no tattoo he receives may have Ghelspad.
a prerequisite spell higher than 3rd level. Characters Peoples of other races can leam the craft of
who suffer Constitution damage or have their Con- inscribing magical tattoos {assuming they meet the
stitution permanently lowered to the point at which prerequisites as outlined below) and can be found
they can no longer support the power of their tattoos with tattoos inscribed upon them, but at a time when
will find their highest tattoo rank magical tattoo travel is still quite limited in the lingering devasta-
becomes dormant and unusable (and likewise further tion of the Divine War, few people have benefited
REUCf &. RITUALS 2: LOST
from this variety of magic to the extent of these two Caster Level: 3rd; Prerequisites: Inscribe Magi-
groups. Close on their heels, however, are several cal Tattoo, bless, light; Market Price: 3,240 gp; Cost
Titanspawn races whose people perpetuate the an- to Create: 1,620 gp + 130 XP.
cient practices of decorating their bodies with tattoos,
as well as the dark elves of Dier Drendal (see Burok Cloak of the Sun
Torn: City Under Siege). When a caster among Tattoo Ranks: 3
them is able, such tattoos will sometimes be magical Powers: This tattoo depicts a stylized sunburst,
as well. usually in a prominent place upon the wielder. When
Tattoos in the Scarred Lands tend to be more activated, it surrounds the wielder with the effects of
decorative and less pictorial. That is, the designs a daylight spell, which lasts for 50 minutes or until
involve patterns of lines, dots, and geometric shapes deactivated. This tattoo may be used once per day.
almost exclusively, as opposed to tattoos that are a Side Effects: None.
picture of something such as a unicorn or sword. Caster Level: 5th;Prerequisitess Inscribe Magi-
These patterns can be found on absolutely every cal Tattoo, daylight; Market Price: 5,400 gp; Cost to
possible part of the body from the toes to the scalp, Create: 2,700 gp + 216 XP.
although the limitation on the number of magical
tattoos a character may possess must heed the rules
Cloak of the Wild
above. Tattoo Ranks: 1
Powers: This tattoo, which depicts two hands
cupping the outline of an animal's head, grants its
Inscribe Magical Tattoo wielder the ability to pass unnoticed among animals.
[Item Creation] When activated, its user is considered to be under the
You can infuse mundane tattoos with effects of an invisibility to animals spell. This tattoo
powerful magic, allowing the wearer of the may be activated three times per day.
tattoo tocastspellsand access magical effects. Side Effects: While activated, the user actually
Prerequisite: Spellcaster level 3rd+,Craft becomes more noticeable to humans; this tattoo
(tattoo) skill. inflicts a -2 circumstance penalty to Hide and Move
Silently related to other humans.
Benefit: You can inscribe any magical
tattoo whose prerequisites you meet. Inscrib- Caster Level: 3rd; Prerequisites: Inscribe Magi-
ing a magical tattoo takes one day for each cal Tattoo, invisibility to animals; Market Price: 2,600
1,000 gp in the tattoo's base price and requires gp; Cost to Create: 1,300 gp + 104 XP.
a Craft (tattoo) modifier equal to 3 + the
highest spell level of the spells that are a Countenance of the Sun
prerequisites for the tattoo. To inscribe a
Tattoo Ranks: 2
tattoo, you must spend 1/25 of its features'
base price in XP and use up raw materials Powers: This tattoo, which depicts a stylized
(tattoo inks) costing half of this base price. sunburst around an eye, fills its user with great powers
See beiow for descriptions of magical tattoos, of charisma and leadership. When this tattoo is
the prerequisites associated with each one, activated, the user gains a +4 enhancement bonus to
and their prices. Charisma, This tattoo cannot be activated more than
once per day.
Side Effects: Wearing the glory of the sun does
not come without a price; once the effects have worn
Tattoo Descriptions off, the character is lethargic and tired. In game
The tattoos described below are meant to be terms, the character is considered to be fatigued for
examples; individual tattoos are often unique items one hour.
and should follow the guidelines described above Caster Level: 3rd; Prerequisites: Inscribe Magi-
using die tattoos that follow as templates. The tattoo cal Tat too, commdndin£f»riesence; Market Price: 1,728
rank is a sum total of the spell levels that are prereq- gp; Cost to Create: 864 gp + 70 XP.
uisites for creating the tattoo.
Blessing of Madriel
Tattoo Ranks: 2
Powers: This tattoo appears as a knot-work
peacock done in bright colots. When activated, the
tattoo glows as per the light spell, granting both light
and a blessing in the form of a bless spell that affects
only the tattoo user. This may be used twice per day,
Side Effects: None.
200
CHAPT6R FIVE: MAGIC
Eye of Night
Tattoo Ranks: 2
Powers: This tattoo, which is a crescent moon
placed around one of the wearer's eyes, grants the
ability to notice invisible objects and creatures. When
activated, it acts as a see invisibility spell. This may be
activated twice per day.
Side Effects: Use of the eye of night can be
painful, forcing a Fortitude save (DC 15) each time it
is activated, or the wearer is considered to be dazzled
for 10 minutes.
Caster Level: 3rd; Prerequisites: Inscribe Magi-
cal Tattoo, see invisibility\ Market Price: 3,900 gp
Cost to Create: 1,950 gp + 156 XR
Familiar Mark
Tattoo Ranks: 1
Powers: This is an ancient druid mark that
grants an animal increased prowess and damage with
its natural weapons. Many Heltiann familiars also
sport these tattoos. This tattoo may be activated Huror's Paw
twice per day, granting the animal the effects of a Tattoo Ranks: 1
magic fang spell. Powers: Perhaps one of the most common magi-
Side Effects: None. cal tattoos among the Albadian people, huror's paw
Caster Level: 3rd; Prerequisites: Inscribe Magi- grants its wearer the ability to ignore the first 5 points
cal Tattoo, magic fang; Market Price: 2,160gp; Cost of cold damage per round. It lasts 24 hours and may
to Create: 1,080 gp + 86 XP. only be activated once per day.
Ghost-hand Pattern Side Effects: None.
Tattoo Ranks: 2 Caster Level: 1st; Prerequisites: Inscribe Magi-
cal Tattoo, endure elements (cold); Market Price: 360
Powers: This odd, jagged pattern is always placed
on the palm of its wielder's hand. Upon activation, an gp; Cost to Create: 180 gp +• 15 XP,
identical pattern of shifting black energy appears in Mark of the Belsamaug
the air within 130 feet. The wielder may then cast Tattoo Ranks: 2
touch-based spells through the ghost~hand pat tern, just Powers: Innovated by Belsameth's followers
as by a spectral hand spell. This tattoo may be used among the Helliann, mark of the behamaug is a dark
three times per day. circle, represenring the dark of the moon, embla-
Side Effects: The bone-chilling, supernatural zoned with the runic symbol for the belsamaug. In the
cold of the pattern weakens those who use it; while dark of the night, those with this tattoo are able to
this tattoo is active, the wielder sustains 2 points of cause themselves to vanish much like the belsamaug.
temporary Strength damage. This damage disappears This tattoo can be used once per day.
once the effect ends. Side Effects: Though it is not limited in the way
Caster Level: 3rd; Prerequisites: Inscribe Magi- belsamaug invisibility is by the light of the moon,
cal Tattoo, spectra! hand; Market Price: 5,200 gp; mark of the behamaug can only be activated while
Cost to Create: 2,600 gp + 208 XP. standing in darkness, when the sun is not in the sky.
Greater Familiar Mark Caster Level: 3rd; Prerequisites: Inscribe Magi-
Tattoo Ranks: 3 cal Tattoo, invisibility; Market Price: l,730gp; Cost
Powers: The superior version of the familiar to Create: 865 gp + 70 XP.
mark tattoo, grea terfami Uar mark grants the benefits of Mark of the Owl
greater magic fang (in this case, a +2 enhancement Tattoo Ranks: 2
bonus to attacks and damage for the animal). This Powers: The stylized owl of this marking is very
tattoo may be activated once per day. distinctive and is often seen worn by the Helliann
Side Effects: None. witches. When activated, it grants the character a +4
Caster Level: 6th; Prerequisites: Inscribe Magi- enhancement bonus to Wisdom. This tattoo cannot
cal Tattoo, greater magic fang; Market Price: 6,480 be activated more than once per day.
gp; Cost to Create: 3,240 gp + 260 XP.
R E L I C 5 &. RITUXLS 2: LOiT LOW
Side Effects: While the tattoo is activated, the Powers: This tattoo is created with dark tannin
character hecomes short tempered and curt; thespirit of inks from ancient oaks, creating the symbol of a
the owl is a wise but rude one, reducing the character's shield that appears to be woven oak branches. When
Charisma by 4 for the duration of the effect. activated, this tattoo grants its bearer the effects of
Caster Level: 3rd; Prerequisites: Inscribe Magi- barkskin, granting a +3 natural armor bonus. It may be
cal Tattoo, divine wisdom; Market Price: 1,728 gp; activated twice per day.
Cost to Create: 864 gp + 70 XP. Side Effects: The wearer's skin becomes rigid
and dark while the tattoo is activated, reducing her
Mother of Animals Dexterity by 2 points until the magic is deactivated.
Tattoo Ranks: 2
Caster Level: 3rd; Prerequisites: Inscribe Magi-
Powers: This tattoo — a stylized circle within cal Tattoo, barksian; Market Price: 3,460 gp; Cost to
which has been worked representations of a claw, a Create: l,730gp + 138 XP.
feather, a fin, and a hoof — grants the ability to
entrance an animal as per the spell charm [xrson or Stone Sigil
animal, save that it affects only animals. This tattoo Tattoo Ranks: 4
may be used three times per day. Powers: This sigil, which is a stylized symbol of
Side Effects: Tapping inro the powers of Mother a menhir, grants a spellcaster great concentration in
Denev requires a sacrifice to the land. In game terms, battle. When activated, the character acrs as though
activating this tattoo requires that the character he is under the effects of a mind over matter spell (see
expend 1 hit point, dripping the blood onto the Relics and Rituals, page 91).
ground. In the case of charming carnivorous animals, Side Effects: The caster must remain still as a
this blood is actually lapped up by the animal. stone, focused only on the spellcasting. He may take
Caster Level: 3rd; Prerequisites: Inscribe Magi- no move or move-equivalent actions for the duration
cal Tattoo, charm person or animal; Market Price: of this tattoo's effect, as doing so breaks the power of
4,875 gp; Cost to Create: 2,438 gp + 195 XP. the stone sigil. The sigil may be activated three times
per day.
Mother's Tongue
Caster Level: 7th; Prerequisites: Inscribe Magi-
Tattoo Ranks: 2
cal Tattoo, mind over matter*; Market Price: 24,300
Powers: Perhaps one of rhe most infamous of gp; Cost to Create: 12,150 gp +• 972 XP.
tattoos originating in Vera-Tre, mother's tongue is
actually tattooed directly onto the tongue of its Three Feathers
recipienr. When acrivated, it allows its bearer to Tattoo Ranks: 1
speak with animals, as per the spell, twice per day. Powers: A depiction of three crossed eaglefeath-
Side Effects: While this tattoo is activated, the ers, the three feathers tattoo grants its user the ability
bearer cannot speak the languages of any sentient to cast the feather fall spell three times per day. This
beings -only the tongues of animals. is a favored item of the Helliann who dwell on the
Caster Level: 3rd; Prerequisites: Inscribe Magi- narrow slopes of the Witchmount.
cal Tattoo, speak with animals; Market Price: 3,460 Side Effects: None.
gp; Cost to Create: 1,730 g p + 138 XP. Caster Level: 3rd; Prerequisites: Inscribe Magi-
Nomad's Sheathe cal Tattoo, feather fall; Market Price: 3,250 gp; Cost
to Create: 1,625 gp + 130 XP.
Tattoo Ranks: 4
Powers: A favored item among both intriguers The Witch Eye
and nomadic Albadian barbarian chieftains, nomad's Tattoo Ranks: 3
sheathe appears as an intricate pattern of knot-work Powers: This mark, which depicts a three-pupil
web along an arm or leg. When an item is touched to eye, allows the caster to use clairaudience/clairvoyance
it and the tattoo is activated, the item is affected as up to twice per day. As per the spell, the caster is able
per the tattoo item spell, appearing as a tattoo of the to choose whether to see or hear into the area scryed
item trapped within the knot-work. Though the item - indeed, those who use the witch eye frequently often
may be retrieved at any time, the tattoo can only be activate both uses of the tattoo to do both,
activated once per day. Side Effects: The preternatural sight and/or
Side Effects: None. hearing granred to the user of the tattoo can damage
Caster Level: 7th; Prerequisites: Inscribe Magi- the natural senses. After the effect is over, the user of
cal Tattoo, tattoo item*; Market Price: 20,580 gp; the tattoo is blinded and/or deafened {depending on
Cost to Create: 15,540 gp + 403 XP. which senses were used) for 10 minutes.
Oaken Shield CasterLevel: 5th; Prerequisites: Inscribe Magi-
cal Tattoo, clairaudience/clairvoyance; Market Price:
Tattoo Ranks: 2
3,460 gp; Cost to Create: 1,730 gp + 138 XP.
[' 202
CHAPTER FIVE: MAC1C !T€M5
Since the Titans war, Tanil cursed these instru- Wrocfcbiodes — mighty scimitars created from the
ments, so that they might never be misused. If a scales of wrack dragons — as rewards.
Mandolin of Manipulation is used to curtail another Powers: Wrackblades are all+5 scimitars. Other
being's freedomor to make someone act against his or powers of these minor artifacts vary according to the
her will, it ceases to function for one full month, and dragons from which they were created.
its possessor automatically fails his next five Cha- Firewrack blades are /laming wounding weapons.
risma-based skill checks, A Mandolin's curse does not In addition, three times per week a firewrack blade
apply to acts against titanspawn or lycanthropes, causes a rotting disease in its target on a successful hit.
however. The victim must succeed at a Fortitude save (DC 19)
If the owner ever coerces — whether through or suffer Id 10 points of damage per hour for the next
blackmail, force, magic, or any other means — an- 2d6 hours.
other being into sexual congress, even if that being is Seawrack blades are ghost touch weapons that deal
a titanspawn or iycanthrope, and with or without the Id6 points of additional acid damage with each hit. In
powers of the Mandolin, Tanil's wrath is terrible addition, three times per week a seawrack blade causes
indeed. The Mandolin will never again function for nausea in its target on a successful hit. The victim
that being, and no test will prove that it is anything must succeed at a Fortitude save (DC 16) or suffer a
more than a masterwork mandolin unril it is sold as -3 penalty to attack rolls and must pass a Concentra-
such or discarded. The possessor receives a perma- tion check (DC 18) to cast spells for the next Id4+l
nent -8 penalty to his Charisma and a permanent -4 hours.
penalty to all saving throws, as his charm and luck Woodwrack blades are dancing shock weapons. In
simply disappear. Only an atonement spell cast by a addition, three times per week a woodwrack blade
cleric of Tanil of at least 16th level can lift this curse, causes a wooden stiffness in the joints of its target on
and since the goddess herself imposed it, a great quest a successful hit. The victim must succeed at a Forti-
in her name will undoubtedly be required to receive tude save (DC 16) or be slowed as per the spell for
such forgiveness, assuming that she is willing to give Id4+l hours.
it at all.
RodoftheGhoulKing Major Artifacts
Description: The legendary Ghoul King once Askatha, The Demon-Slaked Blade
ruled an empire of ghouls and ghasts on the far-off
Description: In the early days of the Divine
continent of Termana. A powerful warrior and
War, Kadum released hordes of demonic beasts in the
spellcaster, the Ghoul King ruled through strength,
western lands of Ghelspad with the intent of destroy-
cunning, and the dreaded power of his ghoul-headed
ing every liv ing thing they encountered, These beasts
scepter. Ir is said that the Ghoul King was defeated in
overran the westemreaches of modern day Da takeene,
battle but not slain, and he lives on today, contained
slaughtering thousands in their bloody wake. Among
on a lonely island by an order of dedicated clerics and
the land's defenders was the greatest weaponsmirh of
paladins. Keltoi history, Aiden Laigh.
Powers: The Rod of the Ghoul King enables the
When Kadum's hordes descended upon his vil-
wielder to rule up to 500 HD of ghouls and ghasts in
iage, Laigh was in the middle of forging a fine
exactly the same manner as a rod of rulership (see
greatsword for the commander of one of Darakeene's
DMG, Chapter 8, "Rod Descriptions"), save that no
war colleges. When a crimson-skinned demon burst
time limit applies to the rod's rulership ability. In
through the wall of his smithy, Aiden grabbed a piece
addition, the rod strikes as a+3 unholy light mace, and
of rough bullock-hide and snatched up the nearest
all opponents struck by the rod must make a Fortitude
weapon—the mighty greatsword, still glowing white-
save (DC 20) or be paralyzed for ld6+2 minutes as if
hot and covered in the coals of his forge fire. With
struck by a ghoul. Finally, the rod can emit a nause-
some difficulty and no small amount of luck, Aiden
ating stench equivalent to that of a ghast, requiring
managed to slay the beast, quenching the fires of the
all creatures within 10 feet to make a Fortitude save
forge in the beast's blood.
(DC 20) or be wracked with nausea, suffering a -2
Still steaming with the foul-smelling ichot of the
penalty on all attacks, saves, and skill checks for
slain outsider, Aiden cut a swathe through the other
ld6+4 minutes,
attacking creatures. It was as if the blade itself was
Wrackblade possessed of a will to slay the beasts, needing only
Description: During the Divine War, the titans Aiden's hand to hold it aloft. He hewed many a
created the wrack dragons to serve as mighty soldiers demonic head from its shoulders that day, and by
and weapons of destruction. They excelled in such sundown the horde was routed. They continued to
tasks and some survive to this day. The dm ids that ravage the countryside for many months, but never
worshiped the titans beseeched their patrons to allow again in such numbers. The survivors were eventu-
them imitate the wrack dragons, and some received ally hunted down and destroyed by the Darakeene
legions.
['204
CHAPTER FIVt: ITEMS
Following the battle, Aiden tried to complete of Combat Reflexes, jump for 20 minutes on wielder
the greatsword for his client but found that the blade I /day, shield on wielder; Special Purpose; slay evil
would not take the heat of the forge. No matter how outsiders; Special Purpose Power: hold monster (DC
much he stoked the coals the blade remained cool to 14) for Id4 rounds; Ego 2 1 (rises to 24 when fighting
the touch. Eventually, he decided to scrap the blade evil outsidets).
but found that even with his great strength he was
unable to lift it from the forge. Frustrated and fright-
Belsameth's Blade
ened, Aiden offered the blade to anyone who could Description: WhenChern at last perished, some
lift it and carry it away. of his foul energy was absorbed into a forsaken elf
Many tried to take the blade, but none succeeded priest's blade, still buried up to its hilt in the Scourge's
until the day a group of mercenaries passed through poisonous flesh. Touched by the titan's powerful
the village on their way to join a battle in the north. curse and the surge of energy produced by his death,
Among their number was a mighty Albadian barbar- the blade took on an almost sentient malevolence. It
ian named Hringrorh. He effortlessly lifted the sword seeks to position itself in the time and place where it
I
and slung it across his back, naming it Askatha in can inflict the most death, disease, and pain. When
honor of a woman he had left behind in Albadia. the gods carried Chern's corpse back to Ghelspad for
Hringroth wielded the sword for many years until he interment, the blade fell from his body and was taken
fell in battle with a tauron warrior of the Kelder up by Belsameth, who gave it to her followers.
Mountains. The sword appears as a shining mirhral blade
The tauron claimed the blade from his fallen foe eaten and pockmarked with rust and corruption. It
and Askatha passed from memory for many years. It was last seen in the hands of Ralrinn Boilspawn, a
has since appeared many times, sometimes in the Brown Foamer slitheren warlord of the Mourning
hand of a goodly warrior such as the Coreanic knight Marches. Ralrinn was said to be destroyed in a recent
Tain Forsani and at other times wielded by a wicked Vigilant raid on the swamp, leaving the sword's fate
foe such as the infamous ore Lord Skrikt, who is unknown.
reputed to have owned the blade for a time. Powers: Belsameth's Blade is a +5 keen vorpaf
The sword's current whereabouts are unknown. longswardof wounding. Instead of cutting off a random
Its most recent owner was a Zathiskan adventurer by limb of an opponent upon a critical strike like a
the name of Lehgit Farhaadhi. He and his compan- normal vorpal sword, this blade always severs the head
ions were last reported to be mounting an expedition on a critical. The head then reanimares IdlO rounds
to seekout the lost ruins lying benearh the SweEtering later as a Belsameth spider {see Creature Collection
Plains. As neither Lehgir nor his fellows have been 2, page 214). Any spider created by this sword is
seen in nearly three years, it is assumed that they permanently under a continual charm monster effect
never returned from that perilous place. as if it had been cast by the wielder of the sword.
Askatha is a rough-hewn blade of unpolished TheBladeofStorms
iron. Its blade is uneven and its edge jagged. No hilt Description: During the Divine War, Lerhene
ptotects the wielder's hands, and the handle is crudely never fielded a true army. Instead, she invested her
wrapped in old, wood-hard leather. power into small groups of mortals to form deadly
Powers: When not in combat, the blade be- strike forces and, in some rare cases, one-man killing
comes as heavy as if it were cast in lead - a minimum machines.
19 Strength is tequired even to carry it. When com- Prease Blood wind was such a man, an adult
bat is joined, however, the blade becomes as light as stormchild trained from birth to be the living incar-
ait and can be effortlessly wielded by even rhe weak- nation of the wind's fury. At first no one even knew
est combatants. Askatha will suffer no scabbard and he existed. He slew important officers and servants of
must be carried openly, or at worst shoved through the divine races in the night and disappeared like the
the wielder's belt. Whenever sheathed or covered, wind. When the forces of the divine races learned of
the blade begins to glow red-hot until the covering is Bloodwind, rhey quickly moved to defend them-
burned away. selves. Divine warriors were sent to kill him, but
Askatha functions as a +5 keen greatsword of those who survived ended up nearly mad, babbling
cleaving. When attacking an evil outsider, the sword about a translucent sword with lightning dancing
additionally functions as a varpal weapon. Those who across its blade.
have wielded the blade claim to hear ir laughing with Before long, the divine races realized that this
glee as it cuts and slays. Askatha is an intelligent was all part of Lethene's schemes, to draw precious
weapon possessed of a single-minded desire tokill evil resources away from the war. So each of the gods
outsiders and a most unpleasant lust for blood and appointed a champion and set these eight to hunt
carnage. down Bloodwind. According to legend, when he was
Askatha the Demon-Slaked: Int 10, Wts 7, Cha finally cornered, a fierce bartle ensued, ending only
13; CN; communicates empatherically; speaks Ledean when Bloodwind was pinned in place by an arrow
and Darakeene; Powers: see invisibility at will, free use shot by a ranger of Tanil. Bloodwind was unable to
205
lUUCf &. RITUXLi 2: LOST
evade the slower champions, a paladin of Corean and that its current residence, as Denev struggles to heal
a fierce barbarian serving Vangal, and Lethene's herself and the land, lies somewhere in the Kelder
champion was at last laid low by these two warriors. Mountains, probably east of the Ganjus and south-
His body was destroyed and his sword tossed into east of Mount Amalthea. Certain attitudesand moral
what would become the Blood Sea. Despite that, tendencies seem inherent in the peoples of that
Bioodwind's sword, the Blade o/Stonns, has been seen region, and according to some Incarnates, these atti-
many times in the hands of all manner of warriors in tudes are in keeping with the few records that remain
the Scarred Lands. Each has eventually faded into about the effects of Denev's Heart. If this is true, it
obscurity, leaving one to wonder whether the weapon would explain why the druids of Khet want to possess
still bears the curse of vanished Lethene. Amalthea so badly. They want to capture Denev and
Powers: The B lade of Storms is a +3 keen shocking use her body to revive Mormo.
burst scimitar of speed. Its blade is made of a strange, Powers: For every year that Deneu's Heart spends
translucent metal that is hard to see but for the in a region, the radius of its influence increases by one
currents of electricity that dance up and down its mile. Ancient texts claim that while within this
length. The weapon's hilt is made of ivory and wrapped sphere of influence, people begin to behave differ-
in a red leather cord. ently, usually in several ways.
After the death of Bloodwind, the dreaded Everyone living within this region experiences
warrior's spirit entered his sword, giving it a wild an alignment shift toward neutrality. For every four
intellect (NE; Int 18, Wis 21, Cha 12; Ego 30) and years a person lives continuously within the sphere of
allowing it to communicate with its bearer via telepa- Denev's Heart's influence, his alignment shifts one
thy and speech. It can converse in Ledean, Titan step (player's choice) toward true neutrality. Lawful
Speech, Elven, and Dwarven. The sword's wielder neutral, chaotic neutral, and neutral good characters
has no need for sleep and can see invisibility at will. (not neutral evil) receive a one-time Will save to
The wielder also gains the Combat Reflexes feat if he resist this shift (DC 16). Those who wish voluntarily
does not already have it. Once per day, the wielder to become neutral, or have no moral problems with
can create a globe of invulnerability, and also once per doing so, need not attempt this save. Those whose
day the sword can unleash a lightn ing bolt (8d6,200 ft., powers are dependent upon maintaining a certain
Reflex DC 13 for half). alignment (paladins, for example) notice the effects
The sword itself decides when and if to reveal of the region and may to choose to leave or avoid it,
these powers to a wielder and need not reveal all the thereby preventing the unwanted shift.
powers at once. The sword, though, is a most insidi- In addition to this effect, everyone spending
ous creature. It will use its powers to aid its wielder in more than four years in the region feels positively
a life-or-death situation, after which it will try to inclined toward Denev and begins to pray to her in
compel the wielder to goon the same quest that it has addition to any other gods that they worship.
been pursuing since Bioodwind's death - namely, Beyond these first two effects, peoples of the
finding an immature stormchild and giving him the region experience one of two other reactions in the
sword. If the sword should ever make its way into the first four years. Under the first of these two effects,
hands of an immature stormchild, it will immediately they will feel intensely loyal to each other and to their
try to control the child. If it is successful, the stormchild region (after four years of residence, a character must
must make a Fortitude save (DC 15) or reach adult- make a Will save DC 24 to leave permanently or to
hood in Id4 days. When this happens, Bioodwind's betray the region or its inhabitants) and gain a +3
spirit will be in total control of the stormchild and morale bonus to any roll made in defense of the region
will resume his quest to take vengeance on the gods or its secrets. The second effect, usually felt by those
and to free Lethene. of a druidic or clerical nature, results in an intense
Denev's Heart spiritual connection to the region. Clerics of neutral
alignment and druids who worship Denev receive a
Description: It is well known that Denev the all-
-*-1 inherent bonus to Wisdom after four years spent
mother has no true physical body or avatar, being one
under the heart's influence.
with the earth itself. When she needs to appear and
take direct action on Scarn, she forms a body for If a character should leave the region for longer
herself from the terrain around her, causing her to than four consecutive years, all of the above effects
appear differently every time she does so. Yet what fade completely, though new alignments and reti-
many do not know is that a small portion of Denev's gious practices can be maintained voluntarily. If the
physical body — her heart — still exists and harbors character returns to the region, the effects start over
her life essence even as she slumbers. again from the beginning,
Even among those who know of the heart's Gods, dragons, non-sentient beings, outsiders,
existence, no one knows exactly where it is currently and similar powerful beings are unaffected by the
located. It is said that the heart moves about, healing Denev's Heart, though those of evil alignment feel
the land where it is most needed. A few of the wisest great discomfort and unease when in the its vicinity.
Incarnates of Vera-Tre have tentatively suggested
CHAPTER Five; IT6MS
Should Denev's Heart leave an area, its effects are Reflex DC 15 for half). In order to summon it, the
reversed, vanishing as slowly as they arrived. Those owner of the flute must accomplish a Perform (flute)
few who know of it and its effects do not know if it will check at DC 20.
ever leave its current location, or where it will go if it Wind of the East: This melody allows the owner
does. What is generally believed is that such a move to wind walk, just like the spell, as a 13th-leveldruid.
is a slow, slow process that takes place over genera- The owner musr accomplish a Perform Check at DC
tions. 18.
Flute of the Four Winds Wind of the South: This melody allows the owner
to cast a fog cloud as a 6th-level sorcerer with a
Description: Legend holds that the four winds
successful Perform (flute) check at DC 15.
are all that remain of the mysterious Gulaben, Lady
Wind of the West: This tune creates a wind imfl as
of the Winds, When she was imprisoned by the gods,
Gulaben's presence was permanently banished from a 6th-level sorcerer with a successful Perform (flute)
Scarn, but the echoes of her voice can still be heard check at DC 15.
in the distant howl of the winds. The Flute of the Four The Four Winds: This melody consists of playing
Winds is said to be an instrument created by the the four melodies above one after the other in the
Gu la ben's followers to honor their patron, but no one same order. Doing so requires a successful Perform
knows its origin for certain. Some scholars theorize (flute) check at DC 30. The flute must also not have
that the flute holds a fraction of Gulaben's essence, piayed any of its daily allotment of tunes. If successful,
which would explain the nature of its power. Others the owner of the flute summons a cyclone, just like
refer to the flute as the key to Gulaben's imprison- the whirlwind spell as if cast by a 20th-level druid. Just
ment, created by the gods when she was defeated. as the effect is about to end, however, the cyclone
This second theory is especially believed by the yanks the Flute of the Four Winds from rhe owner's
remaining followers of the Lady of the Winds, who hands and casts it away into a new and unknown
believe the flute might hold the secret to freeing her. location.
Not only Gulaben's minions pursue the Flute of It has been told by the legends that rhe Flute of
the Four Winds, Any bard worthy of his title (and who the Four Winds acts by its own will and is able to call
believes in the flute's existence) would love at least to the cyclone itself without the help of the four melo-
see the artifact and blow a few tunes. Legends say that dies. This happens when the flute feels bored or
the instrument's quality and sound has no peers. Just unpleased with its current owner and wishes for a
like the wind itself, however, the flute never stays in change.
one place for too long. Finding it is a true quest, if not Madriel's Chain
a stroke of sheer luck.
Description: This chain was forged by a titan -
The artifact looks like a beautifully crafted which one history does not recount - to bind Madriel
wooden flute, inlaid with silver runes in an unknown to the earth so that she might be more easily slain. Yet
language. Madriel would not be so readily imprisoned. Though
Powers: The Flute of (he Four Winds sometimes the titan managed to bind one of Madriel's wrists
seems to have a mind of its own when it comes to with a length of chain, the goddess managed to break
music, and anyone proficient with the instrument free. She struck the titan with the length of chain that
will receive a +• 10 bonus on a Perform (flute) check bound her and then made her escape. Once free of it,
while play ing it. Even merely holding the flute grants Madriel tried to destroy the chain but found that the
the possessor a +2 divine bonus to Charisma. titan's blood had rendered it virtually impervious to
Still, rhe flute's true power relies on the four damage. No fool, Madriel harnessed the raw power of
special runesone can play with it. The music for these the titan's blood and turned it to her own ends with
tunes is not found with the flute - it must be obtained the aid of Corean the Craftsman. She engraved the
separately. Occasionally, the music for these songs chain with her own holy symbols and threaded each
can be found, but few know of its true significance. link with a fine golden chain before bestowing the
When played on ordinary instruments, these tunes chain on her seven favored mortal champions ro aid
add +1 to any Perform (flute) check. It is only when them in their fight.
played on the Flute of the Four Winds that the tunes The chain is comprised of seven perfect, unbro-
gain their full power. ken mithral links. Each link is engraved with a small
The flute can play one of the following tunes. peacock feather - the symbol of Madriel - and has a
Playing one is a full-round action, and the normal length of fine, golden chain threaded through it.
+ 10 Perform check bonus does not apply when play- Any worshipper of Madriel may grasp a mithral
ing them. Each power can be used once per day. If rhe link and pull it free, along with its golden chain. This
Perform check fails, the power cannot be summoned does no damage ro rhe link or the chain. To take
until the next day. advantage of rhechain's power, the link must be hung
Wind of the North: This melody calls upon the from the golden chain around rhe neck as an amulet.
freezing northern wind, creating a cone of cold {15d6,
R€LICJ &. RITUAL* 2; LOJT LOP,€
Powers: Damage delivered to anyone wearing a tetrieve the mask at any cost if it is stolen, and their
link of the chain is divided evenly among all who are fury is terrible.
wearing links, regardless of their location. Damage is The Mask of the Wild Warden is carved in the
applied beginning with the individual with the high- image of a bestial face with curved homs rising from
est current hit point total, then the next highest and, its top. A beard of owl, raven, and wild turkey feathers
so on. sproutsfrom its chin. Its expression is as implacable as
If any one person tries to wear two or more links nature itself. Oddly, when a dtuid using the mask uses
at once, the links rejoin into a chain and cease to wild shape, the mask is not assumed into his or her
provide any protection to the wearer. The link can body, but changes form to represent a stylized version
also function as a holy symbol of Madriel. of the new creature's face.
Mask of the Wild Warden Powers: While using her wild sfiof>e ability, a
character wearing the Mask of the Wild Warden retains
Description: When the titans ruled, there was
all Strength, Dexterity, or Constitution bonuses that
no rest. Selfish and cold, they cared little for the land
she had in her original form. For example, if a druid
and creatures over which they held dominion. Com-
wearing the Mask has a Strength of 16, she may add her
passion pierced only the heart of Golthain, who
+3 bonus to any Strength check, including melee
longed to give reprieve to Seam's harried denizens. In
attack and weapon damage rolls, while usingwiHs/iope.
secret, he went to Denev, beseeching her for help.
The wearer's new form retains any armor bonuses from
Unmoved by pity, she gave him aid only as a matter
gear that she wore or carried in her original form. The
of survival. Together, they wrought the Mask of the
wearer can cast greater magic fang at will as a 20th-level
Wild Warden, a weapon that turned the tide of battle
druid. Finally, because the mask is never fully absorbed
for the children of the gods many times during the
into the wearer's face, the weater always suffers from
Divine War.
obscured vision {-1 penalty to attacks, saves, and skill
The druids of Denev, who currendy hold the checks requiring vision). If a non-druid dons the Mask
mask, see it as a responsibility rather than a posses- of the Wild Warden, he gains two negative levels. These
sion. A healthy fear of imbalance keeps them from negative levels remain until the Mask is removed.
hoarding it away or abusing its power. The mask's These negative levels never resutr in actual level loss,
movements are carefully monitored to keep it from but they cannot be overcome in any way (including
being misused or lost. The druids will attempt to restoration spells) while the Mask is worn.
Chapter Six:
areaan
Power of the Slarecians mind of the demigoddess, stealing her control of the
It is said that after Gormoth the Lifegiver created shadows and merging it with their own dark powers.
the first living beings, then known as the viren, a It was at this point — possibly through informa-
mysterious new race made its appearance on Scam. tion that they found within the very mind of Drendari
No Titan claimed creation of these proud and enig- — that the slarecians realized that they could not
matic beings — were they travelers from another confront the armies of the gods by themselves. While
world? Where they a primal force like the Titans the gods possessed divinely inspired crusaders and
themselves? Where they the universe's reaction to priests, the slarecians had only relatively few slaves
the first creation of life? Sages still speculate as to the and their own formidable, yet mortal powers. To
origins of the ancient slarecians, but agree that they combat their foes, the sforecians created two orders of
were possessed of a power that defies all that is known followers: the penumbral lords and the slarecian
of arcane and divine magic. For uncounted millen- cults. While the penumbral lords focused on the
nia, the slarecians emerged from their subterranean shadow magic ripped from Drendari, the cultists were
ruins only to destroy those civilizations that dared to imbued with a measure of the slarecians' own myste-
rise in their shadows. rious power. The gods pressed on, but were checked
Ignored by the incautious Titans, the power of by the introduction of these slarecian champions to
the field.
the slarecians grew until they were able to enslave
other races and their power threatened to rip the very It wasn't until the Titans themselves turned
fabric of Scam. Realizing the risk to their followers, their attention to the war that the gods were able to
the gods acted decisively, driving their mortal armies defeat the Ancient Ones. Ultimately, the fate of the
as a wedge into the heart of the subterranean Slarec ian slarecians is unknown. Sages speculate to this day as
Empire. But the gods greatly misjudged the might of to whether they were eradicared, banished to another
their foes in this first battle. The slarecians slew dimension, or imprisoned like the various genie races.
Hadarus, son of Belsameth, and captured Drendari, Regardless, not all remnants of the slarecians were
the demigoddess of shadow. They then probed the destroyed. Their ruins remain, plaguing the land with
210
m
CHAPTER Sh<: TH€ SLAReClAN
animated guardians, enigmatic curses, and the rem- lines (many of whom are initially unwilling) merely
nants of the slarecians' allies. to survive. All of this has begun to change, however,
When the divine and titanic forces engaged the with the sudden recent changes in the slarecian
slarecian armies, the penumbral Lords abandoned language virus.
theit professed masters to theit fate. Realizing that Sages once speculated that the slarecian lan-
they could not challenge the might of the gods, the guage virus served merely to protect ancient slarecian
treacherous shadow mages fled to the dark corners of writings from tampering and discovery by younger
Scarn. To this day, the ancestors of the penumbral races. As such, the virus only seemed to affect those
lords remain hidden, guatding their stolen knowl- intent on discovering slarecian secrets, whether by
edge from all who would have it, god and mortal alike. employing magic or through simple tesearch. A more
The slarecian cultists, however, perhaps because virulent form of the virus has recently been discov-
of the slarecian power residing in them, fought along- ered, however, which seems to spread more easily
side their masters until the bitter end. After the between individuals, even if the individuals have had
slatecians' reign was shattered, the few surviving nocontactwithslarecian artifacts. Strangely, though,
cultists crept away, hiding among the divine races. victims tend to recover after a rather uniform period
Since the fall of the Slarecian Empire, these cultists of time, although recovery is often accompanied by
have barely kept their history and ttaditions intact. personality and mental changes in its victims.
As a result, many of the ancient powers and lore have Whether this change in the disease is directly linked
vanished or exist only as ha if-remembered legends with the current increase in individuals rumored to
among the cultists. Very few among the divine races have slarecian-like powers, the sages are not certain.
had a natural aptitude for the slarecians' powers, and However, it is undeniable that many of the diseased
the cultists have been forced to induct new blood- individuals have developed inexplicable powers.
'•WK&HM
The Slarecian Language Virus
The slarecian language virus (see Creature mind has changed, ready to awaken the gifts of
Collection, page 178) is much more than a the slarecians — psionics — within him.
simple disease spread by contact with slarecian Those who embrace these aspects of their
writings. It is actually a specially created psionic psyche {i.e., those who actually take a level in
construct, originally created to ease the process psion or psychic warrior) find that the dteams
of slarecian domination of the surface world. By stop, and they regain the ability speak the the
infecting entite civilizations with this virus, the slarecian tongue, although the language does not
slarecians were able to ensure that their new override their normal speech patterns. Further-
subjects not only spoke their tongue (and only more, these new psions are immune to further
their tongue), but were rendered powerless to use exposure to the slarecian language virus.
both arcane and divine magics. What remains a mystery is exactly why this
But something has changed of late. Those happens. Even the slarecian cults, their numbers
who catch the virus from actual slarecian writ- newly bolstered, are at a loss to explain why their
ings are still afflicted as normal. However, those former masters might create a psionic virus origi-
whom they pass the virus onto may sometimes nally meant to ease conquest that can actually
serve as carriers for the virus — although these awaken psionic powers in its victims. Surely, they
victims catch the virus, within the span of about reason, this is a rather ineffective way of conquer-
a week or so (2d6 days minus the victim's Con- ing a people?
stitution modifier, to a minimum of 2 days), the Most of the cults generally agree that this
harmful effects of the virus seem to wear off; psionic awakening was not the original intention
victims simply regain the ability to speak nor- of the virus — intended simply as a tool for
mally. conquest, the virus hasevolved or mutated due to
In the meantime, however, strange changes some change in reality, perhaps in time itself, so
have taken place. The virus has affected the that it now seeks out those centers of the mind
mind of its victim, who sometimes suffers dreams that harbor latent psionics and awakens them.
that seern to portray a civilization of tall, ridge- But there are still those who wonder...
browed folk, cruel and intelligent. The victim's
211
RELICS &. RITUXLS 2: LOJT
The teniaining slarecian cults have seen this Mind-Affecting Spells and Powers: Spells or
change as a sign, and have begun recruiting once special abilities that protect specifically against ef-
more for the battle they believe is inevitable. fects with the [charm], [compulsion], or
[mind-affecting] descriptor work equally wellagainst
both psionics and magic. However, abilities that
provide only a bonus against magic, such as a moun-
Psionics in a Scarred Lands campaign may be
tain dwarfs + 2 bonus to saves against magic, have no
used to represent the power of the ancient slarecians,
effect against psionics.
which is unique and different from the power wielded
by both the gods and the Titans. As such, this setting Spell and Power Resistance: Because psionic power
utilizes a variant of the "Psionics are Different" rules is very rare in the Scarred Lands, very few creatures have
presented in thePsionics Handbook (Chapter4, sidebar: developed any form of power resistance. Only slarecian
Variant; Psionics are Different). In the Scarred Lands, constructs, creations, or allies have power resistance. Spell
psionics and magic are completely separate forces, resistance generally prov ides no protect ion againstpsionic
which rely on different sources of power and which powers, and power resistance does not protect against
have independent effects. Use the following modifi- magic. Slarecian creatures (such as slarecian dragons,
ers to psionics in the Scarred Lands: gargoyles, muses and the like) have a power resistance
score equal to their spell resistance.
Dispelling and Negating: Neither psionics nor
magic has any ability to dispel the other. New spells
that dispel psionics or new powers that negate spells
are not possible. Null magic or psionic areas have no
effect on the operation of the other.
CHAPTER JDC TH€ iLARtOAN UdACV
Requirements
To qualify to become a member of the Order
of Obsidian (Oro), a character must fulfill all the
following criteria:
Base Attack Bonus: +3
Base Power Points/Day: 5+
Feats: Power Penetration,
Rapid Metabolism, Iron Will.
CHAPTER SIX: THE ILARCC1AK
•
RELICS & RITUALS 2: LOST
Requirements
To qualify to become a Cultist of the Shade
(Csh), a character must fulfill all the following crite-
Class Skills
The cultist of the shade's class skills are
Autohypnosis(Wis), Bluff (Cha), Concentration
{Con), Decipher Script (Int), Disguise (Cha),
Hide {Dex), Innuendo (Wis), Knowledge (history)
(Int), Knowledge (psionics) {Int), Move Silently
(Dex), Psicraft (Int), Remote View (Int).
Skill points at each level: 4 + Int modifier.
CHAPT6R. SIX: THE SLAR€C1AN LEGACV
&I
Table 6-3: The Cultist of the Shade
Class Leve) Base Attack Fort Save Ref Save Will Save Special Effective MantFester
Bonus Level
1st +0 +0 +2 *2 Shadowcloak 1, slarecian pact +1 to existing level
2nd +1 +0 +3 +3 Sneak attack +ldb
3rd *2 +1 +3 +3 Summon shadowspawn +1 to existing level
4th *J +1 +4 +4 Darkblade +ld6
5th +} +1 +4 +4 Shadowcloak 2 +1 to existing level
6th +4 t2 +5 +5 Sneak attack *2d6
7th +5 4-2 +5 +5 Summon shadows +1 to existing level
8th +6 *2 +6 +6 Darkblade+2dfe
9th
10th
+6
+7
*3
+4
4-6
*7
+6
+7
Shadoweloak 3
Sneak attack+3d6
+1 to existing level
1
217
RCL1CS &. R I T U X L S 2: LOST LOIU
Warped One (Wro) Special: Must have been infected with the
slarecian language virus.
The slarecian language virus is a hazard infesting all
extant texts and writings from chat ancient civilization. It Class Skills
is not uncommon for the vims to infect scholars who The warped one's class skills are Autohypnosis
research such matters, in whom it causes mental chaos and (Wis), Bluff (Cha), Concentration (Con), Decipher
an inability to speak or understand any form of language. Script (Int), Diplomacy {Cha), Gather Information
These same scholars believe that the virus was left by the (Cha), Innuendo (Wis), Knowledge (psionics) (Int),
ancient siarecians as a trap to prevent others from acquiring Psicraft (Int), Read Lips {Int), Remore View (Int),
the vast power and learning held by that civilization. Sense Motive (Wis).
Occasionally, however, the vims will infect someone Skill points at each level: 4 + Int modifier,
with latent psionic power, most often occurring in diose
with a hint of the ancient slarecian blood. Although the Class Features
new strain of the virus most often simply triggers psionic
All of the following are class features of the
potential in such individuals, both it and the original form
warped one prestige class.
of the virus have been known to react strangely with the
psionic mind, enhancing one's psionic potential, but gen- Weapons and Armor: A warped one gains no
erally inducing insanity or even causing death. Thus, proficiency with weapons or armor.
throughout the ages, so-called "warped ones" have arisen, Effective Manifester Level: Warped ones continue
psions driven insane by the insidious force of the language to advance in psion ic abi 1 i ty. When a new warped one level
virus. In recent years, the frequency of these warped psions is gained, the character gains new power points per day and
has increased dramatically. They have been found among discovers new powers as if she had also gained a level in a
divine and titanspawn races alike, and sometimes even psionic class she belonged to before she added the prestige
gather in small groups. Some sages speculate that these class. The levels stack for the purposes of determining
incidents may herald the return of the anc ient siarecians. psicrystal powers, total power points, free 0-level
After being infected, warped ones quickly develop powerrnanifesrations, psionic combat modes,
an incredible aptitude for telepathic powers in particular, I and increased
but in the process lose a degree of mental stability. manifester level. She
Warped ones are not necessarily related or subservient to does not,
the siarecians, despite the role of the slarecian vims in however,
triggering their transformation, and in feet generally have gain any
complete autonomy. Few are associated with any remnants other benefit
of the siarecians, and some even choose to protect others a character of
from these unleashed ancient horrors. More recently, some that class
warped ones have begun to gather in small groups to either -would have
achieve some goal or to further explore their expanded - gained. Es-
mental states. Quite often warped ones retreat so fer into sentially,
insanity that their motives become unsure and inscrutable. she adds
the level
Only psions may become warped ones, although the
o f
class requires only a small degree of psionic potential.
warped
Consequently, warped ones are often rnulticbss ps ions who
one to
take this class to focus on their telepathic powers. Those
most likely to become infected with the slarecian language
virus include tomb raiders, explorers, or scholarly wizards
who often become exposed to slarecian ruins or artifacts.
Hit Die: d4.
Requirements
To qualify to become a warped one (Wro), a
character must fulfill all the following criteria:
Alignment: Any chaotic.
Base Will Save: +5
Feats: Psionic Focus (Telepathy), Psychic Bas-
tion, Iron Will
Psionics: Ability to manifest Ist-level psionic
powers, at least one of which must be from the
Telepathy discipline.
Skills: Bluff 5 ranks, Concentration 5 ranks,
Knowledge (psionics) 4 ranks
CHAPTER SIX: THE SLARECIAKI LEGACY
the level of some other psionic class she has, then deter- Cha modifier + warped one's class level) or contract
mines his rnanifester level accordingly. If the character had the disease. The infected being is not able to transfer
more than one psionic class before she became a warped the disease in any way to others. This ability over-
one, she must decide to which class she adds each level of comes ps ions' normal immunity to the language virus.
warped one for purposes of determining powers and power Lunatic's Charm: At 4th level the warped one
points per day when she gains the new level. gains a +2 bonus to Charisma.
Insanity: The slarecian language virus has warped Mind Trap: At 5th level the warped one's clut-
and twisted the psion's mind, making it difficult for tered and unruly mind proves to be "sticky" and draining
others toenter it. She is always considered to have the to psionic attackers. She gains the Mind Trap feat, but
ern^ mind defense mode activated at no cosr (if she is never required to spend power points to use it.
has not manifested another defense mode normally), Inflict Virus : At 6th level, whenever the warped
even if caught flat-footed or while having 0 power one contacts another mind, there is achance that she
points. She is also immune to any spell, power, or will spread the slarecian language virus. If the warped
effect that causes confusion or insanity. one successfully uses a telepathic power against any
Unfortunately, this strain leads to a consistent opponent, or else deals ability damage or stuns an-
decline of the warped one's psychological stability. other in psionic combat, the opponent must make a
At 1st tevel, the warped one suffers a -2 penalty to Will save {DC 10 + warped one's Cha modifier +
Wisdom. She suffers an additional -2 penalty to warped one's class level) or contract the virus (Crea-
Wisdom at 6th and again at 10th level. ture Collection, page 178). The warped one can
Improved Psicrystal: Because of the warped suppress this ability at will to avoid inflicting the
one's mental instability, her psicrystal is often forced virus upon companions. Infected opponents may not
to take on the role of caretaker, guiding the psion in transfer the virus to others. This ability overcomes
daily matters and in dealing with others. The warped psions' normal immunity to the language virus.
one's psicrystal (if she has one) gains one of the Insanity Bastion: At 7th level the warped one
following additional personalities: meticulous, obser- applies an additional +2 bonus ro mental hardness
vant, resolve, singlerninded, or sympathetic. A whenever she applies the Psychic Bastion feat. She
psicrystal cannot have the same personality twice, pays no additional power point cost to use this ability.
but all benefits of both personality types now apply. Inflict Insanity: At 8th level, whenever the
If the warped one did not already have the ability to warped one successfully uses a telepathic poweragainst
encode a psicrystal, he may now create one with one an opponent, she may elect to use the insanity power
of the above personalities. against the same opponent as a free action. She must
Draining Madness: At 2nd level the warped one's pay the normal power point cost of the insanity power.
madness takes a greater toll on the minds of those she Enhanced Mind Trap: At 9th level, when using her
attacks mentally, draining them of strength. The warped Mind Trap ability, the warped one drains 10 + {4 x Cha
one gains the Disarm Mind feat as a bonus feat, modifier) power points from the psionic attacker; she is not
Virus Shield: At 3rd level, whenever an at- required to spend power points ro use this ability.
tacker successfully attacks the warped one using a Ultrablast: At 10th level the warped one learns
psionic attack mode or telepathic power, the attacker the ultrablast telepathic power, even if she is not
may become infected with the slarecian language normally able to learn powers of that Level. This may
virus (see Creature Collection, page 178). The at- be manifested as normal and requires rhe standard
tacker must make a Will save (1XMO + warped one's expenditure of power points.
Bonerigger's Battlefield
Compendium
The most notable thing about this average-sized
spellbook is that it is not completely intact. The
cover, originally a face of leather and bone sculpted
in the likeness of the book's author, has been cleft
vertically. Along with the cover, the right half of the
first three pages is missing and the upper half of the
next dozen pages has been damaged by whatever blow
sundered the book. The pages themselves are finely
crafted parchment bordered by a slightly raised silver
leaf motif of skulls and thorns. The spine and back
cover are of heavy black leather that has obviously
seen some abuse. Despite the damage to this book,
however, rhe binding is tight and there is no risk of
losing additional pages.
CHAPUR. : LOST TOMU OF THf SCARRED LAKIDS
necromancers enabled them to command an army of the check succeeds, any undead creature animated by
undead supplemented by the arcane knowledge found the reader in the future gains a +1 bonus to hit points.
in the book. The tide of battle surged back and forth, Undead created using this knowledge cannot exceed
but eventually the necromancers and their legions their maximum hit points, however. Spellcasters
were still outmatched by the children of the failing the Intelligence check require 5 additional
Serpent mother. It was nor until their retreat that the hours of study before retrying the check.
necromancers realized that the book was missing,
replaced in its case by writhing serpents. In a panic, The Brass Tablets of Thulkas
the necromancers sought to have Chardun's clerics The Brass Tablets of Thulkas are at best an
recover the volume once more, only to discover that incomplete history of the Empire of Flame and ar
the clerics involved had been murdered in their worst a key to the Scarred Lands' destruction. Com-
homes by unknown assailants. The Compendium was posed of 49 brass tablets, each 8 feet square and
lost, and the demands of the Titanswar limited the roughly 31/2 inches thick (weighing around 10,000
necromancers' opportunities to find it. pounds each!), and covered with ancient pyromantic
The whereabouts of Bonerigger's Battlefield Com- glyphs, the Brass Tablets link along their edges ro
pendium was unknown for decades, until, in 41 AV, a form a square platform 56 feet per side. Linking
caravan bound for Hollowfaust recovered it during a symbols along the tablets' edges describe a true ritual
skirmish with a band of sutak in the Ukrudan Desert. of destructive power, although to perform the ritual
The book had been used to block a sword-blow at all 49 tablets must be assembled and aligned correctly
some point during that skirmish, and its cover and — a daunting task.
first three pages were split vertically. By the time the The center square of the set remains locked
origins of the book were discovered in Hollowfaust, it within Burok Torn, jealously guarded by the dwarven
was too late to return to the site of the sutak ambush nation. The central tile, containing the final portion
to search for the lost pages. The book was entrusted of the deadly true ritual, was discovered by Norl
to the Animator's Society for safekeeping and study Steelheart's dwarven legion when they were sent into
in their Underfaust library. the Ukrudan Desert to stop the black sorcerers allied
However, the book disappeared from the library with the charduni. Steelheart and the remnants of his
during the chaos of Hollowfaust's Third Siege (72 force dragged the brass tablet behind them upon their
AV), on the same day as the battlefield death of rerum ro the stronghold. The tablet now remains
Barastrondo, the leader of the Animator's Society. sealed under the mountain, and the dwarves refuse
Any connections betweens the Compendium's theft requests by even the Phylacteric Vault to document
and the Third Siege are not known, and the the atttfact's discovery.
Animator's Society have never published the results
of their investigation.
Bardic knowledge DC 25; Knowledge (arcana) DC
20; Profession (boneseller) DC 20; Profession (book-
seller) DC 20.
Contents
Bonerigger's, Battlefield Compendium is, a 130-page
book of spells and knowledge, rnosrly necromantic,
originally intended for charduni eyes only. The first
cloven page, wrirten in dwarven runes, seems to have
been a thesis on the advantages of an army supple-
mented with undead troops.
Starting on the second page are the following
spells: animate dead (10 pages, although since the first
2 pages of this spell are partially missing it is unus-
able), fear (8p), obscuring mist (2 p), phantom''s howl*
(4 p), mage armor (2 p), vermmplogue* {8 p), sigil of
flame** ( l O p ) , sigil of ice** (10 p), vampiric touch (6
p), sigilofooze** (12 p), scare {4 p), circle of death (12
p),bones of adamantine** (12 p), bones of iron** (8p)
and bones o/sifoer** (6 p).
The final 15 pages are an anatomical journal by
Borkos that focuses on a special arcane formula for
necromantic fortification during animation. Any ar-
cane speilcaster who can read dwarven may spend 15
hours studying the notes and diagrams on these pages
and then attempr an Intelligence check (DC 15); if
223
RCLICI &. RITUALS 2.- LOJT
225
RELIC5 &. RITUXLS 2: LOST LOM
Many scholars and wizards seek it today, as much for are unsure how the narrator can have gained such
its eyewitness account of the fall of Aurimar as for the knowledge.
spells within. The author then spends 32 pages discussing the
Bardic knowledge DC 25; Knowledge (arcana) dismembered Titans, describing their original power
DC 25; Knowledge (history) DC 20. with reverence. Most of this section ranges from half-
lucidity to near incoherence, but thepetsistent readet
Contents
will find many accurate descriptions of the properties
"Child of the Age of the Betrayers, yamvho inherit
of Titans'flesh and Titans'blood. If the information
the world that was stolen from us, you who are spared by
in this section is properly transcribed, it will granr
thegods that slew our people: you hold in your hands the
readers a +2 competence bonus to all Knowledge
last work of the last child of Aurimar, which is now Nan.
(arcana) skill checks relating to the properties of the
I lay a curse upon you, though I know it will not bear
Titans' flesh and blood if rhe book is used as a
fruit, for my own patrons are now dead and your gods
reference when rhe roll is made. (One of the most
tread the corpses of my people,. I curse you, and 1 tell you:
useful facts hidden here is that if a measure of
Read. Read this, the last words of a dead nation, and
Golthagga's blood is acquired and used to quench a
carry the tragedy ofNon within your heart forever."
magic weapon made with the Ctaft Magic Arms and
Thus opens the Codex o/Non. The first 50 pages Armor feat, the cost in gold pieces of creating the
of the Codex are devoted to the author's account of weapon is halved. The XP cost is unaffecred.)
the fall of Aurimar, as the three "Gods of Ruin"
The final 36 pages of the Codex are a florid and
descended upon the land to lay it waste.
rambling description of the Sinkhole of Non, com-
Many unfortunate scholars have learned that plete with an account of the Bedso/Non and the ghost
the author's opening curse is not as ineffectual as he who stilt rings them with unfailing fervor (see Relics
claims. Those who read the entire story of the fall of & Rituals, page 211), Of greatest interest to most
Aurimar must make a Will save (DC 20) or suffer a - scholars is the reference to "the Silver Labyrinth
6 penalty to all futute Will saves, as theit remaining beneath the palace, guardian to the Eight Silver
days and nights are haunted by disquieting images of Shrines of Sorcery"; it is currently theorized that each
destruction and slaughter. This effect is treated as a shrine likely contains some object or work of knowl-
bestow curse effect, and can be lifted by the usual edge relevant to one of the eighr great schools of
means. Once a person has succeeded at the Will save magic. The book contains some general description
to avoid the curse, she may reread the tale of the fall of the four entrances into the Silver Labyrinth, but to
of Aurimar as she likes without triggering the curse date none have braved the Sinkhole and its guardians
again. and brought back news of how true the Codex's
After these first 50 pages, the author abruptly account may be.
begins to recounr a number of prayers to the Titans,
pausingoccasionallytocursetheslayers of his people's The Coral Tablets of Qul Al Nur Ran
patrons. This continues for 9 more pages. Although These are a set of 666 oddly-shaped pieces of
the writing style is highly disorganized, careful study coral, varying from 6 inches to 2 feet across. Each
reveals enough of the actual rites to reconstruct, slate has a slightly different but vaguely cylindrical
given a week's perusal of the Codex, the druidic true shape, and if all the slates are fitted together in the
ritual rite of winter*.
correct order, the collection forms a tentacle-like
In the next section of the book, the author stops scepter almost 14 feet in length that twists into eerie,
addressing the reader altogether and inscribes a num- alien shapes. When arranged in this fashion, the
ber of spells; some have theorized that the author had pieces lock together magically so rhe complete scep-
losr his true spellbook, and was attempting to pre- ter may be carried as if it was a Huge quarterstaff. The
serve spells that he had not yet cast. The spell tablets are engraved with hieroglyphics in the kraken
formulae are interwoven with mourning prayers, but tongue.
a successful read magic and Spellcraft skill check (DC
21) will allow the reader to piece together the follow- History
ing spells: darkness (4 pages), nightmare (10 p), During her exile in the Maw of Death, the black
phantasmal killer (8 p), protection from good (2 p), kraken Qul Al Nur Ran, known today as Queen Ran,
curtain of darkness* (10 p), shadow shield* (8 p), learned many potent arcane secrets through traffick-
Mormo's serpent hands* (14 p), greater planar binding ing with demons and consorting with the sea devils.
(16p), and wail of the banshee (18 p). She inscribed rhese secrers on tablets of coral, mined
On the next 4 pages, the author once again from the walls of the chasm around her and shaped by
addresses the reader, giving a clear and, from what her magic. Afrer defeating her brother and gaining
can be verified, remarkably accurate description of the rhrone of the Western Sea, Ran had 666 com-
the destruction of the Titan Mesos. This has caused plete tablets, which she made into this "tome" and
no small amount of surprise among theologians, who then dispersed among her allies. The dissemination
of this knowledge was probably intended both as a
RELICS &. RITUALS 2: LOST
228
CHAPTER KVEK: LOST TOK>!« OF THE SCARRED LAHD5
mind grasped — and unlocked — the mysteries of walls. Although all were accomplished wizards with
spell creation as readily as many a dwarven smith knowledge of many spells, the ideas and theories
turns out fine axes at his forge. contained upon the onyx walls astonished them.
A few dwarven detractors laughed at the wizard's Further, an apparently new message carved into
eccentricity and at the myriad words they jokingly the wall by Damashar's own hand awaited the dwarves:
called "Damashar's scratchings," Damashar often These words are our heritage, our life. Maintain
heard the snide question "Where are you going to them here and you preserve our ways. Let them crumble,
write when the walls fill up?" shouted at him as he and Burok Tom falls.
dined in Burok Torn's feast halls. The rune mastersare unwilling tortsk this proph-
IS*
But the wizard only smiled and ate quietly, hav- ecy coming true, and today guard the tomb with their
ing long before solved that particular dilemma. lives. At least three rune masters remain on watch
Damashar discovered early in his career the secret of always, serving as a ceremonial honor guard for
what he called "turning the page" — a way of moving Damashar's Tomb. Many otherdwarven wizards come
aside words carved in stone to create a new blank slate and go, so thieves with intentions of plunder could
for more spells. No one knows where the carved spells potentially face an army of rune masters. The candle
go when they vanish; in fact, no one sees the words that rests atop Damashar's sarcophagus also protects
disappear at all. One moment, a spell is written upon the room: if anyone enters by force, the candle
the walls, while a moment later a different idea or explodes in a fiery burst, dealing 10d6 points of
notation appears in the same spot. A few dwarves damage to all in the chamber (Reflex DC 17 half); the
think Damashar's spirit makes these changes and explosion will not damage the carvings, and the
claim to have seen him out of the comer of their eye candle will recharge itself in Id6 hours. Further, the
carving the spells before they appear. The rune mas- room itself has on several occasions pro tec ted itself by
ters dismiss this as idle talk among the younger changing to blank "pages" when questionable visitors
wizards. have entered.
Despite their occasional skepticism and attempts A plethora of new spells and notes still appear on
at humor, the dwarves of Burok Tom were quite fond the chamber's walls at irregular intervals. The rune
of Damashar, and his death shocked the entire city. masters avoid trying to explain this phenomenon,
While training an apprentice in the Kelders, the however, calling it simply Damashar's final mystery.
wizard was struck by a force rune and hurled from a Untested theories on runic spell energies prompt
cliff. The apprentice, Ertyk Golnast, quickly sought living rune masters to perfect new spells, creating a
aid as the broken wizard lay dying. Priests offered growing cycle in which innovative magic joins the
prayers, but Damashar's spirit fled despite their most spellbook's already expanding pages. Rune masters
determined efforts. Not willing to let him go easily, consider it a great honor to claim a spot on the walls
the priests beseeched the demigod Goran to grant as their own.
them the strength to revive their brother and leader. The room displays a maximum number of spells
Instead, an image of Damashar appeared and and notes at any given time, however, although this
spoke to the stunned group, number isquite large given thesize of the "spellbook."
"I've earned my rest," the spirit told the as- The secret of turning pages died with Damashar, as
sembled priests. "This is Goran's will. But know this: well, and no one has successfully wrested this knowl-
my death serves as a catalyst to our longevity. When edge from the tomb as of yet. Rune masters sometimes
the rune masters awaken, return to my chamber and must wait for a spell appear, but, fortuitously, the
remember." tombseernstoprovide any desired information quickly
The dwarves drew up Damashar's body and bore for the rune masters.
it through the core of the mountain, interring his Bardic knowledge DC 26; Knowledge (arcana,
remains in hisspell laboratory. Master carvers created dwarven history) DC 25.
a stone covering in his likeness, and the saddened Contents
dwarves sealed the chamber and departed. But they
Damashar's Tomb contains many spells consid-
did not forger.
ered unique to Burok Torn, including Damashar's
Golnast faithfully recorded Damashar's words force nmet, spell wall**, dust cloud*'1', hold stone**,
and tirelessly taught others the spells his mentor had rockstormt, stone assault**, and blazing shield*. Other
taught him. Eventually, he found himself surrounded spells adopted from outsiders or adapted from divine
by a growing legion of dwarven arcanists intent on spells also appear, including symbol, avalanche**, and
learning runic magic from the "new master." Golnast earthquake. Rune masters speculate that these joined
wept openly when he realized he had brought the spellbook after dwarven wizards began using
Damashar's words to fruition. He named these them.
dwarven wizards the first rune masters.
Despite Damashar's devotion to the arcane, how-
Those initial rune masters who journeyed into ever, his spellbook also stores clerical spells without
Damashar's burial chamber stood agape, awed by the difficulty. As dwarven rune masters within Burok
sheer number of spells covering every inch of the
CHAPTER : LOST TOMB OF TH£ SCARRED LANDS
Torn may follow either a divine or arcane path, no rhe Lotus Eaters sent monks across the empire to
one has really questioned this oddity. Many of the gather what were left of the drearn maps and bring
solely clerical spells upon the walls (such as spike them to the Perfumed Monastery of Shehar. There
stones, stone shape, and so/ten earth and stone) came the Grand Hierophant assembled them into a book
from the ranks of the priestly rune masters. that was to be the definitive atlas of dreams. He
tThese spells appear in Burok Torn: City Un- labored seven years in rhe collation and commentary
der Siege. of the dreams maps. It is said that when he was
finished, the demigod Erias himself appeared, and
The Dream Maps of the Lotus Eaters permeated the work with divine power. The Grand
Hierophant used the book to train his successor in the
The dream maps are contained in a large, square
brief time that remained before his death.
volume some 2 feet to a side. The book is bound in the
leathern hide of a chimera stained with mottled blue, Since the fall of Eh, the Lotus Eaters have mostly
its cover decorated by a mandala of silver and gold devolved into an anarchic society of mad prophets;
inlay, diamonds, and star sapphires. The book is held however, the tradition of the hierophants has been
shut by an ornately engraved mithril lock that is maintained, and as part of the initiation rites, a new
opened by a silver key. Grand Hierophant must make a copy of this tome.
There are at least three copies of this work extant.
History The original is in the keeping of the G rand Hierophanr
For over five centuries, the Lotus Eaters of Eli in Shehar, The second copy was given to the library
charted and cataloged the dreamlands. Throughout in Lokil, in honor of rhe lost Twilight Monastery.
the Empire, in places such as the Twilight Monastery The third copy was stolen, and its whereabouts are
of Lokil, and the Perfumed Monastery of Shehar, unknown, though it is thought by some to be hidden
they intoxicated themselves with the pollen of the now in the libraries of the Phylacteric Vault.
blue lotus, chanted, dreamed, and crafted hundreds Bardic knowledge DC 25; Knowledge (arcana)
of dream maps — richly illuminated mandalas map- DC 30; Knowledge (dreams) DC 25; Knowledge
ping the tiny yet infinite region of the Astral Plane (local hisrory: Shehar) DC 30; Knowledge (religion)
that is the realm of mortal dreams. DC 30
Much of the work the Lotus Eaters was lost
during the Divine War. The monasteries of Mid-
Contents
night, Twilight, Uncountable Stats, and Desire were The book contains 1,001 pages of elaborately
all destroyed. By the war's end, only a few of the Lotus drawn maps of the dreamlands, dream narrations,
Eaters' sacred places remained. Foreseeing the col- mantras, and prayers ro Erias, the demigod of dreams.
lapse of the Empire of Eh, the Grand Hierophant of Anyone not intoxicated by blue lotus pollen who
231
RELICS &. RITUALS 2: LOST LOrU
Contents History
The Eighteen Blades {7 longswords, 4 short The Qsseocabula was penned by Barastrondo
swords, 2 bastard swords, 1 greatsword, 1 two-bladed himself, one of the seven powerful necromancers
sword, 1 falchion, and 2 scimitars) are crafted specifi- who founded the city of Hollowfaust. Barastrondo
cally for the needs of a fighter-wizard, offering was famous as a virtuoso of animation, devising many
combative spells to make a blade strike true or to keep singular types of animated undead and constructs
a foe from landing a fatal blow. over the course of his life. He left behind several
Nulan's spellbook is a warrior-mage's delight. workbooks as manuals for his Animators' Society, of
One spell is "enscribed" upon each sword, for a total which the Osseocabula is notorious as a comprehen-
of 18 spells. Nulan concentrated on spells furthering sive primer on the animation of bone.
his warrior skills and disdained "cowards' magic," as The Osseocabula was carried to Lokil in 102 AV
he called ranged spelt attacks. Nulan preferred dis- by the Animator Miesta Carmere, who transcribed
patching enemies face to face rarher than across the the book's treatise on the human skeleton as a gift to
battlefield. the great library there. Somewhere on her return
The name of each blade and its type of enchant- journey, however, Carmere vanished and the
ment is noted below, as is the spell etched on its Osseocabula vanished with her. In the years that
surface and its last known (or rumored) whereabouts. followed, the librarians of Lokil distributed their
Those blades possessed by the Phylacteric Vault are portion of the book to various temples and insritu-
stored in a fairhful imitation of Nulan's original tions of healing, thus indirectly spreading the
practice room, with elaborate stands holding the Qsseocabula's reputation as a lost masterwork on
blades. The Vault still lacks many of Nutan's blades, medicine. The true power of the book, however,
however. remains as yet unpublicized. Though the Animators'
Society rerains a copy of the original in their libraries,
The Osseocabula they are eager to recover the lost work.
The Osseocabula is rather innocuous as necro- Bardic knowledge DC 25; Heal DC 35; Knowledge
mantic texts go. The 206-page book is 18 inches tall (anatomy) DC 20; Knowledge (arcana) DC 20.
by 13 inches wide, bound in midnight-blue leather Contents
wirh copper fastenings that do not tarnish. The cover The first page is ashort introduction to the book,
bears the sigil of Barastrondo, rendered in an ivory which addresses the reader as a fellow student of
inlay. The book feels cool to the touch even on the anatomy and the art of necromantic animation. It
hottest of days, and water runs off the cover and pages stresses that the Osseocabula is a professional manual
alike, leaving the book completely dry. on the topic of bone animation, and is not aimed at
R E L I C J «L R l T U X L J 2: LOJT LOIU
etal hand of a deceased wizard or sorcerer as its arcane parchment with a faint silvery sheen. The actual
focus. words are written solely in the coded language of
tThese spells appear in Hollowfaust: City of magic, requiring a read magic spell to decipher. The
Necromancers. silver of the pages actually allows the book to be read
Barastrondo then devotes a page to the proper- with normal human eyesight even in pitch darkness.
ties of crone's bile, a rare and debilitating poison that History
eats away at its victim's bone mass. In characteristi- The origins of the Tome of Midnight are un-
cally thorough fashion, he describes how to recognize known, though popular legend attributes its creation
the substance {a greenish, transparent, sticky fluid to the slarecians, who penned this book from rhe
that smells slightly of mint), how it is utilized (it secrets they stole from the demigoddess Drendari,
enters the bloodstream by injury), and even how to According to rhat legend, this book was given to the
manufacture it (an alchemical process requiring sev- firsr Penumbral Lords as a sign of the slarecian's
eral rare plants from the Mourning Marshes). acceptance of their service, as a lord might grant his
The next 4 pages are devoted to the formula for new vassal a sword.
creating acanopicumoftheimdead (Relics & Rituals, What is undeniable is that this torne has been
page 180). The notes in the margins indicate that passed down to the masters of cabals of Penumbral
Barastrondo disapproved of the crude result, but that Lords for as long as these shadowy manipulators have
the formula was too practical to neglect inclusion for existed. Although it has been lost and stolen occa-
the serious student of animation. sionally {often by thieves and shadowdancers in the
The rest of the book is filled with exacting employ of Drendari's clergy), ir has always been
formulae and detailed instructions for the creation of recovered — until the raid on the Penumbral Penta-
bone constructs and rare skeletal undead, in particu- gon by Barconius and the Knights of Mithril. At that
lar bone golems, superior and masterwork skelerons, time the spellbook was in the hands of the penumbral
and marrow knights. Some passing mention is made lord Dar'Tan, but it was lost during rhat assault;
of more esoteric animated creatures, such as the whether it was seized by the paladins or stolen by an
nectomantic golems of the Blood Bayou or the rhree enterprising apprentice during his escape is unknown.
varieties of siege undead. Enough information ap-
pears rhat the reader would be able to recognize such Contents
creations, but no space is devoted to actual explora- The Tome of Midnight is a massive spellbook of
tion of the processes needed to create such things. 250 pages, 248 of which are taken up by those spells
The final page of the tome is a brief afterword, from rhe penumbral lord spell list (see Relics &
wherein Barastrondo hints at the greater achieve- Rituals, page 17). The other 2 pages are blank, one in
menrs yet to be made in the field of animation. He the fronr and one in the back of the book. The writing
closes the Qsseocabula with a reminder that the of the spellbook itself is dangerous, as it contains a
science of necromancy is entirely as helpful or baleful unique variant of the original slarecian language
as the wizard who uses it — a reminder that far too vims rhar is triggered only if there is any light on the
many necromancers have ignored. pages when the book is read (see Creature Collec-
tion, page 178, and also Chaptet 6 in this book for
The Tome of Midnight details on the slarecian language virus).
The Tome of Midnight is a massive spellbook,
covered in some kind of srrange jet-black leather that
is as smooth as silk. The cover seems to drink in any
light that touches it, and under full sunlighr it looks
like norhing so much as a black, rectangular hole in
space. The actual edges and corners of the book can't
be properly made out, so deep is their black colora-
tion. In fact, the book cannot actually even be opened
in lighted surroundings — there are no discernable
covers to grasp, even by touch. It may, however, be
picked up and carried.
In facr, the Tome's light-drinking properties are
sostrong that any spell with the [light] desctiptor that
is cast into an area containing the Tome of Midnight
is weakened, reducing the spell save DC against that
spell by 2.
Only under minimal light, such as moon- or
candlelight, may the Tome of Midnight be opened.
Its pages seem to be of parchment, though an odd
235
R€U« &. RITUXLS 2: LOST LC
Appendix
OPEN GAME LICENSE Version 1.0
The fbllowing text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast. Inc ("Wizards"). All Rights Reserved.
I. Definitions: (a)''Contrihuto[s"meMni the copyright and/or tradematk owners who have contributed Open Game Content; (bX'Detivative Material"
means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction,
addition, extension, upgrade, iraptovement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c)
"Distribute" means to reproduce, license, tenr. lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the
game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an
enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any wotk covered by this
License, including translations and derivative works under copyright law, but specifically excludes Product Identity, (e) "Produce Identity" means product and
product line names, logos and identifying marks including trade dress: artifacts: cultures characters; stories, storylines, plots, thematic elements, dialogue,
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environments, cteatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any orhet trademark or registered
trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) 'Trademark"
means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to
the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use. Distribute, copy, edit, format, modify, translate and otherwise create
Derivative Material of Open Game Content, (h) "You" or "Your" means the licensee in terms of this agreement.
Z. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used
under and in terms of this License. You must affix such a notice to any Open Game Content that you use. No terms may be added to or subtracted from this
License except as described by ihe License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
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exclusive license with the exact terms of this License to Use, the Open Game Content.
5, Representation of Authority to Contribute: If You are contributing original material as Open Game Content, Yourepresentthat Your Contributions
are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
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NOTICE of any Open Game Gmtent You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's
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another, independent Agreement with the ownet of each element of that Product Identity. You agteenot to indicate compatibility ot co-adaptability with
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of such Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The
owner of any Product Identity used in Open Game Content shall retain all rights, title and intetest in and to that Product Identity.
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I1. Use of Contributor Credits; You may not market or advertise the Open Game Content using the name of any Contributot unless you have written
permission from the Conrtibutor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content
due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within JO days of
becoming aware of the breach. All sublicenses shall survive the termination of this License,
H. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it
enforceable.
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