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Lost Books 4

The Heart of the White Star


History of the Heart
The Knights of the White Star Chapel were devoted to the destruction of evil and
decay in all its forms. Counting a number of warrior-priests of great skill and power
among their ranks, the Knights served as a steadfast bastion between the forces of
darkness and the common man. Blessed with the favor of the gods of light, they
wielded a variety of unique spells and magic items in their war on evil.
It was the very success of the Knights that brought the order’s downfall. The
Knights' success and magic defeated thousands of undead threats and demonic
menaces, and eventually lead to an uneasy alliance between the forces of evil in order
to eliminate the common threat. Demons and undead attacked the Chapel in hordes,
lead by a number of powerful liches, glabrezu and balors whose schemes had been
thwarted by the Knights.
While the Knights fought valiantly, they couldn’t stand against such a horde of
opponents and the Chapel was torn down and blighted by a variety of unholy spells.
Those few Knights that escaped the carnage were harried across the land by hunting
packs of ghouls and hellhounds, with many disappearing into hiding to pass their
abilities on to a new generation. A select few among them, forewarned of the attack by
Requires the use of the Dungeons and
Dragons Third Edition Core Books,
careful divination, collected the greatest secrets of their order and transcribed them into
published by Wizards of the Coast, Inc. a slim book dubbed the Heart of the White Star.
The Heart was spirited out of the Chapel by a young cleric named Gallus
Dungeons and Dragons and Wizards of Theander, a half-elf lad that was little more than an apprentice in the clerical arts.
the Coast are registered trademarks of Although he lacked the magical might of his comrades, Gallus’s misspent youth gave
Wizards of the Coast, Inc, in the United him a great deal of practice in staying one step ahead of pursuers and hiding things
States and are used with Permission
from the sight of others. He is known to have carried the Heart of the White Star
‘d20 System ’ and the ‘d20 System ’ logo across the length of the continent, always out of reach of the evil forces that hunted
are trademarks of Wizards of the Coast, him, until he was slain by a team of ghoulish assassins in the city of Quebar. Although
Inc. and are used according to the terms a search of his corpse unearthed several minor weapons and enchanted items the
of the d20 System License version 6.0. A Knights had sought to keep out of demonic hands, no sign of the Heart of the White
copy of this License can be found at Star could be found on his person.
www.wizards.com/d20.

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The Heart of the White Star

Attempts to contact his spirit by evil clerics and demon DC 20: The Heart of the White Star is an ancient tome
princes merely uncovered the fact that he had hidden the tome, smuggled out of the Chapel mere hours before it fell to a
and his tight-lipped soul refused to offer any clues as to where combined army of demons and undead. It was hidden by a
it may be found. young acolyte named Gallus Theander.
The resting place of the Heart of the White Star has seen DC 25: The evil forces that destroyed the Chapel still
much speculation over the three centuries since the chapel fell. search for the Heart of the White Star, hoping to eliminate the
Although it’s acknowledged that Gallus possessed little magic it contains from mortal hands forever.
magical power, he still managed to hide the book somewhere DC 30: Clues regarding the location of the Heart have
that makes locating it with magical divination near impossible. been hidden in over a dozen temples, all in sacred locations
It has lain at rest since the chapel fell, and demons and undead that undead and extra-planar evils cannot enter. Several demon
of all kinds still scour the land for the chance to destroy the last princes and undead wizards have contingent divinations that
threat of the White Star. will let them know the moment the Heart is removed from its
Dozens of rumors about the Heart of the White Star exist hiding place. Anyone who possesses the book should expect to
among the common folk and adventurers alike. The most be the victim of demonic attack and burglary attempts within
popular suggests that the book’s location can be found by hours of taking possession of the book.
searching through the churches and holy places Gallus visited
during his cross-country escape, finding clues hidden in Description
warded locations that demons and undead cannot visit. While
The Heart of the White Star is a simple book bound with
the records of several good churches suggest the young Knight
pale leather. A single star adorns both covers, metallic
visited them, few have any details about where he could have
engravings that glow softly if exposed to the light.
hidden such clues during his brief stay.
The book contains spells written in a variety of hands,
alongside detailed information about dogma of the Order and
Bardic Knowledge/Knowledge (religion) the techniques they used when fighting demons and the
Characters with Bardic Knowledge or Knowledge undead. It is one of the most extensive texts on demon slaying
(religion) may be familiar with the Heart and the White Star and hunting the undead in existence, and is much sought after
and the Order that created the tome. The first time a character by sages and religious figures alike.
with either skill hears about the White Star, have them make a Value: 2,350 gp
check and consult the following table. Hardness: 2
DC 10: The White Star Chapel was the spiritual home of Hit Points: 5
an order of knights devoted to fighting the spread of undeath Weight: 2 lbs
and corruption throughout their homeland. Special: If the Heart of the White Star is consulted for one
DC 15: The Knights of the White Star used several unique hour while researching an undead or demonic creature, the user
magic spells to combat their opponents, and the effectiveness gains a +2 circumstance bonus to their check due to the
of their magic lead to their downfall. extensive details on such creatures contained within the tome.

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The Heart of the White Star

Aura of the White Star Burning Halo


Evocation [Good] Abjuration
Level: Clr 5 Level: Clr 3
Components: V, S, M Components: V, S, DF
Casting Time: 1 standard action Casting Time: 1 standard action
Range: Personal Range: Personal
Effect: 20-ft.-radius emanation centered on you Target: A creature attempting to possess you or affect your
Duration: Concentration + 1 round/level mind
Saving Throw: see text Duration: 1 round/level
Spell Resistance: Yes Saving Throw: Will half
Spell Resistance: Yes
You generate a strong field of holy energy, filled with
dancing motes of fire and light. You create a halo of white fire that slowly circles your
Good creatures within the area of effect regenerate 1 hit head. If you are targeted with any mind-affecting spell or
point ever round, gain a +2 morale bonus to attack rolls and possession attempt, the halo channels a burst of energy back at
saving throws, and have any attempt to exercise mental control the caster. The energy inflicts 1d6 points of damage per caster
over them or possess them blocked as long as they remain level (5d6 maximum).
within the radius of the aura. The aura does not prevent such This spell does not provide any additional information
effects from targeting protected creatures, but does suppress about the caster, and harms only the caster of the mind
their effects as long as they remain within the range of the aura. affecting spell or creature attempting possession. It does not
Non-good creatures within the area take 1 point of divine negate the effects of the spell, unless the caster is killed or
damage every round from the burning motes, suffer a –2 moral knocked unconscious by the energy burst.
penalty to attack rolls and saving throws, and must make a
Fortitude save every round or be dazzled by the flickering
lights within the aura.
Undead creatures within the area suffer 1d6 points of
damage every round, plus 1 additional point for every two
caster levels (maximum +10). Undead creatures that fail a Will
save are blinded as long as they remain within the aura.
The area of the aura is filled with light as bright as
sunlight. Creatures that take penalties in bright light also take
them within the radius of the aura. It also projects dim light for
a further 20 feet beyond the radius of the spell.

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Burning Ward As long as you hold the charge, any weapon you hold in
Abjuration [Good] your hand is treated as though it possesses the good descriptor
Level: Clr 2, Pal 1 for the purposes of bypassing damage reduction. The flames
Components: V, S, DF also ward you against any attempt to possess you (by a magic
Casting Time: 1 standard action jar attack, for example) or exercise mental control over you
Range: Personal that originates from an object held in your warded hand.
Target: You This allows you to wield an intelligent weapon without
Duration: 1 round/level fear of being dominated in a personality conflict, or wield a
Saving Throw: None cursed weapon without fear of falling prey to any delusions
associated with it. You are even protected against possession
Spell Resistance: No
attempts that normally occur at range, such as those from a
You shroud one hand and arm in holy flames that can be
creature inside a magic jar crystal, as long as you hold the
used to damage opponents. You inflict 1d8 points of damage
crystal in your warded hand.
plus 1 point per caster level (+20 maximum) of damage on a
successful melee touch attack. Half the damage inflicted is fire
damage, while the other half is pure divine energy that is not Eyes of Fire
reduced by fire resistance or damage reduction. Making a Divination [Good]
successful touch attack also discharges this spell. Level: Clr 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

This spell blesses you with the ability to see the auras of
evil creatures as simply as you would ordinarily see their
physical form. While the spell is active the physical world is
shadowy and indistinct, as though you were trying to stare at it
through soot-stained glass, but evil creatures are immediately
apparent as burning shapes in the midst of the shadowy
landscape.

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You can determine the presence of evil within your line of An immobile wall of shimmering divine light springs into
sight, and as a free action every round you can determine the existence, creating a barrier that is intangible for all good
power and location of all individual auras within 120 feet just creatures. Any non-good creature that approaches the wall
as if you’d spent three rounds focusing with a detect evil spell. suffers the following effects, based on their hit dice.
The burning shape always resembles a creature’s true
form, allowing you to see through effects that polymorph, HD Effect
change or otherwise transmute an evil creature. Effects that Equal to caster level Dazzled
conceal the exact location of an evil creature, such as blur and Up to caster level –1 Dazzled, ward
displacement, work normally against you while under the Up to caster level –5 Blinded, ward
effects of this spell. Invisible creatures with a moderate or Up to caster level – Blinded, stunned, physical
stronger aura are visible as flickering forms, reducing the 10 barrier
effects of invisibility to concealment.
While under the effects of this spell, you suffer a –4 The effects are cumulative and concurrent. A creature that
penalty to spot and search checks against creatures and objects makes contact with the holy wall must make a saving throw for
that don’t register as evil. You also suffer a 20% miss chance each relevant effect.
against good or neutral creatures in combat, as well as evil Blinded: If the creature touches or crosses the holy wall,
creatures whose aura is only faint. Creatures protected from they must wake a Will save or be blinded for 2d4 rounds.
divination or attempts to read their alignment, such as those Dazzled: If the creature touches or crosses the holy wall,
using a mind blank spell, are treated as if they were invisible to they must make a Will save or be dazzled for 1d6 rounds.
you are looking through the eyes of fire. Physical Barrier: The creature’s path is blocked by a wall
of solid force, immune to physical damage and most kinds of
Holy Wall spells. The holy wall blocks any spells or breath weapons
Evocation [Good, Force] originating from these creatures, although they can still pass
Level: Clr 6 through the wall using dimension door, teleport and similar
Components: V, S, DF effects. The barrier blocks ethereal creatures as well as
Casting Time: 1 standard action material ones. Gaze attacks continue to operate through the
Range: Close (25 ft. + 5 ft./level) holy wall.
Effect: Wall 4 ft./level wide, 2 ft./level high Stunned: If the creature touches of crosses the holy wall,
Duration: Concentration + 1 round/level they must make a Will save or be stunned for 2d6 rounds.
Ward: The creature must make a successful Will save in
Saving Throw: See text
order to cross the holy wall. Those that make a successful Will
Spell Resistance: Yes
save may cross the holy wall as often as they wish without
making a second save against the Ward, but must still make
saves to avoid other effects (if any).

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Furthermore, if you are on your home plane when you cast Light of truth is effective against supernatural abilities as
this spell, any evil extraplanar creature that comes in contact well as spells and spell-like abilities, but doesn’t help you see
with or crosses a holy wall is dismissed back to their home through mundane disguises, spot creatures that are simply
plane. This effect allows a special Will save (DC = spell’s hiding, or reveal objects hidden by mundane means.
save DC – creatures HD + your caster level). It takes place Material Component: A small golden lamp that costs 200
regardless of whether the creature suffers any other effects of gp and is fueled with blessed oil.
the wall.
The wall’s maximum proportions are 4 feet wide per caster Mark of Light
level and 2 feet high per caster level. A holy wall spell cast to Evocation
materialize in a space occupied by a creature is disrupted, and Level: Clr 4, Pal 4
the spell is wasted. Components: V, S
Creatures whose HD exceed your caster level are Casting Time: 1 standard action
unaffected by the holy wall. Range: Personal
Effect: One holy symbol of pure sunlight
Light of Truth Duration: 1 minute/level
Divination Saving Throw: No
Level: Clr 4 Spell Resistance: None
Components: V, S, M
Casting Time: 1 standard action You summon a small globe of pure sunlight that takes the
Range: Close (25 ft. + 5 ft./level) shape of your holy symbol. The mark sheds light as bright as
Effect: 20-ft.-radius burst full daylight in a 60-foot radius, and dim light for an additional
Duration: Instantaneous 60 feet beyond that. Creatures that take penalties in bright light
Saving Throw: None also take them while within the radius of this magical light, and
Spell Resistance: No you gain a +3 sacred bonus to your Charisma checks when
attempting to turn undead.
This spell creates a brilliant flash of light that illuminates
things as they really are. It negates blur and displacement
effects, dispels illusions, makes invisible creatures and objects
visible, and reveals the true form of polymorphed, changed or
transmuted creatures and things. For each such effect within
range, you must make a caster level check (1d20 + caster level,
maximum +15) against a DC of 11 + caster level of the effect.
Success means the spell or effect is negated. For creatures with
the shapechanger subtype, the DC is 25.

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Purging Flame Range: Touch


Evocation Target: Weapon touched
Level: Clr 5 Duration: 1 minute or until
Components: V, S, DF Saving Throw: None
Casting Time: 1 standard action Spell Resistance: No
Range: Touch
Effect: Creature touched This spell temporarily consecrates your weapon, fusing it
Duration: Instantaneous with holy energy that is anathema to evil outsiders. When
Saving Throw: See text making your next attack roll, your weapon is treated as though
Spell Resistance: Yes; see text it possessed the good descriptor for the purposes of bypassing
damage reduction.
When cast on a subject afflicted by an enchantment, curse You cannot cast this spell on a natural weapon, such as an
or possession (for example, magic jar), the purifying flame unarmed strike. A monk’s unarmed attack is considered a
breaks the effect and channels a burst of raw energy back to the weapon, and thus can be purified using this spell
source of the affliction. For each such effect suffered by the
subject, you make a caster level check (1d20 + caster level) Quiver of Light
against a DC of 11 + caster level of the effect. Success means Transmutation [Good]
that the creature is free of the spell, curse or effect, and you Level: Clr 4
cause the original source of the effect to spontaneously Components: V, S, DF
combust for 1d6 points of damage per caster level (10d6 Casting Time: 1 standard action
maximum). The original source only takes half damage on a Range: Close (25 ft. + 5 ft./level)
successful Will save, and they can only take damage once Target: Fifty projectiles, all of which must be in contact with
regardless of the number of effects you break with the each other at the time of casting
purifying flame. This spell provides no additional information Duration: 1 min./level
about the source of the effects that afflicted the target, and it Saving Throw: No
doesn’t harm anyone but the original source of the curse, spell Spell Resistance: No
or possession attempt.
You transform ammunition (such as arrows, bolts,
Purify Weapon shuriken and stones) into projectiles composed of pure divine
Evocation [Good] energy that strike like a bolt of pure sunlight. Each piece of
Level: Clr 0 ammunition deals an additional 1d6 points of fire damage to
Components: V, S, DF any target it hits. Against evil opponents the ammunition
Casting Time: 1 standard action inflicts an additional 1d6 points of damage that results directly
from divine power and is therefore not subject to being reduced

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by resistance against fire-based attacks. If used against an evil Radiant Orb


outsider, the ammunition inflicts +1 additional point of divine Evocation
damage per caster level (Maximum +20). Level: Clr 2
Components: V, S, DF
Radiant Form Casting Time: 1 standard action
Transmutation Range: Close (25 ft. + 5 ft./level)
Level: Clr 9 Target: One creature
Casting Time: 1 standard action Duration: Instantaneous
Range: Personal Saving Throw: Fortitude partial
Target: You Spell Resistance: Yes
Duration: 10 min./level
Saving Throw: None You create a small globe of pure sunlight that can be
Spell Resistance: No thrown at opponents. On a successful ranged touch attack, the
orb explodes in a brilliant flash of light that inflicts 1d4 points
You transform yourself into a creature of pure positive of damage and blinds the target for 1 round if they fail a
energy. You are incorporeal, immune to critical hits, and shed Fortitude save. If the target successfully saves, the radiant orb
light as bright as full daylight in a 100-foot radius with dim merely dazzles them for one round.
light for an additional 100 feet beyond that. Because your own The orb is particularly effective against undead creatures,
form is made of positive, healing energy you can use your own inflicting 2d4+1 points of damage on a successful attack.
essence to cast spells and heal others. Against undead creatures particularly vulnerable to bright light,
At the cost of 5 hit points you can cast a cure moderate such as vampires, the orb inflicts 2d4 points of damage +1
wounds spell with no loss of prepared magic or spell slots. For additional point per caster level (Maximum +10).
10 hit points you can cast cure critical wounds instead. You
cannot use these abilities upon yourself.
At the cost of 1 Constitution point you can make an The Heart of the White Star
attempt to turn undead, even if you have already used all your Written by Peter Ball
turn attempts for the day; 2 Constitution points allow you to Edited by Adam Windsor
turn undead as a cleric of twice your level.
For details on upcoming Lost Books PDF’s, visit our website at
www.clockworkgolem.com.

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OPEN GAME LICENSE Version 1.0a described by the License itself. No other terms or conditions may
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registered trademark clearly identified as Product identity by the independent Agreement with the owner of such Trademark or
owner of the Product Identity, and which specifically excludes the Registered Trademark. The use of any Product Identity in Open The Complete Book of Eldritch Might © 2004, Monte J. Cook.
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contributed to the Open Game License by the Contributor (g) to that Product Identity. The Heart of the White Star © 2005 Peter M. Ball.
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