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AEG - Magic

The document introduces a roleplaying game book focused on various types of magic, detailing new spellcasting classes and mechanics that allow players to customize their magical abilities. It emphasizes the flexibility and creativity in spellcasting, moving away from traditional limitations of spell slots and levels. The content includes chapters on different magical disciplines, such as Chronomancy, Elementalism, and Technomancy, each with unique spells, feats, and magic items.

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Lucy L
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0% found this document useful (0 votes)
194 views194 pages

AEG - Magic

The document introduces a roleplaying game book focused on various types of magic, detailing new spellcasting classes and mechanics that allow players to customize their magical abilities. It emphasizes the flexibility and creativity in spellcasting, moving away from traditional limitations of spell slots and levels. The content includes chapters on different magical disciplines, such as Chronomancy, Elementalism, and Technomancy, each with unique spells, feats, and magic items.

Uploaded by

Lucy L
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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+

IlIAGIC

It's not the secrets behind the page, but the mysteries we've already
uncovered that will destroy us.

~ 2002 Alderac Entertainment Group, Inc. All rights reserved.


INTRODUCTION

WRITING Very special thanks to Lisa Hunt for all ofher hard work
Andrew Getting, Travis Heermann, Jeff Ibach, on the more graphical artistic elements.
Mike Mearls, jim pinto, Eric Steiger, Douglas Sun Even more thanks to Rob Vaux for all of his insight and
thoughtful criticism. Of course, ifhe weren't 6' 7" and 300
ART DIRECTION pounds I wouldn't be saying this at all.
jim pinto Thanks again to Rick and Joe, mostly because it will
confuse them to pur their names on here.
COVER DESIGN
Dave Agoston and Mark Jelfo DEDICATION
I would like to dedicate this one to the AEC Marketing
COVER ILLUSTRATION and Customer Service team. It's very easy to overlook the
Jon Hodgson guys who answer the phones and make everything run so
smoothly when you're scrambling to get a book out the
INTERIOR IllUSTRATIONS door.
Marcio Fiorito, Lewis Larosa, D~rick W. Gross, Lisa Hunt Thanks gang.

EDITING If you're reading this, you've gone too far.


Mike Mearls, jim pinto,
Rob Vaux, Katie Yates

INTERIOR DESIGN
AND LAYOUT
Dave Agoston
and Mark Jelfo

PROJECT
MANAGER
jim pinto

WINGMAN
Mike Mearls

PLAYTESTING AND
ADVICE
Mike Leader, James
"Sparky" Sparling,
Kevin Millard

SPECIAL
THANKS
jim pinto would
like to personally thank
Mike Mearls for batting
clean up on this one. "this
book was fun to pur together
and Mike did a great job,
coordinating the effort. M
Kudos. In.J1
INTRODUCTION

Introduction 4 Chapter 10: Shadow Magic. 91


Background 91
Chapter 1: Chronomancy 5
Shadow Mage 93
Background 5
Shadow Master 97
Chronomancer. 7
New pells 98
New Feats 9
New Spells 9 Chapter 11: Technomancy 101
New Magic Items 12 Background 101
Tinker 103
Chapter 2: Elementalism 13
New Spells 108
Background 13
TechnomancyTemplates 109
Elementalisr 15
Srearn Giants 116
New Feats 18
Elemental Adept. 18 Chapter 12: Thaumaturgy 119
New Magic Items 20 Background 119
Thaumarurge 121
Chapter 3: Fetish Magic 21
New Artifacts 124
Background 21
New Spells 125
Totemist 23
TeachingThaumarurgy 127
Charm Masrer 26
Spelcius 127
New Feats 28
New Spells 28 Chapter 13: Theurgy 129
New Magic Items 29 Background ...............•••••••.•................ 129
Great Charms 30 Theurgist 130
New Spells 132
Chapter 4: Flesh Magic 31
Background , 31 Chapter 14: Witchcraft 1H
Flesh Mage 33 Background ...........•.••••.•.••.•................ 133
The Beasr Maker 37 The Witch ..............••...••••.••............... 135
New Spells 38 ew Fears 138
New pells 138
Chapter 5: Forge Magic. 41
New Magic Items 140
Background 41
The WitchKnighr 141
Mage Smith 44
New Fear 48 Chapter 1'i: Arcana 143
The Mason of the Black Seal 49 Spell Point Sysrem 143
pontaneous Magic ........•........................ 149
Chapter 6: Ki Magic 'i1
Spell Design 158
Background 51
Arcane Dueling 164
Arcane Monk. 53
Inrelligent Magic Irems 166
Monk of the Cloaked Fist. 56
Legendary Magic Items 169
New Spells 61
IniusingSouls 178
Chapter 7: Madness Magic 6'3 ouled Consrrucrs 180
Background 63 pell Casting Gear 181
Adepr of rhe Awakened Eye .....•.................... 65 ArcaneDevourer 184
New Feats 70 Exalred Propher 185
The God-Touched ......•.•.•........................ 70 New Feats 187
New Magic Items 72 Magic Items 188
Spell Lists 189
Chapter 8: Number Magic. n
Background 73
Number Magician 77
New Uses for old Skills 80
The Antithesis 80
The Concordant 81

Chapter 9: Rune Magic 8'3


Background 83
Runewright 85
New Feats 89
Dwarven Runesmith 89
New Magic Items 90
INTRODUCTION

When it comes time to cast spells, there's no need to


stick to levels and spell slots. The spell point system pre-
Did you ever wonder why every wizard in a fantasy game sented here allows you to drop the idea of fire and forget
uses the same spells the same number of times per day magic. Want to cast magic missile again? Go ahead, as long
with largely the same effects? as you have the points. Spell points not flexible enough?
Of course, the obvious answer is - game balance. Then build a spell on the fly using your magical abilities.
Fantasy roleplaying games are meant to let everyone have Want to blast someone off a wall with a bolt of force
a chance to shine. If we let wizards get away with every- shaped from magic missile? Use your Spellcraft and
thing, like they do in paperback novels, no one would Knowledge (arcana) skills to modify the magical potential
want to playa figh ter, rogue, or ranger. Mind you, wizards of a spell on the fly and make it do what you want. Break
there have free reign because the author is there to keep the mold of the spells presented here and bend magic to
them in line. Sure, the wizened old spellcaster is a power- your will, rather than restricting yourselfto the spells pre-
ful figure. But he won't atomize the villain with a snap of sented in the game system. Magic is power, not an easily
his fingers. He has to track down a young, fledgling war- detailed list of modifiers and die rolls.
rior to mold into the prophesized hero who is of course of course, spells aren't where magic begins and ends in
prophesized to rid the world of evil. Of course, the wizard roleplaying. From the mightiest demon-slaying sword to
could unleash his magic to smite the bad guy, but there's a simple scroll of magic missile, adventurers rely on magical
always some operating principle which forbids it. equipment to preserve their lives and help tackle the most
As gamers, on the other hand, we have choices. If the powerful creatures in the multiverse. Such items deserve
stereotypical wise and wonderful wizard is controlled by a a better treatment than a few lines in a stat block. New
gamer, he'll dispense with the notions of obeying prophe- rules presented here allow you to customize a weapon not
cies and hanging out in the background. He'd teleport to only by what it can do but by who made it. Add a trapped
the villain's hellish lair and beat the villain with a few soul to an enchanted blade to give it that extra kick to belp
delayed blast fireballs. There, story over. Let freedom reign, cur down your enemies. Afraid someone will steal your
thank you very much, and where are my XPs? weapon's secrets? Then perhaps a book bound in dopple-
Magic can't afford to be mysterious, weird, and unpre- ganger hide is what you need to keep them safe. Best of
dictable in a game. It needs rules to govern it, so players all, with the new rules for granting an item levels, your
and DMs can make use of it. If nobody knows that a trusty sword gains in power right along with you. The
mage's fireball does, it's hard to resolve it during a game. next thing you know, it's offering you advice on how to
But that doesn't mean magic can't by mysterious. wield it.
With a few tweaks here, a few changes there, and a new Put the magic back in magiC.
game mechanic or two we can build an almost infinite
variety of new types of magic. Madness mages bend reali-
ty with the sheer force of their will. Arcane monks dish
out kung fu with a nice frosting of magic. Shadow mages
call to the darkness and bend it to their will. Flesh mages
treat living things like piles of clay: A tweak here, a quick
cut there, and voila! You can fly:
Within this book, you'll find over a dozen new types of
spellcasters. They all work on the foundations of the same
magic system, but with just enough changes to make
them noticeably different. Sick of playing the same old
Gandalf wannabe? Try out a numerology mage. Do your
players have to stifle yawns when a sorcerer shows up? Set
a technomage against them, and watch them squinn as a
20-foot tall, fire-belching mountain of metal and steam
against them. With the new classes presented here, along
with their spells, feats, and magic items, your players will
never know what hit them. And if you're a player, you can
finally pull off the mysterious wizard act. Pick one of
these classes and run with it. There's no need to tell the
other players what your character is up to. They'll find out
soon enough.

"
CHRONOMANCY

who am I? Now that's a silly question. You ask me what I am Oh, the worship ofThroden banned, too? Blasphemy, you ay?
now, but in a minute I could be someone else, or somewhere else, My, that's quite a strong word. Now good sir, there is no need
or perhaps somewhen else. In this discrete moment, what I am, for those manacles. I beseech you, have pity on an old wizard. 1
who I am, where I am, and when I am are all completely irrel- mean, old, defenseless, utterly mundane man. Did I say wizard?
evarlt. Ask me instead, who will I be? oh dear, not again.
Good sir, there is ItO need for your truncheon. I will go qUIetly
with you into custody. Violence is not necessary, though your
thuggish behavior does its best to provoke my ire. Gods, I liked
you much better when you were a tavern keep. Ah, I see a glim-
mer of recognition. You always did want to own an ilm, didn't Chronomancy is the study of time travel and man-ipula-
you? And now you're stuck dealing with, what was it you called tion, the study of the realm of possibilities and varying
me, a ranting lunatic? My wounds, 1 can assure you, were dealt realities that could be, may have been, and could well pass
by no creature of this plane. They are but a tragic result of my into being. The study of time is not without inherent risk.
chosen profession, a working hazard you cOLIld say. I am a threat Time moves forward at the behest of a strict set
to none, not even myself on my better days. of fundamental laws of the cosmos. Learning these laws
But we have evaded the meat of our discussion. You wanted is the fust step towards understanding the powers avail-
to own an inn, and if I recall correctly you planned to name able to the chronomancer.
it the Drunken Dragon. The name has an appea~ does it not? Let Temporal prime, the cosmic domain of time, is an end-
me see now, you would have served a beef stew - your mother's less black sea sparkling as if it spread beneath stars from
recipe, and at Itlght when the mercenaries and dwarves insisted a thousand galaxies. Glowing, incorporeal figures repre-
on staying a bit too late you were as adept then with the trun- senting all things in the multiverse stand in place on what
cheon as you are now. Ah, those were good days. I miss them so. appears to be a slightly blue flat surface extending to in-
Oh, no need to stand there gaping. You act as If I'm some sort finity in all directions. Between, through, and around
of wonder. Haven't master Pandalio and the rest of the order these phantoms are the strands, the pinnacles of change
established their academy here? You must have heard the and circumstance that intertwine through history.
name. No? oh dear. Then what of the other order, the societies The e strands are a countless number of glowing lines,
of magic? some thinner than others, many of different colors,
Banned? each marked by a code understandable by only a select
Me, a wizard? No, of course not. I wouldn't dream of pmctic- few. The chronomancer learns to project his conscious-
ing magic. Why, I hate wizards. Thank the gods they are banned, ness into this mysterious realm, where ir wanders
and they should have been long ago. By Throden's beard, I hate in search of the critical strand that forms a minor event
wizards.
CHRONOMANCY

in history. For example, a chronomancer could seek The guardians seem to be attracted to the presence of any
the juncture that binds two people for the first time. With outsider, yet it takes them a few moments to organize and
careful manipulation, he could sever that connecting appear. A chronomancer who plans to make small, subtle
strand, breaking the event that bound the two together. changes to the past can enter temporal prime, make his
Perhaps a pair of lovers just misses each other rather than changes, and escape unnoticed. With careful manipula-
meeting at a county festival Would-be bitter enemies are tion and a thorough knowledge of the rules governing
assigned command of different sections of a battlefield, conduct upon temporal prime, chronomancers can learn
preventing their duel and eventual blood oath to fight to to make subtle changes that are overlooked by the
the death. With that, one might also imagine the strands guardians. They can become masters of their own strands
that lead from the two of them to all the unwritten possi- and caretakers (or meddlers) of others' fates.
bilities would fray, writhe loose and disrupt thousands of When a chronomancer manipulates time, he peers into
others, but they do not. Temporal prime heals the strands, temporal prime and seeks a particular strand that ties
making subtle changes so that time does not break but a cause to his desired effect. Like opening a window and
shifts ever so slightly to keep things right. The lovers peering out on to a crowded street, there is
instead meet later that night when they both attend the always a chance that the watcher may
same party. The blood enemies hear himself be watched. The guardians are
of each other's actions in battle ever vigilant to stop those who would
and seek each other out on ~ 1 damage the strands of time beyond
the second day of fighting. • ~ .. repair. Working with chronomancy
chronomancers under- ~.. is never a sure thing, either due to
stand that process and interference from the policing
know how to use it to their guardians or the fickle twists of fate.
advantage. It is this reason that many chrono-
Naturally, their abilities do not mancers develop paranoia about their work
come without a price. Time is an and do not like tempting the power that be
inexorable pro-cess. That which with their unique manipulations. Many
has been committed to its tapestry chronomancers have lived through his-
is almost utterly unalterable. tory never revealing their true nature,
While the future is malleable, the carefully passing their powers off as
past is set in stone. Some chrono- arcane secrets or divine manipulation.
mancers question just how static A lone, isolated mentor commonly
the past can be, but their efforts to instructs a would-be chronomancer, for
affect wholesale change have uni- srumbling upon the knowledge on one's
versally met with disaster at the own can become a life-consuming task.
hands of the bizarre creatures Frequently a Ultor is an aged chronomancer
known as the guardians. who has peered into the future ofa particular
Lurking within the strange angles and young mage and saw potential for greatness
folds of temporal prime, the guardians swarm forth to within him. Occasionally a more active church of a god of
rend and tear any who dare despoil their realm. time, history, or knowledge sponsors those interested in
Chronomancers who have encountered these fiends studying chronomancy. Whatever the case, chrono-
describe them in vague terms - small, flashing creatures mancers are rarely trustworthy. With their knowledge of
that rip into their victims with long, jagged fangs. On both the past and present, even their most innocent
temporal prime, a visitor has little sen e of his body. actions may have tremendous repercussions.
Instead, he appears as a faintly shimmering field of ener-
gy. When the guardians attack, they latch on to a visitor's IN YOUR CAMPAIGN
manifestation yet cause terrible wounds to his physical Chronomancy can place a lot of power inro the PCs'
body. Observers witness terrible wounds accompanied by hands. Chronomancy spells place many restrictions on
the sickening sounds of rending flesh and gnawing teeth. what a character can do with them and the threat
A careful chronomancer can avoid the guardians' depre- of the guardians limits the chronomancer's power. till,
dation, but one who grows too bold risks a horrible death. the prospect of time travel poses many problems that
Years of study yield a set of simple guidelines for avoid- can short circuit a campaign. Chronomancy has been
ing these creatures. So long as a chronomancer does not designed from the ground up to prevent the PCs (or a vil-
linger too long in temporal prime, he can make lain) from simply traveling back in time to kill a rival's
alterations to the time stream and slip away unnoticed. parents, and thus prevent his birth.
CHRONOMANCY

Guardians quences. Most likely the guardians could care less.


These are the police of the time stream, an impersonal, If the characters steal a sacred dagger which is later to be
relentless, implacable force that tears to shreds any enchanted and becomes the great symbol of a nation,
chronomancer foolish enough to linger on temporal that's when the guardians go to work. Under normal cir-
time. These creatures are the primary reason chrona- cumstances, they will simply repair the frayed threads,
mancers cannot simply rewrite history to suit their taste. not alter history. For example, the chronomancer may
Full rules for using and running the guardians appears teal the dagger and rerurn to their own time to discover
later in this section. that a sacred axe was used in place of the dagger. If they
If you want to make time travel and manipulation kill a terrible king, the guardians will attach all the
an integral part of your campaign, you may want to tinker threads of that person to a different, convenient target:
with the guardians to better suit it. In a world where time the king' brother, or queen, for example, who will con-
travel is common, the guardians are either entirely absent tinue history more or less as written.
or more willing to allow others to manipulate time. As
presented here, they are an impersonal force more in line
with a hurricane than a conscious entity. Give tbe
guardians personalities, a hierarchy, and a code of conduct
if you would rather make them a group of NPCs that The chronomancer is the ultimate seer, the quintessential
can be reasoned with. Perhaps they have their own historian, or even the perfect burglar. He has a home, but
society and factions. Evil NPCs can bribe and intimidate it's not always a matter of where but when. While only the
some of them to allow major changes to the past, while mightiest of these spellcasters can travel back to previous
the PCs must ally heroic guardians or navigate their com- ages, even an apprentice soon learns how to make subtle
plicated, alien culture to help restore time to its proper alterations in the rum of events and progression of time.
order. While a certain level of responsibility and care is cultivat-
ed in the proce s of training arcane spellcasters, it is more
Time Travel and Greater Time Travel Spells a part of the chool of chronomancy than others. The
characters can make subtle changes in rime threads majority of chronomancers are careful, mindful of the
through persuasion, theEr, or spell while they are in your con equences of their actions and careful not to use their
campaign's past. Since they are not in temporal prime, power at a whim. The everpre ent danger of a horrible
the guardians are not encountered, but they are alerted to death at the rending jaws of time's guardians weighs upon
changes in threads. If the characters steal a few hundred a cbronomancer each time he manipulate reality.
gold nuggets from a lost tomb, there are no real conse-

TABLE 1-1: THE CHRONOMANCER


Base
level Attack
Fort
Save
Ref
Save
Will
Save Special 0 ,
Spells per Day
2 3 4 5 6 7 8 9
1 +0 +0 +0 +2 Probability manipulation (1/day), 3 1 - - -
temporal scholar, scribe scroll
2 +1 +0 +0 +3 4 2 - - - - - -
3 +1 +1 +1 +3 4 2 1 - - - - - - -
4 +2 +1 +1 +4 Probability manipulation (2/day) 4 3 2 - - - - - - -
5 +2 +1 +1 +4 4 3 2 1 - - - - - -
6 +3 +2 +2 +5 4 3 3 2
7 +3 +2 +2 +5 4 4 3 2 1
8 +4 +2 +2 +6 Probability manipulation (3/day) 4 4 3 3 2 - - - - -
9 +4 +3 +3 +6 4 4 4 3 2 1 - - - -
10 +5 +3 +3 +7 4 4 4 3 3 2 - - - -
11 +5 +3 +3 +7 4 4 4 4 3 2 1
12 +6/+1 +4 +4 +8 Probability manipulation (4/day) 4 4 4 4 3 3 2 - - -
13 +6/+1 +4 +4 +8 4 4 4 4 4 3 2 1
14 +7/+2 +4 +4 +9 4 4 4 4 4 3 3 2
15 +7/+2 +5 +5 +9 4 4 4 4 4 4 3 2 1 -
16 +8/+3 +5 +5 +10 Probability manipulation (5/day) 4 4 4 4 4 4 3 3 2 -
17 +8/+3 +S +5 +10 4 4 4 4 4 4 4 3 2 1
18 +9/+4 +6 +6 +11 4 4 4 4 4 4 4 3 3 2
19 +9/+4 +6 +6 +11 4 4 4 4 4 4 4 4 3 3
20 +10/+5 +6 +6 +12 Probability manipulation (6/day) 4 4 4 4 4 4 4 4 4 4
CHRONOMANCY

chronomancers usually keep their specialization hid- The churches of gods commonly worshiped by chrono-
den, not from the common folk who don't understand the mancers sometimes sponsor isolated academies, granting
intricacies of wizardry, bur to other arcane practitioners a respectable teacher funding to pass along his knowledge
who in some regions teach others to fear their time-med- to a new generation of time mages.
dling brethren. A chronomancer is more of a loner than Races: Many chronomancers are either human or half
other spellcasters due to a paranoia that can build over his elven, with the occasional half-orc appearing amongst
career. Chronomancers have a strong sense of history and their ranks. Compared to the longer-lived races, humans,
an awareness of the furure, but realize there is no fate half-elves, and half-orcs are fascinated by how much they
but that which we create. can eke out within their limited lifespan. They seek to
Adventures: Chronomancers go on adventures to overcome those boundaries with chronomancy. Elves in
further their skills, usually by tracking down the lair general are rarely chronomancers, for time magic lies in
or ruins where other masters of their craft were aid to changing that which has naturally occurred, a goal that
dwell. These explorers seek to uncover (or share with doesn't sit well with elves. In addition, their chaotic
their own kind) the secrets of time. There are also many narures make them ill-suited to long, dreary hours of
who see adventuring as a personal crusade, a couring study and the tightly regimented life of a chronomancy
mission on the prime material plane in search of rogue apprentice. Dwarves also respect and cherish their history
chronomancers who meddle in historical affairs best left for good or ill and changing any of it for whatever reason
to destiny and righting wrongs damaged in history. runs counter to their nature.
Characteristics: Chronomancers are secretive and Other Classes: Chronomancers get along fine with
protective of their powers. Even sophisticated mages fear other wizards and sorcerers. They are more likely to at
them for their time-meddling habits. While their power least fe 1 empathy towards speciali ts such as necro-
are limited, the common theories of time travel and the mancers or transmuters that work for a good cause, bur
possibilities inherent within such magic pawn dozen of are shunned by the populace at large. Paladins respect the
wild tales and speculation about chronornancers' true lim- dedication and control exhibited by benevolent chrono-
itations and goals. This respect and awe causes many mancers, but ar wary of the temptation for abuse of the
chronomancers to lead reclusive lives, despite the fact powers which don't belong in mortal hands. Druids are
that they are at their best when helping others avoid the uncomfortable around chronomancers as they represent
rigors of mundane time and fate. a subversion of the fundamental cycle of life and death,
Alignment: Chronomancers are predominately lawful but become e cellent allies over time, especially if
and neutral and rarely, if ever, chaotic. They study and chronomancy is used to restore the march of time rather
understand the laws of the multiverse and the unique than disrupt it.
ways of bending them. Rash, emotional, or aggressive
chronomancers often face a horrible death at the hands GAME RULE INFORMATION
of the guardians. Many chronornancer tend to ide with Chronomancers have all the follOwing game statistics.
the good and the neutral, acting as observers or guardians Abilities: Intelligence is the chronomancer's most
while a rare few revolt against their cautious teachings important attribute. It dictates the power of his spells and
and abuse their powers. the total spell levels he can rna ter. Constitution helps
Religion: Most chronomancers view the god of histo- preserve him on advenrures. Like wizards, chrono-
ry as both mentors and teachers. They follow the philo 0- man ers have few hit points. Dexteriry allows him to
phy that the future is unwritten and that while there evade dangers and avoid injury.
certainly are ways to examine the probabiliry that a par- Alignment: Any.
ticular event will come to pass, one is never sure until Abbreviation: Chr
it does. The chronomancers that follow gods of knowl- tarting Money: 3d4 x 10 gpo
edge and history use time travel to study the past. The few Hit Die: d4.
rogues that delight in rwisting history and the present
to personal ends commonly worship gods of trickery, (lass Skills
deceit, and destruction. The chronomancer's class skills (and the key abiliry for each
Background: Chronomancers are usually chosen, skill) are Alchemy (Int), Concenrration (Con), craft (Int),
not necessarily made. There are no known proper colleges Knowledge (all skills, taken individually) (Int), Profession
of chronomancy nor are there guilds or fellowships. (Wis), cry (Int, exclusive skill), and Spellcraft (Int).
Chronomancers almost always have a single master- skill Points at 1st Level: (2 + lnt modifier) x 4.
apprentice relationship, created when an experienced skill Points at Each Additional Level: 2 + Int
chronomancer takes in a youngling with the proper modifier.
mindset and the raw potential to rna ter the discipline.
CHRONOMANCY

Class Features NEW SCHOOL OF MAGIC: CHRONOMANCY


All of the following are class features of the chrono- A higWy specialized school of magic, chronomancy is
mancer. available only to those spellcasters who have mastered the
Weapon and Armor Proficiency: chronomancers are basic training of the chronomancer's art. When a caster
proficient with all simple weapons. They are not profi- uses these spells he projects his consciousness temporal
cient with armor or shields. prime, a strange realm where time is given shape and
Temporal Scholar: A chronomancer goes through form. The fearsome, mysterious guardians patrol this
rigorous mental training to prepare himselffor all the psy- realm, destroying intruders and preventing them from
chological displacements that occur while manipulating making any major changes to the progress of time.
time. This allows chronomancers to fully understand and
Level Spell Name Effect
be control the school of chronomancy (derailed in the 1 Combat Precognition You foresee attacks
chronomancer's spell list below). Without this knowl- and defenses.
edge, chronomancy spells written and kept by a chrono- 2 Deja Vu Cause a foe to
mancer are impossible to read. To learn a spell unique to mindlessly repeat
the chronomancer's list (Le. any spell from the chrono- a task.
3 Temporal Displacement Cast a target into the
mancy school) an arcane spellcaster must go through future.
intensive training and preparation. Only character with 4 Time Fold Twist time to take
this class abiliry can read, learn, prepare, and cast chrono- extra actions.
mancy spells. This restriction also applies to magic items 5 Rapid Aging Weaken a creature
or structure.
that lisr a chronomancy spell as a prerequisire. Only char-
6 Inevitable Strike Alter time to cause
acters with the temporal scholar class ability may activate damage to a target.
these items though skill such as Use Magic Device work 7 Time Travel Move back in time.
normally. 8 Sever Thread Bend time to destroy
Probability Manipulation: After making a skill an opponent.
9 Greater Time Travel Travel back to a
check, attack roll, or saving throw but before learning
more precise date.
whether he succeeded, the chronomancer may reroll the
result. He may do this once per day for every four levels
he attains in this cla s. The chronomancer may not use
this ability more than once on any single die roll. This
abiliry may be used wi th any random die roll. The chrono-
mancer briefly peers into the mists of time and uses his
knowledge to improve his chances of success. A chrono- TEMPORAlSCRYING[GENERAU
mancer may use this ability once per die roll. He may nor You can peer into the mists of time to see the ancient past.
elect to re-roll his second try. Prerequisites: Scry 10+ ranks.
Spells: A chronomancer casts arcane spells. He is limit- Benefit: You may scry 5 year per level into the past.
ed to a certain number of pells of each spell level per day, The maximum number of years in unlimited and the DC
according to his class level. A chronomancer must pre- still increases by 1 for every 25 years. You may not cast
pare spells ahead of time by getting a good night's sleep spells into the past but you may observe actions and
and spending 1 hour studying his spellbook. While study- events as normal. You must still have a scrying device that
ing, the chronomancer decides which spells to prepare. allows you to see into rime.
To learn, prepare, or cast a spell, a chronomancer must
have an Intelligence score of at least 10 + the spell's level.
A chronomancer's bonus spells are based on Intelligence.
The Difficulty Class for saving throws against wizard _ _ _ _-----JtiEW SffLLS
spells is 10 + the spell's level + the chronomancer's Intel-
ligence modifier. Combat Precognition
Chronomancers use spells from the wizard spell list. In Chronomancy
addition they have access to the chronomancy school of Level: Chr 1
magic, detailed below. Components: V, S, F
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 hour/level (D)
CHRONOMANCY

You gain an unnatural premonition for impending attack Inevitable Strike


and can respond to them a bit quicker than usual. You Chronomancy
gain a +1 insight bonus to your armor class (this bonus Level: Chr 6
doesn't apply if you are caught flat-footed). You foresee Components: V, S
your opponent's defenses and dodges. You gain a +1 Casting Time: 1 action
insight bonus to anacks and increase the DC of spells that Range: Close (25 fr. + 5 ft./21evels)
require a Reflex save by 1. Target: One creature
Casting this spell does not draw the anention of the Duration: 1 round/3 levels
guardians, as it involves merely observing strands of time SavingThrow: Will Negates
to predict future events. Spell Resistance: Yes
Focus: A miniature magnifying glass.
You peer into the realm of temporal prime, watching your
Deja Yu target's fate and altering the strands of time as they reach
Chronomancy out to entangle him in the present. Once per round as a
Level: chr 2 standard action, you can force the target to fail a saving
Components: V, throw or suffer a hit from a single attack roll. You alter the
CastingTime: 1 action strands to produce an event to your liking.
Range: Close (25 ft.+ 5 ft./2Ievels) You must make a Fortitude save (DC 25) each round of
Target: One creature this spell's durarion or take ids damage as the guardians
Duration: 1 round/3 levels attack you and attempt to prevent you from altering the
Saving Throw: will negates fiber of time.
Spell Resistance: Yes
Rapid Aging
You cause the target creature to perform the action they Chronomancy
last took over and over for the spell's duration. For exam- Level: Chr 5
ple, if the target anacked and missed, it would continue to Components: V, S
swing (even in the space where the target was if it moved Casting Time: 1 action
or fell). If the target moved with its action, it continues to Range: Close (25 ft. + 5 ft./2 levels)
move and then take the action (which could lead to inter- Target: Creatur
esting scenes if a wall is in the way or a cliff is pre eDt). If Duration: 1 round/3 levels
the target attempts to duplicate an action that it could not Saving Throw: will Negares
complete, such as casting a prepared spell that it no longer Spell Resistance: Yes
has ready, it merely loses its actions for th duration of the
spell. You reach into the temporal prime and weave loops of
This spell requires some minor modifications to the rime around your subject, causing the effects of old age to
time streams, namely re-looping strand to cause a crea- sap his strength and leave him a disheveled husk of his
rure to experience the ame event repeatedly. When ca t- former self On a failed save, you cause your opponent to
ing this spell, you must make a Fortitude ave DC 15) or uffer a -4 penalty to any three attributes of your choice.
suffer 1 point of damage. The ubject ages before your eyes, his hair rurns gray, his
skin wrinkles, and he bunches over under the weight of
Greater Time Travel his advancing years.
Chronomancy You may also use this spell against inanimate objects,
Level: Chr 9 which cause them to crumble, rust, and otherwise weak-
Duration: Instantaneous (plus special, see text) en. They lose the benefits of their hardness raring for the
duration of this pell.
As time tra.vel, except you may pick a year and a month in Casting this spell draws the attention of the guardians.
any point in the past no maner what length. Visiting You must make a Fortitude save (DC 25) or suffer 2d4
characters may interact freely with former versions of points of damage as they attack you, causing what appears
themselves. to be as bite wounds inflicted by invisible foes.
Material Components: A precious gem of no Ie s than
10,000 gp value. Sever Thread
Chronomancy
Level: chr s
Components: V, S, F
Casting Time: 1 action
CHRONOMANCY

Range: Close (25 ft. + 5 ft./level) This spell affects the future, so the guardians will
Target: One creature ignore tho e who use it.
Duration: 1 minute per level Material Components: One humanoid eyelash.
Saving Throw: will negates
Spell Resistance: No Time Fold
Transmutation
You briefly glance into the target's life strands and tem- Level: Wizl or 4
porarily disrupt those that tie into critical events in his Components: V, S, M
life that granted him the experiences and lessons that Casting Time: 1 action
form the foundation ofhis training. The target suffers a-6 Range: Personal
penalty to all attacks, checks, and saves. In addition, a Target: You
spellcaster loses the ability to cast his highest level spells. Duration: 1 round/level
For example, a 9th-level wizard loses the ability to cast
5th-level spells during this spell's duration. You bend and fold time, causing two rounds to pass for
Alternatively, you can seek out the event that granted you for each one of regular time. Everything around you
your target a particular item. You may cause that item to slows down, while you move at regular speed. During this
disappear immediately and remain out of existence for time you may do whatever you normally could in two
the duration of the spell. You could, for example, tem- rounds for each round that passes, essentially doubling all
porarily sever the strands of a knight's armor, leaving him attacks, movement, spellcasting actions, etc. Any effect on
standing in battle without protection. you with a duration passes quickly as well.
This spell represents a major violation of the past. During this spell's duration, the stress and strain you
When casting this spell, the chronomancer must make a place on the stream of time may be noticed by the
Fortitude save (DC 25) or suffer 2ds points of damage as guardians. Each round during this spell's duration, make a
the guardians assault him. When the spell's duration ends, Fortitude save with a DC of 15 + tbe number of rounds in
the guardians restore time to its proper state and repair real time the spell has elapsed. On a missed saving throw,
the damage you inflicted. you suffer 1ds damage as the guardians move to attack
Focus: A miniature pair of silver scissors. you. To observers, wounds appear on your body from
invisible foe.
Temporal Displacement Material Components: A rabbit's foot.
Chronomancy
Level: chr 3
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./level)
Target: Any creature or object weighing no more than
50olh.
Duration: Instantaneous
Saving Throw: will negates
Spell Resistance: Yes

You push an item or crearure 2d6 rounds into the future.


The subject vanishes instantly from its location. When
the time is up, the subject pops back into normal time,
completing whatever action (if applicable) it was taking
before it was displaced, in the exact position it was when
it moved. For the subject, the trip is viewed much differ-
ently. No time passes and so anything around it (if moved
or changed) will appear to have done so instantly. If a solid
object is moved [Q occupy the location where the time
traveler reappears, both the object and the traveler take
sd6 points of damage with no save allowed.
CHRONOMANCY

Time Travel
Chronomancy
Level: Chr7 Outfit of Ages: This is a set of clothes, such as an arti-
Components: V, 5, M san's, explorer's, or traveler's outfit, which is ensorcelled
Casting Time: 1 minute with illusion magic to shift and change ever so subtly to
Range: Close (25 ft. + 5 ft./level) match whatever current time the outfit is in. A character
Target: You and one companion/5 caster levels wearing such an outfit will draw no undue attention to
Duration: Instantaneous (plus special, see text) herself because of her appearance.
Saving Throw: None Carter Level: 5th; Prerequisites: Craft Wondrous Item,
spell Resistance: No change self, Mar!ret Price: 500 gpj Weight: varies.
Temporal Compass: The temporal compass is a small
You create a swirling vortex before you, essentially metal globe approximately two inches in diameter cov-
opening a gateway into temporal prime that intersects a ered with numbers and runes with two swirling rings cir-
juncture there leading to a point in the past of the prime culating around it that intersect and line up to determine
material plane. You and up to one companion (of your size the exact time in history at any given moment.
or smaller) may travel through before it closes one minute Caster Level: 4thi Prerequisites: Craft Wondrous Item, leg-
later. Each subject may carry up to 300 pounds of equip- end lorej Market Price: 1,000 gpi Weight: lIb.
ment and possessions, though each living creature aside
from familiars count towards the limit of people you may
bring through the vortex. You can pick a year and a month PARADOX
not to exceed 100 years in the past from the current time There are hundreds of theories on the effects of
that the gate will lead to. Pinpoint accuracy to a particular time travel. Entire book lines and TV shows have
arrival location is nearly impossible; the characters appear been developed around skeptical ideas and
5 to 500 miles (5d%) from the intended destination. They debunked theorems. However, that does not stop
appear on a random day of the month chosen when the us from enjoying the fantastic pOSSibilities of time
spell is cast. travel, nor does it stop us from seeing movie after
At this point you and your companions can interact movie, show after show, dedicated to this idiosyn-
with and study anyone or anything in that time. If anyone cratic genre.
in this group encounters a past version of themselves, the OMs wishing to use time travel in their games
visiting character is hurled back to the vortex's point of have a big task ahead of them. If Hollywood can't
origination and the character that belongs in that time make sense of Einstein's theories how can we?
will be stunned for 1d4 rounds and remember nothing of Rather than spend pages discussing various pre-
the encounter. cepts behind time travel theory, this book leaves the
This spell transports the caster and his companions work in the OM's hands.
instantaneously. The creatures need to find other means if It is recommended that OMs who have a problem
they wish to travel back. with paradox issues - pes going back and time
Anyone visiting the prime material plane out of their and giving themselves adVice, etc., - should strict-
normal time is considered an outsider to that time period, ly forbid such occurrences even when the rules say
and any spell or powers that would effect outsiders will otherwise. Restrict how often one can go back in
work against such creatures or characters (Le., dismissal) time or create specific moments in your world's his-
propels a character back to his own time. A character tory that cannot be altered. Maybe there are soft
arrives at a point in time just after he journeyed to the points in the continuum where time travel is not
past. only possible, but easier. Perhaps once someone
Material Components: A precious gem of no less than goes back in time, there is no way back to the pre-
5,000 gp value. sent, so such instances are regarded as worrisome
and fatal.
And just because you go back in time, doesn't
mean you stop aging. Take advantage of abusive
chronomancers whenever possible and drop them
into the world of February 30 if they don't behave.
ELEMENTALISM

Chapter 2:

Elem I3tallsm
Watch it burn. Do you see the majesty? The beauty and purity in would call me a master of the earth, but 1 prefer to see myself as
one immaculate fl·ame? It's a thing of mystery. The sacred com- an ally of it. The earth aids me in my endeavors like an old
bination of heat and fuel, the way it consumes what it touches. friend would. I do not make demands of the earth, but rather,
Its relationship with air. You know fire does not bum in the make requests of it. Does the earth have interests, or a will of its
absence of air, on thlS plane of eXlStence? More proof that ele- own l Ah, a very good question. And not an easy answer, either.
men ts do not exist in isolation, at least not on thiS world. Some of my peers would tell you it does, that they feel the stone
Everything we are, everything we do, consists of some combina- alive beneath them, and answer its desires. For myself, I must
tion of the four elements.It has been this way since time began, disagree. The eartl1 has always been a powerful ally of mine, but
and so shall it be once the world ends. By studying the power of never l1as it seemed to me that it is alive. I mold the earth as I
the elements, we can gain immeasurable insight into the work- need it, even animate it as the situation requires, but it l1as never
ings of the world, not to mention the power tl1volved. Hey, don't exhibited a separate intelligence to me, not in the terms you or I
touch that! would understand. I imagine otl1er elementalists would have
You fool. The contents of that bowl have been collecting for sim ilar differences of opinion over their elemen Is of choice, such
nearly as long as you have been alive. If you upset it, I would as afire mage extolling the ferocity of tile flame as proof of life, or
have had to start over, and all my work wasted. I am collecting an air wizard com muning wi til the wind.
one drop from every body of water in the world and gathering No, foolish peasant, fire is not alive, nor is tile wind. Your
them in that bowl. Why? I wish to experiment with long-dis- ignorance is proof Without our understanding of the compo-
tance water control. The power of water is not to be underesti- nents of existence, precious knowledge and power would be lost.
mated, and I daresay that, when finished, this project will be The world would sink into darkness beyond imagining. Think
quite frUItful. But enough of that. Where was I, before yot~ inter- on that as you go.
rupted me?
oh yes, the elements of creation. So-called wizards and sorcer-
ers believe they Imderstand something of the building blocks of
the world, but their knowledge pales itl comparison to mine. Do
you know the ingredients for a tree? The magnetic components of Since time immemorial, mankind has attempted to
a thunderstorm? How to build a mountain, one stone at a time? classify and catalog the components and ingredients of
Few, very few, are more familiar with the raw components of the the world around him. Before there were atoms, panicles,
universe than me. The elements answer my cal~ and heed my or radiation, the universe consisted of four primal ele-
will, in ways irlconceivable to a common wizard. ments: eanh, fire, water, and air. Alchemists and scholars
My personal preference, of course, is earth. It is permanen~ classified everything in the world by the combination of
solid, and powerful. Not, I might add, unlike myself ome the e elements of which they were composed.
ELEMENTALISM

Elementalism is the study of the basic building blocks More sophisticated spellcasters usually look down
of creation, and the way that magic affects, and is affected upon elementallsts, considering them primitive upstarts
by them. An elementalist understands that the entire and clumsy meddlers. They consider the elementallst's
material plane is nothing but specific combinations of ele- direct manipulation of matter and energy to be abuse of
ments, and everything can be understood and manipulat- the Art, and some even go so far as to separate elemental
ed by the elements of which it is composed. powers from true magic. However, despite semantic dif-
Elementausm, closer to the raw elements of existence, ferences, elementalist magic affects and is affected by
is a less sophisticated form of magic than most others. other forms of magic perfectly normally. Elemental magic
While wizards, sorcerers, and the like learn complex for- use can be detected, dispelled, and affected by metamagic
mulae to create exactly the effects they desire, elemental- just like any other form. It is best not to men-
ism is more a form of "winging it." An elementalist exam- tion this particular trait to those who
ines the raw materials he has at hand, shapes them as he prefer to distinguish elemental magic
needs, and creates a desired effect. As a from other magic, however.
result, elementalists are much more Elementalists are found in
versatile in a given situation than wastelands, harsh environments, and
other spellcasters - having not other areas where the raw power of
learned any actual "spells," they are the universe is keenly felt.
free to create any effect they can Some think that these envi-
safely control While there is a ronments breed elemental-
great deal of latitude in this ists, who admire the sheer
method of magic, its flexibility is power and unbridled fury of
its own drawback. Working with such surroundings. Others
the world on such a crude and claim that elementalists are
inexact scale, there are far less merely attracted to such places,
effects at their disposal. For example, tempted by the power at their dis-
an elememalist could quite easily throw posaL However, elementalists
fire from his hands - all he needs to do is have not shown any indication
manipulate the fire element within him- that physical proximity to
self However, he would be completely elemental power in-
unable to summon any kind of crearure (a creases their ability,
relatively simple spell for another spell- much to their dismay.
caster), as such complex manipulation As it rurns out, ele-
of so many forms of energy is impos- mentalists have the
sible to improvise. most in common with
As a result, most elemental- sorcerers. Like sorcer-
ists tend towards a lack of sub- ers, their power is more
tlety. When it is easier to burn, felt than studied, and ele-
break, smash, or blow a door ~ mentalists frown upon
down, why bother opening it? El- organized study as much as
ementalism is a powerful force, but any sorcerer. However, ele-
also a very direct one. mentalists are even more
Many elementalists, like other chaotic than sorcerers, for a sorcerer
types of spellcasters, tend towards a needs a certain amount of discipline in order
massive ego. When one is capable to shape his spells into the form and effect he
of the kind of large-scale cre- desires. An elementalist's main concern when
ation, movement, and destruction throwing around power (and not many have
of matter as an arch-elementaust, such delusions of more finesse than that) is direction and amount, with lit-
grandeur are not so delusional. Hence, most elementalists tle concern for shaping or tructuring.
tend towards extremes of alignment: either a strong belief To an elementalist, power is everything. It is freedom,
that their power should be used for the greater good, an life, justice, tyranny, creation, and destruction. The build-
insatiable hunger for destruction and power, or just plain ing blocks of the univer e are at their disposal; why both-
insanity. Fitting their character and abilities, very few ele- er complicating things with needless frippery and super-
mentalists are vague about their opinions, nor are they fluous intricacy? Everybody can ists of the four elements
shy about expressing them. anyway: just do what needs to be done, and let the cards
fall where they may.
ELEMENTALISM

Few elementaJists are neutral. Elemental power, in all


its brutal majesty, does not favor weakness of conviction,
The purity of the flame. The rush of roaring water. and however an elementallst might feel, it is very likely
The serenity of the south wind, or the steadfastedness that he feels it strongly. The exceptions to this tendency
of stone. To the elementaJist, these are more than ideals are those elementallsts who delight solely in wielding the
or philosophy; they are allies, tools, and a way of life. For power at their disposal, and care little one way or another
an elementaJist, magic lies not in strange words or mysti- for those around them. These individuals (primarily
cal objects, but in the basic building blocks of existence. chaotic neutral) are as unpredictable and dangerous as the
Some elementaJists believe they use the only "pure" elements themselves.
magic, that all other forms are merely derivatives of their Religion: Most elementallsts follow one (or all) of the
ability to channel elemental energy. They theorize that elemental deities, finding affinity where they may. It is
the verbal and material components of magic spells help not unusual, however, to find one worshipping a god of
finesse and delicately manipulate the elemental energy, nature, creation, destruction, or other such primal force.
allowing others ro create more refined effects, but at the What is unusual, however, is an elementallst who wor-
expense of freedom and simplicity. Most, however, have ships a traditional god of magic; while not unheard of, the
little time for such philosophical endeavors, else they strained relationship between elememalists and tradi-
would not have chosen such a pragmatic and powerful tional spellcasters makes uch instances relatively
career in the first place. uncommon.
ElementaJists, as a general rule, prefer dealing with With the sheer power at their disposal, it is no surprise
concrete issues and problems, rather than endlessly that many elementalists turn their backs on the gods
discussing semantics that, as far as they are concerned are entirely, placing their faith in themselves alone. Usually,
irrelevant. the gods return the favor.
Adventures: ElememaJists adventure for a variety of Background: There are as many ways to become an ele-
reasons. Some see moral obligation in the power they mentallst a there are elementaJists. ome begin as tradi-
wield, and actively pursue various agendas. Some merely tional speUcasrers, but find the demands of Wizardry and
delight in the use (and abuse) of the power at their dis- sorcery too restrictive. Others achieve a natural connec-
posal, and adventure in order to find new and interesting tion to the elements, which begins small and bIos am in
ways to wield the forces of nature. the fullnes of tim .
Whatever the reason, elementalist are drawn ro adven- Very few elementalist spend a significant amount of
ture like moths to flame. The nature of the magic they use time as apprentices. Elementalists prize individuallty and
lends itself to conflict, and few elementalists are pacifi t elf-reliance, and the most powerful inevitably found per-
or shy about involving themselves in the events around sonal connections to the elements.
them. Races: The vast majority of elementalists are human,
Characteristics: Elementali ts, even more than orcer- half-breed, or goblinoid. The longer-lived races have roo
ers, form their spells by channeling the power of the ele- much appreciation for finesse and delicacy (even
ments around and within them. By dealing direcdy with dwarves, who feel that elemental magic is an unreliable
the raw forces of magic, they bypass the need to learn and irresponsible use of power), and too little of the drive
spells, and instead shape power as they see fit. However, for power that an elementalist needs.
this technique removes much of the fines e of casting a Other Classes; Elementalisrs get along well with other
spell, and as a result, elementalists have far less acces to direct types of characters, such as fighters and clerics.
the variety of effects that wizards, or even sorcerers, are They have very lime toler311Ce for subtlety, and sneaky
capable of producing. classes like rogues and rangers are often at odds with
Like sorcerers, elementalists are more capable with them over their use of the direct approach. Wizards and
weaponry than srudy-bound wizards, since so much of sorcerers dislike elementallsts, who they consider crude
their magical work is intuitive. and primitive.
Alignm.ent: Elementalists, as a general rule, frown on Elementallsts, in their own way, are as awe-inspiring
restrictions, laws and other forms of restraint. To an ele- and impressive as sorcerers, albeit rougher and more
mentalist, the amount of power he can wield is a measure intimidating. They radiate power and presence, and their
of his ability, and what point is there ro power if one does dislike for subdety often gets points across more eill-
not use it? Elementalists favor chaos over law, but this ciendy than negotiation.
tendency is neither universal nor inviolate; many
elementalists take comfort in wielding their power for
the good of society, and bend their power rowards lawful
ends.
ELEMENTALISM

GAME RULE INFORMATION


Elementalists have the following game statistics. Elemental Mastery: At 1st level, the elementalist
Abilities: Intelligence determines how powerful a selects one of the elemental mastery packages from the
spell an elementalist casts, how many bonus spells he list below. Each list includes a set of elemental spells, one
gains per day, and the difficulty of resisting those spells. for each spell level. The elementalist automatically gains
To cast a spell, an elementalist must have an Intelligence these spells in his books when he gains the minimum
score of at least 10 + the spell's level An elemenralist gets level necessary to use spells from a specific level. In addi-
bonus spells based on Intelligence, and saving throws tion, an elementalist may prepare his elemental spells in
against his spells are at a DC equal to 10 + the spell's level addition to his normal allotment of spells. He gains one
+ the elementalist's Intelligence modifier. Like other elemental spell per spell level he may use. For example, a
spellcasters, elementalists benefit £rom high Dexterity 7th-level elementalist can prepare 0 to 4th-level spells. In
and Constitution scores. addition to his normal allotment ofspells, he may prepare
AllgIll1lent: Any his 0, 1st, 2nd, 3rd, and 4th-level elemental spells.
Abbreviation: Elm Air: The masters of wind, weather, and other atmos-
Starting Money: 3d4 x 10 gpo pheric forces, air mages command their elemental powers
Hit Die: d4. to flatten their enemies, lift them aloft in the air, and ward
away enemies. In addition to their elemental spells, air
Class Skills mages can call upon air elementals to save them from
The elementalist's class skills (and the key ability for falling to their death. At 1st level, an air mage may ignore
each skill) are Alchemy (Int), Concentration (Con), Craft the first 20 ft. of a fall when determining how much dam-
(Int), Knowledge (arcana) (Int), Profession (Wis), and age they take from a fall. This increases to 40 ft. at 5th
Spellcraft (Int). level, 60 ft. at 10th level, 80 ft. at 15th level, and 100 ft. at
Skill Points at 1st Level: (2 + Int modifier) x 4. 20th level. This is a supernatural ability that the air mage
skill Points at Each Additional Level: 2 + Int may use as often as he wishes.
modifier.
Level Air Elemental Spell
Class Features 1 Obscuring mist
2 Fly
All of the following are class features of the elementalist. 3 Gaseous form
Weapon and Armor Proficiency: Elementalists are 4 Solidfog
proficient with all simple weapons, but not with armor, 5 Control winds
nor with any type of shield. Armor of any type interferes 6 Chain lightning
with an elementalist's arcane gestures, possibly causing 7 Control weather
8 Whirlwind
the spell to fail. 9 Elemental swarm (air elementals only) _ _- ,
Like wizards, elementalists keep a book of spells. They
gain additional spells for their book exactly as wizards do
and may add any sorcerer/wizard spell to their books. Earth: The friend and ally of stone and earth, these ele-
They use the same rules as wizards for preparing spells mentalists are as tough, durable, and reliable as the
and adding more spells to their book. ground they study. Earth elementalists draw upon the
spells: Elementalists cast arcane spells in a manner power of the soil to heal their wounds and refresh their
similar to wizards. They may only cast a certain number of bodies. Once per day, an elementalist may heal himself of
spells per level per day, and those spells must be prepared up to twice his level in damage by drawing on the earth's
from their spellbook. ambient energy. The elementalist must be able to touch
The number of spells an elementalist is allowed to cast the ground in order to use this ability. Healing counts as a
per day is determined by his level (see the elementalist standard action that draws an attack of opportunity. In
advancement table, below) and Intelligence score. An ele- addition, the earth mage gains both flesh to stone and
mentalist may clloose to use a higher-level spell slot to stone to flesh as bonus 7th-level spells and freedom and
prepare a lower-level spell, in the same manner as a wizard imprisonment as bonus 9th-level spell. Each day, he may
(the spell is treated as its actual level, not that of the slot choose one of the two to prepare as his bonus spells.
used). To cast a spell, an elementalist must have an
Intelligence score of at least 10 + the spell's level The Level Earth Elemental Spell
Difficulty Class for saves against elementallst spells is 1 Magical stone
2 Soften earth and stone
equal to 10 + the spell's level + the elementalist's Spike stones
3
Intelligence modifier. 4 Stoneskin
ELEMENTALISM

up to five other creatures with his water breathing ability.


5 Wall ofstone This effect lasts for as long as the hydromancer decides to
6 Flesh to stone/Stone to flesh
7 Statue maintain the enchantment. He may break it at will as a
8 Iron body free action in order to bestOw water breathing on to a dif-
9 Freedom/Imprisonment ferent target. The hydromancer must touch his target to
grant it water breathing, but need not see or touch a target
Fire: Fire and heat are this elementalist's closest allies. to remove this ability. At 20th level, the hydromancer can
While others wilt under intense heat, the fire elemental- speak with all fish, whales, and other creatures native to
ist would feel at home in a boiling cauldron. As a super- aquatic environments.
natural ability, fire elementalists gain fire resistance equal
to their level in this class. Level Water Elemental Spell
1 Create water
level Fire Elemental Spell 2 Acid arrow
1 Burning hands 3 Water breathing
2 Flaming sphere 4 Ice storm
3 Fireball 5 Cone ofcold
4 Wall offire 6 Control water
5 Summon monster V 7 Acidfog
(Medium-size fire elemental) 8 Horrid wilting
6 Fire storm 9 Elemental swarm (water elementals only)
7 Delayed blast fireball
8 Incendiary cloud
9 Elemental swarm (fire elementals only) In addition to the specific abilities listed for each ele-
mental sub-type, all elementalists have the ability to ban-
Water: Commonly known as hydromancers, these ish elementals of their chosen type back to their native
spellcasters learn to control the ebb and flow of elemental plane. Once per day, the elementalist may use his force of
water. At 1st level, they gain the ability to easily move personality to drive away elemental creatures in a manner
through water. They gain a swim speed equal to their similar to how a cleric turns undead (see page 139 of The
walking movement rate. Note that the water elementalist Player's Handbook"'" for more information). The elemental-
need never make Swim skill checks, as is normal for all ist makes a Charisma check to see the maximum hit die of
creatures with a swim movement mode. At 5th level, the creature he can affect, then rolls to determine how many
water elementalist gains darkvision with a range of 60 ft. hit dice worth of creatures fall under the influence of this
while submerged beneath water. At 10th level, he gains ability. Destroyed elemental creatures are not killed but
the ability to breathe water as a supernatural ability that is immediately return to their native plane. An elementalist
always in effect. At 15th level, a hydromancer can imbue can use this ability against any elemental whose sub-type

TABLE 2-1: THE ELEMENTALIST


Base Fort Ref Will Spells per Day
Level Attack Save Save Save Special 0 1 2 3 4 5 6 7 8 9
1 +0 +0 +0 +2 Elemental mastery 3 1 --- ---
2 +1 +0 +0 +3 4 2 ----- ---
3 +1 +1 +1 +3 Elemental familiar 4 2 1 --- ---
4 +2 +1 +1 +4 4 3 2 --- ---
S +2 +1 +1 +4 4 3 2 1 ---
6 +3 +2 +2 +S 4 3 3 2 ---
7 +3 +2 +2 +5 4 4 3 2 1 ---
8 +4 +2 +2 +6 4 4 3 3 2 ---
9 +4 +3 +3 +6 4 4 4 3 2 1 ---
10 +5 +3 +3 +7 4 4 4 3 3 2 ----
11 +5 +3 +3 +7 4 4 4 4 3 2 1 ---
12 +6/+1 +4 +4 +8 4 4 4 4 3 3 2 ---
13 +6/+1 +4 +4 +8 4 4 4 4 4 3 2 1
14 +7/+2 +4 +4 +9 4 4 4 4 4 3 3 2
15 +7/+2 +5 +5 +9 4 4 4 4 4 4 3 2 1
16 +8/+3 +5 +5 +10 4 4 4 4 4 4 3 3 2
17 +8/+3 +S +5 +10 4 4 4 4 4 4 4 3 2 1
18 +9/+4 +6 +6 +11 4 4 4 4 4 4 4 3 3 2
19 +9/+4 +6 +6 +11 4 4 4 4 4 4 4 4 3 3
20 +10/+5 +6 +6 +12 4 4 4 4 4 4 4 4 4 4
ELEMENTALISM

matches the elemental type of his mastery class feature. ELEMENTAL RESISTANCE (GENERAl)
At every level divisible by four, the elementallst gains You have built up an immunity to a specific type of
an additional daily use of this ability. energy damage.
Elemental Familiar: An elementalist's familiar is a Prerequisite: Con 13+
small creature native to the elemental plane that corre- Benefit: When taking this feat, choose one type of ele-
sponds to the caster's elemental mastery ability. At 3rd mental energy damage (acid, cold, fire, lightning, or
level, the elementalist gains the services of a small sonic). You may ignore the first 2 points of damage per
elemental appropriate to his specialty. At 5th level, his round that you take of that energy type, similar to the
elemental expands to Medium-size, while at 10th level endure elements spell.
it becomes Large. At 15th level the elementalist's familiar Special: You may take this feat multiple times (up to 5),
becomes a Huge elemental. Finally, at 20th level the ele- each time choosing a different type of elemental energy.
mentalist's familiar becomes a greater elemental.
An elementalist must complete a ritual requiring 100
gp per the elemental's hit dice and two days of work and
preparation. After completing these requirements, the
elementalist gains the services ofhis familiar. If the famil- Elemental adepts are spellcasters who have chosen to spe-
iar is destroyed, the elementalist must wait a year and day cialize in working magic of one particular element, be it
to summon a new one. If the elementalist gains the ser- earth, water, fire, or air. They are the undisputed masters
vices of a more powerful familiar, his current one imme- of their chosen element, capable of performing feats with
diately grows and changes to attain its new size and form. remarkable skill and power.
An elementallst may only summon and bind an ele- Elemental adepts are primarily elementallsts, whose
mental appropriate to his specialization. A fire elemental- training in the raw stuff of nature makes them well-suited
ist gains a fire elemental as a familiar, for example. to the elemental adept'S abilities. However, any arcane
spellcaster can become an elemental adept, and most
tand to gain by doing so. The elemental adept's ability
with his cho en element is strong enough to make the
payoff well worth the effort. Non-spellcasting characters
have little to gain from becoming an elemental adept, and
ELEMENTAL KNOWLEDGE (GENERAl) few even qualify for it to begin with.
You are familiar with the workings and weaknes es of orne elemental adepts gather with others of different
creatures of one type of element. pecializations, forming councils or cabals, with each
Prerequisite: Spell-craft 4 ranks member responsible for their chosen element. Most,
Benefit: When taking this feat, choose one elemental however, tend to become loners, isolating themselves in
type (earth, water, fire, or air). You gain a +1 competence harsh areas of their chosen element, such as deep under-
bonus to attacks and damage against creatures of that ele- water or in the heart of a volcano. There, they contemplate
mental type, and may achieve critical hits against them, their relationships with their cho en force of nature,
even if you normally would be unable to do 0 (such as in accepting as company only those resourceful or powerful
the case of elementals). enough to reach them.
Special: You may take this feat multiple rimes (up to 4), Hit Die: d4.
each time choosing a different element type.

TABLE 2-2: THE ELEMENTAL ADEPT


Level Base Attack Bonus Primary Save Secondary Save Special Spells
1 +0 +2 +0 Elemental Bonus +1 level of existing class
2 +1 +3 +0 Elemental Affinity +1 level of existing class
3 +1 +3 +1 Elemental Bonus +1 level of existing class
4 +2 +4 +1 Elemental Summon l/day +1 level of existing class
5 +2 +4 +1 Elemental Bonus +1 level of existing class
6 +3 +5 +2 Elemental Summon 2/day +1 level of existing class
7 +3 +5 +2 Elemental Bonus +1 level of existing class
8 +4 +6 +3 Elemental Movement, +1 level of existing class
Elemental Summon (Large) +1 level of existing class
9 +4 +6 +3 Elemental Bonus +1 level of existing class
10 +5 +7 +3 Elemental Form +1 level of existing class
ELEMENTALISM

Requirement!; Thus, a 1st-level fire adept would get a +2 base will save,
To qualify to become an elemental adept, a character must and +0 for Fortitude and Reflex, whereas a 1st-level water
fulfill all the following criteria. adept would get a +2 base Reflex save, and +0 for For-
Spellcra&: 8 ranks titude and will.
Spellcasting: Ability to cast arcane spells of at least 3rd Elemental Bonus: At 1st, 3rd, 5th, 7th, and 9th level,
level. Additionally, the candidate must be able to cast at elemental adepts take on more of the physical traits of
least one spell in cleric Domain of chosen element. their element. As a result, they gain a bonus to a particu-
lar trait, as shown below.
CIa!;!; Skilh Air adept: +1 Initiative
The elemental adept's class skills (and the key Earth adept: +1 natural armor (AC bonus)
ability for each skill) are Alchemy (Int), ~'-w8~~=:­ Fire adept: +1 bonus to attack rolls
Concentration (Con), Craft (1m), Water adept: +1 damage bonus.
Knowledge (arcana) (lnt),
Profession (Wis), Scry (Int), Elemental Affinity:
and Spellcraft (Int). At 2nd level, the elemen-
Skill Points at Each tal adept gains a +4 com-
Level: 2 + Int modifier. petence bonus on all
artacks, saves, aod
Cia!;!; Feature!; checks against creatures
All of the follOwing of his or her chosen ele-
are class features of the mental type.
elemental adept. Elemental Summon-
Weapon and ing: At 4th level, the
Armor Proficiency: elemental adept may,
Elemental adepts gain once per day, summon a
no proficiency in Medium-sized elemen-
any weapon or ral (of his chosen ele-
armor. ment) to do his bidding.
spells per Day: The elemental lasts for 2
An elemental adept con- rounds per level, and there
tinues training in magic while he must be enough of the appropriate
studies his element. Thus, when he element present for the elemenral to
gains a new level of elemental adept, he manifest. At 6th level, this ability increases
gains new spells as though he gained a new level in ro twice per day, and at 8th level, the adept may
an existing spellcasting class. He does oot, however, gain summon a Large elemental.
any other benefits which that class would otherwise pro- Elemental Movement: At 8rh level, rhe elemental
vide (bonus feats, special abilities, etc.). adept gains the permanent ability to transverse his chosen
Elemental Specialty: Upon becoming an elemental element. The specific details of this ability depend upon
adept, a character must choose one element to specialize the elemenr. All abilities may be activared or deactivared
in. This element defines several of the character's traits. at will.
The available element are earth (geomancy), fire (pyro- Air: air walk
mancy), air (aeromancy), or water (hydromancy). The Earth: passwall (only usable on earth or stone)
character must be able to cast at least one spell in the cler- Fire: Immunity to all non-magical fire
ic Domain of their cho en element. Water: water breathing, freedom of movement (only in
Elemental Aspect: An elemental adept's base save regards to movement in/under water)
bonuses depend upon his elemental specialty. Instead of
the normal save ratings, an elemental adept has Elemental Form: Ar 10th level, the elemental adept
a primary save and two secondary saves, dependent upon may, once per day, polymorph into a Small, Medium-size,
the chosen element. The primary save of each adept type or Large elemental of his chosen type. He rerains all of his
is listed below: abilities while in elemental form.
Earth: Fortitude
Water: Reflex
Air: Reflex
Fire: will
ELEMENTALISM

Everburning oil: This oil, when poured on a sub-


stance and ignited, burns indefinitely. While non-magi-
Armor of the Elements: This set of magic armor (type cal, and extinguishable by normal means, flames burning
and bonuses determined randomly) appears normal. this oil do not go out unless deliberately put out. Note
However, it absorbs the first 5 points of any type of ele- that the oil does not insulate, and if it is put on or in flam-
mental energy damage (fire, cold,lightning, sonic, or add). mable objects, they will burn as normal. This oil is most
Caster Level: 5th; Prerequisites: Craft Magic Arms and commonly used in lamps, lanterns, and other light
Armor, resist elements; Market Price: +3 bonus. sources, providing for continual illumination
Boots of Water walking: These boots are oiled to be Caster Level: 4thi Prerequisites: Brew Potion, produce flame;
completely waterproof, and as long as they are worn, Market Price: 300 gpo
bestow a water walk spell upon their wearer, enabling him Flaming Cloak: This light orange cloak can, once per
to walk on water (or any other liquid) as easily as land. day, upon command, form a fire shield (warm shield ver-
Note they provide neither freedom of movement, nor sion) around the wearer, causing anybody who makes a
water breathing, so a wearer forced underwater is no bet- melee strike against him to take fire damage (1d6+8). The
ter off than anybody else. efffect lasts 8 rounds, and cannot be used again that day.
Caster Level: 6th; Prerequisites: Craft Wondrous Item, Caster Level: 8th; Prerequisites: Craft Wondrous Item, fire
water walk; Market Price: 3,000 gpo Weight: lIb. shield; Markel Price: 10,000 gpo Weight: 4lbs.
Burning Book: This large, blank book appears perfect- Potion of Elemental Form: This potion, when ingest-
ly normal, and is ideal for u e as a journal or spellbook. ed, turns the drinker into an elemental (type determined
However, it is designed to keep information confidential, when created), for 2d6+1 rounds. The elemental is the
and is imbued with a command word upon creation. If same size as (he drinker (Medium-size people turn into
this word is not spoken while opening the book, it imme- Medium-size elementals, etc).
diately bursts into flames, incinerating itself instantly, and Caster Level: thi Prerequisites: Brew Potion, polymorph
doing 1d4+8 fire damage to the holder. The command other; Market Price: 900 gpo
word must be spoken each time the book is opened, and Staff of the Four Elements: This oaken staff is topped
cannot ever be changed. with four jewels, spaced equidistantly from the end (a dia-
Caster Level: 8th; Prerequisites: Craft Wondrou Item, fire mond, an emerald, a ruby, and a sapphire). It allows the
trapi Market Price: 1,000 gpo Weight: 2lbs. use of the follOWing spell :
Cloak of Fire Protection: Thi heavy, voluminous
cloak is made of thick brown fabric, with a large hood. It Fireball (8d6, 2 charg )
is large enough for 3 Medium-size creatures to fit under, Gust of Wind (2 charges)
albeit uncomfortably. The cloak is completely fireproof, Wall ofIce (2 charges)
and absorbs all heat and fire damage from outside it. It is Stoneskin (2 charges)
so powerful, a bearer can survive on the elemental plane Resist Elements (1 charge)
offire, Ot other hostile environments, as long as they keep
completely covered by the cloak. Caster Level: 8th; Prerequisite: Craft Staff, fireball,
Caster Level: 9th; Prerequisites: Craft Wondrous Item, resist gust of wind, wall of ice, stoneskin, resist elements; Market Price:
elements; Market Price: 8,000 gpo Weight: 10 lbs. 30,000 gpo
Dust of Quenching: This dust, similar in look and tex- Stone Armor: This appears to be normal magical
ture to sand, comes in small pouches. A single pinch of armor (roll randomly to determine type and bonuses).
dust, however, is enough to completely extinguish up to However, once per day, upon command, it bestows stone-
25 square feet of flames (one 5 foot by 5 foot square), and skin upon its wearer, taking on the appearance and tex-
can extinguish larger fires in larger doses. The area is still ture of stone (superficially onlYi the armor's statistics do
hot, but not dangerously so. Dust ofquenching works just as not change).
well on magical fire as non-magical. Caster Level: 8th; PrerequiSIte: Craft Magic Arms and
If dust of quenchil1g is used against a fire creature, that Armor, stoneskinj Market Price: +3 bonus.
creature must make a Fortitude save (DC 18) or be
destroyed. Even if the save is successful, the creature still
takes 5d6 points of damage.
Caster Level: 7thi Prerequisites: Craft Wondrous Item,
pyrotechnicsj Market Price: 1,500 gpo Weight:-
FETISH MAGIC

Chapter 3:

Fetis Magic
If I must credit (or blame) any individual for my fascination he wanted to cast a spell, he would hold one in front of him -
with magical charms and totems, let it be Faros ne-Faros, with perhaps having plucked it from the string with a flourish - and
whom I studied so closely and for so many years. It is said that speak the incantation into it. The thing would glow in response,
the best students imitate both the virtues and faults of their sometimes flickering or emitting sparks, and the spell would
teachers without knowing it and, well, I always was a very come into being.
good stude It t. Although it has been many years, 1 can still remember him
Master Faros came of a good family, one of the most prominent lecture us as we sat before him on the bare floor of his chambers.
in the great old city of Hundun. His father was a Lord ofthe City; "My young friends, do not think that the gods manifest in this
his eldest brother became Lord Chancellor, and his other siblings plane without a body, as these so-called sorcerers and wizards
were all scholars and enthusiastic patrons of the arts. He came would have you believe!" he would thunder. "I have seen them!
from one of the most civilized families in the most civilized city in I have felt them! I have called them to my aid!" And he took one
the known world. In other words, he seemed the least likely per- of the little bone carvings hanging around his neck and held it
son to dwel1 among the barbarians who lived in the hinterlands before us. "Here! In here! In this thing that the ignorant dismiss
beyond the ken of the great cities and not only record, but also as a mere bauble, the gods live. If I but speak my request, they
practice the ways in which those peoples manipulated magical WIll grant me the full power of their blessing."
power. Yet that is how he lived his life. "Faros the Feral" his broth- It must have seemed quite mad to all but the most credulous.
er the Lord Chancellor called him, with obvious derision. Indeed, sometimes I didn't know why I believed in him myself
When he returned to Hundun to take up residency at the uni- But I did, and I, too, can attest to the power of these little chips of
versity he gathered around him many young students, like animal bone hanging around my neck on a piece of rotten old
myself, fascinated by this charismatic man who had roamed twine.
beyond the boundaries of our knowledge and lIved to tell about -Baresh Kern,
it. He affected the rude ways of the tribal shamans among whom Memoirs of a Self-Confessed Totemist
he had lived, wearing his hair long and unkempt, and draping
roughly-sutched furs or hides over his unwashed tunic.
Sometimes, he painted his face in lurid colors to gwe himself a
ferocious aspect. Noble lords and refined ladies would all but
faint at the sight of him. He wore a simple necklace and several In his Memoirs, Baresh Keyn recalls that when he first
bracelets on his left arm, all of them strung with trinkets carved began studying arcane magic, "I learned that spells had
from bone or unpolished quartz. These were hls totems - or three basic components: the material, the somatic and the
charms, or amulets, or magical fetishes; whatever you want to verbal, each of which carried equal imponance in getting
call them, they were the essence of h,s arcane practice. Whenever a spell to work as it ought. For the material, you must
FETISH MAGIC

grasp exactly the right amount of leaf or powder JUSt so; Fetish magic originated in the age-old practices of
for the somatic, you must move your hands in such an shamans - the religious leaders of barbaric tribes who
exact pattern; for the verbal, you must enunciate each syl- live beyond the fringes of civilization. These cultures lack
lable precisely, thus the importance of learning proper an advanced material culture, and as a result, their under-
Draconic diction. The three components were as the standing of the world is at once very literal and wildly
points of a triangle. Fail in one, and you fail in the whole. imaginative. For them, the notion of a god as an abstrac-
"But when I took up with Faros ne-Faros, with whom I tion or an entity who does not directly touch the material
would complete my studies, I learned that everything plane of existence is inconceivable. If the shaman of their
which the wizards who led me through my basic course of tribe has carved the likeness of a deity out of a piece of
study had taught me was wrong. 'The material compo- ivory or animal bone, then the god must reside in that
nent!' he would sneer. 'What do these weaklings know of object. It becomes not just a symbol of the object of their
the material component? They plow through market- worship, but the very object of their worship.
places and stumble through woods It follows, therefore, that if a god literally
searching for their precious materi- resides within your crafted representa-
als. They practice their gestures tion, you can call upon it to mani-
and rehearse their invocations fest itself in your aid. If you
as if they were actors. And all speak to the god residing in
the time the true power of the fetish object, it hears
the gods eludes them. your request, and if you
Trust to your charms, have shown the deity
boy; they will never sufficient reverence, it
fail you." An enthusi- will heed you. As a con-
astic practitioner of sequence, fetish
fetish magic (or objects become the
totemist, as they are center of magical
generally known), practice in cultures
Faros ne-Faros trust- that believe in fetish
ed above all else ma-gic. The need to
to small enchant- keep at hand a vari-
ed objects carved ety of substan-ces to
from bone or serve as material
other durable ma- component falls
terials - known away, since the
variously as charms, physical presence of
fetishes or totems - the god in the fetish
to manifest arcane pow- ob-ject serves as a the
er on his beha1£ material focus of the
Fetish magic emphasizes the spell. Any fussiness over the
use of these specially crafted objects as the focal point of verbal and somatic components also falls away, since the
magical energy, whether arcane or divine (and indeed, the god you invoke is close enough at hand (literally right
practice offetish magic tends to blur the line between the before you) to understand your meaning even if you do
two). Every time a totemist casts a spell, he must do so not make your gestures and speak your invocations just so.
"through" the fetish object, holding it before him and The charm, totem, fetish object - whatever you want to
speaking the verbal component into it as if addressing it. call it - becomes the only really important aspect of spell-
This is not, however, the same as simply using the object casting.
as the material component of the spell, for in mainstream In time, adventurers from the great cities - represen-
practice, the materials being used serve merely as a sort of tatives of peoples who had left the superstitions of tribal
fuel to be converted into magical energy and consumed in societies in their ancient pasts - filtered out into lands
the process. Instead, totemists believe that the deity they beyond their ken. And as they did so, they encountered
wish to invoke actually inhabits the fetish object, and that cultures that were, in many ways, mirror images of their
in speaking the invocation to it they are literally calling forgotten ancestors. They were unmannered, pre-literate,
upon the god to manifest on their beha1£ The fetish object apparently unsophisticated and therefore both dangerous
functions in part as a holy symbol, in part as a sort of stor- and fascinating. cholar of arcane magic looking for a
age unit for magical power. different method of tapping into the power of the gods
FETISH MAGIC

began to befriend shamans and live among their societies


so that they could share their knowledge and learn their ________IOIEMISI
ways. Some genuinely found mainstream arcane magical Their magical skills aside, totemists cut flamboyant fig-
practice unsatisfactory; others were simply curious; still ures wherever they go. Their customary appearance
others thought acquiring the wisdom of mere barbarians reflects the historical origins of fetish magic in tribal
a good way to alleviate the boredom of civilized life and shamanism, and so they dress themselves like the high
thumb their noses at their elders. priest of some semi-civilized sociery. Even by the stan-
For many of these adventurous scholars, no matter dards of tribal culrures, the cosrume of a shaman is calcu-
what their motivation, studying the ways of alien peoples lated to shock and impress the society's everyday rank-
resulted in their adapting the manners and dispositions of and-file. A totemist in full dress wandering around a big
the objects of their srudy. "Going oudander," their col- city (much less a proVincial town) raises many eyebrows.
leagues called it, always with a sneer. They came back Some totemists are genuine shamans who have learned
from their time abroad not only with new knowledge, but fetish magic as part of their culrural inheritance. Others
also with new modes of dress and new, less-than-polite are artane spellcasters who have deliberately set aside civ-
ways of behaving in society. They affected the crude, wild- ilized ways and learned this exotic and relatively obscure
looking costume of tribal shamans and imitated their branch of the magical arts. Either way, being a totemist is
flamboyant manners and patterns of speech. All of this not just a profession, but a way of life.
rendered them extravagantly out of place upon their Adventures: Most commonly, a totemist who goes
rerurn to their native cities. Some reintegrated them- abroad does so in search of knowledge. The secrets of
selves into polite society while continuing to practice fetish magic are best found among the shamans who prac-
fetish magic, but others remained defiant, wearing their tice it, and they tend to live in isolated areas, away from
eccentricity (along with their hide capes, fur hats, face cities and settlements. Novice totemists engaged in for-
paint and tattoos) as a badge of honor. The high visibiliry mal srudy must spend some time in the field doing
of such characters gives fetish magic the reputation as a research. Even shamans have been known to leave their
rough, renegade branch of the arcane arts. tribal homelands to seek out rhe wisdom of the priests of
larger and more powerful tribes.
IN YOUR CAMPAIGN Characteristics: Because of their historical and culrur-
Fetish magic can represent an important historical link al connection with shamanism, all totemists dress and
the ancient magical traditions and the modern practice of groom in a manner more closely associated with barbar-
Wizardry. Common amongst barbarians and other civi- ians than with civilized folk. Even totemists who have
lized people, fetish magic was most likely the first step on lived in great cultural centers all of their lives wear their
the progression from sorcery to the formal srudy ofarcane hair long and wild and drape themselves with hides or
magic that produced wizards and their trappings. Fetish furs. orne paint their faces to make their appearances
magic is an excellent option for barbarian/wizard multi- even more fearsome or sport tattoos and body piercings
classed characters or other PCs who originate from isolat- that they claim to be totems representing their god or
ed realms. It also makes a good weapon for orcs, goblins, their tribal affiliation. Many cultivate brooding facial
and other evil humanoids. These relatively primitive races expressions and uncouth manners to create an air of
rely on fetish magic rather than the complex, theoretical uncivilized ferociry, with just a hint of madness. And all
teachings that produce more sophisticated magic. members of the class wear strings of small fetish objects,
In some regions, fetish magic may be strictly controlled also known as charms, around their necks, as bracelets, or
or even banned. If a civilized realm has previously fought strapped bandoleer sryle across their bodies.
with a barbarian tribe or evil humanoids who use fetishes, Shamans cast spells in a manner similar to sorcerers.
the dress and ornamentation commonly displayed by a They master a few spells and can cast them repeatedly. In
totemist may be reason for arrest or attack. Stung by these addition, they learn to focus their arcane energies into
spellcasters in battle, these realms assume all totemists are small totem objects. While sometimes risky, this practice
in league with the enemy and seek to apprehend and stop allows them to boost some of their spell's effects. These
them before they can cause damage. totem objects have a fundamental connection to the
In civilized areas, fetish magic may arise as a sort of totemist's gods. He can use this totem to ask the gods to
fashion statement or imellecrual trend. Younger spellcast- empower his spell While the totemist uses arcane magic,
ers may rebel against the strict hierarchy of magical train- his primitive tradition draws a strong link between arcane
ing, seeing little value in musty old books and gray-beard- magic and the will of the gods.
ed relics. These casters revel in the showy dress and pow- Alignment: On the whole, totemists show little bias in
erful magic promised by totem magic. terms of their alignment. However, those who master
fetish magic in their role as tribal shamans tend to favor
FETISH MAGIC

law, as they occupy positions of responsibility among nature and punishing those who have harmed it. They
their people. Those who learn fetish magic through for- may also look for unconventional materials for their
mal study, however, are usually nonconformists who rel- charms.
ish the wild, uncivilized associations that come with the All totemists feel ill at ease around paladins and most
specialty. These totemists strongly favor chaos over law. clerics, and they tend to regard rogues with suspicion,
Religion: Many totemists - particularly those who especially if they use relatively precious materials for
were not born into tribal cultures - revere gods of magic their fetish objects.
and arcane knowledge. The few who prefer keeping com-
pany with rangers and druids follow nature gods. These GAME RULE INFORMATION
totemists may experiment with various natural materials Totemists have all the follOWing game statistics.
in crafting their charms and fetishes. Totemists who are Abilities: Charisma determines the maximum spell
authentic tribal shamans, however, adhere strictly to their level the totemist can access along with the DC of the
tribal gods. spells he uses. To cast a spell, a totemist must have a
Background: Totemists tend to come to the specialty Charisma score of 10 + the spell's level. Charisma also
in two different ways. Some are born into a culture affects his ability to use his charm focus ability success-
infused with fetish magic. They come from tribal societies fully, as well as use charm and greater charm magical
that use and experience arcane power primarily through items. In addition, the totemist gains bonus spells based
the use of charms and fetishes. In such societies, the on his Charisma.
duties of shaman may be transmitted from generation to Alignment: Any.
generation, or promising youngsters may be subjected at Abbreviation: Tot
a certain age to tests that determine their magical talents. Starting Money: 3d4 x 10 gpo
Urbanites who undertake formal study of fetish magic, Hit Die: d4.
on the other hand, tend to come from backgrounds that
reflect at least a little comfort and privilege. Many of them Class Skills
are simply bored with civilized ways, and fetish magic's The totemist's class skills (and the key ability for each
barbaric associations offers them an alternative lifestyle skill) are Bluff (Cha), Concentration (Con), Craft (Int),
and the thrill of rebellion. These urban totemists know Heal Wis), Intimidate (Cha), Knowledge (arcana) (Int),
that their rude dress and outlandish ways shock Knowledge (religion) (Int), Scry (Int, exclusive skill), and
respectable folk. Why do you think they became Spellcraft (Int).
totemists in the first place? skill Points at 1 st Level: (2 + Int modifier) x 4.
Races: Totemists who are tribal hamans are mostly skill Point at Each Additional Level: 2 + Int
human, although the semi- and uncivilized races (such as modifier.
orcs and giants) occasionally produce a shaman intelli-
gent enough to grasp fetish magic. As with barbarians, Class Features
half-orc totemists are often misfits who wander between All of the following are class features of the totemist.
ore and human society; dwarf totemists are rare but not Weapon and Armor Proficiency: Totemists are profi-
entirely unknown. cient with all simple weapons and light armor. From their
Humans also predominate among those who acquire historical association with barbarians and semi-civilized
fetish magic through formal tudy, but the totemist class peoples in general, they have absorbed some understand-
is open to all races. Gnome show a particular interest in ing of how to handle themselves in armed combat so that
fetish magic, combining it with their natural love ofgems. they can use their abilities while wearing armor. Note that
Gnome totemists will always have flashier and more a totemist still suffer a chance of spell failure while wear-
expensive fetish objects than their peers. ing armor.
Other Classes: Because of their traditional connection Bonus Feats: Totemists gain a bonus feat every Slevels.
with uncivilized and semi-civilized peoples, totemists They may choose any item creation or metamagic feat
associate most comfortably with barbarians. Even city- with these bonus feats.
born totemists who acquired their knowledge through Charm Focus: Whenever a totemist casts a spell, he
book learning and formal study will try to cozy up to a must do so through a small carving known variously as a
barbarian as if they are blood brother . charm, totem or fetish object. To keep them h.andy (and to
A minority of totemists see themselves as creatures of insure a hefty supply of them) totemists wear them on
nature. They prefer to associate with rangers and druids. Strings looped around appropriate parts of the body. These
Such members of the class gladly participate in protecting objects take the place of any material component the spell
may require.
FETISH MAGIC

TABLE 3-1: THE TOTEM 1ST


Base Fort Ref Will Spells per Day
Level Attack Save Save Save Special 0123456 789
1 +0 +0 +0 +2 Charm focus 1/day 53-----
2 +1 +0 +0 +3 64-----
3 +1 +1 +1 +3 Furious aspect +1 65-----
4 +2 +1 +1 +4 Charm focus 2/day 663----
5 +2 +1 +1 +4 Bonus feat 6 6 4 - - -----'
6 +3 +2 +2 +5 Furious aspect +2 6653---
7 +3 +2 +2 +5 Charm focus 3/day 6 6 6 4 - -------
8 +4 +2 +2 +6 6 6 6 5 3
9 +4 +3 +3 +6 Furious aspect +3 6 6 6 6 4
10 +5 +3 +3 +7 Bonus feat 6 6 6 6 5 3
11 +5 +3 +3 +7 Charm focus 4/day 6 6 6 6 6 4
12 +6/+1 +4 +4 +8 Furious aspect +4 6666653
13 +6/+1 +4 +4 +8 6666664
14 +7/+2 +4 +4 +9 66666653
15 +7/+2 +5 +5 +9 Bonus feat, furious aspect +5 66666664
16 +8/+3 +5 +5 +10 Charm focus 5/day 666666653
17 +8/+3 +5 +5 +10 666666664
18 +9/+4 +6 +6 +11 Furious aspect +6 6666666653
19 +9/+4 +6 +6 +11 6666666664
20 +10/ +5 +6 +6 +12 Bonus feat 6666666666

The totemist simply holds the charm in front of him TABLE 3-2: TOTEM 1ST SPELLS KNOWN

while casting the spell. According to the ideology offetish Level o 1 2 3 4 5 6 7 8 9


1 4 2
magic, the process of casting the spell establishes contact 2 5 2
with the god residing within the object, who hears the 3 5 3
appeal of the caster and responds by manifesting its 4 6 3 1
power in the form of the spell. charms don't last forever, 5 6 4 2
though, as the strain ofcontaining a deity eventually taxes 6 7 4 2 1
7 7 5 3 2
its material form to the breaking point. Whenever a 8 8 5 3 2 1
totemist caSts a spell, there is a 10% chance that the charm 9 8 5 4 3 2
being used shatters after the spell takes effect, rendering 10 9 5 4 3 2 1
the object useless. A totemist's peculiarly characteristic 11 9 5 5 4 3 2
jewelry insures that he always has spare charms at hand. 12 9 5 5 4 3 2 1
13 9 5 5 4 4 3 2
Once per day at 1st level, totemists may also marshal 14 9 5 5 4 4 3 2 1
their powers to persuade the god in the charm to height- 15 9 5 5 4 4 4 3 2
en a spell's efficacy. To use this skill, a totemist selects one 16 9 5 5 4 4 4 3 2 1
key quantifiable aspect of the spell being cast- its maxi- 17 9 5 5 4 4 4 3 3 2
mum range, duration, the amount of damage that it caus- 18 9 5 5 4 4 4 3 3 2 1
19 9 5 5 4 4 4 333 2
es, or its area of effect. That aspect is then increased as if 20 9 5 5 4 4 4 3 3 3 3
the caster's level were increased by 2. Whenever he uses
this ability, however, he must make a Charisma check (DC
10 + spell level). If he fails, the god looks on his appeal Charms are usually fashioned from bone, hardwood, or
with disfavor. The spell misfires and the charm burns to stone. To craft a typical charm, a totemist must have carv-
ashes in a flash of light, causing ld6 damage to the ing tools and suitable materials at hand. The process takes
totemist and causing him to lose his spell slot. Even if the about one day on average, depending on size and the com-
charm doesn't explode, it disintegrates after it is used in plexity of the design. He must make a Craft (carving)
this way. Totemists may not use this ability to aid a spell check (DC 15i 25 if working with an unfamiliar material).
being cast by someone else. If unsuccessful, the charm is unusable. It costs 5 gp to
Totemists may use this ability once per day at 1st level, fashion a charm.
with the frequency rising at higher levels. At 4th, 7th, Furious Aspect: The shaman traditions upon which
11th, and 16th level, the totemist gains an additional daily fetish magic is based emphasize the importance of the-
use of this ability. atrics and personal charisma in establishing authOrity
within your tribe. hamans find it useful to create the
FETISH MAGIC

impression that they are literally touched by the gods, 4 arcane eye, cure critical wounds, dimension door,fear, ice
behaving in ways that seem eccentric, even mad, to most. storm, lesser geas, phantasmal klller, polymorph other,
Totemists retain vestiges of this emphasis on charismatic polymorph self, shout, solid fog, waLL of fire.
skills. They gain a +1 class bonus to Bluff and Intimidate 5 break enchan tment, cloudkil~ cone of cold, feeblem ind, hold
checks every 3 levels. monster, lesser planar binding, magic jar, nightma.re,
spells: Unique among spellcasters, tot~ists see little passwal~ stone shape, summon monster V; telekinesis,
difference between arcane and divine magic, and their teleport, wall of stone.
repenoire includes a limited number of divine spells. The 6 acid fog, chain lIghtning, control water, control weather,
tradition of fetish magic originated among shamans liv- disintegrate, flesh to stone, geas, greater dispelling, greater
ing in relatively small, isolated tribal groups, so that they glyph of warding, mass haste, move earth, stone to flesh,
were in many instances the only person their people summon monster VI, transformation, true seeing.
could rely upon for magical aid. This meant that the first 7 delayed blast firebaLL, greater restoratIOn, insanity, Instant
totemists had to be versatile if they were to serve their summons, limited wish, phase door, power word (stun),
tribes effectively. Along with their customary transmuta- prismatic spray, shadow wa!1~, simulacrum, spell turning,
tions and abjurations, they also had to figure out how to summon monster VII, vanish.
heal and cure as best they could. 8 greater planar binding, horrid wilting, incendiary cloud,
Totemists cast and prepare spells in a manner similar to iron body, polymorph any object, power word (blind), pro-
sorcerers. They learn a limited number of spells, but do tection from spells, summon monster VIll, trap the soul.
not need to prepare them before casting. They simply 9 energy drain, freedom, gate, meteor swarm, power word
select an appropriate spell and use a spell slot to cast it. (kill),shapechange, temporal stasis, time stop, wish.

TOTEM1ST SPEll LIST


o create water, cure minor wounds, detect magic, daze, detect
poison, Light, mending, open/close, prestidigitation, ray of
frost, read magic. Charm master are pracnnoners of fetish magic who,
1 animate rope, burning hands, charm focus, command, cure whether by immersive study of the specialty or by long
light wounds, endure elements, enlarge, erase, expeditious experience practicing it, have gained extraordinary
retreat, feather fall, identify, jump, mage armor, magic insight into the relationship of the gods to the curious
weapon, obscuring mist, ray of enfeeblement, reduce, shock- little objects that they carry on strings looped around
ing grasp, spider climb, summon monster 1. their bodies.
2 alter self, blindness/deafness, buLL's strength, cat's grace, Although it is theoretically possible for any arcane or
charm shield, create bLast charm, cure moderate wound, divine spel1caster to become a charm master, in reality, it
endu rance, fLammg sphere, fog cloud, invisibil ity, knock, is rare for anyone other than a totemist to do so. Fetish
l.evitate, locate object, Melf's acid arrow, pyrotechnics, magic exi ts far enough outside of the mainstream of
summon monster II, web. arcane magical practice so that few are motivated in the
3 bestow curse, blink, create food and water, dispel magic, middle of their careers to re-orient themselves so dramat-
expLosive runes, flame arrow, fly, gaseous form, haste, sepia ically. Picking up fetish magic after comfonable years in a
snake sigiL, shrink item, sLeet storm, slow, stinking cloud, more accepted pecialty requires a substantial psychologi-
suggestion, summon monster Ill, tongues, water breathing. cal adju tment, as well as a complete wardrobe makeover.

TABLE 3-3: THE CHARM MASTER


Base Fort Ref Will
level Attack Save Save Save Special Spells per Day
1 +0 +0 +0 +0 +1 level of exi sti ng class
2 +1 +0 +0 +0 Intense concentration +1 +1 level of existing class
3 +1 +1 +1 +1 Ferocious aspect +1 +1 level of existing class
4 +2 +1 +1 +1 Intense concentration +2 + 1 level of existing class
5 +2 +1 +1 +1 +1 level of existing class
6 +3 +2 +2 +2 Ferocious aspect +2,
Intense concentration +3 +1 level of existing class
7 +3 +2 +2 +2 +1 level of existing class
8 +4 +2 +2 +2 Intense concentration +3 +1 level of existing class
9 +4 +3 +3 +3 Ferocious aspect +3 +1 level of existing class
10 +5 +3 +3 +3 Intense concentration +4 +1 level of existing class
FETISH MAGIC

NPC charm masters are usually wily, experienced Class Ski lis
shamans of tribes that practice fetish magic. They learned The charm master class skills (and the key ability for each)
how to become totemists, and later charm masters, just by are Bluff (Cha), Concentration (Con), Craft (carving)
growing up and living in their societies. It is unlikely that (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha),
you will encounter one outside ofhis tribal lands. If you do, Knowledge (arcana) (Int), Knowledge (religion) (Int),
he is likely on some urgent mission on behalfof his people. Scry (Int, exclusive skill), Perform (Cha) and Spellcraft
Hit Die: d4. (Int).
Abbreviation: Chm skill Points at Each Level: 2 + Int modifier.

Requirements Class Features


To become a charm master, a character must fulfill all the All of the follOwing are class features of the charm master
following criteria: prestige class.
Craft (carving): B ranks Weapon and Armor Proficiency: Charm masters gain
Knowledge (arcana): B ranks no additional proficiency with weapons, armor, or shields.
SpelIcraft: B ranks Ferocious Aspect: A charm master has refined the the-
Arcane or Divine Caster: Totemist cast- atrical aspect of shamanism and fetish magic to
er levelS, or any other caster level B the level of art. He has mastered a repertoire of
Special: To become a Charm~ glowers, grunts, howls, gibbers, chants and
master, you must spend time arm-waving so that he can hold any audi-
engaged in first-hand study of ence spellbound by the sheer outrageous
authentic tribal fetish force of his personality. Not only
magic. If you are already can he cow and intimidate,
a tribal shaman or he can also beguile and
you have otherwise cajole others into seeing
acquired substantial things his way.
knowledge of tribal He thus gains a +1
shamanism that in- class bonus to Bluff,
volves fetish magic (you Diplomacy, Intimidate, and
served your tribe's high Perform checks every 3 levels.
priest as a youth but left for Intense Concentration: Fet-
a life of adventure when you ish magic originated in societies for
came of age), you already meet whom violence was a fact of life,
this qualification. If, however, you whether it was warfare between tribes,
gained knowledge of fetish magic or fighting within tribes. At times, the
through formal study outside of a tribe line between magical practice and fight-
that practices fetish magic, then you ing skill had to blur. Charm masters retain
have not absorbed its traditions and prac- a vestige of the combat savvy that many of
tices sufficiently well to summon the their shamanic ancestors acquired by hard
power of the gods as a charm master. experience, so that casting spells under
In this case, you must find such a tribe and fire is relatively easy for them. They
persuade their shaman to let you study him and gain a +1 class bonus to Concentration
his ways for a period ofnot less than half a year. You cheeks every 2 levels.
need not spend every waking hour in his company Fetish Object Skill: When charm mas-
during this time, but you should treat the tribe's lands as ters use any of the totemist magical items known as
your home for that period. That is to say, you may go on charms (see below), they may call upon their god without
adventures during your time of study, but that's where fear of rejection. Whenever a charm master activates a
you come back to when you're done, and you have to charm, he does not need to check for possible failure or
spend some time absorbing their culture and their magi- destruction of the item.
cal practices before you can become a charm master. Charm masters are also eligible for the exclusive feat
Craft Greater Charm.
FETISH MAGIC

It need not be the caster himself who throws or tosses


the blast charm; his job is simply to infuse the object with
power. Once he has enchanted it, he may give it to anyone
CRAFT GREATER CHARM [ITEM CREATION] he pleases. Blast charms may be created in advance of
You may craft any of the magic items known as greater their actual use, but they only remain enchanted for 10
charms, as well as the magic item great totem. minutes per caster leveL After that, the invoked god gets
Prerequisite: Charm Master levellst+. tired of waiting and departs from the object.
Benent: You can create any of the following magic Material component: One charm.
items: great totem, greater charm of distance, greater charm of
duration, greater charm of pain, greater charm of space. Charm Shield
Enchanting one of these items takes 1 day for each 1,000 Evocation
gp in its price. The spellcaster must spend 1/25 of the Level: Tot 5
item's price in XP and use up raw materials costing half Components: V, M
this price. Casting Time: 1 action
Range: Touch
CRAFT MAGICAL CHARM [ITEM CREATION] Target: Fetish object touched
You may craft any of the magic items known as charms. Duration: 10 minute /level
Prerequisite: Totemist level 3rd+ or any other spell- Saving Throw: None
caster leveI9th+. Spell Resistance: Yes (harmless)
Benefit: You can create any of the following magic
items: charm of battle, charm of distance, charm of duration, Chaml shteld enchants a fetish object so that it may pro-
charm of pain, charm of space. Enchanting one of these vide its ca ter or his allies with supernatural aid. In this
items takes 1 day for each 1,000 gp in its price. The spell- ca e that aid takes the form of defense against physical or
caster must spend 1/25 of the item's price in XP and use magical macks. A fetish object enchanted by charm shield
up raw materials costing half the charm's gp price. may be used to absorb up to 10 x caster level worth of
damage from physical attacks against its user, or it may
absorb spells cast against its bearer up to a total of levels
equal to the cllarm shield's caster leveL For instance. an
_ _ _ _-JMEW SE.E.LLS object enchanted by a 9th level caster can neutralize 3 3rd
level spells, 9 1st level spells, etc., as long as those spells all
Create Blast Charm target someone bearing the object. Before the enchanted
Evocation object is first used, its user must determine whether it will
Level: Tot 2 absorb physical damage or spells; it cannot neutralize
Components: V, M both.
Casting Time: 1 action Any physical damage absorbed in excess of the
Range: Thrown weapon or sling enchanted object's capacity gets through to its target. An
Area: lo-ft.-radius spread enchanted object cannot neutralize a spell in excess of its
Duration: 10 rninutes/level remaining capacity. For instance, if a fetish object
Saving Throw: Reflex half enchanted by a 9th level caster has already absorbed a 5th
Spell Resistance: Yes level spell, it cannot absorb another 5th level spell That
second spell affects its target normally, but the enchanted
Create blast charm invoke the caster's god to tum a charm object still has 4 levels worth of capacity left.
into a projectile weapon that explodes on contact, causing Proper use of this spell requires an authentic fetish
ld6 damage per caster level (maximum of 6d6) to all crea- object crafted by a totemist to serve as both its target and
tures and unattended objects within 10 feet of the point of material component. The gods will accept no substitutes,
impact. Once enchanted, this blast charm may be thrown and any attempt to cast the spell on a proxy will result in
or tossed with a sling. Since the enchanted charm is an spell failure and the disfavor of the deity who was sup-
area-effect weapon, resolve the attack using the rules for posed to be invoked (DM's discretion). A fetish object
grenade-like weapon attacks to determine the point of enchanted by charm shield may be used by someone other
impact. When calculating damage, however, assume that than the caster. However, the object only remains
the exploding charm may cause full damage to anyone in enchanted for 10 minutes/caster leveL Once it absorbs its
the blast radius, as when resolving a fireball spell. Note allotment of either physical damage or magical attacks, it
that any physical object interfering with the charm's tra- shatters and may not be used again.
jectory will cause it to detonate premarurely. Material component: One charm.
FETISH MAGIC

When it is used on the defensive, add the level of the spell


that it neutralizes. When it is used on the offensive, sub-
tract the level of the spell that it ampl.i£ies. If its current
CHARMS status is -1 or less, it cannot be used to aid a spell; it must
Totemists are distinguished by the unique magic items first absorb energy from another spell When it is first cre-
that they alone may craft. Spellcasters who belong to ated, a charm ofbame's status is o.
other branches of magical practice tend to regard them charm of battle is subject to the same risk of failure as
with scorn. In his Memoirs, Baresh Keyn quotes a wizard of other magical charms whenever it is used, except that
his acquaintance as saying, "Only a totemist would use when it is used on the defensive, the Diplomacy check
these things, only a totemist is mad enough to even touch DC against catastrophic failure is 10 + level of the spell
them." Keyn himself admitted that there was some truth being neutralized.
to this quip, but the danger comes primarily to those who Caster Level: 6th; Prerequisites: Craft Magical Charm,
do not understand the ways of fetish magic. charm focus, charm shield; Market Pri.ce: 8,000 gpo
These powerful charms may be activated in conjunc- Charm of Distance: Charm of distance calls upon the
tion with the casting of a spell. If the item's user is also the user's god to amplify the range of a spell being cast. If acti-
caster of the spell in question, the activation counts as a vated successfully, it increases the spell's maximum range
free action. If the item's user activates it in support of a as if the caster were two levels higher than his current level.
spell cast by someone else, the activation counts as a stan- charm ofdistance is usually carved in the shape of a man
dard action. They serve to enhance the spell in some way, with his arms spread wide. In primitive cultures a stick
making it more powerful than it would be otherwise. figure may suffice, while more refined totemists have
However, their efficacy is always variable, and they pre- been known to put some care into the carving of these
em some risk to the uninitiated user. objects. Baresh Kynes describes one of his peers who
Whenever a totemist uses one of the items listed below, always crafted his charms of distance as self-portraits.
he must roll a d20. If he rolls a 1 something goes haywire. Caster Level: 6th; Prerequisites: Craft Magical Charm,
Perhaps a flaw or material instability in the fetish object charm focus, fly; Market Price: 8,000 gpo
affects the manifestation of power, or perhap the god he Charm of Duration: Charm of duration calls upon the
calls upon frowns upon his wishes. The item does not acti- user's god to amplify the duration of a spell being cast. If
vate. In addition, the user then makes a Diplomacy check activated successfully, it increases the spell's duration as if
against 10 + the level of the spell being aided by the item. the caster wer two level higher.
Ifhe fails, the item explodes, causing 1d4 x the level of the Charm of duration is usually carved in the shape of a
spell being aided in damage to the user (successful Reflex long-lived animal, uch as a tortoise Ot an elephant.
save halves damage). The item is no longer usable after Caster Level: 6th; PrerequISItes: Craft Magical Charm,
that point. charm focus, endurance; Market Price: 8,000 gpo
If someone other than a totemist attempts to use one of Charm of Pain: Charm ofpain calls upon the user's god
these items, the risk of failure is much greater and the to amplify the power of a damage-causing spell being cast.
consequences worse. The user must make a Diplomacy If activated successfully, it increases the amount of dam-
check as described above every rime he attempts to use it. age caused by a spell as if the caster were two levels high-
Ifhe fails, the item does not activate and it explodes, caus- er than his current level.
ing 1d6 x the level of the spell being aided in damage to It cannot be used to aid divine healing spells, but it can
the user (successful Reflex save halves damage). The gods be used to aid divine damage-causing spells.
frown upon the uninitiated using their sacred objects. Charm of pain is usually carved in the shape of a jagged
These items cannot be used in conjunction with other bolt of lightning, although a popular variation takes the
magic items. They can only aid spells being cast. form of a man with a spear through his chest.
charm of Battle: charm of battle invokes the power of Caster Level: 6th; PrerequiSites: Craft Magical Charm,
the god to aid its user on both the offensive and the defen- charm focus, bull's strength; Market Price: 8,000 gpo
sive. On the offensive, it acts as a charm focus spell, treating Charm of Space: Charm of space calls upon the user's
a caster as two levels higher with respect to any single key god to amplify the area of effect of a spell being cast. If
quantifiable aspect of a spell On the defensive, it neutral- activated successfully, it increases the spell's maximum
izes pells that target its user. area of effect by 50 %.
The key to understand ing how cha ml of battle functions, Charm of space i u ually carved in the shape of a spi-
however, is the fact that it acts as a sort of storage battery der's web.
for magical energy as well as a repository for the god. Caster Level: 6th; Prerequisites: Craft Magical Charm,
Whenever it is used, record its current status as a number. charm focus, enlarge; Market Price: 8,000 gpo
FETISH MAGIC

Charm of space is usually carved in [he shape of a


spider's web.
Greater charms are more powerful versions of charms, and Caster Level: 12th; Prerequisites: Craft Greater Charm,
they can only be fashioned by members of the charm mas- charm focus, enlarge, transformation; Market Price: 20,000 gpo
ter prestige class who possess the Craft Greater Charm Great Totem: ome tribal societies use large abstracted
feat. These amplified items function in the same basic way representations of their god (or gods) as sacred objects.
as charms, except that their effects are more substantial. Just as practitioners of fetish magic believe that their god
As for the chance of catastrophic failure when used, the literally resides in their little carved charms, so they also
risk must be assessed separately depending on whether a regard these tribal totems as divine containers.
charm master, a totemist or a member of another class is Great totem is a large tribal sacred object that can be
attempting to activate it. Whenever a charm master uses a tapped to emit awesome flashes of godly power. Once/
greater charm, he must roll a d20. If he rolls a 1 he must every 3 caster levels per day, a totemist may activate a great
then makes a Diplomacy check against 10 + the level of totem to achieve any of tbe follOwing effects:
the spell being aided by the item. If he fails, the item
explodes, causing ld4 x the level of the spell being aided Grant all friendly (friendly to the god in the great
in damage to the user (successful Reflex save halves dam- totem, that is) creatures within 100 feet a +4 attack
age). The item is no longer usable after that point. If a bonus and a +4 morale bonus against fear effects for
totemist uses a greater charm he must make a Diplomacy 10 minutes.
check as described above every time he attempts to use it. All hostile creatures within 100 feet must make a
If he fails, the item does not activate and it explodes, caus- will saving throw (DC 25). If unsuccessful, they suf-
ing ld4 x the level of the spell being aided in damage to fer a -6 morale penalty on all saving throws for 20
the user (successful Reflex save halves damage). If some- rounds and immediately flee from the great totem.
one other than a charm master or a totemist attempts to A creature so affected has a 50% chance to drop
use a greater charm he must also make a Diplomacy check, whatever it is holding before it flees.
except that the DC equals 10 + (2 x the level of the spell Heal all friendly creatures within 100 feet of the great
being aided), and the damage caused by the catastrophic totem for 2ds points.
failure is lds x the level of the spell being aided (success- Cast greater restoration on a creature of the user's
ful Reflex save halves damage). choice within 30 feet of the great totem.
Greater charm of Distance: Greater charm of distance
amplifies the range of a spell being cast. If activated suc- A non-totemist capable of using magic items may use
cessfully, it increases the spell's maximum range a if the great totem once per day. Activating great totem requires
caster were four levels above his current level. touching it and calling upon the god (or one of the gods)
Caster Level: 12th; Prerequisites: Craft Greater Charm, that it represents to aid you. If someone of a different
charm focus, fly, teleport; Market Price: 20,000 gpo alignment than a god that the item represents tries to acti-
Greater Charm of Duration: Greater charm of duration vate it, however, he must make a Diplomacy check (DC
amplifies the duration of a spell being cast. If activated 25). If he fails, he suffers 10d6 in electrical damage
successfully, it increases the spell's duration as if the cast- (Fortitude save halves) from the deity's wrath.
er were four levels above his current level. Great totem u ually takes the form of a monumental
Caster Level: 12th; Prerequisites: Craft Greater Charm, object, such as a large wood or stone carving representing
charm focus, endurance, haste; Market Price: 20,000 gpo a deity or deities.
Greater Charm of Pain: Greater charm of pain amplifies Caster Level: lSth; Prerequisites: Craft Greater Charm,
the power of a damage-causing spell being cast. If activat- charm focus, cure moderate wound, fear, greater restora tion, lim-
ed successfully, it increases the amount of damage caused ited wish, power word (kiln; Market Price: SO,OOO gpo
by a spell as if the caster were four levels above his current
level
It cannot be used to aid divine healing spells, bur it can
be used to aid divine damage-causing spells.
Caster Level: 12th; Prerequisites: Craft Greater Charm,
charm focus, bull's strength disintegrate; Market Price: 20,000 gpo
Greater Charm of Space: Greater charm of space calls
upon the user's god to amplify the area of effect of a spell
being cast. If activated successfully, it increases the spell's
maximum area of effect by 100%.
FLESH MAGIC

Chapter 4:

Flesh Magic
Oh, fear him not, fear him not. He won't harm you unless you despised, but if that is the price I must pay to wield the power of
attempt to draw your weapon or harm me in any way. He's still the gods themselves, then so be it. One day, when I have created
a dog at heart, despite his appearance. Friends have nothing the perfect Man, perhaps then my efforts will be appreciated.
to fear here, young lady. You see why I keep the entrance so dark. Perhaps you could benefit from some of my augmentations.
You shy away from him. Well, that is understandable. Beware of Would you like to be stronger, perhaps? Or more beautiful?
hl5 spmes. Perhaps you would like eyes the color of the sky, instead of that
So you have come to see if the rumors are true. 1 can assure you drab steel gray. I can see you are tempted. This body I wear 15
that they have basis in fact, but the nature of people is to twist pleasing to you, no? 1 have turned the heads of many noble
and warp the truth about that which they do not understand. ladies, to be sure, but It was not always so ...
I have heard some of the names ascribed to me. Monster Maker. That noise? Oh, that was merely an experiment I'm conduct-
Masler of Abominations. Flesh Twister. I assure you I am all ing. Extensive alterations can take quite a lot of time, and I must
of those things, and none of them. Yes, I possess the knowledge sometimes rest in between stages. A wild orc that I had captured
and power to mold the shape of flesh and bone, but the changes and brought to me. Pay it no heed. If you like, I can show you
I perform on the living body are not done for malice or cruelty, after we dine ...
but out of necessity, and the desire improve upon the bodies
nature has given us.
Yes, right m here, my laboratory. Do not be afraid. Come here,
Manithrax. What a magnificent specimen he IS! I caught him
sneaking in here one night, an adventurer much like you, Flesh magic is a little known but much reviled form of
but a mere muscle-bound Simpleton. Now look at him! I have magic capable of performing drastic alterations on the
toughened his skm and thickened hts muscles. Notice these bone form ofliVing creatures. These mages view the living form
spurs on his fists, and greater musculature around hIS jaw, as a piece of canvas upon which to paint living works of
the sharper teeth. He is more than a match for any human now. art. The physical form, despite its wonderful traits and
And he is grateful. He revels in his potency. adaptive qualities, can be greatly improved upon. It can
What matter that he IS my slave now? I feed him and house even be specialized, modified to suit its environment, or
him. Is that not generous to a marl who came here to kill me? sculpted like clay to increase its beauty, fighting ability,
1 could have used htm to feed some of my other experiments. resilience, any physical trait.
Ah-ah-ah! I warned you about touching your weapon! Reach for Flesh mages have an intuitive understanding of the
it agam, and Manithrax will snap you In two. inner workings of the body. They understand how mus-
Alas, it is a shame those outside fear me o. If they could only cles, bones, and tendons interact, and how they can be
see the wonder of what I can accomplish. A pity that 1 am so modified. Flesh mage can feel the interaction between
FLESH MAGIC

these elements, and they know how to change it. At Lower Creatures spawned on other planes of existence, with no
levels, they can grant temporary augmentations, like connection to this world are as yet unfathomable.
rhicker skin or increased srrength. At higher levels these Therefore, many of the flesh mage's abilities do not work
augmentations can become permanent. At the highest on aberrations, constructs, elementals, oozes, outsiders,
levels, they can kill with a mere touch. Some ofthe horror plants, and undead crearures. However, as flesh mages
instilled by flesh mages stems from the startling effects gain experience, they can affect these other rypes of
that their abilities can create, and how unnarural their vic- beings, provided they have viable specimens.
tims might appear. To take a face and erase its features, Flesh mages are known by many less positive names,
one by one, until it become a blank slate, is likely to such as freakwrights, monster makers, blasphemers, and
unnerve observers, as well as make it difficult for the sub- flesh mongers amongst others. As a result, most flesh
ject to breathe. mages are quite secretive about the nature of their abili-
Flesh mages almost always have an artistic spirit. Their ties, unless they are secure enough in their power to ade-
intuitive, observant narure opens the door for this kind of quately protect themselves. In areas where flesh mages
power. They see the living form as something that can be are particularly reviled, they must take great pains to hide
modified and shaped to create wondrous new creatures. the effects of their work from prying eyes. A flesh mage's
The possibilities are limitless. However, they must be drastically altered familiar, for example, must not be seen
careful, because modifications that are too drastic can by the populace, or he risks exposing his master.
cause the death of the subject. One side effect of the flesh mages' consummate knowl-
The flesh must be alive to be molded; dead flesh is use- edge of the body is that they have incredible abilities to
Less to them, just as hardened clay can no longer be sculpt- heal. better even than clerics. They knit shattered bones
ed. In addition, a flesh mage's intuitive understanding also back together, weave the fibers of torn muscles, and close
only extends to relatively normal, natural creatures. the lips of gaping wounds with an efficacy that astounds
other magical healers. They sometimes use this ability to
assuage the fears of unen-
lightened commoners, perhaps
even as an outright bribe. ("I
will heal you and your friends
if you grant me safe passage. It
is one of the things I do best.")
Because they are so distrusted
by civilized peoples, they tend to inhabit wilder
lands. away from large cities full of prying eyes. They
try to keep their activities as quiet as possible to avoid
drawing attention to themselves. But no matter where
they try to senIe, they are not welcomed. So they tend to
keep moving.
One ability they do not have is to confer an entirely
new form onto the subject. They cannot turn someone
into a toad, for instance, as with a polymorph spell; their
abilities are more specialized, making smaller, incremen-
tal changes. Nor can they permanently change a subject'S
size category.
Flesh mages occasionally embrace their own art and
drastically alter their appearance. Their shapes and fea-
rures are limited only by the mages' imagination: all man-
ner of piercings, tattoos, differences in coloration and
skin texture, combat-related augmentations such as
greater strength or nasty claws, defensive spines.
Sometimes they wear voluminous robes to cover them-
selves when they go about in public; sometimes they do
not, preferring to revel in their non-conformity.
FLESH MAGIC

IN YOUR CAMPAIGN create outlandish monstrosities. Neutral flesh mages see


The highly specialized nature of a flesh mage's ability advenruring as a means to an end, perhaps greater power
makes him an anomaly among spellcasters. However, he and wealch for themselves. Good .fle h mages see
can be a great boon to any parry of adventurers. They are themselves helping people wherever they can, healing
consummate healers, with capabilities to enhance the those in need granting augmentations on those who
effectiveness of their comrades in combat. Their augmen- request it. These ilesh mages are those most likely to hold
tation spells can provide fighters with just the edge they another's body in highesr respect, seeing it as a liVing,
need. At higher levels, they can kill an enemy with bur a breathing work of wonder that should not be changed
rouch. lightly.
Players may want to focus on the artistic spirit of the Characteristics: Flesh mages can cast spells using
flesh mage, those who see the body as clay to be molded their innate understanding and extraordinary force of
and shaped to the mage's will. others may focus on the will. They know fewer spell than wizards, and the types
research aspecr of a flesh mage's tudies, trying to create of spells they can cast are more limited than other types of
new spells and abilities to craft liVing bodies into ever magic users, bur this gives them increased specialization
wilder shapes. There are flesh mages of borh types, and that is their true power. They gain powerful transmuta-
probably many others to be sure. tion abilities at lower level, and their healing spells are
Flesh mages rend to congregate in small, ecret oci- greatly increased. They do not specialize in other magic
eties to exchange information, practice their art, and pool schools. They are not considered wizards or sorcerers.
their resources. In a world where the flesh mage's magic is They are a type of magic user unto themselves. However,
hated and feared, secrecy is their best line of defense. their spells count as arcane ones.
While they spend many years studying under their
ma er, they are still taught the means to defend them-
selves when necessary and are therefore proficient with
all simple weapons. Many flesh mages have been forced
The flesh mage is born wirh an intuitive understanding of to ward off a mugger or bandit with a mace, club, or other
the body, and that intuition i honed during a long weapon for fear of using their magic and drawing the sus-
apprenticeship. During that time, the fledgling flesh picion of others.
mage is trained to understand the inner workings of the Alignment: Like sorcerers, the flesh mage's abilities
muscles and skeleton. Through study and concentration stem from his intuition and creativity, but it also requires
they are able ro exert their will upon the bodie of them- the discipline and force of will to enact changes upon the
selves and others. Like sorcerers, they do not memorize living form. Therefore, flesh mages can be of any align-
spells. They simply know the techniques that allow them ment, although the creative spirits tend towards chao,
to make their desires a reality. Their spell limits represent and the more disciplined researchers tend towards law.
the amount of inner fortitude and control those tech- Rehgion: Flesh mages most often see the liVing body
niques require, and the drains they place upon the flesh as a divine organism, one not to be changed lightly.
mage. However, many established religions see the abiliries of
The flesh mage knows how the body works. He knows the fle h mage as blasphemous, tampering with the wis-
how to mold it, how to mend it, and at higher levels, how dom of the gods. Most good-aligned religions revile flesh
to unravel it. And just as there are infinite variations in the mage for jusr this reason. Evil religions sometimes show
body, there are infinite variation of .flesh mage, from great curiosity in ilesh magic, especially those with large
those that focus on creating living works of art, to tho e ambitions, seeking advantages wherever they might find
who want to improve upon the capabilities of their race. them. The e organization may attempt to assimilate the
Adventures: A flesh mage's reasons for adventuring are flesh mage and coerce him into service. As a result,
just as varied as any other type ofspellcaster. He may wish flesh mages tend to develop an early aversion to organized
to hone his art or increase his experience so he can per- religions.
form ever greater alterations. He may desire wealth, Background: Flesh mages can come from any back-
which he often gains by hiring out his services as a heal- ground, because they are born with their ability. Most
er. Some flesh mages have an ultimate goal of e tablishing often this gift is passed from parent to child, with the par-
a per onallaboratory, where they can perform their exper- ent serving as the primary teacher to the apprentice child.
iments in peace, without interruption. ome flesh mage come from a long line that sttetches
An evil flesh mage ha no regard for the lives and bod- back into antiquity, and those individuals are proud of
ies of others, working his will upon his ubjects' fle h their heritage. They sometimes inherit their ancestral lab-
without regard for their wishes, potentially doing oraLOry to carryon the family tradition.
irreparable harm. These are the flesh mages most likely to
FLESH MAGIC

Flesh mages tend come from civilized lands because the Class Feature~
application of flesh magic requires a careful study of All of the follOwing are class features of the flesh mage.
anatomy. However, there are some who retire to the Weapon and Armor Proficiency: Flesh mages are
wilderness to pursue their studies in private, taking their proficient with all simple weapons. If they learn how to
proteges or children with them. use armor, they can use their abilities while wearing
Flesh mages have no special organization or links armor, unlike other spellcasters.
among themselves, aside from a common interest in the Flesh Magic: Flesh magic is different in many respects
art itself They tend to treat others of their kind with a from arcane magic. The flesh mage is able to cast spells
careful respect, knowing how important each flesh mage spontaneously from the spells he knows, similar to a sor-
considers his efforts. cerer, but flesh magic in practice is quite different from
Races: Flesh mages appear predominantly among casting arcane spells. Spells cast by a flesh mage are iden-
humans, but can come from any of the civilized races. tical to their arcane counterparts with the follOwing
They are rare among monstrous humanoids such as orcs exceptions.
and trolls, because those races generally lack the intellect Flesh magic requires the mage to directly sense the sub-
and patience required to understand the inner workings tle energies of his subject's body. To focus his will a flesh
of the body. Elves tend to shun flesh mages because they mage must touch his target when casting a spell As a
do not enjoy seeing real works of nature altered at the result, to cast spells against an unwilhng target, the flesh
whims of others; their cultural restrictions tend to dis- mage must make a successful melee touch attack. Spells
courage those who have the power to ignore it. listed with any range other than Touch have their range
Other Classes: Flesh mages work well with most other changed to Touch when cast by a flesh mage.
classes, because of their powerful heahng abilities. Flesh magic is so different from traditional spellcasting
Fighters and barbarians make excellent protectors, and that spell resistance will not work against it. Furthermore,
rogues, wizards, and sorcerers are always important mem- the spells dispel magic, greater dispelltng, and remove curse
bers of a parry. Druids, rangers, and clerics, on the other have no effect on the work of a flesh mage. Only flesh
hand, tend to view flesh mages with suspicion. Clerics mages can undo each other's works with these spells.
often see the flesh mage's abilities as a crime against the However, spells such as limited wish, miracle, and wish can
gods, while druids, because of their connection with undo the effects of flesh magic, along with spells that are
nature, frown upon the alterations of animals that flesh the counter to a particular spell. For example, stone to flesh
mages sometimes conduct. cast by a wizard still counters flesh to stone cast by a flesh
mage. Furthermore, any Spellcraft checks to identify
GAME RULE INFORMATION flesh magic pells receive a -5 penalty.
Flesh mages have all the following game statistic . Flesh magic does not work on certain types of crea-
Abilities: Wisdom determines the maximum spell tures. Aberrations, constructs, elementals, oozes, out-
level the flesh mage can access along with the DC of the siders, plants, and undead creatures are immune to the
spells he uses. To cast a spell, a flesh mage must have a effects of flesh magic. However, at high levels, the flesh
Wisdom score of 10 + the spell's leveL The flesh mage mage can learn how to affect some types of those crea-
gains bonus spells based on his Constinltion score, and tures.
the DC necessary to resist his spells equals 10 + the spell's Since the flesh mage uses only his intuition and force
level + the adept's Wisdom modifier. A high Dextetity is of will when performing his art, his spells require no
also important to the flesh mage, because he must use material components. Material component requirements
Dexterity to accurately sculpt the changes he makes in his for a pell are ignored by practitioners of flesh magic. The
subjects. flesh mage is limited to casting a certain number of spells
Alignment: Any. of each level per day, but he need not prepare those spells
Abbreviation: Flh in advance. The number of spells he can casr is improved
Starting Money: 3d4 x 10 gpo by his bonus spells, if any. For instance, a 1st level flesh
Hit Die: ds. mage can cast three 1st level spells per day, plus a number
of bonus spells determined by his Wisdom. He may use a
(Ia~~ Skill~ higher level slot to cast a lower-level spell if he chooses.
The flesh mage's class skills (and the key ability for each For example, if an sth level flesh mage has used up all his
skill) are Alchemy (Int), Concentration (Con), Craft (Int), 3rd level spell slots for the day, but wants to cast another
Disguise (Cha), Heal (Wis), Knowledge (all skills, taken one, he could use a 4th level slot to do so. The spell is still
individually) (Int), Profession (Wis), and Spellcraft (lnt). treated a its actual level, not the level of the slot used to
skill Points at 1st Level: (2 + Int modifier) x 4. cast it.
skill Point at Each Additional Level: 2 + lnt modifier.
FLESH MAGIC

TABLE4--1: THE FLESH MAGE


Base
Level Attack
Fort
Save
Ref
Save
Will
Save Special 0 ,
Spells per Day
2 3 4 5 6 7 8 9
1 +0 +0 +0 +2 Flesh crafter, flesh magic, 5 3 ---
know the flesh, summon familiar
2 +1 +0 +0 +3 6 4 --- ---
3 +2 +1 +1 +3 6 5 --- ---
4 +3 +1 +1 +4 6 6 3 --- ---
5 +3 +1 +1 +4 Unfamiliar flesh 6 6 4 --- ---
6 +4 +2 +2 +5 6 6 5 3 --- ---
7 +5 +2 +2 +5 6 6 6 4 ---
8 +6/+ 1 +2 +2 +6 6 6 6 5 3 ---
9 +6/+1 +3 +3 +6 6 6 6 6 4 ---
10 +7/+2 +3 +3 +7 Unfamiliar flesh 6 6 6 6 5 3 ----
11 +8/+3 +3 +3 +7 6 6 6 6 6 4 ---
12 +9/+4 +4 +4 +8 6 6 6 6 6 5 3 ---
13 +9/+4 +4 +4 +8 6 6 6 6 6 6 4 ---
14 +10/+5 +4 +4 +9 6 6 6 6 6 6 5 3
15 +11 /+6/+1 +5 +5 +9 Unfamiliar flesh 6 6 6 6 6 6 6 4
16 +12/+7/+2 +5 +5 +10 6 6 6 6 6 6 6 5 3
17 +12/+7/+2 +5 +5 +10 6 6 6 6 6 6 6 6 4
18 +13/+8/+3 +6 +6 +11 6 6 6 6 6 6 6 6 5 3
19 +14/+9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 6 4
20 +15/+10/+5 +6 +6 +12 Unfamiliar flesh 6 6 6 6 6 6 6 6 6 6

Because flesh mages use only the forces of their will to TABLE 4--2: FLESH MAGE SPELLS KNOWN

cast their spells, channeling and focusing the inner ener- Level o 1 2 3 4 5 6 7 8 9
1 4 2
gies of themselves and their subjects, they are unaffected 2 5 2
by the use of armor and shields. As a result, they are not 3 5 3
subject to arcane spell failure when wearing armor or car- 4 6 3 1
rying a shield. 5 6 4 2
The abilities of a flesh mage still require great concen- 6 7 4 2 1
7 7 5 3 2
tration; therefore flesh mages must make all Concentra- 8 8 5 3 2 1
tion checks as normal. Any attacks or circumstances that 9 8 5 4 3 2
would impede a spellcaster's ability to use somatic com- 10 9 5 4 3 2 1
ponents could hinder the flesh mage's efforts. 11 9 5 5 4 3 2
Flesh mages may not use metamagic feats to alter their 12 9 5 5 4 3 2 1
13 9 5 5 4 4 3 2
spells, as their effects are not like traditional magic in 14 9 5 5 4 4 3 2 1
nature. Feats such as Spell Focus function as nonnal. 15 9 5 5 4 4 4 3 2
Flesh mages may construct flesh golems without know- 16 9 5 5 4 4 4 3 2 1
ing the normally required feats and spells. They need only 17 9 5 5 4 4 4 3 3 2
18 9 5 5 4 4 4 3 3 2 1
know the spell create flesh golem. All other requirements
19 9 5 5 4 4 4 3 332
and costs remain the same. They take great pride and care 20 9 5 5 4 4 4 3 3 3 3
in personally constructing the golem's body, if they
choose to make one. A flesh golem is the only type ofcon-
struct that .flesh mages can affect with their spells. not cast multiple barkskin spells on the same subject.
Flesh Crafter: The flesh mage may make his spell In order to maintain these spells, the flesh mage must
effects with an otherwise limited duration semi-perma- tend to each effect once per day. The flesh mage infuses
nent. To do this, the flesh mage must spend XP equal to his permanent spells with additional magical power,
the spell level x 100, with a minimum of 100. The spell tends to their growth and development, and otherwise
effect is then permanent so long as the flesh mage tends maintains their effect. The flesh mage must spend a total
to it. For example, a flesh mage could bestow barksl~in on of an hour per day in contact with the people or creatures
himself permanently by spending 200 XP. This ability who have one of his permanent alterations. Each day that
only affects spells with non-instantaneous limited dura- a permanent spell goes untended, there is a 25% chance
tion. Multiple versions of the same flesh magic spell can- that the spell fades. Make this check on midnight of the
not affect a given subject. For example, a flesh mage could day the spell goes without maintenance.
A .flesh mage may make one spell semi-permanent per
FLESH MAGIC

each level he has in this class. The following spells are By the same token, this understanding allows the flesh
eligible for this use: mage to unravel the flesh of his enemies. He gains a +1
caster level bonus when casting all inflict spells.
o resistance, virtue. Summon Familiar: The flesh mage may summon
1 barkskin, claws of the tiger, ears of the prey, endure a familiar exactly as a sorcerer. As flesh mages gain knowl-
elements, enlarge, eyes of the eagle, jump, reduce, edge and power, they augment their familiars with special
spider climb. changes. The flesh mage's close attachment to his familiar
2 bull's strength, eat's grace, darkvision, endurance, allows him to grant it permanent effects that do not count
resist elements. against his normal maximum of flesh sculpted effects.
3 prehensile tail, water breathing. unfamiliar Flesh: At 5th, 10th, 15th, and 20th level,
4 alter features, giant vermin, giant's strength, the flesh mage may learn how to affect creatures that are
greater endurance, speed of the viper. otherwise unaffected by their magic. He may learn how to
5 animal growth, bone spines, face Wipe. affect one from the follOWing list of creature types: aber-
rations, constructs, elementals, oozes, outsiders, plants,
When the flesh mage uses a spell and undead. The chosen creature type is no longer
in this manner, immune to this flesh mage's spells. However,
he uses a com- for the flesh mage to learn
bination of this new ability,
magic and he must have
sur-gery to a subject of the
modify his chosen type to
subject. He may study. The sub-
only use this effect on ject need not be living
creatures that can be affected by his ~\'A.'-7 or functionaL One full day of
spells. If a spell allows more than one ~V'..G study is required. If the creature dissolves
target, the flesh mage may only apply the or is otherwise completely destroyed when it
permanent effect to one creature. For example, is killed, then the study is useless.
animal growth may affect more than one creature when it
is cast. However, if the flesh mage wishes to apply it Flesh Mage Spell list
permanently to an animal he must use one application for o cure minor wounds, inflict minor wOUl1ds, resista.nce,
each creature he wishes to permanently apply the spell to. virtue.
The flesh mage's modifications are always obvious and 1 barkskin, claws of the tiger, cure light wounds, ears of the
rather alien-looking. A creature with a permanent buH's prey, endure elements, enlarge, eyes of the eagle, expeditioLls
strength wrought by a flesh mage have bulging, asymmet- retreat, inflict light wounds, jump, magic fang, ray of
rical muscles. One with eat's grace is jittery and moves enfeeblement, reduce, shocking grasp, spider climb.
with swift but jerky motions. Each time a creature 2 aid alter self, blindness/deafness, bull's strength, eat's grace,
is granted a permanent spell, it suffers a -2 penalty cure moderate wounds, darlwision, endurance, ghoul tow:h,
to its Charisma. This penalty disappears when the hold person, inflid moderate wounds, resist elements.
modification is removed. 3 cure serious wound, fly, greater magic fang, inflict serious
In addition to the XP cost for sculpting a creature, wounds, negative energy protection, neutralize poison,
the flesh mage must spend 1 day and 100 gp per spell level poison, prehensile tail, remove blindness/deafness, remove
working with his subject. The flesh mage may spend one disease, water breathing.
hour of work to remove a spell from one of his subjects. 4 alter features, ClIre critical wounds, death ward, divine
of course, the mage may grant abilities to himself. strength, giant vermin, giant's strength, greater endurance,
Know the Flesh: The flesh mage's understanding of hold monster, mflict critical wounds, modify memory, speed
the body and its energies allow him to heal with the great of the viper, stoneskin.
skill. He gains a +4 competence bonus to all Heal checks. 5 animal growth, bone spines, face wipe, feeblemind, healing
Furthermore, a flesh mage gains a +1 caster level bonus circle, righteous might, slay liVing.
when casting cure spells. 6 flesh to stone, harm, heal, liquefactiol1, stone to flesh.
7 create flesh goIem, destruction, fin.ger of death, power word:
stun, regenerate, resu rrectiorl.
8 greater liquefaction, horrid wilting, iron body, mass heal.
9 energy draj 11., power word (kill), shapechange, temporal stasis.
FLESH MAGIC

Class Features
All of the following are class features of the beast maker
The beast maker is a flesh mage who has broken through prestige class.
the physical and intellectual barriers to his own power. To Weapon and Armor Proficiency: The beast maker
achieve this level of enlightenment, they must focus on gains no additional proficiency with weapons, armor, or
raw, protean, animal nature, seeking the non-thinking shields.
nature of the beast. This breakthrough in power comes Spellcasting: At each level, the beast maker gains a
with a price, however. The beast maker becomes obsessed level of spellcasting ability in one his previous spellcast-
with his abilities, to the extent that he loses control, ing classes.
potentially harming the subject of his efforts. Taint of the Beast: At 1st level the beast maker suc-
The beast maker's greatest enjoyment is found in alter- cumbs to the wild nature of the beast within, awakening
ing the appearance of wild creatures, such as animals and greater power within himself but taking on some animal-
beasts. They o&en try to caprure a wild creature alive so istic aspect. He must choose one of the following traits.
that they can improve upon what narure has wrought. He gains another trait at 3rd level, and again at 5th level.
Beast makers are most commonly found in wild areas Claws:The beast maker grows one-inch claws on his fin-
where a flesh mage has been free to exercise his power at gers and toes. These claws give him two 1d6 slashing
will. Beast makers tend to gravitate toward wild animals, attacks in melee, with no off-hand penalty.
finding kinship among them. As a result, they o&en Ears: The beast maker's ears grow long and hairy, like
choose to assume beast-like traits, gaining fur, or an those of a wolf, giving him sensitive hearing. He gains a
animal-like snout, or a prehensile tail +8 racial bonus to all Listen checks. He also suffers -2
Beast makers tend to shun the company of other crea- Charisma.
tures, preferring to spend their time alone in the wilder- Eyes: The beast maker gains a +8 racial bonus to all Spot
ness. They have been known to be loyal and resourceful and Search checks. His eyes change to resemble those of
companions, but only in rare cases. After more than a a bird of prey: He also suffers -2 Charisma.
month away from the wilderness, the beast maker tends Fur: The beast maker grows a thick coat of fur in what-
to feel its call and yearns to rerum there. ever color he wishes. This fur provides a +2 natural AC
Hit Die: d6 bonus, and absorbs the first 5 hp of cold damage the beast
maker suffers, similar to the spell endure elements. He suf-
Requirements fers -6 Chatisma. A beast maker cannot take both fur and
To become a beast maker, a character must fulfill all the scales.
following criteria: Scales: The beast maker gains the coat of hard protective
Arcane spellcaster or flesh magic caster level 5+. scales over his whole body. He suffers -6 Charisma, and
Alignment: Any non-good. gains a +4 natural AC bonus. A beast maker cannot take
Heal: Spellcasting 8 ranks. both fur and scales.
Special: The would-be beast maker must spend one Snout: The beast maker's nose and teeth extend slightly
month alone in the wilderness living off what food he can into an animal snout, giving him a -6 Charisma penalty.
catch Ot gather and refusing all comforts of civilization, He gains the extraordinary ability Scent, as in the Monster
such as man-made shelter. Manual. Furthermore, he may make a melee bite attack
that does 1d6 damage.
(lass Skills Tail: The beast maker gains a prehensile tail about six
The beast maker's class skills (and the key ability for each feet long. It has a Strength equal to his own, and can be
skill) are Alchemy (Int) , Animal Empathy (Cha), used for grasping, climbing, carrying, etc. exactly as if it
Concentration (Con), Craft (Int), Disguise (Cha), Heal were another arm. However it is not as dexterous as a
(Wis), Knowledge (all skills, taken individually) (Int), hand, and attacks cannot be made with the tail without
Profession (Wis), and Spellcrafr (Int). the appropriate feat (see Monster Maltual, page 11). He also
skill Points at Each Levd: 2 + Int modi£ier. receives a +2 enhancement bonus to all climb checks.

TABLE 4-3: THE BEAST MASTER


Base Fort Ref Will
Level Attack Save Save Save Special Spells per Day
1 +0 +0 +0 +2 Taint of the beast +1 level of existing class
2 +1 +0 +0 +3 Potency of the wild + 1 level of existing class
3 +1 +1 +1 +3 Taint of the beast +1 level of existing class
4 +2 +1 +1 +4 Bestial affinity +1 level of existing class
5 +2 +1 +1 +4 Taint of the beast + 1 level of existing class
FLESH MAGIC

Wings: A pair of membranous wings grows from the Bone Spines


beast maker's back, giving him the hrnited ability to fly. Transmutation
He may fly at 30 ft. per round with poor maneuverability. Level: Flh 5
These wings are too large to be hidden in normal clothing. Components: V, 5
Potency of the Wild: At 2nd level, the beast maker is Casting Time: 1 action
able to plumb the depth of bestial ferocity to augment his Range: Touch
magic. When he invokes this power, he has the option of Target: One creature touched
increasing the DC of all saving throws against his spells Duration: 1 minute/level.
by 4, and all spells he casts that cause damage gain a +1 Saving Throw: Fortitude negates
enhancement bonus to each die. However, the beast Spell Resistance: No
maker must make a will save (DC 15 + spell level) or take
1M damage perspelileveL The bones of the target's arms, back, shoulders, chest, and
Bestial Affinity: At 4th level, the beast maker gains head sprout long spines, capable of both inflicting and
such an affinity for the flesh of wild creatures that he no deflecting damage. The change is quite violent, and caus-
longer needs to touch them to work his spells upon them. es great agony to the subject as the spines suddenly burst
The Touch-only restriction on spells cast as flesh magic is out through the flesh, clothing, and armor. The subject
removed when casting spells against animals, vermin, suffer 3d6 points of damage. The target can be healed
beasts, and magical beasts. Instead, they count as close normally after the casting, and the spines remain in place
range spells (25 ft. + 5 ft./2Ievels). Furthermore, the DC of for the duration of the spell.
saves these types of creature make against the beast However, if the target of the spell survives the transfor-
maker's spells is increased by +2. mation, he gains a +4 deflection bonus to AC. Any
unarmed attacks made against this creature inflict 1d6
damage on the attacker, who may make a Reflex save with
a DC equal to this creature's AC to reduce the damage by
_ _ _ _ _t:1EW SE.ELLS half, rounding up.
Flesh mages have several spells available only to them. If this crearure makes a successful grapple attempt, the
These spells cannot be copied onto scrolls or learned by spines automatically cause 1d6 piercing damage to the
anyone who is not a practitioner of flesh magic. victim.
The spell has no effect on creatures with no skeletal
Alter Features structure. When the spell ends, the creature suffers no
Transmutation further damage as the bones recede, returning to their
Level: Flh 4 normal shape beneath the flesh.
Components: V, S
Casting Time: 1 action (Jaws of the Tiger
Range: Touch Transmutation
Target: One creature touched Level: Flh 1
Duration: Permanent Components: V, S
Saving Throw: Fortitude negates Casting Time: 1 action
Spell Resistance: No Range: Touch
Target: One creature touched
The spellcaster can permanently alter the facial feature of Duration: 1 minute/level
the target creature. He can make the target beautiful or Saving Throw: Fortitude negates (harmless)
ugly, increasing or decreasing Charisma by 2, up to the Spell Resistance: No
creature's racial maximum or minimum. He can change
eye color, hair color, and facial structure. The target can be The target's fingers grow one-inch long claws for the
made to look like someone else, but the flesh mage must duration of the spell, which give him two claw melee
make a successful Disguise check (DC 20). Failure means attacks that do 1d6 damage. There is no off-hand penalty
the target still has his Charisma altered, and he resembles for using these claw attacks.
the intended person but will not fool anyone who knows
the intended person. On a success, the target gains a +10 (reate Flesh Golem
bonus on Disguise checks to pass himself off as the Conjuration
intended target. Otherwise, the target gains a +15 bonus Level: Flh 7
on all Disguise checks. Components: V, 5, M
Casting Time: 1 hour
FLESH MAGIC

Range: Touch Duration: One minute/level


Effect: One flesh golem Saving Throw: Fortitude negates (harmless)
Duration: Permanent Spell Resistance: No
Saving Throw: None
Spell Resistance: No The target's eyes change their appearance, resembling the
yellow-green eyes of an eagle. The target gains the eagle's
The flesh mage is able to create a construct known as a incredibly sharp eyesight, granting him a +4 enhance-
flesh golem. The creator of the golem must labor at least 8 ment bonus to all Spot and Search checks for the duration
hours a day each day in a specially prepared laboratory or of the spell.
workshop. The chamber is similar to an alchemist's labo-
ratory, and costs 500 gp to establish. Face Wipe
Each day, the creator must cast this spell over the work Transmutation
he has conducted that day. Level: Flh 5
When not working on the spell and the construct, the Components: V, S
creator must rest, and can perform no other activities CastingTime: 1. action
except eating, sleeping, or talking. If the creator mis es a Range: Touch
day, the process fails and must be started again. Any Target: One creature touched
money spent is lost, but XP spent is not. The golem's body Duration: Permanent (D)
can be reused if the process fails, as can the laboratory. Saving Throw: Fortitude negates
Completing the process with the final spell casting on Spell Resistance: No
the final day drains 1,000 XP from the creator.
The pieces of a flesh golem must come from nonnal The spellcaster is able to remove features from the target
humanoid corpses that have not decayed significantly. creature's face as if they had never been: eyes, ears, nose,
Assembly requires a minimum of six different bodies: one or mouth. One set of features may be removed with each
for each limb, the torso (with head), and the brain. In casting.
some cases, more bodies may be necessary. The golem Note that permanently removing the victim's features
costs 50,000 gp to create, which includes 500 gp for con- causes various adverse effects.
struction of the body. Assembling the body requires a suc- Removing the eyes causes the victim to be blinded.
cessful Craft (leatherworking) or Heal check (DC 13). Removing the ears causes the victim to become deaf
Removing the victim's nose means he can no longer
Ears of the Prey smell. Removing the victim's mouth means he can no
Transmutation longer eat, and may eventually starve. Removing both the
Level: Flesh 1 victim's nose and mouth means he can no longer breathe,
Components: V, S and he becomes immediately subject to the drowning
Casting Time: 1 action rules on page 85 of the DMG. The victim may cut himself
Range: Touch a new breathing hole by taking a full round action to saw
Target: One creature touched one with a dagger or other edged weapon. The victim
Duration: One minute/level takes the weapon's damage, (though not his Strength
Saving Throw: Fortitude negates (harmless) modifier) and may then breathe normally.
Spell Resistance: No The wiped features can be restored by any flesh mage
who knows this spell. Otherwise, they can only be
The target's ears elongate and expand, similar in appear- restored by magic as potent as a limited wisl1, mlwcle,
ance the ears of a deer. The target's hearing becomes or wish.
incredibly sharp, granting him a +10 enhancement bonus
to all Listen checks for the duration of the spell. Giant's Strength
Transmutation
Eyes of the Eagle Level: Flh4
Transmutation Components: V, S
Level: Flh 1 Casting Time: 1. action
Components: V, S Range: Touch
Casting Time: 1. action Target: One creature touched
Range: Touch Duration: 1. hour/level
Target: One creature touched Saving Throw: Fortitude negates (harmless)
Spell Resistance: No
FLESH MAGIC

The target of this spells gains tremendous strength. The Liquefaction


spell grants an enhancement bonus to Strength of 2d4+2, Transmutation
adding the usual benefits to attack rolls, melee damage Level: Fili 6
rolls, and other uses of the Strength modifier. Components: V, S
Casting Time: 1 action
Greater Endurance Range: Touch
Transmutation Target: One creature touched
Levd: Fili 4 Duration: Instantaneous
Components: V, S Saving Throw: Fortitude negates
Casting TIme: 1 action Spell Resistance: No
Range: Touch
Target: One creature touched The . pellcaster causes the flesh of his target's body to
Duration: 1 hour/level unravel and fall apart, tuming the target's body into a pud-
Saving Throw: None dle of protoplasmic goo.
Spell Resistance: No If the target makes a successful Fortitude save, it is only
partially affected. Instead of the target's entire body being
The affected creature gains tremendous vitality and sta- liquefied, the spell affects only a single limb. The target
mina. The spell grants the subject an enhancement bonus loses a limb (if it has limbs), chosen at random, and sus-
of 2d4+2 points to Constitution, adding the usual benefits tains 6d6 damage.
to hit points, Fortitude saves, Constitution checks, and so
forth. Prehen~ile Tail
Note: Hit points gained by a temporary increase in Transmutation
Constitution score are not temporary hit points. They go Levd: Fili 3
away when the character's Constitution drops back to Components: V, S
normal. They are not lost first as are temporary hit points. Casting Time: 1 action
Range: Touch
Greater Liquefactlon Target: One cteature touched
Transmutation Duration: 1 hour/level
Level: Fili 9 Saving Throw: Fortitude negates (harmless)
Components: V, S Spell Resistance: No
Casting Time: 1 action
Range: Self The target gains a prehensile tail about 6 fro long for the
Area: 10 fro radius burst duration of the spell. The tail has a Strength equal to his
Duration: Instantaneous own, and can be used for grasping, climbing, carrying,
Saving Throw: Fortitude negates exactly as if it were another arm, however it is not as dex-
spell Resistance: No terous as a normal hand. Any attacks made using the tail
are subject to the Off-band penalty. The target also gains a
The area of the effect of this spell is centered on the spell- +2 enhancement bonus to all climb checks.
caster. All crearures within the area of effect (with the
exception of the spellcaster) are affected as by the speilliq- Speed of the Viper
uefaction. Their bodies are turned into liquefied goo. Tran mutation
Affected creatures make attempt Fortitude saves to Level: Flll 4
reduce the effects. If their saves are successful, they are Components: V, S
only partially affected. Instead of the creaUlIe's entire Casting Time: 1 action
body being liquefied, the spell affects only a single limb. Range: Touch
The creature loses a limb (if it has limbs), chosen at ran- Target: One creature touched
dom, and sustains 6d6 damage. Duration: 1 hour/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: No

The target of tbis spells gains incredible speed and agility.


He gains an enhancement bonus to Dexterity of 2d4+2,
adding the usual benefits to ranged attack rolls, AC,
Reflex saves, and other uses of the Dexterity modifier.
FORGE MAGIC

Chapter 5:

Forge aglc
They say that every scar tells a story. They're lying, of course - wards, they can still fight worth a damn. Further, if our work's
it's the same story every time. Clumsiness isn't anybody's shoddy, it's something any experienced wanior can notice with a,
friend, and every blacksmith's got two armfuls of mauled flesh 10 glance, so there's Ie s risk of purchasing a service we can't provide.
remind him. Not that thaI ever happens, of course - it's a threat to your
They're the lucky ones. They don't have to pound brimstone trademark, and a waste of quality materials.
into heated steel, over a flame that scars souls. HaVing aforge magician IS a great threat to the enemy, too-
We're not preCISely smiths, and we're nol exactly wizards. The you call ee a "proper" magICIan comlYlg, SlYlce he's probably the
forge fire may be a celestial blue or a fell green, but it works reg- matl in the silly robes. By the time an enemy knows he's deallYlg
ular steel as surely as magicked metals, even If the bums are a with a forge magician, he's probably got the handiwork sticklllg
likely to freeze us as to roast our skin. through 111m as proof. There's somethmg to be said for the relatwe
Of course wizards look down on us. That's nothing specia/- subtlety of enchanted arms and amor.
they look down on everyone. They tend to think of LIS as spell- In other words, for a one-time, if large, fee, a forge magician
casters who couldn't qUIte handle our magic, though that's obvi- can no/- only equip his pal ron's men with the finest of equipment,
ously stupid. You might even find your elf grudgingly respected but he can also augrtlCnt the men's abililies and skills.
for your work, but don't coun I on it. No wIzards are more likely No wonder we are htred on the moment any earthly com-
to despise us for an entirely different reason than they do every- mander gets fed up with a wizard's prtde.
bodyelse. Almosl all of the benefits, none of the hassle.
It's because we're the ones who'll put them oul of busll1ess
one day.
Think about it - it's all aboul efficietlcy. A Single sorcerer
commands obscene prices for private use, requires regular pay, _ _ _ _ _BACKGROUtill
and chances are he's no good if he's within an arm's/eng/11 of the Forge magic is a rough trade, combining the risks of both
enemy. Sure, he can wreak havoc upon the enemy unlil then, but wizard and Smithy with the benefits of each class. While
he's dead weight if he himself has to fight, or if he rutH out of normal wizard can forge magical items, forge magicians
spells. do so with greater ease and a wider range of effect than
Now, let's say SOmeone hires a forge magiCIan IYl tead. We can most other spellcasters. Though their progression i slow-
take a little more punishment, to be sure, but thaI's tlOt the pornt. er, few of their companions complain.
We're not as fleXIble as a sorcerer or even a wizard, but here's the The origin of forge magic is, unlike mo t specialized
breakll1g point: the forge magieran's paid for quality as well as styles of spellcasting, widely known. Though race and
quanttty. While a sorcerer may cast a dozen spells, a dozen men religions disagree as to the true identity of the first forge
armed by a forge magician can each cast a spell, faa, and after- magician (with dwarves perhaps being the most boister-
FORGE MAGIC

ous), the legends resemble each other closely enough that Unforrunarely for everyone else, forge magic is diffi-
historians generally discoUDt only the roughest edges of cult, grueling work. Though forge magicians can create
the tales. magical items with less effort than others, the risk is
A smith, the finest of his race, arms his lord with the greater. While others enchant items after their creation,
greatest weapon the world has ever seen, a perfection in forge magicians actually cast rheir spells throughout the
form and function, although wholly unmagical. In battle process of creating the items themselves, and forge the
against a great foe (usually the race and/or religion's dire material reagents directly into rheir creations. While
enemy), however, the weapon breaks before a mystical some reagents either have no effect or actually enhance
weapon of the enemy's warlord, and the smith's master the quality of the item, orhers are either dangerous addi-
dies as a result. Forlorn, the smith abandons his hearth tions or all but impossible to add without desrroying rhe
and leaves in exile (sometimes involuntary), reagent before rhe spells take hold. A forge magician still
seeking out new methods to improve his faces some of the same difficulties that others do, not
craft. the least of which is rhat the final creation must
At the ends of the earth (often a still be masterwork to hold the magic.
desert or frozen wasteland, but For all the problems, however, forge magic pre-
sometimes the literal edge of the sents some unique benefits. A forge magician
world), the smith finally collapses, can subtly alter the qualities of weapons or
exhausted and despairing. He begs armor as he creares them, making them more
the gods for either release or an useful and more valuable. Additionally, forge
answer to his quest. A god of either magicians can make temporary magic items sim-
creation or of war answers, and ilar to talismans, costing a fraction of their per-
brings the smith to his plane where manent cousins' costs but working on charges
the deity reforges the fallen lord's alone. Forge magicians with parrons can gain
broken weapon. easier access to advanced materials for their cre-
The smith watches, enrap- ations, as well as masterwork tools for their pro-
tured, tabulating the new tech- jects. Advanced forge magicians can even create
niques before the god notices unusual new magical items,
the blasphemy, and casts the such as prosrhetics, or pro-
smith out. Newly armed with duce more items in less
both the lord's magical time.
weapon, as well as the tech- One other major dif-
niques he learned from the god, ference between normal
the smith returns a hero (though arcane spellcasters and forge
sometimes a conqueror). The war magicians is rhat, rather than
ends when a new hero (rarely the relying on memory or force of personali-
smith himself) vanquishes the enemy ty, forge magicians attempt to harness the magic
warlord. physically, literally pounding it into the desired shape as
Not surprisingly forge magicians are quite popular, though it were unfinished steel. Though this provides rhe
though relatively few practitioners exist (primarily due to forge magician wirh obvious benefits (not the least of
the extensive training required to learn and maintain it; which is increased hardiness, especially when compared
most spellcasters are simply too impatient for the reduced to orher spellcasters), it is also far more dangerous, and
rewards early on). Though orhers think offorge magician rare indeed is the forge magician who lacks the terrible
as dwarves, this is in fact a misplaced belief While scars of his craft. Such power is not handled lightly, and a
dwarves are unquestionably far more accepting of forge forge magician abuses his gifts or overextends himself at
magicians than of eirher sorcerers or wizards, and there- the risk of his own life. Many find this an acceptable risk
fore more visible than their more rraditional brethren, for their art, and hazard far more than that, with some
dwarven forge magicians are no more common among forge magicians aCcidentally pounding their own souls
their own people than are elven or human forge magi- into rheir wares (see Intelligent Magical Items, page 166).
cians. Indeed, the race with rhe largest number of forge Of course, a forge magician's abilities are not limited to
magicians is a surpri ing one: orcs. Though hardly cre- the magical, and even when not engaging their other-
ative with rheir techniques, orcish forge magicians lack worldly craft (a common feint among societies rhat frown
the restrictions of orcish wizards and sorcerers, and some on magic, but have a thriving black market), the forge
of rhe race's greatest forge magicians can rival these pell- magician plies his trade with rare and exquisite skill. With
casters in outright magical ability. time and effort, a forge magician can establish his trade-
FORGE MAGIC

mark, and increase not only his own fame, but that of his of long-running campaigns. The party must not only dis-
brand as well. Though commonly used to drive up the cover where they might find a forge magician, but track
prices of his goods, a popular forge magician can trade- him down, convince him to create their arms, pay him,
mark a valuable tool outside of mere commerce, though and possibly enter into sub-quests to recover the rare
fame can carry its own price ... materials necessary for his task, all the while investigating
Ultimately, most forge magicians choose their craft out into and risking exposure (and subsequent attacks) from
of either greed or a raw talent with materials, but classes the campaign villain and his forces. Canny villains may
similar to the magesmith (see below) do exist. Rural areas attempt to destroy or convert the forge magician as well.
with little access to steel might have tribesmen using Such NPCs are useful supporting players in the story,
enchanted leatherwork, while primitive mountain people capable of lending aid and being a risk at the same time.
arm themselves with rune-enscribed stone weapons.
Similar classes may even exist on other planes, where The Forge Magician as NPC Opponent
practitioners use the strange natural elements to a devas- What's good for the ghoul is greater for the ghast.
tating end. Magic provides for many options. Campaign villains, particularly those with the Leadership
feat or otherwise in charge of large groups of warriors,
IN YOUR CAMPAIGN could themselves benefit from employing a forge magi-
Forge magic causes relatively little disturbance when inte- cian to arm their legions. With a forge magician among
grated into preexisting campaigns. Large cities almost the enemies, the party finds the difficulty of their encoun-
always have at least one in residence (though the forge ters lowly increasing as the forge magician plies his
magician may have an exclu ive contract with a patron, or trade. Though rea onably protected, he represents a rela-
may not advertise his wares openly), and may have a tively low threat personally, and his defeat can mark a pre-
many as ten times that, not including apprentices or jour- cur or to the coming battles against the campaign villain.
neymen in service. In high magic campaigns, this num- Such adventures are good for intermediate level parties
ber may even increase a hundred-fold. - the well-armed foes can present a good threat, but
In low-magic worlds, however, forge magicians are intelligent players can counter them with effort, and the
extraordinarily rare. Though somewhat removed from the defeat of the NPC advances the story.
stigma attached to other arcane spellcasters, forge magi-
cians without patrons risk persecution, exile, or a mob The Forge Magician as Campaign Villain
lynching if someone discovers their magical activities. Though initially an unlikely choice, a forge magician can
Even those sanctioned by the authorities likely face cool make for an unu ual and compelling nemesis to a party.
receptions outside their immediate circle of allies. In such As with the above section, Forge Magician as NPC Opponent,
campaigns, GMs are well justified in limiting the number the party slowly discovers their foes gaining dispropor-
of forge magicians, or else banning them outright. tionately useful magical items. Unlike the above, howev-
er, there is no obvious source. The villain is arming his
The Forge Magician as Party Member troops clandestinely, seeking to avoid revealing his true
At first glance, forge magicians lend themselves better to nature until none can oppose him. The villainous forge
NPCs than PCs: they advance slower than wizards, have magician takes on a tone common to evil wizards and sor-
fewer spells than sorcerers, and require bulky equipment cerers, but with a subtler bent - a forge magician can
to use their class abilities. In campaigns where GMs pass himself off as a normal smith, for instance, and can
enforce realistic wear and tear on armor and weapons, use the weaponry and armor that sorcerers and wizard
however, the forge magician's penalties are vastly out- find unwieldy. Particularly cunning forge magicians may
weighed by his utility to the party, both in the field even frame their rivals, forging enemies' arcane symbols or
(where he can repair items which would otherwise be trademarks on magic items, giving them to criminals, and
wasted through overuse) and dUring downtime (where volunteering their services to identify the creator of these
his abilities allow him to make new equipment at a frac- contraband in their mundane occupations. By the time
tion of its listed cost). This holds true during other cam- the party discovers that the villain has duped them, they
paigns as well, albeit to a lesser extent. may have aCcidentally jailed or destroyed their best allies.

The Forge Magician as NPC Ally


In many heroic stories, an enemy ofunusual prowess is all
but immortal, and only vulnerable to certain rare
weapons. In such a campaign, the search for a man capa-
ble of creating such weapon can take up many game ses-
sions, and is particularly appropriate for the early games
FORGE MAGIC

Magesmiths thoroughly enjoy working with their


mundane cou ins, and it is not uncommon for the two to
Magic is more than chanting and the mixing of obscure enter into business together.
reagents, and even the most superstitious soul finds pause Races: Magesmiths can be of any race, though those
when considering whether to employ magical items. predisposed towards smithing say that their own is of
Whether a fearsome binder of souls or a man who arms greater quality. Few take on an adventurer's life, however,
the righteous with magicked steel, magesmiths provide preferring the relative safety of their home forges.
an invaluable service. A magesmith tasks himselfwith the Dwarves are an exception to this and dwarven mage-
creation of magical goods, and profits thereby. Mage- smiths demand high prices for their goods and services.
smiths are the most common practitioners offorge magic. Among the monstrous races, orcs are the unquestioned
Adventures: While most magesmiths are relative masters of forge magic, and as such produce unusually
homebodies, keeping to themselves when not hawking or large numbers of magesmiths. Many evil warlords eagerly
forging their wares, others actively eek out the world's seek the services of orcish weaponsmiths, though the
mysteries. Rare minerals may yield potent alloys for their orcs' crude ways drive many potential patrons away.
creations, while the greatest designs might demand Other Classes: Magesmiths get on especially well
strange and dangerous forges, such as volcanoes. with more battle-ready classes such as fighters (though
Rarely, a magesmith may indulge his patrons, and trav- rangers and barbarians do not return the magesmith's
el with an army or adventuring party, the better to aid affections), and religiOUS magesmiths enjoy the compan-
them quickly and efficiently. Though some mage miths ion hip of paladins and cleric.
find this distasteful (due in no small parr to the demands Unsurpri ingly, magesmith frequently argue with sor-
it places on their forge fires, see below), the temptation to cerer and especially wizards, though each side claims the
see their finest works put to proper use overcome the other is at fault, with onlookers likely to view the mage-
discretion of many. smiths as envious of the other spellcasters.
Characteristics: Magesmiths are more than mere dab-
blers at arcane magic, though less adept than orcerers GAME RULE INFORMATION
and wizards. Even an apprentice magesmith can ca t Magesmiths have the following game statistics.
spells in time of need, and the mightiest are all but indis- Abilities: Unlike the more cerebral wizards, mage-
tinguishable from their more overtly powerful cousins. smiths rely on their Constitution rather than Intel-
As a side effect of their unusual training, magesmiths ligence. Constitution determines how powerful the
are hardier than most arcane spellcasters, and more com- mage mith's spells are, how often he can cast them per
bat-ready. They can use simple weapons and armor, day and how difficult they are to resist. To cast a spell,
though at normal penalty. a magesmith must have a Constirution core of 10 + the
Alignment: Magesmiths need not be of any specific spell's level. A magesmith gains bonus spells based on
alignment, though lawful apprentices find the discipline Constitution. The Difficulty Class of a saving throw
and patience necessary to their craft less chafing. Outside against a magesmith's spell is 10 + the spell's level + the
of the orcish magesmiths, evil magesmiths are almost magesmith's Constitution modifier. Additionally, a high
unheard of, though this is almost certainly due to a desire Constitution improves a magesmith's hit points. A mage-
for secrecy more than any acrual predisposition against smith cannot merely rely on his endurance, however,
evil. Magesmiths can be of any alignment. as almost all of his skills (including Craft, which is crucial
Religion: As most magesmiths equate their class' ori- to most of his class features) rely on Intelligence.
gin with the direct (albeit disapproving) hand of the gods, Alignment: Any.
many magesmiths are quite devout, and it is not unheard Abbreviation: Mgs
of for them to multiclass into divine spellcasting cia se . Starting Money: 3ds x 10 gpo
Magesmiths primarily follow gods of fire, protection, Hit Die: ds.
strength, and/or war.
Background: Magesmiths usually begin their careers Class Skills
as apprentices or journeymen in the service of normal The magesmitb's class skills (and the key ability for each
smiths. As the character learns his craft, however, he skill) are Alchemy (Int), Appraise (Int), Concentration
reveals a natural tendency toward unusual flares in (Con), Craft (Int), Knowledge (arcana) (Int), Knowledge
design, as well as an almost fanatical and self-destructive (metallurgy) (Int), pellcraft (Int).
devotion to his craft. Forrunately, smiths take great pride skill Points at 1st Level: (2 + Int Modifier) x 4.
in discovering such talents, and refer their charges to a skill Points at Each Additional Level: 2 + Int
proper magesmith for a considerable finder's fee. modifier.
FORGE MAGIC

TABLE 5-1: THE MAGE SMITH


Base Fort Ref Will Spells per Day
Level Attack Save Save Save Special 0 1 2 3 4 5 6 7 8 9
1 +0 +2 +0 +2 Apprentice, hearth flame, 4 2 ----- ---
trademark
2 +1 +3 +0 +3 Craft lesser arms & armor 5 3 ----- ---
3 +2 +3 +1 +3 5 4 ----- ---
4 +3 +4 +1 +4 5 5 3 ---- ---
5 +3 +4 +1 +4 Craft magic arms and armor 5 5 4 --- ---
6 +4 +5 +2 +5 Unnatural Forge 5 5 5 3 --- ---
7 +5 +5 +2 +5 Journeyman 5 5 5 4 --- ---
8 +6/+1 +6 +2 +6 5 5 5 5 3 ---
9 +6/+1 +6 +3 +6 5 5 5 5 4 ---
10 +7/+2 +7 +3 +7 Unnatural forge 5 5 5 5 5 3 ---
11 +8/+3 +7 +3 +7 5 5 5 5 5 4 ---
12 +9/+4 +8 +4 +8 5 5 5 5 5 5 3 ---
13 +9/+4 +8 +4 +8 Master 5 5 5 5 5 5 4 ---
14 +10/+5 +9 +4 +9 5 5 5 5 5 5 5 3
15 +11/+6/+1 +9 +5 +9 5 5 5 5 5 5 5 4
16 +12/+7/+2 +10 +5 +10 5 5 5 5 5 5 5 5 3
17 +12/+7/+2 +10 +5 +10 5 5 5 5 5 5 5 5 4
18 +13/+8/+3 +11 +6 +11 5 5 5 5 5 5 5 5 5 3
19 +14/+9/+4 +11 +6 +11 Grand master 5 5 5 5 5 5 5 5 5 4
20 +15/+10/+5 +12 +6 +12 5 5 5 5 5 5 5 5 5 5

Class Features TABLE 5-2: MAGE SMITH SPELLS KNOWN

All of the following are class features of the magesmith. Level 0 1 2 3 4 5 6 7 8 9


1 3 1
Weapon and Armor Proficiency: Magesmiths are 2 4 2
proncient with all simple weapons, all types of armor 3 4 2 1
(light, medium, and heavy), and all shields. They still 4 4 3 2
incur casting penalties when wearing armor, however. 5 4 3 2 1
6 4 3 3 2
Spells: A magesmith is an arcane spellcaster and casts
7 4 4 3 2 1
the same type of spells available to wizards. A magesmith's 8 4 4 3 3 2
selection of spells is extremely limited, beginning with 9 4 4 4 3 2 1
three a-level spells and one 1st-level spell of the player's 10 4 4 4 3 3 2
choice, as well as the new a-level spell, trademark. At each 11 4 4 4 4 3 2 1
level, the magesmith gains one or more new spells, as 12 4 4 4 4 3 3 2
13 4 4 4 4 4 3 2 1
indicated below, but the number of spells he knows is not 14 4 4 4 4 4 3 3 2
affected by his Constitution bonus, if any; the numbers 15 4 4 4 4 4 4 3 2 1
below are fixed. These spells can be common to the wizard 16 4 4 4 4 4 4 3 3 2
or sorcerer list, or more unusual spells gained from study 17 4 4 4 4 4 4 4 3 2 1
18 4 4 4 4 4 4 4 3 3 2
(though the magesmith cannot gain spells faster than nor-
19 4 4 4 4 4 4 4 4 3 3
mal through this method). 20 4 4 4 4 4 4 4 4 4 4
A magesmith is limited in the number of spells he can
cast per day, but need not prepare his spells in advance
(suffering any normal penalties as such if he uses metam- Apprentice: All magesmiths of 6th or lower level are
agic feats). The number of spells he can cast per day is apprentices to higher level magesmiths (an NPC mage-
improved by his bonus spells, if any, and the magesmith smith of 8th or higher level, with at least Crafts (armor-
may use a higher-level slot to cast a lower-level spell. smith), Crafts (blacksmith), and Crafts (weaponsmith) of
All spells cast by magesmiths have a somatic (move- 10 or more ranks). Apprentices may expect a mild stipend
ment-related) component if they do not already. Unlike from their master, usually around 5 gp per apprentice
other spellca ters, magesmiths phYSically harness the level a month, and may request aid from the master. This
magic for their spells. Additionally, if a magesmith ever master does not aid his apprentice in combat situations,
fails a Concentrate check with a naturalt while casting a nor does he create anything expressly for his apprentice
spell, he suffers 1d4 damage for each level of the spell, an without proper compensation. Instead, the master may
experience which leaves the telltale scars of his craft. aid his apprentices by cooperating with them on skill
checks, providing mundane raw materials for the appren-
FORGE MAGIC

tices' own attempts at smithing, and/or provide access to smith can simply add more fuel or move the hearth flame,
equipment (not including the master's hearth flame, or rather than sacrifice again. This is a full-round action.
masterwork tools). Masters are also responsible for the Trademark: All magesmiths have trademarks identify-
actions of their apprentices, and are sometimes willing to ing their works (magesmiths may forge creations without
provide political or legal aid to wayward pupils. This is by trademarks, but such items are considered oflower quali-
no means out of the kindness of their hearts, and wayward ty, fetching 50% to 75% their actual value, but adding +20
apprentices may long for jail when their master begins to the DC of all Appraise checks to determine who forged
punishing them. After all, a poor student indicates a poor the item). When dealing with patrons (or when offering
teacher, and a master may beat his apprentice's crude ways this class' services), the magesmith adds half his level in
from his flesh. this class to his Diplomacy check as a circumstance
In exchange for these services, apprentices are required bonus. Trademarks can be forged with a Forgery check
to clean the smithy and perform various errands (some (DC 15 + magesmith's level; it is easier to recognize forg-
which are quite dangerous and may include combat, such eries when familiar with the trademark).
as retrieving rare materials, but these tasks are reserved Craft Lesser Arms and Armor (ex): At 2nd level, the
for higher-level apprentices) for their master, which magesmirh begins making his first forays into magical
require 4dl0 hours a week (not including training ses- crafrsmanship. Provided he meets all other requirements
sions). Apprentices who leave their duties with permis- for enchanting a magical weapon or armor and has access
sion are still expected to make up for lost time upon their to his hearth flame, he may ignore the level and feat (Crafr
return, and the GM should keep track of how many hours Magic Arms and Armor) requirements in the item's cre-
the apprentice was intended to work during the e times. ation. Items created in this manner take ld6 (minimum of
Apprentices who leave without permission are released one) fewer days to create, and have their experience cost
from their indentures, and may not advance in this class reduced by one half In contrast, they may only be used
until such a time as they make amends with their master, 1M times before losing their enchantment. All irems
or else find a new one willing to teach such a spoiled must still be masterwork to accept even this weak
child. Apprentices who multiclass are on sabbatical; dley enchantment, but may have a trigger effect, such as the
are not accountable to their master, nor does their master following:
accept responsibility for them. If a multidas apprentice'
most recent level gain is in this cla s, he retains the abili- o The next time the weapon strikes a foe.
ties and restrictions of being an apprentice. If his most o The neA't time the weapon strike a foe of a certain type
recent level is of another class, he is not considered an (i.e., undead) or race (i.e., orc).
apprentice magesmith until he again advances in levels in o With the use of a command phrase (a free action).
the class. Additionally, all the apprentices' creations are o When the irem's wielder is reduced to below half his
technically the property of his master, though most mas- hit points.
ters allow the apprentice to keep any non-magical cre-
ations not for sale. Magesmiths may use this ability to cheaply and quickly
Apprentices are normally bound via contract to their produce magical items, even afrer they learn Craft Magic
masters, but this need not be the case - orcish mage- Arms and Armor.
smiths are infamous for enslaving promising children, This ability i common to all forge magician classes.
and many masters number their own children among Craft Magic Arms and Armor: The magesmith gains
their apprentices. Apprentices not bound by contracts this feat as a bonus feat at 5th level.
may be forced to work more for less, but suffer no stigma Unnatural Forge (su): At 6th level, the magesmith
for leaving their master or multiclassing out of this class, gains the option to modify weapons he creates using his
and may entice a new master with much greater ease than hearth flame such that they deal damage of a type other
a forsworn apprentice. than listed. While this only includes mundane types ini-
Hearth Flame (su): The character may sacrifice 500 rially (bludgeoning, piercing, or slashing; such weapons
XP to create a hearth flame into a prepared furnace or fire must be masterwork, but are not necessarily magical), at
pit, with which he may forge new items, both magical and 10th level this can extend to elemental types (acid, cold,
mundane. This hearth requires one-tenth the fuel of a reg- electrical, fire, or sonic damage; the weapon must be mas-
ular flame, presents no danger of igniting nearby objects terwork and is considered magical, but gains no other
(including clothing) and grants a +1 per level circum- benefit). Modified weapons are obviously unusual in
stance bonus to all Crafts checks using it, at the GM's dis- appearance (a slashing mace has razor-sharp blades along
cretion. The flames of a hearth fire can be doused as nor- its length, while an acidic dagger has a dull gray high-
mal flames, requiring a new sacrifice to relight them. So light), and cost more to borh make and sell (double for
long as a single ember still burns, however, the mage- mundane damage types, xl0 for elemental).
FORGE MAGIC

Additionally, modifying a weapon to deal elemental exchange for half the profit. This takes the usual time for
damage costs experience as per the use of Craft Arms and the crafts skill, and the journeyman must still meet his
Armor. master's expectations for his training, but otherwise, the
Double weapons modified in this manner count as rwo journeyman is entirely his own man. He no longer relies
separate weapons. If modifying only one side (or both on his ma ter's legal or political protection, but neither is
sides so that one deals modified mundane damage and the he otherwise accountable to the man. His stipend is equal
other elemental), halve the base cost for the weapon to to 75% of the listed gold cost of items he produces.
determine what each side costs. Journeymen may also send apprentices on errands, but
Weapons created through unnatural forges may not are accountable for anything that happens to the appren-
combine damage types (unless the base weapon already tices during this time. Apprentices are a limited co=od-
had multiple types or was a double weapon - see above), ity, and masters may disown journeymen who abuse this
and damage types cannot be altered after the weapon's cre- privilege. Disowned journeymen may not advance in this
ation. Weapons modified to deal elemental damage types class until they make amends with their former master, or
may not have the following enchantments: brilliant enel'gy, find a new master willing ro overlook such
chaotic, flaming, fl.aming burst, frost, holy, icy burst, lawful, depredations. Journeymen may also demand
shock, shocking burst, thUl1deril1g, or unholy. that apprentices cooperate with them on
Additionally, the magesmith reduces the effective Crafts skill checks.
market price modifier by +1 for each of the follow- The master may, at his discretion, task
ing armor enchantments, so long as he is capable a journeyman with a particularly diffi-
of modifying weapon types to elemental dam- cult duty, such as delivering impor-
age, and has access to his hearth flame: acid rant co=issions across borders
resistance, cold resistance, fire resistance, or near a battle. The journey-
invulnerability, and lightning man risks being disowned if
resista nee. he fails or refuses, but is
Adding a mundane modi- usually rewarded by his
fication to a weapon in- master for suc-
creases the DC of its cre- ce s, often with master-
ation by 5. Adding an ele- work materials or rools for
mental modification to forging.
weapons or armor increases Master: Upon advanc-
the DC of its creation by 15. ing to the 13th level of his
Bows, crossbows, and slings class, the magesmith is freed
may not be modified in this from his indentures. He is
manner. now responsible only to him-
Weapons modified in this self, and while he may be on good
manner gain elemental re- terms with his former master (and
sistance against their ele- indeed, may either enter the business
mental type, ignoring the as a partner, or inherit as a son), he can no
first 15 points of damage per longer draw upon hi master's resources. The master does,
round taken. This effect applies however, refer his former pupil to a relatively cheap estab-
only to the weaponj the character lishment (usually in a distant part of a city, where the busi-
wielding it still takes full damage. In any nesses do not conflict), as well as a supplier (whose quali-
case, the weapon does not harm the hands that wield it. ty may be questionable).
Journeyman: As the magesmith attains the 7th level of The magesmith's benefits for his trademark double
his class, he graduates frOID his apprenticeship. His mas- upon achieving independence, and he may keep all prof-
ter awards him an apron and tools (if the journeyman its. Additionally, he may now take on journeymen and
does not already have his own), and puts him to work. The apprentices of his own, paying them the usual rate.
journeyman now owns his own creations until ale Poaching journeymen and apprentices from other mas-
(though he must recompense his master for materials, ter , while frowned upon, i only cause for legal action if
and some master charge rent for the forge, and masters the rna ters had entered into contract with their stolen
still refu e to allow journeymen access to the master ' pupils. NPC apprentices and journeymen are not obligat-
hearth flame), and works the forge instead of performing ed to enter combat for their masters, but are otherwise
apprentice tasks. A master may demand that a journey- identical to apprentices and journeymen, above. Masters
man take on one of the master's own commissions, in may demand their apprentices and journeymen cooperate
with them on Craft checks.
FORGE MAGIC

Additionally, some cities and nations tequire that mas- tome's lore), lest he succumb and indulge in the art of
ters of any class, but especially magical ones, join a guild. soulbinding (see New Feats, below; the character perma-
Guild dues can be from 15% to 50% of the master's profits, nently gains a negative level if he learns the Soulbinding
but dues-paying members are legally-protected busines - feat in this manner). The use of multiple copies of the
es. Those who lapse in their payments, or refuse to pay tome are cumulative as well, as long as the character con-
outright, may be subject to seizure of their business as a tinually consults each book, but the level loss does not
criminal operation. Such businesses are highly profitable accumulate; then the books quabble among themselves
(many legal locations mark up their prices to help pay for over who lays claim to the character's soul Should a copy
the dues; consequently, black market operations may get desperate, it may reveal one of the possible methods of
charge only slightly less, but make additional moneys for destroying another tome. At the GM's discretion, individ-
not having to pay dues), but rarely last without some ual copies may also have detailed texts including both
method of keeping the legal authorities in check. common and new necromantic spells, the ritual for
Grand Master: A 19th level magesmith reache the becoming a lich or other assorted surprises.
apex of his class, and his name is renowned across bor- Ultimately, each copy of pirit Made Flesh strives to
ders. He triples the base effect of his trademark (replacing escape the confines of its pages. hould a single copy ever
Master, above), and can expect regular, exorbitant com- laid claim to 101 living souls at a single time, the book
missions. Additionally, would-be apprentices and jour- immediately takes all the souls, consuming them in the
neymen flock to his side, and the magesmith gains the process. The souls are lost forever, even to a miracle or wish,
Leadership feat if he do not already po e it, and the a they are now utrerly indistinguishable from the spirit
recruited NPCs are apprentice, journeymen, and part- of the book. The book itselfi transformed, gaining either
nered masters (cohorts). the lich (if a spellcaster) or vampire (if not) template as
Finally, for every journeyman or master mage mith characters of their original level. These new undead retain
working alongside him, the grand master may either all the knowledge from their prior existences and likely
reduce the time to craft an item by one day (to a minimum attempt to destroy Ulis, who for his part, is likely to see
of one), or make an additional copy of the item (paying all such attacks coming.
costs as normal). Up to eight people may aid the mage- The books can only be safely destroyed by casting an
smith in this fashion. atonement spell followed by a wish or mimcle. Doing so
destabilizes the connection between soul and form, allow-
NEW MAJOR ARTIFAG ing the normal methods for freeing a soul (see Intelligent
Spirit Made Flesh: This book is a thoroughly append- Magrc Items, page 166) to take hold. The destruction of all
ed and indexed spellbook containing secrets and tech- five tomes, though a monumental effort, makes it much
niques to enhance the spellcaster's ability to forge items, easier to end the threat of soulbinders, leaving only Ulis
almost all of which involve a living sacrifice of some sort. Reprand and the Masons of the Black Seal capable of pro-
Five copies of the book exist, three of which are in the ducing new copies.
hands of the order that spawned it (see Masons of the Black
Seal, bel.ow), one stolen by an exceptional rogue, and the
fifth lost amid the planes. The book is actually self-aware:
the lich UIis Reprand, who began the experiments out-
lined in the early chapters, used the books as subjects.
Each book has an Intelligence of 18, a Wisdom of 17, and CRAFT PROSTHETIC [ITEM CREATION]
a Charisma of 15, and can assume the appearance of any You can replace lost limbs with prosthetics.
text, collection of scrolls or similar record. All are neutral Prerequisites: Craft Magical Arms and Armor. pell-
evil. Apart from these common traits the books' person- caster level 10+.
alities and powers differ wildly, as cho en by the GM. Benefit: You can replace lost limbs with magical re-
possible original identities for the books could be the placements, usually an arm or a leg. A prosthetic is a
party that originally threatened ulis: Artur (Male Human, masterwork unarmed weapon with the follOWing ba e sta-
Rng 14) Phadoz (Male Hal£ling, Rog19), Royce (Male Elf, rl tic :
Rng 18), Shamic (Female Human, C!r18), and Varnim
(Male Half-Elf, or17). Limb Weight
For every day a character reads a copy of plrit Made Type Cost Damage Critical Range Increment
Flesh for at least one hour, he gains a cumulative +1 com- Arm 1000 gp 1d6 x3 Bludgeoning 5lbs.
Foot 300 gp 1d4 x3 Bludgeoning 3lbs.
petence bonus to all crafts checks, even those not involv- Leg 800 gp 1d6 x3 BludgeOning 101bs.
ing soulbinding. Unfortunately, he must also make a will Hand 600 gp 1d4 x3 Bludgeoning 2lbs.
save (DC: 18 + 1 for each day he has drawn upon the
FORGE MAGIC

When using prosthetic arms and legs, hands and feet are
included in all effects. Additionally, feet prosthetics have THE MASON
a base speed of 20.
To create a prosthetic requires a Craft check with the
resultant limb having a Str and Dex of 10. When using an While forge magicians normally shy away from such dis-
artificial limb, use the lower ofthe limb's or the character's tasteful practices, it is wholly possible to take the magic to
abilities (the character can still be too slow to use the limb whole new vistas of power. The Masons of the Black Seal
properly, or too weak to use its strength without risking indulge in that most forbidden branch of forge magic, the
tearing it off). They are also insensate, inflicting a -4 com- art of soul binding.
petence penalty to Dexterity checks requiring fine work The Masons riginally formed at the behest of a lich
(such as Open Lock). Further, the materials used in the patron, Ulis Reprand. The lich provided the masons with
limb's creation determine its natural AC, hardness, and it his old spellbooks, a series of vile works (see Spiril Made
hit points; any hit points lost with the original limb are teel, above) which the masons greedily devoured and
not replaced by the prosthetic. Limbs are also obviously appended. Unfortunately for Ulis, however, the Masons
false, and easy to recognize (fail all Disguise checks auto- of the Black eal decided to ally with the books them-
matically unless you hide the limb). To forge a prosthetic elves (though the masons later discovered the tomes too
limb, use the follOWing DCs and modifiers (remember treacherou to trust), and in the resulting clash two of the
that these are masterwork items, and you must also create copies disappeared to thieves. Since the battle, Reprand
the masterwork components as described in the PHB): has disappeared, and the Masons have continued in their
chosen tasks, qUietly offering to tutor especially promis-
Modification DC
Arm/hand 25 ing young magesmiths. Reprand, for his part has yet to
Leg/foot 15 retaliate against his wayward pupils.
Str or Dex increase + 10 per 2 pts, up to The Black eal itself is an enormous, heavily warded
character's own plaque, to which all prospective members must pledge
Speed increase (feet only) +10 per 10ft., up to their souls to preserve. Beyond the seal are three copies of
10ft. over the
character's own plril Made Flesh, each more than willing to share their
Extra +1 d6 + 15 per additional die, up to ecrets with tho e who would bur remove them from the
+2d6 (does not stack with chamber.
wielded weapons) Hit Die: d6.
Sensate Limb +25
Hidden Compartment +25 (maximum of two
for arm or leg, one for hand Requirements
or foot; can hold one small To join the Masons of the Black eal, a character must ful-
or four tiny objects, DC: 20 on fill all the following criteria.
spot check to notice) Alignment: Any non-good.
Disguised Limb +30 Skills: At least one Craft skill of 10 or more ranks.
Repairing Limb 1/2 DC
Feats: Craft Magic Arms and Armor, Soulbinding, and
at least one other item creation feat.
Purposefully severing the limbs of other is an evil act, Spel1casting: The ability to cast eight different
and severing your own limbs is a sign of insanity. A Heal enchantments, two of which must be 3rd level or higher.
check (DC 30 hands or feet, DC 40 for arms or legs) is
required to attach a prosthetic. If a character ever rolls a Class Skills
natural 1 while making a Strength check with his pros- The mason of the black seal's class skills (and the key abil-
thetic, the limb begins to tear free. The character must ity for each skill) are Alchemy (Int), Appraise (Int), Bluff
make a Fortitude save (DC equal to the Heal check's) to (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha),
avoid losing the limb; if he succeed, he merely take 2ds Knowledge (arcana) (Int), cry (Int), ense Motive (Wis),
damage, and loses ld4 from both trength and Dexterity and pellcraft (Int)
in the limb until he receives a Heal check (DC 30). skill Points at Each Level: 2 + Int modifier.
Prosthetic limbs, as weapons, may receive magical
enchantments, and may be modified by a magesmith's Class Features
abilities. All of the follOWing are class features of the Mason of the
You may not take 10 or take 20 when creating a pro - Black Seal prestige class.
thetic limb. Weapon and Armor Proficiency: Masons gain no
additional proficiency with armor or shields, but are
trained in the use ofsimple weapons ifnot already familiar.
FORGE MAGIC

spells per Day: Beginning at 1st level and continuing time may be imprisoned in such a manner, but the mason
every other level thereafter, the mason gains new spells in may use the imprisoned soul with his Soulbinding feat so
a previous spellcasting class as though he had gained a long as he has access to the weapon. Destroying the
level in that class. He derives no other benefits upon weapon releases the soul as normal.
advancing. If the mason was a multiclass character with Darkness Beyond Darkness (su): A 10th level mason
more than one spellcasting class, he chooses which class has gained insight into the true nature of souls. He may
to advance in when he gains the new level. now use non-corporeal undead with his Soulbinding feat.
The Soul Laid Bare (ex): At 2nd level, the mason has Additionally, when performing a coup de grace, he may
mastered the earliest secrets of Soulbinding, and may choose to immediately consume the soul of his victim.
learn the darkest secret of a victim he slays using the abil- While he may not use this soul for Soulbinding, he may
ity. The mason must make a will save (DC equal to the employ it for any of the follOwing uses:
slain creature's CR or level) or shift one alignment step
closer to chaotic evil each time he uses this ability. • The mason temporarily gains a feat or skill from his vic-
Damnation's Flame (su): At 4th level, the mason can tim, or an extraordinary, supernatural, or spell-like abil-
bind one additional soul into his creations. Should the iry. The mason has access to these powers for 1d6 hours.
resulting item be intelligent, its alignment automatically • The mason uses the passing energy to renew himself.
shifts to chaotic evil as the torture of soulbinding mixes He regains a total number of spell level uses per day
with the confusion of two souls becoming one. equal to the CR or level of his slain victim.
Additionally, the intelligent item's abilities are the greater • The mason channels the soul's power to heal himself
of the two slain creatures' (Le. an Int 8 and an 1m 15 crea- He heals ld6 hit points for every hit die of the victim.
ture lead to an Int 15 item). • The mason absorbs the departing soul's memories.
Sow the Darkness (su): At 6th level, the mason may With a Concentration check (DC equal to the number
add an additional elemental type to his unnatural forge (if of days that have passed since the soul was absorbed),
he bas that class feature from a previous class): evil. he may recall anything that the passing soul knew.
Evil does double damage to outsiders of the (good) sub- Recalling such thoughts is a full-round action.
type, as well as paladins and clerics who draw upon the
Good Domain. Additionally, good-aligned character who Use of this power is incredibly dangerous. The mason's
anempt to wield an evil-modified weapon gain a negative alignment shifts one step closer to chaotic evil, and he
level until they no longer wield it. This negative level mu t succeed in an opposed Will save with the victim.
never results in actual level loss, but it cannot be over- Failure drives the mason irrevocably insane as the angry
come in any way (including restoration spells) while the soul directs its unfenered wrath upon its killer.
weapon is wielded. Evil-aligned weapons inflict half dam- Characters slain in this manner may only be raised
age (rounding up) against clerics with the Evil Domain, through the u e of a mirlUle or wish spell, which ends all
outsiders of the (evil) subtype, blackguards, and intelli- further effects of this ability.
gent, evil undead. Former Masons of the Black Seal: Masons do not
Weapons which inflict evil damage are impossibly dark, take treason lightly, and have methods of dealing with
as though light actually refused to shine on them. traitors. Mason characters may multiclass freely, but may
Reap the Darkness (sp): At 8th level, the mason's evil- not refuse direct orders from the society without being
modified weapons gain a far darker ability - harvesting branded a traitor. Removing a copy of oul Made steel from
souls. When a victim dies to a coup de grace from a its vault is treason.
weapon of elemental evil, his soul is stolen as though a
soul bind spell were cast on the victim. Only one soul at a

TABLE 5-3: THE MASON OF THE BLACK SEAL


Base Fort Ref Will
Level Attack Save Save Save Special Spells per Day
1 +0 +2 +0 +2 +1 level of existing class
2 ~ +3 +0 ~ The soul laid bare
3 +2 +3 +1 +3 +1 level of existing class
4 +3 +4 +1 +4 Damnation's flame
5 +3 +4 +1 +4 +1 level of existing class
6 +4 +5 +2 +5 Sow the darkness
7 +5 +5 +2 +5 +1 level of existing class
8 +6 +6 +2 +6 Reap the darkness
9 +6 +6 +3 +6 +1 level of existing class
10 +7 +7 +3 +7 Darkness beyond darkness
KI MAGIC

Chapter 6:

So, you say you traveled all the way from Wuhan to study here? This is the monastery ofthe open fist. We do not learn to chan-
Perhaps you'd be best suited to a life as a courier then, walking so nel ki, nor do we spend our days intently studying how to shat-
far in rain, snow, and cold. Do you think we just allow anyone ter bones and beat others senseless. Ours is a subtler art, not
who throws their carcass at our front gate to learn the inner mys- unlike the arcane studies practiced by the wizards of your home-
teries? You speak of how you are ready to accept any hardship, land. other monastic orders teach their members to hamess and
endure our trials, and study the ancient texts night and day. As channel their own ki. We learn to call it from the fabric of the
if most of our students expect th is to be a vacation from the daily universe and meld it into our own reserves of energy, increasing
drudgery. Ha! The many days you spent on the road to get here our abilities far beyond those attained by the cloistered simple-
will seem like a nature walk after your first week of training. tons of the Golden Palm, Winged Dragon, or other dens of back-
If we accept you. ward thinkrng philosophy. They are far more rntent Drl breakwg
Now, you know enough of the inner mystenes for Sister wooden beams with theIr bare hand than exercising their
Madara to call me to the gate. No, no. No need to shatter anoth- minds and unleashing their full potentIal. A kick or hand strike
er of Brother Benden's granite blocks. He planned on sculpting is but a vehicle for our true weapons: our minds. We shape the
those into a set of statues of our founding brothers. I am sure that energy of the cosmos and channel into ollr every movement.
should you study here he shall take great pains to properly Why hamess the energy within when there is so much more to
instruct you in his arts. Now, first and foremost you obviously hamess withouU
know painfully little of this monastery. You have the strength, And this IS what you seek, isn't it? Good. YOLI will sleep here on
qUlckness, and endurance to become a warrior, perhaps a great the bridge for a week. tray more than ten paces from where yOll
one if your mind's power matches your body's. But that is not stand now and you may retum home. Prove your mettle and you,
what we seek here. will be allowed in the gate.
We are not like the other monastic orders. They learn to chan-
nel ki, the energy found in all creatures. Ki is like a river that
flows through the universe, connecting everything from the tini-
est fly to the greatest king in one great chain of !lfe. other monks
tap into the hi energy that resides within them. They shape it, Monks learn to harness and channel the natural energy
control it, and use it to enhance their bodies. You, have seen the that flows through every linle thing. Known as ki, this
monks of the Golden Palm, yes? You've seen them clear a build- strange power is subtle and difficult to control compared
ing with a single leap, knock an ogre senseless with a barehand- to arcane and divine energies. The powers and abilities
ed blow, pluck crossbow bolts from the sky, if what Madam told monks master with the use of Iti enhance their physical
me is correct. skill and allow them to perform feats of agility and
You will lea m little of that here. strength that few others can match. Ki energy allows a
KI MAGIC

monk to stun an opponent with a single strike, resist the their inner strength, they rely on arcane study, practice,
effects of poison and magic, move at incredible speeds, and experimentation. Many arcane monks see standard
cure his wounds, and commit other incredible deeds. monks as ignorant bumblers who merely toy with the
While a monk's powers are impressive, they are somewhat power the arcane monk truly master. From their point
limited. They are not flashy or destructive, like a wizard' ofview, monks see arcane martial artists as perverting the
fireball, or capable of causing changes over a wide area, purity of their studies by introducing arcane methods and
such as a cleric's earthquake or miracle spells. Still, within the theories into its domain. While some orders work togeth-
limitations of his understanding of h, the monk does er peacefully, many endure strained at best relations.
quite well for himself.
Not every order is satisfied with this limited under- IN YOUR CAMPAIGN
standing of ki. Some monks spend less time perfecting Ki magic presents an alternative to the standard monk.
their martial arts and more poring over ancient texts that Compared to the other classes, monks have virtually no
describe and detail the capabilities of ki energy. Through- choice for customizing their abilities as they gain levels.
out history, monks, wizards, and arcane researchers have Fighters have access to a multitude of feats. Rogues accu-
been intrigued by the possibilities represented by ki. mulate copious skill ranks and can focus on a tight range
ln particular, powerful monks have the ability - called of abilities or dabble in a number of areas. Wizards and
"diamond soul" - to shape their hi into a shield capable of clerics can alter their daily selection of spells to fit a spe-
deflecting magic spells. The prospects of drawing on an cific ituation or to reflect a caster's tactics and prefer-
energy source capable of such powerful effects draws ences. Players may come to expect certain abiliries from
many sages to endlessly research the teachings and train- monks. lntroducing the arcane monk can catch players
ing methods of monastic orders. off guard and present a viable alternative to someone who
However, most outsiders have little chance of ever likes the monk concept but is unhappy with the class's
attaining the same level of understanding and skill a abilities. Arcane monks are slightly better in combat situ-
monk has with his ki. Molding that energy requires much ations than normal monks, though these enhanced abili-
more than reading a few tomes, putting forth a few theo- ties come at the price of their defensive potential, particu-
ries, and conducting a few experiments. Onl through larly their immunities, spell resistance, and eventual dam-
rigorous exercise, meditation, and intensive study can a age reduction. If monk represent a middle ground
person unlock the potential of his ki and learn to shape it, between a rogue and fighter, the arcane monk is more a
use it, and control it. While researchers and sages may mixture of a fighter and a wizard.
attempt to unlock the secret of a monk's abilities, only Placing a rronghold or other source for arcane monks
someone with a monk's training and innate familiarity in your campaign is relatively simple. An existing
and potential for handling ki allows him to fully study it monastery may train arcane monks in addition to stan-
potential dard ones, or perhaps arcane monk are rare, their monas-
The arcane monk blends the spellcasting ability of a teries i alated or concealed. In particular, if arcane monks
sorcerer with the marital arts prowess of a standard monk. rruggle with standard monks, the long years of struggle
Unlike other spellcasters, his abilities and spells are may have forced these speUcasting martial artists to the
fueled by his personal ki energy. Furthermore, the arcane periphery of civilized lands.
monk learns to tap into the hi that flows through the You can also use arcane monks as the backbone of a pre-
world around him, allowing him to create much more viou ly undiscovered civilization or distant, foreign
powerful magical effects than a normal monk can. While realm. The monks make pa sable foot soldiers, though
monks are capable of wondrous feats, their abilities alter their spells are their true strength. Their melee skills
and improve their bodies. The arcane monk learns to combined with their magical power can serve to catch
channel his hi to produce gouts of flame, hurl acid at his even the most jaded players off their guard and help inject
foes, and drain strength from his enemies while restoring a distinct flavor and identity into a kingdom or other
his own. realm in your world.
Arcane monks normally build monasteries and other The extent of the rivalry between traditional monk
strongholds separate from other monastic orders. In some and arcane one is matter you should decide for your cam-
areas, the two sides compete for recruits and actively paign. If the two harbor hatred, you should create a reason
struggle against each other for supremacy. Both chools of why. Perhaps the original arcane monks studied at a tradi-
martial arts embrace radically different views and teach- tional monastery then betrayed the sacred pact they
ings on the role of ki and the proper methods to manipu- entered to preserve but never alter or share the secrets
late and apply it. Arcane monks tend to be more extro- they learned.
verted and inquisitive about their powers. Rather than
relying on quiet meditation or contemplation to master
KI MAGIC

Religion: Arcane monks worship gods of magic,


health, strength, and war. Generally, a monastic order
Fusing a knowledge of arcane magic with intensive train- selects one or two deities as patron gods. Usually, these
ing in the martial arts, arcane monks learn a unique brand deities each represent one of the aspects of the arcane
of magic that makes them powerful, magical warriors. monks' abilities. Magic and strength gods are the two
Arcane monks stand at the forefront of any battle, incor- most popular for this purpose, as arcane monks seek to
porating their magical techniques into combat maneuvers combine the arcane principles of magic with the more
that allow them to deliver spells without drawing atracks. practical, physical teachings of martial arts.
Unlike other spellcasters, arcane monks eagerly engage Some monasteries form small, unique cults dedicated
the enemy in melee. Other monks may be superior mar- to the worship of the monk or monks who founded the
tial artists, but when an arcane monk combines his order. These ancestral cults treat their forebears as saints
unarmed attacks with his spells he can deal more damage and minor deities. While no clerics of these orders have
in a single strike than other monks can in two or three. yet been encountered, the monks believe that their
Adventures: As part of their training, most arcane founding fathers transcend death and instead go on to a
monks leave their monasteries and seek their way in tbe near divine state after mastering tbe principles of arcane
world. By pitting their martial and magical arts against martial arts.
monsters and other threats, young arcane Background: Most arcane monks stud-
monks bope to improve their skills ied for several years at an isolated
and master new magics. As their monastery. There, they learned the
quest to master their skills pro- basics of martial arts and magic.
gresses, they also pool money After several years as an appren-
and eventually create a tice, a monk is sent forth to
monastery of their own. explore the world and test
Many arcane monks his training. Only after sur-
seek to establish their viving on his own for a
own schools to pass few years may the monk
along the skills they return to his studies.
have mastered, the However, many monks
philosophies they em- choose to continue on
brace, and the theo- their own and pursue the
ries they espouse. adventurer's life or take
Characteristics: up some cause.
Arcane monks study Adventuring arcane
martial arts similar to monks are either fresh
those pursued by stan- from training in their
dard monks. Their bare- monastery and eager to see
handed strikes can hit with ~- the world, or experienced trav-
the same force as a longsword ~~~ elers who have wandered the
or greataxe, though they cannot ... -_ -=- ~ ~ road for a year or two and are now
strike as rapidly as other monks. ~ "" '>-""-¥ used to the excitement and promise of
Furthermore, they learn to master their ki and ~...,~ adventuring.
hone their bodies' defenses against spells and disease. Arcane monks hail from a diverse range
Arcane monks cast spells much like orcerers. They of backgrounds. Before joining a monastery, a monk may
master their inborn ability to cast a few spells and never have been a wealthy noble, an abandoned orphan, or sim-
need prepare them before casting. As part of their train- ply a curious youth who felt drawn to the martial arts. The
ing, they learn to meld spellcasting with martial arts. monasteries make no judgement on an applicant's past
Arcane monks substitute their spells' somatic compo- deeds and lifestyle. Any would-be monk who has the
nents with elaborate sequences of punches and kicks, physical ability and mental fitness to withstand a
allowing them to attack a foe while casting their spells. monastery's training regimen is welcome to study there.
Arcane monks can press the attack without pausing to Races: Arcane monks are most commonly human, as
cast many of their spells. that race's natural tendency to curiosity and experimenta-
Ahgnment: Mastering martial arts requires dedication, tion makes them more likely to embrace the arcane
commitment, and focus. Only lawful characters may monk's training. Tradition-bound, many see arcane
become arcane monks. monks as corrupters of the original teachings of the mar-
KI MAGIC

rial arts. Elves, half-elves, and half-orcs also join this class. Concentration (Con), Craft (Int), Escape Artist (Dex),
Elves and half-elves are always fascinated by new experi- Jump (Str), Knowledge (arcana) (lnt), Listen (Wis),
ences, and their love of magic makes them more apt to Profession (Wis), Spellcraft (1m), Swim (Str), and Tumble
view the arcane monk's path as a fascinating new devel- (Dex).
opment rather than a twisted blasphemy of true martial skill Points at 1st Level: (4 + lnt modifier) x 4.
arts. With their great physical strength, half-orcs excel at skill Point at Each Additional Level: 4 + Int modifier.
both the martial arts and the arcane monk's arcane teach-
ings. As half-orcs normally face steep hurdles to learning Class Features
magic, the prospect of not only learning it but mastering All of the follOWing are class features of the arcane monk
a style uniquely suited ro their natural tendencies amacts Weapon and Armor Proficiency: Arcane monks gain
many to this class. proficiency with neither armor nor shields. They are pro-
other Classes: Arcane monks have a natural ficient with the following weapons: club,
rivalry with their more traditional brethren. crossbow (light or heavy), dagger, han-
The two classes often compare their fighting daxe, javelin, kama, nunchaku, quarter-
styles and engage in good-natured rivalries staff, shuriken, siangham, and sling.
to outperform each other. Sometimes While an arcane monk has no training
this rivalry can turn violent, espe- with armor, his intuitive sense of ki ener-
cially if the monks have gy and his intense training give him a
radically different sixth sense that allows him to dodge
alignments. Arcane blows. The arcane monk adds his
monks respect the Wisdom bonus to his armor class.
spellcasting abilities of In addition, as he gains an addi-
wizards and sorcerers, tional bonus to his AC, repre-
though they often senting awareness and intu-
believe that perhaps those ition. Therefore, the arcane
casters should pay as much monk does not lose these
attention to their physical bonuses when he is
well-being as to their studies. caught flatfooted or
Arcane monks have no special would otherwise lose his
like or dislike for other classes. Dexterity bonus to AC.
If the monk is held
GAME RULE INFORMATION immobile, he loses
Arcane monks have all the fol- these bonuses.
lowing game statistics. While the arcane
Abilities: Strength is the monk is trained to
arcane monk's most impor- • fight and cast spells, he
tant statistic as it regulates his suffers an arcane spell
spellcasting ability and can failure chance when
improve melee attacks. Wis- wearing armor or carry-
dom provides an arcane monk ing a shield. In addition, if
with his defensive skills and dic- he wears armor or carries a
rates the effectiveness of his spe- . shield he loses the AC bonus
cial abilitie . Dexterity improves his granted by his level and does not add
armor class, an important consideration as arcane monks his Wisdom bonus to his AC.
normally shun armor. Spells: An arcane monk casts arcane spells. The monk's
Alignment: Any lawfuL selection of spells is extremely limited. Like a sorcerer, he
Abbreviation: Arm gains a limited set of spells that he may cast many times
Starting Money: Sd4 gpo per day. Rather than prepare spells, each time he casts he
Hit Die: ds. choo es one spell he knows to use. The arcane monk
learns to cast his spells by drawing on ki energy to shape
Class Skills arcane effecrs. Loud, flashy magic such as fireball is gener-
The arcane monk's class skills (and rhe key ability for ally beyond the capabilities of ki energy. Instead, the
each skill) are Alchemy (Inr), Balance (Dex), climb (Str), arcane monk focuses on spells that augment his unarmed
KI MAGIC

attacks and increase his combat abilities, such as bull's Flurry of Blows: The arcane monk may launch a rapid
strength and haste. succession of attacks at his opponent, sacrificing accuracy
The arcane monk learns martial arts maneuvers that for the chance to land multiple hits. The monk gains one
replace somatic spell components with carefully designed additional attack at his best base attack bonus, but he suf-
unarmed attacks. Thus, the arcane monk may cast any fers a -2 penalty to all of his attacks for the round. The
touch spell as a free action in conjunction with a full- arcane monk must use the full attack action to use this
attack or attack action used to make an unarmed strike. ability. A monk may also use flurry of blows when fight-
The monk executes a quick series of strikes that hammers ing with a kama, nunchaku, or siangham. If fighting with
his foe and activates his spell. When the arcane monk one weapon, he may make his extra attack with the
uses his spells in this manner, he does not draw an attack weapon or barehanded. If fighting with two weapons, he
of opportunity for spell casting. uses one of his weapons for his normal attack(s) and his
The arcane monk may opt to use a ranged touch spell in other weapon for the bonus attack granted by this ability.
melee. Rather than hurl the spell effect or aim it at his foe, The monk uses his full Strength bonus to damage when
he delivers it via a melee touch attack. The arcane monk fighting with an off-hand weapon in this manner.
may use a free action to cast and deliver this spell as Evasion: An arcane monk's sixth sense and agility
described above. allow him to avoid magical attacks and area effects. If an
When using a melee touch attack, the arcane monk arcane monk succeeds at a Reflex save against an attack
may deliver the spell with an unarmed attack. Roll to hit that normally deals half damage on a successful save he
as normal. If the monk hits his opponent's normal AC, he takes no damage. An arcane monk may use this ability if
delivers damage for his unarmed strike and deals the he wears light or no armor. Evasion counts as an extraor-
touch spell's effect. If he hits his foe's touch AC but not his dinary ability.
normal one, the touch spell takes effect but he does not Deflect Arrows: At 2nd level, the arcane monk gains
deal melee damage. the Deflect Arrow feat even if he lacks the prerequisite
The arcane monk uses his Strength score to determine Dexterity.
the maximum spell level he may cast, his bonus spells Still Mind: At 3rd level, the arcane monk gains a +2
and the saving throw DC necessary to resist his incanta- bonus against spells and spell-like effects from the
tions. He must have a Strength equal to 10 + a spell's level Enchantment school. His arduous training and medita-
in order to use it. The Difficulty Class for a saving throw tion build up hi defenses against mental compulsion and
against an arcane monk's spell is 10 + the spell's level + the charms.
arcane monk's Strength modifier. The e spellcasters use Purity of Body: At 5th level, the arcane monk's body
their physical prowe s to master and direct 1~1 energy. flows with powerful ki energy that resists and destroys
physically strong monks generate intense surge of Ju any diseases that attempt to infect his body. This ability
power necessary to power their spells. does not apply to magical diseases such as mummy rot or
At some spell levels, the arcane monk's spells per day lycanthropy.
chart lists 0 spells rather than a dash or higher number. Flurry of Spells; As part of his magical training, the
In this case, if the monk's Strength is high enough to arcane monk learns to hold a touch spell in his off hand
grant him a bonus spell of that level, he may use that while casting one on to his primary hand. At 5th level the
bonus spell and gains access to spells of that level. arcane monk may hold two touch spells, one on each
Unarmed Strike: Just like their traditional brethren, hand. Ifhe has already cast a touch spell, he may cast a sec-
arcane monks are trained to fight unarmed. They deal ond one without losing the first. If for some reason the
more damage than normal, as shown on their advance- monk casts a third touch spell before discharging either
ment table. Small size monks deal one die size smaller in spell, he must choose one of the two spells he holds to
damage with their strikes. At 1st and 2nd level, such replace with the one he just cast.
monks dealld3 damage. An arcane monk gains the bene- Slow Fall: If an arcane monk is within is within arm's
fits of the Improved Unarmed Strike feat and thus does reach of a wall or similar structure, he can slow his
not draw attacks of opportunity when he attacks. descent from a fall in order to avoid damage. At 6th level,
When fighting unarmed, the arcane monk uses his fist reduce the total distance he falls for purposes of deter-
interchangeably along with his feet, elbows, and knees. mining damage by 20 ft. At 9th level this distance increas-
When fighting with a melee weapon, he may use either es to 30 ft., while at 12th it increases to 50 feet. At 18th
the weapon or his unarmed strike as an off-handed strike. level, the arcane monk can fall any distance without tak-
A monk's barehanded attacks deal normal damage ing damage.
rather than subdual. However, when grappling an arcane Leap of the Clouds: At 7th level, the arcane monk's
monk may choose to deal subdual rather than normal jumping distance is no longer limited by his height.
damage.
KI MAGIC

TABLE6-1: THE Ex-ARCANE MONK


Base Fort Ref Will
Level Attack Save Save Save Special Unarmed Damage AC Bonus
1 +0 +0 +2 +2 Unarmed Strike, evasion, spells 1d4 +0
2 +1 +0 +3 +3 Deflect Arrows feat 1d4 +0
3 +2 +1 +3 +3 Still mind 1d6 +0
4 +3 +1 +4 +4 Purity of body, flurry of spells 1d6 +0
5 +3 +1 +4 +4 1d6 +1
6 +4 +2 +5 +5 Slow fall (20 ft.) 1d6 +1
7 +5 +2 +5 +5 Leap of the clouds 1d8 +1
8 +6/+1 +2 +6 +6 1d8 +1
9 +6/+1 +3 +6 +6 Slow fall (30 ft.) 1d8 +1
10 +7/+2 +3 +7 +7 Ki strike (+1), thunderstrike 1d8 +2
11 +8/+3 +3 +7 +7 Improved evasion 1d10 +2
12 +9/+4 +4 +8 +8 Slow fall (50 ft.) 1d10 +2
13 +9/+4 +4 +8 +8 KI strike (+2) 1d10 +2
14 +10/+5 +4 +9 +9 1d10 +2
15 +11 /+6/+ 1 +5 +9 +9 Arcane strike 1d12 +3
16 +12/+7/+2 +5 +10 +10 Ki strike (+3) 1d12 3
17 +12/+7/+2 +5 +10 +10 1d12 +3
18 +13/+8/+3 +6 +11 +11 Slow fall (any distance) 1d12 +3
19 +14/+9/+4 +6 +11 +11 1d20 +3
20 +15/+10/+5 +6 +12 +12 Perfect self 1d20 +4

TABLE 6-1 CONT'O: ARCANE MONK SPELLS PER DAY TABLE 6-2: ARCANE MONK SPELLS KNOWN
Level 0 2 3 4 5 6 Level 0 2 3 4 5 6
1 2 1 4
2 3 o 2 4 2*
3 3 1 3 6 3
4 3 2 o 4 6 3 2*
5 3 3 1 5 6 4 3
6 3 3 2 6 6 4 3
7 3 3 2 o 7 6 4 4 2*
8 3 3 3 1 8 6 4 4 3
9 3 3 3 2 9 6 4 4 3
10 3 3 3 2 o 10 6 4 4 4 2*
11 3 3 3 3 1 11 6 4 4 4 3
12 3 3 3 3 2 12 6 4 4 4 3
13 3 3 3 3 2 o 13 6 4 4 4 4 2*
14 4 3 3 3 3 1 14 6 4 4 4 4 3
15 4 4 3 3 3 2 15 6 4 4 4 4 3
16 4 4 4 3 3 2 o 16 6 5 4 4 4 4 2*
17 4 4 4 4 3 3 1 17 6 5 5 4 4 4 3
18 4 4 4 4 4 3 2 18 6 5 5 5 4 4 3
19 4 6 6 6 4 4 3 19 6 5 5 5 5 4 4
20 4 6 6 6 4 4 4 20 6 5 5 5 5 5 4

*Provided the arcane monk has a high enough Strength


ihunderstrike: At 10th level, the arcane monk learns to gain a bonus spell of this level.
to channel a wider range of power. He may cast any spell
that deals damage as an attack action, though if the pell is ment bonus to hit or damage. He may now simply injure
not delivered via touch or a ranged touch attack ca ting creatures that would normally resist his artacks. At 13th
the pell replaces his melee attack. However, as per the level, his bare hands function as +2 weapons for purposes
artack acrion he is not subject to artacks of opporruniry of defeating damage reduction. At 16th, they count as +3
when using his spell. weapons for this purpo e. The monk srill doe not gain an
Ki Strike: At 10th level, the arcane monk learns to emit enhancement bonus to hi attacks and damage, but he
a continuous ki energy heath around his hands, feet, may now defeat more powerful damage reduction.
elbows, and other joints he uses to strike unanned blows. Improved Evasion: At 11 th level, an arcane monk
When he uses unarmed blows to attack a crearure, he takes half damage on a failed Reflex save. He srill takes no
counts as fighting with a +1 weapon for purpose of de- damage on a successful one.
feating damage reduction. He does not gain an enhance- Arcane Strike: At 15th level, the arcane monk learns to
KI MAGIC

channel his ki energy to cloak his body in a crackling field 4 air walk, enervation, freedom of movement,ftre shield,
of energy three times per day. When making an unarmed greater magic weapon, Improved InvlSibtlity, Inflict cnlical
attack, he may choose to add an energy descriptor to his woullds, polymorph self, pOISOll, shout, stoneskin.
damage. He may select from acid, cold, electricity, fue, or 5 dimension door, fly, lightning bolt, righteous might, slay
sonic. When he strikes, his unarmed damage is consid- lIVing, telekinesis.
ered to be the type he choose. The arcane monk must 6 cone of cold, harm, lyon body, mass haste, repulsion, Tenser's
spend a full-round action summoning the ki energy he transfonnatioll.
needs to activate this ability. During this round, he must
choose the type of energy he wishes to use. For 10 + the
arcane monk's Strength modifier rounds, his unarmed
attacks deal that type of damage he selected. He gains no MONK
other benefits from this attack. For example, if a monk
uses this ability to deal fire energy, a troll cannot regener-
ate damage it sustains from the arcane monk's attacks. The path of the arcane monk repels many martial ani tS
However, the arcane monk cannot ignite flames with his because the principles of warfare corrupt the basic
hands or otherwise gain any other benefits from this premises of their monastic order . Ki is to be tended to
ability. If a crearure takes double damage or any other and guided, not brutally torn from the envi.ronment and
additional damage from an energy type, the monk deals reshaped into bolts of lighming or fiery blasts. Traditional
the extra damage. monks believe in finding trength and energy within
Perfect Self: At 20th level, a monk is forevermore treat- themselves. Using spells and magic is the cheater's way
ed as an outsider rather than as a humanoid. Additionally, out, the path of Least resistance, on the road to manial arts
the monk gains damage reduction 20/+1. The arcane mastery. Many orders teach that each successive lesson a
monk's body becomes infused with raw ki energy, trans- monk learn is critical for his total depth of under tand-
forming him into something more than a normal ing and personal growth. Using magic as a hort cut
humanoid. grants power void of under tanding. Thus, monastic
orders obey strict rules that prohibit students from
EX-ARCANE MONKS advancing in their studies hould they tray from the path
An arcane monk who rums to a non-lawful alignment and seek training with others.
may not gain additional levels in arcane monk, but retains The monks of the cloaked fist are a result directly from
the use of his arcane monk spells and abilities. this attirude. A shadowy, hidden network of magically
Similar to monks, arcane monks face special restric- adept monks, the cloaked fists are typically those who in
tions when taking levels in other classes. If an arcane the cour e of their training have discovered an inborn tal-
monk ever gains a level in a class otber than arcane monk ent [or magic similar to a orcerer's. Sages theorize that
he may not gain any funher level in arcane monk. these monks come from the same arcane bloodlines that
The arcane monk retains the use of his previously gained produce innate magical ability in humans and other races.
arcane monk abilities and spells. This restriction does not orcerous potential mixed with training that allow a
apply to prestige classe , but it does apply to the monk monk to unleash his ki produce a strange new form of
core class: arcane monks and monks practice talents that magic. Cloaked fists master a magical spells, bur more
appear closely linked, but the philosophies behind them imponantly, the interplay berween their ki and their
are vastly dissimilar. magic causes them to physically reven to the ancient
ancestor who e blood provides the foundation for their
ARCANE MONK SPELL LIST magic. As a monk gains in power, his body becomes resis-
o detect magtc, disrupt undead, flare, guidance, resistance, tant to poison, disease, and magic. These alterations trig-
read magic, virtue. ger his latent magical powers in srrange, uncontrollable
1 burning hands, chill touch, endure elements, entrapic ways. A monk with draconic heritage grows scales and
shield, e"peditious retreat, inflict light wounds, mage annoy, claws, while one with a demonic background sprout a
magic weapon, shield, shocking grasp, true stnke. barbed tail and fangs.
2 aCid arrow, aid, bull's strength, eat's grace, death 'meLl, Needle s to say, most monks of the cloaked fist hide
endurance, ghoul touch, inflIct moderate wounds, mvislbili- their appearance from tranger. A monk's phy ical
ty, mirror image, resist elemen ts. change have little to do witll his per onal morality and
3 contagton, haste, inflict serious wOlmds, kem edge, protec- beliefs. A heroic monk cur ed with the taint of demonic
lion from elements, vampiric touch, water walk. blood must live with his horrid appearance. Luckily, a
monk's bearing and heritage have no effect on his mental
state or beliefs.
KI MAGIC

The cloaked fists received their name for their tenden- Ancestral Aspect: At 1st level, the cloaked fist begins
cy to wear long, bulky robes that hide their appearance. to exhibit traits of his ancient forefathers. He must choose
Monks rarely gather for political or military reasons. one of the following aspects: angelic, demonic, draconic,
Their position is merely to practice their religion in a sup- or godlike. As he advances in this prestige class, he gains
portive environment outside of societal confines. The traits ftom his chosen aspect's advancement chart. When
cloaked fists are good, neutral, and evil in roughly equal a cloaked fist reaches 2nd level, he gains aspect A from his
proportions. Rivalries amongst them are common. As a chosen path, aspect B at 3rd level, and so on.
monk's outward appearance has no connection to his Martial Artist: A cloaked fist continues his martial arts
inner beliefs, evil monks with angelic miens rejoice in training. To determine his unarmed attack bonus,
using their cover to commit terrible deeds. Many good- unarmed damage, AC bonus, and unarmored speed, stack
aligned warriors amongst the cloaked fists make it their his levels in this prestige class with his levels in monk. If
personal crusade to track down and destroy such monks, the cloaked fist does not yet have levels in monk, he gains
particularly those with the fortune to claim a saintly those abilities as a monk whose level equals his level in
ancestor. this class. Though rare, some warriors with mystic
Hit Die: dB. heritage learn martial arts at the feet of cloaked
Abbreviation: cft fist after pursuing some other path early in their
adventuring career.
Requirements ~ Spells: Cloaked fists learn and cast
To become a monk of the ~ _~ arcane spells similar to sorcerers. The spells
cloaked fist, a character a cloaked fist knows are chosen from the
must fulfill all the follow- sorcerer and wizard spell list. A cloaked
ing criteria: Q fist is limited to casting a predetermined
Base Attack Bonus: +5 number of spells of each level per day,
Unarmed Damage: dB but he need not prepare his spells in
Knowledge (arcana): B advance. The number of spells he can
ranks cast per day is improved by his
Spellcraft: 4 ranks bonu spells, if any. A cloaked fist
Special: A monk of the cloaked may use a higher-level slot to
fist must discover his heritage and ca t a lower-level spell if he so
draw out its potential. His ranks in chooses. The spell is still
Spellcraft and Knowledge (arcana) rep- treated as its actual level,
resent his interest in magic and his not the level of the slot
potential to inadvertently unleash the full used to cast it. To learn or cast a
potential of his heritage. spell, a cloaked fist must have a Charisma
score of at least 10 + the spell's level. The
CLASS SKILLS Difficulty Class for saving throws against
The monk of the cloaked fist class skills cloaked fist spells is 10 + the spell's level + the
(and the key ability for each) are Balance cloaked fist's Charisma modifier.
(Dex), climb (Str), Concentration (Con), Cloaked fi ts call on far fewer spells than tradi-
Craft (Int), Diplomacy (Cha), Escape Artist tional sorcerers can. Much of the latent potential
(Dex), Hide (Dex), Jump (Str), Knowledge that powers a orcerer's spell manifests as the
(arcana) (Int), Listen (Wis), Move Silently (Dex), cloaked fist's ance tral aspects.
Perform (Cha), Profession (Wis), Spell-craft Angelic Aspect: Contact between clerics and pal-
(Int), Swim (Stt), and Tumble (Dex). adins of good-aligned churches and their deities' planar
Skill Points at Each Level: 4+ Int modifier. servants sometime lead to the birth of half-angel mor-
tals. uch children commonly go on to become powerful
Class Features champions of good, taking up their parent' crusade
All of the follOwing are class features of the monk of the against the forces of evil or to expand and protect the
cloaked fist prestige class. church. Over successive generations, the divine blood
Weapon and Armor Proficiency: Monks of the that courses through a line's veins becomes muted until it
cloaked fist gain no additional proficiencies with weap- once again awakens in the cloaked fist. Good-aligned fists
ons, armor, or shields. with angelic blood are powerful champions of good. Evil
~'
KI MAGIC

ones are frightening agents of darkness who use their Demonic Aspect: The foul creatures of the lower
appearance and apparent nature to spy on their enemies planes are sometimes called forth by twisted, power-hun-
and spread terror from behind a veil of innocence. gry cultists to breed with their membership. Over several
Aspect A: At 1st level, the angelic monk experiences a generations, the obvious marks of this heritage slowly
surge of divine energy. Once per day, he may smite an fade only to reappear in a monk of the cloaked fist.
opponent with a melee attack. Upon gaining this ability, Tragically, while such a martial artist may appear to be a
the monk chooses one alignment aspect (law, chaos, good, horrid, demonic creature, in truth he could be a valiant
evil). He may now smite opponents of that alignment crusader for good. While a demon's bodily traits may carry
once per day: Before making his attack, the cloaked fist from generation to generation, its propensity for murder
must announce that he wishes to use this ability. On a suc- and destruction does not.
cessful hit, he inflicts bonus damage equal to his total hit Aspect A: At 1st level, a demonic cloaked fist develops a
dice. Once a monk has chosen an alignment aspect, all of tough, scaly hide. He gains a +1 natural bonus to AC and
his future powers work against it. In the other aspect trait gains fire resistance 5. As a result of this transformation,
descriptions, the monk's opposed alignment is the one his he suffers a -2 competence penalty to all Bluff and
smite power works against. Diplomacy checks made with good or neutral creatures.
The monk also takes on some of his ancestor's physical Aspect B: At 3rd level, the fist's feet and hands develop
traitS, granting him a +2 bonus to Bluff and Diplomacy razor-sharp talons. He deals +2 damage with his unarmed
checks. He looks slighdy more attractive and acquires a attacks. In addition, his unarmed attacks count as a +1
noble, comforting bearing. weapon for purposes of defeating damage resistance.
Aspect B: At 3rd level, the angelic monk gains the ability Aspect C: While a demonic cloaked fist does not follow
to detect his opposed alignment as per the appropriate the moral and social tendencies of his heritage, he does
spell, such as detect evil or detect law. This is a supernatural gain its capacity for destruction. Once per day as a free
ability the monk may use at will. There is no limit to action and using the same rules for a barbarian entering
the number of times per day the monk may activate his rage, the demonic monk may enter a blood frenzy.
this ability: He gains a +4 bonus to Sttength and Constitution for
Aspect C: At 5th level, the angelic monk's trUe nature 3 rounds plus his (newly increased) Constitution modifi-
grants him resistance to a variety of energy types. He er. While in this state, he must attack the closest living
gains fire, acid, and cold resistance 5. In addition, he gains thing in mele combat. The monk cannot willingly leave
a +2 AC bonus against creatures of his opposed alignment. this state and continues to fight until his frenzy ends. In
Regardless of his alignment, the children of saintly addition, if the monk drops an opponent in melee he
creatures enjoy the protection of their forebears. must make a Will save (DC 15) or use his next action to
The angelic monk also gains an additional daily use of his attack his downed opponent using a standard attack
smite ability. action. (The cloaked fist is overcome with rage during
Aspect D: At 7th level, the 311gelic monk may ward these frenzies and sometimes fails to notice that an oppo-
off his opponents. He may cast a protection spell three nent no longer poses a threat.) This ability is usable once
times per day against his opposed alignment, such as per day.
protection from evil, protection from good, and similar spells. Aspect D: At 7th level, infernal magic courses through
In addition, his resistance against acid, cold, and fire the cloaked fist's form. His unarmed attacks now COlmt as
increases to 10. +2 weapons for defeating damage resistance. In addition,
Aspect E: The angelic monk becomes infused with his fire resistance increases to 10 and he gains cold and
divine energies as the nearly full potential of his blood- acid resistance 5.
line is unleashed. The monk may cast flame strike at a cast- Aspect E: At 9th level, the demonic cloaked fist under-
er level equal to his hit dice three times per day: Calling goes a radical change in his physical form. His scaly hide
upon his ancestors (or perhaps their demonic rivals if the thickens, granting him a +2 natural bonus to AC. He
monk is evil) he summons the cleansing fire of judge- sproUtS a long, barbed tail dripping with venom. The tail
ment to smite his enemies. In addition, the angelic monk deals ld6 damage on a successful hit (plus half the
gains an additional use of his smite ability per day. cloaked fist's Strength bonus) and poisons his victim. The
Aspect F: At 10th level, the angelic monk becomes a liv- fist's venom deals an additional ld4 Strength damage as
ing weapon against his opposed alignment. He gains a +2 its primary effect and ld4 Strength as its secondary effect.
bonus to hit creatures of his opposed alignment, does an The Fortitude save DC to resist the poison is 15. The monk
additional +2 damage, and deals divine energy rather than produces enough venom to use his poison 3 times + his
physical damage with his barehanded strikes. Thus, his Constition modifier per day. While using his blood rage
attacks ignore all damage reduction unless a creature has ability, he gains an additional two doses of poison.
a specific resistance to divine energy.
KI MAGIC

TABLE 6-3: THE CLOAKED FIST


Base Fort Ref Will Spells per Day
Level Attack Save Save Save Special 0 1 2
1 +0 +0 +2 +2 Ancestral aspect A, martial artist
2 +1 +0 +3 +3 Spells 2
3 +2 +1 +3 +3 Aspect B 2
4 +3 +1 +4 +4 3 0
5 +3 +1 +4 +4 Aspect C 3 1
6 +4 +2 +5 +5 3 1
7 +5 +2 +5 +5 Aspect D 3 2 0
8 +6 +2 +6 +6 3 3 1
9 +6 +3 +6 +6 Aspect E 3 2 1
10 +7 +3 +7 +7 Aspect F 3 3 2

The demonic monk may use this tail to attack as part of TABLE 6-4: CLOAKED FIST SPELLS KNOWN

his standard unarmed attacks, but he suffers a -2 penalty Level 0 1 2


1
to his tail attack and all others for that round. If he uses 2 3
his tail while using the flurry of blows ability, he suffers a 3 4
-4 penalty to his attacks. Otherwise, he may make all his 4 4 2*
attacks for the round using his tail at no penalty. The 5 5 2
6 5 3
cloaked fist can use his standard or unarmed base attack
7 5 3 2*
bonus when using his tail 8 5 4 2
Aspect F: At 10th level, the demonic monk's feral nature 9 6 4 3
grows to allow him to enter his blood frenzy twice per day. 10 6 5 4
In addition, he no longer runs the risk of wasting attacks
on defeated opponents and can voluntarily end his rage at *Provided the arcane monk has a high enough Strength
to gain a bonus spell of this level.
any time.
Draconic Aspect: With their ability to change shapes
and their propensity to mingle with other races, dragons Aspect B: At 3rd level, the draconic monk gains the keen
commonly breed children with a range of other creatures. senses of his ancestor. He gains darkvision with a 12o-foot
Over successive generations, the more extreme physical range and the Scent creature special ability. His eyes take
traits present in a half-dragon slowly fade. In some on a color similar to that of his dragon ancestor, and his
families, later generations develop innate magical abili- nose transforms into a shorr snout.
ties, as wimessed with sorcerers. In others, their ancient Aspect C: At 5th level, the draconic monk's hands and
ancestry is forgotten until a young monk reconnects with feet transform into clawed talons. He gains a +2 bonus to
his heritage as a manner of course during his training and damage inflicted with his unarmed attacks. In addition,
development. he gains resistance 10 against the energy type associated
Aspect A: At 1st level, the monk shows the first traits of with his draconic heritage in the table above. For exam-
his ancient heritage. His skin turns to thick scales, granti- ple, a draconic cloaked fist with a white dragon ancestor
ng him a +2 natural bonus to AC. In addition, the monk gains cold resistance 10.
must choose the nature of his ancestry. The type of drag- Aspect D: At 7th level, the draconic monk gains the
on he claims a relation to dictates the color of his scales ability to fire a short blast of his associated energy type.
and the nature of his future abilities. The draconic monk's Once per day, he may make a ranged touch attack against
scales match the color of his ancestor's. a single foe. On a hit, he deals ld4 points of damage per
level in this prestige class. The monk deals energy damage
Dragon Type Associated Energy of the type associated with his draconic heritage.
Black Acid For example, a draconic cloaked fist with a gold dragon
Blue Electricity
ancestor deals fire damage with this attack. This attack
Green Acid
Red Fire is a breath weapon thar counts as a supernatural ability.
White Cold Aspect E: At 9th level, the draconic cloaked fist sprouts
Brass Fire a pair of short, stubby wings. He may fly at normal speed
Bronze Lightning with average maneuverability. In addition, the draconic
Copper Acid
monk gains an additional use of his breath weapon
Gold Fire
Silver Cold per day.
KI MAGIC

Aspect F: At 10th level, the monk's creature type turns to Upon completing this spell, you may strike distant foes
dragon. He is no longer affected by spells such as charm with your unarmed attacks. You look towards your foe and
person, gains immunity to sleep and paralysis attacks, and make your attacks as if your opponent stood right in front
is completely immune to the energy type associated with of you. As you strike, a ghostly image of you appears in
his dragon ancestry. In addition, the cloaked fist now front of your foe and makes your attacks against him. Your
uses d6s to determine the damage his breath weapon opponent must be within 60 feet and you must be able to
attack deals. see him. You make your attacks as normal and deal full
Godlike Aspect: cloaked fists whose ancestry traces damage.
back to gods or godlings have incredible health, strength,
and resistance to mundane concerns such as disease and Ghost's Touch
poison. Their divine blood causes them to develop mag- Transmutation
netic, forceful personalities. Level: Arm1
Aspect A: The godlike cloaked fist gains a +2 bonus on all Components: V, S
saving throws against poison and is immune to all mun- CastingTime: 1 action
dane, non-magical diseases. Range: Personal
Aspect B: At 3rd level, the cloaked fist begins to develop Target: You
a stronger, tougher body. The cloaked fist gains the Duration: 1 round/3 levels
Toughness feat and a +1 bonus to Strength.
Aspect C: The cloaked fist's heritage becomes more read- Your fists, feet, or other portions of your body used to
ily apparent. His body alters slightly to give him a more make martial arts attacks become glowing and insubstan-
attractive, magnetic appearance. When the fist enters tial. On your next attack action (Within the spell's dura-
a room, others notice. He gains a +2 bonus to Charisma tion) you ignore your opponent's armor and shield bonus-
and a +2 competence bonus to Bluff, Diplomacy, and In- es to AC. Your hand slices right through such defenses,
timidate checks. allowing you to strike through them with your full
Aspect D: The cloaked fist gains an additional +1 strength. In addition, you may attack incorporeal crea-
Strength as he develops into a perfectly defined specimen tures such as wraiths and ghosts as normal; they do not
of his race. gain the normal 50% chance to ignore any damage an
Aspect E: As his innate divine energy grows, the godlike atrack inflicts.
cloaked fist develops an innate resistance to all spells. He
gains a +2 bonus on saving throws versus spells and is Hundred legged Dragon Dance
immune to sleep and charm effects. Evocation [Fire]
Aspect F: At 10th level, the cloaked fist gains the atten- Level Arm6
tion of the god or godling whose ancestry he claims. He Components: V, S
gains spell resistance 25. Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft. radius spread
Duration: Instantaneous
_ _ _ _ _liEW SITLLS Saving Throw: Reflex half
The spells presented here are available to both monks of Spell Resistance: Yes
the cloaked fist and arcane monks. Unless noted other-
wise, they are not available to other spellcasting character You call upon the power of your hi to craft a small horde
classes. of rampaging dragons sculpted from raw energy. The
beasts charge over anything standing within the spell's
Distance Punch radius, grinding them into the ground and setting them
Transmutation alight. Creatures in the spell's area take ld4 damage per
Level: ArmS caster level. In addition, if they miss their Reflex saves
Components: V, S they are knocked prone, set alight, and continue to burn
Casting Time: 1 action on subsequent rounds.
Range: Personal
Target: You
Duration: 1 round/3 levels
KI MAGIC

Hurricane Kick Reverse Foe's Strength


Transmutation Transmmation
Level: Arm2 Level: Arm3
Components: V, S Components: V, S
Casting Time: 1 action Casting Time: 1 action
Range: Personal Range: Personal
Target: You Target: You
Duration: 1 round Duration: 1 round/3 levels

Magical energies surges through your body, allowing you While this spell is in effect, you can turn your foe's attacks
to make a single, powerful attack that sweeps aside all ene- against him. Once per round, you can force an opponent
mies around you. During the spell's duration, each melee who targets you with a melee attack to instead target him-
attack you make automatically targets every creature sel£ With a great move and throw, you twist your oppo-
within yoUl' threatened area. When you make an attack, nent around and turn his strength against him. If your
compare the result against all such potential target's AC. opponent hits, he must roll damage as normal against
All creatures you hit take damage from till attack though himsel£ If a foe attacks you multiple times in a Single
you roll only once to determine damage against all targets. round, such as by taking the full attack action, you may
In addition, if you have the Cleave or Great Cleave feats, choose which of his attacks to alter with this spell.
you may use them with this attack. If you make an attack
using either of those feats, the effects of this spell apply to Storm of Fists
those strilces. Conjuration (Creation)
Level: Arrn6
Jumping Monkey Whirlwind Components: V, S
Transmutation Casting Time: 1 action
Level: ArmS Range: Personal
Components: V, S Target: You
Casting Time: 1 action Duration: 1 round/level
Range: Personal
Target: You During this spell's duration, you conjure a small fleet of
Duration: 1 round/3 levels swarming, ghostly fi ts, one for every five caster levels.
When you strike in melee, the fists make an attack at your
During this spell's duration, you transform into a bounc- target using the base attack bonus and situational modi-
ing, erratic bundle of energy. When you make a full attack fiers that applied to your attack. Each strike deals the
action, you may move your full speed between each damage you inflict with your barehanded attacks modi-
attack. This movement does not draw an attack of oppor- fied by your Strength. Note that you do not need to make
tunity, but you must use your full allocation of attacks. barehanded strikes while using this spell. You may fight
After making your final attack, your movement ceases. with a weapon while the fists streak to attack.
For example, a 13th-level arcane monk receives two
attacks per round, three if he uses a flurry of blows. He Sundering Strike
may move, make his first attack, move again, make his sec- Transmutation
ond attack, then move again and attack if he chooses the Level: Arm1
flurry of blows action. You cannot arrack, move, then end Components: V,
your action, nor can you choose to use an attack on a wall Casting Time: 1 action
or other inanimate object. As part of the spell, you launch Range: Personal
yourself off your enemies and use the momenrum of your Target: You
blows to propel yourselfforward. You movement does not Duration: 1 round/2 levels
need to be in a straight line. If your first movement is a
charge attack action, you gain the benefits of the charge During this spell's duration, your hands, feet, and other
against all your targets. parts used to make martial arts attacks are surrounded by
a field of energy capable of smashing through inanimate
objects. When you make unarmed attacks dUring the
spell's duration, you ignore your target's hardness rating,
if any.
Chapter 7:

Madness Magic
The word, the n.m, the power, the sun, oh my, oh my, I can feel ity, child, this is our path. The mind sees the truth and spills forth
the power flow, and go, and go, through the gate of a million that knowledge to the world around it, forging a new reality and
dreams, the call of the wild ones seeks my heart and captu res my pushing the cosmos to dance to my tune. The mundane mind
soul. The gate of the soul, sundered and open, I saw it, oh yes I sees, and comprehends, and obeys, but the opened mind sees, com-
did, I saw it with my own mind's eye. Yes, the power, the power. prehends, and stands defiant. What is reality, child? The shack-
oh but I have lost myself again, haven't I? You seek knowl- led mind says reality is what it sees and experiences. It accepts, it
edge, the key of the gate. Inward it lies, child, inward it lies. Seek endures, it allows the world to run roughshod over its potential.
the word of the gods from beyond the astral curtain, some do, The opened mind sees that reality wOl'ks in two directions, not
yes, yes. one. It learns to absorb, watch, and dictate. It listet15 and
Fools. All of them. responds, rather than sitting back like a whipped dog, a hapless
The others of the south in their cities of stone and wood tum vi.ctim of its master's whims.
to books and tomes of ages old, but tell me child, would the Ah, you ask of control. It will come with experience. Today you
ancients hide their secrets in parchment, protected by nothing overextended yourself, and your companions paid for it. I shall
more than a leather cover? Fools, child, all ofthem, too. Steel, cold tend to your bodily injuries, but more importantly, 1 shall tend to
steel sheathed in hot blood, the power of simpletons. Worth men- your SOlll. Like the hatchling newly awakened to the world, you
tioning only as example of greater fools, my child, greater fools have opened your eyes to reality. Now you must learn to fly.
still.
All of these seek power from without, when it lurks right
under them, right under the top of their heads tucked within
the;,r ever disused minds. We see, we hear, we taste, we smell, we
bring reality into our minds and react to it. But those of my If magic is an an, the wizard's mind is his paint brush, the
blood, we absorb reality's truths and spit back creations of our world his canvas. His intellect governs the powet of his
own. Mad they called me in my village, child, when 1 first saw spells and the power and complexity of the incantations
the things that lurk between, when I tried to warn them, they he can command. Similarly, a sorcerer's personality and
refused to heed my words, child. magnetism dictate the limits of his powers. In both cases,
They stopped laughing when I burned their precious temple to a spellcaster's natural traits set the tone for his career.
the ground. Lock me up in that accursed cell, that damned priest Training, hard work, and rigorous mental exercise can
did. I saw it in his eyes, he knew 1 spoke the truth. slowly expand a mage's power, but the bulk of his abilities
The mmd need not be a slave to the whIms of the world. The are determined at birth. A healthy, active mind or
spirit need not be beaten into submission by the dictates of reali- a powerful personality is the first step on the path to
ty. Rebel against the strictures of the cosmos, forge your own real- arcane mastery.
By the same token, a mage with a diseased mind or Madness mages tend to eccentriCIty and extreme
twisted personality reflects his shortcomings or sickness beliefs. Some do teeter on the edge of sanity, bur those
in his magic. Most of the time, such damaged spellcasters that fully descend to madness either lose the ability to
are simply incapable of producing even the simplest shape their magic in a coherent manner or live their days
can trip. Insanity shatters the wizard's grip on his spells shackled in prison, deemed too dangerous to run free. A
and the sorcerer's will to master and use his in-born abili- madness mage is much more likely to resemble a ram-
ties. In some cases, however, madness is the key that bling, distracted sage or professor than a howling maniac.
opens strange new vistas of power. An otherwise mun- There is no denying that madness mages do not experi-
dane mortal, from a simple farmer to a skilled enchanter, ence reality as others know it. They create objects out of
can suddenly gain a powerful insight into the inner work- thin air and alter existing ones with but a thought.
ings of reality following a traumatic head injury, sickness, More importantly, their actions leave no trace of magi-
or mental disease. These madmen exhibit the same cal influence. When a madness mage hurls a bolt of acid
general magical traits, including the ability to ar a target, he appears to simply create wholly mun-
change reality on a whim. While rare, their dane acid from thin air and physically throw it
condition is common enough that loremas- rowards his foe, leaving no sign of bums on
ters and academics have determined that his hand yet still wounding his enemy.
these abilities all share common traits and Madness mages explain they can see the
abilities. Dubbed "madness magic" by sages, underlying structure of reality, allowing
this bizarre tradition resulrs from the inter- them to form materials from what
section of a powerful, magically-aware appears to them as a web of materials,
mind with crippling insanity. Yet those energies, and matter waiting to be
who follow this tradition insist that shaped by a capable mind. A mad-
they are the sole voices of reason in a ness mage's spells are as physically
dumbfounded world. While their real as a falling rock or steel
origins are shrouded in controversy weapon. Detect magic or dispel
and mystery, these spellcasters' magic have no effect on their
powers are indisputable. spells, as they seemingly have
Madness mages have the power no magical component. Mad-
to bend reality and create new mat- ness mages simply explain that
ter. They create spell effects that they enforce their will on reality,
duplicate the schools of transmuta- forcing it to mold and shape to
tion and conjurarion, bur rheir their demands. Wizards and sorcerers
powers are not magical in the tra- work within the structures of reality while
ditional sense of the word. According madness mages learn to twist and manipu-
to these spellcasters, they can see the late them.
underlying structure of reality and In addition to their spell-like
modify it through sheer force of capabilities, madness mages have rhe
will. What others see as undeni- capacity to focus their mental abilities
able symptoms of madness, these ~~~ and strengthen tlleir power to bend reality.
mages claim are the reactions of a V. Sometinles a madness mage can overextend his abilities,
reasonable, stable person to the causing a backlash of energy that forces his spells to fizzle
true nature of the cosmos. Those who embrace supposed and leaves him a weakened shell. Madness mages believe
standards of sanity are self-deluded egomaniacs who that reality can only take so much abuse before it lashes
refuse to acknowledge their blindness to the truth. The back at those who would command it. If a madness mage
madness mage shuns the mundane world and turns his tries to focus too much power, he can let loose a tremen-
eye to the secrets that stand before even the simplest dous wave of energy that threatens himself, his allies, and
dullard. He claims to see the truth that others reject for his enemies. Adventuring with a madness mage is a study
the comforting embrace of a simple, easily explained real- in carefully balancing the mage's ability to dictate reality
ity. Other minds exist in the shackles of cause and effect, with his propensity to push his powers past their reason-
logic, and attempts to explain the unexplainable. The able limits.
madness mage spurns such mental consmlcts, viewing
them as useless, hollow crutches needed only by the
weak, blind, or foolish.
Madness mages are common in barbaric wastelands The awakened eye sees and comprehends the underly-
and other areas where formal magic, as practiced by tradi- ing structure of reality. His mystic insight allows him to
tion wizards, is rare. Sometimes, an otherwise mundane shape the cosmos as he sees fit, though different adepts of
warrior or peasant manifests the madness mage's abilities this tradition exhibit different capabilities. Some can
after a serious head injury or a bout with a life-threaten- open rifts to the outer planes, calling creatures to fight for
ing disease. Many times, these powers are preceded by a them, while others can cause the air to ignite and burn
radical change in the subject's personality and habits, their enemies. Whatever the ource of their power, these
leading some observers, particularly those anached to adept are commonly known as madness mages for their
good-aligned churches, to theorize that madness mages bizarre, off-kilter behavior and idiosyncratic view of reali-
are demonically possessed. ty. Traditional wizards in particular scorn these spellcast-
Madness mages find such rubric both amusing and ers seeing them as dangerous, unpredictable madmen bet-
insulting. On one hand. it highlights the ignorance of ter kept in chains than allowed to roam free. of course,
those unfamiliar with their art. On the other, it bespeaks part of this fear may spring from the wizards' inability to
the scorn and prejudice more traditional spellcasters feel defeat the madness mage's magic with spells such as
towards them. The practitioners of this magical tradition dispel. magrc.
commonly refer to themselves as wizards of the awakened Adventures: The madness mage adventures for a vari-
eye. a reference to their ability to see the reality other ety of rea ons some mundane and typical to other adven-
deny. tures. other born from their bizarre beliefs and uncon-
trollable impulse. An awakened eye may see adventures
IN YOUR CAMPAIGN as a chance to te t and improve his skills or uncover for-
Madness mages provide a unique spin on magical abilitie gotten tore to enhanc his knowledge. Others are driven
and stand in sharp contrast to the controlled magic of wiz- to seek our truth that transcend the mortal plane. These
ards and sorcerers. The madness mage's spells are centered awakened eyes plunder forgonenlibraries. ancient tombs,
on a tightly defined focus, granting him access to linle and other hidden places or lost codices, books, and other
more than two schools of magic. tomes worth more than their weight in gold to the mad-
In civilized regions, madne mages may be distrusted ness mage.
and feared. They represent a wildcard, a barely contTol- Evil madnes mages thir t for tools and items to aid in
lable wellspring of unpredictable power. Amongst barbar- their conquest and subjugation of others. The e lone
ians and uncivilized areas, madness mage may b wolves are predator that lurk at the edge of civilization,
embraced as messengers from the gods or feared and doing as they will and caring little for the repercussions of
hunted as twisted souls tainted by unnatural influences. their actions. Neutral awakened eyes engage in quests pri-
For players. the tendency may be to playa madness mage marily for per onal gain. They see adventure a an oppor-
as an unthinking loon. This may be fun in some games, tunity to pur ue their esoteric aims, whatever they may
but most of the times it serves as an unneces ary distrac- be. Good ones see adventures as a mandate from whatev-
tion. Madness mages see reality and magic in a much dif- er powers they worship or as a responsibility tied to their
ferent light than other spellcasters. This grants them a arcane insight into reality. These benevolent awakened
strange, unique perspective on the world, but it does not eyes believe that with great power comes great respon i-
transform them into hyperactive, babbling idiots. billty.
Madness mages should be played as strange and eccentric, Characteristics: Adepts of the awakened eye use
not bubbly and whacky. magic through the force of their per onality and their
understanding of reality'S underlying tructure. They alter
the world around them to bener serve their needs. While
these changes are temporary in nature and limited to a
ADEPT few effects, they are indistinguishable from natural phe-
nomena. Thus. defenses such as spell resistance are whol·
ly useless against them. The madness mage's abilities
The adepts of the awakened eye are an enigma to wizards. mimic many of the spells from the conjuration and trans-
sages, and other experts of magical knowledge. Their abil- mutation chool5 of magic. In addition, madness mages
ities appear to mimic many common spells yet divina- can pool and focus their power, allowing them to sacrifice
tions such as detect magic show no sign of arcane influence the number of effects th y can work for more powerful
on their capabilities. Like orcerers, these spellcasters ones. However. this ability comes at a risk of the madness
need no book •formal training, or other artifacts of tradi- mage losing control of his powers and hurting himself
tional pellcasting. Instead, they simply impose their will and his allies.
on reality and mold it to their needs.
Adepts of the awakened eye are hardier and more Madness mages are more common amongst primitive
skilled in combat than wizards. They are proficient with or savage peoples than civilized ones, though the buffers
all simple weapons and can wear light armor. Many of civilization provides seem to make it easier for madness
them stumbled upon their powers after years of life as mages to survive and thrive there. Some cultures revere
simple peasants, mercenaries, or tradesmen. madness mages as philosophers and wisemen.
Alignment: As their nickname suggests, adepts of the Other Classes: Madness mages' relationships with
awakened eye tend towards chaos over law. They are other classes are dictated primarily by the depth and
eccentric and given to seize on bizarre or nonsensical nature of their eccentricities. They value the presence of
ideas as deep truths. As madness mages view teality in a fighters and barbarians as bodyguards, and see rogues and
much different manner than normal people, their actions sorcerers as critical members of any successful expedi-
and reactions are usually difficult to predict. That does not tion. These classes all provide valuable talents and rarely
mean madness mages are all chaotic. Some are lawful, have any philosophical prejudices against the madness
though this merely shows that their eccentricities and mages' art. Sorcerers, clerics, druids, and the spellcasting
oddities are predictable rather than random. fighting classes sometimes come into conflict with out-
Religion: Madness mages are deeply divided on the spoken madness mages on matters of religion. Some
topic of the gods. Some see divine powers a merely madness mages have a dogmatic, aggressive set of reli-
another useless diversion spawned by an obsession with gious beliefs that draw them into conflict with those class-
the physical world as it is viewed by mundane mortals. es. Wizards are the most troublesome type of adventuring
Others see their gifts as a boon from the gods and consid- companion in the eyes of many madness mages, primari-
er themselves prophets, holy men, and eers. These adepts ly because of their opposing views on magic. Madness
of the awakened eye primarily revere god of magic, mage see the cience and theories of magic as the prod-
chaos, madness, and arcane secrets. uct of empty, deluded minds that impose useless struc-
Background: There is little common ground between tures on the illusion of reality. Thus, the two classes often
the wide range of madness mages. ome spring from oth- come into conflict.
erwise mundane backgrounds: a simple blow to the head
or lengthy bout with a disease twists their personality and GAME RULE INFORMATION
leaves them wirh a mystic insight into reality. Others find Adepts of the awakened eye have all the following game
the path while studying traditional magic, making the sta risrics.
leap through studying books of forbidden lore or deep Abilities: Charisma determines the maximum spell
meditation and magical research. In barbaric lands, adept level the madness mage can access along with the DC of
of the awakened eye are seen either a sacred holy men or the spells he uses. To cast a spell, a madness mage must
demonically pos essed menaces. In civilized lands, have a Charisma score of 10 + the spell's level. The adept of
madness mages keep to themselves, living as hermits or the awakened eye gains bonus spells based on his
lonely recluses. In some cities, small communities of Charisma score, and the DC necessary to resist his spells
homeless madness mages prowl the alleys, engaged in equals 10 + the spell's level + the adept's Charisma modifi-
seemingly senseless rituals dedicated to an incomprehen- er. A high Constitution is also important to the adept ofthe
sible end. awakened eye, as he must make Fortitude saves in order to
Madness mages have no special link as a group. In some gather his power and unleash it in concentrated bursts.
areas, they band together in loose alliances, but in others Alignment: Any.
they keep a respectful distance or engage in petty squab- Abbreviation: Aae
bles. Adepts of the awakened eye are too eccentric and Starting Money: 3d4 x 10 gpo
prone to erratic behavior to form any long-lasting, Hit Die: d6.
durable bonds.
Races: Madness mages appear amongst all races, even (lass Skills
monstrous humanoids such as orcs, trolls, and other crea- The madness mage's class skills (and the key ability for
tures. Amongst the civilized races, they are rare amongst each skill) are Alchemy (Int), Concentration (Con), Craft
dwarves and half-orcs who seem to lack the inherent mys- (Int), Knowledge (arcana) (Int), Profession (Wis), cry
tical potential to gain the powers of a adept of the awak- (Int, exclusive skill), and Spellcraft (Int).
ened eye. Elves are rarely members of this class despite skill Points at 1st Level: (2 + Int modifier) x 4.
their magical nature. Their strong reliance on the wizard's skill Point at Each Additional Level: 2 + Int modifier.
tradition of magic dissuades them from this path.
Class Features The adept of the awakened eye must use a move equiv-
All of the following are class features of the madness alent action to summon the mental focus necessary to
mage. complete a spell. This action does not draw an attack of
Weapon and Armor Proficiency: Madness mages are opportunity, bur the madness mage must do this each
proficient with all simple weapons and light armor. They round he wishes to cast a spell. The force of will and con-
learn the basic combat skills and can use their abilities centration necessary to alter reality takes more time and
while wearing armor, unlike other arcane spellcasters. effon to summon than the focus normally needed to cast
Madness Magic: While many subtleties distinguish a spell. The madness mage musr use a different move-
madness magic from arcane spells, for most intents and equivalent action for each spell he wishes to cast.
purposes adepts of the awakened eye pontaneously Madness mages may not use metamagic feats to alter
cast arcane spells in a manner similar to the sor- their spells, as their effects are not truly magical in
cerer class. Madness mages have innate magi- nature. Feats such as Spell Focus function as normal.
cal potential They cast spells from a limited Aspect of the Eye: The adept's insight into reali-
list of incantations but do not need to pre- ty's underpinnings grant him several special
pare them from a book as must a wizard. abilities. At 1st, 5th, 10th, 15th, and 20th
Technically speaking, the adept of the level, the adept choose one of the follow-
awakened eye does not cast a spell. He ing abilities.
merely learns to tweak reality in order Arcane Eye: The madness mage
to produce an effect. Thus, his incanta- learns to see and interpret the magical
tions ignore spell resistance and are immune aura ofenchanted objects. He may cast
to the spells dispel magic and greater dispel!ing. detect magic three times per day at his
Note that all other effects that destroy spells caster level in this class.
affect the madness mage's spells as normal, Furious Outburst: Once per
including counterspells other than dispel magic or day, the adept of the awakened eye
greater dispelling. For example, a wizard could use allows his pent up mental strain
haste to cancel a madness mage's slow spell. to burst into a rampant display of
Madness mages also use a modified set of compo- furious rage. He may rage as per
nents. Their material components are mindless, the barbarian class. While raging,
incoherent chants that help focus their concen- the adept may not use his magic.
tration, imposing a -5 penalty to all Spellcraft Jumbled Mind: The madness
checks made to identify their spells. Madness mage's bizarre inner thought process
mages use material components primarily as a makes it difficult for others to peer into
focus for their thoughts and fuel to power the his mind and in.f1.uence his emotions,
material transformations they cause, but they never moods, and mental state. He gains a +2
use somatic components. Madness mages mold reality bonus to all saves against enchantment
using the raw force of their personalities, making ar- spells and spell-like effects.
cane gestures useless ornamenta- Magical Outburst: Fusing his emotion-
tion for their magic. Thus, they al turmoil with his magical abilities,
do not suffer a chance for arcane the adept of the awakened eye
spell failure when wearing
armor or carrying a shield.
~ eo- ""'{)Z
~
learns to create and hurl bolts of
pure force with the power of his
Despite these difference, madness mages must make all mind. Once per day, the adept
Concentration checks as normal Any attacks or circum- may use a 1st-level spell slot to cast magic missile at his cast-
stances that would wreck a spellcaster's ability to use er level in this class.
somatic components could potentially hinder the adept's Method in the Madness: With the strange insights
abilities. The madness mage makes all Concentration gained by his warped mind and twisted view of the world,
check as normal, though he receives a +2 circumstance the madness mage suddenly masters a subject he ha not
bonus in conditions that normally inhibit only somatic previously trained in. The madness mage gains four ranks
components. In such a case, the madness mage has diffi- in a class- or 2 full rank in a cross-class skill. He may not
culty focusing his power bur not to the same extent as elect a skill exclusive to another class that he does not
other pellcasters. have access to, nor may he violate the limits on the maxi-
mum ranks he may gain in a class based on his level Any
excess ranks beyond his maximum are lost. The madne s
mage may choose this ability more than once, selecting a
different kill to boo t each time.
Sense Aura: The madness mage may gain a general this power. While the slots have no effect on the spell he
idea of a creature's alignment by gazing into the material subsequently ca ts, using them allows him to avoid termi-
firmament that surrounds him. The mage chooses one of nating this abiliry too early. For example, a madnes mage
the follOWing spells: detect chaos, detect evil, detect good, or lying in wait to ambush an approaching monster could
detect law. The madness mage may cast the chosen spell burn slots to hold his shot, so to speak, until the enemy
three times per day at his current caster level. comes into range.
Power Surge: The madness mage may slowly build up In addition to using this power with a spell, the adept of
his willpower, collecting it in order to release his power in the awakened eye may also use it to enhance the caster
one, great burst. Once per day, the madness mage may sac- level of any aspect of his eye abilities that use his caster
rifice a number of spell slots to produce a single, powerful level to determine their effect.
effect. As a full-round action, the adept of the awakened Taint of Madness: The strain of the madness mage's
eye focuses his concentration and gathers his will to pro- magic leaves an endUring mark on all who practice it.
duce a powerful spell effect. He chooses a Single unused At 1st level and every level divisible by 5, the madness
spell slot and to sacrifice that rOUl1d. On his next round, mage develops a bizarre personaliry trait that makes it dif-
he may choose to either cast a spell or sacrifice an addi- ficult for him to handle mundane situations. The madness
tional spell slot. If injured while building up his power in mage must select one of the following drawbacks each
this manner, the madness mage must make a Concentra- time he gains this class feature.
tion check as if he was trying to cast a spell. If he ever fails Amnesia: The adept of the awakened eye suffers from
a check, he experiences a catastrophic power failure. Total intermittent memory loss as a result of the strain placed
the number of spell levels the madness mage used to fuel on his mind by his powers. Each day, the madness mage
this ability. A spread of arcane energy erupt from the temporarily 10 e 4- ranks from a randomly chosen skill.
madness mage, dealing 1d6 damage for each spell level The mage forge part of his training and functions at
used to fuel this abiliry to the mage and all within a 30 ft. a reduced capaciry. If the los drops his total ranks in a
spread of him. The madness mage receives no save to skill to 0 or fewer, the madne s mage counts as temporar-
resist this damage, while all others may make a Reflex ily untrained in that skill. At the GM's option, this loss
save (DC 10 + the total spell levels used with this abiliry) may be secretly recorded and applied to the madness
to take half damage. mage's skill checks.
If the adept of the awakened eye manages to cast a mad- Egotism:Thi form ofinsaniry instills the madness mage
ness magic spell after using this ability for one or more with an unrealistic ense of his own abilities and skills.
rounds, he counts his caster level as equal to the spell slot He refuse to acknowledge even the most dangerous foes
burned. An adept may not increase his caster level to as a threat. The madness mage suffer a -1 penalry to AC,
twice its normal, non-modified value. In addition, he may a he refuses to duck or dodge what he sees as the puny,
not use more than one spell slot from a given level as part ineffectual attacks of his foes.
of this ability. For instance, a 3rd-Ievel adept could not Obsession: Tiny trinket or wholly useless jU11k capti-
burn two or three 1st-level spells to boost his caster level. vates the madness mage, who believes they harbor great
He would have to use one 2nd-level spell and a 1st-level cosmic secrets or whisper the truth of the world. When
one for a three-level increase. not engaged in any other activiry, the madness mage whis-
The madness mage must cast a spell immediately after per to a bauble such as a coin, button, or spool of thread.
using this abiliry. If he spends any round doing anything The madness mage suffers a -2 penalry to all initiative
other than burning spells or casting the spell he wishes to rolls. Even under the direst of circumstances, his mind
boost, the energy he gathered dissipate violently in a latches on to his "ally" and prevents him from reacting at
catastrophic power failure as if he failed a Concentration full speed to combat and other threats.
check to maintain his focus. Paranoia: The madnes mage gains glimpses of beings
While the madness mage uses this abiliry, mystic ener- that lurk at the cro sroads of realiry. Demons, devils, and
gy crackles and shimmer around him, the smell of ozone other outsiders haunt him, making him twitchy, jumpy,
or brimstone floods the area, and the madness mage's and overly fearful. He suffers a -2 penalry to all Listen and
body twists, contorts, and warps as he attempts to reign in pot checks. phantom danger and tremendous appre-
his power. Balls of energy belch forth from his mouth and hen ion make him liable to see danger where none exists
lightning crackles from his eyes, alerting his enemies to and overlook obvious material threats.
the power he gathers. PhobIa: The adept develops a wide range of trivial pho-
The madness mage may bum spell slots in order to bias that combine to make him a fearful wreck. The e
maintain his grip on this power and save it for a spell. For phobias are as bizarre as they are fleeting. The madness
example, after spending a 1 t-level pell slot, the madness mage may flee in terror from an ogre's dented shield yet
mage may burn further such slots to maintain his hold on harbor no fears against the monster itsel£ Once per day,
TABLE 7-1: THE ADEPT OF THE AWAKENED EVE
Base Fort Ref Will Spells per Day
Level Attack Save Save Save Special 0 1 2 3 4 5 6 7 8 9
1 +0 +0 +0 +2 Aspect of the eye, madness magic, 5 3 ---- ---
power surge, taint of madness
2 +1 +0 +0 +3 6 4 ---- ----
3 +1 +1 +1 +3 6 5 ---- ----
4 +2 +1 +1 +4 6 6 3 -------
5 +2 +1 +1 +4 Aspect of the eye, taint of madness 6 6 4 -------
6 +3 +2 +2 +5 6 6 5 3 -- - ---
7 +3 +2 +2 +5 6 6 6 4 - - - ---
8 +4 +2 +2 +6 6 6 6 5 3 -----
9 +4 +3 +3 +6 6 6 6 6 4 -----
10 +5 +3 +3 +7 Aspect of the eye, taint of madness 6 6 6 6 5 3 ----
11 +5 +3 +3 +7 6 6 6 6 6 4 ----
12 +6/+1 +4 +4 +8 6 6 6 6 6 5 3 ---
13 +6/+1 +4 +4 +8 6 6 6 6 6 6 4 ---
14 +7/+2 +4 +4 +9 6 6 6 6 6 6 5 3
15 +7/+2 +5 +5 +9 Aspect of the eye, taint of madness 6 6 6 6 6 6 6 4
16 +8/+3 +5 +5 +10 6 6 6 6 6 6 6 5 3
17 +8/+3 +5 +5 +10 6 6 6 6 6 6 6 6 4
18 +9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 5 3
19 +9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 6 4
20 +10/+5 +6 +6 +12 Aspect of the eye, taint of madness 6 6 6 6 6 6 6 6 6 6

the madness mage suffers a -2 morale penalty on all TABLE 7-2: THE ADEPT OF THE AWAKENED EVE

attack rolls in a single encounter of the CM's choice. In Level 0 1 2 3 4 5 6 7 8 9


1 4 2
addition, the adept suffers a -2 morale penalty on all saves 2 5 2
against fear effects. 3 5 3
Solipsism: A common trait for a madness mage, this taint 4 6 3 1
causes him to fancy himself as the center of the universe. 5 6 4 2
All other living things are mere projections of his mind. 6 7 4 2 1
7 7 5 3 2
While the madness mage may not openly proclaim 8 8 5 3 2 1
himself a god, he secretly believes this is true. He suffers 9 8 5 4 3 2
a -2 penalty to all Reflex saves and Bluff, Diplomacy, 10 9 5 4 3 2 1
Intimidate, and Sense Motive checks. His arrogant man- 11 9 5 5 4 3 2
12 9 5 5 4 3 2 1
ner makes it difficult for him to relate to others, while
13 9 5 5 4 4 3 2
his first reaction to traps and other sudden threats is to 14 9 5 5 4 4 3 2 1
assume they could not harm the most powerful person in 15 9 5 5 4 4 4 3 2
the universe. 16 9 5 5 4 4 4 3 2 1
17 9 5 5 4 4 4 3 3 2
18 9 5 5 4 4 4 3 3 2 1
ADEPT OF THE AWAKENED EYE SPELL UST
19 9 5 5 4 4 4 3 3 3 2
0 arcane mar~ create water, detect magrc, detect poison, light, 20 9 5 5 4 4 4 3 3 3 3
mage hand, mending, open/close, prestidigitatwn, ray of
frost, read magic.
1 animate rope, burning hands, command, detect secret doors sleet storm, slow, stinbng cloud, suggestion, summon mon-
detect undead, enlarge, erase, expeditious retreat, feather fall, ster III, water breathmg.
grease, identify, jump, mage armor, magic weapon, message, 4 black tentacles, bestow curse, detect scrying, dimension door,
mount, obscuring mist, reduce, shocking grasp, spider climb, minor creation mnemonic en.hancer, polymorph other,
summon monster 1. polymorph self, secure shelter, solid fog.
2 acid arrow, alter self, blindness/deafness, bull's strength, eat's 5 animal growth, c!oudklll, fabricate, faithful hound, lesser
grace, darkvision, detect thoughts, endurance, fog cloud, glit- planar bmding, major creation, passwall, secret chest, stone
terdust, knoc~ levitate, pyrotechnics, rope tnc~ see invislbll- shape, summOt! monster V; telekineSIS, teleport, transmute
ity, summon monster II, web, whispering wind. mud to roc~ transmute rock to mud, wall of iron, wall of
3 blin~ create food and water, dispel magic, flame arrow, fly, stone.
gaseous form, greater magic weapon, haste, keen edge, 6 a!ld fog, analyze dweomer, control water, control weather,
phantom steed, secret page, sepia snake slgil, shrink item, disintegrate, eyebite, flesh to stone, greater dispelling,
lucubration, mass haste, mass suggestion, move earth, pla- Prerequisite: Madness magic class ability
nar binding, stone to flesh, summon monster VI, transfor- Benefit: You gain a +2 bonus to all Concentration
mation, true seeing. checks. When using the adept of the awakened eye's
7 ethereal jaunt, insanity, instant summons, limited wish, power surge class ability, you maintain a calm, relaxed
magnificent mansion, phase door, plane shift, power word facade. Anyone watching you must make a Sense Motive
(stun), reverse gravity, statue, summon monster Vll, tele- check opposed by your Concentration check to notice
port without error, vanish. that you slowly build up arcane energy to unleash a pow-
8 etherealness, greater planar binding, incendiary cloud, iron erful spell.
body, maze, polymorph any object, power word (blind),
summon monster VIII, trap the soul.
9 gate, power word (kill), refuge, shapechange, summon mon-
ster IX, tdeportation circle, temporal stasis, time stop, wish.
The mystical power wielded by a madness mage often
arises in the aftermath of a strange or otherworldly expe-
rience, an encounter with a powerful being, or similar
traumatic incident. Most of the time, when the powers of
Madness mages, and their god-touched cousins, have a madness mage erupt in a person, he embraces the path
access to a few feats that alter and amplify their unique of the adept of the awakened eye. Sometimes, though,
magical talents. The follOWing feats are available only to a person with previous spellcasting ability undergoes
characters with levels in the adept of the awakened eye a traumatic revelation of the inner workings of the uni-
character class or the god-touched pre tige class. ver e. These spellca ter learn to combine traditional
magical forms with the madness mage's reality-bending
BLESSING OF THE MAD [MADNESS MAGIC] powers, yielding a strange mix of the two forms of magic.
Your insanity's arcane nature grants you additional insight The god-touched are most commonly encountered
into the inner workings of the world. amongst cults dedicated to demon worship or minor
Prerequisite: Madness magic class ability. godlings that directly commune with worshippers. Direct
Benefit: You gain an additional aspect of the eye class exposure to the sanity hattering power of a mighty out-
feature as if you gained it as per the class ability. You may ider bends and twists the worshippers' minds, sending
select an additional aspect of the eye ability. orne of them down the path to madness magic while
leaving others little more than gibbering wrecks. Those
INSIGHT OF THE MAD [MADNESS MAGIC] few that hold their minds together and maintain their old
Your awareness of the nature of reality gives you limited magical talents learn to master a range of new arcane
precognitive abilities. You can sense danger before it talents.
befalls you and react to threats while others stand flat- In many areas, the god-touched are revered as holy men
footed. and prophets, particularly clerics or druids who attain this
Prerequisite: Madness magic class ability, Blessing of prestige class. Wizards and sorcerers who gain this class's
the Mad. powers usually traffic with demons and devils, though
Benefit: You gain a +2 bonus to lnltiative rolls and sometimes a wizard who travels the planes may encounter
Reflex saving throws. a powerful good creature and gain mystic insight as a
result. These spellcasters meet with fear and trepidation
METHOD TO THE MADNESS [MADNESS MAGIC] from others, particularly in areas where the arcane arts are
Your mind is unhinged to such an extent that spells or merely tolerated, rather than embraced.
effects that normally scramble your senses have no effect God-touched casters do not necessarily get along with
on you. Your senses are addled full-time, making it impos- madness mages. ince these spellcasters gain their abili-
sible for some enchanrment effects to harm you. ties and insights through contact with divine beings and
Prerequisite: Madness magic class ability. other powerful creatures, many madness mages see them
Benefit: You are immune to any spell or spell-like as mortals with partially open eyes. Those god-touched
effect that causes confusion or insanity. who embrace their divine origins and become prophets
normally arouse contempt amongst adepts of the awak-
MONOMANIACAL FOCUS [MADNESS MAGIC] ened eye, particularly those who sneer at divine powers
When casting spells, you blot out all outside distractions, and as relics of imprisoned, closed minds. Regardless of
such as loud noises, attacks, and pain. When using the the two groups' feelings, there is no mistaking the funda-
adept of the awakened eye power surge class ability, you mental connections between the two in terms of their
are able to keep the magical energies you gather in check, magical abilities.
allowinll 'lOU to collect them in secret.
Hit Die: d6. Madness Magic: A 2nd-level god-touched learns to
Abbreviation: Cdt manipulate reality in a manner similar to the magical tra-
dition used by the adept of the awakened eye. Unlike the
Requirements adept, he uses this knowledge to boost his own, tradition-
To become a god-touched, a character must fulfill all the al divine or arcane pells. The god-touched cannot bend
following criteria: reality to the same extent as a madness mage, but he can
Arcane or Divine Caster: level 5 induce slight changes in his spells on the fly. The god-
Knowledge (arcana): 8 ranks touched may use this ability three times per day. Each
Spellcra&: 8 ranks time he uses it, the god-touched may elect to use one of
Feat: Any metamagic feat these three effects. He may only use one effect per round.
Special: The character must come into close contact
with a powerful being, such as a deity, godling, other- • Energy Alteration: The god-touched may choose to
worldly entity, old one, or similar cosmic power, and substitute the energy damage dealt by a spell for a dif-
acquire a profound understanding of reality as a result of ferent type. For example, he may elect for his fireball
this encounter. At the CM's option, make a Knowledge spell to deal acid rather than fire damage. The god-
(arcana) check (DC 20) to acquire the insight necessary to touched chooses this option as a free action before cast-
join this class after the encounter. ing his spell.
• Spontaneous Metamagic Feat: The god-touched may
(lass Skills add a meramagic feat he pos esses to his spell on the fly:
The god-touched class skills (and the key ability for each) He alters reality slightly to modify his spell as he casts
are Alchemy (lnt), Concentration (Con), Craft (Int), it. This feat may increase the spell level by no more than
Knowledge (arcana) (lnt), Knowledge (religion) (1m), 1, though the spell counrs as its original, prepared level.
Profession (Wis), Scry (lnt, exclusive skill), and pellcraft Feat that incr a e the level by more than 1 may not be
(lnt). u ed with this ability: orcerers, bards, and other casters
skill Points at Each Levd: 2 + Int modifier. that do not prepare spells may use this ability to cast
a metamagic enhanced spell as a normal one. Normally,
(lass Features such caster mu t use a full-round action to use a meta-
All of the following are class features of the god-touched magic feat. The god-touched chooses this option as
prestige class. a free action before casting his spell.
Weapon and Armor Proficiency: The god-touched • Power Boost: The god-rouched amplifies the energy
gains no additional proficiency with weapons, armor, or channeled into his pell, shifting the alignment of mag-
shields. ical forces to craft a more powerful incantation.
Aspect of the Eye: This class ability is identical to the Increase the save DC of the god-touched's spell by 2.
one listed above under the adept of the awakened eye The god-touched chooses this option as a free action
character class. The god-touched gains a new aspect at 1st before casting his spell.
and 5th level.
Taint of Madness: This class ability is the same as the Prophet of Madness: Many god-touched become
one listed under the adept of the awakened eye character prophets and visionaries of higher powers, attracting
class. The god-touched suffers a new taint at 1st, 3rd, and those who seek the cosmic mysteries their shattered
5th level. minds have unraveled. The god-touched gains the equiva-
Caster Levd: At 2nd, 3rd, and 4th level, the god- lent of the Leadership feat. However, half of his followers
touched gains a level of spellcasting ability in one of his are from the commoner NPC class and his cohort must be
previous spellcasting classes. He gains a level in only one a cleric, druid, adept of the awakened eye, or adept NPC
class of his choice. class character who reveres the same deity as tlle god-

TABLE 7-3: THE GOD TOUCHED


Base Fort Ref Will
Level Attack Save Save Save Special Spells per Day
1 +0 +0 +0 +2 Aspect of the eye, taint of madness
2 +1 +0 +0 +3 Madness magic +1 level of existing class
3 +1 +1 +1 +3 Taint of madness +1 level of existing class
4 +2 +1 +1 +4 Prophet of madness +1 level of existing class
5 +2 +1 +1 +4 Aspect of the eye, improved
Madness magic, taint of madness
touched PC. The followers granted by this ability are the awakened eye hit by this weapon suffers no ill effects,
intense fanatics who gladly lay down their lives for the nor does anyone under the influence of confusion, insanity,
god-touched. They fight to the death in his name and con- or a similar spell.
sider his words to come directly from the gods. Note that Caster Level: 13th; Prerequisites: Craft Magical Arms and
the cohort granted by this ability does not share this Armor, insanity or Craft Magical Arms and Armor, 13th-
sentiment. level adept of the awakened eye; Market Price: 1,000 gpo
Improved Madness Magic: At 5th level, the god- Circlet of Clear Thought: This delicate headpiece is
touched improves his ability to alter spells with his reali- fashioned from clear crystal and is commonly set with a
ty-bending powers. He may now use his energy alteration single small diamond. The circlet grants its wearer a clear
option to increase the damage of a spell by +1 per caster mind, allowing him to resist the effects of insanity and
leveL He can apply metamagic feats that increase the spell confusion. When facing a spell or spell-like effect that
level by 2 using his spontaneous metamagic feat ability. causes either of those two conditions, the wearer gains a
The power boost option increases the save DC by 4. +2 competence bonus to his saving throw. In addition, an
adept ofthe awakened eye or a god-touched
spellcaster enjoys temporary
reprieve from his madness. While
wearing the circlet, such spellcast-
Those spellcasters who derive strength from insanity ers may ignore the penalties
are known to use a set of common magic items to caused by one taint of madness
contain their maniacal urges and enhance their feature of their choice.
unique form of magic. Unlike typical magic Caster Level: 13th; Prerequisites:
items, these allow characters of a specific Craft Wondrous Item, confusion,
class and level to automatically fulfill mind blank, resistance or Craft
part of the prerequisites necessary to Wondrous Item, 13th-level adept
create them. These items are com- of the awakened eye; Market
monly used by the adepts of the Price: 5,000 gpo
awakened eye. As the adepts Potion of Tumultuous
progress in power, they gain Thoughts: Brewed from the
mystic insights into the eyes of an umber hulk, dust
arcane workings of mad- from a ground mind flayer brain,
ness. Drawing upon this and other exotic ingredients, this
knowledge, they craft the potion is commonly used by
items listed here for per- adepts of the awakened eye to
sonal use. Other spell- boosr their spellcasting abilities.
casters, such as wizards Upon drinking this potion, such
and sorcerer, must use characters gain a +2 caster level
magical spells to dupli- bonus when determining the effects
cate the adept's special- of their spells, rhough they do not gain
ized knowledge. additional spells. In addition, they
Arrow of the suffer the effects of a randomly deter-
Splintered Mind: This mined taint of madness feature.
enchanted missile delivers a These effects last for 1M hours. If the
jolt of mental energy drinker has no levels in the adept of
designed to shatter and the awakened eye, he suffers the effects of
warp its target's mind. the taint of madness feature but gains no addi-
Any-one hit by this tional benefits.
arrow must make a Caster Level: 7th; Prerequisites: Brew Porion, confusion
will save (DC 20) or Craft Wondrous Item, 7th-level adept of the awakened
or suffer 2d4 points eye; Market Price: 500 gpo
of Intelligence
damage. .An adept of
NUMBER MAGIC

Num
It is quite simp/.e, really. Numbers define the universe. With the Extrapo[ate th is across the world. Perhaps six or seven stich
proper equations, a man may chart the movements of the 11eav- individuals exist for each man, woman, and child.
ens, or the finest songs a bard ever sang. A man one mile to the Now move in to the planes.
east of a border is a national hero; one mile to tl1e west, and he is While mundane methods exist for telling such individuals
the vilest creature under the stars. apart, particularly where exfraplanar dupltcates are involved, in
It goes beyond mere generalities, too. Numbers ultimately define many cases magic alone can tmly separate the Identity of one
a man. An adult human male has ten fingers, ten toes, two arms matl from hIS many identicals.
and two legs. He stands between five feet and six feet, eigh t lrtches This way lies danger, if unchecked by conscience, or at [east
tall, and weighs between one hundred-twenty-four and two-hun- sanity. Through application of spells, a magician may drastically
dred-eighty pounds. A few mhlOr alteratIOns, and he becomes a and quickly do what could take nature decades: magnify the
mild curiosity. A few more, and he becomes a freak.. More than 11umber of differences between the man and his fellows, transfig-
that, and some refuse to acknowledge that he is a man at all. uring him into an ideal ... or erode the differences to nothing,
The possible applications for this are endless. With quality rendering the subject a virtual nonentity. A few insurgents from
tools and equations, an engineer can design advanced weaponry our number, the concordatlts, have chosen to apply such methods
with precision aim. Farmers can cycle their crops more efficient- to themselves with a devastating effect across the continuum, but
[y, fishermen can predIct the tides, and men can predict the they are a warning for atl0ther day. As dangerous as the co'tcor-
weather beyond seasonal guesswork. dants are, they are a minority, and too obsessed with themselves
All of this, before even conswering the magical applicatiottS. to orgartlu. The rest of us are primarily theorists, engaging itl
People have confused number magic with individual aspects safer and less vile method than self-expenmentation and extra-
its practitioners follow, the most popularly 'mown of which is planar genocide.
name magic. Other arcanists practice such as well, though they Now, we begin with the symbolic and real definitions of the
may not realize it - after all, it is virtually impossible to scry on nurn ber five ...
an unfamiliar target, or to polymorph safely into an entirely new
creature. Instead, a spellcaster simply uses a preconceived subject
in either circumstance - defining his deSired goal with a name.
Number magic branches beyond this. Consider the dopple-
ganger effect - not the actual monster, but rather two men who Number magic is a recent development, an offshoot ofthe
look, sound, and act so similarly that they would be twins, were only slightly older path of thaumaturgy (see Thaumaturgy,
they not born hundreds of miles away from each other. To all the page 119), though its foundations predate thaumaturgical
world, distance alone separates the two from effectively being one philosophies. Shonly following the establishment of the
man, first thaumaturgical academy, several of its prominent
minds departed, claiming that their cohorts were wasting thaumarurges differed, claiming that the existence of the
time and effort by not putting their theories into practice. Concordant and others like him proved that magicians
This would have been a peaceable break, however, were it must do their best to prevent further atrocities. These
not for the argument's foundation itself rebels later stole the journals away from the academy,
Thaumarurgists frequently advenrure in ruins and dun- turning the philosophical differences into an active
geons, where they better their chances of uncovering for- hatred between the two orders.
gotten lore. On one such expedition, a party of thau- Srudying the Concordant's texts and extrapolating from
marurgists faced a powerful foe which they ini- them, these schismatic thaumaturgists developed new
tially assumed to be some sort of a methods of using their spells, becoming akin to specialist
shapeshifter, an efficient killer who was wizards. The Concordant's journals taught them to work
almost wholly identical to one of their com- their magic through defining their subject, using their
rades, save for his incredible power. In the knowledge to better tailor their spells.
scuffle, the killer slew his twin before flee- After six years of plumbing the Concordant's journals
ing through the planes, but not before and mastering its secrets, these schismatics used
the party retrieved everal books ~-':;"""I their number magic to track down and fight the
the killer carried. Written in a Concordant himself. The battle was a short, furi-
strange script, it was months ous affair.
before the group deciphered Since this incident, however, many number
the code. magicians have succumbed to the temptation to
What they found aston- follow in the Concordant's path. The other num-
ished them. ber magicians hunt these traitors as best they
The books were exrended can, bur would-be concordants often reveal
and detailed journals of the their true nature by killing as many who
killer's life, and how he know them as possible, the bet-
transversed the planes, ter to cover their tracks as
looking to slay his dimen- well as protect against
sional doubles. Each time number magic.
he successfully did so, his person- Number magic takes a different
al power increased considerably. approach than most other magic, rely-
The journals explicitly spoke of the ing heavily on knowledge. While number
killer's methods, as well as the glee magic takes its toll rhrough overspecialization,
with which he used hi newfound working less reliably when rhe number magician
abilities. Halfway through, the killer is unprepared, number magic-empowered spells
abandoned his previous name, and are devastating against known opponents.
referred to himself exclusively as When preparing a spell, a number magi-
the Concordant, a reference to his cian has the option to tailor the spell fur-
desire to amass the power held ther where appropriate (assuming the spell
by his planar brothers, and has a target; otherwise, the number magi-
consolidate it into himself fi=p. cian's modifications are useless, and suf-
The journals both fasci- l!L( fer the usual penalties, see below).
nated and horrified the During this preparation, the magician
academy. The Con- defines the target he wishes the
cordant used com- spell to affect. The further he
mon spells in new, defines the subject for the spell,
unpredictable ways, the more powerful it is against
and after experimenta- the target, but the weaker it is against
tion the thaumarurgists dis- others. Furthermore, the more power he wishes
covered that these abilities did not need to rely on cross- to unleash on a target, the more accurately he must define
planar slaughter. The journals also laid bare the pos ibili- it - a spell dedicated to the destruction of Goblin King
ty that thaumarurgists' attempts to uncover the true Gursag has grearer effect on the king than a spell tailored
nature of magic could unleash terrible forces upon the against goblins. Unfortunately, if a piece of information is
world. wrong or misleading, this actually has the reverse effect,
The journal divided the early order, with most decid- making the spell weaker than it would otherwise be. This
ing to cautiously increase their knowledge. A few dozen
is especially dangerous when dealing with extraplanar The Number Magician as Party Member
doubles, as doubles' variations are not immediately obvi- Though they rarely trust others, number magicians sur-
ous. round themselves with a host of allies to better prepare for
A greater problem arises from number magicians cast- any given situation. Further, they compliment the party
ing spells which target themselves. While only amnesiac in a manner similar to that of regular wizards, though
or insane number magicians have problems defining their untailored spells are less powerful than the equiva-
themselves, the difficulty is with their self-image. The lent from wizards. Additionally, number magicians' roles
magician's own self-deceptions and pride can take their as the self-aPPointed hunters of concordants may add any
toll here, and only those magicians of uncommonly number of complications to plots involving the party.
strong will can look upon themselves as they truly are.
This is an uncomfortable proposition for many number The Number Magician as NPC Ally
magicians, as a weaker spell in this case indicates a lack of Number magicians, particularly those who have achieved
self-knowledge, while a stronger one likely reveals notoriety (or who quietly seek to become concordants)
uncomfortable truths that rattle the will of the caster. may employ adventuring parties as cats paws or agents on
Only the most inexperienced or desperate regularly rely their behalf. The quests the number magician sends the
on such dangerous magic. party on may have any number of goals, from the tradi-
When defining a subject for a spell, the magician need tional quests of destroying evil overlords or rescuing cap-
not draw on dry facts or extended biological dis ertations, tured heroes, to more esoteric quests across planes and tin-
as he can also define a man through his relationships in the kering with the world's underpinnings. Number magician
world (which is why concordants sometimes go to great patrons rarely feel the need to explain such missions
lengths to slay even formerly close friends or common beyond exact objectives and payments, leaving the party
acquaintances). A thorough magician attempts to gather to wonder about the true inrent of their employer.
objects and people close to his subject, the better to attune
the spell. For instance, while a number magician may The Number Magician as NPC Opponent
define his opponent as Ulfed Noramor, a human male of urpri ingly little different from the above, a number
fifty years that is missing one eye, he may also define the magician can make a maddening opponent, as he is usual-
subject as the father of the girl bound at the magician's feet, ly unwilling to reveal why he oppo es the party. More
or the former owner of the eye in a nearby jar. uch meth- infuriating till is that the number magician may be cor-
ods are still prone to mistakes (in the above instance, the rect in so doing - perhaps he fears the parry is unwit-
girl's father may not be Ulfed after all), and are often moral- tingly galvanizing the forces of evil in the world, or else
ly questionable or outright evil, but still useful in a pinch. A up etting the balance of nature. Some number magicians,
common variant on this method is the use of the target's in their drive to Stop concordants, may seek to destroy the
tme name, which requires high level divinations to learn. concordants' prey before the concordants themselves can.
As a tl1ird parry who opposes both the parry and the cam-
IN YOUR CAMPAIGN paign villain or villains, the number magician represents
Number magic is a rare and specialized craft, relying as it a truly dangerous wild card.
does on advanced education and rarefied investigative
techniques. Even in high-magic worlds, they are quite The Number Magician as Campaign Villain
rare, and derided (not unjustly) for their dangerous habits Though the most common number magician takes the
and overzealous behavior. Non-spellcasters view them as form of a concordant, this need not always be the case. By
exceptionally eccentric wizards, while spellcasters view virtue of their magic, number magicians seek out the ties
them as dangerous lunatics. Even in the best of times, binding people of great power, and some magicians natu-
number magicians draw powerful foes to them. rally find it all too easy to abuse this knowledge.
Number magicians ultimately have only themselves to Blackmail, extortion, and a sassination are only the most
blame for this. For all their claims of hunting concordants, direct corruptions of a number magician's faculties, and
the vast majority of concordanrs are former number magi- he may seek to experiment with the bonds berween peo-
cians themselves, and the group's own disparate ideolo- ple by manipulating the subjects. Like other spellcasters,
gies often give others all the excuse their paranoia needs. number magicians view temporal power as a means to an
As such, number magicians are few and rarely organized, end, and may seek it with a mthless will, the better to pro-
sometimes as fearful of each other as of the creatures they tect the world against enemies both native and alien. If
hunt. Because number magicians and their opponents magic is an art, some number magicians are more than
represent powerful abstract and extraplanar forces, GMs willing to paint over the entire canvas, certain that their
may wish to limit or exclude them entirely from some vision will lead to a better world for all.
campaigns.
NUMBER MAGIC

PLANAR DOUBLES great effect, they are not alone in this, and rare indeed is
One of the most curious phenomena associated with the the knowledgeable man who does not fear for his very
planes is the existence ofplanar twins - individuals from soul if another discovers his true name.
different planes who are virtually the same person. While Fortunately, such a thing is extraordinarily difficult,
variations occur (most notably with the impact from the by no coincidence. Even most gods have carefully hidden
individuals' native plane; a double from the elemental their true names, fearful that an enemy could discover
plane of fire will be markedly different from his twins on them. As something of a mutual agreement berween all
the material planes), these planar doubles lead existence deities, one of the narural laws of creation is that true
remarkably similar to each other. Though only sparsely names are secret. ofcourse, amongst this collective host of
documented, number magicians theorize that such occur- powers is a legion of trickster gods and gods who favor
rences are part of the natural order of creation, and that knowledge above all else, so this secrecy is not absolute.
concordanrs abuse this at their own peril (a theory The two most common methods for discovering true
enforced by the lack of concordant clerics and paladins, as names are to appeal to gods of trickery or knowledge or
well as the disappearances of high-level concordants). through treachery. While treachery does not require the
Even more strangely, these patterns hold true even for the usual sacrifices, it is still difficult - while most intelli-
most infamous planar twins, the antithe es (see Antithesis gent creatures know their true names, they also have pri-
Template, below), albeit in twisted fashions. mal instincts to protect the knowledge. Creatures defend-
Seeking out planar twins is a relatively easy task - the ing against attempts to discern their true name have a +30
character need only follow his own inclinations on anoth- sacred bonus to their check, or add a +30 sacred bonus to
er plane, adapting for planar variances (i.e. a paladin eek- others' DC for att mpts to do the same. They voluntarily
ing his cousin on the plane of fire will likely find him waive thi only under the direst of circumstances, usually
serving some great and fearsome elemental lord or efreet). following a narural 20 involving threats or torture, or
This method is inexact at best, however, since planar sometimes (not always) if a do e relation is threatened.
twins may also be capable of planar rravel, or may have Certain aged and powerful pellca ters (especially liches)
died on their own. have a list of true names, as well.
When a character seeks out his own planar twin, he In contrast, communicating with gods of trickery or
receives a +5 circumstance bonus to all checks directly knowledge is quite easy, though potentially one of the
concerning this quest. This holds true acro planar ri kie t endeavor any cr atur can ngage in. Assuming
boundaries, and is one of the most reliable methods to that a creature can communicate directly with a deity
hunt concordants. Planar twins are instinctively drawn to usually through spells), he may request an individual's
one another, though this is an urge easy to resist, and pla- true name. The deity may choo to refuse this request, or
nar travelers can ignore it without even being able to may de-mand a sacrifice - usually the supplicant's true
identify the desire. name in return, as a reminder that true names are too
Should a character slay one of his planar twins (deal the powerful to deal with lightly. Should the warning go
killing blow), he must make a will save (DC 20, +5 for unheeded, the deity can exact revenge in any of a number
every alignment step the slain twin is away from the char- of ways ... including telling all its faithful the character's
acter's) or draw the fallen twin's essence into himself, own true name.
becoming a concordant with his next level of advance- of course, some things are secret even from the gods of
ment. Characters may choose to fail this save. Characters knowledge. At the GM's discretion, certain names can be
slain in this manner have their souls absorbed by their hidden even from these augu t individuals, prompting
killer; until the killer himself dies, the dead character may the deity to refuse the request. In contrast, anyone who
not be raised or communicated with. trusts the word of a god of trickery will get what is com-
ing to him.
TRUE NAMES Once a creature's true name is known to another, only
All things have rwo names, given and true. While it is the greatest efforts can save him from perpetual slavery.
a mistake to think of a given name as having no power Invoking a creature's true name in its presence frightens
(the name has the power others invest in it, and people him to his core, disrupting any activity he was engaging
utter the given names of terrible ryrants with shudders), in (automatic failure, as though the cteature had rolled a
the true name has mystic properties. Within the confines naturalt). If a spellcaster knows the true name of anoth-
ofits letters are literally everything there is to know about er, he may invoke it as part of a casting (a free action; oth-
their owner, including his appearance, his physical and er who listen to the spell's casting may make a DC 40
mental prowess, his potential and his actual, and his des- pellcraft check to discern the true name), denying the
tiny. Though number magicians can use true names to named subject any saving throw, though spell resistance,
if any, remains.
Religion: The subject of religion causes one of the few
major divisions among the only loosely-aligned number
Everything that is, relates to everything else. An ancient magicians. Many magicians believe that power breeds
menace falls to a paladin, himself mortally wounded. The responsibility, and point at their order's very foundation
dying paladin tells his tale to a nearby boy, who then tells as proof rhat such goals come before all else. To these
it to all, who believe it a child's whimsy. The boy, bitter at magicians, the gods themselves are either complicit or
the barbs thrown his way, grows hard and cold, and works apathetic in all the world's evils, as the deities could act
against the common good. A new hero rise to oppose more directly, but do not. Others argue rhat the gods, in
him, and the resulting clash awakens the paladin's their ineffable and divine wisdom, are doing what they
nemesis. As the battle ends, the hero lies dying, and can where they can, though this is not always obvious. As
passes on his final words of wisdom to a child who passionate as the number magicians can sometimes be,
watched the terrible climax, and the terrible, fatal cycle such discussions can lead to violent conflict if left
begins anew. unchecked. Fortunately, the rarity of the magicians them·
The man who stands at the center of relations, stands at selves means such fights are almost unheard oE That por-
the heart of the world. The number magician, for good or tion which does worship gods favors those of Strength
for ill, wishes to be that man. Like the thaumaturgist, he and War.
studies the world about him with an intense eye, but goes Background: Number magicians begin their careers in
forth to act upon it with little provocation. If more people much the same manner of normal wizards. In rural or
act as he does, the number magician Lhinks, the whole of war-torn areas, apprentices study their trade under indi-
the world would be a better place. uch thoughts lead to vidual master, oft n outcasts or radicals within the magi-
heroic actions, as well as their very real antithesis ... cian ' order. Others train in academies or guilds, though
Adventures: Number magicians readily take up the even the e scholarly in titutions are distant cousins at
call to adventure, and are among the most active schools best to those ofwizards or thaumaturgist ,resembling less
of wizardry in the adventuring life. Far from the drab a eries of clas room than a gathering of crowds, scholar-
equations and extended, nonsensical theorems most oth- ly debates intermingled with faint direction over the
ers associate with his mathematics, the number magician chao. As a relatively small order of magicians, news trav-
understands that these are merely the misconceptions of el quickly, and most members know of each other, at
the ignorant. Numbers quantify all things - the rush of lea t by reputation. Rumor mongering is often a deadly
combat, the weaving of spells, the risk of death. Even were weapon as false or incomplete information kills when
their teachers no so insistent that they mix study with relying on it for pells.
experience, the number magicians' very magic call out Rac s: Any race that pawn wizards can theoretically
for testing. spawn number magicians, though a certain analytical
characteristics: As with other arcane spellcasters, the mind is necessary beyond the opening steps. Elves have
number magician relies heavily on his magic. He contin- produced some of the finest number magicians, as have
ually tests not only his own limits, but tbose of others as humans. Dwarven number magicians, while rare, are
well, and gradually increases in power, though this relies among the most respected, due to the famed dwarven
more on his own capacity for reason than on the more tra- engineering skills' presumed transference into the new
ditional methods of experimentation. As they grow older field. unfortunately, this is also rrue of the gnomes, who
and more experienced, many number magicians keep a add their own maddening bent to the craft.
log of their findings, and must resist the temptation to of the monstrous races, very few have either the intel-
abuse others. lect or the inclination to join the number magicians, but
Like wizards, number magicians can call on familiars, among tho e who do are the illithid. The mind £layers'
though this relationship is of course a strange one. As a potent psionic abilities, coupled with the knowledge-
familiar shares a tiny portion of its owner's soul, it forms a reliant number magic, produce some of the most power-
potentially deadly bond which others can exploit. ful and terrifying magicians, almost all of whom eventu-
Alignment: Though they spend the better part of their ally follow the concordanrs' path.
lives uncovering the hidden laws in the universe, for mo t Other classes: With the exception of the violently
number magicians, the first and strongest impulse is to anti-god sect of the number magician (who have obvious
dismiss attempts to hold them back. While their teach- problems with clerics), number magicians purposefully
ings how them how to exploit laws, number magicians eek out as many and as varied a set of companions as pos-
dislike constraints upon themselves. Though number sible, the better to prepare for any contingency.
magicians can be of any alignment, almost all are chaotic, Unfortunately, the natural tendencies ofbards and rogue
seeking change almost for the sake of it. chafe at the truth-lOving numher magicians, to the delight
of the more mischievous members of those classes.
Though number magicians have little but scorn for the Weapon and Armor Proficiency: Number magicians
reserved thaumaturges, most tbaumaturges consider are familiar with the dagger, light crossbow, and quarter-
their wayward cousins to be fanatics with thieving ten- taft umber magicians are not proficient with any type
dencies, and have as little to do with number magicians as of armor, nor with shields. Armor of any type interferes
possible. with the movements required for somatic spells, risking
spell failure.
GAME RULE INFORMATION Spells: Number magicians cast arcane spells in a man-
Number magicians have the following game statistics. ner similar to wizards. They are limited to a certain num-
Abilities: Intelligence determines how powerful a ber of spells of each spell level per day, according to their
spell a number magician can cast, how many spells he can class levels. Like wizards, number magicians must prepare
cast, and how difficult those spells are to resist. To cast a spells ahead of time following a night's sleep and 1 hour
spell, a number magician must have an Intelligence score studying their spellbooks. To learn, prepare, or cast a spell,
of 10 + the spell's level. In addition, a number magician the number magician's Intelligence must be at least 10 +
gains bonus spells based on Intelligence. The default the spell's level. A number magician's bonus spells are
Difficulty Class of a saving throw against a number magi- based on his Intelligence, and the base DC for his spells'
cian's spell is 10 + the spell's level + the wizard's saving throws is 10 + the spell's level + his Intelligence
Intelligence modifier. Additionally, a high Intelligence modifier.
helps with Knowledge skill checks, which give further A number magician may know any number of spells.
benefits to the number magician's class features. As with Familiar: A number magician can summon a familiar
wizards, a high Dexterity helps counter a lack of armor, as in precisely the same manner a a sorcerer or wizard.
does a high Constitution. Unlike the wizards, however, a Bonus Feats: Beginning at level three and continuing
number magician casting spells on himself may need to every four levels thereafter, a number magician gains a
make a will save - see below. bonus feat from the metamagic feats list, or Combat
Alignment: Any. Casting. These bonus feats are in addition to any feats
Abbreviation: Nmg gained through normal level advancement, regardless of
Starting Money: 3d4 x 10 gpo cla ,and only the number magician's bonus feats are so
Hit Die: d4. restricted.
Number Magic: When preparing a spell, a number
(lass Ski lis magician may tailor it for a particular target or selection of
The number magician's class skills (and the key ability for targets. While this requires familiarity with the subject,
each skill) are Concentration (Con), Gather Information uch spells have increased effectiveness, with greater
(Cha), Knowledge (arcana) (Int), Knowledge (mathemat- familiarity breeding greater success. Alternately, the
ics) (Int), Knowledge (planes) (Int), Profession (Wis), number magician may draw upon the ties that bind his
Scry (Int), Sense Motive (Wis), and Spellcraft (Int). target to another object. When tailoring a spell in such a
Skill Points at 1 st Level: (2 + Int Modifier) x 4. manner, he may reduce the additional level cost (mini-
Skill Points at Each Additional Level: 2 + Int mum level cost for using metamagic feats is 1 additional
modifier. level per metamagic feat used) for using metamagic feats,
or raise the DC (if any) of the spell, using the following
Class Ft'a'urt's chart:
All of the following are class features of the number
magician.

Reduce Metamagic
Level of Definition Sample Definitions Sample Tie DC Increase Cost By
General creature type, character class faint acquaintance, 1 0
discarded item of an individual
Vague specific race or monster; faded bond, such as an old 2
creature type & subtype and forgotten lover or weapon
Specific individual person an infrequent friend or enemy, 4 2
(physical description, or an item used frequently
including four descriptors) but without care
Precise true name of an individual lifelong friend, enemy, or lover; 6 3
(among other effects, signature item; familiar
see True Names, page 76)
Incorrect Definition -5 Special
These definitions concern the actual details of the sub- tures to save against his spells is reduced by 5. In addition,
ject. If a number magician mistakenly applies a definition metamagic feats do not apply to the spell. Resolve the
(i.e. tailoring a magic missile spell for use against goblins, effect against such creatures as if the caster did not apply
but casting it against a half-fiend goblin), or if the magi- a metamagic feat to his spell.
cian is deceived (i.e. tailoring a spell against a traitorous The number magician must choose the level of defini-
acquaintance, who has taken steps to disguise himself tion he wishes to give to a spell He cannot gain more than
around the characters), the spell has the weakened affects, one level of definition with a spell. For example, a number
described below. magician prepares a fireball targeted against the elf king
Number magicians casting spells on themselves may Nuellerius. If he casts that spell at the king and
tailor the spells, but do so at risk. The player chooses the his bodyguards, rhe king takes the full
level of definition to use for the spell (gener- effects but his elf bodyguards take damage
al, vague, specific, or precise), and makes a as if they did not match the definition of
will save (DC is equal to double the the spell Part of the definition for the
spell's base level + the DC increase of king may have been his race, but a crea-
the level of definition). A failure on ture that only partially fulfills the spell's
this save negates any metamagic target qualities counts as an unmatched
feats applied, and the magician creature.
prepares the spell as normal (a Spellbooks: Number magicians keep and
roll of a natural 1 instead use spellbooks as do wizards, and may not
wastes a spell slot of the prepare spells (other than read magic, which
spell's normal level for the the magicians can recall from memory)
day). A successful save al- without the spellbook. A number magician
lows for the memorization begins play with a spellbook containing all 0-
with metamagic feats, but unless the save was a level wizard spells plu three 1st-level spells of
natural 20, the character learns an uncomfortable truth the player's choice.
about himself, and lowers his base will save by the spell's Probability Control: The theory of numbers applies
normal level for 1d4 days (cumulatively; this does not not only to the relationships and actions of living crea-
reduce the base will save below +0). If the magician rolls ture , but of the entire universe. As part of his intense
a natural 20, he prepares the spell and suffers no ill effects. training, the number magician learns to unravel the gen-
If a creature does not match the definition used for a eral patterns of the universe. A slight breeze, a crow that
spell, the number magician's magic has a tremendously suddenly takes £light, and a leaf falling from a tree all form
difficult time affecting him. The base DC for such crea- part of the larger pattern of reality. The number magician

TABLE 8-1: THE NUMBER MAGICIAN


Base Fort Ref Will Spells per Day
Level Attack Save Save Save Special 0 1 2 3 4 5 6 7 8 9
1 +0 +0 +0 +2 Summon familiar, number magic 3 1 ---
2 +1 +0 +0 +3 4 2 ---
3 +1 +1 +1 +3 Bonus feat 4 2 1 ---
4 +2 +1 +1 +4 4 3 2 --- ---
5 +2 +1 +1 +4 Probability control (initiative) 4 3 2 1 ---
6 +3 +2 +2 +5 4 3 3 2 --- ---
7 +3 +2 +2 +5 Bonus feat 4 4 3 2 1 ---
8 +4 +2 +2 +6 4 4 3 3 2 ---
9 +4 +3 +3 +6 4 4 4 3 2 1 ---
10 +5 +3 +3 +7 Probability control (saves) 4 4 4 3 3 2 ----
11 +5 +3 +3 +7 Bonus feat 4 4 4 4 3 2 1 ---
12 +6/+1 +4 +4 +8 4 4 4 4 3 3 2 ---
13 +6/+1 +4 +4 +8 4 4 4 4 4 3 2 1
14 +7/+2 +4 +4 +9 4 4 4 4 4 3 3 2
15 +7/+2 +5 +5 +9 Bonus Feat, probability 4 4 4 4 4 4 3 2 1
control (attacks)
16 +8/+3 +5 +5 +10 4 4 4 4 4 4 3 3 2
17 +8/+3 +5 +5 +10 4 4 4 4 4 4 4 3 2 1
18 +9/+4 +6 +6 +11 4 4 4 4 4 4 4 3 3 2
19 +9/+4 +6 +6 +11 Bonus feat 4 4 4 4 4 4 4 4 3 3
20 +10/+5 +6 +6 +12 Probability control (any) 4 4 4 4 4 4 4 4 4 4
NUMBER MAGIC

learns to read those esoteric patterns and use them to


anticipate the future. The number magician is sometimes
one step ahead of his opponents and the world around The cosmic counterbalance to any given character, the
him. antithesis is perhaps most easily (if inaccurately)
At 5th level, the number magician may once per day described as the exact opposite of someone else. Vile
treat any single initiative roll as ifhe rolled a 20. The num- where heroes are great, loving where their opposites are
ber magician reads the signs of chance, calculates the hateful, the discovery of a character's antithesis is the
arcane mathematical equations, and anticipates an en- most common precursor for the creation of a new con-
counter before it happens. cordant. Characters and their antitheses instinctively seek
At 10th level, the number magician refines his to destroy each other, each viewing the other as an abom-
mathematical ability and can sometimes pre- ination.
dict when he will face mortal danger. Once per Antithetical characters live out roughly mirrored
day, he may treat any saving throw as ifhe rolled versions of the other character's life,
a 20. and most have the same class or
At 15th level, this ability becomes even more classes, gender, race, abilities,
refined. The number magician may treat skills and skill ranks, and lev-
one attack roll per day as if he rolled a els of their opposite numbers.
natural 20. Many are physically identical
Finally, at 20th level the num- as well, though minor differ-
ber magician becomes fully ences in eye colors, hair stylings,
immer ed in the mathematical pat- and scars or other markings are not
terns, arcane probabilities, and relation- unheard of
ships between events in the world. Once Absolute antitheses are unique crea-
per week, he may treat any die roll as if tures - they are precisely opposed to
he rolled the maximum value possible. exactly one of their planar twins,
though others may not like them. For
their part, an antithesis views his oppo-
nent as his own antithesis.
NEW USES
CREATING AN ANTITHESIS
''l\ntithesis'' is a template that can be added
skill: Knowledge (Inti Trained only) to any intelligent creature (non-intelligent
Normal Use: You are familiar with an creatures technically can have such, too,
uncommon body of lore or academic subject. but lack the intellect to find their opposite
New Use: Knowledge (mathematics). You numbers abhorrent, and therefore lack
are familiar with both basic and advanced the features of this template). In most
mathematics, and can create accurate for- cases, this is a template added to a charac-
mulae in preparation other Intelligence- ter (PC or PC) to create a new NPG.
based skills. The creature's rype changes at the GM's
Check: When making a DC check for di cretion, and has all the ba e crea-
another Int-based skill, first make a DC ture's statistics and special abilities
check for this one. The base DC for this except as noted here. The antithe-
new check is equal to the original, sis creature has the same total lev-
with an increased DC of +10, +15, or els and abilities as the base charac-
+20. This check takes ten, twenty, ter, with which the GM can make
or thirty minutes, respectively, the antithesis character. Alter-
with success granting a one- nately, the antithesis charac-
time +5, +10, or +15 synergy ter has precisely the same
bonus to the original check. abilities, levels, feats, skill ranks,
Retry: No. Failure indicates complica- etc., with the follOWing modifications.
tion and variables beyond your ability to analyze. Alignment: Diametrically op-
Special: If you have a Knowledge (mathematics) rank posed to the base character. A neutral-aligned character
of +5 or more, you gain a +2 synergy bonus on Alchemy, has a neutral-aligned antithesis.
Craft, and Disable Device checks.
Note: A paladin's antithesis is a chaoric evil blackguard They are the concordants, and they are abominable.
(if levels allow) or multiclass fighter/cleric (if otherwise). Few concordants initially intend co become such mon-
Special Qualities: In addition to any special qualities sters, and indeed an extraordinarily rare few do not.
of the base characrer, the antithesis has the following: Throughout planar journeys, ir is nor uncommon for an
Dire Enemy (ex): Upon either the antithesis or rhe advenrurer to find a being almosr entirely like himself,
base character seeing the other, they must make a will only with an abhorrenrly opposed alignment and ideolo-
Save (DC 25, +5 for each previous encounter between the gy. When such an encounter occurs, the natural inclina-
two) or attack immediately. Additionally, an antithesis and tion of both crearures is ro destroy the other.
its base character will always recognize each other on Unforrunately, in so doing the victor also gains access ro a
sight, disregarding all Disguise attempts, illusions, or portion of his fallen foe's soul, a tem ptation few can re ist.
other means of altering one's appearance. Though empowering, ir is also corrupting, driving most
Equal and Opposite (ex): An antithesis gains a level who perform such an ace ro repeat the process and gain an
whenever his base characrer does, and at the GM's discre- addictive increase in power. Forrunarely, concordants
tion, may be likewise affected by other changes in the rarely work with each other, as their numbers are small.
base character (Le. if a base character becomes an On rare occasions, two concordants might be doubles of
Outsider, so too does the antithesis). Additionally, the each other, with each seeking the power the other has
antithesis and the base character receive a +10 circum- usurped.
srance bonus to all Bluff or Disguise checks to imperson- NPC concordant are almost invariably terrifying
ate the other. hunters, rurhlessly talking their doubles in their quesr
Temptation of the Concordant (ex): Upon an for power. While few of these individuals engage in wan-
antirhesis or irs base character slaying the other (dealing ton laughrer for amusement, neither do they care for the
the killing blow), the victor must make a will ave, using suffering of others, seeking only the destruction of rheir
only his Wisdom modifier and any benefirs from the Iron fellows.
Will feat, with a DC equal to the DC from the dire enemy The number magicians who hunt the e creatures have
quality, above. Failure means the victor consumes the soul noticed a disturbing trend -few concordants attain any
of the fallen, and joins the concordant prestige das real level of power (6th or higher in this class) withour
(see below) upon gaining his next level Characters di appearing, even from scrying or other magic. Their
may choose to fail this save. Characters slain in this exact fates are unknown.
manner may not be raised or communicated with until Hit Die: diD.
their killer dies.
Requirements
To become a concordant, a character must fulfill the
follOWing criteria:
Special: The characrer must track down and slay one of
They are the predators of the multiverse, rhe perversion of his planar twins, striking the killing blow. The character
the number magicians' ideals. They stalk the planes in musr then absorb his fallen foe's es ence. Doing so forces
their self-appointed quests, bearing only malice and leav- the character to become a concordant; he has no choice.
ing only bloodshed. Abandoned by the gods, they eek
the ultimate power of the cosmos.

TABLE 8-2: THE (ONCORDANTS


Base Fort Ref Will
Level Attack Save Save Save Special
1 +0 +2 +2 +2 Concordant folly,
Concordant vigor
2 +1 +3 +3 +3 Concordant vigor
3 +2 +3 +3 +3 Concordant vigor
4 +3 +4 +4 +4 Concordant vigor
5 +3 +4 +4 +4 Concordant Ascension,
Concordant vigor
6 +4 +5 +5 5 Concordant vigor
7 +5 +5 +5 +5 Concordant Vigor
8 +6 +6 +6 +6 Concordant vigor
9 +6 6 +6 +6 Concordant vigor
10 +7 +7 +7 +7 Concordant vigor
Class Skills Increased Ability. The character gains +2 to an ability of
The concordant's class skills (and the key ability for each his player's choice.
skill) are Concentration (Con), Intimidate (Cha), Intuit Magical Advancement. The character gains +1 level to a
Direction (Wis), Knowledge (the planes) (Int), Scry (Int), previous spellcasting class, for the purposes of learn-
Sense Motive (Wis), and Wilderness Lore (Wis). ing and casting new spells per day only. If the charac-
skill Points at Each Level: 2 + Int modifier. ter had levels in multiple spellcasting classes, he
chooses whicll class to apply this extra level to.
Class Features Re gains no other benefits from this advancement.
All of the following are class fearures of the concordant
prestige class. All of the above granted options are considered super-
Weapon and Armor Proficiency: Concordants gain narural abilities, and are governed by the rules concerning
no special weapon or armor proficiency, but maintain supernarural abilities.
familiarity with those from previous classes.
Concordant Advancement: In order to advance in Concordant Ascension: As the concordant advances
this class, the character must find and slay (strike the in levels and subsumes greater power into himself, he
killing blow) another of his planar twins, at least one gradually evolves. The most basic signs of this are evident
each level, and then absorb the fallen in his concordant vigor abilities, but upon attaining 5th
foe's essence. A concordant may ~ ~~ level, there is no denying the character's true
not advance in this class ~ ~~ nature. The character becomes a crearure of the
without such kills. This -:. ) ~~QC)) ~ Outsider of the Evil subtype (even if the
usually forces the dedi- "'" ~~' ~1:::::,'~2G- z. character is not evil; the character's
cated concordant to an ~~~~, actions have branded his soul, and
evil alignment, though ~/~ ~?p whatever his morality may encom-
some good concordants 0:" 0 ?;iii pass, he has committed sins
hunt only their evil copies. -- ~ ~·~~iWI~ beyond forgiveness). He is no
Such characters rarely advance longer affected by spells which
beyond the first few levels. Addition- specifically affect humanoids,
ally, concordants who discover a planar but spells which affect
twin must make a will save (DC 20 + twice Oursiders (including dismiss
their level in this class) or begin hunting said and banishment) now affect him.
twin to the abandonment of all other activities. Additionally, the character's physical
Concordant Folly: A paladin or cleric who willingly appearance changes - his arms, legs, hands, and feet
joins this class (refuses the will save for killing the planar elongate, adding a foot to the character's height (weight
twin) may no longer advance in his class, and 10 es any remains unchanged). His eyes become solid green, and
special abilities associated with that class. Should a pal- the character gains darkvision (60 ft.) if he did not already
adin or cleric unwillingly join, he may attempt atonement have it. For the purposes of the Disguise skill, the charac-
at a later datej should he advance further in this class, even ter has a permanent -10 circumstance penalty for passing
this is beyond him. Additionally, some gods (particularly as any race known to onlookers.
those of Law) may send their servants to hunt and The concordant also attracts mighty enemies - other
imprison or destroy the concordant. Outsiders. All other creatures of the Outsider type
Concordant Vigor (su): Through consolidating the instantly recognize the concordant's nature, and most will
power of his planar doubles, the concordant himself either attack him on sight or make plans to do so at a
grows more powerful. For every level the character future date. For whatever reason, the planes dislike those
advances in this class (including the first), choose one of who abuse their gifts.
the follOWing: Few concordants survive from this level on, and their
ultimate fates are unknown. Any additional abilities or
Bonus Feat. The character may choose a feat from restrictions beyond tho e already outlined are created and
among any of the metamagic feats lists, provided he granted at the DM's sole discretion.
meets all prerequisites and the feats are not restricted
by class.
RUNE MAGIC

Chapter 9:

Rune Magic
close the door, whelp! Have you no respect for these old bones? easy path around the forest to your destination. Going through
Bm'! Too many winters gone by. the forest IS like the runes. The way may be more dangerous and
But you've come here for a I'eason, I'll wager! What is it? You difficult, but it is also direct and without distraction.
need an augury? You want me to cast the runes? You Wallt Ilga Here, hold this one. Can you feel its power? Like a thrumming
to fall in love with you? You want to cure your father's gout? heat 1M your palm. The energy of the cosmos in your hand, my
What then? The runes can do all these thmgs. boy! That nme could destroy this entire Village! How does it feel?
Learn about the runes? Hah! You are too old! I've been liVing A bit frightening, I'll wager. Such a thing is not to be trifled WIth,
the runes since I could walk! And here you are WIth that baby oh no. Don't drap it. If the stone breaks, it becomes useless. You
fuzz on your chin wanting to learn the runes! Do you know needn't fear releasll1g its power, because you don't know the word,
what the word "rune" means, boy? No, it doesn't mean "letter" or the ound of the rune. The sound is the key to unlock the rune's
"character." It means "mystery" or "enigma" or "secret." The runes power. But I could tell you the name of that rune, and even that
hold the secrets of the universe, boy! And yOll want to leam them. would be useless to you, because you don't know it. peaking the
Hah! The runes are ymbols of greater truths, manifestations of sound and spealdng the I'LlrJe are not the same thing.
universal laws! Aye, you could learn them, but you would not Alas, I see you do not understand ... As I said, you are too old.
know tJlem! To work the rutleS, you must know the runes. You Then perhaps you should go, unless you have a service to ask of
must live the runes. When you become the nlrJes, you may then me. I am happy to serve, for the right pnce.
work your will upon the universe like the gods themselve . YOI~
might say that the runes formed the words the gods u ed to cre-
ate the world.
They are symbols ofpure truths, pure secrets of the cosmos, and
pure secrets have power, my boy. Undreamed of, aye! You see those Runes represent the deepest secrets of the universe.
wizards sometimes with their scrolls full of magical. writing. You Each rune encompasses the tnlth of a single concept, a
do not need all that Scribbling! You need ollly a small piece of two-dimensional projection of a multi-dimensional, infi-
wood or stone with the proper runes carved into it, and you have nite truth. The runewright knows these runes, these
something of true power. Imagine it, my boy! The power of the secrets, and in the knowing is able to tap into the power of
universe in a chIp of wood! The dwarves know! More nOll-mag- the universe irself This is similar to how arcane magic
ical creatures have never lived but they know the power of the works, but the runewrights believe their method is much
runes! Any dwarf WIll tell you of the runesmith who creates more immediate and direct than wizards' spells. Whereas
objects ofincredible power, using only the knowledge ofthe nme . wizard spells require memorization of complex magical
The wizard with his scrolls is able to tap mto the ame power, the formulae, rune magic requires only a single symbol and a
same truths, but his way is more roundabout, like taking the
RUNE MAGIC

profound, intimate knowledge of that symbol's secret that


does not evaporate when the spell has been cast.
The power of the runes is universal. Every race that has
a written language has those among them who know the
power of symbols. The two-dimensional shape of the
nmes differs between each race, but the power remains
the same. Some runewrights believe that the variou
shapes of the same runes is like looking at different facets
of the ame jewel, as if each race looks at a universal truth
from a slightly different perspective, and thus ees each
rune dlfferenrly. others believe that each race holds an
image of a universal truth in its collective spirit, the uni-
versal energy that binds each race togeth-
er, and that each truth holds a different
shape for each rune.
There are many runes and runewrights
are able to learn only a few in their life-
time. Each race has a rune that corre-
sponds to one universal concept, like love,
hate, influence, fire, water, wealth, chaos,
movement, energy. Magical effects are gen-
erated by tapping into the power of those
concepts, sometimes combining runes to
create mixed effects. Because the shape of
each rune is different between races,
runewrights of different races cannot nor-
mally use each other's runes; however,
runewrights of the same race can use each
other's runes, as long as they know the
runes in question.
The earliest runewrights are believed to
have come from the far, frozen north, from
among either barbarian human tribes or
dwarves of the deep underground. Both
races say they were the first. These early
rune workers slowly spread their knowl-
edge throughout the world, and more races
began to learn the secrets of the universe.
Some discovered rune magic independently
and without instruction. Others learned from
rune workers of different races, bur thi process was slow,
because the student was forced to adapt the knowledge to
the physical rune that he could perceive.
When runes are scribed upon an object, that object
becomes inextricably bound to tho e runes. The rune IN YOUR CAMPAIGN
cannot be removed or released without destroying the Runewrights are a valuable addition to any party. They
object. Objects bound to runes gain power based on the have spellcasting ability similar to wizards, but they can
runes used, and dwarven runesmiths are masters of creat- wear armor and fight like clerics. They do not pro elytize
ing rune weapons. Runewright call upon the power of or extol the virtues of the runes, but merely let the power
the runes by focusing their minds upon the runes' mean- act upon the phy ical world, at the desire of those in need
ing and peaking the sound of the rune. The speaking of or tho e who ask. ometimes they offer their ervices for
the rune introduces its power into the phYSical universe, a fee, sometimes they offer them because of an altruistic
where the power then runs its course. desire, and sometimes they offer them for self-serving
Not only can the power of runes be channeled by the purposes.
RUNE MAGIC

oped a written language, even if that language borrows its


alphabet from another race. What is important is that the
The runewright is keeper of the runes, able to draw upon collective racial consciousness has developed the concept
the power of the universe to create powerful magical of writing, and the power behind written symbols. If that
effects. He scribes his runes upon pieces ofwood or stone, concept is missing, creatures of that race are unable to tap
and calls upon them in time of need. Like wizards, these the power of the runes. Runewrigbts most often pass
spellcasters must have formal training from an experi- down their knowledge through apprentices, choosing
enced teacher. They must learn each rune completely to their own children or relatives as apprentices when they
be able to tap into their power. But unlike wizards, they are very young. In more populated areas, they sometimes
need not memorize their spells in advance. They merely form guilds where the apprentices can study under sever-
choose the rune they wish to use from a special pouch, al teachers. In some areas, the runewrights' guild holds
hold it forth, speak its sound, and the power is made man- considerable power.
ifest according to their will. Runewrights enter their training or apprenticeship
Adventures: The runewright adventures for the same before they reach adolescence, and spend countless hours
reasons as many other adventurers, such as a quest for studying the runes and their purpose and meaning in the
fame, a desire to bring balance to the universe, or an in a- universe. The prestige runewrights possess depends large-
tiable wanderlust. They sometimes seek out other lyon how their respective cultures view the craft, but
runewrights to share knowledge or seek comradeship. usually they are held in high regard. In less populated
Evil runewrights feel no compunction about subjecting they are often village elders or wise men.
others to the power they can invoke, perhap trying Runewrights hold each other in high regard, even
to gather power or wealth for themselves. Adventures ar tho e of other alignments, because of the brotherhood of
a means to this end. Good runewrights are more likely common knowledge. However, if two runewrights have a
to use their power to help others to fight the forces of evil, falling out, they become bitter enemies, each viewing the
feeling that evil corrupts the purity of the runes' power. other as a Stain upon the universe.
Neutral runewrights tend to view the power of the uni- Races: Runewrights are most often human or dwarven.
verse as oblivious to the concepts of good and evil, that However, they can come from any race that has a written
everything is a matter of perspective, and that the power language. reatures that have no concept of writing can-
is there to be used as necessary. not become runewrights. Gnome runewrights are also
characteristics: Runewrights are more skilled in relatively common, but elves and half-elves tend to dis-
combat than other types of arcane spellca5ter resem- dain rune magic because they are so steeped in the tradi-
bling clerics in that respect. They can use simple weapon tional arcane rraditions. Monster runewrights are not
and wear light armor. Because their power is focused and uncommon, and certainly more numerous than elves.
released from the rune itself, they do not suffer any Other Classes: Runewrights' have no strong feelings
chance of arcane spell failure. They are also hardier than good or bad regarding any other character class. They tend
other types of arcane spellcasters, and this gives them an to View wizards a mired in their own traditions, but they
advantage. They can learn new spells the ame as wizards, reauze the power source for their magic is the same.
but they cannot specialize in schools of magic as wizard While runewrights are superior to other spellcasters in
do. However, they can learn metamagic feats to increase combat ability, they still recognize the value of .fighters,
the power of their runes. rangers, and paladinS as their fir t Une of defense, behind
Alignment: Because runewrights view the universe as whom they can invoke their runes in relative safety.
having a natural order, of which the runes are a manifes-
tation, they tend to favor law over chaos. The diligent GAME RULE INFORMATION
study required to plumb the depths of the runes' myster- Runewrights have all the following game statistics.
ies also favors law over chaos. As a result of these factors, Abilities: Wisdom determines the maximum spell
the largest portion of runewrights is lawful neutral level the runewright can access along with the DC of the
Religion: Runewrights mo t often revere the god of spells he uses. To cast a spell, a runewright must have a
magic, but some have been known to worship the goddess Wi dom score of 10 + the spell's level. The runewright
of death and magic. In general, though, runewrigbts have gains bonus spells based on his Wisdom score. The DC
but one deity - the runes themselves. necessary to resist his spells equals 10 + the spell's level +
Background: Runewrights can come from almost any the runewright's Wisdom modifier. A high Dexterity is
background. They can come from any race that has devel- also important for AC because runewrights can wear only
light armor.
RUNE MAGIC

Alignment: Any. the Rune feat described below. The runewright must then
Abbreviation: Rnw recreate that rune on a fresh piece of stone or wood, using
Starting Money: 3d4 x 10 gpo the Create Rune feat below, if he wants to cast the spell
Hit Die: d6. again. Unless the runewright has the rune already pre-
pared, he is unable to cast the spell.
Class Skills A runewright may learn new runes based on the table
The runewright's class skills (and the key ability for each on page 88. When he advances in level, he gains a number
skill) are Concentration (Can), Craft (Int), Diplomacy of spells as described in the table.
(Cha), Heal (Wis), Knowledge (all skills, taken separately) The only verbal component required for the casting of
(Int), Listen (Wis), Profession (Wis), Scry (Int, exclusive rune magic is the sound of the rune, usually only one or
skill), and Spellcraft (Int). two syllables. This imposes a -5 penalty to all Spellcraft
skill Points at 1st Level: (2 + Int modifier) x 4. checks made to identify runewright spells.
skill Points at Each Additional Level: 2 + Int Just like arcane magic, rune magic requires intense con-
modifier. centration. Therefore, runewrights must make all
Concentration checks as normal. Any attacks or circum-
Class Features stances that would wreck a spellcaster's ability to use ver-
All of the follOWing are class features of the runewright. bal or somatic components could potentially hinder the
Weapon and Armor Proficiency: Runewrights are runewright's abilities. Runewrights also may use metam-
proficient with all simple weapons and light armor. They agic feats to alter theit spells. The DC of saving throws
learn the basics ofcombat and can use their abilities while against a runewright's spells is 10 + the spell's level + the
wearing armor, unlike other arcane spellcasters. runewright's Wisdom modifier.
Rune Magic: Rune magic is very similar to arcane Runewrights may not read or use arcane scrolls,
spells, because both tap from the same sources of univer- because they do not know the traditional language of
sal power. Spell effects from rune magic are considered to arcan magic. They know only the language of the runes.
be arcane magic and are identical in most respect . Likewise they may not use magic items normally restrict-
However, there are some significant differences, because ed to only wizards or sorcerers.
the methods of drawing upon that power are quite differ- Summon Familiar: The runewright may summon a
ent. Runewrights do not need to memorize or prepar familiar exactly as a sorcerer (see page 51 of PHB).
spells in advance. They have a special bag filled with Craft Rune: Runewrights can create the physical
pieces of stone or wood with the runes they know runes they use to create magical effects. They can create
inscribed upon them. These runes are the only material runes for any spell they know. Crafting a rune takes 1 day
components they require to cast their spells. These rune for each 1,000 gp in its base price. To craft a rune, a
are not expended like regular material components, and runewright must spend 1/25 of the rune's base price in
can be reu ed. They function as a focus for magical ener- XP. The base price ofa rune is its caster level multiplied by
gy Because all magical energy is focused and channeled the spell level multiplied by 25. The runewright must
through the rune and not the spellcaster, runewrights suf- carve the necessary runes in a piece of wood or stone
fer no chance for arcane spell failure if they are wearing mall enough to fit in his hand. Carven runes are always
armor. Runewrights can cast a number of spells p r day pigmented, usually in red, so the shape of the rune is
according to the table below, with bonus pells based on clearly distinguished. Dispel magic, greater dispelling, and
the caster's Wi dam score. A runewright may use a high- erase may destroy a rune before it is activated. Treat the
er-level slot to cast a lower-level spell if he chooses. For rune as a spell cast by the runewright at its assigned cast-
example, if an 8th level runewright has used up all his 3rd erleveL
level spell slots for the day, but wants to cast another one, In addition to carving a rune to use when casting spells,
he could use a 4th level slot to do so. The spell is still treat- a runewright can also scribe runes on to items. A rune-
ed as its acruallevel, not the level of the slot used to cast wright could scribe a rune of shockmg grasp on to a mace,
it. allOwing the weapon to discharge the spell when it is used
However, one important difference between rune in combat. Scribing a rune in this manner requires twice
magic and other arcane magic is that the runes them- the gp needed to create a rune for casting use, as the
elves have stored power, much like a scroll. A runewright runewright must use rare, mystic inks and valuable mate-
may destroy a rune to cast the spell it represents, just as if rials to build it. Once a rune is discharged, its power is lost
it were a scroll. The runewright must already know the and it must be re-scribed in order for it to function again.
spell to cast because he must know the proper sound. A runewright may scribe a limited range of runes on to
Runes that the runewright does not know how to pro- specific item types, as summarized below.
nounce are usually useless to him, unless he has the Know An item may only carry one rune at any given time.
RUNE MAGIC

Weapons: Any weapon, including arrows and other safely use the doorway. A rogue may find and disarm the
ammunition but not crossbows, bows, slings, and ranged rune using his Search and Disable Device skills to disable
weapons that deliver projectiles, may have a rune that the rune as with any other magical trap.
delivers a ranged or melee touch attack added to it. If a portal has more than one rune, it activates the runes
Activating these runes is a move-equivalent action that in the order they were scribed on to it. Each time the por-
does not draw an attack of opportunity. After activating tal is opened, a rune discharges. Thus, if a doorway had
the rune, the weapon delivers the touch attack if it hits its two runes, the first time an adventurer opened it, the first
target's touch AC with its next attack. If the weapon hits rune added to it activates. The second time someone
the target's normal AC, it delivers its normal damage and opens the door, the second rune activates. After that, the
the rune's spell. doorway is safe. If after the first rune activated the door
Armor and Shields: These items may accept runes was spiked open before it was closed again, others could
that deal with defensive magic and protection. A suit of walk through the doorway without triggering the rune.
armor or shield may only carry one unused rune at any Fortifications: A runewright may scribe a single, large
time. Any spell with the word "protection" in its name rune into a defensive wall, gate, or similar fortification.
may be scribed on to armor or shields. Activating these The rune's spell may have the words "protection," "detect,"
runes is a standard action that provokes an attack of or "see" in its title. When activated, anyone who touched
opportunity. The spell's area of effect is centered on the the defensive fortification within 20 ft. of the rune or in
item. its area of effect receives the spell's benefit. A creature
Helm: The runewright may scribe any spell that has may only gain the benefit of one rune used in this man-
the words "detect" or "see" in its name on to a helmet or ner. If more than one rune activates, the creature gains the
other piece of headgear. Activating this rune is a move- benefits ofthe first rune it was subject to. A creature only
equivalent action that draws an attack of oppoItunity. The gains the benefits of the rune for the length of its duration
helm's wearer gains the benefit of the rune spell. and so long as be remains in contact with the fortification
and stays within 20 fro of the rune or in its area ofeffect. If
Rune Knowledge: The runewright's knowledge of the a creature is not within the rune's range when it is activat-
primal alphabet allows him to gain an intuitive sense of ed, it cannot later move into the rune's area and gain its
the meaning of any written language. The runewright benefits, unless the spell functions otherwise. The "forti-
does not glean a word-for-word translation of a written fication" must be a clearly defined portion of a keep, cas-
passage. Instead, he uses his knowledge of the runes and tle, or other such structure.
his magical affinity for writings to gain a general sen e of Master Rune Craftsman: At 15th level, the rune-
the passage's meaning. Using this ability requires a wright may add three runes to an object or item.
minute per page of text the nmewright wishes to read. He The runes otherwise obey all rules for activation and use.
must make a caster level check modified by his Wisdom
against a DC of 20. On a success, the runewright gains an RUNEWRIGHT SPEll LIST
intuitive understanding of the writing. o arcane mark, daze, detect magic, disrupt undead, flare, light,
Bonus Feats: Every five levels a runewright gains a mage hand, mending, open/dose, ray of frost, resistance.
bonus feat. This must be a rune magic feat, metamagic 1 burning hands, cause fear, charm person, comprehend lan-
feat, or item creation feat. guages, d.etect secret doors, detect u.ndead, endure elements,
Greater Rune Crafting: At 10th level, the runewright en large, erase, expeditious retreat, grease, hold portal, identi-
expands his mastery of scribing runes and can add them fy, jump, magic missile, magic weapon, obscuring mist, pro-
to a greater range of items. In addition, he learns how to tection of good/evil/law/chaos, ray of enfeeblement. redw;e,
weave two runes together without a conflict between shield, shocking grasp. sleep, true strike.
their arcane energies. A runewright may now scribe two
nmes on to an item, though the runes may not be activat-
ed simultaneously. After using one rune, the item's wield-
er must wait for the duration of the first to elapse before
activating the second.
Portals: The runewright may scribe a rune on to any
door, treasure chest, or similar barrier. When the door or
chest is opened, the spell contained within the rune acti-
vates. The spell's effect centers on the door or automati-
cally targets the person responsible for opening the door-
way. The runewright may open the door without harm, as
may anyone whom the runewright instructs on how to
RUNE MAGIC

TABLE 9-1: THE RUNEWRICHT


Base Fort Ref Will Spells per Day
Level Attack Save Save Save Special o 1 2 3 4 5 6 7 8 9
1 +0 +2 +0 +2 Craft rune, rune knowledge, 3 1
rune magic, summon familiar
2 +1 +3 +0 +3 4 2
3 +1 +3 +1 +3 4 2 1
4 +2 +4 +1 +4 4 3 2
5 +2 +4 +1 +4 Bonus feat 4 3 2 1
6 +3 +5 +2 +5 4 3 3 2
7 +3 +5 +2 +5 4 4 3 2 1
8 +4 +6 +2 +6 4 4 3 3 2
9 +4 +6 +3 +6 4 4 4 3 2 1 ---
10 +5 +7 +3 +7 Bonus feat, greater rune crafter 4 4 4 3 3 2
11 +5 +7 +3 +7 4 4 4 4 3 2 1
12 +6/+1 +8 +4 +8 4 4 4 4 3 3 2
13 +6/+1 +8 +4 +8 4 4 4 4 4 3 2 1
14 +7/+2 +9 +4 +9 4 4 4 4 4 3 3 2
15 +7/+2 +9 +5 +9 Bonus feat, master rune craftsman 4 4 4 4 4 4 3 2 1
16 +8/+3 +10 +5 +10 4 4 4 4 4 4 3 3 2
17 +8/+3 +10 +5 +10 4 4 4 4 4 4 4 321
18 +9/+4 +11 +6 +11 4 4 4 4 4 4 4 3 3 2
19 +9/ 4 +11 +6 +11 4 4 4 4 4 4 4 433
20 +10/+5 +12 +6 +12 Bonus feat 4 4 4 4 4 4 4 444

TABLE 9-2: RUNEWRICHT SPellS KNOWN


4 bestow curse, chann monster, confUSion, contagion, detect
Level o 1 2 3 4 5 6 7 8 9 saying, dimensional anchor, dimension door, emotion,
1 4 2
2 5 2 mervation, fear, fire shield, fire trap, ice storm, locate crea-
3 5 3 ture, minor globe of invulnerability, remove curse, scrying,
4 6 3 1 shout, solid fog, stoneskin, wall offire, wall ofice.
5 6 4 2 S animal, growth, cone of cold, contact other plane, dismissal,
6 7 4 2 1
dominate person. dream, feeb/emind, hold monster. lesser
7 7 5 3 2
8 8 5 3 2 1 planar binding, mind fog, nightmare, passwall, permanen-
9 8 5 4 3 2 cy, Rary's telepathic bond, telekinesis, teleport, wall offorce,
10 9 5 4 3 2 1 wall of iron, wall of stone.
11 9 5 5 4 3 2 6 analyze dweomer, antimagic field, chain lightning, circle of
12 9 5 5 4 3 2 1
death, control water, control weather, disintegrate, eyebite.
13 9 5 5 4 4 3 2
14 9 5 5 4 4 3 2 1 globe of invulnerability, greater dispelliltg, guards and
15 9 5 5 4 4 4 3 2 wards, harm, heal" legend lore, mass haste, mass suggestion,
16 9 5 5 4 4 4 3 2 1 OWuke's freezing sphere, repulsion, true seeing.
17 9 5 5 4 4 4 3 3 2 7 banishmen4 control undead, delayed blast fireball, destruc-
18 9 5 5 4 4 4 3 3 2 1
tion, ethereal jaunt, finger of death, forcecage, greater scrying,
19 9 5 5 4 4 4 3 3 3 2
20 9 5 5 4 4 4 3 3 3 3 insanity, limited wish, Mordenkainen's Sword, plane shift,
power word: stun, prismatic spray, reverse gravity, sequester,
spell turning, teleport without error, vanish, vision.
2 arcane lock, augury, blindness/deafness, bull's strength, S antipathy, binding, discern location, etherealness, greater
eat's gl'ace, darkness, darkvision, daylight, detect thoughts, planar binding, horrid wilting, incendiary cloud, iron body,
endurance, flaming sphere, fog cloud, ghou.l touch, knock, mass charm, maze, mind blank, power word: blind,
levitate, locate object, obscure object, protection from arrows, prismatic wall, protection from spells, SUn burst, symbol,
pyrotechnics. resist elements, scare, see invisibilJty, shatter. sympathy.
3 clairaudience/clairvoyance, dispel magic, explosive runes, 9 astra.! projection, dominate monster, energy drain,
fireball, flame arrow, fly, greater magic weapon, gust of foresight, freedom, gate, imprisonment, meteor swarm,
wind, "halt undead, haste, hold person, keen edge, Mordenkainen's disjunction, power word: kill, prismatic
Leomund's tiny hut, lightning bolt, magic circle against sphere, refuge, teleportation circle, temporal stasis, time stop,
good/evil/chaos/law, nondetection, protection from ele- wail of the banshee, wish.
ments, sepia snake sigil, sleet stornl, slow, vampiric touch,
wind wall.
RUNE MAGIC

a great honor and privilege for a dwarf to be granted a


rune weapon, and even more so for a character of a differ-
ent race. One of the fastest ways to anger a dwarf is to
KNOW THE RUNE [RUNE MAGIC] show disrespect for a rune item.
You are able to read and use the runes of other races to cre- Runewrights and runesmiths hold each other in high
ate spell effects, as long as you know the spell in question. regard, because they spring from the same roots.
Prerequisites: Craft Rune, Wisdom 15+ Runesmiths spend most of their time creating rune items,
Benefit: You can read and use a rune created by any but occasionally they venture away from the forge to test
race. However, you must also know the spell. If you know their new creations, or to the gather the wealth necessary
the spell, you can use the rune as if you created it yourself to create more.
Special: You cannot normally read the runes inscribed Runesmiths occasionally gather in secret conclaves to
by a runewright of a different race. perform their art together, all adding in the creation
processes of the others in the group, lending aid, offering
MASTER OF THE RUNES [RUNE MAGIC] advice, trading secrets and knowledge. Some incredible
You are able to read and use aU runes, even if feats of runecraft are performed at these meetings.
you do not know the spells associated with Dwarven clerics say that the dwarf god Moradin looks
them. upon a gathering of runesmiths with great interest, and
Prerequisites: Craft Rune, Master of the sometimes even attempts to challenge or guide the rune-
Runes, Wisdom 17+ smiths who are present.
Benefit: You can read and use any rune, Hit Die: dB.
including those you do not know as spells. If Abbreviation: Rnw
you are ofsufficient level to cast the spell, for
as long as you possess the rune, you may use REQUIREMENTS
it to cast spells as if you know that spell. You To become a runesmith, a character must
may also destroy the rune to cast its spell, even fulfill all the following criteria:
if you are not of sufficient level If the rune Race: Dwarf
ever leaves your possession, you may no longer Wisdom: H+
cast the spell. Spellcasting: Ability to cast 5th
At anyone time, you may not have more Level arcane spells.
than three runes you use with this feat. To Class AbUity: Craft Rune.
learn a rune, you must spend one day Skills: Craft (armorsmith or
studying it intensely to learn its secrets. weaponsmith) 5+ ranks.
After this day of study, you may add it
to your arsenal of runes. Class Skills
Special: You cannot normally use The runesmith's class skills (and
runes that you do not know. the key ability for each skill) are
Concentration (Can), Craft (Int),
Knowledge (all skills, taken indi-
vidually) (Int), Listen (Wis),
Profession (Wis), Scry (Int, exclusive
The dwarven runesmiths are legendary for the power- skill), and spellcraft (Int).
ful rune items they can produce. They possess an extra- skill Points at Each Level: 2 + Int modifier.
ordinary skill and knowledge with binding runes to
items, particularly weapons and armor. AU runesmiths are Class Features
taken from the ranks of dwarven runewrights who want AU of the follOWing are class features of the runesmith
to combine their runic arts with those of smithing and prestige class.
metallurgy. They spend hundreds ofgrueling hours near a Weapon and Armor Pro-ficiency: The runesmith is
blistering forge, learning the skill necessary to create the proficient with all simple and martial weapons, all types
legendary dwarven rune items. of armor, and shields.
Runesmiths are revered throughout dwarven society as Casting spells: At eacl1 level, the nmesmith gains a
symbols of perhaps the dwarves' greatest strength. While Level of spellcasting ability in rune magic.
most dwarves prefer to fight, there are some who merely
wish to create great weapons for others to fight with. It is
RUNE MAGIC

Craft Magic Arms and Armor: As a 1st level rune- Caster Level: 15th; Prerequisites: Craft Magic Arms and
smith, the character gains the item creation feat Craft Armor, 5th-level runesmith, spell turning; Marhet Price:
Magic Arms and Armor. 330,000 gpo
Master's Efficiency: At 2nd level, the runesmith gains Rune of Obliteration: This simple item appears co be
the ability to create magic arms and armor at greater speed a normal rune. Any runewright who sees this rune will
and efficiency. When using the Craft Magic Arms and see the rune for one of the spells the runewright knows
Armor feat, all production or repair times and XP costs (DM's choice). As soon as the runewright uses this
are reduced by half, and all gp costs are reduced by 25%. rune to cast any spell, the rune activates and
Legendary Armorer: At 3rd level the runesmith is so attempts to destroy the unfommate him. He is
skilled at forging magical armor that he gains a +5 com- immediately subjected to the spell destruction. Any
petence bonus to all Craft (armorsmithing) checks. attempts to destroy this rune imme-
Furthermore, the weight of any armor he creates is diately subject the would-be
reduced by 25%. destroyer to the spell in like man-
Legendary Weaponsmith: At 4th level, the ner.
runesmith has acquired such expertise with Caster Level: 15th; Prerequisites:
forging weapons that he gains a +5 com- Craft Wondrous Item, 15th-level
petence bonus to all Craft (weapon- runewright, bestow curse, destruction;
smithing) checks. Market Price: 330,000 gpo
Master Craftsman: When cre- Universal Rune: If the mean-
ating magic arms and armor, the ing of the universe, the ultimate
runesmith gets a free +1 bonus to secret of the cosmos can be distilled
the item. For example, the rune- into a single item, a single shape,
smith must spend the gp time the universal rune is just that. All
and gp cost as necessary to create other runes are merely projections
a +2 battleaxe, but when he is fin- or simplifications of it. This object
ished, the weapon is a +3 bat- appears to be a simple fist-sized
Heaxe. stone, rounded and smooth, with
its entire surface covered by runic
carving. The carving is actually a single
rune, the universal rune. The shapes on the
surface shift as one looks at them, and they are impossible
Rune Axe of Baltir: Made by a legendary dwarven to m morize, copy, or reproduce in any way. When
runesmith, this exquisite weapon is a double-bladed bat- runewrights reach 20th level, they are able to grasp the
tle axe with its faces polished to mirror brightness. deepest secrets of the runes and their magic, and thus
Hundreds of tiny runes can be seen in the gleaming sur- they can create this object. The universal rune is all runes.
face. This item functions as a +S keen baHle axe. Further- It can be u ed by any runewright to cast any spell they
more, any runewright or runesmith who uses this weap- know, regardless of race. Furthermore, it can be destroyed
on can feel its profound connection to the runes, and by any runewright to cast any rune magic spell, even ones
it increases the power of his or her rune spells, like open- the runewright does not knOw.
ing a larger hole in the fabric of the universe for the mag- Caster Level: 20th; Prerequisites: Craft Wondrous Item,
ical energy to emerge. All rune magic spells cast by 20th-level runewright, wish; Market Price: 360,000 gpo
a runewright or runesmith while using this weapon have
the DC of all pertinent saving throws increased by +4.

TABLE 9-3: THE RUNESMITH


Base Fort Ref Will
Level Attack Save Save Save Special Spells per Day
1 +0 +2 +0 +2 Craft magic arms and armor +1 level of existing class
2 +1 +3 +0 +3 Master's efficiency
3
4
+2
+3
+3
+4
+1
+1
+3
+4
Legendary armorer
Legendary weaponsmith
+' level of eXisting class
5 +3 +4 +1 +4 Master craftsman +1 level of existing class
SHADOW MAGIC

Do not bother with your lantern, human. It will function no Shadow? You know that true Shadow can block even the Dark
longer. How does it fee~ when the light goes away? For those of Sight of under-races.
us who spend our lives in darkness, light is an irritation, a nui- Why did you gasp just now? Do you feel something? What is
sance. Bringing it here is an affront to myself and my brethren. it? Ah, 1 see. You felt something snuffling at your ankle. Was its
You see, for some of us who live in the darkness, the darkness breath hot on your skin, or chill? What is it that you fear? You
becomes as real as the flesh of our bodies. You feel it, don't you? Its see the Shadow has created something taken from the dark
caress. Oh, don't worry. Not yet. The darkness was merely inves- recesses of you mind, something that you fear. Perhaps you're
tigating you, getting to know you. For those of us who embrace it, thinking, 'It's not real, then! It cannot hurt me! An illusion!' You
it becomes our friend. Our confidant. Our servant. Unfortunate would be mistaken. The substance of Shadow is as real as you or
that your pitiable human eyes cannot see the symphony of I, and that makes the thing your mind created jlJst as real, and
shadows all around you. You see only "cave darkness." Perhaps just as capable of hurting you.
you recall from nights in the upper world, that shadows appear Perhaps your friends will follow the sound of your screams . ..
to move sometimes of their own volition, the longer you stare at
them. Perhaps when you were a child, alone in your bed, with
the blessed night closed around you, you glimpsed the true essence
of Shadow. _ _ _ _---lBAC.KGROU MD
When the shadow seems to move the harder you watch it, that The manipulation of darkness, the molding and shaping
is when you have gained just aglimpse ofits true nature. It is not of something that does not exist, the direction of some-
merely the absence of light, but the antithesis of light! As real, as thing that is produced by the absence or blockage of light,
powerful, as necessary as the rays of the accursed sun! For those shadow magic is an obscure but powerful kind of magic.
who can touch the true Shadow, it becomes an ally, a weapon. Shadow mages believe that darkness has a substance all its
When the shadows move in your vision, it is at the behest of your own, just as real and workable as light but harder to
own mind. When that happens you are on the verge of under- understand, because the user must focus his mind not on
standing. But when you look so deeply into the Shadow that it the solidity of real objects, but the negative spaces
looks back, that is when it becomes yours to use as you will. between them. He must focus his awareness not upon dle
I told you not to move. Do you feel its tentades? I can make bowl, but the space occupied by the bowl, not on the rays
them into thorny vines, if you like, tearing through your flesh as of light, but on the darkness created by the absence of the
real as any dagger. Do not tempt me further. Like most of my light. Shadow mages say that this darkness is a real sub-
race, I see inflicting pain as something to be savored. I'll wager stance, as real as air and just as necessary, and that it can be
that you wonder how long before your friends come for you. How shaped and used by one whose mind is properly tuned to
long? Tell me, how do you think they will find you in all this its nature. Others say that the darkness is merely a focus
SHADOW MAGIC

for the shadow mage to exercise his unusual gifts, mat Shadow magic differs from arcane and divine magic in
darkness cannot be a tangible substance. But they cannot that it uses no scrolls, memorization, or preparation. A
deny the reality of powers that a shadow mage can call shadow mage has abilities much more akin to those of a
upon. They cannot deny that the magic is real, even if its sorcerer than a wizard or a cleric. He simply knows the
true source is a matter of debate. procedure reqUired to attune himself to the shadow, focus
Shadow mages come almost exclusively from races mat his will, and then manipulate the shadow into the effect
dwell underground, primarily dark elves. The intellect he desires. Shadow magic spells cannot be scribed on
and environment of dark elves is well suited for the awak- scrolls or taught by any means other than direct instruc-
ening of the ability to use shadow magic, also called dark tion. The advancement of a shadow mage comes from his
magic by some. The term "dark magic" own experimentation. He gains new spells by learning
leads many to believe that shadow new techniques on his own. He can also learn new spells
magic is inherently evil, or associated from other shadow mages. Shadow
somehow with the "forces of dark- mages who happen to meet on friend-
ness," but that is not the case. While it ly terms often trade spells among
is true that the majority of shadow themselves, exchanges which usual-
mages are aligned with evil, ly require only a couple hours of
there are a great many who instruction.
simply consider themselves a Shadow mages use the matter of
friend to the darkness. darkness itself to create meir "magical"
Little is known of the his- effects. The Shadow is a versatile and
tory ofshadow magic. Its prac- powerful ally; after all, it can assume
titioners keep to themse! yes nearly any shape and slip
because me strange nature of their through any crevice, even into
gifts alienates tllose around them. a body. Because Shadow is
Tales abound in the underworld of everywhere, the mage can use
figures that can walk between shad- it to divine information at
ows, disappear into a shadow cast great distances. With suffi-
on a solid wall, or tum into cient willpower, he can
shadow themselves. These force it to become real
terrifying figures of legend and solid, creating magi-
supposedly can summon cal blades and barriers as
tentacles of darkness to real as any other. The
rip their enemies to Shadow knows the secrets
shreds or conjure black of the hean and mind,
beasts to perform their bid- allowing me mage to tap into
ding. People fear what they thoughts and control the
do not know, and there are minds of others. The mage
precious few people who know can use the Shadow to probe
a shadow mage. the fears of others and then
The ability to use shadow mold the shadow into a
magic arises during child- solid manifestation of the
hood. Those with the target's fears. The
gift are usually sent mage can call upon
to study as an the Shadow to pro-
apprentice under a tect him in time of need,
more accomplished practi- or use it to move things, including himself
tioner. The teacher uses long periods of meditation and Because of the Shadow's versatility, its spells can come
practice to condition tlle neonate's mind to properly use from nearly any school of magic, but it is not truly part of
the powers ofshadow. When me mind is sufficiently con- any of those schools. It merely resembles abjuration, div-
ditioned, the teacher imparts techniques required to per- ination, enchantment, illusion, and so forth.
form the shadow magic equivalent of spells. While a shadow mage's spellcasting ability resembles
that of a sorcerer, a shadow mage uses Wisdom ramer
than Charisma when determining spell limits, saving
SHADOW MAGIC

throw DC, and other factors relating to his spells. This is Shadow mages tend to be most comfortable hiding in
because shadow magic is inruitive, requiring awareness dark comers, watching, listening, or slinking undetected
and abstract thinking tather than any intellectual ability. into forbidden places, and sowing fear and uncertainty in
To cast a spell, a shadow mage attunes himself to any shad- enemies.
ows present and then taps into their power to create the
effect he desires. Because deep shadow is required as a
starting point for all shadow magic spells, it is significant-
ly harder to use in daylight. That is another reason that _ _ _ _.....-..<..JSHAQOW MAG..E
shadow magic is hardly known in the surface world. It The shadow mage is one with the darkness, able to the
does not function there as readily as other types of magic. take the shadows and mold rhem to his will. To a shadow
However in the under realms and under the night sky mage, the Shadow is much like a living entity, a friend and
shadow magic is a potent power. ally that he coaxes into creating the spell-like effects he
The reality experienced by a shadow mage is quite dif- desires. Like sorcerers, these spellcasters need no books,
ferent than that of normal people. Because he sees not the formal training, or other artifacts of traditional wizardry.
light, but the absence of light, he sees the negative of all Instead, they simply manipulate the Shadow and use it to
things. His eyes function as normal fot any member of his perform their requests.
species, his mind processes the sights gathered by his eyes Shadow mages are little known and little understood
altogether differently from normal folk. In tead of per- on the surface world, but they have been known to devel-
ceiving the person directly, he first perceives the space op there, especially in polar regions with long periods of
occupied by the person, the shadows surrounding the per- nightfall. However, in the subsurface realms, shadow
son. While this inverted way of thinking might seem mages are known and feared, much like bogeymen or
strange at first, it allows rhe shadow mage to sometimes other fairy tale characters. Their incredible aptitude fot
perceive details and nuances of a person not normally per- stealth and secrecy allow them to come and go without
ceptible to the unaided eye. Shadow mage who know the detection. They are often loners, preferring the company
technique are able to read thoughts in this manner, ome- of only the hadow, but when their goals coincide with
times even control them. Shadow Masters, a peculiar form those of other people, they are perfectly happy to work
of shadow mages, are particularly adept at this sort of per- with others. Their strange powers confound and dismay
ception. They have become one with the Shadow, and many traditional spellca ters, who are unable to counter
they sometimes lose their mortal form, becoming mere their efforts with counterspells or dispel maglc.
shadows themselves. Some never rerum, and fade away One of the great danger shadow mages face is becom-
like a shadow in the sun, vanishing as if rhey had never ing so involved in their art that they can lose touch with
existed at alL the real world and become lirrle more than shadows
them elves.
IN YOUR CAMPAIGN Adventures: The shadow mage adventures for the
The srrange abilities of shadow mages make them an same reasons as many other adventurers, such as a the
unusual addition to a group of adventurers. Their abilities search for wealth, or fame, or a desire the walk the vast
make them ideal infiltrators, perhap even a assins. A expan e of the world, or ro increase his power over
shadow mage's power can not only mask his approach and hadow, which can only be done with practice and perse-
retreat but can also be a potent weapon. Some shadow verance. They sometimes seek out other shadow mages
mages are known to dabble in the skills of rogues and vice who might be willing to teach them more spells. They
versa. However, their dark, unnerving powers can breed might wish to explore the true nature of the subsrance
distrust among those who know their true narure. they call Shadow, and seek it out in ever-greater quantity
In civilized regions of the surface world, few have ever in the deep, dark places of the world.
heard of a shadow mage. In the darkness of tbe under- Evil shadow mages Lust to subject others to their power,
world, shadow mages are feared and respected, if nor wel- to conquer them with the power of the darkness, perhaps
comed. Most races find their peculiar perceptions and as revenge for past mistreatment, or perhaps to stave off
powets to be unnerving at best, frightening when future mistreatment. Adventures are a mean to this end.
brought to bear with full potency. There are rumors that a Good shadow mages are more likely to see the Shadow as
group of dark elf shadow mages has formed a secret acad- their friend, and want to use it to help others, or at least to
emy where they gather to teach their art to one another, cause no harm to others. All shadow mages remember
but since such a thing has been heretofore unknown, how frightened they were when they first gained power
most others do not believe it. over the hadow, and they know just how frightening
ir can be.
SHADOW MAGIC

Characteristics: Shadow mages work the stuff of Shadow mages of opposite alignment who recognize
Shadow through their insight into its nature and through each other as such may be intensely interested in the
their own peculiar perceptions of reality. The shadow knowledge the other possesses, because learning from
mage can order the shadows around him to spring to life one another is the fastest way to gain new insights. In civ-
and serve his whim. Because it is not true arcane or divine ilized lands, shadow mages keep to themselves, knowing
magic, traditional magical defenses such as spell resis- that they are misfits among the common populace.
tance and dispel magic are useless against shadow magic. Races: Shadow mages appear primarily from the race
The shadow mage's abilities resemble those of arcane of dark elves. Because of the penchant for shadow magic
spellcasters, and the spells are analogous, but created by embraced by their dark brethren, elves
totally different forces. hold shadow magic in contempt, basically:
Shadow mages are slightly hardier and more skilled The large majority of shadow mages come
than wizards, and share traits with rogues in their from subterranean races such as
penchant for stealth and espionage. They are profi- gnomes and monstrous humanoids.
cient with all simple weapons. Dwarves and hal£lings rarely be-
Alignment: The nature of a shad- come shadow mages because
ow mage's intellect tends him their races do not encourage
towards chaos over law. His the study of such things.
skewed view of reality Human shadow mages
often alienates him from are not uncommon
other people. Lawful because they can
shadow mages are also develop per-
not unknown, but ceptions twisted
they are rare indi- enough to gain
viduals who have control over the
stayed connected Shadow. Half-
with normal soci- elves tend to
ety. Since the side with their
larg-est racial elven cousins
group of shadow and shun
mages is dark shadow magic
elves, the ma-jority altogether. Half-
of shadow mages orcs generally
are evil, but there are lack the necessary
many ex-ceptions. wisdom, but half-
Religion: A shadow are shadow mages
mage is so fixed on the have been known to
source of his power that he exist.
has only one true god, the Other classes: Sha-
Shadow. He does not worship it dow mages have no ill feel-
or pay homage to it like a cleric, but ings towards any other character
his perceptions allow him to see no other class, but that attitude is not always shared.
source of power. He may occasionally pay respect to Wizards, paladins, and clerics tend to be very dis-
the gods ofhis native race out of respect, bu t he would not trustful of shadow mages, but for different reasons.
consider himself an adherent to that religion. However, Wizards see shadow mages as unnatural, defying the laws
he knows that most others are incapable of seeing the of traditional magic. Clerics of good deities and paladins
world the way he does, so he allows them their beliefs. see shadow mages as blasphemers or minions of the
Background: A shadow mage can come from almost forces of evil. Other characters in general see shadow
any background, but they tend to originate from races mages as unnerving and creepy, and tend to give them a
that dwell primarily underground. The ability to manipu- wide betth. Rogues however, can see the usefulness of the
late Shadow knows no boundaries ofsocial class or race. It shadow mages' abilities, and sometimes work well in tan-
is a function of the individual's perception. Once his abil- dem with shadow mages.
ities are recognized, he must find a teacher to show him
the proper techniques, or his potential will remain just
that - potential
TABLE 10--1: THE SHADOW MAGE
Base Fort Ref Will Spells per Day
Level Attack Save Save Save Special 0 1 2 3 4 5 6 7 8 9
1 +0 +0 +0 +2 Shadow magic, summon familiar, 1 5 3 -- ---
blacksight
2 +1 +0 +0 +3 6 4 ---- ---
3 +1 +1 +1 +3 6 5 ---- ---
4 +2 +1 +1 +4 6 6 3 --- ---
5 +2 +1 +1 +4 6 6 4 -------
6 +3 +2 +2 +5 Taint of shadow 6 6 5 3 -- - ---
7 +3 +2 +2 +5 6 6 6 4 - - - ---
8 +4 +2 +2 +6 6 6 6 5 3 -----
9 +4 +3 +3 +6 6 6 6 6 4 -----
10 +5 +3 +3 +7 6 6 6 6 5 3 ----
11 +5 +3 +3 +7 6 6 6 6 6 4 ---
12 +6/+1 +4 +4 +8 6 6 6 6 6 5 3 ---
13 +6/+1 +4 +4 +8 Taint of shadow 6 6 6 6 6 6 4 ---
14 +7/+2 +4 +4 +9 6 6 6 6 6 6 5 3
15 +7/+2 +5 +5 +9 6 6 6 6 6 6 6 4
16 +8/+3 +5 +5 +10 6 6 6 6 6 6 6 5 3
17 +8/+3 +5 +5 +10 6 6 6 6 6 6 6 6 4
18 +9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 5 3
19 +9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 6 4
20 +10/+5 +6 +6 +12 Taint of shadow 6 6 6 6 6 6 6 6 6 6

GAME RULE INFORMATION TABLE 10--2: SHADOW MAGE SPELLS KNOWN

Shadow mages have all the following game statistics. Level o 1 2 3 4 5 6 7 8 9


1 4 2
Abilities: Wisdom determines the maximum spell 2 5 2
level the shadow mage can access along with the DC of 3 5 3
the spells he uses. To cast a spell, a shadow mage must 4 6 3 1
have a Wisdom score of 10 + the spell's level. The shadow 5 6 4 2
mage gains bonus spells based on his Wisdom score, and 6 7 4 2 1
7 7 5 3 2
the DC necessary to resist his spells equals 10 + the spell's 8 8 5 3 2 1
level + the shadow mage's Wisdom modifier. A high 9 8 5 4 3 2
Dexterity is also important because shadow mages often 10 9 5 4 3 2 1
emulate the infiltration abilities of rogues, using Shadow 11 9 5 5 4 3 2
to aid them.
12 9 5 5 4 3 2 1
13 9 5 5 4 4 3 2
Alignment: Any. 14 9 5 5 4 4 3 2 1
Abbreviation: Sdw 15 9 5 5 4 4 4 3 2
Starting Money: 3d4 x 10 gpo 16 9 5 5 4 4 4 3 2 1
Hit Die: d6. 17 9 5 5 4 4 4 3 3 2
18 9 5 5 4 4 4 3 3 2 1
19 9 5 5 4 4 4 3 3 3 2
Class Ski lis 20 9 5 5 4 4 4 3 3 3 3
The shadow mage's class skills (and the key abiliry for
each skill) are Concentration (Con), Craft (Int), Gather
Information (Cha), Hide (Dex), Inruit Direction (Wis), hadow Magic: Shadow magic holds some things in
Knowledge (all skills, taken separately) (Int), Listen common with arcane spells, but shadow mages function
(Wis), Move Silently (Dex), Profession (Wis), cry (Int, more like sorcerers than wizards. They use their percep-
exclusive skill), and Spellcraft (Int). tions and insight into the narure of Shadow to create
skill Points at 1st Level: (3 + 1m modifier) x 4. effects that mimic traditional magic in many ways.
Skill Points at Each Additional Level: 3 +Int modifier. However, they do not need to memorize or prepare spells
in advance, and they do not require material components.
Class Features They can cast a certain number of each level of spells per
All of the following are class fearures of the shadow mage. day, as determined by the tables below, and modified by
Weapon and Armor Proficiency: hadow mages are their Wisdom bonus.
proficient with all simple weapons and light armor. They
learn the basics of combat and can use their abilities while
wearing armor, unlike arcane spellcasters.
The shadow mage is limited to casting a certain number Summon Familiar: The shadow mage may summon a
of spells of each level per day, but he need not prepare familiar exactly as a sorcerer.
those spells in advance. The number of spells he can cast Blacksight: Because the shadow mage is no attuned to
is improved by his bonus spells, if any. For instance, a 1st darkness, he can use the darkness to perceive his sur-
level shadow mage can cast three 1st level spells per day. roundings at all times, in uner cave darkness or even in
He may use a higher-level slot to cast a lower-level spell if magical darkness. Spells such as blindness function normal-
he chooses. For example, if an 8th level shadow mage has ly. This does not extend to seeing through physical barri-
used up all his 3rd level spell slots for the day, but wants ers of any kind. The shadow mage cannot perceive color
to cast another one, he could use a 4th level slot to do so. with this ability. Black sight has a range of 10 feet/leveL
The spell is still treated as its actual level, not the level of Taint of Shadow: The more attuned a shadow mage
the slot used to cast it. grows with the Shadow, the more skewed his perceptions
Shadow magic uses the stuff of Shadow to create its and frame of mind become. This begins to affect his ph ys-
effects. Any spell effects that describe any lighted or color ical body in various ways. At 6th, 13th, and 20th level, the
effects have that special effect changed to pure black shadow mage suffers a new physical change. He must
energy. choose one from the following list each time.
The strangeness of a shadow mage's verbal and somatic Instability: After casting any shadow magic spell, the
components impose a -5 penalty to all Spellcraft checks shadow mage mllst make a will save (DC 5 + spell level)
made to identify their spells. Shadow mages do not use or become a shadow for 2M rounds. While he is in the
material components. They need only the Shadow to form of a shadow, he cannot cast spells or affect the phys-
focus and enact their will. They also do not suffer any ical world in any way. He is completely insubstantial and
chance for arcane spell failure when wearing armor or car- two-dimensional. He can only be harmed by spells and by
rying a shield. magic weapons of +2 or greater power.
In spite of all these differences, shadow magic is still an /1adow Eye : The shadow mage's eyes become complete-
art that requires intense concentration. Therefore, shadow ly black, with no visible whites, iris, or pupiL He suffers a
mages must make all Concentration checks as normal -1 Charisma loss, and his eyes become very sensitive to
Any anacks or circum tances that wreck a pellcaster' bright light. He suffers a -2 circumstance penalty to
ability to use verbal or somatic components could poten- attack rolls, saves, and checks in daylight, or within
tially hinder the shadow mage's abilities. the radius of a daylight spell. This effect is cumulative
Shadow mages may not use metaroagic feats to alter with any racial sensitivity to bright light the character
their spells, as their effects are not truly magical in natur . might have.
Feats such as Spell Focus function as normaL Shadow Sunlight e11sitivity: The shadow mage is no longer able
magic may not be inscribed on scrolls, because words and to withstand sunlight. He takes ld6 subdual damage each
symbols cannot express the true nanlre of the perceptions round that his flesh is exposed ro direct
and states of mind required to perform shadow magic. unlight. This includes the spells sUl1beam, sunblmt, and
If a shadow mage tries to use magic in a lit area, there is dayltght. This damage is added onto any damage caused by
a chance he cannot summon the requisite hadow to work tho e pell.
his magic. Under these conditions, the shadow mage
must roll d% to determine ifhe can cast a spell. On a failed SHADOW MAGE SPELL LIST
check, the shadow mage cannot ca t his spell but he does o dancing hadows, daze, ghost sound, guidance, know direc-
not lose his spell slot. Instead, the shadow mage senses tion, mage armor, mage hand, prestidigttation, resistance.
that he cannot complete the spell and stops his casting. If 1 bane, black shards, chi!! touch, command, darkness, detect
the shadow mage fails to complete his spell, he still uses a animals or pla/1ts, detect secret doors, detect snares atld pits,
full standard action to cast it and draws anacks of oppor- div1l1e favor, doom, message, sleep, tnle strike, vel1trilo-
tunity if applicable. Since the shadow mage needs shad- quism.
ows to work his spell, total darkness can hamper his spells 2 augury, blur, death knel~ deeper darkness, detect thoughts,
in a manner similar to bright sunlight. find traps, hypnotiC pattern, invisibility, levitate, mirror
image, obscure object, scare, see il1visibility, silerlce, sound
Level of Lighting Chance to Successfully Cast Spell burst, undetectable alignment.
Total darkness 90% 3 dark swarm, dlscem lies, dIsplacement, dominate animal,
Night time 75%
Dim lighting 100%
Evard's black tentacles, fear, helping hal1d, nOl1detection,
Torch light, lantern 100% phal1tom steed, scrymg, sculpt soul1d, spike growth, mgges-
Daylight or similar spell 75% lio11, vampiric touch.
Day time 75%
SHADOW MAG Ie

4 detect scrying, dimension door, divination, divine power, REQUIREMENTS


enervation, hallucinatory terrain, illusory wall, legend lore, To become a shadow master, a character must fu1Bll all the
modify memory; nightmare, repel vermin, shadow conjura- follOWing criteria:
tion, spike stones, status. Arcane or shadow magic caster level 6+
5 BIgby's interposing hand, circle of doom, dominate person, Wisdom: 14+
false vision, great command, greater shadow conjuration, Special: The shadow master must have his Strength
mirage arcana, mislead, shadow evocation, slay liVing, spell teduced to 0 or less by a shadow he calls forth with a spe-
resistance. cial rimal detailed in the infernal Codex of Absolute
6 Bigby's forceful hand, blade barrier, circle of death, contin- Darkness. The would-be shadow master must spend 500 gp
gency, find the path, greater scrying, greater shadow on material components and work three days preparing
evocation, project image, shades, shadow form, veiL the ritual. Rather than kill its summoner, the shadow
7 Bigby's grasping hand, finger of death, forcecage, repulsion, infuses him with a shard of pure darkness after reducing
shadow walk, shadow's ripping tentacles, vision. his Strength to O.
S antimagic field, Bigby's clenched fist, binding, demand,
discern location, shadow killer. Class Skills
9 Bi,gby's crushing hand, domil1ale monster, energy drain, The shadow mage's class skills (and the key ability for
foresight, weird. each skill) are Concentration (Con), Craft (Int), Gather
Information (Cha), Hide (Dex), Intuit Direction (Wis),
Knowledge (all skills, taken individually) (lnr), Listen
(Wis), Move Silently (Dex), Profession (Wis), Scry (Int,
exclusive skill), and Spellcraft (Int).
The shadow master is a shadow mage who has all but uc- skill Points at Each Level: 3 + Int modifier.
cumbed to the hadow, slipping into its strange realities.
By doing so, he embraces the state in which Shadow Class Features
exists, and thus gains greater power and control His All of the following are class features of the shadow
power increases, but he becomes ever more unworldly master prestig class.
and disconnected from reality. He forgets everything Weapon and Armor Proficiency: The shadow master
about his life prior to his training as a shadow mage, but gains no additional proficiency with weapons, armor, or
strangely his powers of concentration and mental disci- shields.
pline are honed to such a degree that he becomes Casting spells: At each level, the shadow master gains
immune to certain types of spells cast against him. a level of pellca ring ability in shadow magic. An arcane
Shadow masters shun the light of the sun, preferring to spellcaster gains the casting abilities of a shadow mage
spend all of their time underground or in the dark of whose level equals his level in this prestige class.
night, when their powers are most potent. II shadow Depth of Shadow: A a 1st level shadow master, the
mages in general are viewed with suspicion and distnlst, character gain greater control over the hadow and can
those who cross the threshold to becoming a shadow mas- create effects with greater potency, but with no small
ter are actively feared. Their pallor and cadaverous appear- danger to himself If he invokes this power, he has the
ance, along with their abhorrence for sunlight, lead many option of increasing the DC of all saving throws against
to believe they are vampire. unlight can harm them, but his spells by +4, and all pells he casts that cause damage
only if they have gained that particularTaint ofShadow, as gain a +1 enhancement bonus to each die. However, the
described above. They prefer to wear voluminous black shadow master must make a will save (DC 12 + spell
robes and cloaks that blend with the Shadow, making it level) or take td6 damage/spell level, and turn into a shad-
difficult to discern their outline. ow for 2M rounds. While he is irl the form of a shadow, he
Standard shadow mages view the shadow masters as the cannot cast spells or affect the physical world in any way.
epitome of their art, but remain unwilling to pay the price He is completely insubstantial and two-dimensional. He
of taking that step, the complete giving over of oneself to can only be harmed by sunlight, spells, and by magic
the Shadow, the loss of identity, the change in appearance. weapons of +2 or greater. Sunlight causes ld6 damage per
For those that do take that step, it becomes ever more dif- round of exposure when the character is a shadow.
ficult to discern where the person ends and the Shadow Dark Taint: At 1st level the shadow master gives him-
begins. self over to Shadow, with strange physical changes. He no
Hit Die: d6. longer needs to eat or drink. He draw all of his suste-
Abbreviation: Sdm
SHADOW MAGIC

nance from Shadow. However, he suffers a -2 Charisma


loss as his skin becomes deathly pale, and his face takes on _ _ _ _ _ _MEW SEELLS
a sunken cadaverous appearance. He gains an increased Shadow mages have several spells available only to them.
sensitivity to sunlight, suffering a -1 circumstance penal- These spells cannot be copied onto scrolls or learned by
ty to attack rolls, saves, and checks in daylight or within anyone who is not a practitioner of shadow magic.
the radius of a daylight spell. This effect is cumulative with
any other Taint of Shadow or racial sensitivity to bright Black Shards
light the character might have. Evocation [Shadow]
Cloak of Shadow: At 2nd level, whenever the shadow Level: sdw 1
master is not exposed to direct sunlight, the Shadow clus- Components: V, S
ters and merges with the character's clothing, making his Casting Time: 1 action
outline indistinct. He gains a +4 deflection bonus to AC Range: Medium (100 ft. + 10 ft./level)
anytime he is not exposed to direct sunlight, or within the Target: One creature
radius of the spell daylight. Duration: Instantaneous
The Shadow Knows: At 3rd level, the shadow master Saving Throw: None
can use the Shadow to plumb the dark crevices of the Spell Resistance: No
minds of others. The shadow master may detect thoughts
as per the spell a number of times per day equal to his You create multiple small knife-like shards of two-dimen-
character level/3. sional Shadow capable of slicing through nearly anything
Shadow Body: At 4th level, the shadow master can that blast toward your intended target. The shards move
alter his form to change into pure Shadow. However, in a straight line directly toward your intended target. You
since he does this with full control, he suffers none of the must make a single ranged touch attack to hi t your target.
ill effects that he would if this change were involuntary. Ifyou hit, each hard doe 1d4 pointS of piercing damage.
He becomes a two-dimensional black shadow, and is You create a number of shards equal to your level, up to a
unable to affect the physical world. He gains Damage maximum of 10.
Reduction 20/+3 and Spell Resistance 20, and may cast
spells as normal. He can perform this ability once per day, Dancing Shadows
with a duration of his character level in minutes. Aside Illusion (Figment)
from his spells, he may not affect the the physical world Level: Sdwo
in any way. In addition, if shadow master is caught in the Components: V, S
area of a daylight spell or direct sunlight he must make a Casting Time: 1 action
Fortitude save (DC 25) or suffer 3d6 points of damage. Range: Medium (100 ft. + 10 ft./level)
In addition, while he is caught in such an area he cannot Effect: Up to four illusionary shadows, all within a 10-ft.-
cast spells. radius area
Shadow Mind: At 5th level, the shadow master has so Duration: 1 minute
disciplined and altered his mind that he becomes Saving Throw: will disbelief (if not interacted with)
immune to all mind-influencing effects. His mind be- Spell Resistance: No
comes a thing of shadow, rendering it urrerly alien to
magic mind-bending. You can create up to four moving, two-dimensional shad-
ows that can have any shape you wish. The dancing shad-
ows must stay within a lo-ft.-radius area in relation to
each other but otherwise move as you desire. No concen-
tration is required. The shadows can move up to 100 ft. per
round. The shadows disappear if the distance between you
and them exceeds the spell's range.

TABLE10-3: THE SHADOW MASTER


Base Fort Ref Will
Level Attack Save Save Save Special Spells per Day
1 +0 +0 +0 +2 Depth of shadow, dark taint + 1 level of existing class
2 +1 +0 +0 +3 Cloak of shadow +1 level of existing class
3 +1 +1 +1 +3 The shadow knows +1 level of existing class
4 +2 +1 +1 +4 Shadow body +1 level of existing class
5 +2 +1 +1 +4 Shadow mind +1 level of existing class
SHADOW MAGIC

Dark Swarm This spell creates an area of complete blackness, with a


Conjuration (Summoning) [see text] radius up to 40 ft./caster level. Even creatures who can
Level: sdw 3 normally see in the dark with darkvision cannot see
Components: V, S through trus magical darkness. Sunlight cannot penetrate
Casting Time: 1 action this area of darkness. Daylight brought into this area (or
Range: Long (400 ft. + 40 ft./level) vice versa) is considered dispelled. Night's blackness coun-
Effect: cloud of black insect-like shards 180 ft. wide ters and dispels any light spell of equal or lower level,
and up to 60 ft. high including daylight and light. Within the area of this spell,
Duration: 1 minute/level (D) shadow mages can see normally and have a 100% chance
Saving Throw: See text to successfully cast their spells.
Spell Resistance: No
Shadow Form
A coal-black, shifting cloud of pure Transmutation
Shadow shards like multitudes of swarm- Level: Sdw 6
ing insects envelops the target area. These Components: V, S
are not true insects, merely bits of Shadow Casting Time: 1 action
given an insect-like form. The swirling Range: Touch
black cloud limits vision to 10 ft. Spell Target: One living creature
casting within the cloud is impos- Duration: 1 minute/caster
sible. Creatures inside the level
cloud, regardless of AC, sus- Saving Throw: Fortitude
tain ld2 points of damage negates
each round they remain Spell Resistance: No
within the affected area,
taken from hundreds of tiny You cause the Shadow essence within the body
pricks and stabs from the bits of one living creature to spring to life and take
of Shadow. Invisibility is no over the target's physical form. The target of the
protection. All creatures with spell is transformed into a pitch-black, two-
2 HD or fewer are driven dimensional version of itself, completely
from the cloud at their fastest insubstantial. The subject may move in
possible speed in a random the same manner and speed as normal,
direction and flee until they are at gains Damage Reduction 20/+2 and
least 100 ft. away from the cloud. Spell Resistance 20, bur may not
Creatures with 3 to 5 HD flee also, cast spells or make any physical
thought they can make a will save to attacks. He cannot interact with
negate this effect. the physical world for the dura-
The only things that can cause this tion of the spell, but he is subject
cloud of quasi-insects to disperse are to physical barriers as normal.
direct sunlight and the daylight spell.
Shadow Killer
Night~ Blackness Conjuration
Evocation [Darkness] Level: Sdw 8
Level: sdw 6 Components: V, S
Components: V, S Casting Time: 1 action
Casting Time: 1 action Range: Medium (100 ft. + 10 ft.jlevel)
Range: Long (400 ft. + 40 ft./level) Target: One living creature
Effect: Circle with radius of 40 ft./caster level Duration: Instantaneous
Duration: 1 weekjlevel Saving Throw: Fortitude for partial
Saving Throw: None Spell Resistance: No
Spell Resistance: No
You create a solid manifestation of the target's deepest,
darkest fears. These fears are drawn from the target's sub-
conscious, and are made from the substance of Shadow.
SHADOW MAGIC

Unlike phantasmal killer, this is not an c::::> ~


illusion. It cannot be disbelieved. The 0 ~ ~
conjured beast is as realistic and solid r:J CJ ~\\
to the target as the real thing, and ir is U(l, 0 ,,~U
visible to all. How-ever, it is only per- (\' ,\$
ceived as solid by the target. It is \J~
immune to any and all forms of
attack. It simply appears in swirl of
black mist and attacks the target. The vic-
tim must make a Fortitude save as the crea-
ture attacks him or he dies of fright. Even if
the Fortitude save is successful, the target still
takes 3d6 points of damage.

Shadow's Ripping Tentacles


Conjuration (Creation)
Level: sdw 7
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: 1d6 tentacles + 1 tentacle/level,
all within 30 ft. of a central point.
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

You create several pitch-black barbed tentacles that enlpt


from whatever surface is underfoot: earth, stone, £loor,
even water. ld6 + caster level tentacles appear where you
choose in the spell's area. Each tentacle is 20 ft. long
(Large) and makes saves just as you do. It has AC 20, 2 hit
points/caster level, an attack bonus of +l/caster level, and
a Strength of 21 (+5 bonus). It is immune to spells that do
not cause damage, and disintegrate.
Each round that a tentacle is not already grappling
someone or something, starting the round after it appears,
it makes a grapple attack at a random creature within 20
ft. of it. These attacks take place on your turn. The tenta-
cles do nor attack each other, nor do they attack objects
that are smaller than aTiny creature. The attacks are regu-
lar grappling attacks, except they do not provoke attacks
of opportunity from opponents. They cause lds (+5 for
Strength) points of normal damage, not subdual damage.
Each round, a grappled subject must make a Fortitude
save of suffer 1 point of temporary Strength damage.
If the subject's Sttength is reduced to 0, be must then
make a Fortitude save each round or suffer 1 point of tem-
porary Constitution damage. A tentacle maintains its
grasp even after the subject is dying or dead.
TECHNOMANCY

Let us reconsider the matter at hand, for my own edification. You There's no need to blubber about it. I always knew the duke
need a wizard, preferably one who specializes in the fine art of dIdn't have it in him to stand by the colom,ts when this day
calling upon fire, ice, and wind to smash this invading war host. came. Ma.l~e no doubt about it, the generals knew that Fangstaff
You spend three weeks braving the wilderness in search of my was neither the first nor the last war shaman the ore tribes
tower, dodging ogres, giants, and ore war parties. You finally find would produce. The duke's father was the one who ins-isted we let
my tower, the object of your quest, then batter down my door and the orcs flee through Biedhert Pass. Like father like son.
quite rudely lay into my servitor with YOLir broadsword. Well, I didn't stand along the wall fornot/1ingback in my day.
And now you eX"pect me to go with you, with nary a word of I can't stay on my fed long enough to waLk sentineL duty, what
complaint. Just pack my bags, wave goodbye to the workshop, with my bad knees, and my back is too sore and twisted for me to
and let you trundle me across the countryside to what sounds like take my place amongst the pikemen. I'm not sure I can even
certain doom at the hands of a marauding army. You didn't pay make the trip to Andusia on foot or horseback, with my aching
too close attention to the burghers when you asked them about old bones. I'm afraid then, we'll have to ride in my dirigi.bLe.
my magic, did you? You heard Sunderstrom War College and Never heard of that, have you? Well, I'm not surprised consider-
assumed that I was some sort of crusading evoker, the type that ing I invented it just Last month. And I can bet that the orcs don't
stood along the Hyrak wall and tossed back the last invading know what one is either. But soon enough they will soon
horde. Yes, I was there, but no, I am no evoker. That school's enough.
pyrotechnics are a bit beyond my magic. That thing you so
valiantly assaulted was my butler. And I am not interested in
hearing any more of your silly protestations about the matter.
Unless the rules of war have changed quite radically since my
time, "May I take your cloak sir" is not a challenge to battle. Since the dawn of the arcane arts, the invention and cre-
Even ifthe thing saying it is a walking, animated coat rack. Poor ation of magical arms, armor, wands, and other trinkets
little Bondato took me months to perfect, and now my effort is has grown alongside other magical studies to produce a
ruined. Though of course, if your companion's breathless recount wide range of items capable of holding, discharging, and
of the events of this spring hold any truth, a new coat rack is the duplicating magical effects similar to those achieved by
least of my worries at the moment. spells. Considering the limitations of magic (primarily
None of you wear the duke's livery, and I can also aS,LI me that the cap on the number of spells a wizard or sorcerer can
our pompous, corrupt lordship sold off the royal armory to the work), wands, scrolls, and wondrous items play an
highest bidder and found a ship big enough to carry his royal cor- importanr role in preserving the lives of adventuring
pulence back to the empIre. mages, and allowing researchers and sages to toil at their
TECHNOMANCY

studies without pushing themselves to their limits each produces a whole new range of items. Rather than use
and every day. Magical items also allow a mage's compan- magic to duplicate existing spells in an item. techno-
ions to mimic his spells and abilities. Considering the mancers produce wholly new items and constructs that
magical nature of many monstrous threats such as are far more complicated and powerful than standard
demons, devils, and other outsiders, enchanted weapons magic items. These spellcasters study arcane mathematics,
and items are a necessity for the defense and preservation pan-dimensional physics, and planar engineering to build
of a community. powerful constructs. Apprentice technomancers learn to
All wizards produce the simplest magic items, scrolls, produce simple technologies such as firearms and explo-
and many more go on to master the ability to brew sives. More advanced ones combine arcane magic with
potions, forge magic armor, or design wondrous items. It their weird. esoteric sciences to forge stearn-drive wag-
is that last category, wondrous items, that most concerns ons, flying machines. self-propelled suits of plate armor,
the branch of magic known as technomancy. and other wonders. While other spellcasters rely on
Technomancers are very rare but the their magic and produce enchanted items to
fruits of their efforts are always in supplement their spells, technomancers
demand. While other mages learn follow an exact oppOSite path. They pro-
to produce items that mimic duce items first and foremost and use
their spells and serve their spells to help enhance and sup-
essentially as hold- port their creations.
ing vessels, the With their specialization in
technomancer de igning and producing magical
items, technomancers are capable of
creating powerful, complex contrap-
tion that have capabilities far beyond
the typical wand, taff, or enchanted
cloak. Many technomancers focus on

,"
TECHNOMANCY

producing autonomous, animated objects that fulfill a nary repairs can bring it back to a fully functional state.
specific role or are designed to function within parame- The technomancer himself must work on the item to
ters. Others produce giant, wondrous machines that restore it.
require a human operator but boast more features than This limiting factor is the single most important ele-
their autonomous versions. still others avoid such elabo- ment to keep technomancers from overrunning a game
rate devices, instead preferring to devise simple but effec- world with steam-powered robots, £loating dirigible war-
tive tools that rival magical items in utility and power. ships, and high-powered rifles.
In all cases, though, technomancers study the same On the other hand, you could decide that such tech-
basic field of magic. Technomancers operate like scien- nology is a perfect fit to your game. In that case, feel free
tistS. They study the physical world, building a vast to remove the constraints placed on other characters' use
knowledge of basic physics and mathematics. They then of technological equipment. In such a world, firearms are
use that knowledge to craft magical devices and spells common, as are sky ships, steam-propelled vehicles, and
that interact with the world in a much subtler manner other wonders. While this gives a campaign a much dif-
than traditional spells. While in the currency of raw ferent feel from the traditional sword and sorcery epic,
power a technomancer does not command lightning such a change of pace may be what you seek. If so, go for
bolts or ice storms, his magic works with the physical laws it. Just remember that if the human and dwarf kingdoms
ofthe world to produce effects. Most magical spells do the have built such wonders, their enemies undoubtedly have
opposite. They blatantly violate the mundane order of the too.
universe to achieve an effect. While in the short-term this
can create some fantastic results, most such spells can
only linger for short periods before they dissipate. Only
through the expendimre of expensive components and _________II.MKER
efforts of mighty spellcasters can large-scale, impressive Sequestered in an isolated workshop, the tinker works
effects exist for long periods of time. night and day to produce astounding items that duplicate
In contrast, technomancers rely on weaker magic that spells, give life to lumbering mechanical frames, and
takes advantage of the natural order of the multiverse. build wondrous machines such as dirigibles and steam
While technomagic tends to be weaker, it is much more tanks. Tinkers combine magical training with smdies in
persistent. Rather than spend each night preparing a pell arcane engineering, allowing them to produce enchanted
that lasts a half-hour, a technomancer labors over a device constructs that can stand toe to toe with powerful mon-
for a week to produce a tool that can last him for several ster and smaller items that duplicate the effects of spells
years. such as fireball, lightning bolt, and others. The tinker's
spells are subtler than most arcane magic. He can alter an
IN YOUR CAMPAIGN item's characteristics or produce raw materials from thin
Technomancers represent a radical departure from the air. In addition, the rinker's knowledge of constructs such
norms established in most fantasy campaigns. They can as golems and animated item allows him to use spells
forge guns, build what amounts to archaic robots, and specifically designed to affect their operation. Normal
fashion highly advanced suits of armor. As such, they con- wizards have no power to warp or alter a construct's mind,
stimte a significant change to any game world in which but the tinker does. While a tinker may not command the
they appear. After all, if technomancers can produce £lash magics of a sorcerer, his mechanical followers and
firearms, what's to stop a kingdom from hiring a few out copious inventions more than make up for it.
and giving them full reign over the royal treasury to pro- Adventures: Tinkers go on advenmres to field test
duce blunderbusses for an entire regiment of royal their creations; in a dangerous adventuring environment
troops? they can smdy and grade the effectiveness of their
As presented here, the items produced by techno- mechanical creations. While an invention may function
mancers are highly unstable and likely to malfunction if perfectly in a lab or isolated test area, the strain placed on
anyone other than the technomancer attempts to use it in a combat situation or other dangerous environment
them. A musket produced by one of these mages requires is the true test of its utility. Tinkers also seek out magical
constant care and maintenance which only a techno- texts, constructs, and other artifacts to study. To a tinker,
mancer can provide. Afighter may be able to get a few uses the wreckage of an ancient iron golem may be as worth-
out of a technomancer's rifle, but after a day or two the while a treasure as a cllest full of gold. of course, tinkers
weapon jams, malfunctions, and no longer operates. While need plenty of cash to fund their research. Adventuring is
the item ma1 seem wholly mundane, it is in fact powered a surefire way to help fund the design and construction of
by the technomancer's magic. ,!,hus, no amount of ordi- a new device.
TECHNOMANCY

Characteristics: Tinkers build and command mechan- preStlglOus line of work, influential families use their
ical servitors who make able combatants and can fulfill money and power to ensure their children a Spot in these
other roles in an advenrure. They also cast spells, though schools.
their magic is not quite as powerful as a wizard's or sorcer- Races: Gnomes are far and away the most commonly
er's spells. The tinker spell lists focus more on interactions encountered tinkers. Their love of invention and sense of
with constructs, the maintenance and care of the tinker's curiosity - tempered with a strong practical streak -
creations, and spells that create raw materials or alter the make them apt to srudy the tinker's magic. The human
physical composition of matter. Compared to other tendency to master and adapt new skills also makes them
arcane spellcasters, tinkers are better fighters. They know common members of this class. Humans rely on adapt-
how to handle picks, hammers, and other tools in combat ability to overcome their environment, and the tinker's
and can wear light armor without upsetting their spell- studies and talents are uniquely suited such challenges.
casting abilities. Though the dwarven martial tradition pushes many of
Alignment: Tinkers come from a wide range of align- their youngsters to seek training as fighters and paladins,
ments. Lawful tinkers believe in srudying the underlying in some regions tinkers outnumber other dwarf arcane
order of the universe, using a set of principles similar to spellcasters by a considerable margin. Dwarves have no
the scientific method. Chaotic ones are bound to leap special talent for magic, but the tinker's combination of
from one project to the next, running with the seemingly arcane spells and material craftsmanship appeals to the
random inspirations that grab their attention. Good tin- mountain folk's love of ironwork and smithing.
kers sometimes wander the land, pitching in to help com- Other Classes: Tinkers get along well with other class-
munities with their devices whenever they are needed. es. As engineer , they are accustomed to viewing each tool
Evil ones focus on creating devices that can destroy their as having a specialized, u eful role. Tinkers know that the
enemies and help advance their causes. di parate parts of a machine must work together to pro-
Religion: Some tinkers are too absorbed in their work duce useful results. Thus, they tend to value others for
to pay any mind to spiritual matters. These tinkers care their unique talen and contributions. They see sorcerers
only for their work and see religion as something of a dis- and wizards as valued allies. Though a tinker can repro-
traction. Others are devotees of the gods of industrious- duce many arcane spell using inventions, they see the
ness, the ans, blacksmithing, and other areas of crafts- utility in those classes' ability to spontaneously create
manship and toil These tinkers dedicate their work to the effects that at tinker mu t pend weeks of work to pro-
gods and seek protection from malfunctions and in pira- duce with an invention. On the other hand, tinkers view
tion from the heavens. their creations as more enduring and useful in the long-
Background: Most tinkers continue a tradition that term compared to a spell.
stretches back for generations in their families. These tin- Tinkers value clerics, fighters, and rogues when adven-
kers learn their trade at their parents' feet, watching them turing. These classe can all contribute kills and talent a
work to produce inventions and study the world to better tinker lacks. In particular tinkers are curious about the
understand the principles b hind their work. These tin- workings of divine magic, as their arcane engineering
kers have a carefully cultivated sense of engineering and skills do not yet allow them to duplicate the effects of
feel a responsibility to uphold their families' tradition. healing magic and other divine spells. Tinkers enjoy pro-
Other tinkers srumbled on to this field through experi- ducing items and equipment that other classes can use. To
mentation and curiosity. From an early age, these inven- most tinkers' way of thinking, an invention should be put
tors could not help but wonder at the possibilities of the in the hands of the person who is apt to get the most use
world. As children, they cobbled together crude devices Out of it.
from their toys and other available materials. As they grew
older, this curiosity blossomed into a desire to study GAME RULE INFORMATION
under a wandering tinker. Many tinkers accept a young- Tinkers have all the following game statistics.
ster as a student in order to propagate the knowledge of Abilities: Intelligence is the tinker's single most
engineering and to help cultivate an active young mind. important attribute. It dictates the effectiveness of his
In regions where tinkers and their inventions are com- inventions and his ability to design and build new
mon, academies similar to those founded and used by wiz- machines. Dexterity helps him use some of his more use-
ards and other arcane casters train a new generation of ful class skills, while a good rrength allows him to carry
tinkers each year. These students come from a wide range and use bigger, heavier machines.
of backgrounds. Mo t academies select students on the Alignment: Any.
basis of their natural intelligence and aptitude for the tin- Abbreviation: Tnk
'I
ker's arts, though in regions where the tinker's craft is a Starting Money: 3d6 x 10 gpo
Hit Die: dB.
TECHNOMANCY

(lass Ski lis whose hit dice equal twice his level. Gearwork hu-
The tinker's class skills (and the key ability for each skill) manoids count as twice their hit dice when determining
are Alchemy (Int), Appraise (Int), Concentration (Con), the total minions the tinker can claim.
Craft (lnt), Disable Device (Int), Knowledge (any) (lnt), At 10th level, the tinker can produce mechanized giant
Open Lock (Dex), Profession (Wis), Search (lor), insects. These creatures are similar to mechanical animals.
SpeUcraft (lnt), Use Magic Device (Int)", and Use Rope Apply the mechanical template to any vermin to create
(Dex). the statistics for a robotic insect. Mechanical vermin
"'Note that while Charisma is normally the key ability count as animals due to the total hit dice of robots the tin-
for Use Magic Device, the tinker uses his Intelligence ker may command.
with this skill. Normally, Use Magic Device relies on an At 15th level, the tinker can produce giant, mechanical
innate feel for magic and strength of personality. humanoids. Unlike gearwork humanoids, these creatures
However, the tinker calls on his knowledge of magic cannot gain class levels. When a tinker designs a giant
items and their operation to use them. gearwork, he chooses how many hit dice he wishes to
skill Points at 1st Level: (4 + lnt modifier) x 4. grant the machine and selects from a menu of abilities
skill Point at Each Additional Level: 4 + Int and feats he may design for his creation. Gearwork giants
modifier. count as 1.5 rimes their hit dice when determining the
total hit dice worth of minions a tinker may command.
(lass Features When a tinker produces a mechanical servant, he must
All of the follOwing are class features of the tinker. teach it some basic commands and tactics. Mechanical
Weapon and Armor Proficiency: Tinker are profi- creatures lack intelligence and have none of the narural
cient with simple weapons and light armor. They are also instincts and reactions of animals or beasts. A tinker can
proficient with the following martial weapons: light ham- teach his servitors one trick for each level he has in this
mer, light pick, heavy pick, warhammer. Tinkers use a class. All servitors know a few basic tricks that allow them
wide range of tools and learn to adapt them for combat. In to function normally. They know how to obey an attack
particular, tinkers who serve with the military as engi- command from their creator and always come when
neers quickly learn to use their ledges and picks as called by their owner. Mechanical creatures based on ani-
weapons. mals normally used as mounts, such as horses or riding
Artificial Minions: As pan of hi work and research dog, may accept a rider. The creatures learn tricks as per
into using scientific law in combination with magical the Handle Animal skill. Though the tinker does not use
lore, the tinker learns to design and build small, mechan- this skill, he mu t follow the guidelines set forth there
ical creatures that guard him against anack and aid him when adding tricks to a machine's repertoire. Mechanical
with his work. A tinker may build and maintain creatures creatures cannot master complex tricks, such as accepting
whose total hit dice equal twice his leveL At 1st level, the a rider if that is not their nature, unless modified by their
tinker may apply the mechanical template to an animal to creator to do so. ee the mechanical creature template and
yield the statistics for a minion. He may have as many the upgrades listed for it below.
minions as he wishes, so long as their total hit dice are less Bonus skill Ranks: In addition to his normal kill
than or equal to twice his tinker level. For example, a 4th- ranks, the tinker gains additional ranks at each level he
level tinker could have a total of 8 hit dice wonh of crea- may spend on Craft skills. At 1 t level, he gains 8 bonus
tures. He could command a mechanical polar bear or a ranks. At 2nd level and higher, he gains 2 bonus ranks.
mechanical lion and three mechanical monkeys. ee the These tanks can only be pent on craft ub-skills, such as
mechanical template for more information on how it Craft (blacksmith) or Craft (armorer).
effects a base creature and its game statistics. Invention: The tinker can produce almost any magic
A robotic minion costs 100 gp per hit die to build and item for which he owns the necessary feats. Count his lev-
requires the use of Craft (blacksmith) or a similar skill els in the tinker class as his caster level to determine if he
that involves metal working. The tinker uses his 1st-level can produce an item. In addition, he can compensate for
spell imbue with artificial intelligence to grant the mechani- any arcane spells (though not divine ones) required to
cal hull a basic intelligence. produce an item by spending enough gold to research and
At 5th level, the tinker learns to produce gearwork duplicate the spell using his scientific magic. For purpos-
humanoids. These creations operate much like his e of determining which spells a tinker cannot duplicate,
mechanical animals, though they are smarter and capable any spell that appears on the cleric or druid lists bur doe
of mastering more specialized skills and abilities. Each not show up on the orcerer/wizard li t is beyond his
gearwork humanoid can gain a number oflevels in a class abilities.
equal to half the rinker's level in this class. In addition, the
tinker may still only keep a total of mechanical servitors
TECHNOMANCY

TABLE 11-1: THE TINKER


Base Fort Ref Will Spells per Day
Level Attack Save Save Save Special 0 1 2 3 4 5 6 7 8 9
1 +0 +2 +0 +2 Artificial minions, bonus skill 3 1 ---
ranks, invention, spells, traps
2 +1 +3 +0 +3 4 2 ---
3 +2 +3 +1 +3 4 2 1 ---
4 +3 +4 +1 +4 Bonus feat 5 3 2 ---
5 +3 +4 +1 +4 5 3 2 1 ---
6 +4 +5 +2 +5 5 3 3 2 --- ---
7 +5 +5 +2 +5 6 4 3 2 1 ---
8 +6/+1 +6 +2 +6 Bonus feat 6 4 3 3 2 ---
9 +6/+1 +6 +3 +6 6 4 4 3 2 1 ---
10 +7/+2 +7 +3 +7 6 4 4 3 3 2 ---
11 +8/+3 +7 +3 +7 6 5 4 4 3 2 1 ---
12 +9/+4 +8 +4 +8 Bonus feat 6 5 4 4 3 3 2 ---
13 +9/+4 +8 +4 +8 6 5 5 4 4 3 2 1
14 +10/+5 +9 +4 +9 6 5 5 4 4 3 3 2
15 +11/+6/+1 +9 +5 +9 6 5 5 4 4 4 3 2 1
16 +12/+7/+2 +10 +5 +10 Bonus feat 6 5 5 5 4 4 3 3 2
17 +12/+7/+2 +10 +5 +10 6 5 5 5 5 4 4 3 2 1
18 +13/+8/+3 +11 +6 +11 6 5 5 5 5 4 4 3 3 2
19 +14/+9/+4 +11 +6 +11 6 5 5 5 5 5 4 4 3 3
20 +15/+10/+5 +12 +6 +12 Bonus feat 6 5 5 5 5 5 4 4 4 4

The cost to duplicate a spell is 50 gp per spell leveL In person rries to use it. Only the tinker may use the item,
addition, the tinker must supply the gold, material com- and he each time he attempts to activate it he must make
ponents, and experience point cosr necessary to cast the a Use Magic Device check with a +5 competence bonus to
spell. These cOSts are added directly to the total price in his roll. Other tinkers (and only tinkers) may attempt to
gold and experience necessary to produce the item, and use items crafted in this manner, but they do not gain the
represent research and materials that are consumed dur- benefit of the competence bonus to their check.
ing the process of the item's creation. The tinker must In return for this reduced effectiveness, the tinker may
make an Invention Check by making a dzo roll and pay half the gold and experience cost it would take him to
adding his Intelligence modifier and level in the tinker produce an item for general use, as detailed above. The
class. The DC of this check equals the market price of the tinker curs corner and draws upon his training as an
item divided by 1,000. If the check fails, the tinker must engineer to produce an item that works most of the time.
spend half the item's gold cost to produce, and half the When a tinker creates an item, it mimics the function-
time necessary to complete the item before making ality but not the form of the magical item on which it is
another check (the item fails to operate fully and needs based. A wand, for example, may appear as a rille or other
more work to complete ir). gizmo. When designing an item, the tinker should create
If the check succeeds, the tinker produces a fully func- a visual de cription that matches the item's functionality.
tioning magic irem. The item detect as magical and can This deSign should have no effect on the in-game usabili-
be used normally. A tinker may use an item he produce ty and characteristics of the item. Instead, it should add
in this manner if he lacks the prerequisite spellcasting or some flavor to the item and help mark it as the work of a
class abilities with his Use Magic Device skill. When tinker.
using this skill on an item he created in this manner, the In addition to duplicating the effects of a magical item,
tinker gains a +10 competence bonus to his check. The tinkers also have the ability to craft a set of wondrous
tinker is intimately familiar with the item and knows how items that only they have the talent and knowledge to
to opera te it. produce. These items, including flying machines, motor-
Rather than produce a traditional magic item, a tinker ized wagons, and other wonders, are listed under the New
may opt to produce an item that functions only for him. Magic Items section after the tinker class description.
The tinker creates the item as normal but cuts corners in Spells: A tinker casts arcane spells. He is limited to a
its production, building a functioning but difficult to use certain number of spells of each spell level per day,
item. A wand, for example, continually breaks and must according to his class leveL A tinker must prepare spells
be acrivated with a different command word each time a ahead of time by gerring a good night'S sleep and spend-
TECHNOMANCY

ing 1 hour studying his spellbook. To learn, prepare, or The tinker's spells are speciflcally designed to aid con-
cast a spell, a tinker must have an Intelligence score of at structs. All of his spells affect constructs as if they were
least 10 + the spell's level. A tinker's bonus spells are based living creatures.
on Intelligence. The Difficulty Class for saving throw Traps: Much like rogues, tinkers can use the Search
against tinker spells is 10 + the spell's level + the tinker's skill to locate traps which require a DC of 20 or higher to
Intelligence modifler. find. They can also use their Disable Device skill to disarm
Unlike wizards, all tinkers gain and use the same spell- magic traps. If the tinker's Disable Device check is 10 or
book: The ManuaLs of Arcane Mecharlics. Thi three-volume more above the DC needed to disarm a trap, he has figured
set describes the basics of the tinker' craft and provides out how the trap works. He and his friends can bypass the
him with his spells. The manuals include all of the spells trap without triggering it, if he so wishes. Otherwise, he
on the tinker's list. Thus, a tinker need never scribe spells may disable the trap as normaL
into his book. If a tinker come across a new spell that he Bonus Feats: Every 4th level, the tinker gains a bonus
may use but that is not included in his books, he may feat. He may select any item creation feat or a feat from
scribe them into his manuals as a wizard adding a new the following list: Alertness, Endurance, Great Fortitude,
spell to his books. If a tinker finds one or more new spells, Iron Will, skill Focus, or Toughness. In addition, the tin-
he must keep a new book separate from his manuals to ker may select any ofthe new item creation and invention
store them. These books act exactly like a wizard's spell- feats detailed in this section.
book. The tinker must u e read magic to decode a spell
and pay to add it to his book as a wizard would. TINKER SPEll UST
A tinker's spells are unique combinations of arcane o arcane mark, detect magic, Light, mage hand, mend, mend
mathematics, geometry, and eldritch mechanics. A wizard constn4ct, open/close, read magic, resistance.
cannot read or use a tinker's spellbooks. A read magic spell 1 alarm, animate rope, burning hands, comprehend Lan-
allows him to determine the general nature of spell, but guages, disrupt construct, enLarge, grease, hoLd portaL, identi-
he cannot copy the spell into his books and prepare it for fy, imbue with artificiaL inteLligence, jump, magic weapon,
use. pa.tch construct, unseen servant.
2 arcane lock, blur, bulL's strength, cat's grace, bedazzle con-
stnlct, darkness, darkvision, daylight, endurance, fog cloud,
knock, Levitate, pyrotechnics, repair construct, see invisibili-
ty, shatter.
3 charm construct, dispel magic, explosive runes, fly, greater
magic weapon, gust of wind, haste, keen edge, restore con-
struct, sLow, sti nkl ng cloud, water breathing.
4 fire trap, minor creation, poLymorph other, poLymorph self,
rebuild construct, shout, waLl of fire, waLl of ice.
S confuse construct, fabricate, interposirlg hand, major
creatIOn, stone shape, telekinesis, transmute mud to rock,
transm ute rock to mud, wall of force, waLl of iron, wall of
stone.
6 analyze dweomer dominate construct, flesh to stone, forceful
hand, greater dispelling, mass haste, move earth, stone to
flesh.
7 construct growth, grasping hand, reverse graVity, speLl
turning, statue.
B Bigby' clenched fist, iron body, polymorph any object,
protection from COristructs, protection from spells, symbol.
9 Bigby's crushing hand, dispel construct, foresight, refuge,
temporaL stasis, time stop.
TECHNOMANCY

Range: Touch
_ _ _ _ _tiEW SEELLS Target: One touched construct
Duration: Permanent
Charm Construct
Evocation This enchantment allows a tinker to imbue his creations
Level: Tnk3 with the basic intellect they need to function properly.
Target: One construct After building his creation's outer hull, he uses this spell
Duration: 1 hour/level to give it life. Only machines built according to the guide-
lines outlined below may be granted this spell. Over the
As charm person, except this spell creates a quick blast of course of building his constructs, the tinker designs their
energy that disrupts a construct's programming and caus- bodies with the geometric and arcane arrangements nec-
es it to treat you as an ally. This spell is effective against essary to grant the creature life.
golems and all other constructs. It has no effect against
other creatures. Mend Construct
Conjuration
Disrupt Construct Level:TnkO
Evocation
Level:Tnk2 As patch construct, except this spell repairs only 1 point of
Components: V, S damage.
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels) Patch Construct
Target: One construct Conjuration
Duration: 1 round/level Level:Tnkl
Saving Throw: will negates Components: V,
Spell Resistance: Yes Casting Time: 1 action
Range: Touch
You create waves of energy that interfere with the magic Target: One touched construct
powering a construct, disrupting its ability to function Duration: Instantaneous
properly. On a failed save, a construct may only take par- Saving Throw: will half (harmless)
tial actions for the duration of this spell. Spell Resistance: Yes (harmless)

Dominate Construct With this touch spell, you direct arcane energies into a
Evocation construct to mend the damage it has sustained. This spell
Level:Tnks cures 1ds damage suffered by a construct of any type. It
Target: One construct ignores any spell immunities a construct, such as a golem,
may have.
As dom inate person, except this spell functions only against
creatures of the construct sub-type, including golems. Rebuild Construct
The caster creates a disrupting beam of energy that bends Conjuration
the construct to his will be reconfiguring its magical Level:Tnk4
design. Components: V, S, M
Casting Time: 1 hour
Heal Construct Range: Touch
Conjuration Target: One touched construct
Level:Tnk3 Duration: Instantaneous
Saving Throw: No
As patch construct, except this spell repairs 3ds points of spell Resistance: No
damage.
This powerful restorative spell returns a destroyed con-
Imbue with Artificial Intelligence StnlCt to a function state. The caster must have the major-
Transmutation ity of the construct's original body on hand for this spell
Level:Tnk1 to function. After completing the spell, the construct's
Components: V, S body reassembles and it may function as normal.
Casting Time: 1 hour
TECHNOMANCY

However, each time this spell is cast on a construct its


maximum hit points are reduce by 25%. This spell restores
the construct to an imperfect state, leaving it without The following templates are used to create the statistics
parts of its structure and vulnerable to more damage. for the tinker's mechanical creations.
Material Component: A silver wrench worth 100 gpo
MECHANICAL CREATURES
Repair Construct Mechanical creatures are self-mobile, tinker-designed
Conjuration constructs that mimic the form and function of a living
Level:Tnk2 creature such as a wolf or snake. These constructs appear
as metallic, mechanical versions of their base crea-
As patch construct, except ture. They are forged from iron, wood, and other
this spell repairs 2ds materials. No one would mistake a mechanical
points of damage. creature for the real thing, though its general
shape and habits make it easy to tell what sort of
Restore Construct ~! beast it is based on.
Conjuration Note that a mechanical creature is
Level:Tnk7 not derived from a liVing one. Instead,
the tinker merely studies the animal
This spell is similar to he wants to produce and builds his
rebuild construct except it creation from scratch.
retains the construct's or-
iginal hit point total and fully Building Mechanical Creatures
restores it to a functioning A creature costs 100 gp per hit die
state. A construct restored to plus additional gp for special fea-
life with this spell regains its tures. It takes 1 day per 1,000 gp in
maximum hit points. In addition, total value to craft a mechanical
a damaged but still functioning creature.
construct is restored to its maxi-
mum hit points with this spell. Creating a Mechanical Creature
Material Component: A golden "Mechanical" is a template that can
wrench worth 1,000 gpo be added to any animal A mechan-
ical creature's type is always con-
Tinker's Hammer sidered to be a construct.
Evocation A mechanical creature
Level:Tnkl has all the base animal's
Components: V, S game statistics and abilities
Casting Time: 1 action except as noted here.
Range: Close (25 ft. + 5 ft./2 levels) Hit Dice: Mechanical
Effect: Ray creatures use diD as hit
Duration: 1 round/3 levels dice rather than an animal's
Saving Throw: No ds. In addition, constructs
Spell Resistance: No do not have Constitution
scores. A mechanical crea-
A ray of seering blue energy springs ture never receives bonus
from your hand, striking a construct and hit points due to a high Con.
dealing 1d4 damage for every two caster They always receive 5.5 hit
levels, with a maximum damage of 10d4. This points per die, rounded down
spell ignores all inherent immunities a construct enjoy. and multiplied by the creature's hit dice.
This spell damages only constructs and inanimate objects. Speed: Mechanical creatures have all the ame move-
ment modes and speeds as their base animal type.
AC: Mechanical creatures gain a +2 natural bonus to
AC. If the ba e creature type already has a natural bonus,
this +2 bonu stacks with it.
TECHNOMANCY

Attacks: A mechanical creature uses the same attack skills: As machines, mechanical creatures do not have
bonus and modes as its base animal. the same experience and instincts as living animals. They
Damage: The mechanical creature's fonn mimics the have no ranks in skills.
animal on which it is based. Thus, it deals the same damage. Challenge Rating: As base creature.
Special Attacks: A mechanical creature gains all the Alignment: Always neutral.
special attacks of its base creature. Advancement: None.
Special Qualities: In addition to the base creature's Sample Creature: Mechanical Black Bear
special qualities, mechanical creatures count as con-
structs. They are immune [Q mind-influencing effects, Medium-Size (onstru(f
poison, sleep, paralysis, stunning, disease. death effects, Hit Dice: 3d10 (16 hp)
and necromantic effects. They do not have Initiative: +1 (Dex)
Constitution or Intelligence score. Speed: 40 ft.
Mechanical animals cannot heal damage naturally AC: 15 (+1 Dex, +4 natural)
and instead must be repaired with a tinker's spells or Attacks: 2 claws +6 melee, bite +1 melee
through repair work. A tinker may repair 1 hit Damage: Claw ld4+4, bite 1d6+2
point of damage to an animal by spending 1 gold Face/Reach: 5 ft. by 5 ft./5 ft.
piece per hit point and spending t day for Special Qualities: Construct, scent
each 100 gp worth of repairs work- Saves: Fort +1, Ref +2, will +3
ing on his minion. Abilities: Srr 19, Dex 13, Con - ,
Mechanical creatures Int - , Wis 12, Cha 6
are immune to critical Climate(ferrain: Any
hits, subdual damage, Organization: Solitary
ability damage, ability Challenge Rating: 2
drain, and energy drain. Treasure: None
They are immune to all Alignment: Always neutral
effects that require a
Fortitude save unless the MECHANICAL CREATURE
spell or ability specifically UPGRADE PACKAGES
states it can affect objects. Over time, a tinker can install
Constructs never make additional equipment and
saves to avoid death by upgrades on to his mechanical
massive damage, but as followers. These upgrade
soon as one is reduced to packages have two costs, one
o or fewer hit points it is listed in gold pieces and a
destroyed. A destroyed second listed in hit dice. A
mechanical creature can- tinker must pay the gold
not be repaired but can be piece cost and spend one day
rebuilt from scratch. working on the creature he
Unlike other constructs, wishes to upgrade for every
mechanical creatures do nor 50 gp worth of upgrade.
automatically receive darkvi- tEE The hit die cost affects the
sion. total number of creatures a
Saves: Mechanical creatures tinker can command. When
lack the intuitive reflexes and danger sense determining the hit die worth
that allow animals to dodge threats or resist spells. of mechanical animals, add the hit dice value of
To determine its base saving throws, divide its hit dice by the upgrades to the creature's hit dice to determine how
three and round down. Apply the creature's ability modi- much it counts against the tinker's limit.
fiers as normal. Note that since a mechanical creature The bonuses granted by a package all have the upgrade
does not have a Constitution score, it gains neither a de criptor. Thus, bonuses provided by packages do not
bonus nor penalty to its Fortitude save. stack. For example if two packages provide a bonus to
Abilities: The mechanical version of an animal has the damage, use only the highest damage bonus.
same ability scores as its base creature. However, like all
constructs they lack a Constitution or Intelligence score.
TECHNOMANCY

Amphibious Package: By adding crude flippers to the This package increases a mechanical animal's ground
mechanical creature's hull and incorporating webbing to speed by 10 feet. In addition, it gains 10 ranks in the Jump
its feet, paws, and other limbs, the tinker can make his skill and is not limited by its speed when determining the
creation suitable for underwater use. distance of its jump.
This package grants a mechanical creature a swimming Gold Piece Cost: 500 gpj Hit Die Cost: 1 HD.
movement speed equal to its walking movement rate. Mauler: This fearsome upgrade package transforms a
Mechanical creatures whose base animals have a swim mechanical animal into a vicious, dangerous fighter. The
movement speed gain no benefits from this package. tinker modifies the creature's jaws to give it a larger
Gold Piece Cost: 500 gpj Hit Die Cost: 1 HD. mouth filled with steel fangs, while increasing the range
Combat Package: The tinker improves the mechanical of marion of irs limbs and paws. Wirh these modifica-
creature's reflexes and weaponry, making it a more formi- tions, the animal can tear through several weak foes in a
dable fighter. It reacts more quickly to attackers and deals single attack.
more damage with its attacks. This package grants a mechanical creature the Power
This package grants a mechanical creature a +2 bonus to Arrack and Cleave fears.
initiative and a +2 bonus to damage on all its attacks. Gold Piece Cost: 1,000 gpj Hit Die Cost: 2 HD.
Gold Piece Cost: 500 gpj Hit Die Cost: 1 HD. Scout Package: By making an investment in redesign-
Defense Package: This set of improvements adds addi- ing a mechanical beast's joints and hull, the tinker can
tional armor plates to a mechanical creature's outer hull gram it an improved ability to stay out of sight and creep
and reinforces its interior. The tinker adds additional up on its enemies. The scout package is an excellent
struts, supports, and armored casing for its joints and choice not only for reconnaissance purposes but to help a
sensors. machine surprise its enemies.
This package grants a mechanical creature an addition- This package grants a mechanical creature 6 ranks in
al +4 natural armor class bonus, which stacks with its Hide and Move Silently.
existing natural armor bonus. In addition, the mechanical Gold Piece Cost: 500 gpj Hit Die Cost: 1 HD.
animal gains one hit point per hit die. Subterranean Package: This combination of upgrades
Gold Piece Cost: 1,000 gpj Hit Dle Cost: 2 HD. is designed to enhance a mechanical creature's ability to
Flight Package: A radical change in the mechanical operate underground. Ir gains improved senses and foot
creature's form and function, this package grants it a set of claws that enhance its ability to climb and allow it to deal
crude, rudimentary wings. The creature may fly with more damage in combat.
these wings, though it is far from agile in the air. This package grants a mechanical creature darkvision
This package grants a mechanical creature a flight with a 60 ft. range, steel claws that allow it to deal +2 dam-
speed equal to twice its normal walking movement rate. It age with a claw attack, and 8 ranks in Climb, 4 ranks in
has clumsy maneuverability but otherwise operates as a Listen, and 4 ranks in Spot.
flying creature. Obviously, flying creatures gain no bene- Gold Piece Cost: 500 gpj Hil Die Cost: 1 ED.
fit from this upgrade. Tactician: The tinker modifies the creature's weapons,
Gold Piece Cost: 2,000 gpj Hit Die Cost: 4 HD. claws, and fangs, adding sharp hooks that allow to grasp
Intelligence: This upgrade allows a tinker to program and tug enemies. In addition, he trains it to grab enemies
a complex trick into a mechanical creature. and pull them to the ground.
Unlike the other upgrades, this one may be taken mul- This package grants a mechanical creature the
tiple times for each creature. Each time you select it, you Improved Trip feat. In addition, on a failed trip the crea-
grant a creature an additional complex trick. For example, ture cannot be tripped by its target.
you could teach a mechanical alligator to accept a rider or Cold Piece Cost: 1,000 gpj Hit Die Cost: 2 HD.
train a mechanical falcon to pluck objects from a person's Tracker: Many mechanical beasts have an innate abili-
hands. ty to detect creatures by scent. To take advantage of rhis
When determining your total hit dice of mechanical ability, some tinkers modify their creations so that they
creatures, add together your creations' hit dice then become experts at pursuing and tracking their prey.
round up. This package grants a mechanical creature the Track
Gold Piece Cost: 250 gpo Hit Die Cost: 1/2 HD. fear and 8 ranks in the Wilderness Lore skill.
Long Jumper: By increasing the size and strength of Gold Piece Cost: 1,000 gpj Hit Die Cost: 2 HD.
the mechanical creature's hind legs, the tinker grants it
the ability to jump great distances. Mechanical animals
with this upgrade package can move faster and jump far-
ther than other constructs.
TECHNOMANCY

MECHANICAL INSECTS Building Gearworks


Tinkers who have reached 10th level or higher may apply A gearwork costs 100 gp per hit die plus additional gp for
the mechanical template to vermin in order to produce a special features. It takes 1 day per 1,000 gp in total value to
robotic follower. Apply the template to these creatures as craft a gearwork
normal. However, if the creature has a poison special
attack the tinker must buy poison to keep his minions (reating a Gearwork Servitor
supplied with it. A mechanical vermin can store six doses When designing a gearwork, the tinker must first choose
of poison. Each time it hirs its opponenr with an attack the basic type he wishes to construct - expert, ugh ter, or
that causes him to make a saving throw against the poi- rogue - and what hit die construct he can design.
son's initial effect, it uses one dose. The tinker does nor Remember that a gearwork counts as twice its hit dice
necessarily have to use the same type of poison found in when determining the maximum number of mechanical
the liVing version ofhis construct. Instead, he may choose followers a tinker may command.
any sorr of injury poison to supply hi creations. Refilling The gearwork's class determines its abilities and basic
a single dose of poison into a mechanical vermin is a stan- chassis. All gearworks share the following basic statistics.
dard action. Type: Gearworks count as Medium-size constructs.
Attacks: All gearworks have a slam attack that does Id4
GEARWORK HUMANOIDS damage. A gearwork's base attack bonus is determined by
As tinkers progress in their mastery ofbuilding and main- its hit dice and type.
taining artificial creatures, they learn to produce compli- Face/Reach: 5 ft. by 5 ft./5 ft.
cated, intelligent machines. These gearwork humanoids Special Qualities: constructs, gearworks are
are far from fully intelligent, but they are capable of oper- immune to mind-influencing effect , poison, sleep, paral-
ating independently and can sometimes take the initia- y is, running, disease, death effects, and necromantic
tive and respond to threats in an aggressive, proactive effects. They do not have Constitution scores.
manner. Gearworks cannot heal damage naturally and instead
Gearwork humanoids are essentially robotic humans must be repaired with a tinker's spells or through repair
programmed with skills and abilities that somewhat work. A tinker may repair 1 hit point of damage to a gear-
mimic those granted by a class. They may receive pro- work by spending 1 gold piece per hit point and spending
gramming similar to the training gained by an expert, 1 day for each 100 gp worth of repairs working on his
fighter, or rogue. Expert gearworks are advisors and walk- minion.
ing databanks of knowledge. They can master a wide Gearworks are immune to critical hits, subdual damage,
range of languages, compile information on hi tory, g og- ability damage, ability drain, and energy drain. They are
raphy, and other subjects, or pick locks and search for immune to all effects that require a Fortitude save unless
traps. Gearwork fighter are simple brutes that protect a the spell or ability specifically state it can affect objects.
tinker and destroy his enemies. Gearwork rogues are Constructs never make saves to avoid death by massive
scours and spies who keep a tinker afe from hidden damage, but as soon as one is reduced to 0 or fewer hil
threats. While gearworks have many of their namesake points it is destroyed. A destroyed mechanical creature
classes' abilities and features, their limited intelligence cannot be repaired but can rebuilt from scratch.
makes it difficult for them to master the more advanced Unlike other constructs, gearworks do not automatical-
class abilities. A gearwork expert, for example, may be ly receive darkvision.
able to perfectly recall many historical subjects but lacks Challenge Rating: A gearwork's challenge rating
the intuition and ingenuity to draw comparisons between equals its hit dice minus 2.
history and curtent events. The gearwork fighter lacks the Alignment: Alway neutral.
skill and tactical sense to master many feats. While the
gearwork rogue's clunky limb make it difficult to pick GEARWORK EXPERT
locks and disarm traps as efficiently as a humanoid rogue Created to serve as assistants and aides, gearwork experts
can. work best as walking catalogs of information. Unlike
Gearworks appear as humanoid frames made from iron, most constructs, the expert has an Intelligence score.
wood, and other materials. They have surprisingly smooth While pitiable in comparison to a living creature, it allows
gaits and motions considering their construction. While the gearwotk to store and recall great amounts of infor-
no one would ever mistake a gearwork for a liVing crea- mation. The gearwork never applies its Intelligence
ture by looking at it, its actions and motions become dis- penalty to a skill that has Intelligence as its key ability.
turbingly life-like as a tinker refines and improves its While far from sharp, the gearwork's excellent recall
form and programming. allows it to compensate for its stupidity.
TECHNOMANCY

skills: Gearwork experts gain 32 skill points at for their GEARWORK FIGHTER
first hit die and 8 additional skill points per additional hit Designed to serve as bodyguards, elite soldiers, and spe-
die. They may spend up to 3 + their hit dice ranks in any cialized shock troops, gearwork fighters are capable of
permissible skills. Experts may spend ranks on Appraise mastering many of the same skills and talents that human
(1m), Decipher Script (Int), Heal (Wis), Intuit Direction warriors and other skilled combatants study and use in
(Wis), Knowledge (any), and Speak Language. Gearwork battle. Unlike other mechanical creatures the tinker
experts are generally designed with a wide range of builds, the fighter is capable of learning to use new
Knowledge skills. Gearworks may not spend ranks on weapons, and develops a low-level of intelligence that
skills not listed here. Unlike living creatures, they cannot allows it to operate with a fair degree of autonomy. While
master skills outside of their area of expertise. mechanical animals need constant supervision, the gear-
Combat Ability: A gearwork expert is not designed for work fighter is capable of receiving, understanding, and
combat. Its base attack bonus equals its hit dice divided by completing complex orders.
two, rounded down. It lacks proficiency with any skills: Gearwork fighters do not gain any skill ranks.
weapons, armor, or shields. Its natural attack deals ld4 Combat Ability: A gearwork fighter's base attack
blunt damage. bonus equals its hit dice. In addition, gearwork fighters
Armor Class: The gearwork expert's chassis is usually gain one feat at every even-numbered hit die of their
designed to resemble a slender, spindly humanoid. It design. For example, a 10 hit die gearwork fighter has five
gains a +2 natural armor class bonus due to the metal and feats, while a 4 hit die one has two. In addition, gearwork
wood used to produce its body: fighters are proficient with all simple and martial
Speed: Gearwork experts are designed to keep pace weapons.
with the race that designed them. After all, a sage would Gearwork fighters may be given feats that do not
be quite annoyed ifhe had to keep stopping to wait for his require too much tactical cunning or quick decision mak-
mechanical servant to catch up. The gearwork expert's ing. They may select Armor Proficiency (light), (Annor
speed equals its creator's movement rate. Even if its cre- Proficiency (medium), Annor Proficiency (heavy), Exotic
ator can fly or swim naturally, however, the gearwork Weapon Proficiency, Improved Crirical, Improved
expert's only available movement type is walking. Initiative, Point Blank Shot (Far Shot, Precise Shot, Rapid
Saving Throws: Agearwork's ba e saving throw equal hot, Shot on the Run), Power Attack (Cleave, Improved
its hit dice divided by three, rounded down. Bull Rush, under, Great Cleave), hield Proficiency, and
Special Abilities: The gearwork expert can read, write Weapon Focus.
and speak any language he knows. Armor Class: Gearwork fighters are designed to
Since the expert has an Intelligence score, it operates as absorb tremendous amounts of punishment. Their hulls
a fully independent creature. It is not limited in the tricks are heavil plated with steel, iron, and bronze. They re-
or commands it has been taught as are mechanical ani- ceive a +8 natural bonus to AC.
mals. Instead, it operates as a rruly independent being. Speed: Weighed down by their armor plating, gear-
The expert is still utterly loyal to its creator and fulfills all work fighters move at about the ame rate as a human
orders gladly, even suicidal ones. wearing heavy armor. Their speed is 20 feet.
Advancement: Gearwork experts do not gain levels. aving Throws: A gearwork's base saving throws equal
They are built and programmed to fulfill a specific role. A its hit dice divided by three, rounded down.
tinker can add additional hit dice to an expert by paying Special Abilities: A constructs with Intelligence
100 gp per extra level beyond its current one and com- scores, gearwork fighters are more independent and
pleting the necessary work as normal. When an expert autonomous than other artificial creatures. They operate as
gains a hit die, it earns the additional skills and improved a humanoid creature of their listed Intelligence. while
tatistic of a higher hit die expert. their Intelligence is below 6, they operate as clockwork
animals. They must be trained and given limited orders.
TABLE 11-2: GEARWORK EXPERT Once their score equals or rises above that mark, they may
Hit Dice Str Dex Int Wis Cha hp operate independendy, and can understand and enact
1 6 8 6 10 10 3 complex order. A gearwork fighter is absolutely loyal to
2 6 8 6 10 10 7
3 6 8 8 10 10 10 its creator and gladly obey all orders, including suicidal
4 6 8 8 10 10 14 one.
5 6 8 10 10 10 17 Advancement: Gearwork experts do not gain levels.
6 8 10 10 12 12 2 They are built and programmed to fulfill a specific role. A
7 8 10 12 12 12 24 tinker can add additional hit dice to a fighter by paying
8 8 10 12 12 12 28
9 8 10 14 12 12 31 100 gp per extra level beyond its current one and com-
10 8 10 14 12 12 35 pleting the necessary work as per the Craft skill.
TECHNOMANCY

TABLE 11-3: GEARWORK FIGHTER


Combat Ability: While gearwork rogues are not
Hit Dice Str Dex Int Wis Cha hp
designed for combat use, they can hold their own in a
1 12 10 2 4 4 5
2 12 10 2 4 4 11 fight when cornered. A gearwork's base attack bonus
3 14 12 4 4 4 16 equals its hit dice divided by two, rounded down.
4 14 12 4 4 4 22 Gearwork rogues are profiCient with all simple weapons.
5 16 14 6 4 4 27 Armor Class: A gearwork rogue has some minor
6 16 14 6 6 6 33
armor plating, but too much armor would hinder its
7 18 16 8 6 6 38
8 18 16 8 6 6 44 movement and interfere with its skills. It gains a +4 nat-
9 20 18 10 6 6 49 ural bonus to armor class.
10 20 18 10 6 6 55 Speed: Small gearwork rogues have a base speed of 20
feet. Medium-size ones move at a base speed of 30 feet.
GEARWORK ROGUE SavmgThrows: A gearwork's base saving throws equal
Designed to serve as scouts and supporting fighters, gear- its hit dice divided by three, rounded down.
work rogues are small, nimble, and stealthy. They range Special Abilities: As constructs with Intelligence
ahead of a traveling tinker and alert him to any dangers. scores, gearwork rogues are more independent and
They are also experts at picking locks and detecting traps, autonomous than other artificial creatures. They operate
though compared to a human or other humanoid rogue as a humanoid creature of their listed Intelligence. While
their skills are quite limited. till, a gearwork rogue is bet- their Intelligence is below 6, they operate as clockwork
ter than no rogue at all. animals. They must be trained and given limited orders.
Size: To help them remain out of sight and fulfill their Once their score equals or rises above that mark, they may
role as scouts and spies, gearwork rogues are normally operate independently and can understand and enact
designed to be only 3 feet tall, making them Small crea- complex orders. A gearwork rogue is absolutely loyal to its
tures. A tinker may optionally decide to build a Medium- creator and obeys all orders, including suicidal ones.
size gearwork. This choice has no bearing on the gear- Advancement: Gearwork rogues do not gain levels. They
work's cost or abilities, but a Small gearwork gains a +1 are built and programmed to fulfill a specific role. A tinker
size bonus to hit and AC a +4 size bonus to Hide checks, can add additional hit dice to a gearwork rogue by paying
and all the other benefits and disadvantages of being a 100 gp per extra bit die beyond its current hit die total
Small creature.
Skills: A 1 hit die gearwork rogue gains 16 skill ranks. TABLE 11-4: GEARWORK ROGUE
With each additional hit die the gearwork gains an addi- Hit Dice Str Dex Int Wis Cha hp
tiona14 ranks to spend. These gearworks may spend their 1 6 10 2 6 4 3
2 6 10 2 6 4 7
ranks on Balance (Dex), climb (Str), Disable Device (Int), 3 6 12 4 8 4 10
Escape Artist (Dex), Hide (Dex), Jump ( tr), Listen (Wis), 4 6 12 4 8 4 14
Move Silently (Dex), Open Lock (Dex), pick Pocket (Dex), 5 6 14 6 10 4 17
Search (Int), and Spot (Wis). Gearworks may not spend 6 8 14 6 10 6 21
ranks on skills not listed here. Unlike living creatures, 7 8 16 8 12 6 24
8 8 16 8 12 6 28
they cannot master skills outside of their area ofexpertise. 9 8 18 10 14 6 31
10 8 18 10 14 6 35

TABLE 11-5: THE STEAM GIANT


HD Str Dex Int Wis Cha hp Base Reach Size
5 18 6 2 6 4 22 5 ft. by 5 ft. lOft. Large
6 18 6 2 6 4 27 5 ft. by 5 ft. lOft. Large
7 20 6 4 6 4 31 5 ft. by 5 ft. lOft. Large
8 20 6 4 6 4 36 5 ft. by 5 ft. 10ft. Large
9 22 6 6 6 4 40 5 ft. by 5 ft. 10 ft. Large
10 22 8 6 8 6 45 lOft. by 5 ft. 15 ft. Huge
11 24 8 8 8 6 49 lOft. by 5 ft. 15 ft. Huge
12 24 8 8 8 6 54 lOft. by 5 ft. 15 ft. Huge
13 26 8 10 8 6 58 10 ft. by 5 ft. 15 ft. Huge
14 26 8 10 8 6 63 lOft. by 5 ft. 15 ft. Huge
15 28 10 12 10 8 67 lOft. by 5 ft. 15 ft. Huge
16 28 10 12 10 8 72 10ft. by 5 ft. 15 ft. Huge
17 30 10 14 10 8 76 20 ft. by 20 ft. 20 ft. Gargantuan
18 30 10 14 10 8 81 20 ft. by 20 ft. 20 ft. Gargantuan
19 32 10 16 10 8 85 20 ft. by 20 ft. 20 ft. Gargantuan
20 32 12 16 12 10 90 20 ft. by 20 ft. 20 ft. Gargantuan
TECHNOMANCY

GEARWORK UPGRADE PACKAGES Focus. In addition, gearwork fighters may select bonus
Much like mechanical animals, gearworks can be upgrad- feats from their list of allowed feats.
ed with additional armor, weapons, or programming with Gold Piece Cost: 500 gp/feat.
new skills. Since gearwotks have Intelligence scores, they skills: By alrering a gearwork's chassis, programming,
are much more flexible when it comes to mastering new and basic design, a tinker can grant it a rudimentary mas-
abilities and can accept a much wider range of customiza- tery of a few basic skills. The listed cost is for one rank in
tions. a skill. A gearwork may have up to 3 + its hit dice skill
Appearance: Banned in some areas for its potential to ranks in any skill. You may not use this upgrade to violate
cause fear and confusion amongst those unfamiliar with a that maximum. In addition to the skills listed here, you
tinker's works, this upgrade allows a gearwork to pass for may grant additional ranks in skills listed under the gear-
a living creature. The tinker adds layers of make-up, can- work's type as available to that particular model.
vas, paint, hair, and clothing to his gearwork in an attempt All gearworks may be granted ranks in Balance (Dex),
to disguise its true nature. These disguises are rather rudi- climb (Str), Jump (Str), Listen (Wis), Speak Language,
mentary, but at a distance or with a casual inspection a Spot (Wis), and Swim ( tr).
relaxed guard or other observer who pays no special mind Gold Piece Cost: 50 gp/skill rank.
to a gearwork may mistake it for a living creature. Speed: Gearworks may be designed to swim, fly, or
Whenever a person looks at and inspects a gearwork, he climb along sheer surfaces. A flying gearwork is designed
must make a Spot check to detect that it is an arti£i.cial with a set of simple, mech-anical wings that flap
construct in disguise. The base DC wildly, granting it poor maneuverabil-
for this check is 5. By investing ity and a flying speed equal to twice
more cash and time into improv- its walking speed. A swimming
ing this upgrade, the thinker can gearwork has webbing in-stalled
boost this DC. The gearwork between its fingers and toes
does not automatically trigger a and crude fins installed along
Spot check when it moves about its back and limbs. It may
in public. Only observers who swim at a speed equal to its
interact with it or pay any walking movement rate.
attention to it may make a Gearworks designed to
skill check. If the gear- climb walls have suckers
work can somehow cover and hooks added to their
its face, it increases hands and feet. They can
the pot DC by 5. climb at a movement rate
The face is the hard- equal to their walking
est part for a tinker to speed.
duplicate and the one area where mo t The cost of this upgrade is
observers detect the disguise. determined by the gearwork's level.
Gold Piece Cost: 500 gp for a Spot DC of 5, +50 More complex gearworks have to be
gp per +1 DC. redesigned and rebuilt to incorporate
Armor: A gearwork can be granted an addi- this major change to its structure. If
tional +1 natural bonus to armor class by reinforc- an existing gearwork is given one of
ing its joints, bolting additional plates to its hull, these movement modes, then later
and rebuilding portions of its body with tougher upgraded to a higher level, you must
materials. Each time you add it to a gearwork, it pay the additional cost for granting a
gains an additional +1. A gearwork may gain a maxi- new method of movement to a higher
mum +5 additional bonus to its natural armor with this level gearwork. For example, if you upgrade a flying 2nd-
upgrade. level gearwork to 6th-level, you must pay an additional
Gold PIece Cart: 100 gp/+1 AC bonus. 2,000 gp to grant the 6th-level version of flying. Flight
Feats: A gearwork may be upgraded to gain one addi- costs 3,000 gp for a 6th-level gearwork. Subtracting the
tional feat for every two hit dice it has. Thus, an ath-Ievel cost of granting flight to a 2nd-level one (1,000 gp) from
gearwork may be granted a total of four additional feats that total yields an additional co t of 2,000 gpo
via this upgrade. You may grant a gearwork the following Gold Piece Cost: 500 gp/level for flying, 250 gp/level for
feats: Alertness, Armor Proficiency, Dodge, Exotic swimming or climbing.
Weapon Proficiency, Improved Initiative, Run, Simple
Weapon Proficiency, kill Focus, Track, and Weapon
TECHNOMANCY

Steam giants cannot heal damage naturally and instead


must be repaired with a tinker's spells or through repair
The pinnacle of the tinker's art, a steam giant is a fear- work. A tinker may repair 1 hit point of damage to a steam
some, terrifying creation that stalks across the battlefield giant by spending 1 gold piece per hit point and pending
and sends lesser creatures scurrying for cover. Steam 1 day for each 100 gp worth of repairs working on his
giants are heavily armed and armored humanoid minion.
machines that stand roughly 10 feet tall. They are team giants are immune to critical hits, subdual dam-
designed expressly for combat and rarely see other uses. age, ability damage, ability drain, and energy drain. They
In battle, they rely on their tremendous strength and are immune to all effects that require a Fortitude save
durability. As war machines, they are valued by generals unless the spell or ability specifically states it can affect
for their ability to single-handedly plug breaches in objects. Constructs never make saves to avoid death by
defensive formations or spearhead assaults on heavily massive damage, but as soon as one is reduced to 0 or
defended fortifications. fewer hit points, it is destroyed. A destroyed mechanical
Steam giants are designed in a manner similar to gear- creature cannot be repaired but can be rebuilt from
work servitors. You decide how many hit dice you want scratch. Unlike other constructs, steam giants do not
your giant to have, assign it feats and skill points via automatically receive darkvision.
upgrades, and select upgrade packages to improve is abili- Saves: A steam giant's base saving throws equal its hit
ties. They are more expensive to produce than other servi- dice divided by three, rounded down.
tors, but they are amongst the most powerful and fear- Abilities: A steam giant's ability cores are determined
some machines a tinker can produce. by its hit dice. Larger team giants are stronger than small-
erones.
BUILDING STEAM GIANTS Skills and Feats: The ba ic steam giant has neither
A steam giant costs 250 gp per hit die plus additional gp skill nor feats, though upgrade packages may grant these
for special features. It takes 1 day per 1,000 gp in total feature to them.
value to craft a steam giant. Challenge Rating: A steam giant's CR equals its
hit dice.
Designing a Steam Giant Alignment: Always neutral.
A steam giant's base abilities and size are determined by Attack Mode : When building a steam giant, a tinker
its hit dice. A steam giant counts as 1.5 times its hit dice has a few options for its armament. A tinker may choose
when determining how it counts against a tinker's total two of the following weapons and pieces of equipment to
allowed hit dice of mechanical followers. mount on a steam giant's arms. A steam giant may attack
Type: team giants count as constructs. with one of the e weapons each round at its full base
Speed: Large steam giants have a speed of 30 fr., attack bonus, gaining multiple attacks if its bonus is above
Huge ones move 40 fr., and Gargantuan ones have a speed six. It may attack with both weapons but fights as if it
of 50ft. wielded two weapons. The steam giant may choose which
AC: All steam giants have a +10 natural AC bonus. They weapon it count as its off-weapon each round and can
are forged from iron, wood, bronze, and other tough mate- switch between the two freely. These weapons are mount-
rials, allowing them to shrug off powerful blows with ed as an integral part of the steam giant's arms. It cannot
ease. drop them or wield other weapons in their place unless
Attacks: Steam giants are designed for combat and are the steam giant i equipped with battle fists. In that case,
programmed to make the most of their attacks. They have it may pick up and wield weapons as normal for a creature
a base attack bonus equal to their hit dice. In addition, all of its size.
steam giants have a natural slam attack. Large ones deal A steam giant is proficient with all simple and martial
1ds damage with a slam, Huge ones 2d6, and Gargantuan weapons, shields, and armor. In addition, it automatically
ones 2ds. gains proficiency with any special steam giant weapon
Face/Reach: A steam giant's hit dice determine it size, and attack mode that are incorporated into it design.
face, and reach. Large steam giants are around 10 fr. tall, For example, a steam giant equipped with a chain blade
Huge ones reach 20 fr. in height, while Gargantuan steam is automatically proficient in it use.
giants can reach 50 ft. Ballistae and Catapults: A steam giant may also have
Special Qualities: Steam giants count as constructs. a balli ta or catapult mounted on its hull as a weapon.
They are immune to mind-influencing effect, poison, When granted one of these weapons, the giant is
sleep, paralysis, stunning, disease, death effects, and equipped with a set of pulleys and ropes that allow it to
necromantic effects. They do not have Constitution automatically reload and fire the siege engine. eedless
scores.
TECHNOMANCY

to say, since steam giants lack the necessary skill to aim a 19-20 and has a x2 critical multiplier regardless of its size.
catapult they are rarely equipped with these weapons. In addition, like a smaller flail the great flail grants its
Still, in times of war, a heavy volume of catapult fire from wielder a +2 bonus to hit when making a disarm attack.
a steam giant unit can disrupt and destroy enemy forma- Lance: The lance is a long, sharp spear mounted in
tions. Since steam giants use pulleys and automated sys- place of one of the steam giant's arms. It may be used as a
tems to load their weapons, the time needed to load these stabbing weapon that extends the steam giant's reach by 5
weapons is cur in half, rounding down. feet and is also effective when used to charge or when set
Battle Fist: A battle fist is a spiked, armored gauntlet against a charge. If the steam giant attacks with the lance
which a steam giant may use to smash and pummel ene- while charging or if it readies an attack with this weapon
mies. In addition, the fist functions as a mechanical hand. to receive a charge, it deals double damage on a hit. If it
The giant may use it to grab items, carry weapons or scores a critical, increase its damage multiplier by one.
shields, and otherwise utilize it just as a humanoid uses its A Large steam giant's lance deals lds damage, a Huge
own hands. The battle fist is a steam giant's default arma- one 2d6, and a Gargantuan one 2ds. All lances inflict a
ment. If it is not equipped with the weapons listed here, it critical threat on a 20 and have a critical damage multipli-
sports two of these fists, one on each arm. er of x3.
A battlefist deals the steam giant's slam damage when Siege Tower and Assault Bridge: Not a weapon but a
used in battle. The giant makes multiple slam attacks if its simple shelter for passengers, the siege tower is a mobile,
base attack bonus is high enough. Attacks made with a fortified structure attached to the steam giant's outer hull
bartlefist count as armed strikes. Siege towers may only be mounted on Gargantuan steam
Chain Blade: This long, blade-like weapon looks like a giants. Up to a dozen Medium-size creatures may ride in
greatsword with a sharpened chain wrapped around its the siege tower. Large creatures count as two Medium-size
bladed edge much like a chainsaw. In battle the chain ones, while Small ones count as half a Medium-size crea-
rotates around the blade at an extremely fast rate, allowing ture. In battle, the steam giant may deploy its assault
it to saw into targets with ease. The chain blade deals 3d6 bridge to allow the occupants of the siege tower to rush
damage on a hit, scores a critical threat on a 20, and has a forth and storm a wall, tower, or other fortification. The
x3 critical multiplier. When used against inanimate bridge and tower feature small windows that grant riders
objects the chain blade ignores the first 5 points of its tar- 90% cover and allow them to make ranged or spell attacks.
get's hardness. The bridge and tower are built from wood. The bridge
When wielded by a steam giant with the Cleave or may extend up to 10 ft. beyond the giant's threatened area.
Great Cleave feat, the chain blade is a horrifyingly effec- Deploying the bridge is a standard action. When extend-
tive weapon. It chops through hordes of weak opponents ed, it forms a 5-foot wide, 1o-foot high passage that the
with ease, spraying blood and bone into the air. When a occupan of the siege tower may use to storm a fortifica-
steam giant makes a Cleave or Great Cleave attack with tion.
this weapon, it receives a +2 bonus to hit. The assault bridge may not b used as a weapon, even to
If a chain blade's attack roll is a natural 1, the chain make slam attacks. It is too fragile and unwieldy to use in
snaps and must be repaired. A tinker must spend 30 min- combat.
utes working on the chain blade and make a Craft Sledge Hammer: This weapon is a large, leaden
(weaponsmith) or similar skill check with a DC of 15 to warhammer designed to smash fortifications and pum-
repair it. On a failed check, the tinker may continue work- mel the steam giant's opponents into submission. An
ing on the weapon, making checks every half-hour until incredibly heavy weapon even by a steam giant's stan-
he succeeds. dards, the sledge hammer is an incredibly unwieldy but
Great Flail: This fearsome weapon is a long, spiked punishing weapon. It is so top-heavy that a steam giant
pole attached to the steam giant's upper arm by a long, may only swing it once per round. Even if the steam
thick chain. 10 battle, the steam giant swings the flail in a giant's base attack bonus is high enough to grant it multi-
wide arc before slamming it into its opponents. On a suc- ple artacks, it may strike once per round with this
cessful hit with this weapon that deals 10 or more dam- weapon. The steam giant may use the sledge hammer as a
age, tlle steam giant receives a free trip attack against its second weapon and use its full number of attacks with its
foe as the tremendous force of this weapon knocks the primary weapon.
giant's opponent to the ground. The steam giant cannot be A sledge hammer used by a Large steam giant deals 2ds
tripped as a result of this attack. damage, one wielded by a Huge giant deals 4ds damage.
A great flail wielded by a Large steam giant deals ldl0 and one used by a Gargantuan steam giant inflicts 6ds
damage, a Huge one deals 2d6 damage, and a Gargantuan damage. The hammer scores a critical threat on a 20 and
one inflicts 4d6. The great flail causes a critical threat on a has a x2 critical multiplier.
TECHNOMANCY

Armor Type Large Huge Gargantuan


Grappling Attack: If a steam giant is equipped with a
Padded 10 gp 20 gp 40 gp
Leather 20 gp 40 gp 80 gp battle fist, it may be upgraded with this special weapon.
Studded leather 50 gp 100 gp 200 gp The steam giant gains the use of the Improved Grab spe-
Scale mail 100 gp 200 gp 400 gp cial ability when attacking with the fist equipped with
Chainmail 300 gp 600 gp 1,200 gp this upgrade.
Banded mail 500 gp 1,000 gp 2,000 gp Gold Piece Cos!: 3,000 gpo
Half-plate 1,200 gp 2,400 gp 4,800 gp
Feats: Steam giants can be programmed with addition-
al combat abilities and talents. While they are inca-
pable of mastering pecialized feats such as
Expertise, they can be trained and designed
to handle simple ones that rely on brute
force such as Power Attack and Cleave. A
steam giant may be granted the follow-
ing feats: Improved Critical, Improved
Initiative, Power Attack, Cleave,
Improved Bull Rush, Sunder, Great
Cleave, and Weapon Focus. It costs 1,000
gp to add a feat to a steam giant. In addi-
tion, a team giant can gain no more than a
number of feats equal to half its hit dice,
rounded down.
Gold Piece Cost: 1,000 gp/feat.
skills: As intelligent construct , steam giants are
capable of learning new skills and increasing their abil-
ities with older ones. However, this training and pro-
gramming requires time, raw goods, and money for
research. A tinker or other character who can create steam
giants must spend 100 gp and one day of work teaching a
steam giant a rank in a skill. A steam giant may never have
ranks more than 3 + its hit dice in any skill.
All team giants may be granted ranks in Balance (Dex),
climb (Srr), Jump (Str), Listen (Wis), peak Language,
pot (Wis), and Swim ( tr). Unlike living creatures, they
are not mentally agile enough to ga in ranks in other skills.
Gold Piece Cost: 100 gp/skill rank.

Special Weapons
In addition to the standard steam giant weapons listed
above, these great war machines may also be fined
with exotic weapon that belch fire, hammer enemie
with sonic energy, and the like.
Flame Tongue: The steam giant's head can be fit-
ted with a large flame projection machine
designed to blast the giant's enemie with sheets
offire. Three times per day, the steam giant may
create a 60 ft. cone of fire that inflicts Sd6
points of damage. Targets may make a Reflex
save (DC 13) for half damage.
Gold PIece Cost: 10,000 gpo

"
THAUMATURGY

Before I begin today's lecture for new apprentices, I must make We have therefore proven that the two distinct spells a.re, in
two demands. Pay attention, and do not open your texts until I fact, one and the same. We need progress no further to make this
ten you to. Ifwe are al.! willing to comply, I shall begin the lesson. conclusion - fire is still fire, whether it comes from a bolt of
The world consists of laws, both artificial and natural. These lightning or heated tinder. The sources, uses, and dangers of fire
latter laws we shall discuss today, and I trust you wi!! aU avoid are inherent IY1 both forms.
breaking the former. Natural laws shape the world around us. Extrapolate. Spellcasters follow the same rules: they must con-
The air turns cold in winter night. A man held underwater too centrate, use certain gestures, invoke words of power, and apply
long wiH drown. An animal will fight if hungry or to protect its other components to cast the spell without expending energy, and
lair or young. Most everyone knows of natural laws, even if they still prodUCing predictable effects. Certain monsters can also sim-
do not know how to use them for their own benefits. Careful ulate spells. Most interestingly, however, spells fail from within
study reveals further aspects of the laws themselves how they help an antimagic field, without regard for origin. We can therefore
hunters survive in the wilderness or farmers reap their harvest. assume some general tie.
Since magic occurs naturally, most famously in the forms of This means, theoretically, other races use spells as though they
powerful creatures such as dragons, we can only assume there are posess the inherent ability to do so. Naturally, we must experi-
natural laws surrounding magic as well, yet rarely before has ment until we achieve that point ... but experiment we must.
anyone attempted to catalogue these laws. As far as we know, The dangers are obvious, yet we must ever reach for the stars and
thaumaturgists are the first organized group to attempt such a be mindful, lest we fall into the darkness between them.
monumental task, where before it was the idle pastime of elderly Open your books. That the pages are all blank is intentional.
wiza.rds or mad fiches. You yourselves shall help us write this book, and together, we
Most an of you are famil'iar with one of the more basic spells, shall discover the underpinnings of magic.
light, so it shall be our reference point. Arcane casters require a
material component, divine casters a focus, and neither can use
lightscrolls inscribed by the other. Two similar but different spells.
Reverse the flow of cause and effect. The effect is clear regard-
less offunction: the light spen creates light from a certain object, Thaumaturgy is a new mindset among spellcasters, a set
with a certain area brightened, and for a certain duration. Take of teachings less than two centuries old. The basic con-
a step back. Though the exact components of the arcane and cept came from the natural tendency of certain wizards to
divine spells vary, the spens take the same length of time to cast use magic for intellectual rather than for material gain.
and have the same requirement of a physical object from which The impetus came when a powerful conjurer, Spelcius,
to coax a nimbic glimmer. grew frustrated ar his repeated failed attempts to dupli-
cate any sort of healing spells through arcane methods.
THAUMATURGY

When he announced his intent to discover why this was, In the years that followed, the brightest students of the
most of his fellow wizards at the academy dismissed the school spent many hours pouring over the texts, collating
comment as an already eccentric wizard finally going the more reliable material and discarding the rest. As the
mad. Since his insaniry was evidently confined co a harm- school's headmasters read the edited versions of the text,
less pursuit, he was left largely alone in his studies. they slowly decided upon a more permanent solution.
Unfortunately for them, many of Spelcius' apprentices Certainly, they thought, Spelcius' original ideas had merit,
were still legally bound to serve him until released and but the madman's lack of self-control had drowned his
found themselves effectively exiled from the rest of the ideals in blood, and a more cautious approach was neces-
wizard communiry. Compounded with the half-sane rants sary for the future. Unfortunately, whole books referred
and teachings of Spelcius, it was a wonder that any of to texts evidently remaining in pelcius' lair, and a second
them survived the first few years. expedition, armed with some of Spelcius' magic, proved
Spelcius' experimental zeal eventually eclipsed his disastrous when a killer emerged from one of the planar
nobler ideals, and he turned his lunatic gaze upon his portals and murdered one of the wizards (see Number
pupils. Though they attempted to fight their master, Magic, page 73). Though the second group returned with
Spelcius' power was too great, and each fell in turn, until more texts, they also claimed that the lair was
the last one. even more dangerous than initially believed,
A decade after Spelcius made his announcement, and the academy since banned its members
he returned to his fellows at The Wizards' from entering it.
University with the results of his findings. Before Though working with incomplete texts
a dumbfounded audience, he slit the throat of his and partial records, the academy decided to
only remaining apprentice, then cast a spell, allow a slow, supervised training of what
healing the wound. The spell was obviously pelcius defined as thaumaturgy. Initially,
arcane, and the wizard obviously insane fewer than a dozen of the academy's stu-
as evidenced by his subsequent dents were among the thaumaturgists,
assault on the audience. In the and the number has grown only very
following flurry of spells, slightly in the years since. Fewer than
Spelcius' body was utterly a hundred exist today, and most of
annihilated by his colleagues. those are former thaumaturgist who
The madman slain, the abandoned the craft in frustration. In
academy then turned to all this time, there have been very few
the decision as to what co further results. The academy, con-
do with Spelcius' work. cerned that their regulations were sti-
His findings were too lling possible results, has recently
important to simply announced that a select few student
ignore or destroy, but nei- thaumaturgists may work largely unsu-
ther could the academy pervised. They hope that a touch of per-
reveal them to the world at sonal initiative might work where their
large, lest they incite panic and sterile teachings have failed.
warfare from clerics for the fallen In theory, a thaumaturgist can learn any
man's heresy. They ultimately assigned spell, regardless of class restriction. This is,
seven wizards, three of whom were Spelcius' however, a daunting and difficult task, requiring
former students, to thoroughly investigate the wiz- extraordinary patience and personal restraint. The thau-
ard's lair and works, and report their findings once com- maturgist mu t study a spell croll repeatedly, decipher-
plete. ing its meanings and subtexts, before even attempting co
Spelcius' lair was a chamber of horrors, with magical rework it to fit his own familiarities, much less cast the
traps and guardians protecting virtual abattoirs, some con- spell. In most case, the scroll is simply destroyed. In rare
taining the still-twitching remains of the other appren- instances, however, the thaumaturgist discovers a way to
tices, lingering on the edge of death. Books and scrolls cast the spell as an arcane spell. Most spells reworked in
laid across floors and tables, covered in half-written rants this manner remain under the academy's protection, and
or detailed pictographs of dissections. Portals co dozens of are not shared with others. A rare few have been smug-
other planes yawned wide in the basement, only ineptly gled out by greedy apprentice, and sold on the black
warded against invaders. Exhausred after the first few market (at the CM's discretion, any spell which clerics
days' incursions, the wizards gathered their discoveries and wizards can use may be one such spell). To dare, how-
and retreated to the academy. ever, the failures far oumumber the successes, and the
THAUMATURGY

present crop of thaumaturgists are all eager to produce Religion: Not surprisingly, most thaumaturges are
more results than their fellows. Some of the older wizards very religious in some way, and most multiclass as either
recall the last time they saw such excitement over thau- a cleric or a druid at some point. Thaumatures frequently
maturgy, and worry that they have created a new genera- worship gods of Knowledge and/or Magic domains, with
tion of victims for Spelcius' magic. the hopes of receiving these deities' blessings. Even those
Fortunately for the thaumaturgists, the academy's thaumaturges who do not actively worship maintain a
secrecy has paid off in one respect those few outside the healthy respect for most religions and their followers,
academy who know of thaumaturgy either underestimate even if only as a possible source of power or conflict.
it, or completely misunderstand it. For now, at least, thau- Most gods, for their parr, would have no qualms about
maturges need not fear that other wizards will seek to dispatching their followers to destroy thaumaturges, but
steal their work, or that clerics will burn them as heretics. for the fact that the thaumaturges have deliberately
For now. secreted their deSigns. Gods of knowledge and/or magic
are somewhat more lenient, as the thaumaturges' goals are
roughly in line with proper worship, but even then some
of their followers may view these magicians as heretics.
Background: Unlike most other spellcasters, all rhau-
Free from the century-old regulation of the academy, the maturges share an origin: they have attended an academy,
thaumaturges seek to fulfill the powers proffered by who e name rhey choose not to mention in mixed com-
Spelcius' texts. As the favored students of their masters, pany, where their talents for experimentation and curios-
they are headstrong and brash, but also capable and intel- ity drew the notice of their peers and masters. Separated
ligent. This new breed has received training for use from their fellow students, these apprentices were
beyond the halls of their school Whatever their futures informed of the secret lores of Spelcius and of his disas-
hold for them, they seek to change the nature of magic trous fate. The existence of thaumaturgy was a deliberate
forever. .. secret, even within this academy, and thaumaturges and
Adventures: For once, an organization of wizards normal wizards and specialists trained in rooms just down
has pushed forward a series of students for the express the halls from one another. This deliberate deception was
purpose of adventuring. Whereas previous generations a further failsafe - should thaumaturgy ever be
of thaumaturges were little more than clerks, librarians, discovered, its roots in a "real" academy would likely be
and lab assistants, the present group has a direct com- dismissed as a hoax, since no academy would indulge in
mand from their masters to seek out new troves of lore, such fanciful notions.
and to mark the world with rheir presence. If anything, The current group of rhaumaturges are also formally
these thaumaturges are too eager to adventure, and may expelled from the academy, and required to submit to a
overreach themselves in the process. erie of random interviews to ensure their sanity. This is,
Characteristics: Thaumaturges are inquisitive and of course, a front, and the "interviews" are actually semi-
intelligent, willing to learn. This strikes some as wide- regular contacts with their superiors.
eyed naivite, but nothing could be further from the truth Races: With its foundation in a wizard's academy, thau-
- knowledge is power, a principle the thaumaturges maturges hail from a similar background as true wizards,
hold close to heart. Though a rhaumaturgist is akin to a though for reasons of expediency rather than natural ten-
wizard in many respects, the thaumaturge's spells are less dencies. Elves, humans, and half-elves make up the great-
flexible, a weakness from his dedication to learning the est bulk of thaumaturges, with a total of less than a dozen
backgrounds of magic. among the combined dwarf, gnome, half-orc, and halfling
Like wizards, thaumaturgists can call familiars. Unlike races.
a wizard's familiar, however, a thaumaturge's is often less a One of the academy's secrets, kept even from their own
companion and spy than a bodyguard, trained to prorect students, is that Spelcius did not always act alone, and
and occasionally fight. some of his texts refer to the aid of dark elves, kobolds,
Alignment: Though thaumaturges have had many dif- and ogre mages in his studies. The academy dreads the day
ferent alignments, the academy's present agents were cho- they must finally discover whether he shared his lore
sen not only for their skill, but al 0 for their dedication. with these other races. If such has occured, they mu t
While almo t all traditional thaumaturges are simply divulge their findings early, before these other races can
non-chaotic, the current crop are all lawful good or lawful master thaumaturgy in secret.
neutraL Some rare thaumaturges allow their frustration to Other Classes: The new batch of thaumaturges have
overcome their sensibilities, turning chaotic, but these yet to learn the value of self-preservation in the field, and
exceptions are usually desrroyed by the more extreme as uch the academy quietly contracts a fighter or ranger
members of the academy's hierarchy. to act as their bodyguard. Thaumaturges see value in most
THAUMATURGY

every class, showing greatest deference to clerics and Spdls: A thaumarurge casts arcane spells (even the
especially druids (if magic is narural, narural magic is per- divine spells he later adds to his repertoire are added as
haps the art's purest form). Druids, for their part, typically arcane spells). He is limited to a certain number of spells
enjoy such flattery. They are uncomfortable with the felo- of each spell level per day, according to his class level. A
nious ways of bards and rogues, however, and quietly fear thaumarurge must prepare spells ahead of time by getting
the day when such a person might happen to look over a night's sleep and spending one hour studying his spell-
the thaumarurge's belongings. book, plus one additional hour if he intends to prepare
spells normally not available to wizards. While studying,
GAME RULE INFORMATION the thaumaturgist decides which spells to prepare. To
Thaumaturges have the following game statistics. learn, prepare, or cast a spell, the thaumarurge must have
Abilities: As with wizards, Intelligence remains prima- an Intelligence score of at least 10 + the spell's level. A
ry among a thaumaturge's abilities. Intelligence deter- thaumaturge gains bonus spells (purely spells from the
mines how powerful a spell a thaumaturge can cast, how list of wizard spells) based on his Intelligence. The
many spells he can cast, and how difficult those spells are Difficulty Class of saving throws against thaumaturgical
to resist. To cast a spell, a thaumaturge must have an spells is 10 + the spell's level + the thaumaturge's
Intelligence score of 10 + the spell's level. In addition, a Intelligence modifier.
thaumaturge gets bonus spells based on Intelligence. The A thaumaturge may know any number of spells.
Difficulty Class of a saving throw against a thaumaturge's Spellbooks: Thaumaturges keep and use spellbooks as
spell is 10 + the spell's level + the wizard's Intelligence do wizards, and may not prepare spells (other than read
modmer. High Dexterity and Constitution are also most magic, which the magicians can recall from memory)
useful, as only the rarest thaumaturge wears armor. without the spellbook. A thaumarurge begins play with a
Alignment: Begins as lawful good or lawful neutral spellbook containing all o-level wizard spells plus three
older thaumarurges may be of any alignment, though 1st-level wizard spells of the player's choice.
chaotic thaumarurges are considered outcaSts. Thaumaturgical Restrictions: Despite the benefits of
Abbreviation: Thm thaumaturgical training, the philosophy imposes restric-
Starting Money: 3M x 10 gpo tions as well. As a thaumaturge is trained to see the simi-
Hit Die: d4. larities and differences between different types of magic,
and to use them as the basis for his conversions, he has
(lass Skills extraordinary difficulty in otherwise modifying his spells
The thaumaturge's class skills (and the key ability for each beyond their original boundaries. When casting spells as
skill) are Alchemy (Int), Bluff (Chay', Concentration a thaumaturge, the character may not use any metamagic
(Con), Cra& (Int), Knowledge (all skills, taken individual- feats. This penalty extends to his converted spells as well,
ly) (Int), Perform (Cha)/' Profession (Wis), Scry (Int), even if he has m ulticlassed into another arcane spellcast-
Search (Int)," Sense Motive (Wis)," Spellcra& (Int), and ing class; it is simply too difficult to understand the spell
Use Magic Device (Cha). at its basic levels.
"Older thaumaturges do not have the Bluff, Perform, Bonus Languages: A thaumaturge begins play with
Search, or Sense Motive skills, as these are taught only to Draconic in addition to other languages gained due to
those thaumaturges who become adventurers. race or increased Intelligence, allowing him to read and
In game terms, this means characters joining this class extract ancient texts and treatises.
a&er the 1st character level do not receive these skills as Familiar: A thaumaturge summons a familiar in a man-
class skills. They may srill however take them as cross- ner similar to that of sorcerors and wizards. Unlike sor-
class skills. cerors and wizards, however, a thaumaturge's familiar is a
skill Points at 1st Levd: (3 + Int Modmer) x 4. different breed. Consult the following chart for thau-
skill Points at Each Additional Levd: 3 + Int maturgical familiars' special abilities and granted powers.
modifier. Aside from the powers listed below, the thaumarurge's
farniliar gains the same benefits and abilities as a standard
(lass Features sorcerer or wizard's familiar.
All of the follOwing are class features of the thaumaturge.
Weapon and Armor Proficiency: Thaumaturges are FAMILIARS
familiar with all simple weapons. They are not proficient Familiar Special
with any armor, nor with shields, as these interfere with Cat Master gains a +2 bonus
their ability to cast spells with a somatic component. to Move Silently checks
Dog
Hawk
THAUMATURGY

Monkey Has the Weapon Finesse feat forever bans the thaumaturge from converting it or its
with anyone weapon, and wields
a Tiny weapon of that type variations (Le. cure minor wounds, cure serious wounds, etc.),
Raven Speaks one language even if the thaumaturge later learns the spell through
Snake (tiny) Venomous bite some other means.
Wolf Thaumaturges receive a +3 synergy bonus to these
checks if they have multiclassed into a class which has the
Familiar Special Abilities spell as pan of its spell list. One other thaumaturgist may
Master cooperate for this check, but any more than that has no
Class Natural effect as the thaumaturgists' disparate methods hopeless-
Level Armor Int Special ly corrupt the effects.
1-2 +1 6 Alertness, improved evasion, Spells learned in this manner are thaumarurgical spells,
empathic link, shared life
3-4 +2 7 Combat reflexes, darkvision native to this class alone.
5-6 +3 8 Speak with master Domain: At 7th level, and again at the 14th and 20th
7-8 +4 9 levels, the thaumaturgist's studies of divine magic expand
9-10 +5 10 to include a basic understanding of cleric's Domains. At
11-12 +6 11 Spell resistance each of this levels, he may choose one clerical Domain.
13-14 +7 12 Savage attack
15-16 +8 13 From this point forward, he has the Granted Power of this
17-18 +9 14 Domain, and may use it as a though he were a cleric. He
19-20 +10 15 does not automatically have access to the spells of these
Domains, however, and must use thaumaturgy to convert
New Familiar Ability Descriptions them as normal.
Combat Reflexes: The familiar is more accustomed to Improved Scribe Scroll: At 10th level, the thau-
fighting, and gains the Combat Reflexes feat. maturge is so familiar with the process of converting
Savage Attack: The familiar gains an enhancement scrolls that he may summarize it when scribing himself
bonus to attack and damage equal to the amount of dam- By doubling the XP cost of a scribed scroll, he may
age its master took last turn. attempt to allow any class to use it, not just arcane spell-
Shared Life: The body and soul of a thaumaturge and his casters. The thaumaturge must make a Spellcraft check
familiar are inextricably linked. Following a successful hit (DC equal to the difficulty in learning the spell, +10 if the
against them, but before damage is rolled, either can force spell is a thaumaturgical spell normally banned to wiz-
the other to suffer half the damage for them. This ability ards). Success scribes the spell, which requires an
only applies if the thaumaturge and his familiar are with- Intelligence check to use (Spellcraft or Use Magic Item
in sight of one another. skills add their ranks, but are not required- DC is equal to
Scribe Scroll: A thaumarurge has the bonus item cre- the thaumarurge's own Spellcraft check for the item's cre-
ation feat of Scribe Scroll, enabling him to create magic ation; failure has no effect whatsoever). Failure wastes the
scrolls. materials used to create the scroll, but the thaumaturge
Thaumaturgy: The thaumarurge's most important does not lose any XP for the item's creation (though he
class feature is that of learning spells normally banned to loses any XP which the spell requires as an XP compo-
him. While those spells a thaumaturge gains during level nent).
advancement are from the wizard spell list, the thau- Former Thaumaturges: Though thaumaturges can
maturge may attempt to copy any spell from a scroll, not multiclass freely (and are encouraged to by their men-
simply those he could cast naturally. When making such tors), some actions are banned by the academy, and tbose
an attempt, the DC for his Spellcraft check is increased to who break the academy's rules face reprimands, demo-
15 + twice the spell's level (if arcane), or 20 + twice the tion, expulsion, or death, depending on the severity of the
spell's level (if divine). Success scribes the spell in the infractions, and the thaumaturge's own trustworthiness.
thaumaturge's spellbook as though it were an arcane spell Some of the most basic rules are: not to speak of thau-
ofone higher level (maximum nine for ninth-level spells), maturgy with outsiders without academy approval; not to
with Divine Foci components replaced with expensive enter Spelcius' lair; not to sell, trade, or otherwise allow
material components of the GM's choosing. As a rule of thaumaturgical spells into the hand of other spellcasters;
thumb, these spells require gems or gold worth 50 gp per to meet with the thaumaturge's appointed master upon
spell leveL Some spells may be further altered, again at the demand, or else have a thoroughly supported explanation
GM's choosing (see the Spelcius' Specious Sanguisuge as to why the meeting must be canceled or was missed.
series and associated spells on page 126 for some exam-
ples), as this conversion is only prototypical, and may take
centuries to master precisely. Failure to convert the spell
THAUMATURGY

TABLE 12-1: THE THAUMATURCE


Base Fort Ref Will Spells per Day
Level Attack Save Save Save Specia1 0 1 2 3 4 5 6 7 8 9
1 +0 +0 +0 +2 Summon familiar. Scribe Scroll, 3 0 ---- ---
thaumaturgy
2 +1 +0 +0 +3 3 1 ----- ---
3 +1 +1 +1 +3 4 2 ----- ---
4 +2 +1 +1 +4 4 2 1 ---- ---
5 +2 +1 +1 +4 4 3 2 ---
6 +3 +2 +2 +5 4 3 2 1 ---
7 +3 +2 +2 +5 Domain 4 3 3 2 ---
8 +4 +2 +2 +6 4 4 3 2 1 ----
9 +4 +3 +3 +6 4 4 3 3 2 ----
10 +5 +3 +3 +7 Improved Scribe Scroll 4 4 4 3 2 1 ---
11 +5 +3 +3 +7 4 4 4 3 3 2 ---
12 +6/+1 +4 +4 +8 4 4 4 4 3 2 1 ---
13 +6/+1 +4 +4 +8 4 4 4 4 3 3 2 ---
14 +7/+2 +4 +4 +9 Domain 4 4 4 4 4 3 2 1
15 +7/+2 +5 +5 +9 4 4 4 4 4 3 3 2
16 +8/+3 +5 +5 +10 4 4 4 4 4 4 3 2 1
17 +8/+3 +5 +5 +10 4 4 4 4 4 4 3 3 2
18 +9/+4 +6 +6 +11 4 4 4 4 4 4 4 3 2 1
19 +9/+4 +6 +6 +11 4 4 4 4 4 4 4 3 3 2
20 +10/+5 +6 +6 +12 Domain 4 4 4 4 4 4 4 4 3 3

The texts' origins and precise nature are a mystery, even


to themselves. They remember being whole once, and
RougWy described as a collection of tomes and journals, being far more potent than they are now, a galling fact.
these are in fact little more than a series of poorly orga- They remember hearing strange shouts and screams from
nized and occasionally self-contradiciting notations. They the basement of Spelcius' lair, and musing unto them-
are also incomplete, with the vast majority of the texts selves as to what their master was doing. They remember
remaining within Spelcius' abode, and some others appar- the master's strange guests, and how some could not help
ently lost throughout the planes or in the possession of but take some small pages for themselves. They faintly
some of his former allies. Written in a nearly illegible remember that Spelcius himself divided the rest of them
melange of Draconic, Elf, Ogre, and Undercommon, the up, though they do not recall where the missing portions
known texts are relatively benign, and have produced sev- are (other than those within his lair). Neither do they
eral of Spelcius' more infamous spells (see Spelcius' know his motivation for doing such a thing, though they
Spells, below). After nearly a century of study, however, remember advising Spelcius to share his discoveries.
the thaumaturgists believe they have plundered all the The incomplete texts in the academy's hands are quite
secrets to be had from their copies of the texts, and quiet- powerful on their own, however, and have the following
ly plan a third (and hopefully final) raid on Spelcius' lair game statistics: Int 16, Wis 11, Cha 10, AL: NE, speech
to recover the rest. (tbough they prefer giving off semiempathic suggestions
Unfortunately for the thaumaturgists, this is not their by means of flipping to a certain page once opened; the
idea, bur that of the texts themselves. Likewise, the cre- texts speak Common, Draconic, Ogre, and Under-com-
ation of an adventuring group of thaumaturges is also the mon, but ironically cannot read such script other than in
texts' idea, the better to draw the attention ofSpelcius' for- their own pages), ense Motive at 10 Ranks, can cast sug-
mer allies. gestion as a 15th-level enchanter three times per day, and
The texts are indeed incomplete, and fill roughly a its user does not need to sleep. The texts also have a spe-
dozen loosely bound tomes the size of spellbooks. While cial purpose, that of reuniting with each other, and may
the texts know far more spells than they have imparted, cboose to grant their user a +2 luck bonus to all saving
tbey are stingy, offering up more spells only if they think throws, a +2 deflection bonus to his AC, and SR of 15.
doing so will lead to a reunion with some of their missing Additionally, they know all of Spelcius' Spells printed
pieces. The last such attempt backfired, however, as the below, as well as all conjuration and necromancy spells in
other texts attacked the thaumaturgists sent to retrieve the PHB (these Latter spells they have never divulged).
them. Tbough reunited with a small portion of their miss- Should the texts reunite with more of their missing por-
ing pages, the texts consider this quest a failure. tions, they will grow stronger, gaining greater abilities,
THAUMATURGY

primary abilities, and extraordinary powers. The missing Though these spells are marked for thaumaturges only,
texts are similar, though more powerful (as they are more they are in fact arcane spells, and wizards and sorcerers
complete), but have no idea where the other texts are who discover them may use them at the same level as
located. None of Spelcius' Texts contain any transmuta- would a thaumaturge. These spells are not currently
tion spells, a transmutation was Spelcius' banned school known by any wizard or sorcerer, however, and their dis-
The academy's texts intend to convince someone to covery by one could signal some very interesting times
bring them to Spelcius' lair. Once there, they will contact ahead for thaumaturges.
the portions which remain in that location (a supernatur-
al ability similar to telepathy, but with a range of only 100 Spelcius' Corruptive Restoration
ft.), and the texts will then join forces to either destroy or Conjuration
enslave the expedition. Furthermore, once within Level:Thm 5
pelcius' lair, the texts may activate any number Components: V, S, M
ofmagical traps prepared for invaders; With-
in its walls, the will of the texts is As Speldus' lesser corruptive mtoration, but Spelcius' cor-
supreme. ruptive restoration also dispels negative energy levels
The solitary weakness of Spelcius' and restores one experience level to a creature who
texts is their reliance on proximity has had a level drained. The drained level is
with other portions to work prop- restored only if the time since the creatrue lost
erly. Though the texts will sug- the level is equal to or less than 1 day per
gest otherwise, if all the pages caster level Thus, if a 10th-level
are more than 100 ft. away character has been struck by a
from each other, the texts wight and drained to 9th level,
lose all abilities and powers, Spelcius' corruptive restoration
including the supernatural brings the character up to
resistance to damage exactly the minimum num-
associated with artifacts. ber of experience points
The texts may then be necessary to return him to
destroyed as normal, 10th level (45,000 XP),
though destroying the gaining her an addition-
text in its entirety al hit die and new level
has repercussions else- functions accordingly.
where (see below). The Spelcius' corruptive rest-
texts may also be divided into oration cures all temporary
smaller sections, each of which is far less ability damage, and restores all
a threat, so that the individual portions may be studied pOints permanently drained from a sin-
with relative safety. gle ability score (caster's choice if more than one is
drained). Speldus' lesser restoration does not restore levels
or Constitution points lost due to death and subsequent
raising.
As with Spelcius' other imperfect attempts at healing,
The following are the pells thaumaturgists recovered however, pelcius' corruptive restoration exacts a price: each
from pelcius' tomes. Until recently, each was thought use permanently reduces the target's base Fortitude and
too dangerous for experimental testing, but the new Reflex aves by 1 each, with no minimum.
movement of thaumaturgical research lifted this restric- Material Component: Diamond dust worth 100 gp, which
tion. The copies of Spelciu • tomes in the hands of the is sprinkled over the target.
academy are incomplete, and refer to other, similar works
of varying levels of ability and and danger, none of which Spelcius' Greater Corruptive Restoration
have been recreated by thaumaturgists since. Necromancer
Thaumaturgists are almost positive that Spelcius failed in Level:Thm 8
his ultimate attempts to raise the dead, but this may be Components: V, 5, XP
wishful thinking on their part. Nobody really wishes to Casting Time: 10 minutes
dwell on what the .£laws in Spelcius' version of true resur-
rection might be ...
THAUMATURGY

As Spelci.us' lesser comlptive restoration, except that Spelci.as' lost ability points are restored, the character's base
greater corruptive restoration dispels all negative energy lev- Fortitud.e save is permanently reduced by 1, with no min-
els afflicting the healed creature, restoring the creature to imum. The target may select to automatically fail the sav-
the highest level it achieved previously. This reverses level ing throw.
drains by a force or a creature. The drained levels are
restored only if the time since the creature lost the level is Spelcius' lesser Sp('cious Sanguisuge
no more than 1 week per caster level. Conjuration
Spelcius' greater corruptive restoration also dispels all magi- Level:Thm 2
cal effects penalizing the creature's abilities, cures all tem- Components: V, S
porary ability damage, and restores all points permanent- Casting Time: 1 action
ly drained from all ability scores. It also removes all forms Range: Touch
of insanity, confusion, and similar effects. Spelcius' greater Target: Creature touched
corruptive restoratiO?l does not restore levels or Constitution Duration: Instantaneous
points lost in the event of death. Saving Throw: will negates or halves (see text)
As with Spelcius' other flawed attempts at healing Spell Resistance: Yes
spells, Spelcius' greater corruptive restoration exacts a toll for
its use. The target permanently reduces all of his base sav- When laying your hand upon a living creature, you chan-
ing throws by 1. nel positive energy that cures ids pointS of damage, +1
XP Cost: 500 XP. point per caster level (up to +5). Unfortunately, this spell
is imperfect at best, and the thaumaturgical academy has
Spelcius' Greater Specious Sanguisuge refused to allow further experimentation with it due to its
Conjmation dangerous side-effects. While the spell does heal, it exacts
LeveI:Thm 5 a price: the loss of 1 permanent hit point from the target.
Until recently, this spell was outright banned, but the
As Spelcius' lesser specious sanguisuge, but Spelcius' greater spe- academy reversed their ruling as the spell is occasionally
cious sal1guisuge cures 3ds points of damage, +1 point per useful. Targets of the spell may select to automatically fail
caster level (up to +10), at the cost of 3 permanent hit the saving throw.
points from the target. As the thaumaturgist is still channeling positive energy
(if clumsily so), the tllaumaturgist can damage undead
Spelcius' least Specious Sanguisuge with this spell. Instead of healing the undead, this spell
Conjuration inflicts positive energy damage on an undead target, who
Level: Thm 1 may make a will save for half damage. Strangely, though
the spell initially damages undead, any undead who sm-
As Spelci.us' lesser specious sanguisugc, except spelcius' least vive the spell's use find their maximum hit points
specious sanguisuge cures only 1 point of damage. When increased by 1.
employing this spell, make a Spellcraft check (DC 20).
Failure costs the target 1 permanent hit point. Spelcius' Mastered Specious Sanguisuge
Canjmation
Spelcius' lesser Corruptive Rt'storation Level: Thaum 6
Conjuration
LeveI:Thm 3 As pe1cius' lesser specious anguisuge, but SpelclUs' mastered
Components: V, S specious sanguisuge cures 4dS points of damage, +1 point
Casting Time: 3 rounds per caster level (up to +20), at the cost of 4 permanent hit
Range: Touch points from the target.
Duration: Instantaneous
Saving Throw: will negates Spelcius' Moderate Specious Sanguisuge
Spell Resistance: Yes Conjuration
Level:Thm 3
Spe/ci.us' lesser corruptive restoration dispels any magical
effects reducing one of the subject's ability scores (such as As Spelcius' lesser specIOus sangulsuge, but Spelcius' moderate
ray of enfeeblement), or cures 1d4 points of temporary abili- specious sanguisuge cUres 2ds points of damage. +l per cast-
ty damage to one of the subject's ability scores (such as a er level (up to +10), at the cost of 2 permanent hit points
shadow's touch or poison). It does not restore permanent from the target.
ability d.rain (such as that of a wraith's touch). Though the
THAUMATURGY

_ _ _ _ _ _ _---....SE.ELClUS
Though presendy a secretive and paranoid sect of spell-
casters, the ultimate goal of the thaumaturges is to release UCH
their theories of magic's inreractiviry, thereby allowing all Medium-Size Undead
to benefit. This is more difficult than even the thau- Hit Dice: 18d12 (117)
maturges believe, however. Initiative: +3 (Dex)
The primary obstacle to teaching thaumaturgical spells Speed: 30 ft.
to others is that thaumaturgy, as a philosophy, is only AC: 31 (+3 Dex, +5 natural, +8 bracersofarrnor, +5 robe of
rarely discussed, much less thoroughly taught and the evil archmagi)
learned. As such, thaumaturgy itself is as alien to other Attacks: Touch +10/+5 melee
classes as they are to each other, despite the dlaumaulrges' Damage: Touch 1d8+5 and paralysis
attempts to find common ground. Face/Reach: 5 ft. by 5 ft./5 ft.
For arcane spellcasters to learn a thaumarurgical spell, Special Attacks: Damaging touch, fear aura,
they must first have access to a thaumarurgical spell paralyzing touch, spells
inscribed on a scroll with the Improved Scribe Scroll abil- Special Qualities: Undead, +4 turn resistance,
ity of the thaumarurge class. Merely casting the prepared damage reduction 15/+1, immunities, SR 17 (robe of the
spell is easier than understanding it so thoroughly as to evil archmagi)
recall it from memory or transfer it mto a more familiar Saves: Fort +7, Ref +10, will + 13
text, however, and the spellcaster must make a Spellcraft Abilities: Str 12, Dex 17, Can - , Int 22, Wis 9,
check with a DC equal to the DC of mscribing the scroll + Cha15
double the difference between the spellcaster's level and Skills: Concentration +18, Hide +8, Knowledge
the rhaumarurge's (if the spellcaster is of higher level than (arcana) +18, Knowledge (planes) +18, Listen +8,
the thaumaturge, the former finds the writing too sim- Move Silendy +8, Scry +14, Search +8, Sense Motive +22,
plistic and lacking in detail; if the reverse, the writing is Spellcraft +18, Spot +8
dense and difficult to follow precisely). Wizards who Feats: Alertness, Blind Fight, Combat Casting,
learn thaumaturgical spells in this manner may not selecr Combat Reflexes, Craft Wondrous Item, Iron Will,
these spells with use of the Spell Mastery feat. Maximize Spell, Scribe Scroll, Spell Focus (Conjuration),
As difficult as it is for arcane spellcasters to learn thau- Spell Focus (Necromancy), Spell Penetration, Still Spell,
maturgical spells, however, it is virtually impossible for Quiet Spell
divine spellcasters. An as yet undiscovered oversight in
thaumarurgical training is that, while rhaumarurgists
can convert divine spells to arcane spells with diffi-
culry, they have never attempted the opposite (due pri-
marily to a lack of need; no divine spellcaster has as yet
presented an interest in learning thaumaturgy). Divine
spellcasters not only require a thaumarurgical spell
inscribed on a scroll widl the Improved Scribe Scroll abil-
ity, but must also discover a method to tie the new spell
with their previous understanding of their own magic.
They must not only make a Spellcraft check as arcane
spellcasters do (see above), but must make a Knowledge
(religion) check of the same DC (clerics' DCs are lowered
by 5 for each Domain with an obvious tie to the spell; cler-
ics with access to the Magic Domain always receive this
benefit). Even then, the spell is effectively one level
higher for them to cast, and divule spellcasters
using formerly arcane spells may themselves
be marked as heretics by their fellows.
Dark elves, kobolds, and ogre mages suffer
none of these restrictions, and m fact may
find the inaccurate portions of thaumaturgy
highly amusing.
THAUMATURGY

Clitnate/ferrain: Any land and underground Spelcius appears as a tall, pale elf with exceptionally
Organization: Solitary loose skin, which sometimes catches and tears on sharp
Challenge Rating: 20 edges. These tears (as weU as any orifices, such as his
Treasure: Standard coins; double goods; double items mouth, nose, and ears) swarm with tiny beetles and wasps.
Alignment: Chaotic evil His black robes are immaculate, however.
Advancement: By character class
SPELCIUS' LAIR
Combat Spelcius' Lair contains over half the missing texts of
Undead: Spelcius is immune to mind-influencing Spelcius (Int IS, Wis 15, Cha 11, AL: NE, speech, telepa-
effects, poison, sleep, paralysis, stunning, and disease; he thy, can read all languages and magic; wielder can see invis-
is not subject to critical hits, subdual damage, ability dam- ible, detect secret doors and detect magic at willi can cast finger
age, energy drain, or death from massive damage. of death (100 ft. range, DC 17) 2/day; has a special quest to
Immunities (ex): As a lich, Spelcius is immune to reunite with its missing portions, and may choose to
cold, electricity, polymorph, and mind-affecting attacks. grant their user a +2 luck bonus to all saving throws, a +2
The will save against his fear aura and damaging touch, deflection bonus to his AC, and SR of 15). Though these
and the Fortitude save against his paralyzing touch, have texts do not know the exact whereabouts of their missing
a DC oflS. portions, they do know how they were separated. Texts of
Magical Items Carried: Bracers of armor +8, robe of the varying size, none of which are individually as powerful
evil archmagi, staff of swarming insects as either section listed here, were scattered before the
Spells: With the separation of his texts, Spelcius' men- texts lost contact with their missing pieces: ids are in the
tal capacity is somewhat erratic. Though his spellbook hands of ogre mages, Id6 with dark elves, 1M were
contains every conjuration and necromancy spell he's claimed by kobolds, and IdiO (including the thau-
ever known, as well as those spells ofhis own creation and maturges' section) were stolen by adventurers or visiting
Id12 other spells per level, his ability to cast them is Outsiders.
diminished. Though he was a level 15 conjurer/level 3 The lair itself is an empty ruin of a keep, its upper levels
thaumarurge in life, he casts spells as though he were only dusty and unused. Beyond a secret door (DC 25 to Spot) in
a 14th level spellcaster. its basement, however, is a series of tunnels branching ou t
That Spelcius still exists is not likely to surprise anyone from a central antechamber. This antechamber has a shim-
who has read his texts - the old conjurer, while mad, was mering series of pools of water, each glowing a cascade of
a genius. He survived the encounter with his colleagues colors. These are in fact ponals to other planes, and there
by means of a clone spell, and was none too pleased with is a 1 in 20 chance that anyone approaching a portal will
their actions which followed. He became a lich, and hid draw the attention of an Elemental or Outsider of a ran-
his phylactery among the pages of his already magical dom plane (GM's choice; most are evil and/or chaotic in
texts. Knowing that the entirety of the texts would need ubrype). The wards protecting the e ponals deal 3d6
to be destroyed before the phylactery was, and believing damage to Outsiders who pass through them (Will save,
that, while his former academy members would retrieve DC 20 to avoid), and are destroyed on a successful save.
some of the texts without taking it all, he felt himself The texts which run the lair seal off portals unless they
secure in his immonality. He then departed across the have unwelcome visitors, bur some Outsiders too weak to
planes in search of more answers. leave on their own still wander the halls, maddened with
At first, he atrribu ted the occasional memory loss or their imprisonment.
nervous tic as a side-effect ofbecoming a lich, something Beyond the antechamber, the air is safer only in com-
which would either disappear or else to which he would parison. Bach door has a rune enscribed upon it which,
become accustomed. As the memory lapses grew, and he when the door is touched, casts summon monster VI. There
suffered uncontrollable fits of rage, the lich Spelcius is a 1 in 4 chance that any given door has already had its
returned, only to find that his experiment with the phy- rune triggered.
lactery had an unforeseen effect: as the texts divided, so Aside from missing texts, the lair contains numerous
too were aspects of his mind. Those texts which remained magical items, particularly those involving summoning
at his lair recognized but did not trust him, and drove the monsters, or those with strange or unusual effects (such
mad lich back to the planes. Spelcius is desperate to as a wand of wonder). At least three adventurers claim that
retrieve his missing texts, fearful that someone might ren- one room contains a deck of many things as well, though
der them and him senseless. none attempted to retrieve it.
THEURGY

Chapter 13:

rheurgy
"All praise Arym-Ahya, Queen of the sky, 0 starry Oracle, for her
wisdom and mercy. Amen."
"Amen," the child repeated. After a moment, he looked up. "My Faith is a powerful force. Though there are those that pre-
lady, why do you ask the gods for magic?" fer to live withom it, most feel a strong need for a belief
His teacher blinked in surprise, then chuckled gently. "You system of some kind. As a result, religiOUS organizations
mean, when I could cast spells like any other wizard?" are potent forces in society, but arcane spellcasters are
The child nodded. often held at arm's length by those organizations. Their
"Fair enough. When I was young, I believed that the power of powers come from impersonal forces that some clerics
dragons was the path to magical supremacy. I studied dragon don't trust. While there are arcane spellcasters who react
lore, I could read Draconic when I wasn't much older than you, to their talents by disdaining any power other than the
and I learned of the arcane Wisdom of Arym-Ahya." one they control, others still crave the approval of the
She patted her spellbook and continued. "As I studied the ways gods and a connection to the divine.
of Arym-Ahya and Her teachings, I began to feel differently While arcane magic and divine forces may not seem
about magic. Indeed, 1 began to feel differently about life. 1 real- to fit each other well, there are wizards who study the
ized that there was more to the world than hoarding knowledge connection between arcane magic's impersonal forces
and power. To use that knowledge and power wisely, for the good and the gods. Combining science and faith, these holy
of all, is to find fulfillment. f-urtlm, when one has power, there is wizards study cosmology with an eye to bridging the gap
an obligation to use it on behalfofthose less fortunate. In the case between arcane understanding and divine faith. The
of magic, my devotion gives me a greater ability to aid others, result is theurgy.
through the gifts Arym-Ahya grants me in her generosity. In the In a sense, divine spellcasting could be considered
case of knowledge," she added, tousling the child's hair, "we have theurgy. It involves casting spells under the auspices of
the duty to pass it along. Does that answer your question, my the gods or the divine energy in nature. However, theur-
curious young apprentice?" gy usually implies actual magical study as is done with
The child thought about thiS, then nodded. A moment later he arcane spellcasting. Clerics and paladins generally receive
spoke again. "My lady, why are all dragons magic?" their powers as gifts of the divine. A theurgist combines
The wizard sighed. study and faith to infuse arcane formulas with an under-
standing of the divine order of creation.
As the wizard's magical study advances, he begins to
make real advances in the combination of arcane magic
and divine lore. With study, devotion, and communion
with the deity's powers, he can eventually become a true
THEURGY

theurgist: a wizard who empowers his arcane magic with of the class devores himself to meeting the requirements.
divine knowledge and cosmological insight. As a result of this, theurgists are sometimes called "holy
Theurgists, their beliefs aside, have at least one thing in wizards."
common. Their study of metaphysics is profoundly differ- While the holy wizard gains a great deal of respect from
ent from that of their strictly arcane cousins. As a result, his religious community, he is held to a very high stan-
there is a certain amount of brotherhood between even dard - often an even higher one than that expected of
the most diametrically opposed religions, at least among clerics. The theurgist who holds the respect of the faithful
the theurgists. This won't stop them from fighting each can expect total support. One who doesn't live up to these
other with all the fervor that faith can evoke, but the con- standards will receive a chilly reception indeed.
nection lends itself to certain scholarly communications. Hit Dice: d4.
Holy wizards of allied deities are likely to compare theo- Abbreviation: Tgt
ries and experiments, and if a religion is large enough to
support theurgical colleges, this form of arcane study Requirements
becomes the supreme magical art form in a kingdom. To qualify to become a theurgist, a character must fulfill
all the follOWing criteria.
IN YOUR CAMPAIGN Alignment: Varies by deity. The theurgist must be
The faith that the theurgist follows is more likely to within one step of the god's alignment, as with clerics, and
accept and even embrace his art as he reconciles arcane may not be neurral unless the god's alignment is neutral.
magic with divine teachings into a hopefully elegant Theurgists, as a result of their pursuits, tend towards law-
whole. This reaction is not universal, but in worlds where ful alignments, but this i not a requirement.
arcane magic is well known, theurgy is usually accepted Skills: Concentration 10 ranks, Knowledge (religion)
by the religion it supports. After all, magic is simply 12 ranks.
another tool for a religion to explOit and use againsr rival Feat: pell Penetration.
faiths. Wizards who do not devoutly follow a god, on the Spellcasting: Must be able to cast contact other plane.
other hand, react in many different ways. Some find Special: The prospective theurgisr musr cast contact
rheurgy a curious wrinkle in magical theory. others look other plane with the express intent of swearing fealty and
on ir condescendingly, and a few are disgusted by it. service to the deity to which he is devoted. This use of the
Sorcerers are far less likely to become theurgists due to spell doe not incur the risk of temporary reduction in
the nature of their abilities, as they do not need to study Intelligence and Charisma, and a servant of the deity will-
and comprehend magical theory, but those who do find it ingly makes extended contact with the spellcasrer.
deeply rewarding. other sorcerers are usually uninterest- However, the outsider questions the spellcasrer, checking
ed in theurgical theory unless rhey themselves are deeply to make sure that he is loyal and devoted to the deity, and
religious. In such a case, a sorcerer's reaction to theurgy thar the caster knows what he's getting into. If successful,
will be entirely dependent on his faith's relation to tlle the caster gains h is 1st level in theurgist. Thereafter, the
theurgist's. character's contact other plane is replaced with the ability to
cast commune as rhe divine spell It is cast as an arcane
pell, but is otherwise unchanged.

(lass Ski lis


A theurgist is an arcane spellcaster whose study of reli- The theurgist's class skills (and the key ability for each)
gion is combind with faith to grant him additional magi- are Alchemy (Int), Concentration (Con), Craft (Int), Heal
cal capabilities. As they study the relationship between (Wis), Knowledge (all skills, taken individually) (Int),
the arcane and the divine, they gain great power. They Profession (Int), cry (Int, exclusive skill), and Spellcraft
may not acquire it as quickly as some other arcane pres- (Int). The theurgist also gains any class skills granted by
tige classes, but a powerful theurgist is a formidable foe. his chosen domains (see Domains under Class Features,
not to be taken lightly. The pinnacle of the theurgist's art below).
is to purify himself through his study and magic, becom- skill Points at Each Level: 2 + Int modifier.
ing one with his faith in a very real sense.
Theurgists are almost exclu ively wizards. Theoretical- Class Features
ly, bards and sorcerers can become theurgists as well, but All of the following are class features for the theurgist
few from either class ever develop the knowledge base prestige class.
required to become a theurgist. It is also unlikely that any Weapon and Armor Proficiency: Theurgists gain no
of rhe core classes presented in this book would become addiriona1 proficiency with weapons, armor, or shields.
theurgists, but it may be possible if an individual member
THEURGY

spells: A theurgist continues his training in arcane of times equal to the number of times the increased or
spellcasting, perhaps even more devotedly than ever. supplemented power can be used. For example, a theur-
When a level of theurgist is gained, the character gains gist with the Sun domain can perform one greater turn-
new spells per day as if he had also gained a level in his ing per day, but no ordinary turnings until 4th level.
original spellcasting class. The theurgist does Dot gain any Regardless of the domains chosen, the theurgist can
of the other benefits a character of that class would make friendly contact with outsiders related to the cho-
receive for going up in level, such as bonus feats. In the sen domain more easily than other wizards. Any planar
unlikely event that the character has more than one spell- binding spell can be cast as a planar ally spell instead, when
casting class when he becomes a theurgist, he must cast as a spell with the same descriptor as the name of the
decide which class to add each level of theurgist to for domain. This includes (but is not limited to) air, chaotic,
spellcasting purposes. earth, evil, fire, good, lawful, and water spells.
Domains: Through a combination of study and prayer, Divine Focus: At first, the theurgist continues to use
theurgists gain access to clerical domains. Like clerics, normal material components. When he reaches 4th level,
they receive two of the domains that the god can grant. if a spell he knows is available to both divine and arcane
The player chooses the domains when the character spellcasters and divine casters use a divine focus instead
reaches the 1st level of theurgist. The domains can't be of the material components, the theurgist can now use a
changed later. divine focus in place of the materials. The spell is still con-
The domain spells granted are cast as arcane spells for sidered arcane for all other purposes.
purposes of arcane spell failure and for determining com- A theurgist can now also turn undead as a cleric, but his
ponents (until the character receives the divine focus fea- equivalent cleric level is only equal to his levels of theur-
ture). They follow the rules for domain spells in every gist. Levels received from an arcane spellcaster class do
other way, however. The caster receives one extra slot per not count. For example, when Ojinin reaches 4th level in
spell level that the character is capable of casting, which theurgist, he can turn undead as a 4th-level cleric, not a
can only be used to memorize a spell from one of the 13th-level one.
available domains. The character can use other arcane The divine focus of a theurgist is invariably a complex
spell slots for additional uses ofeither domain spell of that sigil, combining arcane formulas with important symbols
level or lower. For example, Ojinin is a 9th·level wiz- of his religion. In many ways, it is a magical key of sorts,
ard/3rd-level theurgist, and can therefore cast four 3rd- unlocking a complex metaphysical theory that frees the
level spells per day plus one domain spell His domains theurgist from many of the limitations of "pure" arcane
are chaos and Trickery. He can use the domain slot to spellcasters.
memorize either magic circle against law or nondetec- Divine Companion: The theurgist's faith now affects
tion, and can memorize either of these spells, as well as his familiar, as well It gains the benefits of the "celestial"
those in his spellbook, with any of the other four slots. template found in Core Rulebook III unless the character
The theurgist also gains the granted power of that is evil, in which case it receives the "internal" template
domain. In all cases where a type of spell is cast at +1 cast- instead. In addition, the familiar's hit points double.
er level, this affects all spells of that type cast by the When determining the familiar's new elemental resis-
theurgist, whether gained through the domain or not, The tance and damage reduction, use the higher of the caster's
combined spellcaster level (normally wizard levels plus level and the familiar's hit dice. The familiar is now con-
theurgist levels; use the highest arcane caster level of the sidered to be an out ider, and can be hedged out by spells
character) functions as the clerical level for granted pow- that affect enchanted creatures such as magic circle. If the
ers. If a granted power increases or supplements a clerical familiar is slain, the caster does not suffer the normal
power, the theurgist can use that clerical power a number

TABLE 13-1: THE THEURGIST


Base Fort Ref Will
level Attack Save Save Save Special Spells per Day
1 +0 +2 +0 +2 Domains +1 level of existing class
2 +1 +3 +0 +3 +1 level of existing class
3 +1 +3 +1 +3 +1 level of existing class
4 +2 +4 +1 +4 Divine focus +1 level of existing class
5 +2 +4 +1 +4 +1 level of existing class
6 +3 +5 +2 +5 +1 level of existing class
7 +3 +5 +2 +5 Divine companion +1 level of existing class
8 +4 +6 +2 +6 +1 level of existing class
9 +4 +6 +3 +6 +1 level of existing class
10 +5 +7 +3 +7 Divine purification +1 level of existing class
THEURGY

penalties. Further, unless the theurgist dies as well, the bonus to Sttength. If the character commits a truly evil
familiar will return to life in 2d4 days as if true resurrection act, however, the spell ends immediately and the caster
had been cast on it. The original body vanishes and the must make a Will save with a DC of 22 or be stunned for
familiar appears within 30 feet of the character. The deity 2cl4rounds.
may instead (solely at the DM's option) grant the familiar Focus: The Staff or mace to be empowered.
a more powerful and/or appropriate form when the caster
reaches 7th level. In this case, the familiar does not Planetar's Clarity
receive a template or doubled hit points, but is considered Transmutation [Good]
an outsider and does receive the true resurrection ability. Level: Good 8, Tgt 8
Divine Purification: In many ways, the goal of theur- Components: V. 5, DF
gy is to use study and devotion to become closer to the Casting Time: 1 action
divine. A 10th level theurgist has achieved this goal to a Range: Personal
certain extent. The character is now treated as an outsider Duration: Ten minutes/level
rather than a humanoid, and can no longer be affected by Saving Throw: None
spells that specifically target humanoids (such as hold Spell Resistance: No
person) but is affected by spells that hedge out enchanted
creatures. The character gains damage reduction 20/+1 As the theurgist's studies advance, so does his ability to
and immunity to cold and acid attacks. Evil theurgists also summon the powers of a faith's protectors. Planetar's clar-
gain fire resistance 20. All other theurgists receive elec- ity grants the caster the follOwing spell-like abilities at his
tricity resistance 20 and immunity to petrification attacks. caster level, at will: detect evil, detect snares and pits, discern
He also gains darkvision with a range of 60 ft. lies, see invLsibility and true eeing. The .flow of divine energy
also provides regeneration 5. This regeneration is ineffec-
EX-THEURGISTS tive against fire and acid unless another spell (like Solar's
If the theurgist loses the god's favor or changes alignment invincibility provides protection from them. If the charac-
to one incompatible with the patron deity, he loses access ter commits a truly evil act, however, the spell ends imme-
to the domains granted, the ability to lise the divine focus, diately and the caster must make a will save with a DC of
and cannot gain new levels in the theurgist class. These 24 or be permanently blinded. On a successful save, the
abilities can be regained with atonement, as long as the caster is stunned for 2d4 rounds.
caster is of the appropriate alignment at the time the spell
is cast. Alternately, as with clerics, the theurgist may be Solar's Invincibility
able to find a new divine patron. Transmutation [Good]
Level: Good 9, Tgt 9
Components: V. 5, DF
Casting Time: 1 action
_ _ _ _ _riEW SffLLS Range: Personal
Duration: One hour/level (see text)
Deva's Might SavingThrow: None
Transmutation [Good] Spell Resistance: No
Level: Good 7, Tgt 7
Components: V. 5, F At the pinnacle of the theurgisr's understanding of celes-
Casting Time: 1 action tial power is the ability to become all but invulnerable.
Range: Personal Solar's invincibility bathes the caster in a golden aura that
Duration: One mmute/leve1 adds +4 bonus to AC and a +4 resistance bonus to saves.
Saving Throw: None The spell also grants fire resistance 20, tongues, immuni-
Spell Resistance: No ty to electricity, cold, acid and petrification, +4 save vs.
poison (cumulative with the +4 resistance bonus) and
Part of the theurgist's power comes from studying the damage reduction 10/+1. If the character commits a truly
arcane laws ofother planes. By learning the ways of good's evil act, however, the spell ends immediately and the caSt-
celestial champions, the caster can emulate some of their er must make a will save with a DC of 26 or die. On a suc-
power. cessful save, the caster is stunned for 4d4 rounds.
Deva's might transforms both the caster and his staff or
mace into a powerful weapon. In addition to granting the
weapon (which must be a staff or mace) a +3 disruption
bonus for the duration of the spell, the caster receives a +6
WITCHCRAFT

Chapter 14:

Wif(n(raft
Easy, easy. That ogre wounded you badly, you shouldn't try to magic's essence. With proper time, we are adept healers as well,
move too quickly. atld the mind holds few mystenes for us. WIZards go on about
Yes, I'm the witch you saw. No, I'm not going to sacrifice you to "scIence" and sorcerers brag about dragons' blood, but we were the
anything. It's an awful mess and stains the rug. first, and it was OLlr magic thaI held eternal night at bay when
r was joking. You left your sense of humor at the altar. yes? mighty powers roamed the world.
Paladins. Ah, but listen to me. I do ramble WIth patients sometimes.
QUick lesson in witchcraft. First, it's not mherently evil. Your Forgive me. Here, drink this.
god gives you the ability to sense evil's taint, yes? Please use your Heh. hould've warned you about the taste, I suppose, but
gift now. then you might not have taken it. Wisdom teaches us more than
Don't look so shocked. r saved your life, after all. of course, you magic, you see.
saved my apprentice, so it was only fair. Yes. There are evil witches, I must admit, and they can indeed
Yes, that young man you stopped the ogre from eating. That's learn the foulest aspects of necromancy. 1 am at a loss to under-
the next lesson - not all witches are human womerl. He's male, stand how one can be called to the craft and yet be willing to per-
and I'm sure you noticed my ears. You see, not all elves have for- vert it. Stil~ they are rare enough, I promise you that.
gotten what it is to be one with the magic. My people study dry Called, yes. It is why so many of us live away from civilization.
texts and master arcane equations, and forget what it is to be Iiv- We can feel it more where life and nature flow more freely. The
tng wonder. I refuse to forget. suspicion that causes is an unfortunate price to pay, bUlthat is for
Oh, the other man? He's my companIOn. I've granted him a another time. Your wounds are mending, and you must rest.
bIt of my power, and in return he "watches my back?" r believe
tha t's the tenn, yes.
Then what is Witchcraft, you ask? A fair enough question. It is
oneness with magic substance. It is awareness of magic. It is to
understand Mystery, to accept the Infinite and one's small place Witch.
within it. And oh yes, there is power. We cannot fetter it as easi- It's one of the most con.£licted, misunderstood, and
Iyas the wizard does, r grant you that. Evocation of raw force and powerful words ever spoken. At turns a healer, a mind-
conjuring substance from emptiness, these things are dangerous bender, a devil-worshipper. a virtuous priestess, a power-
to us. Not impossible, mind you - nothing is impossible to the ful spellcaster, and/or a strong-willed woman the speaker
open mind - simply a greater risk. But our magic is older. Not doesn't like (among others), the witch holds a strange
as refined, perhaps, yet every bit as potent. place in contemporary social thought. orne fear witches
For example, knowledge flows eaSIly from that oneness. wards, as harbingers of evil, while others take the name with
banishings, protection, these are also things that come from pride, refusing to accept the tereotype.
WITCHCRAFT

The matter of witchcraft is equally difficult, though not Witches are not all evil. In fact, they almost never are
entirely the same issue. Though the concept of a witch has - their acute magical senses and expanded awareness
moved beyond anyone type of magic (indeed beyond give them enough insight into the consequences of an
magic entirely in some cases), witchcraft itself is certainly evil life that most avoid it assiduously.
understood to be a magical concept. However, whether The problem is, as in all matters concerning witchcraft,
this craft is a sacred gift, an innate talent, the result of there are exceptions.
demonic worship, or simple delusion, is hotly debated. Even the wisest can be seduced by evil, and the most
There is one archetype that runs through all the con- patient have their limits. Witches are often hounded, mis-
llicts and conceptions, however. The mysterious older fig- treated, maligned, attacked, and sometimes even mur-
ure who lives in solitude on the edge of civilization, or at dered. They can be scapegoats for everything from bad
least the edge oftown. This person is usually a woman, bur crops to plagues, when they often do everything in their
is sometimes the "crazy old man" who lives out beyond the power to prevent such things. Most witches can take such
village. She is rumored to talk to fairies, demons, animals, matters philosophically (or leave the area). For others,
or all of the above. Her brews can heal the sick or bewitch though, enough is enough.
the senses, and she can work strange magics. Nearly Evil witches will rarely build armies of undead mon-
everyone avoids her until they need something only she sters or mutated apes. Instead, they slowly and subtly use
can provide. (Then they wonder why she delights in their powers to gain influence. Divination, normally used
frightening visitors with her spooky reputation.) Oc- for enlightenment, becomes a powerful weapon here.
casionally, a child who doesn't know better or a young Who needs to bend the will with magic when simple
couple trying to dodge disapproving elders is befriended blackmail is so much more permanent? Gossip, passion,
by the lone figure. illicit wealth ... there are no secrets from the witch who
Witches, as a rule, are not the adventuring kind. Still, if puts her mind to it. Any failed attempts to deal with the
they were the sorts of people that were especially fond of witch permanently will have unpleasant consequences ...
rules, they probably wouldn't be witches in the first place. and with the witch's defenses, failure is a very likely
Older, more experienced witches will ometimes travel outcome.
with young heroes to provide guidance and wisdom.
When the heroes get in over their heads, the witch can
provide impressive magical power. Though they rarely
generate large amounts of damage, powerful mental
effects and protective magics are simplicity itself for the
experienced witch.
Younger witches may well go on adventures for the
same reason many young people do - to go out and
have adventUres! The call can come at any age, and
while few other than witches ever ee the appren-
tices, they do exist. And, like any apprentices, they
often chafe at their limitations. As a general rule, a
human witch can go up one level every rwo years spent
in the relative solitude that allows them to
feel the magic more strongly. This time
period is roughly proportionate to a
race's life span. That results in some
powerful older wirches, but it can seem
like an eternity to the young spellcaster.
Younger witches must be far more cau-
tious about how they use their magic.
Even relatively simple spells can
fail them, and they haven't yet
learned to channel more than
a trickle of magical enetgy.
Even so, the few basic tricks avail-
able to them can make a low-level witch a valuable
addition to an adventuring party ... until his mentor
catche up with him, that is.
WITCHCRAFT

When blackmail and rumor aren't enough, however, Adventures: Adventuring witches are uncommon but
the witch's magic makes for a deadly arsenal if turned to not unheard-oE While a witch is more likely to accompa-
evil purposes. Mind-bending is quite effective when u ed ny a quest or follow his instincts than seek treasure,
cleverly, and an herbalist's knowledge can bring death as witches are highly individualistic. As a rule, however, a
easily as life. A single witch who's grown tired of her witch has much better reasons for adventuring than trea-
neighbors' attitude can terrorize entire cities. sure or power. Traditional magical resources like spell-
Good witches, not surprisingly, have very little patience books and scrolls, in particular, hold little interest for the
with peers who have been seduced by evil. Unlike the bat- adventuring witch. Their arcane understanding comes
tles of wizards, however, a duel of witchcraft is a subtle from insight and awareness, not equations or symbols.
and quiet affair. Few will ever know it occurred, and there Occasionally, a witch will adventure just to "get out of
may not even be a visible indication of victory or defeat. the house," so to speak. Witches may appreciate their soli-
Instead, the victor might have a new gardener or servant tude as a means of honing magical focus, but sometimes
who won't quite meet anyone's eyes, or the vanquished connection means getting out and dealing with the world
may decide to withdraw from political entanglements and as it is, too. An added bonus is that most adventtLrers
such. On the other hand, while death magic is quite dan- are more accepting of strange foibles than the average
gerous for the witch, death itself holds few mysteries for villager.
them. The result of a truly bitter duel may be a corpse Characteristics: A witch's power flows from her con-
found several days later - albeit with no sign of rhe cause nection to magic itself. Though not as powerful as the sor-
of death. cerer or as reliable as the wizard, a witch's magic is end-
lessly ver atile. In contrast to this versatility, however, is
IN YOUR CAMPAIGN the witch's natural talent for what a wizard would call the
Witches are presented as an option for integrating the schools of divination and abjuration. Because of the way
spell point and spontaneous magic system into your cam- witches understand magic, they are most adept at using it
paign without altering the structure of existing classes for knowledge and to resist other forms of magic. The e
such as wizard or sorcerer. In a world rife with magic the advantages pill over into other areas as well, including
witch represents something different, a spellcaster that general protective abilities, skill in manipulating the cen-
follows a magical tradition quite different from those ter of magical prowess (the mind) and the energy's natur-
commonly employed in civilized regions. The witch's al flow through the body.
magic is strange and unpredictable. she relies on her nat- Alignment: Awareness of the connection that binds all
ural talent to call and bind magical energies rather than things leads witches to tend toward good, out of enlight-
mystic formulae and magical spells. ened self-interest if nothing el e. The healing potion that
Witches make good NPCs if you do not want PCs to u e aves an innocent child's life subtly bolsters the witch's
either the spell point or spontaneous casting system. As connection to that child, and thus indirectly to creation.
allies, they provide help and support to PCs with tbeir AI 0, a good alignment helps to counter some of the su -
magic. As enemies, their flexibility and skills with a wide picion that surrounds the witch class. Witches also tend
range of magic make them dangerous enemies. slightly toward the chaotic, since trusting their intuition
often lead them to "ride the wind," in a metaphoric sense.
Nevertheless, witches can choose to be evil, and likewise
some witches respond to their intuitive understanding by
_ _ _ _ _ _IHE WIITH desiring to bring order to it. Witches can be of any
While the witch's magical beliefs and method are quite alignment.
different from the wizard and sorcerer, the magic itself is Religion: It can seem odd when compared to the
fundamentally identical The real difference is how that witch's elf-reliance, but most witche do revere some
magic is wielded - not through devored study of arcane higher force. Few actually worship a particular god, but
theory or a birthright made manifest in a di play of artful showing respect and making regular offerings are quite
talent, but by opening up to a sort of magical "sixth sense." common. Witche are drawn most often to gods of nature,
This almost spiritual gift is a part of the reason witches magic and luck. Mother Green (from AEG's Gods supple-
prefer solitude, or at least others innately connected to ment) is a popular choice.
magic for companionship. Not only is this perception eas- Background: Witches come from all walks of life.
ier in areas where the energy is allowed to flow freely, Unlike sorcerers, whose talent seems almost inborn,
but the witch's new perceptions set her apart even more witchcraft calls to a rare few with the right mixture of
thoroughly than wizards and sorcerers. open-mindedness, perception, and willpower. As a mental
or spiritual gift, the call can come at any time of life as
WITCHCRAFT

long as the character has the right attitude. While witch- tion, but a high Intelligence is also important to a witch
es don't consider themselves part of a great order and pre- for the skill pointS and bonuses it provides (particularly CO
fer solirude, they also have a tendency co form small the all-important Spellcrafr).
group (sometimes called covens) and respect the ancient Alignment: Any.
tradition from which they spring. Abbreviation: Wch
Races: Ironically, the supposedly pedestrian humans Starting Money: 3M x 10 gpo
are highly likely co take to witchcrafr. Many human Hit Die: d4.
witches claim that it was their crafr that made humans
more than ants beneath the feet of dragons and giants, Class Skills
and there is no denying that their magic is well-suited to The witch's class skills are Alchemy (Int), Concentration
protecting fragile humanity. Half-elves are the only "race" (Con), Crafr (Int), Handle Animal (Cha), Heal (Wis),
more likely co take to witchcraft than humans. Between Knowledge (arcana) (Int), Knowledge (local) (1m),
their primordial human calling on one side and their Knowledge (nature) (1m), Knowledge (teligion) (lnt),
ancient elven magic on the other, they just seem to have a Listen (Wis), Profession (Wis), Scry (Int), Sense Motive
knack for it. Half-orcs can also do well as witches, espe- (Wis) , Spellcraft (1m), Spot (Wis), Swim (Str), and
cially since its magic is based on Wisdom, though their Wilderness Lore (Wis).
reduced Intelligence does complicate matters somewhat. skill Points at 1st Level: (4 + Int modifier) x 4.
Halilings who feel the call take well to witchcraft a a skill Points at Each Additional Level: 4 + Int
more "common-sense" approach to arcane magic, but modifier.
most are far too communal co prefer the solirude of the
witch. Elves, while well-suited to witchcrafr's vibrant (lass Features
magical style, prefer wizardry' elegant pellcrafr. Dwarf All of the follOWing are class features for the witch.
and gnome witches are exceedingly rare, but a handful are Weapon and Armor Proficiency: Witches, like sor-
called. The savage humanoids, despite the itch's reputa- cerers, learn to wield magic through a less intellectually
tion, are much more likely to become adepts. Whatever rigorous method than wizards. While this should be no
their alignments, they usually lack the mental flexibility means impl that witchcraft is easy, it does mean that they
to become a witch. Even among the humanoid tribes, have more time for other pursuits. Witches are ptoficient
however, a few witches can be found. with all simple weapons. They are not proficient with
Other classes: Witches have an undeservedly bad rep- armor or shields, and are subject co arcane spell failure as
utation with just about everyone. Adventurers, however, with any arcane spellcaster.
quickly learn co appreciate the benefits a witch can pro- Magic: Witches don't usually cast "spells" in the normal
vide for the party. Druids and ranger, other classe that ense. Instead, each witch has a pool of arcane magical
prefer narute and relative solirude, are most likely to energy (as described in the pe11 Points chapter) that can
understand the witch's path. Bards, with their intuitive b transformed into effects more or less at will. Witches
style and broad spectrum of magical ability, often under- regain sp 11 points in the same manner as other spellcast-
stand witches better than most. Some have informal ers. Use the wizard class's listed spell poim totals and max-
arrangemems with witches, providing information for imum spell level per level.
shelter. Clerics and paladins, on the other hand, tend to be Familiar: A witch can summon a familiar in exactly the
particularly wary of witches, especially if doctrine frowns same manner as a sorcerer. ee the sidebar on familiars
on their crafr. Witches can get along with nearly every- next to the sorcerer description in Core Rulebook I for
one, though the highly urbanized (and often dishonest) details.
rogues can annoy them, and they sometimes return the Arcane Senses: The witch is attuned to the flow of
disdain of the cleric and paladin in kind. magical energy - but that energy is in all things. Just as
he can feel magical energy flowing through him, so can
GAME RULE INFORMATION the witch sense this magical energy flowing through all
Abilities: Wisdom determines how powerful an effect things. While the witch can't watch everything, these
a witch can cast, and affects how many spell points he has senses provide certain bonuses. Also, as a result of this
as well as how hard his spells are to resist. To cast a "spell," deep, innate attunement, the witch can detect magic as a
a witch must have a Wisdom score of 10 + the spell's level. spell-like ability. This ability duplicates the effects of the
In addition, a witch gets bonus spell points based on his spell detect magic.
Wi dom ability modifier (if any). The Difficulty Class of a Flexible Magic: Witclles don't memorize spells or
saving throw against a witch's spell is 10 + the spell's level develop them innately. Instead, every magical effect cre-
+ the witch's Wisdom modifier. Like wizards and sorcer- ated is a tmique crafr unco itself. Even when the same
ers, witches benefit from high Dexterity and Constiru- effect is created several time , the witch does things dif-
WITCHCRAFT

TABLE14-1: THE WITCH


Base Fort Ref Will Spells per Day"
Level Attack Save Save Save Special 0 1 2 3 4 5 6 7 8 9
1 +0 +0 +0 +2 Summon familiar. arcane senses, 3 1 ---
flexible magic
2 +1 +0 +0 +3 4 2 ---
3 +1 +1 +1 +3 4 2 1 ----
4 +2 +1 +1 +4 4 3 2 ----
5 +2 +1 +1 +4 4 3 2 1 ----
6 +3 +2 +2 +5 4 3 3 2 - - ----
7 +3 +2 +2 +5 4 4 3 2 1 -----
8 +4 +2 +2 +6 4 4 3 3 2 -----
9 +4 +3 +3 +6 4 4 4 3 2 1 ----
10 +5 +3 +3 +7 4 4 4 3 3 2 ----
11 +5 +3 +3 +7 4 4 4 4 3 2 1 ---
12 +6/+1 +4 +4 +8 4 4 4 4 3 3 2 ---
13 +6/+1 +4 +4 +8 4 4 4 4 4 3 2 1
14 +7/+2 +4 +4 +9 4 4 4 4 4 3 3 2
15 +7/+2 +5 +5 +9 4 4 4 4 4 4 3 2 1
16 +8/+3 +5 +5 +10 4 4 4 4 4 4 3 3 2
17 +8/+3 +5 +5 +10 4 4 4 4 4 4 4 3 2 1
18 +9/+4 +6 +6 +11 4 4 4 4 4 4 4 3 3 2
19 +9/+4 +6 +6 +11 4 4 4 4 4 4 4 4 3 3
20 +10/+5 +6 +6 +12 4 4 4 4 4 4 4 4 4 4

* Optional system.

ferently each rime as a result of shifting arcane energies. TABLE 14-2: WITCH SPELL TALENTS
The sole exception to this is the small selection of "tal- level o 1 2 3 4 5 6 7 8 9
1 2 1
ents" that a witch has, as explained above. While this 2 3 1
means that all but the most well-known basic effects have 3 3 2
a respectable chance of being less than what the witch 4 3 2 1
hoped for, this also means that a witch is theoretically 5 4 2 1
capable of anything. 6 4 3 1
7 4 3 1 1
Witches use the freeform magic rules to cast all of their 8 4 3 2 1
effects, with a few exceptions and several changes. First, 9 5 3 2 1 1
Profession (witchcraft) replaces Knowledge (arcana); the 10 5 4 2 1 1
witch's magical knowledge base is far more grounded in 11 5 4 2 1 1 1
practical application than arcane formula. A character 12 5 4 3 1 1 1
13 5 4 3 1 1 1 1
with at least five ranks in Profession (witchcraft) gains a 14 5 4 3 2 1 1 1
+2 synergy bonus to Alchemy and Profession (herbalism). 15 5 4 3 2 1 1 1
Most freeform magic is easier for witches than it is for 16 5 4 3 2 2 1 1
other spellcasters. All related skill checks have the DC 17 5 4 3 2 2 1 1
reduced by 5, with a few exceptions. Divination, abjura- 18 6 4 3 2 2 2 1
19 6 4 3 2 2 2 1
tion, healing (when performed as a ritual; see ritual spell- 20 6 4 3 2 2 2 2
casting in the spontaneous magic section) and mind-
altering effects have the check DC reduced by 10 due
to the witch's natural talent with these types of magic. be learned), and those with the force and death descrip-
Conversely, evocation, conjuration, force and death tors. The witch may select spells from the druid and sor-
effects are all more difficult and dangerous for witches, cerer/wizard spell lists. These spells can be cast as written,
and use the standard difficulties provided in the sponta- including casting time, and components. However,
neous magic chapter. In case of contradicting school, sub- unless the spell is from the divination or abjuration
school, and/or descriptor, use the lowest DC unless the schools, the healing subschool, or has tbe mind-altering
spell does damage or kills the victim on a failed saving descriptor, the witch must still make three skill rolls to
throw, in which case use the highest DC applicable. cast the spell succe fully. There are other advantages to
Witches also master a few spells completely. A witch knowing a spell, however; the check DC is reduced by 10
can learn any spell except those from the evocation and instead of 5. See the Witch pell Talents table to deter-
conjuration schools (other than healing spells, which can mine how many spells the witch is adept with at each
WITCHCRAFT

level. A witch who advances in a prestige class that grants CONVICTION [GENERAL]
equivalent spellcaster levels receives extra talents with A strong-willed character is more likely to succeed with
each equivalent level as well as spell points and a higher spontaneous magic.
maximum spell level. A witch who learns healing spells Prerequisites: Iron Will, Skill Focus (any skill used for
can cast them normally (Le. as regular spells rather than spontaneous magic).
riruals) without having to make skill checks to determine Benefit: The character receives the +2 bonus from Iron
success. Will to all skill rolls involved in spontaneous magic.
Witches use the same chans as Wizards for pell Point
Progression and Maximum Useable Spell Level. For more IMBUE HERBS [ITEM CREATION]
information on spell points, see chapter 15. The character can create herbal remedies, which carry
healing spells within them or which can undo harmful
TABLE14-3: WITCH SPElL POINT PROCRESSION magical effects.
Level Spell Points Maximum Spell Level Prerequisites: Spellcasrer level4th+, at least 5 ranks in
1 1 1
Heal and either Profession (herbalism) or Profession
2 3 1
3 6 2 (witchcraft).
4 10 2 Benefit: The caster can create an herbal concoction or
5 15 3 poultice, which can carry any of the following spells: break
6 21 3 enchantment, cure critical wounds, cure light wounds, cure
7 28 4
minor wounds, cure moderate wounds, cure serious wounds,
8 36 4
9 45 5 delay poison, greater restoration, heal, lesser restoration, neutral-
10 55 5 ize poison, protection from chaos/evil/good/law, regenerate,
11 66 6 remove blindness/deafness, remove curse, remove disease, remove
12 78 6 fear, remove paralysis, or restoration. The character must be
13 91 7
able to cast the desired spell to imbue the remedy with the
14 105 7
15 120 8 intended effect. At the DM's discretion, other abjuration
16 136 8 effects can also be imbued in herbs, so long as they are
17 151 9 spells that would normally only affect the caster. ImbUing
18 169 9 (and preserving) the herbal remedy takes one day per
19 188 10* level of the spell to be imbued (minimum one day). There
20 208 10*
is no XP cost in creating the remedy. However, the mate-
" 10th-level spells are normally only pOSSible by adding rials cannot be purcha ed - the gp cost must be "worked"
metamagic feats to high level spells. For example, an offby using Profession (herbalism) or Profession (witch-
8th-level spell modified with a feat that adds +2 to the craft) like a Craft skill used to produce an item. Whoever
spell's level is a 10th-level spell. drinks the concoction or has the poultice placed on them
is the target of the spell.
Any process not specifically described above functions
identically to the Brew Potions feat. In cases of conflict,
the rules for Imbue Herbs take precedence when using
this feat.
Witches usually learn feats with a fair amount of general Special: You can never produce a number of poultices
use, but otherwise follow the same pattern as other char- greater than your current level. Once you reach that max-
acters with them. A few feats panicularly suited to witch- imum, you must use one of these items before you can
es are presented below. create another. The poultices require a steady stream of
ambient magic that you must maintain at all times to keep
ARCANE EVASION [GENERAL] their magic fresh. If you die, your poultices lose all effec-
The character can use evasion as a supernatural ability. tiveness.
Prerequisites: Arcane senses, Lightning Reflexes.
Benefit: The character can emulate the rogue's evasion IMPROVED ARCANE EVASION [GENERAL]
ability. If exposed to any effect that normally allows a The character can use improved evasion as a supernatural
character to make a Reflex saving throw to take half dam- ability.
age, he takes no damage on a successful saving throw. This Prerequisites: Dex 13+, upernarural Evasion, caster
ability can be used while wearing any armor the character level 6+.
is proficient with. This is a supernatural ability dependent
on the character's arcane senses.
WITCHCRAFT

Benefit: The character can emulate the rogue's Witches often find themselves dealing with enemies or
improved evasion ability. Even on a failed Reflex save rivals that, for one reason or another, they do not wish to
against a spell or other damaging effect, the characrer harm. This spell creates a solution that benefits all
takes only half damage from the effect This is a supernat- involved.
ural ability.

_ _ _ _ _tiEW SffLLS
Though witches don't research spells in the usual sense,
certain useful tricks make the rounds fairly quickly. It
takes somewhat longer for such magic to become com-
mon among other spellcasters, as wizards rarely seek a
witch's insight on spell research. Sorcerers, ironically, pro-
vide a sort of cross-pollination, as they intuitively pick up
a useful trick by watching a wizard or witch, later demon-
strating the new spell elsewhere.

Competence
Divination
Level: Wiz/Sor 4, Wch4
Components: V;S
Casting Time: 1 action
Target: One creature
Duration: 10 minutes/level
Saving Throw: will negates (harmless)
spell Resistance: Yes (hannless)

Knowledge is power. For those gifted with arcane insight,


knowledge can be turned into destructive fire, invincible
shields, and mental domination. Even in its raw fonn,
however, knowledge can be turned to the spellcaster's
advantage.
By casting this spell, the target is granted a constant
flow of understanding that merges seamlessly with his
own, making him better at all basic tasks other than direct
combat. The spell grants a +1 competence bonus to saving
throws, ability checks, and skill checks.
As the caster goes up in level, the bonus increases. A 9th
level caster grants a +2 bonus, a 12th level caster grants a
+3 bonus, a 15th level caster grants a +4 bonus, and an
1Sth level caster grants a +5 bonus.

Distant Boon
Abjuration
Level: Wch 3, WizlSor 5
Components: V;S,M
Casting Time: S hours
Target: One creature
Duration: Instantaneous
Saving Throw: will negates
Spell Resistance: No
WITCHCRAFT

The caster performs a day-long ritual that involves


cleaning your home and wishing the rival well. (Witches
tend to practicality in their magic.) If the ritual is inter- Cloak of Magical Connection: To most witches, the
rupted for any reason, the spell is lost and the caster must thought of being disconnected from the flow of magic is
begin again. Once the ritual is complete, a chain of events a sobering one. Though rare, an encounter with an
is set in motion. As soon as is feasible (never more than antimagic field robs a witch of all his powers and special
one week), an excellent opponunity arises for the spell's abilities. This feels supremely unnatural to the witch.
target A messenger will arrive as quickly as possible, and While wearing this cloak, the wearer is able to use
for some reason bandits and monsters will avoid him. supernatural powers, spell-like effects, and spells, even
Once the target receives the message, he makes a stan- while within an anrimagic field, as long as he has a range
dard will save if he wishes to resist the opporrunity. This of per onal or touch. Thus, a witch can use spells like alter
is only likely if there is some compelling reason for him self or true strike, but not magic missile or slow. Spells that
to stay, and the opportunity allows immedi- allow the caster to bypass space and rime can also be used
ate household (spouse, children, any on areas outside the anrimagic field, but not on targets
other important members) to come within it. This ability allows the caster to use spells like
with the target. Rivalry with the cast- scrying or teleportation, as long as the target area is out-
er should not be considered "com- side the antimagic field.
pelling" unless hatred between cast- The cloak also provides a +4 bonus to all saving throws
er and target is deep and unrelenting. against magical effects, and allows standard saving throws
Spell resistance does not applYi the will against spells that don't normally permit them, such as
save is a relatively mundane one. magic missile.
Material Components: A drop of honey and a Caster Level: 18th; Prerequisites: Craft Wondrous Item,
grain of wheat. Mordenkainen's disjundion, prismatic sphere; Market Price:
350,000 gpj Weight:-.
Ghost Ward Rings of Shared Danger: Rings of shared danger
Abjuration come in batches. They are usually paired, but up
Level: Clr 3, Wch3, Wiz/Sor 3 to a dozen rings can be linked at anyone time.
Components: V;S,M Whenever one of the ring wearers is in dan-
CastingTime: 1 minute ger that would be obvious to a nearby
Range: Touch observer (though not necessarily the wearer
Area: One room, taking up space no greater than himself), all other wearers are aware of the
one 10 ft. cube per caster level endangered character's location and what is
Duration: Until ward is physically broken threatening him. The tings do not provide any
SavingThrow: No aid in reaching the endangered character.
Spell Resistance: No Anyone who knows what a ring of shared danger is
~ may be reluctant to kill the wearer, however,
The ghost ward is a useful trick for witches --G since all other ring wearers will be able to see the
plagued by incorporeal nemeses. The character attackers. The ring's power does not provide any
spends the casting time placing appropriate sym- bonuses to eeing through disguises, nor does it
bols on all entrances to the warded room. Once grant any ability to penetrate illusions.
the spell is in place, the walls of the room are ren- Caster Level: 10th; Prerequisil.es: Forge Ring, locate creature,
dered completely impassable to gaseous, ethereal, astral, sC'rying; Market Price: 20,000 gp per ring (minimum 40,000
and otherwise incorporeal creatures. The symbols provide gpfor two).
absolutely no protection from physical entities, magical Staff of Lithira: The only known artifact forged from
or otherwise. The spell ends the moment the barrier is witchcraft, the staff of Lith Ira is said to have been created
physically broken, either by opening one of the entrances by the first witch. The existence of Lithira herself can't be
or if any section of the wall, ceiling or floor is breached proven, but the staff has flined in and out of history
(hit points reduced to 0). enough rimes that few doubt its existence.
Material component: The chalk or charcoal used to mark This major artifact functions as a +5 quarterstaff, and also
the room. grants its wielder +5 to AC and all saving throws. The
wielder may cast daze, detect magic and prestidigitation at will
as standard actions. The staff also has 20 charges per day,
each of which can be u ed for one of the following effects:
WITCHCRAFT

Will of Ages: By using one charge, the staff can provide a Ward Candle: This unusual magic item generates a
mind blank to anyone target as if cast at 20th level. magic circle when lit (a full-round action). The type of
End Strife: By using one charge, the staff allows the magic circle (chaos, evil, good or law) is determined when
wielder to convince any number of targets that are not tlle warn candle is created and cannot be changed. The
directly involved in combat to spend one day considering magic circle is always directed ourward from the candle,
options other than violence. Alternately, the wielder and affects the area that the flame illuminates. Normally,
instead uses mass suggestion normally, as if cast at 20th this is a 10 ft. radius, exactly like a normal magic circle spell.
level. The primary effect is considered a highly reasonable However, the candle can be placed in a mundane object
suggestion and is made at -3 to saving throw, unless the that alters the direction of the light cast from it. For exam-
group affected will clearly be adversely affected by wait- ple, placing the ward candle in a bullseye lantern changes
ing a day to fight. the affected area into a 30 ft. long cone. The warn candle
Flow of Life: By using one charge, the wielder can cast has 50 charges. Extinguishing the £lame prematurely ends
cure critical wounds, neutralize poison, remove blindness/deaf- the effect. (The flame cannot be extinguished by normal
ness, remove disease, or restoration. By using rwo charges, the means other than being put out by the candle's wielder.)
wielder can cast greater restomtion, heal, or regenerate. All The charge is still expended. Other than tile ward candle's
effects are as the spell cast at 20th level. unusual benefits, it functions exactly like a magic circle.
Invincibility: By using two charges, one target chosen by Caster Level: 7th; Prerequisites: Craft Wand or Imbue
the wielder gains damage resistance 50/+5, doesn't need Herb , magic circle of the type desiredi Market Price:
to breathe, and is immune to poison and gases, for 20 11,250 gpj Weight:-.
minutes. The wielder can also be the target.
Though Lithira was neutral good, her taff was a cre-
ation of pure magic. It has neither intelligence nor align-
ment, and can therefore be used by anyone who knows
the command word. Witches have be n accused of many things throughout
The current whereabouts of the staff are unknown, and the ages. Stupidity is almost never one of them. While a
it is aggressively sought by witches, wizard and mon- witch can be a deadly opponent, his reliance on magic
archs alike. It is believed that the staff can be destroyed by (and particularly the requirement for somatic compo-
leaving it in a plane completely devoid of arcane nergy nents) and the usually lengthy casting tinle for witchcraft
for a full year, but how to get to such a plane when the mean that a strong opponent with a large weapon can
only known means ofplanar travel is magic is hotly debat- mak short work of the witch if he can get in close.
ed. It is known that the staff has survived the wrath of Therefore, witche occasionally look for allies with open
demon kings and great wyrms untouched. minds and strong arms. If a warrior is talented and strong-
Stone of Great Fortune: Essentially a more powerful willed, he can even be granted the power to channel a
version of the luckstone, a stone of great fortune provide mall amount of arcane energy.
bonuses to saving throws, ability checks, and skill checks. Witchknights are generally linked to a single witch,
It always appears to be a common, unworked stone, though occasionally covens combine their powers to cre-
though merely using detect magic will reveal the stone ate a witchknight. Either choice will have benefits and
for what it is. drawbacks to the prospective witchknight
Caster Level: 13thi Prerequisites: Craft Wondrous Item, Hit Die: dB.
competencei Market Price: 10,000 gp (+1), 20,000 gp (+2),
30,000 gp (+3), 40,000 gp (+4), or 50,000 gp (+5).

TABLE 14-4: THE WITCHKNICHT


Base Fort Ref Will
Level Attack Save Save Save Special
1 +0 +2 +0 Arcane senses,
healing. spells
2 +1 +3 +0 +3
3 +2 +3 +1 +3
4 +3 +4 +1 +4
5 +3 +4 +1 +4
6 +4 +5 +2 +5
7 +5 +5 +2 +5
8 +6 +6 +2 +6
9 +6 +6 +3 +6 I'
10 +7 +7 +3 +7
WITCHCRAFT

TABLE 14-5: WITCHKNICHT SPELLS KNOWN


on his Wisdom. A witchknight learns a spells based on
Level 1 2 3 4
the Witchknight spells Known chart; when a 0 appears
1 0
on the chart, the witchknight only learns a spell if he bas
2 1
3 2 access to a bonus spell of that level. The Difficulty Class of
4 2 0 a saving throw against a witchknight's spell is 10 + the
5 2 1 spell's level + the witchknight's Wisdom modifier.
6 3 1
7 3 1 0 WITCH KNIGHT SPELL LIST
8 3 2 1 Witchknigbts can choose their spells from the follOwing
9 4 2 1
list:
10 4 2 1 o
1 command, daze", feather fall, hold portal, resistance", true
Requirements strike, ventriloquism.
To become a witchknight, a character must fulfill all of 2 blindness/deafness, blur, magic weapon", tongues, shield"
the following criteria: 3 detect thoughts", displacement, protection from arrows",
Base Attack Bonus: +5. suggestion.
Knowledge (nature): 4 ranks. 4 competence ghost ward, greater magic weapon", lesser geas,
Feats: Iron Will, Weapon Focus (any). polymorph self
Special: A witch (or witches) must perform a special
rite on the prospective witchknight, which determines " All spells on this list that normally have somatic com-
the truth of his loyalty and imbues him with [he ability to ponents are considered permanently altered as with
sense and channel magical energy, albeit to a limited Still Spell. The witch who empowers the witchknight
degree. One of the witches involved must have the feat is not required to have the still Spell feat to grant
Imbue Herbs. this ability.

(lass Skills TABLE 14-6: WITCHKNICHT SPELL POINT PROCRESSION


The witchknight's class skills (and the key ability for each Level Spell Points Maximum Spell Level
skill) are Climb (Str), Craft (Int), Handle Animal (Cha), 1 1 1
2 3 1
Jump (Str), Knowledge (nature) (Int), Ride (Dex), and 3 5 1
Swim (Str). 4 8 2
skill Points at Each Level: 2 + Int modifier. 5 11 2
6 14 2
Class Features 7 18 3
8 22 3
All of the follOWing are class features for the witchknight 9 26 3
prestige class. 10 30 4
Arcane Senses: Identical to the class feature available
to the witch.
Healing: The witchknight can use arcane energy to
beal, much like the paladin's ability to lay on hands. To use
this spell-like ability, the witchknight touches the wound-
ed character and channels energy into him. Every spell
point used in healing restores one hit point to the target.
Unlike paladins, the witchknight can't use this power to
damage undead. A witchknight can heal 8 hit points per
level per day using this ability.
spells: Unlike the Witch, the witchknight's magical
arsenal is focused and limited. The witchknight casts
spells normally, and does not need to use somatic compo-
nents at all. 1.ike the witch, a witchknight's power is
derived from Wisdom, which determines how powerful
an effect be can cast. It also affects how many spells be has
as well as how hard his spells are to resist. To cast a spell, a
witchknight must have a Wisdom score of 10 + tbe spell's
level. In addition, a witchknigbt learns bonus spells based
ARCANA

Chapter 15:

Arcana
This chapter contains all of the arcane knowledge handed level falls by the wayside. Instead, each spell's power and
down from various authors of mageriallaw. The informa- difficulty are defined by the number of magic points the
tion here can be used in part, or in whole, to enhance caster must spend to use a spell. Under such a sy tem,
game play and add additional dimension of magic to new spellcasters have a lot more flexibility in managing their
or pre-existing campaigns. spells. They can choose to burn their points casting a few
powerful pells or conserve them and use many weaker
spells over the course of an adventure. Not only must a
spellcaster choose the right spell for a situation, but he
must also judge whether the ituation warrants a powerful
The spell point system presented here is designed as an or weak spell. In the standard magic system, casting cham1
alternative to the core magic system. Rather than prepar- monster on a troll doesn't affect your ability to use a burn-
ing a static list of spells each day or organizing spells into ing hands spell later on in the day. charm monster con-
slots by level, spellcasters each draw on a pool of spell sumes a 4th-level spell slot, while burning hands uses up
points they spend to power a spell. a 1st-level one. In a spell point system, the points used to
power a 4th-level spell come out ofthe same resource pool
SPElL POINTS: A GAME DESIGN DISCUSSION that powers lower-level spells. Thus, each time a caster in
In the core d20 magic system, a spellcaster has the ability a spell point system uses his magic he reduces his ability
to cast a clearly defined number of spells from each level to ca t all of his other spells later on in the adventure.
per day. Spells are arranged in neat, discrete units that pells are no longer quite such separare units as they are
each represent a piece of magical power. Most classes, in the core d20 system.
such as wizard and cleric, must define their available The biggest hurdle to introducing such a variant magic
spells before they can use them while the sorcerer and system using the existing spell lists is that many spells,
bard have the option to select from a limited list of incan- particular evocations such as fireball, magic missae, and cone
tations when casting a spell. of cold, rely on the caster's level to determine their effects.
Traditionally, a spell point system breaks down the Magic missile cast by a 9th-level wizard is a much more
walls that separate spells. Instead ofgaining access to a set powerful spell than one used by a 1st-level apprentice.
number of spells per level, a caster has a pool of points he uch mechanics defeat the core assumption of a spell
may spend to cast his spells. When a mage decides to use point system: a weaker spell should cost fewer points to
a spell, he subtracts its spell point cost from his current use because it is always weaker than a costlier spell. Under
available pool of points. When his pool falls to zero, he a particular set of circumstances a weaker spell may be
cannot cast any more spells that day. The concept of spell more useful, but when two spells serve roughly the same
ARCANA

purpose, such as injuring the enemy, the costlier spell o-Leve! spells: Any spellcaster capable of using o-level
must always be superior. Otherwise, there's never any spells may cast up to 3 per day without spending any spell
benefit to paying more points for a weaker spell. points. For each a-level spell beyond the third you must
Under the spell slot system, weaker spells scale up in spend 1 spell point. A character with a spell points may
power with the caster's experience level in order to avoid still use his free cantrips provided he has access to o-leveJ
crippling spellcasting classes by leaving them with access spells. For example, a 1st-level bard has no spell points but
to many low-level spells that become useless at higher lev- has mastered o-level spells. Thus, he may use 3 cantrips
els. The spells designed to work with a spell slot system per day.
look much different than the ones built for a spell point
one. Thus, a true spell point system is not feasible without SPEll POINT PROGRESSION
defining a completely new set of spells to go along with it. The spell points available to a character are determined by
Instead of building a whole new set of spells from his class and level. In addition, a caster's level dictates the
scratch, the material presented in this chapter introduces maximum level spell he may learn and cast. For example,
new rules and alternate applications of the existing rules a 6th-level wizard may learn spells ofup to 3rd-Ievel. Even
for magic. They grant spellcasters increased flexibility at if he has enough spell points to cast a 4th-level spell, he
the cost of raw casting power. lacks the training and experience needed to handle such
powerful magic.
OVERVIEW As a general design note, characters using this spell sys-
The spell point system presented here is a hybrid sy tern tem cannot cast a many spells per day as spellcasters
that uses the existing rules for magic as a foundation. u ing the core magic system. However, a spellcaster's
Spellcasters have a limited number of spell points avail- increased efficiency compensate for this shortcoming.
able per day. For example, Malchor the 5th-level wizard In theory, a spellca ter need never worry about wasting a
has 15 spell points to spend on his incantations. During slot on a useless spell. For xample, under the original sys-
the course of a battle he could spend 5 points to cast fire- tem a wizard who prepares fireball and suggestion as his 3rd-
ball at a band ofattacking orcs, 3 points to cast mirror image level spells has e entially wasted one slot ifhe is attacked
to ward off their melee attacks, and 1 point to cast a shield by undead or other mindless creatures. Under the spell
to protect himself from their arrows after running to the point system, he can simply use his points to repeatedly
back of the parry, leaving him with 6 spell point . After a cast fireball. Taking suggestion does not lock up any of spell
full 8 hours of sleep, he wakes up refreshed with hi full casting re ources into that spell. While his spell selection
allotment of 15 points. During the second day of the is more limited, he has the ability to re-use other, more
adventure, Malchor decides he needs to prepare a web useful spells and ignore ones that do not fit into his cur-
spell to help deal with the many orcs he and his compan- rent ituations.
ions face. He spends 2 hours poring over his book I The spell points listed at each level are the character's
expunging mirror image from his mind and replacing it total points available.
with web.
SPELL POINT PROGRESSION:
CASTING SPEllS ARCANE SPELlCASTING CLASSES
In order to cast a spell, the caster must have enough spell level Wizard Sorcerer Bard
points remaining in his pool to meet the spell's cost. Each 1 1 2 0
spellcasting class has its own point progression per leveL
2 3 6 a
3 6 9 1
However, all classes pay the same point cost to use pells 4 10 15 2
of the same level. 5 15 22 5
6 21 31 8
Spell level Spell Point Cost 7 28 42 13
o Special 8 36 54 18
1 1 9 45 67 23
2 3 10 55 82 30
3 5 11 66 99 37
4 7 12 78 117 44
5 9 13 91 136 53
6 11 14 105 157 62
7 13 15 120 180 71
8 15 16 136 204 82
9 17 17 151 226 93
10 19 18 169 253 104
19 188 282 115
20 208 312 126
ARCANA

SPELL POINT PROGRESSION: MAXIMUM USABLE SPELL LEVEL:


DIVI N E SPELLCASTI NG CLASSES DIVINE SPELLCASTING CLASSES
level Cleric Druid Paladin Ranger level Cleric Druid Paladin Ranger
1 1 1 0 0 1 1 1
2 3 3 0 0 2 1 1
3 6 6 0 0 3 2 2
4 10 10 1 1 4 2 2 1 1
5 15 15 1 1 5 3 3 1 1
6 21 21 1 1 6 3 3 1 1
7 28 28 1 1 7 4 4 1 1
8 36 36 2 2 8 4 4 2 2
9 45 45 2 2 9 5 5 2 2
10 55 55 3 3 10 5 5 2 2
11 66 66 5 5 11 6 6 3 3
12 78 78 7 7 12 6 6 3 3
13 91 91 7 7 13 7 7 3 3
14 lOS 105 11 11 14 7 7 4 4
15 120 120 12 12 15 8 8 4 4
16 136 136 15 15 16 8 8 4 4
17 151 151 18 18 17 9 9 4 4
18 169 169 22 22 18 9 9 4 4
19 188 188 26 26 19 10* 10* 4 4
20 208 208 30 30 20 10* 10* 4 4

MAXIMUM USABLE SPELL LEVEL:


ARCANE SPELLCASTING CLASSES
* 10th-level spells (or 7th-level ones for bards) are
Level Wizard Sorcerer Bard normally only possible by adding metamagic feats to
1 1 1 0 high level pells. For example, a 9th-level spell modi
2 1 1 1 fied with a feat that adds +1 to the spell's level is a 10th-
3 2 1 1 level spell. imilarly, bard do not have a 7th-level spell
4 2 2 2
list but may produce them by adding metamagic feats
5 3 2 2
6 3 3 2 to lower level spells.
7 4 3 3
8 4 4 3 CASTER LEVEL AND SPELLS
9 5 4 3 Under the core d20 magic system, many spells become
10 5 5 4
more effective as a caster's level increases, particularly
11 6 5 4
12 6 6 4 evocations. Under the spell point system, a higher level
13 7 6 5 spell that co ts more points should always be more effec-
14 7 7 5 tive than a cheaper spell that fills the same role. To enforce
15 8 7 5 that stricture, under the spell point system a caster's level
16 8 8 6
normally only affects a spell's duration. To gain the other
17 9 8 6
18 9 9 6 benefits of a higher caster level, you must pend addition-
19 10* 9 7* al spell points to power up the spell. For each caster level
20 10* 10* 7* above the minimum necessary to use the spell, the caster
must spend 1 additional spell point to cast the spell.
A spell may never be used with a caster level below the
minimum necessary to cast it. For example, a wizard can-
not use fireball with a caster level below 5, since that is the
level at which a wizard gains access to 3rd-Ievel spells.
For example, Findus the 12th-level sorcerer knows
lightning bolt, a 3rd-Ievel spell. ince sorcerers gain access
to 3rd-level pells at 6th level he can use lightning bolt at
caster level 6 by paying the standard 5 points for the spell.
1£ he wants to deal 10d6 damage with the spell, he must
use it at caster level 10. ince caster level 10 is
4 above 6th, he would have to spend 4 additional
pell point. for a tOtal of 9, to cast a 10d6 damage Itghtnmg
bolt.
ARCANA

By design, this system forces more powerful versions of focuses the spell. When they complete the spell's compo-
low-level spells to cost the same as higher level ones. The nents, they unlock their inner magical abilities (repre-
biggest hurdle between converting the core d20 slot- ented by their spell points), channel that energy through
based system to a spell point scheme is the inflating the spell construct they built through their studies, and
power of spells. By increasing the cost of a spell cast at a create the spell effecr. When a caster drops one spell and
high caster level, less powerful spells are balanced against replaces it with another one, he purges the old construct
their higher level counterparts. from his mind and shapes a new one.
A caster may never increase a spell's effective caster
level above his own current caster level Obviously, if a INNATE SPELlCASTING
character is not yet skilled enough to cast a cone of cold as a Sorcerers and bards do not prepare spells. Instead, they
14th-level sorcerer he cannot simply pump spell points automatically gain a small selection of incantations. As in
into the cone in order to boost its effectiveness. the core spell system, they do not need to study a book or
While a spell with increased casrer level costs more to pray to a deity in order to build the mental construct nec-
cast, its saving throw and spell level do not change. From essary to cha nne t their magical energy. Rather, their spells
the example above, Findus's caster level 10 lightning spontaneously form in their minds. A bard or sorcerer
bolt is treated as a 3rd-Ievel spell for saving throws, must still use or complete the appropriate spell com-
dispel magic, and all other effects even though it ponents to activate his spells.
costs the same as a 5th-level spell to cast.
SPELLBOOKS
PREPARING SPELLS Under the spell point systems, spell books
Most classes, including work exactly as they do in the core magic
clerics, druids, paladins, system. A wizard, or other class that stores
rangers, and wizards, spells in a book pays the same gold piece
must study and prepare a co t to scribe pell, prepare them, and
spell before they can spend otherwise use a spellbook.
spell points to cast it. A wiz-
ard spends hours reading Spell Repetition
magical tomes and memoriz- A character can only repeat a particular
ing the arcane gestures and spell a limited number of times per day
incantations necessary to before focusing his magical abilities on a
focus his magical power and panicular pattern strains it beyond his
transform it into a spell. A cler- abilitie . Using a pattern too often dis-
ic meditates and prays to his rupts that matrix built within the caster's
deity, using the powet of his mind and renders it useless, forcing him
faith to study and understand to study the spell again after one full
his god's mysteries. To deter- day of re t. He may use his other
mine how many spells a pells as normal, but must rest for
caster may memorize and a full day to relax his mind and
later cast, use the standard prepare to re-learn the spell he
spells per day chan modified by the burnt our.
character's relevant spellcasting attribute. Characters with innate spell ability, such
For example, in the core magic system a 2nd-level wizard as orcerers and bards, lose the ability to cast a spell they
may cast 4 o-level spells and 21st-level ones. Under the use more than their allocated number of times for the rest
spell point system, he could study and learn the same of the day and one additional full day after re ring for
selection of pells to cast with his spell points. If rhe wiz- the night.
ard had an Intelligence of 12 or higher, he could memo- The Maximum pell Repetition tables li t the maxi-
rize an additional 1st-level spell. mum number of times a caster may safely use a spell. He
All character classes who must prepare spells before may use it one additional time above his maximum but
casting them obey the standard rutes for resting and doing so incurs the penalties described above.
preparing spells. The nomenclature in a spell point sys- If the stat that governs a spellcaster's magical abilitie is
tem is slightly different. Casters no longer prepare pell high enough, he can cast a given spell more often than
and finish them at casting time. Instead, when studying normal. Look up the character's bonus spells due to his
or praying for a spell they learn how to can trucr a tem- characteristics. Rather than add those bonus spells to his
porary energy conduit in their minds that shape and spells per day, they increase the maximum number of
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times a caster can repeatedly cast a spell of the listed level. WHY PUT A CAP ON REPEATING SPEllS?
For example, a wizard with a 12 Intelligence can cast a It may seem a bit severe to prevent spellcasters
given 1st-level spell 5 times per day, one more than the from casting the same spell over and over again.
normal limit of 4. Since a 12 statistic grants an additional After all, isn't the purpose of a spell point system to
1st-level spell, it increases the maximum number of times grant spellcasters more flexibility? The primary rea-
a caster may use a 1st-level spell by 1. Note that this son for these rules is to prevent high-level casters
applies to all 1st-level spells. Awizard with Intelligence 12 from abusing the spell system. The core d20 spells
could cast shield and magic missile each 5 times per day. A were designed for a spell slot system that places a
wizard with Intelligence 34 increases the maximum num- hard cap on the number of spells available to a cast-
ber of times he could cast 1st through 4th-level spells by 3 er at each level. The spells were each designed and
each, 5th through 8th-level spells by 2 each, and 9th-level balanced with that assumption in mind. Completely
spells by 1. dropping that rule opens up a lot of potential for
When a caster uses the mental construct he completed abuse. For instance, high-level clerics have no rea-
to channel and shape a spell, he places a great deal of son to ever use cure moderate wounds or cure serious
strain on the construct and his mind. Using a given con- wounds. Cure moderate costs heals 2d8 damage for
struct too often causes it to collapse and temporarily dam- 3 spell points. On the other hand, 3 cure light
ages the caster's mind. Until a caster has rested and wounds spells heal 3d8 for the same number of
allowed his mind to settle, he is incapable of reproducing points. In addition, at high levels it becomes very
the construct he shattered through overuse. His abiliry to easy for clerics to heal massive amounts of damage.
prepare and use other spells is never affected by casting a A 20th-level druid could potentially cast over 200
spell too many times. cure light wounds, allowing him to heal the party up
A spellcaster cannot retroactively exceed his cap on to full health after almost any battle. The hard cap
spells. If a caster uses a spell up to his maximum number on spell repetition is designed to mimic the cap
of times including bonus uses due to high stats, he is not placed on a spell's use in the standard magic sys-
considered to have burnt out that spell if he later takes tem. Without it, the spell point system becomes far
abiliry damage that reduces the number of times he can too easy to abuse and throws magic out of balance
use any single spell. with the rest of the game system.
Optionally, you can remove this limit, but be
MAXIMUM SPELL REPETITION:
aware that divine spellcasters in particular gain a lot
ARCANE SPElLCASTING CLASSES
of power from this option. At low levels this is not
Wizard Sorcerer Bard
much of a problem, but at higher levels casters may
464
tend to favor casting 1st-Ievel spells dozens of times
MAXIMUM SPElL REPETITION:
with spell points that would and should be ear-
DIVI N E SPElLCASTI N G CLASSES
marked for other uses. As a rule of thumb, when two
Cleric Druid Paladin Ranger spells fill the same general role, the higher level
443 3 spell should be a more efficient use of spell points.
As you read in the section covering rules for apply-
ing a caster's level to spell effects, this is an impor-
METAMAGIC FEATS tant concern throughout this section. Remember,
Feats that alter a spell's effects and level work a little dif- the spell point system applies a new set of mechan-
ferently in the spell point system than they do in the stan- ics to spells designed to work within a different sys-
dard magic system. Wizards, clerics, and other casters that tem.
prepare spells must allocate one of their spell slots to a base
spell modified with the metamagic feat as normal Bards
and sorcerers still take longer to cast metamagic-enhanced
spells as they must modify the spell as they cast it. A spell modified with a metamagic obeys the standard
A spell modified with a metamagic feat costs a number rules presented above for changing a spell's caster level.
of additional spell points equal to 2 times the level modi- The spell's base castet level is considered to be the level
fication the feat applies to a spell. For example, Silent needed to cast the standard, non-modified spell. You must
pell increases a spell's level by 1 for purposes of casting pay the standard spell point cost to increase a metamagic-
and preparing it. Thus, it costs an additional 2 spell points enhanced spell's effective caster level.
to cast a spell modified with it. Note that as normal for The Heighten Spell metamagic feat is a special case. It
metamagic feats, the pell's level does not change for the increases a spell's effective level. Therefore, it does not
purposes of saving throw and all other effects. require any additional spell point costs beyond the
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increase associated with casting a higher level spell. pared spell as a use separate from spontaneous healing.
When determining a heightened spell's base caster level, The cleric may use his spontaneous healing up to his nor-
use the minimum caster level necessary to use the spell's mal maximum limit and may also use a prepared cure
newly determined level. spell up to its normal maximum. If a cleric uses his spon-
taneous healing pells too many times, he loses the abiliry
DOMAIN SPELLS to spontaneously cast that particular cure spell for t day
Clerics gain domain spells that do not fall under the spell after a night's rest.
point system. These spells are special blessings received The above guidelines also apply to an evil cleric's abiliry
from their divine patron, not prayers or chants the to spontaneously cast inflict spells.
cleric has studied and memorized. A cleric receives
one domain spell for each spell level he has access SAVING THROWS
to. These domain spells are chosen as per the stan- Saving throws against spells are determined as per the
dard magic rules and may not be converted into rules presented in the standard magic system. Using spell
healing magic. When a cleric uses a domain spell, points to alter a spell's effective caster level does not
it is gone for the day just as in the standard magic change the spell's level or its saving throw DC. The stan-
rules but does not cost any magic point. dard formula for determining a save DC, 10 + spell level +
Otherwise, use the rules from the standard magic attribute modi.£i.er, works rhe same in the magic point sys-
system for preparing and casting domain spells. tem.
You may not use magic points to repeatedly cast You cannot spend additional spell points to boost a
domain spells. If a domain spell appears on the spell's level without the Heighten Spell metamagic feat.
cleric lists and you select it as one of your normal Paying a higher then necessary spell point cosr for an
spells for the day, you use magic points to cast it as incanration does nor alter on its saving throw DC.
normal from your list of cleric spells.
For example, Abbal is a 5th-level cleric. He can MULTICLASSING
cast spells of up to 3rd level, granting him access to If a characrer has levels in more rhan one spellcasting
domain spells from the 1st, 2nd, and 3rd levels. Each class, keep track of the spell points granted by each class
day, he picks one of his two domain spells for each of separately. You cannot cross spell points between classes.
those levels to prepare. Once a prepared domain spell For example, a cleric/wizard could not use spell points
is cast, it is gone for the day. Casting a domain spell granted by the cleric class to cast wizard spells and vice
prepared in this manner does not cost any magic versa.
points. Abbal has access to the Good and War
domains. He picks magic weapon as his 1st-level PRESTIGE CLASSES
domain spell, aid as his 2nd-level one, and magtc vest- If a prestige class allows you to ga in additional levels of
ment as his 3rd-Ievel domain spell. If he casts his spellcasting ability, you gain the spell points, higher
magic weapon domain spell, he spends no magic level spells, and greater spell selection granted by your
points but burns the spell for the day, just as ifhe was increased caster level.
using the standard magic system. If Abbal prepared
magic weapon as a cleric spell he could cast it up to his NEGATIVE LEVELS
normal maximum per day using magic points and also ~~ When a spellca ting gain a negative level, he
cast it once as his domain spell. Domain spells and spells 0l:.7( loses spell points equal to the difference
selected from the cleric spell lists are prepared in a com- between his maximum spell points at his origi-
pletely separate manner. You cannot use magic points to nallevel and rhe maximum possible at his current
cast spells prepared from your domains. level.

SPONTANEOUS CURING OR INFUCTING PRESTIGE CLASSES. FEATS. AND MAGIC ITEMS


Clerics have the abiliry to spontaneously transform pre- A fundamental change to the inner workings of the core
pared spells into healing magic. A cleric may always cast a magic system opens up many avenues for additional rules
cure pell, such as cure light wounds, by spending the designed to expand and alter how magic works in a game.
appropriate magic points. Clerics are considered to always The following game artifacts make use of the spell point
have those spells prepared for use in addition to the spells system and prOvide models for your own game design
they pick for the day. However, they are limited in the efforts using this system.
number of times per day they may use their curing magic
as with any other spell. However, a cleric who elects to
prepare a cure spell ahead of time counts casting a pre-
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by knowing the spell innately). A spellcaster can never


take 10 or 20 on a Knowledge (arcana), Spellcraft, or
What is magic? Concentration check for spontaneous magic purposes.
Perhaps the single most dangerous question in arcane Regardless of the results, spell slots or points are expend-
study, the issue of magic's true source can be said to have ed normally.
as many answers as students of magic. In truth, however, If all three skill checks are successful, then so is the
there are a few primary groups of theories. The three most spell. The character gets the expected effect at full power.
popular are presented below. The desired effect must be fully described by the player in
Meraliel sighed. "The source of magic is simply occult or 'hid- advance.
den' energy all around us. By combin ing these energies in certain If two of the three skill checks are successful, then the
SCientifically reproducible ways - through words, gestures, and spell is cast, but all numerical values other than the save
materials - effects we call 'spells' can be created. Some learn DC are halved. This includes (but is not limited to) dam-
them through intuition, but the proof is there - you use the age, area, range, duration, and bonuses. If no such values
same components that we wizards do." are applicable, the relevant save DC is halved, as is the
Hittin chuckled. "Scientifi·c. Hah. You're just bi.nding yourself caster's level for determining Spell Resistance penetra-
in smart-sounding theory. Magic is what we are, gorgeous. tion. Round down in all cases. Any increases gained from
You've got the Blood, or you dOI1't. ome tncks just need more added metamagic fears or similar enhancements are like-
'oomph' than others, and a strong WIll can get around that. How wi e halved. For example, a Maximized Spell automatical-
else do you explain 'metamaglC,' mIlady?" ly doe half the maximum damage the spell is capable oE
"Acceptance," Alonla replied. "Acceptance of the Grea t Mystery If only one of the three skill checks is successful, the
that is magic. Study can bind II, talent can foster it, but only spell fails. The character manage to control just enough
acceptance of its unknowable nature allow its mJe power to flow of the energy to avoid complete disaster. Optionally, at the
through us." DM's discretion, th ca t r might get an insignificant
All three shook their heads and began again . .. magical effect.
The answer may never be known, because whatever If all three skill checks are failed, the magical energy
arcane theory is behind the caster, the re ults are the matrix is omehow pervened or reversed, resulting in
same. While methods may differ, the effect of skills like backfire. The spell is turned against the caster or his allies.
Knowledge (arcana) and Spellcraft remain the same. This can result in any number of malicious effects, which
Ironically, the universal narure of these skills only fuels can either harm the caster's group or aid enemies. See the
the debate, since anyone who master his arcane under- backfire section later in this chapter for full details.
standing is able to manipulate magic in many ways. Most The time required to alter magical energy is based on
of these manipulations are meant to escape the limita- the complexity of the change. While the concept of a "sim-
tions each sryle of magic imposes on them, granting wiz- ple" change is highly relative when dealing with sponta-
ards the ability to use spells they haven't memorized, or neous magic, some changes are not as extensive as others
allowing sorcerers to create effects they haven't "learned." and thus take less time regardless of the Difficulry Class.
Though the risks of tltis "spontaneous magic" are great, so Simple changes con ist of a series of full round actions,
are the rewards. with the Knowledge (arcana) check and the Spellcraft
check each requiring full-round actions and the Concen-
SPEll ALTERATION: AN OVERVIEW tration check being a free action. The Concentration
Sometimes, the magic available to an arcane spellcaster check takes place at the end of the Spellcraft check's full-
isn't enough. Though there are many different ways in round action.
which a spell can be altered, and the amount of time Complex changes require more time, as they are funda-
required varies, the basic process remains the same. Three mental alterations of the spell's structure. Complex
skills are required to alter arcane energie , whether changes take 10 minutes, with both the Knowledge check
changing the rigid matrix of a prepared lot or bending and the Spellcraft check taking 5 minutes each. The
wild and intuitive magic to the trained will. Knowledge Concentration check takes place immediately after the
(arcana) gives the caster the theoretical background to Spellcraft check.
devise a way of altering the magic he already knows. In both cases, if the caster is distracted while the spell is
Spellcraft is the central skill, with which the spell is actu- being altered, the DM can call for regular Concentration
ally changed. Finally, the caster's Concentration skill checks. If a check is successful, the distraction has no
comes into play once the effect is released, as the energies effect on the casting attempt. If the check is failed, howev-
must be held in place while the casting is done (since it er, it is considered to be a failure of the required
I'
wasn't done in advance, either through preparation or Concentration check. Further failures on Concentration
ARCANA

checks during the spontaneous effect are considered fail- For purely offensive spells, the caster becomes the tar-
ures for the other skill checks as well, in reverse order. For get. A fireball is centered on the wizard or finger ofdeath tar-
example, Meraliel is attempting to spontaneously change a gets the sorcerer. If a spell allows the target to make a sav-
burning hands spell into a fireball. While making her ing throw, the caster can make a will save with a DC of 15
changes, she takes damage twice, and fails both + the spell's level. However, feats and extraordinary abili-
Concentration checks. She is considered to bave failed her ties that change the result of Fortitude or Reflex saves
Concentration and Spellcraft checks. If the Knowledge don't apply. A mulriclass wizard/rogue, for example, can't
(arcana) check is also failed, she is subject to backfire. benefit from the evasion ability, because the character is
Keep in mind that a specialist wizard can't cast a spell trying to shunt the energy away rather than dodge the
from a prohibited school, no matter what skills he pos- effect. Spells that don't allow a target to make a saving
sesses. Likewise, the bonus slot can only be used to casr a throw, such as magic missile, can't be avoided. Spell
spell of the specialist's chosen school. Resistance never protects an arcane spellcaster from back-
Only arcane spellcasters may use this system. Divine fire.
spellcasters and those who use different forms of magic In the case of non-damaging offensive spells, the caster
presented here, such as shadow magic or madness magic, also becomes the target - but if a save negates the effect,
cannot use this system. Only arcane magic is flexible then if possible the caster should still be partially affected.
enough to accommodate changes and governed by pre- A failed hold person should result in the caster being
dictable rules that allow it to be changed on the fly. slowed on a successful save, for example, while dominate
person could result in the caster being charmed with the
BACKFIRE intended victim. Spells that are more difficult to reduce in
This capacity to alter magic at will begs a question - why effect, like slow and charm person, could take effect for a
not do it all the time? Well, aside from the risk of losing single round on a successful save instead.
spell energy, if the caster fails all three skill checks he's in If the spell is defensive in nature, then either an oppo-
serious trouble. That trouble comes as a release of uncon- nent receives the benefits (the enemy's most powerful
trolled arcane energy, or backfire. spellcaster or highest level character, whichever is more
Backfire can come in many forms, and ultimately the appropriate) or the caster becomes more vulnerable in
DM may freely determine its effect. However, there are whatever way he was trying to be more resilient. In the
certain guidelines that maintain consistency when deter- latter case, reverse the value of the spell exactly. Mage
mining results. armor backfire would reduce the caster's AC by 4, endure
The most common and obvious backfire result is how elements would add 5 points of damage taken from the
the phenomenon gets its name - the spell's desired effect appropriate energy type by the first such attack each
is reversed. In all cases, range is irrelevant, but area and round, and invisibility would create a faerie fire field
duration remain the same. Anyone standing behind a wiz- around the subject. Spells with the (D) quality can't be dis-
ard who fails to control a spontaneously cast lightning bolt missed normally. A successful save halves the penalty, but
is going to be very unhappy. not the duration.

TABLE 15-1: SPONTANEOUS CASTING COMPLEXITY


Change Type Complexity Base DC
Overcasting
Spell book Simple 2S + 2 x spell level
Ritual Complex 20 + 2 x spell level
Unprepared Spells
Spell Mastery Simple 20 + 2 x spell level
Spell book Complex 20 + 2 x spell level
Spell Burn Simple 20 + spell level
Spell Alteration
Decreased Power Simple DC 1 S + spell level
I ncreased Power Complex DC 20 + spell level + 2
x metamagic level cost
Substitute Spell
Same Type and School Simple DC 20 + final spell's level
Same Type or School (lower) Simple DC 20 + final spell's level
Same Type or School (higher) Complex DC 2S + final spell's level
Neither Type nor School Complex DC 2S + 2 x higher spell level + lower spell level
Spontaneous Freeform Casting
Basic Simple DC 3S + 2 x spell level
Careful Complex DC 30 + spell level
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Direct backfire for a spell without an immediate offen- LAND AND MAGIC
sive or defensive effect is more difficult to adjudicate. In many fantasy worlds, certain areas are stronger
Most divination and non-damaging illusion spells can or weaker in magical strength. These regions can
simply hinder the character's perceptions for the duration affect spellcasting in all sorts of ways, but are most
of the spell (minimum one round per level), adding the relevant in terms of spontaneous magic. If and
spell's level x 2 to any DC that requires the character to where these areas arise depends entirely on the
sense what's going on around him. 0 level spells add +1 to source of magical energy.
relevant DCs in this case. Spells that provide bonuses, like Sometimes, these areas are zones, wide regions
eat's grace, inflict penalties instead. Alteration spells used where magic functions differently. Perhaps life itself
on the caster, such as alter self, either prevent shapechang- is the source of magical power, making forests mag-
ing for the duration of the effect or make a useless change ically stronger and blighted areas weaker.
that make stealth impossible (bright blue skin, for Alternately, a particular mineral or element might
instance). Transmutation spells cast on enemies, such as create magic-rich areas.
using polymorph other to change a dragon into a toad, In other cases, worlds have ley lines, or leys, cur-
rebound on the caster. Attempts to cast such spells on rents of natural energy coursing across the land-
allies to benefit them, like giving a fighter wings, create scape. These leys are magic-rich, and important
effects that hinder the character, such as adding enough magical locations are traditionally found on them.
weight to increase his load rating. Nodes are places where leys intersect, though
Another way of determining backfire is by school. places where three or more leys meet can be called
When determining a direct reversal effect seems overly junctions. Areas far from leys may be magically
complex or harsh, a more "generic" backfire can be deter- weaker.
mined by spell type and level. These effects last one round Regardless of the source, a number of rules can
per level of the spell the caster attempted to modify. replicate this. Magically strong areas (such as leys)
Abjuration: Choose or rollld4: 1 =Nearest opponent's can provide bonuses, such as a +2 circumstance
AC is increased by (spell level + 1); 2 = Caster's AC is bonus to all spontaneous magic checks and +2 to
reduced by (spell level + l)j 3 =Nearest opponent granted all save DCs. They may also reduce the point cost
damage reduction against all attacks equal to (spelllevel/2 for spells by one or two when using the point-based
+ 1); 4 = Caster takes (spell level +1) in additional damage system, or add one metamagic feat to all arcane
from eacb successful attack made on him. spells cast in the area at no cost. Areas where magic
Conjuration: Summon monster cast at level of spell Is especially strong, such as nodes, might prOVide a
attempted (minimum 1st level) as alignment exactly +5 circumstance bonus to spontaneous checks,
opposite of caster's (if caster is neutral, rollld4: 1 = LG, 2 halve point costs, double the number of slots avail-
=CG, 3 = LE, 4 = CE). Monster attacks caster for duration able (duplicating each spell memorized in a wiz-
of spell or until slain. If caster is slain, monster attacks ard's arsenal). and/or reduce xp costs for spells by
nearest ally of caster, continuing to attack until slain, spell half. Areas of magical supremacy, such as junctions,
duration ends, or all potential targets are killed. could produce a +10 circumstance bonus and elim-
Divination: Choose or rollld4. 1 = DCs for all lnt and inate point costs, slot expenditure, and/or xp costs.
Wis checks are increased by (spell level + 1); 2 = Leader of Such regions are better used for world-building than
group that is of mo t immediate threat to the caster adventuring in, allowing magic items to exist in far
instantly becomes aware of caster's position, abilities, and greater number and variety than most fantasy
intentions; 3 = Caster receives circumstance penalty equal games. They're also vital resources for mighty king-
to (spell level + 1) to all attack rolls; 4 := All opponents doms and temperamental archmages with the
receive a (spell level + 1) insight bonus to all attacks on power to repel armies.
caster. Likewise, areas of weak magic could add +5 to all
Enchantment: Caster becomes enamored witl1 enemy, magic-related DCs and increase spell point costs,
acting as if charmed by the enemy character with the high- particularly weak areas increasing the DC penalty to
est Charisma. +10 and actually draining half the character's points
Evocation: Caster takes ld6 x (spell level + 1) in dam- or slots (Wizards choose which prepared spells to
age. Caster takes half damage on a successful will save at lose), which can be regained normally once outside
DC 15 + (spell level x 2). the region.
Illusion: Anyone who would be adversely affected by Magically "dead" areas function identically to
the attempted illusion (including anyone who looks at the anti-magic fields. It is highly recommended that
target of a change self or invisibility spell) is affected as if such areas be used as sparingly as junctions.
true seeing had been cast on tbem by a 20th level cleric.
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Necromancy: The caster must make a will save at DC (spell's level x 2). A spellcaster using a high level in this
10 + (spell level x 2) or die. If the save is successful, the manner may elect to burn more than one spell of a given
caster loses half his remaining hit points. If any injured level.
undead are within the spell's range, the closest is healed
by that amount. If any hit points are left over, the next- UNPREPARED SPELLS
closest wounded undead is healed, and so forth. Occasionally, a wizard needs a spell he hasn't memorized,
Transmutation: Caster is turned into a newt (use and he needs it immediately. A character in this position
lizard from Core Rulebook III). He gets better in (spell has three options. All three assume the caster is high
level + 1) days. enough level to use the spell or has the required attribute
If no other form ofbackfire seems appropriate, have the score. Otherwise, the caster must make an overcasting
caster make a Will save with a DC of 15 + (spell level x 2). attempt.
If the save is failed, the caster is held as if by a hold mon- Spell Mastery: The first requires the wizard to have the
ster spell for 2 + (spell level x 2) rounds. If successful, the Spell Mastery feat. In this case, as a free action, he can
caster is slowed for an identical amount of time. This is a attempt to "burn" a spell or slot to cast a spell known with
result of the caster's attempt to stop the magic from burst- Spell Mastery, using the standard spontaneous magic
ing free, thus hindering his own energy pattern. rules as normal. This spontaneous casting attempt has a
DC of 20 + twice the pell's level and counts as a simple
Overcasting change.
It can be frustrating to need a spell that the caster has Spell Book: This version of casting is more complicat-
access to but can't cast because its spell level is too high. A ed than relying OD pell Mastery. The caster must use his
skilled spellcaster can attempt this for a price. Overcast- spellbook (and no other) to perform the same effect if he
ing is the process of attempting to cast a powerful spell does not know spell with the Spell Mastery feat. This
from a spellbook. Normally, the caster is not yet skilled more difficult trick ha a DC of 20 + (spell's level x 2) and
enough to handle the energies harnessed by the spell In is considered a complex change that requires 5 minutes
game terms, he either lacks the ability score or caster level for the Knowledge (arcana) and Spellcraft skill checks.
to prepare or cast rhe spell. spell Burn: A spellcaster can attempt to unravel a
stored spell, turning it into raw power to blast his foes.
SPElL SOURCES Unlike the other options presented above, casters with
Scrolls: Scrolls can be used to cast a spell of any level, intuitive magic (like sorcerers and bards) can try this,
with only a small amount of risk. As described in Core using their innate energy and hurling it largely
Rulebook II, if the caster's level is lower than the scroll unformed. The actual unraveling process is a simple
spell's caster level, he must make a caster level check with a change and requires spontaneous casting checks with a
DC ofthe scroll's caster level + 1. If this check is failed, the DC of 20 + the spell's level. The unraveled spell does 1d6
caster must immediately make a Wisdom check with a DC damage per spell level, firing the energy as a ray that
of5 or suffer a scroll mishap, which functions like backfire. extends out to close range (25 ft. + 5 ft./2 levels). The char-
Spellbooks: According to the rules of spellbook use, a acter must make a ranged touch attack, and the target can
wizard can theoretically have spells beyond his capacity to make a Fortitude save (DC 10 + spell level + caster's
cast in his spellbook. For example, nothing prevents a 3rd- attribute modifier) for half damage. Obviously, O-level
level wizard from adding a 5th-level spell to his books. spells are usele s for use with spell burn.
While he cannot prepare the spell, he can understand its No matter the method, unleashing the raw energy of a
basic mechanics and scribe it into his book. When casting spell hurts. The caster takes 2 points of damage per level
a spell in this manner, the wizard must burn spell slots of the spell and must make a will save at a DC of 15 + the
totaling the level of the spell he wishes to use. He may not spell's level or be stunned for one round.
elect to burn more than one spell of any given level.
Ritual Magic: The caster must spend at least five min- SPElL ALTERATION
utes casting the spell from his spellbook for both his How many heroes have survived dragons and deathtraps,
Knowledge (arcana) and Spellcraft checks. The Concen- only to be fried by an ally's poorly-aimed fireball? Does
tration check takes place immediately after the Spellcraft the party need a wall ofice, but the wizard only memorized
check. For spells of higher level than the caster's normal corte of cold? And is it worth the risk of unlearning a spell
capability, slots equal in total levels to the spell being to be able to cast it this very second?
attempted are used, the caster can't take 20 on the The skilled spellcaster can take the spells he knows and
Knowledge (arcana) check, and the difficulty is DC 20 + change them in different ways. By applying his knowl-
edge of spontaneous magic, known or memorized spells
can be slightly modified, significantly altered, or changed
entirely.
ARCANA

MODIFICATION a simple change, with a DC of 20 + the spell's level + twice


Many combat spells affect large areas. other spells are the number of levels the metamagic feat adds. The caster
instantly lethal, have permanent effects, or otherwise cre- must also expend spell slots equal to the number of slots
ate results that are sometimes inappropriate to certain sit- the metamagic feat or feats would have added. A spell-
uations. When necessary, the skilled spellcaster can caster may not use more than one spell from any given
reduce a spell's power. level to meet this requirement. A modification of this sort
A spell can be modified to reduce any of its relevant val- can't create a spell of a higher level than the highest level
ues, including range, area, duration, damage dealt, saving spells the character can cast.
throw difficulty, and/or Altering a Spell's Effects:
the number of targets Some changes to a spell are
affected. Damage can easier than others. In
also be changed from nor- between simple modifi-
mal to subdual damage. A cation and complete
death effect thus changed spell change are situa-
doesn't kill the target, instead tions where a spell the
doing twice the target's starting hit caster has is similar to one
points in subdual damage. Spells with he wants, but still different
a duration ofpermanent can have the enough that mere metamag-
duration reduced by any amount, ic is insufficient. Both spells
but spells with a duration of must be known to the caster and
instantaneous can't. no alteration ofthis sort can create
Reducing a Spell's Pow- a spell of a higher level than the
er: Reducing a spell's effect higheSt level spells the character
is a simple change with a can cast. That requires freeform
DC 15 + the spell's level. magic.
Any number of reductions Spells which share both the
can be made without in- same school and the same energy
creasing the difficulty of type (subschool or descriptor) are
the modification, but the the easiest to change, such a
changes must be decided changing a cone of cold to a wall of
upon before making the ice or cure moderate wounds to delay
skill checks. Any numer- poison. If the caster wishes to alter
ical rating connected to a spell into a lower level one,
the spell, such as damage, such an attempt is a simple
area of effect, range, or change with a DC of 20 +
duration, may be reduced the final spell's level.
by up to 50%. If the caster The caster must expend
rolls two successes on his the original spell. The
three skill checks the caster must have the
changes are made but one desired spell in his
additional factor is cut in books and be capable of
half, such as damage, dura- casting it normally.
tion, or area, or the spell's If the desired
save DC is decreased by 4. ~ spell is higher level
If the caster makes one or than the original
no successes, the spell has :H' .".. one, the caster must
its full effect as normal. expend a bit more effort to
Increasing a Spell's Power: create the change. Such an attempt
Modification can also be used to increase a spell's effec- i a complex change with a DC of 25 + the final spell's
tiveness, but this is both more difficult and more costly in level. The caster must expend the original spell and a sin-
terms ofpower. This is done by adding metamagic feats to gle spell with a level equal to or greater than the differ-
a spell that was not memorized with the feats added. The ence between the original spell and the desired spell. The
caster must have the feats to be added to attempt such a caster must have the desired spell in his books and be
modification. Increasing the spell's power this way is also capable of casting it normally.
ARCANA

WHAT GOOD IS THIS TO MY SORCERER? the spellcaster can add ell..'Pensive material components or
Not all of these tricks are of value to sorcerers or an experience point cost to lower the effect if the DM
bards, who can cast spells at will. However, some of allows. Materials should cost a minimum of 200 gp per
these effects allow the caster to use spells at a high- spell level (before adjustment) to reduce the final spell
er level than the slot of the original spell. For exam- level by one. Freeform spells can't be reduced by more
ple, a sorcerer who had used up all of his 4th level than one level in this manner. Alternately, for a minimum
slots could still turn shatter into shout, as described of 200 xp spent for every level that's "bought down," a cast-
in the alteration section, by using a 2nd level slots in er can reduce a spell's effective level with a maximum
addition to casting shatter as normal. reduction of five levels.
In addition, sorcerers and bards can also use Freeform spells can be affected by metamagic feats nor-
freeform magic if they have the necessary skills. mally, including till Spell and Silent Spell. The spell's
While risky, such magic allows them to cast spells effective level increases as described by the feat.
that would otherwise be impossible for them. See
the freeform magic section for details. Freeform Guidelines
Suggestions for maximum allowable effects are prOvided
in the charts to the right. Players may note that the guide-
Changing a spell that shares only the same school or lines presented often list maximum values lower than the
only the same descriptor, like altering meteor swarm to fire most powerful spells of that level for the desired effect.
trap (both Eire spells [rom different schools) or leVItate to This is deliberate. The spells in Core Rulebook I are exam-
darkvisioYl (both transmutation pells with no descriptors), ples ofwell-re earched and time-te ted magiC. Improving
is omewhat more challenging. An alteration of this type on them with a pontaneously crafted effect simply isn't a
is a complex change with a DC of 25 + rwice the higher of realistic expectation. Even the ability to equal such magic
the original spell's level and the final spell's level. You with an impromptu casting is an impressive display of
must know both spells and cannot change a spell to a skill. As always, the DM may adjust these values as he
higher level version. The desired spell must be the same sees fit.
or lower level. When creating a freeform spell, the caster selects a spell
type from the sections below, such as an attack spell or an
FREEFORM MAGIC illusion. Each type has a table that summarize the level
When the available resources just aren't enough, a master equivalent cost of different spell aspects. The caster selects
of arcane spellcasting can completely rework magical the pell's specifications from the table and adds together
energy. Essentially, the caster invents a new spell on the each feature's level cost to detennine the spell's total level
spot. Unquestionably the most difficult and dangerous
effect a spellcaster can attempt, there is nonetheles ATTACK SPELLS
something awe-inspiring about the idea of taking magical orne wizards may eek knowledge and enlightenment,
energy, bending it to the enlightened will, weaving a but the adventuring spellcaster qUickly learns to value
desired effect from it, and making that "spell" a reality- sheer destructive power. While Core Rulebook II has sug-
all at once. gested limits all arcane spell damage by single target and
All free form magic skill checks are made against a DC for area effects, in practical terms few basic spells are only
of 35 + (effect's eqUivalent level x 2), with guidelines for capable of doing damage to a single target. Most attack
determining level equivalency provided below. If the spells that can only affect a single target are either melee
spell's equivalent level is higher than the highest level touch attacks or death pells.
spell the character can cast, the caster cannot duplicate The school of evocation is the rna t effective one when
the effect. The caster must use a spell slot equal to the it comes to dealing damage. Unless duplicating an exist-
spell effect's equivalent level. The school of spell used ing spell, freeform evocation spells do ld6 damage per
determines the type of effect the caster can create. spell level. To determine the total spell level of an evoca-
Freeform casting counts as a simple change. This casting's tion effect, pick the effects from the list below and note
high DC reflects the rushed nature of using magic in this each's equivalent level. Add up each factor's level to deter-
manner. Alternatively a caster may elect to make it a com- mine the spell's total level.
plex casting, in which case the DC is 30 + the spell's equiv-
alent level effect.
Unless emulating a pre-existing spell, all freeform
magic requires verbal and somatic components, but not
material components, arcane foci, or experience points. If
a spell's power exceeds the guidelines presented below,
ARCANA

For example, taking Strength twice in a spell means that


Spell
the spell will add 2d4 to Strength and cost 4 additional
Level Damage Type Area
0 1d3 Fire Touch levels.
1st 1d6 Cold Ranged touch Spontaneous enhancement spells last 2 rounds per
2nd 3d6 Acid 1 targets level eqUivalent of tbe spell. Since the caster must create
3rd 5d6 Electricity 3 targets the spell on tbe fly, it does not have the staying power of a
4th 7d6 Sonic 20-ft. radius burst standard spell. The raw power of the magic used to create
5th 9d6 Force 20-ft. radius spread
6th lld6 20-ft. radius, 40-ft. the spell determines how long it persists.
high cylinder
7th 13d6 40 ft. cone Spell
8th 15d6 Level Duration Type
9th 17d6 o 1 round +1 save
1 st 2 rounds +1 enhancement,
+10 skill
The second most useful school for dealing out damage 2nd 4 rounds +1d4 stat
is conjuration. It doesn't do nearly as much damage as evo- 3rd 6 rounds
cation, but conjuration effects can linger and do damage 4th 8 rounds
over several rounds. A freeform conjuration attack can do 5th 10 rounds
6th 12 rounds
1d4 damage per level of the spell, and can last up to half 7th 14 rounds
the spell's level in rounds (round up). The effect lingers, 8th 16 rounds
dealing damage to all within it who fail their saving throw. 9th 18 rounds
Aside from the reduced damage, create a damaging conju-
ration spell in the same manner as an evocation one but
increase its total spell level by 2. FIGMENTS, GLAMERS, PHANTASMS,
Finally, necromancy can do a respectable amount of AND SHADOW ILLUSIONS
normal damage, as well as temporary ability or level dam- Illusions are already highly flexible. Each spell above the
age. Necromancy rarely does significant amounts of dam- cantlip level allows the caster to create any senses-deceiv-
age, but horrid wilting may be the single most devastating ing effect he deSires, Limited only by the number of sens-
damage-dealing attack available to arcane casters. es that can be fooled by a single spell at lower levels. A 1st-
Necromancy spells are created in the same manner as evo- level spell can create any sight, sound, or smell, but only
cation ones. However, they deal one point of temporary one of these senses can be fooled at a time. At 2nd level,
ability damage can be done per equivalent spell level cost. two senses can be fooled, and at 4th level, all senses other
These effects can be combined into a single attack. For than touch can be fooled with one illusion. At 5th-level
example, a necromantic attack that does 3d6 damage and equivalent or above, the illusion can duplicate any spell of
2 point of temporary ability damage is a 4th level spell, 4th-level or lower. All numerical aspects of the spell func-
can be used on a single target with a touch attack. tion as a percentage of their nonnal values, as indicated on
To save against a damaging effect, the victim must make the table below, including duration. These spells do not
a Reflex save with a DC equal to 10 + the spell level + the need to have a separate duration or size aspect.
caster's appropriate attribute modifier. An illusion's size is dictated by the level equivalent
spent to determine its total area of effect. Level eqUivalent
ENHANCEMENT SPElLS 2 allows an illusion of Large size, while 4 allows one of
Spells that enhance abilities or skills are almost exclu- Colossal size.
sively transmutation and divination effects. Enchantment Only illusion spells can be used to create these sponta-
spells can occasionally create "enhancement" effects neous effects.
through objects. Generally, the broader and more useful
an effect, the smaller the bonus value. In general, a 1st Spell
level spell can add +10 to any skill check or a +1 enhance- Level Duration Size Effect
ment bonus to a weapon. At 2nd level, an enhancement o Concentration Small None
1st Concentration Medium-size One sense
spell can add 1d4 to an ability score. 2nd 4 rounds Large Two senses
Normally, higher-level spells that provide bonuses to 3rd 6 rounds Huge Three senses
abilities, to attack rolls, or to skill checks prOvide "package 4th 8 rounds Gargantuan All senses
deals" centered around a theme. Tenser's transformation, for 5th 10 rounds Colossal 10% spell effect
example, adds hit points, Strength, Dexterity, natural 6th 12 rounds 20% spell effect
7th 14 rounds 30% spell effect
annor, and prOvides an attack bonus and a bonus to 8th 16 rounds 40% spell effect
Fortitude saves. Bonuses of the same type can be stacked. 9th 18 rounds 50% spell effect
ARCANA

INFORMATION SPEllS PROTECTIVE SPEllS


While other schools may occasionally grant a subject While wizards and sorcerers are known for their sheer
knowledge, divination unquestionably reigns supreme in destructive power, the discerning adventuring party val-
this regard. See the text below for divination's general ues their defensive magics even more. Arcane spellcasters
information-gathering capabilities. Note that the ability are capable of a wide array of protection spells, ranging
to counter magical concealment at certain levels does not from Annor Class bonuses to virtual invulnerability.
bypass spells that specifically block scrying or other Obviously, abjuration is predominant in terms of pro-
forms of divination. tective magic, and only spells from that school can pro-
Generally speaking, a spontaneous divination effect vide any form of defense in this manner. However, in
counts as one level higher than a standard divination some specialized cases other schools are useful in provid-
spell. Only divination spells can be used to create these ing a defense against attacks.
effects. Annor class is the most immediate form of defense
available, and can be provided by evocation and trans-
Divination mutation as well as abjuration. Freeform magic
1st level: detect something that can provide +1 to AC with a cantrip, +2 to
could be found without too AC with a 1st level spell, and +1 to
much difficulty (DC 10-15) AC for each additional spell level
by someone with the Illusions can instead grant a
right skills, when the 10% miss chance at 3rd level,
subject is present a 30% miss chance at 5th
and non-resisting level, and a 50% miss
(example: detect pol- chance at 7th level.
son). General saving throw
2nd level: Un- bonuses can be provided
derstand subject, by abjuration and trans-
when the subject mutation, though any
is present and school can prOVide a
non-resisting (ex- bonus to save against
ample: compre- spells of the same school,
hend languages), and divination can grant a
detect something save bonus against illusions.
hidden, so long as The total bonus can be no
clues to its presence ex- higher than the spell's level,
ist or it is magically em- but this total can be divided
powered (example: detect between the three types of saving
undead), or provide large bonus throws. For example, a 6th level
to a single roll (example: true strike). freeform abjuration spell could pro-
3rd level: sense that which is completely vide a +2 bonus to all saving throws, a
hidden by another (example: see invisibility). +6 bonus to one save, or a +4 bonus to
4th level: extend senses for short periods (example: one and a +2 to another.
clairaudience/clairvoyance) and have comprehensive Defenses against specific forms of attack, such as
knowledge on one specific subject (example: tongues). energy rypes, spells with specific deSCriptors, and forms
5th level: extend senses to any distance, with consider- of normal combat (bludgeoning, slashing, piercing,
able effort (example: scrying) and sense divination (exam- unarmed, melee, or ranged) can be created with abjura-
ple: detect scrying). tion, conjuration and evocation. This effect creates a pool
6th level: limited extraplanar contact (example: contact of energy equal to the spell level times 5. 1st level spells
other plane) and multiple simultaneous awareness (exam- block 5 points of damage per attack, 2nd level spells block
ple: Rary's telepathic bond). 10 points of damage per attack, and 3rd level spells can
7th level: near-total knowledge of anyone thing block any amount of damage per attack up to the pool's
(example: analyze dweomer). remaining value. A 5th level spell can render the caster
8th level: rapid divination (example: Vision). immune to the attack type for the duration of the spell. A
9th level: perfect knowledge of a single subject, any- 7th level can provide protection from twO types of attacks
where (example: discern location). at once, and each spell level above 7th adds one form of
defense.
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Damage resistance can be created with abjuration or 3rd level: Travel along unusual two-dimensional medi-
transmutation, as follows: um or block travel within an area (spider climb, leVitate,
web)
Spell Level Damage Reduction 4th level: Total freedom or helplessness for one subject
5th 5/silver - travel in normally inaccessible medium or render
6th 10/+1
helpless (fly, hold person, water breathing)
7th 15/+1
8th 20/+1 5th level: Limited spacial bypass, block magical travel,
9th 25/+1 or create challenging barriers (dimension door dimen-
sional anchor, wall of ice)
The effects possible with protective magic cannot be 6th levd: Spacial freedom, nearly impassible barriers,
stacked. For example, you could not use freeform magic move large objects (telekineSiS, teleport, hold monster)
to cast a spell that absorbs energy damage and provides 7th levd: Group enhancement, permanent helplessness,
damage reduction. A spell's duration is determined by strong repulsion (Bigby's forceful hand, flesh to stone,
adding level increments to the effect's base cost. A spell rn ass haste)
lasts 3 rounds as a default, plus 2 per each level eqUivalent 8th level: Planar travel, group imprisonment (ethereal
spent on duration. For example, a spell with a duration of jaunt, forcecage, plane shift)
7 rounds would have an additional level cost of 3. 9th levd: Group transportation, virtual impassibility
(etherealness, prismatic wall)
SUMMONING
Creating a proxy combatant is possible through conjura- TRUE FREEFORM MAGIC
tion (summoning), and necromancy. Conjuration may be At a certain point in a fantasy world's development, magic
used call any outsider, while necromancy may summon becomes so powerful and prevalent that spellcasters no
undead. The maximum challenge rating of the sum- longer need spell slots or energy points. Whether arcane
moned (or briefly created) warrior is the spell's level science, ever-present force, or endless mystery, a spell-
minus 2. The spell lasts for 1 round plus the level equiva- caster's access to magic is limited only by mortal weak-
lent spent on duration. ness. Whether the limits are physical (stored energy), psy-
cholOgical (coDceptuallimits), or spiritual (a lack of one-
Caster Level Challenge Rating ness with magic), evenrually they can be surpassed.
1st 1/3
2nd
Magic, no matter its origins, has a single pinnacle: lim-
1/2
3rd 1 itless possibility. By removing the need for spell slots
4th 2 and/or energy pointS, the arcane spellcaster reames that
5th 3 potential. Instead of a reliance on rigid slor storage or per-
6th 4 sonal power, knowledge and understanding become para-
7th 5
mount. The character becomes one with magic instead of
8th 6
9th 7 merely using it.
The problem with allowing a PC to reach this pinnacle
is game balance. Someone capable of transcending the
OBJECT MANIPULATION AND ALTERATION limitations of standard magic is probably highly enlight-
Travel, binding and shapechanging are all major elements ened, and (unless extraordinarily evil) thus unlikely to
of a spellcaster's arsenal. In these areas of magic, any type misuse that great power. Whether or not a player is capa-
of magic dealing with the creation and manipulation of ble of showing similar restraint is something DMs will
forces can produce these effects. Transmutation, evoca- have to determine for themselves.
tion, and conjuration spells can all power this type of If the DM wishes to explore this aspect of magic while
spontaneous casting. To derermine the spell's eqllivalent preventing arcane spellcasters from dominating the cam-
level, choose an effect from the table below. As a default, paign, there are several options available. The easiest
the effect lasts 1 round. Increasing the spell's eqUivalent method is simply to raise the difficulties involved in cast-
level by 1 boosts its duration by 2 rounds. ing a freefonn spell. If the player always has to run a real
risk of backfire, judiciOUS use of magic is more likely.
Movement A related option is to require a will save with the same DC
1st level: Move easily handled object (mage hand, as casting the spell; failure can cause normal damage of
open/close, prestidigitation) ld6 times (1 + the spell's level), temporary ability damage
2nd level: Double speed, increase travel difficulty, or of td4 to the relevant spellcasting ability, and backfire-
entangle one target (mount, hold porial, anlmate rope) doubling backfire effect if the caster also fails all three
skill rolls.
ARCANA

Another option is increasing the effect and/or risk of gains the ability to cast a wide range offire spells. In some
backfire. The highest level effects available to a spellcaster ways sorcerers quickly surpass wizards in campaigns
are still determined by the caster's relevant ability, so if a where freeform casting is unlimited.
caster takes temporary ability damage as well as other As another alternative, perhaps sorcerers lack the train-
backfire effects when no successes are rolled, that will ing, dedication, and scholarly mindset to ever use
cause most players to weigh their chances carefully. freeform altered casting. In this case, sorcerers are still
Lesser backfire (half backfire effect, as on a successful limited in their selection of spells while the wizard class's
Will save), temporary ability damage, or both, when only strength, its flexibility of spells, is enhanced compared to
one success is rolled will drastically increase the chances other spellcasting classes. If your players tend to opt for
of unpleasant results when freeform magic is attempted. sorcerers over wizards, these mles can help close any per-
Whatever the mechanism, as long as spellcasters can- ceived gap between the two classes.
not throw infinite fireballs with impunity, they can have
complete flexibility - if they're willing to handle it
responsibly.

Beyond the Rules Though most all spellcasters live out their lives without
Spontaneous magic provides limitless potential to a spell- even attempting to create new spells, others find it a wor-
caster's arsenal. Sooner or later, a player is going to attempt thy challenge or a way to leave their marks upon the his-
an effect that transcends these guidelines. Unlike allow- tory of their crafr. Intensely time-consuming and prone
ing a caster to learn a custom spell, spontaneous magic cre- to failure (ifnot disaster), spell design is an art best looked
ates no immutable precedent. The ebb and flow ofmagical upon from a considerable distance ... and behind very
energy can allow a one-time effect that may not be possi- thick walls.
ble under other circumstances. (In other words the DM Most would-be spell designers shy away from the task
can say "that's a higher level effect now" any time he before ever nearing completion, and for good reason. The
wants.) In general, estimate high when figuring an effect's vast majority of attempts to create new spells meet with
level equivalency; it's easier to adjust down than up later either failure or a warped "success" with unwelcome or
on. This chapter provides benchmarks, but magic defies simply dangerous side effects (see Thaumaturgy, page 119,
simple numerical limits (damage aside). pontaneous for an example). Even were this not the case, the sheer
effects, particularly freeform ones, can be difficult to adju- demands of time and money (as well as the potential life
dicate, but allowing magic's true, limitless potential into a and limb) threaten to overwhelm the spellcaster. Further,
campaign can ultimately be very rewarding. a spellcaster can expect his colleagues to actively frown
upon his work, viewing it as a waste of time at best, and a
IN YOUR CAMPAIGN threat to their lives (or worse still, their reputation) at
The skill DCs presented here are designed to make spon- worst. Unfortunately, even the most powerful solitary
taneous casting a viable option at around 10th level for a wizards need research materials to properly formulate a
caster. At even higher levels, it becomes much easier for a new arcane spell and an academy's library is better
wizard or other caster who does not mind risking a spell stocked than all but the richest and most powerful wiz-
slot to produce a very wide range of effects. Sorcerers in ards'. For once, politics may be worth the risk.
particular gain a lot of flexibility under this system. As perry as the wizards' problems may seem, they are
Wizards need not worry so much about their spell choic- still dangerous; crearing new divine spells is even more
es for the day, as they can alter their prepared incantations so. A divine spellcaster who seeks to create a new spell
to deal with problems as they arise. Thus, it is generally must also convince others (particularly in a lawful or evil
not a good idea to allow the PCs to freely use spontaneous hierarchy) that they are not being ungrateful for what the
magic. Generally speaking, arcane spellcasters can only blessings already granted them, or worse still, challenging
use freeform casting of any art three times per day. the powers themselves.
Alternatively, you can use this system as a foundation Spell design demands much of a spellcaster, in terms of
for all arcane magic. Perhaps spells and other formulae are time, materials, and risk. While lower level spells are
merely an attempt to impose order on what is otherwise somewhat easier to create, they are less rewarding except
a wild, barely controllable process. In this case, allow as a small step towards the eventual creation of a greater
spellcaster to use this system as often as they wish. spell. The spellcaster caunot expect to begin his designs
Remember, though, that sorcerers gain a lot more from with spells which rival the power of wish.
the ability to freely alter their spells than wizards do. A
sorcerer who takes one evocation with the fire subtype
ARCANA

PREPARATIONS spell outlines: a low-level spell that allows a character to


With proper planning and materials (to say nothing of take extra actions and move faster. Looking over the PHB,
DM permission), any spell is theoretically possible. Spell her player notices that although no spells exactly match
do not simply come into being, however, and even the this premise, there is a spell somewhat similar to the
wisest cleric or most intelligent wizard must push them- planned one - haste - that is also different enough to justi-
selves to acheive success. Despite the potential dangers of fy the existence of a similar, less overtly powerful spell.
the latter stages of creating new spells, the earliest stages Unfortunately, haste is uniquely arcane, and has no fea-
are unquestionably more difficult, for it is here where the tures overtly tying it to nature, further making it unsuit-
spellcaster must begin by wringing the actual from the able for a druid spell. Rather than abandon the idea, the
potenrial. player adds a few wrinkles to the spell for both flavor and
The first step is always the same, regardless of class or mechanics - instead of simply increasing the running
spellcaster type: inspiration. Though many clerics wish peed of the spellcaster, the spell harnesses the spirit of a
they could heal better, or wizards throw about bolts of common woodland animal- the deer - granting speed
purest flame earlier in their careers, the simple fact of the at the cost of courage. With this slight modification, the
matter is that most spellcasters player feels the spell is more
are intent on designing new in line with Saretina's class
spells that are outside their and with balance consid-
reach. Those inspired to era tion. The spell is also
quick and easy success clearly an evocation
have little hope, as they spell - calling on the
are simply incapable of deer spirit - with pos-
working the power they sible use for clerics of
seek. The subtleties of the Animal Domain,
channeling magical druids, and rangers.
energies safely are be- The DM looks over
yond the ken of the the proposal, and
inexperienced allows it to go for-
arcane spellcaster, ward, making a men-
while divine spell- tal note not to let the
casters should know spell's effects go over-
better than to attract board.
the wrath of the powers Once the spell outline
of the universe. Regard- is ready, the spellcaster
less, pride is a deadly and must begin research
self-destructive sin in before the next step -
the realms of magic. experimentation. This
The spellcaster research need not be
roughly sketches that of a slow, drawn-
out the spell's dimen- out search over musty
sions and definition, as tomes (though it can be
well as the spell school that, and often is for wizards), nor need it be at
and/or Domain, and possible types thereof This need not the co t of game time. Indeed, for more unusual or pow-
be overly specific, nor neces arily follow the rrends of erful effects, the spellcaster must consult rarer sources, a
other, similar spells (i.e. restoration is a conjuration spell, sure sign of a quest.
but greater restoration is a necromantic spell), but both Research takes different forms for different types of
remain good guidelines, as spells are far easier to create pellcaster . While wizards and sorcerers can pour over
with a frame of reference. ancient text or research notes of their predecessors, they
Let's apply this to an example. aretina is a 5th level may also conduct field investigations - researching a new
druid, and after several encounters with a band of evil spell ba ed on fire magic certainly justifies an incursion
monks, is determined to negate some of their advantage. into the Elemental Plane of Fire. Bards may seek out new
Because they u e fast-strike tactics against their enernie tales of great heroes or villains whose legends inspire the
and flee after their objectives are complete, Saretina has very powers they seek to master. Clerics and paladins
decided to make a spell that invokes the powers of nature quest to prove themselves worthy for their deities'
to increase her own speed. Her player defines the basic benefices, while rangers and druids might commune
ARCANA

through nature by fasting or protecting its resources, par- to a valley, wherein she finds the monk's hidden enclave!
ticularly in those areas central to the new spell's ideals. Though only a druid could easily travel the route in win-
The extent of the spellcaster's learning depends on both ter, she reports her findings to the party, and the group
the quality of his effortS and his capabiliry of understand- begins planning in earnest how to defeat their foe once
ing the research itself, requiring Knowledge checks. the spring tllaw arrives.
Additionally, the spellcaster may seek out the advice or At the close of the session, the DM forces Saretina to
aid of an expert in the field of study covering the prospec- make a Knowledge (nature) check to determi.J1e how well
tive spell (not necessarily a spellcaster themselves; a pal- she understands the deer. Since her role as a protector of
adin could certainly gain useful insight from a planetar). the wild comes second to her adventuring ways, the DC is
Such individuals typically demand quests or recompense high - 25. With an Intelligence of 14 and a Knowledge
in exchange, which mayor may not be secretly part of the (nature) skill of 8 ranks, granting her a total of +10 to the
research. The price of aid is always more dear than that of check - not bad, but ultimately the odds are against her,
advice, but a living expert provides more than the notes of and her check is only 23 - so close! till, Seratina does
a dead one. Mentors may offer other benefits besides not despair. The winter has only just begun, and the party
advice or an extra set of hands during the experiment has already uncovered an important secret of the enemy.
stage, particularly if the mentor and spellcaster become It will be spring before th.e party strikes, and the monks
close during their association. think themselves hidden, and are unlikely to press the
Technically speaking, research is not a necessary step in attack before formulating a plan themselves.
the creation of a new spell. Not all of the current spells On the evening of the winter olstice, Sareti.J1a discov-
require research, after all, and some major discoveries ers an ancient treatlt, half asleep with the changi.J1g of its
come about through sheer accident. Research does make leaves. Though the treaD[ has no overt skill with druidic
the experimentation stage ea ier, however, and only the magic capable of diroctly helping her, it has certainly
most unusual spells would have no basis for them in pre- observed the deer much during its long life. Saretina
existing lore. offers to help keep the treant free ofvermin and parasites,
There is another benefit to doing re earch: that of sun- and tlle treant offers its knowledge in exchange. The first
pIe pragmatism and mathematics. Given that the planes offering the treant gives up is that it is easier to under-
are nigh infinite, and have existed longer than any care to stand the deer by becoming one of them with the wild
guess, there is the distinct possibility that the new spell shape power of druids. Saretina accepts the treant's advice
the spellcaster seeks to design is already in existence. gratefully, even as her player groans over forgetting such
Willie this deprives the would-be archmagician of the an obvious tool for the spell.
fame associated with having a spell named for him, it can ince the treant will give advice freely so long as it lives
uLtimately save on time and resources, particularly for the and areti.J1a does not anger it, the DM does not force a
high-level spells. Even should this not be the case, the dis- skill check for this portion of the druid's research. If
covery of similar spells helps in the final product tremen- aretina is confused about any aspect of the treant's
dously. advice, she need only speak to it again.
To continue out earlier example, with the spell outline
approved, Saretina seeks to further understand the spirits EXPERIMENTATION
of deer. As a relatively low-level character, she can do lit- Once the spellcaster feels he has researched enough, he
tle to halt transgressions of greater forest menaces, but may begin the experimentation process. At this time, the
chooses to protect a family of deer during winter months. player and DM work out the final details of the spell -
Since the DM has ample preparation time, this becomes the name, level, components, casting time, range, area of
part of the story, rather than a subplot played OUT during effect, duration, the presence or Lack of saving throws or
downtime. Through their efforts, Saretina's parry has dis- spell resistance, and the other details of its function.
covered the general region where the evil monks lair, near While the player may make suggestions, the DM is ulti-
a wooded forest. Unfortunately, the monks' frequent con- mate arbiter of the game, and should ever remember play
flicts with the parry have driven the villains into hiding balance when creating new spells.
for the moment, resulting in a small checkmate as each Returning to our druid, after spending a month with
group plans their next move. As the party cannot afford to the deer and listening to the trean!' advice, Saretina
abandon the hunt so close to their quarry, they winter decides she is ready to begin experimenting to create her
near the forest. Here, Saretina couples her duties as an new spell The DM has reviewed the PHB and DMG for
adventurer with her research on the new spell. he pro- advice, and come to the conclusion that while the spell is
tects the deer of the forest from sportsmen but not from feasible, it is also useful enough to be a 3rd-level spell,
hunters seeking food (which is pan of the natural order). which limits Saretina's daily uses of it more than her play-
During this time she also discovers a difficult trail leading er would like. Even with her Wisdom of 16, if the spell
ARCANA

were 3rd-level she could only cast the spell on two of her OM'S NOTE: LIMITING SPEllS
party members a day less than half the group. The player BY MATERIAL COMPONENTS
asks the DM what it would take to lower the spell's level In the example of Saretina's spell creation. the OM
to 2nd (which. while only giving her one more casting per makes an unusual choice for the material compo-
day. means that both scouting the monastery and cutting nent of the spell: that a worthless object would be
off the monks' escape is that much easier). The DM con- so rare. While finding such an object would be diffi-
sults the DMG, and decides that the addition of a tare cult in the future, it is not impossible right now -
component - a whole antler of a deer that has died Saretina has access to the material component right
peacefully of old age, used as a material component - now. having already taken up the guardianship of
would do the trick. aretina's player consider, then several such deer in the dead of winter. The OM
agrees. clearly likes the immediate use of the spell. but has
Saretina bids farewell to her friends as she enters the effectively reserved the right to remove it in the long
woods alone. She hopes to return with a new blessing of term, should the spell prove unbalancing.
the forest, the spell which she will call Hart's Soul Additionally, because the antler has no monetary
Afterwards, the DM writes up the new spell: value (the antlers of elderly deer are too fragile to be
worth selling), it is effectively more difficult to find
Hart's Soul than cut gems - which. after all. are always valu-
Evocation [Animal] able, even to non-spellcasters, and can be pur-
Level: Animal 3. Drd 2, Rgr 2 chased with relative ease with riches common to
Components: V, S, M high-level characters. Other, similar examples
Range: Touch include: a fistful of soil from a dangerous plane; a
Target: One creature touched tear from each of a beholder's eyes; a wedding ring,
Duration: 1 round/level given without deception or coersion; the dying
SavingTbrow: will negates [harmless] breath of a man. sealed in a vial. Each of these items
Spell Resistance: 0 is absolutely worthless and difficult to obtain. ironi-
cally making them perfect choices as spell compo-
Through the use of the antler, you draw the spirit of a deer nents for new spells.
into the target's heart for a time. i.ncreasing both the tar-
get's peed and timidity. The target may take an extra par-
tial action on his turn, either before or after his regular While experimenting, the spellcaster must work unin-
one. which may only be used for movement. Additionally, terrupted for a period of no fewer than 8 hours a day, and
he can jump one and a half times as far as normal. an must have absolute concentration during this time. The
increase counting as an enhancement bonus. character may work longer hour , gaining checks more
Deer are timid creatures. however, and for the duration frequently, but risks exhaustion (which ultimately slows
of the spell, the target suffers a -4 circumstance penalty the de ign process). He may also work fewer hours, low-
on all fear saves and when resisting Intimidate checks. ering the chances of interruption, but this delays tlle
Malerial Components: The whole antler of a deer that finalized spell. The pellcaster announce how many
died peacefully of old age. hours he intends to work each day between kill checks.
but as the world goes on about him, interruptions may
Applicarion occur.
Unlike the research stage of the design process. seclusion He may receive aid from other ofhis class. or that of an
makes experimentation much less risky, both for the expert, but no one el e can reliably help him with the
spellcaster and any unfortunates who might wander by experiments. Other aide (such as the ever-popular lab
during an early miscast. Seclusion is not strictly neces- assitant for wizards) may help keep interruptions to a
sary. however, but distractions risk hampering or corrupt- minimum, or perform other functions which allow the
ing the experiments. spellcaster to work longer than the default 8 hours a day.
Before the retreat into i olation, the spellcaster gathers Unfortunately. co-workers and assistants are the most
together all materials needed for the process, including common source of sabotage during experiments.
any lab materials. holy texts. epic stories, or the like, as An interruption is anything which prevents experi-
well as any and all research notes the spellcaster has col- menrs' work being begun or finished in a day (such a a
lected up until this point. The research srage is not actual- fire. the revelation that a new spell component is needed
ly over, however, as both early uccesse and failures are but not at hand, an attack, adventuring. etc.). or which
valuable in the creative process. damages or destroys vital materials. Work does not
progress during this time. If a spellcaster does not experi-
ARCANA

Benefits Bonus to Skill Check


For every prior failed skill check during the experimentation +2*
For every prior successful skill check during the experimentation +1*
For every successful pertinent Knowledge check made during research +2*
Consulted an expert +3**
Consulted his own Extraordinary Mentor +5**
For every assistant, up to five total +1***
For every level of spell the spellcaster can use in excess of the new spell's +1
For every natural 20 rolled during research checks +1
For every Domain the spellcaster and the new spell share +2
Spellcaster is a specialty wizard in the new spell's school +2
Spellcaster has a Spell Focus feat in the new spell's school +2
Spellcaster is experimenting in a guarded location +2
For every spell that the spellcaster knows that is a more powerful version of the new spell +3
For every spell that the spellcaster knows that is a less powerful version of the new spell +1
For every spell that the spell caster created which is a version of the new spell +5
Spell caster has access to pertinent masterwork or magical equipment +3
For every rare component required in the spell +5

* One-time benefit. Announce the use of the bonus (or bonuses, if the marked bonus accumulated) before making the
check. If the check fails, the spellcaster has grossly misapplied or misinterpreted lessons from the research or from
previous experimentation.
** This is a one-time benefit unless the spellcaster can summon (by spell or other means) the expert or mentor in less
than a day throughout the duration of the experiment.
*** An assistant is a character or creature who performs miscellaneous duties which would otherwise fall to the spellcaster.
An assistant has no skills pertinent to the skill check, and may not cooperate.

Penalties DC Increase
For every interruption +2*
For every check since the last success in this experiment +2*
For every month since the last check in this experiment +4'~
Spell caster has had to change locations for experiments +5*
For every natural 1 rolled for research checks +5
Spell caster has no spells similar to the new spell +5
New spell is most similar to a spell of a different type (arcane or divine) +10
Spellcaster performed no research +10
Spellcaster is using poor equipment +10
Spellcaster knows no spells of the same school as the new spell +20
Spellcaster is using no equipment +20
Spell caster is missing spell components from the new spell +25
Spellcaster is a specialty wizard of a school other than the new spell's +10

* This penalty only affects the present check, and subsequent checks do not necessarily have this penalty.

mem for two or more days, he loses the benefits of all does exist, but its limits and subtleties are undiscovered.
hours spent experimenting since the last skill check, and The Spellcraft checks determine the spellcaster's knowl-
must begin anew. So long as he makes and keeps his edge of the spell's limits, whereas the other checks build
notes, however, he does not lose the benefits of any of his upon his familiarity with the nuances and subtleties of
previous skill checks. A successful Concentration check the new spell. Consult the tables below to determine how
(DC equal to double the excess hours over 8 intended to successful this period's experiments are. Up to three other
be worked that day + double rhe spell level of the characters may cooperate on these skill checks, assuming
researched spell) negates the interruption's ill effects, so that they have the appropriate skills.
long as it is still physically possible to continue with the Base DC: New spell's level for spellcaster's class x 10
day's experiments. (minimum 10).
After 60 hours of experimentation, the spellcaster Natural20s during experiment checks provide extraor-
makes a skill check, usually of a Knowledge (arcana for dinary insight, and count as an additional success toward
wizards and sorcerors, religion for clerics and paladins, the spellcaster completing the spell. Natural 1s during
nature for rangers and druids), Perform (bards), or experiment checks indicate a massive mishap dUring that
pellcraft, which alternate (use the same skill for checks period's tests, dealing a number of d10s in damage to a
until scoring a success). At this point, the spell essentially
ARCANA

random character in the VICinity and destroying an After resting up for one day, Seratina continues. As the
importane piece of equipment. Spellcasters may not take skill checks involved alternate, she must now make a
10 or take 20 on these checks. Spellcraft check. While her DC is unmodified (35), she
To complete a spell, the spellcaster must have a number only has 6 ranks in her Spellcraft skill, and she has one
of successes equal to twice the spell's level (minimum of successful experimental check to her name already, for a
1). Once completed, the spell is the caster's to do with as net of +20 to her check. With eight more weeks before the
he pleases, though it is considered common courtesy to thaw, she is confident that she will have the spell ready in
reward other spellcasters who have a direct hand in either time, and again chooses to keep her research bonuses
the research or the final product with a copy of the scroll. until later. This turns out to be a good decision for all the
Should word get out, the spellcaster's fame will also wrong reasons - needing a 15 or better, Seratina's check
increase, garnering him more jealous enemies as well as result is a natura11! During the experiment, her sample
greater recognition and respect from his acquaintances antler shatters into hundreds of shards, and she takes
and allies. 2d10 hits. Fortunately for her, low rolls are the order of
To finish our example, let's assume that Saretina jour- the day, and she suffers only 5 points of damage.
neyed into the forest once more, and the treane Healing and pressing forward, Seratina must again face
provided her with a hidden copse in which the Spellcraft check. Her DC is higher this time -
to conduct her experiments. Her research +2 to a total of 37, due to having had one
into the deer, and her subsequent protec- check since the last successful check
tions of them, produced only modest - but this is offset by the +2 to
results: 2 successful checks overall. She her check she gets from a previ-
still has access to the treant's wisdom, ous failed check. While her
however, and has two antlers from an confidence is shaken, she has
old buck who died in her arms. learned a valuable lesson in
Deciding that time is of the essence, her failure. On the morning
Saretina experiments for 10 hours a she is to finish the week's
day. Fortunately, the treant's protec- experiments, she finds
tion spares her interruptions, and she some most unwelcome
suffers no ill effects for this. After six visitors - the monks
days, she is ready for the first check. heard the previous
Her DM decides that her first week's misfire, and
experiment check will be a three of them have
Knowledge (nature) check, to finally found the source of
determine whether she ~ the strange noise! She Carlllot let
understands the nature of the them escape knowing what they've
deer. Her base DC for the check seen, so she quietly whispers a request
is 20 (10 times the spell level of the ,', of her tream ally - that the forest close
new spell), +5 for not haVing any in around them, completely trapping all
similar spells, +10 for having the most four combatants. While Seratina and the
similar spell- haste - be arcane, for a treant make short work of the monks once
total DC of 35. Her Knowledge (nature) they could not flee, the danger has not passed -
and Intelligence modifier bonus combined is once they realize their fellows are missing, the
only +10, but she consulted an expert (+3), can cast spells monks will know that there is a nearby threat, and further
of 1 level higher than Hart's Soul (+1), is inspecting in a investigate. Not only has the interruption cost her a day,
guarded location (+2), and the spell requires a rare com- but she must also step up her timetable and either change
ponent - the antlers (+5), for a total bonus of +21. Cursing the location for her experiments or chance that her foes
the lack of druids in the area, as well as the lack of assis- stumble across her again!
tants willing to trudge into winter's snow to help her, The following morning makes the choice easy. Finally
Saretina must roll a 14 or better to succeed at this point. able to perform her skill check (now +1 to DC 38 due to the
Since she has nine weeks before the thaw, she's not terri- interruption, but she expends both ofher research benefits
bly worried, and chooses not to expend the research for a total of +4; she now needs a 12 or better), her run of
bonuses at this time. She rolls a 15, barely succeeding, but bad luck ends when she scores a narural20! Not only did
now needs only three more checks before she can cast the she succeed, but the check counted double, and she only
spell. needs one more success before learning Hart's Soul.

I,
ARCANA

With three successes, Seratina leaves early to warn her BEFORE THE DUEL
mends of the monks' movements. Deciding that the for- A formal duel requires at least 5 parricipants: the 2 com-
est holds less possibility for discovery than the nearby batants, a judge, and no fewer than 2 witnesses. The judge
town, Seratina and her mends return to the copse chanc- officiates the contest and insures that its rituals are per-
ing that between the treant and their own skill at arms, formed properly. The wimesses keep an eye on the judge
they can handle any arracks launched their direction. to make sure he carries out his duties fairly and they also
Seratina is now ready for the final push. Working at 15 help him watch out for any cheating. All parries involved
hours a day, she can finish in only four days. The final must be arcane spellcasters. Seconds for the combatants
check is again one of Knowledge (nature), and back down are not necessary, except in those rare cases when a duel is
to DC 35. Her total bonus, however, is a staggering + 34 fought to resolve personal differences, for blood and
(+2 Intelligence modifier, +8 Knowledge (narure) ranks, honor rather than gentlemanly competition.
+3 from her treant advice, +1 for having a higher level of Many dueling societies require that duelists pledge a
casting, +2 for a guarded location, +5 for the rare compo- token of distinctive personal value as a prize. The winner
nent, +2 from a previous failure, +6 from three effective of the contest gets to keep his opponent's wager. Usually,
prior successes, and an additional +5 from her parry mem- these tokens are amulets or badges - something small
bers-cum-assitants). Her check is predictably successful, enough to be worn as a trophy - made of brass or bone,
and the following morning, the final arrack against the with some identifying mark showing from whom it was
monks begins, this time on more equal ground ... won. Arcane duelists from wealthy or otherwise promi-
nent families have been known to carry tokens carved
from ivory or cast from precious metal
Before the duel begins, the judge establishes the
duelists' marks usually by drawing parallel lines ten
Everyone who has spent time around arcane spellcasters human paces (Le., aboUt 30 feet) apart. The combatants
knows they consider themselves a breed <lpart from nor- must remain ju t behind their marks throughout the con-
mal folk It's a function of their special ability to channel test. They may not move laterally, either.
the power of arcane magic. Anyone who can kill with a The duelists then take their places, face each other and,
few words of Draconic, a pinch ofsulfur, and a wave of the as a marrer of etiquette, salute each other. This may
hand earns a sense of his own superiority. But it also involve a ge ture, a ritualized verbal address, or both.
comes from the rigorous and ritualistic nature of their Meanwhile, the judge takes his place, off to the side
training, and the feeling of professional solidarity that midway between the duelists. He pronounces a benedic-
this unique experience creates. tion upon the contest, asking a deity of his choice to wit-
The custom of arcane dueling forms an imponant pan ne the duel and watch over the combatants. Procopios
of that shared experience. Wherever arcane spellcaster de cribed a duel between two young wizards that he wit-
congregate, you are likely to find a dueling society com- nessed in the city of Nodh as typical in this sense. The
posed of novice practitioners eager to show their mettle. judge was an older wizard who stood on the sideline as
These duelists are not young hotheads eager to avenge the youths faced each other, spread out his hands, and
slights against them, but serious scholars seeking the fel- called out to the sky above: "0 Atatha [the local god of
lowship and respect of their peers. When they are not luckJ, we beseech that you keep watch over these young
dueling as scholars and gendemen (or so they fancy them- devotees of thine, for they test their skill only to honor
selves), you are likely to find them debating theories of thee. Let them acquit themselves so that they prove them-
arcane magic or tapping a keg of all' and composing selves wonhy, yet let no harm befall them."
bawdy lyrics in Draconic. As it turned out, Procopios wrote, the judge need not
No governing body or official set of regulations over- have worried. "Tbe two youths were so inexpen in their
sees arcane dueling, but duelists everywhere follow the practice that their spells hardly singed a hair on the
same general forms and rules of etiquette. It seems that other's head. They harmed each other not a whit, so that
dueling originated in a single place (now unknown) and the judge was forced to declare the contest a draw when
spread by demonstration and word of mouth so that, local both so exhausted themselves that they could cast no
variations notwithstanding, the essence of the practice more that day."
remains the same everywhere. It is also a tribute to the
influence of the work of the scholar Procopios BeIzus, THE CONTEST
who devoted his career to the subject and wrote the defin- Once tbe judge gives the pre-arranged signal, the duel
itive treatise on it, Tome of the Arcane Challenge. The book commences. At this point, both duelists may begin cast-
became an instant success among young spellcasters, and ing a spell of their choice. Whoever gets his spell off first
now serves as the canonical text for arcane dueling soci- is deemed the first caster for the remainder of the contest.
eties in every comer of the known world.
ARCANA

He may not cast again until his opponent has had a Ending the Duel
chance to cast (assuming that his opponent is still stand- A duel continues until one combatant yields or is unable
ing, of course). If the judge determines that both have cast to cast a spell on his turn, whether because of wounds,
simultaneously, he gives the signal again. spell effects, or spell depletion. The judge determines
After that initial exchange, the duelists take turns cast- how much of an opportunity a combatant should be given
ing at each other, with the first caster initiating. Each to cast on his rurn before he is disqualified. Standard pro-
duelist must remain on his mark while the other casts. He tocol also dictates that a duelist in obvious distress must
may not move his feet to dodge the effects of a spell. be given the chance to yield by his opponent. And the
Procopios notes that the following restrictions on what judge may step in and end the duel at any time ifhe deter-
may be done in the course of a duel appear to be univer- mines that one combatant has taken enough physical
sal damage so as to place him in danger of his life and award
victory to the other.
1 Duels are not fought to the death. Dueling is not
bloodsport (although it has been used on rare occa- DIVINE SPELLCASTERS AND DUELING
sions to settle feuds), bUT a pursuit of scholars and Procopios noted that the practice of dueling never took
gentlemen. A duelist who kills his opponent without hold among divine spellcasters, even though their magi-
giving him the opportunity to yield - even by acci- cal repertoire could easily be adapted to it. He acknowl-
dent- suffers the strongest possible ostracism by his edged that clerics and druid tend to abhor combat for its
peers, and may also be subject to criminal prosecu- own sake, and engage in it only in what they perceive as
tion by local legal authorities. Procopios states this the defense of their deity.
not only as a matter of fact established by his But he also speculated that most clerical orders already
research, but also with the full force of his moral provided a highly developed institutional structure for
and ethical passion. their members, whereas arcane spellcasters had no such
2 The use of wands, rods, staves and other magical device for creating a cohesive class identity. When you
items is strictly forbidden, as they may give one traveled from city to city, temples to the sun god or the
duelist an unfair advantage or prolong the duel long god of travel pretty much looked alike, performed the
past the point at which it really ought to end. same rituals in the same way, and their cletics affected
3 Area effect spells, such as fireball or meteor swarm are uniform dress and preached the same doctrines. Many
strongly discouraged unless the dueling ground religions had overarching organizations that tied various
is large enough to accommodate their use without temples together and forced them to adhere to orthodox
harming someone other than the duelists. In..£licting practices and beliefs. They communicated clearly and
wounds upon the judge, witnesses or innocent effectively to their yoUtlger members what was expected
bystanders, even by accident, is a severe breach of of them if they were to fulfill the church's expectations
dueling ethics. Use of such a spell gives the judge full and ri in the hierarchy, as well as what made their place
justification for disqualifying a duelist right then and in the world distinctive.
there. Arcane spellcasters, for the most part, had a much
4 Pursuant to the ethical principle that dueling to the weaker feeling of institutional solidarity with their fel-
death is unacceptable to spellcasting fraternity, spells lows, even within individual specialties. The customs and
that can kill your opponent in a single blow without rimals of dueling gave arcane practitioners a common
giving them the opportunity to yield, like power word frame of reference, a way of relating to each other and
kill, are very much forbidden. forging a collective identity, that they otherwise lacked.
5 Similarly, spells that create permanent and profound
transfonnations that are difficult to undo (such as Notes for DMs on Game Mechanics
gens) are also forbidden. Arcane dueling is a ritualized form ofcombat and as such,
rules for handling combat govern it. At the beginning of
The exact list of spells tllat are banned from use varies the duel, each combatant should roll for initiative, with
from locale to locale, but Procopios could not find a single the winner acting as first caster for tlle remainder of the
place where duelists did not accept these general princi- duel.
ples. Banned spell lists are kept and amended as necessary Because duels will probably involve combatants taking
by individual dueling societies, and petty political dis- damage, remember to enforce Concentration checks
putes within these groups can emerge over what spells when appropriate. If one duelist misfires a spell because
get on the list and who gets to put them there. he's in too much pain to cast it properly, it could mean the
difference between victOry and defeat. It may also be a
sign that the judge needs to step in and end the duel.
ARCANA

Remember that etiquette strictly forbids dueling to the in a dispute over improper observation of the forms, or
death. As soon as one of the combatants takes damage, even accusations ofcheating). Or perhaps the party comes
consider that the judge begins to scrutinize him, weigh- to a place where dark rumors circulate about the doings of
ing when it would be appropriate to end the dueL Under a dueling society composed of evil (or simply eccentric)
normal circumstances, the judge should step in as soon as spellcasters, and someone tasks the PCs with investigat-
one duelist has suffered damage worth half of his hit ing them.
points and declare the other combatant the winner.
Duels also end if one combatant simply runs through
his entire day's allotment oflegal spells and cannot cast on
his turn. In this case, he forfeits the duel. A duel between
a high-level and a low-level spellcaster is therefore a sub- Enchanted items that possess a mind of their own are a
stantial mismatch, and if a low-level spellcaster is staple of fantasy gaming and literature. From a malevolent
foolhardy enough to take one on, he should have ring that yearns to return to its dark master to a dwarf axe
a sound plan for taking his opponent out early in crafted to defeat a terrible ore king, intelligent items add
the contest. an additional level of roleplaying and tactical processes to
If a PC wins a duel, award him XPs worth your game.
10% of his opponent's normal XP value. This section is broken down into two parts. The
In highly advanced cities with a rich firSt piece describes a few basic intelligent item per-
magical tradition, the duelists are each pro- sonalities. Each item presents personality notes and
tected by a screen that glows with a faint item qualities appropriate to sort of item it covers.
blue haze. As the screen absorbs damage, it The second section gives rules for expanding an
flashes brightly. Any spell that deals direct intelligent item's abilities over time. In essence, it
damage to a duelist instead causes his presents a simple, flexible character class which
screen to flash. The artifact absorbs the items can use to advance their abilities.
physical damage and transforms it into
light. Thus, duelists may unload spells INTELLIGENT ITEM PERSONALITIES
such as magic missile or acid arrow with The templates presented here are described using
impunity. At the end of the contest, the the following format:
caster who dealt the most total dam- Name: The personality's name.
age is the winner. Each caster Description: A btief explanation of the personali-
makes saving throws as normal to ty's origin and purpose. Also, this section describes
determine the total damage the the personality's typical attribute score spread.
spell would inflict against him. Personality: Notes on traits and social tendencies
In addition, a duel automatically amongst items that use this personality.
ends after 1 minute (10 rounds) of Weapon Qualities: Magic weapon quali-
casting. Thus, a duelist could use a ties appropriate to armament that uses this
spell such as charm person or resilient personality.
sphere to halt or delay his opponent's Primary Abilities: Common primary
casting while continuing his abilities.
own. Extraordinary Abilities: Typical extra-
ordinary items imbued into the item.
ADVENTURE HOOKS
You can use the existence of Alien Item
dueling societies and the ritual of arcane dueling as a Description: The alien intelligent item is much more
pleasant diversion for your PCs or weave it tightly into the than a magical construct imbued with intelligence.
fabric of an adventure. Perhaps one of your PCs belonged Instead, it is a wholly alien life form that appears on the
to a dueling society as a novice spellcaster and formed life- material plane as an inanimate object. Aliens find their
long friendships; you can use this as a way to introduce an predicament somewhat odd. They are rarely happy with
important NPC to the party: Or, if an arcane spellcasting the dependent nature of their relationship with their own-
PC arrives in a ciry or large town for an extended stay, he ers and of all the intelligent items they are the most likely
could have the option ofjoining a local dueling society for to rebel. Alien items tend to exhibit powerful abilities, but
a bit of professional camaraderie and some relatively risk- their motives and goals are largely inscrutable. Alien
free XPs. Local duelists in a pinch might ask a qualified items favor Intelligence and Charisma over Wisdom.
PC to serve as a judge or a witness (only to get caught up
ARCANA

Personality: Alien items are bizarre, strange, and diffi- Primary Abilities: Ancestor weapons normally have
cult to comprehend. Most are chaotic neutral, though ranks in skills such as Intuit Direction and Sense Motive.
largely because their personalities and motives fail to In addition, an ancestor weapon may have 10 rank in any
match any human norms. Aliens are very curious about Knowledge skill, usually one related to history. This rep-
their environment and grill their owners endlessly about resents the ancestor's accumulated decades of experience.
the nature and purpose of topics ranging from the utterly Extraordinary Abilities: As befits their roles as advi-
mundane (why do you need to eat?) to the deeply philo- sors and supporters, ance tor weapons have extraordinary
sophical (are good and evil relative or absolute?) Imagine abilities that allow them to support and aid their wielders.
a talkative toutist badgering the locals for information Cat's grace, buLl's strength haste, and heal are all common
and you have a good picture of the alien's personality. abilities for ancestor items.
Alien items seize control of their users in order to investi-
gate an interesting event or phenomenon. Avenger
Other alien items are so thoroughly divorced from Description: Forged to right ome terrible wrong, the
their surroundings that their few statements are bizarre avenger exists solely to deal out punishment for a trans-
and nonsensical. These items are potentially quite danger- gression thar may have taken place centuries ago. Some
ous, as their goals and desires usually remain unknown avengers are tasked with combating a general type of act,
until the item attempts to take control of its bearer and like a sword designed to defeat all robbers and highway-
force him to commit some unspeakably bizarre act. men. Others are built to truggle against a particular
Weapon Qualities: When found as weapons, alien event, such as a longbow built to slay every last orc who
items commonly have the gbo t touch and brilliant ener- participated in the raid on the elf village ofThuellai and
gy special abilities. Formed from bizarre, extra-planar their descendent .
materials, they manifest as immaterial objects. Personality: venger item are single-minded to the
Primary Abilities: As beings intensely curious about point of monomania. The continually badger their bear-
the world around them, alien items exhibit divination- ers about raking care of the task at hand, namely striking
based primary abilities such as detect secret doors, detect out to fulfill the avenger's purpose. An avenger weapon
magic, and locate object. Alien items with utterly incompre- may allow its wielder to stray from the path for a time, but
hensible personalities tend to have seemingly random inevitably it demands its owner ee to its task. Many a
abilities. warrior bearing an avenger blade has awakened in the
Extraordinary Abilities: Delect thoughts and claIraudi- middle of the night and crepr away from his comrades to
ence/clairvoyance are the most common extraordinary abil- embrac his weapon's que t. Needless to say, avenger
iries amongst alien items. As mentioned above, some pos- weapons are all too eager to battle their wielder for con-
sess a hodgepodge of qualities that seem to have no con- troL Wisdom and Charisma are the avenger's two primary
nection to one another. attributes.
Weapon Qualities: Bane is the most common charac-
Anu'!itor teristic for avenger weapons, usually with the object of the
Description: The ancestor is the bound spirit of an item's hatred selected as its victim. Mighty cleaving and
ancient spirit. Called from beyond the veil to inhabit the keen are both quite common as they deal additional dam-
weapon, the ancestor gladly serves his people to help pre- age to enemies in a gruesome, painful manner. Similarly,
serve his line. Ancestors seek to impart their accumulated vorpal is also popular for these weapons. Trairs they operate
wisdom to a younger generation and can be rather obnox- on alignments, such as chaotic, lawful, holy, and unholy are
ious about dismissing the beliefs and desires of the young- common in weapons designed to operate against religious
sters who bear them. eets or alignments.
Personality: Ancestors have seen it all. Bartling a red Primary Abilities: Avenging weapons normally have
dragon on the crumbling battlements of the duke's castle? the ability to grant the Power Attack feat to their wielder.
The ancestor has been there and done that three times Against their cho en enemies, they attempt to control their
over. It does its best to counsel and advise its bearer, some- bearer and force them to use thar fear to the maximum of
times going so far as to seize control in order to put what it their abilities. For example, avenger sword carried by a
considers the best plan of action into motion. Ancestor 10th-level fighter may try to force him to convert his entire
items are a tremendous asset when they serve as advisor +10 base arrack bonus into extra damage when he attacks.
but can be a liability when they insist that their way is the Extraordinary Abilities: Avenging weapons focus on
only way to deal with a problem. Wisdom and Intelligence dealing damage. Thus, extraordinary abilities such as fin-
are the ancestor's favored attributes. ger of death and magic missile are common in avenger
Weapon Qualities: Weapons imbued with ancestral weapons.
spirits show no particular tendencies to any weapon
qualities.
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Diplomat masters provide advice and constructive criticism that


Description: Designed to aid emissaries and other rep- allows a warrior to improve over time, while bitter or
resentatives in their dealings with other races, the diplo- cranky ones merely berate their users for their incompe-
mat intelligent item is best used in social situations. The tence and moan over the poor luck that landed them with
satraps of the sunken city ofTairk were renowned for car- a bungling idiot. Masters take control of their wielder
rying these weapons while lording over their conquered when they feel they are being misused or are stuck in the
domains. According to legend, the swords always asked hands of an incompetent. They favor Inrelligence and
anyone who grasped their pommel "Drawing me in anger Wisdom over Charisma.
now may gain you victory today, but how many enemies Weapon Qualities: Masters are very commonly danc-
will it earn you tomorrow?" Diplomats seek to guide their ing weapons. When they can no longer withstand their
bearers to solutions other than violence, yet when battle wielder's fumbling, they demand to be let loose to show
is called for they are powerful weapons. how a competent warrior fights.
Personality: Diplomats are calm, reasonable, and never Primary Abilities: Abilities such as the free use of
show emotions. They can be maddeningly logical, dis- feats such as Combat Reflexes, Sunder, and Improved
missing out of hand any situations, complications, or con- Initiative are all common to master weapons. They seek to
siderations that arise from human feelings. To the diplo- improve their wielder's abilities by showing them how to
mat love, hatred, and vengeance are burdens that cloud do things. Granting feats fits into that purpose.
clear thought. They favor rea on over action and have Extraordinary Abilities: Masters bound into weapons
been known to seize control of their bearers to prevent do not tend to any specific extraordinary abilities. Those
them from charging into battle without fully considering charged with protecting their charges favor abilities such
the alternatives. Diplomat focus on Intelligence and as sh jeld and rlolleskin.
Charisma.
Weapon Qualities: When found imbued within Sentinel
weapons, diplomats commonly exhibit the defending Description: The sentinel is attached to a specific
special ability. They seek to preserve their bearers without place. It was crafted to defend a domain, castle, kingdom,
nece sarily inflicting violence on their opponents. or other area and seeks to recruit a worthy warrior to help
Diplomat weapons with that quality sometimes take con- it with its charge. entinels focus on defensive abilities
trol of their bearers in order to force them to use the and have a strong knowledge of the areas with which they
defending ability. are a sociated. They are also commonly bound to a royal
Primary Abilities: Diplomats have the following pri- line or a government.
mary abilities: 10 ranks in Sense Motive, free use of Personality: Sentinels are worriers. They fret over the
EA-pertise, uncanny dodge, and evasion. In addition, some state of their reaLm, their wielder's health, and their abili-
diplomats have the ability to cast tongues once per day on ty to cope with any threats they may face. Sentinels have
their user. a strongly defensive mindser. They believe in securing
Extraordinary Abilities: Diplomats favor abilities themselves against attack before readying an offensive of
that make it easier to deal with others in social situations. their own. Some sentinels are bound to areas that were
Abilities such as charm person, detect thoughts, and telepathy long ago destroyed by invasion or some other disaster.
are all common in them. These items sometimes become avenger . Sentinels most
commonly attempt to seize control of their bearer in
Master order to force him to help defend the sentinel's home or
Description: Dedicated to achieving the pinnacle of hold back an atrack in favor of aiding an ally. They favor
some field, the master is a tool driven to extract the great- Intelligence and Wisdom over Charisma.
est performance possible from its wielder. When found as Weapon Qualities: Obviously, the defending ability is
a weapon, the master expects to help its wielder improve a common choice for sentinels. Abilities that help quickly
his skill and study the art of combat. Others serve as dispatch foes, such as shock, mighty cleaving, or icy burst,
helpers for an artisan, possessing knowledge and training are also common. The sentinel prefers not to fight, but if
to aid in his development and magical abilities to protect needed it can put down a foe before it can pose a threat to
and preserve his work. the weapon's homeland.
Personality: Masters are relentless, demanding, and Primary Abilities: In keeping with the sentinel's
unafraid to voice their opinions in harsh, insulting words. defensive tendencies, it favor abilities such as uncanny
The master demands excellence from his wielder and will dodge, evasion, and Expertise. In addition, abilities that
have it no matter what the cost. A master weapon pum- preserve the wielder to urvive dangerous environments,
mels it wielder with continuous commentary on his such as removing the need to sleep or breathe, are also
maneuvers, tactical choices, and fighting style. Useful common.
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High Score low Score Communication Capabilities


11 or lower 11 or lower Semiempathy One primary ability
12-13 11 or lower Empathy Two primary abilities
12-13 12-13 Speech Two primary abilities
14-17 13 or lower Speech Three primary abilities
14-17 14-15 Speech Three primary abilities, and
can read any languages which
it can speak
14-17 16-17 Speech, Telepathy Three primary abilities, and one
extraordinary power, and can
read any languages which it
can speak
18+ 17 or lower Speech, Telepathy Three primary abilities and two
extraordinary powers, and
can read all languages and
read magic
18+ 18+ Speech, telepathy Four primary abilities
and two extraordinary powers,
and can read all languages and
read magic

Extraordinary Abilities: Teleport is the most common level Total Value Weapon Qualities Intelligence Level
1 Masterwork +0 0
extraordinary ability for a sentinel item. If its homeland is 2 Masterwork 0
+0
in danger, it may attempt to seize control and force its 3 Masterwork +0 0
wielder to immediately telepon there to aid in its defense. 4 2,000 gp +1 0
5 2,000 gp +1 0
MAGIC ITEM PROGRESSION 6 8,000 gp +2 0
7 8,000 gp +2 0
In many fantasy stories, the heroes wield items that slow- 18,000 gp +2 1
8
ly gain in power and importance as the plot progresses. 9 26,000 gp +3 1
One of the oddities of fantasy RPGs is the PCs' willing- 10 31,000 gp +3 2
ness to discard trusted weapons and other items that have 11 47.000 gp +4 2
seen them through difficult times as soon as a more pow- 12 49,500 gp +4 3
13 67,500 gp +5 3
erful item becomes available. Presented here is a new son 14 97,000 gp +6 4
ofNPC class, one designed to be taken and used by magi- 15 123,000 gp +7 4
cal items. It works best for weapons, though it can be 16 130,000 gp +7 5
applied to permanent items such as cloaks, boots, and 17 153,000 gp +7 6
other wondrous items. 18 205,000 gp +8 7
19 239,000 gp +9 7
20 299,000 gp +10 8
THE BASICS
The epic item class is available to any magical item that
does not consume charges as it is used. Thus, wands, staffs, Requirements
rods, scrolls, potions, and some rings are barred from this To become a legendary magic item, an item mu t fulfill all
class. The class is designed primarily for weapons, though the following criteria:
it can be applied to rings, armor, and other permanent Charges: The item must not rely on charges for its
items. magical power.
Quality: The base item must be of masterwork craft -
manship.

Class Skills
Forged from the most powerful magics, crafted for epic The legendary magic item class skills (and the key ability
heroes, legendary magic items gain in power at the same for each) are Appraise (Int), Bluff (Cha), Decipher cript
rate as their wielder. Some items contain lumbering spir- (Int), Diplomacy (Cha), Intimidate (Cha), Intuit Direction
its that awaken over time, while others watch their user's (Wis), Knowledge (any) (Int), Listen (Wis), Perform
actions and reveal their abilities when they judge their (Cha), ense Motive (Wi), peak Language (Int),
wielder worthy of them. Spellcraft (1m) and pot (Wis).
Hit Die: +1 item hit pOints/level. skill Points at Each Level: 2.
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Note that a magic item must use its skills in such a man- a legendary longsword is woITh 315 gp, the standard price
ner dictated by its physical form and abilities. An item for a masterwork longsword. At later levels, add that base
that has not yet gained Intelligence, Wisdom, and 315 gp cost to the item's total value. At 4th level, the leg-
Charisma scores may not use its skills. Furthermore, endary longsword is worth 2315 gp, 2,000 gp for attaining
many skills are not usable until the item gains the ability 4th level and an additional 315 gp for being a longsword.
to communicate. For example, an item that communi- When designing legendary magic items, the gold piece
cates via empathy cannot use its Intimidate or Diplomacy value listed for a given level is the primary cap on its
skills against NPCs. Even though an item has not yet value. The weapon qualities and intelligence level are
gained an Intelligence score, it still accumulates and based on that gp value. If you build a magic weapon using
spends skill point. When it is awakened, it may then the listed bonus and intelligence, its value equals the list-
begin to use its skills. ed gp total.
Items receive 2 skill points at each level. Do not multi- Weapon Qualities: The bonus listed under this head-
ply this total by 4 ar 1st level. The item's total skill points ing represents the maximum combination of enhance-
are not modified by the item's eventual Intelligence score. ment bonuses and weapon special qualities that you may
Otherwise, the item may use its skills as normal within normally add to a weapon. This cap is not a hard and fast
the testrictions of its physical form. For example, an item measurement but instead a guideline to help you quickly
with Perform would have to rely on art forms that require design legendary weapons.
only a speaking voice, such as singing or comedy. At the Intelligence Level: The intelligence level corresponds
DM's option, some items may gain extended use of their to the item's intelligence level, communications method,
skills based on their form. A magical lute with the and capabilities. As with the total bonus listed for weapon
Perform skill could playa tune on its own, for example. qualities, the value under this header is designed as a
shortcut to help produce items. When building items
Class Features from scratch, you may instead rely on an item's total listed
All of the following are class features of the legendary value by level.
magic item class.
Levels: Legendary magic items do not gain experience DESIGNING LEGENDARY ITEMS
points. When they are crafred, they possess the full poten- When building an item with this class, it is easiest to plan
tial of their 20th-level abilities. However, over time the out the progression of its abilities all the way to 20th level.
intellect stored within the weapon sinks into hibernation An item of a given level does not need to make full use of
if the item goes for an exrremely long time without use. its potential capabilities. You may instead design items
Each time the legendary weapon's wielder gains a level that delay some abilities until later levels. For example, at
the weapon also gains one. As a rule of thumb, a legendary 13th level an item may have a total ofabilities equal to a +4
weapon is an appropriate treasure for a character whose weapon, even though the item is allowed to have +5 worrh
level equals the weapon's. However, an item can have 3 of qualities. At 14th level you may then grant the item an
lower level than a character. If an 8th-level fighter wields ability worth a +2 bonus, granting it the +6 bonus allow-
a 5th-level legendary sword, the sword becomes a 6th- able at that level. An item may also drop previously gained
level weapon when the fighter gains his 9th level. The abilities and replace them with more powerful ones. For
item advances when the fighter does, but it never example, a legendary longsword could gain the flaming
leapfrogs levels to catch up. ability at 6th level and then later drop it in favor of flam-
Total Value: The legendary item has magical qualities ing burst at 9th level.
and abilities equal to the total gp value listed at a given Legendary items should always have a history, detailed
level. Note that these values do not include the cost of the personality, and coherent set of abilities. Legendary items
base masterwork item used to create the magic item. At are the pinnacle of the magical craft and are always crafr-
1st to 3rd level, the legendary item is worth only the mar- ed for a specific person, event, or purpose.
ket price of its base masterwork item. At 1st to 3rd levels

Int Lvi Mental Ability Scores Communication Capabilities


1 Two at 2d6+5, one at 3d6 Semiempathy 1 primary
2 Two at 2d6+6, one at 3d6 Empathy 2 primary
3 Two at 2d6+7, one at 3d6 Speech 2 primary
4 Two at 2d6+8, one at 3d6 Speech 3 primary
5 Two at 2d6+9, one at 3d6 Speech 3 primary
6 Two at 2d6+10, one at 3d6 Speech, telepathy 3 primary, 1 extraordinary
7 Two at 2d6+11, one at 3d6 Speech, telepathy 3 primary, 2 extraordinary
8 Two at 2d6+12, one at 3d6 Speech. telepathy 4 primary, 2 extraordinary
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For non-weapon legendary items, use the total gp value Later on, the item may change its mind if the PC comes
by level to design the item. Since wondrous items and around to the item's beliefs or takes up its goals.
others do not have the clear progression of abilities found
with weapons, those treasures simply gain a completely SAMPLE LEGENDARY ITEM
new set of abilities as they gain levels. You may combine The following legendary item is suitable for use in play
the abilities of more than one magic item of a given type. and serve as an example of how to design legendary items.
Determine the value of such an item by adding the com-
ponent items' values together and increasing the sum by Pardek's Hammer
20%. Combining capabilities into a single item is more In the ancient days of the dwarven kingdom, the great
valuable than the sum of its parts because a character can king Pardek was a wise and just ruler. In those days, the
now gain the advantages of two magic items in one item dwarves had only just recently emerged from the gods'
slot. For example, a character can wear one ring that com- plane and begun their first efforts to mine the mountains.
bines the abilities of three even though creatures cannot Those first years were marked by great prosperity as the
normally wear more than two rings. All rules for stacking dwarves uncovered massive veins of gold, mithral, and
bonuses still apply. Combining two abilities of two +1 other valuable ores. As is sadly the case, all good things
rings of protection does not yield a +2 ring. must come to an end. As the dwarves dug deeper, they
Items other than weapons, armor, and shields do not awakened slumbering demoTIS, unleashed hordes of
need to add in the cost of the base masterwork item. That troglodytes, and drew the attention of the first ore hordes.
cost is already contained within the base magic item's Be et by enemies, the dwarves were forced to retreat to
market price. their uppermost mountain galleri s. Trapped at the very
Armor and shields work exactly like weapons. Simply top of the mountain, Pardek beseeched the dwarf gods to
break down the abilitie by their component enhancement aid his people in their hour of need. As he stood atop the
bonus value and stack them onto the item as it gains levels. mountain, the voice of the rock itself thundered through
Not all weapons have to start at 1st level and progress to the sky. Lightning arced through the air, striking the ham-
20th. A legendary item may begin play at up to the char- mer and infusing it with the raw elemental power of the
acter's level and can be restricted in advancement to any storm that raged around the king.
level before 20 if you wish. Not all legendary items "The creatures of the depths dare not take to the sur-
achieve the same level of power, nor do they all begin at face," howled the winds.
the same level "They fear mother sun and father sky," echoed the crag-
gy peaks.
CHARACTERS AND LEGENDARY ITEMS "Should they walk beneath me, I shall strike them
Player characters should not normally create these items. down with the power of the air," thundered father sky.
They are meant to cover powerful artifacts forged in "Yet they shall never wander from their dark caverns,"
ancient times or for specific purposes. It makes little said mother sun.
sense for a PC to produce a legendary item, as the level "Go forth with this shard of my being. Bring to them
progression is meant to simulate an item's awakening that which they hope to avoid," the four shouted in uni-
powers after uses of disuse or an intelligent item's accep- on. With that a final barrage of lightning bolts slammed
tance and approval of a new master. into King Pardek's hammer, infusing it with the power of
As an optional rule, however, you may allow PCs to cre- the sky. With his newly enchanted weapon, Pardek lead
ate these items. If a character wishes to make one, he must his people on a crusade against the invaders. His hammer
have all the feats, spells, and other prerequisites necessary blasted his foes with thunder, smote them with lightning,
to create the highest level version of the legendary item and drove them back to deepest caverns of the earth.
and must create that item normally. He may then create a For eons, the hammer has since been lost. Originally
level progression table using the rules above that results buried with Pardek, it was subsequently stolen by human
in the final item. He may not use any abilities in the pro- tomb robbers and lost in the mists of time.
gression table that he could not add to an item. Pardek's hammer was forged by the lords of elemental air
in the ancient days of the dwarven kingdom. In that time,
ALIGNMENT AND LEGENDARY ITEMS dwarves had only recently established their mines and
As an optional rule, you may assign an alignment and per- had not yet claimed the earth as their home. The hammer
sonality to a legendary item, including the sample per- speaks in low, rumbling tones. It is slow to anger and is
sonalities presented earlier in this section. If the item's normally calm and placid. In battle, its demeanor changes
wielder does not live up to the item's goals or ideals, it may markedly. It shouts battle cries and rumbles with energy.
refuse to rise in level as the character progresses. The item Electricity crackles around its head and when its thun-
finds the PC unworthy and chooses to hide its abilities. dering ability activates, the hammer shouts in dwarvish
"Death to the fiends of the depths."
ARCANA

The hammer is carved from an unidentifiable black 15 +4 mighty cleaving shocking


burst warhammer
rock, in actuality the raw, physical essence of elemental
Listen +18, Perform +17
air. Its head and haft are inscribed with pictographs of IntlO, Wis 17, Cha 15,
thunder clouds hurling lightning bolts at cowering orcs, speech (Dwarven)
demons, and other figures. Grants Improved Initiative,
Mobility, uncanny dodge
Level Pardek's Hammer 16 +4 mighty cleaving shocking burst
1 Masterwork warhammer warhammer
Listen +1, Perform +1 Listen +20, Perform +19
2 Masterwork warhammer Int 10, Wis 18, Cha 16, speech
Listen +2, Perform +2 (Dwarven), telepathy
3 Masterwork warhammer Grants Improved Initiative,
Listen +3, Perform +3 Mobility, uncanny dodge
4 +1 warhammer 17 +4 mighty cleaving shocking burst
Listen +4, Perform +4 warhammer Listen +21,
5 +1 warhammer Perform +20 Int 10, Wis 19, Cha 17,
Listen +5, Perform +5 speech (Dwarven), telepathy
6 +1 shock warhammer Grants Improved Initiative,
Listen +6, Perform +6 Mobility, uncanny dodge
7 +1 shock warhammer Cast lightning bolt (8d6 damage,
Listen +7, Perform +7 200-ft. range, DC 13) l/day
8 +1 shock warhammer 18 +5 mighty cleaving shocking burst
Listen +10, Perform +9 warhammer Listen +23,
Int 10, Wis 14, Cha 12, Perform +22 Int 10, Wis 20,
semiempathy Cha 18, speech (Dwarven),
Grants Improved Initiative telepathy Grants Improved Initiative,
9 +1 mighty cleaving shock Mobility, uncanny dodge
warhammer Listen 11, Cast lightning bolt (8d6 damage,
Perform +10 Int 10, Wis 14, 20o-ft. range, DC 13) l/day
Cha 12, semiempathy Cast globe of invulnerability l/day
Grants Improved Initiative 19 +5 mighty cleaving shocking burst
10 +1 mighty cleaving shock warhammer Listen +24,
warhammer Perform +23 Int 10, Wis 20, Cha 18,
Listen +12, Perform +11 speech (Dwarven), telepathy
Int 10, Wis 15, Cha 13, Grants Improved Initiative,
empathy, Grants Improved Mobility, uncanny dodge
Initiative, Mobility Cast lightning bolt (8d6 damage,
11 +2 mighty cleaving shock 200-ft. range, DC 13) l/day
warhammer Listen +13, Cast globe of invulnerability l/day
Perform +12 Int 10, Wis 15, 20 +5 mighty cleaving shocking burst
Cha 13, empathy Grants Improved thundering warhammer
Initiative, Mobility Listen +25, Perform +24 Int 10,
12 +2 mighty cleaving shock Wis 21, Cha 19, speech
warhammer Listen +15, (Dwarven), telepathy
Perform + 13 Int 10, Wis 16, Grants Improved Initiative,
Cha 14, speech (Dwarven) Mobility, uncanny dodge
Grants Improved Initiative, Detects evil at will
Mobility Cast lightning bolt (8d6 damage,
13 +3 mighty cleaving shock 20o-ft. range, DC 13) l/day
warhammer Listen +16, Cast globe of invulnerability l/day
Perform +14 Int 10, Wis 16,
Cha 14, speech (Dwarven)
Grants Improved Deep Scout's Cloak
Initiative, Mobility This legendary item serves as an example of a non-
14 +3 mighty cleaVing shocking weapon or armor legendary item. Since other item types
burst warhammer do not have enhancement bonus equivalents for their
Listen +17, Perform +16
Int 10, Wis 17, Cha 15, abilities, you must calculate the value of the item as
speech (Dwarven) described above. Note that this item does not include the
Grants Improved Initiative, 300 gp COSt of a masterwork cloak. That cost is already
Mobility, uncanny dodge included in the price of its component pans. The weapon
ARCANA

given above does not need to break down its exact cost group. A magicallongsword produced by a dwarf crafts-
because it was designed using the given guidelines for man may have slightly different characteristics than one
weapon bonuses and intelligence levels. produced by an expert elf swordsmith. The dwarf blade
In the days of an epic invasion of the dark elf realms, may be heavier and more durable, while the elf weapon is
the attacking surface elves found it difficult to navigate lighter, easier to handle, and more pLeasing to the eye. The
the dark, alien realm of the underearth. To help solve this dwarf forges a tool designed to chop through orcs, while
problem, the elves crafted cloaks using the raw essence of the elf produces an art object that happens to be a sword.
shadows, cavern spirits, and earth elementals. These Item templates allow you to make minor changes to a
vaguely sentient items were designed to aid elf scouts as weapon, armor, ring, or any other object's basic statistics
they explored passages leading to the dark elf vaults. to reflect the culture or craft man that produced it.
Over time, the cloak attunes to its wearer's intellect,
granting him the use of its true abilities and slowly form- USING TEMPLATES
ing a bond of communication with him. The templates are a simple way to differentiate between
items. In game terms, a +1longsword is just as good as any
Level Deep Scout's Cloak Equivalent Abilities other similarly enchanted sword. Templates allow you to
7 cloak of elvenkind (2,000 gp) introduce some variation into a weapon's details without
cloak of resistance +2 (4,000 gp)
radically altering its performance. For example, dwarf
Intuit Direction +7, Knowledge (underearth) +7
Total value: 7,200 gp weapons are more durable than normal ones while
8 cloak of elvenkind (2,000 gp) gnomes ones are slightly smaller than normal Elf rings
cloak of resistance +2 (4,OOO gp) are designed and built to readily accept magical enhance-
cloak of arachnida (6,000 gp) ments, making them much easier to imbue with magic
Intuit Direction +8, Knowledge (underearth) +8
than to normal items.
Total value: 14,400 gp
9 cloak of elvenkind (2,000 gp) Each template functions much like a monster template.
cloak of resistance +2 (4,000 gp) The item template slightly alters the item's base statistics
cloak of arachnida (6,000 gp) and modifies its base price up or down. In some cases, the
Intuit Direction +10, Knowledge (underearth) +10 item may gain additional, minor magical qualities.
Int 13, Wis 12, Cha 8. semi-empathy
Typically, the template adds some additional detail to the
Grants wearer Blind Fight
Total value: 24,400 gp item's appearance and functionality.
Not every weapon or magic item produced by a race
must u e that race's template. For instance, dragons pro-
duce primarily normal magical items. Only in select cases
MAGICAL AND MUNDANE ITEM TEMPLATES do they craft items with the draconic template. The tem-
Templates added to magical items allow you to customize plates are meant to cover rare and exquisitely crafted
particular traits, abilities, and enhancements granted to item, not everyday or common tools.
items by a particular race, culture, religion, or other
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TEMPLATES AND MAGIC WEAPONS gains a +1 bonus to its Hardness and a +2 bonus on all
While in some cases a masterwork weapon may receive a item saving throws in addition to any bonuses gained for
template, such an armament is considered mundane for magical enchantment. Note that unattended ancient
purposes of damage reduction and other defensive items do not receive a saving throw, as normal.
effects. For example, a wererat (DR is/silver) gains its DR Items: Armor, weapons, rings, scrolls, rods, staffs,
against a blessed longsword unless the blade was enchant- wands, wondrous items.
ed with an enhancement bonus in addition to the tem- Cost: Ancient items are not only valued for their magic
plate or was forged from silver. but as rare art objects. Collectors pay a premium for his-
torical artifacts in working order. Increase the market
GAME STATISTICS price of an ancient item by 250 gpo
Each template has the follOWing modifiers and rule list- Prerequisites: None. Ancient items were made with
ed with it. processes either long lost to modern spellcasters or sim-
Modifications: This lists the changes made to a mun- ply too primitive to employ. Optionally, casters with 13 or
dane item of the appropriate rype. It includes any magical more ranks in Knowledge (ancient history) may decipher
effects or alterations to an item's size, hardness, or hit the secrets necessary to duplicate ancient craftsmanship.
points. In addition to the slightly higher market price, an ancient
Items: The general class of items eligible to receive the item takes twice as long to complete which allows for
template. In addition to the magical item categories, some time to gather materials neces ary to duplicate those
templates may be applied to mundane, masterwork items. available to the ancients for re earching proper construc-
Cost: The gold piece modification to the item's base tion techniques.
price. In some cases this is a negative number, indicating
the template signifies a poorly crafted item that is oHower Blessed
quality than normal. Forged with the exalted, pure ores of the upper planes,
Prerequisites: In order to craft an item using the tem- shaped by angel and other saintly beings, "blessed" items
plate, a character must meet the requirements listed here. are tlle bane ofevil and a mighty tool for heroic crusaders.
Generally speaking, most of the templates are poor choic- Blessed items radiate positive energy and are difficult to
es as options to add to an item a PC constructs though damage with malign magic. The servitors of good-aligned
they enhance the value and durability of items found as deities forge blessed items for use again t the fell powers
treasure. of hell. These items are normally white or light blue in
color and are spotlessly clean no matter what son of
Ancient grime or sludge they may be dragged through. Anyone
"Ancient" is a template that may be applied to any item using a deted good spell or power senses abIes ed item's
produced by a long-lost civilization that rose and fell supernatural origins.
before the Current age of a campaign world. These item Ble ed items are normally crafted from white steel and
are covered in hieroglyphics, runes, and other indeci- ivory and feature holy symbols and runes appropriate to
pherable markings. In some cases ancient items are the divine power connected to meir creation. Other mate-
forged from bronze, particularly if current civilization rials are common in panilieons that associate a particular
are more technolOgically advanced than their ance tors metal, wood, or color with a saintly deity.
were. In other, ancient weapons and items are forged Divine items are elegantly shaped and carefully crafted.
from incredibly strong, unrecognizable alloys whose Armor includes elaborate carvings mat represent myths,
secrets have long since been lost. Common ancient legends, and parables connected to a good-aligned deity,
weapons include hand axes, javelins, spears, maces, and while wondrous items take the fonn ofsymbolic tools and
clubs. Armor heavier than scalemail and weapons such as artifacts connected to important religious icons.
the bastard sword and crossbow may have been complete- Modifications: Blessed items may never be damaged
ly unknown to older civilizations. Ancient scrolls are writ- by necromantic spells or negative energy. A character
ten on papyrus or small stone tablets, while wondrous grasping abIes ed item gains a +2 morale bonus on saves
items are built from bronze. An ancient item is recogniz- versus all fear effects. Only one character may gain this
able on sight, even if its exact origin is not. These items bonus. The power of the heavenly planes fills him with
bear the design and materials of an obviously foreign or confidence in the face of overwhelming evil. In addition,
ancient culture. No one would mistake an ancient word a blessed weapon counts as gaining an additional +1
for a freshly forged one. enhancement bonus for purposes of defeating any evil-
Modifications: Items that managed to weather the aligned creature's DR. Note iliat thi bonus does not apply
ravages of time represent the pinnacle of an ancient civi- to attack or damage rolls, only to determining if a crea-
lization's craftsmanship and technology. An ancient item ture' DR applies to the damage dealt by a blessed weapon.
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Items: Armor, weapons, rods, staffs, wands, wondrous Diabolic


items, masterwork items. Within the many levels ofhell whole sections of the plane
Cost: Increase the market price of any blessed item by are given over to great workshops where minor devils toil
1,500 gpo under the supervision of towering cyclops weaponsmiths.
Prerequisites: A character who wishes to craft a These iron-skinned beasts are hell's sword smiths, respon-
blessed item must be able to cast 3rd-Ievel divine spells sible for prodUcing the many weapons, tools, items, and
and have a good alignment. siege engines deployed by the diabolical legions in the
many wars fought between the dukes ofhell. It is said that
Demonic every tool designed to kill or injure morral beings was
Swords that pulse with infernal lust for battle. Armor that first devised in these infernal workshops before their
feels hot, cramped, and sweary even on the coldest day. secrets were let loose into the multiverse to spread vio-
Scrolls fashioned ftom human skin. These are all items lence and pain throughout the many planes.
with the "demonic" template, tools crafted by pitiable Diabolic items are experrly crafted from steel, Leather,
slave demons damned to toil for an eternity within the and wood. In the hands of a trained warrior or wizard,
horrid workshops of the abyssal planes. No demonic they perform admirably. However, such power comes at a
items are crafted from iron, steel, or other mundane ores. terrible price. Over time, the wielder of a diabolic item is
Instead, the powerful forged demon collect the souls of drawn to travel to hell' fiery planes, where he pledges his
the damned and shape them upon their anvils, giving service to the diabolic smiths who crafted his wand, staff,
material form to the anguished creams of those banished or blade.
to centuries of torment for their crimes upon the materi- Items forged in hell are crafted from black iron, bra s,
al pLane. bone, and obsidian. They bear dire blasphemies etched on
Demonic items are warm to the touch. Anyone who their surfaces in a variery of languages, most commonly
presses an ear to them can hear the faint whispers of those Infernal.
souls bound within them as they beg for release. Over Modifications: Forged in hell fire, diabolic items gain
time, demonic items exhibit disturbing changes, as faces fire resistance 30. Note that this resistance doe not
appear in the wood grain of a demonic shield, the leering extend to the wearer or user, only to the item itself
visages carved into a sword's pommel change to resemble Diabolic items grant a +2 competence bonus on all save
the blade's wielder, and scrolls crafted from human skin against fire effects. This bonus comes at a steep price.
bleed when torn. Each day a character carries a diabolic item, his sleep i
Modifications: A character carrying a demonic item troubled by terrible dreams of the great battles fought in
gains a +5 competence bonus to all Intimidate check if hell. He sees titanic struggles through the eye of a devil
the subject of his skill check can see the item. that once carried the item, with the visions concentrating
Demonically crafted wares are horrific to behold and primarily on scenes of epic victory and terrible slaughter
strike fear into mortals. In addition, a demonic weapon of the wielder's enemies. These dreams persist for one
counts as gaining an additional +1 enhancement bonus week. After the first seven days, the user must make a Will
for purposes of defeating any good-aligned creature's DR. save each morning with a DC of 5 plus 1 for each day he
Note that this bonus does not apply to attack or damag has carried the item after the first week. These days need
rolls, only to determining if a cteature's DR applies to the not be consecutive and the user mu t make a save each
damage dealt by a demonic weapon. morning following a day in which he makes any use of
Demonic items detect as evil when inspected with the the item. A character must only make one of these aves
appropriate divinations. Paladins who wield such per day. If he uses more than one item, he must save
weapons violate their sacred code. against the highest DC amongst the item. On a failed save,
Items: Armor, weapons, scrolls, rods, staffs, wands, the character embarks on a que t to journey to hell and
wondrous items. enlist in its legions. Good and neutral characters recog-
Cost: Increase the market price of any demonic item nize the source of the visions and may immediately dis-
by 1500 gpo Few good-aligned merchants buy demonic card the item.
items, but many churches offer full market price to buy Needles to say, the wise thief never steals from hell's
and destroy such items. workshops.
Prerequisites: A character who wi hes to craft a Diabolic items are marked as evil when inspected with
demonic item must be able to cast 3rd-Ievel divine spells delect evil and similar divinations.
and have an evil alignment. Items: Weapon , armor, rings, rods, staffs, wand ,won-
drous items.
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Cost: Diabolic items cost an additional 1000 gpo Good- on's unique method of constructing magical items. orne
aligned churches pay full market price to buy items from counterfeiters have forged such items, but none have
adventurers in order to permanently dispose of them. fooled a dragon.
Prerequisites: only lawful evil outsider may produce
diabolic items. Dwarven
Sequestered in the halls of stone, the master dwarven arti-
Draconic sans labor for decades to produce items designed to with-
An item with the draconic template was crafred by a drag- stand the toll of many years of heavy use. "Built for a
on wizard, one who spent years studying the art of pro- dwarf" i a common saying to indicate an exceptionally
ducing magical item in an effort to increase the worth stout piece of crafrsmanship, as dwarves value durable,
and utility of its treasure hoard. orne dragons lose inter- rugged tools deSigned to last cenruries. To a dwarf's way of
est in their wealth over time. To help stave off boredom, thinking, it is better to spend a year forging a warhammer
they use a portion of their treasure to produce breathtak- that will last a cenrury of handling than to forge one in a
ing art objects and powerful magical items. As a miser month that lasts less than a decade.
carefully invests his savings and joys in watching his for- Dwarfitems are shaped from as much steel and stone as
rune grow, so too does a dragon invest his treasures for pOSSible. Dwarves are loathe to use "lesser" material, as
producing magical item . they label leather, wood, and others tllat can rot or easily
Draconic item are invariably crafted from some of the break over time. To a dwarf, anything that can't withstand
rarest, most expensive materials. ince dragons accumu- a few hacks from a batrleaxe lacks the staying power nec-
late great wealth over the years, they have their choice of essary for a good tool.
a wi.de range of exotic materials from tlleir treasure. orne Dwarves rarely opt for form over function, yet that
dragons disassemble powerful magical items in order to never stops them from injecting artistic flourishes into
reassemble them in weaker more ae thetically pleasing their work. Instead a dwarf craftsman focuses fir t on
forms. Dragons sometimes incorporate their own scales, producing a durable item, then adds embellishments to it.
broken claws, loose teeth, and other detrirus into their Though dwarf items have low-key, almost unnoticeable
creations. flourishes, they are as remarkable for their subtly as their
A draconic item is eye-catching, studded with jewels, craftsmanship. A warharnmer forged for a high priest may
and almost borderline gaudy. To a dragon' way of think- have an entire book ofscripture engraved in tiny rune on
ing, why make a plain steel sword when one studded with its head, while a wizard' steel wand lists the names and
diamonds will do just a well? Dragon items are d igned major accomplishments of the long line of his spellcast-
to draw attention and flaunt the materials and crafrsman- ing ancestors.
ship that went into their manufacture. Modifiers: All dwarf items are forged from durable
Modifications: Draconic items are rare and highly materials and are de igned to be incredibly difficult to
coveted by collectors. Such items sell for 10% more than break. A dwarf item gains a +1 bonus to its hardness and
their listed value. The bearer of an item can influence tbe increases its hit points by 25%. Many items normally craft-
reaction of a dragon depending on the type of dragon that ed ( m wood or bone such as staffs and wands are forged
cratted the item and me color of draconic beast he wishe from steel by dwarf wizards.
to influence. When speaking wim a dragon, the bearer of Items: Armor, weapons, rings, rods, taffs, wands, won-
a draconic item gains a +2 competence bonu to drous items, masterwork items.
Diplomacy checks if the item he bears was crafred by a Cost: Owing to their durability and expert artisanship,
dragon type that normally fights against the dragon he dwarf items cost 10% more than nonnal items.
speaks With. Generally speaking, all chromatic dragons Prerequisites: Only dwarves may produce an item
react favorably to those who bear items crafred by metal- with the dwarven template. Dwarfitems take five times as
lic dragons and vice versa. A dragon would never willing- long as normal to produce, as only patient, slow progress
ly part with an item, even as a gifr. Thus, a non-dragon in on an item can yield products with the dwarven items'
possession of a draconic item presumably either stole it or renowned durability.
defeated its creator.
Items: Armor, weapons, rings, wondrous item , mas- Elven
terwork items. As the longest-lived of the civilized race, elves have many
Cost: A draconic item costs 10% more than its standard years to srudy and perfect their artistic skills. Yet, their
version. chaotic nature makes it difficult for an elf master to focus
Prerequisites: Only dragons may produce draconic on a single art form for long. Elves love new experiences
item. No amount of study or research can mimic a drag- and tend to be dabbler rather than expertS. Rarely doe
an elf attain the same level of focus or attention to detail

to
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as a dwarf swordsmith or armorer. Furthermore, as crea- Items: Armor, weapons, rings, rods, staffs, wands, won-
tures of the forests, elves are well-adapted to the cycle of drous items, masterwork items.
the seasons and the inevitability of change. Compared to Cost: An elven item's market price is SOD gp more than
dwarves, elves expect a tool to serve a single important the standard version's. This price increase applies when
purpose rather than endure for centuries. making, buying, or selling an elven item.
The most notable elven works combine the elves' love Prerequisites: Only elves may produce elven items. In
of nature with their unwillingness to slave over an item addition, it takes three times as long to produce an elven
for months or even a year. Instead, an elf would much item as it does a normal one.
rather carefully guide a process when necessary and leave
it to its own devices for much of the time. Thus, elf crafts- Gnomish
men developed the art oftending to and cultivating items, Gnomes are practical and inventive, driving them to craft
rather than forging them by hand. Rather than sculpt a items that incorporate innovative and useful features. To a
stone, an elf artist places an unworked rock into a gnome, an item's beauty lies in a combination of it novel-
stream in such a manner that the rushing water ty and urility. Gnomes love crafting original creations
slowly gives it the shape he desires. Perhaps once that fill previously unfilled roles in their daily lives.
a year, the artist returns to inspect his project Gnomes are never afraid to take risks in building
and slightly alter its position, slowly but and designing items, but their practical natures
surely directing the natural world to help rein in their creative tendencies and
produce a beautiful sculpture. of prevent them from running rampant.
course, at some point the sculp- Creativity without focus yields
tor must tend to his project wasted efforts in a gnome's way
himself, but elves believe in of seeing things.
allowing nature to take Gnome items tend to
care of as much of the package magical objects in
work as possible. new forms. For instance,
Elven items are crafted rather than build a cloak of
from natural materials resistance a gnome wizard
such as wood and stone. may craft a pair of boots of
Elves rarely mine ore but resistance. The newly invent-
instead eagerly trade for ed item has no real advantages
mithral and steel produced over its original form, unless
by their human and gnome you happen to prefer wearing a
allies. To an elf, an item must pair ofcomfortable boot to a hot,
be both useful and aesthetically stuffy cloak. Gnomes are rna ters of
pleasing. All elf craftsmen, even invention and adaptation, allowing
simple blacksmiths, believe it is their them to take the theory and basic design
duty to add beauty to the world. of existing magical item types and adapt
Elven items incorporate nature them to new forms.
imagery such as leaves, trees, stars, Gnome items exhibit a wide
the sun, and moon. Elven items are range of craftsmanship. Some gnomes
never gaudy, instead relying on sub- consider themselves artisans and
dued uses of gold, gems, and other seek to combine form with function.
expensive materials to highlight These craftsmen and wizards create
and enhance an item's natural items that are pleasing to the eye
form. yet still quite useful. Other gnomes
Modifications: With their care little for what an item look like
strong con nection to nature and so long as it functions properly. This
the elves' natural magical capabilities, elven items are can lead to magical items that look like battered pieces of
especially teceptive to enchantment. When adding magi- junk yet function quite nicely.
cal enhancements to a masterwork or magical elven item, Modifications: Gnomes may craft wondrous items
deduct 10% from the gold piece cost. In addition, elven that alter the sort of item that hold a dweomer. For exam-
items weigh only 75% as much as their counterparts. ple, rather than create slippers of spider climbing a
gnome could produce gloves of spider climbing that
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duplicate the slippers' function in a new form. A gnome


may only alter items that must be worn and can craft a
new item that is also an article of clothing. One of the most fearsome and forbidden magical acts is
Items: Wondrous items. the infusing of souls into magical items. Almost univer-
Cost: Gnomish items cost the same as their normal sally condemned, this action nonetheless produces some
counterparts. of the most powerful magical items known.
Prerequisites: Obviously, only gnomes may produce The process is easily outlined, if difficult to perform
gnomish items. properly. First, the spellcaster must gain access to a soul,
usually through either the spell soul bind a mirror of life
Orcish trapping, or through the use of the Soulbinding feat (see
Though not exactly renowned for their ability to craft below), but always through a method in which the soul is
items and master magic, orc wizards, clerics, and adepts bound into a cut gem or other worked object of value. The
are normally recruited by chieftains or forced into service spellcaster may then add the gem to the creation of any
as bonded slaves who produce arcane weapons, armor, magical item, using the infuse soul spell The soul gem
and potions for their master's use. Thus, ore items are is prominently displayed as part of the item, and
never crafted with any inclination for beauty or directly empowers it. If the magical item is one-
elegance. Instead, they are crude, simple items use, the gem's inclusion replaces the caster's
designed to withstand the punishmenr of battle. experience cost for creating the item. If the
As a highly violent race, orcs expect what few item has charges, the charges are doubled. In
tools and items they produce to eventually see either case, this is an evil act, as the soul is con-
some sort of use in a combat situation. sumed through the use of the object. hould
Orcs craft items from stolen mas- the magical item be destroyed before its last
terwork items, iron ore raided from use, the soul is freed. The soul is fully aware
caravans, and wood taken from the the entire time (albeit powerless) and simply
nearest fallen tree. Orcs would much freeing it may unleash a ghost, spectre, or
rather simply steal a magic item than wraith, as the lengthy imprisonment may
make one, but when forced to craft drive the soul to madness.
something from scratch they are
rarely willing to go to the effort SOUlBINDING
of harvesting raw materials Prerequisites: At least one
themselves. Item Creation feat. You must
The finished products find a mentor willing to
produced by an orc crafts- ~ teach you this feat (includ-
man are simple and %~ ing a copy of pirit Made
durable. More importantly, ~:
~/'. Flesh, or a member of the
they are all designed to ~~~~ Masons of the Black
h,v"om' m",i,[ ~ ~_ Seal; see Forge Mag-ie,
application. Orc d .~ _ - - - . , pages 49-50), and
wands, for example, 0 0 0 .... .0 a 0 :I'/J/ ~ _ most patrons de-
function as small clubs that can .. 0 <) °o~//~ mand that you com-
be used to beat an enemy in a pinch. Orc rings ..y~ mit a portion of your
include sharp hooks and spikes that allow them to serve as ~ soul to the patron, per-
knuckledusters. If an item can't be used as a weapon, an arc manently gaining one neg-
wants nothing to do with it. Then again, everything is a ative level until either the patron or you die (if the latter
weapon in an orc's hands. occurs, the patron claims your oul).
Modifications: Orc items may be used as simple weap- Benefit: When creating a magical item, you may sacri-
ons. Spiked orcish rings allow their wearer's unarmed fice one intelligent being, which may not be of the fol-
strike to deal normal damage. Rods and wands both func- lowing rypes: animal, beast, construct, elemental ooze,
tion as light clubs in melee, dealing d4 damage on a hit, a outsider, or undead. For every hit die or level of the crea-
x2 critical, and threatening on a 20. ture slain, reduce either the gold cost or the experience
Items: Rings, rods, wands. cost of the item's creation by 100 (minimum 0). You may
Cost: Orcish magical items cost no more than normal only sacrifice one such creature per item, and the crea-
Prerequisites: Only orcs and half-orcs may produce ture's soul is inexorably bound to your new creation. If the
orcish item . item relies on charges, is one-use, or if the subject is
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unwilling, then the use constitutes an evil act. Items cre- its prison, as well as a pinch of grave dust mixed with rust
ated in this manner sometimes "weep" blood, particularly from a set of manacles.
if intelligent but only semi-empathic.
Additionally, there is a greater chance than normal that Souls and Intelligent Items
the item is intelligent, due to the trauma of this act. If the item is permanent, it automatically becomes
During the item's creation, the DM should secretly have intelligent, gaining the Intelligence, Wisdom, and
the slain creature make a will save with a DC equal to Charisma abilities, alignment, and known languages of
twice the soulbinder's level. If the creature succeeds, the the infused soul. The new magical item has abilities of its
item is always intelligent, even if it is of a type that nor- own as well, ones over which the creator has little controL
mally cannot be intelligent. Intelligent charged and one- An intelligent item created by the infusing ofa soul has its
use items grow quite angry if their limited-use abilites are communication and capabilities determined by its ability
used, and may direct their other abilities against their scores.
user. The DM should assign the primary abilities and
Special: Should your character die after sacrificing part extraordinary powers of infused items, based on the per-
of his soul, his patron collects the soul before it departs. sonality of the infused soul. Additionally, intelligent mag-
Your character may not return to life without his patron's ical items created from infused souls have an additional
permission, assuming the patron does not use the soul in number of Ego points equal to their will save + former
his own experiments. leveL Should a personality conflict occur between the
Use of this feat on an unwilling participant is an evil magical item and a user, and the user fail his will save, the
act, but some societie (particularly dwarves and gnomes) magical item does not exact demands. Instead, it actually
view judicious use of this feat on willing participants possesses the user, as though it were a sorceror of its for-
(usually those who are already dying) as a proper and hon- mer level casting a magic jar spell. During this time, the
orable method of preserving the oul's abilities for use of item enacts its own plans, and some especially powerful
his descendants. items will seek out new pas essors who are strong of
mind but weak of body. Once the duration of the posses-
INFUSE SOUL sion is over, the item may choose to force its will again,
Necromancy (Death) with the pas essor making another personality conflict
Level: Sor/Wiz 5, Death 4, Evil 6 check.
Components: V, S, M The conversion from a living being to an object is an
Duration: 1 hour uncomfortable one for most creatures. Though most are
Saving Throw: Special (see below) still capable of seeing, hearing, and speaking, the deprava-
Spell Resistance: None tion of other senses exacerbates the personality traits of
the soul as it seeks to replace the lost sensation with emo-
This spell infuses a soul into an object as part of the cre- tion. Paladin souls demand quests, for instance, while
ation of a magical object. During the casting, the oul fighters demand combat. The souls do not precisely
slowly grows to permeate the item, binding itself to it. change their nature, but rather become more extreme
This process is not at all pleasant for the soul involved, a examples of it. The worst and best of the personality
it is being channeled through and anchored into an inan- comes constantly to the foreground.
imate object. Worse still, the competence of the spellcast- Souls in semiempathic items have perhaps the least
er affects the soul's journey - the soul's Intelligence, painful conversion, though it is no less terrible. The soul
Wisdom, and Charisma cannot exceed those of the spell- continually exists in a constant, dream-like state, and is
caster's; any excess points bleed away, permanently lost to only aware of its surrounding environment if its ability
the soul even if they are later freed. The remaining points activates. Even then, this sensation is dim, and the item
are assigned in proportion to the soul's original ability answers like a man half asleep. In those rare instances
cores. The soul does remember having higher abilities, where a semiempathic item takes control, it will do every-
and their los is extraordinarily painful- most souls hold thing in its power to avoid 10 ing control again.
nothing but malice for those who dilute them so. adistic Souls in empathic items, in contrast, are fully con-
spellcasters may purpo efully bleed away portions of the scious, and fully aware ofthe world around them, but frus-
soul, but this is wasteful and unnecessary. trated by their lack of ability to communicate. Possessors
Once bound, the oul maintains most or all of its facul- of such objects often feel waves of anger or frustration
ties, and may have some powers and extraordinary abili- from the items, and personality conflicts with the host are
ties appropriate to its personality. Over time, they may frequent. As with the semiempathic items, empathic
even grow more comfortable with their new forms. items who achieve possession over their owners will do
The material components for thi spell are the soul and whatever they can to maintain controL
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Souls capable of speech or telepathy are still dissociated CREATING A SOULED CONSTRUCT
from their conversion, and suffer extremes of personality "Souled Construct" is a template that can be added to any
common to their new status, but are otherwise as in con- construct (refered to hereafter as the "character"), provid-
trol of themselves as they were in Life - a discomforting ed it can create the soul chamber (see Soul Chamber,
fact considering how some evil souls are bound to items below), and transfer its soul into it. The character's new
in an attempt to contain them. Such souls not only seek statistics are unchanged, except as noted here.
out vulnerable hosts, but atrempt to complete their quests Special Attacks: A souled construct retains all special
from their former lives as well. Some of the infamous rites attacks of a normal construct of its kind, and ga ins the fol-
of challenge to determine leadership in evil nations come lowing:
from these items, which are nominally the symbols of Spells: The character can prepare and cast pells as he
office passed on from one leader to the next. did in life, although his effective spellcasting level is
reduced by 4. Constructs, while durable and powerful, are
poor choices for conducting varied magical talents.
Special Qualities: A souled construct retains all spe-
cial qualities of a normal construct of its kind, save those
For those spellcasters who find becoming a lich too terri- qualities which involve a "master." The souled construct
ble to consider, there is an alternate possibility, though gains the following:
costly in other respects. Binding their souls into con- Sensory Deprivation: De pite the advantage of their
structs, the spellcaster discovers an entirely different type new forms, souled constructs cannot feel the touch of
of immortality than that of a lich, one with its own bene- anything again t their new bodie . When performing
fits and restrictions. Dexterity check requiring fine movement, the character
Unlike a lich, a souled construct is not necessarily suffers a -4 circum tance penalty. Additionally, the char-
either evil or ambitious, merely fearful of death. Though acter is only aware of attacks against him from directly
they find their abilities somewhat diminished, their within its field of vi ion ( ee Vision, below), or those they
minds and souls are intact, and within a body stronger can hear. If attacked from behind, the character is not
than most spellcasters ever hoped to have. The newly automatically aware of it, and attackers catching the char-
immortal caster progresses with his Life as best h can, and acter flat-foared and from behind continue to receive the
does so with an enthusiasm found only among the nigh associated benefits to attack the character until he discov-
invulnerable. ers their presence. The character can make a Listen check
Souled constructs, while considered far more tolerable (DC 25 - the damage suffered from the attack) to notice.
than liches, are still strange in most peoples' eyes, and The character automatically fails all checks based on
many tend to view the souled construct as an object feeling something through the ense of touch, or
rather than a person. Additionally, Life clerics, druids, and smelling or tasting something.
some fanatics may find the souled construct to be a foul Vision (ex): The souled construct, despite appearances,
corruption of the natural order, seeking its destruction. see and hears through the soul chamber. The soul cham-
A souled construct appears as a construct of any type, ber is often placed upon the brow or che t of the con-
though the facade rarely lasts long. Though physically di - truct for this very reason, and the character can make
tinguishable from other constructs only by the soul Spot checks within a 180 degree field of vision, suffering
chamber (see below), very few constructs have any per- no penalties for peripheral vision.
sonality at all, much less the intellect of a wizard or the Saves: arne as the construct, though the will save is
sagacity of a cleric. To further distance themselves from replaced by the spellcaster' .
other constructs, the souled construct may wear clothing Abilities: The character's Intelligence, Wisdom, and
as an affectation, or hire smiths to fashion his base visage Charisma are replaced by the spellcaster's and the charac-
to be more like it was in Life. ter's Dexterity is the lower of the base construct' and the
Souled constructs speak all languages which they did spellcaster's, as the new body is clumsier than what flesh
in life. and blood is capable of Thi may render the character
incapable of using special abilities and feats requiring a
high Dexterity. All constructs, including souled ones, do
not have Constitution scores.
Skills: As the pellca ter's, though some (such as Ride)
are rarely compatible with the souled construct's form.
Feats: ame as the character
Climate/Ierrain: Any land and underground

.,
ARCANA

Organization: Solitary or gang (1-3 additional Abilities: tr 22, Dex 10, Con -, Int 16, Wis 13, Cha 13
constructs of the same base type and similar appearance) skills: Alchemy +10, Concentration + 15, Craft (black
Challenge Rating: As the base construct, +2 smith) +16, Knowledge (arcana) +17, Spellcraft (+16)
Treasure: Becomes standard coins; double goods; Feats: Alertness, Blind Fight, Combat Casting, Combat
double items Reflexes, Craft Magic Arms and Armor, Craft
Alignment: Replaced by spellcaster's Wondrous Item, Iron Will, cribe Scroll, Spell
Advancement: Becomes by character class Penetration
Climate/Terrain: Any land and underground
SOULED CONSTRUCT CHARACTERS Organization: Solitary
Though still intelligent and capable of magic, the reduced Challenge Rating: 10
casting ability frustrates spellcasters used to operating Treasure: tandard coins; double goods; double items
with greater facilty. Souled constructs prefer to multiclass Alignment: Lawful neutral
into fighters, a class with few restrictions and many bene- Advancement: By character cla s
fits in consideration of the character's new nature.
Combat
THE SOUL CHAMBER Construct: Immune to mind-influencing effects, poi-
The most vital part of becoming a souled construct is cre- son, disease, and similar effects. Not subject to critical
ating the housing for the soul gem. Though its body may hits, subdual damage, ability damage, energy drain, or
be destroyed, unless the soul chamber is as well, the oul death from mas ive damage.
lives on (though imprisoned).
The creation of a soul chamber requires the Craft
Wondrous Item feat, and the creator must be an arcane or
divine spellcaster capable of casting at lea t 6th level
spells. The soul chamber costs half again the construct's Despite the relative rarity of spellcaster of any apprecia-
base gp and XP costS to construct. ble power, tools for advancing their abilities have existed
As mentioned above, the soul chamber is usually placed for centuries. Used in conjunction with castings or the
upon the brow or chest of the construct, the berr r to view creation of magical items, these tools either increase the
the world. uch housings are out of melee range of oppo- power of the magic or make them less costly. Others keep
nents of two size categories smaller than the con truCt'S a wizard's ecrets hidden or place a heavy price on di cov-
wielding medium or smaller weapons. Opponent three ery. In most cases the e items are extraordinarily rare,
size categories smaller than the character can only reach taken or created rather than purchased. Few spellcasters
the soul chamber at range. would abandon such potent weapons as these items, and
The default soul chamber has 1/2 concealment (since they are so rare and expen ive that few stores could afford
the object is partially within the character), a hardnes rat- to purchase them.
ing of 20, 40 hit points, and a break DC of 40. The oul Aligned Emblem: This curious device, normally a
chamber can be further internalized in the head of a con- nondescript steel wand of nine to twelve inches in length,
struct, allowing the character to see out of its eyes' thi acts as a spell focu for castings. Each of the e i created
soul chamber has 3/4 concealment, bur does not have the through repeated castings (over a hundred or more) of
Vision ability. spells from the same school of magic. Much like a magnet
can charge iron, so to do the spells' passing alter the
SAMPLE SOULED CONSTRUCT emblem itself When u ing the emblem to cast a spell
This example uses an 12th-level wizard combining him- from the appropriate school, there is a small chance (1 in
self with a shield guardian. 20 or 5%) that the spell is not expended for the day. Each
time thi happens, however, there is a risk that the spell
Souled Shield Guardian also bums out the emblem (roll a d20; if the result is equal
Large Construct to or less than twice the spell's level, the emblem burns
Hit Dice: 1sd10 (82 hp) out), and it crumbles to dust. The e item are not magical,
AC: 24 (-1 size, +15 natural) but detect magic reveals faint traces of the school of the
Attacks: lam +16/+11/+6 melee many spells cast through it.
Damage: Slam 1d8+9 Binding, Doppleganger's Flesh: Despite the appear-
Face/Reach: 5 ft. by 5 &./10 ft. ance of a dark-stained leather case for a book, dopple-
Special Attacks: Spell toring, spells ganger's flesh binding is actually much, much more.
Special Qualities: Construct, fast healing 5 When covering a book or scroll case and placed among
Saves: Fort +5, Ref +5, will +11 other books or scrolls, the flesh takes on the appearance of
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its neighbors, with only the fleshy feel of the binding giv- blood ink is a deep, dark red. As an expensive ink, it adds
ing away its true narure. Books or scrolls bound in dopple- a +4 enhancement bonus to all Craft (calligraphy) checks,
ganger's flesh and hidden amid other books and scrolls but the true power is that gorgon's blood ink acts as a per-
increase by +10 the DC of Search attempts to discover manent dye or stain. Writings ofgorgon's blood ink do not
them. fade, run, or smear, and only the destruction of the actual
Binding, Manflesh: A favored material of diabolists parchment will get rid of the script. If used in tandem
and evil wizards, man£lesh bindings are literally the treat- with the Scribe Scroll feat, the scroll created may be used
ed skins of humans (other common race variants exist, one additional time before it is destroyed, though copying
with the same qualities). Tomes bound in manflesh quiver the spell still destroys the scroll in the process.
slightly when touched, forcing a Will save (DC 19) to the Ink, Kraken: Though rare and difficult to obtain, only
unsuspecting. A character who fails this save drops the specialry stores are interested in purchasing or selling
book in horror, usually arousing the attention of a hid- this ink. Harvested from a kraken, the ink is too thin to
den guardian. readily take to paper, and bleeds through even the
Binding, Nagahide: Despite the cheap appear- thickest parchment. When used as part of scribing
ance of these items (which resemble blotchy or scrolls or spellbooks, the resulting work appears to
striped, poorly-treated leather; +5 to the DC to be an inky black mess, and totally illegible. Under
Appraise checks), nagahide bindings are not only read magic, however, the letters stand out quite well.
expensive, but worth every copper to a paranoid Ink, Shadow: Taken from the Plane of Shadow,
wizard. The skin secretes a narcotic contact poison this rare ink is especially prized among spymasters
(Fortitude save, DC 19, or become unconscious for as well as wizards. Visually indistinguishable from
2d6 minutes). Gloves of any thickness protect regular black ink, shadow ink evaporates within
against the poison. seconds of its use, seemingly without trace.
Binding, Salamander skin: This thick, Script written in shadow ink is easily visible
red leather binding is warm to the touch. to darkvision.
Cut from salamander hide, the skin --- Inkwell, Crystalline: Frequently dis-
retaills its natural qualities. Books missed as a mere decorative affectation, a
bound with salamander skin take no crystalline inkwell has greater proper-
damage from fire or heat. ties than most are aware o£ Ink con-
Candle, skull: Literally the skull tained in a crystalline inkwell eventual-
of a medium-size creature with a can- ly distills into its disparate components.
dle jutting from its top. Considered An Alchemy check (DC 20 + 5 for each
gaudy by most spellcasters, these ink) can combine the properties of sev-
items are particularly popular eral inks.
among melodramatic bards and Spell Component Bag, Mas-
necromancers, as well as cler- '~~;;;;;~~~~~~~~~~~ terwork: Like the more common
ics of death or evil. Though ~ ~~'J::iiiiii""'-'I~ variants, this small, watertight
used primarily for ambi- leather belt pouch contains
ence (granting their many small compartments,
owner a +2 circumstance each filled with a tiny, com-
bonus to Bluff, Intimidate, and mon material spell components or foci
en e Motive checks when lit), skull candles have anoth- A spellcaster with this item has access to all spell foci or
er, Ie ser known use: once lit, the candle burns precisely material spell components without an additional gold
one hour for every year the creature lived. cost that are not too large to fit into the bag itsel£ Unlike
Holy Symbol, Masterpiece: Like normal holy (and lower qualiry bags, however, the material components are
unholy) symbols, these items serve as foci for clerics and as fresh and pure as possible, while the foci are of excep-
paladins. Made of fine materials by the best craftsmen, tional qualiry. When using a masterwork spell component
they are also slightly stronger than normal. When u ed a bag, the DC to resist the spellcaster's spells is increased by
a Divine Focus in a spell, the DC to resist the pell is 1. Unfortunately, maintaining fresh and qualiry compo-
increased by 1. Additionally, the cleric or paladin has a +2 nents is time-consuming and expensive, costing 500 gp a
sacred (or profane) bonus to his checks to turn (or rebuke) month. If this expense is not met, the spell component
undead. bag loses its masterwork benefits.
Ink, Gorgon's Blood: At first glance, writing made
with gorgon's blood is no different from that of regular,
black ink. Upon closer examination, however, gorgon's
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Stylus, Scorpion: A specially-treated tail of an actual Ink, gorgon's blood (1 oz. vial) 80 gp *
Ink, kraken (1 02. vial) 75 gp *
scorpion, this stylus is still quite functional, and leaks Ink, shadow (1 02. vial) 150 gp *
small traces ofpoison when used for writing, which invis- Inkwell, crystalline 200 gp 1 lb.
ibly bleeds through to the whole paper. Those who handle Spell component pouch,
paper written upon with a scorpion stylus must make a masterwork 1,500 gp 3lbs.
Fortitude save (DC 13) or become nauseated for 2d6 min- Stylus, scorpion 35 gp *
Vellum, illithid (10 pages) 100 gp 1 lb.
utes. Those who use a scorpion stylus for more than six Vellum, slaadskin (10 pages) 175 gp 2lbs.
hours in a two day period build up a tolerance, and auto- Vial, ether 60 gp *
matically make the save. Unfortunately, the poison
negates any special abilities of the ink it writes with, and "No weight worth noting.
the poison itself is diluted (DC 8). There is no secondary
damage to this poison. SPECIAL MATERIALS
Vellum, Illithid: This thin, translucent parchment is The following special materials are rare and highly prized
slightly rubbery, and requires twice the time to write by expert smiths, and found almost exclUSively through
upon. Made from the flayed skin of an illithid, these the use of magic. In both cases, effects which cancel
expensive pages are well worth it to wizards who worry magic also negate the benefits of the materials.
about the time they need to prepare spells. If a spellbook Magesteel: Magesteel is a new material, first created
uses illirhid vellum for its pages, wizards need only 10 within rhe last ren years through an exacting alchemical
minutes' study to prepare their pells, a they burn them- process, essentially removing all the impurities from
selves quickly into the caster's mind. physical matter (DC 50 to create). The resulting material
Illithid vellum's peculiar texture does not hold any ink is only barely substantial. Utterly weightless, the metal is
other than basic black. a shimmering cascade of colors, leaving no doubt as to its
Vellum, slaadskin: A thick greasy sheet of vellum, magical nature. Unfortunat ly, the meral is also quite brit-
slaadskin is very difficult to write on, and even more dif- tle, making it unsuitable for weapons or heavy armor.
ficult to read. The ink on slaadskin vellum appears to slide Magesteel armor has no chance for spell failure, no armor
of its own accord. All attempts to write on slaadskin vel- check penalty for skills (though it remains in effect for
lum require a crafts (calligraphy) check with a DC of 23, nonproficient characters) and no maximum Dexterity
and all attempts to read it require a Concentration check bonus, but is utterly useless against non-magical weapons,
wirh a DC equal to the calligraphy check result. providing no AC bonus in such scenarios.
Alternately, a writer could use gorgon's blood ink-, which Armors fashioned from magesteel are treated as mas-
writes well on the slaadskin, and has a Concentration DC terwork items with regard to creation times, but the mas-
of 25 to read. terwork quality does not affect the armor check penalty of
Vial, Ether: This specially-treated vial contains a tiny armor.
pinch of essence from the ethereal plane, which only Magesteel has a hardness of 15 and 30 hit points per
escapes when the vial itself breaks. The ether render dan- inch of thickness, but non-magical weapons deal double
gerous substances such as acids and poisons (even super- damage to it.
natural ones) inert, allowing safe storage of otherwise Item Market Price Modifier
volatile humours. You can use a vial of ether as a grenade- Light armor +750 gp
like weapon with a range of 10 ft. When thrown, the vial Medium armor +3,000 gp
Shield +750 gp
breaks upon any corporeal being or solid surface. The Other items +375 gp
ether instantly dissipates, dealing damage (if any, includ-
ing unusual effects) to the rarget based upon the contents' Shadowsteel: Forged with a dark ore stolen from the
nature, and may do 1 point of splash damage (among Plane of Shadow, shadowsteel is an extraordinarily flexi-
other effects) if the substance is dangerous. ble, black metal that is utterly without luster save when
sharpened. Applied to a whetstone, shadowsteel's edges
$PElLCASTlNG GEAR are golden. The blades of a shadowsteel weapon are finely
Item Cost Weight honed, and remain sharp indefinitely. Wounds inflicted by
Aligned emblem 100 gp 1 lb. shadowsteel resist magical healing, and any such effecrs
Binding, doppleganger's flesh 125 gp 2lbs.
Binding, manflesh 75 gp 1 lb.
only produce half the results (rounding up). Such cuts, if
Binding, nagahide 115 gp 1 lb. survived, commonly leave deep black scars. The metal is
Binding, salamander skin 150 gp 3lbs. also uncommonly cold, even on the forge. Anyone with-
Candle, skull 100gpxCR 4lbs. out cold resisrance or immunity touching it with bare
of creature flesh suffers a -1 circumstance penalty on all checks for
Holy symbol, masterpiece 1,000 gp 3lbs.
ld4 minutes, though they suffer no further ill effects.
ARCANA

Shadowsteel armor is not as prized as shadowsteel world. Next to necromancers they are considered some of
weapons are. Though shadowsteel armor provides protec- the most foul practitioners of magic.
tive bonuses, and reduces armor check penalties by 2 Arcane devourers drain the mystic energy from their
and increases maximum Dexterity modifier bonuses an victims, leaving them little more than dried husks. As
equal amount, the armor retains its unnatural qualities. they master the foul secrets of their path, they slowly take
Shadowsteel armor, when worn, limits the effectiveness on the aspects of the vampiric creature that helped spawn
of magical healing, and all such effects have half the ben- them. Powerful devourers develop fangs, great strength,
efit (rounding up), leaving the same black scars associated and the ability to hypnotize victims with little more than
with shadowsteel weapons. eye contact. Their skin takes on a bluish, bruised tone,
Weapons or armors fashioned from shadowsteel are while their eyes turn yellow and grow increasingly blood-
treated as masterwork items with regard to creation times, shot. Some sages theorize that devourers slowly become
but the masterwork quality does not affect the enhance- addicted to the taw magical energy they strip from their
ment bonus of weapons or the armor check penalty of foes. The physical changes they display are the outward
armor. manifestation of this increasing dependence on magic as
Shadowsteel has a hardness of 10 and 25 hit points per a food source. Whatever the truth, arcane devourers are
inch of thickness. fearsome foes who are best avoided.
Market Price Hit Die: d6.
Item Modifier
Light armor +1,600gp Requirements
Medium armor +4,500 gp
Heavy armor +8,000 gp To become an arcane devourer, a character must fulfill all
Shield +1,600 gp the following criteria:
Weapon damage 1d4 or 1d6 +2,400 gp Arcane Caster level 5
Weapon damage 1d8, 1d1 0, or 1d12 +7,200 gp Knowledge (arcana): 8 ranks
Spellcraft: 8 ranks
Special: The character must destroy a vampire in a spe-
cial ritual that requires 1,000 gp worth of materials and 1
week to complete. At the end of the ritual, the character
absorbs part of the vampire's essence and may gain levels
ARCANE DEVOURER in this prestige class.
The arcane devourer is righdy feared amongst spell-
casters of all types. After undergoing a bizarre ritual that Class Ski lis
allows them to absorb the essence of an undead vampire, The arcane devourer cla s skills (and the key ability for
arcane devourers gain the ability to sap the mystic each) are Alchemy (Int), Concentration (Con), Craft (Int),
strength from their enemies. Those who follow this path Knowledge (any) (Int), Profession (Wis), Scry (Int), and
are power hungry, greedy, and willing to take whatever Spellcrafr (Int).
means are necessary to achieve their goals. In many cities skill Points at Each Level: 2 + Int modifier.
and regions, arcane devourers are considered aberrants
and vile outlaws. Small cadres of inquisitor-wizards wan- Class Features
der the land seeking to scour arcane devourers from the All of the following are class features of the arcane
devourer prestige class.

TABLE 15-2: THE ARCANE DEVOURER


Base Fort Ref Will
Level Attack Save Save Save Special
1 +0 +12 +0 +0 +2 Arcane devourer, 1d6
2 +1 +15 +0 +0 +3 Maximum spell level +1
3 +1 +18 +1 +1 +3 Arcane devourer. 1d8
4 +2 +21 +1 +1 +4 Unsettling aura
5 +2 +24 +1 +1 +4 Arcane devourer. 1dl 0
6 +3 +27 +2 +2 +5 Maximum spell level +1
7 +3 +30 +2 +2 +5 Arcane devourer, 1d12
8 +4 +33 +2 +2 +6 Vampiric traits
9 +4 +36 +3 +3 +6 Arcane devourer, 1d20
10 +5 +39 +3 +3 +7 Maximum spell level +1
ARCANA

Weapon and Armor Proficiency: The arcane devour- class, he must choose which class's spell ability receives
er gains no additional proficiency with weapons, armor, this bonus.
or shields. Unsettling Aura: At 4th level, the devourer takes on
Bonus Spell Points: The arcane devourer gains addi- some of the traits of an undead creature. His skin stretch-
tional spell points with each level he gains in this class. es tight over his bones and an unhealthy chill continually
The magical nature of the ritual necessary to join this surrounds him as he drains heat energy from the air. The
prestige class bathes the devourer in magic, making him devourer gains a +2 competence bonus to all Intimidate
highly attwled to the ebb and flow of arcane energies. The checks and increases the save DC of any feat-based spells
total listed for each level is added directly to the devour- he casts by +1.
er's spell point total For example, a 5th-level wizard has 15 Vampiric Traits: At 8th level, the devourer gains some
spell points. He gains a level of devourer and adds +12 of the abilities of the vampire he destroyed to achieve this
points to that total, giving him 27 total. If he prestige class. He gains the domination and
attains 2nd level in arcane devourer he blood drain vampire special attacks.
nets an additional +15 points for a total However, he may only use domination
of 42. If the devourer has levels in once per day and his blood drain deals tem-
more than one arcane casting class, he porary, rather than permanent, Constitu-
must choose which class's spell point tion damage.
total receives this bonus.
Arcane Devourer: Once per day EXALTED PROPHET
per level, the arcane devourer can If clerics are a god's foot soldiers
make a melee touch attack against a and minions, the exalted prophet is his
creature that has spell points. If the mouthpiece. Granted divine magical
devourer hits with this attack, he powers beyond those of his brethren, the
drains spell points from his victim exalted prophet bears his god's mark of
and adds them to his total. The favor. His deity grants him visions of the
devourer may use this ability to future, an innate sense for those who
exceed his maximum spell points, would do harm to the faithful, and magi-
though excess magical energy dissi- cal powers far beyond those wielded by
pates in 1 hour. At 1st level, the any simple cleric.
devourer drains ld6 points. This The appearance of an exalted prophet
damage increases one die size every heralds troubling times. The gods do not
two levels, to ld8 at 3rd, ldl0 at 5th, carelessly imbue this power upon just any
ld12 at 7th, and 1d20 at 9th. mortal. In periods of need, the exalted
At 5th level and above, the prophet appears to rally the faithful and
devourer's most horrific power lead them against their enemies and
develops. When he uses his arcane oppressors. His word is law amongst those
devourer ability to drain spell who follow his god, yet inevitably a rift forms
points, the victim of the attack must between those who cling to the old religious hier-
make a Fortitude save (DC 15) or suffer permanent spell archy and the prophet's new breed of followers.
point drain. In addition, if the victim fails his save the Whether the prophet succeeds in prying away the major-
devourer gains 1 permanent additional spell point. If the ity of his god's worshippers from the current theocrats, he
devourer drains a spellcaster to 0 or fewer spell points, the inevitably leaves a mark on the religious landscape in his
victim must make an additional Fortimde save (DC 15) or wake.
die. If the victim fails his save and perishes, the devourer Exalted prophets who fulfill their duties rise to become
immediately gains 4 permanent spell points. The victim's important figures in their religion, usually attaining a
remains shrivel to a withered, browned husk. In cities level on par with sainthood. In life, the prophet draws fol-
plagued by a devourer, many unlucky young apprentices lowers and sets religious doctrine with a few spoken
tum up dead in such a state. words. In death, he is an icon and example for those who
Maximum Spell Level: At 2nd, 6th, and 10th level the follow in his footsteps and heed his teachings.
arcane devourer increases the maximum spell level he Hit Die: d6.
may cast by one. In addition, the devourer gains the abili-
ty to prepare two spells of his newly gained spell level. If Requirements
the devourer has levels in more than one arcane casting To become an exalted prophet, a character must fulfill all
the following criteria:
ARCANA

Divine Caster Level 10 must choose a spell list that he already has access to. Once
Diplomacy: 13 ranks he has made his choice, all bonus spell points and other
Knowledge (religion): 13 ranks spellcasting abilities granted by the prestige class stack
Languages: Speak any 3 languages in addition to with his chosen class's casting abilities.
Common. In essence, the exalted prophet must choose which
Feat: Leadership spellcasting class he wishes to combine with this prestige
Feat: skill Focus (Diplomacy) class.
Special: Receive a vision directly from your deity that The exalred prophet may use this ability with spells
prompts you to take up the role of the exalted prophet. whose level is less than or equal to his level in this pres-
Only those chosen by the gods may follow this path. As a tige class. Thus, at 1st level the prophet may pick and
rule of thumb, a character must perform a great deed in choose his 1st-level spells as he casts them. At 2nd level,
his god's name against the enemies of the faithful to he gains this ability with 2nd-level spells, and so on. The
receive this vision. Single-handedly defeating a cleric of a prophet must pray for and study spells as normal for spell
higher level than your own who worships a god directly levels above his current level of ability in this prestige
opposing your deity is a good baseline for achieving this class.
prestige class. Other possible actions including freeing Maximum Spell Level: At 1st, 3rd, 5th, and 7th level
thousands of the faithful from slavery or imprisonment, the exalted prophet increases the maximum spell level he
casting down a demon lord, defeating an arch-devil, slay- may cast by 1.
ing a saint, or otherwise making a major advance for your Detection: The exalted prophet can sense the align-
religion. ment of those around him. At 2nd level, the prophet
chooses one of the following spells to use at will as a spell-
(lass Ski lis like ability: detect chaos, detect eVIl, detect good, detect law.
The exalted prophet class kills and the key ability for Once the prophet ha made his choice, he may not alter it.
each) are Concentration (Con), Craft (lnt), Diplomacy He may now cast his chosen spell at will as a spell-like
(Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge ability.
(religion) (Int), Profession (Wis), Scry (1m), and Spellcraft Followers: Word of the prophet's teachings and abili-
(Int). ties grows far and wide. Omens foretell his coming and
skill Points at Each Level: 2 + Int mod.i£ier. the oracle speak of his travels. The prophet attracts 2 +his
Charisma modifier 3rd-level priests of his faith. A cleric
CLASS FEATURES attracts clerics of his faith who share his chosen domains
All of the follOWing are class features of the exalted while a druid draw NPCs of his class. These followers
prophet prestige class. attend to the prophet's needs and record his words and
Weapon and Armor Proficiency: The exalted prophet deed in scripture. They serve as fanatics and willingly lay
gains no additional proficiency with weapons, armor, or down their lives in service. If a follower is lost, it takes one
shields. year for a replacement to take his place. The replacement
Additional spells Per Day: The exalted prophet need enters play at 3rd level, no matter what the level of the
not prepare spells per day. Instead, like a sorcerer h fallen priest.
chooses the spell he wishes to use when he takes a casting The followers granted by this ability are utterly faithful
action. The ~xalted prophet may choose any spell from the to the prophet. They obey his orders unquestioningly and
cleric spell lists and his domains or from the druid spell do their best to please him. In their minds, the prophet i
lists. He must choose which of the two he wishes to use a divine figure. However, the DM must keep the prophet's
upon gaining 1st level of this prestige class. The prophet

TABLE 15-3: THE EXALTED PROPHET


Base Spell Fort Ref Will
Level Attack Points Save Save Save Special
1 +0 +12 +0 +0 +2 Maximum spell level +1
2 +1 +15 +0 +0 +3 Detection
3 +1 +18 +1 1 +3 Maximum spell level +1
4 +2 +21 +1 +1 +4 Followers
5 +2 +24 +1 +1 +4 Maximum spell level +1
6 +3 +27 +2 +2 +5 Ambassador of the faith
7 +3 +30 +2 +2 +5 Maximum spell level +1
8 +4 +33 +2 +2 +6 Tongues
9 +4 +36 +3 +3 +6 Favor of the gods
10 +5 +39 +3 +3 +7 Divine seer
ARCANA

alignment in mind as he interacts with his followers. If AUTONOMOUS SPELL [METAMAGIC]


the DM feels the prophet has abused this ability (if, for When you cast a spell that requires concentration to
example he sends his followers ahead of the party to trig- maintain. you can instead feed the spell, a steady stream of
ger traps), he may deny him replacements for lost priests. spell points to keep it active when you focus wanes.
Ambassador of the Faith: At 6th level the prophet Benefit: An autonomous spell continues to function
gains a +2 competence bonus to all Charisma checks and without concentration for up to 3 rounds total if you
skills based on Charisma. Divine power flows through his spend 2 spell points per round to maintain the spell.
voice and makes him a very persuasive speaker. Spending those points is a free action. If you concentrate
Tongues: At 8th level, the prophet may communicate on the spell as part of your next action, you do not need to
with any intelligent creature. The prophet does not gain spend magic points to maintain the spell and may contin-
any additional languages. Instead, when he speaks all lis- ue using it as if you did not lose focus on it. You automati-
teners hear their native tongue regardless of what lan- cally spend the points to keep the spell going if you lose
guage the prophet uses. In turn, the prophet understands concentration on it, though you may choose to let the spell
any language spoken to him. end and save your points. The 3 rounds do not have to be
Favor of the Gods: With the divine suppon of his god consecu tive, though if after the last round you cannot con-
in hand, the prophet enjoys protection from many monal centrate on the spell it ends immediately. While the feat
perils. He gains a +4 bonus to all saving throws. operates, the spell ful1ctions as if you maintained your con-
Divine Seer: The prophet gains insight into the future, centration on it. For example, delect' evil reveals more infor-
allowing him to make divine predictions. The prophet mation even if the feat sustains it rather than you.
may cast any divination spells as many times per day as he An autonomous spell counts as one level higher than its
wishes. He is no longer limited by the maximum times he base spell for purposes of determining the spell's cost to
may use a spell. In addition, he pays spell points for a spell cast. Only spells that have a duration listed as concentra-
one level lower than his chosen incantation when casting tion may gain the benefits of this spell.
a divination, though he always pays a minimum of 1 Normal: What happens if you don't have this feat.
point. Special: Other things to keep in mind about the feat.

DIVINE HAMMER [GENERAL]


When turning undead, yOll call funnel your magical ener-
gies intO the attempt in order to increase the power of
The follOwing feats are designed to work with the spell your attempt.
point system. Most of the existing feats related to magic, Prerequisite: Divine Surge.
such as Spell Focus, are equally useful in both the stan- Benefit: When you use your turn undead ability, you
dard and point-based system. may spend 3 spell points to gain a +1 bonus to your nlm-
ing check and to your rurning damage roll. You must
ARCANE DEFENSE [GENERAL] spend the points separately for each roll. Spending points
You can call upon your innate magical energy to protect to gain a bonus on your check doe not automatically
you from spells cast by your enemies. grant a bonus to your turning damage roll. You must pay
Benefit: Once per round as a free action you may for the two bonuses separately, though you may gain
spend 2 spell points to gain a +1 bonus to any single sav- bonuses on both rolls as part of a single turning attempt.
ing throw. You may spend up to 10 spell points to gain a +5 You may not gain more than a +5 bonus to either roll
bonus with this feat. using this feat.
Special: You must spend your spell points before
rolling your saving throw. DIVINE SURGE [GENERAL]
You can use your magical energy to open a connection to
ARCANE LUCK [GENERAL] your deity and call upon his power.
The magical energy you command seems to help turn Prerequisite: Ability to turn undead.
events to your advantage. Your magic has brought you Benefit: You may spend 5 spell points to turn undead
luck in addition to power. without consuming one of your daily uses of that ability.
Prerequisite: Arcane Defense You may use this feat even if you have already used up all
Benefit: Once per day, you may spend 5 spell points to your turning attempts for the day.
gain a +1 bonus to an attack, check, or save after making
your roll. You may gain up to a +2 bonus by spending 10
spell points.
ARCANA

FAVORED WEAPON [GENERAL]


The character is especially adept with his deity's favored
weapon. Most magical items work as normal under the spell point
Prerequisite: Theurgist prestige class. system. Any item that grants additional spells per day,
Benefit: The character gains pronciency in the god's such as a pearl of power, instead grants you bonus spell
favored weapon. His base attack bonus with that weapon, points equal to the points needed to u e a spell of the level
and only that weapon, is equal to the bonus to hit granted it grants.
by the cleric class of the same level as the theurgist's total Armor of the Gods: The theurgist's art allows a limit-
spellcaster level For example, an 8th level wizard/4th ed amount of divine magic to be combined with arcane
level theurgist with Favor Weapon (1ongsword) would knowledge. Aside from the immediate benefits, it gives a
have a base attack bonus of +9/+4 when wielding a theurgist more options when designing magic items. One
10ngsworcL If the character has multiclassed, the base result of this power is tbe Armor of the Gods.
attack bonus of other classes is added to the improved This +2 plate mail grants the wearer several powers. The
bonus granted to the arcane spellcaster levels. Base attack first is to Eire volleys of five spikes, each of which does
bonuses received from other classes are not increased by damage as a +2 holy dagger, three times a day. The wearer
this feat. makes normal attack rolls for each spike at his full attack
bonus, and the spikes vanish at the end of the round in
MUlTISPEll [METAMAGIC] which they are fired. The econd is to fly as the spell once
You can pour enough energy into a single touch pell to per day. The third i spell re istance 17.
duplicate its effects without having to cast it a second Caster level: 15th; Prerequl Itc : craft Magic Arms and
time. Armor, magic miSSIle, fly, spell resistance; Ma,rket Price: 82,650
Benefit: When you ca t a touch spell, you may use it to gpj Cost to Create: 41,325 gp + 3,306 xp.
make an additional ranged or mel e touch attack or touch Amulet of spell toring: Crafted from mithral and set
one additional target. For example, an evil cleric with two with a deep blu gemstone, this necklace is designed to
attacks per round could cast a multispell inflict modemte hold a magical construct similar to that formed when a
woutlds to make both of his attacks on the subsequent wizard or cleric studies and readies a spell. By feeding pell
round deliver that spell. A multispell does nOl count as a points into the amulet, a spellcaster can activate the spell it
higher level than the base spell but costs three times the contains. An amulet of spell storing contains one spell of 1st
spell points cost of casting the spell. to 3rd level A caster who has enough spell points to use
the pell and can cast spells of the appropriate level adds
MYSTIC SENSES [GENERAL] the amulet's spell to his li t of prepared or known spells as
You have an innate ability to sense magical auras. While long as he owns the amulel. Treat the spell like any other
this ability lacks the renned precision of detect magIc and the caster knows. He may apply metamagic feats to it, is
similar divinations, it gives you a sixth sense when it limited in the number of times per day he can use it as
comes to spells and magical items. with other spells, and pays the normal spell point cost to
Prerequisite: Wis 13+. ca t it and increase it effective caster level. Each morning,
Benefit: As long as you have at least 1 spell point the caster must spend 30 minutes studying the amulet and
remaining, you can sense if an item is magical or not by attuning his abilities to its magical abilities. A spellcaster
grasping it and making a Wisdom check (DC 20). You may may only attune with one amulet per day.
attempt this once per item per day. Caster Level: 7thj Prerequisites: craft Wondrous Item, abil-
ity to cast spell stored in amulet; Market Price: 1,000 gp
SPEll PROFICIENCY [GENERAL] (1st), 4,000 gp (2nd), 9,000 gp (3rd).
Through long hours of study you have learned to fonify Circlet of Arcane Regeneration: A plainly crafted sil-
your spells, allowing you to repeatedly caSt a spell without ver headpiece, the ClYdel refreshes and invigorates the
placing too much strain on your magical abilities. mind of whoever wears it. For each full hour the cmlet is
Benefit: Choose a single spell you may cast. Increa e worn, the bearer regains 1 spell point. The circlet never
the maximum number of times per day you may repeat- allows the wearer to gain more than his normal pell point
edly cast the spell by +2. maximum. Any points beyond thi total are lost.
Normal: You may cast a given spell a limited number of Caster Level: l1thj Prerequisttes: Craft Wondrous Itemj
times per day based on your class before the strain of Market Price: 10,000 gpo
using it purges it from your mind for a limited time. Potion of Arcane Sustenance: This viscous, amber
Special: You may gain this feat multiple times, choos- liquid is infused with raw magical power. When con-
ing different spells for it or applying each +2 bonus to the sumed, it grants its user additional spell points. This
same spell.
ARCANA

potion does not allow the user to exceed his maximum 2nd-level Chronomancer Spell
normal spell point total. Any points beyond that total are Deja Vu. You can cause a foe to mindlessly repeat a task.
lost. A potion of arcane sustenance can grant from 1 to 17
spell points. Only one of these potions may be used per Jrd-level Chronomancer Spell
day. All potions consumed arrer the first have no effect. Temporal Displacement. Casts a target into the future.
Caster LeveL: By potion type; Prerequisites: Brew Potion;
Marhet Price: By potion type. 4th-level Chronomancer Spell
Time Fold. Twists time to take extra actions.
Spell Points Caster Level Market Price
1 1st 100 gp Sth-level Chronomancer Spell
3 3rd 400 gp
Rapid Aging. Weakens a creature or structure.
5 5th 800 gp
7 7th 1,000 gp
9 9th 1,400 gp 6th-level Chronomancer Spell
11 11th 1,800 gp Inevitable Strike. Alters time to damage a target.
13 13th 2,300 gp
15 15th 2,800 gp
7th-level Chronomancer Spell
17 17th 3,500 gp
Time Travel. Moves backwards in time.

8th-level Chronomancer Spell


Sever Thread. Bends time to destroy an opponent.

9th-level Chronomancer Spell


ARCANE MONK SPElLS Greater Time Travel. Travels back to a more precise date.

1st-level Arcane Monk Spells FLESH MAGE SPELLS


Ghost's Touch. Your fists ignore armor and shields.
Sundering Strike. Shatter inanimate objects with your 1st-level Flesh Mage Spells
hands. Claws of the Tiger. Grows long, jagged claws that
deal damage.
2nd-level Arcane Monk Spell Ears of the Prey. Alters target's ears, granting +10 bonus
Hurricane Kick. You strike many foes with one attack. to Listen checks.
Eyes of the Eagle. Alters target's eyes, granting
Jrd-level Arcane Monk Spell +10 bonus to Spot checks.
Reverse Foe's Strength. Turn an opponent's attacks
against him. Jrd-level Flesh Mage Spell
Prehensile Tail. Grants target a useful, temporary tail.
Sth-level Arcane Monk Spells
Distance Punch. You make melee attacks against a 4th-level Flesh Mage Spells
distant target. Alter Features. Permanantly alters a creature's face.
Jumping Monkey Whirlwind. You bounce off crea rures Giant's Strength. Grants the target 2d4+2 bonus to
you attack. Strength.
Greater Endurance. Grants a target 2d4+2 bonus to
6th-level Arcane Monk Spells Constitution.
Hundred Legged Dragon Dance. Fire dragons set fires, Speed of the Viper. Grants a target 2d4+2 bonus
knock over enemies. to Dexterity.
Stonn of Fists. Summon cloud of phantom fists to
attack enemies. Sth-level Flesh Mage Spells
Bone Spines. Sharp spines of bone sprout from the
CHRONOMANCER SPELLS target's body.
Face Wipe. Destroys a target's facialfearures.
1st-level Chronomancer Spell
Combat Precognition. You foresee attacks and defenses. 6th-level Flesh Mage Spell
Liquefaction. Turns target into protoplasmic slime.
ARCANA

7th-lt'vel Flesh Mage Spell Patch Construct. Repairs ids damage suffered by a
Create Flesh Golem. Builds and enchants a flesh construct.
golem servitor. Tinker's Hammer. Energy ray deals damage to golems,
constructs, objects.
9th-level Flesh Mage Spell
Greater Liquefaction. Turns creatures into organic lnd-level Tinker Spells
slime. Disrupt Construct. Confuses and stuns constructs.
Repair Construct. Fixes 2ds damage suffered by a
SHADOW MAGE SPEllS construct.

O-level Shadow Mage Spell 3rd-level Tinker Spells


Dancing Shadows. Conjures and directs small shadows. Charm Construct. Construct treats you like an ally.
Heal Construct. Fixes 3ds damage suffered by a
1st-lnel Shadow Mage Spell construct.
Black Shards. slices of pure darkness strike enemies.
4th-level Tinker Spell
3rd-level Shadow Mage Spell Rebuild Construct. Restores destroyed construct.
Dark Swarm. Summons swarm of shadows that panics
creatures, hinders sight. Sth-level Tinker Spetl
Dominate Construct. Consmlct obeys your mental
6th-level Shadow Mage Spells commands.
Night's Blackness. Creates area of impenetrable darkness.
Shadow Form. Transforms target into a two-dimensional 7th-level Tinker Spell
shadow. Restore Construct. Returns destroyed construct to
working condition.
7th-level Shadow Mage Spell
Shadow's Ripping Tentacles. Shadowy limbs attack, tear TOTEMIST SPEllS
apart foes.
1 nd-level Totemist Spell
8th-level Shadow Mage Spell Create Blast Charm. Transforms a charm into
Shadow Killer. Shadowy form scares target to death. a projectile weapon.

THEURGIST SPEllS Sth-level Totemist Spetl


Charm shield. Transforms a charm into a defensive ward.
7th-level Theurgist Spell
Deva's Might. Boosts Strength, transforms weapon WITCH SPEllS
into powerful mace.
3rd-level Witch Spetls
8th-level Theurgist Spell Distant Boon. Drives rival away with lure of a distant
Planetar's Clarity. Grants caster regeneration, divination opportunity:
abilities. Ghost Ward. Prevents incorporeal creatures from
entering area.
9th-level Theurgist Spell
Solar's Invincibility. Grants a variety of protections, 4th-level Witch Spell
resistances. Competence. Grants bonus to skill checks.

TINKER SPEllS

O-level Tinker Spell


Mend Construct. Heals a consmlct of 1 point ofdamage.

1st-level Tinker Spells


Imbue with Artificial Intelligence. Grants Intelligence
score to construct.
ARCANA

Charms 29 Magic Items Spells


charm of barrie 29 amulet of spell sloring .....•...••..... 188 alter features . ......•........•........ 38
charm of distance 29 armor of Ihe elements 20 black shards . ...........•............ 98
charm of durarion 29 amlDr of the gods 188 bOTle spines 38
charm of pain 29 arrow of the splintered mind 72 charm conrtmct 108
charm of space 29 boots of water wa/kmg 20 charm shield 28
burnIng book . .............•......... 20 combat precognition 9
(lasses charms . .....................•...... 29 competence . ..............••........ 139
Adepr of the Awakened Eye 65 circlet of arcane regenemhon 188 create blast charm 28
Arcane MonJe 53 melet of clear thought 72 create flesh go/em 38
Chronomancer 7 cloak of fire prolection 20 dancing shadows .......•............. 98
Elemenrausr. 15 cloak of magICal connection . .....•..... 140 dark swarm 99
Flesh Mage 33 deep scout's cloak 172 deja vu .. ..................•........ 10
Madness Mage dust of quenching . ....•........•...... 20 deva's might. 132
(adepr of rhe awakened eye) 65 ever burning ad 20 d'srupl construct . ..........•........ 108
Mage Smith 44 flamll1g cloak .. .......•..... '" '" 20 dLItance punch . .............•........ 61
Number Magician 77 greater charms 30 distant boon 139
Runewrighr 85 outfit of the ages 12 dominate construct 108
Shadow Mage 93 Pardek's hammer . .............•..... 171 ears of the prey . ........•....•........ 39
Thaumarurge 121 potion of arcane suslenance 188 eyes of the eagle ...•........•......... 39
Tinker 103 pohon of elemental form 20 face wipe 39
Toremisr . . . . . . . . . . . . . . . . . .. . 23 patlan of tumultuous thughts .....•..... 72 ghost ward . ...............•........ 139
Wirch .....................•...... 135 rings of shared danger 140 ghost's touch ......•........•......... 61
rune axe of Balhr 90 gtant's strel1gth 39
rune of obltteratlon 90 greater endurance. , .....•........•.... 40
Feats staff of Whira 140 greater liquefaction 40
Arcane Defense 187
>laff of the four elements 20 greater lime travel 10
Arcane Evasion 138
stone annor 20 hart's soul. . . .. . 161
Arcane Luck 187
temporal compass. 12 heal construCt. 108
Autonomous SpeU _ 187
universal TUne . ..............•....... 90 hundred legged dragon dance . .....•.... 61
Blessings of the Mad .........•...... 70 humcan Irick 62
Convicrion 138
Prestige (lasses imbue with artificial intelligence 108
Craft Grearer Charm 28
Elemenral Adept 18 inevitable strike. . . . . . . . .. . 10
Craft Magical Charm 28
Charm Master 26 infuse soul 179
Crafr Prostheric 48
jumping monkey whirlwind 62
Divine Hammer 187 Beast Maker 37
Mason of the Black Seal 49 /.quefaclloTl ........•................ 40
Divine Surge 187
Theurgist 130 mend construct. .......•...•......... 108
Elemenral Knowledge 18
Shadow Master 97 night's blackness. ......•.............. 99
Elemental Resistance 18
Monk of the Cloaked Fist " .. 57 palch construcl . •.....•..•........... 108
Favored Weapon 188
God Touched ................•...... 70 planetar's clarity 132
Imbue Herbs 138
The Concordant 81 prehensile lail. 40
Improved Arcane Evasion 138
Dwaeven RUllesmith 89 rapid aging. . . .. . .......•........... 10
Insighr of the Mad 70
The Witchknight 141 rebuild COTl>lruct 108
Know the Rune 89
Arcane Devourer. . .•........ 184 repair construct . ..........•......... 109
Master of the Runes 89
Exalted Prophet ....•.........•.... 185 restore conslruct 109
Merhod to the Madness......•....... 70 reverse foe's strength 62
Monomaniacal Focus 70
sever thread 10
MulrispeU 188 Spellcasting Gear 181 shadow fonn ..............•......... 99
Mysric Senses .............•....... 188 Aligned Emblem 181 shadow killer 99
Spell Proficiency 188 Crystalline Inkwell 182 Sfllldow's rippiTlg tentacles . ......•..... 100
Temporal Scrying 9 Doppleganger's Flesh Binding 181 solar's invlTlcibility 132
Ether Vial. 183 speed of the viper 40
Greater Charms 10 Gorgon's Blood Ink 182 spelcius' corruptive restoration 125
grearer charm of distance 30 Illithid Vellum 183 spelcius' greater corruptive restoration 125
grearer charm of duration 30 Kraken Ink 182 speklus' greater specious sangt,isuge 126
greater charm of pain _ 30 Manflesh Binding 182 spe/cius' leasl specious sangulSuge 126
greater charm of space 30 Masterpiece Holy Symbol. 182 spe/cius' lesser corruptive restoration 126
great totem 30 Masterwork Spell Component Bag 182 spelcllls' lesser speCIous sanguisuge 126
Nagahide Binding 182 spelclus' mastered specious sanguisuge 126
Salamander Skin Binding 182 spelcius' moderate speCIous sangulsuge 126
Scorpion Stylus 183 storm of fists 62
Shadow Ink 182 sundenng strike . ...........•......... 62
Skull Candle 182 temporal displacemeTlt. .....•.......... 11
Slaadskin Vellum 183 time fold ... ...................•..... 11
time travel . ...................•..... 12
linlter's hammer . ...•....•...•...... 109
OGL

9 Updating the license. Wizards or Its deSignated Agents may publish updated versions
of thiS LICense. You may use any authonzed version of thiS LICense to copy, modify and
dlstnbme any Open Game Content Originally distributed under any version of thiS
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