By Hal Maclean: Frog God Games
By Hal Maclean: Frog God Games
Frog God
Games
Lost Lore: Schools of Thought
Credits
Author Art Direction, Layout & Typesetting
Hal Maclean Charles A. Wright
Copy Editor
John Ling
2
Lost Lore: Schools of Thought
Schools of Thought
Seems to me, it’s what you do with magic that counts. Doesn’t
matter if you’re one of those fire throwers, a grave robber, or even
a puppet master; use magic to kill someone and they’re dead. Read
some poor bastard’s mind or twist it until he thinks you’re his best
Assigning Spells to Schools
friend either way you know his secrets.
While this book classifies nearly nine hundred spells,
That’s not the way most wizards see it though. They think how
mistakes happen and time marches on. GMs and players
is more important than what or why. By their reckoning, conjuring
who wish to add new spells to one of the schools should use
something from another world to fight is completely different from
the basic themes outlined below as a rough guide.
making a zombie to do the exact same thing. That’s the problem
Commercial spells are primarily ones that casters can
with spending so much time with your nose in a book; you lose all
use to make money. They typically not only fill a marketable
your common sense.
niche but also have long enough durations to make casting
Some wizards live in the real world. Not many, but their numbers
worthwhile to customers. The commercial school also
are growing. They still have their schools of course, can’t sneer at
deals with spells related to objects, safeguarding valuables,
other wizards without those, but theirs are based on what they want
and anti-magic.
to do with their magic instead of how it works. Makes a lot more
Court wizard spells focus on enhancing or safeguarding
sense to me.
others.
Want to rule? Or just whisper in some noble’s ear? There’s a
Entertainer spells are concerned with spectacle,
school for both: lords — dark or otherwise — and court wizards.
stagecraft, and the caster’s ego often through personal
What’s more important; money or fame? Commercial wizards
transformation.
and entertainers put different weight on that answer. Do you care
Hedge wizard spells are primarily intended to work well
about mysteries and chasing people down? Or do you want to
with the school’s petty magic ability. This typically means
teach people, especially those who can make a real difference?
they have some sort of random numeric variable as required
Investigators and mentors each think their work’s more important.
but also additional effects making them useful to reclaim
Are you self-taught, scrapping for every crumb of knowledge, and
after each casting.
so pig ignorant that you sometimes manage to break rules you
Investigator spells are typically concerned either with
don’t even know exist? Or are you just a couple insights away from
locating and incapacitating targets or keeping the caster safe
figuring out the whole damn universe? Hedge wizards still have
while on the hunt.
their pride but I bet they’re all a little intimidated by mystics.
Lord spells mostly focus on either causing others
Huh, imagine that! Wizards who see magic as just a tool and not
to serve or support the caster in some way or modifying
some blind god they worship every time they open their spellbooks.
servant creatures. The school also includes some spells
Who’d have thought?
that cause creatures to react in predictable ways, especially
— Urbide Rains,
those involving fear effects.
groundskeeper at the Arcanum drunk at his retirement party
Mentor spells are related to communication, gathering
information, and all aspects of teaching including “lessons”
Introduction
through curse related effects.
Mystic spells emphasize controlling or manipulating
primal forces, travel through dimensions, and the just
Conjurers summon monsters to fight for them. Necromancers create plain weird.
undead to fight for them. Enchanters corrupt the will of others to… Rule of Balance: If a spell could fit multiple schools assign
make them fight for them. Why are those different? What if, instead, it to the school with the poorest spell selection for its level.
we created a school for wizards who get others to fight for them? Rule of Fun or Pun: If a spell’s name or mechanics
Let’s call them Lords. associate it with a particular school on a meta level
This book presents eight new schools of wizardry. Schools defined consider assigning it to that school even if it does not
by what their members want to do with their magic instead of how otherwise fit. For instance, since draconic reservoir allows
it works. It treats wizards as people. As members of a larger society a caster to “bank” energy damage it was assigned to the
who must coexist with others. After all, no one, not even the most commercial school.
powerful wizard, is completely self-sufficient.
The rules for the new schools work the same as the old. A wizard
must specialize in one, or embrace the universalist school instead, The second requires a bit more work but presents some interesting
and then select two opposition schools. Each school grants certain options. For instance, each system could represent a different part
powers to its members as well as a bonus spell slot (drawn from of the campaign world whether divided by geography, culture, race,
that school’s spell list) from levels 1st to 9th as soon as the wizard time period, or something even more exotic. Alternately, the new
gains access to it. Specialists must spend two spell slots to prepare schools could have recently appeared as upstart challengers to the
spells from opposition schools and find it harder to craft items using old schools. Or perhaps the old schools are dying off for reasons no
opposition spells as prerequisites. one claims to understand.
Players who want to play a court wizard instead of an abjurer or Whatever their decision, GMs should determine how spells like
a hedge wizard instead of an evoker should consult with their Game detect magic function if both systems of magic exist in parallel. The
Master first. As always, GMs have full control over their campaigns. easiest solution is to give both auras (“It radiates divination and
For the sake of simplicity a GM might treat that PC as completely commercial magic.”). Alternately, one could describe auras from the
unique. On the other hand, GMs could integrate this new school perspective of the caster seeking the information. Or perhaps from
system into the larger campaign whether by completely replacing the person who created the effect under study. Any answer works so
the old schools or allowing both systems to exist at the same time. long as GMs stay consistent.
3
Lost Lore: Schools of Thought
dealing 2d4 points of electricity damage +1 for every two wizard
Commercial levels you possess (minimum 1). Each bolt can only harm its target
and you can direct multiple bolts at the same opponent (though
producing each one requires its own action). You can use this ability
Wizard School a number of times per day equal to 3 + your Intelligence modifier.
Mine! (Su): At 8th level, you can, as a full-round action, touch
any object at least one size smaller than you and turn it into a
Sure, magic moves the universe. But money moves people. And booby trap that injures the first creature, except yourself and those
when was the last time the universe scrubbed out your chamber pot? you designate, who voluntarily come into contact with it. When
— Elias Trent, Owner/Operator Trent’s Treats touched, the object emits a surge of either acid, cold, electricity, or
fire damage as you chose when using this ability. This does not harm
Commercial wizards love to hustle. Nothing makes them happier the object. If the object was in your possession for at least 24-hours
than coming out ahead in a deal or business venture. Most consider their prior to you weaponizing it the target takes 1d6 points of damage
magic a means to an end. A way to make money and reap all the comforts for every two wizard levels you possess and half that otherwise.
and advantages wealth brings rather than the core of their being. Some The target can make a saving throw for half damage (DC equals 10
simply play directly to their strengths; casting spells for cash or creating plus your Intelligence modifier plus 1/2 your wizard level). When
magic items. Others run conventional businesses but use their abilities to establishing who can safely touch the object, you can designate
give them an edge. Commercial wizards typically stay on the right side specific individuals, all creatures with particular identifiable physical
of the law. However they often display a certain ruthlessness in pursuit traits (gender, race, type, hair color, etc), or any combination of the
of the bottom line. This sometimes causes them to push the boundaries two. You cannot use intangibles such as alignment, class, language,
by dealing in trades that, while legal, are still considered unsavory. or similar criteria.
Commercial wizards who actually cross the line and become genuine
criminals can command hefty fees for their services.
Despite the demands their business affairs place on them
commercial wizards often get drawn into adventures. Many consider
Commercial Wizard Spells
braving dungeons and the wilderness as a quick and relatively simple Cantrips—detect magic, mending
way to earn capital for their next endeavor. Others view adventures in 1st level—abundant ammunition, alarm, alchemical tinkering, alter
a more tactical way. They undertake them as a means to earn favors, winds, break, damp powder, fabricate bullets, floating disk, hold portal,
customers, or useful employees. Some even regard this sideline as a identify, jury-rig, magic aura, magic weapon, reinforce armaments,
way to win fame and enhance their reputation. A form of advertising sculpt corpse, theft ward, weaken powder, youthful appearance
they cheerfully exploit in their corporate lives. 2nd level—arcane lock, arrow eruption, brow gnasher, continual
flame, create treasure map, destabilize powder, fiery shuriken,
Commercial School knock, magic mouth, magic siege engine, make whole, masterwork
transformation, misdirection, obscure object, phantom trap, recoil
fire, reinforce armaments (communal), reloading hands, returning
Commercial wizards bend their innate abilities to judge and exploit weapon, ricochet shot, silk to steel, stabilize powder, telekinetic
valuables, drive off thieves or other nuisances, and to safeguard property. assembly, thunder fire, warding weapon
Appraise and Absorb (Su): Whenever you cast detect magic you 3rd level—devolution, dispel magic, draconic reservoir, flame
can, instead of the normal effects and duration of the spell, choose to arrow, flash fire, gentle repose, improve trap, keen edge, magic weapon
make an Appraise check as a swift action and study any one object (greater), nondetection, pellet blast, resinous skin, returning weapon,
you can see. You gain a bonus on this check equal to half your wizard communal, shrink item, tiny hut, versatile weapon, water breathing
level (minimum of 1). If applied to a magic item the DC of this check 4th level—detect scrying, fire trap, globe of invulnerability
is equal to 15 + the caster level of the item. If you make this check (lesser), illusory wall, malfunction, minor creation, named bullet,
by 5 or more you also discover the spells required to create that item nondetection (communal), remove curse, resilient reservoir, secure
and not just its approximate worth. At 5th level, if you successfully shelter, stoneshape, true form
appraise a minor magic item, and the result of your check is high 5th level—break enchantment, energy siege shot, fabricate, false
enough to reveal the spell or spells that underlie it, you can then, vision, mage’s private sanctum, major creation, possess object, rapid
as a standard action in the following round, attempt to suppress its repair, secret chest, summoner conduit, transmute mud to rock,
magical properties until the next time you prepare spells or 24 hours transmute rock to mud, treasure stitching, village veil, wall of stone
pass, whichever comes first. This requires an opposed caster check 6th level—antimagic field, dispel magic (greater), energy siege
against the caster level of the item. While suppressed, the item loses shot (greater), flesh to stone, guards and wards, move earth,
its magical aura and all magical abilities. If the underlying spell of permanent image, stone to flesh, wall of iron
the item you suppressed is one you know, and you have an open or 7th level—arcane cannon, control weather, create demiplane
expended slot at the appropriate level or higher, you can choose to (lesser), instant summons, mage’s magnificent mansion, rampart,
fill the slot exactly as if you had prepared that spell for the day. If this spell turning, teleport object, temporary resurrection
applies to multiple spells for that item you must choose which one to 8th level—antipathy, clone, create demiplane, screen, sympathy
absorb. You need two open slots of the same level if the spell belongs 9th level—create demiplane (greater), mage’s disjunction, refuge,
to an opposition school. At 10th level this ability expands to include wall of suppression
medium magic items and at 15th major magic items. At 20th level
you can add suppressed spells to the list of those you can cast even if
you have no open slots (but you must still know the spell). However,
in all cases, regardless of your level, you can only add a single spell
to each spell level you can cast on any given day no matter how many
Court Wizard School
items you suppress or how many open slots you have. No one expects a blacksmith or cobbler to rule. Why are wizards
Slow Bolt (Sp): As a standard action you can produce a crackling any different? Power is not the same thing as judgment.
ball of energy that slowly, but relentlessly, pursues its target requiring — Grina Bain, Wizard in Residence to Duke Althorn
her to either flee or suffer its destructive power. The slow bolt appears
in your square and has a base speed of 5 feet. You can designate Court wizards bend knee to people with power and status rather
any creature you can see as its target. On any round in which the than seeking crowns or coronets for themselves. They view magic
target approaches you the bolt gains a +20 foot enhancement bonus as their ticket in, an essential skill they can leverage for position,
to its next move. The bolt lasts for one hour/level or until discharged instead of the focus of their lives. While some truly are humble
4
Lost Lore: Schools of Thought
enough to deem reflected glory their proper place, most combine wizards must designate a lord whenever they prepare spells but are
modesty with other, more practical, concerns. For instance, free to retain their existing lord from day to day.
many court wizards have backgrounds that their society believes Power Behind the Throne (Su): Whenever you successfully cast a
disqualifies them from the heights of power such as gender, beneficial spell on another creature you can also, as a swift action,
ethnicity, or social class requiring them to influence events through choose to perform an aid another maneuver on the target. You must
someone more “appropriate” or at least acceptable to common still make a hypothetical AC 10 melee “attack” or DC 10 skill check
prejudice. Others simply want the authority and comfort that comes even if you cast the spell from too far away to actually make physical
from high office but are canny enough to realize that actual rulers contact. If you succeed, the target gains an additional +1 bonus on
spend far too much time either dealing with tedious nonsense or the action you are assisting along with the +2 granted by the aid
dodging assassins, ambitious rivals, and revolutionaries. Though, another maneuver. This increases by a further +1 for every five
as the name suggests, court wizards typically serve nobility or wizard levels you possess up to a maximum of +5 at 20th level. This
royalty, this has more to do with how power is usually distributed. bonus does not stack with any other action or effect that improves
Court wizards willingly pledge loyalty to whatever a society your aid another maneuver. The bonus, except for the +2 granted
considers an appropriate leader whether a by any aid another maneuver, doubles when you assist your lord.
merchant prince, elected official, If your spell benefits multiple creatures
village elder, or anyone else with you must choose which one to target
the right title. Usually they must with that aid another. Whenever you
start small, working their way successfully use this ability you gain
up through a hierarchy of lesser temporary hit points equal to the
rulers before finally landing level of the spell or twice that if
someone with real clout. Since assisting your lord. These hit
their plans typically depend points stack with each other
on the approval of the ruler and remain until lost due to
they serve, court wizards are injury or the next time you
often a bit sly and practiced prepare spells, whichever
manipulators. The best of comes first.
them use their political Out of Harms’ Way (Sp):
skills to subtly guide their As an immediate action,
master towards making you can produce a wave
wise decisions while the of telekinetic force that
worst ruthlessly pull strings slightly lifts, a few inches,
to get what they want no and then moves another
matter how it affects others willing creature 5 feet to
or even the realm. any open adjacent square.
Adventure tends to find This does not provoke an
court wizards whether they attack of opportunity. When
want it to or not. Court wizards used on your lord you can
without a position accept danger move him up to 15 feet
as necessary to develop their magic instead. If used as a standard
and win the attention of potential action you can increase the
employers. However, duty often pulls distance you move the target
even those with lieges away from by up to 5 additional feet for
their cushy lives. Threats to the realm, every two wizard levels you
or their patron, never stop popping up possess (minimum of 5 feet).
and all too often they require a wizard’s This does not count towards the
talents. Since these sorts of problems tend target’s movement during his
to simmer before finally boiling over, smart own move action. You cannot
court wizards make a point of chasing them move a creature through an
down before they become unmanageable. Court opponent’s square but you
wizards also sometimes join up with adventuring need not move him in a straight
parties to learn more about their companions whether in line. You can use this ability a
hopes of recruiting them or to determine how much of a risk they number of times per day equal to 3 + your Intelligence modifier.
pose. Despite that possibility, most parties are smart enough to Exalt (Sp): At 8th level, you can touch another creature and grant
realize that court wizards, with their contacts and knowledge, are far a +2 enhancement bonus to any one of the following:
too useful to turn away. Court wizards who have lost their position, • One ability score (Strength, Dexterity, etc)
particularly if due to assassination, revolution, or something else • Attack rolls
beyond their control, sometimes take to adventuring while searching • Initiative
for revenge or to find (or safeguard) a secret heir. • One saving throw (Fortitude, Reflex, or Will)
• Checks when using one specific skill
• Weapon damage rolls
Court Wizard School This bonus increases to +3 at 10th level, +4 at 15th, and finally
+5 at 20th. Each bonus lasts for a number of minutes equal to
Court wizards develop magical talents that allow them to offer 1/2 your wizard level. Each day, you can grant these bonuses to
additional assistance when casting helpful spells, move allies to a either your lord and one other creature or your lord twice. You
better location, or to make those they touch even more effective in a can grant different bonuses with each application however you
number of different ways. Each of these abilities works better when cannot withdraw a bonus once granted. You must wait for it to
applied to the one particular target, traditionally referred to as a court expire on its own even if the target dies, becomes incapacitated,
wizard’s “lord.” Despite the name, court wizards are not required or betrays you.
to grant this status to the person they serve and can apply it to any
creature other than themselves, even a fellow party member. Court
5
Lost Lore: Schools of Thought
course, entertainers who do end up fighting monsters in the middle of
Court Wizard Spells nowhere take great pains to spread word of their deeds; which often
grow in the telling.
Cantrips—light, resistance
1st level—air bubble, ant haul, anticipate peril, crafter’s fortune,
endure elements, enlarge person, expeditious retreat, liberating Entertainer School Powers
command, longshot, mage armor, marid’s mastery, moment of
greatness, protection from chaos/evil/good/law, reduce person, Entertainers develop magical abilities that allow them to become
strong wings, touch of the sea, unerring weapon, vocal alteration, the center of attention, punish hecklers or other nuisances, and to
winter feathers craft illusions placing them at the heart of dramatic scenes.
2nd level—ant haul (communal), badger’s ferocity, bear’s Splendid Spotlight (Su): You can, as a standard action, surround
endurance, boiling blood, bull’s strength, bullet shield, cat’s grace, yourself with a magnificent aura of light and sound that persists until
certain grip, cushioning bands, death from above, darkvision, delay you dismiss it as a swift action. You cannot make a Stealth check while
pain, eagle’s splendor, endure elements (communal), fox’s cunning, bathed in this aura or take similar steps to dim your glory. However,
owl’s wisdom, protection from arrows, protection from chaos/evil/ you can make yourself so distracting that you grant any one creature
good/law (communal), resist energy, slipstream, spider climb, squeeze you can see within 30 feet of you a +1 circumstances bonus to AC
3rd level—ablative barrier, blood scent, burrow, countless eyes, and saving throws against any attack specifically directed against her.
darkvision (communal), displacement, fins to feet, fly, gaseous form, This bonus increases by an additional +1 for every five wizard levels
haste, heroism, magic circle against chaos/evil/good/law, prehensile you possess up to a maximum of +5 at 20th level. At 20th level you
pilferer, protection from arrows (communal), protection from energy, can grant this bonus to any number of creatures you choose and not
rage, resist energy (communal), spider climb (communal) just one. You can only grant this bonus if the attacker can either see
4th level—darkvision (greater), earth glide, enlarge person or hear both you and the affected creature.
(mass), miasmatic form, protection from energy (communal), reduce Garbage against Garbage (Sp): As a standard action you can
person (mass), ride the waves, scorching ash form, telekinetic charge create and direct a stream of rotten fruit, soiled clothing, and similar
5th level—animal growth, fickle winds, half-blood extraction, life disgusting rubbish against any single creature you can see within 30
bubble, polymorph, seeming, stoneskin (communal) feet. This foul mess deals 1d6 points of nonlethal damage +1 for
6th level—bear’s endurance (mass), bull’s strength (mass), cat’s every two wizard levels you possess (minimum of 1) and sickens
grace (mass), eagle’s splendor (mass), fox’s cunning (mass), heroism the target for 1 round. However, if she makes a Fortitude saving
(greater), owl’s wisdom (mass), veil throw (DC equals 10 + your Intelligence modifier + 1/2 your caster
7th level—firebrand, fly (mass), invisibility (mass), joyful rapture, level) she takes only half damage and does not become sickened.
planar adaption (mass), polymorph (greater), sequester, statue You can use this ability a number of times per day equal to 3 + your
8th level—mind blank, polymorph any object, protection from spells Intelligence modifier.
9th level—foresight, freedom, heroic invocation, mind blank In the Thick of It (Sp): At 8th level, you can create a complex and
(communal) interconnected illusion covering an area of up to a 30-foot radius
emanation centered anywhere you wish as long as it moves with
you. You can craft this illusion to depict virtually any scene you can
Entertainer School imagine if you are presented as the most important creature within
it. You can portray yourself as a prince surrounded by a retinue
of followers, the victim of jeering crowd about to burn you at the
You say you want real magic? Any dusty graybeard can mutter a stake, a fierce and painted chieftain leading a band of screaming
few incantations. Drawing every eye. Swaying crowds like trees in warriors, or anything that comes to mind. While you can use this
the wind. That’s real magic. illusion to alter clothing, hair style, or similar fairly minor details for
— Xeran Gull, aka Xeran the Deathless, Xeran the Cloud yourself or others, all actual creatures depicted within the illusion
Juggler, Xeran Earth Shaker, Xeran the Dream Speaker, must remain recognizably themselves. You cannot use this illusion to
Xeran the Wave Singer, Xeran the Wind Weaver, fully conceal creatures, objects, or hazards nor can you change their
Xeran of the Thousand Eyes, and many many many more appearance such that a creature would unknowingly come to harm if
interacting with them. You can only create one such illusion each day
Spectacle! Drama! Without attention and praise entertainers and you must concentrate on it to keep it functioning and interactive.
wither. They imagine their magic as nothing more than their due. A However, you can essentially put the illusion on “autopilot” for a
way to help the world realize how unique and extraordinary they truly total number of rounds equal to half your wizard level without
are rather than that which makes them special. Entertainers are stars. causing it come to an end. During one of these rounds you can take
Not just of their own lives but also of anyone drawn into their orbit. standard actions while still maintaining the illusion. These rounds
Many entertainers use their spells to enhance mundane performances need not be consecutive. Except as noted above, this otherwise works
like singing, theatre, or dance. Others opt for more exotic fare such identically to major image.
as collecting a menagerie, creating unusual constructs or magic items
to keep them in the public eye, or crafting dreams for audiences of
one. A few even abandon conventional show business in favor of Entertainer Spells
winning adulation in fields like politics or religion. Regardless of the
path they choose, entertainers are rarely content unless basking in the Cantrips—dancing lights, flare, ghost sounds
admiration of others. They are perfectly willing to take risks to win 1st level—delusional pride, disguise self, ear piercing scream,
this favor and they often fear damage to their reputations (or egos) feather fall, flare burst, grease, jump, lock gaze, silent image,
more than their own skins. Their nobler impulses make them heroes snapdragon fireworks, ventriloquism
who never allow enthusiasm to flag while their worst leave them sick 2nd level—adoration, alter self, animal aspect, disguise others,
with jealously and loathing for anyone who dares to upstage them. miserable pity, fiery breath, ghostly disguise, glide, glitterdust, gust
Restive and looking for excitement, not to mention the limelight, of wind, levitate, minor image, rope trick, shatter
entertainers rarely turn down a chance at adventure. Since they 3rd level—beast shape I, daylight, enter image, fearsome
especially relish playing the hero entertainers are more likely to duplicate, loathsome veil, major image, minor dream, monstrous
embroil themselves in causes or social movements than members physique I, nixie’s lure, pup shape, undead anatomy I, vision of hell
of most other schools. This sometimes drags them into adventures 4th level—animal aspect (greater), beast shape II, detonate,
closer to home than dungeon delving or braving the wilderness. Of dragon’s breath, elemental body I, hallucinatory terrain, monstrous
6
Lost Lore: Schools of Thought
physique II, shadow projection, shadowy haven, shout, vermin shape I manage to reclaim it after each casting and you have all the required
5th level—beast shape III, dream, elemental body II, mirage components and other necessary elements. Each additional casting
arcana, monstrous physique III, persistent image, plant shape I, of the spell also uses the worst possible result for its random numeric
suffocation, undead anatomy II, vermin shape II variables. Feats, class features, or other abilities that completely
6th level—beast shape IV, elemental body III, form of dragon eliminate random numeric variables make affected spells ineligible
I, monstrous physique IV, plant shape II, programmed image, for this ability. You can prepare two spells in this way at 5th level,
transformation, undead anatomy III three at 10th, and four at 15th. At 20th level, you can prepare as many
7th level—elemental body IV, form of dragon II, giant form I, spells as you wish in this way so long as each has at least one random
plant shape III, prismatic spray, project image, waves of ecstasy numeric variable. Attack rolls, combat maneuver checks, saving
8th level—form of dragon III, frightful aspect, giant form II, iron throws, and similar rolls required to determine the success of a spell
body, prismatic wall, undead anatomy IV are not considered random numeric variables by this ability. They are
9th level—fiery body, overwhelming presence, prismatic sphere, rolled as normal instead of taking the worst possible result for you.
shapechange, suffocation (mass), wail of the banshee Enhance Cantrip (Su): As a swift action, when casting a cantrip,
you can choose to augment it in any one of the following ways:
• Increase the damage it deals to a single creature by 1 point for
Hedge Wizard School every two wizard levels you possess (minimum of 1). You can
apply this to cantrips that normally deal no damage if you can
give your GM a reasonable explanation of how it could harm a
I ain’t dumb. But books weren’t never for folks like us. Had to figure creature while still carrying out its normal effect. For instance,
it all out myself. First time I cast a spell that worked my Momma cried spark could produce a jet of flame against a creature in an adjacent
and my Daddy near drove me off. Too bad ‘bout the chickens. square even as it sets an unattended object on fire.
— Ma Tanner, The Witch of Blackrock Cove
• Allow you to cast the cantrip as part of the swift action
used when triggering this ability. Casting it this way does not
Hedge wizards maybe aren’t the most polished folks but they still
require any spell components and does not provoke an attack of
had the gumption to teach themselves magic. They’re the sort that
opportunity.
rises up from nothing. People so poor or pushed down that slick types
wouldn’t even think one of them could learn spells. They love magic. • Double the normal duration of the cantrip. You cannot use this
ability in conjunction with any other effect that increases the
But they love their kin and kind even more and won’t ever turn
duration of that cantrip. This otherwise acts as if you had applied
their backs on them. Hedge wizards aim to help people who don’t
the Extend Spell metamagic feat to the cantrip without actually
normally get noticed by wizards. They work in villages or city slums.
increasing its effective level.
Or maybe they travel around in wagons or creaky ships helping
anyone they can on the sly. Some live in hollows or bogs or other • Increase the effective level of that casting of the cantrip up to a
maximum of the highest level spell you can cast. This otherwise
places that only slaves, serfs, and the like know to look. Wherever
they end up hedge wizards live rough. What money they’ve got they acts identically to the Heighten Spell metamagic feat.
spend on components or things the worse off need. Most know life • Use the cantrip to perform a combat maneuver in addition to its
is hard and don’t see any real way to change it. They just try to look normal effect. You must give your GM a reasonable explanation of
after their own as best they can. Some are angrier though. They’re how the cantrip could actually allow you to perform that combat
the ones who go after the bosses and the lords and the masters and maneuver. When calculating your CMB use your Intelligence
everyone else who lives of the sweat of people with nothing to spare. modifier instead of Strength and you can apply the damage dealt
They usually come to a bad end. But at least they fight. by the cantrip (if any) as a bonus on the check along with any
Hedge wizards are always short of cash. There’re just too many other feats, class features, or similar abilities you normally would
people suffering. Adventuring helps them make do. They also don’t when performing that combat maneuver.
put much stock in knights and nobles looking out for average folk so You can use this ability a number of times per day equal to 3 +
they spend time hunting down local monsters and the like. Sometimes your Intelligence modifier.
they reckon the best treasure is the dungeon itself since it gives them Endow (Sp): At 6th level, you can store any spell you can currently
a place to stash people on the run or who need a square deal. cast in a nonmagical item so that other creatures can use your power
for their own ends. You must actually cast the spell, removing it from
your memory and expending components as normal. You cannot use
Hedge Wizard school any method that normally allows you to regain a recently cast spell
including the petty magic ability to recover that spell. You cannot
Teaching themselves magic gives hedge wizards unique insights cast the spell on weapons or any other object that would not fill a
allowing them to develop talents more conventionally trained wizards body slot if it were magical. The object becomes magical once you
would consider either impossible or impractical. Hedge wizards can use cast the spell and occupies a body slot when worn. Any other creature
their magic to weaken certain spells in order to reclaim them immediately wearing the object can release the spell as a standard action fully
after casting, improve cantrips in a variety of ways, and imbed spells under that creature’s control. However all effects are still based on
within common items so that others might use them instead. you at the time of casting and not the creature that released the spell.
Petty Magic (Su): Whenever you prepare spells you can form You can choose to reclaim a spell whenever you prepare spells and
a special attachment to any one spell that uses random numeric you need not actually prepare it to do so. Otherwise, the spell remains
variables (e.g. damage dealt, number of creatures summoned, in the item until released even after your death. A spell stored within
number of hit dice affected, range, etc). When you cast this spell, all an item is temporarily treated as belonging to one of your opposition
such random numeric variables are always the worst possible result schools until you reclaim it or the spell is released through use. You
for you (e.g. automatically rolling minimum damage when attacking cannot store spells belonging to one of your opposition schools
other creatures but maximum if damaging yourself). However, (including spells that only temporarily belong to one) in an item.
immediately after casting the spell, as a free action, you can attempt
7
Lost Lore: Schools of Thought
2nd level—acid arrow, blood blaze, burning gaze, elemental at 10th, four at 15th, and finally five at 20th. At 20th level targets
touch, false life, flaming sphere, frigid touch, frost fall, ghoul touch, also become shaken. You can only use this ability on one creature
gusting sphere, mirror image, pyrotechnics, spontaneous immolation, with each casting of a spell regardless of how many were affected
stone call by it. Targets never provide any easily identifiable external signs of
3rd level—aqueous orb, cloak of winds, elemental aura, fire trail, whether or not they actually were affected making it useless as a test
firestream, force punch, gloomblind bolts, pain strike, stinking cloud, of guilt or innocence. This ability is a language-dependant, mind-
strangling hair, vampiric touch affecting fear curse effect.
4th level—black tentacles, calcific touch, false life (greater), Trail Tag (sp): You can, as a standard action, produce a stream of
firefall, fleshworm infestation, obsidian flow, river of wind, shocking caustic dye that coats, and then slowly drips off, the target making it
image, terrible remorse, wall of fire much easier to pursue and track her. You must make a ranged touch
5th level—acidic spray, blight, cloudkill, corrosive consumption, attack against a creature within 60 feet in order to paint the target
lightning arc, mind fog, sonic thrust, telekinesis, wall of sound, wind with this dye. On a successful hit it deals 1d4 points of acid damage
blades, wreath of blades +1 for every two wizard levels you possess (minimum of 1). This
6th level—acid fog, chain lightning, chain of fire, disintegrate, dye lasts for 1 hour for every point of damage dealt by the attack.
freezing sphere, sirocco, tar pool Coated creatures can reduce this by one hour for every minute spent
7th level—caustic eruption, delayed blast fireball, ice body, ki bathing with soap and water or engaged in similar dedicated cleaning
shout, mage’s sword, resonating word, vortex efforts. So long as the target continues to drip this dye all attempts
8th level—clenched fist, incendiary cloud, polar ray, scintillating to track her or otherwise follow her trail gain a circumstances bonus
pattern, sunburst on the relevant check equal to twice the damage dealt by the attack.
9th level—clashing rocks, crushing hand, ride the lightning, time You can use this ability a number of times per day equal to 3 + your
stop, transmute blood to acid, tsunami, winds of vengeance, world Intelligence modifier.
wave Useful Prison (Sp): At 8th level you can, when performing a coup
de grace, attempt to transform and merge the target with any non-
Investigator School
magical item you are currently wearing. While this coup de grace
causes no actual injury you must still roll for damage as normal in
order to determine the DC of the Fortitude save she must make to
survive. However, if she fails this save she instead merges with the
Don’t run. You can’t escape me. Finding and binding is what I do.
item you designate. The item then becomes magical, occupying a
Give yourself up and you can ride to the trial. Run, and I’ll tie your
body slot, and grants you whichever one of the following benefits
head over the horse’s ass the whole way back.
you choose:
— Raynan Druun, bounty hunter,
leaves a note before going off to lunch • Deflection bonus to AC
• Resistance bonus to one saving throw (Fort, Ref, or Will)
Investigators seek answers and solutions but above all else they • Competence bonus on checks relating to one specific skill
hunt. To investigators, magic is an essential tool, vital during pursuit • Insight bonus on caster checks made to overcome spell resistance
and capture, yet still always secondary to the mission itself. Each • Enhancement bonus to Initiative
investigator has his own understanding of how things should work • Enhancement bonus to base speed equal to 10 feet/bonus granted
and tirelessly hounds anyone who breaches that code. While this The bonus granted in each case begins at +2, increases to +3 as
means most chase down criminals an investigator could just as easily 10th level wizard, +4 at 15th, and finally +5 at 20th level. While you
stalk runaway slaves, “enemies of the people,” someone using magic can bind any creature with a physical body you can only select one
to stay young, or anyone else that draws his ire. In keeping with this of the benefits above if used on a creature with a CR no more than
attitude, investigators are typically quite strong-willed and confident. one less than your total character level (e.g. if you were 15th level
Investigators lead lives of almost constant adventure. They go character you would need, at minimum, to bind a CR 14 creature).
where their targets lead them and rarely shy away from risk. While You can bind as many creatures as the bonus granted. For instance,
few of them care much for wealth or fame they do tend to place at 8th level you could bind up to two creatures to items since your
a high value on loyalty. Anyone who helps an investigator can level grants you a +2 bonus on each. You can release a creature
usually expect him to return the favor frequently leading him to join from an item at any time as a standard action and they are otherwise
an adventuring party. Unless these companions violate his code an automatically released after one day for every two wizard levels you
investigator often serves as the backbone of the group. possess or if you stop wearing the item for longer than an hour while
awake or conscious. Creatures return in the exact same condition
they were when you bound them to the item.
Investigator School Powers
Investigators develop abilities that allow them to manipulate guilt Investigator School Spells
for their own ends, make it easier to pursue suspects, and to draw
power from prisoners while ensuring they have no hope of escape. Cantrips—daze, detect poison, touch of fatigue
Guilty Conscience (Su): Whenever you successfully injure, 1st level—animate rope, blend, expeditious excavation, hydraulic
impede, or otherwise affect a creature in a negative way with one push, interrogation, mudball, negative reaction, obscuring mist,
of your spells you can also choose to accuse her of a specific crime peacebond, ray of sickening, see alignment, shield, shock shield, sleep,
or similar offense. If actually responsible she must make a Will stumble gap, true strike, urban grace, vanish, web bolt, windy escape
saving throw (DC equal 10 plus your Intelligence modifier plus the 2nd level—accelerate poison, blindness/deafness, blur, create
level of the spell cast). If she fails this save you gain a +1 bonus on pit, daze monster, detect thoughts, dust of twilight, escaping ward,
Intimidate and Sense Motive checks made against her until she either fog cloud, hideous laughter, invisibility, locate object, oppressive
confesses to the proper authorities, you use this ability on another boredom, pernicious poison, steal breath, unnatural lust, web
creature, or it is eliminated by remove curse or similar magic. This 3rd level—ash storm, chain of perdition, deep slumber, hold
bonus increases by +1 for every five wizard levels you possess up person, hostile levitation, howling agony, hydraulic torrent,
to a maximum of +5 at 20th level. While affected by this ability the invisibility sphere, pain strike, ray of exhaustion, reckless infatuation,
target also suffers a penalty on attack rolls made against you and seek thoughts, spiked pit, touch injection, toxic gift, twilight knife
saving throws against spells or effects originating from you equal to 4th level—acid pit, daze (mass), enervation, forgetful slumber,
that bonus. Once you reach 5th level you can use this ability against invisibility (greater), locate creature, overwhelming grief, resilient
a second creature without releasing the first. This increases to three sphere, solid fog, stoneskin, vitriolic mists, web cloud
8
Lost Lore: Schools of Thought
5th level—absorb toxicity, baleful polymorph, feeblemind, hold Compulsion Noose (sp): You can, as a standard action, unleash a
monster, hungry pit, icy prison, interposing hand, overland flight, twisting stream of a dark fibrous material that wraps itself around
pain strike (mass), passwall, phantasmal web, waves of fatigue the neck or other body part necessary for survival of any creature
6th level—cloak of dreams, enemy hammer, fluid form, envious you can see within 30 feet. If the target is amorphous or, at the
urge, forceful hand, ice crystal teleport, mislead, repulsion, unwilling discretion of the GM, otherwise lacking such a body part, the attack
shield fails. As part of the attack you must determine a specific action the
7th level—deflection, expend, forcecage, grasping hand, hold creature must either do or not do in order to avoid causing the noose
person (mass), lunar veil, scouring winds, waves of exhaustion to tighten. You cannot declare an action that is physically or morally
8th level—discern location, euphoric tranquility, orb of the void, impossible for the target to perform. Creatures with an Intelligence
seamantle, telekinetic sphere, temporal stasis, trap the soul of 1 or higher always have some sort of instinctive notion of the
9th level—energy drain, hold monster (mass), icy prison (mass), action they must do or shun. You need not share a language or even
imprisonment, soul bind, winds of vengeance state your terms out loud. However, an excessively complicated
requirement might confuse a less intelligent creature causing him to
bungle your instructions. If the target disregards your command he
Lord School takes 2d4 points of bludgeoning damage, +1 for every two levels
you possess (minimum of 1) before the noose snaps. If the creature
finishes carrying out your order the noose flakes off but it otherwise
Children need parents to guide them don’t they? We do the remains for 1 day/level or until removed. It has a hardness equal
talentless no favors by allowing them to rule themselves. to your Intelligence modifier and hit points equal to half your level
— Allisandra Deveraney, Lady Protector of Port Carnith (minimum of 1). You can use this ability a number of times per day
equal to 3 + your Intelligence modifier. You cannot target a creature
Lords place everything, and everybody, in one of two categories: with more than one compulsion noose at any given time.
useful or not. Even the best of them see people as game pieces they
Necessary Sacrifice (Su): At 8th level, you can draw power and
can move (for their own good of course). They consider magic their
vitality from creatures under your magical control. You can cause
ultimate justification as it forever separates them from the common
creatures you can see, up to a maximum of half your wizard level,
herd. However, while they rely on it, they also have little respect for
currently required or inclined to obey you due to a spell you cast,
abstractions, airy theories, or pure research. Lords are firm believers
whether because you created it, summoned it, seized control of its
in practical magic. As the name suggests, most lords are interested
mind, or for some other reason to take 2 points of damage and to also
in claiming, and then ruling, territory. Some settle for controlling
suffer a –1 penalty on all attack rolls, checks, and saving throws for 1
organizations instead but all lords have the ego and ambition to
minute (this penalty stacks if you use it on the same creature multiple
grab for power whenever the opportunity arises. Patience and a
times). Draining your thralls in this way allows you to immediately
crafty nature are all but mandatory for lords since it typically takes
gain any one of the following benefits:
considerable time to build up a domain. Lords with the character to
keep their drive for supremacy in check tend to rule with a certain • Gain 1 temporary hit point for each affected creature. Hit points
benevolence and noblesse oblige. Those without that moral compass gained in this way do not stack with each other over multiple
usually end up ruthless despots. uses; only the current highest one applies.
Lords approach adventuring with the same calculation they • Grant yourself a deflection bonus to AC for one round equal to
do everything else. It gives them opportunities to develop the number of affected creatures.
their magic and stockpile wealth. They also see adventures as • Teleport yourself up to 10 feet for each affected creature. This
a straightforward way to build their reputation and to cultivate does not provoke an attack of opportunity.
useful allies or gain followers. Similarly, adventures give lords • Increase the damage dice of the next applicable spell you cast
a chance to tackle rivals, real or merely potential, before they (within one minute) by 1 for each affected creature. This does
manage to further consolidate a power base. Finally, and perhaps not allow you to exceed the normal maximum number of damage
most importantly, adventures present lords with the perfect chance dice generated by that spell. Alternately, if the spell has reached
to scout out lairs and territory, especially since the current owners its maximum damage dice, or applies damage in some other way,
usually end up dead or driven away. you can instead choose to add 1 extra point of damage for each
affected creature instead. You apply this damage to each creature
harmed by that spell.
Lord School Powers • Increase the duration of the next applicable spell you cast
(within one minute) by 1 of its normal time increment (rounds,
Lords develop abilities that enable them to make creatures under minutes, hours, etc) for each affected creature. You cannot apply
their control more effective, coerce obedience, and to draw power this to spells with an instantaneous duration.
from their thralls.
Goad (Su): You can push creatures under your magical control Using this ability does not count as an attack for the purpose of
beyond their normal limits. Any one creature currently required or spells that allow creatures new saving throws or to try other actions
inclined to obey you due to a spell you cast, whether because you to break your control if you attack or harm them.
created it, summoned it, seized control of its mind, or for some
other reason gains a +1 enhancement bonus on its attack rolls,
weapon damage rolls, saving throws, all skill and ability checks, Lord School Spells
and hit points per Hit Dice. This bonus increases by an additional
+1 for every five wizard levels you possess up to a maximum of +5 Cantrips—mage hand, open/close
at 20th level. You can also apply this bonus to a different creature 1st level—cause fear, charm person, dancing lantern, decompose
for each plus granted. For instance, at 10th level, you grant a +3 corpse, illusion of calm, memory lapse, mount, restore corpse,
bonus meaning you can goad three different creatures. In addition, summon minor monsters, summon monster I, unseen servant
if you control multiple creatures that are essentially identical (i.e. 2nd level—command undead, haunting mists, mount (communal),
using the same stat block) you can apply this bonus to a number of pilfering hand, scare, sculpt simulacrum, sentry skull, summon
extra creatures equal to half your wizard level (minimum of 1). This monster II, summon swarm
still counts as just a single use of your goad ability no matter how 3rd level—animate dead (lesser), anthropomorphic animal, halt
many identical creatures you actually enhance. At 20th level, you undead, mad monkeys, marionette possession, phantom driver,
can apply this to each use of your goad ability where you control phantom steed, raging rubble, rain of frogs, shifting sand, suggestion,
identical creatures instead of just one. summon monster III
9
Lost Lore: Schools of Thought
4th level—agonize, animate dead, charm monster, control summoned or turn the tide. If you see a creature fail at some task you can, as a
creature, familiar melding, fear, geas (lesser), ghost wolf, malicious standard action on your next turn, choose to scold or encourage her. If
spite, phantasmal killer, phantom chariot, shadow conjuration, share you scold her she takes 1d6 points of non-lethal damage, + 1 for every
senses, simulacrum (lesser), summon monster IV, touch of slime two wizard levels you possess (minimum of 1) and becomes shaken
5th level—dismissal, dominate person, mage’s faithful hound, for 1 round. She can make a Will saving throw (DC equals 10 plus
planar binding (lesser), soothe construct, summon monster V, your Intelligence modifier plus 1/2 your wizard level) to avoid this.
unbreakable construct If you choose to encourage the target you instead grant her a morale
6th level—conjure black pudding, create undead, eyebite, geas/ bonus equal to half your wizard level (minimum of 1) on a d20 roll
quest, planar binding, suggestion (mass), summon monster VI, made during her next turn but only if repeating her earlier failed action
vengeful outrage in hopes of succeeding this time. This is a language-dependant mind-
7th level—banishment, control construct, control undead, affecting fear effect. You can use this ability a number of times per day
phantasmal revenge, shadow conjuration (greater), simulacrum, equal to 3 + your Intelligence modifier.
summon monster VII Advanced Tutorial (Su): At 8th level, you can touch another
8th level—binding, call construct, charm monster (mass), create creature and, for 1 round, grant her the benefits of one of your
greater undead, demand, planar binding (greater), summon monster VIII currently prepared spells without actually casting it. You cannot
9th level—dominate monster, shades, summon monster IX, weird, select a spell with an instantaneous duration or a spell that would
wooden phalanx not benefit the creature in some way if you cast it on her. This only
affects the creature you touch no matter how many creatures it would
normally affect. Each day you can dole out benefits from your spells
Mentor School for a total number of rounds equal to half your wizard level. You need
not use these increments over successive rounds and you are free to
choose any eligible spell each time you use this ability.
We are born from darkness and to darkness shall we return.
However, in between, there is the light that comes from exploring all
the mysteries of the cosmos. For our true purpose arises from that
spark of mortality. The part of us that perishes and does not ascend.
Mentor School Spells
We earn our eternity by building a legacy of knowledge for those Cantrips—message, read magic
who come after. 1st level—bungle, comprehend languages, crafter’s curse, detect
— Professor Miles Tredinar addresses the freshman class secret doors, detect undead, erase, forced quiet, hypnotism, sow
thought, unprepared combatant
Mentors revere learning and scholarship but consider teaching their 2nd level—bestow weapon proficiency, blood transcription,
highest calling. They value magic as a tool, something wonderful that commune with birds, compassionate ally, elemental speech, hypnotic
helps them expand the frontiers of knowledge, yet never permit it to pattern, imbue with elemental might, jitterbug, mad hallucination,
distract them from what truly matters: passing on what they learn. qualm, see invisibility, shadow anchor, share language, share
All mentors struggle with finding a balance between discovery and memory, symbol of mirroring, tactical acumen, touch of idiocy, web
education. Some are primarily explorers, braving unknown parts of shelter, whispering wind
the world or pushing against the unknown in laboratories, and more 3rd level—arcane sight, blood biography, clairaudience/
likely to write a book or treatise than address a classroom. Others are clairvoyance, distracting cacophony, eldritch fever, excruciating
teachers first whether at a school, on the road, or as personal tutors to a deformation, explosive runes, illusory script, paragon surge, sands
single pupil or perhaps a small group with promise. Though their zeal of time, secret page, slow, tongues
and energy are great drivers they also put mentors at constant risk of 4th level—absorbing inhalation, bestow curse, confusion,
losing sight of the big picture. For most, this simply makes them a little contagion, crushing despair, curse of magic negation, mnemonic
single-minded but some lose all perspective. These mentors might enhancer, moonstruck, rainbow pattern, scrying, symbol of
callously risk the health, sanity, or even lives of others in their research revelation, symbol of slowing, tongues (communal)
or embrace fear and pain as great motivators for their students. 5th level—contact other plane, curse of disgust, nightmare, prying
Often, simple curiosity is enough to propel mentors into adventure. eyes, sending, smug narcissism, plague carrier, symbol of pain, symbol
They know every nook and cranny has something new to offer of scrying, symbol of sleep, symbol of striking, telepathic bond
and are eager to get started. Others set forth in hopes of bringing 6th level—analyze dweomer, contagion (greater), contingency,
enlightenment to people they meet, or perhaps their companions. curse (major), legend lore, mage’s lubrication, symbol of fear,
Some even have very practical goals like raising enough money to symbol of persuasion, symbol of sealing, true seeing, utter contempt
build a school or to discover a lost library. 7th level—arcane sight (greater), circle of clarity, epidemic,
insanity, plague storm, power word blind, scrying (greater), symbol
10
Lost Lore: Schools of Thought
resolving such mysteries, “deciphering” the universe, is the key step. for every two wizard levels you possess (minimum 1) as he tries
However, most intuit that the true purpose is to expand their minds to puzzle out the answer or meaning of your question. This is a
until reaching a higher consciousness. Mystics look on magic as a language-dependant mind-affecting fascination effect. You can use
useful toy, something they can discard once they become illuminated, this ability a number of times per day equal to 3 + your Intelligence
instead of their essence of being. Deliberately unworldly, heads not modifier.
in the clouds but beyond the stars themselves, mystics have difficulty Repress (Su): At 8th level, your dreamy and slightly detached
fitting in with normal society. Many are hermits or wanderers who nature makes it almost impossible for hostile magic to fully submerge
consciously choose to isolate themselves from the ordinary. Others your identity. Whenever you succumb to effects that alter, influence,
make accommodations with the mundane and use their eccentricity to or control your mind a small spark of your true personality remains
their advantage as cryptic seers, entertaining oddballs, or gadflies who unaffected. You can choose to suppress a mind-affecting effect for
give the disaffected issues to rally around. Whatever role they play a total number of rounds each day equal to half your wizard level.
mystics typically look at things from their own unique, sometimes These rounds do not need to be consecutive. However, if you are
bizarre and sometimes merely strange, perspective. subjected to more than one mind-affecting effect at the same time
Mystics frequently adventure for reasons as unfathomable as any you must use up a round of this ability for each one you wish to
other part of their cryptic lives. Often, when asked, their explanations suppress during any given round. Rounds during which an effect is
only makes sense long after; if they ever do at all. Then again, suppressed still count toward its duration.
other mystics risk body and soul believing adventuring exposes
them to new situations and challenges, offering them another path
to enlightenment. And some are just intrigued by the oddballs and Mystic Spells
outcasts who embrace the adventuring life.
Cantrips—disrupt undead, haunted fey aspect
1st level—adjuring step, burning hands, corrosive touch, gravity
Mystic School Powers bow, ki arrow, mirror strike, recharge innate magic, shadow weapon,
shocking grasp, undine’s curse
Mystics develop magical talents based on their detachment 2nd level—aboleth’s lungs, darkness, defensive shock, kinetic
from the everyday world allowing them to enhance their ability to reverberation, protective penumbra, scorching ray, skinsend,
concentrate on spells, pose bewildering questions, and shake off spectral hand, twisted space, unshakeable chill
adverse mental effects. 3rd level—blink, campfire wall, eruptive pustules, fireball,
One with the Universe (Su): Having learned how to contemplate healing thief, ki leech, lightning bolt, locate weakness, sleet storm,
the true nature of reality, while still remembering to eat, you find unadulterated loathing, wind wall
lesser distractions almost trivial. You gain a +1 insight bonus on 4th level—age resistance (lesser), arcane eye, ball lightning,
concentration checks. This bonus increases by an additional +1 for cloud shape, dimension door, dimensional anchor, hellmouth lash,
every wizard levels you possess up to a maximum of +5 at 20th level. ice storm, minor phantom object, volcanic storm, vomit twin, wall of
In addition, whenever you prepare spells you can alter the duration ice, wandering star motes
of one spell for each plus of this bonus. For instance, at 10th level 5th level—astral projection (lesser), cone of cold, echolocation,
you gain a +3 bonus meaning you could prepare three spells in fire snake, geyser, hostile juxtaposition, major phantom object,
this way. Each spell must have a normal duration greater than one planar adaption, shadow evocation, teleport, wall of force
round. The duration for these spells becomes concentration plus 6th level—age resistance, circle of death, cold ice strike, control
their normal duration. You cannot apply this to spells that already water, getaway, path of the winds, shadow walk, undead to death
have concentration as part of their duration. At 20th level you can 7th level—age resistance (greater), ethereal jaunt, finger of death,
concentrate on two spells at the same time instead of just one. hostile juxtaposition (greater), phase door, plane shift, reverse
Baffle (Sp): As a standard action, you can draw upon your own gravity, teleport (greater), walk through space
store of esoteric knowledge in order to pose a question that leaves 8th level—dimensional lock, horrid wilting, shadow evocation
another creature utterly flummoxed. The target must make a Will (greater), stormbolts, wall of lava
saving throw (DC equals 10 plus your Intelligence modifier plus 1/2 9th level—astral projection, etherealness, gate, interplanetary
your wizard level [minimum 1]) or become fascinated for 1 round teleport, meteor swarm, teleportation circle
11
Lost Lore: Schools of Thought
Designation of Product Identity: The following items are hereby des- cense except as described by the License itself. No other terms or conditions
ignated as Product Identity as provided in section 1(e) of the Open Game may be applied to any Open Game Content distributed using this License.
License: Any and all material or content that could be claimed as Product 3. Offer and Acceptance: By Using the Open Game Content You indicate
Identity pursuant to section 1(e), below, is hereby claimed as product identity, Your acceptance of the terms of this License.
including but not limited to: 1. The name “Frog God Games” as well as all 4. Grant and Consideration: In consideration for agreeing to use this
logos and identifying marks of Frog God Games, LLC, including but not License, the Contributors grant You a perpetual, worldwide, royalty-free,
limited to the Frog God logo and the phrase “Adventures worth winning,” non-exclusive license with the exact terms of this License to Use, the Open
as well as the trade dress of Frog God Games products; 2. The product name Game Content.
“Lost Lore: Schools of Thought,” as well as any and all Frog God Games 5. Representation of Authority to Contribute: If You are contributing
product names referenced in the work; 3. All artwork, illustration, graphic original material as Open Game Content, You represent that Your Contribu-
design, maps, and cartography, including any text contained within such art- tions are Your original creation and/or You have sufficient rights to grant the
work, illustration, maps or cartography; 4. The proper names, personality, rights conveyed by this License.
descriptions and/or motivations of all artifacts, characters, races, countries, 6. Notice of License Copyright: You must update the COPYRIGHT NO-
geographic locations, plane or planes of existence, gods, deities, events, mag- TICE portion of this License to include the exact text of the COPYRIGHT
ic items, organizations and/or groups unique to this book, but not their stat NOTICE of any Open Game Content You are copying, modifying or distrib-
blocks or other game mechanic descriptions (if any), and also excluding any uting, and You must add the title, the copyright date, and the copyright hold-
such names when they are included in monster, spell or feat names. 5. Any er’s name to the COPYRIGHT NOTICE of any original Open Game Content
other content previously designated as Product Identity is hereby designated you Distribute.
as Product Identity and is used with permission and/or pursuant to license. 7. Use of Product Identity: You agree not to Use any Product Identity,
This printing is done under version 1.0a of the Open Game License, below. including as an indication as to compatibility, except as expressly licensed in
Notice of Open Game Content: This product contains Open Game Con- another, independent Agreement with the owner of each element of that Prod-
tent, as defined in the Open Game License, below. Open Game Content may uct Identity. You agree not to indicate compatibility or co-adaptability with
only be Used under and in terms of the Open Game License. any Trademark or Registered Trademark in conjunction with a work contain-
Designation of Open Game Content: Subject to the Product Identity ing Open Game Content except as expressly licensed in another, independent
Designation herein, the following material is designated as Open Game Con- Agreement with the owner of such Trademark or Registered Trademark. The
tent. (1) all monster statistics, descriptions of special abilities, and sentences use of any Product Identity in Open Game Content does not constitute a chal-
including game mechanics such as die rolls, probabilities, and/or other mate- lenge to the ownership of that Product Identity. The owner of any Product
rial required to be open game content as part of the game rules, or previously Identity used in Open Game Content shall retain all rights, title and interest in
released as Open Game Content, (2) all portions of spell descriptions that and to that Product Identity.
include rules-specific definitions of the effect of the spells, and all materi- 8. Identification: If you distribute Open Game Content You must clearly
al previously released as Open Game Content, (3) all other descriptions of indicate which portions of the work that you are distributing are Open Game
game-rule effects specifying die rolls or other mechanic features of the game, Content.
whether in traps, magic items, hazards, or anywhere else in the text, (4) all 9. Updating the License: Wizards or its designated Agents may publish
previously released Open Game Content, material required to be Open Game updated versions of this License. You may use any authorized version of this
Content under the terms of the Open Game License, and public domain ma- License to copy, modify and distribute any Open Game Content originally
terial anywhere in the text. distributed under any version of this License.
Use of Content from Tome of Horrors Complete: This product contains 10. Copy of this License: You MUST include a copy of this License with
or references content from the Tome of Horrors Complete and/or other mon- every copy of the Open Game Content You Distribute.
ster Tomes by Frog God Games. Such content is used by permission and an 11. Use of Contributor Credits: You may not market or advertise the
abbreviated Section 15 entry has been approved. Citation to monsters from Open Game Content using the name of any Contributor unless You have writ-
the Tome of Horrors Complete or other monster Tomes must be done by cita- ten permission from the Contributor to do so.
tion to that original work. 12. Inability to Comply: If it is impossible for You to comply with any of
the terms of this License with respect to some or all of the Open Game Con-
OPEN GAME LICENSE Version 1.0a The following text is the property tent due to statute, judicial order, or governmental regulation then You may
of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc. not Use any Open Game Material so affected.
(“Wizards”). All Rights Reserved. 13. Termination: This License will terminate automatically if You fail to
1. Definitions: (a) “Contributors” means the copyright and/or trademark comply with all terms herein and fail to cure such breach within 30 days of
owners who have contributed Open Game Content; (b) “Derivative Material” becoming aware of the breach. All sublicenses shall survive the termination
means copyrighted material including derivative works and translations (in- of this License.
cluding into other computer languages), potation, modification, correction, 14. Reformation: If any provision of this License is held to be unenforce-
addition, extension, upgrade, improvement, compilation, abridgment or other able, such provision shall be reformed only to the extent necessary to make
form in which an existing work may be recast, transformed or adapted; (c) it enforceable.
“Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly 15. COPYRIGHT NOTICE
display, transmit or otherwise distribute; (d) “Open Game Content” means the Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
game mechanic and includes the methods, procedures, processes and routines System Reference Document. Copyright 2000, Wizards of the Coast, Inc.;
to the extent such content does not embody the Product Identity and is an Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by
enhancement over the prior art and any additional content clearly identified as E. Gary Gygax and Dave Arneson.
Open Game Content by the Contributor, and means any work covered by this Pathfinder Roleplaying Game Reference Document. © 2011, Paizo
License, including translations and derivative works under copyright law, but Publishing, LLC; Author: Paizo Publishing, LLC.
specifically excludes Product Identity; (e) “Product Identity” means product Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing,
and product line names, logos and identifying marks including trade dress; LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte
artifacts; creatures; characters; stories, storylines, plots, thematic elements, Cook, and Skip Williams.
dialogue, incidents, language, artwork, symbols, designs, depictions, like- Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo
nesses, formats, poses, concepts, themes and graphic, photographic and other Publishing, LLC; Author: Jason Bulmahn
visual or audio representations; names and descriptions of characters, spells, Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo
enchantments, personalities, teams, personas, likenesses and special abilities; Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck,
places, locations, environments, creatures, equipment, magical or supernat- Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean,
ural abilities or effects, logos, symbols, or graphic designs; and any other Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd
trademark or registered trademark clearly identified as Product identity by Stewart, and Russ Taylor.
the owner of the Product Identity, and which specifically excludes the Open Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing,
Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob
designs that are used by a Contributor to identify itself or its products or the McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds,
associated products contributed to the Open Game License by the Contribu- Owen K.C. Stephens, and Russ Taylor.
tor; (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo
modify, translate and otherwise create Derivative Material of Open Game Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck,
Content; (h) “You” or “Your” means the licensee in terms of this agreement. Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A.
2. The License: This License applies to any Open Game Content that con- Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K
tains a notice indicating that the Open Game Content may only be Used under Reynolds, and Russ Taylor.
and in terms of this License. You must affix such a notice to any Open Game Lost Lore: Schools of Thought copyright 2015 Frog God Games LLC;
Content that you Use. No terms may be added to or subtracted from this Li- Author Hal Maclean
12