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Copyright 2004© James Thomson

Cover Image copyright © 2004, JamesThomson

Some artwork by Jason Watson, taken from Fantasy Image Portfolios 1.1, 1.2 and 1.4, copyright © Louis Porter, Jr.
Design www.lpjdesign.com/DevilsWorkshop/ImagePortfolio

Some Interior artwork taken from Character Portraits: Fantasy Heroes ©2003 Mongoose Publishing

Some Interior artwork taken from Character Portraits: Fantasy Heroines ©2003 Mongoose Publishing

Some Interior artwork by Arthur A. Dixon, George Wooliscroft Rhead, and Louis Rhead, taken from APG Studio
Companion

Some artwork copyright Octavirate Entertainment, used with permission.

Some Interior Artwork by Tony Perna, taken from LPJ Image Portfolio 1.3 Superhero © Louis Porter, Jr. Design.

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Table of Contents
Introduction ....................................................... 4 Nose of the Dog................................................ 25
Ace of Swords.................................................... 5 Phantom Dagger ............................................... 25
Alleviate Curse................................................... 5 Plague of Ill Fortune ......................................... 26
Annihilate Evil................................................... 5 Power of the Mind ............................................ 26
Anti-Abjuration.................................................. 6 Pressure Point Blow.......................................... 26
Assume the Spirit of the Thief ............................ 6 Resist Paralysis................................................. 26
Aura of Mystery................................................. 6 Resist Sleep ...................................................... 27
Black Beneficence.............................................. 6 Resounding Blast.............................................. 27
Blind-Strike ....................................................... 7 Ruin Book ........................................................ 27
Bloodpower ....................................................... 7 Scream of the Damned...................................... 28
Bridge of Blackness............................................ 7 Sense Weakness................................................ 28
Burning Coin ..................................................... 8 The Seventh Wind ............................................ 28
Call on the Power of Darkness ............................ 8 Shatterstaff ....................................................... 29
Copy Scent......................................................... 9 Skullbane ......................................................... 29
Crush Goodness ................................................. 9 Smash Law....................................................... 29
Curse of the Black Moon .................................... 9 Smite Chaos ..................................................... 30
Curse of He Who Walks in Shadow ...................10 Smite Evil......................................................... 30
Dagger of the Void............................................10 Song of the Red Moon ...................................... 30
Dampen Magic..................................................11 Steel Spirit........................................................ 31
Dancing Blade...................................................11 Strength of Stones............................................. 31
Deep-Drag-You Down ......................................11 Suppress Magic ................................................ 31
Demon Ram......................................................11 Theophrastic Compass ...................................... 31
Demonic Howl ..................................................12 They Watch ...................................................... 32
Detect Cheating.................................................12 This Door Belongs to Darkness ......................... 32
Detect Shapeshifter ...........................................13 This Water is Angry.......................................... 33
Disarm..............................................................13 Thrumble's Thaumaturgic Triple-Lock............... 33
Doorway Into Pain ............................................13 Thunderous Blast.............................................. 34
Drink the Vampire’s Blood................................14 Total Awareness ............................................... 34
Earthpact...........................................................16 Trapdoor to Nowhere........................................ 34
Ease Your Burden .............................................16 The White Death............................................... 35
Ectoplasmic Ladder...........................................17 Unsavory Flavor ............................................... 36
Enchanted Implement........................................17 Venomous Glance............................................. 36
Everyone Drop Their Weapon ...........................17 Wall of Bones and Filth .................................... 36
Evil Lurks .........................................................17 Wall of Grief .................................................... 37
Exploding Rat ...................................................18 Warding Against the Shadow of the Mind.......... 37
Find That Thing ................................................18 What is its True Worth? .................................... 38
Flail of Screaming Nothingness .........................18 Who Am I?....................................................... 38
Fly Swift, My Steed...........................................19 Wind of Razors................................................. 38
A Fool is Blind..................................................19 Witch-Hammer................................................. 38
Glass Dagger.....................................................20 Writ in Water, Wrote on Sand ........................... 39
Goblinhammur ..................................................20 You’re Not Well, Stay in Your Circle................ 39
Hellwind...........................................................20 You’re So Hideous, Cringe in Shame ................ 40
How Fare his Fortunes?.....................................20 Your Weapons Hate You Now .......................... 40
Hypnotic Voice .................................................21 Zone of Blood................................................... 41
Ice-Storm Arrow ...............................................21 Appendix A: Spells by Level ............................... 42
The Idiot’s Arcanum..........................................21
Imbue With the Thunder....................................22
Invoke the Power of the Blood-Spirits................22
Is This Sickness Natural?...................................22
Kiss of the Serpent ............................................22
Liquefy Metal ...................................................23
Magic Picture....................................................23
Magnetic Flux...................................................24
Melting Glance..................................................24
Negate Lightning...............................................24
No One Gets Out of Here...................................25
cool.
Introduction Another and perhaps less welcome effect of
Yes, that’s right. It’s yet another collection taking this approach is that I may have to repeat
of 99 new OGL spells from the good folks at Plain myself a lot during the course of the book. I want you
Brown Wrapper Games. Use them in whatever foul, to be able to adopt these spells piecemeal. I don’t
depraved way you like best. want you to have to dig through the book looking for
We have esoteric arcana, lost rites, creepy another spell description in order to figure out how the
private rituals and invocations by the barrel. And all one you want works. None of this stuff: “Greater
for less than six bucks! That’s your best value on the Thramfobulation works just like Lesser
dollar for unsavory occult weirdness. At prices like Thramfobulation (see page 496) except that it has a
this, you could buy the whole series and slurp down lower Thramfobule Flunxion Cost (see the description
blasphemous secrets and forbidden lore until you of the spell Least Thramfobulation on page 3 but
burst. ignore the part about gnomes—it’s a typo).”
How can I afford to give you so much high This means that you may see me describe
quality product for such an incredibly low-low price? how an effect like Invisibility or Mental Domination
It’s easy! I’ve got a day job, I think… (Can anyone tell works five or six times, rather than just referring you
me, does kidnapping boy-bands on the high seas and to another section. I apologize in advance if you find
trading them to corrupt officials for tainted rum and that annoying. I frankly thought it would be more
Pokemon cards count as a job? And if not, how do I annoying to make you constantly rifle through the
deduct all those N’Synch albums on my taxes?) pages. This way it’s more work for me but less for
you, just as it ought to be.
What Sinister Purpose
Guides This Book? Are These Spells Open Game
My guiding principle in creating this book Content?
was to give you new spells that you could use without Certainly! Use ‘em in your own published
having to change much else. New magical techniques work however you please. You have purchased them
that you could drop into any campaign, either by and now they are yours (although come to think of it,
themselves or in a group, without sending game some of you haven’t actually purchased your copies at
balance off the rails. Ways to expand the options all—but that’s a topic for another time). I would
available to spellcasters without screwing up the certainly appreciate it if you mention me in the credits,
balance of power between the various classes. Or, to but apart from that the only thing I might take issue
put it another way, cool stuff that won’t cause you with is if someone tried to publish them in their own
extra hassles. collection of spells (Nasty Arcana and Unauthorized
This book is supposed to be a jumbled-up Invocations, or some such).
toybox of random occult fun, for you to pick and
choose from as you like. It wasn’t my intention to
either replace the existing magic system (my basically But.. I Still Don’t Have
lazy nature recoils at the very thought of doing that
much work) or to force you to buy all the other books Enough Blasphemous
in this series. Although it would be great if you did
buy them. Ideally, you should be able to bring all of
Secrets and Forbidden Lore
What? Still not satisfied?! Yeesh, is there
these spells into your campaign or, if you prefer, just
no end to your thirst for Blasphemous Secrets and
one.
Forbidden Lore? Well, that’s all right. We
To make this approach work, I’ve tried to understand your monstrous cravings, even if we can’t
have as few new game mechanics cluttering up the
approve. So we’re bringing out another collection,
rules as possible, and never to have a spell that can’t
entitled “Still More Blasphemous Secrets and
be used without adopting some other spell from the
Forbidden Lore” in just a few short weeks. Promise
collection.
us you won’t do anything rash before then.
One of the effects of doing things this way is
that we don’t have the same number of spells for all
the different spellcasting classes. Since these spells
are meant to supplement the existing set, rather than
replace it altogether, there’s no need for me to make
sure that there are, for example, as many 3rd level
Ranger spells as Bard Spells, or that Clerics get the
same number of 4th level offensive spells as Wizards,
or anything like that. Frankly, this approach works
better from a creative standpoint and ensures that you
get only my best material, since I’m spending less
time worrying about filling in all the blanks properly
and more about coming up with stuff you’ll think is
Saving Throw: Willpower negates (harmless)
Ace of Swords Spell Resistance: yes (harmless)
Transmutation Description: Works exactly like Remove Curse, but it
Level: 4th Bard, 3rd Sorcerer/Wizard will only suppress the curse until the next sunrise.
Components: Verbal, Somatic, Focus Once the sun rises or 24 hours have elapsed,
Casting Time: Standard Action whichever happens first, the curse will return in full
Range: Close (25 feet +5 feet for every two caster force. This time limit holds true even if the spell is
levels) cast deep underground, or somewhere else that it is
Target: Area: 10 by 10 foot square impossible to see the sunrise.
Duration: The spell itself lasts for 1 round per caster If someone uses a diviniation spell on the
level (but the effect is Instant, once triggered) target to see if they are cursed, while the "Alleviate
Saving Throw: Reflexes Negates Curse" spell is still in effect, they must make an
Spell Resistance: no Intelligence Roll vs. DC 15. If they succeed, they can
Description: Enchants a playing card and turns it into tell both that the subject is laboring under a curse and
a throwing weapon. For some reason the spell only that it has been temporarily repressed. If they fail, the
seems to work on aces. You throw the card at a subject does not appear to be cursed, yet there is
particular 10 by 10 foot square, and it rapidly expands something funny about them--something not quite
when it reaches the target, slicing neatly across the right. True Seeing immediately tells the whole story.
square and effectively attacking anything inside it.
Anyone caught in the target square must
make a Reflexes Saving Throw vs. DC 15 or take 3d8
Slashing damage as the pane slices through their body.
If the caster rolls a critical hit, they can pick one target
who failed their saving throw to be slit cleanly in half,
and killed outright. There may be some really alien
monsters (for instance totally amorphous beings like
oozes, puddings and so forth) who aren’t particularly
inconveninced by being sliced in half. Anyone else is
extremely dead. The card then returns to its normal
size and drops to the floor, spattered with blood. The
caster is free to announce that they have won this hand
and collect their winnings from the corpses. No one is
likely to want to accuse them of cheating. The spell
must be re-cast for the card to be used again.
Only a real ace from an actual deck of cards Annihilate Evil
is safe to use. If the caster just draws an ace on a Transmutation [good]
piece of paper or uses a different card, there is a 40% Level: 4th Cleric
chance that the spell will fail to work (the caster will Components: Verbal, Somatic
only know the spell has failed when they fling the card Casting Time: Standard Action
and watch it fall harmlessly to the ground or bounce Range: Touch
off an amused would-be target) and a 20% chance that Target: One living subject touched by the caster.
the spell will go off in the caster’s hand, attacking Duration: 10 minutes per caster level or until the first
everything in his/her square instead of the target’s. time the spell is triggered, whichever comes first.
If the caster uses an innapropriate or an Saving Throw: Willpower negates (harmless--but see
improvised card and the spell goes off prematurely, the description)
the DM should make a “to-hit” roll, purely for the Spell Resistance: yes
purposes of determining whether or not the card gets a Description: A more powerful version of "Smite
critical hit and cuts them in half. Evil", with some additional side effects. The next
time the subject successfully scores a hit against an
Evil target, the blow will do an additional +4d6
damage, and require them to make a Willpower
Alleviate Curse Saving Throw or become Stunned. The extra damage
Abjuration will be of whatever type the blow would normally do,
Level: 2nd Bard, 2nd Cleric, 3rd Paladin, 3rd but it will never be non-lethal.
Sorcerer/Wizard If the subject is striking for non-lethal
Components: Verbal, Somatic damage, the extra 4d6 will probably come in the form
Casting Time: 1 round of Bludgeoning damage, but there could be situations
Range: Touch (depending on the attack) where it could be something
Target: One living subject touched by the caster. else. This is a matter for the DM to adjudicate.
Duration: Instant The extra damage cannot be held back or
kept in reserve. The next time a blow connects with an makes people reluctant to trust them. For the duration
evil creature, the target automatically takes the full of the spell, they will suffer a –1 penalty to all Bluff
extra damage. and Diplomacy skill rolls.. The spell’s effect is subtle,
The spell can be placed an anyone, it does not change their appearance or voice, it just
regardless of their alignment, but at the DM's makes people perceive them as less trustworthy.
discretion an Evil character may accidentally hurt
themselves if they have the spell on while they are
trying to get rid of a hangnail or extract a splinter.
It cannot be paced on a weapon or an inanimate
Aura of Mystery
Enchantment (Charm)
object, but it can be placed on golems and other
Level: 2nd Bard, 2nd C 2nd Sorcerer/Wizard
constructs, despite their Spell Immunity.
Components: Verbal, Somatic
Evil creatures and characters react to anyone
under this enchantment at a -4, instinctively hating Casting Time: Standard Action
Range: Touch
them without knowing why. Good characters react to
them at a +2. Target: One living subject touched by the caster.
Duration: 10 minutes per caster level
Saving Throw: Willpower negates (but the target can
only roll to resist the spell if they are aware that it is a
Anti-Abjuration magical effect)
Abjuration Spell Resistance: Yes
Level: 4th Cleric, 4th Sorcerer/Wizard Description: The caster cloaks themselves in a
Components: Verbal, Somatic fascinating, indefinable air of the mysterious. They
Casting Time: Standard Action come and go without anyone noticing them, shadows
Range: Close (25 feet +5 feet for every two caster seem to gather on their face even in daylight, their
levels) voice sounds strange and somehow otherworldly. It is
Target: One creature, selected by the caster. difficult to say how or why, but everything they say or
Duration: 10 minutes per caster level do seems shadowy, portentous and intriguing (which
Saving Throw: None makes this spell extremely sought after by the leaders
Spell Resistance: No of low-rent teenage “vampire” covens).
Description: Strengthens any one creature who could For the duration of the spell the caster (or
normally be affected by abjuration spells (outsiders whoever they have cast it on) will enjoy a +4 bonus to
and certain types of undead, for example), giving them Bluff, Diplomacy, Performance, Move Silently and
a +2 bonus to resist. Neither the caster nor the Concealment rolls. This bonus will stack with other
subject’s alignment have any effect on the spell. An non-magical bonuses based on things like stats, skill
evil character can cast it on a good creature, a good and circumstances, but it will not add to bonuses the
character can cast in on a neutral or evil creature, a character has gained from another spell. In a case
lawful character can cast it on a chaotic creature, etc. where a character has more than one skill-enhancing
However, at the DM’s discretion some deities might spell cast on them at a time, use the highest bonus,
take offense at one of their clerics casting this spell on rather than combining them.
a creature with an opposed alignment. This spell has People will react to them at anywhere from a
no effect on a creature’s resistance to being “turned” +2 to a -2, depending on how the NPC feels about
or “rebuked” by a cleric or paladin. It only guards magic and the mysterious. The DM should adjudicate
against actual spells or spell-like effects. this carefully, taking into account what they know
about the individual's personality, culture and the
circumstances under which they encounter the
spellcaster. Pimply 16 year old girls who are taking
Assume the Spirit of the AP English react may react a +3 or more.
Thief
Transmutation [mind-affecting]
Level: 4th Cleric, 6th Sorcerer/Wizard Black Beneficence
Components: Verbal, Somatic Transmutation [Evil]
Casting Time: 1 Round Level: 2nd Evil, 4th Sorcerer/Wizard
Range: Touch Components: Verbal, Somatic
Target: One living subject, selected by the caster. Casting Time: 1 round
Duration: 10 minutes per caster level Range: Close (25 feet +5 feet for every two caster
Saving Throw: Willpower negates (harmless) levels)
Spell Resistance: yes (harmless) Target: One fruit-bearing tree per caster level,
Description: Imbues the subject with the skills of a Duration: Indefinite
master criminal. For the duration of the spell, they Saving Throw: See description
gain a +6 bonus to all Escape Artist, Forgery, Hide, Spell Resistance: Yes (object)
Innuendo, Move Silently and Open Lock skill rolls. Description: The caster enchants one fruit-bearing
They also give off a sly, slinking kind of aura which tree per caster level, causing it to yield three times as
much fruit as usual. This doesn’t happen instantly— it up.
the new fruit must grow at the normal rate. Within a The caster does not have a spell slot tied up
day any fruit already on the tree has grown the whole time the spell is running. They will regain
exceptionally huge and luscious, although prone to 1st level spells normally if the spell lasts longer than a
peculiar flaws and blemishes. The fruit tastes just day.
slightly too sweet and a little too juicy for some Focus: Diagram painted on the subject’s forehead. If
people. this gets rubbed off or otherwise obliterated (this
From the moment the spell is first cast, the happens purely at the DM’s discretion) the spell’s
fruit bears a subtle curse, and will erode the health of effect is lost.
anyone whose soul isn’t pledged to the forces of
darkness. Whenever a good or neutral character eats a
piece of that fruit, they must make a Fortitude Saving
Throw or lose a point of Constitution. One bite is Bloodpower
enough to force them to make the roll (although not if Universal
they spit it out). If they stop eating a piece of affected Level: 6th Cleric, 5th Druid, 7th Sorcerer/Wizard
fruit and pick it up again later, they still only need to Components: Verbal, Somatic, Material
make one roll. Casting Time: 1 round
Evil characters, on the other hand, thrive on Range: Unlimited
the tainted fruit. Every time an Evil character eats a Target: Affects one die roll, made on the following
piece, they regain 1 lost hit point or one lost round.
characteristic point (their choice), if they are missing Duration: 1 round (see the Description)
any. They must consume the entire fruit to enjoy the Saving Throw: None
benefits. This takes a full round. Spell Resistance: no
Juice or wine from the fruit has the same Description: The caster expends some of their blood
effect. A character must consume a full pint within to control the whims of fate. To cast this spell they
one hour to enjoy or suffer the spell’s effect. must use some sharp implement to open up one of
Both the fruit and the affected trees will test their veins (biting yourself is not recommended, as it
positive for both evil and magic, as will any products takes an extra Standard Action and causes an addition
made from them. but a Detect Poison spell will not hit point to chew through your own flesh) and call out
reveal anything amiss. imprecations to whatever unclean forces secretly rule
Remove Curse will cure a victim of the fruit, the cosmos. Amused by this grotesque and pathetic
and dispel magic or Remove Curse will undo the spell display, the Lords of Fate deign to answer their prayer.
entirely if it is cast on the enchanted orchard (although For every two hit points that pours out of
it won’t cure anyone who isn’t physically present at their veins, the caster can influence one die roll on the
the casting). following round by a single point, either up or down,
Focus: A tree or trees. to a maximum equal to their level divided by two. The
caster must specify which roll they intend to influence
at the time the spell is cast. If nobody actually makes
that particular roll, the spell is lost.
Blind-Strike If the caster is willing to spend an hour prior
Transmutation to casting the spell on painting a big (10 by 10 foot)
Level: 1st Ranger, 1st Sorcerer/Wizard weird design on the ground and on themselves,
Components: Verbal, Somatic chanting and shrieking and dancing wildly the whole
Casting Time: 1 round time, they can reduce the cost to 1 pt for every 1 hit
Range: Touch point spent.
Target: One living subject touched by the caster. Please note that the effects of the spell aren’t
Duration: Indefinite. Lasts until the first time the immediately obvious. All the screaming and bleeding
spell effect is triggered. and self-mutilation will certainly look strange and
Saving Throw: None unpleasant, but there are no blatantly magical special
Spell Resistance: Yes effects associated with the spell. No glowing eyes or
Description: Negates the usual penalty to attack in voices from the clouds or bolts of energy shooting
total darkness, to make an attack while blinded or to anywhere. This can make it hard to tell whether you’re
strike a target that is invisible or behind you. This dealing with a sorcerer or a maniac, but then again
spell does not improve your Armor Class, or negate isn’t it always?
the bonus that an opponent gains for striking you from Experience Point Cost: 50 per hp expended
behind. It is an purely offensive spell. It applies to
only one attack, but once the spell has been cast on
you, it doesn't have to be used immediately--you can
hold it until you need it or the duration runs out. Bridge of Blackness
It's not possible to cast the spell on someone Conjuration (Creation)
multiple times and give them multiple strikes. You Level: 4th Evil, 4th Sorcerer/Wizard
can only have it cast on you again after you have used Components: Verbal, Somatic
Casting Time: Standard Action
Range: Medium (100 ft. + 10 ft./level) Description.
Target: Creates a bridge, 10 feet in width and up to 10 Duration: Lasts until triggered. Can only be triggered
feet per caster level in length once. Then it must be re-cast
Duration: 2 minutes per caster level Saving Throw: Reflexes save halves the damage
Saving Throw: None Spell Resistance: Yes (object)
Spell Resistance: no Description: Enchants a gold coin so that the next
Description: Creates a bridge out of solid shadows. time someone picks it up, it explodes in their hand,
The bridge is 10 feet wide and up to ten feet times the doing 3d6 Piercing damage to them and 1d6 Piercing
caster’s level in length. The bridge weighs effectively damage to anyone in a 5 foot radius. A Reflexes
nothing, and can hold up to five hundred pounds times Saving Throw halves the damage.
the caster’s level. If at any point the total weight This spell can only be triggered by picking
placed anywhere on its length exceeds that limit, the the coin up by hand. Wearing a glove or a gauntlet
bridge winks out of existence and everything on it offers no protection (unless it has Damage Resistance
falls. that works against heat).
If the bridge is placed between two crumbly, Only a coin can be enchanted in this way
unstable surfaces, and the total weight of everyone and then only a gold coin. Counterfeit money does
passing across it exceeds the amount one of those not work. Nor do the gigantic coins used by creatures
surfaces can bear, then that end of the bridge tears lose like giants and titans. The coin must be no larger than
and the whole thing vanishes. Anyone within ten feet five inches across (which is one heck of a big gold
of an end-point can make a Jump roll vs. DC 20 to coin). If a caster attempts to put this spell on an
leap to safety. inappropriate object, it isn’t lost, it just fails to work.
The bridge can slope up or down to reach a
point above or below the place where it is cast,
although the DM should feel free to demand climbing
rolls and impose other inventive cruelties on the player
characters if the bridge slopes at an angle of sixty
degrees or greater.
The bridge does not look wholesome,
comprised as it is out of pulsing congealed darkness
and both its slippery surface and its total lack of
handrails make climbing it a daunting prospect. But
this is not its worst feature. It will not bear any person
or creature that isn’t evil across its length. If a good or
neutral creature attempts to cross it (including sentient
magical items or items that have alignments), the
bridge lets them get ten feet across and then opens up
beneath their feet, letting them plunge through it to Call on the Power of
their doom.
Constructs are not affected, but non-
Darkness
intelligent animals and plants are. This can cause Evocation [Evil]
problems if an evil character attempts to ride a horse Level: 7th Cleric, 7th Evil, 7th Sorcerer/Wizard
or other beast of burden across the bridge. An evil Components: Verbal, Somatic
character riding a neutral animal has their mount Casting Time: 1 round
dropped out from under them, but does not fall Range: 10 feet per caster level
themselves. The mount falls through the bridge, but it Target: Radius effect, always centered on the caster
remains solid to the rider. A rider who is somehow Duration: 1 round per caster level
tied or otherwise attached to their mount gets dragged Saving Throw: None
down with it anyway. It’s the DM’s call as to what Spell Resistance: No
qualifies, but just wearing stirrups isn’t enough to Description: Any Abjuration spells cast against Evil
cause a problem. targets within the spell's radius of effect suffer a -4
penalty. Spells like Dispel Magic or Remove Curse
suffer the same penalty if used against spells that were
set in place by an Evil caster. This spell does not
Burning Coin affect Abjurations that don't require any kind of dice
Transmutation [flame] roll.
Level: 3rd Sorcerer/Wizard The penalty applies equally whether the
Components: Verbal, Somatic, Focus character casting the Abjuration is Good, Evil or
Casting Time: Standard Action Neutral. The alignment that matters is the alignment
Range: 10 feet per caster level, can also be cast via of the abjuration's target. It can even work against
Scrying Abjurations cast by its own caster, so be careful about
Target: One coin, anyone who touches it and anyone using this spell anywhere you plan on summoning
in a 15 foot radius of them when they do. See the demons.
This makes the mechanics of the spell seem
more complicated than they are, so perhaps an
example would help clarify things. Let us suppose Crush Goodness
that the evil wizard Malgigigus sends a thief to steal Transmutation [evil]
some magic item from the lair of his arch-rival, the Level: 2nd Cleric, 2nd Evil
wicked sorceress known as La Strega Norca. La Components: Verbal, Somatic
Strega catches the thief as he is poking around her Casting Time: 1 round
filthy cave, and turns him into a toad. The toad comes Range: Touch
hopping back to Malgigius' dread tower, where the Target: One living subject touched by the caster.
evil wizard has just finished casting "Call on the Duration: 1 minute per caster level or until the first
Power of Darkness", as part of some other nefarious time the spell is triggered, whichever comes first.
scheme. When Malgigius attempts to cast Dispel Saving Throw: Willpower negates (harmless)
Magic on the toad to return the luckless creature to its Spell Resistance: yes (harmless)
original form, the evil wizard finds to his chagrin that Description: The target’s next blow will do an extra
he will suffer a -4 penalty to the roll, thanks to the 2d6 damage to any Good character. This effect cannot
spell that he himself has cast on his tower. be held back. The next time the subject hits a “good”
being (within the spell’s duration) they will do 2d6
extra damage to them, no matter what. This happens
even if the spell’s subject is trying to pull their punch
Copy Scent or to do nonlethal damage. The effect is only
Illusion (Glamer) [Mind-Affecting] triggered by actually connecting with an evil target.
Level: 1st Druid, 1st Sorcerer/Wizard The extra damage takes the form of whichever type of
Components: Verbal, Somatic, can also use a damage the attack normally does. If it is a piercing
Material Component--typically some object that attack then it does piercing damage. If it’s a slashing
belonged to the character whose scent is being copied. attack then it does slashing damage. If the attack does
See Description. mixed types of damage then the extra dice apply to
Casting Time: Standard Action whichever type the attack does more of, or whichever
Range: Close (25 feet +5 feet for every two caster the DM thinks is more appropriate. This spell does
levels) not have any effect on damage that is done by other
Target: One living subject, selected by the caster. spells. It only enhances actual physical attacks.
Duration: 1 hour per caster level
Saving Throw: Willpower disbelieves
Spell Resistance: Yes
Description: Perfectly copies the personal smell of Curse of the Black Moon
one other creature. This gives the caster (or the spell's Necromancy
Target, if it is cast on someone else) a +1 on any Level: 4th Bard, 4th Cleric, 4th Druid, 5th
attempts to impersonate that creature with a disguise Sorcerer/Wizard
roll. It gives them a +4 bonus for any animal handling Components: Verbal, Somatic, Focus, Divine focus
rolls made to control animals that belong to the Casting Time: 1 round
creature who is being impersonated (provided the Range: Close (25 feet +5 feet for every two caster
animal doesn't hate its master, as a devious DM may levels)
feel free to decide). A clever player can no doubt Target: Circular area of effect, radiating outward
think up all kinds of other ways to use it during from the spellcaster. Only affects lycanthropes. See
roleplay. The DM should feel free to give out other the Description
small bonuses where they seem appropriate to the Duration: Lasts until negated by a Cure Disease or
situation. Remove Curse spell
It is possible to cast this spell on an Saving Throw: Fortitude negates, but there is a -4
unwilling target, in which case they are entitled to a penalty to the roll.
Willpower Saving Throw. In order to mimic another Spell Resistance: Yes
creature's smell, the spellcaster must either be Description: Infects lycanthropes with a hideous
personally familiar with it (that is, they must have at wasting disease. If the target fails their saving throw
some point stood close enough to the creature they are (and remember that they suffer a -4 penalty), they
impersonating to smell them, and must then be able to immediately lose 1pt of Constitution and will lose
make an Int roll vs. DC 15 to recall the scent properly) another one each day until they die or receive a Cure
or they must have some item that belongs to them, or Disease or a Remove Curse spell (very powerful spells
they must know the creature's true name. like Limited Wish will also work). Once the spell’s
It is up to the DM to decide what happens if effect is broken, the victim will recover their lost
the caster tries to impersonate a scent from memory characteristic points at the rate of one per day.
and fails their Int roll. It probably just reduces their The effects of the spell are extremely
bonuses, but it may have more embarrassing effects as gruesome. The victim bleeds constantly through their
well, if it seems appropriate. skin, mouth and eyes. A buzzing, whispering sound
surrounds them, and some people claim to hear voices
muttering terrible things in it (while this may let other
characters know that the victim’s condition is
supernatural, it doesn’t have any other game effect). are sunlit and some are not. The character
After the second day these effects become so automatically takes damage when they enter or remain
pronounced that all creatures react to the Lycanthrope in a sunlit square.
at a –2 penalty, regardless of what form the Some resourceful players will try all kinds
shapeshifter wears. After the fifth day, the penalty of ways to get around this curse, covering their bodies
grows to a –4 and any creature who encounters them with greasepaint, walking around under parasols,
will intuitively know at once that they are cursed. wearing smoked lenses and so forth. The DM may or
Any other Lycanthrope who comes into may not permit these ploys to work--its strictly their
contact with the victim must themselves make a call. However, even if a character does find a way to
Fortitude Saving Throw (at no penalty) or become walk around in the daylight, they are still impaired by
afflicted with the same ailment. This disease is it, and will make all their rolls at a -2. People will also
extremely contagious. Coming within ten feet of an react to their strange behavior. Walking around under
infected character for one round is enough to merit a a sheet or with some other bizarre means of blocking
Saving Throw. the sun in place should count as a least a -2 modifier to
Once a particular Lycanthrope has resisted reaction rolls. In a place where vampires are well
infection, they can no longer be infected by that one known, it could be considerably worse.
particular carrier, but they can still get it from
someone else who the carrier has infected.
As you can see, the curse of the Black Moon
can run through an entire community of lycanthropes Dagger of the Void
like wildfire. Everyone who contracts the disease Conjuration (Creation)
must be cured individually, unless the original carrier Level: 3rd Sorcerer/Wizard
receives a Remove Curse and a Cure Disease, in Components: Verbal, Somatic
which case the whole plague lifts and everyone can Casting Time: Standard Action
start to recover their lost Constitution points at the Range: Touch
normal rate. If the original carrier is already dead, then Target: Creates a magical dagger out of nothing. See
the spells can be cast over their mortal remains for the the Description.
same effect. Duration: 1 minute per caster level
Please note that while this spell only affects Saving Throw: None
were-creatures, the disease can be transmitted between Spell Resistance: Yes
different types of were-beast. A were-rat can infect a Description: A dagger-shaped wedge of pure black
were-tiger who can infect a were-woodchuck who can nothingness appears in the caster's hand. It can be
infect a were-shrub, etc. used like a weapon, and does 1d6 damage. This black
slice of emptiness can pass straight through normal
matter without leaving a mark. It ignores armor
completely and makes Touch Attacks, counting only
Curse of He Who Walks in AC derived from the target's Dexterity bonus.
Hardness and Damage Resistance still count normally
Shadow against it.
Transmutation [Darkness] Anyone who takes damage from the blade
Level: 3rd Bard, 3rd Cleric, 4th Sorcerer/Wizard must make a Fortitude Saving Throw or else be chilled
Components: Verbal, Somatic to the core by the awful and unnatural cold of the void,
Casting Time: 1 round and suffer a -2 penalty to all their rolls for the next 1-4
Range: Close (25 feet +5 feet for every two caster rounds. This effect does not work on the undead or on
levels) other creatures with strong ties to the negative material
Target: One living subject, selected by the caster. or the lower outer planes (it's the DM's call as to
Duration: Lasts until negated by a Dispel Magic or exactly which creatures qualify-a demon or a Night
Remove Curse spell Hag probably wouldn't be affected, but a Hellhound or
Saving Throw: Fortitude negates a Lemure might be).
Spell Resistance: Yes If for some reason a target is struck by more
Description: If the target fails their saving throw, they than one Dagger of the Void, they will be chilled for
become vulnerable to sunlight. For every round that the highest period rolled--no matter how many times
all or part of their body remains exposed to the direct they are hit they will not suffer the penalty for more
light of the sun, they will take 2d6 nonlethal damage. than four rounds.
If they are rendered unconscious by this damage and If they are struck and then fail their Saving
left in the sunlight, they will then lose 1 point of Throw multiple times on different rounds, the duration
Constitution per ten minutes until they are rescued or of the most recent blow's chilling effect cancels out
hit 0 Constitution and die. the effect of the one before it. For example, if a
It can be difficult to determine precisely character were struck by the Dagger of the Void,
what counts as exposure to direct sunlight. If the DM failed their Saving Throw and were chilled for 4
is playing with a contentious group and feels that this rounds, and then struck again on the next round, and
would lead to complications and arguments, they chilled for one round, they would only remain chilled
should feel free to simply declare that some squares
for one more round (unless of course they get struck expires at the same rate.
again). The dancing weapon fights using the base
It does not require any concentration to attack bonus of the wielder who loosed it. While
maintain the Dagger of the Void's presence in our dancing, it cannot make attacks of opportunity, and the
reality, but if the caster is rendered unconscious or person who activated it is not considered armed with
killed, it vanishes back to whatever nighted realm it the weapon.
comes from. Nor can it be set down or handed to While dancing, it takes up the same space as
anyone else. If the caster is somehow forced to drop the activating character and can attack adjacent foes. It
the thing, it disappears. The Disarm feat does not cannot move out of adjacent range. If the weapon is
work against the dagger, but a Disarm spell will. physically removed from its place by its wielder’s
side, the spell is immediately broken.
The dancing weapon accompanies the
character who activated it everywhere, whether they
Dampen Magic move by physical or magical means. If, for example,
Abjuration they Teleport to a new location, the weapon goes with
Level: 2nd Bard, 2nd Cleric, 3rd Druid, 2nd Paladin, them. It is always the character who loosed the
2nd Sorcerer/Wizard weapon who controls its actions, not the spell-caster.
Components: Verbal, Somatic If the wielder is rendered unconscious or
Casting Time: 1 round killed, the weapon will continue attacking the same
Range: Medium (100 ft. + 10 ft./level) target until the target moves out of range or dies. It
Target: See the Description will then hover passively in space until someone else
Duration: 2 rounds per caster level picks it up or the spell’s duration expires.
Saving Throw: None
Spell Resistance: No
Description: Suppresses the effect of one spell or the
power of one magic item for 2 rounds per caster level. Deep-Drag-You Down
Once the spell's duration runs out, the magic comes Evocation [Water]
back. A suppressed spell's duration continues to seep Level: 2nd Bard, 1st Cleric, 1st Sorcerer/Wizard, 1st
away while it is dampened. If it expires before the Water
Dampening spell wears off, it is lost. If a Detect Components: Verbal, Somatic
Magic spell is cast while a Dampening spell is in Casting Time: Standard Action
effect, the divination will reveal both that magic is Range: Medium (100 ft. + 10 ft./level)
present and that it has been temporarily suppressed. Target: One creature, selected by the caster.
Duration: Instant
Saving Throw: Willpower negates
Spell Resistance: yes
Dancing Blade Description: The next time the target ventures into
Transmutation moving water higher than their waist, the water seems
Level: 3rd Sorcerer/Wizard to clutch at them with icy fingers and to whisper their
Components: Verbal, Somatic, Focus name. Not only is this gravely upsetting (-4 to any
Casting Time: Standard Action concentration rolls they make, NPCs make an
Range: Touch immediate morale check) but it does 2d6 subdual
Target: One sword, dagger or knife damage as well. No one but the target can hear the
Duration: 4 rounds whispering voices or feel the water plucking at them.
Saving Throw: None If the spell is cast on a four-legged creature,
Spell Resistance: No (object) the water must be up to their belly. The spell does not
Description: This spell can be cast on any one-handed work on creatures native to the water, or on beings
blade, from daggers to the largest one-handed swords. who are immune to cold. Damage Resistance against
It will not work on axes, for some technical reason cold protects against the subdual damage, but natural
that Transmuters have difficulty explaining to non- toughness does not.
specialists. Once the spell has been cast on a blade, Either a Remove Curse or a Dispel Magic
the weapon can fight on its own, independently of its can take the spell off before the target next ventures
wielder, hovering in mid-air as it parries and strikes. into the water.
It takes a standard action to loose the enchanted
weapon to fight on its own, or to retrieve it once its
wielder wants to take it back in hand. The weapon can
be released to fight on its own at any time within the Demon Ram
spell’s duration. Transmutation
Please note that the spell’s duration begins Level: 4th Sorcerer/Wizard
at the moment the spell is cast, rather than the first Components: Verbal, Somatic, Focus
moment the weapon is used. It doesn’t matter whether Casting Time: 1 Minute
the weapon is fighting on its own, being wielded Range: Touch
directly or resting in scabbard—the spell’s duration Target: One ram, mounted on a ship.
Duration: 10 minutes per caster level Outsiders and the undead are totally
Saving Throw: None (object) unaffected, as are deaf characters and Clerics who
Spell Resistance: Yes (object) embrace the Evil Domain and have more than ten
Description: Enchants a ship's ram, giving it a +3 Experience Levels. Any character who has more than
magical “To Hit” bonus and allowing it to do double fifteen levels in the Blackguard prestige class not only
damage. This does not affect rolls made to control or takes no damage, they are so heartened by the sound
maneuver the ship. Only the actual roll to hit the other that they make all attack, morale and Willpower rolls
vessel is affected by the bonus. at a +2 for the next three rounds.
The spell will work on any size ram, made
from any materials. It will even work on one that has
been improvised on the spot. But it will only work on
the water and only on a ram. Detect Cheating
A ram that has been enchanted on a boat and Divination
is then brought ashore loses its magical bonuses. Yet Level: 1st Bard, 1st Cleric, 1st Paladin, 1st
you could use it to ram a dock, a sea wall, a jetty or Sorcerer/Wizard
some other land-based object—you just have to do it Components: Somatic
from the water. Putting a boat in drydock does not Casting Time: Free Action
affect the magic unless you take the ram off the boat. Range: Close (25 feet +5 feet for every two caster
levels)
Target: See the Description
Duration: Instant
Saving Throw: None
Spell Resistance: No
Description: Reveals any form of cheating at any
game of chance, whether magical, psionic or
mundane. Detects any kind of interference that would
violate the rules or the game. It will even detect
cheating if the cheater isn’t physically present during
the game. The spell will detect a drugged horse or a
stacked deck of cards as easily as someone who slips
an extra ace into their hand.
It does not, however, tell the caster ether
who is cheating or how they are doing it. It reveals
absolutely nothing except that someone has unfairly
interfered with the game’s outcome. If for some
reason the caster observes two games simultaneously,
and someone cheats at one of them, the spell will
reveal which game the cheating took place in, but that
is as specific as it gets.
The caster must be able to observe the game
themselves—scrying works perfectly well for this
purpose. The term “observe” a little vague here. The
DM may have to adjudicate special cases where it is
unclear as to whether the caster has actually
Demonic Howl “observed” the game or not. As a general set of
Evocation [evil, fear, mind-affecting] guidelines for handling this, overhearing the game
Level: 3rd Bard, 3rd Sorcerer/Wizard from the next room does count, while reading about it
Components: Verbal in the newspaper does not.
Casting Time: Standard Action This spell must be cast either while the game
Range: Close (25 feet +5 feet for every two caster in question is actually taking place or else cast just
levels) before and then held in abeyance until the game takes
Target: Every living creature in a 20 foot radius. place (this last option enables the caster to use it to
Duration: Instant detect cheating at games like coin tosses or target
Saving Throw: Willpower negates shooting, where the actual contest itself may only take
Spell Resistance: Yes a Standard Action to resolve, which would make it
Description: The caster utters a bloodcurdling howl, difficult to correctly time the spell-casting). The spell
so horrible that it can make brave men faint. It is a can only be held in abeyance for five minutes once it
hellish, unnatural sound that organic life was clearly has been cast, but if a contest that takes longer to
never meant to hear. Every living thing in a 20 foot resolve is underway (a horse race, say, or a game of
radius takes 1d4 non-lethal damage per caster level cards) it will still detect cheating throughout the whole
(maximum 10d4). If they make a Willpower Saving contest.
Throw, they only take half damage.
scroll has an offensive scroll on it. It will force a target
Detect Shapeshifter to drop a magic staff, but not a rod or a wand. Nor
Divination will it force anyone to take off a magic ring or other
Level: 1st Bard, 1st C. 1st Druid, 1st Ranger, 1st piece of magic jewelry. It will force someone to drop a
Sorcerer/Wizard vial of poison, but only if they are aware that this is
Components: Somatic what the vial contains.
Casting Time: Standard Action If the target of the spell is carrying a weapon
Range: 40 foot radius, plus 5 feet for every caster in one hand and a shield in the other, the spellcaster
level. cannot force them to drop the shield instead of the
Target: Area: Circular radius of effect, centered on weapon, unless the shield is designed to do damage
the spellcaster. itself (a spiked buckler, for example).
Duration: Instant This spell can be cast via scrying. The caster
Saving Throw: None does not have to know anything about the target, but
Spell Resistance: no they do have to be able to see or hear them when they
Description: Reveals the presence of anyone with the cast the spell.
ability to change their shape, but does not reveal what
their true shape might be. Nor does it reveal whether
or not they currently wear their true form. Nor does it
distinguish between natural shapeshifters and Doorway Into Pain
spellcasters. If the caster concentrates for an Conjuration [teleportation]
additional round, they can detect the location of any Level: B 3rd, W 3rd, Travel 3rd
shapeshifters present, but nothing more than that. Components: Verbal, Somatic, Focus
Casting Time: 3 rounds
Range: Close (25 feet +5 feet for every two caster
levels)
Disarm Target: Creates a Medium sized teleportation portal
Enchantment (Compulsion) [Mind-Affecting] which affects anyone who cares to step through it.
Level: 1st Sorcerer/Wizard Duration: Lasts for as many rounds as the spellcaster
Components: Verbal, Somatic cares to concentrate on keeping the portal open.. See
Casting Time: Standard Action the description for more details
Range: 10 feet Saving Throw: None
Target: One living subject, selected by the caster. Spell Resistance: yes
Duration: Instant Description: The caster rips a hole through the
Saving Throw: Willpower negates delicate membranes of reality, leaving a jagged red
Spell Resistance: Yes (object) portal in the air that leads to somewhere else. The
Description: The target must make a Willpower other side isn’t visible—the doorway just looks like a
Saving Throw or drop one weapon. A sentient big wound in the air. The doorway looks big enough
magical weapon can elect to use its own Willpower for one Medium sized character to pass through, but a
Saving Throw instead of its master’s. If they are Large or Huge creature can push its way in—the hole
carrying two or more weapons in their hands, the will stretch and rip to accommodate them.
caster can decide which weapon they drop. If it is Like a Teleport spell, the portal can lead to
used on someone who is holding a bow in one hand anywhere on this plane, but it must be somewhere the
and an arrow in the other, it will make them drop the caster has seen. The caster can attempt to reach a
bow. location that they’ve never seen with their own eyes, if
Please note that only actual weapons or they know precisely where it is. However, this
items intended for use as weapons can be affected by requires an Intelligence roll vs. DC 23. If the caster
this spell. It could be used to make someone drop a fails, the DM is justified to send them anywhere at all.
Molotov cocktail, but not a tankard of ale, unless they The portal won’t dump anyone out in the middle of the
picked the tankard up with the specific intent of using sky, on the bottom of the ocean or inside solid matter,
it as weapon (or have already used it as weapon in this but it could easily lead them into danger.
combat). If the target is carrying an item that isn’t This spell is hideously painful to cast. It
specifically intended for combat but is effectively a costs the caster 1 Hit Point per round to keep the
large bludgeoning weapon like a walking stick, a fire portal open. Each Medium-sized (or smaller) creature
poker or a tree branch, the spell will err on the side of who passes through costs them another hit point.
caution and can be used to compel them to drop the Large or Huge creatures cost 2 hit points.
object whether or not they specifically intend to use it Nor is the experience pleasant for those who
as a weapon. travel through the portal. It costs 2d4 points of
A quiver of arrows does not qualify as a Subdual damage to travel this way. For 1-4 rounds
weapon for the purposes of this spell, nor does a bag afterwards anyone who passed through is in so much
full of slingstones or a satchel full of grenades. The discomfort that they make all their rolls at a –4 and
caster can only make the target drop a potion if the automatically fail any attempts to Concentrate.
potion directly causes damage to a target. It will not Creatures that are immune to pain or have no sense of
compel a subject to drop a magic scroll, even if the
touch (the undead, for example, or constructs) take no of the spell don’t wear off or get dispelled within two
penalty from passing through the portal. hours, their gaseous body dissipates and they die. It is
Unlike most spells that create portals to going to be extremely difficult for a cleric to bring
other places, the caster cannot pass through the them back from the dead, since they haven’t left any
Doorway Into Pain themselves. It always closes mortal remains.
before they reach it. For the duration of the spell, the subject
gains a +8 bonus to the skills Bluff, Hide, Listen,
Move Silently, Search, Sense Motive, and Spot. They
also gain the feats Alertness, Combat Reflexes,
Drink the Vampire’s Dodge, Improved Initiative, and Lightning Reflexes, if
Blood they meet the prerequisites and didn’t already have
them.
Necromancy
While their Wisdom score has been
Level: 8th Cleric, 7th Death, 8th Sorcerer/Wizard
enhanced, they do not enjoy an undead monster’s total
Components: Verbal, Somatic, Material
immunity to mental attacks. They are temporarily
Casting Time: 5 Minutes
immune to attacks which cause Fear, but can still
Range: Touch
perceive illusions or fall victim to a Dominate Person
Target: Personal, affects only the caster
spell.
Duration: Lasts until the next dawn
They can climb walls exactly as though they
Saving Throw: None
were using the spell Spider Climb. To be more
Spell Resistance: yes (harmless)
specific, they can climb any surface, even vertical
Description: This unsavory ritual allows the caster to
walls or ceilings at a rate of 20 feet per round, without
temporarily assume the powers of a vampire, through hoving to make any skill checks. They retain their
the rather drastic method of drinking their blood. Dexterity bonus to Armor Class (if any) while
After performing some complex and unclean climbing, and their opponents get no special bonus to
rites to the forces of madness, death, night, etc. the their attacks against them.
caster quaffs a full pint of vampire blood (taking care The spellcaster can now make Slam Attacks,
to munch down any scabs that may be floating in it) if they couldn’t before. A Medium sized character
and collapses in a shuddering heap for one round. As does 1d6 damage with a slam attack, a Large character
they lie there twitching and spasming, they are unable
does 1d8 and a Small character does 1d4 (beware the
to take any action, physical or mental (except perhaps
Vampire Gnome!). If the character already had an
for thinking “Aaaugh! I just drank a vampire’s unarmed attack that did more damage than this, they
blood!” or who knows “Whoopee! I just drank a can keep it. Anyone hit by the Slam Attack (or for
vampire’s blood!”) that matter any of the character’s unarmed attacks)
At the beginning of the next round they rise, must make a Fortitude Saving Throw vs. 10 + one half
with the worst breath of the day. Also the powers of a the attacker’s level plus their Charisma bonus or gain
vampire. Until the next dawn they enjoy all the two Negative Levels. For every level the attacker
benefits and limitations of the “Vampire” template. manages to drain out of some poor hapless victim,
To keep you from having to rummage through your
they gain 5 temporary hit points. The attacker can
Monster Manual for the specifics, here they are. only use this Energy Drain ability once per round,
The character’s natural armor bonus even if they have multiple attacks.
improves by +6. They gain 10 pts of DR, which magic If they succeed in grappling a foe, they can
and silver weapons ignore, as well as 10 points of latch onto one of their major blood vessels and slurp
Resistance to Cold and Electricity. off 1d4 points of Constitution. Every round they feast
Their Characteristics are temporarily on a victim’s hot blood, they gain another 5 temporary
enhanced: Strength +6, Dexterity +4, Intelligence +2, hit points (and a healthful rosy glow in their cheeks).
Wisdom +2, and Charisma +4. Unlike a real vampire,
The vampir-o-fied character can take a
they still have a Constitution score and can still make standard action to make a kind of modified gaze attack
Fortitude saving throws. They are however immune at anyone within 30 feet. Whoever they target must
to poison, disease and the effects of inclement make a Willpower Saving Throw vs. vs. DC 14 or
weather, just like any undead monster. If the spell become their willing slave, exactly as though they
wears off after they have been exposed to poison or were under the effects of a Dominate spell put on them
disease within the past two hours, the DM can ask by a 12th level caster. To summarize the effect, the
them to make a Fortitude Saving Throw at a +2 bonus dominated character will do whatever the vampire
or suffer the effect.
verbally tells them to, and while their behavior may
The spell’s subject regenerates 5 Hit Points seem odd, they won’t look like a spaced-out zombie.
worth of damage every round so long as they have at It takes a Sense Motive check vs. DC 15 to determine
least one point left. If they hit zero hit points, they’re that they’ve been placed under mental domination.
in serious trouble. They are immediately reduced to If the dominater and the dominated character
Gaseous form once they lose their last hit point. A don’t speak the same language, then the dominator can
real vampire would try frantically to reach its coffin still convey a few simple commands via telepathy.
and regain its strength, but of course the spellcaster What’s a simple command? That’s for the DM to
doesn’t have a coffin to take refuge in. If the effects
decide, but as a general rule of thumb it shouldn’t be This too takes a standard action. They can remain in
anything more complex than “Come here,” “Go gaseous form for as long they like or until the next
there,” “Fight,” or “Stand still.” dawn. While in gaseous form, they can move at 20
The Dominating character has a vague sense feet per round and enjoy perfect maneuverability in
of what is happening to the dominated character at all the air. If the dawn breaks while the spellcaster is still
times, but they can’t actually see through their eyes. floating around in gaseous form, things can get a little
Nor can they send the dominated character telepathic awkward for them. If they are creeping under a door
commands at a distance—they have to be at the kind or through some narrow passageway when the spell
of range where the dominated character could hear ends, they are pushed out whichever side is nearest.
them if they spoke. If the sham-pire takes a round to If they are up in the air, they have one full round to
concentrate, they can get a much clearer picture of reach the ground (or at least a safer altitude) before
what the dominated character’s current situation is, but they assume their natural form and start to fall.
without directly perceiving things through their body The spellcaster gains all the usual
(I know that sounds like an unclear distinction, but it’s disadvantages as well as the advantages of being a
the way they wrote it in the Player’s Handbook, so vampire. They don’t cast shadows or reflections.
we’re stuck with it). They can be Turned or Rebuked like any undead
If a dominated character is asked to do creature, although they have a +4 bonus to resist it.
something utterly contrary to their nature (the DM will They have to remain at least 5 feet away from any
have to adjudicate things carefully here), they character holding a mirror or holy symbol and they
immediately get to make a new Saving Throw at a +2. can’t make any kind of melee attacks against them.
If you order a dominated character to kill themselves They can’t willingly cross running water under their
they won’t do it, and immediately get to make a new own power (although they can be carried across it—on
Saving Throw at a +2 bonus. You can of course order a boat, for example).
them to do dangerous things, just not immediately Sunlight is deadly to them. If they are
suicidal ones. “Climb that slippery cliff in the rain” is exposed to sunlight, they become disoriented for a
fine, “throw yourself off that cliff” is not. round, in and can take only a single move action or
As soon as the effects of “Drink the attack action. If they don’t get out of the sun on the
Vampire’s Blood” wear off at the next dawn, the next round, they die. It’s important to remember that
mental domination ends, so we don’t have to talk the first rays of dawn won’t kill them if that’s when
about the need to re-establish contact with the the spell is due to run out.
dominated character once per day. Running water is nearly as dangerous to
In adition to clouding the minds of men, the them as sunlight. Each round they are immersed in
temporary vampire can also call the lesser creatures of running water, they lose a third of their hit points. It
the night to serve them. Once per day they can call doesn’t matter whether or not they can swim, the hit
forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack point loss is magical and automatic—their Damage
of 3d6 wolves. Calling on the “children of the night” Resistance doesn’t protect against it either. If they
takes a standard action. The creatures arrive in 2d6 haven’t left the water by the end of the third round
rounds and serve the spellcaster for up to 1 hour. If then they are dead.
the summoner is in some place where there couldn’t Strangest of all, the spellcaster can’t enter a
possibly be any rats, bats or wolves (the middle of home or other private building unless someone
Antarctica, the bottom of the sea or the astral plane, to verbally invites them. If they have mentally
name a few examples) then either some local dominated the person who utters the invitation, it still
equivalent creatures with the same hit dice and attacks counts.
show up in answer to their call, or nothing happens. It is important to remember that when
It’s up to the DM to determine which it is. casting the spell, you must have both arms free to
The caster can also assume the shape of a make the ritual gestures, and must be able to loudly
bat, dire bat, wolf, or dire wolf. The transformation shout all kinds of frightful imprecations to the forces
takes a standard action. This ability is similar to a of Unspeakable Awfulness.
polymorph spell cast by a 12th-level character, except This is a loud spell and at the DM’s cruel
that the choice of forms is more limited and the caster whim it may alert passing monsters, gangs of villagers
does not regain hit points for changing form. While in with torches and pitchforks, etc.
an alternate form, they can no longer make slam Material Component: A whole pint of vampire
attacks or use their power to dominate the minds of blood, or blood a vampire has drunk from somebody
others, but gain all the natural weapons and else, and kept in their body for at least an hour. And if
extraordinary special attacks of its new form. The you think drinking a pint of animal blood is nasty (go
spellcaster can remain in their new form until they on, admit it—we’ve all tried) just wait until you taste
choose to turn back or until the next sunrise. They blood that’s been all clotted up and cold for a century!
automatically revert to their natural shape once the
spell wears off, which is usually harmless but can
cause problems if they were flying in the shape of a
bat at the time.
The caster can also assume Gaseous Form.
weight reduced by half, for as long as they keep it on
Earthpact their person. This effectively doubles their carrying
Transmutation [earth] capacity for the duration of the spell.
Level: 3rd Bard, 2nd Cleric, 2nd Druid, 2nd Earth, The caster may place this spell on
2nd Protection, 3rd Sorcerer/Wizard themselves or on some other character. They do not
Components: Verbal, Somatic need to touch the subject to enchant them.
Casting Time: 1 Minute Please note that the spell is cast on the
Range: Touch creature who is bearing the burden, not on an object to
Target: One living subject--ether the castet be carried. As soon as the object leaves their
themselves or another character. possession, it resumes its normal weight. This means
Duration: 10 minutes per caster level that the spell cannot be used to enhance the subject's
Saving Throw: Willpower negates (harmless) throwing distance, or the range of a missile weapon.
Spell Resistance: yes (harmless) As soon as the object passes out of their grasp, it
Description: For the duration of the spell the subject weighs as much and will fly no further than before.
has 10 points of Damage Resistance vs. any weapon The spell will however help the subject lift a melee
made of earth (a baked clay brick, for example) or weapon that they might not otherwise be able to wield.
stone and 5 points of Damage Resistance vs. any For simplicity's sake, the DM should assume that the
weapon made of wood or metal. It provides no spell eliminates all Strength-based penalties for using
protection at all against weapons made of bone, horn large weapons, unless the wielder is two or more size
or other animal materials. classes smaller than the weapon itself. So for example
Only the part of the weapon that actually a Halfling, (size Small) would be able to use a human-
comes into contact with the target should be sized sword (size Medium) while under the influence
considered when deciding what a given weapon is of this spell, but a Pixie (Size Tiny) could not. It does
made of. The spell would, for example, provide a full not add to a character's melee bonus-it just alleviates
10 points of Damage Resistance against a wooden weight-related penalties.
arrow tipped with a stone arrowhead, or a stone axe For the purposes of the game, any object
with a wooden handle. that the subject is personally carrying counts as being
In addition to the Damage Resistance, the "in their possession." It does not matter whether the
subject of the Earthpact can walk through solid stone item is in their pocket, their backpack, a scabbard or in
and earth, moving at their standard movement rate in their hand, but they must actually be carrying it
any direction. They cannot see through solid matter themselves. If the subject is riding a horse or other
without some other kind of magical assistance. Nor such animal, then anything the subject is carrying on
can they move through materials like metal, wood or their person has its weight reduced by half, but the
ice. subject's own weight and the weight of the items in the
They do not need to breathe while they are saddlebags remains unchanged. It relieves the
immersed in the earth, but if they were to suddenly subject’s burden, not their horse’s (unless it’s cast on
encounter a pocket of water while moving through the their horse).
ground, they would have to roll for drowning normally It is not possible to cast this spell on a given
until they extricated themselves. subject more than once, to reduce their burden down
If the duration of the spell expires while the to a quarter, an eighth, etc. If the spell is cast on an
subject is still embedded in the earth, they are instantly animal pulling a cart, then both the cart and everything
ejected at the nearest possible point. Not the most in it has its weight reduced by half, but only for the
convenient or the least deadly—the nearest. The DM purposes of pulling it along. If a character were to
should carefully determine what happens if the spell stand in the cart and try to lift one of the objects that it
pushes the subject into a crowded armory full of bears, the object would appear to weigh the same as it
weapons, or out the side of a cliff or into the bottom of always does.
a lake or some other awkward place. Try to be fair. Odd situations may occur if the spell is cast
The spell will not eject the subject into a space too separately on both a horse and its rider. In the unlikely
small to hold them. event that this occurs, then from the horse's point of
view the weight of the rider is halved, and the weight
Ease Your Burden of anything they are carrying (including their armor, if
any) is reduced by ¾. From the rider's point of view,
Transmutation their own weight is unaffected, but the items they are
Level: 3rd Cleric, 2nd Sorcerer/Wizard carrying, including their armor, only seem to weigh
Components: Verbal, Somatic
half as much.
Casting Time: Standard Action The spell cannot be cast separately on a pack
Range: Touch animal and the cart they are pulling-it must be cast on
Target: The objects carried by one living subject, a creature, not an inanimate object. Despite this
selected by the caster. stipulation, it will work normally on the undead. It
Duration: 4 hours per caster level does not work on golems (their spell immunity blocks
Saving Throw: None it). Whether it works on other constructs is up to the
Spell Resistance: Yes DM.
Description: Anything the subject picks up has its
Duration: Instant
Ectoplasmic Ladder Saving Throw: Willpower negates
Conjuration (Creation) Spell Resistance: Yes
Level: 1st Sorcerer/Wizard Description: Compels 2 characters per caster level to
Components: Verbal, Somatic each drop one weapon. If any of the affected creatures
Casting Time: 1 round are holding more than one weapon, the spellcaster can
Range: Close (at least one end of the ladder must be choose which weapon they drop. This is a more
within 25 feet +5 feet for every two caster levels) powerful spell than “Disarm” and isn’t subject to the
Target: Creates a ladder, up to forty feet in length. same limitations. It can compel a target to drop any
Duration: 10 minutes per caster level one object, whether that object is technically speaking
Saving Throw: None a weapon or not. It has no effect on rings, gauntlets,
Spell Resistance: No medallions, hats and other such items, unless the target
Description: Creates a shimmering transparent ladder is for some reason holding the item in their hand
out of pure magical energy. The ladder can be any instead of wearing it. A sentient magical item affected
length from one to forty feet, but once it has formed it by this spell can elect to use its own Willpower Saving
cannot change size. It has an AC of 8, 5 points of Throw instead of its master’s.
Damage Resistance and 5 Hit Points. If it loses all its
Hit Points it dissolves back into nothingness. The
ladder will bear up to 1,000 pounds. Each round that it
holds more than this amount of weight, it takes a point Evil Lurks
of damage The caster can end the spell with a Illusion (Glamer) [evil, mind-affecting]
thought--this takes effectively no time and can provide Level: 6th Sorcerer/Wizard
a sudden surprise to enemies who are climbing up the Components: Verbal, Somatic
ladder after them. Casting Time: 2 rounds
Range: Medium (100 ft. + 10 ft./level)
Target: One ten-foot square per caster level, arranged
in whatever pattern the caster wants (the squares must
Enchanted Implement be contiguous)
Transmutation Duration: 10 minutes per caster level
Level: 3rd Bard, 2nd Sorcerer/Wizard Saving Throw: None
Components: Verbal, Somatic, Focus Spell Resistance: yes (harmless)
Casting Time: 1 round Description: Creates a zone up to ten feet by ten feet
Range: Touch times the caster’s level, in which anyone with an Evil
Target: One tool, used to perform a Craft or alignment becomes invisible. If there are inanimate
Profession skill. objects present that somehow have alignments (certain
Duration: 1 hour per caster level magic weapons, for example) then they too become
Saving Throw: None, unless cast on an object invisible. The caster can pick and choose which
(object) subjects are initially rendered invisible, and can shape
Spell Resistance: Yes, if for some reason the targeted the spell’s area of effect however they like.
implement has Spell Resistance (object) Any evil creature or object that enters the
Description: Enchants a tool so that anyone who uses spell’s area of effect for the first time becomes
it to perform a Professional or Craft skill gets a +3 invisible, whether or not they wish to, with no saving
bonus. They must complete the phase of the work that throw. If anyone or anything affected by this spell
the tool is used for within the spell’s duration, or lose leaves or is removed from the spell’s area of effect,
the bonus. This spell does not work on lockpicks, then they become visible and can’t turn invisible again
since “Pick Locks” is neither a Profession nor a Craft just by stepping back into the zone.
skill. Nor will it enchant, for example, a musical The form of invisibility provided by this
instrument to enhance a “Performance” roll or a pair spell works exactly like the standard “Invisibility”
of slippers for a bonus to “Move Silently.” It only spell. The affected subjects can’t be seen and anyone
enhances Craft and Profession rolls. trying to hit them suffers a –8 penalty. As with
standard invisibility, the spell is broken if they attack
anyone while invisible. However, only the character
Everyone Drop Their who made the attack is rendered visible in this way.
Everyone else affected by the spell remains invisible
Weapon until its duration expires, they move out of the area of
Enchantment (Compulsion) [Mind-Affecting] effect or they make an attack themselves
Level: 4th Sorcerer/Wizard
Components: Verbal, Somatic
Casting Time: Standard Action
Range: 30 foot radius
Target: Everyone holding a weapon in a 30 foot
radius
Dispel Magic and Remove Curse will not (the disease
Exploding Rat isn’t actually magical, it’s just the natural effect of
Transmutation having a rat explode all over you).
Level: 3rd Sorcerer/Wizard If for some reason the spell reaches the end
Components: Verbal, Somatic, Material of its duration and the rat still hasn’t exploded, it lies
Casting Time: 1 round down and dies.
Range: Close (25 feet +5 feet for every two caster It should be mentioned that a rat under the
levels) influence of this spell looks sick and it’s behavior is
Target: One small animal, selected by the caster. clearly peculiar. It lurches around stiffly, bleeding and
When the spell's effect is triggered, it affects slobbering from its mouth, staggering toward the
everything in a 10 foot radius of the animal's current target without blinking its eyes. Anyone who has seen
position. an Exploding Rat before will know at once what is
Duration: 2 rounds per caster level wrong with it.
Saving Throw: Anyone caught in the exploding rat's
blast radius can make a Reflexes Saving Throw vs.
DC 15 to take half damage. A Fortitude save negates
the foul disease borne on the flying rat-shrapnel. Find That Thing
Spell Resistance: yes (but they still must Save to keep Divination
from contracting the disease, which is not Level: 1st Bard, 2nd Cleric, 1st Sorcerer/Wizard, 1st
supernatural) Travel
Description: Converts an ordinary rat into a living Components: Verbal, Somatic
weapon, which will scuttle up to a designated target Casting Time: 1 round
and then explode. Range: Unlimited, provided the object the caster is
The rat is effectively transformed into a seeking is on the same Plane of Existance
Tiny Construct, under the spellcaster’s mental control. Target: Any one object that the caster has previously
The rat-bomb has an AC of 16, 8 hit points and an handled.
Attack Bonus of +4. It is immune to Fear, Emotion Duration: Instant
Control and Illusions but not Sleep, Paralysis or Saving Throw: None
mental domination (although any attempt to mentally Spell Resistance: No
dominate the rat will instantly detonate it) It can move Description: Points the caster in the direction of any
30 feet per round under its own power and effectively one particular object that they have previously
has a Stealth Skill of +7. handled. The spell will not reveal the object's precise
The rat is in constant telepathic contact with location or even how far away the object is. It will
the mind of its user, who can order it to change targets only show its direction. The caster need only have
or to withdraw. It is not smart enough to undertake touched the object briefly and it does not matter
any kind of strategy on its own and must be carefully whether their skin came into contact with it or if they
guided through every step of anything it does. The touched it through a glove, gauntlet, etc. It can't locate
creature’s tiny mind has been completely obliterated a living creature but it can find an animate construct if
by the spell, and apart from its stealth, it retains none the caster has touched it before.
of its former skills, memories or instincts. The
spellcaster can see through its eyes if they concentrate.
It’s sense of hearing remains as sharp as ever (+6 to
any Listen rolls the spellcaster makes through it’s Flail of Screaming
ears) but it’s sense of smell is too alien for a human
mind to properly interpret through a mental link.
Nothingness
An exploding rat does draw attacks of Conjuration (Creation)
opportunity when it attacks, which almost doesn’t Level: 3rd Sorcerer/Wizard
matter, since if it takes any damage at any point after Components: Verbal, Somatic
the spell has been cast, it immediately explodes. Casting Time: Standard Action
When it explodes, the rat does 3d6 Range: Touch (although the Flail itself has a Reach of
Bludgeoning damage to anything in a 10 foot radius. 15 feet)
Target: Creates a 15 foot whip, which the caster can
A Reflexes Saving Throw will halve the damage. It
also sprays the area with a vile disease. Anyone who use to make attacks.
takes damage from the exploding rat must make a Duration: 1 round per caster level
Fortitude Saving Throw or contract an unsavory Saving Throw: Willpower negates incapacitating
effect, see description
infection. They won’t notice any effects for 1d6 days,
Spell Resistance: yes
but after that they will begin to lose 1 point of
Description: Creates a shrieking black tentacle of
Constitution every two days. When they hit 0
nothingness, which the caster can use like a whip. No
Constitution, they die. The afflicted character is
weapon proficiency is required, anyone who can cast
entitled to make a new Saving Throw every week, if
the spell can use the flail. It has an effective reach of
the disease hasn’t killed them yet, to shake off the
15 feet and unlike most weapons with reach, it can
illness. A Cure Disease will also work, although
strike anything within that range at no penalty.
Although it doesn't have a "to hit" bonus, it counts as a spell isn’t automatically broken. If they re-mount the
+1 magic weapon for the purposes of striking beast before the spell expires, they can still gain the
creatures that can't be hurt by normal weapons. The benefit of the spell for the rest of its duration. So
flail's fanged black mouth does 1d6 Piercing damage, could someone else who mounts the beast after its first
and anyone who takes damage must make a rider gets knocked off, whether or not the original
Willpower Saving Throw or fall to the ground and rider approves. It is important to remember, however,
writhe in agony for a full round (this doesn’t affect that the clock is still ticking while the mount isn’t
creature like undead monsters and constructs, who feel being ridden.
no pain). Incapacitated characters can’t concentrate or This spell adds no bonus to the subject’s
take any action except to defend themselves. It takes a initiative, skill rolls, Armor Class or reflexes saving
standards action to stand back up. The flail can be throw—just their movement speed.
used to make Trip attacks and there is no risk of it
tripping the caster if they don’t succeed in tripping up
their opponent. If it is used to Disarm an opponent,
the caster has a +2 bonus to their roll.
This is a noisy spell—the flail screams and
howls so loud that it is difficult to hear normal
conversation over it. The sound may attract unwanted
attention, but it’s so horrible that it’s just as likely to
scare prospective attackers away. Anyone who has
had a Flail of Screaming Nothingness used on them
before must make a morale check the moment they
hear the sound of one. Being struck by that frigid,
gobbling mouth is a hard thing to ever forget.

A Fool is Blind
Fly Swift, My Steed Transmutation [Mind-Affecting]
Transmutation Level: 2nd Bard, 3rd Ranger, 1st Sorcerer/Wizard
Level: 3rd Animal, 2nd Bard, 2nd Druid, 3rd Ranger, Components: Verbal, Somatic
2nd Sorcerer/Wizard, 2nd Travel Casting Time: 1 round
Components: Verbal, Somatic Range: Touch
Casting Time: Standard Action Target: One creature or object, selected by the caster.
Range: 10 feet Duration: 1 hour per caster level
Target: One riding animal or riding vehicle (a Saving Throw: See description
bicycle, for example, or a motorcycle) Spell Resistance: yes (harmless--spell resistance will
Duration: 1 hour per caster level also shield the person who is supposed to be affected
Saving Throw: Willpower negates (harmless) by the invisibility)
Spell Resistance: yes (harmless) Description: Renders one object, animal or person
Description: Doubles the movement speed of one invisible, but only to one person. Anyone else can see
riding beast—but only while it is actually being the “invisible” subject. They enjoy all the usual
ridden. It does not aid an unburdened animal, a pack benefits of being invisible, although only against that
animal loaded down with bags who doesn’t have a one target. They have full Concealment, detecting
living rider, or an animal that is drawing a cart or them with a “spot” roll becomes a DC 20 task (30 if
chariot. The subject must actually be ridden to gain they’re standing still and 40 if the spell is cast on a
any benefit. Placing a tame insect on top of a pack stationary inanimate object) and to pinpoint their
mule would not allow this spell to double the mule’s location with a “Listen” roll requires beating the DC
speed, since the insect isn’t really riding in any real by a full 20 points. Even if the person who can’t see
sense, it’s just sitting uncomprehendingly on top of a them manages to pinpoint their location, they still
mule. An unconscious human being slung across a have full Concealment for the purpose of being
horse’s back couldn’t gain the benefit of the spell attacked (50% chance of a miss).
either, since they aren’t using the skill “riding.” As with most invisibility spells, the objects
Apart from this stipulation about riding, the that the character is holding also become invisible, but
spell is totally indiscriminate about what it will affect. if they drop something, it suddenly reappears. While a
It works equally well on horses, dolphins, dragons, torch or other light source becomes invisible while it
giant mosquitoes, motorized vehicles (but only if they is being held, the light it emits is still perfectly
are “ridden” like a motorcycle, rather than driven like visible—it just has no clear source. The spell does not
a car) or even one person carrying another on their have to be cast with it’s unwitting victim present, but
shoulders. It affects swimming speed as well as the caster either needs to know their name or to have
running, flying, etc. met them and remember them (make an Intelligence
If the rider dismounts (or gets knocked off), roll vs. DC 15). The spell can only be cast on subjects
their mount loses the bonus to tits movement, but the that are smaller than “huge” in size.
Glass Dagger
Transmutation
Level: 1st Sorcerer/Wizard
Components: Verbal, Somatic, Focus
Casting Time: Standard Action
Range: Touch
Target: One piece of glass
Duration: 1 minute per caster level
Saving Throw: None
Spell Resistance: no
Description: Gives one piece of glass 10 points of
Hardness for the duration of the spell Only one piece
of glass is affected and it can be no larger than a foot
and a half in length. If the piece of enchanted glass
has an edge, it can be used as a slashing weapon,
doing 1d4 points of damage. Please note that this
spell does not imbue the enchanted glass with any
additional hit points—only hardness. If it takes even a
single point of damage, it immediately shatters into
useless fragments. If anyone is holding the piece of
glass when it breaks, they must immediately make a
Reflexes Saving Throw vs. DC 15 or take a point of
damage. Hellwind
Evocation
Level: 3rd Sorcerer/Wizard
Components: Verbal, Somatic
Goblinhammur Casting Time: Standard Action
Transmutation Range: Close (Quarter-circle area of effect has a 25
Level: 3rd Sorcerer/Wizard, 2nd War foot radius, +5 feet for every two caster levels)
Components: Verbal, Somatic, Focus, Material Target: Area: Quarter-circle
Casting Time: 1 round Duration: Instant
Range: Touch Saving Throw: Fortitude save reduces damage by
Target: One Bludgeoning weapon half.
Duration: 10 minutes per caster level or until the first Spell Resistance: yes
time the spell is triggered, whichever comes first. Description: A hot, dry, desiccating wind springs up
Saving Throw: None (object) from nowhere, sucking the moisture out of anything in
Spell Resistance: Yes its path. It does 1d4 heat-based Subdual damage
Description: Enchants any blunt weapon (including (maximum of 10d4) to any living creature in a quarter-
improvised ones) so that it does an extra 2d6 damage circle radius of the caster. Resistance or Immunity to
the next time it is used to strike an Orc, Goblin or heat both apply normally against this spell. If it is cast
Hobgoblin. Just touching the target is not enough to on an area that has been enchanted with some form of
make the weapon do this extra damage—you have to magical cold, the two spells negate eachother. It will
hit them hard enough to do at least one hp. The not, however, destroy a “Wall of Ice” outright and will
weapon does not have to be wielded by the caster— instead do 1d4 normal damage per caster level to it. It
anyone who picks it up before the spell’s duration runs will also do normal damage to water elementals or to
out can use the effect. The effect cannot be held back creatures that are physically made of ice.
or held in reserve. The very next time the weapon hits
an Orc, Goblin or Hobgoblin hard enough to injure
them, they will take the full 2d6 damage.
Material Component: Gobilinoid hair, skin, blood or How Fare his Fortunes?
any other such residue (yes, that does include dung, Divination
I’m sorry to say). The material can be from any Level: 4th Sorcerer/Wizard
species of goblinoid. Orcs, Hobgoblins, Kobolds, etc. Components: Verbal, Somatic. The caster must also
have some object that belonged to the target. See
Description
Casting Time: 1 round
Range: Unlimited, provided the character the caster is
seeking is on the same Plane of Existance. See the
Description for more details.
Target: One character, whom the caster either knows
or has some personal artifact of. See the Description
for more details.
Duration: Instant use it to talk someone into betraying their king or
Saving Throw: None jumping off a bridge-unless of course they were
Spell Resistance: No already considering it.
Description: Reveals to the nearest GP the state of the
target's finances, counting the sum total worth of all
their possessions. It will not tell the caster what goods
or lands the target owns, just what they're worth. It Ice-Storm Arrow
presents the whole figure as a lump sum and does not Transmutation [cold]
in any way distinguish between cash and assets. It Level: 3rd Sorcerer/Wizard
will also tell whether the target is married and how Components: Verbal, Somatic, Focus
many wives or husbands they have at present. If there Casting Time: 1 round
is some sort of ambiguity as to whether they actually Range: Touch
own a particular item, the spell ignores the value of Target: One arrow, which then explodes on impact,
that object when making its calculations. It also won't causing damage to everything in a 10 foot radius.
reveal funds that the target has loaned out to someone Duration: 1 round per level
else. Saving Throw: Anyone caught in the spell's Area of
The caster must know the target's real name, Effect can make a Reflexes Saving Throw vs. DC 15
and have some item that once belonged to the target in to take half damage, unless they have been hit by the
order to cast this spell. arrow itself, in which case the do not get a Saving
If the target is dead, the spell will give very Throw.
strange readings. Any goods or money that someone Spell Resistance: Yes (object)
else has inherited from them are no longer theirs. Any Description: Enchants an arrow so that it explodes on
spouses they may have had in life are released from impact, whether or not it has hit the target, doing 2d8
them, unless the target's culture doesn't allow second Frost damage to everything in a 10 foot radius. If the
marriages or they are buried in the same tomb. Any arrow does in fact hit the target, then the target takes
goods buried with them and any treasure they may normal piercing damage for the arrow, plus the 2d8
have hidden while they were alive is still officially Frost for the Ice Storm effect, plus an additional 1d4
theirs, as is the worth of their tomb itself. Unless of Frost damage from having an incredibly cold object
course the target believes that the dead renounce all stuck in their body. It is possible to place this
their possessions, in which case they own nothing. enchantment on an arrow that is already enchanted,
stacking the two effects. It is not however possible to
stack it with another "Frost" based effect, or with a
"Flame" effect.
Hypnotic Voice
Enchantment (Charm) [Mind-Affecting]
Level: 1st Bard, 2nd Sorcerer/Wizard
Components: Verbal The Idiot’s Arcanum
Casting Time: 1 round Transmutation
Range: Touch (although once the spell has been cast Level: 2nd Sorcerer/Wizard
the subject's voice will affect anyone who can hear Components: Verbal, Somatic
and understand it) Casting Time: 3 rounds
Target: Affects one subject (usually the caster) and Range: Close (25 feet +5 feet for every two caster
anyone they attempt a Bluff or Diplomacy roll on. levels)
Duration: 1 hour per caster level or until the first time Target: Up to 100 GP worth of gold or other precious
the spell is triggered, whichever comes first. metal per caster level
Saving Throw: Willpower negates Duration: Instant (although the effects are permanent)
Spell Resistance: Yes Saving Throw: None (object)
Description: The caster will make their next Spell Resistance: Yes (object)
Diplomacy or Bluff roll at a +8 bonus, if the spell's Description: The dream of every alchemist for
duration has not yet expired. The spell is expended centuries—gone horribly, stupidly wrong. The Idiot’s
after one Diplomacy or Bluff roll. It can't be used to Arcanum allows the caster to transform precious
enhance any other skill rolls. metals into base ones. They can change up to one
This spell will have no effect if the caster (or hundred GP per caster level worth of any precious
whoever they have placed it on) is trying to metal into lead, iron, or antimony. Why they would
communicate non-verbally. If for example they are want to remains unclear. The caster doesn’t actually
trying to use Diplomacy to write a letter that is have to see the metal they are transforming (if for
intended to persuade the reader, they can't use their example it’s in a chest or a money pouch), but they
Hypnotic Voice to aid the roll. have to know how much of it is there.
It is important to note that this is not a mind- The spell works on pieces of jewelry as well
control spell. You can't use it convince the target to as it does on coins or ingots. In this case the value of
do anything that you couldn't persuade them to do the object is calculated only in terms of what the
with an ordinary Bluff or Diplomacy roll. You can't precious metal would be worth by itself. The Idiot’s
Arcanum has no effect on gems or jewels.
In a medieval setting this spell is chiefly Description: For the duration of this spell, the subject
useful for annoying rich burghers and tricking gullible gains a +8 bonus to resist both magical and non-
patrons into thinking that you may be on the verge of magical attempts to drain points from their
being able to turn lead into gold. In a D20 Modern Constitution. This applies to both Fortitude and
setting it has one unexpected additional use. It will Willpower Saving Throws, but not to Reflexes Saving
render up to twenty pounds per caster level of Throws, should one be called for.
radioactive material inert. The isotope degrades to the If the character still fails their Saving Throw
closest non-radioactive metal. So for example U-235 or suffers a Constitution-Draining attack that doesn't
would change into U-238. In the right sort of permit them to make a Saving Throw, they will lose
emergency, this could turn out to be exactly the spell only half the points indicated (round down). This also
you need. applies if the attack does a reduced amount of damage
to its target's Constitution even if they make their
throw. It's hard to say what kind of attack would
cause this, but if it should happen, they will take only
Imbue With the Thunder half the damage to their Constitution.
Transmutation [Electricity] If they suffer a Constitution-draining attack
Level: 2nd Sorcerer/Wizard that also does ordinary damage to their hit points, their
Components: Verbal, Somatic, Focus bonus to the Saving Throw remains the same, but they
Casting Time: 1 round won't get to halve the Hit Point damage, just the
Range: Touch Constitution drain.
Target: One missile weapon, and anything in a 10
foot radius of where it impacts.
Duration: 1 round per caster level
Saving Throw: None (object) Is This Sickness Natural?
Spell Resistance: Yes Divination
Description: Enchants one missile weapon so that Level: 1st Cleric, 1st Paladin
when it strikes home, it will do 2d6 electrical damage Components: Verbal, Somatic
and 1d6 Nonlethal damage (also electrical, if that Casting Time: Standard Action
affects things) to both the target and to anything else Range: Close (25 feet +5 feet for every two caster
in a 10 foot radius. Anyone but the target can make a levels)
Reflexes Saving Throw to take half damage. Target: One living subject, selected by the caster.
Please note that only the actual missile itself Duration: Instant
can be enchanted in this way, not the weapon that Saving Throw: None
launches it. You could not, for example, enchant a Spell Resistance: No
bow, only the arrows it launches. It can be cast on Description: Determines whether or not a given
throwing weapons like shuriken or chakram disks, but illness has been caused by magic. It also reveals the
if it is cast on a knife, the effect will only be triggered nature of the affliction and the probable course it will
if the knife is thrown at the target. It can be used as a take. The DM can either tell the caster the name of
melee weapon without triggering the electrical attack. the spell and describe its effects from the book or else
If the weapon misses its target, roll to see use a more abstract way of describing it, but the
where it lands as though it were a grenade-like description should be specific enough to be helpful. It
weapon—it will still detonate on impact. should always reveal whether the disease is lethal and
This spell cannot be stacked with other how long the victim can expect to live. If a specific
spells that enhance the damage done by missile condition has been set to break the curse, this spell
weapons (acid arrow, flaming arrow, etc.) If you will reveal that fact, but it won’t reveal what the
attempt to cast it on a missile that has already had one condition is.
of these spells cast on it, the spell isn’t lost, the casting The caster will get a very vague mental
just doesn’t work. picture of whoever put the disease spell on the victim.
They can tell only the following about the other caster.
Are they young or old? Male or Female? Living,
Dead or Undead? Humanor non-human? Whole or
Invoke the Power of the maimed (missing an eye, ear or limb)? It will reveal
Blood-Spirits nothing else about them.
Abjuration
Level: 2nd Cleric, 2nd Protection
Components: Verbal, Somatic Kiss of the Serpent
Casting Time: 1 round Evocation
Range: Touch Level: 3rd Cleric, 4th Druid, 3rd Sorcerer/Wizard
Target: One living subject touched by the caster. Components: Somatic
Duration: 1 minute per caster level Casting Time: Standard Action
Saving Throw: None Range: Touch
Spell Resistance: yes (harmless) Target: One living subject touched by the caster.
Duration: 1 minute per caster level or until the first The spell does damage by making metal turn
time the spell is triggered, whichever comes first. to liquid at room temperature. It is perfectly safe to
Saving Throw: Fortitude negates the effect of the hold a metal object or wear a piece of armor that is
poison (although it doesn't actually end the spell) liquefied by this spell (although it is a distinctly
Spell Resistance: Yes unnerving experience). It doesn’t even grow warm to
Description: The caster's kiss becomes venomous, as the touch.
does their bite. Anyone who comes into direct contact A metal object that takes damage from this
with the caster's mouth must make a Fortitude Saving spell looks like a partly melted candle, but will
Throw or take 4d8 poison damage. This is not a touch probably still be useable unless it’s lost too many Hit
attack, the target must either willingly allow Points (this is strictly the DM’s call, based on the
themselves to be kissed, or the attacker must find their nature of the specific object and its function—
way past the target's armor with an unarmed attack. although frankly the spell does such a monstrous
However, if the target has an armor class from a tough buttload of damage that the question is unlikely to
hide or a thick skin, it does not count against this come up very often).
attack. You can combine this attack with a Bite and Any object that loses all its hit points from
do as much damage as your bite would normally this spell evaporates into nothing and is lost forever.
cause, in addition to the venom. The sole exception would be a living being made of
At the DM's discretion, there may be a few metal, who instead is reduced to a half-molten pile of
special situations where common sense would make it slag and can be Raised or Resurrected by whatever
impossible to use this attack. You could, for example, means are available in your game.
use this spell against a target in full plate mail, even
with their visor down, but you could not use it if you
were sealed in a spacesuit, or had your hands tied Magic Picture
behind your back with a fishbowl over your head. As Conjuration (Creation)
always, the DM should adjudicate these situational Level: 6th Sorcerer/Wizard
modifiers carefully. As a general rule of thumb, Components: Verbal, Somatic, Focus, Material
circumstances where you can't use the Kiss of the Casting Time: 5 Minutes
Serpent should be rare and justified carefully. Range: Touch (to actually create the picture--once it
has been created, it will affect anyone who can see it
clearly, usually at a range of about 20 feet, although
Liquefy Metal this may vary for characters with unusually strong or
Transmutation weak eyesight)
Level: 5th Sorcerer/Wizard Target: One painting and the first character to view it.
Components: Verbal, Somatic Duration: Lasts until triggered. Can only be triggered
Casting Time: Standard Action once.
Range: 25 foot radius Saving Throw: None, but of course the spell encoded
Target: Anything made of metal within a 25 foot into the picture might allow a saving throw. See
radius of the caster. Description.
Duration: Instant Spell Resistance: Yes
Saving Throw: None, unless cast on a magic item or Description: Encodes a spell into a drawing or
a construct or a living being. Then a Willpower painting so that it will take effect on the first character
Saving Throw completely negates the effect. (object) who sees it. No skill roll is required to create the
Spell Resistance: Yes magic drawing—even a very crude drawing will do.
Description: Does 1d8 damage per caster level The spell could be harmful, helpful or
(maximum of 15d8) to anything made of metal in a 25 neither. Once it has been triggered, it is gone, although
foot radius. It ignores up to 10 points of Damage the drawing remains in place.
Resistance or Hardness. Inanimate objects take the full If the spell is a ranged attack then it will
amount of damage, rather than the usual one quarter. strike at the character who activated it. If it is an area
Neither walls nor other physical barriers effect attack then it goes off with the drawing at the
block the effect of this spell, unless they are enchanted center of its radius. If it is a grenade-like attack spell
and have at least 3 points of Damage Resistance or are (the spell “Fireball” for example) then it simply
made of energy (so a Prismatic Sphere or a Wall of detonates on the spot, with the drawing at the center of
Force would block the effect of this spell, but a Wall the blast. If it is a cone shaped attack then it goes off
of Earth would not) pointing directly at the target. If it is a defensive spell
It is not possible to hold back the effect of like a Wall of Force or a Globe of Invulnerability then
this spell. It always does its full load of damage and it it will surround the drawing, but if it is a defensive
can’t be instructed to spare anything in its radius. If spell that is specific to a target rather than a location
part of a larger metal object intrudes into that space (“Bless” or “Protection From Evil” or “Armor”) then
then only that section will take damage. it affects whoever triggered it. If it is a spell that
Living beings made of metal and magic would usually require a Touch Attack, it takes effect
items are entitled to a Willpower saving throw. If they on the character who triggered it without having to
succeed, they take no damage at all. make a roll and without them having to touch the
drawing. If it is a spell with a variable effect each disk). It also has a 30% chance of wrecking any
(“Polymorph Other” is a good example) then the given hard drive in its range, and the caster can choose
caster must decide what the specific effect will be at to focus it on a particular computer, in which case the
the time they create the drawing. So, for example, if chance goes up to 75% for that one computer.
you were to use a Magic Drawing to encode the spell
“Polymorph Other” then you would have to specify at
the time you create the drawing whether you want the Melting Glance
target turned into a toad, a chicken or what have you. Evocation [flame]
If a prospective target knows that the Level: 2nd Druid, 2nd Flame, 1st Sorcerer/Wizard
drawing is waiting for them and wishes to avoid Components: None. Does not require so much as a
triggering it, they can make a Reflexes Saving Throw single word or gesture
to approach it without looking at it, provided that they Casting Time: Standard Action
move at no more than half their usual speed. Creatures Range: 20 feet, plus 5 feet per level
that can’t see can approach it with impunity. Target: One object made of snow or ice, or a 10 foot
It takes only one point of damage to destroy square area.
the drawing and at the DM’s discretion there may be Duration: Instant
ways to destroy it (splashing it with water, putting a Saving Throw: Fortitude save reduces damage by
mark across it and so forth) that don’t even require half, if the spell is cast on a creature rather than an
you to attack it. The DM should adjudicate this based inanimate object.
on how the drawing was made. A sand painting, for Spell Resistance: Yes
example, would be considerably easier to obliterate Description: Does 1d8 damage per caster level to any
than a drawing scratched into a stone wall. object, wall or surface made of snow or ice (maximum
Touching the drawing will not trigger it, of 5d8). The ice and snow suddenly melt, turning into
although the DM might make an exception for a blind mist and vanishing. This happens even in conditions
character who feels a drawing cut into a surface and of unbelievable cold, where the water really should re-
figures out what it is supposed to look like. Seeing the freeze. Instead it just turns into vapor and disperses.
drawing while scrying will trigger the spell, but if it’s If the spell is used on an area or on an object larger
a spell that has only direct, physical effects (“Magic than size Huge, it will affect a ten-foot by ten foot
Missile”, “Lightning Bolt”, “Cone of Frost”, etc) then section. Creatures and magic objects that are made of
it won’t of course hurt the triggerer. “Bestow Curse” snow and ice are entitled to make a Fortitude Saving
on the other hand, most certainly will, as will Throw to take half damage.
“Polymorph Other”, Cause Disease” and any number
of other nasty magical effects. The DM should judge
this carefully. The observer is only safe from the spell
Negate Lightning
if its effects are strictly physical and immediate. Abjuration [Electricity]
Material Component: Paints and pigments, Level: 7th Sorcerer/Wizard
Components: Verbal, Somatic
Casting Time: 2 rounds
Magnetic Flux Range: Medium (100 ft. + 10 ft./level)
Evocation [Electricity] Target: One ten-foot square per caster level, arranged
Level: 1st Sorcerer/Wizard in whatever pattern the caster wants (the squares must
Components: Verbal, Somatic be contiguous)
Casting Time: Standard Action Duration: 10 minutes per caster level
Range: 10 foot radius per caster level Saving Throw: None
Target: All magnetic compasses within a radius of 10 Spell Resistance: No
feet per caster level. Description: Creates an area in which no lightning-
Duration: 1 round per caster level based attack spells but "Shocking Grasp" have any
Saving Throw: None (object) effect. Lightning Bolt, Chain Lightning, Call
Spell Resistance: Yes (object) Lightning and any other such electrical attacks spells
Description: This spell sets all the compasses within simply will not function within this Abjuration's area
its area of effect spinning wildly. It can also be used of effect. If a spellcaster attempts to cast one of these
to make them all point in a single direction of the spells inside the protected area, they do not lose the
caster's choice. The caster does not have to know a stored spell--it simply fails to go off.
compass' location to affect it with this spell. The caster If a spellcaster standing outside this area of
can change the direction as many times as they like effect were to cast a bolt of lightning into or across the
within the spell's Duration. It has little utility apart protected zone, the spell's effect would be neutralized
from misdirecting sailors, although an ingenious caster and they would lose the spell charge. This happens
might be able to use it to spell out a message. even if the target is on the far side of the protected
In a modern setting Magnetic Flux is area. Once a bolt of lightning tires to cross the
somewhat more powerful. It will cause distortions on protected zone, it simply winks out of existence.
television screens and has a 55% chance of ruining Negate Lightning will also block the spell-
any floppy disks inside its range (roll separately for like effects used by monsters and magic items. A
Blue Dragon’s electircal breath weapon, for example,
is completely negated by the field. The spell also for example) in which case only the largest bonus
blocks natural, non-magical lightning applies, per usual.
It has no effect on electrical Touch Attacks.
A Shocking Grasp spell, an electric eel or grabbing the
end of an exposed high-tension wire would all do Nose of the Dog
damage normally. Nor would a robot or other Transmutation
electronic device (in the unlikely event that these exist Level: 2nd Animal, 1st Druid, 4th Ranger, 2nd
in your campaign) be shut down by this spell. The Sorcerer/Wizard
sole exception would be an arc-welder, which will fail Components: Verbal, Somatic
to work inside the spell's area of effect, but function Casting Time: 1 round
normally once again when it is moved out of range. Range: Touch
Target: One living subject touched by the caster.
Duration: 20 minutes per caster level
No One Gets Out of Here Saving Throw: Willpower negates (harmless)
Abjuration Spell Resistance: yes (harmless)
Level: 5th Bard, 5th Cleric, 6th Sorcerer/Wizard Description: The spellcaster (or whoever else they
Components: Verbal, Somatic cast the spell on) gains a remarkable sense of smell.
Casting Time: 1 round For the rest of the spell's duration, they will make any
Range: Affects a 25 foot (+5 feet for every two caster Tracking rolls at a +10, unless the DM decides that the
levels) radius, which is always centered on the caster quarry has used some magical or other means to mask
Target: Radius effect, always centered on the caster their scent. As a general rule of thumb, it should be
Duration: 1 minute per caster level extremely difficult to hide from the subject. Just
Saving Throw: Willpower negates (but roll at a -2 crossing a stream or kicking dirt over your tracks
penalty) shouldn't do it.
Spell Resistance: No The spell’s subject can also make an
Description: Anyone within this spell's range who Intelligence Roll vs. DC 10 to detect poisons or to
attempts to cast any type of transportation, movement identify particular character by scent. At the DM's
or telepotation spell must first make a Willpower discretion a resourceful player may come up with
Saving Throw at a -2. other uses as well.
Anyone who passes into this spell's Area of However, having a hypersensitive nose is
Effect while using a transportation spell (Flight, for not without its disadvantages. For the spell's duration,
example) must make a Willpower Saving Throw at a – they will suffer a -2 penalty to Saving Throws made
2 to keep from having their spell dispelled. This effect against smell based attacks (Reeking Cloud, for
happens the moment they enter the affected area, so if example)
for example someone were to attempt to magically fly
across the spell's radius of effect and failed their
Saving Throw, their Flight Spell would be negated just Phantom Dagger
at the very edge of the spell's radius. Conjuration (Creation)
It is possible to Teleport from one side of Level: 2nd Sorcerer/Wizard
the spell's range to the other without being interfered Components: Verbal, Somatic
with (so long as you don't enter the radius of effect on Casting Time: Standard Action
either end) but if you attempt to cross it with a Range: Touch
Dimension Door, you must make the usual Saving Target: Creates a magical dagger out of nowhere
Throw or be dumped out at some random spot inside Duration: 1 minute per caster level
the affected area (it's the DM's call as to exactly where Saving Throw: None
they appear--they won't materialize inside a solid Spell Resistance: Yes
object, but that's the only rule). It does not matter Description: Creates a short sharp blade out of pure
whether the beginning or end-point of the Dimension mental force, that does 1d4 damage. Only the caster
Door are outside the affected area. If a straight line can see the Phantom Dagger. A spell or magic item
drawn between them would cross the area of this designed to see through invisibility won't perceive the
spell's effect, then anyone traveling through the dagger, but True Seeing will reveal its presence, as
Dimension Door must make a Saving Throw to keep will any non-visual divination spell.
from having their trip interrupted. The phantasmal weapon itself has a +2 "to
Pease note that it is possible to accurately hit" bonus, but only vs. Armor Class derived from the
teleport into the spell's radius of effect--you just can't target's Dexterity (it's hard to dodge an invisible blade,
teleport back out again without making the Saving but armor still protects against it). The Phantom
Throw. Dagger is strictly a melee weapon, and cannot be
The Saving Throw takes effectively no time thrown. It is unlikely that anyone will find themselves
to make and does not require an additional "action" on in a position to attempt to break it, but if they do, the
the part of the Target. The -2 penalty does stack with dagger has an effective Hardness of 10 and 1 Hit
other penalties to casting spells, if any apply, unless Point. If broken, it ceases to exist and the spell is at an
they are the direct result of some other spell (a curse, end, whether or not its duration has expired. It will
also vanish if the caster is killed or rendered
unconscious, or if they decide to get rid of the dagger is going on, although they won't remember anything
to free up that hand to hold or grab something else. that happened while they were unconscious once they
It is not possible to give the phantom dagger wake up.
to someone else to use. Only the caster may use it, so
it's fortunate that daggers are the one bladed weapon
that most spellcasters are Proficient with.

Plague of Ill Fortune


Transmutation
Level: 3rd Bard, 3rd Cleric, 4th Sorcerer/Wizard
Components: Verbal, Somatic
Casting Time: Standard Action
Range: Close (25 feet +5 feet for every two caster
levels)
Target: One living subject, selected by the caster.
Duration: Lasts until negated by a Remove Curse
spell
Saving Throw: Willpower negates
Spell Resistance: Yes
Description: Curses the target with a -4 penalty to all
their rolls, whether for skills, saving throws, stat
checks or what have you. Anyone the target touches
(or who spends one hour in their company) must
themselves make a Willpower Saving Throw or
become afflicted with the same curse. The rules on
what constitutes being "in the company of" are rather
loose. Just sitting next to a stranger in a tavern for an Pressure Point Blow
hour would do it, even if they went out to the privy Transmutation
from time to time. We leave it up to the DM to resolve Level: 3rd Assassin, 2nd Ranger, 2nd Sorcerer/Wizard
iffy cases. Their rulings are not obliged to be Components: Somatic
consistent--magic isn't known for being logical. Casting Time: Standard Action
There is only one "carrier" of this epidemic Range: Touch
of bad luck, it doesn't spread in a geometric Target: One living subject touched by the caster.
progression from everyone who contracts it. Duration: Lasts until it has been triggered three times.
A Remove Curse will take the affliction off Then it must be re-cast
any one of the victims, but if it is cast on the original Saving Throw: None
carrier, the entire curse is broken. This makes Spell Resistance: Yes
important not to just lynch the carrier on sight! If they Description: The next three unarmed attacks the
die, the curse will have to be broken one victim at a target makes will do 1d3+Strength Bonus normal
time (but at least it won't spread any further). damage rather than Subdual damage. The duration of
the spell is effectively indefinite--it lasts until the next
time the target makes a successful unarmed attack.
Power of the Mind Any amount of time can go by between attacks, but
Enchantment [Mind-Affecting] the target cannot choose not to take their bonus and
Level: 1st Cleric, 2nd Sorcerer/Wizard save it for another blow. It happens automatically,
Components: Somatic whenever a blow connects. It will not be triggered by
Casting Time: Standard Action a miss, you have to hit the target to burn up a use.
Range: Touch Please note that the caster does not have a spell slot
Target: One living subject touched by the caster. tied up the whole time the spell is running. They will
Duration: 10 minutes per caster level regain spells normally if the subject holds back their
Saving Throw: Willpower negates (harmless) next unarmed attack for longer than a day.
Spell Resistance: yes (harmless)
Description: Gives the subject conscious control over
all their internal bodily functions. For the duration of Resist Paralysis
this spell they can substitute a Willpower Saving Abjuration
Throw for a Fortitude Saving Throw. They are not Level: 2nd Cleric, 2nd Protection, 3rd
obliged to do this, however. If they would prefer to Sorcerer/Wizard
make a Fortitude Saving Throw then they are welcome Components: Verbal, Somatic
to do so. Casting Time: Standard Action
The spell remains in effect if the character is Range: Touch
forced to sleep or rendered unconscious. Some Target: One living subject touched by the caster.
portion of their mind retains a faint awareness of what Duration: 10 minutes per caster level
Saving Throw: Willpower negates (harmless) made of crystalline materials take 1 ½ times the usual
Spell Resistance: yes (harmless) amount of damage from this attack. It is up to the DM
Description: The subject gains a +10 bonus to resist to determine precisely what counts.
any form of paralysis, whether magical or mundane. It The DM should also consider the fact that
enhances both Fortitude and Willpower saves (and the noise can be heard for approximately three miles
Reflexes Saves as well, in the unlikely event that one in every direction and consider whether or not anyone
is called for) This bonus only applies toward resisting or anything is likely to come investigate.
paralysis and has no effect on being Stunned, put to Material Component: A musical instrument--see
sleep, rendered unconscious, etc. There is no limit to above.
the number of enhanced Saving Throws they can
make-they can roll as often as they suffer paralyzing
attacks until the spell's Duration runs out. Ruin Book
Transmutation
Level: 1st Sorcerer/Wizard
Resist Sleep Components: Verbal, Somatic
Abjuration Casting Time: Standard Action
Level: 1st Bard, 1st Cleric, 1st Ranger, 2nd Range: 10 feet per caster level, can also be cast via
Sorcerer/Wizard Scrying
Components: Verbal, Somatic Target: One book or document, selected by the
Casting Time: 1 round spellcaster
Range: Touch Duration: Instant (although the effects are permanent)
Target: One living subject, selected by the caster. Saving Throw: None, unless cast on a magic item
Duration: 1 hour per caster level (object)
Saving Throw: Willpower negates (harmless) Spell Resistance: Yes (object)
Spell Resistance: yes (harmless) Description: This spell permanently removes all the
Description: The caster (or whoever else they have ink from a book or document, leaving it blank. This
cast the spell on) gets a +10 bonus to resist any form works on paper, parchment, reed scrolls or anything
of magical sleep for the duration of the spell. This else that can be written on in ink or paint. It works on
provides equal protection against spells, magic items, clay tablets, leaving them smooth and blank, but it
potions, etc. It also gives them a +10 bonus to resist does not work on stone inscriptions. Nor can it be
any form of drug-induced sleep. Furthermore, for the used on any object larger than “Medium” in size. It
duration of the spell the subject is able to go without will not affect tapestries or other pieces of cloth with
normal sleep and incur no penalties. They feel rested markings woven into them. Nor will it work on
and alert, no matter how much sleep they have missed. paintings, drawings or other works that don’t contain
Be warned, however, the penalties for going without any words. It will remove illustrations from a text, but
sleep will continue to accumulate while the spell is in won’t have any effect on anything that isn’t intended
effect and the moment it wears off, the effects of primarily as a written document. This can create a
staying awake suddenly catch up with them. few ambiguous situations for the DM to resolve. If it
ever comes up, just remember that the important
question is whether or not the work’s creator thought
Resounding Blast of it as a document.
Evocation [Sonic]
Level: 4th Bard, 4th Sorcerer/Wizard
Components: Verbal, Somatic, Material
Casting Time: Standard Action
Range: Touch (to enchant the horn that will emit the
Resounding Blast--once it has been enchanted the
blast itself affects a 60 foot cone)
Target: Area: 60 foot cone
Duration: Lasts until the first time it is triggered, then
dissapates
Saving Throw: Reflexes reduces damage by half
Spell Resistance: Yes
Description: Imbues a horn, flute or similar musical
instrument with the one-time ability to emit a
thunderous, devastating blast of sound. This destroys
the musical instrument itself, and isn’t much good for
the health of anyone caught in the blast, either.
Anyone in the cone-shaped area of attack will take
1d6 damage per caster level (maximum of 10d6) and
must make a Fortitude Saving Throw or become Deaf
for the next 2d6 hours. A Reflexes Saving Throw
halves the physical damage. Creatures or objects
Range: Close (25 feet +5 feet for every two caster
levels)
Target: One living subject, selected by the caster.
Duration: 1 minute per caster level or until the first
time the spell is triggered, whichever comes first.
Saving Throw: Willpower negates (harmless)
Spell Resistance: yes (harmless)
Description: Allows the spell’s subject to use the feat
“Great Cleave” once, even if they don’t meet any of
the feat’s requirements. The subject can pick and
choose when to perform the feat, it doesn’t
automatically happen on their next attack. They can
even choose to use it after they make their attack roll,
to make sure the spell effect doesn’t get wasted. The
feat must be performed within the spell’s duration.
Someone who already has the feat “Cleave”
or “Great Cleave” can’t use this spell to perform the
feat twice in one round, unless of course they have
multiple attacks (but then what’s the point?) Nor can
the spell be used to extend the effect of a “Great
Cleave” so as to hit more targets.

The Seventh Wind


Scream of the Damned Evocation
Evocation [Sonic] Level: 5th Bard, 5th Cleric, 4th Sorcerer/Wizard
Level: 4th Bard, 3rd Cleric, 3rd Sorcerer/Wizard Components: Verbal, Somatic
Components: Verbal Casting Time: Standard Action
Casting Time: Standard Action Range: 40 foot cone, plus 5 feet for every caster level.
Range: 40 foot semicircle Target: Area: Cone
Target: Area: Semicircle Duration: Instant
Duration: Instant Saving Throw: Fortitude negates the effect of the
Saving Throw: Willpower negates nausea. A second Fortitude Save is needed to keep
Spell Resistance: yes from contracting a disease. See the Description for
Description: The caster utters a frightful shriek, so more details.
awful and horrifying that it seems as though no human Spell Resistance: yes
throat could produce it. Anyone in a 40 foot Description: A foul wind blows up from nowhere,
semicircle from the caster’s position must make a blighting everything in it’s path. No, it’s not a new
Fortitude Saving Throw or take 3d6 Subdual damage Brittany Spears tour, it’s the Seventh Wind, a vile
and become deaf for 2d6 minutes. They must also exhalation of nastiness from who knows what
make a Willpower Saving Throw or take an additional forbidden dimension (which I suppose makes it more
1d4 Subdual damage and flee in panic. like Courtney Love than Brittany Spears).
Characters who have fallen under the Anyone caught in the cone shaped area of
influence of the spell’s fear effect must abort all their effect must make a Strength roll vs. DC 15 to avoid
other actions and do nothing but flee the scene by the being knocked down by the force of the evil-smelling
most direct available route. They can take no action wind. Small creatures resist at a –2 and anything Tiny
apart from dodging or defending themselves while or smaller resists at a –4. It takes a standard action to
they flee, can’t make missile attacks at all, and can stand up.
only use melee attacks that can be made while fleeing The wind will also blow any loose papers or
(with the “Move-By Attack” feat, for example). They small objects in the direction the caster is facing,
can’t concentrate, or perform any actions that require although this is an effect for the DM to adjudicate.
concentration. If they are somehow prevented from Unless there’s a big bowl of piping hot sulpheric acid
leaving the area, they will cover, and can take no sitting on a rickety table in the wind’s path, this
actions apart from defending themselves. secondary effect isn’t likely to do any actual damage
to anything.
The reek of the Seventh Wind is so awful
and rank that anyone caught in the cone takes 1d3
Sense Weakness damage and must make a Fortitude Saving Throw or
Divination become so nauseated that they can’t do anything but
Level: 2nd Sorcerer/Wizard lie on the ground, gasping for breath, for the next 2d4
Components: Somatic rounds (which I guess does make it more like Brittany
Casting Time: Standard Action Spears, after all). Even creatures that don’t have a
sense of smell are afflicted, for this is No Wind of
This Earth, although of course constructs, immaterial
creatures and the undead are completely immune.
Anyone who failed the initial Fortitude
Saving Throw and became nauseated must attempt a
second Fortitude Save or contract a gruesome disease.
The Affliction of the Seventh Wind will rob them of
one point of Constitution per day for the first week.
By the second week it has become unpleasant enough
that they lose 1 point of dexterity and one of Wisdom
per day as well.
Medical science (should such a thing exist in
your campaign world) will be baffled by the malady
and unable to cure it. Only a Dispel Magic or Remove
Curse will be able to stop the course of the disease
before the victim reaches 0 Constitution and dies.
Skullbane
Transmutation [Evil, Light]
Level: 1st Cleric, 1st Evil, 2nd Sorcerer/Wizard
Shatterstaff Components: Verbal, Somatic, Focus
Transmutation [force] Casting Time: 1 round
Level: 3rd Sorcerer/Wizard Range: Touch (to enchant the skull--once it has been
Components: Verbal, Somatic, Focus enchanted it will affect anything in a 15 foot radius)
Casting Time: Standard Action Target: Enchants one skull of any type, large or
Range: Touch small.
Target: The caster's staff (or perhaps some other Duration: 1 minute per caster level
staff). Saving Throw: Willpower negates the damage, but
Duration: Lasts until triggered. Can only be triggered only for one round.
once. Spell Resistance: Yes
Saving Throw: Reflexes reduces damage by half Description: Causes a skull to shine with a hellish
Spell Resistance: Yes glow, illuminating everything in a 15 foot radius and
Description: Enchants a staff so that the next time it doing 1 point of damage per round to any Good
makes a successful Touch Attack (counting only characters who stand within its fearful light. A
Armor Class from the target's Dexterity bonus) it Willpower Saving Throw negates the damage, but a
explodes, doing 1d8 Bludgeoning damage per caster good character must roll every round.
level to the target (maximum of 10d8). Since this also Any kind of skull can be used to cast this
destroys the staff, it is generally used as an attack of spell, but if it is the skull of a Tiny Creature (or
last resort. Even though the caster is holding one end smaller) then the radius of effect is reduced to five
of the staff when it explodes, the attack does no feet. The skull must be in reasonably good condition--
damage to anyone but the target. roughly 60% intact. It is not consumed by the spell
Although the explosion is triggered by and could easily be used to cast it again.
physically coming into contact with the target, the Focus: A skull.
staff can't just be left lying around like a land mine,
ready to explode whenever someone brushes up Smash Law
against it. Nor can someone be thrown onto the staff Transmutation [chaos]
to trigger it involuntarily. The staff's wielder must Level: 2nd Cleric
make a conscious intentional effort to strike the target Components: Verbal, Somatic
and trigger the explosion, or else nothing happens. Casting Time: 1 round
There may be situations where a player tries Range: Touch
to use this spell on an improvised staff. This may Target: One living subject touched by the caster.
work and it may not, depending on the materials they Duration: 1 minute per caster level or until the first
use. Shatterstaff can only be cast on an object that time the spell is triggered, whichever comes first.
meets the definition of a "staff" as it is listed in the Saving Throw: Willpower negates (harmless)
weapons and equipment section of the Players Spell Resistance: yes (harmless)
Handbook. It must weigh the same, be roughly the Description: The target’s next blow will do an extra
same length and do the same amount of damage to 2d6 damage to any Lawful creature, character or
properly qualify as a staff. The spell cannot be cast on object. This effect cannot be held back. The next time
maces, clubs or any other type of bludgeoning weapon they hit a Lawful target (within the spell’s duration)
except for staves. they will do an extra 2d6 damage to them, even if they
don’t want to, even if they’re trying to pull their punch
or to do nonlethal damage.
The effect is only triggered by actually
connecting with a Lawful target If they subject
attacks a Lawful target and misses, the spell isn’t lost. Casting Time: 1 round
The extra damage takes the form of Range: Touch
whichever type of damage the attack normally does. Target: One living subject touched by the caster.
If it is a piercing attack then it does piercing damage. Duration: 1 minute per caster level or until the first
If it’s a slashing attack then it does slashing damage. time the spell is triggered, whichever comes first.
If the attack does mixed types of damage then the Saving Throw: Willpower negates (harmless)
extra dice apply to whichever type the attack does Spell Resistance: yes (harmless)
more of, or whichever the DM thinks is more Description: The target’s next blow will do an extra
appropriate. 2d6 damage to any Evil creature or character. This
This spell does not have any effect on effect cannot be held back. The next time they hit an
damage that is done by other spells. It only affects evil being (within the spell’s duration) they will do
actual physical attacks. 2d6 extra damage to them, no matter what. This
happens even if the spell’s subject is trying to pull
their punch or to do nonlethal damage. If they strike
Smite Chaos at an evil creature and miss, the spell isn’t lost. The
Transmutation [law] effect is only triggered by actually connecting with an
Level: 2nd Cleric evil target. The extra damage takes the form of
Components: Verbal, Somatic whichever type of damage the attack normally does.
Casting Time: 1 round If it is a piercing attack then it does piercing damage.
Range: Touch If it’s a slashing attack then it does slashing damage.
Target: One living subject touched by the caster. If the attack does mixed types of damage then the
Duration: 1 minute per caster level or until the first extra dice apply to whichever type the attack does
time the spell is triggered, whichever comes first. more of, or whichever the DM thinks is more
Saving Throw: Willpower negates (harmless) appropriate. This spell does not have any effect on
Spell Resistance: yes (harmless) damage that is done by other spells. It only affects
Description: The target’s next blow will do an extra actual physical attacks.
2d6 damage to any Chaotic creature, character or item.
This effect cannot be held back. The next time they hit
one of the minions of chaos (within the spell’s
duration) they will do an extra 2d6 to them, whether
they wish to or not. The effect is only triggered by
actually connecting with a chaotic target, so if they
strike at a chaotic being and miss, the spell isn’t lost. .
The extra damage takes the form of
whichever type of damage the attack normally does.
If it is a piercing attack then it does piercing damage.
If it’s a slashing attack then it does slashing damage.
If the attack does mixed types of damage then the
extra dice apply to whichever type the attack does
more of, or whichever the DM thinks is more
appropriate.
This spell does not have any effect on
damage that is done by other spells. It only affects
actual physical attacks.

Song of the Red Moon


Evocation [evil, sonic]
Level: 3rd Bard, 3rd Cleric, 3rd D
Components: Verbal
Casting Time: Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: See the Description
Duration: 2 rounds per caster level
Saving Throw: Willpower negates
Spell Resistance: Yes
Description: A terrible howl comes up from the
Smite Evil caster's throat and strange wild music echoes across
Transmutation [good] the hills. All evil or neutral were-beasts within the
Level: 2nd Cleric spell's range are emboldened and make all their rolls at
Components: Verbal, Somatic
a +2 bonus for the spell's duration. Good were- duration ends, the effect will resume
creatures are demoralized, must make an immediate The DM must carefully adjudicate what
morale check, and suffer a -2 penalty on all their rolls constitutes a "large mass" of stone. Here are some
for the spell's duration. It does not matter what shapes rules to help make it less ambiguous. If the subject of
the lycanthropes wear or whether it is night or day. the spell is touching or standing on a mass of stone
If the spell is cast outside, at night you can that has more than twice their own weight, they gain
actually see an angry red caul creep across the moon's the spell's full protection. If the stone is between one
face. This effect is only visible within the area of the and two times the subject's weight, they gain only two
spell's effect. points of Strength and four of Constitution. If the
The caster must concentrate and continue to stone weighs less than they do, they don't gain
howl, taking no other actions, for as long as the spell anything. If they aren't directly touching the stone (if
lasts. If their concentration is broken, the Song of the for example they are standing on a stone outcropping,
Red Moon ends. but wearing boots, or touching a stone wall through a
glove) then subtract one point of Strength and one
point of Constitution from the enhancement (minimum
Steel Spirit of +0).
Abjuration [mind-affecting] For one hour after the spell has been cast,
Level: 6th Cleric, 6th Protection, 7th Sorcerer/Wizard magical creatures associated with stone will make
Components: Somatic reaction rolls to both the subject and the caster at a +2.
Casting Time: 1 round This bonus is only a +1 if the spell wasn't cast at full
Range: Touch strength.
Target: One living subject touched by the caster.
Duration: 10 minutes per caster level
Saving Throw: Willpower negates (harmless) Suppress Magic
Spell Resistance: yes (harmless) Abjuration
Description: Grants the subject a temporary +10 Level: 2nd Bard, 2nd Cleric, 3rd Druid, 3rd Paladin,
bonus to resist any form of Enchantment or mental 2nd Sorcerer/Wizard
domination with a Willpower Saving Throw. Components: Verbal, Somatic
Suggestion, Hypnosis, Geas, Fascination, Charm Casting Time: 1 round
Person, Sleep, Fear, Dominate, etc. all are blocked by Range: Medium (100 ft. + 10 ft./level)
this spell. It also grants the subject a +8 bonus to Target: See the Description
maintain their concentration if they are interrupted at Duration: Special, see the Description
some task (this spell does not itself require them to Saving Throw: None
concentrate). Spell Resistance: No
It does not provide them with any defense Description: Removes a spell or suppresses the power
against illusions, or against any magical attack that of a magic item until the next sunset. Once the sun
requires a Reflexes or Fortitude Saving Throw. It does sets or 18 hours have elapsed, whichever happens first,
not enhance any Willpower Saving Throw that is not the magic will return This effect cannot be used to
directly used to resist a magical attack. This is armor extend a spell's Duration. When a spell has been
for the outside of your spirit-it does not bolster your suppressed, its duration continues ticking away, and if
spirit from within. it expires before the Suppression wears off, it is lost.
A Detect Magic will reveal nothing until the magic
comes back.
Strength of Stones
Transmutation [earth]
Level: 2nd Druid, 2nd Earth, 2nd Strength Theophrastic Compass
Components: Verbal, Somatic Transmutation
Casting Time: Standard Action Level: 1st Sorcerer/Wizard
Range: Touch Components: Verbal, Somatic, Focus
Target: One living subject touched by the caster. The Casting Time: 1 minute
subject must be physically in contact with a mass of Range: Touch (although once it has been cast there is
stone. no limit to the range of the effect)
Duration: 10 minutes per caster level (but see the Target: Any two inanimate objects touched by the
Description) caster
Saving Throw: Willpower negates (harmless) Duration: Permanent
Spell Resistance: yes (harmless) Saving Throw: None
Description: Temporarily imbues the Target with an Spell Resistance: No
extra five points of Strength and six points of Description: Enchants two objects so that if they are
Constitution, but it only works while they are separated, one of them will always point toward the
physically in contact with a large mass of stone. The other. There is no range limitation on this effect. If
moment they are no longer touching, the spell's effect the two objects are still on the same plane, one will
ends. If they come back into contact with a always point in the direction of the other. This is not a
sufficiently large mass of stone before the spell's strong pull. Anyone can easily resist the tendency of
the objects to twist in their grasp without even making as “the spell goes off if the woman I am one day to be
a roll. You have to suspend the object, perhaps from a betrothed to ever insults my family while standing on
cord, and let it dangle for the length of a Standard that spot—but only if the neighboring kingdom has
Action to get an accurate impression. won a war within the past five years (not just any
It is common for one object to be something neighboring kingdom, but the one ruled by my
of great value and the other one to be something small family’s hereditary enemies).”
light and thin, like a stick or a needle, to make it easy In fact there’s just about no set of
to track the larger object's whereabouts if it gets instructions that would be too arbitrary or complex.
stolen. Also commonly used on pairs of compass For They know things. They understand. They can
needles, to help ships find each other at sea. It cannot figure out what you meant. If the DM is capable of
be cast on living things, or on objects that are larger understanding what the spellcaster intends when they
than Huge in size. set up the spell, They do as well.
If you were to cast the spell on a pair of Nor will They attempt to pervert the caster’s
Huge Objects, the DM would have to carefully intent. They are certainly evil, but They disdain the
adjudicate what sort of apparatus you would have to affairs of mortals enough that They are uninterested in
build in order to suspend one of them enough that you playing games with us. Beyond that, we understand
could measure the direction it tends to point towards. nothing of their motives, except that They like to rip
Should such a peculiar situation arise, the DM should and rend and crush.
feel free to make the character spend a lot of money When the conditions of the spell are finally
building the necessary contraption takes considerably met, a swarm of tentacles, claws and pincers
longer than a Standard Action to use. materialize out of thin air and attack everything in the
designated square. There is no escaping their clutch—
They’re everywhere. Everything in the affected square
will take 9d6 Slashing Damage. A Reflexes Saving
Throw will halve the damage. At the end of the round,
They disappear back to wherever They came from.
Anyone They killed vanishes too, never to be seen
again.
A character in the affected square can attack
the tentacles, pincers and so forth if it makes them feel
any better (each one is AC 16 and has 3 Hit Points)
but it won’t stop them from taking damage. The
spectral attackers are immune to mind-affecting spells,
and if someone tries to read their thoughts, they get
nothing but 2d6 Subdual damage for their efforts.
It is not good to be one who They have
They Watch touched. For 1d6 hours after the attack, any survivors
Conjuration (Summoning) will find that everyone reacts to them at a –2,
Level: 6th Cleric, 5th Sorcerer/Wizard somehow sensing the unnatural taint that clings to
Components: Verbal, Somatic them. Aberrations actually respond to them at a +2,
Casting Time: Standard Action although this is unlikely to have much effect on things,
Range: Close (25 feet +5 feet for every two caster since few PCs who encounter a Beholder or a Black
levels) Pudding will attempt to make conversation with them.
Target: Area: 10 by 10 foot square
Duration: Lasts until the first time it is triggered, then
dissapates This Door Belongs to
Saving Throw: Reflexes save halves the damage
Spell Resistance: no
Darkness
Description: This fiendish spell enchants a 10 by 10 Transmutation [Evil]
foot square, drawing it to the attention of certain Level: 4th Cleric, 3rd Evil, 3rd Sorcerer/Wizard
sinister forces that lurk just outside the threshold of Components: Verbal, Somatic, Focus
time and space. They watch that spot, and they wait. Casting Time: 2 rounds
When the caster sets up the spell, he or she Range: Close (25 feet +5 feet for every two caster
will specify the conditions that will finally trigger it. levels)
Something has to happen inside the enchanted area to Target: One door or doorway, no bigger than "Huge"
set the spell off. It’s up to the caster as to what that in size
something is. The set of conditions can be as complex Duration: 1 minute per caster level
and as detailed as the caster likes. The instructions can Saving Throw: None
include proper names or pre-existing conditions, or Spell Resistance: Yes (object)
events that happen months or years apart. It could be Description: Enchants a doorway so that only evil
as simple as “the spell goes off the first time anyone creatures can safely pass through it. Only works on
bigger than a fly walks into the square” or as complex artificial doorways, although the portal does not need
to have a hinged door attached.
For the duration of the spell, any neutral or radius (a Reflexes Saving Throw negates the splash-
good creature who passes through that door, in either effect damage, but will not help the target). Anyone
direction, takes 3d6 damage, and hears a voice can fling angry water at a target, it does not need to be
whisper angrily “this door belongs to darkness”. No thrown by the spell’s caster. Touching the stuff will do
one but the character being damaged can hear the 1d6 heat damage to whoever touches it and also break
voice, and the damage isn’t immediately visible, the spell.
although painful bruises will appear on their skin The spell can only be cast on liquids that are
within an hour or so and they will pass blood in their mostly water. It will work on a bottle of wine or a
waste for one or two days. There are no bolts of bowl of soup, but not on a pail of milk, a can of paint
lightning or other flashy magical effects. or on an opponent’s internal body fluids. Nor will it
For the next week, anyone who took damage work on a volume of liquid greater than about a quart.
from this spell will resist disease at a –2 penalty. The sole exception to this last rule is if the
The spell can affect as many creatures at the spell is cast underwater, in which case it will
once as try to cross the threshold at the same time. It create a mobile globe of raging liquid that the caster
won’t affect doors that are bigger than “Huge” in size, can fling at an opponent without any sort of
but this is the only effective limit to how many containment vessel. It will do only 1d4 damage to the
creatures it can affect at one time. target if used underwater, plus 1 point of damage to
To trigger the spell, you must put at least anything within a 5-foot radius. As on land, once the
one foot over the door’s threshold. Being flung over caster makes the attack, the spell is broken whether the
the threshold against your will does qualify and does angry water hit the target or not.
set off the spell. If a character puts one foot through If the liquid is poured into a tub or small
the door, takes damage and decides to withdraw, pool where someone is bathing, the water dissipates
effectively canceling their movement action, they the effect to some degree. The target will
don’t take damage twice. Unfortunately, a character automatically take damage, but only 1d4 worth.
who has passed all the way through the door and then
needs to go back out again isn’t so lucky. They will
take damage again as they pass through the doorway Thrumble's Thaumaturgic
from the other side, and hear the hateful voice whisper
its admonishment as they do.
Triple-Lock
Transmutation
The spell must be cast on an actual door or
Level: 3rd Sorcerer/Wizard
doorway. A natural cave mouth won’t work, nor will
a hole than someone has bashed through a wall. It Components: Verbal, Somatic
must be a real doorway, created for that specific Casting Time: 1 round
purpose. This can create a few odd situations for a Range: Touch
DM to adjudicate. Does a blanket draped over the Target: One door, trapdoor, or other portal that opens
mouth of a cave to keep out the cold make the opening and closes
qualify as a doorway? My answer would be, only if Duration: Indefinite
it’s meant to be a permanent or semi-permanent Saving Throw: None
Spell Resistance: Yes (object)
arrangement, set up by someone who actually intends
to live in the cave and isn’t just stopping there for the Description: Widespread use of the spell "Knock"
night. Does the mouth of a bear’s den qualify? I has created all kinds of security problems in the
would say no, without any clearly defined reason—it magical world, since not even a "Wizard Lock" spell
just doesn’t feel like a doorway to me somehow. Your is able to fully secure a room or chest against it.. Nor
answers may be different. is "Knock" a difficult or obscure spell—almost any
Focus: A door or doorway student of the arcane arts can be expected to know it
and so your treasures aren't safe from any of them.
The Thaumaturgic Triple-Lock goes a long
This Water is Angry way toward rectifying this problem. It magically
Transmutation [water] locks doors, chests, etc. so securely that even a Knock
Level: 1st Sorcerer/Wizard, 2nd Cleric, 1st Druid will not open them. Either the spellcaster who
Components: Verbal, Somatic enchanted the door must take the spell off of it, or the
Casting Time: Standard Action door will have to be destroyed for anyone to get
Range: 20 feet through it.
Target: One quart of liquid The spell also reinforces whatever it is cast
Duration: 1 round per caster level on with an extra 5 points of Hardness and an extra 10
Saving Throw: See Description points of Resistance to Flame.
Spell Resistance: Yes (object) The caster can set simple conditions under
Description: Turns roughly one quart worth of water which the door will open without breaking the spell.
into a boiling, bubbling froth of hate. A flask, pitcher They could, for example, set it so that the door can
or skin full of the angry water can be used as a only be opened from one side, or so that it can only be
grenade like weapon, doing 1d6 damage to the target opened by the caster themselves, or so that it can only
and 1 point of damage to anything else in a 5 foot be opened by someone wearing the caster's mark. The
conditions, if any, must be set at the time the spell is
cast and can't be changed. attack—the radius of this effect is much wider.
As is always the case with spell conditions, Deaf characters can’t use the skill “listen”
the magic isn't clever enough to cope with any and suffer a –2 penalty to avoid being Surprised, but
ambiguity. Unless the conditions are clearly and also become immune to Bluff and Diplomacy rolls
unquestionably met (and this is of course exclusively (and mercifully unable to hear talk radio).
the DM's prerogative to asses) the door stays closed. Focus: A horn. It can be any kind or horn, in any
Nor can the spell cope with instructions that would condition, but no other sort of musical instrument will
require it to read someone's mind. So, it cannot be set do. Bagpipes qualify as horns (I’m sorry to say).
to "admit only creatures who are friendly to me" since
it has no way of telling who is friendly and who is not.
The door will always stay closed if it can't determine Total Awareness
whether or not it should open. Divination
Level: 2nd Cleric, 2nd Sorcerer/Wizard
Components: Verbal, Somatic
Casting Time: Standard Action
Range: Touch
Target: 15 foot radius per caster level, always
centered on the caster
Duration: Concentration plus one round per caster
level (if the spell is cast on someone other than the
caster themselves, then it is the spell's recipient who
must concentrate to maintain the spell past the initial
rounds)
Saving Throw: Willpower negates (harmless)
Spell Resistance: yes (harmless)
Description: The caster (or whoever the spell has
been cast upon) gains 360% perception. This sense is
not vision, although it does reveal things like color and
brightness, and it is not obscured by anything but a
solid object in its path. Smoke, mist, darkness, etc,
does not provide concealment or cover against this
kind of perception. Only hiding behind an actual
solid obstacle will do. Darkness doesn’t affect it
either—the new sense isn’t dependant on light.
If the character using this spell has been
blinded, deafened or otherwise had their senses
compromised, it has no effect whatever on this other,
Thunderous Blast magical sense. Magically invisible objects and
creatures are still invisible to them, but only have a
Transmutation [sonic] +4 AC bonus rather than the usual +8.
Level: 4th Sorcerer/Wizard No one attacking the character from the
Components: Verbal, Somatic, Focus back or the side will gain any of the usual bonuses to
Casting Time: 1 round hit them, and the character can themselves attack
Range: Caster must touch the musical instrument to opponents flanking them at no penalty. They can even
enchant it. The attack it generates affects a 70 foot even strike opponents standing directly behind them
cone, and the Deafening effect affects a 70 foot with just a -2 penalty.
semicircle
Target: Affects one musical instrument, which then in
turn emits a cone-shaped attack, surrounded by a Trapdoor to Nowhere
wider, semicircular area of effect. Conjuration [teleportation]
Duration: Lasts until the spell has been triggered Level: 6th Sorcerer/Wizard
three times. Components: Verbal, Somatic
Saving Throw: Reflexes halves, second Reflexes Casting Time: Standard Action
Throw negates Deafening effect Range: Medium (100 ft. + 10 ft./level)
Spell Resistance: Yes (object) Target: One creature, selected by the caster.
Description: This spell imbues a horn with the ability Duration: Instant
to unleash a devastating cone-shaped sonic attack. The Saving Throw: Reflexes Negates
horn can be used three times before the magic runs Spell Resistance: no
out. In addition to taking damage, anyone caught Description: An unwelcome surprise for even the
within a 70 foot semicircular radius of the caster must doughtiest adventuter, this spell opens a small
make a Reflexes Saving Throw or become Deaf for interspatial portal under the target’s feet. If they fail
2d8 rounds. Please note that it is possible to be their Reflexes Saving throw, they fall through it, and
deafened without taking any damage from the reappear four hundred feet above their starting
position. Apply standard falling damage. The spell gruesome and fast-acting pestilence. The White Death
can’t be cast on any target bigger than “Large” in size. will eat away one Hit Point per round until the target
While this spell can usually be cast on only either dies or is cured.
one target at a time, it will work just fine on a Its effects are amazingly unpleasant to
character who is mounted on a riding animal (so long watch—the victim’s flesh turns white and crumbles
as the beast isn’t any bigger than “large”), or on two or away like stale bread. This costs the victim 1 point of
more characters who are standing on each other’s Charisma per every five rounds.
shoulders. To certain sorcerers, they’re no funnier After they have lost half their Hit Points, the disease
sight that a noble paladin plummeting to his doom begins to damage their central nervous system,
atop his valiant steed, their limbs flailing wildly as eroding one point of Intelligence and one of Wisdom
they fall. every five rounds. In this stage of the disease, the
If the spell is cast underground, it will send victim becomes prone to fits of dementia and must
the targeted character either four hundred feet above make a Willpower Saving Throw every round or
their present location, or up to the nearest empty suffer the effects of Confusion as per the spell. To
space, whichever is closer. It won’t dump them inside keep you from having to rumage through your
solid matter. Player’s Handbook, here are the specifics.
The spell works on inanimate objects as well Roll on the following table at the beginning
as living ones, provided that they’re no bigger than of each subject’s turn each round to see what a
“Large” confused character does in that round.
A four hundred foot drop will take three
combat rounds, which might give the target time to d% Behavior
prepare some kind of magical defense, or perhaps to 01– Attack caster with melee or ranged weapons
write a very short will. The target’s companions could 10 (or close with caster if attack is not possible).
use the time to find some way to rescue the 11– Act normally.
plummeting character, or to argue over how to divide 20
up their stuff. But then again, perhaps there is no need 21– Do nothing but babble incoherently, rock in
to discuss how to distribute the target’s personal 50 place, clap hands, twitch, etc.
belongings, since they will shortly distribute 51– Flee away from caster at top possible speed.
themselves over a fairly wide area. 70
71– Attack nearest creature (for this purpose, a
100 familiar counts as part of the subject’s self).

A confused character who can’t carry out the


indicated action does nothing but babble incoherently
in a slobbering spastic frenzy. Attackers are not at any
special advantage when attacking a confused
character. Any confused character who is attacked
automatically attacks its attackers on its next turn, as
long as it is still confused when its turn comes. A
confused character will not make attacks of
opportunity against any creature that it is not already
devoted to attacking.
The Confusion caused by the White Death
only lasts for one round, although on the next round
the subject must make another Saving Throw.
Because the victim’s disintegrating mind
will have increasing difficulty fending off the
dementia, most victims of the White Death spend their
The White Death final moments in frothing madness. This is
particularly unfortunate, since once they lose half their
Necromancy
Hit Points, they will also become infectious. Anyone
Level: 4th Bard, 4th Cleric, 4th Druid, 5th
who touches an infectious victim of the White Death
Sorcerer/Wizard
must make a Fortitude Saving Throw or become
Components: Verbal, Somatic, Material
infected with it themselves. Their clothing and any
Casting Time: Standard Action
personal gear they were carrying when they contracted
Range: 10 feet
the disease are equally infectious. This effect lasts
Target: One living subject, selected by the caster.
until the moon next rises. Objects the victim has
Duration: Lasts until negated by a Dispel Magic or
merely touched, breathed on, etc, are not hazardous to
Remove Curse spell
handle. Only their personal gear is contaminated.
Saving Throw: Fortitude negates
The White Death is not a natural malady and
Spell Resistance: Yes
anyone with any experience or skill at treating the sick
Description: Infects the target with a particularly
will see at once that this is no illness born of this earth,
and that it must be the work of bad magic. Because of Casting Time: Standard Action
its arcane nature, Dispel Magic, Cure Disease and Range: Medium (100 ft. + 10 ft./level)
Remove Curse are all equally effective against it. Target: One living subject, selected by the caster.
While any one of these spells will stop the disease and Duration: Instant
cure any lingering dementia, only Remove Curse will Saving Throw: Fortitude save reduces damage by
immediately restore the lost Hit Points and Stats. half.
Fortunately, because most of the White Spell Resistance: Yes
Death’s victims go crazy and die within ten rounds, Description: The spellcaster shoots the target an evil
outbreaks of the disease burn themselves out very look. So evil, in fact, that it kills. This is a silent spell
quickly. There has never been an actual epidemic— that requires no gestures or other somatic components.
yet. It requires direct line of sight and it can be cast only
Material Component: A small wad of contaminated on targets that are facing the caster and can see them.
filth, the nastier, the better. It cannot be cast via scrying.
The caster must make eye contact with the
target to hurt them. In game terms this means that
Unsavory Flavor they must overcome the target’s Dexterity with their
Transmutation Charisma. If the caster fails, they lose the spell. If
Level: 1st Druid, 1st Sorcerer/Wizard they succeed, the target feels the sinister gaze knife
Components: Verbal, Somatic into them and fill their veins with poison. They must
Casting Time: 1 round make a Fortitude Saving Throw or take 1d8 poison
Range: Close (25 feet +5 feet for every two caster damage per round for 3 rounds. Despite the fact that
levels) the damage is spread out over 3 rounds, they only get
Target: One living subject, selected by the caster. to make one saving throw.
Duration: 10 minutes per caster level Even though the spell’s effects are invisible,
Saving Throw: Willpower negates (harmless) the target will know exactly who did this to them,
Spell Resistance: yes (harmless) although whether or not they can convince anyone else
Description: The Spell’s target becomes unpleasant is another matter. The spell will not work on blind
for amorphous horrors to smell and taste. Slimes, characters or on creatures that are immune to natural
oozes, puddings, jellies and gelatinous cubes will only poisons. If a spellcaster attempts to use the Venomous
attack the spell’s target if there is no other prey Glance on someone who is immune, the spell is lost.
available, and even then there is a 50% chance that Special magical items and spells that enhance the
they will ignore them altogether. Please note that if target’s resistance to poison will help them make their
you encounter the same monstrosity on two seperate saving throw.
occasions while the spell is still on, they are still
disinclined to eat you.
If an amorphous abberration is attacked by Wall of Bones and Filth
someone who is using this spell, the creature will Conjuration (creation)
reluctantly defend itself. If their attacker has Level: 5th (Cleric), 4th (Sorcerer /Wizard)
companiuons, it will try to attack the other characters Components: Verbal, Somatic, Material
first unless that isn’t physically possible. Casting Time: Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: Effect: Creates a wall of bones and rotting
garbage, up to 20 ft. long per caster level, or a ring-
shaped wall with a radius of up to 5 ft. per two levels;
in either either form it is 20 ft. high (S)
Duration: 1 minute per caster level
Saving Throw: None
Spell Resistance: no
Description: This unwholesome spell creates a barrier
of bones, rotting trash and other yet more smelly and
less easily identifiable things, all constantly moving
and roiling with a nauseating motion.
The wall can be any size up to the maximum
(20 ft. long per caster level, or a ring-shaped wall with
a radius of up to 5 ft. per two caster levels), but it must
be continuous (it can’t start, stop and start again), and
Venomous Glance nothing can block its path while it is being formed.
Evocation It’s quite unpleasant to be anywhere near
Level: 4th Cleric, 3rd Sorcerer/Wizard that wall. Just standing within ten feet of it requires
Components: None. Does not require so much as a everyone but the spell’s caster to make a Fortitude
single word or gesture (but the caster must be able to Saving Throw or suffer a –2 penalty on all their
make eye contact with the target--see the Description) actions.
The wall cannot be seen through and everyone really is, how the whole world is suffering
provides one hundred percent cover to anyone every instant of its existence, etc. If they take any
standing on the far side of it. To pass the wall, you damage, it snaps them out of their funk, and for the
have to dig your way through it. Each five-foot rest of the spell’s duration they can function as though
section can absorb 60 points of damage (it has no they made their Saving Throw. Unless of course they
Hardness). Once you have dug out that section touch the wall again, in which case they whole process
(leaving bones and filth splattered everywhere) it starts over.
breaches the barrier and anyone can pass through that The wall itself can cover 1 ten foot square
spot. This does not break the spell. per caster level. It can pass through the middle of a
Anyone who passed through or otherwise square or along it’s edge—that’s up to the caster. The
came into physical contact with the wall will suffer a – wall can be any shape, but it must be continuous. It
2 penalty on all Bluff, Diplomacy and Performance cannot start, stop, and start again unless it has been
rolls for the next three hours. Unless of course the cast more than once. The spell “Permanency” can be
DM decides that they are trying to impress someone cast on a Wall of Grief, in which case characters who
who likes the smell of bones and filth. touch it will suffer its effects for 1 minute per caster
Material Component: Some bone fragments mixed level.
together with some reeking filth. Best to keep this one
in a sealed vial until it’s needed.

Wall of Grief
Conjuration (Creation) [Mind-Affecting]
Level: 4th Bard, 4th Sorcerer/Wizard
Components: Verbal, Somatic
Casting Time: Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: Creates a barrier 10 feet in width per caster
level
Duration: 1 minute per caster level
Saving Throw: Willpower save reduces the effect,
and keeps the character from being incapacitated
outright. See the description for more details.
Spell Resistance: yes
Description: Creates a shimmering, semi-solid wall of
utter and absolute misery. Anyone who touches it will
be consumed with sorrow, and fall to the ground,
weeping wretchedly.
The wall is only an inch or so thick and it’s
semi-transparent, like a thin sheet of water. Anything
on the far side of it effectively has 20% cover from the
rippling distortion of the light. It’s surface seems to
move and shift, and anyone who looks at it is struck Warding Against the
with the idea that it somehow resembles a curtain of
tears—and then they wonder where they got such an
Shadow of the Mind
Abjuration [Good]
odd idea. Touch the wall and you’ll know.
Level: 4th Cleric, 3rd Protection
It’s easy enough to pass through the barrier,
Components: Verbal, Somatic
it doesn’t block movement or missile attacks at all, but
Casting Time: Standard Action
as soon as any living being comes into contact with
the wall they are overwhelmed with desolating grief, Range: Touch
and must make a Willpower saving throw to avoid Target: One living subject, selected by the caster.
going into a sobbing fit. Even if they make the saving Duration: 1 minute per caster level
Saving Throw: Willpower negates (harmless)
throw, they are still consumed with a powerful
Spell Resistance: yes (harmless)
melancholy and will make all of their rolls at a –2
Description: The subject gains a +6 bonus against any
penalty until the spell’s duration ends or someone
Enchantment spells cast by Evil characters. The spell
casts Dispel Magic on them.
provides the same level of protection against magical
Characters who fail their saving throw and
are overcome with grief can do nothing but sit on the spell-like abilities that simulate the effects of
ground and weep. They can’t even defend themselves Enchantments. It does not matter how long ago the
from attack—they’re effectively incapacitated and enchantment was cast or what has triggered it. Only
the alignment of the caster matters. It will provide no
useless for the caster's level in rounds. It’s impossible
protection against spells cast by a good or neutral
to make conversation with them since all they want to
character who is being compelled by an evil character
talk about is how unhappy they feel, how unhappy
into casting it.
It will provide protection against spell-like anyone who encounters them. See the Description for
effects created by magic items if either the item’s details.
creator or its wielder is Evil. It functions the same Duration: 10 minutes per caster level
way for spells that have been stored on scrolls. If Saving Throw: Willpower negates
either the magus who enchanted the scroll or the Spell Resistance: Yes
character reading the spell off of the scroll is Evil, Description: For the spell’s duration, anyone who
then the target is protected by the warding and can use meets the spell’s subject for the first time must make a
their +6 bonus. Willpower Saving Throw to be able to remember their
If for some reason the target actually wants face. They only get one roll per encounter—if they
to be subjected to an Enchantment which has been cast fail it they will never recall the face clearly.
by an Evil character they still must apply the +6 If you have failed the roll once it has no
bonus to their Saving Throw, unless they themselves effect on subsequent Willpower Saving Throws. If
make a Willpower roll vs. the level of the character you encounter the same person again, and they are
who placed the Ward on them. If they succeed, the once again using this spell, you have the same chance
Ward is then broken and dispelled. to beat the spell as you did the first time you saw
them.
This spell does not keep anyone from
What is its True Worth? remembering the subject’s weight, height, age or
Divination voice, but their face will be impossible to recall. The
Level: 2nd Bard, 2nd Sorcerer/Wizard DM should adjudicate this carefully. It would be an
Components: Verbal, Somatic excellent way for a healthy young male human to
Casting Time: 1 round conceal their identity, but it would be much harder for
Range: 10 feet per caster level say, a hunchbacked dwarf to use effectively (unless
Target: One inanimate object or non-sentient animal, for some reason there are a lot of hunchbacked dwarfs
selected by the caster around).
Duration: Instant
Saving Throw: None
Spell Resistance: No Wind of Razors
Description: Reveals the amount of money that Evocation
someone would reasonably be expected to pay for this Level: 3rd Sorcerer/Wizard
item. If an item is a fake, it doesn't reveal that it's Components: Verbal
fraudulent, but it does reveal that it is worthless. If an Casting Time: Standard Action
item is cloaked in an illusion to disguise its real worth, Range: 10 foot wide path, 10 feet long per caster level
the spell will reveal its actual value, but not what it Target: Area: 10 foot wide straight path
really looks like or even that it has an illusion on it Duration: Instant
(although of course the caster is free to infer this for Saving Throw: A Reflexes save halves the damage
themselves). Spell Resistance: Yes
The spell usually goes by the prices listed in Description: Glittering shards of metal fly out of the
the Player's Handbook and the Dungeon Master's caster’s mouth, with a whistling, tinkling sound,
Guide, but adjusts its internal price list to take special slashing everything in a 10 foot wide path for 1d6
circumstances into account. So for example if point of damage per caster level (maximum of 15d6).
someone offered to sell the caster a flask of water in The razors vanish into nothingness once the spell is
the middle of the desert, the spell would reveal the over, although forensic science (if there is such a thing
correct price for a flask of water under these in your campaign) will find traces of metal residue in
circumstances-the price that a savvy camel driver the wounds made by this spell. The residue is
would insist on. microscopic, too small to alert a Detect Magic spell,
If the caster is offered a poisoned, booby- although it does have a few odd little magical
trapped or other harmful item, the spell will reveal properties (for example it defies spectrographic
how much money it would cost to acquire this item to analysis, and vanishes from any bottle where more
use on someone else. The price of the poison or how than a microgram of it is collected at once)
much the workmanship on the booby trap cost. Of
course a cautious character might at once guess that
something is wrong with an item if its cost reads Witch-Hammer
funny. Caveat emptor! Evocation
Level: 2nd Cleric, 2nd Destruction, 2nd
Sorcerer/Wizard
Who Am I? Components: Verbal, Somatic
Enchantment [Mind-Affecting] Casting Time: Standard Action
Level: 2nd Sorcerer/Wizard Range: 20 foot radius
Components: Verbal Target: Any spellcasters within a s0 foot radius.
Casting Time: Standard Action Duration: Instant
Range: Touch Saving Throw: Willpower negates
Target: One living subject touched by the caster, and Spell Resistance: Yes
Description: Does 2d6 damage to any and every
spellcaster in a 20 foot radius (except of course for the
character who is casting the spell). It doesn’t matter
what Class they are—if they have the capacity to cast
spells without using a magic item, they will suffer the
damage. There is no way to hold back the effect of
the spell. Everyone who can be affected by it will be.

Writ in Water, Wrote on


Sand
Transmutation
Level: 1st Sorcerer/Wizard
Components: Verbal, Somatic, Focus
Casting Time: 1 round
Range: Close (25 feet +5 feet for every two caster
levels)
Target: Up to one pint of ink or other pigment, and
any drawings or writing made with that ink
Duration: Lasts indefinitely, until the effect is
triggered.
Saving Throw: None (object)
Spell Resistance: Yes (object)
Description: Curses a bottle or other container of ink,
up to a pint in size. Any words written in that ink will
You’re Not Well, Stay in
last a preset amount of time and then slide off the page
in a puddle. The caster must specify the length of time
Your Circle
Conjuration (Healing) [Mind-Affecting]
the words will last at the moment they cast the spell.
Level: 3rd Bard, 1st Cleric, 2nd Druid, 2nd Protection
It can’t be changed once it is encoded. This is the
Components: Verbal, Somatic
amount of time from when the spell is cast to when the
Casting Time: 1 round
words fall off the page, not the amount of time the ink
Range: Touch (the caster must draw the circle
will stay on the paper after it has been used. There is
themselves, to enclose the affected space, but they are
no upper time limit. The caster can set the effect to go
not obliged to physically touch the target contained in
off in a round, a week or for that matter in a dozen
the circle).
centuries, if they have reason to think a document
Target: Area: 5 foot circular radius. Only affects one
might last that long. The caster’s own lifespan doesn’t
creature, who must be contained within that radius.
matter. If they die before the spell is triggered the
Duration: 2 days per caster level
words fall off the page anyway once the time arrives.
Saving Throw: See description
Spell Resistance: yes (harmless)
Description: The caster draws a circle on the ground
around the target, enclosing a space with a 5 foot
diameter. This takes a full round, so while the spell
can certainly be used on an unwilling target, they’re
unlikely to sit still for it unless they’re too badly
wounded to escape.
The spell gives the target back 1d6 Hit
Points if the target has lost any, and more importantly,
it stops them from losing any more hit points or
characteristic points from any disease, curse, or other
progressive debilitating condition. If for example a
character has been reduced to –5 HP from a sword-
wound, once the circle is drawn around them they will
regain 1-6 HP and even though they probably won’t
be restored to more than zero HP, they won’t lose any
more hit points from internal bleeding until they leave
the circle.
Alas, once the character leaves the circle
they also lose the hit points the spell has given them
back and if they are diseased or cursed they will
continue to lose points from their characteristics. If
they step back in, don’t re-roll the mount of hit points
they gain back, just make it the same number they alone. Characters with a Corey Feldman-like
gained the first time. Charisma (4 or less) are just really damn ugly.
To keep patients from wandering off, there The subject’s behavior grows violent,
is a mild Compulsion worked into the spell. In order pensive and erratic. Every round that they remain
to leave the circle, the spell’s subject must first make a under the effects of this curse, they must make a
Willpower Saving Throw. Willpower Saving throw or become randomly
It’s one patient to a circle—you can’t cram homicidal, attacking the nearest living creature with
more people into the space, piling them on top of one whatever hand weapon is most convenient until it
another or making them stand on one another’s toes. stops moving. They are not capable of using Missile
The spell only works on the individual who the weapons when they are homicidal A homicidal
spellcaster drew the circle around, so there’s no point character who hasn’t lost too much intelligence to
in kicking the patient out of their circle and trying to speak can warn their companions to stay way from
use it yourself. them or request help or in any other respect
Focus: A circle, drawn on the ground. communicate normally.
They can continue rolling every round to
shake off the homicidal compulsion, if they’re the sort
of character who doesn’t actually want to kill
everyone around them. However, if they make their
roll and recover their wits for a round, they still have
to roll again on the next one. Only a Dispel Magic,
Remove Curse or some super-powerful spell like Wish
can actually cure their condition.

Your Weapons Hate You


Now
Transmutation
Level: 3rd Bard, 4th Sorcerer/Wizard
Components: Verbal, Somatic
Casting Time: Standard Action
Range: Close (25 feet +5 feet for every two caster
levels)
Target: One living subject, selected by the caster.
Duration: Lasts until negated by a Dispel Magic or
Remove Curse spell
Saving Throw: Special--see Description
Spell Resistance: Yes
Description: The target must make a Charisma-based
Saving Throw, or lose their Martial Weapon
You’re So Hideous, proficiency until the spell runs out. Worse, every
round they hold a martial weapon, they take one point
Cringe in Shame of non-lethal damage. This effect applies even to
Transmutation intelligent weapons that have some kind of special
Level: 5th Bard, 3rd Cleric, 4th Sorcerer/Wizard bond with the target.
Components: Verbal, Somatic To take damage, the subject must
Casting Time: Standard Action intentionally hold the weapon in their hand (or
Range: Close (25 feet +5 feet for every two caster whatever equivalent they use, if the creature doesn’t
levels) have hands in the conventional sense). You can't hurt
Target: One creature, selected by the caster. them by, for example, holding the flat of a sword
Duration: Indefinite, lasts until cured or dispelled against their skin. It does not matter whether they hold
Saving Throw: Willpower negates the forbidden weapon in their bare hand, or whether
Spell Resistance: yes they wear a glove or gauntlet. It affects them just the
Description: The target grows hideous, stupid, foul same.
and violent (and if they were already, then they grow The spell can be broken with either a Dispel
more so). If the target fails their saving throw, they at Magic or a Remove Curse. The caster can also set a
once lose 2d6 Charisma (down to a minimum of 1pt) simple, one sentence condition for breaking the spell,
and 2d6 Intelligence (also down to a minimum of 1 of no more than five words in length. This spell has
pt), but gain 2d6 points of Strength. no effect on characters that do not have the Martial
Characters with an animal-like intelligence Weapon proficiency. It fails and is lost if it is cast on
(4 or less) can’t speak, use tools, or use any of their them.
skills or feats, but can recognize their friends and will
follow them around to keep from feeling anxious and
will have blood of one sort or another.
Zone of Blood Material Component: 2 HP worth of blood. If
Evocation nobody else’s blood is handy, the caster can take a
Level: 5th Sorcerer/Wizard standard action to open up one of their own veins for
Components: Verbal, Somatic, Material two hp of damage (if they have a sharp object handy—
Casting Time: 1 round otherwise they’re going to have to bite themselves,
Range: Medium (100 ft. + 10 ft./level) which takes a full round and does an extra point of
Target: 1 ten-foot by 10 foot square per caster level damage from the way it mangles their flesh).
Duration: 1 round per caster level Ironically, a lot of material components are about to
Saving Throw: Fortitude halves the damage. Roll become available, but still you wouldn’t want to go in
each round. there and get them.
Spell Resistance: yes
Description: Creates an area 10 feet by ten feet times
the caster’s level in size, where any living being starts
to hemorrhage, doing 1d6 damage to themselves every
round (up to a maximum of 20d6). This damage
completely bypasses both armor and toughness.
Damage Resistance has no effect on it. The victims’
veins start to rupture and leak from the inside, where
they don’t have any armor.
The caster can shape the area however they
like, although once they’ve set its boundaries they
can’t change it without re-casting the spell. Its edges
are not visible to the naked eye—the zone doesn’t
glow or anything like that. But you’ll certainly feel it
once you step inside. If nothing else, you may start to
wonder why your boots are filling up with blood.
The effects are subtle for the first two or
three points of damage. Bloody spots appear on the
whites of the victim’s eyes, bluish bruises emerge all
over their skin, scattered around like the blotches on a
withering banana. Once they’ve taken more than three
points of damage the effects become blatant and
gruesome. Blood starts leaking out of their noses,
mouths, ears, the corners of their eyes and the pores of
their skin.
Anyone who takes four or more points of
damage should start making Reflexes Saving Throws
vs. DC 15 each round to keep from getting blood in
their eyes. Anyone who fails the roll will suffer a –2
penalty until they leave the Zone of Blood and take a
standard action to wipe their face.
The caster cannot decide to spare certain
creatures and let others take damage. Anyone who has
blood will suffer the effects of the spell. If the caster
wanders into the zone themselves, they too will
rupture and bleed.
Creatures who don’t have blood are
unaffected by the zone. Constructs, immaterial
beings, creatures in gaseous form, plant-beings,
entities made out of shambling piles of glop (oozes,
puddings, slimes, etc.), and most of the Undead are
totally immune to this spell. Vampires are the sole
exception. If a vampire has fed within the past six
hours, they take 1d3 damage per round from the Zone
of Blood, up to a maximum of 15d3. Otherwise the
zone does not affect them. There may be other
creatures (certain types of extra-planar beings, for
example) who don’t have blood and who therefore
aren’t harmed by the Zone. The DM should
adjudicate this carefully. Most extra-planar creatures
who resemble earthly animals (Ki-Rin, Coatls, Devas)
Appendix A: Spells by 3rd Level
Curse of He Who Walks in Shadow
Level Target becomes vulnerable to sunlight.
Animal Spells Demonic Howl
Does 1d4 non-lethal damage per caster level to
2nd Level everyone in a 20 foot radius
Nose of the Dog Doorway Into Pain
Make Tracking rolls at a +10 Opens a portal to some other location. Every Medium
sized creature who passes through causes the caster
3rd Level 1hp of damage.
Fly Swift, My Steed Earthpact
Doubles the movement speed of one riding beast. Subject gains 10 points of Damage Resistance vs. any
weapon made of earth or stone and 5 points of
Assassin Spells Damage Resistance vs. any weapon made of wood or
3rd Level metal.
Pressure Point Blow Enchanted Implement
The next three unarmed attacks the subject makes will Enchants a tool so that anyone who uses it to perform
do Normal Damage a Professional or Craft skill gets a +3 bonus
Song of the Red Moon
Evil or neutral lycanthropes gain a +2 bonus to all
Bard Spells rolls. Good were-creatures a suffer a -2 penalty.
You’re Not Well, Stay in Your Circle
1st Level Creates a magic circle, which gives back 1d6 hp to
Detect Cheating whoever is inside and stops any progressive stat or hp
Reveals cheating at a game of chance losses they may be sufferng, but only until they leave
Detect Shapeshifter the circle. Includes a mild compulsion not to leave.
Detects the presence of shapeshifters. Your Weapons Hate You Now
Resist Sleep Target must make a Charisma-based Saving Throw or
Subject gains a +10 bonus to resist magical sleep lose Martial Weapon proficiency. Costs them 1pt
Subdual damage per round to hold a Martial weapon.
2nd Level
Alleviate Curse 4th Level
Works like Remove Curse, but will only suppress Ace of Swords
the curse until the next sunrise. Turns a playing card into an area-attack missile
Aura of Mystery weapon, which does 3d8 Slashing damage to
+4 bonus to Bluff, Diplomacy, Performance, Move anything in a 10 by 10 square
Silently and Concealment Curse of the Black Moon
Dampen Magic Infects lycanthropes with a fatal disease that costs 1pt
Suppresses the effect of one spell or the power of one of Con per day
magic item for 2 rounds per caster level. Resounding Blast
Deep-Drag-You Down Musical instrument does 1d6 Sonic damage per caster
Does 2d6 Subdual damage to anyone immersed in level in a cone-effect, causes Deafness
moving water. Scream of the Damned
Find That Thing Anyone in a 40 foot semicircle from the caster’s
Points the caster in the direction of any one object they position must make a Fortitude Saving Throw or take
have previously handled. 3d6 Subdual damage and become deaf for 2d6 minutes
Fly Swift, My Steed and a Willpower Saving Throw or take an additional
Doubles the movement speed of one riding beast. 1d4 Subdual damage and flee in panic.
A Fool is Blind The White Death
Renders a creature or object invisible, but only to one Target loses 1HP per round, 1 Cha pt every 5 rounds,
person until dead.
Hypnotic Voice Wall of Grief
Caster makes their next Diplomacy or Bluff roll at a Creates a magic barrier, 10 feet wide per caster level
+8 bonus which requires anyone who touches it to make a
Suppress Magic Willpower Save or be incapacitated for Caster Level
Removes a spell or suppresses the power of a magic rounds.
item until the next sunset.
What is its True Worth?
Reveals how much someone would reasonably expect
to pay for this item
5th Level non-magical attempts to drain points from their
No One Gets Out of Here Constitution
Negates transportation spells Resist Paralysis
The Seventh Wind Subject gains a +10 bonus vs. paralysis
Cone-shaped attack, does 1d3 damage, causes nausea Smash Law
and afflicts targets with a wasting disease. Subject’s next blow does an extra 2d6 damage to any
You’re So Hideous, Cringe in Shame Lawful target.
Reduces the Target's Int and Cha by 2d6 each and Smite Chaos
forces them to make Will Saves every round to keep Subject’s next blow does an extra 2d6 damage to any
from going berzerk. Chaotic target.
Smite Evil
Cleric Spells Subject’s next blow does an extra 2d6 damage to any
Evil target
1st level
Suppress Magic
Deep-Drag-You Down Removes a spell or suppresses the power of a magic
Does 2d6 Subdual damage to anyone immersed in
item until the next sunset.
moving water.
This Water is Angry
Detect Cheating Turns one quart of liquid into a grenade-like weapon,
Reveals cheating at a game of chance which does 1d6 damage to the target and 1pt to
Detect Shapeshifter anything in a 5 foot radius
Detects the presence of shapeshifters.
Total Awareness
Is This Sickness Natural? Subject gains 360% perception, which is unimpeded
Reveals whether or not an illness has been caused by by smoke, mist, etc.
magic.
Witch-Hammer
Power of the Mind Does 2d6 damage to every spellcaster in a 20 foot
Subject can substitute Willpower Saving Throws for radius
Fortitude Saving Throws
Resist Sleep
3rd Level
Subject gains a +10 bonus to resist magical sleep
Curse of He Who Walks in Shadow
Skullbane
Target becomes vulnerable to sunlight.
Glowing skull illuminates a 15 foot radius, does 1 HP
Ease Your Burden
per round to Good characters.
Anything the subject picks up has its weight reduced
You’re Not Well, Stay in Your Circle by half
Creates a magic circle, which gives back 1d6 hp to
Kiss of the Serpent
whoever is inside and stops any progressive stat or hp
Caster's bite or kiss does 4d8 poison damage.
losses they may be sufferng, but only until they leave
Plague of Ill Fortune
the circle. Includes a mild compulsion not to leave.
Curses the target with a -4 penalty to all their rolls.
Anyone the target touches or spends one hour with
must make a Will Save or be afflicted.
2nd Level
Scream of the Damned
Alleviate Curse Anyone in a 40 foot semicircle from the caster’s
Works like Remove Curse, but will only suppress position must make a Fortitude Saving Throw or take
the curse until the next sunrise. 3d6 Subdual damage and become deaf for 2d6 minutes
Aura of Mystery and a Willpower Saving Throw or take an additional
+4 bonus to Bluff, Diplomacy, Performance, Move 1d4 Subdual damage and flee in panic.
Silently and Concealment Song of the Red Moon
Crush Goodness Evil or neutral lycanthropes gain a +2 bonus to all
Subject’s next blow does an extra 2d6 damage to any rolls. Good were-creatures a suffer a -2 penalty.
Good target. You’re So Hideous, Cringe in Shame
Dampen Magic Reduces the Target's Int and Cha by 2d6 each and
Suppresses the effect of one spell or the power of one forces them to make Will Saves every round to keep
magic item for 2 rounds per caster level. from going berzerk.
Earthpact
Subject gains 10 points of Damage Resistance vs. any 4th Level
weapon made of earth or stone and 5 points of Annihilate Evil
Damage Resistance vs. any weapon made of wood or Subject does extra 4d6 damage to the next Evil
metal. creature they strike.
Find That Thing Anti-Abjuration
Points the caster in the direction of any one object they Gives one creature who could be affected by
have previously handled. abjurations a +2 bonus to resist.
Invoke the Power of the Blood-Spirits
Subject gains a +8 bonus to resist both magical and
Assume the Spirit of the Thief Destruction Spells
Subject gains a +6 bonus to all Escape Artist, Forgery,
Hide, Innuendo, Move Silently and Open Lock rolls. 2nd Level
Witch-Hammer
Curse of the Black Moon
Does 2d6 damage to every spellcaster in a 20 foot
Infects lycanthropes with a fatal disease that costs 1pt
radius
of Con per day
This Door Belongs to Darkness
Enchants a doorway so that any non-evil character
takes 3d6 damage when they pass through. Druid Spells
The White Death 1st level
Target loses 1HP per round, 1 Cha pt every 5 rounds, Copy Scent
until dead. Duplicates the personal smell of one other creature.
Venomous Glance Detect Shapeshifter
Target takes 1d8 poison damage per round for 3 Detects the presence of shapeshifters.
rounds This Water is Angry
Warding Against the Shadow of the Mind Turns one quart of liquid into a grenade-like weapon,
Subject gains +6 bonus against Enchantment spells which does 1d6 damage to the target and 1pt to
cast by Evil characters. anything in a 5 foot radius
Unsavory Flavor
5th Level Target becomes unpleasant for amorphous horrors to
No One Gets Out of Here smell and taste. They have 50% chance of ignoring
Negates transportation spells the Subject, and will always eat them last.
The Seventh Wind
Cone-shaped attack, does 1d3 damage, causes nausea 2nd Level
and afflicts targets with a wasting disease. Earthpact
Wall of Bones and Filth Subject gains 10 points of Damage Resistance vs. any
Creates a wall of bones and offal, up to 20 ft. long per weapon made of earth or stone and 5 points of
caster level. Each 5 foot section can absord 60 pts of Damage Resistance vs. any weapon made of wood or
damage. metal.
Fly Swift, My Steed
6th Level Doubles the movement speed of one riding beast.
Bloodpower Melting Glance
For every 2 HP worth of their own blood the caster Does 1d8 damage per caster level to anything made of
sacrifices, they can influence a roll made on the next snow or ice
round by 1 pt. Nose of the Dog
Steel Spirit Make Tracking rolls at a +10
Subject gains a temporary +10 bonus to resist mind- Strength of Stones
affecting spells Subject gains five points of Strength and six points of
They Watch Constitution, but only while they are physically
Extradimensional horrors attack everything in one ten touching a large mass of stone.
by ten foot square once a preset condition is triggered, You’re Not Well, Stay in Your Circle
doing 9d6 Slashing damage Creates a magic circle, which gives back 1d6 hp to
whoever is inside and stops any progressive stat or hp
7th Level losses they may be sufferng, but only until they leave
Call on the Power of Darkness the circle. Includes a mild compulsion not to leave.
Abjurations cast against Evil targets suffer a -4 penalty

8th Level 3rd Level


Drink the Vampire’s Blood Dampen Magic
Caster assumes the powers of a vampire, by drinking Suppresses the effect of one spell or the power of one
their blood. magic item for 2 rounds per caster level.
Song of the Red Moon
Evil or neutral lycanthropes gain a +2 bonus to all
Death Spells rolls. Good were-creatures a suffer a -2 penalty.
7th Level Suppress Magic
Drink the Vampire’s Blood Removes a spell or suppresses the power of a magic
Caster assumes the powers of a vampire, by drinking item until the next sunset.
their blood.
4th Level
Curse of the Black Moon
Infects lycanthropes with a fatal disease that costs
1pt of Con per day
Kiss of the Serpent Flame Spells
Caster's bite or kiss does 4d8 poison damage.
2nd Level
The White Death
Target loses 1HP per round, 1 Cha pt every 5 Melting Glance
Does 1d8 damage per caster level to anything made of
rounds, until dead.
snow or ice
5th Level
Bloodpower Paladin Spells
For every 2 HP worth of their own blood the caster 1st Level
sacrifices, they can influence a roll made on the Detect Cheating
next round by 1 pt. Reveals cheating at a game of chance
Is This Sickness Natural?
Earth Spells Reveals whether or not an illness has been caused by
magic.
2nd Level
Earthpact
Subject gains 10 points of Damage Resistance vs. any 2nd Level
weapon made of earth or stone and 5 points of Dampen Magic
Damage Resistance vs. any weapon made of wood or Suppresses the effect of one spell or the power of one
magic item for 2 rounds per caster level.
metal.
Strength of Stones
Subject gains five points of Strength and six points of 3rd Level
Constitution, but only while they are physically Alleviate Curse
touching a large mass of stone.
Works like Remove Curse, but will only suppress
the curse until the next sunrise.
Evil Spells Suppress Magic
1st Level Removes a spell or suppresses the power of a magic
Skullbane item until the next sunset.
Glowing skull illuminates a 15 foot radius, does 1 HP
per round to Good characters.
Protection Spells
2nd Level 2nd Level
Black Beneficence Earthpact
Curses 1 fruit tree per caster level, to bear fruit that Subject gains 10 points of Damage Resistance vs. any
costs 1pt of Constitution for any non-evil character to weapon made of earth or stone and 5 points of
eat. Damage Resistance vs. any weapon made of wood or
Crush Goodness metal.
Subject’s next blow does an extra 2d6 damage to any Invoke the Power of the Blood-Spirits
Good target. Subject gains a +8 bonus to resist both magical and
non-magical attempts to drain points from their
3rd Level Constitution
This Door Belongs to Darkness Resist Paralysis
Enchants a doorway so that any non-evil character Subject gains a +10 bonus vs. paralysis
takes 3d6 damage when they pass through. You’re Not Well, Stay in Your Circle
Creates a magic circle, which gives back 1d6 hp to
4th Level whoever is inside and stops any progressive stat or hp
Bridge of Blackness losses they may be sufferng, but only until they leave
Creates a bridge, 10 feet wide and 10 feet times the the circle. Includes a mild compulsion not to leave.
caster’s level in length, that only evil creatures may
cross. 3rd Level
Warding Against the Shadow of the Mind
6th Level Subject gains +6 bonus against Enchantment spells cast by Evil
Evil Lurks characters.
Creates a zone up to ten feet by ten feet times the
caster’s level, in which anything Evil becomes 6th Level
invisible. Steel Spirit
Subject gains a temporary +10 bonus to resist mind-
7th Level affecting spells
Call on the Power of Darkness
Abjurations cast against Evil targets suffer a -4 penalty
Ranger Spells Theophrastic Compass
Enchants two objects so that one always points toward
1st level the other
Blind-Strike This Water is Angry
Negates the penalties for attacking in total darkness Turns one quart of liquid into a grenade-like weapon,
Detect Shapeshifter which does 1d6 damage to the target and 1pt to
Detects the presence of shapeshifters. anything in a 5 foot radius
Resist Sleep Unsavory Flavor
Subject gains a +10 bonus to resist magical sleep Target becomes unpleasant for amorphous horrors to
smell and taste. They have 50% chance of ignoring
2nd Level the Subject, and will always eat them last.
Pressure Point Blow
Writ in Water, Wrote on Sand
The next three unarmed attacks the subject makes will
Enchants a bottle of ink so that any words written with
do Normal Damage
it eventually vanish.
3rd Level
2nd Level
Fly Swift, My Steed
Aura of Mystery
Doubles the movement speed of one riding beast.
+4 bonus to Bluff, Diplomacy, Performance, Move
A Fool is Blind Silently and Concealment
Renders a creature or object invisible, but only to one
Dampen Magic
person
Suppresses the effect of one spell or the power of one
magic item for 2 rounds per caster level.
4th Level
Ease Your Burden
Nose of the Dog Anything the subject picks up has its weight reduced
Make Tracking rolls at a +10
by half
Enchanted Implement
Sorcerer/Wizard Spells Enchants a tool so that anyone who uses it to perform
1st level a Professional or Craft skill gets a +3 bonus
Blind-Strike Fly Swift, My Steed
Negates the penalties for attacking in total darkness Doubles the movement speed of one riding beast.
Copy Scent Hypnotic Voice
Duplicates the personal smell of one other creature. Caster makes their next Diplomacy or Bluff roll at a
Deep-Drag-You Down +8 bonus
Does 2d6 Subdual damage to anyone immersed in The Idiot’s Arcanum
moving water. Transmutes up to one hundred GP per caster level
Detect Cheating worth of any precious metal into a base one
Reveals cheating at a game of chance Imbue With the Thunder
Detect Shapeshifter Missile weapon does 2d6 electrical and 1d6 Nonlethal
Detects the presence of shapeshifters. damage in a 10 foot radius.
Disarm Phantom Dagger
Target must make a Willpower Saving Throw or drop Creates an invisible dagger (1d4 damage)
one weapon. Nose of the Dog
Ectoplasmic Ladder Make Tracking rolls at a +10
Creates a ladder out of magical energy. Power of the Mind
Find That Thing Subject can substitute Willpower Saving Throws for
Points the caster in the direction of any one object they Fortitude Saving Throws
have previously handled. Pressure Point Blow
A Fool is Blind The next three unarmed attacks the subject makes will
Renders a creature or object invisible, but only to one do Normal Damage
person Resist Sleep
Glass Dagger Subject gains a +10 bonus to resist magical sleep
Gives one piece of glass 10 points of Hardness. It does Sense Weakness
1d4 damage if used as a weapon Subject can use the feat “Great Cleave” once, even if
Magnetic Flux they don’t meet the feat’s requirements.
All compasses within the area of effect start spinning Skullbane
wildly. Glowing skull illuminates a 15 foot radius, does 1 HP
Melting Glance per round to Good characters.
Does 1d8 damage per caster level to anything made of Suppress Magic
snow or ice Removes a spell or suppresses the power of a magic
Ruin Book item until the next sunset.
Removes all the ink from a document, leaving it blank
Total Awareness Scream of the Damned
Subject gains 360% perception, which is unimpeded Anyone in a 40 foot semicircle from the caster’s
by smoke, mist, etc. position must make a Fortitude Saving Throw or take
What is its True Worth? 3d6 Subdual damage and become deaf for 2d6 minutes
Reveals how much someone would reasonably expect and a Willpower Saving Throw or take an additional
to pay for this item 1d4 Subdual damage and flee in panic.
Who Am I? Shatterstaff
Anyone who meets the spell’s subject for the first time Staff explodes, doing 1d8 Bludgeoning damage per
must make a Willpower Saving Throw to be able to caster level
remember their face. This Door Belongs to Darkness
Witch-Hammer Enchants a doorway so that any non-evil character
Does 2d6 damage to every spellcaster in a 20 foot takes 3d6 damage when they pass through.
radius Thrumble's Thaumaturgic Triple-Lock
3rd Level Locks a door, chest or other portal so thoroughly that a
Ace of Swords "Knock" spell can't open it.
Turns a playing card into an area-attack missile Venomous Glance
weapon, which does 3d8 Slashing damage to anything Target takes 1d8 poison damage per round for 3
in a 10 by 10 square rounds
Alleviate Curse Venomous Glance
Target takes 1d8 poison damage per round for 3
Works like Remove Curse, but will only suppress the
rounds
curse until the next sunrise.
Wind of Razors
Burning Coin
Does 1d6 point of slashing damage per caster level
Enchanted gold coin explodes the next time it is
(maximum of 15d6) to anything in a 10 foot wide path
picked up, doing 3d6 Piercing damage to the target
and 1d6 Piercing damage in a 5 foot radius.
4th Level
Dancing Blade
Anti-Abjuration
Makes a weapon fight on its own, without being
Gives one creature who could be affected by
touched
abjurations a +2 bonus to resist.
Demonic Howl
Does 1d4 non-lethal damage per caster level to Black Beneficence
Curses 1 fruit tree per caster level, to bear fruit
everyone in a 20 foot radius
that costs 1pt of Constitution for any non-evil
Doorway Into Pain
character to eat.
Opens a portal to some other location. Every Medium
sized creature who passes through causes the caster Bridge of Blackness
Creates a bridge, 10 feet wide and 10 feet times
1hp of damage.
the caster’s level in length, that only evil
Earthpact
creatures may cross.
Subject gains 10 points of Damage Resistance vs. any
Curse of He Who Walks in Shadow
weapon made of earth or stone and 5 points of
Target becomes vulnerable to sunlight.
Damage Resistance vs. any weapon made of wood or
metal. Demon Ram
Gives a ship's ram a +3 “To Hit” bonus and
Exploding Rat
makes it do double damage.
Mentally dominates a small animal, which can be
made to explode, doing 3d6 damage to everything in a Everyone Drop Their Weapon
2 characters per caster level must make
10 foot radius, and infecting anyone who takes
Willpower Saving Throws or each drop one
damage with a disease.
weapon.
Flail of Screaming Nothingness
Creates a magical whip, which does 1d6 damage and How Fare his Fortunes?
Reveals the state of the target's finances.
forces targets to make a Willpower Save or be
overcome with pain for a round. Plague of Ill Fortune
Curses the target with a -4 penalty to all their
Goblinhammur
rolls. Anyone the target touches or spends one
Blunt weapon does an extra 2d6 damage to the next
hour with must make a Will Save or be afflicted.
goblinoid it strikes.
Resounding Blast
Hellwind
Musical instrument does 1d6 Sonic damage per
Does 1d4 Subdual damage per caster level to anyone
caster level in a cone-effect, causes Deafness
in a quarter-circle radius
The Seventh Wind
Ice-Storm Arrow
Cone-shaped attack, does 1d3 damage, causes
Arrow explodes on impact, doing 2d8 Frost damage in
nausea and afflicts targets with a wasting disease.
a 10 foot radius.
Kiss of the Serpent Thunderous Blast
Imbues a horn with the ability to do 1d8 sonic
Caster's bite or kiss does 4d8 poison damage.
damage to anything in a 60 foot cone. The horn
Resist Paralysis
may be used three times.
Subject gains a +10 bonus vs. paralysis
Wall of Bones and Filth round by 1 pt.
Creates a wall of bones and offal, up to 20 ft. Call on the Power of Darkness
long per caster level. Each 5 foot section can Abjurations cast against Evil targets suffer a -4 penalty
absord 60 pts of damage. Negate Lightning
Wall of Grief Creates a 10 foot by 10 foot by caster level area in
Creates a magic barrier, 10 feet wide per caster which no lightning spells but "Shocking Grasp" can
level which requires anyone who touches it to take effect.
male a Willpower Save or be incapacitated for Steel Spirit
Caster Level rounds. Subject gains a temporary +10 bonus to resist mind-
You’re So Hideous, Cringe in Shame affecting spells
Reduces the Target's Int and Cha by 2d6 each and 8th Level
forces them to make Will Saves every round to Drink the Vampire’s Blood
keep from going berzerk. Caster assumes the powers of a vampire, by drinking
Your Weapons Hate You Now their blood.
Target must make a Charisma-based Saving
Throw or lose Martial Weapon proficiency. Costs
them 1pt Subdual damage per round to hold a Strength Spells
Martial weapon. 2nd Level
Strength of Stones
5th Level Subject gains five points of Strength and six points of
Curse of the Black Moon Constitution, but only while they are physically
Infects lycanthropes with a fatal disease that costs touching a large mass of stone.
1pt of Con per day
Liquefy Metal
Does 1d8 damage per caster level (maximum of Travel Spells
15d8) to anything made of metal in a 25 foot 1st Level
radius. Find That Thing
They Watch Points the caster in the direction of any one object they
Extradimensional horrors attack everything in one have previously handled.
ten by ten foot square once a preset condition is 2nd Level
triggered, doing 9d6 Slashing damage Fly Swift, My Steed
The White Death Doubles the movement speed of one riding beast.
Target loses 1HP per round, 1 Cha pt every 5 3rd Level
rounds, until dead. Doorway Into Pain
Zone of Blood Opens a portal to some other location. Every Medium
Creates an area 10 feet by ten feet times the sized creature who passes through causes the caster
caster’s level, where any living being starts to 1hp of damage.
hemorrhage, doing 1d6 damage every round (up to
a maximum of 20d6). Trickery Spells
1st Level
6th Level A Fool is Blind
Assume the Spirit of the Thief Renders a creature or object invisible, but only
Subject gains a +6 bonus to all Escape Artist, Forgery, to one person
Hide, Innuendo, Move Silently and Open Lock rolls.
Evil Lurks
Creates a zone up to ten feet by ten feet times the War Spells
caster’s level, in which anything Evil becomes 2nd Level
invisible. Goblinhammur
Magic Picture Blunt weapon does an extra 2d6 damage to the next
Encodes a spell into a drawing or painting. It will take goblinoid it strikes.
effect on the first character who sees it.
No One Gets Out of Here Water Spells
Negates transportation spells 1st Level
Trapdoor to Nowhere Deep-Drag-You Down
A portal opens under the target, and sends them 400 Does 2d6 Subdual damage to anyone immersed in
feet above their present position. moving water.

7th Level
Bloodpower
For every 2 HP worth of their own blood the caster
sacrifices, they can influence a roll made on the next
OPEN GAME LICENSE Version 1.0a

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Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Rules Document Copyright 2000,
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