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a ¥ Ei Richard Baker,’ Ed Bonny, Travis Stout ichard Baker, Ed Bonny, Travis Stout ApprrioNat. Drsicn: James Wyatt Devezorras: Richard Baker with Eric L. Boyd and George Krashos Eprror: Penny Williams Manacrsc Eprror: Kim Mohan Desion Mawacer: Christopher Perkins Sexton Ant Director RPG R&D: Stacy Longstreet Director or RPG R&D: Bill Slaviesek | Popvcriox MaNacens: Josh Fischer, Randall Crews Foxcorren REALMS Axr Digucrok: Robert Raper Assistant Art Diaecror: Mari Kolkowsky Cover Artist: Mare Sasso Inrexior Anrists: Thomas M. Baxa, Matt Cavotta, Brian Despain, Marko Djordjevic, Jason Engle, Earl Frank, Randy Gallegos, Rafa Garres, Chris Hawkes, Ralph Horsley, Jeremy Jarvis, Dana Knutson, Vince Locke, Raven Mimura, William O'Connor, Jim Favelec, Steve Prescott, Wayne Reynolds, Richard Sardinha, Francis Tsai Gaartie Desionrn: Dee Barnett Cantocrarimn: Dennis Kauth Gnavnic Propucrion Srrétatisr: Angelika Lokotz Imace TecriciaN: Bob Jordan ——— Sours ine Fora Rca Campaign Sting by Bal Grsnmoot San K Reyna Skip Willams and Rob Heinoo, Fits and Panties by Tk [Boyd and Erk Mona; Monster Cpendinm Manse: f Fern by James Wyat and Rob Heisoo, Magi of Farin by Sean KReynols, sane Maxwell an! Ange! Legh McCoy, Plager Guide Puen by Richart Ba, Travis St, and ares Wyatt Race of Facrn by Ere Boy, Mate Fock, Jae Jaco, and Sa K Rey 1 BA Greenwood Ec L Boa od Darrin Dade Unapyrachabe Eau by Rica Bab, vderdar by Bese Cont, Gyenolyn FM. Rested JF Quek sand td Eaton Powe: Rea Tres eats: nos too aero f isan the eres nay, eas and comments of Eric L-Hay a wells "inline of the Nor” as het Gong: Keashos rue crest Gary Gygax al Dave Ares an che ex Desens & Da st Monte Cook, Skip Willams, Richard Babes Peter Adison “This Wiaaris 6 dhe Cust game prac contains so Open Game Coen. No portion of thin work ay be epraiced in any form without writen permission "Tokar more seat the Open Gaming Lins an the 420 Sytem License, pase va wwezardscom 20. ‘Matt Forbes, and ean K Reyools sources foo nro ost; Fo Radon the orginal Denaro & scons SJouthan am designs by US, CANADA, ASIA, PACIFIC, & LATIN AMERICA Wind ofthe Con oe Renton, WA 980570707 (@uecions) 1 800-524.6496 EUROPEAN HEADQUARTERS ‘Wizards of the Cons Bg THe 6 1700 Groce Bigandon 467-360 987654321 FarePrntng: February 2008 Tatadton sooo seed “he Ruined Campaign 4 Whats Ine oy What You Ned to Fay 2.8 hater 3 Ancien eee 6 ‘cent Fe 6 ‘Arcane Manipal. ‘Arcane Transfiguration. {Channel Change 2 Conanchyran Moon Magic 2 cafe Soper 8 Fails Concerto 8 Golight ce yecsner 8 Gretbound Saminoning = 8 Tee Rep @ Jets ae 3 Mating 8 NethereieBtte Gare «8 Servant ofthe Fallen 29 Spel Reeve 9 ‘yma 9 Weaning Spl 9 reste Css. 10 (Cats of the Sheed sak 10 Glos Servier 13 3 aL Soka Anse pts. ay ‘soni Spe 23 ad Spl » ksi pels 29 Dra Spt 29 Paladin Spel. 29 Sore Wizard Spells «29 Spell Descriptions. 30 haper 2: Dreams ofthe Bese x6 The Ris of be Past... 36 ‘ties into Dungeons. 36 Invrting Stes # Act Deets a Arainato os al duper cos ha Gigs Ler. 2 Meanie. 2 Moka a Ranma, a Teharar a pe Mage a ‘Mysres Bes and Fie Magi nooo ooed pie Spell. Ep Sal Ss. Mytal. What Beha a | Rang» Mya % Sample Myth: The Wands of Stereo, 50 Chapter 3, e ‘The Crown Wa n BRE ott Tinlines Keepers of the Past... 32 Songs an Stores 3 TIportane Stes 6 “Anyrandaar 56 Mean sss 77 Tiger 0 58 Miperiar 8 Legacies of the Grown Wars 9 ‘Adventure Sed 59 Buried Seerts 59 Chapter 4: God Kings ofthe Bast... 60 Hibtoryescceceeesesecceses 60 Timeline 60 Reeprs of the Past ooo. 63 Songs and Stores 0.000163 Important Sts “ Tasha. “ Mulhorand 6 Narfell a Raumathar oe Uther o Legacies of the * OW Empires see Adventore Seas 70 Buried Secrets 20. Heir to the Empress) 7 Adventure Se Sonja’ Tower ie Background 7 ‘The Farth Noi n “Tower Features Keyed Areas. poco 8 Caper 5: ‘Realms of the High Forest... 82 Hlscory. 83 Timeline a8 Keepers of the Past. oo... 8 Songs and Stores a Important Site v0.00. 86 ‘Ammatindar oso. 86 Delown ee Bacrlann een Sharrven 2 Siuvanede ” Legacies of the High Forest 2 Adventure Seeds A His ofthe High Foret 34 (Chapter 6: Fallen Nether. 95 High and Low Nether... 95 History. 296 Timeline. 96 Keepers of the Past... 100 Songs and Stores tor Important Sites 104 ‘The Lost Kingdoms... 104 Low Nether. 105 Netheree Colonie. .....7107 Shattered Cis... 001 208 Surviving Cites. 309 Western Diaspora 109 ‘Legacies of Nether... 101 ‘Adventure Seals, ni Buried Secrets yan listo the Empire...) 112 oe ‘Taste or Contents ——- Chapter 7: ‘The Imperial South. Histone cee sesesscsser Timeline Keepers ofthe Past Songs and Stories Important Sites ‘Cocamshan High Shansear Memonaar. osama ‘toon Impriu, Tethitcereseee Legacies of the Past “Adeneure Seo... Buried Secrets Heirs tothe Empire. Chapter 8 The ream of ‘Cormenthye Hoy esp of the Past Song an Str, portant Ss “Fhe Elven Cour. Myth Drannor Semberbale. Vale of Lose Vos Laci of Conant. ‘Aden Seals Tred Secrets Shaper 9: ‘The Old North, + History Timeline Keepers of the Past. Song and Stories Importane Sites “Arde. Gaunelgryan Od Tsk Phalorm Legace of the ‘Old North Aventure Sit: Keep on che Frontier Background Keep Features eyed Aras Concing the ‘Advencue Chapter 10 “Artifacts of the Pat. ‘Magic Tem Descriptions» Weapens Rings Soeptes Saif, ‘Wondrous tems Artifact. ‘Minor Artifice Major Arca. (Chapter 11: Monsters of the ‘Ancient Lands Arachis, Gant ‘Combat Giant Whip Scorpion ua 13 3 6 17 iw a7 n8 ny x0 21 mm na 13 13 cy ns us us ny a9 an a a a i a4 as a6 2136 136 2 12 142 42 3 ue ue us 146 M6 46 16 aso at at ast ist a 433; ase 156 156 ar 160 2160 160 Giant Whip Spier Giant Sun Spier Baneguard Baneguard Direguas. Crawling Cas ‘Combat Creation curse Sample Cars Creating a Cunt Depspawn Ce Demon, Ghour Combs Dread Combat Dread Wartioe Summpe Dread Warrior. Gresting Drsad Warrior Flamed Combat Foaling Combat Geeynych Combat reenbound Crestor. ‘Sample ‘Greenbound Creatre Creating a {Grecnbound Creature Helmed Horror Helmed Horror. Battle Horror Teas Comnist Lycantrope Conta Lycaneheope, Drow Were. Lyeancheope, ‘Wert Lyeanthrope, Werecroclile Lycanthrope, ‘Wereshak Metalmaste Comise Nightshade, Combat Nishraw ‘Combat Phaerimim Combat : Phacrimm Characters Tomnb Tapper. Combat Construction Treaym Combat... Veivee Worm, Giant Combat. ighthauoe 181 183 184 1 185 as C86 186 187 187 189 S189) 10 190 191 i wi a * Donazons & Daacons’ LS cae = A Camraicn ccna RGOHEH REALS T Empires oF AERON. Richard Baker, Ed Bonny, T: re | ar am aden i litter With the wreckage of the past—shat ‘ene tle, rine es, Forgot dngons, names strongholds, shunned temples, and other ruins too decayed to identify. But what were thse places in their days of glory and what forces brought them low? Each rumbling edifice asa story to tell—a tale of glory and pons flowed by Slow decline or outright destrction through betrayal, war, catastrophe When heroes explore sich a site, they venture into its sory and become part of i adding their des oa tae that tmay have begun thousands of years before thei birth Like our own world, the land of Faerin has been sculpted anu shaped bythe mercies winds of history and time, Ancient ar terrible catastrophes, personal tages, and great eriumphs hve all given rise to consequences that in turn caused other wars, ang asters Thus has the endless cycle of caus and effect boon propagate across thousands of years and hundreds of cis and ingioms Lost Empires of Faerie offers rationals for how and why the ruined places ofthe pst may demand the atetion of he player characters in your game. In FoacorTes REALMS campaign, no ined castle shouldbe ananeless mound of rubble fle with random monsters, Was it once the stronghold ofa Netheres ih ‘tho outlived his land by centuries? Or the fortress of an evil ‘etlord who dreamed of carving ut his own kinglom from the ‘aos following Palen’ al? Or could tbe the secret retreat fof a sinister Nar conjrer who bound a demon within ies walls Some fften centuries ago? An adventure site with links to the [ust offers a wonderful opportunity to ground your adventures dn the setting and immerse your player in the fantastic world that ther characters inhabit and explore. the nuin-sased: campaign ‘The history of Feerdn's lost empires isa tale of unparalleled magical might, lost imperial majesty, and age-old, cataclysmic wars involving numerous realms and many races. Itis also an incomplete chronicle replete with overlooked arcane wonders, ‘untold entombed evils, and long-forgotten gods. In ancient vaults and ruins, legacies both foul and fair tie patiently in the dark, awaiting the right moment, the right adventurer, or the right sign to herald their return to the light. ‘Campaigns in Farin can embreil characters in ongoing events ‘occurring throughout the continent. From the plots and schemes ‘of ambitious rulers to the hidden agendas of rival churches and secret societies the adventuring landscape of Faerin is an ever shifting backdtop whose precise nature varies with the successes and failures of numerous factions. Loot Empires of Facrin adds to this rch tapestry of deeds and machinations by returning to present day Fuertin some ofthe lore and magic ofthe civilizations gone ys ‘The history of Facrin is the foundation upon which the cur rent day world rests. To most peopl, the overt signs of history are meaningless, an old ruins and empty mines are places to be avoided. Toa sage or adventurer, however, such locations serve a5 windows into the past. A fallen realm or forgotten empire may seem to exert litle influence in the here and nov, but it holds «great potential for both dire perils and marvelous wonders. ‘The historical realms desribed int Lost Empires of Faerdin are not meant ¢0 be intriguing destinations for time-traveling characters, Rather, adventures and even entire campaigns can be slsigned around an ancient kingdom that the heroes know only From stores. For example, addressing a threat from the vanished ‘past might require adventurers to explore an ancient empire's culture, learn its history, and understand its magical muances. In sodoing, characters could acquire a particular mastery necessary to survive a disaster or solve a problem that began long ago, At that point, the way is open for them to rediscover spells created Inrmopucrioy a by longdead’mages, recover lost swords of legend, learn the Finally, several books are referencad herein. In many cas, this seerets of forgotten gods, and confront the horrors and failures reference is inthe form of a superscript abbreviation of the book's of fallen empires. tite, which is tacked onto the end of the n what’s inside : . + felons: Buk of Vile Dares (BV), Ci f the Spider Qacen, Epic Lost Empires of Faeriin includes information intended for both Level Handbook (PL. Expanded Prine: Hendbvok(SPED, Faiths players (mest of Chapter 1) and Dungeon Masters (mst ofthe and Pandbeos (FB), Fiend Folio (FF Lord of ‘Darkaeis (LD), ‘sit ofthe book). The information is broken down by chapses, Magic of Farif(Mag), Manual ofthe Planes, Monster Manual 25 follows. T1(MM2), Moser Memual III (MN), Momsrons Compendia: Chapter 1: Ancient Secrets details prestige classes, fentsand__Monstersof Faern (Mon), Player’ Guide to Faeriin (PG), Races spells commonly employed by characters who delve into the. of Faerin (Rac, Serpent Kingdoms (SK), Shining South, Slser secrets of the past o Keep alive the ancient traditions of realms Marches, Unapprochable Eas (Ua) and Underdark (Und) so venished into history. Pee {ehipte 2 Drwasas ofthe one exrnints the fle of te ancient (©. Mossrer Sunstrrures est in an ongoing D&D campaign an offers advice on how to Many’ ereatures mentioned in this book are described in one of se Fieri’ legacy of catastrophe, eragedy, ambition, and failure the sources mentioned above. I you d6 not wn the source in Bi og eat as eattraion or peston, se the, desgnated subse, wich appears ether i (Ghapter 3: The Crown Wars describes the most ancient of the Mater Manual or in this book. Facrin' kingdoms—the elven realms of the Crown Wars: The great wars these Kingloms waged upon each other led to the’ Creature (Source) Substitute destruction of forested lands, the dese of the drow; and the Archlich Monatrs of Faer) “Trumpet archon cstablishment of refuges such as Evereska and Evermect. ‘Asahi (Serpent Kingdoms) ‘Lizardflk Chapter 4: God Kings of the Bast details ee fist great realms Baelnorn (Monsters of Fern) ‘Trumpet archon of hamankind—the Old Empitcs of Malforand and Unthe, and Baphitaur (Underdar) Tieling the rival pire of Narfell and Raumathar Barlgura (Book of File Dares) abau (demon) (Ghaptcr 5: Realms ofthe High Forest descries the kingdoms Bheur hag (Unappreachable Eats) Night hag of Bzerlann, Siluvanede, Sharven, and he surrounding states. Brain golem (Fiend Falis) Flesh golem Teal chronicles the Seven Citadel’ War in which Siluyanede ‘Brown dragon (Monsters of Faerin) Blue dragon vas destroyed Caller in darkness Chapter 6: Fallen Netheril describes the most famous of _(Bxpanded sonics Handbool) Dread wraith “Faerns fallen lands—the mighty Empire of Netheril, which Crystal dragon (Monster Man 17) Copper deagon no lis buried under the shifting sands of Anauroc. Dao (Manual ofthe Plane) ret te 7: The Imperial South examines the powirful tates Death knight (Monster Manual 11) Mommy lord of Coraishan (and later the Shoon Lmperium) and Jhaamdath, Deep deagon (Monsters of Faeri) Black dragon the Twelve Gis of the Sword, © Dekanter goblin (Monsters of Ferd) Fiendish goblin (Chapter 8: The Dream of Gormanthyr describes the fabled Demilich (Epic Leve/ Handboot) Human lich wizard 20 ‘realm of Myth Deatnor and is fll hundreds of years ago Eller brain Underdarl) “Mind flyer wizard 20 © Chapter 9: The Old North rcltes the history of the Sword Gemstone golem (Monsters of Peri) Stone golem ‘North andthe fate of, stored cites and lands such as ~~ Hagspuan tomplate (Unapproachable East) Finish eeatare loem an ehe Kisglom of Man. Uihiich (Monsters of Faerin) Mind fayer sorcerer 9 Chapter 10: Artifacts of the Past introduces magic items Kecning spirit (Cit ofthe Spider Queen) Ghost seated and used by the people of various lot empires Leuerotta (Moniters of Faerin) Dire wolf (Chapter 11; Monsters of the Ancient Lands presents twenty. Maur (Underdard) Stone giant rine monsters that originated in ehese long-lost lands or are now Myeonid (Monster Manual 17) Sviefneblin (gnome) ieee eter fees in aad arnonct heer Tad ‘Nycaloth (Mosier Mewnat 111) (Glabrezs (etngh) y i . Orglash (Unapproachable East Air elemental 4 J (Races of Faeriin) '. Mre\ pultot vou Need to play. eat ti ieecae aaneamnsaea ‘Tose this supplement, you need the Forcorrex Résatts Cam- ~ Sasrukh (Serpent Kingdoms) ‘Yuurrtiaborination | ign Sting, pus the thre core euleboks of the Duwcroxs & Sharm (Monsters of Faerin) Mind fayer ez game: the Players Handbook the Dungeon Master's Skulk Fiend Fai) Grimlock | Guide al the Monster Manual. Player's Guide o Faerin ix -'Sporcbat (Fiend Fol) Yrchak also useful source, since it includes many of the feats spell, Swordwrath (Fiend Folia) Dread warrior (ee page 163) and its used by various NPC described inthis ook You nay, Tanarukh (Monsters of Faer) ienlish oe alsofind the Expanded Pinies Handbot helpful since small” Uderoot (Expanded Powis HandBoa8) Tendriewos Amount of this material refers tothe psionis rules. Yellow musk ersper Fiend Fai) Assasin vine xploring the ruins of ancient civilizations is probably the single most eommon activity For adventuring companies. Whether they're confront: ing an ancient evil in its lair or simply treasure-honting for personal gain, most groups of PCs find themselves in ancient inuins more than a few times over the course of their carers. Homever, few adventurers ever consider the origins of the ruins they explore, Ancient dungeons and crumbling crypts don’ just spring up out of nowhere; the peoples who constructed them Aid so for specific reasons using styles and methods particular to thei cultures. ‘This chapter is dedicated to characters who go beyond the sutface—those who choose to learn the whys and wherefores of the ancient civilizations whose monuments dot Faerin. These historians and scholars safeguard the knowledge of Facrin’s past, and they can be valuable assets to adventurers as well. For example, a trap could be so cunningly hidden that the most keen-eyed rogue might miss it, but a character versed in history and ancient cultures would recognize the crumbling. friczes on the walls as the decorations of a royal tomb and warn het companions that it’s certain to be well protected. Or a character who knows ancient languages might be able to read ruined signposts and determine the fastest, safest route to the PCr’ objective. ‘Not all characters with detailed knowledge of the ancient ‘past are historians, oom guardians, or mages eager to recapture the mighty lore of the past. Many undead creatures and other longtived beings stil remember Myth Drannor and Ascalhiorn firsthand, and Netherils numerous legacies include a secret society of watchers and guardians that has passed down the traditions of ‘the Arcane Age from one generation to the next. This chapter is for the players of these characters as well Ancient Feats “Those who study thelore of the vanished past often come across Jong lost arcana, forgotten schools of combat, and boons granted by gods who are no longer worshiped in Faerin. In addition, characters with a scholarly interest in the works and writings of fallen civilizations often wish to learn unusual tricks and techniques to make their studies easier Accane Manipulation You are learned in the arcane’ ways of Netheril, where imasters of magic once molded and shaped arcane energy to their own will, ‘Prerequisite: Wizard level st ‘Benefit: When you prepare spells, you can break down up to three existing arcane spell slots to create a specified number of lover level spell slots, (A O-ovel spell counts as 1/2 level for this purpose, 0 a Istlevel spell slot could be broken into two O-level spell slots) The sum of the levels of all the new spel slots must ‘qual the level of the original. The number of spel slots you can ‘teste in this manner is otherwise unlimited. Spell slots that you break dovn into multiple lower-level slots remain that way until the next time you prepare spells, at which time you can choose to restore your spll slots to normal or break them up again. ‘Normal: A charaetcr ean always choose to use a higher-level spell slot o prepare a lower-level spell, but any “remainder” spell Ievels are lost. Arcane Transfiguration Drawing upon forgotten lore, you broaden your arcane studies and master a school of magic previously prohibited to you. ‘Prerequisites: Item Repricve, Spell Reprieve, specialist wizard level 10th. ‘Benefit: Choose a school of magic that was previously prohib: ited to you hecause of your arcene specialization, You cat now learn and cast spells from that school normally, as if you were not a specialist wizard. ANcIENT SeoRETS Prerequisites Benefit “Arcane Manipulation ‘Wizard level 1st ‘Break down higher-level spell slots into peat Fearne Charge Use Magic Device franks, Power a cbefged magic item with > ably to cast eel pelle pel ce pepe opal Cormaatyran Moon Magis Knowledge (history) 4 ranks Tareas fective caster evel by 2 in alg to cast deel pels aise Ire Goocaraion Tinpeoved Faring — ‘anlar can control a spell fo ts master caster ere th earring Ability oes ay como ae i satan’ ally spell fempate Jee ie Recetas Ca et coer eee Great Forte Tea ics see Matting as ieee apie Netherese Battle Curse Knowledge (history) + ranks, | Perform a battle curse as. a. melee attack over Attack arcane case evel at | Sst ofthe Fallen Ger ee ie dead or Lae fexgttn dy as ptron 41 ack bos on oe die oll yo ean alo be raised orraly ‘Spell Reprieve Knowledge (history) 2 ranks; ‘Learn and prepare one spell from a speciale viard re et eae cat Hise Tatigiran Trem Reprieve, Spall Reprise, Tarn ao ast pls on prohibited pei wiand eel 10th eal Teen Ree Spell Reprieve specials Vestal carpet na pel een wizard el Sh ogee ects Ta 13, rap ene +2 Tire ng ee beet by 4 al il 2 ta cal be Bete ac Prerequisites Benefit Knowledge (history) 4 ranks, Create a scepter of any 7th-level or lower caster level 9th spell Prerequisites s Benefit Knowledge (history) 4 ranks, Inflct a bleeding wound with any Empower Spell ddamage-dealing spell Prerequisites Benefit a aa a oe a ‘re jonas Special: You'can seleet this feat only once. The school you or spell sacrificed’ must be one level higher than the level of the Be erste srsy eshte re kerr ge seit etna rte ae (& ponte qi dp fo eb a ab channel charge ~ cormanthyran Moon Magic ‘an power a charged magic item with your own magical ~~ You have mastered the ancient elven techniqas ity. from Schanine Moonbow’ light Prerequisites: Use Magic Device 5 ranks ability to cast 4th _enegustes: Knowledge (history) 4 rank, ability ii > Srevel spells eae Benet: When you us opel tiger magic tm with charges, Benefit When you cast a pl under moonlight your efetive. (schass andra), yucan male Use Magi Devi chk canter vel increases by 2 Thiet proviso ce when the (DEAS them case ew). you mess yo can serie “moon i not ile sing the ay drow ing ew Spl loro prepared spel instead of using a charge. The sll lot moon or the lik). Gi. INT SbcRETS ’ craft scepter [rtem creation] answering your call are automatically imbued with the. powers You know the ancient Netherese secret of creating, magic sep ters—deviees that can contain much more powerful spells than 8 magie wand ean. Prerequisite: Knowledge (history) + ranks, caster level ch Benefit: You can create a scepter that holds any spell of 7th level or Jower that you know. Unlike a magie wand, seepecr ean ‘contain up td two spells, each of which has a cost in charges to use Both spell effects draw from a common pool of charges, s0 they can be used in any combination. Grafting a seepter takes one day for each 1,000 gp in its base price. The base price of a scepter is its caster level X the spel, level x 750 gp forthe highest level spell ineladed, pls the caster level x the spell level x 375 gp for the second spell, if any. To craft a scepter you must spend 1/25 of this base pre in XPand use up raw materials costing one-half of this amount. A newly ereatel scepter has 50 charges. Any scepter that stores spell, with a costly material component or an XP cost also carries a commensurate cost. In addition to the cost derived from the base rice you must expend fifty units of the material component or pay fifty times the XP cost See page 153 for more information on sepecrs ramiliar Concentration In the tradition of Narfells ancient summoner, your Familiar can concentrate to maintain spells for you. Prerequisites: Improved Familiar, caster level Benefit: When you cast a spell requiring concentration, ‘you can designate your familiar as the “concentrator” At any time during the spell’s duration, you can hand over control of it to your familiar as a free action, provided the creature is within 5 feet of you and its Intelligence score is at least 10+ the level of the spell. The familiar then concentrates to ‘maintain and direct the spell just as you would. You cannot take back control of a spell ance you have transferred it to your familiar Godsight [regional] You enjoy the special blessing of deity of the Mothoran pantheon, who has graneed you uncring powers of pereption. ‘Prerequisites: Cha 13, Mulhorandi (aasimar, human (Mulan) or ing), Malorand region Bead: You gain the folloing spell. abil, ech wale thee times per day: detect ei, delet mati, detect eto, detect tndead, read magic Your caster level equals your character level. When you take this feat, you can choose dete baa, detect endon detec ew insted of detect evil Speca: You can take ths feat only as stlevel character greenbound summoning ‘You are learned ina long-forgotten manner of summoning once practiced by the Eaerlanni elves of the High Forest. Creatures — —_— of the forest. A rereguisite: Ability to cast any summon mature’ aly spell Benefit All animals that you summon using stommon nature's «ally acquire the greenbound template (se page 173) for as long as the summoning, spell lasts x Item Reprieve ‘You learn how to use items from a school of magic previously prohibited to you. ‘Prerequisite: Spell Reprieve, specialist wizard level Sth Benefit: Choose on of the school of magic tha was previously prohibited to you because of your arcane specialization. You now «an use spell completion and spel rigger magic items from that school normally, a if you were not a specialise wizar Special: The school you select must be one for which you have already taken the Speli Reprieve feat. Jergal’s pact ‘You have made a bargain with Jenga, seneschal t0 the god of