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Contents

Renegade Wizard’s
Spellbook
Credits Contents
Editor file
Mark Gedak Introduction 2
Layout
Matt Sharp
What They Did 3
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Cover Art Not Teach You


Alejandro Villen
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At Wizard School
Logo & Cover Design
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Anne Stokes

Interior Illustrations Spell Lists 9


Eric Bergeron, Brent Chumley, Anthea Dilly,
Marcio Fiorito, David Griffith, Renato Guedes,
Carlos Henry, Vincent Hie, Vitor Ishimura, Spell Descriptions 29
Andrew Jordan, Rhonda Libbey, John McSweeney,
Randy Nunley, Tony Parker, Gillian Pearce,
Scott Purdey, Fred Rawles, Phil Renne,
Chad Sergesketter, Stephen Sheperd, Jamie Sims, Appendix 241
Ronald Smith, Alejandro Villen and Nathan Webb

RPG Manager
Ian Belcher Open Game License 250
Production Director
Alexander Fennell License 250
Proofreading
Mark Quennell

Open Game Content & Copyright Information


Expert Player’s Guide – Renegade Wizard’s Spellbook ©2005 Mongoose Publishing. All rights reserved. Expert Player’s Guide
– Renegade Wizard’s Spellbook is presented under the Open Game Licence. See page 250 for the text of the Open Game
Licence. This product is Open Game Content. All other significant characters, names, places, items, art and text herein are
copyrighted by Mongoose Publishing. All rights reserved. ‘d20 System’ and the ‘d20 System’ logo are trademarks owned by
Wizards of the Coast, Inc. and are used according to the terms of the d20 System Licence version 5.0. A copy of this Licence
can be found at www.wizards.com/d20. The mention of or reference to any company or product in these pages is not a challenge
to the trademark or copyright concerned. Dungeons & Dragons® and Wizards of the Coast® are trademarks of Wizards of the
Coast, Inc. in the United States and other countries and are used with permission.Printed in China.

1
Introduction

‘Look, I know you’re new at this whole adventuring thing having just gotten out of wizard’s
school with your precious little book loaded with cantrips, feather fall, mage armour and
magic missile, but if you want to survive in this world you’d better learn right now. Don’t
believe what you have been told.’

Jaizki Stormcloud, to the young wizard Arcadius, hours before he fell victim to a kobold
sorcerer’s gelid stream.

M
agic is a powerful tool for creation and And if that sounds good, how would you
destruction that has been described by many. like these 256 page hardback books to
In the years since the wizards’ schools where be priced at less than twenty dollars?
built and magic instruction became mechanistic in the
fields of combat, the tombs of ancient kings and deep The Expert Player’s Guides are designed to provide
underground, the arcane arts have been practiced complete gaming resources, drawn from the very best
and it has grown. Free of the order and monotony of Open Gaming material, at a fraction of the price
of the wizard school’s ivory towers, new techniques similar books have been traditionally marked at in the
have been developed to spread the effects of spells, file past.
new descriptors adopted to better classify spells and
even changes to the time necessary to channel spell
energy. The Renegade
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As the nature of magic has changed, it is important Wizard’s Spellbook


for arcane spellcasters to try to keep up to date on This tome is the perfect companion to other magic
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these innovations or else he could find his own compendiums - after all, who wants to play a wizard
fireball counterspelled and possess no defence who only has access to ‘standard’ spells that everyone
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against another mages’ oozing sores. When striving else has. With spells and spellcasting rules drawn
for ultimate power, do you want to be using the from the very best of Open Content sources, the
same tools as everyone else, or will you turn to the Renegade Wizard’s Spellbook is your one-stop shop
Renegade Wizard’s Spellbook? for arcane power!

The Expert The Renegade Wizard’s Spellbook was designed to


include a wide range of arcane spells from a wide

Player’s Guides range of sources. What They Did Not Teach You At
Wizard’s School presents information on a number
Here at Mongoose Publishing, we are always of enhancements to the magical overview section of
looking for new ways to present gaming your standard magic sourcebook. This is followed
information and better formats to help our readers by complete Spell Lists for the Renegade Wizard’s
get exactly what they need from our books. Spellbook and over 200 pages of Open Game Content
spells from more than sixty print and electronic
The Expert Player’s Guides mark a new approach sources. The Appendix houses all the additional rules
to D20 gaming from Mongoose Publishing. such as feats, monster statistics and skills necessary
to make full use of the spells provided for you in this
How would you like huge 256 page hardback collection. Hopefully, the next arcane spellcaster in
tomes packed full of D20 rules, each one a your game will have a few new tricks with which to
complete toolkit focused on one area of the game? surprise their fellow adventurers.

How would you like every part of these books to The Renegade Wizard’s Spellbook features 100%
be designated as Open Content, allowing you to Open Game Content.
freely use them in your own roleplaying projects?

2
What They Did not Teach...

WHAT THEY DID


NOT TEACH YOU AT
WIZARD’S SCHOOL
Contingent
– School
This is a contingent
subschool, which is
typically noted in the spells
description as (Contingent
– School). A contingent
spell requires that an arcane
or divine spellcaster have
file access to a specific school
and not be prohibited from
its spells. For example, a
spell labelled Enchantment
(Contingent – Illusion)
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is an Enchantment spell
that can only be cast by
a character that could
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also cast Illusion spells.

T
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he study of magic This has lead to some Schools spells being


at wizard’s school is unavailable to specialists who are prohibited
sufficient for most from contingent schools.
spellcasters but anyone truly
devoted to the arcane arts will DESCRIPTOR
eventually decided to leave
their mouldy textbooks behind Appearing on the same line as the school and
and begin to experiment with subschool, when applicable, is a descriptor that
the nature of magic itself. Many of the spells further categorises the spell in some way. Some spells
introduced in this tome are the direct result of this sort have more than one descriptor. There are eight new
of this experimentation. Likewise the spells presented descriptors used in the Renegade Wizard’s Spellbook,
in this tome may exhibit a number of new properties their descriptions and properties are noted below.
which are detailed below.
Archaic
Subschool There are a small number of spells that are ancient,
older than almost any other spell known by wizards
Almost every spell belongs to one of eight schools today. It stands to reason that the art of spellcasting, just
of magic. A school of magic is a group of related like any other art or science, would adapt and evolve
spells that work in similar ways. A small number over time until there came a point when ‘modern’
of spells (arcane mark, limited wish, permanency, spellcasting techniques would little resemble the
prestidigitation and wish) are universal, belonging techniques used thousands of years ago. Spellcasters,
to no school. Traditionally there are 13 subschools it can be assumed, would have difficulty following
of magic with each school having a limited set of the archaic practices detailed in the spellbooks from
subschools. However, some specialist wizards have so long ago an era. For our purposes, such spells are
discovered that there is another subschool that can be identified with the descriptor Archaic.
applied to any of the traditional schools of magic.

3
What They Did not Teach...

magic is improving and not being forgotten,


the archaic descriptor is out of place and
should not be used. Each Games Master must
determine for himself how magic has changed
over time in his campaign world.

Age
This descriptor denotes any spell that relates
to magical aging effects or the rejuvenation
of a creature to an earlier age.

Focuse d
Spells with this descriptor can be cast by any
mage, but when cast by a specialist in the
spell’s school with Spell Focus and Greater
Spell Focus in that school of magic it has
an additional or more powerful effect. The
focused descriptor can be seen in action in
the caress group of spells in this spellbook.
Although this descriptor was first seen within
the Transmutation school; other specialists
file
are beginning to perfect this type of spell
research as well.
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Hanging
Hanging spells are cast when an arcane
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spellcaster first prepares or regains his spell


slots. These spells then remain ‘active’ throughout the
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Archaic spells are both more difficult to learn and rest of the day, awaiting only a single word to perform
more difficult to cast. Learning an archaic spell their full effect. While hanging, they count as current
requires the spellcaster to spend a number of weeks spell effects and maybe dispelled normally. Speaking
equal to the spell’s level doing nothing but studying. the activation word is an immediate action that can
Breaks for eating and sleeping are allowed but the be taken even if it is not the caster’s turn as long as
spellcaster must spend a minimum of 15 hours a day he is not flat footed at the time. Hanging spells count
studying the spell in question. At the end of that time as spent spell slots and are instantly negated without
the spellcaster must make an Intelligence check (DC effect if the spellcaster refills that spell slot for any
equal to the spell level plus 20). For each extra week reason, even through the use of an item like a ring of
spent studying, the spellcaster gains a +1 circumstance wizardry. The casting time for any hanging spell is
bonus to this check. If this check is failed, the one minute per spell level unless otherwise noted. If
spellcaster may not attempt to learn this spell again the hanging spell is cast from a scroll, it remains in
until he has gained a level in his spellcasting class. effect for 24 hours; at the end of that time it fades if
it is not used.
When casting an archaic spell, the spellcaster must
make a Spellcraft check (DC 10 plus the spell’s
level). The caster gains a +1 circumstance bonus to Judicial Curse
this roll for each round above the stated casting time There are times when a criminal cannot be brought
he spends doing nothing but casting the spell. If this to justice, or when she is simply too powerful for
check fails, the spell slot is expended though the spell the forces of the law to overcome. But where an
has no effect. evil archmage may be able to resist any minor spell
a crusading cleric has in her repertoire, the church
NOTE: In your campaign, magic may have evolved can call on the power of the faithful to overcome his
differently. The archaic descriptor, as described resistance. If a spell is identified as a judicial curse, it
above, assumes that spellcasting is actually decreasing has the following benefits and restrictions:
in power as time elapses. For campaigns in which

4
What They Did not Teach...

Ceremonial Force: You can increase the power of the ceremonial force of the spell to your caster level;
the spell by taking additional time to perform the the character attempting to break the curse must be of
ritual and by receiving support from assistants. This equal or higher level or remove curse will fail.
increased effect is measured in ceremonial force.
Restrictions: A judicial curse can only be used on a
For every two hours you add to the casting time of the creature that could normally fall under the jurisdiction
spell, you receive 1 point of ceremonial force. You of your justice system. Nationality is not an issue,
can spend a maximum of six hours in order to receive so most societies could target any human; but you
a total of 3 points of ceremonial force by increasing cannot excommunicate a dragon. As an optional rule,
casting time. the Games Master may decide that judicial curses
cannot be used unless the target has actually been
For every two assistants you have helping you with convicted of a crime (even if he was tried in absentia);
the ritual, you receive 1 point of ceremonial force, to alternately, he could receive a +5 bonus to his saving
a maximum bonus of 3. Assistants must be of at least throw if he is innocent of any wrongdoing.
2nd level in a class that has the potential to cast the
spell in question. To provide you with this benefit, These benefits and restrictions only apply to spells
an assistant must perform the verbal and somatic that are clearly designated as judicial curses! You
components required by the spell, and he must cannot increase the power of a fireball just because
participate for the full casting time of the spell. you have a few friends working with you.

If the spell is divine in nature, you can increase its Poison


power further through use of a sacred relic of your file
deity. The nature of the deity will determine the nature The descriptor does not have any mechanical effect
of her relics; a goddess of knowledge might have in its own right. However, it interacts with various
spread the pages of the first book across the world, other mechanics introduced in the book. It represents
a spell’s reliance on the magical manipulation of
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while a war god would treasure the weapons of his


sacred champions. You cannot create a relic, and it is poison. In addition to the spells contained in this
ultimately up to the Games Master to decide if your book, the following classic spells should have it added
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god even has relics. Depending on the holiness of the to their entry: delay poison, detect poison, neutralise
object, you will gain 1 to 3 points of ceremonial force poison and poison.
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from its presence. Even if you have multiple relics,


you cannot gain more than 3 points of ceremonial Prime
force. Arcane casters may be able to mimic this effect The prime descriptor indicates a spell that uses the field
by creating esoteric spell amplifiers; this is left up to of power between the caster and the Prime Material
the Games Master. Plane to generate its effects. As such, the spell does
not work if cast in a dimension other than the prime or
Ceremonial force has the following effects: if the caster is in a physical state other than corporeal.
Outsiders can use prime spells without difficulty,
· Spell formulas (such as spell range) may be provided they are on the prime material plane when
modified by the number of points of ceremonial force they do so and are corporeal at the time. Creatures
in the spell. These effects vary, and details can be who lack corporeality cannot use prime spells at all,
found in the description of a specific judicial curse. even if they are manifested at the time of casting.

· The ceremonial force is added to the DC of


the spell’s saving throw. This cannot increase the DC Temporal
by more than 5 points. Temporal is a designator applied to all spells to do with
the manipulation, perception or investigation of time.
· If the spell effect can be removed with break A wizard who has learned to cast these spells is often
enchantment, the ceremonial force is added to your known as a chronomancer. In order to successfully
level to determine the effective caster level of the be able to cast spells with the temporal designator,
spell. an arcane spellcaster must possess at least 5 ranks in
both Knowledge (arcana) and Spellcraft, as well as
· Unless otherwise specified, the effects of a possess the Extend Spell and Quicken Spell feats.
judicial curse can be broken with remove curse. Add

5
What They Did not Teach...

Components
you would normally be allowed to take a free action.
Swift actions usually involve magic or the activation
A spell’s components are what you must do or possess of magic items; many characters (especially those
to cast it. The Components entry in a spell description who do not use magic) never have an opportunity to
includes abbreviations that tell you what type of take a swift action.
components it has. Specifics for material, focus and
XP components are given at the end of the descriptive Casting a quickened spell is a swift action. In
text. Usually you do not worry about components, but addition, casting any spell with a casting time of one
when you cannot use a component for some reason swift action is a swift action.
or when a material or focus component is expensive,
then the components are important. Additionally, Casting a spell with a casting time of one swift action
some complex spells require a skill check to use does not provoke attacks of opportunity.
properly.
Imme diate Action
Skill Check (SK): A skill check is sometimes
Much like a swift action, an immediate action consumes
necessary in spells that have long casting time or
a very small amount of time, but represents a larger
delicate somantic components. The skill check
expenditure of effort and energy than a free
component was first seen in the crafted
action. However, unlike a swift action,
series of Illusion spells that allow
an immediate action can be
for the development of enduring
performed at any time - even
illusions at all spellcaster if it is not your turn. Using
levels. The skill check can file an immediate action on
also be used to make your turn is the same as
the spell a masterwork using a swift action,
effect adding +1 to and counts as your
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the spell’s save DC. swift action for


that turn. You

Casting cannot use another


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immediate action

Time
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or a swift action
until after your next
Most spells have turn if you have
a casting time of used an immediate
one standard action. action when it is not
Others take one round or currently your turn
more, while a few require (effectively, using an
only a free action. A spell immediate action before
that takes one round to your turn is equivalent
cast is a full-round action. to using your swift action
It comes into effect just before for the coming turn). You
the beginning of your turn in the a l s o cannot use an immediate
round after you began casting the spell. action if you are currently flat-footed.
You then act normally after the spell is completed.
Recently spells have been researched that can be cast
as swift or immediate actions. Aiming a Spell
You must make some choice about whom the spell is to
Swift Action affect or where the effect is to originate, depending on
the type of spell. The next entry in a spell description
A swift action consumes a very small amount of defines the spell’s target (or targets), its effect or its
time, but represents a larger expenditure of effort area, as appropriate. Mages who regularly see the
and energy than a free action. You can perform one fields of battle are not content with the simple areas of
swift action per turn without affecting your ability to effect so common in other types of arcane magic. In
perform other actions. In that regard, a swift action is order to gain the maximum impact from their spells,
like a free action. However, you can perform only a they have created several new ways to deliver magical
single swift action per turn, regardless of what other effects for some of their castings, detailed below.
actions you take. You can take a swift action any time

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