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Authors: CreditsFaisal Abdullah, Jose De La Puenre Alvarez, Rick Biheault, JeffreyBinder, Terjc Erwin;; Bjelkolm, N.E, Bloom, Mario Boulanger, EdBourclle, Bret Boyd, Dave Bmhm an, Glenn David Brown, Step lienCheney, David S. Corcoran, Charles Corley, Michael D'Andrca,David Ayala Lie Garay, Steven Ehrhar, Adam Eiche [better,Roosevelt Eldridge, Guillerjo Sanche: Fernandez, James Fischer,Jason Fult:, Michael Gill, Travis N. Gillespie. Jeff Harkness, EricHarry, Marc Hnlman, Clifford Horowitz, Andrew Hurwirz, BenIglaur. Eric Jansing, J.S.Johnson, Spike Y. Jones, Lysle Kapp, LysleKapp, Michael Koal, John Kubisz, Jean Michel Lavarenne, PatrickLawinger, Clyde Lekel, Lizard, Rhiannon Louve, Krister Michl,Adam Silva Mirainon, Clinton Clark Nappcr, Geoffrey T. Nelson,Matt Noble, Robert Olla, Pier Giorgio Pacifici. Dean Paolilo,Datrcll Ridley, Jeffrey A, Rohhins, Chris Ryan, Michael Schcll,Gary Schottcr, Elias Scorsone, Jason Scott, Daniel Shaefer, JamesSharkey, Jr., AndrewShockney, Richard Smith 11, Andrew Snow,Julian Soullard, John Henry Stam, James Sverapa IV, JcffTabrurn,Eric Tarn, Laban Tatro, Jeff Taylor, John D- Tolin, Sean Treacy,Kieran Turley, [an Turner, Mart Tweedt, Bradford Walker, BillWebb, Jeff Wcskamp, Erik Lees White, James Wilbur, Brian

Williams. Clifford Wolter, Jeffrey Yurkiw

RCERY

Developers:Joseph D. Camker, Jr. and Anthony Pryor

Editor:Scott Holden-Jones and Michael Johnstone

Art Director:Richard Thomas

Layout and Typesetting:Ron Thompson

interior Artists:Tom Biondolillo, Leanne Buckley, Richard Thomas,Tim Truman, Melissa Uran and Jason Walker

Cover Design:Matt Milberger

Special ThanksMonte Cook, Bruce Cordell, and Malhavoc Press, for the contri-bution of their variant 'Psion Secondary Disciplines' and 'VariantPowers Discovered' rules, taken from the module I/Thoughts CouidKS1 and printed here in Chapter Six. Special recognition to DaveBrohman and Ben Iglauer, past authors and contributors ro thecurrent volume, who got left off the credits for SLCS.

S W O R D S

5 0 R c E R V

S T U D I O S

Check out upcoming Sword and Sorcery Studioproducts online at http://www.swordsorcery.com

Distributed for Sword and Sorcery Studio by White Wolf Publishing, Inc.This printing of Kelics and Rirwifc 2: Last Lure is done under version 1,0 and/or draft versions of the Open Game License, the D10 SystemTrademark License, D20 System Trademark Logo Guide and System Reference Document by permission ftom Wizards of the Coast-Subsequent printings of this book wi l l incorporate final versions of the license, guide and document.

Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section l(e) of the OpenGame License, version 1.0; Any and all Sword and Sorcery Studio logos and identify ing marks and trade dress, including all Sword and SorceryStudio Product and Product Line names including but not limited to Creature Collection, Creature Collection 2- DarkMenogrrie, ihe Divineand the Defeated, and Relia and Riuiats; the Scaned Lands and the Scarred Lands logo; all text under the "Description" header of any creature,spell, true ritual, magic item, art ifact, orNPC listing; any elements of the Scaned Lands setting, including but not limited to capitalized names,names of artifacts, characrers. countries, creatures, geographic locations, gods, historic events, magic i terns, organizations, spells or titans; andany and all stories, storylines, plors. thematic elements, and dialogue; and all artwork, symbols, designs, depictions, illustrations, maps andcartography, likenesses, poses, logos, symbols, or graphic designs, excepr such elements that already appear in the d20 System Reference

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Some of the portions of this book which are delineated OGC originate from the System Reference Document and are ©1999. 2000, 2001. 2002 Wizards ofthe Coast. Inc. The remainder of these OGC portions of this book are hereby added to Open Game Content and if so used, should hear the COPYRIGHTNOTICE "Relics and Rituals 2: Lost Lute Copyright 2002, White Wolf Publishing, Inc."

All contents of this book, regardless of designation, are copyrighted year 2002 by White Wolf Publish ing, Inc. All rights reserved. Reproduction or use withoutthe written permission of the publisher is expressly forbidden, except for the purpose of review or use of OGC consisrent with the OGL,

Scaned Lands DM's Screen, Scarred Lands, the Scarred Lands logo, Sword and Sorcery, Sword and Sorcery Studio, the Sword and Sorcery logo, CreatureCollection. Creature Collection 2: Dark Menagerie, Hollowfausl:Ciry of Necromancers, BurokTom: City Under Siege. Secrets and Societies. The Wise andthe Wicked. The Divine and the Defeated, and Relics & Rituals are trademarks of White Wolf Publishing. Inc. All rights reserved.

The mention of or reference to any company or product in rhese pages is not a challenge ro rhe trademark or copyright concerned.'d20 System' and the 'd20 System' logo are Trademarks owned by Wiiards of rhe Coast and are used according to the terms of the d20 System License version1.0. A copy of this License can be found at www.wiianls.com.

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iiRELICS &, R1TUXLS 2: LOST

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PrefaceBy Monte Cook

When we heard that White Wolf Publishing wasforming Sword and Sorcery Studio to publish d20material, we knew that the d20 "experiment" was asuccess. If a publisher of such regard, with such asuccessful record of its own would begin to produced20 material, it not only proved that the task wasworth doing, but that it was worth doing well. Backin those early days, when I still worked for Wizards ofthe Coast, we were thrilled at the whole prospect ofquality material coming out for our game, but createdby someone else. It barkened hack to the early days ofD&D and the Judge's Guild. Often, true innovationdoesn't come from die market leader — the "bigboys" — but from a smaller company. While a largerpublisher might want to (might have to) remainconservative to hang onto a larger audience, smallercompanies could risk more daring moves, and thusmore original creations.

When Relics & Rituals was published, it didn't setthe bar fordZO quality, it created it. It presented greatand wondrous creations — imaginative new spells,interesting and well-conceived prestige classes andexciting new magic items, artifacts and rules. Morethan a year later, it remains a hallmark of the d20industry that has grown in its wake.

This book, a sequel of sorts, you might say, simplyoffers more of the same. That, however, would be ashort-sighted observation.

If you're a music fan, you never stop trying newmusic. No movie fan ever says "I've seen all themovies I need to see." No fantasy RPG player, then,should ever find himself or herself in the mindset ofnot being interested in new ideas for magic. Introduc-ing new spells and magic items into your game is liketrying new foods, or traveling to new places. Magic isone thing that you never want to have becomepredictable, mundane, or dull. Bringing in new spells,items, or classes keeps things fresh. When the playersencounter some new magical effect for the first time,they really do have a sense of wonder and sometimeseven awe — exactly the kind of reaction you wantmagic to provoke.

Fantasy roleplaying games are about ideas. Everygreat adventure you've ever been a part of is groundedinsome wonderful or intriguing idea (or two, or three,or a dozen). This book that you hold in your hands is

simply a book of ideas — wonderful, innovative, andcreative ideas.

Relics & Rituals 2: Lost Lore introduces astrologicaleffects, cabal ism, and miracles into your game. You'llfind tattooed witches, serpentine assassins, and time-mastering sages in these pages, as well as new spells forevery spellcasting class. Of course, the book offers aplethora of new magic items and artifacts for your PCsto discover or for NFC villains to wield against rhem.

What's more, this tome covers not only magic, butpsionics, as the ancient legacy of a time-lost race. Avariant secondary disciplines table created by PsionicsHandbook author Bruce Cordell offers a new take onacquiring powers. Fans of psionics should be thrilledto see new psionic prestige classes, including the evil,shadow-dwell ing cultists of the shade, and the insanewarped ones.

In my campaign, when the player characters en-counter a new character, they never know what toexpect. What strange, obscure sorcery has this indi-vidual come across? What new sorts of magic iremsdoes she wield? Is she a member of some arcanesociety that has taught her new, fantastic abilities?This feel ing of excitement is part of why I think theplayers keep coming back from week to week. Notonly for the surprise of what comes next, but for thediscovery of what they themselves will find as theydelve deeper and deeper into the fantasy world.

While I come up with most of these new features onmy own, the real secret I have is my collect ion of ideatroves like Reiics & Rituals 2: Lost Lore. Althoughmuch of what you find here seems deeply rooted inthe Scarred Lands (an imaginative and innovativesetting in its own right), you'll find virtually all of itis easily adapted into any campaign world. I know, forexample, that 1 will be using some of it in my owngame. It's just too good not to. And if you don't havea campaign setting that you're using now, you willprobably find the references in this book intriguingenough so that you'll want to check out the ScarredLands.

This book is a patch of ripe, magical fruit waiting tobe picked as immediately or as gradually as you wish,to add into your own game as you please. You needonly use those pieces that are to your liking, and youcan use them in any manner you wish.

Who could pass up an offer like that?

Monte CookRenton, WAApril 2002

TABLE OF CONTENTS

Tab I e of ContentsPreface 2Introducton 4Chapter One: Magic Rules 5

Faith and the Arcane 6Houses of the Gods 8Scarred Lands Alchemy 15New Feats 15

Chapter Two: Prestige Classes 21High Astrologer 27Jordeh 31Lady of Serpents 34Sage of the Phylacteric Vault 37Son of Mirth 40Spirit Walker 43

Chapter Three: Spells 47Bard Spells 48Cleric Spells 51Druid Spells 67Paladin Spells 71Ranger Spells 72Sorcerer/Wizard Spells 73

Chapter Four: True Rituals 150Chapter Five: Magic Items 156

Magic Items in Your Campaign 157Armor and Shields 158Weapons 161Potions 171

Rings 172Rods 177Scrolls 178Staffs 181Wands 183Wondrous Items 184Tattoo Magic 199Relics 203Minor Artifacts 203Major Artifacts 204

Chapter Six: The Slarecian Legacy 209Psionics in the Scarred Lands 212Order of Obsidian 214Cultist of the Shade 216Warped One 218Psionic Powers 220

Chapter Seven:Lost Tomes of the Scarred Lands 221

Bonerigger's Battlefield Compendium 222The Brass Tablets of Thulkas 223The Caltha Construct Cuide 225The Codex of Non 226The Coral Tablets of Qur AINur Ran 227Damashar's Tomb 229The Dream Maps of the Lotus Eaters 231The Eighteen Blades of Vode Nulan 232Osseocabula 233The Tome of Midnight 235

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RELICS S. R1TUXLS 2: LOST

IntroductionWelcome back. Oh, yes, I have tales aplenty yet to tell, rest assured. Why, we''ve only just begun to look at this war-

torn Ghelspad, you young pup. Termarui, Asherak, Fenrilik, the Dragon Lands — all these still have stories to tell!For now, though, let us take another look at magic, shall we? Oh, think you know these stories, do you? Then shallI skip the Wheel of the Heavens and the secrets for stealing power from the Names of the Gods? Shall I demur aboutmiracles, virtues, and the taint of Titans, and of angels in the blood of sorcerers? Would you learn about the Ladiesof Serpents, orthejordeh, or perhaps the Sonsof Mirth from far-off Termana? Then be silent, you young tusker, andlet me speak!

— Yugman the Sage, to some adventurer or another.

Allow us to echo the cantankerous old sage Yugman. Welcome back to the Scarred Lands,It would seem that there is yet magic to examine here — there are certainly stories aplenty. Magic in the

Scarred Lands pervades all things. It is as powerful and elemental a force as the fire beneath the earth and thestorms in the heavens. Perhaps that's why a titan wore the face of the Sire of Sorcery; those who would tell youthat magic is unnatural need only look to the titans, whose greatest sin, it might be argued, was being too natural.Nature is wild and fierce, oft-times too much so.

So, too, is magic.Whether that magic dances and crackles barely contained at the fingertips of some wildling sorcerer or is

carefully controlled, measured and recorded somewhere in the Phylacteric Vault is irrelevant — magic ispervasive in the Scarred Lands. It touches nearly everything.

That is not to say that magic is common, however. It is a mighty weapon and is hoarded appropriately. Theaverage person of the Scarred Lands knows that magic exists and has probably even seen some small peacefulworkings of magic, even if just from some adventurer, priest, or scholar. But for the most part, magic is knownas a fierce weapon. It was the primary offense and defense during the Divine War, and, in fact, of nearly all warsbefore and since. Soldiers may fight battles, but magic wins wars.

So remember this — the average person in the Scarred Lands doesn't tend to believe that magic is an EvilThing taught by demons. Such superstitions have no place in a land as touched by sorcery and miracles as theScarred Lands. Rather, magic is a tool, a weapon, but one of great power, potentially devastating. The wizardwalk ing down a thoroughfare tn the Scarred Lands, rune-staff in hand, is no different from a flak-jacketed soldierwalking through our mall, assault rifle at the ready. He may not be the kind of person to use the lethal powerat his disposal.

But do you want to take that chance?

Joseph CarrikerSword & Sorcery Studios

This tome, yet another result of hard work, talent, and imagination on the part of both our fans and our regularwriters, further establishes the Scarred Lands as a real and living place, full of adventure, danger, and ancientmagic. I speak for both myself and my fellow developer Joseph Carriker, as well as the other creators of theScarred Lands and the esteemed Monte Cook, when I thank the entite roleplaying community for their helpin making Scam one of the most popular and successful settings available today. Without the support andenthusiasm of those who buy and use our roleplaying products, the Scarred Lands would he but a shadow of itspresent self. Relics and Rituals 2: Lost Lore stands as tribute to them, and to the great products and settings thatpreceded it. Thanks fot checking us out, and happy gaming!

Anthony PryorSword & Sorcery Studios

Chapter One:

This chapter presents a collection of optionalmagical rules that can be used to add flavor to anyScarred Lands campaign — or any fantasy campaign,for that matter. From a look at the role of arcanemagicians within the faithsof the Scarred Lands to anexamination of the setting's astrology to new rules foralchemy, this chapter should have something foreveryone.

RCLICS &. RITUALS 2: LOST

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i§t 6

Fnith find the ArmneSince the onset of the Divine War, arcane

spellcasters have held a special place in the religionsof the Scarred Lands. Before the Titanswar, wizardsmaintained a secretive, cult-like status, made up of anetwork of secret societies each dedicated to preserv-ing their own techniques and secrets for stealing thepower that rightfully belonged (at least by prevailingthought) to Mesos and the sorcerers of the titans.

While planning their uprising against rhe titans,the gods were forced to realize that they were at adisadvantage — the followers of the titans wieldedboth sorcerous and druidic magics, capable of wreak-ing absolute havoc on the battlefield. The armies ofthe gods had no such advantages. Acting on theadvice of Miridum, the goddess of lore and wizardry,the gods and their agents approached various wiz-ardly societies and secret schools, asking for theirhelp. Many refused; but just as many agreed to aidthem. Many of those who agreed to help assault thetitans already served the gods — the necromancersamong the charduni and the wizards of Miridumforemost among them.

The first assault on the titans — the magicalattack upon Mesos himself — is well documented.Though entire magical traditions died that day, theirlore lost forever to the Scarred Lands, many otherssurvived, earning for themselves the status of heroesamongdivineraces.Tothisday.ifanarcanespeHcasteris going to be trusted, he is likely to be a wizard, foreven a century and a half after the fall of the titans,sorcerers' role as the priests of the titans is yet remem-bered.

Arcanists among the Eight VictorsWizards serving Corean the Champion are few

and far between. Where they do exist, however, thefolk around them could scarcely ask for a betterdefender. More than willing to use their arts toprotect those around them, arcane spellcasters inservice to Corean are usually wizards, especially ad-venturers, militants, and smith-mages. Most sorcerersdislike being perpetually mistrusted and most bardsfind Corean's ideals too stringent for their taste.

Bards and sorcerers are often drawn to the ser-vice of Madriel, the Angel of Mercy, whose creed isgoodness above all. Many of Madrid's largest templeshave a few bards that lead the choral worship of thegoddess, and many sorcerers frequent the temple.

As the goddess of music and travel, Tanil argu-ably boasts the most arcane spellcasters, most ofwhom are bards, among her worshippers. Orhersrevere the Huntress as well, however, from thosemages who work closely with the Vigils to thosesteeped in wilderness lore. It is also rumored that alodge of arcane archers in Vera-tre is dedicated toTanil.

With the demise of his daughter Miridum, righ-teous Hedrada adopted many of her wizardlyworshippers into his fold. As a result, there are manywizards in the faith of the Lawgiver who treasure hiscreed of civilization, memory, and lore. There areusually few sorcerers and bards among the faithful ofHedrada, whose dogma they often find far too inflex-ible and ordered.

Fey and madcap, Enkili is often invoked byspellcasters seeking toaccess powers of shapechangingand the storm. Enkili's faith has welcomed sorcerersand bards with open arms; indeed, some sailingvessels maintain that the best way to avoid beingcaught in a sudden squall is by having a bard aboard.

The Slaver's service includes many arcanespellcasters who use their powers to enslave others.Even necromancers in Chardun's service adhere tothis philosophy — they don't revel in the black artsfor their own sake, but rather, for them, necromancyis just a way of enslaving thedead as well as the living.

The Witch of the Moon, Belsamerh, wieldspowers steeped in darkness and the cold realm ofdeath. Her witches, spellcasters of various non-cleri-cal classes, are made up of equal parts adepts, bards,sorcerers, and wizards,

Vangal, Lord of the Apocalypse, attracts allmanner of folk who revel in destruction and death.Wizards and sorcerers alike can be found in the faithof Vangal, invariably demonstrating madness andsociopathic tendencies; relatively few bards are com-fortable in the presence of those dedicated todestruction and misery, however, rather than cre-ation and beauty.

CabalistsWizards have long known the power of words

and sigils — indeed, they used such tools to steal thevery power of Mesos for rhemselves. Ir should comeas no surprise, then, that at some point wizardslearned to use the holy runes and lirurgies of the godsas a source of power, as well, tapping into the divinenature of the gods in order to augment their magics.Though these esoteric secrets were discovered bywizards originally, any arcane spellcasrer may userhese techniques.

Those who would use these secrets must take theCahalist feat (see "New Feats" later in this chapter).The Eight Victors' cabalistic secrets have been dis-seminated among the various secret societies (cabals)that teach this feat. Some such cabals are simplypower-hungry gatherings of arcanists; others are so-cieties of titan-worshippers who see cabalism simplyas using rhe gods' own power against them. Stillothers, usually arcane casrers who have taken vows aslay clergy, work wirhin the auspices of the templesthemselves, tapping the power of the gods to furthertheir goals.

Each of the Eight Victors has a cabalistic for-mula (said to incorporate a small part of the true

name of that god) that may he incorporated into thecasting of an arcane spell by one knowledgeable insuch hieratical study. Each formula has a differenteffect depending on the nature of the deity, and isread aloud from a holy text of the faith in question.Thus, usingsuch a formulagives the spell both Verbaland Focus components (the holy text counts as thefocus) even if it does not normally have them, andincreases the spell's casting time to a minimum of 1full round. Cabalistic spells may not be affected bymetamagic feats or other abilities that allow thecaster to ignore these components — in order toaugment a spell through the Cabalist feat, verbal andfocal components must be used, and the spell cannotbe quickened.

Unlike normal invocation benefits, the bonusesgained from cabalistic casting arelimiredtospellcasterswhose aiignmenrs do not oppose that of rhe deity inquestion, for the caster is tapping into the vitalessence of the god in question. Thus, while any smith,no matter how wicked, may ask for Corean's blessingon her forge because Corean is the god of smithing,only non-chaotic and non-evil spellcasters may drawupon Corean's purifying flames.

CoreanInvocation of the Purify ing Flames: The spellcasrer

may call upon Corean's purifying flames when cast-ing spells wirh the [firej descriptor. This increases thespell save DC against such spells by +3 for evil targets.This benefit cannot be used by chaotic or evilspellcasters.

CHAPTER ONE: MAQIC RVUS

Litany of the Smith: The spellcaster may call uponCorean's name in his smith aspect to augment spellswhose target ts a weapon {such as magic weapon orflame/frost weapon*). This increases the spellcasrer'seffective caster level for such spells by +1. Thisbenefir cannor be used by chaotic or evil spellcasters.

MadrielIncantation of the Feather: The spellcaster may

call upon Madrid's essence to aid him in spells thatlift him off of the ground, or rerurn him safely there.The caster casts Transmutation spells that allow himto defeat gravity {jump, feather fall, fly, or similarspells) at +1 effective caster level.

Lightbringer's Invocation: The spellcaster may callupon Madriel to aid him when casting spells with the[light] descriptor, thereby increasing the spellcaster'seffecrive casrer level for such spells by +1. Thisbenefit cannot be used by evil spellcasters.

TanilArcher's Invocation: The spellcaster may call

upon Tanil to aid him when casting spells thatbenefit from aim, invoking the Huntress to steady hishand. Those who do so gain a +1 bonus to hit withspells that require a ranged touch attack. This benefitcannot be used by lawful or evil spellcasters.

Beast Song: By invoking Tanil as the Lady ofAnimals, rhe spellcaster gains +1 effective casterlevel to spells that either summon animals (whethernormal or outsider versions) or that granr rhe casteranimal attributes {such as Yard's totemic transforma-

I

RELICS &. RITUXLS 2: LOST

tion*). This does not apply to spells simply named foranimals, such as cat's grace. This benefit cannot heused hy lawful or evil spellcasters.

HedradaArmorof Hedrada: The spellcaster may call upon

Hedrada to aid him when casting spells that protect,in accordance with Hedrada's divine role as defenderof cities. When casting spells from the Abjurationschool upon a non-chaotic target, invoking Hedradagrants +1 effective caster level. This benefit may notbe used by chaotic spellcasters.

Hammer of Law: The spellcaster may call uponthe power ofHedrada to aid him in smiting those whobring chaos to the world. When casting spells withthe [force] descriptor, the spell save DC is increasedby +3 against chaotic targets, where applicable. Thisbenefit may not be used by chaotic spellcasters.

EnkiliName of the Storm: By using one of the secret

names of Enkili, the one uttered by the sky with everystroke of lightning, the spellcaster may tap into thepower of the storm that Enkili wields. When castingspells with either the [electricity) or [sonic] descrip-tor, invoking Enkili raises the spell save DC by +1(maximum + 1, even if the spell has both descriptors).This benefit may not be used by lawful spellcasters.

Trickster Invocation: This invocation allows thespellcaster to cast spelts that alter his form with moreskill, granting +1 effective caster level to Transmuta-tion spells that change the physical form of the caster.This benefit may not be used by lawful spellcasters.

ChardunChains of the Dead: The spellcaster may call upon

Chardun's name to aid in binding the dead to his will,granting an increase of +1 effective caster level toNecromancy spells that control or summon undead.This benefit cannot be used by chaotic or goodspellcasters.

Litany of Power: Invoking the most sacred ofChardun's secret names may aid in controlling thewill of others. When casting Enchantment spells ofthe (compulsion) subtype, invoking Chardun grantsan increase of +2 to the spell save DC. This benefitmay not be used by chaotic or good spellcasters.

BelsamethName of the Dark Siren: The very utterance of

Belsameth's cabalistic name in her aspect as the DarkSiren aids one's powers of beguiling. When castingEnchantment spells of the (charm) subtype, invok-ing Belsameth grants an increase of +2 to the spellsave DC. This benefit may not be used by goodspellcasters.

Vwitwre-Hag's Invocation: Using the cabalisticinvocation of Belsameth as the Vulture-Hag grantsincreased power with the essence of death. Whencasting spells of the Necromancy school that inflict

damage (including ability damage, but not negativelevels) or some ill effect, those who invoke Belsamethgain a +2 bonus to the spell save DC. This benefitmay not be used by good spellcasters.

VangalApocalypse Invocation: The spellcaster may call

upon Vangal's destructive essence to help fuel herown destructive spells. Invoking Vangal when cast-ing any spell that inflictsa dice-based variable amountof damage allows the caster to reroil the die with thelowest result. This second roll must be taken, even ifit is lower than the initial roll. This benefit may notbe used by lawful or good spellcasters.

Prayer of Contagion: The spellcaster may callupon Vangal as the Father of Plague, gaining in-creased effectiveness with spells that inflict disease ordeal ability damage (such as ray of enfeeblement).Those who invoke Vangal for this purpose gain a +2bonus to the save DC of such spells. This benefit maynot be used by lawful or good spellcasters.

Houses of the GnrkThe Titanswar reached into the heavens them-

selves at the peak of the fighting, and entireconstellations were dashed from the night sky. Whenthe war finally ended, the gods set their servants thetask of rebuilding Scarn, but they put their ownefforts toward the heavens. It is generally held thatHedrada was the one to oversee the ordering of thedays and nights, and that he was the one todictate thenew calendar. And to oversee the calendar, he andhis fellow gods set the divine houses of the zodiac.

Because of the recent upheaval of the Titanswar,astrology and astromancy are relatively new arts inthe Scarred Lands; all works on these topics datedprevious to the Titanswar were rendered obsolere bythe change of the signs and the months. Nonetheless,the stars stilt hold power. The regular passage of themoon through the sixteen constellations of the zo-diac exerts a slight pull on the forces of magic, and thespellcasters of the Scarred Lands have discovered —or rediscovered — that the zodiac's influence offersgreater power over a particular school of magic (seethe Zodiac Focus metamagic feat later in this chap-ter). Some who study this power go on to master thesecrets held in the very stars (see the high astrologerprestige class in Chapter 2).

The cycle of the zodiac is balanced, but is notprecisely ordered; it spins somewhere between chaosand law, good and evil. The houses are arranged notby their influence over the mortal world, but ratherfollow each other in an order that has yet to be fullyexplained. Each zodiacal house is the seat of a power-ful entity, the spirir of the constellation it represents.These entities are not quite gods, yet are more rhansimple outsiders; they are not embodiments of goodor evil, but are of the celestial order.

KttK

CHAPTER ONE: MACIC R\yL£S

R£UCI &. RITUALS 2: LOST

mB-'°WM:

Astrological lore holds that the birth sign of aperson has some influence over his or her personality;this is not universally true, but some people, espe-cially sorcerers, do tend toshareamysticalconnectionwith the zodiac sign of their birth. Astrologers alsoassociate each house with the god that governs itsmonth; with a particular metal or gemstone consid-ered especially conducive to the energies of thehouse; with one of the four elements; and with aparticular school of magic. These associations aremostly esoteric, of little mundane value, but a skilledastrologer can use these associations to make power-ful magic.

Ursos, the Bear (Corot)Legend holds that Ursos was a massive bear

called to the battlefield by Titanspawn druids duringthe course of the Titanswar. The druids gave Ursosinrelligence and even a measure of their own powerin hopes of creating a perfect weapon, hue the newlyawakened bear turned on them, choosing rather touse its new powers to heal rather than destroy. Thedruids slew Ursos in anger, but the gods honored thebear's sacrifice by raising it to the first house of thezodiac, there to oversee the month of strength.

Those bom under Ursos are said to be stubbornand faithful, trusting in their own ability to make theright choices and accomplish the tasks given to them.Those who exhibit the Bear's best qualities are val-iant and of strong virtue; those who manifest its flawsare slothful and apathetic, unwilling to stir them-selves unless the need is dire. The Bear is an auspicioussign for healers, midwives, apothecaries, foresters,and those seeking to atone for past wrongs.

The house of Ursos is associated with the ele-ment of earth, the stone hematire, and the godCorean, The Bear strengthens conjuration magic,and is said to be a favorable house for healing spelts inparticular. Astrologers call the month of the Bear afortunate time for rebuilding or for heal ing old wounds.

Lycaeus, the Wolf (Tanot)Legends of Lycaeus maintain that he was the

only wild animal to enter the Titanswar of his ownaccord. The great Wolf was neither controlled norbefriended by titan or god, but when his own forestwas trampled under a titan's foot (which titan varieswith the legend's telling), he chased after the titanand bit at its heels in anger. Much impressed by hisbravery, the gods lifted Lycaeus to the heavens at theclose of the war, and gave him the month of huntingfor his own.

Those born under the sign of the Wolf are said tobe perceptive and persistent, unwilling to admit anyobstacle too great until they have tried and failed atevery possible approach. At their finest, they arekeen-witted and valiant; at their worst, they areoverwhelmingly proud, overconfident, and obses-sive. Lycaeus is deemed an auspicious sign for hunters,constables, mercenaries, elves, guides, and judges.

Lycaeus1 correspondences are with silver, thegoddess Tanil, and the element of fire. When themoon is in the Wolf, divination magic is more pow-erful, and star-sorcerers choose this month as thetime to scry out their targets.

Rukha, the Roc (Enkilot)According to astrological lore, the Roc was el-

evated to its place in the zodiac not for its role in theTitanswar, but for being rhe greatest of the sky-creatures. Hedrada determined that among the housesof the zodiac, it was necessary to include a creaturethat epitomized the power and majesty of wind andsky — so he chose Rukha the Thunder-Winged, thegreatest and swiftest of all rocs, to oversee the monthof storm

Those born under the sign of Rukha are said toexhibit a stormy, passionate personality, freely mov-ing from place to place and lover to lover. At theirbest, they are fervenr and enthusiastic friends andallies; at their worst, they are moody and ill-tem-pered. The Roc is considered a lucky sign formessengers, heralds, arhletes, weather wizards, andbarbarians,

Rukha's house is linked to bloodstone, the god-dess Enkili, and the element of air. The sign of theRoc strengthens evocations, echoing the wild light-ning storms of Enkilot. Star-mages prefer to work onmagics involving flight, electricity, or wind when themoon is in Rukha.

CHAPTER ON£: MACIC RVL6S

Sikklos, the Scythe (Beiot)The constellation governing the month of death

was, according to legend, never an earthly scythe atall. At the close of the war, the gods' divine servantsattempted to gather together all the weapons thathad tasted the hlood of an avatar. Corean forged whatweapons they found into a single gigantic scythe, andHedrada placed it into the heavens, so that no mortalcould wield them again.

Those bom under Sikklos tend to demonsttateincisive personalities, carefully analyzing the prob-lems that face them. They are sometimes thoughtrather cold and unemotional, even dtaconian, but ondie other hand can be brilliant thinkers and sages.The Scythe is considered a fortunate sign for harvest-ers, strategists, butchers, loggers, executioners, andnecromancers.

Sikklos is associated with jade, the element ofwater, and the goddess Belsameth. The house of theScythe favors Necromancy, and is particularly auspi-cious for death-magic spells and rituals cast duringthis time.

Destrios, the Warhorse (Chardot)According to legend, Destrios was a mortal

warhorse of great speed and intellect who servedcourageously in theTitanswar. Neither good norevil,Destrios simply served without question, the epitomeof the perfect soldier. When one of the gods (most sayChardun, although tales vary) needed to replace asteed lost in battle, he chose Destrios. At the close ofthe war, the spirit of the Warhorse was elevated toone of the empty houses of the zodiac, to preside overthe month of war.

Those born under the Wathorse are prone tosolidity of both mind and body; they tend to be loyalto their allies, families, or superiors, but not particu-larly outgo ing or friendly to strangers. They tend to beunassuming and stoic; some manifest the house'sstrengths of confidence and fearlessness, while othersshow the house's flaws of blind obedience or a lack ofimagination. Destrios is considered a lucky sign forsoldiers, manual laborers, warriors, teamsters, farri-ers, and those who wotk with horses or otherdomesticated animals.

Destrios is associated with turquoise, the ele-ment of fire, and the god Chatdun. The Warhorsegoverns the Evocation school, and war mages ofmany lands (particularly Calastia) deem it favorableto begin new campaigns while the mocin is in Destrios.

Khepira, the Scarab (Madrot)No text dating from before the Titanswar men-

tions the peculiar insects called solar scarabs, whichleads most scholars to believe they wete cteated afterthe war. Astrological legend states that they were acreation of the goddess Madriel, and that the first onecreated — rhe model for rhe species — she placed inthe zodiac as Khepira, governor of the month of theradiant sun.

Those born under the Scarab are said to beforthright and truthful, not given to deception ordouble-talk. Those whodemonstrateKhepica's great-est virtuesare trustworthy and wise, wirh great insightand unwavering honesty. Those who demonstrate itsfaults are intolerant and judgmental, prone to assumethe worst of others. The Scarab is considered a luckysign for farmers, bodyguards, knights, librarians,candle makers and glassblowers.

Khepira's correspondences are topaz, the ele-ment of air, and the goddess Madriel. The Scarab'sassociation with light tends extra power to illusionspells, particularly those that draw on lighr and colorrather than shadow magic. Astrologers call Khepira alucky month for research and the gathering of infor-mation.

Imperatus, the Emperor (Hedrot)In star-charts dating before the Titanswar, the

Emperor was a constellation that hung in the north-ern sky; it was not consideted patt of the zodiac at all.Legend holds that when the War shook the heavensand sent many stars hurtling earthward, the spirit of

R6LICI &. R1TUXLJ 2: LOST

IV.

Imperatus exhausted its power attempting to limitthe damage to the firmament. As a reward, theEmperor was forged anew and set in the zodiacalcircle, presiding over the month of wealth.

Those born under the Emperor are said to beforceful and dynamic, strongly committed to theirown goals and ideals. At their best, they are charis-matic and jovial, sharing their wisdom and strengthwith others. At their worst, they are pompous, over-bearing, and even tyrannical. Imperatus is deemedauspicious for merchants, traders, fathers, priests, andsorcerer

Imperatus is associated with gold, the element ofearth, and the god Hedrada. It exerts a favorableinfluence on the school of Transmutation, and inparticular those spells that affect stone and metal.Star-mages advocate the Emperor's month for tradeagreements and business enterprises.

Drachys, the Dragon (Vangalot)The constellation of Drachys, the two-headed

Dragon, was allegedly once a mortal pair of twindragons. The two clutchmates fought on differentsides of the Titanswar, however, andstruggled againstone another to the extent of ignoring all other foes.Finally, the two were evenly matched, and agreedthat it was pointless to fight each other any longer, sothey agreed to join the side of whomever next spokewith them. As fate would have it, the two quarrelingsiblings chose the side of the gods. They were raisedto the heavens at the end of the war as one compositebeing, there to oversee the month of disasters.

Even today, Drachys is a sign of duality. Thoseborn under the Dragon have a tendency to be peopleof extremes, equally capable of great good or over-whelming evil. Twins bom under the Dragon are saidto be destined to strive against each other. Drachys isconsidered a lucky sign for all those who work onborders, thresholds, or during twilight or dawn.

The sign of Drachys is associated with ruby, theelement of water, and the god Vangal. The Dragon'spower to withstand misfortune and violence gives itdominion over the Abjuration school. Star-magescite Drachys' month as favorable fot breaking {orplacing) curses and other evil magic.

Charys, the Siren (Charder)According to legend, Charys was a mermaid of

the Blossoming Sea blessed with the most beautifulvoice of all her people, who ate as a rule the greatestsingers in the mortal world. Her voice was soclear andpowerful that, unaided, it could calm a choppy sea orreduce a mighty storm to a cloudless sky. Tales statethat the gods appointed her keeper of the month ofservitude partly out of appreciation for het exquisitevoice, but also because they knew she might haveundone nations with her song had she bothered totry

Those bom under the Siren are frequently gre-garious and charming individuals, happier among acrowd of strangers than they ever would be alone.They value good friends, although some prefer fawn-ing admirers to a relationship of equals. At their best,they may be faultlessly diplomatic and captivating; attheir worst, they may be domineering, petty, andvain. The Siren is considered a lucky sign for bards,musicians, diplomats, young lovers, actors, and poli-ticians, although some consider it an unlucky sign forsailors and sea voyages.

Charys' correspondences are lapis lazuli, the el-ement of water, and the god Chardun. The Sirennaturallystrengthensthepowerofenchantrnentspells,particularly those that rely on speech or conversa-tion. Astrologers claim that the Siren's month is idealfor forming political alliances and treaties.

Astarra, the Mother (Madrer)Asrarra is said to have been one of Denev's most

trusted and faithful druids, a woman who called onthe powers of the very earth and sky to defend thelands under her protection. Eventually, she was slainby those against whom she sought to defend herlands, but Denev insisted that Hedrada reward themortal by letting her spirit live on to govern themonth of the harvest.

Those born under the Mother are said to benurt ur ing and car i ng i nd iv id u a 1 s to friend a nd strangeralike. At their finest, Astarra's children are lovingand giving, able to lighten others' burdens and pains.At their worst, they are controlling and manipula-tive, unwilling to let other people make their own

CHAPTER ONE: MAGIC RVLtS

decisions. The Mother's month is said to be fortunatefor parents, herders, teachers, newlyweds, brewers,druids, and those who minister to the ill or unfortu-nate.

Astarra is associated with jacinth, the element ofearth, and the goddess Madriel, The Mother lendsextra power to transmutation magic, particularly thosespells that aftecr living creatures. Star-mages favorAstarra's month as an auspicious time for weddings aswell as for experiments in life magic (such as thecreation of homunculi).

Kylos, the Wheel (Enker)Perhaps the most peculiar of the houses, the sign

of the Wheel is said to be the essence of the previouszodiac that was torn asunder by the Titanswar. Leg'end states that, out of respect for its previous position,Hedrada took the tattered remnants of the old zodiacand remade them into a new constellation — muchreduced, but whole once more. However, it's also saidthat although Hedrada was the one to set Kylos overthe month of travel, Enkili was the one to set itspinning once again.

People born under the Wheel are often dreamersand seekers, theirgazes fixed on the far horizon. Someare wanderers who travel the lands; others indulgetheir fancies in artistic pursuits. The greatest strengthsgranted by the Wheel are imagination and vision; thegreatest failings of the sign are a lack of practicality ordiscipline. Kylos is considered a favorable sign forartists, magicians, gamblers, travelers and pilgrims.

Kylos' corresponds with quicksilver, the elementof air, and the god Enkili. The Wheel lends its powerto enchantment spells, and is a favorable sign for allmanner of beguilements. Many astrologers wait forthe moon to enter Kylos before embarking on any far-ranging quests.

Maineus, the Hammer (Corer)The sign of the Hammer is the cause of some

religious controversy. The church of Corean claimsthat it was the same hammer Corean used ro forge hissword on the anvil of Golthagga, raised to the heav-ens as a rribure ro its grear work. However, the churchof Hedrada argues that ir is the sign of the Lawgiver,placed among the zodiacal houses in order to ensurethat the calendar runs smoothly. The truth of thismatter remains unclear, bur the general influencethat Maineus exerts over the month of crafting seemsto give the Coreanites the slighr edge in the argu-ment.

1Those bom under Maineus are said to exhibit a

degree of industry that makes them excel at theirchosen professions. At their best, those born underrhe Hammer are capable and efficient, attackingrheir chosen tasks wirh enviable intensity. Ar theirworst, they can be blunt and tactless, unable to relateto people outside their profession. Maineus is deemeda fortunate sign for crafters, smiths, dwarves, alche-mists, and cooks.

Maineus is linked to iron, fire, and the godCorean. It extends its influence over the school ofConjuration, in particular the creative use of magicro make inanimate objects from thin air. Astrologersconsider rhe month of the Hammer especially favor-able for the creation of magic items.

Delphos, the Dolphin (Toner)The sign of the Dolphin is said to be the immor-

tal form of a mortaldolphin who, during theTitanswar,guided many merfolk and sailors ro safe waters whileLethene battered the seas in her fury. Such nobleservice did not go unnoticed, and Delphos was raisedto the thirteenth house of the zodiac to oversee themonth of good forrune. fl

8?

13

I U L I C J SL R I T U A L S 2: LOST LOM

'•̂ ,

Those born under the Dolphin are said to beoptimistic, easygoing folk possessed of an excellentsense of humor. Delphos is said to grant deep under-standing of the natures of the various divine races aswell as great powers of intuition; however, irrespon-sibility and hyper-sensitivity are also said to be themark of Delphos. The Dolphin is deemed a fortunatesign for oracles, sailors, fortune-tellers, and children.

Delphos is linked ro the stone commonly calledserpenrine, the element of water, and the goddessTaniL The Dolphin enhances the school of Divina-tion, parr icu la rly when used to glimpse visions of thefuture. Srar-mages call the month of Delphos an idealtime for beginning or concluding sea voyages.

Vespis, the Bat (Belsamer)Lore holds that when the gods sought to kill

Mormo, they almost didn't find her. However, herpresence was betrayed by a flock of bats that tookwing from the forest where she hid, and the ^><.lsdiscovered her there. As a reward, rhe entire flockwas merged into a single constellation, and grantedthe honor of overseeing rhe month of darkness asVespis, the Bat.

Those born under Vespis are generally energeticand perceptive, and are prone to be light sleepers. Attheir best, they are alert and quick-witted; at theirworst, short-sighted and flighty. The Bat is an auspi-cious sign for watchmen, tavern-keepers, prostitutes,and others who conduct their business by night.

The house of the Bat's correspondences a re onyx,the element of air, and the goddess Belsamerh. Vespisstrengthens illusion magic, in particular that magicdealing with shadow. Star-mages consider the monrhof the Bat best for enchanting objects with the powerof darkness, or for riruals that must be performed bynight.

Turros, the Tower (Heder)The titans utterly destroyed countless cities dur-

ing their reign and larer during the Titanswar, leavingscattered ruins all across Scarn. Bur when Kadumtrampled the city of Tammengarn, one rower re-mained standing. This tower was rebuilr in rheheavens, standing as asymbol of hope over the monthof protection. Turros symbolizes the fact that thetitans' destructive power was not absolute.

Those bom under the Tower are said to besocially capable and well-organized, with a tendencyto value their friends and allies highly. At their best,they are excellent leaders and compassionate allies;

at their worst, rhey are clannish and insular. Turros isan auspicious sign for builders, archirects, militaryofficers, stonemasons, jailers, and innkeepers.

Turros is associated with sapphire, the elementof earth, and the god Hedrada. The monrh of theTower strengthens ahjurarion magic, and astrologersconsider it an excellent time to creare defensiveenchantments.

Nekheros, the Vulture (Vanger)Astrological lore states that Nekheros was the

first of the carrion-birds to descend on the firstbattlefield where god and titan fought, and rhe firstcreature to eat of the flesh of a dead titan. The foodmade him strong, and Nekheros became a commonsight during the war. He managed to eat corpsefleshevery day of the entire Godswar, until, old and half-blind, he was placed in the house of rhe month ofpesrilence to commemorate his perseverance.

Those born under the Vulture are said to beresourceful and imaginarive, abEe to seize even theslightest opportuniry when it comes to them. At theirbest, Nekheros' children are survivors who can with-stand any setback and remain smiling; at their worst,they are miserly and gluttonous, unwilling to partwith anything that might benefit them. Nekheros issaid to be a lucky sign for miners, prospectors, no-mads, thieves, halflings, and the impoverished.

Nekheros is linked to the metal of lead, theelement of fire, and the god Vangal. Necromancy ofall sorts is more powerful when the moon is in theVulture, the last rnonrh of the year. Necromancerswho follow astrology often wait until Nekheros isprominent before beginning particularly ambitiousprojects of animation.

14

CHAPTER ONE: MAC 1C R.VUS

Scarred Lnnds AlchemyThe drastic changes wroughr to the Scarred

Lands by the Divine War seetn to have echoes evenin the most innocuous of places. The very art ofalchemy was radically changed by the exposure ofmany of the alchemist's basic componenrs to titanicessence. Where once simple sand or srone were oflittle use to the average alchemist, now many of thesebaseelementscanbedistilledand purified intostrangeand powerful substances by a combination of thealchemist's art and the lingering taint of the titans.

Argent EssenceAn oil made from alchemic ally-treated silver,

argent essence is commonly rubbed onto weapons.The oil soaks into the metal or wood of the weaponwhen so applied and then held over a source of heat.Thereafter, for a time, the weapon is treated asthough it were a silver weapon for the purposes ofignoring the damage resistance of creatures struck bythe weapon.

One vial of argent essence contains enough oil totreat one Large weapon, two Medium-she weapons,four Small weapons, or twenry pieces of ammunition.Argent essence wears off after one strike from ammu-nition or Small weapons, two strikes from Medium-sizeweapons, and three strikes from Large weapons.

FlakeironAn oil crafted from distilled Biood Sea waters,

flakeiron is used to treat any weapon crafted of ferrousmetal (iron or steel). The weapon so Treated becomesslightly brittle, and rife with sharp, jagged splinters ofrusted iron. When a flake iron-treated weapon strikes atarget, metal shards splinter off in the wound, causingexcruciating pain. The victim suffers a -2 moralepenalty to all actions for 2d4 rounds due to the pain ofthe splinters working their way out of the victim's body.

Any time the wielder of a flake iron-treatedweapon rolls a critical hit, the weapon itself suffers 1point of damage. Weapons made entirely of metalthat have been treated with flakeiron have a hardnessof 2 points lower than normal.

HardshellHardshell lacquer can be painted on any hard

surface, mosr commonly clay, wood, or metal. After anhour's drying time, the lacquer forms a sea mless silvery-gray coating thar effectively increases the coated object'shardness by 4 poinrs. A pint of hardshell lacquer coversapproximately 100 square feet of material.

Plague MudA virulent concoction derived from a mixture of

muck and sludge dredged up out of the MourningMarshes, plague mud swarms with all manner ofdisease. Clay vessels of plague mud are generallythrown as missile weapons (see PHB, Chapter 8,"Combat," Grenadelike Weapons). Any creaturestruck directly by the mud is fully exposed to swamp

rot (see Wilderness & Wasteland, page 43), whilefor those merely within the splash radius, the DC ofthe Fortitude save against the rot is reduced by —5.

SlipshodA grenade filled with a mixture of viscous greases

and slippery oils, a single slipshod flask covers aroughly 20-square-foot area when hurled. Anyonemoving or fighring within this area must make aBalance skill check (DC 15) each round to avoidslipping and falling.

Item

Argent essence

Flake iron

Hardshell

Plague mud

Slipshod

Alchemy DC

25

25

202020

Cost

50 gp

200 gp

350 gp

750 gp

50 gp

MpwFpnt.sThis section introduces a number of new feats.

Further, it also introduces several new feat categories.Each category is unique to a type of spellcaster,demanding knowledge in a type of spel least ing beforethe secrets of those feats are unlocked. These catego-ries are miracle, scion, and virtue feats,

Albadian Sorcery [General]Tavern tales of scantily clad Albadian sorceresses

have circulated throughout Ghelspad for centuries.Although downplayed hy the dour clerics of Hedrad,there is more truth to these tales than fiction. Havingbeen rrained in the north, the caster can channel theheat created through arcane spellcastingin order tostaywarm for extended periods.

Prerequisite: Con 13+, trained in Albadia tocast arcane spells.

Benefit: The caster's resistance to cold and coldeffects gained from casting arcane spelis (see Relicsand Rituals, page 26) lasts for 10 minutes per level ofany spell cast, rather than only 1 round.

Cabalist [Metamagic]The spellcaster is privy to cabalistic formulae,

those arcane secrets inherent in the signs and wordsof the gods themselves,

Prerequisites: Knowledge (arcana) 6 ranks,Knowledge (religion) 6 ranks

Benefit: The caster gains the use of the cabalisticbonuses detailed under "Cabalists" earlier in this chap-ter. Upon taking this feat, she learns a number ofcabalistic invocations equal to 1 + her Intelligencemodifier. Note that she must adhere at all times to thealignment restrictions of these cabalistic invocations.

Casting a speli cabalistically adds both a verbaland a spell focus component to the casting (the focusbeing an appropriate sacred or profane text), regard-less of wherher rhe spell normally has suchcomponents. Further, the casting time of the spell 15

R E L I C S &. RITUALS 2: LOST

increases to a full-round action. Those spells that arealready full-round actions ot longet do not have theircasting time increased.

Special: This feat may be taken multiple times,granting new cabalistic invocations each time.

Ritualist [Metamagic]The use of ritual magic has become a widespread

avenue to greater power in the Scarred Lands. Manywho practice its secrets gain aptitude in the use ofritual magic.

Prerequisites: Ritual Casting 4 ranks.Benefit: A character with this feat who performs

ritual magic (see Relics & Rituals, pages 127-130)reduces the total time required by 25%, although thisbonus applies to combined ritual casting only if thecharacter is the one leading the ritual. Additionally,the XP cost for casting true rituals is reduced by 25%for a caster with this feat.

Specialist Dispelling [Metamagic]Specialist wizards have dedicated their lives to

understanding the strange arcane powers that fuelthe spells of their specialty school. Some have learnedto use this knowledge in disrupting the casting ofothers' spells.

Abjurers banish enemies' arcane energies as theyare created, while conjurers actually pull a portion ofthe energies away, disrupting the opposing spell as itis cast. Diviners and enchanters fill the formingpattern with excess divination or enchantment en-ergy, rendering it useless as it forms, Evokers chargethe spells of enemies with disruptive power, whileillusionists render part of the forming spell into harm-less shadow-stuff. Necromancers corrode and decaythe forming spell, while transmuters reshape andreduce the very energies being woven.

Prerequisites: Specialist wizard class levels.Benefit: The specialist wizard is able tocounterspell

{see PHB, Chapter 10, "Magic," Counterspells) byexpendingapreparedspeHfromhis school of specializa-tion, rather than the exact spell being cast. In order tocounter spells of his opposed school, the counterspellermust use a spell of a level equal to ot higher than thatof the spell to be counrered; all other spells require aspell at Least one level higher than the one beingcountered. Specialists may not use this feat to counterspells of their own school; they must use normalcounterspelling for those spells.

Star-Lucky [General]The stats of the character's birth-sign have blessed

her with luck and with a particular aptitude for thatsign's favored attributes or skills.

Benefit: The character receives a +2 luck bonusto all saving throws while the moon is in the zodiachouse that presided ovet her birth (see "Houses of theGods" earlier in this chapter). Additionally, shealways gains a +1 luck bonus to certain checks relatedto that sign, as listed on the following chart:

CHAPTER ONC: MAC1C

Zodiacal Sign

Ursos. the Bear

Lycaeus, theWolF

Rukha, the Roc

Sikklos, the Scythe

Destrios, the Warhorse

Khepira, the Scarab

Drachys, the Dragon

Charys, the Siren

Astarra, the Mother

Kylos, the Wheel

Malneus, the Hammer

Delphos. the Dolphin

Vespis, the 6at

Turros, the Tower

+1 Luck Bonus to:

Heal, Profession (herbalist); untrained Wis

checks

Intuit Direction, Wilderness Lore; untrained

Wis checks

Diplomacy, Gather Information, WildernessLore

Concentration, Knowledge (anatomy); un

trained Int checks

Handle Animal; untrained Str checks

Diplomacy, Knowledge (any one); untrained

Wis checks

I mp erat us, the Em peror Oiplomacy,Know[edge(arcana,religion);untrained Cha checks

Intimidate, Spot

Gather Information, Perform; untrained Chachecks

Heal, Wilder ness Lore; untrained Con checks

Craft (any artistic), Intuit Direction; un-

trained Int checks

Craft (any crafting) and Profession (any)

Profession (sailor). Sense Motive, Swim;

untrained Wis checks

Listen, Search; untrained Int checks

Any Craft or Knowledge pertaining to build-ing; untrained Cha checks

Nekheros, the Vulture BlufF, Pick Pocket, Profession (miner)

Special: This feat may only be taken at 1st level.

Student of Ritual [Special]A rare few sorcerers have the latent ability to use

those rare and unique true rituals of the Scarred Lands,Generally, such ability is taught in service to one of thetitans by the cults associated with the Defeated.

Prerequisites: Sorcerer class levels.Benefit: Sorcerers with this feat gain the ability

to understand, prepare, and casr true rituals as wiz-ards. The sorcerer must prepare the ritual, studying itsform from a text and investing power into it when itis cast, using a sorcerer spell sfot of an appropriatelevel to do so. Sorcerers may only cast rituals of spelllevels they may normally cast.

Normal: Sorcerers cannot normally use truerituals.

Zodiac Focus [Metamagic]The true student of astrology is aware of the

added power each zodiac sign offers to its correspond-ing school of magic, and is able to tap the stars' powerfor his own use.

Prerequisite: Intelligence 13+, Knowledge (as-trology) 4 ranks

Benefit: During any given month, the caster'ssave DCs for spells from the school augmented bythat month's zodiac sign is raised by 2, For insrance,in Chardot, under the sign of Destrios, the DC tosaveagainst any of the caster's e vocation spells is raised by2. When the month passes to Madrot, the sign ofKhepira, this bonus to evocation spells ends, but theDC for illusion spells is then increased by 2. Thisbonus stacks with that from the Spell Focus feat.

Miracle FeatsThese feats are available only to the primary

servants of the gods, those who channel the veryessence of rhe divine: only clerics may choose thesefeats. Miracie feats grant a cleric other uses for chan-neling positive or negative divine energy, direcringthis energy into abilities appropriare to the ethos ofthe cleric's faith. Using a miracle feat always uses upone of the cleric's daily turn or rebuke undead at-tempts. These feats aren't merely about channelingpositive or negative energy, however — they areunique blessings that clerics are taught as part of theirvocation.

Healer's Benediction [Miracle]Clerics of any healing god may learn this feat,

which teaches rhe cleric ro channel the positiveenergies of rheir god ro healing ends, augmenting thehealing power of rhe cleric. In the Scarred Lands, thisfeat is taught only by the church of Madriel, althoughit may be taught by Madrielites to allied clerics,especially those of Tanil and Corean.

Prerequisites: Cleric levels, ability to channelpositive energy (turn undead).

Benefit: By expending a turn undead attemptwhile casting any cure spell, the cleric may maximizethe result of a number of dice of healing potentialfrom that spell equal to her Charisma modifier (mini-mum of 1 die). Thus, a cure litfit wounds spell cast bya cleric with a 15 Charisma (+2 bonus) using this featwould do 8 + caster level points of healing {ratherthan Id8 + caster level), and a cure serious wounds socast by the same cleric would heal instead Id8+ 16 +caster level, rather than the usual 3d8 + caster levelpoints of healing — two of the three dice for the spellare maximized due to the cleric's +2 Cha bonus.

Reaver'sSacrament [Miracle]The powers of negative energy are not merely for

control over the undead. Some clergy of dark powerslearn ro channel this power into their melee attacks,inflicting wicked wounds that are difficult to heal. Inthe Scarred Lands, this feat is taught among theclergy of Vangal, who thus bless their weapons rocarnage.

Prerequisites: Cleric class levels, ability tochan-nel negative energy (rebuke undead).

Benefit: By expending one rebuke undead at-tempt, the cleric may charge a melee weapon that heholds with negative energy, enabling it to inflictdeadly wounds that resist magical healing. Weaponsso empowered remain charged for a number of roundsequal to the cleric's Charisma bonus (minimum 1round); all wounds inflicted by the weapon duringthat time cannot be healed by magic, but must healnormally.

This negarive energy effect may be negated byany crearure capable of channel ing posirive energy ifrhe creature makes a turning check (see PHB, Chap-

RELICS &. RITUALS 2: LOST

ter 8, "Combat," Turning Checks) androlls high enough to effectively turn acreature with Hit Dice equal to the levelof the cteric who used Reaver's Sacra-ment.

Sacred Defender [Miracle feat]The power of gods who grant posi-

tive energy may be channeled to aid inthe defense of the faithful. With a touchand a prayer, the cleric may channelpower into herself or an ally, bolsteringthe target against damage. In the ScarredLands, this is normally taught by theclergy of Corean and Hedrada.

Prerequisites: Cleric class levels,ability to channel positive energy(turn undead).

Benefit: By expending one turnundead attempt, the cleric may

channel positive energyby touch, grantingthe rec ipient a sacred

bonus to AC equal to the cleric'sCharisma bonus {minimum +1). Thisbonus lasts for 1 round per cleric level.

Scion FeatsThese feats apply only to those who

have the very essence of magic runningthrough their blood: only sorcerers maychoose these feats. Each scion feat includesa list of spells that, by virtue of the sorcerer'sties of blood to a particular heritage, mustbe chosen by her at the earliest opportU'nity, before all other spells, by leveladvancement. The sorcerer scion alwayscasts these spells at +1 caster level (thisbonus does not apply to these spells castfrom magic items such as scrolls or wands).

Scion feats also grant the sorcerersome other ability, usually a skill bonus orspecial ability appropriate to her back-ground. Scion feats need not be taken at1st level — many sorcerers don't discoverand begin exploring the source of theirmagics until well into their careers asspellcasters. Others discover their heri-tage through exposure to the types ofbeings from whom they are descended.

Although it is possible tochoosescionfeats more than once, it is rare to havemultiple heritages in this fashion. The GMshould always approve such decisions.

Special: Anyone who witnesses thecharacter with this feat casting one of herscion spells may make a Spellcraft check(DC 25 minus spell level) to identify theenergy signature that indicates the pos-session of this feat.

CHAPTER RVL€S

Bloodline of Power [Scion]Since the destruction of Mesos, many sorcerers

have demonstrated the energies associated with thisfeat. But even before that, Mesos1 chosen high priests,sorcerers of great power and respecr, were generallyknown for these traits as well. A sorcerer with rhis featis undeniably touched by the power of Mesos, mani-festing a strange six-armed sigil in the form of abirthmark or the like on their bodies.

Prerequisites: Sorcerer class levels.Benefit: Sorcerers with this feat must take the

spells associated with it at the earliesr opportunity intheir Level advancement (see below). They also gaina •*•! effective caster level when casting these spells.Sorcerers with this feat gain a +2 to all Spellcraftchecks. The spells associated with Bloodline of Powerare:

0-lvl —detect magic, prestidigitation; 1st — iden-tify, magic missile; 2nd — protection from arrows,spectral hand; 3rd •— dispel magic, haste; 4th — minorglobe of invulnerability, remove resistance*; 5th —dismissal, tekport; 6th — analyze aWomer, globe ofinvulnerability; 7th — limited wish, spell turning; 8th —rapid journey*, symbol; 9th—Monienkamen's disjunc-tion, wish.

*Frorn Relics & Rituals.

Child of the Heavens [Scion]Tirank blood is not the only source that lends

the spark of magic necessary to sorcerers — there arethose who, while not half-celestial themselves, areperhaps distantly descended from celestial beings,thus gaining the power to ward against or combatevil, to create light, and to call upon celestial beingsto aid them. Children of the heavens are alwaysmarked in some way, usually with white-gold hair orpale blue eyes.

Prerequisites: Sorcerer class levels.Benefit: Sorcerers with this feat must take the

spells associated with it at the earliest opportunity intheir level advancement (see below). They also gaina +1 effective caster level when casting these spells.Sorcerers with this feat gain a +2 to ail Sense Motivechecks. The spells associated with Child of the Heav-ens are:

0-lvl—disrupt uruieod, light; 1st—protection fromevil, summon monster I; 2nd — daylight, summonmonster II; 3rd — magic circle against evil, swmmonmonster III; 4th — purify ing /lames*, summon monsterIV; 5th—contact other plane, summon monster V; 6th— power word, thunder*, summon monster VI; 7th —plane shift, summon monster VII; 8th — swmmonmonster VII, sunburst; 9th — gate, summon monsterIX,

*From Relics & Rituals.Special: The creatures summoned through the use

of summon monster spells must be celestial creatures.

Witch of the Old Blood [Scion]Those having the blood of Mormo coursing

through their veins often manifest certain powersdenoting an ophidian taint: powers of acid and poi-son and the assumption of serpents' traits and othersuch horrors. Those with this feat often have somekind of birthmark or physical deformity that marksthem of the brood of Mormo, from a patch of scales toa serpent-shaped birthmark to an angry red area thatlooks like a snakebite. In the Scarred Lands, most, ifnot all of those who manifest this feat are women.

Prerequisites: Sorcerer class levels.Benefit: Sorcerers with this feat must take the

spelts associated with it at the earliest opportunity intheir level advancement (see below). They also gaina +1 effective caster level when casting these spells.Sorcerers with this feat gain a +2 bonus to all Forti-tude saves against poison. The spells associated withWitch of the Old Blood are:

0-lvl — daze, detect poison; 1st — acid spittle*,chameleon skin*; 2nd — Melfs acid arrow, summonswarm; 3rd — animal infusion*, haste; 4th -— Evard'sblack tentacles, Yarai's totemic trans/ormatton*; 5th —greater familiar*, nethergaze*; 6th — acid fog, awakentitan avatar*; 7th Monno's serpent hands*, sever*;

— pouier8th — horrid wilting, power word, blind; 9th -word, kill, shapechange.

*From Relics & Rituals.Special: The spells from this feat's heritage al-

ways have a distinctly ophidian nature; in any casewhere an animal must be chosen or rolled randomly,the result is always snakesor serpents, where possible,

Virtue FeatsThese feats apply only to those warriors who

have sworn their oaths before Corean to uphold thehighest of virtue: only paladins may choose thesefeats. Virtue feats allow a paladin to draw additionalstrength from those sterling merits that define betoaths as a paladin; additionally, those paladins of 3rdlevel or higher may also channel positive energythrough the feat (using turn undead attempts), grant-ing them appropriate special abilities that aid them inupholding their strict code of honot and justice.

Courage [Virtue]Coutage is one of the foremost virtues cultivated

by paladins. The paladin must be an example for allgodly folk, standing bravely in the face of adversityand difficulty, steady in his faith that the gods and hisown righteousness will bear him up, and therebyaiding others in finding their own courage.

Prerequisites: Paladin class levels.Benefit: For a Ist-ievel paladin, this feat simply

grants a +4 sacred bonus to saves against fear effects.If the paladin is 2nd level or higher, this feat increasesthe range of her aura of courage ability, granting allthose within 30 feet of the paladin a +4 morale bonuson saving throws against fear.

19

R f U C I & RITUALS 2: LOST L01U

A paladin capable of channeling positiveenergy {i.e., turning undead) can gain greaterbenefit from this feat. If she issubject to any effectwith the [fear] descriptor, the paladin may chan-nel positive energy through the Courage feat as afree action, expending one of her daily turnundead attempts; by doing so, the paladin gainsthe effects of a bless spell for as long as the fearduration would have lasted.

A paladin may also aid an ally caught in thegrip of a fear effect by speaking to him of courageand bravery while simultaneously expending oneturning attempt, all as a standard action. Doingso grants the ally a second save against the feareffect with a sacred bonus equal to the paladin'sclass level -2.

Finally, a paladin may strengthen her aura ofcourage abiliry through rhe use of positive energyas a standard action. By expending one turnundead attempt, the paladin increases the moralebonus against fear saves to +6 for all allies within30 feet for a number of rounds equal to thepaladin's Charisma bonus.

Special: AttheGM'soption, overtly cowardlybehavior may cause the paladin to lose the abiliryto channel positive energy through this feat untilsuch time as she atones for her cowardice.

Mercy [Virtue]An important virtue for paladins is mercy.

Paladins have great power, and they must dem-onstrate the ability to wield it with a conscience,slaying only when necessary. They must comfortthe wounded and spare their enemies if there is tobe any hope of redemption for the wicked.

Prerequisites: Paladin class levels.Benefit: This feat grants the paladin an

effective +2 sacred bonus to Charisma, but onlyfor the purposes of determining how many pointsof healing he may administer through the use ofhis lay on hands ability.

A paladin of 3rd level or higher, however,with but a touch and a prayer {as well as theexpenditure of a turn undead attempt), mayrelieve pain and suffering for a number of hoursequal to his Charisma modifier (minimum 1hour). This effecrively heals half of any subdualdamage currently suffered by the recipient, andnegates any penalties that creature currently suf-fers due to pain {such as those from a symbol ofpain).

Alternately, the paladin may channel posi-tive energy through his melee weapon, allowinghim to wield that weapon to inflict subdualdamage. By expending one turning attempt, thepaladin may deal subdual damage without suffer-ing the usua! -4 penalty to his attack rolls for anumber of minutes etjual to his Charisma modi-fier (minimum 1 minute).

Chapter Two:

Something you must understand, my child. Youhave learned powerful spells. You can wield the verypowers of the storm and the inferno. Yet what you knowis only a beginning—just as the ability to read the writtenword is but the key to wielding magic, so too is the abilityto cast spells but the first step into greater Mysteries,

— Aloraea the Grey, Mistress of Novices,Phylacteric Vault

The powers and ways of magic are many — onlythe most foolish would think that simple spellcastinggrants them access to all the secrets of the universe.For every culture, every god and titan, every theory ofmagic, every untapped secret of the land, there is acollection of magical secrets. From rhe secrets of theBlood Bayou's priests of rot to the academic endeav-ors of the Phybcreric Vault to the mysteries of theWirchmount in frozen AEbadia, there are myriadmagical paths of knowledge.

RELICS S. RITUXU 2: LOST

1

Prestige Classes in the Scarred LandsThough the place of those prestige classes pre-

sented in Scarred Lands supplements is obvious, whatmight not be readily apparent is where the basicprestige classes from the DMG fit in. What follows isa description of how each of these classes is appropri-ate for use in the Scarred Lands; ultimately, however,these are simply suggestions for the GM, who alwayshas the final word on such things in her campaign.

Arcane ArcherIn the Scarred Lands, the traditions of this pres-

tige class were first practiced by the high elves ofTermana. To these folk, the marriage of powerfulbattlefield magics and the elegant elven bows was anatural conclusion. Indeed, the name "arcane ar-cher" is a translation of the title the originalbrotherhood took for itself: Kyalhia Eriarma. But, aswith so much of the high el ven culture, the Tiranswardestroyed the last vestiges of the btotherhood ofarcane archers.

To be sure, there are those still who knowits secrets, even the greatest secrets of the arrowof death. But the brotherhood itself is no more.Rumor has it that small lodges of arcane archersremain among the elves of Uria and Vera-tre inGhelspad, however, carrying on the originalintent of the high elven brotherhood.

AssassinThe Cult of Ancients is a

name rarely spoken — andeven then only in whis-pers. Practirioners ofmurder and a unique formof hedge wizardry, these as-sassins practice their art forthe glory of Belsameth andto further the goals of theirorganization.

and taught them to wield both arms and the verypowers of hell in Chardun's name.

In the modern Scarred Lands, blackguards arenormally found in the service of Chardun's church;indeed, the training techniques of the Black Dra-goons produce more blackguards than do those of anyother group. Still, the thorn generals of Chorach arealso blackguards. And Chardun isn't the only god toattract the kind of fervor required to make a wickedman into a champion of evil — it is said that manyhighly placed members of the church of Belsamethand the Cult of Ancients count blackguards amongtheir personal defenders, and stories tell of theHellriders, blackguards with fiendish warhorses whoride among the Horsemen of VangaL

Dwarven DefenderIt is said that the only reason the Dwarven

Imperium [asted as long as it did in spite of thepleasure the titans gained from sending their spawn

to assault it was the Brotherhood of Shields.The elite defenders of the Dwarven

BlackguardIn a land so directly

influenced by the godsthemselves, it is little won-der that there are as manyblackguards as there are. It issaid that Chardun looked uponthe favored champions of Corean andgrew jealous; the Slaver vowed that,rather than create his own champi-ons, he would sreal one of hisbrother's. In shorr order, Charduncorrupted a paladin (whose namechanges with each teller of thetale) and created the first of theblackguards, who then found otherswith the appropriate temperament

V 22

CHAPTER TWOr P R 6 J T I C £ CLAiSei

Imperium were often sent at the forefront of armies tohelp safeguard those settlementsof humans and othernon-dwarves who allied themselves with the Impe-rium as client-states in return for protection from thepredators created by the titans.

Thousands of years have passed since that time.The Brotherhood of Shields is no more, though thetechniques they taught for standing fast in the face ofassault are still remembered. It is said that the defend-ers are among the reasons why BurokTorn yet stands;it is also said that charduni defenders remained inDunahnae to defend the Wall of Bone when theCharduni Empire sent its tnx)ps to conquer the heartofGhelspad.

LoremasterIn the libraries of Lokil the first loremasters

discovered their deep secrets, and that learned settle-ment has been known for its sages and loremastersever since. In the years since, however, sages havetraveled to learn among the loremasters of Lokil andthen departed for other places. Thus, loremasters canbe found in many places,from Hollowfaust to Hedrad.

It is rumored that sages with abilities simitar tothose of the loremasters may be found among thehigh elves of Termana; indeed, some Termananelves claim that it was one of their half-bloodedoffspring who founded the loremaster tradition inLokil. According to some, Tored Fenex, Chief His-torian of Burok Torn, has sent a group of his mostpromising apprentices to Lokil, asking for training asloremasters in exchange for dwarven lore unknownto the sages there.

ShadowdancerThose who discover the very heights of Drendari's

mysteries are rare indeed. Gifted with the ability tobecome one with the in-between places that areDrendari's own, those who would learn to dance theshadows must first seek out one who serves Drendari.

The shadowdancers are often caught up in aholy crusade against the penumbral lords, who tookthe lore stolen from Drendari's mind by the Slareciansand turned it to their own whims, forcing shadows tobend to their wilt rather than becoming one withthem.

,'fl

RELICS &. RITUXLS 2: LOST

tielliann(Hel)The Helliann Sisterhood is an ancient ordet of

Albadian witches whose origin is lost in the depths ofhistory. High in the Stormtooth Mountains of east-ern Albadia is the cloud-shrouded peak of theWitchmount, Mt. Hetliath. The path that leads tothe cloister of the Sisterhood, perched atop themountain, is treacherous and protected by guardiansin the service of the Sisterhood.

Once the Helliann Sisterhood was dedicated tothe titanesses Mormo, Lethene, and Denev; duringthe Titanswar, the Sistethood fell to an internalstruggle that ended in spellbattle and bloodshed.With the ascension of the gods, the Helliann Sister-hood rededicated itself to the service of the goddessesDenev, Madriel, and Belsameth, although even tothis day it is whispered that some of the Sisterhoodmay yet tevere the Lady of Storms and the Hagqueen.

A council of thtee Elders, the Mother of Light,who serves Madriel; the Mother of Darkness, whoserves Belsameth; and the Mother of the Land, whoserves Denev, rules the Witchmount. The HelliannElders' word is law in the Sistethood.

More than even most Albadian sotceresses, theHelliann are known for their mastery of tattoo magic,bearing far more enchanted tattoos than is seeminglypossible. They are also known for their immunity tothe extreme cold common throughout Albadia.

Though the influence of the Witchmount haswaned among city folk in recent years, the nomadictribes of Albadia still give the Helliann the samereverence they have for centuries. Every tribe has oneor more witches who act as counselors, defenders, andpriestesses for the tribe (even if they are not divinespe lie asters). The nomadic tribesmen of Albadiawould never dream of treating one of the Sisterhooddisrespectfully, much less raising a hand in violenceto her.

Once it was customary for all Albadian chief-tains to be wedded to a ptiestess of the Witchmount,but this custom, like so many of the Old Ways ofAlbadia, has fallen out of favor with those who dwellin the cities of southern Albadia. Although High-King Thalos does allow a gathering of Helliann sistersto dwell at his court, he does not lend their word thectedence that the northern tribes feel he should,which only contributes to their growing discontentwith his rule.

Customarily, druids and sorceresses most com-monly become Helliann, but in recent years theHelliann Elders have accepted clerics of Belsamethand Madriel into their ranks, provided they swear anoath to forego rhe normal bickering and rivalry inwhich the clerics of those goddesses normally engage.Wizards are never accepted onto the Witchmount,by ancient custom.

The special powers gained by the Helliann areoften symbolized by tattoos. Many of these tattoos

have no innate power in themselves; rather, theysymbolize those Mysteries of the Witchmount towhich the Helliann has become privy.

Hit Die: d4.

RequirementsToqualify to become a Helliann (Hel), a charac-

ter must fulfill all the following critetia:Feats: Albadian Sorcery, Craft Magic Tattoo.Race: Human, half-elf, or half-ore of narive

Albadian blood.Gender: Female.Skills: Craft (tattoo) 5 ranks, Diplomacy 3 ranks,

Spellcraft 8 ranks.Spellcastmg: Ability to cast 2nd-level spells.Special: Must have an enchanted tattoo. Must

make the pilgrimage to the Witchmount and beaccepted as an initiate Helliann.

Class SkillsThe Helliann's class skills are Concentration

(Con), Craft (Int), Diplomacy (Cha), Escape Artist(Dex), Gather Informarion (Cha), Heal (Wis), in-timidate (Cha) , Knowledge (arcana) ( In t ) ,Knowledge (teligion) (Int), Profession (Wis), RitualCasting (Con, exclusive skill), Scty (Int, exclusiveskill), Spellcraft (Int),

Skill Points at Each Level: 2 + Int modifier.

Class FeaturesAll of the following ate class features of the

Helliann prestige class.Weapon and Armor Proficiency: A Helliann is

proficient with all simple weapons. She gains noproficiency with any armor or shields.

Spells per Day: Helliann continue toadvance inspellcasting ability. When a new Helliann level isgained, the character gains new spells per day as if shehad also gained a level in a spellcasting class shebelonged to befote she added the prestige class. Shedoes not, however, gain any orher benefit a characterof that class would have gained (improved chance ofcontrolling or rebuking undead, metamagic or itemcreation feats, and so on). Essentially, she adds thelevel of Heiliann to the levelof some other spellcastingclass she has, then determines spells per day andcaster level accordingly. If the character had motethan one spellcasting class before she became aHelliann, she must decide to which class she addseach level of Helliann for purposes of determiningspells per day when she gains the new level.

Tattoo of the Witchmount: Placed on the righthand of the initiate, this is a specially enchantedtattoo depicting the ancient sigil of the HelliannSistethood. The tattoo of the Witchmount does nottake up enchanted tattoo ranks as do normal rarroos(Relics & Rituals, page 197). The tattoo of theWitchmount grants the Helliann a +2 bonus to

V 24-

C H A P T E R TWO: P R E S T I G E CLASSES

Concentration checks. Further, it enhances certainspells that she commonly uses: the Helliann choosesone spell she is able to cast when the tattoo is placedon her hand, and then one more spell for every levelshe gains in this prestige class {adding a small detailto her tattoo of the Witchmount with each suchselection); she gains a +2 bonus to the save DC ofthese spells. Finally, due to the link forged betweenthe magic of the tattoo and her source of power, theHelliann is able to substitute her spellcasting abilityscore for her Constitution when determining themaximum number of ranks she may have in tattoos(druids, clerics, and adepts use Wisdom; sorcerers useCharisma).

Witchskin: As the Helliann advances in herknowledge of the strange magical currents of frigidAlbadia, she learns to better resist extremes of cold.At 1st level, she gains cold resistance 5, increasing tocold resistance 20 at 5th level. Finally, at 7th level,she becomes wholly immune to cold damage.

Tattoo Bonus: At 2nd level the Helliann'smaximum number of ranks in enchanted tattoosincreases by +2. Thus, a 2nd-level Helliann of sorcer-ous background with a Charisma of 16 may have 8ranks worth of tattoos. This bonus increases to +4 at5th level and +6 at 8th level.

Blessings of the Witchqueens: At 3rd level theHelliann isgramed one of the strange tattoos referredto as the Blessings of the Witchqueens. She gainsanother at 6th level and the third (and last) at 9thlevel.

There is one such tattoo for each of the patrongoddesses of the Helliann, and the tattoos may bechosen in any order, as each Helliann wishes. How-ever, the first of these tattoos is always placed justbelow the hollow of the throat. The second is donejust below the breasts, and the third is scribed aroundthe navel.

Each of these tattoos grants a bonus to a singletype of saving throw and allows the bearer to ignore4 ranks of tattoos associated with that tattoo's god-dess. Thus, a Helliann witch with Mark of the Mornand 6 ranks of Madriellan tattoos is treated as havingonly 2 ranks of tattoos for the purpose of determiningher maximum ranks (see the "Tattoos of the Helliann"sidebar for details on which tattoos are associatedwith which goddess). The tattoos are as follows:

Mark of the Morn: This tattoo, showing a stylizedsunburst, is the symbol of Madriel. It grants a +2bonus to all Will saves, and permits the witch toignore up to 4 ranks worth of Madriellan tattoos.

Mark of the Moon: This tattoo, showing astylized crescent moon, is the symbol ofBelsameth. It grants a +2 bonusto all Reflex saves, and permitsthe witch to ignore up to 4ranks worth of Belsamethantattoos.

Mark of the Mount: This tattoo, showing a styl-ized mountain, is the symbol of Denev, It grants a+2bonus to all Fortitude saves, and permits the witch toignore up to 4 ranks worth of Denevian tattoos.

Tattoo Mastery: At 4th level the Helliann isable tocraft magical tattoos (per the feat) at only 75%of the XP and GP cost.

Mark of the Mothers: At 10th level the Hellianngains this tattoo, given only to those who achieve thegreatest heights of knowledge and experienceamong the Helliann. Mark of the Mothersgrants its wearer SR 15 + the key abilitybonus of the witch's preferred spellcastingclass (Wisdom for druids, clerics, and ad-epts; Charisma for sorcerers).

R6LICi &. R1TUXLJ 2: LOST LOR.E

Tattoos of the HelliannIn the arcane lore of the Witchmount, many enchanted tattoos are considered to be "ruled" by one

of the three patrons of the Helliann, The Witchmount assigns different names and patterns to somewell-known tattoos as well (see Relics & Rituals, pages 198-200, and see also Chapter Six in thisbook), as noted below,

BelsamethThe tattoos of Belsameth are usually associated with darkness, curses, death, withering,

shapechanging, poison, spirits, and necromancy. Belsameth's servant and wraith hand, from Relics &Rituals, and eye of night, ghost-hand pattern, mark of the belsamaug, and witch eye from this book areconsidered Belsamethan.

DenevThe tattoos of Denev are usually associated with the elements, nature, animals and the land.

Coreans forge (called bosom of the Mother among the Helliann), Denev's sending, elder rod, muskhom, andtitanspawn from Relics & Rituals, and cloak of the wild, familiar mark, greater familiar mark, huror's paw,mark of the owl, mother of animals, mother's tongue, oaken shield, and stone sigif from this book areconsidered Denevan.

MadrielThe tattoos of Madriel are usually associated with light, blessings, healing, growth, and flight.

Madriel's light and observer's shawl {called morning's grace among the Helliann) from Relics &. Rituals,and blessing of Madriel, countenance of the sun, cloak of the sun, and three feathers from this book areconsidered Madriel Ian.

Table 2-1: The HelliannClass Level

1st

2nd3rd4th

5th6th7th8th?th10th

Base Attack

Bonus

*0

+1+2

+2

+3

*4*5

Fort Save ReFSave Will Save Special

+0

+0

+1

+1

+1

+2

+2

+2

+2 +2 Tattoo of the Witchmount,

Witchskm 5

*3 +3 Tattoo bonus +2

+3 +3 Blessing of the Witch queens

+4 +4 Tattoo mastery

*4 +4 Tattoo bonus+4, Witchskm 20

*5 +5 Blessing of the Witchqueens

+5 +5 Witchskin (immunity)

+6 +6 Tattoo bonus *b

*6 +b Blessing of the Witchqueens

+7 +7 Mark of the Mothers

Spells per Day

+ 1 level of existing class

+1 level oF existing class

+1 level oF existing class

+1 level oF existing class

+1 level oF existing class

+1 level oF existing class

+1 level of existing class

+1 level of existing class

+1 level oF existing class

+1 level of existing class

MM XFW

C H A P T E R TWO; P R £ I T I G € CLAJJ6J

Migh AstrologerThere are those whose study of secrets found in

the stars takes them heyond the simple astrology of afortuneteller, and even beyond that astromancy prac-ticed by those who know how to use the wheel of thezodiac to strengthen their spells. These rare few arethe high astrologers,

Equal parts academic and star-priest, the highastrologer has not only discovered that the spirits ofthe zodiac exist, but has contacted them. High as-trologers have discovered the power within the zodiac,flowing from one sign to the other as the moon movesthrough each of the houses.

The study of high astrology is perhaps best knownamong the forsaken elves of Termana. After the end

of the Divine War and the restructuring of the firma-ment, the Termanan elves were quick to explore thesecrets held in the new patterns in the sky. To theirsurprise, they discovered that the touch of the gods,who set the shattered wheel back in its place, hadwrought changes in the very power of the zodiac.

Their discoveries have subsequently spread toother places, notably along the southern coast ofGhelspad. Indeed, there is a small guild of highastrologers recently formed in Shelzar that calls itselfthe Convocation of the Wheel.

Hit Die: d4.

RequirementsTo quality to become a high astrologer (Has), a

character must fulfill all the following criteria:Feats: Zodiac Focus.

Skill: Knowledge (astrology) 8 ranks, Scry 5ranks, Spellcrafr 8 ranks.

Spellcasting: Ability to cast 3rd-level spells.

Class SkillsThe high astrologer's class skills are Con-

centration (Con), Craft (Int), Knowledge (any)(Int), Profession (Wis), Ritual Casting (Con,

exclusive skill), Scry {Int, exclusive skill), SenseMotive (Wis), Spellcraft (Int).

Skill Points at Each Level: 2 + Int modifier.

Class FeaturesAll of the following are class features of the high

astrologer prestige class,Weapon and Armor Proficiency: High as-

trologers do not gain proficiency with any weaponsor armor.

Spells per Day: High astrologers continue toadvance in spellcasting ability. When a new highastrologer level is gained, the character gains newspells per day as if he had also gained a level in aspellcasting class she belonged to before she addedthe prestige class. He does not, however, gain anyorher benefir a character of that class would havegained (improved chance of controlling or rebukingundead, metamagic or item creation feats, and soon). Essentially, he adds the level of high astrologerto the level of some other spellcasting class he has,then determines spells per day and caster levelaccordingly. If the character had more than onespellcasting class before he became a high astrologer,he must decide to which class he adds each level ofhigh astrologer for purposes of determining spells perday when he gains the new level.

Star-lucky: The high astrologer gains a morecomplete understanding and unity with his zodiacsign, gaining the benefits of the Star-Lucky feat.Additionally, he may choose one skill that corre-sponds tohissign of the zodiac, making it aclass skill.

RELICS &. JUTUXLS 2: LOST LOFU

See the chart under the Star-Lucky feat (in ChapterOne) for more information on appropriate skills.

Stellar Pattern: The high astrologer gains theability to cast additional spells each day, the exactnature of which are dependent on the currentlydominant sign of the zodiac. At 1st level, he gains a0-level spell; with every high astrologer class levelthereafter, he gains access to one additional level ofspell. However, the high astrologer must be able tocast spells of a given level before he is able to benefitfrom the stellar patterns of that level. The spellsavailable change as the moon passes through thesigns of the zodiac. See the "Signs of the Zodiac"sidebar for more information.

Starry-eyed: At 2nd level the high astrologer'seyes seem always to reflect the light of the stars thathe studies so obsessively. He gains the low-lightvision ability. If he already has this ability, its rangeextends from double normal human range to triple.

Astrological Correspondences: At 3rd level thehigh astrologer learns to incorporate the materialcorrespondence associated with a sign of the zodiac toaugment his casting of spells associated with thatsign. By adding the appropriate material componentto any stellar pa ttemspell{thiscornponent cannot benegated using special abilities or feats), the highastrologer increases the spell save DC of that spell by+2. Note that this bonus does not stack with thatgranted by the Zodiac Focus feat. The value in goldpieces of the material required to gain this bonus isequal to the level of the spell x 10. Thus, using thisability to augment a Transmutation spell of 3rd levelrequires 30 gp worth of gold (the correspondentelement of Imperatus, the Emperor) or jacinth (thatof Astarra, the Mother).

At 8th level, the high astrologer may use quan-tities of the material correspondence when creatingmagic items to tap into the power of that sign of thezodiac, sparing himself some of the energy needed tocraft them. When creating a magic item that usesspells of the school apptopriate to a sign of the zodiac,the astrologer may spend an extra 50% of the goldpiece requirement, thereby reducing the XP cost by30%. This crafting can only be done in the monthduring which the appropriate sign is in the sky; thus,creating a wand of /i'reboJf this way must be doneduring the months of Chardot or Enkilor {which bothhave Evocation as their associated school).

Horoscope Casting: At 4th level the high as-trologer learns to use the horoscopes of others to tellmore about them. Constructing a horoscope regard-ing a particular target requires 10 minutes, a writingutensil, and a writing surface — whether a page anda quill, a wax tablet and a knife, or a patch of dirt anda stick. High astrologers generally construct a horo-scope using rhe birth date of the target, but need notactually know the date of birth to construct a horo-

scope. After viewing a target for 1 minute, the highastrologer may make a Sense Motive skill checkopposed by the target's Bluff check. If the highastrologer succeeds, he can then accurately focmulatea horoscope for that targer based on her actions andbehavior.

Using a target's horoscope, the high astrologercan determine the target's alignment with a success-ful Knowledge (astrology) skill check (DC 20).Additionally, the high astrologer may use the horo-scope he creates to re ad the target's fortune or discoversomething about her; doing so requires rhe target'shoroscope as an additional focal component to eachof the spells below,

At 4th level, the high astrologer may cast theequivalent of an augury spell once per day regardingthe target creature. At 7th level, he may also castcontact other plane once per day; when doing so, thehigh astrologer actually contacts the spirit of theappropriate zodiac house, which risks ability decreaseas if the being were an Astral Plane entity, but whosetruthfulness is equivalent to that of an intermediatedeity (or a greater deity if the zodiac spirit happens tobe the astrologer's own). At 10th level, the highastrologer may cast a vision spell once per day as if thetarget were at hand,

Summon Star Spirit: At 5th level the highastrologer learns to call upon the spirits of the zodiac.The high astrologer can summon a reflection orservant of the spirit of the current month's sign. Thisis a spell-like ability, treated as a specialized summonmonster V spell that can only summon one type ofcreature whose nature varies from month to month.See the "Signs of the Zodiac" sidebar fordetaits aboutthe spirit of each sign, A star spirit may be summonedonce per day.

Spell in the Stars: At 6th level the high astrolo-ger may "hang a spell in the stars," effectively castingthe spell into the constellation of the presiding zodiacand storing it there for later use. Thereafter, as longas the open sky is in view (the stars need not actuallybe out), the astrologer can call upon the star-hungspell as a free action at any time. Only spells of theschool associated with a given sign can be placed inthe zodiac during that sign's month. Once the monthof a given sign passes, any spells currently hung in thezodiac are lost.

Star-hung spells take up no spell slots while theyare waiting to be used; once a spell is hung, thespellcaster recovers the spell slot used to cast it afterone day. The high astrologer can also hang spells castfrom spell completion itemssuch as wands and scrolls,which depletes the spell from the item normally.Only one spelt may be hung in the stars at 6th level.The high astrologer may hang two spells upon attain-ing 9th level.

CHAPTER TWO: PRfiTICt CLASSES

K5HTable 2-2; The High AstrologerClass Level Base Attack Fort Save RefSave Will Save Special

1st

2nd

3rd

4th

5th

6th

7th

8th

10th

Bonus

*0

+1

*4

.4

mSff'Spells per Day

+0 *0 +2 Star-bcky,5tellarpattern{0-lvl) +1 level of existing class

+0 +0 +3 Starry-eyed, stellar pattern (1st) *1 level of existing class

+1 tl +3 Astrological correspondences (spefc), +1 level of existing classstellar pattern (2nd)

i-l tl +4 Horoscope casting (augury), +! level of existing class

stellar pattern (3rd)

+1 +1 +4 Stefer pattern (4th), summon star spit +1 level of existing class

+2 *2 +5 Spell in the stars, stellar pattern (5th) +1 level of existing class

+2 +2 +5 FHoroso^ casting (contactotfKrpferre), +1 level of existing class

stellar pattern (bth)

+2 +2 +6 Astrological correspondences +1 level oF existing class

(magic items), stellar pattern (7th)

ti t-3 +6 Spel in the stars, stelar pattern (8th) +1 level of existing class

+5 +3 +7 Horoscope casting (vision). +1 level oF existing classstellar pattern (?th)

Mi

Signs ofthe ZodiacThese are che essential correspondences for the

signs of che Scarred Lands zodiac as they apply to thehigh astrologer. More information on the varioussigns, including their school, skill, and material cor-respondences, can be found in Chapter One, in"Houses of the Gods" and under the Star-Lucky feat.

Ursos, the Bear (Corot)Month: CorotStar Spirit: High astrologers who call upon the

Spirit of Ursos are granted the service of one of Ursos'own children, a celestial brown bear.

Stellar Pattern Spells: 0-lvl - cure minor wounds;1st - cure light wounds; 2nd - cure moderate wounds;3rd - cure serious wounds; 4th - cure critical iwunds;5th - /leafing circle; 6th - heal; 7th - greater healingcircle*; 8th - mass heal; 9th - true resurrection.

Lycaeus, the WolfMonth: TanotStar Spirit: The Wolf sends one of its pack, a

celestial dire wolf, to aid those who call upon theSpirit of Lycaeus.

Spells; 0-lvl -detect fwison; 1st-detect snares andpits; 2nd - circle of sounds*; 3rd - locate object; 4th -locate creature; 5th - commune with nature; 6th - findthe path; 7th- true seeing; 8th - discern location; 9th-foresight.

Rukha,thcRocMonth: EnkilotStar Spirit: A lesser reflection of the Roc (use

the stats for a Medium-she arrowhawk) answers thesummons of those who call upon rhe Spirit of Rukha.

Spells: 0-lvl -spark; 1st -/lash; 2nd-fcatt!ecry*;3rd - lightning bolt; 4th- call lightning; 5th- ice storm;

- whirlwind; 9th - Denev's fury* (causes lightningstorms).

Sikklos, the ScytheMonth: BebtStar Spirit: A vicious 6-HD scythe -wield ing

fiendish harpy (see Creature Collection) answersthose who invoke the Spirit of Sikklos.

Spells: 0-lvl - bleeding disease; 1st - grim feast*;2nd-deathfcnelf;3rd-vompiric touch; 4th-erarvatiori;5th -slay lining; 6th- circle o/ death; 7th - destruction;8th - horrid wilting; 9th - wail of the banshee.

Destiios, the WarhorseMonth: ChardotStar Spirit: A dread, flame-touched warhorse

(use nightmare stats) answers those who summon theSpirit of Destrtos.

Spells: 0-M - flare; 1st - flame bolt*; 2nd -/laming sphere; 3rd -firebail^th-flame strike; 5th -fireshield; 6th - wall of fire; 7th - fire storm; 8th - delayedblast fireball; 9th - meteor swarm.

Khepira, the ScarabMonth: MadrotStar Spirit: A massively powerful scarab (a ce-

lestial giant stag beetle), gleaming tike thesun, answersthe cal! of those who invoke the Spirit of Khepira.

Spells: 0-lvl-dancing lights; Ist-color spray; 2nd- hypnotic pattern; 3rd - major image; 4th - rainbowpattern; 5th - persistent image; 6th-proj'ectimage; 7th- simulacrum; 8th - screen; 9th - weird.

29

IULICJ &. R1TUXU 2: LOST LOP,€

Imperatus, the EmperorMonth: HedrotStar Spirit: A celestial griffon, one of those that

crouch at the throne of the Emperor, answers thosewho summon the Spirit of Imperatus.

Spells: 0-lvl-mending; Ist-magic weapon (metalor stone weapons only); 2nd -so/ten earth and stone;3rd - meld into stone; 4th - rusting grasp; 5th - spikestones; 6th - move earth; 7rh - statue; 8th - iron body;9th - shapechange.

Drachys, the DragonMonth: VangalotStar Spirit: A lesser reflection of the Dragon

(use a fiendish mock dragon with the ability tobreathe a gout of flame that inflicts 3d6 fire damageinstead of poison; see the Creature Collection) an-swers the summons of the Spirit of Drachys.

Spells: 0-lvi - resistance; 1st - endure elements;2nd -blazingshield*; 3rd -explosive runes; 4th -firetrap; 5th-dismissal; 6th-repulsion; 7th-spell turning;8th - prismatic wall; 9th - prismatic sphere.

Charys, the SirenMonth: CharderStar Spirit: One of the servants of the Siren, a

water mephit, is sent when high astrologers invokethe Spirit of Charys.

Spells: 0-lvl - daze; 1st - charm person; 2nd -command; 3rd - suggestion; 4th - charm monster; 5th -dominate person; 6th - mass suggestion; 7th - insanity;8th - mass charm; 9th - dominate monster.

Astarra, the MotherMonth: MadrerStar Spirit: One of the Mother's treant servants,

its bark black with glittering star-patterns, is sentwhen the Spirit of Astarra is invoked.

Spells: 0-lvl -quicksober*; 1st-animal infusion*;2nd -alter self; 3rd-YaraI's totemic transformation*;4th -polymorphself; 5th- animal growth; 6th -liveoak;7th-changesta^;8th-animals/»af)es;9th-shapechange.

Kylos, the WheelMonth: EnkerStar Spirit: A creature of solid quicksilver (use

silver golem stats, replacing the flame attack with anelectricity attack; see Creature Collection) answersthe summons of the Spirit of Kylos.

Spells: O'lvl-do2e;lst-hypnotism; 2nd-Tosha'shideous laughter; 3rd - suggestion; 4th - confusion; 5th- feebkmind; 6th - Rie's dance of seduction*; 7th -insanity; 8th - Otto's hresistabie dance; 9th - dominatemonster.

Malneus, the HammerMonth: CorerStar Spirit: A fire elemental (Medium-size) in

t he se r v i ce of th e H am mer ans wers i n voc a t i ons to t heSpirit of MaLneus,

Spells: 0-lvl- ray of frost; 1st-grease; 2nd-web;3rd - flame arrow; 4th - minor creation; 5th - majorcreation; 6th -wall of iron; 7th-daggers of Vaui*; 8th- incendiary cioud; 9th - gate.

Delphos, the DolphinMonth: TanerStar Spirit: One of the Dolphin's own servants,

a water elemental (Medium-size), answers invoca-tions to the Spirit of Delphos.

Spells: 0-lvl - guidance; 1st - deathwatch; 2nd -augury; 3rd - cfairaudiejice/clai'rvojance; 4th - divina-tion; 5th-commune; 6th-legendlore; 7th-vision; 8th-discern location; 9th -foresight.

Vespis,theBatMonth: BelsamerStar Spirit: Part of the flock that makes up the

Bat is dispatched when the Spirit of Vespis is calledupon, summoning three fiendish dire bats.

Spells: 0-lvl -ghostsound; Ist-chameleons/cin*;2nd-shadow images*; 3rd—displacement; 4th-shadowconjuration; 5th-s/iadowweapon*;6th-shades; 7th-shadcw walk; 8th - shadow twin*; 9th - weird.

Turros, the TowerMonth: HederStar Spirit: A spirit of solid marble (Medium-

size earth elemental), part of the very make-up of theTower, comes when the Spirit of Turros is sum-moned.

Spells: 0-lvl - resistance; 1 st - shield of faith; 2nd- protection from arrows; 3rd - magic vestment; 4th -minor globe o/in vulnerability; 5th-spell resistance; 6th-globe of in vulnerability; 7th-speIJ turning; 8th - shieldof law; 9th -Mordenkainen's disjunction.

Nekheros, the VultureMonth: VangerStar Spirit: A foul carrion-bird, child of the

Vulture (use fiendish giant eagle stats), iscalled whenthe Spirit of Nekheros is invoked.

Spells: 0-lv!-disrupt undeod; Ist-ra^o/en/eebJe-ment; 2nd-sleep o/the dead*; 3rd-animate dead; 4th- zombie form*; 5th - imbue shadow*; 6th - createundead; 7th - control undead; 8th - create greaterundead; 9th - soul bind.

*From Relics & Rituals.

CHAPTER TWO: PRENTICE CLASJtS

.lordeh(.1or)Of the many tales told of the Ganjus, probably

the most prevalent are of the so-called "tree ghosts,"mysterious figures that fade in and out of sight amongthe oaks of that mighty forest. More than one would-be invader has found himself suddenly surrounded bythese elfin "spirits" and their oaken allies as the verywoodland around him comes to life with one purpose— to prevent further trespass into the sacred Ganjus.

The deeps of the Ganjus harbor Vera-tre, thesoaring, majestic tree city of the wood elven folk. Acity grown from the trees rather than built, Vera-treis jealously guarded by its people, for there are manyforces in the Scarred Lands that seek to destroy thisbastion of Denev's worship. Foremost among thetree-city's guardians are the Jordeh ("Oakbrother" inthe druidic tongue).

The Jordeh of Vera-tre are more than guardiansof the Ganjus, however. The Jordeh — an organiza-tion that includes not just members of this prestigeclass, but also druids, rangers, and even the rare clericof Tanil—are the link between the spirit of the forestand the wood elven people. The Jordeh hold closecouncil with the Conventicle of Trees, the eldertreantsof the Ganjus who serve Denev, relaying thewill and advice of their mistress to her people. TheJordeh also serve their people as impartial advisors tothe Verdant Seat of Vera-tre. Indeed, it is the Jordehwho administer the tests to find the latest incarna-tions of the Four Eldest Beasts.

The druid or ranger who would know the secrersof the Oakbrothers musr seek out a patron among thetreants of the Ganjus who is willing to teach him thesecrets of the Jordeh. The treant mentor, usuallyreferred to as Oakbrorher, then grants the candidatea quest that not only tests his worthiness, bur alsoteacheshimof the delicate ecological and metaphysi-cal balance in the Ganjus that they serve. If the seekerpasses and is accepted, the treant gives him hisjordek'larm and his training begins.

The Jordehare nor merely forest guardians, how-ever. They serve their people as scholars and diplomatsto the ourside world, often travelling extensively onbehaif of Vera-tre and the Verdant Seat. The Jordehwork closely with the Ganjus Vigil; indeed, several ofthe vigilants of that Vigil are known to have beenaccepted by treants as Oakbrethren.

Hit Die: d8.

RequirementsTo qualify to become a Jordeh (Jor), a character

must fulfill all the following criteria:Alignment: Any neutral.Race: Wood elf or half-elf of wood elf descent.Skills: Diplomacy 4 ranks, Hide 4 ranks, Knowl-

edge (nature) 9 ranks, Speak Language (Sylvan,Treant).

Spellcasring: Ability to cast 2nd-level divinespells, including speak, with plants.

Special: The character must already be a part ofthe Jordeh organization, having been accepted as aninitiate, and in fact must have advanced at least onelevel whiie in the service of the Jordeh. Additionally,the character must approach a treant and request thatit become his Oakbrother. The treant will undoubt-edly test the character in order to ascertain hisworthiness.

Class SkillsThe Jordeh's class skills are Balance (Dex), Climb

(Str), Concentration (Con), Craft (Int), Diplomacy(Cha), Heal (Wis), Hide (Dex), Intuit Direction(Wts),Jump (Str), Knowledge (nature) {Int), Listen(Wis), Move Silently (Dex), Ritual Casting (Con,exclusive skill), Scry (Int, exclusive skill), SenseMotive (Wis),Spellcraft(Int),Wilderness Lore {Wis).

Skill Points at Each Level: 4 + Int modifier.

Class FeaturesAll of the following are class features of the

Jordeh prestige class.Weapon and Armor Proficiency: The Jordeh

has the same weapon and armor limitations as druids,though an elven Jordeh may add rhe weaponproficiencies he gains from being an elf to thoseaccepted under his oaths.

Spells per Day: Jordeh continue to advance inspellcasting ability. When a new Jordeh level isgained, the character gains new spells per day as if hehad also gained a level in a spellcasting class hebelonged to before he added the prestige class. Hedoes not, however, gain any other benefit a characterof that class would have gained (improved chance ofcontrolling or rebuking undead, metamagic or itemcreation feats, and so on). Essentially, he adds thelevel of Jordeh to the level of some other spellcastingclass he has, then determines spells per day and casterlevel accordingly. If the character had more than onespellcasting class before he became a Jordeh, he mustdecide to which class he adds each level ofjordeh forpurposes of determining spells per day when he gainsthe new level.

Child of the Oak: At 1st level the Jordeh isnamed an Oakbrother and accepted as a student andfriend by a treant, allowing him to call upon thetreant for its aid and knowledge, assuming that suchis to the benefit of the Ganjus as a whole. In doing so,the treant gives the Jordeh a staff, called ajordeh'lann,crafted from itself as parr of that bond. This staff isconsidered a masrenvork quarterstaff and may beenchanted (though it bears no magic when first givento the Jordeh).

When this staff is used as the focus for a shillelaghspell, the duration of that spell extends to 10 minutes/level and the staff is considered a +2 weapon. Addi-tionally, if used as the focus for spelktaff, it may hold

^ft

R6UCJ &- RITUALS 2: LOST LOfU

9

either a single spell (as normal for the spell),or a number of spells whose combined spelllevels equal that of the caster's Jordeh classlevel, maximum. If this staff is destroyed, itcan be replaced, but not until the Jordeh hasredeemed himself in the eyes of hisOakbrothet.

The treant also teaches the Jordeh howbest to use the sheltering boughs of the oak.This grants him a +10 competence bonus toall Climb, Jump, Hide, and Move Silentlychecks that involveanoak.be it hiding in thetree's shadow, scaling its boughs, or leapingsilently among its branches.

Jordeh whose Oakbrothers die are bereft ofthe power of the Ganjus, oaken majesty, walk-ing the Oaken Path, and sylvan spirit powersand qualities of this prestige class until hefinds another treant willing to accept himas Oakbrother. This is rarely difficult to do,especially if the Jordeh did everything in hispower topreserve the life of his Oakbrother,but there are tales of those who have beenrejected and left to live a solitary, melanchoiy existence, bereft of the spiritualconnection they once knew.

Power of the Ganjus: Part of aJordeh's learning involves learning totap into the ambient power of Denev'sfavored forest. While within theGanjus forest, the Jotdeh adds a +1 tothe spell save DC of all divine spells hecasts. This increases to +2 at 4th level,+3 at 7th level, and +4 at 9th level.

Whispers in the Leaves: At 2ndlevel the Jordeh learns to listen to thewhispers in the leaves around him,which often echo what transpires else-where as the trees whisper from one toanother throughout a forest. This grantsthe Jordeh a +5 competence bonus toListen rolls when in a forest or heavilywooded area, as the leaves echoeven thetiniest sounds that he might ordinarilymiss.

This also allows the Jordeh to whis-per a message to the trees and have themcarry it to anyone else within the same fotest whoalso has the whispers in the leaves ability (includingany treant), allowing the Jordeh to communicatwith one another anywhere in the Ganjus. Distantwood elven settlements often stay in contact withone another thanks to their resident Jordeh. TheJordeh has no way of knowing whether or not histarget is in the forest through this method — he canonly whisper his message and hope that the trees areable to deliver it to him. This is a supernatural abilitythat can be used a number of times per day equal to 1+ the Charisma bonus of the Jordeh (minimum of

TL™ —^- .

CHAPTtRTWO: CLASKS

once per day). There is no limit to the number oftimes per day he may receive such messages,

Oaken Resilience: At 2nd level the Jordehbegins to take on a tougher, darker skin, granting hima +1 natural armor bonus to AC. This bonus contin-ues to increase as the Jordeh rises in level, becoming+2 at 5th level and +3 at 8th level. The skin of theJordeh darkens as this power advances until it is a richwooden hue at 8th level.

Tap the Roots: At 3rd level the Jordeh learns totap the powerful energies of life found in the oak inorder to speed the healing process of himself orothers. The wounded character smears the recipient'swounds with sap from an oak and the being thensleeps beneath or in the tree. This doubles the normalhealing processes, allowing the one so treated to healdouble his character level in hit points with a simplenight's sleep, or to heal quadruple his character levelin hit points as well as 2 points of ability damage perfull day of rest. The Jordeh can only tend to one beingat a time in this fashion, himself included.

Oaken Majesty: The oak has often been calledthe King of Trees. At 4th level the Jordeh draws uponhis learning to rebuke or command plant creatures.This ability operates as the granted abi l i ty for theclerical Plant domain in all ways. If the characteralready has this ability, oaken majesty doubles thenumber of times per day he may use it.

Sylvan Tongue: At 6th level the Jordeh learnsthe language of plants. He may cast sjxak with plantsspontaneously by sacrificing 3 or more levels of spells.Note that these levels do not all have to come fromthe same spell — he may sacrifice multiple lowerlevel spells in order to gain the 3 spell levels needed.Additionally, any time the Jordeh casts speak withplants by the Jordeh, even from a magic item, it lasts

10 minutes/level and the plant is considered to befriendly. Plants are still limited by their normalabilities and understanding, but are more likely to beable to communicate fully, as the Jordeh understandsthe plants' level of communication on the plants'own terms, rather than using the spell to force themto his (as is normal).

Walking the Oaken Path: At 7th level theJordeh learns to become one with the oak, mergingwith it and transporting himself along the mystic tiesthat bind all oaks. He may cast tree stride spontane-ously by sacrificing 5 or more levels of spells. Notethat these levels do not all have to come from thesame spell — he may sacrifice multiple lower levelspells in order to gain the 5 spell levels needed.Additionally, the Jordeh may elect to nominate hisOakbrother treant as one of the trees in this jump,regardless of thedistance, as longas they arecurrentlylocated within the same forest.

Sylvan Spirit: At 10th level the character be-comes one of the High Jordeh, achievingtranscendence by way of the oaks and joining withhis Oakbrother on a soul-deep level. In game terms,the Jordeh's creature type becomes"fey." Like a dryadto heroak, the Highjordehisboundtohis Oakbrothertreant. Damage taken by one is felt (but the points ofdamage are not suffered) by the other. If one dies, theother must make a Fortitude save (DC 2 5) or I ikewisedie.

Further, the Jordeh is able to cast tree shape as aspell-like ability at will. Additionally, he may castliwoak spontaneously by sacrificing 6 or more levelsof spells. Note that these levels do not all have tocome from the same spell—he may sacrifice multiplelower level spells in order to gain the 6 spell levelsneeded.

Table 2-3:The JordehClass Level

1st

2nd

3rd

4th

5ft

6th

7th

3th?th10th

Base Attack

Bonus

+0

+1

+2

+3+3

+4

+5

+6+6+7

Fort Save RefSave Will Save Special

+2+3

+3

+4

+4

+5

+5

+0*0

*1tl+1+2+2

+2+3+3

Chid of the Oak, power oF the Ganjus +1

Whispers in the leaves,

oaken resilience +1

Tap the roots

Oaken majesty, power of the Ganjus >2

Oaken resilience +2

Sylvan tongue

Walking the Oaken Path,

power of the Ganjus +3

Oaken resilience +3

Power of the Ganjus *4

Sylvan spirit

Spells per Day

+1 level of existing class

+1 level oE existing class

+1 level of existing class

+ 1 level oF existing class

+1 level of existing class

+1 level of existing class

+ 1 level of existing class

*l level of existing class

+ 1 level of existing class

+ 1 level of existing class

'

33

RCLICf 8k RITUXLS 2: LOST LOKt

lady of Serpents flos;) Class FeaturesIn the final days of the Titanswar, as the divine

forces focused their attention on the SerpentqueenMormo, they discovered a hottific secret — for theentirety of the wat, Mormo's own loyal servitors hadinfiltrated their tanks. Although the more twisted ofher ophidian servitors may have been the most memo-rable, the most versatile and effective may well havebeen her select assassin-seductresses, the ladies ofserpents.

The lady of serpents has dedicated herself toMormn's cause in exchange for the power to accom-plish her own goals. Rare is the lady of serpents whoremains slavishly loyal to Mormo; rather, the lady ofserpents spends as much time serving her own ends asshe does serving her patroness (or the more loyalfollowers thereof)- If the lady of serpents happens tofind a way to make those goals coincide, so much thebetter.

The ways of becoming a member of this prestigeclass are many. Some seek out rumors of rhese assas-sins, seeking to learn the ways of murder that theladies practice. Others may have been orphans, takenin by a lady of serpents and raised to these skills. Somecults of Mormo sponsor small sects of these assassins— most norable are the Ophidian Sisterhood, agathering of ladies of serpents under the command ofthe druidic Mormo-cults of Khirdet; and the Witchesof Venom, the elite assassins of the Dar al Annot.

Hit Die: d6.

RequirementsTo qualify to become a lady of serpents (Los), a

character must fulfill aLl the following criteria:Alignment: Any evil.Feats: Great Fortitude, Improved Initiative,

Improved Unarmed Strike.Gender: Female only.Skills: Alchemy 2 ranks, Diplomacy 7 ranks,

Hide 4 ranks, Move Silently 4 ranks.Special: Must survive the venomous bite of a

serpent.

Class SkillsThe lady of serpents' class skills are Alchemy

(Int), Balance (Dex), Bluff (Cha),Climb (Srr),Con-centration (Con), Craft (Int), Diplomacy (Cha),Disable Device (Int) , Disguise (Cha), Escape Artist(Dex), Forgery (Int), Gather Information (Cha),Hide (Dex), Innuendo (Wis), Intimidate (Cha),Jump (Str), Listen {Wis), Move Silently (Dex), OpenLock (Dex), Perform (Cha), Pick Pocket (Dex),Profession (Wis), Read Lips (Int, exclusive skill).Sense Motive (Wis), Spot (Wis), Swim (Str),Tumble(Dex).

Skill Points at Each Level: 6 + Int modifier.

All of the following are class features of the ladyof serpents prestige class.

Weapon and Armor Proficiency: The lady ofserpents is proficient with light armor but 'gains noproficiency with shields. The lady of serpents isproficient with the crossbow (hand or light), dagger,dart, shortbow (normal and composite), short sword,and rapier.

Spells: Beginning at 1st level, a lady of serpentsgains the ability to cast a small number of divinespelts. To cast a spell, the lady of serpents must havea Wisdom score of at least 10 + the spell's level, so alady of serpents with a Wisdom of 10 or lower cannotcast these spells. Lady of serpent bonus spells arebased on Wisdom, and saving throws against thesespells have a DC of 10 + spell level + the lady ofserpent's Wisdom modifier (if any). When the lady ofserpents gets 0 spells of a given level, such as 0 1st-level spells at 1st level, the lady of serpents gets onlybonus spells. A lady of serpents without a bonus spellfor that level cannot yet cast a spell of that level. Thelady of serpents' spell list appears below. A lady ofserpents prepares and casrs spells just as a druid does.

Courtesan's Claws: At 1st level the lady ofserpents leams to concoct a special fingernail lacquerfrom venoms, and may then deliver this poisonthrough a scratch, be it an "accidental" one (espe-cially useful if the venom is prepared with the spelldelay poison) or one occurring during a passionateembrace. The lady of serpents also learns to keep hetnails strengthened through various herbal and min-eral treatments, allowing her to use them as a naturalclaw attack that deals Id3 points of damage (plusStrength modifier, if any).

These claws are considered natural, poison-mak-ing weapons for the purpose of casting such spells asmagic fang and Set/vris' potency, despite the fact thatthe nails do not themselves, in fact, create poison.

Poison Use: Ladies of serpents are trained in theuse of poison and never risk accidentally poisoningthemselves when applying poison to a blade or totheir claws.

Poison Resistance: Part of a lady of serpents'training involves being exposed to various venoms,allowing her effectively to develop a resistance tosuch toxins. At 1st level, the lady of serpents ignoresthe first 1 point of abiliry damage inflicted by anypoison (as if she had the ability "poison resistance 1").This increases to poison resistance 3 at 4th level andpoison resistance 6 at 8th.

Potent Distillation: At 2nd level, the lady ofserpents learns to use her Alchemy skill to make apoison more potent. To do so, she must have at leasttwo doses of a particular type of poison. She refinesrhe poison for one day, making an Alchemy skillcheck at the end of that period. Once she has done so,half of rhe doses of poison (round down) that she

CHAPTER TWO: P R E S T I G E CLAJSei

began with have been distilled away. For every 5points by which her Alchemy check result exceedsthe poison's Fortitude save DC, she increases theresulting poison's DC by 2. The lady of serpents candistill a maximum of one dose per rank in Alchemyper day.

Uncanny Dodge: Starting at 3rd level, the ladyof serpents gains the extraordinary ability to react todanger before her senses would normally allow her toeven be aware of it. At 3rd level and above, sheretains her Dexterity bonus to AC {if any) regardlessof being caught flat-footed or struck by an invisibleattacker, (She still loses her Dexterity bonus to AC ifimmobilized.)

At 6th level, the lady of serpents can no longerbe flanked, since she can react to opponents onopposite sides of her as easily as she can react to asingle attacker. This defense denies rogues the abilityto use flank attacks to sneak attack the lady ofserpents. The exception to this defense is that a rogueat least 4 levels higher than the lady of serpents canflank her (and thus sneak attack her).

At 9th level, the lady of serpents gains an intui-tive sense that alerts her to danger from traps, givingher a +1 bonus to Reflex saves made to avoid traps.

If the lady of serpents has another class thatgrants the uncanny dodge ability, add together all thedass levels of the classes that grant this ability anddetermine the character's uncanny dodge abilityon that basis.

Serpentine Reflexes: At 4th level thelady of serpents increases her reactiontime through continued training,granting her a +1 bonus to allReflex saves and initiative rolls.These bonuses increase to +2 at8th level.

Poisoner's Intuition:At 5th level the lady of ser-pents learns to harness anintuitive sense regardingpoisons and venoms,granting her the super-natural ability to detectpoison, as the spell, at will.She need only concen-trate for 1 round to usethis ability.

Alluring Gaze:The consummate se-ductress, at 7th levelthe lady of serpents learns tohold the attention of herchosen prey. This ability isidentical to the bardic fasci-nate ability, except that thelady of serpents makes aDiplomacy skill checkrather than a Perform

check, relying on the wiles of seduction rather thanthe magic inherent in song to lull her prey,

Poison Immunity: Upon reaching 10th level,the lady of serpents become wholly immune to anyand all nonmagical poisons. She rerains her poisonresistance to magical poisons.

. - I

fUUCJ &. RITUALS 2: LOST LOK.C

Lady of Serpents Spell List1st Level — acid spittle*, alihi*, bifurcated,

tongue**, animal infusion (see the "Ophidian Spirit"sidebar), chameleon skin*, charm person, magic fang,Sethis' potency*, serpents' stare**, sleep,

2nd Level — assassin's senses*, beast soul* (see"Ophidian Spirit" sidebar), cat's grace, commandingpresence*, delay poison, hold person, hypnotic pattern,Mormo's leeching grasp**, sepia snake sigil.

3rd Level — greater magic fang, haste, neutralisepoison, poison, serpentlure**, Yard's totemic transfor-mation* (see "Ophidian Spirit" sidebar),

4th Level — freedom of movement, Mormo'sserpent hands*, polymorph self (ophidian forms only),rune of poison*.

*From Relics & Rituals.**From this book (see Chapter Three).

Ophidian SpiritSeveral of the spells tn the ladies of serpents' repertoire involve the assumption of animal traits. The

lady of serpents who casts these spells manifests ophidian traits. The particulars of these bonuses are givenbelow:

Animal InfusionThe lady of serpents may choose one of the following abilities or skills (note that these do not stack

with those already possessed by the character, but instead replace them): Poisonous bite (must grapplefirst; Fortitude save DC 11, initial and secondary damage Id6 Constitution); Balance +11, Climb +11,Hide +8, Listen +9, Spot +9.

Beast SoulThe lady of serpents may borrow the skills of any ophidian creature at 3rd level. These skills replace

her own. At 5th level, she may borrow the skills and feats of the creature she chooses, and at 7th level,she may borrow skills, feats, and extraordinary abilities. The creature she borrows these from does nothave access to them during the period in which she maintains them, as is usual for this spell.

Yaral's Totemic TransformationThe lady of serpents who casts this spell is granted the archetypical powers of the totem serpent for

the duration of the spell. She gains an additional bite attack at her normal attack bonus, though she istreated as though she had the Weapon Finesse (bite) feat. This bite inflicts Id4 + Str modifier points ofdamage, and injects a poison (DC 13; initial and secondary Id6 Constitution). She also gains thefollowing modifiers to her skills: Balance +5, Climb +5, Hide +5, Listen +3, and Spot +3. Finally, shegains a +3 natural armor bonus, the scent special ability, and a +5 bonus to all Reflex saves.

36

Table 2-4: The Lady of SerpentsClass Level Base Attack Fort Save Ref Save Will Save Special

1st

2nd

3rd

4th

5th6th

7th

8th

<?th

10th

Bonus

+0

Spells per Day

1- 21"1

0

+6

*7

t2 +2 *0 Courtesan's claws

poison resistance 1,

poison use

+3 +3 +0 Potent distillation 1

+3 +3 *1 Uncanny dodge 1 0

(Dex bonus to AC)

+4 +4 +1 Poison resistance i, 1 1

serpentine reflexes tl

+•4 +4 *1 Poisoner's intuition 1 1

+5 +5 *2 Uncanny dodge 1 1

(can't be flanked)

+5 +5 +2 Alluring gaze 2 1

+6 +6 +2 Poison resistance 6, 2 1

serpentine reflexes *2

*6 +6 *3 Uncanny dodge 2 2

(+1 vs. traps)

+7 +7 *3 Poison immunity 2 2

Sage of the Phylacteric Vault(spy)

The core of the vast repository of magical knowl-edge that is known as the Phylacteric Vault is madeup of its sages. These wizards are dedicated to unveil-ing the magical secrets of the cosmos. Each pursuesthis end through intense study in one of four fields ofknowledge: oneiromancy (magic of dreams),chronomancy {magic of time), planar geography(magic of multi-dimensional space), or pure alchemy(magic of transmuting matter).

The Phylacteric sages form a close-knit scholasticcommunity in Darakeene. These sages generally knowmost other Vault scholars within their speciality {theygenerally prefer "speciality" to "specialty"), and many in theother disciplines as welt. Their life is one of intense,dedicated scholarship, "The Phylacteric sage conducts hisresearch using a rigorous methodology, particularly sincethe reforms of Arch-Chancellor Nerirh Alia. Their resultsare published in trearises that are debated, celebrated,reviled, or ignored, depending on popular prejudice, luck,talent, and reputation. The Phylacteric Vault is a highlyscrutinized and structured environment in which to under-take magical scholarship. Those sages whose methods areunorthcxlox, or whose ideas are too controversial will findthemselves shunned, regarded to some extent as pariahs.Even so, the bounds of scholarship are so deep diat suchrenegades would not be turned away from attending schol-arly meetings, or from visiting the Phylacteric libraries.

Hit Die: d4.

RequirementsTo qualify to become a sage of the Phylacteric Vault

(SPV), a character must meet the following criteria:Feats: Skill Focus (specialty skill; see the "Spe-

cialities of the Phylacteric Vault" sidebar), SpellMastery (at least one spell chosen must be fromamong those in the character's intended speciality;see the "Spec ialitiesofthe Phylacteric Vault" side bar).

Skills: Knowledge (arcana) 8 ranks, Spellcraft 8ranks. Additionally, the sage of the Phylacteric Vaultmust also have 10 ranks in the specialty skill thatcorresponds to his intended area of specialisation (seethe "Specialities of the Phylacteric Vault" sidebar).

Spellcasting: Ability to cast prepared arcanespells, at least 5 of which must be from among thosein the character's intended speciality (see the "Spe-cialities of the Phylacteric Vault" sidebar).

Special: This prestige class is closed to specialistwizards (transmuters, illusionists, etc.). A specialistwizard has already focused his study in a differentdirection from the areas in which a typical arcanesage may specialize,

Class SkillsThe class skills of the sage of the

Phylacteric Vault are Alchemy (Int) , Appraise

C H A P T E R TWO: P R E S T I G E CLASSES

(Int), Concentration (Con), Craft (Int), Knowledge(all) (Int), Profession (Wis), Ritual Casting (Con,exclusive skill), Scry (Int, exclusive skill), andSpellcraft (Int),

Skill Points at Each Level: 2 +• Int modifier.

Class FeaturesWeapon and Armor Proficiency: Sages of the

Phylacteric Vault gain no proficiency with weaponsor armor.

Spells per Day: Sages of the Phylacteric Vaultcontinue to advance in spellcasting ability. When anew sage of the Phylacteric Vault level is gained, thecharacter gains new spells per day as if he had alsogained a level in a spellcasting class he belonged tobefore he added the prestige class. He does not, how-

IP-r

37

RELICS &, RITUXLS 2: LOST

I

ever, gain any other benefit a character of that classwould have gained (metamagic or item creation feats,and soon). Essentially, he adds the level of sage of thePhylacteric Vault to the level of some other spellcastingclass he has, then determines spells per day and casterlevel accordingly. If the character had more than onespellcasting class before he became a Phylacteric sage,he must decide to which class he adds each level of sageof the Phylacteric Vault for purposes of determiningspells per day when he gains the new level. Levels ofwizard and Phylacteric sage do stack for the purposes ofdetermining familiar abilities.

Speciality: At 1st level a sage of the PhylactericVault must choose an area of specialization. To choosean area as his speciality, the sage must have 10 ranks ofthe appropriate specialty skill, and must already know5 arcane spells that appear on that speciality's spell list.The four most common areas of specialization (andtheir corresponding skills) are listed in the "Specialitiesof the Phylacteric Vault" sidebar.

A sage of the Phylacteric Vault gains a +2competence bonus on any Spellcraft skill checksrelated to spells in his area of speciality. Also, sages ofthe Phylacteric Vault may prepare one additionalspell per spell level each day, provided that spellcomes from their speciality list. Thus, a 7th-levelwizard/1 st- level sage of the Phylacteric Vault canprepare 4 Ist-level spells of his choosing, plus 1 spellfrom his specialty list, not including any bonus spellsgained for having a high Intelligence score.

As they increase in level, Phylacteric sages con-tinue to add spells to their spell books, gaining 3 spellsevery time they gain a sage of the Phylacteric Vaultlevel. These spells must be from their area of special-ization, however. If they already have all of the spellsof a given level within their specialization they maylearn others, but may leam a maximum of 2 non-speciality spells per level in this fashion.

A sage of the Phylacteric Vault has no restric-tions as to what spells he may copy into his spellbooksfrom scrolls or from other wizards' spellbooks. APhylacteric sage does, however, suffer a —2 penalty to

Spellcraft checks to learn or research a spell that fallsoutside of his area of specialty.

Profound Understanding: The sage of thePhylacteric Vault has gained a profound understand-ing of his area of specialty. He gains a +2 insight bonusto all skill checks using his speciality skill. This stackswith the speciality bonus to Spellcraft checks, as wellas with Skill Focus bonuses.

Strength of Learning: At 2nd level the sage ofthe Phylacteric Vault gains a +2 bonus to the save DCof any spell from his speciality (see the "Specialitiesof the Phylacteric Vault" sidebar),

Metamagic Mastery: At 3rd level the sage of thePhylacteric Vault may subtract 1 spell slot from the costof augmenting one of his speciality's spells withmetamagic feats. This ability improves as the Phylactericsage increases in level: at 6th level, he may subtract 2slots from the metamagic cost, and at 9th level, he maysubtract 3 slots. This may never reduce the effectivespell level of the spell to below its normal level.

Spell Mastery: At 4th level and again at 8th, thesage of the Phylacteric Vault gains the Spell Masteryfeat as a bonus feat, although he may choose onlyspells from within his speciality.

Greater Learning: Upon reaching 5th level, anytime a sage of the Phylacteric Vault makes askill checkfor the skill that corresponds to his speciality and the dieresult is lower than 10, it is calculated as though he hadrolled a 10. This is an extraordinary ability.

Specialist Craftsman: At 7di level the sage of thePhylacteric Vault gains an improved ability to create magicitems whose powers fell within his field of expertise. Anymagic item that has at least one of the spells of his specialityas a craft ing prerequisite costs only 75% of the normal goldpiece and XP value. The sage must have the appropriateitem creation feat(s), of course.

True Understanding: Upon reaching 10th level,the sage of the Phylacteric Vault has gained as close toa "true" understanding of his area of speciality as amortalcan realistically hope toachieve. He may alwaystake 20 on skill checks using his speciality skill.

Table 2-5: The Sage of the Phylacteric VaultCt»$ Level

1st2nd

3rd

4th

5th

6th

7th

8th

<7th

10th

Base Attack

Bonus+0+1+1

+2+2+3+3

Fort Save RefSave Will Save Special Spells per Day

+0+0+1

+1+2+2+2+3+3

+2+3+3+4+4

Speciality, profound understanding tl level of existing class

Strength of learning

Metamagic mastery (1)

Spell Mastery

Greater learning

Metamagic mastery (2)

Specialist craftsman

Spell Mastery

Metamagic mastery (1)

True understanding

<•] level of existing class

<•] level of existing class

t-1 level of existing class

*1 level of existing class

tl level of existing class

+ 1 level of existing class

*1 level of existing class

+1 level oF existing class

+1 level oF existing class

CHAPTER TWO: CLASKS

Specialities of the Phylacteric VaultThere are four common specialities within the

Phylacteric Vault; although these aren't the onlyones, they ate certainly the most prevalent. The CMshould feel free to develop other specialities.

ChronomancyChronomancets attempt obtain an understanding

of time that lets them transcend its boundaries. Timetravel, the resetting of the past, and the completelyaccurate prediction of the future are this branch ofmagic's ultimate goals, but the Phylacteric Vault'sknowledge at this point is still rudimentary at best.Even the most powerful chronomantic spells, such astime stop and widdershins only let the wizard manipulatethe time that is close to their present, and then only fora short duration. Still, while the spells chronomancershave uncovered are still few, they are powerful, and thepromise that this area of study offers is vast. One of thediscoveries that the chronomancers of the PhylactericVault have made is that peering through the timelineinto the time of the Divine War is not possible, as timeitself was shattered during that era.

Specialty Skill: Knowledge (history).Spell List: 0-lvl-enumerate*, quick sober*; 1st-

expeditious retreat, feather fall, foreacdon**, true strike;2nd - augury, dead man's eyes*, perfect recollection*;3 rd - haste, slow; 4th - accelerate reflexes* *, divination,lesser timeheal**; 5th - permanency, slow the years**,speed the years**; 6th - contingency, mass haste, passthe years*; 7th - ease the ages' burden**, greatertimeheal**, reverse gravity, stop the years**, 8th -timeskip*, widdershins*; 9th -foresight, temporal stasis,timestop, two minds.

OneiromancySome sages of the Phylacteric Vault begin their

exploration of theplanes with thestudy of oneirornancy,the magic of dreams. Although this is only a steppingpoint for many, there are a few who continue in theironeiromantic studies, delving deeply into the nature ofdreams, the dream lands, and the dreaming mind. Thesewizards have uncovered many secrers that were hith-erto known only to the clergy of Erias, demigod ofdreams. Asa result, certain on ieromancers have gaineda reputation among the followers of Erias as dangeroustransgressors who harm the dteamlands and imperil thecapacity of mortals to dream.

Specialty Skill: Knowledge (dreams).Spell List: 0-lvl -daze,$tealsleep*;lst-hypnotism,

silent image, sleep; 2nd - alibi'*, hypnotic pattern, minorimage, perfect recollection*, sleep of the dead*; 3rd -detectdreams**, major image; 4th - dream woM, modifymemory, phantasmal killer; 5th - dream, nightmare, send-ing, 6th - deep sleep**, summon monster VI (dteamfolkonly)'; 7rh-summon monster Vll (Id3 dreamfolkonly),vision; 8th -demand, mind blank, summon monster VIII(Id4+1 dreamfolk, or 1 dreamwraith only); 9th-oscrolprojection, summon monster fX (Id3 dreamwraichs, 1nighr hag, or 1 nightmare), wetrd.

Note: Dreamfolk and dreamwrairhs can be foundin Creature Collection II: Dark Menagerie.

Planar GeographyPlanar geography is the study of nothing less than the

shape and narureof the cosmos. By utilizing an understand-ing of the shape and nature of cosmic boundaries, planargeographers have learned a large number of techniques fotlocating objects, disrorting and bending space, and travel-ing quickly across the multiverse. In addirion to theacquisition of raw magical knowledge, the goals of planargeographers inc lude the complere mappingof the multiverseand the categorization of all planar entities. The planargeographers are the most numerous of the sages of thePhylacteric Vault, and include several subgroups, from theCurators, who collect planar artifacts and bind oursiders ina secret museum, to the Orrery Keepers, tinkers who haveded icated their ex istence toconsmictinga whirling, mecha-nized model of the interaction of the planes relative to oneanother.

Specialty Skill: Knowledge (planes).Spell List; 0-lvl -detectmogic,m4ge hand; Ist-detect

chat)s/evi}jgo<x!/law , pmtectxmfram chaos/evillgix>d/hur;2'nc]-Ddomar's mapping* , locale object, rope trick, see tmtsiMitj;3rd - blink, ghost fcotfy**, rn^gic circle against chaos/evUjgpodllaw ; 4th - bottomiesspit* , dimension door , dnnensianaiancfior,mirror safe*; 5rh- contact other plane, dismissal, Leomund'ssecretchest,lesserplanarbindmg,telepon;6th~pianarbinding,true seeing; 7th - banishment, Draumij's instant summons,ethereal jaunt, phase door, plane shift, sever*, teleport without

tiindmg, maze, rapid journey*; 9th -astral projection, gate,teiepunation circle.

Pure AlchemyPure Alchemists have perfected the art of trans-

forming matter, lifting alchemy from a craft ofconcoctions and mixtures inro rhe realm of high wiz-ardry. They have, like druids, the ability to reshapethemselves as well, but these powers are gained througharcane and nor divine means. The Pure Alchemistsbelieve that this makes them superior to dniids, as theformer are free from the taint of the titans, and rely onlyon their minds to transform the natural wotld.

Specialty Skill: Alchemy.Spell List: 0-lvl -detect poison, mending, 1st -acid

spi ttk*, detect gold*, enlarge, glue*, grease, reduce; 2nd -after self, intoxicate, Melfs acid arrow, pyrotechnics, shat-ter; 3rd -gas cloud*, gaseous form, shrink item, stinkingcloud; 4th - minor creation, polymorph other, polymorphself, solid fog, tattoo item*; 5th - cJoudkill, Dolomar'slimited liquidation*, fabricate, major creation, meld ob-ject* , pillar of attraction/repulsion* , stoneshape, transmutemud to rock , transmute rock to mud , wall of iron , wall ofstone; 6th -add /og, disintegrate, flesh to stone, Otiluke'sfreeing sphere, stone toflesh; 7th -/reeling curse*, statue;8th - horrid uniting, incendiary cloud, iron body, poly-morph any object; 9th - shape change.

*From Relics & Rituals.**Frorn this book {see Chaptet Three).tFtom The Wise & the Wicked.

i

39

RCLICS 8k RITUALS 2: LOST LOK.E

SnnnfM1rth(SnM)The sons of Mirth are named for trie leader of the

Krewe of Bones, who supposedly sponsored the firstnecromancers delving into the secrets of this prestigeclass. The sons realize that there in an inexorablerelationship between life and death, one dictated byrot and decay. Despite their name, the sons of Mirthinclude female members, as well.

The sons of Mirth are vital to the Krewe ofBones: the sons of Mirth have learned to utilize thepowers of death that are the legacy of the BloodBayou, drawing upon horrific localized magics ofdeath and decay. With every corpse animated, thesons of Mirth extend the powers of the Krewe.

Masters of using the dead in military fashion, thesons of Mirth are the creators of the monstrousnecromantic golems used as the Krewe of Bones' seigeengines, infantry support, and even warships. Clad inpatchwork bone armor infused with the dark powerthey wield, the sons of Mirth are the necromancer-generals of the Krewe of Bones and are given anappropriately wide berth by lesser Krewe members.

Hit Die: d4-

Undead of the KreweThose undead that belong to the Krewe of

Bones are assumed to be under the command ofno single master, but are controlled by theKrewe as a whole. Undead under the control ofthe Krewe obey Baron Mirth first and foremost,though officers (such as the son of Mirth) maygive commands to them, as long as those com-mands don't supercede the commands given byhigher-ranking officers.

Any Krewe of Bones officer with the abilityto rebuke undead may gain control over any ofthese undead with a successful rebuke check;those undead that would normally be rebukedcome under the control of the officer. However,those officers who abuse this ability often endup as part of the shambling undead infantrythemselves.

RequirementsTo qualify to become a son of Mirth (SoM), a

character must fulfill all the following criteria:Feat: Martial Weapon Proficiency (any one),

Spell Focus (Necromancy).Skill: Craft (bone) 6 ranks, Knowledge

(anatomy) 8 ranks, Knowledge (arcana) 10 ranks.Spellcasting: Ability to cast 3rd-level arcane

spells, at least one of which must be necromantic.Special: A character who wishes to join the

ranks of the sons of Mirth must petition and be

accepted by the Krewe of Bones for the privilege ofsuch training.

Class Ski UsThe son of Mirth's class skills are Alchemy (Int) ,

Concentration (Con), Craft (Int), Intimidate (Cha),Intuit Direction (Wis), Jump (Sir), Knowledge(arcana) {Int), Knowledge (undead) (Int), Profes-sion (Wis), Ritual Casting {Con, exclusive skill),Scry (Int, exclusive skill), Spellcraft (Int), Swim(Stt), Wilderness Lore {Wis).

Skill Points at Each Level: 2 + Int modifier.

Class FeaturesAll of the following are class features of the son

of Mirth prestige class.

Weapon and Armor Proficiency: Sons of Mirthare proficient with simple weapons but gain no pro-ficiency with armor or shields. Armor of any typeinterferes with the son of Mirth's arcane gestures,which can cause his spells to fail {if those spells havesomatic components). Note that armor check penal-ties for armor heavier than leather apply to the skillsBalance, Climb, Escape Artist, Hide, Jump, MoveSilently, Pick Pocket, and Tumble. Also, Swim skillchecks suffer a-1 penalty for every 5 pounds of armorand equipment carried.

Spells per Day: Sons of Mirth continue toadvance in Spellcasting ability. When a new son ofMirth level is gained, the character gains new spellsper day as if he had also gained a level in a Spellcastingclass he belonged to before he added the prestigeclass. He does not, however, gain any other benefit acharacter of that class would have gained (improvedchance of controlling orrebuking undead, metarnagicor item creation feats, and so on). Essentially, he addsthe level of son of Mirth to the level of some otherSpellcasting class he has, then determines spells perday and caster level accordingly. If the character hadmore than one Spellcasting class before he became ason of Mirth, he must decide to which class he addseach level of son of Mirth for purposes of determiningspells per day when he gains the new level.

Bayou Alchemist: The son of Mitth is skilled inthe creation of alchemical concoctions using materi-als from the tainted morass of the Blood Bayou orsome other swampland. He gains a +5 competencebonus to all Alchemy skill checks for creating al-chemical items or substances if he creates them whilewithin a swamp. Further, because he uses naturallyoccurring materials, his cost for creating such items isonly half normal.

Bone-Knitting Touch: By touch, the son ofMirth may heal damage that has been dealt to corpo-real undead creatures. He may cure a number ofpoints of damage per day equal to his Charisma bonustimes his combined levels in son of Mirth and arcanespellcaster classes. Thus, a 5th-level son of Mirth/6th-level wizard with a 14 Charisma (+2 bonus) may

CHAPTER TWO: PRESTIGE CLASSES

cure up to 22 points of damage to undead creatures.The son of Mirth may choose to divide this healingamong multiple recipients, and need not use it all atonce. If he is himself undead (as all sons of Mirth areupon reaching 10th level), the son of Mirth may usethis ability to cure himself.

Alternatively, the son of Mirth can use any or allof these points to deal damage to living creatures.Trear this as a touch spell. The son of Mirth decideshow many points to use as damage after successfullytouching the target creature.

Bone Armor: Ar 2nd level the son of Mirthlearns to wire together numerous bones into a seem-ingly fragile bone-mesh armor. This armor is inactuality, however, a force effect, protecting the sonof Mirth against both corporeal and incorporeal crea-

tures. The son of Mirth gains an armor bonus of up to+3 {see below) from this armor at 2nd level; thisbonus increases to +4 at 6th level and +5 at lOth.Tocraft such armor, the son of Mirth must have anumber of ranks in Craft (bone) equal to double thearmor bonus (thus, he must have at least 6 ranks at2nd level to gain the full +3 armor bonus, and so on).

Rebuke Undead: At 2nd level the son of Mirthgains the ability to rebuke undead. His levels in hisprevious arcane spellcasting class and son of Mirthlevels are combined to determine his effective levelwhen using this ability.

Raise the Morass: By stuffing a corpse with avirulent mixture of tainted swamp elements, the sonof Mirth may use the fetid powers of death to grant thecorpse some semblance of life. Corpses so treated areeither buried or hung from trees and allowed to

"ripen," then freed or cut down after a certainnumber of days have passed.

At 3rd level, the son of Mirth maycreate zombies with this ability by leavingcorpses to ripen over three days. At 5thlevel, if the corpse ripens for five days, itturns into a ghoul. At 7th level, if the corpse

ripens for seven days, it turns into a ghast.Finaily, at 9th level, if the corpse ripens for

nine days, it turns into a wight.Undead created with this ability do not

count towards the normal limit of undead thatmay be controlled through the son of Mirth's

rebuke undead ability. Instead, a whollyseparate tally is kept of the undead createdthrough this ability. A son of Mirth maycontrol a maximum number of Hit Diceofsuch creatures equal to twice his son of

Mirth levels.For all other intents and purposes (in-

cluding turning or rebuking undead), thesecreatures are treated as normal undead. Manysons of Mirth simply create such creaturesand then rebuke them, adding them to theirnormal allotment of controlled undead.

Kiss of Mirth: At 4th level the son ofMirth's connection with the tainted powers

of the Blood Bayou grants him the abilityto deliver a rotting touch attack. The

son of Mirth may, with a successfulmelee touch attack, force an oppo-

nent to make a Fortitude save (DC10 + son of Mirth level +- Cha-

risma modifier). If the targetfails, it suffers Id4 points of

temporary Constitutiondamage.

V\\ The kissof Mirth may

be used as often- as the son ofMirth chooses, but

a

41

RELICS 8k R1TUXLI 2: LOiT LOfU

each successful use of the power deals 1 point oftemporary Constitution damage to the son of Mirthhimself. Those who are killed by (or die from over-using) this power corrode and rot into a vile,putrefying, boneless mass. This spell-like ability isconsidered death magic.

Tainted Life: At 4th level the son of Mirth is soinfused with the powers of rot and death that heceases to register as a Living being; spells that detectlife do not detect him, and he gains an immunity todeath effects.

At 8th level the son of Mirth gains immunity topoison, sleep, paralysis, stunning, and disease.

Finally, at 10th level the son of Mirth becomesfully undead, gaining the undead creature type alongwith all abilities and qualities that entails (for ex-ample, his Hit Dice change to d!2). Since he nowlacks a Constitution score, his kiss of Mirth andMirth's embrace abilities no longer cause Constitu-tion damage to the son of Mirth — he may now usekiss of Mirth a number of times per day equal to hisson of Mirth class level.

Bayou Furlough: At 5th level the son of Mirthmay choose at any time to sink into the muck of theBlood Bayou and enter a deathlike state, therebyheating himself of all damage, poisons, and diseases.To do so, he remains torpid for 11 weeks minus oneweek per son of Mirth level, although he may chooseto remain in hibernation for up to three months.During rhis time, he is nearly impossible to find bynormal or magical means, since he is effectivelymerged with the swampy ground of the bayou in

much the same manner as a meld into stone spell;further, treat him as rhough he were under the effectsof nondetection. Bayou furlough is a supernaturalability,

Krewe Conversion: At 6th level the son ofMirth gains the ability to transfer to the Krewe ofBones any undead he controls, at will and as a freeaction. Additionally, the son of Mirth gains 3 addi-tional rebuke undead attempts per day; however, anyundead rebuked by one of these additional attemptscome under the direct control of the Krewe of Bonesrather than the son of Mirth himself.

Craft Necromantic Golem: At 8th level the sonof Mirth is granted the secrets of constructing themonstrous necromantic golems of the Kreweof Bones.Through an expenditure of 54,000 gp and 4,320 XP,the son of Mirth is able to build one of these massiveundead war-golems; the process takes seven weeks.Control over one of these golems counts toward theson of Mirth's normal undead-controlling limits, sothese creatures are usually turned directly over to thecontrol of the Krewe.

Mirth's Embrace: At 9th level theson of Mirth'scommand over the powers of rot and decay may bereleased into the world around him, effectively grant-ing him the ability to use his kiss of Mirth ability ina 30-foot burst effect centered on himself. This maybe doneanumber of times per day equal to 1 + thesonof Mirth's Constitution modifier. A successful use ofthis abiliry still causes 1 point of Constitution dam-age to the son of Mirth, as per kiss of Mirth (but see"Tainted Life," above).

Table 2-6: The Son of MirthClass Level Base Attack

Bonus

+0

+1

+1

+2

Fort Save Ref Save Will Save Special Spells per Day

+3t-2 Bayou alchemist, bone-knitting touch

+3 Bone armor (+3), rebuke undead

+3 R a ise the morass (zomb ie)

+4 Kiss of Mirth, tainted life 1

+4 Bayou Furlough, rase the morass (ghoul)

+5 Bone armor (+4), Krewe conversion

+5 Raise the morass (ghast)

+fa Craft necromantic golem, tanked lite II

+b Mrth's embrace, raise the morass (wKjht}+1 level of existing class

+7 Bone armor (+5), tainted liFe 111 *1 level oF existing class

t-1 level oF existing class

tl level oF existing class

1-1 level of existing class

*1 level oF existing class

*1 level oF existing class

*1 level of existing class

+1 level oF existing class

+1 level of existing class

HAW

CHAPT€RTWO: pfUJTICt CLAJJ6J

Spirit Wrilkerfipw)Among the wilds of the Scarred Lands live the

spirit walkers, enigmatic individuals who live withonly one foot in the material world. A spirit walkerdiscovers strength and powet by allowing herself to bepossessed by powerful spirits of nature, those spiritualreflections of animals, plants, and places. While sopossessed, the spirit walker gains capabilities andpowers far beyond the ken of normal folk. A bondedspirit can give the spirit walker the ability to walkupon the air, speak with the beasts of the wild, healwith a touch, summon fierce monsters, or shakemountains apart, all without casting any spells.

Additionally, spirit walkers are attended by anumber of spirits who serve her as servants andsources of information. Many spirits serve unwill-ingly, and the spirit walker must develop asharp mindto discern fact from fiction in various spirits' oftencontradictory musings.

Spirit walkers are most commonly druids or tribalshamans, characters who are in touch with both thenatural and the spirit world. They are generally fearedand respected in equal measure and often choose tolive apart from other people, even from the tribeswhich they serve. Finding a spirit walker is often adifficult, arduous, and even dangerous task.

Hit Die: d6.

RequirementsTo qualify to become a spirit walker

(Spw), a character must fulfill all the follow-ing criteria:

Skill: Knowledge (nature) 8 ranks,Spellcraft 8 ranks.

Spellcasting: Ability to cast 3rd-levelspells.

Class SkillsThe spirit walker's class skills are Ani-

mal Empathy {Cha, exclusive ski l l ) ,Concentration (Con), Craft (Int), Diplo-macy {Cha), Handle Animal (Cha), IntuitDirection (Wis), Knowledge (nature) (Int) ,Ritual Casting (Con, exclusive skill), Scry(Int, exclusive skill), Sense Motive (Wis),Spellcraft (Int) , Wilderness Lore (Wis).

Skill Points at Each Level: 4 + Intmodifier.

Class FeaturesAll of the following are class features of

the spirit walker prestige class,Weapon and Armor Proficiency:

Spirit walkersare proficient with simpleweapons but gain no proficiency witharmor or shields.Note that armorcheckpenalties for armor heavier than leather

apply to the skills Balance, Climb, Escape Artist,Hide, Jump, Move Silently, Pick Pocket, and Tumble.Also, Swim skill checks suffer a -1 penalty for every5 pounds of armor and equipment carried.

Spells per Day: Spirit walkers continue to ad-vance in spellcasting ability. When a new spirit walkerlevel is gained, the character gains new spells per day asif she had also gained a level in a spellcasting class shebelonged to before she added the prestige class. Shedoes not, however, gain any other benefit a character ofthat class would have gained (improved chance ofcontrolling or rebuking undead, metamagic or itemcreation feats, and soon). Essentially,she adds the i

"V -'I

R6LICI &. R1TUXLS 2: LOST

Level of spirit walker to the level of some other spellcastingclass she has, then determines spells pec day and casterlevel accordingly. If the character had more than onespeHcasting class before she became a spirit walker, shemust decide to which class she adds each level of spiritwalker for purposes of determining spells per day whenshe gains the new level

Spirit Guide: Once per day as a supernaturalability, the spirit walker may call upon the localspirits in her vicinity to provide her with guidanceand knowledge. At 1st level, this ability effectivelyduplicates the effects of an augury spell. At 5th level,it duplicates the effects of a divination spell, and at 9thlevel, it duplicates legend lore.

Spirit of the Hearth: The spirit walker alsoknows the secrets of binding small, helpful spirits toher will. In effect, the spirit walker may cast unseenservant as a spell-like ability once per day; however,the spirit so summoned has the intelligence of anaverage 10-year-old human child, and is thus able todo more complex tasks than an unseen servant,although it is still incapable of communication. Fur-ther, the spirit's effective Strength score is equal to 2+ the spirit walker's class level.

Spirit-bond: At 2nd level the spirit walker learnsto draw the spiritual essence of some aspect of natureinto herself, whether animal, element, plant, or localfeature, bonding with it and allowing it partially topossess her. Doing so grants her various abilities andpowers. At 2nd level, the spirit walker has only onesuch bond-spirit she may access; she may choose oneadditional spirit at 4th, 6th, 8th, and 10th levels.

In order to summon the bond-spirit, the spiritwalker must make a Charisma check with a DC thatvaries by the type of spirit. This bonding takes 1minute, and is a supernatural ability. If successful, thespirit walker character temporarily gains a bond-spirit template (see the "Bond-Spirits" sidebar forinformation on specific bond-spirit templates).

The spirit walker may attempt to summon a bond-spirit a numbet of times per day equal to 1 + herCharisma modifier (minimumonce per day). No bond-spirit may be summoned more than once per day. Thespitit walker may maintain this link for up to 1 hour.

Spirit Doll Affinity: At 3rd level the spirit walkergains the ability to cast an additional spell from thefollowing list as a spontaneous spell-like ability, onceper day: bath of purity, blind mark, burning sight, gfiostvoice, spirit watch, or spy senses (all are new spells; seeChapter Three in this book). However, to cast any ofthese spells using this ability, the spirit walker mustnormally be able to cast spells of the appropriate level.

At 6th level, the spirit walker may use this abilitytwice per day, although she may not access the samespell twice in this way within any 24-hour period.

Spirit Doll Maker: At 3rd level the spirit walkergains the spell-like ability to make a spirit doll onceper day; this ability duplicates the enchant spirit dottspell {new spell; see Chapter Three).

Spirit Ride: At 5th level, the spirit walker gainsthe ability to project her consciousness out into theworld around her, "riding" any creature of the animaltype. She senses whatever the animal does through itsnatural senses, although she does not control thecreature. She may choose any animal within one mileper spirit walker level, and need not target a specificcreature; further, if she knows the location of aparticular site, she may choose animals relative tothat location {e.g. "The flying animal nearest to theTemple of Vermilion").

Although she does not have any real controlover the animal, the spirit walker may try to spur thecreature in any direction she wishes with a successfulCharisma check (DC 15 + the animal's Intelligencemodifier). A spirit ride may last up to 10 minutes perrank in Knowledge (nature).

At 5th level she may use this ability once per day;she may use it twice per day at 9th level.

Table 2-7: The Spirit WalterClass Level

1st

2nd

3rd

4th

5th

Erih7th

8th

?th

10th

Base Attack

Bonus

*0

*1

+1

*2t2

+4

*4

Fort Save RefSave Will Saw Special

+0 tO +2 Spirit gude(a#ry).spnt of the hearth

+0 tO +3 Spirit-bond

*1 *l +3 Spritdol affinity, spint do8 maker

+1 *l +4 Spirit-bond

+1 *1 +4 Sprrt guide (divination),

sprit nde (I/day)

+2 +2 *5 Spirit-bond

+2 *2 +5 Spirit doll affinity

+2 +2 +6 Spirit-bond

+3 +3 +6 Spirit guide (fegefjc/tre),

sprrtnde(2/day)

+3 *1 *7 Spirit-bond

Spells per Day

•1 level of existing class

-1 level oF existing class

•1 level oF existing class

•1 level oF existing class

'I level of existing class

CHAPTER TWO: PRESTICE CLARES

Bond-SpiritsThe following templates are applied to a spirit

walker when she is under the influence of a bond-spirit. In addition to the standard abilities that eachtemp late grants, there are also abilities that are gainedas the spirit walker gains levels in this prestige class.

This list is far from complete; players and GMsare encouraged to come up with unique bond-spiritsthat best compliment their game and characters.

Air (Elemental Spirit)Bond DC: 15

Speed: +20 ft.

AC: +4 deflection bonus

Special Attacks: Same as base creature, plus:

• Whirlwind (Sp): The spirit walker may sur-round herself with a cone of whirling air that mimicsthe effects of an air elemental's whirlwind ability (seeMM for details). This ability may be used as manytimes per day as the spirit walker wishes, for up to amaximum of 1 round per two spirit walker levels inany 24-hour period.

Additionally, as she increases in level, the spiritwalker gains the following abilities.

Level Abilities1-2 Whispering wmdat will (spell-like ability)3-4 Wind watt5/day (spell-like ability)5-6 Air walk at will (spell-like ability)7-3 Whirlwind mastery (may use whirlwind abil

sty for a number of rounds per day equal tospirit walker levels).

9-10 Elemental swarmWweek (air only; spell-likeability)

Special Qualities: Same as base creature, plus:• Child of Air (Ex): The spirit walket under the

possession of this bond-spirit will not be attacked byelemental creatures of the [air] subtype.

Saves: +4 Reflex

Cactus (Plant Spirit)Bond DC: 13Speed:-10 ft.AC: +3 naturalSpecial Attacks: Same as base creature, plus:

Lave) Abilities1-2 Resist elements (fire) at will3-4 Purify Food anddrinkl/day (spell-like ability)5-6 Immune to poison and disease.7-8 Thorn throw I/day {spell-like ability; see

RelksA Rituals)9-10 jjpAe growth I/day (spell-like ability)

Special Qualities: Same as base creacure, plus:•Thorn Form (Ex): The spirit walker sprouts

thorns, forcing all those who successfully attack herwith natural weapons or with weapons that have areach of 5 feet or less to make a Reflex save (DC 15),or suffer Id2 points of damage.

Additionally, as she increases in level, the spiritwalker gains the following abilities.

Saves: +2 Fortitude

Fire (Elemental Spirit)Bond DC: IS

Special Attacks: Same as base creature, plus:

• Burning Touch (Ex): The spirit walker's un-armed attacks gain the fite elemental's bum ability(see MM, "Elemental," for details). Note that theseattacks still provoke attacks of opportunity, unlessthe spirit walker has feats or special abilities thatdictate otherwise.

Additionally, as she increases in level, the spiritwalker gains the following abilities.

Level Abilities1-2 Flame strike 3/day (spell-like ability)3-4 Fife shield at will (spell-like ability)5-6 Fireball I/day (spell-like ability)7-8 fire storm I/day (spell-like ability)?-10 Elemental swarm I/week (Fire only; spell-

iike ability)

Special Qualities: Same as base creature, plus:• Child of Fire (Ex): The spirit walker under the

possession of this bond-spirit will not be attacked byelementals of the [fire) subtype.

• Fire Immunity (Ex): The spirit walker is im-mune to fire-based attacks.

• Cold Vulnerability (Ex): The spirit walker takesdouble damage from cold, except on a successful save.

Mountain (Place Spirit)Bond DC: 15Speed:-10 ft.

AC: +4 natural

Special Attacks: Same as base creatute, plus:

• Push (Ex): The spirit walker can initiate a bullrush attack without provoking attacks of opportu-nity.

Additionally, as she increases in level, the spiritwalker gains the following abilities.

Level Abilities1-2 Meld into stone I/day (spell-like ability)3-4 Earth blast I/day (new spell; see Chapter

Three; spell-1 ike ability)5-6 Stone tein/day (spell-like ability)7-8 Wallof stone i/day (spell-like ability)¥-10 Earthquake I/day (spell-like ability)

Special Qualities: Same as base creature.Saves: +6 Fort, -3 Reflex

Spider (AnimalSpirit)Bond DC: 13Speed: Climb+15 ft.AC: +2 dodgeSpecial Attacks: Same as base creature, plus:• Bite (Ex): The spirit walker gains an additional

bite attack that deals Id6 points of damage.

45

RELICS &. RITUXLS 2: LOST LOM

Additionally, as she increases in level, the spiritwalker gains the following abilities.

Level Abilities1-2 Web 3/day (spell-like ability)

3-4 Poison bite (Fort DC 14, initial and secondarydamage Idb Str)

5-fa Spider climb $/day (spell-like ability)

7—6 Immunity to poison

?-10 Superior poison bite I/day (Fort DC 22, ini-tial and secondary damage 1d8 Str)

Special Qualities: Same as base creature, plus:

• Child of Spider (Ex): The spirit walker underthe possession of this bond-spirit will not be attackedby arachnoid vermin, magical beasts, orshapec hangers,

Saves: +3 Reflex

Swamp (Place Spirit)Bond DC: 15Speed:-10 ft.Special Attacks: Same as base creature, plus:• Improved Grab (Ex) -. The spirit walker must hit

with an unarmed attack to use this ability.• Constriction (Ex): The spirit walker inflicts Id6

+ (1 1/2 x Str bonus) points of damage with asuccessful grapple check against an opponents of herown size or smaller.

Additionally, as she increases in level, the spiritwalker gains the following abilities.

Level Abilities1-2 Ertfafjjfeat will (swamp only; spell- like ability)

3-4 Summon swarm 3/day (spell-like ability)

5-6 Command plants at will (swamp only; spell-

like ability)

7-8 Transport viaplantsat will {swamp only;spell-like ability)

?-10 5/Bm6feH/day (swamp only; spell-Ike ability)

Special Qualities: Same as base creature, plus:• Swamp Canny (Ex): The spirir walker gains a

+ 12 racial bonus to Hide skill checks in swamps andmarshes,

Saves: +.3 Fortitude

Wolf (Animal Spirit)Bond DC: 1 1

Speed: +20 ft.AC: +2 naruralSpecial Attacks: Same as base creature, plus:• Bite (ExJ: The spirit walker gains an additional

bite attack that deals Id6 points of damage.Additionally, as she increases in level, the spirit

walker gains the following abilities.Level Abilities1-2 WWstejoel/day (wolf only; asdruid ability)

3-4 Summon nature's ally 111 ]/day (}& wolvesonly; spell-I ike ability)

5-6 Rage I/day (as barbarian ability)

7-8 Wild shape t/day (dire wolf only; as druidability)

?-10 Summon nature's ally IV I/day (Id3 direwolves only; spell-I ike ability)

Special Qualities: Same as base crearure, plus:

• Scent (Ex): The spirir walker gains the scentability {see the MM for details).

• ChHdofWolf(Ex): The spirit walker under thepossession of this bond-spirit will not be attacked byEupine animals, beasts, magical beasts, orshapechangers.

Chapter Three:

The death of Mesos, the event that marked thebeginning of the Divine War, also unleashed unprec-edented amounts of arcane energy. Up until thattime, most sorcerers had served the titan, whilewizards — practitioners of "stolen" arcane arts —were much rarer and often hunted by Mesos' minions.The divine victory changed all that, allowing the freeand unfettered practice of arcane magic throughoutthe Scarred Lands. All the while, powered by thegrace of the gods themselves, divine magic was grow-ing in prominence as well. Today, both schools ofmagic, as well as the druidic magic practiced by thefollowers of Denev and by surviving titanspawn,remain potent, with new spells being created and oldones rediscovered. Listed here are some of the spells—both useful and obscure, both exotic and mundane— that can be found in the Scarred Lands.

RELICS &. RITUALS 2: LOST

SpeiilistsThis comprehensive list includes all spells from

the PHB, as well as those spells published in previousSword and Sorcery Studios products. Spells from thePHB have no parenthetical notation. Spells fromSSS publications ate identified as follows:

RR: Relics and RitualsRR2: Relics and Rituals 2 (this publication)HO: Hollowfaust: City of NecromancersWW: The Wise and the WickedDD: The Divine and the DefeatedWR: Vifiii Watch: Warrens of the RamenBT: Burok Tom: City Under Siege

BARD SPELLSSPECIAL (Level varies by creaturesummoned):

Summon (specific creature). Allows caster to sum-mon a single type of creature, specified by the spelltitle. <RR2)

0-LEVEL BARD SPELLS (CANTRIPS)Dancing Lights. Figment torches or other lights.Daze. Creatute loses next action.Detect Magic. Detects spells and magic items within 60 ft,Discord. Causes a performer to suffer -I on Performchecks. (RR2)Dowsing. Locates nearby sources of potable water. (RR)Elina's Perfume, Change the scent of an object orperson. (RR2)False Flavor. Gives food or drink an illusory taste. (RR2)Filch. Conjureasmallnearby object intoyourhand. (RR2)Flare. Dazzles one creature (-1 attack).Ghost Sound. Figment sounds.Light. Object shines like a torch.Mage Hand. 5-pound telekinesis.Mending. Makes minor repairs on an object.Open/Close, Opens or closes small or light things.Prestidigitation, Performs minor tricks.Read Magic. Read scrolls and spell books.Resistance. Subject gains +1 on saving throws.Sneeze. Causes target to sneeze. (RR)

1ST-LEVEL BARD SPELLS

Alarm. Wards an area for 2 hours/level.Cause Fear. One creature flees for Id4 rounds.Charm Person. Makes one person your friend.Clean. Cleans grime and dirt from one object orperson. (RR)Cure Light Wounds. Cures Id8 +l/level damage(max+5) .Detect Gold. Detects gold or other metals. (RR)Detect Secret Doors. Reveals hidden doors within60ft.

Disappear. Caster becomes invisible for two rounds.(RR)Elina's Wardrobe. Allows caster to quickly changeoutfits, (RR2)

Erase. Mundane or magical writing vanishes.Expeditious Retreat. Doubles your speed.Feather Fall. Objects or creatures fall slowly.Flash. Causes a flash of light that blinds enemies.(RR)Grease. Makes 10-ft, square or one object slippery.Hypnotism. Fascinates 2d4 HD of creatures.Identify. Determines single feature of magic item.Locate Water. Locates sources of water, fresh or salt.(RR2)Mage Armor. Gives subject +4 armor bonus.Magic Weapon. Weapon gains +1 bonus.Message. Whispered conversation at distance.Protection from Chaos/Evil/Good/Law. +2 AC andsaves, counter mind control, hedge out elementalsand outsiders.

Quick Sober. Cures the target of alcoholic influ-ences. (RR)

Rabbit Feet. Gives +2 bonus/level to Move Silently.(RR)Salamar's Quiet Contemplation, Causes enemies togrow passive and philosophical. (RR)Serpents' Stare. The caster's gaze freezes a singletarget in place. (RR2)Shade's Sight. Creature touched may look fromnearby shadows. (RR)Silent Image. Creates minor illusion of your design.Sleep. Put 2d4 HD of creatures into comatose slum-ber.Steal Sleep. Transfers need for sleep to target crea-ture. (RR)

Summon Monster I. Calls outsider to fight for you.Unseen Servant. Creates invisible force that obeysyour commands.

Ventriloquism. Throws voice for 1 min./level.

2ND-LEVEL BARD SPELLSAlibi. Distorts memories of witnesses. (RR)Animal Trance. Fascinates 2d6 HD of animals.Aura of Menace. Caster gains +1 to his Intimidationskill per caster level. (RR2)Battlecry. Stuns opponents in a cone area. (RR)Bed Bug Bites. Sleeping target is covered with itchybites that penalize all rolls for the next day. (RR.2)Bend Sounds. Bend Sounds. Protection from sonicand language-based attacks. (RR2)Blaise's Blazing Beads. Charges beads with magicalenergy and damages opponents. (RR2)Blindness/Deafness. Makes subject blind or deaf.Blur. Attacks miss subject 20% of the time.Bull's Strength. Subject gains Id4+l Sir for 1 hr./level.

If'

CHAPT6RTHR€C: J P E L L J

Cat's Grace. Subject gains Id4+l Dexfor 1 hr./level.Commanding Presence. Subject gains Id4+l Chafor 1 hr./level. (RR)Continual Heat. Heats igneous rock to provide am-bient warmth. (RR2)Cure Moderate Wounds. Cures 2d8 +l/level dam-age (max +10).Darkness. 20-ft. radius of supernatural darkness.Daylight. 60-ft. radius of bright light.Dead Man's Eyes. View the last minutes of a corpse'slife from its view. (RR)Delay Poison. Stops poison from harming subject for1 hour/level.Detect Thoughts. Allows "listening" to surfacethoughts.Dolomar's Force Wave, Pushes away surroundingobjects and creatures. {RR)Enkili's Prank. Confuses the magic of a spetlcaster,causing him to discharge the wrong spell. {RR)Enkili's Shadow. A shadowy, protective cloak cov-ers the caster. (RR2)Enthrall. Captivates all within 100 ft. + 10 ft./level.Ever Scent. Creates an illusory smell. (RR)Glitterdust. Blinds creatures, outlines invisible crea-tures,Gloom. Creates an area of shadowy light around atouched object. (RR)Hold Person. Holds one person helpless for 1 round/level.Hypnotic Pattern. Fascinates 2d4+l HD/level ofcreatures.Intoxicate. Causes intoxication ability penalties andpossible unconsciousness, {RR)Invisibility. Subject is invisible for 10 rnin./level oruntil it attacks.Levitate. Subject moves up and down at your direc-tion,Liliandel's Flurry. Transforms a single fired arrowinto three. {RR)Locate Object. Senses direction toward object (spe-cific or type).Magic Mouth. Speaks once when triggered.Minor Image. As silent image, plus some sound.Mirror Image. Creates decoy duplicates of you (Id4+ I/three levels, max 8).Misdirection. Misleads divinations for one creatureor object.Obscure Object. Masks object against divination.Perfect Recollection. Subject gains Id4+1 Int for 1hr./level. (RR)Phantom's Howl. Cry that causes foes to be shaken,stunned or paralyzed. (RR)Pyrotechnics. Turns fire into blinding light or chok-ing smoke.Rend the Sovereign Soul. Weakens victim's Will toresist. (RR)

Scare. Panics creatures up to 5 HD (15-ft. radius).See Invisibility. Reveals invisible creatures or ob-jects.Shatter. Sonic vibration damages objects or crystal-line creatures.Shocking Missile. Enchants an arrow or bolt toinflict 2d8+1 electrical damage upon a successful hit.(RR2)Silence. Negates sound in 15-ft. radius.Song of Heroes. Bardic song gives allies +3 to attack,damage and saving throws. (RR)Sound Burst. Deals Id8 sonic damage to subjects;may stun them.Suggestion. Compels subject to follow stated courseof action.Summon Monster II. Calls outsider to fight for you.Summon Swarm. Summons swarm of small crawlingor flying creatures.Tasha's Hideous Laughter. Subject loses actions forId3 rounds.Tongues. Speak any language.Undetectable Alignment. Conceals alignment for24 hours.Veil of Lust. Caster appears highly desirable totarget, gains +20 to Char is ma-based rolls. (RR2)Virtue's Curse. Good actions are punished. (RR2)Whispering Wind. Sends a short message one mile/level.

3RD-LEVR BARD SPELLSAssassin's Senses. Increases caster's critical threatrange and multiplier by one. (RR)Bestow Curse. -6 to an ability; -4 on attacks, savesand checks; or 50% chance of losing each action.Blink. You randomly vanish and reappear for 1 round/level.Call Aquatic Humanoid I. Calls aquatic humanoidsto fight for the spellcaster. (RR)Charm Monster. Makes monster believe it is yourally.Clairaudience/Clairvoyance. Hear or see at a dis-tance for 1 min,/level.Confusion. Makes subject behave oddly for 1 round/level.Cure Serious Wounds. Cures 3d8 +l/level damage{max +15).Curse of Terror, Make a person deathly afraid ofsomething harmless. {RR)Dirge of Woe. Causes nearby creatures to lapse intodespair. (RR)Dispel Magic. Cancels magical spells and effects.Displacement. Attacks miss subject 50%.Detect Dreams. See into another's dreams, and learnthe secrets of her past. (RR2)Earthen Screen, Creates a small wall to providecover. (RR2)

.'it

49

RtUCi &- R I T U A L S 2: LOJT LOrU

Emotion. Arouses strong emotion in subject.Fear. Subjects within cone flee for 1 round/level.Gaseous Form. Subject becomes insubstantial andcan fly slowly.Greater Bend Sounds, Provides protection fromsonic and language based attacks to all within area ofeffect. (RR2)Greater Magic Weapon.+1 bonus/three levels (max+ 5).Gust of Wind. Blows away or knocks down smallercreatures.Haste. Extra partial action and +4 AC.Illusory Script. Only intended reader can decipher.Invisibility Sphere. Makes everyone within 10 ft.invisible.Keen Edge. Doubles normal weapon's threat range.Leomund's Tiny Hut. Creates shelter for 10 crea-tures.Lesser Geas. Commands subject of 7 HD or less.Magic Circle against Chaos/Evil/Good/Law. As pro-tection spells, but 10-ft. radius and 10 min./level.Major Image. As silent image, plus sound, smell andthermal effects.Malicious Image. Causes mirror images to attacktheir caster. (RR2)Mask Magic. Disguises the enchantment of a magicitem. (RR2)Mind Raid. Allows reading of deep thoughts. (RR)Phantom Steed. Magical horse appears for 1 hour/level.Remove Curse. Frees object or person from curse.Remove Disease. Cures all diseases affecting subject.Scrying. Spies on subject from a distance.Sculpt Sound. Creates new sounds or changes exist-ing ones.Sepia Snake Sigil, Creates text symbol that immobi-lizes reader.Siren Song. Causes multiple targets to be drawninexorably toward the caster. {DD)Slow. One subject/level takes only partial actions, -2 AC, -2 melee rolls.Summon Monster III. Calls outsider to fight for you.Terole's Translator. Gives complete understandingof one language, (RR)Unbuckle. Unfastens all buckles in area. (RR)Unwavering Ally. Subject gains +20 divine bonus tosaves vs. mind-affecting spells for 1 hour/level. (RR2)Wind Wall. Deflects arrows, smaller creatures andgases.

4TH-LEVEL BARD SPELLSBelsameth's Strife. Victim sees allies as deadly en-emies. (RR)Blaise's Blasting Bead. Enchants bead to explodes ina deafening concussive blast. (RR2)

Break Enchantment. Frees subjects from enchant-ments, alterations, curses and petrification,Cure Critical Wounds. Cures 4d8 + I/level damage(max +20).Detect Scrying. Alerts you of magical eavesdrop-ping.Dimension Door. Teleports you and up to 500 Ib,Dismissal. Forces acreature to return to native plane.Dominate Person. Controls humanoid telepathi-cally.Eagle Song. Grants target aspects of an eagle. (RR2)Essential Blade. Allows a me Ice weapon or a naturalweapon to ignore object hardness, damage incorpo-real targets and make touch attacks when used inmelee. (RR2)Ghostdweomer. Creates aphantomdweomer arounda spell or magic item to foil dispel magic attempts.(RR)Hallucinatory Terrain. Makes one type of terrainappear like another (field into forest, etc.).Hold Monster. As hold person, but any creature.Iceshards. Caster creates several floating shards ofice that may defend or attack against opponents,(RR2)Improved Invisibility. As invisibility, but subjectcan attack and stay invisible.Legend Lore. Learn tales about a person, place orthing.Leomund's Secure Shelter. Creates sturdy cottage.Locate Creature. Indicates direction to familiar crea-ture.Lure. A spell that causes an intense desire to possessa mundane item or trinket. (RR2)Mask of Virtue. Protects the caster's thoughts andalignment from detection. (WW)Mind Over Matter. Aids concentration to ignoredistractions.Modify Memory. Changes 5 minutes of subject'smemories.Neutralize Poison. Detoxifies venom in or on sub-ject.Quick Learn. Grants caster 3 + I/level skill ranks ina desired skill. (RR2)Rainbow Pattern. Lights prevent 24 HD of creaturesfrom attacking or moving away.Shout. Deafens all within cone and deals 2d6 dam-age.Song of the Gods. Bardic song aids divine spellrecovery. (RR)Summon Monster IV. Calls outsider to fight for you.Talen's Maligned Performance. Ruins a Bard's per-formance without his knowledge. (RR2)

5TH-LEVEL BARD SPELLSAmnesia. The target loses all memory. (DD)Austlinan's Violent Scream. Id6 sonic damage/level in a 20 ft, cone. (RR2)

50

Contact Other Plane. Ask question of extraplanarentity.

Control Water. Raises, lowers or parts bodies ofwater.

Doomwail. Victims must make Will saving throwsor be deafened or paralyzed. (RR)Dreadmantle. The caster radiates despair, weaken-ing the will of all those who view him. (RR2)Dream. Sends message to anyone sleeping.False Vision. Fools scrying with an illusion.Greater Dispelling. As dispel magic, but +20 oncheck.

Gulaben's Ecstasy- Target is distracted by pleasureand has his will weakened. (RR2)Gullibility, Subjects become overly trusting, suffer-ing skill and saving throw penalties. (RR2)Healing Circle. Cures Id8 +l/level damage in alldirections.

Inquisition. Target must answer three questions truth-fully. (RR)

Mind Fog. Subjects in fog get -10 Wis, Will checks.Mirage Arcana. As hallucinatory terrain, plus struc-tures.

Mislead. Turns you invisible and creates illusorydouble.

Nightmare. Sends vision dealing IdlO damage, fa-tigue.

Persistent Image, As major image, but noconcentra-tion required.

Rie's Dance of Seduction. Charms all who view thedancer. (RR)

Shield of Color. Creates a shimmering shield thatprotects the caster from attack and shadow magic,(DD)Summon Monster V. Calls outsider to fight for you,Talen's Confounding Battlefield. Illusions makeeveryone in the area of effect look tike someone else.(RR2)Trust in the Gods. One roll determined by the casterautomatically succeeds, but at great personal cost.(RR2)Undead Crew. Summons an undead crew to crew aship controlled by the caster. (RR2)

6TH-LEVEL BARD SPELLSAbrindel's Prism Cloak. Shrouds the caster in anillusory cloak that captivates up to 24HD of attack-ers, (RR2)Call Aquatic Humanoid II. Calls aquatic hurnan-oids to fight for the spellcaster. (RR)Charm's Aegis. Grants Charisma bonus to AC; foescan't attack caster unless they make a Will check.(RR2)Control Weather. Changes weather in local area.Declaration of Death. Convinces a single creaturethat it has died. (RR)

CHAPTER THREE: S P E L L S

Deep Sleep. Put a large number of creatures into adeep sleep from which only magic can wake them.Eyebite. Charm, fear, sicken or sleep one subject.Geas/Quest. As lesser geas, plus it affects any crea-ture.Greater Scrying. As scrying, but faster and longer.Mass Haste. As haste, affects one/level subjects.Mass Suggestion. As suggestion, plus one/level sub-jects.Permanent Image. Includes sight, sound and smell.Plane Shift. Up to eight subjects travel to anotherplane.Programmed Image. As major image, plus triggeredby event.Project Image. Illusory double can talk and castspells.Repulsion. Creatures can't approach you,Reverse Illusion. A real object is cloaked by illusion.(RR)Song of Champions. Bardic song gives additionaltemporary feats. (RR)Songwall, Creates an immobile wall of sound with anumber of different effects. (RR2)Summon Monster VI. Calls outsider to fight for you.Veil. Changes appearance of gtoup of creatures.

0-LEVRCLER1CSPELLS (ORISONS)Animate Vermin. Temporarily animates small ani-mal skeletons or zombies. (HO)Bleeding Disease. Initiates a contagious sickness in arandom individual. (RR)Clean. Cleans grime and dirt from one object orperson. (RR)Create Water. Creates 2 gallons/level of pure water.Cure Minor Wounds. Cures 1 point of damage.Detect Magic. Detects spells and magic items within60ft.Detect Poison. Detects poison in one creature orsmall object.Guidance. +1 on one roll, save or check.Inflict Minor Wounds. Touch attack, 1 point ofdamage.Light. Object shines like a torch.Mending. Makes minor repairs on an object.Purify Food and Drink. Purifies 1 cu. ft./level of foodor water.Quick Sober. Cures the target of alcoholic influ-ences. (RR)Read Magic. Read scrolls and spellbooks.Resistance. Subject gains +1 on saving throws.Shockwave. Knock a foe prone from a distance bypunching the ground. (RR)Virtue. Subject gains 1 temporary hp.

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RELICS &. RITUALS 2; LOST

1ST-LEVELCLER1CSPELLSBane. Enemies suffer -1 attack, -1 on saves againstfear.Bless Water. Makes holy water.Bless. Allies gain +1 attack and +1 on saves againstfear.Cadaver Dance. Animates skeletons or zombies for 1day/level. (HO)Cause Fear. One creature flees for Id4 rounds.Champion Swimmer. The subject gains a +15 com-petence bonus to all Swim checks. (RR2)Command. One subject obeys one-word commandfor 1 round.Comprehend Languages. Understand all spoken andwritten languages.Cure Light Wounds. Cures IdS + I/level damage(max +5).Curse Water. Makes unholy water.Deathwatch, Sees how wounded subjects within 30ft. are.Detect Chaos/Evil/Good/Law. Reveals creatures,spells or objects.Detect Shapechangers. Detects the presence andstrength of shapechangers. (RR2)Detect Undead. Reveals undead within 60 ft.Divine Favor. You gain attack, damage bonus, +1/three levels.Doom, One subject suffers -2 on attacks, damage,saves and checks.Endure Elements, Ignores 5 damage/round from oneenergy type.Entropic Shield. Ranged attacks against you suffer20% miss chance.Grim Feast. Regain lost hit points by draining freshcorpses. (RR)Inflict Light Wounds. Touch, IdS + I/level damage(max +5).Invisibility to Constructs. As invisibility, but affectsonly constructs. (DD)Invisibility to Undead. Undead can't perceive onesubject/level.Locate Water. Locates sources of water, fresh or salt.(RR2)Madrid's Empathic Resonance. The subject experi-ences the emotions of those whom he wrongs. (RR)Magic Stone. Three stones gain +1 attack, dealId6+l damage.Magic Weapon. Weapon gains +1 bonus.Minor Symbol of Divinity. Creates minor magicalprotections within a small area. (RR)Obscuring Mist. Fog surrounds you.Prevarication's Bounty. Causes the tongue of thevictim to swell when the victim lies. {RR)Protection from Chaos/Evil/Good/Law. +2 AC andsaves, counter mind control, hedge out elementalsand outsiders.

Random Action. One creature acts randomly for oneround.Remove Fear. +4on saves against fear for one subject•*• I/four levels.Sanctuary. Opponents can't attack you, and youcan't attack.Shield of Faith. Aura grants +2 or higher deflectionbonus.Shockwave Strike.Transmit the forceof a bludgeon-ing weapon through the ground to an opponent.(RR)Silver Sword. Causes a weapon to count as silver forany special attack purposes. (DD)Smite. Invokes the paladin's smite power, (RR)Summon Monster I. Calls outsider to fight for you.Tanil's Touch. Allows the choice of two outcomeswhen rolling dice. {RR)

2ND-LEVEL CLERIC SPELLSAid. +1 attack, +1 on saves against fear, Id8 tempo-rary hit points.Animal Messenger. Sends a Tiny animal to a specificplace.Assassin's Senses. Increases caster's critical threatrange and multiplier by one. (RR)Augury. Learns whether an action will be good orbad.Aura of Menace. Caster gains + 1 to his Intimidationskill per caster level (RR2)Bed Bug Bites. Sleeping target is covered with itchybites that penalize all rolls for the next day. (RR2)Body of Sand. The spellcaster transforms his forminto sand, gaining protection from piercing and slash-ing weapons, (RR2)Bread of Life. Bread provides a day's nourishmentand Id8+I/level healing source. (RR2)Bull's Strength. Subject gains Id4+l Str for 1 hr./level.Burst of Energy. Caster gains 10 temporary hitpoints and a +1 bonus to all saving throws. (RR2)Calm Emotions. Calms Id6 subjects/level, negatingemotion effects.Commanding Presence. Subject gains Id4+l Chafor 1 hr./level. (RR)Consecrate. Fills area with positive energy, makingundead weaker.Cure Moderate Wounds. Cures 2d8 +I/level dam-age {max +10).Curse of Solidity. Forces one incorporeal creature tobecome corporeal, (RR2)Darkness. 20-ft. radius of supernatural darkness.Dead Man's Eyes. View the last minutes of a corpse'slife from its view. (RR)Death Knell. Kills dying creature; you gain IdStemporary hp, +2 Str and +1 level.Delay Poison. Stops poison from harming subject for1 hour/level.

CHAPTER T H R E E : J P E L U

Desecrate. Fills area with negative energy, makingundead stronger.Divine Wisdom. Subject gains Id4+1 Wis for 1 hr./level. (RR)Endurance. Gain Id4+l Con for 1 hr./level.Enkili's Luck. Bestows a brief bout of ill fortune uponthe subject. (RR)Enthrall. Captivates all within 100ft. + lOft./level.Find Traps. Notice traps as a rogue does.Force of Will. Substitute your Wisdom modifier forone of your physical ability modifiers. (RR2)Fracture. Inflicts Id6 subdual damage, Id4 actual,breaks random bone. (WR)Gentle Repose. Preserves one corpse.Gloom. Creates an area of shadowy light around atouched object. (RR)Hedrada's Balance. Protects willing recipient fromemotional biases. (RR)Hold Person. Holds one person helpless; 1 round/level.Inflict Moderate Wounds. Touch attack, 2d8 + !/level damage (max +10).Lesser Restoration. Dispels magic ability penalty orrepairs Id4 ability damage.Locate Corpse. The cleric is able to locate a corpse.(RR)Locate Oasis. Locates an oasis in the desert. (RR2)Make Whole. Repairs an object.Remove Paralysis. Frees one or more creatures fromparalysis, hold or slow.Rend the Sovereign Soul. Weakens victim's Will toresist. (RR)Resist Elements. Ignores 12 damage/round from oneenergy type,Sethris* Potency. Increases a natural poison's DC.(RR)Shatter, Sonic vibration damages objects or crystal-line creatures.Shield Other. You take half of subject's damage.Silence. Negates sound in 15-ft. radius.Sleep of the Dead. Feign death. (RR)Sound Burst. Deals IdS sonic damage to subjects;may stun them.Speak with Animals. You can communicate withnatural animals,Spiritual Weapon. Magical weapon attacks on itsown.Stop Golem. As hold person but functions againstgolems. (DD)Summon Monster II. Calls outsider to fight for you.Undetectable Alignment. Conceals alignment for24 hours.Vangal's Touch. Target rages as a barbarian. (RR)Virtue's Curse. Good actions are punished, (RR2)Zone of Truth. Subjects within range cannot lie.

3RD-LEVEL CLERIC SPELLSAnimal Spy. Send a Tiny animal on a 3-step mission.(RR)Animate Dead. Creates undead skeletons and zom-bies,Banish Shadow. Sends a shadow creature back to itshome. (RR)Bestow Curse. -6 to an ability; -A on attacks, savesand checks; or 50% chance of losing each action.Blindness/Deafness. Makes subject blind or deaf.Chardun's Torments. Victim takes subdual damageand suffers penalties from pain. (RR)Contagion. Infects subject with chosen disease.Continual Flame. Makes a permanent, heatless torch,Create Food and Water. Feeds three humans (or onehorse )/level.Cure Serious Wounds. Cures 3d8 + l/!evel damage(max +15).Curse of Terror. Make a person deathly afraid ofsomething harmless. (RR)Curse of the Firefly. Target glows making him easierto spot. (RR2)Daylight. 60-ft. radius of bright light.Deeper Darkness. Object sheds absolute darkness in60-ft. radius.Dispel Magic. Cancels magical spells and effects.Divine Raiment. Opponents can't attack you, butyou can attack. (RR)Fist of Iron. Transforms one fist into an iron club,(DD)Glyph of Warding. Inscription harms those who passit.Hedrada's Justice. Gives bonus to attack againstthose who had damaged the caster (RR2)Helping Hand. Ghostly hand leads subject to you.Inflict Serious Wounds. Touch attack, 3d8 + I/leveldamage (max +15).Invigorate Dead. Restores some life to one deadcreature. (RR)Invisibility Purge. Dispels invisibility within 5 ft./level.Life Force Transfer. Heal others by harming your-self. (RR)Locate Object. Senses direction toward object (spe-cific or type).Magic Circle against Chaos/Evil/Good/Law. As pro-tection spells, but 10-ft. radius and 10 min./level.Magic Vestment. Armor or shield gains +1 enhance-ment/three levels.Meld into Stone, You and your gear merge withstone.Mind Raid. Allows reading of deep thoughts. (RR)Negative Energy Protection. Subject resists leveland ability drains.Obscure Object. Masks object against divination.

i

RELICS &. RITUXU 2: LOST LOrVE

Prayer. Allies gain +1 on most rolls, and enemiessuffer-1.Protection from Elements. Absorb 12 damage/levelfrom one kind of energy.Remove Blindness/Deafness. Cures normal or magi-cal conditions.Remove Curse. Frees object or person from curse.Remove Disease. Cures all diseases affecting subject,Repair Dead. Skeletons or zombies are instantlyrepaired. (RR2)Ricochete. Allows an arrow, sling bullet, or crossbowbolt to strike multiple targets in a single round. {RR2)Rock Storm. Creates a whirlwind of rocks and debristhat batters opponents. {BT)Runic Weave. Imbues garments with magical pro-tections and runes, (BT)Sacred Weapon. Summons weapon that inflicts IdlOdamage and causes deafness. (RR)Searing Light. Ray deals Id8/two levels, more againstundead.Shadow Touch. Caster has Strength-drain ing touch,(RR)Siren Song, Causes multiple targets to be drawninexorably toward the caster. (DD)Speak with Dead. Corpse answers one question/twolevels.Speak with Plants. You can talk to normal plants andplant creatures.Stone Shape. Sculpts stone into any form.Summon Monster III. Calls outsider to fight for you.Sunspear. Create a spear of light that heals ot inflicts2d4+2/level when thrown. {RR)Vangal's Blessing. One willing subject/level entets aberserker rage. (RR2)VangaPs Wounding, Causes wounds to bleed for Id6points of damage per round for level/rounds. (RR)Water Breathing. Subjects can breathe underwater.Water Walk, Subject tteads on water as if solid.Wind Wall, Deflects arrows, smaller creatures andgases.

4TH-LEVELCLER1CSPH1SAir Walk. Subject treads on air as if solid (climb at45-degree angle).Blood Water. Petson's blood transforms to consis-tency of water. (RR2)Bloodied Blade. Temporarily gives a weapon thetaste for blood, granting bonuses to attack and dam-age rolls. (RR2)Cloak of Righteousness. Creates shining raiment,blinding opponents and encouraging allies. (RR)Condemned. Target becomes unaffected by magicalhealing. {RR)Control Light. Allows control of the amount of lightor dark in an area. (RR)Control Water. Raises, lowers or parts bodies ofwater.

Cure Critical Wounds. Cures 4d8 +l/level damage(max +20).Damashar's Force Rune. Runic pattern sends outshockwave that causes damage, knocks victims un-conscious. (BT)Death Ward. Grants immunity to death spells andeffects.Dimensional Anchor, Bars extradimensional move-ment.Discern Lies. Reveals deliberate falsehoods.Dismissal. Forces acreature to return to native plane.Divination. Provides useful advice for specific pro-posed actions.Divine Power. You gain attack bonus, 18 Str and 1hp/level.Enhanced Senses. Grants datkvision, +10 bonus toListen, Search and Spot, plus Scent abil i ty. (RR2)Freedom of Movement. Subject moves normallydespite impediments.Giant Vermin. Turns insects into giant vermin,Greater Magic Weapon, +1 bonus/three levels (max+ 5),Hold Stone. Prevents transmutation of stone. (RR2)Holy Channel. Allows healing spells to be cast atrange. (RR)Imbue with Spell Ability. Transfer spells to subject.Inflict Critical Wounds. Touch attack, 4d8 + I/leveldamage {max +20).Ironheart. Grants recipient +5 bonus that can bedistributed among future saving throws. (RR)Keshmeeri Refuge. Protects target from the harshdesert environment. {RR2)Lesser Planar Ally. Exchange services with an 8 HDoutsider.Mask of Virtue. Protects the caster'sthoughts andalignment from detection, (WW)Mind Over Matter. Aids concentration to ignoredistractions. (RR)Neutralize Poison. Detoxifies venom in or on sub-ject.Poison. Touch deals IdlO Con damage, repeats in 1min.Quick Learn. Grants caster 3 +l/level skill ranks ina desired skill. (RR2)Repel Vermin. Insects stay 10 ft. away.Restoration. Restores level and ability score drains.Rupture. Inflicts 2d4 points subdual, 3d4 pointsactual damage, breaks random bone. (WR)Seal of Hedrada. Seals one portal until a condition ismet. {RR)Sending. Delivers short message anywhere, instantly.Spell Immunity. Subject is immune to one spell/fourlevels.Status. Monitors condition, position of allies.Strength of Nalthalos. Subject gains ld8+4 tempo-rary strength. (DD)

Summon Monster IV. Calls outsider to fight for you,Tanil's Purging. Painfully forces shapeshifters toresume their proper forms. (RR)Terole's Translator. Gives complete understandingof one language. (RR)Tongues. Speak any language.VangaFs Dogs of War. Summons 1 dog/level to serveand fight for you. (DD)Unholy Channel. Allows inflict spells to be castupon target at range. (RR)Unwavering Ally. Subject gains +20 divine bonus tosaves vs. mind-affect ing spells for 1 hour/level. (RR.2)

5TH-LEVEL CLERIC SPELLSAtonement. Removes burden of misdeeds from sub-ject.Belsameth's Blessing. Transforms one creature intoa werebeast. (RR)Belsameth's Strife. Victim sees allies as deadly en-emies. (RR)Break Enchantment, Frees subjects from enchant-ments, alterations, curses and petrification.Brothers in Arms. Allies exchange hit points andStrength between themselves. (RR)Circle of Doom. Deals Id8 +I/level damage in alldirections.Commune. Deity answers one yes-or-no question/level.Darksoul. Caster allows a fiend to possess his body inorder to increase his combat ability. (RR2)Demonbane. Caster temporarily gains great power inbattle against evil outsiders. (RR2)Dispel Chaos/Evil/Good/Law. +4 bonus against at-tacks.Doomwail. Victims must make Will saving throws orbe deafened or paralyzed. (RR)Essential Blade. Allows a melee weapon or a naturalweapon to ignore object hardness, damage incorpo-real targets and make touch attacks when used inmelee. (RR2)Ethereal Jaunt. You become ethereal for 1 round/level.Flame Strike. Smites foes with divine fire (Id6/level).Greater Command. As command, but affects onesubject/level. (RR)Hallow. Designates location as holy.Healing Circle, Cures Id8 +l/level damage in alldirections.Imbue Shadow. Turns an ordinary shadow into ashadow creature. (RR)Inquisition. Target must answer three quest ions truth-fully. {RR)Insect Plague. Insect horde limits vision, inflictsdamage, and weak creatures flee.Legion's March. One subject/level gains Id4+l Con.(RR2)

Mark of Justice. Designates action that will triggercurse on subject.Plague Touch. Cause disease in others with but atouch. (RR2)Plane Shift. Up to eight subjects travel to anotherplane.Profane Stare. Gaze deals 3d6/paralyzes good crea-rurcs. (RR2)Raise Dead. Restores life to subject who died up to 1day/level ago.Righteous Charge. Imbues the caster's next chargeattack with divine power. (RR2)Righteous Might. Your size increases, and you gain+4 Str.Sap Strength. Steals the strength from another crea-ture. (RR2)Scrying. Spies on subject from a distance.Slay Living. Touch attack kills subject.Slow the Years. Halves the natural aging of thetarget. (RR2)Speed the Years. Double the natural aging of thetarget. (RR2)Spell Resistance. Subject gains +12 +l/level SR.Summon Monster V. Calls outsider to fight for you.Transfer Sentience. Subject and target golem ex-change Intelligence scores. (DD)True Seeing. See all things as they really are.Unhallow. Designates location as unholy.Wall of Stone. 20 hp/four levels; can be shaped.

6TH-LEVEL CLERIC SPELLSAnimate Objects. Objects attack your foes.Antilife Shell. 10-ft. field hedgesout living creatures.Banishment. Banishes 2 HD/level extraplanar crea-tures.Blade Barrier. Blades encircling you deal Id6 dam-age/level.Create Undead. Ghouls, shadows, ghasts, wights orwraiths.Dark Water. Imbues warer with negative energy,(RR)Enkili's Lightning Storm. Causes an electrical stormthat the caster can control. (RR)Etherealness. Travel to Ethereal Plane with com-panions.Find the Path. Shows most direct way to a location.Forbiddance. Denies area to creatures of anotheralignment.Fourfold Forging. Transforms the caster's sword intofour biades that act in unison. (DD)Geas/Quest. As lesser geas, plus it affects any crea-ture.Grea ter Dispelling. Asdispel magic, but up to+20oncheck.Greater Glyph of Warding. As glyph of warding, butup to 10d8 damage or 6th-level spell.

RELICS 8k. RITUXLS 2: LOST LOK.E

Harm. Subject loses all but Id4 hp.Heal. Cures all damage, diseases and mental condi-tions.Heal Construct. As heal but on constructs. (DD)Heroes' Feast. Food for one creature/level cures andblesses.Pass the Years. Ages target by IdlO years. (RR)Planar Ally. As lesser planar ally, but up to 16 HD,Sacrificial Heart. Kills a target by delivering hisheart into your hand. (RR)Summon Monster VI. Calls outsider to fight for you,Touch of Renewal. Target receives fast healingability of 3. (RR2)Vangal's Wrath, A wave of divine energy deals Id6damage/level in all directions. (DD)Vengeance of the Scorned. Allows caster to find anddefeat a single individual. (DD)Visage of the Overlord. Surrounds the caster in anaura of command and competence. {DD)Wind Walk. You and your allies turn vaporous andtravel fast.Word of Recall. Teleports you back to designatedplace.

7TH-LEVEL CLERIC SPELLSBlasphemy. Kills, paralyzes, weakens or dazes nonevilsubjects.Charm's Aegis. Grants Charisma bonus to AC; foescan't attack caster unless they make a Will check.<RR2)Control Weather. Changes weather in local area.Daggers of Vaul. Creates a cloud of tiny blades thatinflict Id4 points of damage per round. {RR)Destruction. Kills subject and destroys remains.Dictum, Kills, paralyzes, weakens or dazes nonlawfulsubjects,Divine Protection. Grants allies a +6 enhancementto Con, Wts, and Dex. (RR2)Divine Talion. Your enemies' attacks are revisitedupon them.. (DD)Greater Healing Circle. Heals 2d8+2/caster leveldamage in all directions. (RR)Greater Restoration. As restoration, plus restores alllevels and ability scores.Greater Scrying. As scrying, but faster and longer.Hero's Death. You empower a target to accomplisha last heroic feat before dying. (DO)Holy Word. Kills, paralyzes, weakens or dazes nongoodsubjects.Incite. Enlist a large group to achieve a specified goal(RR)Judgment of Gold. Transforms target into goldenstatue. (DD)Reconstruct. As resurrection but affects constructs.(DD)Refuge. Alters item to transport its possessor to you.

Regenerate. Subject's severed limbs grow back,Repulsion. Creatures can't approach you.Resurrection. Fully restore dead subject.Stop the Years. Stops target's aging for IdlO years(RR2)Summon Monster VII. Calls outsider to fight foryou,Trust in the Gods. One roll determined by the casterautomatically succeeds, but at great personal cost.(RR2)Virulence. Target contractsd3 diseases and becomescarrier. (RR2)Word of Chaos. Kills, confuses, stuns or deafensnonchaotic subjects.

8TH-LEVEL CLERIC SPELLSAntimagic Field. Negates magic within 10ft.Avatar. Allows cleric to take on aspects of the patrondeity. {RR)Chardun's Branding. Reduces a slave's ability toresist his master's commands. (RR2)Cloak of Chaos. +4 AC, +4 resistance and SR 25against lawful spells.Corean's Fire. Deals Id6/level fire damage (max20d6) and blinds, 15 ft. radius. (RR2)Create Greater Undead. Mummies, spectres, vam-pires or ghosts,Discern Location. Exact location of creature or ob-ject.Earthquake. Intense tremor shakes 5-ft,/level radius.Elemental Kiss. Target creature temporarily gainsthe Elemental type. (RR2)Fire Storm. Deals Id6 fire damage/level.Greater Planar Ally. As lesser planar ally, but up to24 HD.Holy Aura. +4 AC, +4 resistance and SR 25 againstevil spells.Mass Heal. As heal, but with several subjects.Recall Champion. Call a dead hero to aid you. {RR)Shield of Law. +4 AC, +4 resistance and SR 25against chaotic spells,Stone Assault. Stones pour down, damaging andtrapping targets (RR2)Strength of Kadum. Target receives a +• 1 /caster levelbonus to Strength. (RR)Summon Monster VIII. Calls outsider to fight foryou.Symbol. Triggered runes have array of effects.Unholy Aura. +4 AC, +4 resistance and SR 25against good spells.

9TH-LEVEL CLERIC SPELLSAstral Projection. Projects you and companions intoAstral Plane.Convert. Subject gains belief in your god. (RR)

: S P E L L S

Dagger of Undeath. Creates a dagger-like holt ofnegative energy which may cteate an undead crea-ture. (RR2)Energy Drain. Subject gains 2d4 negative levels.Gate. Connects two planes for travel or summoning.Holy War. +4 bonus to attack, damage, saves, spellDCs and skills to all worshippers of your god. {RR2)Implosion. Kills one creature/round.Incapacitate. Reduces all of target's ability scores to3, and removes all but Id4 hp. (RR)Mind Share. Allows caster to get truthful answers toany questions asked of subject. (DD)Miracle, Requests a deity's intercession.Shatter Soul. Kills a target and fragments his soul.(RR)Soul Bind. Traps newly dead soul to prevent resurrec-tion.Steal Control. Steal control of any construct in sight.(DD)Storm of Vengeance. Storm rains acid, lightning andhail.Summon Monster IX. Calls outsider to fight for you.True Resurrection. As resurrection, plus remainsaren't needed.

CLERIC DOMAINSAir Domain

Deities: Enkili, Madrid, SyhanaGranted Powers: Turn or destroy earth creatures asa good cleric turns undead. Rebuke or command aircreatures as an evil cleric rebukes undead. Use theseabilities a total number of times per day equal to 3 +your Charisma modifier.Air Domain Spells1 Obscuring Mist. Fog surrounds you.2 Wind Wall. Deflects arrows, smaller creatures

and gases.Downdraft. Creates a blast of wind from thecasters location. (RR2)

3 Gaseous Form. Subject becomes insubstan-tial and can fly slowly.

4 Air Walk. Subject treads on air as if solid(climb at 45-degree angle).

5 Control Winds. Change wind direction andspeed.

6 Chain Lightning. Id6 damage/level; second-ary bolts.

Enkili's Lightning Storm. Causes an electri-cal storm that the caster can control. (RR)

7 Control Weather. Changes weather in localarea.

8 Whirlwind. Cyclone inflicts damage and canpick up crearures.

9 Elemental Swarm.* Summons 2d4 Large, Id4Huge elernentals,*Cast as an air spell only.

Animal DomainDeities: TanilGranted Powers: You cast animal friendship onceper day. Knowledge (narure) is a class skill.Animal Domain Spells1 Calm Animals. Cairns 2d4 +1/level HD of

animals, beasts and magical beasts.Nose of the Rat. Subject gains the Scent feat,bonus on tracking, enemy detection. (RR2)

2 Hold Animal. Hold one animal helpless; 1round/level,Animal Infusion. Gain the power of an ani-mal. (RR)

3 Animal Spy, Send a Tiny animal on a 3-stepmission. {RR)Dominate Animal. Subject animal obeys si-lent mental commands.

4 Repel Vermin. Insects stay 10 ft. away.5 Commune with Nature, Learn about terrain

for one mile/level.Scent of the Hunted, Subject is relentlesslystalked by wild predators. (RR2)

6 Antilife Shell. 10-ft. field hedges out livingcreatures.

7 Animal Shapes. One ally/level polymorphsinto chosen animal.

8 Creeping Doom. Carpet of insects attacks atyour command,

9 Shapechange. Transforms you into any crea-ture, and change forms once per round.

Chaos DomainDeities: Drendari, Enkili, Erias, Idra, Manawe, Tanil,VangalGranted Power: You cast chaos spells at +1 casterlevel.Chaos Domain Spells1 Protection from Law. +2 AC and saves,

counter mind control, hedge out elernentalsand outsiders.

2 Enkili's Luck. Bestows a brief bout of ill-fortune upon the subject. {RR)Shatter. Sonic vibration damages objects orcrystalline creatures.

3 Magic Circleagainst Law. As prorection spells,but 10-ft. radius and 10 min./level.

4 Chaos Hammer. Damages and staggers lawful crearures.5 Dispel Law. +4 bonus against attacks by law-

ful creatures.6 Animate Objects. Objects attack your foes.7 Word of Chaos, Kills, confuses, stuns or deafens

nonchaotic subjects.8 Cloak of Chaos. +4 AC, +4 resistance, SR 25

against lawful spells.9 Summon Monster IX.* Calls oursider to fight

for you.*Cast as a chaos spell only.

RELICS S. RITUXLf 2: LOJT LOrU

Constructs DomainDeity: NalthalosGranted Powers: Rebuke or command constructs asan evil cleric rebukes undead. The cleric may usethese abilities a total number of times per day equal tohis Charisma modifier +3. Clerics also gain access tomagic spells required tocreateany type of golem. Thisability may be used a number of times equal to thenumber of rebuke attempts available to an evil clericof equal level.Constructs Domain Spells1 Invisibility to Constructs. Constructs can't

detect one subject per level. (DD)2 Stop Golem. As hold person but on golems.

(DD)3 Shout. Deafens all within cone and deals 2d6

damage. (DD)4 Strength of Nalthalos. Subject gains ld8+4

temporary strength. (DD)5 Transfer Sentience. Subject and target golem

exchange intelligence scores. {DD)6 Heal Construct. As heal but on constmcts,

(DD)7 Reconstruct. As resutrection but affecting

constructs. {DD)8 Iron Body. Body becomes living iron.9 Steal Control. Steal control of any construct

in sight. (DD)

Death DomainDeity: Belsameth, Nemorga, SethrisGranted Power: You may use a death touch once perday. Your death touch is a spell-like ability that is adeath effect. You must succeed at a melee touchattack against a living cteature (using the rules fortouch spells). When you touch, roll Id6 per yourcleric level. If the total at least equals the creature'scurrent hit points, it dies.Death Domain Spells1 Cadaver Dance. Animates skeletons or zom-

bies for 1 day/level. (HO)Cause Fear. One creature flees for Id4 rounds.Grim Feast. Regain lost hit points by drainingfresh corpses. (RR)

2 Death Knell. Kill dying creature and gain Id8temp, hp, +2 Str and +1 caster level.Sleep of the Dead. Feign death. (RR)

3 Animate Dead. Creates undead skeletons andzombies.Armor of Undeath. Crafts protective armorfrom a corpse. (RR)

4 Death Ward. Grants immunity todeath spellsand effects.

5 Imbue Shadow. Turns an ordinary shadowinto a shadow creature. (RR)Slay Living. Touch attack kills subject.

6 Create Undead. Ghouls, shadows, ghasts,wights or wraiths.Undead Crew. Summons an undead crew tocrew a ship controlled by the caster. {RR2)Sacrificial Heart. Kills a tatget by deliveringhis heart into your hand. {RR)

7 Destruction. Kills subject and destroys re-mains.

8 Create Greater Undead. Mummies, spectres,vampires or ghosts.Leech Field. Absorbs hit points from nearbyfoes. (RR)Negative Energy Geyser. Creates an eruptionof negative energy. (RR2)

9 Wail of the Banshee. Kills one creatute/level.

Destruction DomainDeity: VangalGranted Power: You gain the smite power, thesupernatural ability to make a single melee attackwith a +4 attack bonus and a damage bonus equal toyour cleric level {if you hit) . You must declare thesmite before making the attack. It is usabie once perday.Destruction Domain Spells1 Inflict Light Wounds. Touch attack, ld8+I/

level damage {max +5) ,2 Shatter. Sonic vibration damages objects or

crystalline creatures,VangaPs Touch. Target rages as a barbarian.(RR)

3 Contagion. Infects subject with chosen dis-ease.

4 Inflict Critical Wounds. Touch attack, 4d8+ I/level damage (max +20).Unholy Channel. Allows inflict spells to becast upon target at range. (RR)Verminplague. Summons a horde of diseasedrats, insects and other scavengers. (RR)

5 Circle of Doom. Deals Id8 +I/level damage inall directions.

6 Harm. Subject loses all but Id4 hp.7 Disintegrate. Makes one creature or object

vanish,8 Earthquake. Intense tremor shakes 5-ft./level

radius,9 Implosion. Kills one creature/round,

Incapacitate. Reduces all of target's abilityscores to 3, and removes all but Id4 hp. (RR)Cone of Oblivion. Creates a cone that disin-tegrates everything in its path, (RR2)

Domination DomainDeity: ChardunGranted Power: The cleric may rebuke or commandmembers of his own race as he rebukes or commandsundead. Chaotic- or good-aligned targets may makea Will save (DC 10 + cleric's Cha modifier + half the

cleric's level) to avoid the effect. This effect nevettesults in the destruction of the creatures rebuked orcommanded. This ability may be used a number oftimes equal to the cleric's rebuke/command attemptsper day.Domination Domain Spells1 Command. One subject obeys one-word com-

mand for one round.2 Rend the Sovereign Soul. Weakens victim's

Will to resist. <RR)3 Chardun's Torments. Victim takes subdual

damage and suffers penalties from pain. (DD)Fist of Iron. Transforms one fist into an ironclub. (DD)

4 Lesser Geas. Commands subject of 7 HD orless.

5 Dominate Person. Controls humanoid tele-pathically.Mind Fog, Subjects in fog get -10 Wis, Willchecks.

6 Geas/Quest. As lesser geas, plus it affects anycreature.Visage of the Overlord. Surrounds the casterin an aura of command and competence. (DD)

7 Incite. Enlists a large group to achieve a speci-fied goal. (RR)

8 Power of the Overlord. Grants great strengthbut slowly corrupts the victim's soul. (DD)

9 Dominate Monster. As dominate person, butany creature.

Dream DomainDeity: EriasGranted Powers: Once per night, while sleeping,you may attempt a Scry check (DC 20) to gain theanswer to some question, as per the spell divination.You require at least 3 hours sleep to use this divinegift. This is a supernatural ability.Drearn Domain Spells1 Sleep. Put 2d4 HD of creatures into comatose

slumber,2 Minor Image. Assilent image plus some sound,

Detect Dreams. See into another's dreams,and learn the secrets of her past, (RR2)

3 Modify Memory, Changes 5 minutes ofsubject's memories.

4 Phantasmal Killer. Fearsome illusion killssubject or deals 3d6 damage.

5 Dream. Sends message to anyone sleeping.6 Nightmare. Sends vision causing I d l O HD

damage.Deep Sleep, Put a large number of creaturesinto a deep sleep from which only magic canwake them. (RR2)

7 Vision. As legend lore but quicker and strenu-ous.

8 Maze. Traps subject in extradimenstonal maze.

CHAPUR T H R E E : S P E L L S

9 Weird. As phantasmal killer but affects allwithin 30 feet.

Earth DomainDeity: GoranGranted Power: Turn or destroy air creatures as agood cleric turns undead. Rebuke or command earthcreatures as an evil cleric rebukes undead. Use theseabilities a total number of times per day equal to 3 +your Charisma modifier.Earth Domain Spells1 Magic Stone. Three stones become + 1 projec-

tiles, Id6+l damage.Shockwave Strike. Transmit the force of abludgeoning weapon through the ground toan opponent. (RR)

2 Soften Earth and Stone. Turns stone to clayor dirt to sand or mud.

3 Earth Blast. Wave of displaced earth explodesbeneath an enemy's feet, causing 4d6 + I/leveldamage (RR2)Stone Shape. Sculpts stone into any form.

4 Spike Stones. Creatures in area take Id8 dam-age, may be slowed.

5 Wall of Stone. 20 hp/four levels; can be shaped.6 Stoneskin. Stops blows, cuts, stabs and slashes.

Avalanche. Creates a moving avalanche un-der caster control. (RR2)

7 Earthquake. Intense tremorshakes 5-ft./levelradius.Blaise's Iron Bead. Weaves an invisible pro-tective magnetic barrier about the caster.(RR2)Stone Assault. Stones pour down, damagingand trapping targets. (RR2)

8 Iron Body. Your body becomes living iron.9 Elemental Swarm.* Summons 2d4 Large, 1 d4

Huge elementals.*Cast as an earth spell only.

Enhancement DomainDeities: Drendari, Idra, ManaweGranted Power: Overwhelming presence: the clerichas the supernatural abili ty to gain an enhancementbonus to Charisma that is equal to her level. Activat-ing the power is a free action and the power is usableonce per day. This power lasts for a length of timenecessary to use the bonus granted on a single roll.Thus, it may last an entire evening if used on aDiplomacy roll during a dinner, or but a single roundif used to augment an undead turning attempt.Entrancement Domain Spells1 Charm Person. Makes one person yourfriend.

Hypnotism. Fascinates 2d4 HD of creatures.2 Commanding Presence. Subject gains 1 d4+ 1

Charisma for 1 hour/level. (RR)Enthrall. Captivates all within 100 feet + 10feet/level.

. RELICS &. RITUXLS 2: LOST

Veil of Lust. Caster appeats highly desitableto tatget, gains +20 to Charisma-based rolls.(RR2)

3 Suggestion, Compels subject to follow statedcourse of action.Siren Song, Causes one target/level to bedrawn inexorably toward the caster. (DD)

4 Emotion. Arouses strong emotion in subject.5 Dominate Person, Controls humanoid tele-

pa thically.Gulaben's Ecstasy. Target is distracted bypleasure and has his will weakened. (RR2)Mind Fog. Subject in fog gets -10 Wis, Willchecks.

6 Mass Suggestion, As suggestion, plus one/level subjects.Rie's Dance of Seduction, Charms all whoview the dancer. {RR}

7 Incite, Enlists a large group to achieve a speci-fied goal. (RR)

8 MassCharm, Ascharm monster, but all within30 feet.

9 Convert, Subject gains belief in your god.(RR)

Evil DomainDeities: Belsameth, Chardun, Nalrhalos, Sethris,VangalGranted Power; You cast evil spells at +1 casterlevel.Evil Domain Spells1 Protection from Good. +2 AC and saves,

counter mind control, hedge out elemenralsand oursiders.

2 Desecrate. Fills area with negative energy,making undead stronger.

3 Chardun's Torments. Victim takes subdualdamage and suffers penalties from pain, (RR)Magic Circle against Good. As protectionspells, but 10-ft. radius and 10 min./level.

4 Unholy Blight. Damages and sickens goodcreatures,Unholy Channel. Allows inflict spells to becast upon target at range. {RR}Blood Water. Person's blood transforms roconsistency of water (RR2)Bloodied Blade, Temporarily gives a weaponthe taste for blood, granting bonuses to attackand damage rolls. (RR2)

5 Dispel Good. +4 bonus against attacks bygood creatures,Imbue Shadow. Turns an ordinary shadowinto a shadow creature. (RR)Profane Stare. Gaze deals 3d6/paralyzes goodcreatures. (RR2)

6 Create Undead. Ghouls, shadows, ghasts,wights or wraiths.

7 Blasphemy, Kills, paralyzes, weakens or dazesnonevil subjects.

8 Unholy Aura. +4 AC, +4 tesistance, SR 25against good spells.

9 Summon Monster IX.* Calls outsider to fightfor you.*Cast as an evil spell only.

Fey DomainDeity: SyhanaGranted Power: The cleric grains +4 vs. all spell-likeabiliriesusedbyfey. Knowledge (fey) and Knowledge(nature) are class skills.Fey Domain Spells1 Charm Person. Makes one person your friend.2 Invisibility. Subject is invisible for 10 min

utes/level or until it attacks.3 Snare. Cteates a magical booby trap,4 Confusion. Makes subject behave oddly for

one round/level.Iron Butterflies. Creates a flock of iron but-terflies that damages enemies and harms fey.(RR2)

5 Polymorph Self. As polyrnorph other but youassume rhe form of a different creature.

6 Amnesia. Target loses all memories. (DD)7 Summon Nature's Ally VII (Hornsaw uni-

corn only). Calls creature to fight.8 Otto's Irresistible Dance. Forces subject to

dance.9 Shapechange. Ttansforms you into any crea-

ture and changes forms once per round.

Fire DomainDeity: CoreanGranted Power: Turn or destroy warer creatures as agood cleric turns undead. Rebuke or command firecreatures as an evil cleric rebukes undead. Use theseabilities a total number of times per day equal to 3 +your Charisma modifier.Fire Domain Spells1 Burning Hands. Id4 fire damage/level (max

5d4).2 Chaos Flame. Creates an uncontrollable ball

of fire that inflicts 4d4 damage. (RR2)Produce Flame. Id4 + I/two levels damage,rouch or thrown.

3 Ganesr's Farstrike. Creates a bolt of flamewith exceptional range. (RR)Resist Elements.* Ignore first 12 damage fromone energy rype each round.

4 Wall of Fire. Deals 2d4 fire damage out to 10ft. and Id4 out to 20 ft. Passing through walldeals 2d6 +l/level.

5 Fire Shield. Creatures attacking you take firedamage; you're prorected from heat or cold.

6 Fire Seeds. Acorns and berries become gre-nades and bombs.

: SPELL!

7 Fire Storm. Deals Id6 fire damage/level.Corean's Fire. Deals Id6/level fire damage(max 20d6) and blinds, 15 ft. radius. (RR2)

8 Incendiary Cloud. Cloud deals 4d6 fire dam-age/round.

9 Elemental Swarm,** Summons 2d4 Large,Id4 Huge elementals.*Resist cold or fire only.**Cast as a fire spell only.

Gateways DomainDeity: NcmorgaGranted Power: Open Lock and Search are classskills for you. You receive a +4 divine bonus to allsaving throws and attack rolls made while standingon the threshold or doorstep of a door, gateway orother portal.Gateways Domain Spells1 Hold Portal. Holds door shut.2 Knock. Opens locked or magically sealed door.3 Glyph of Warding. Inscription harms those

who pass it.4 Dimensional Anchor. Bars extradimenstonal

movement.5 Wall of Force. Wall is immune to damage.6 Word of Recall. Teleports you back to desig-

nated place.7 Plane Shift. Up to eight subjects travel to

another plane.8 Greater Planar Binding. As lesser planar bind-

ing, but up to 24 HD.9 Gate. Connects two planes for travel or sum-

moning.

Good DomainDeities: Corean, Erias,Goran, Madriel, Syhana,Tanil.Granted Power: You cast good spells at +1 casterlevel.Good Domain Spells1 Protection from Evil. +2 AC and saves,

counter mind control, hedge out elementalsand outsiders,

2 Aid. +1 attack, +1 on saves against fear, Id6temporary hit points.

3 Magic Circle against Evil. Asprotection spells,but 10-ft. radius and 10 min./level.

4 Cloak of Righteousness. Creates shining rai-ment, blinding opponents and encouragingallies. (RR)Demonbane. Caster temporarily gains greatpower in battle against evil outsiders. (RR2)Holy Smite. Damages and blinds evil crea-tures.

5 Dispel Evil. +4 bonus against attacks by evilcreatures.

6 Blade Barrier. Blades encircling you deal Id6damage/level.

7 Holy Word. Kills, paralyzes, weakens or dazesnongood subjects,

8 Holy Aura, +4 AC, +4 resistance and SR 25against evil spells.

9 Summon Monster IX.* Calls outsider to fightfor you.*Cast as a good spell only.

Healing DomainDeity: MadrielGranted Power: You cast healing spells at +1 casterlevel.Healing Domain Spells1 Cure Light Wounds. Cures Id8 + I/level dam-

age {max +5).2 Cure Moderate Wounds. Cures 2d8 + I/level

damage (max +10).3 Cure Serious Wounds. Cures 3d8 + I/level

damage (max +15).4 Cure Critical Wounds. Cures 4d8 + I/level

damage (max +20).Holy Channel. Allows healing spells to becast at range, (RR)

5 Healing Circle. Cures IdS + l/leveldamageinall directions.

6 Heal. Cures all damage, diseases and mentalconditions.

7 Greater Healing Circle. Heals 2d8+2/casterlevel damage in all directions. {RR)Regenerate. Subject'ssevered limbs grow back.

8 Mass Heal. As heal, but with several subjects.9 True Resurrection. As tesurrection, plus re-

mains aren't needed.

Judgment DomainDeity: HedradaGranted Power: Sense Motive is a class skill for you.In addition, you may make a true strike (as the spell)once per day against anyone who has wounded youwithin 24 hours. Invoking the true strike effect is a freeaction, although you must declare it before you makeyour attack roll. This power counts as a spell-likeability.Judgment Domain Spells1 Prevarication's Bounty. Causes the tongue of

the victim to swell when the victim lies. (RR)2 Hedrada's Balance. Protects willing recipient

from emotional biases.(RR)3 Sea ri ng L ight. Ra y deals 1 d 8/two le ve Is, more

against undead.4 Discern Lies. Reveals deliberate falsehoods.5 True Seeing. See all things as they really are,6 Divine Talion. Your enemies' attacks are re-

visited upon them. (DD)7 Forcecage. Cube of force imprisons all inside.8 Mind Blank, Subjecr is immune to mental/

emotional magic and scrying.

RELICS &. RITUXLS 2: LOST LOM

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62

9 Imprisonment. Entombs subject beneath theearth.

Knowledge DomainDeity: Hedrada, Nemorga.Granted Power: All Knowledge skills are class skills.You cast divinations at +1 caster level.Knowledge Domain Spells1 Detect Gold. Detects gold or other metals.

(RR)Detect Secret Doors. Reveals hidden doorswithin 60 ft.

2 Detect Thoughts. Allows "listening" to sur-face thoughts.Locate Corpse. The cleric is able to locate acorpse. (RR)

3 Clairaudience/Clairvoyance. Hear or see at adistance for 1 min./level.

4 Divination. Provides useful advice for specificproposed actions.Terole's Translator. Gives complete under-standing of one language. (RR)

5 True Seeing. See all things as they really are.6 Find the Path. Shows most direct way to a

location.7 Legend Lore. Learn tales about a person, place

or thing.8 Discern Location. Exact location of creature

or object.9 Foresight. "Sixth sense" warns of impending

danger.

Law DomainDeities: Chardun, Corean, Goran, Hedrada,Nalthalos.Granted Power: You casr law spells at +1 caster level.Law Domain Spells1 Protection from Chaos. +2 AC and saves,

counter mind control, hedge out elementalsand outsiders.

2 Calm Emotions. Calms Id6 creatures/level,negating emotion effects.Hedrada's Balance. Protects willing recipientfrom emotional biases. (RR)

3 Magic Circle against Chaos. As protectionspells, but 10-ft. radius and 10 min./level.

4 Order's Wrath. Damages and dazes chaoticcreatures.

5 Dispel Chaos. +4 bonus against attacks bychaotic creatures.

6 Hold Monster. As hold person, but any creature.7 Dictum. Kills, paralyzes, weakens or dazes

nonlawful subjects.8 Shield of Law. +4 AC, +4 resistance and SR

25 against chaotic spells.9 Summon Monster IX.* Calls outsider to fight

for you.*Cast as a law spell only.

Luck DomainDeity: Enkili, Hwyrdd, Tanil.Granted Power: You gain the power of good fortune,which is usable once per day. This extraordinaryability allows you torerollone roll that you have justmade. You must take the result of the reroll, even ifit's worse than the original roll.Luck Domain Spells1 Entropic Shield. Ranged attacks against you

suffer 20% miss chance.Tanil's Touch. Allows the choice of twooutcomes when rolling dice. (RR)

2 Aid. +1 attack, +1 against fear, Id8 temporaryhit points.

3 Protection from Elements. Absorb 12 dam-age/level from one kind of energy.

4 Freedom of Movement. Subject moves nor-mally despite impediments.Quick Learn. Grants caster 3 + I/level skillranks in a desired skill. (RR2)

5 Break Enchantment. Frees subjects from en-chantments, alterations, curses and petrifica-tion.

6 Mislead. Turns you invisible and creates illu-sory double.Trust in the Gods. One roll determined bythe caster automatically succeeds, but at gteatpersonal cost. (RR.2)

7 Spell Turning. Reflect Id4+6spelllevelsbackat caster.

8 Holy Aura. +4 AC, +4 resistance and SR 25against evil spells.

9 Miracle. Requests a deity's intercession.

Magic DomainDeity: Belsameth, Erias.Granted Power: Use scrolls, wands and other deviceswith spell completion or spell trigger activation as awizard of one-ha If your cleric level {at least 1 st level).For th e pu rpose of us ing a sc ro 11 o r o th er m ag ic de v ic e,if you are also a wizard, actual wizard levels and theseeffective wizard levels stack.Magic Domain Spells1 Nystul's Undetectable Aura. Masks magic

item's aura.2 Identify. Determines single feature of magic

item.3 Dispel Magic. Cancels magical spells and ef-

fects.4 Imbue with Spell Ability. Transfer spells to

subject.Manaspear. Creates a magical spear that inflicts damage and drains spells from its target.(RR)

5 Spell Resistance, Subject gains +12 + I/levelSR.

6 Antimagic Field, Negates magic within 10 ft.

CHAPUR THREE: S P E L L S

Mana Sink. Creates a floating sphere thatabsorbs magic within its area of effect (RR2)

7 Spell Turning. Reflect Id4+6 spell levels backat caster.

8 Protection from Spells. Confers +8 resistancebonus.Mord's Disjunction. Dispels magic, disen-chants magic items.

Missionary DomainDeity: AnyGranted Power: You can invoke the ability to com-prehend languages once per day as a free action. Thisis a spell-like ability, however, there are no compo-nents required, so the power can be activated withoutanyone else's knowledge. This effect lasts twice aslong as the spell itself (i.e., 20 minutes per level).Missionary Domain Spells

Madrid's Emparhic Resonance. The subjectexperiences the emotions of those whom hewrongs. (RR)Mount. Summons riding horse for 2 hr,/level.

2 Charm Person. Makes one person your friend.Rend the Sovereign Soul. Weakens victim'sWill to resist. (RR)

3 Divine Raiment. Opponents can't attack you,but you can attack, (RR)

4 Suggestion. Compels subject to follow statedcourse of action.

5 Prying Eyes- Id4 floating eyes + I/level scoutfor you.

6 Inquisition. Target must answer three ques-tions truthfully. (RR)

7 Incite. Enlist a large group to achieve a speci-fied goal. (RR)

8 Sympathy, Object or location attracts certaincreatures.

9 Convert. Subject gains belief in your god,(RR)

Plant DomainDeities: Madriel, TanilGranted Powers: Rebuke or command plant crea-tures as an evil cleric rebukes or commands undead.Use these abilities a total number of times per dayequal to 3 + your Charisma modifier.Knowledge (nature) is a class skill.Plant Domain Spells1 AdKere to wood. Caster's skin sticks to wooden

surfaces. (RR)Entangle. Plants entangle everyone in 40-fr.-

. radius circle.2 Barkskin. Grants +3 natural armor bonus (or

higher).Sethtel's Stick Servant, Create a servant outof sticks. (RR)

3 Plant Growth. Grows vegetation, improvescrops.

Thorn Throw. A cone of thorns causes Id6hit points/level minus AC. (RR)

4 Control Plants. Talk to and control plantsand fungi.Live Wood. Regenerates damage done towooden items or creatures. (RR)Armor of Brambles. Target gains thorny ar-mor that can damage attackers (RR2)

5 Gutroot. Causes plant matter in the stomachsof enemies to sprout and grow. (RR)Wall of Thorns. Thorns damage anyone whotries to pass.

6 Breath of Death. Caster exhales a cloud ofspores. (RR2)Repel Wood. Pushes away wooden objects.

7 Changestaff. Your staff becomes a treant oncommand.

8 Command Plants. Plants animate and vegeta-tion entangles.

9 Shambler. Summons ld4+2 shamblingmounds to fight for you.

Protection DomainDeities: Corean, Hedrada, HwyrdciGranted Power: You can generate a protective ward,a spell-like ability to grant someone you touch aresistance bonus on her next saving throw, equal toyour level. Activating this power is a standard action.The protective ward is an abjuration effect with aduration of 1 hour that is usable once per day.Protection Domain Spells1 Minor Symbol of Divinity. Creates minor

magical protections within a small area, (RR)Sanctuary. Opponents can't attack you, andyou can't attack,

2 Shield Other. You take half of subject's dam-age.Body of Sand. The spellcaster transforms hisform into sand, gaining protection from pierc-ing and slashing weapons. (RR2)Keshmeeri Refuge, Protects target from theharsh desert environment, (RR2)

3 Di v in e Ra i menr. Opponen ts c an't a ttack y ou,but you can attack. (RR)Protection from Elements. Absorb 12 dam-age/level from one kind of energy.

4 Ironheart. Granrs recipient +5 bonus that canbe distributed among future saving throws,(RR)Spell Immunity. Subject is immune to onespell/four levels.

5 Spell Resistance. Subject gains +12 +l/levelSR.

6 Antimagic Field, Negates magic within 10 ft.Taldock's Spell Inhibitor. Weakens spellscast within 100 ft. (RR)

7 Repulsion. Creatures can't approach you.

I

R E L I C S &. RITUALS 2: LOST LoK€

8 Mind Blank. Subject is immune to mental/emotional magic and scrying.

9 Prismatic Sphere. As prismatic wall, but sur-rounds on all sides.

Rainbow DomainDeity: SyhanaGranted Power: The cleric gains +2 vs. all spellsaffecting vision and is immune to all forms of magicalblindness.Rainbow Domain Spells1 Color spray. Knocks unconscious, blinds or

stuns Id6 weak creatures.2 Glitterdust. Blinds creatures, outlines invis-

ible creatures.Hypnotic pattern. Fascinates 2d4+1 HD/levelof creatures.

3 Fly, Subject flies at speed of 90.4 Rainbow Pattern. Lights prevent 24 HD of

creatures from attacking or moving away.5 Shield of Color. Creates a shimmering shield

that protects the castet from attack and shadowmagic. (DD)

6 Control Weather, Changes weather in localarea.

7 Prismatic Spray, Rays hit subjects with avariety of effects.

8 Prismatic Wall. Wall's colors have array ofeffects.

9 Prismatic Sphere. As prismatic wall, but sur-rounds on all sides.

Secrets DomainDeities: IdraGranted Power: Once per day, clerics of secrets canreceive a truthful answer to any single question. Thequestion can be asked only of characters who share alanguage with the cleric. The person questioned mayomit information or word her answer in a misleadingmanner, but she must answer and cannot lie. Charac-ters of level equal to or, greatet than the cleric get aWill save (DC equal to the cleric's Charisma) torefuse to answer, but they still cannot lie,Secrets Domain Spells1 Detect Secret Doors. Reveals hidden doors

within 60 feet.Message. Whispered conversation at a dis-tance.

2 Dead Man's Eyes. View the last minutes of acorpse's life from its view. (RR)Detect Thoughts. Allows "listening" to sur-face thoughts,

3 Mind Raid. Allows reading of deep thoughts.(RR)

4 Discern Lies, Reveals deliberate falsehoods.Mirror Safe. Creates an extradimensionalspace to store items. (RR)

5 Inquisition. Target must answer three ques-tions truthfully. (RR)Prying Eyes. Id4 floating eyes +l/level scoutfor you.

6 True Seeing. See all things as they really are,7 Sequester. Subject is invisible to sight and

scrying.8 Discern Location. Exact location of creature

or object.Mind Blank. Subject is immune to mental/emotional magic and scrying.

9 Mind Share. Allows caster to get truthfulanswers to any questions asked of subject.(DD)

Shadow DomainDeities: DrendariGranted power: Add your level to Hide and MoveSilently skill rolls while in shadow.Shadow Domain Spells1 Reshape Shadow. Changes the shape of a

natural shadow. (RR)Shade's Sight. Creature touched may lookfrom nearby shadows. (RR)

2 Gloom. Creates an area of shadowy light arounda touched object. (RR)Animate Shadow. Shadows Kxomo ropes thatentangle. (RR)Shadow Strike. Damage inflicted on a shadowis transferred to its owner. (RR)Shadow Touch. Caster has Strength-drain ingtouch. (RR)

4 Shadow Form of Lyrand, Caster turns himselfinto a natural shadow. (RR)Shadow Shield. Protects the caster from sightand scrying. (RR)

5 Curtain of Darkness. Creates a black wallthat blocks sight and scrying. (RR)Imbue Shadow. Turns an ordinary shadowinto a shadow creature. (RR)

6 Shadow Smash. Permanently turns any objectinro a shadow version of itself. (RR)

7 Shadow Walk. Step into shadow to travelrapidly. (RR)

8 Shadow Twin. Turns a creature's shadow intoa hostile twin. (RR)

9 Eclipse. Causes the sun(s) in the sky to beeclipsed. (RR)

Strength DomainDeities: Chardun, Goran, VangalGranted Power: You can perform a feat of strength,which is the supernatural abili ty to gain an enhance-ment bonus to Strength equal to your level. Activatingthe power is a free action, the power lasts 1 round, andit's usable once per day.Strength Domain Spells

CHAPT£R T H R E E : J P E L L S

1 Endure Elements. Ignores 5 damage/roundfrom one energy type.Shockwave Strike. Transmit the force of abludgeoning weapon through the ground toan opponent. (RR)

2 Bull's Strength. Subject gains Id4+l Strfor 1hr./level.

3 Magic Vestment. Armor or shield gains +1enhancement/three Level.

4 Sap Strength, Steals the strength from another creature. (RR2)Spell Immunity. Subject is immune to onespell/four levels.

5 Brothers in Arms. A Hies exchange hit pointsand Strength between themselves. (RR)Righteous Might. Your she increases, and yougain +4 Str.

6 Stoneskin. Stops blows, cuts, stabs and slashes.7 Bigby's Grasping Hand. Hand provides cover,

pushes or grapples.Blaise's Iron Bead. Weaves an invisible pro-tective magnetic barrier about the caster.(RR2)

8 Bigby's Clenched Fist. Large hand attacksyour foes.Strength of Kadum. Target receives a +!/caster level bonus to Strength. {RR)

9 Bigby's Crushing Hand. As Bigby's graspinghand, but stronger.

Sun DomainDeity: MadrielGranted Power: Once per day, you can perform agreater turning against undead in place of a regularturning (or rebuking) attempt. The greater turning islike a normal turning (or rebuking) attempt, exceptthat the undead creatures that would be turned (orrebuked or commanded) are destroyed instead.Sun Domain Spells1 Endure Elements.* Ignores 5 damage/round

from one energy type.2 Heat Metal. Make metal so hot it damages

those that touch it.3 Searing Light. Ray deals Id8/two levels, more

against undead.Sunspear. Create a spear of light that heals orinflicts 2d4+2/level when thrown. (RR)

4 Fire Shield. Creatures attacking you take firedamage; you're protected from heat or cold.Purifying Flames. Burns a foe every rounduntil extinguished. (RR)

5 Flame Strike. Smite foes with divine fire {Id8/level).

6 Fire Seeds. Acorns and berries become gre-nades and bombs.

7 Sunbeam. Beam blinds and deals 3d6 damage.

Corean's Fire. Deals Id6/level fire damage(max 20d6) and blinds, 15 ft. radius. (RR2)

8 Sunburst. Blinds all within 10 ft., deals 3d6damage.

9 Prismatic Sphere. As prismatic wall, but sur-rounds on all sides.*Endure cold or fire only.

Travel DomainDeities: Enkili, Manawe, Nemorga, Tanil.Granted Powers: For a total of 1 round per yourclericlevel per day, you can act normally regardless ofmagical effects that impede movement (similar to theeffect of the spell freedom of movement). This effectoccurs automatically as soon as it applies, lasts untilit runs out or is no longer needed and can operatemultiple times per day (up to the total daily limit ofrounds). This is a spell-like ability.Wilderness Lore is a class skill.Travel Domain Spells1 Champion Swimmer. The subject gains a +15

competence bonus to all Swim checks. (RR2)Expeditious Retreat. Doubles your speed.

2 Locate Object. Senses direction toward ob-ject (specific or type).

3 Fly. Subject flies at speed of 90.4 Dimeasion Door. Teleports you and up to 500 Ib.5 Teleport. Instantly transports you anywhere.6 Find the Path. Shows most direct way to a

location.7 Teleport without Error. As teleport, but no

off-target arrival.8 Phase Door. Invisible passage through wood

or stone.Rapid journey. Allows multiple teleportations.

9 Astral Projection, Projects you and compan-ions into Astral Plane.

Trickery DomainDeities: Belsameth, Enkili, Hwyrdd, Tanil.Granted Power: Bluff, Disguise and Hide are classskills.Trickery Domain Spells1 Change Self. Change own appearance.

Reshape Shadow. Changes the shape of anatural shadow. (RR)Penumbral Trap. Creates an area of phantas-mal foes. (WW)

2 Enkili's Prank. Confuses the magic of aspellcaster, causing him todischarge the wrongspell. (RR)Invisibility, Subject invisible 10 min./level oruntil it attacks.Ricochete. Allows an arrow, sling bullet, orcrossbow bolt to strike multiple targets in asingle round. (RR2)

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RELICS &. R1TUXLS 2: LOST LdFU

Veil of Lust. Caster appears highly desirableto target, gains +20 to Charisma-based rolls.(RR2)

3 Nondetection, Hidessubject from divination,scrying.

4 Confusion. Makes subjects behave oddly for 1round/level.Ghostdweomer. Creates a phantom dweomeraround a spell or magic item to foil dispelmagic attempts. (RR)

5 False Vision. Fools scrying with an illusion.6 Mislead, Turns you invisible and creates illu-

sory double.Reverse Illusion. A real object is cloaked byillusion. (RR)

7 Screen. Illusion hides a re a from vision, scrying.8 Polymorph Any Object. Changes any subject

into anything else.Convert. Subject gains belief in your god, (RR)

9 Time Stop. You act freely for Id4+l rounds.

Vengeance DomainDeities: SethrisGranted Power: If you have heen harmed by a targetin combat you may smite the foe during the fallowinground, as per the spell holy smite. Any creature maybe affected by this ability,Vengeance Domain Spells1 Shield of Faith. Aura grants +2 or higher

deflection bonus.2 Knock. Opens locked or magically sealed door.3 Speak with Dead. Corpse answers one ques-

tion/two levels.4 Dimensional Anchor. Bars extradimensional

movement.5 Mark of Justice. Designates action that will

trigger curse on subject.6 Vengeance of the Scorned. Allows caster to

find and defeat a single individual. (DD)7 Spell Turning. Reflects ld4+6 spell levels

back at caster.8 Discern Location. Exact location of creature

or object.9 Storm of Vengeance. Storm rains acid, light-

ning and hail.

War DomainDeities: Chardun, Corean, VangalGranted Power: Free Martial Weapon Proficiency(if necessary) and Weapon Focus with the deity'sfavored weapon.War Deity Favored WeaponChardun Mace/scepterCorean LongswordVangal BattleaxeWar Domain Spells1 Magic Weapon. Weapon gains +1 bonus.

Battlecry. Cone area effect that stuns oppo-nents. (RR)

2 Spiritual Weapon. Magical weapon attackson its own.

3 Magic Vestment. Armor or shield gains •*• 1enhancement/three levels.Sacred Weapon. Summons weapon that inflicts IdlOdamage and causes deafness. (RR)Vangal's Blessing. One willing subject/levelenters a berserker rage. (RR2)

4 Divine Power. You gain attack bonus, 18 Strand 1 hp/level.

5 Flame Strike. Smite foes with divine fire (Id6damage/level).

6 Blade Barrier. Blades encircling you deal Id6damage/level.

7 Power Word, Stun. Stuns creature with up to150hp.

8 Power Word, Blind. Blinds 200 tip worth ofcreatures.Recall Champion. Call a dead hero to aidyou. (RR)

9 Power Word, Kill. Kills one tough subject ormany weak ones.

Water DomainDeity: M ana we,Granted Power: Turn or destroy fire creatures as agood cleric turns undead. Rebuke or command watercreatures as an evil cleric rebukes undead. Use theseabilities a total number of times per day equal to 3 +your Charisma modifier.Water Domain Spells1 Champion Swimmer. The subject gains a +15

competence bonus to all Swim checks. (RR2)Obscuring Mist. Fog surrounds you.Buoyancy Net. Target is forced to the water'ssurface. (RR)

2 Fog Cloud. Fog obscures vision,3 Pressure Sphere. Increases water pressure to

damage targets. (RR)Water Breathing. Subjects can breathe un-derwater.

4 Control Water. Raise, lower or part bodies ofwater.Frostform. Caster's body becomes like ice,granting Cold subtype and bonus cold damageto his unarmed attacks. (RR2)

5 Ice Storm. Hail deals 5d6 damage in cylinder40 ft. across.Blaise's Bead of Frost. Enchants bead toproduce a blast of frost and numbing cold.(RR2)

6 Cone of Cold, Id6 cold damage/level.7 Acid Fog. Fog deals acid damage.8 Horrid Wilting. Deals Id8 damage/level within

30ft .

9 Elemental Swarm.* Summons 2d4Large, Id4Huge elementats.*Cast as a water spell only.

DRTJ1DSPF11S0-LEVELDRU1D SPELLS (ORISONS)

Adhere to Wood, Caster's skin sticks to woodensurfaces. (RR)Chill/Warmth. Slowly raises or lowers temperature.(RR)Create Water. Creates 2 gallons/level of pure water.Cure Minor Wounds. Cures 1 point of damage.Detect Magic. Detects spells and magic items within60ft.Detect Poison. Detects poison in one creature orsmall object.Flare. Dazzles one creature {-1 attack).Guidance. +1 on one roll, throw or check.Know Direction, You discern north.Light. Object shines like a torch,Mending. Makes minor repairs on an object.Purify Food and Drink. Purifies 1 cu. ft./level of foodor water.Read Magic. Read scrolls and spellbooks.Resistance. Subject gains +1 on saving throws.Shockwave. Knock a foe prone from a disrance bypunching rhe ground, {RR)Sneeze. Causes target to sneeze. (RR)Spark. Creates a tiny spark. {RR}Virtue. Subject gains 1 temporary hp.

1ST-LEVELDRU1DSPELLSAnimal Friendship. Gains permanent animal com-panions.Bed Bug Bites. Sleeping target is covered with itchybites that penalize all rolls for die next day. (RR2)Body of Sand. The spellcasrer Transforms his formintosand, gaining protect ion from piercing andslash-ing weapons. (RR2)Buoyancy Net. Target is forced to the water's sur-face.Call Animal Companion. Sends message to animalcompanion. (RR2)Calm Animals, Calms 2d4 + I/level HD of animals,beasts and magical beasts.Chameleon Skin. Gives +1 bonus per Eevel to Hide(max+10) . (RR)Champion Swimmer. The subject gains a +15 com-petence bonus to all Swim checks. (RR2)Cure Light Wounds. Cures Id8 +I/level damage{max +5).Detect Animals or Plants. Detects species of animalsor plants.Detect Snares and Pits. Reveals natural or primirivetraps.

Endure Elements. Ignores 5 damage/round from oneenergy type.Entangle. Plants entangle everyone in 40-ft,-radiuscircle.Faerie Fire. Ourlines subjecrs widi tight, cancelingblur, concealment, etc.Goodberry. 2d4 berries each cure 1 hp {max 8 hp/24 hours).Invisibility to Animals, Animals can't perceive onesubject/level.Locate Oasis. Locates an oasis in the desert. (RR2)Locate Water. Locates sources of water, fresh or salt.(RR2)Magic Fang. One narural weapon of subject creaturegets +1 bonus to attack and damage.Minor Symbol of Divinity. Creates minor magicalprotections within a small area. (RR)Nose of the Rat. Subject gains the Scent feat, bonuson tracking, enemy detection. (RR2)Obscuring Mist. Fog surrounds you.Pass without Trace. One subject/level leaves notracks.Rabbit Feet. Gives +2 bonus/level to Move Silently.(RR)Salamar's Quiet Contemplation, Causes enemies togrow passive and philosophical, (RR)Sethris' Potency. Increases a narural poison's DC.(RR)Shillelagh. Cudgel orquarrerstaffbecomes +1 weapon(Id lO damage) for 1 minute/level.Shockwave Strike. Transmit the force of a bludgeoningweapon through the ground to an opponent, (RR)Summon Nature's Ally 1. Calls creature to fight.

2ND-LEVELDRU3D SPELLSAnimal Infusion. Gain the power of an animal. (RR)Animal Messenger. Sends a Tiny animal to a specificplace,Animal Trance. Fascinates 2d6 HD of animals.Bane of the Forge. Allows non-metallic weapons toignore AC of metal armor. (RR2)Barkskin. Grants +3 natural armor bonus (or higher).Bolt of Power. Produces a fiery blast of magma froma stone. (RR2)Burst of Energy. Caster gains 10 temporary hitpoints and a +1 bonus to all saving throws. (RR2)Call Aquatic Animal I. Calls aquatic animals to fightfor the spellcaster. {RR}Charm Person or Animal. Makes one person oranimal your friend.Chill Metal, Cold metal damages those who touch it.Circle of Sounds. Allows those touched to speak viabird and animal sounds. {RR)Cold Snap. Numbs and injures an opponent withbone-chilling cold. {RR)Commanding Presence. Subject gains Id4+l Chafor 1 hr./level. (RR)

RtUCI &. R1TUXLS 2: LOST

Curse of the Firefly. Target glows making him easierto spot. (RR2)Decompose. Turns a single corpse to dust or inflictsId4+ I/level damage to undead. (RR2)Delay Poison. Stops poison from harming subject for1 hour/level,Divine Wisdom. Subject gains Id4+l Wisfor 1 hr./level. (RR)Downdraft. Creates a blast of wind from the caster'slocation. (RR2)Ears of the Wolf. Adds +1 per level to caster's Listenchecks. (RR2)Fanning the Flames, Turns fire into a cone attack. (RR2)Feast of Worms, Summons lard worms to attack avictim within range. (DD)Fire Trap. Opened objectdeals Id4 + I/level damage.Flame Blade. Touch attack deals Id8 + I/two levelsdamage.Flame/Frost Weapon. Sheaths a weapon in fire orice. (RR)Flaming Sphere. Rolling ball of fire, 2d6 damage,lasts 1 round/level.Frog Tongue. Transforms tongues into those of giantfrogs, which may be used to attack enemies. (RR)Golthain's Insight, Use a vermin, animal or beast tosense the world. (DD)Heat Metal, Hot metal damages those who touch it.Hold Animal. Holds one animal helpless; 1 round/level.Hunter's Stalk. Provides concealment in rustic sur-roundings. (RR)Keshmeeri Refuge. Protects target from the harshdesert environment. (RR2)Lesser Restoration. Dispels magic ability penalty orrepairs Id4 ability damage.Lure. A spell that causes an intense desire to possessa mundane item or trinket. (RR2)Oakenblade. You create a blade out of life-filled oak.(DD)Produce Flame. Id4 + I/two levels damage, touch orthrown.Resist Elements. Ignores first 12 damage from oneenergy type each round.Ricochete. Allows an arrow, sling hullet, or crossbowbolt ro strike multiple targets in a singie round. (RR2)Serpents' Stare. The caster's gaze freezes a singletarget in place. (RR2)Sethtel's Stick Servant. Create a servant out ofsticks. (RR)Soften Earth and Stone. Turns stone to clay or dirtto sand or mud,Speak with Animals. You can communicate withnatural animals.Summon Nature's Ally II. Calls creature ro fight.Summon Swarm. Summons swarm of small crawlingor flying creatures.

Swift Water. Enhances the speed of hoats and ships. (RR)Tree Shape. You look exactly like a tree for 1 hour/level.Warp Wood. Bends wood (shaft, handle, door, plank).Wolf's Cry. Causes animal attackers ro flee, imposes-1 arrack penalty on intelligent foes. (RR)Wood Shape. Rearranges wooden objects to suit you.

3RD-LEVELDRUIDSPEL1SAnimal Spy, Send a Tiny animal on a 3-step mission.(RR)Arms of the Mother. You and one person/four levelsenter a healing sleep within the earth. (DD)Beast Soul. Borrow the abilities of a willing animal.(RR)Call Lightning. Directs lightning bolts {Id 10/level)during storms.Contagion. Infects subject with chosen disease.Cure Moderate Wounds. Cures 2d8 +l/level dam-age (max +10).Denev's Exile from Nature, Subject is cursed so rhatwilderness activities are more difficult. (RR)Diminish Plants. Reduces size or blights growth ofnormal plants.Dominate Animal. Subject animal obeyssilent men-tal commands.Earth Blast. Wave of displaced earth explodes beneath anenemy's feet, causing 4d6 + 1 /level damage (RR2)Earthen Screen. Creates a small wall to providecover. (RR2)Enhanced Senses. Grants darkvision, +10 bonus toListen, Search and Spot, plus Scent ability. (RR2)Ganest's Farstrike. Creates a bolt of flame withexceptional range. (RR)Greater Magic Fang. One natural weapon of subjectcreature gets +1 bonus toattack and damage per threecaster levels (max +5).Iceshards, Caster creates several floating shards ofice that may defend or attack against opponents.(RR2)Listening Ringworm. Creates a worm parasite in thetarget that transmits sound to the caster. (RR)Meld into Stone. You and your gear merge withstone.Neutralize Poison. Detoxifies venom in ot on sub-ject.Plant Growth. Grows vegetation, improves crops.Poison. Touch deals IdlO Con damage, repeats in 1min.Pressure Sphere. Increases water pressure to damagerargers. (RR)Protection from Elements. Absorb 12 damage/levelfrom one kind of energy.Remove Disease. Cures all diseases affecting subject.Snare. Creates a magical booby trap.Speak with Plants. You can talk to normal plants andplant creatures.

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Spike Growth. Creatures in area take Id4 damage,may be slowed.Stone Shape. Sculpts stone into any form,Summon Nature's Ally III. Calls creature to fight.Thorn Throw. A cone of thorns causes Id6 hitpoints/level minus AC. (RR)Wall of Hornets. You summon a wall of stinging,poisonous hornets. (RR)Water Breathing. Subjects can breathe underwater.Yaral's Totemic Transformation. Grantscaster pow-ers of totem animal. (RR)

4TH-LEVEL DRUID SPELLSAntiplant Shell. Keeps animated plants at bay.Armor of Brambles. Target gains thorny armor thatcan damage attackers. (RR2)Bloodied Blade. Temporarily gives a weapon thetaste for blood, granting bonuses to attack and dam-age rolls. (RR2)Call Aquatic Animal II. Calls aquatic animals tofight for the spellcaster. (RR)Control Plants. Talk to and control plants and fungi,Cure Serious Wounds. Cures 3d8 + I/level damage(max +15).Dispel Magic. Cancels magicat spells and effects.Flame Strike. Smites foes with divine fire (Id6/level).Freedom of Movement. Subject moves normallydespite impediments.Frostform. Caster's body becomes like ice, grantingCold subtype and bonus cold damage to his unarmedattacks. (RR2)Giant Vermin. Turns insects into giant vermin.Gluttony. Fills targets with ravenous hunger for 1minute/level, (RR)Live Wood. Regenerates damage done to woodenitems or creatures. (RR)Mind Over Matter. Aids concentration to ignoredistractions. (RR)Omniscience. Grants the caster great sensory in-sight, (RR2)Quench. Ex tinguishesnonmagical fires or one magic item.Reincarnate. Brings dead subject back in a randombody.Repel Vermin, Insects stay 10 ft. away.Rusting Grasp. Your touch corrodes iron and alloys.Scrying. Spies on subject from a distance.Sleet Storm. Hampers vision and movement.Spike Stones. Creatures in area take Id8 damage,may be slowed.Summon Nature's Ally IV. Calls creature to fight,Tattoo Item. Changes one item into a tattoo on thesubject's body. (RR)The Twistings. Alters two fundamental aspects of asingle creature. (DD)

Touch of the Eel. Electrifies target's body, doingdamage to anyone who touches him, (RR)Wrath of Thulkas. Uses sunbeams to harm oppo-nents (RR2)

5TH-LEVELDRUJD SPELLSAnimal Growth. One animal/two levels doubles insize, HD.Atonement. Removes burden of misdeeds from sub-ject.Awaken. Animal or tree gains human intellect.Blood Water. Person's blood transforms to consis-tency of water. (RR2)Boneblades. Sharp bone spurs sprout all over caster'sbody. (RR2)Breath of Death. Caster exhales a cloud of spores.(RR2)Commune with Nature. Learn about terrain for onemile/level.Control Winds. Change wind direction and speed.Cure Critical Wounds, Cures 4d8 + I/level damage(max +20).Death Ward. Grants immunity to all death spells andeffects.Denev's Leap. Caster travels through earth. (RR2)Denev's Shadow. Increases the casting time of ar-cane spells. (RR2)Enchant Spirit Doll. Creates a spirit doll that can beused in conjunction with other spirit doll spells.(RR2)Essential Blade. Allows a melee weapon or a naturalweapon to ignore object hardness, damage incorpo-real targets and make touch attacks when used inmelee. (RR2)Gutroot, Causes plant matter in the stomachs ofenemies to sprout and grow, (RR)Hallow. Designates location as holy.Ice Storm. Hail deals 5d6 damage in cylinder 40 ft, across.Insect Plague. Insect horde limits vision, inflictsdamage, and weak creatures flee.Lethene's Inner Storm. Fills subject with electricalenergy, damaging attackers. (RR2)Plague Touch, Cause disease in others with but atouch. (RR2)Sap Strength, Steals the strength from another crea-ture. (RR2)Scent of the Hunted. Subject is relentlessly stalkedby wild predators, (RR2)Ship Snare. Creates a rnagic trap to slow sea vessels,(RR)Snake Staff. Creates a magical adder or python thata druid can use as a melee weapon. (RR2)Summon Nature's Ally V. Calls creature to fight.Touch of Renewal. Target receives fast healingability of 3. (RR2)Transmute Mud to Rock. Transforms two 10-ft.cubes/level.

I

rULICi SL R1TUXLJ 2: LOJT LOP,£

Transmute Rock to Mud. Transforms two 10-ft.cubes/level.Tree Stride. Step from one tree to another far away.Unhallow. Designates location as unholy,Wall of Fire. Deals 2d4 fire damage out to 10 ft. andId4 out to 20 ft. Passing through wall deals 2d6 +!/level.Wall of Thorns. Thorns damage anyone who tries topass.Water's Embrace. Animates a body of water in orderto drown a creature. (RR)

6TH-LEVELDRUID SPELLSAntilife Shell. 10-ft. field hedgesout living creatures,Avalanche. Creates a moving avalanche under castercontrol (RR2)Blaise's Iron Bead. Weaves an invisible protectivemagnetic barrier about the caster. (RR2)Burden of Faith. Divine spellcasters within rangesuffer extreme encumbrance. (RR2)Chern's Exhalation. Caster expels a cloud of brain-damaging spores. (RR2)Dark Water. Imbues water with negative energy.(RR)Find the Path. Shows most direct way to a location.Fire Seeds. Acorns and berries become grenades andbombs.Fleshhammer. Enchants a bludgeoning weapon withthe capacity for random abiliry drain, (DD)Greater Dispelling. As dispel magic, but +20 oncheck,Healing Circle. Cures Id8 + I/level damage in alldirections.Ironwood. Magical wood is strong as steel.Liveoak. Oak becomes treant guardian,Mormo's Serpent Hands. Turns caster's fingers intovenomous snakes. (RR)Power Word, Thunder. Causes a clap of deafeningthunder. (RR)Repel Wood. Pushes away wooden objects.Spellstaff. Stores one spell in wooden quarterstaff.Stone Tell. Talk to natural or worked stone.Summon Nature's Ally VI. Calls creature to fight.Thulkas' Fury. The caster glows, radiares immenseheat, and is protected from fire. (RR2)Transport via Plants. Move instantly from one plantto another of the same species.Wall of Stone. 20 hp/four levels; can be shaped,

7TH-LEVEL DRUID SPELLSChangestaff Your staff becomes a treant on com-mand.Control Weather. Changes weather in local area.Creeping Doom. Carpet of insects attacks at yourcommand.Elemental Kiss. Target creature temporarily gainsthe Elemental type. (RR2)

Fire Storm. Deals Id6 fire damage/level.Freezing Curse, Target is frozen solid. (RR)Greater Scrying, As scrying, but faster and longer.Harm. Subject loses all but Id4 hp,Heal. Cures all damage, diseases and mental condi-tions.Sever. Severs the connection of a divine caster andhis deity. {RR)Soul Blight. Wast ing disease kills and creates a spiritof the plague. (DD)Stone Assault, Stones pour down, damaging andtrapping targets. (RR2)Summon Nature's Ally VII. Calls creature to fight.Sunbeam. Beam blinds and deals 3d6 damage.Transmute Metal to Wood. Metal within 40 ft.becomes wood.True Seeing. See all things as they really are.Virulence. Target contracts d3 diseases and becomescarrier. (RR2)Wind Walk. You and your allies turn vaporous andtravel fast.

8TH-LEVEL DRUID SPELLSAnimal Shapes. One ally/level polymorphs into cho-sen animal.Command Plants. Plants animate and vegetationentangles.Finger of Death. Kills one subject.Greater Healing Circle. Heals 2d8+2/caster leveldamage in all directions. (RR)Grove of Serenity. Creates a small grove of trees thatprovides rest and healing. (RR)Healing Interdiction. Tatget is prevented from heal-ing any kind of damage for 1 day/level. (RR2)Repel Metal or Stone. Pushes away metal and stone.Reverse Gravity. Objects and creatures fall upward.Summon Nature's Ally VIII. Calls creature to fight.Sunburst. Blinds all within 10 ft., deals 3d6 damage.Whirlwind. Cyclone inflicts damage and can pick upcreatures.Word of Recall. Teleports you back to designatedplace,

9TH-LEVELDRU1D SPELLSAntipathy. Object or location affected by spell repelscertain creatures.Censure of Mesos, A single target is prevented fromusing any spell, spell-like or supernatural ability for 1round/level. (RR2)Denev's Fury. Id6 damage per five levels over a verylarge area. (RR)Earthquake. Intense tremor shakes 5-ft./level tadius.Elemental Swarm. Summons 2d4 Large, Id4 Hugeelement a Is.Foresight. "Sixth sense" warns of impending danger.Mass Heal. As heal, but with several subjects.

CHAPT£RTHR€€ : SPELLS

Shambler. Summons 1J4+2 shambling mounds tofight for you.Shapechange. Transforms you into any creature, andchange forms once per round.Summon Nature's Ally IX. Calls creature to fight.Sympathy. Object or location attracts certain crea-tures.

PALADIN SPF11SIST-LEVELPALADINSPELLS

Bless. Allies gain +1 attack and +1 on saves againstfear.Bless Water. Makes holy water.Bless Weapon. Weapon gains +1 bonus.Burst of Energy. Caster gains 10 temporary hitpoints and a +1 bonus to all saving throws. (RR2)Create Water. Creates 2 gallons/level of pure water.Cure Light Wounds. Cures Id8 + I/level damage(max +5).Detect Poison. Detects poison in one creature orsmall object.Detect Undead. Reveals undead within 60 ft.Divine Favor. You gain attack, damage bonus, +!/three levels.Endure Elements. Ignores 5 damage/round from oneenergy type.Ephod of Melee. Creates a magical vest that protectsagainst missile attacks and ranged spells. (RR)Gaze of Truth. Detects mind-control ling enchant-ments and illusions. (RR)Holy Beacon. Signals paladins that another paladinis in danger. (RR)Magic Weapon, Weapon gains +1 bonus.Minor Symbol of Divinity. Creates minor magicalprotections within a small area. (RR)Protection from Evil. +2 AC and saves, countermind control, hedge out element a Is and outsiders.Read Magic. Read scrolls and spellbooks.Resistance. Subject gains +1 on saving throws.Silver Sword. Causes a weapon to count as silver forany special attack purposes. (DD)Smite, Invokes the paladin's smite power. (RR)Virtue. Subject gains 1 temporary hp.

2ND-LEVEL PALADIN SPELLSCommanding Presence. Subject gains Id4+l Chafor 1 hr./level. (RR)Curse of Solidity. Forces one incorporeal creature tobecome corporeal. (RR2)Delay Poison. Stops poison from harming subject for1 hour/level.Force of Will. Substitute your Wisdom modifier forone of your physical ability modifiers. (RR2)Light Blade. Creates an sword made of pure light.(RR2)

Limbs of Endurance. Cures fatigue, improves Forti-tude save by +1, reduces the need to rest. (RR)Remove Paralysis. Frees one or more creatures fromparalysis, hold or slow.Resist Elements. Ignores 12 damage/round from oneenergy type.Shield Other. You take half of subject's damage.Undetectable Alignment. Conceals alignment for24 hours.

3RD-LEVELPALAD1NSPELLSCure Moderate Wounds. Cures 2d8 +l/level (max+ 10).Discern Lies. Reveals deliberate falsehoods.Dispel Magic. Cancels magical spells and effects.Divine Wisdom. Subject gains Id4+1 Wis for 1 hr./level. (RR)Greater Magic Weapon. +1 bonus/three levels (max+5).Heal Mount. As heal on warhnrse or other mount.Heart of Valor. Augments aura of courage, grantsattack bonuses, causes fear in opponents. (RR)Magic Circle against Evil. As protection spells, but10-ft. radius and 10 min./level.Mask of Virtue. Protects the caster's thoughts andalignment from detection. (WW)Prayer. Allies gain +1 on most rolls, enemies suffer-1.Remove Blindness/Deafness. Cures normal or magi-cal conditions.Touch of Renewal. Target receives fast healingability of 3. (RR2)

4TH-LEVEL PALADIN SPELLSBrothers in Arms. Allies exchange hit points andStrength between themselves. (RR)Cloak of Righteousness. Creates shining raiment,blinding opponents and encouraging allies. (RR)Cure Serious Wounds. Cures 3d8 + l/level (max+ 15*).Death Ward. Grants immunity to death spells andeffects,Demonbane. Caster temporarily gains great power inbattle against evil outsiders. (RR2)Dispel Evil. +4 bonus against attacks by evil crea-tures,Freedom of Movement. Subject moves normallydespite impediments.Hand of Justice. Enables the paladin to mete outtremendous damage in combat. {RR)Holy Beacon's Answer. Allows paladins to answerthe call of a holy beacon, (RR)Holy Sword. Weapon becomes +5, does doubledamage against evil,Ironheart. Grants recipient +5 bonus that can bedistributed among future saving throws. (RR)

R f L I C J &. RITUALS 2: LOST

Life Force Transfer. Heal others by harming your-self. {RR)Neutralize Poison, Detoxifies venom in or on sub-ject.Ricochete. Allows an arrow, sling bullet, or crossbowbolt tostrike multiple targets in a single round, {RR2 )Righteous Charge. Imbues the caster's next chargeattack with divine power. (RR2)Sacred Journey. Enhances a paladin's innate abili-ties. (RR)Soul of Mercy. Enhances the paladin's combat abil-ity when attacking to subdue. (RR)*Paladin's maximum effective caster level is 10.

1ST-LEVEL RANGER SPELLSAdhere to Wood. Caster's skin sticks to woodensurfaces. {RR)Alarm, Wards an area for 2 hours/level.Animal Friendship. Gains permanent animal com-panions,Bed Bug Bites. Sleeping target is covered with itchybites that penalize all rolls for the next day. (RR2)Chameleon Skin. Gives +1 bonus per level to Hide{max +10). (RR)Champion Swimmer. The subject gains a + 1 5 com-petence bonus to all Swim checks, (RR2)Chardun's Glory. Caster gains +4 natural armorbonus, but is surrounded by a dark nimbus. (RR2)Chill/Warmth. Slowly raises or lowers temperature.(RR)Clean, Cleans grime and dirt from one object orperson. {RR)Curse of the Firefly. Target glows making him easierto spot. (RR2)Delay Poison. Stops poison from harming subject for1 hour/level.Detect Animals or Plants. Detects species of animalsor plants.Detect Shapechangers. Detects the presence andstrength of sha pec hangers. (RR2)Detect Snares and Pits. Reveals natural or primitivetraps,Dowsing, Locates nearby sources of potable water,(RR)Ears of the Wolf. Adds + 1 per level to caster's Listenchecks. (RR2)Entangle. Plants entangle everyone in 40-ft,-radiuscircle.Locate Oasis, Locates an oasis in the desert. (RR2)Locate Water. Locates sources of water, fresh or salt.(RR2)Magic Fang. One natural weapon of subject creaturegets +1 bonus to attack and damage.

Minor Symbol of Divinity. Creates minor magicalprotections within a small area. {RR}Nose of the Rat. Subject gains the Scent feat, bonuson tracking, enemy detection. (RR2)Pass without Trace. One subject/level leaves notracks.Rabbit Feet. Gives +2 bonus/level to Move Silently.(RR)Read Magic. Read scrolls and spellbooks.Resist Elements. Ignores first 12 damage from oneenergy type each round.Shade's Sight. Creature touched may look fromnearby shadows. (RR)Spark. Creates a tiny spark. (RR)Speak with Animals. You can communicate withnatural animals.Steal Sleep. Transfers need for sleep to target crea-ture. {RR)Summon Nature's Ally I. Calls animal to fight foryou.

2ND-LEVELRANGERSPELLSAnimal Messenger, Sends a Tiny animal to a specificplace.Bladethirst. Weapon touched cuts or pierces deeper,inflicting more damage. (RR2)Call Aquatic Animal I. Calls aquatic animals to fightfor the spellcaster. (RR)Circle of Sounds. Allows those touched to speak viabird and animal sounds. {RR)Cure Light Wounds. Cures Id8 + I/level damage(max -f-5) .Decompose. Turns a single corpse to dust or inflictsId4+ 1/levet damage to undead (RR2)Detect Chaos/Evil/Good/Law. Reveals creatures,spells or objects.Earthen Screen. Creates a small wall to providecover. (RR2)Hold Animal, Holds one animal helpless; 1 round/level.Hunter's Moon. Grants ranger favored enemy bo-nuses vs. lycanthropes for one night, (RR2)Hunter's Stalk. Provides concealment in rustic sur-roundings, (RR)Liliandel's Flurry. Transforms a single fired arrowinto three. (RR)Oakenblade. You create a blade out of life-filled oak.(DD)Protection from Elements. Absorb 12 damage/levelfrom one kind of energy.Shocking Missile. Enchants an arrow or bolt toinflict 2d8+l electrical damage upon a successful hit.(RR2)Sleep. Put 2d4 HD of creatures into comatose slum-ber.Snare. Creates a magical booby trap.

: IPELLI

Speak with Plants. You can talk to normal plants andplant creatures.Stalker's Sight. Caster gains insight into creaturetracked. <RR2)Summon Nature's Ally II. Calls animal to fight foryou.Tanil's Touch. Allows the choice of two outcomeswhen rolling dice. (RR)Verisimilitude. Increases the DC of the subject'sillusion spells. (RR2)Wolf's Cry. Causes animal attackers to flee, imposes-1 attack penalty on intelligent foes. (RR)

3RD-LEVEL RANGER SPELLSAnimal Infusion. Gain the power of an animal. (RR)Animal Spy. Send a Tiny animal on a 3-step mission,(RR)Bane of the Forge. Allows non-metallic weapons toignore AC of metal armor. (RR2)Beast Soul. Borrow the abilities of a willing animal.(RR)Control Plants. Talk to and control plants and fungi.Diminish Plants. Reduces size or blights growth ofnormal plants.Enhanced Senses. Grants darkvision, +10 bonus toListen, Search and Spot, plus Scent ability. (RR2)Greater Magic Fang. One natural weapon of subjectcreature gets +1 bonus toattack and damage per threecaster levels (max +5).Keshmeeri Refuge. Protects target from the harshdesert environment. (RR2)Lure. A spell that causes an intense desire to possessa mundane item or trinket. (RR2)Neutralize Poison. Detoxifies venom in or on sub-ject.

Plant Growth. Grows vegetation, improves crops.Remove Disease. Cures all diseases affecting subject.SethtePs Stick Servant, Create a servant out ofsticks. (RR)Summon Nature's Ally III. Calls animal to fight foryou.Tanil's Spectral Archers. Conjures a flight of nor-mal arrows to blanket an area; 4d8 damage. (RR2)Tree Shape. You look exactly like a tree for 1 hour/level.

Water Walk. Subject treads on water as if solid.

4TH-LEVEL RANGER SPELLSCall Aquatic Animal II, Calls aquatic animals tofight for the spellcaster, (RR)Chardun's Presence, Caster gains ld4+3 charisma,fear ability (RR2)Cure Serious Wounds. Cures 3d8 +l/level damage(max +15).Freedom of Movement. Subject moves normallydespite impediments.

Ice shards. Caster creates several floating shards ofice that may defend or attack against opponents.(RR2)Nondetection. Hides subject from divination, scry ing.Polymorph Self. You assume a new form.Ricochete. Allows an arrow, sling bullet, or crossbowbolt tostrike multiple targets in asingle round. (RR2)Summon Nature's Ally IV. Calls animal to fight foryou.Tanil's Purging. Painfully forces shapeshifters toresume their proper forms. (RR)Tattoo Item, Changes one item into a tattoo on thesubject's body, (RR)Tree Stride. Step from one tree to another far away,Wind Wall, Deflects arrows, smaller creatures andgases.Yaral's Totemic Transformation. Grants caster pow-ers of totem animal. (RR)

SORCERER AND WIZARDSPF11S

SPEQAL(Level voriesby creature summoned):Conj Summon (specific creature). Allows caster

to summon a single type of creature, specifiedby the caster. (RR2)

0-LEVEL SORCERER AND WIZARD SPELLS(CANTRIPS)

Abjur Resistance. Subject gains+ 1 onsaving throws.Conj Filch. Conjure a small nearby object into your

Hand. (RR2)Ray of Frost, Ray deals Id3 cold damage.

Div Detect Poison. Detects poison in one creatureor small object,Dowsing. Locates nearby sources of potablewater. (RR)Enumerate. Allows caster to quickly count anumber of creatures or objects. (RR)

Ench Daze. Creature loses next action.Sneeze. Causes target to sneeze.Steal Sleep. Transfers need for sleep to tatgetcreature.

Evoc Flare. Dazzles one creature (-1 attack).Light. Object shines like a totch.Spark. Creates a tiny spark. (RR)

Itlus Dancing Lights. Figment torches or otherlighrs.False Flavor. Gives food or drink an illusorytaste. (RR2)Ghost Sound. Figment sounds.

Necro Disrupt Undead. Deals Id6 damage to oneundead.

Trans Chill/Warmth. Slowly raises or lowers tem-perature. (RR)

RELICS &. RITUXLS 2: LOST

Clean. Cleans grime and dirt from one objector person. (RR)Distort Shadow. Change the shape of anyordinary shadow. {RR)Elina's Perfume. Change the scent of anobject or person. (RR2)Mage Hand. 5-pound telekinesis.Mending. Makes minor repairs on an object.Open/Close, Opens or closes small or lightthings.Quick Sober. Cures the target of alcoholicinfluences. (RR)

Univ Arcane Mark. Inscribes a personal rune {vis-ible or invisible).Detect Magic. Detects spells and magic itemswithin 60 ft.Prestidigitation. Performs minor tricks.Read Magic. Read scrolls and spellbooks.

1ST-1EVELSORCERER AND WIZARD SPELLSAbjur Alarm. Wards an area for 2 hours/level.

Buoyancy Net. Target is forced to the water'ssurface. (RR)Endure Elements. Ignores 5 damage/roundfrom one energy type.Hold Portal. Holds door shut.Protection from Chaos/Evil/Good/Law. +2AC and saves, counter mind control, hedgeout elementals and outsiders.Shield. Invisible disc gives cover and blocksmagic missiles.

Ginj Cobwebs. Creates flimsy webs ro slow move-ment. {RR2)Field of Razors. Caltrop-like razors cover one5 ft.-square/level. (RR2)Glue. Makes a 10-ft. square surface sticky.(RR)Grease. Makes 10-ft. square or one objectslippery.Mage Armor. Gives subject +4 armor bonus.Mount. Summons riding horse for 2 hr./level.Obscuring Mist. Fog surrounds you,Summon Monster I. Calls outsider to fight foryou.Unseen Servant. Creates invisible force thatobeys your commands.Web Sphere. Creates an ensnaring missile.(RR2)

Div Arrow Charm. Creates a magical pointer thatleads the way to a prespecified object or person. (RR)Comprehend Languages. Understands allspo-ken and written languages.Detect Gold. Detects gold or other metals.(RR)

Detect Secret Doors. Reveals hidden doorswithin 60 ft.Detect Shapechangers. Detects the presenceand strength of sha pec hangers. (RR2)Detect Undead. Reveals undead within 60 ft.Identify. Determines single feature of magicitem.

Locate Oasis, Locates an oasis in the desert.(RR2)Locate Water. Locates sources of water, freshor salt. (RR2)Shade's Sight. Creature touched may lookfrom nearby shadows. (RR)Spirit Watch. Learn general condition of themark. (RR2)True Strike. Adds +20 bonus to your nextattack roll,

Ench Charm Person, Makes one person your friend.Foreaction. Subject gains a +5 bonus to initia-tive (RR2)

Hypnotism. Fascinates 2d4 HD of creatures.Salamar's Quiet Contemplation. Causes en-emies to grow passive and philosophical. (RR)Serpents' Stare, The caster's gaze freezes asingle target in place, (RR2)Sleep. Put 2d4 HD of creatures into comatoseslumber.

Evoc Blaise's Blazing Beads. Charges beads withmagical energy and damages opponents. (RR2)Bolt of Power. Produces a fiery blast of magmafrom a stone. (RR2)Clawstrike, Surrounds caster's hand with adestructive claw of force. (RR2)Flame Bolt. Shoots flaming missiles, (RR)Flash. Causes a flash of light that blinds en-emies. (RR)Magic Missile. Id4+ldamage; + l missile/twolevels above 1st (max +5).Stone Bolt, Stone bolt causes damage, pos-sible stun, knocks down target. (RR2)Tenser's Floating Disk. 3-ft.-diameter horiznntal disk that holds 100 Ib./level.

IHus Chameleon Skin. Gives +1 bonus per level toHide (max +10).Change Self. Changes your appearance.Color Spray. Knocks unconscious, blinds orstuns Id6 weak creatures.Disappear. Caster becomes invisible for 2rounds. (RR)Nystul's Magical Aura. Grants object falsemagic aura.Nystul's Undetectable Aura. Masks magicitem's aura.Penumbral Trap. Creates an area of phantas-mal foes. {WW)

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C H A P T E R T H R £ £ ; J P f L L J

Silent Image. Creates minor illusion of yourdesign.Ventriloquism. Throws voice for I min./level.

Necro Animate Vermin, Temporarily animates smallanimal skeletons or zombies. (HO)Bone Weapon. Transforms a nontnagic a I boneinto a magical weapon. (HO)Cause Fear. One creature flees for Id4 rounds.Chill Touch. 1 touch/level deals Id6 damageand possibly 1 Str damage.Chill Weapon. Weapon causes 1 point oftemporary Strength damage per successful hit.(RR2)Ray of Enfeeblement. Ray reduces Str by Id6points +1 point/two levels.

Trans Acid Spittle. Expectorate a viscous glob ofacid at an opponent. (RR)Animate Rope. Makes a rope move at yourcommand,Bladethirst. Weapon touched cuts or piercesdeeper, inflicting more damage. (RR2)Burning Hands. Id4 fire damage/level (max:5d4).Elina's Wardrobe. Allows caster to quicklychange outfits. (RR2)Enlarge. Object or creature grows + 10%/level(max +50%).Erase. Mundane or magical writing vanishes.Expeditious Retreat. Doubles your speed.Feather Fall, Objects or creatures fall slowly.Jump. Subject gets +30 on Jump checks.Magic Weapon. Weapon gains +1 bonus.Message. Whispered conversation at distance.Obscure Shadow. Makes an ordinary shadowdisappear. (RR)Rabbit Feet. Gives +2 bonus/level to MoveSilently. (RR)Reduce. Object or creature shrinks 10%/tevel(max 50%).Reshape Shadow. Changes the shape of anatural shadow. (RR)Shocking Grasp. Touch delivers Id8 + I/levelelectricity.Spider Climb. Grants ability to walk on wallsand ceilings,Stone Window. Creates a one-way "window"through rock walls. (BT)Trigger Rune. Triggers a previously placed,magical rune from a distance. (RR)

2ND-LEVELSORCERER AND WIZARD SPELLSAbjur Arcane Lock. Magically locks a portal or

chest.Bend Sounds. Protection from sonic and lan-guage-based attacks. (RR2)

Blazing Shield. Protects the caster againstmelee and missile attacks. (RR)Keshmeeri Refuge. Protects target from theharsh desert environment, (RR2)Obscure Object. Masks object against divina-tion.Protection from Arrows. Subject immune tomost ranged attacks.Resist Elements. Ignores 12 damage/roundfrom one energy type.Rune of Darkness. Rune causes impenetrabledarkness. (RR)

Conj Bed Bug Bites. Sleeping target is covered withitchy bites that penal ize all rolls for the nextday. (RR2)Dolomar's Mapping. A spirit creates a map ofthe caster's movements. (RR)Feast of Worms. Summons lard worms roattack a victim within range. (DD)Fog Cloud. Fog obscures vision.Glitterdust. Blinds creatures, outlines invis-ible creatures.Iceshards.Castercreates several floating shardsof ice that may defend or attack against oppo-nents. (RR2)Life Shield. Creates a shield that draws powerfrom the caster's life energy. (RR)Liliandel's Flurry. Transforms a single firedarrow into three. (RR)Melf's Acid Arrow. Ranged touch attack;2d4damagefor 1 round + 1 round/three levels.Summon Monster II. Calls outsider to fightfor you.Summon Swarm. Summons swarm of smallcrawling or flying creatures.Web. Fills 10-ft. cube/level with sticky spiderwebs.

Div Assassin's Senses. Increases caster's criticalthreat range and multiplier by one. (RR)Dead Man's Eyes. View trie last minutes of acorpse's life from its view. (RR)Detect Thoughts. Allows "listening" to sur-face thoughts.Locate Object. Senses direct ion toward object(specific or type).See Invisibility. Reveals invisible creatures orobjects.

Ench Alibi. Distorts memories of witnesses, (RR)Commanding Presence. Subject gains Id4+1Chaforlhr./level. (RR)Enkili's Prank. Confuses the magic of aspe! [caster, causing him to discharge the wtongspell. (RR)Rend the Sovereign Soul. Weakens victim'sWiil to resist. (RR)

R E L I C S &. RITUAL* 2r LOST

Rie's Lustful Gaze. Those who meet caster'sgaze are captivated and cannot take actions.(RR2)Tasha's Hideous Laughter. Subject loses ac-tions for Id3 rounds.WeepingFool. Subject weeps helplessly. {RR2)

Evoc Battlecry. Cone area effect that stuns oppo-nents. (RR)Chaos Flame. Creates an uncontrollable ballof fire that inflicts 4d4 damage. (RR2)Cold Snap. Numbs and injures an opponentwith bone-chill ing cold. (RR)Dark Flames, Creates a flame of darkness thatgrants darkvision. (RR)Darkness. 20-ft, radius of supernatural dark-ness.Daylight. 60-ft. radius of bright light.Dolomar's Force Wave. Pushes away sur-rounding objects and creatures. {RR)Downdraft. Creates a blast of wind from thecaster's location. (RR2)Ethereal Bolt. Bolt that damages ethereal andincorporeal targets. (RR)Flame/Frost Weapon. Sheaths a weapon infire or ice. (RR)Flaming Sphere. Rolling bail of fire, 2d6 dam-age, lasts 1 round/leveLFountain of Blood. Causes acidic blood toerupt from the ground. (RR.2)Ganest's Farstrike. Creates a bolt of flamewith exceptional range. (RR.)Gloom. Creates anarea of shadowy light arounda touched object. {RR)Shatter. Sonic vibration damages objects orcrystalline creatures.Smother. Creates magical cloak that smothersa target. {RR)

Illus Aura of Menace. Caster gains +1 to his In-timidation skill per level. (RR2)Blind Mark. Tampers with mark's senses.(RR2)Blur, Attacks miss subject 20% of the time.Continual Flame. Makesapermanenr,heatlesstorch.Ever Scent. Creates an illusory smell. {RR)Hypnotic Pattern, Fascinates 2d4+1 HD/levelof creatures.Invisibility. Subject is invisible for 10 min./level or unril it attacks.Leomund's Trap. Makes item seern trapped.Magic Mouth. Speaks once when triggered.Minor Image. Assilent image, plussomesound.Minor Shadow Conjuration. Replicate 1st-level conjuration spells. {RR)Mirror Image. Creates decoy dupl icates of you(Id4 + I/three levels, max 8).

Misdirection. Misleads divinations for onecreature or object.Shadow Images. Creates quasi-real mirrorimages of the caster. (RR)Verisimilitude. Increases the DC of thesubject's illusion spells. (RR2)

Necro Arcane Healing. Converts arcane spells intohealing energy. (HO)Dying Breath. Exhausts one foe. (RR2)Essence Flare. Drives the target berserk, en-hancing his power but killing him slowly.(HO)Ghoul Touch. Paralyzes one subject, whoexudes stench (-2 penalty) nearby.Netherblade. Creates aswordrhat drainsnega-riveenergy, damaging undead creatures. {RR2)Phantom's Howl. Cry rhar causes foes to beshaken, stunned or paralyzed. (RR)Scare. Panics creatures up to 5 HD (15-ft.radius).Sleep of the Dead. Feign death. (RR)Soul Blast. Positive energy ray inflicts da mageequal to sacrificed hp. (RR2)Spectral Hand. Creates disembodied glowinghand to deliver touch attacks.

Trans Alter Self. As change self, plus more drasticchanges.Blindness/Deafness. Makes subject blind ordeaf.Bull's Grace. Ray reduces target's Dexterity.(RR2)Bull's Strength. Subject gains Id4+l Strfor 1hr./level.Burning Sight. Crants darkvision to mark.{RR2)Cat's Grace. Subject gains Id4+1 Dex for 1hr./level,Continual Heat. Heats igneous rock to pro-vide ambient warmth. (RR2)Darkvision. See 60 ft. in total darkness.Dragonflight. Wings sprout from the caster'sback, allowing flight. (RR2)Dragonhide. Transforms the caster'sskin intoa scaly hide. (RR2)Endurance. Gain Id4+l Con for 1 hr./level.Fanning the Flames. Turns fire into a coneattack. (RR2)Intoxicate. Causes intoxication ability penal-ties and possible unconsciousness. (RR)Knock. Opens locked or magically sealed door.Levitate. Subject moves up and down at yourdirecrion.Nose of the Rat. Subject gains the Scent feat,bonus on tracking, enemy derection. (RR2)Perfect Recollection. Subject gains ld4+IInt for 1 hr./level. {RR)

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CHAPTER T H R E C : SP£LLJ

Pyrotechnics. Turns fire into blinding light orchoking smoke.Renewed Focus. Refocuses caster's initiative.(RR)Rope Trick. Up to eight creatures hide inexrradimensional space.Shocking Missile. Enchants an arrow or boltto inflict 2d8+1 electrical damage upon asuccessful hit. (RR2)Swift Water, Enhances the speed of boats andships. {RR)Whispering Wind. Sends a short message onemile/level,

3RD-LEVELSORCERERANDWJZARDSPELLSAbjur Dispel Magic. Cancels magical spells and ef-

fects.Explosive Runes. Deals 6d6 damage whenread.Greater Bend Sounds. Provides protectionfrom sonic and language based attacks to allwithin area of effect. (RR2)Magic Circle against Chaos/Evil/Good/Law.As protection spells, but 10-ft. radius and 10rn in./level.Nondetection. Hides subject from divination,scrying.Protection from Elements, Absorb 12 dam-age/level from one kind of energy.Rune of Fire. Rune causes Id6 fire damage percaster level. {RR)Rune of Sleep. Rune causes Id6 Hit Dice ofcreatures per caster level to fall asleep. (RR)

Conj Call Aquatic Humanoid I. Calls aquatic hu~manoids to fight for the spellcaster. (RR)Chains of Binding. Summons iron chains thaterupt from the ground, inflicting damage andgrappling a single foe. (RR2)Flame Arrow. Shoots flaming projectiles {ex-tra damage) or fiery bolts (4d6 damage).Gas Cloud. Creates invisible gas that canexplode for Id6 damage/level. (RR)Missile Storm. Transforms one projectile intoa volley. (RR2)Phantom Steed. Magical horse appears for 1hour/level.Sepia Snake Sigil. Cteates text symbol thatimmobilizes reader,Sleet Storm. Hampers vision and movement.Stinking Cloud. Nauseating vapors, 1 round/level.Summon Monster III. Calls outsider to fightfor you.

Div Arcane Parry. Gain insight to avoid damagefrom foe's next attack. (RR2)Clairaudience/Clairvoyance. Hear or see at adistance for 1 min./level.

Detect Dreams. See into another's dreams,and learn the sectets of her past. (RR2)Mind Raid. Allows teading of deep thoughts.(RR)Rune of Seeing. Rune allows scrying. (RR)Spy Senses, Observe through mark's senses.(RR2)Tongues, Speak any language.

Ench Hold Person. Holds one person helpless; 1round/level.Lure. A spell that causes an intense desire topossess a mundane item or trinket. (RR2)Suggestion. Compels subject to follow statedcourse of action.

Evoc Austlinan's Violent Scream. 1 d6 sonic dam-age/level in a 20 ft. cone. (RR2)Bloodstorm. Summons whirlwind of bloodthat obscures vision, damages foes and causesfear. (RR)Dar'Tan's Shadow Bolt. Thrown shadow energy that causes Id6 damage/level. {RR)Dragon's Breath. Caster breathes damagingeffect, Id6 per level. (RR)Fireball. Id6 damage per level, 20-ft. radius.Gust of Wind, Blows away or knocks downsmaller creatures.Iron Storm. Creates cloud of magnetic ironfilings.Leomund's Tiny Hut. Creates shelter for 10creatures.Lightning Bolt, Electricity deals Id6 damage/level.Ma na spear. Creates a magical spear that in-flicts damage and drains spells from its target.(RR)Wind Wall. Deflects arrows, smaller creaturesand gases.

lllus Battle Projection. Caster creates a spectralcopy of himself that can make melee attacks ata distance. (RR2)Displacement. Attacks rniss subject 50%.Illusory Script. Only intended reader candecipher.Invisibility Sphere. Makes everyone within10 ft. invisible.Major Image. As silent image, plus sound,smell and thermal effects.Malicious Image. Causes mirror images toattack their caster, (RR2)Mask Magic. Disguises the enchantment of amagic item (RR2)Mask of Virtue. Protects the caster's thoughtsand alignment from detection. (WW)Minor Shadow Evocation. Replicates Isl-and 2nd-level evocations. (RR)

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RELICS &. RITUXU 2: LOST LOR.E

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Veil of Lust. Caster appears highly desirableto target, gains +20 to Charisma-based rolls.(RR2)

Necro Armor of Undeath. Crafts protective armorfrom a corpse, (RR)Bones of Silver. Skeletons totaling 1 HD/level gain DR 5/silver. (RR2)Cadaver Dance. Animates skeletons or zom-bies for 1 day/Level. (HO)Gentle Repose. Preserves one corpse.Halt Undead. Immobilizes undead for 1 round/level.Lesser Turn Resistance. Gives undead target+ 1 turn resistance. (RR2)Malaise. Mist drains Strength from all in thearea. (RR2)Phantom Wounds. Violently reopens oldwounds and causes bleeding. (HO)Shadow Strike. Damage inflicted on ashadowis transferred to its owner. (RR)Shadow Touch. Casterhas Strength-drainingtouch. (RR)Undead Familiar. Reanimates a fallen famil-iar. (HO)Vampiric Touch. Touch deals Id6/two casterlevels; caster gains damage as hp.Vampiric Weapon. Half the damage inflictedby a touched weapon is gained as temporaryhit points. (RR2)Wraithtouch. A necromancer's touch dam-ages his foe's Constitution. (HO)

Trans Animal Infusion. Gain the power of an ani-mal. (RR)Animate Shadow. Shadows become ropes thatentangle. (RR)Blink. You randomly vanish and reappear for1 round/level.Fly. Subject flies at speed of 90.Fracture. Inflicts Id6 subdual damage, Id4actual, breaks random bone. (WR)Gaseous Form. Subject becomes insubstan-tial and can fly slowly.Great Knock. Destroys any one barred portal.(RR)Greater Magic Weapon. + I/three levels {max*5).Haste. Extra partial action and +4 AC.Keen Edge. Doubles normal weapon's threatrange.Pressure Sphere. Increases water pressure todamage targets. (RR)Rock Storm. Creates a whirlwind of rocks anddebris that batters opponents. (BT)Runic Weave. Imbues garments with magicalprotections and runes. (BT)

Secret Page. Changes one page to hide its realcontent.Shrink Item. Object shrinks to one-twelfthsize.

Slow. One subject/level takes only partialactions, -2 AC, -2 melee rolls.Touch of the Eel. Electrifies target's body,doing damage to anyone who touches him.(RR)Unbuckle. Unfastens all buckles inarea. (RR)Vangal's Blessing. One willing subject/levelenters a berserker rage. (RR2)Virtue's Curse. Good actions are punished.(RR2)Water Breathing. Subjects can breathe un-derwater.

4TH-LEVR SORCERER AND WIZARD SPEL1SAbjur Blaise's Lucky Bead. The caster imbues a

bead with the luck energy. (RR2)Dimensional Anchor. Bars extradimensionalmovement.Fire Trap. Opened object deals Id4 + I/leveldamage.Hold Stone. Prevents transmutation of stone.(RR2)Minor Globe of Invulnerability. Stops 1st-through 3rd-level spell effects.Remove Curse. Frees object or person fromcurse.Rune of Poison. Rune causes deadly poison.(RR)Spell Wall. Creates magical tens through whichspells alone may pass one way only. (RR2)Stoneskin. Stops blows, cuts, stabs and slashes.

Conj Bottomless Pit. Creates an infinitely deephole. (RR)Enduring Webs. Creates a permanent web.(RR2)Evard's Black Tentacles. Id4 + l/leve! tentacles grapple randomly within 15 ft.Iron Butterflies. Creates a flock of iron butterflies that damages enemies and harms fey.<RR2)Leomund's Secure Shelter. Creates sturdycottage.

Minor Creation. Creates one cloth or woodobject.Solid Fog. Blocks vision and slows movement.Summon Monster IV. Calls outsider to fightfor you,Tanil's Spectral Archers. Conjures a flight ofnormal arrows to blanket an area, causes 4d8damage. (RR2)Tevikk's Creeping Eye. Creates a small eye-like object that the caster can see through.(RR)

Verminplague. Summons a horde of diseasedrats, insects and other scavengers, (RR)

Div Arcane Eye. Invisible floating eye moves 30ft./round,Detect Scrying. Alerts you of magical eaves-dropping,Locate Creature. Indicates direction to famil-iar creature,Minor Circle of Seeing. Creates a magicalcircle to view locations where runes of seeinghave been placed. (RR)Quick Learn. Grants caster 3 +l/level skillranks in a desired skill. (RR2)Scrying. Spies on subject from a distance.Terole's Translator. Gives complete under-standing of one language. (RR)

Ench Belsameth's Strife, Victim sees allies asdeadlyenemies. (RR)Charm Monster. Makes monster believe it isyour ally.Confusion. Makes subject behave oddly for 1round/level,Gluttony. Fills targets with ravenous hungerfor 1 minute/level. (RR)Emotion. Arouses strong emotion in subject.Lesser Geas, Commands subject of 7 HD orless.

Evoc Blaise's Bead of Frost. Enchants bead toproduce ;i blast of frost and numbing cold,(RR2)Blaise's Blasting Bead. Enchants bead to ex-plodes in a deafening concussive blast. (RR2)Damashar's Force Rune. Runic pattern sendsout shockwave that causes damage, knocksvictims unconscious. (BT)Fire Shield. Creatures attacking you take firedamage; you're protected from heat or cold.Ice Storm, Hail deals 5d6 damage in cylinder40 ft. across.Otiluke's Resilient Sphere. Force globe pro-tects but traps one subject.Persistent Missiles. Creates long-last ing mis-siles of magical force. (RR2)Purifying Flames. Burns a foe every rounduntil extinguished. (RR)Sacrifice Spell. Cannibalize other spells for aId8 damage/spell level bolt. (RR)Shadow Chains. Binds different shadows together, holding their owners captive. (RR2)Shadow Shield, Protects the caster from sightand scrying. (RR)Shout, Deafens all within cone and deals 2d6damage.Wall of Fire. Deals 2d4 fire damage out to 10ft. and Id4 out to 20 ft. Passing through walldeals 2d6 + i/ieveL

CHAPTER-THREE: SPELL!

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Wall of Ice. Ice plane creates wall with 15 hp+1 /level or hemisphere that can trap creaturesinside,

Illus Ghostdweomer. Creates a phantom dweomeraround a spell or magic item to foil dispelmagic attempts. (RR)Hallucinatory Terrain. Makes one type ofterrain appear like another (field into forest,etc.).Illusory Wall, Wall, floor or ceiling looks real,but anything can pass through.Improved Invisibility. As invisibility, but sub-ject can attack and stay invisible.Phantasmal Killer. Fearsome illusion kills sub-ject or deals 3d6 damage.Rainbow Pattern. Lights prevent 24 HD ofcreatures from attacking or moving away.Shadow Conjuration, Mimics conjuring be-low 4th level.Talen's Maligned Performance. Ruins a bard'sperformance without his knowledge. (RR2)

Necro Bone Construct. Shapes bones into variousconstructions or objects. (HO)Bones of Iron. Skeletons totaling 1 HD/levelgainDR 10/+1. (RR2)Contagion. Infects subject with chosen dis-ease.Dreamwalk. Caster can enter dreams. (WW)Enervation. Subject gains Id4 negative levels.Fear. Subjects within cone flee for 1 round/level.Greater Spectral Hand. Creates disembodiedglowing hand to deliver touch attacks. (RR2)Repair Dead. Skeletons or zombies are in-stantly repaired, (RR2)Zombie Form. Take the form of a zombie. (RR)

Trans Accelerate Reflexes. One target moves withdeadly speed and skill. (RR2)Affliction. Ray reduces all of a target's at-tributes. (RR2)Bath of Purity. Makes spirit doll able to healits target. (RR2)Bestow Curse. —6 to an ability; -4 on attacks,saves and checks; or 50% chance of losingeach action.Bloodied Blade. Temporarily gives a weaponthe taste for blood, granting bonuses to attackand damage rolls. (RR2)Dimension Door. Teleports you and up to 500 Ib,Earth Blast. Wave of displaced earth explodesbeneath an enemy's feet, causing 4d6+ I/leveldamage (RR2)Enhanced Senses, Grants darkvision, +10bonus to Listen, Search and Spot, plus Scentability. (RR2)

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R £ L I C J &. R I T U X L S 2: LOST LOfU

i Frostform. Caster's body becomes like ice,granting Cold subtype and bonus cold damageto his unarmed attacks. (RR2)Gaurak's Corpulence. Causes a target to ex-pand into A bloated, awkward obesity. (RRZ)Lesser TimeheaL Rapidly accelerates time for onetarget in order to heal the target's wounds. (RR2)Mind Over Matter. Aids concentration toignore distractions. (RR)Mirror Safe. Creates an extradimensionalspace to store items. (RR)Polymorph Other. Gives one subject a new form.Polymorph Self. You assume a new form.Rary's Mnemonic Enhancer. Prepares extraspells or retains one just cast. Wizard only.Remove Resistance. Decreases target's spellresistance. (RR)Sap Strength. Steals the strength from an-other creature. (RR2)Seal of Hedrada. Seals one portal until acondition is met. (RR)Shadow Form of Lyrand. Caster turns himselfinto a natural shadow. {RR}Tattoo Item. Changes one item into a tattooon the subject's body. {RR)Water's Embrace. Animates a body of waterin order to drown a creatute. (RR)Yaral's Totemic Transformation. Grantscaster powers of totern animal. (RR)

5TH-LEVEL SORCERER AND WIZARD SPELLSAbjur Dismissal. Forces a creature to return to na-

tive plane.Mana Sink. Creates a floating sphere thatabsorbs magic within its area of effect. (RR2)Shield of Color. Creates a shimmering shieldthat protects thecaster from attackand shadowmagic. (DD)

Conj Beetle Swarm. Summons a swarm of flesh-stripping beetles. (RR2)Blaise's Iron Bead. Weaves an invisible pro-tective magnetic barrier about the caster.(RR2)Burden of Faith. Divine spellcasters withinrange suffer extreme encumbrance. (RR2)Call Aquatic Monster. Calls an aquatic mon-ster to fight for the spelicaster. (RR)Cloudkill. Kills 3 HD or less; 4-6 HD save ordie.Darksoul- Caster allows a fiend to possess hisbody in order to increase his combat ability.(RR2)Greater Familiar. Summons a powerful famil-iar. (RR)Leomund's Secret Chest. Hides expensivechest on Ethereal Plane; you retrieve it at will.

Lesser Planar Binding. Traps outsider until itperforms a task.Major Creation. As minor creation, plus stoneand metal.Mord's Faithful Hound, Phantom dog canguard, attack.Pillar of Attraction/Repulsion. Creates mag-netic pillar that attracts/repels metal armorand weapons. (RR)Summon Monster V. Calls outsider to fightfor you.Wall of Iron. 30 hp/four levels; can toppleonto foes.Wall of Stone. 20 hp/four levels; can beshaped.

Div Contact Other Plane, Ask question ofextraplanar entity.Prying Eyes. Id4 floating eyes +l/level scoutfor you.Rary's Telepathic Bond. Link lets allies com-municate.

Ench Dominate Person. Controls humanoid tele-pathic ally.Dreadmantle.Thecasterradiatesdespair, weakening die will of all those who view him. (RR2)Feeblemind. Subject's Int drops to 1.Gulaben's Ecstasy. Target is distracted bypleasure and has his will weakened, (RR2)Gullibility. Subjects become overly trusting,sufferingskillartdsavingthtowpenalties. (RR2)Hold Monster. As hold person, but any creature.Mind Fog. Subjects infogget-10 Wis, Will checks.

Evoc Bigby's Interposing Hand. Hand provides90% cover against one opponent.Cone of Cold. Id6 cold damage/level.Curtain of Darkness. Creates a black wallthat blocks sight and scrying. (RR)Sending, Delivers short message anywhere,instantly.Thulkas' Fury. The caster glows, radiatesimmenseheat, and isprotected from fire. (RR2)Wall of Force. Wall is immune to damage.

Illus Dream. Sends message to anyone sleeping,False Vision. Fools scrying with an illusion.Greater Shadow Conjuration. As shadowconjuration, but up to 4th level and 40% real.Mirage Arcana. As hallucinatory terrain, plusstructures.Nightmare. Sends vision dealing Id 10 dam-age, fatigue.Persistent Image. As major image, but noconcentration requited.Seeming, Changes appearance of one person/two levels.Shadow Evocation. Mimics evocation lessthan 5th level.

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CHAPTER T H R € € : SP6LLS

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Shadow Weapon. Creates a Strength-draining weapon. (RR)

Necro Animate Dead. Creates undead skeletons andzombies,Boneblades. Sharp bone spurs sprout alL overcaster's body, (RR2)Dark Water. Imbues water with negative en-ergy. (RR)Doomwail. Victims must make Will savingthrows or he deafened or paralyzed. (RR)Escape the Bonds of Flesh. Twists victim'sbones and ruptures flesh, inflicting 2d8 pointsof damage +1 per caster level. (WR)Magic Jar. Enables possession of another creature.Netherblast. Drains negative energy, inflicting Id6/level points of damage against theundead. (RR2)Nethergaze. Caster's gaze damages and im-pairs undead. (RR)Nethershield. Creatures attacking the casterate drained of negative energy and heat whilethe caster is protected against energy drainand abil i ty drain. (RR2)Sigil of Fire. Corporeal undead are markedwith a floating sigil and granted the fire sub-type (RR2)Sigil of Ice. Corporeal undead are markedwith a floating sigil and granted the coldsubtype. (RR2)Slow the Years. Halves the natural aging ofthe target. (RR2)Speed the Years. Double the natural aging ofthe target. (RR2)Stelan's Blood Tentacles, Creates tentaclesfrom a dead or dying creature's blood. (RR2)Turn Resistance. Gives undead target +3turn resistance. (RR2)

Trans Animal Growth. One animal/two levelsdoubles in size, HD,Dolomar's Limited Liquification. Caster as-sumes a liquid state, (RR)Enchant Spirit Doll. Creates a spirit doll thatcan be used in conjunction with other spiritdoll spells. (RR2)Essential Blade. Allows a melee weapon or anatutal weapon to ignore object hardness,damage incorporeal targets and make touchattacks when used in melee. (RR2)Fabricate. Transforms raw materials into fin-ished items.

Legion'sMarch.Onesubject/levelgainsld4+lCon. (RR2)Live Wood, Regenerates damage done towooden items or creatures. (RR)Meld Object. Merges one object into the bodyof a creature, (RR)

Mesos' Vengeance, Greatly amplifies the ar-cane heat generated by spellcasting in an area.(RR2)Multiplicity, Allows casting of prepared spellinstead of others. Wizard only. (RR)Passwall, Breaches walls 1 ft. thick/level.Scry Blast. Enchants ascryingdevice to trans-mit spell energies. (RR2)Ship Snare, Creates a magic trap to slow seavessels. (RR)Stone Shape, Sculpts stone into any form,Telekinesis. Lifts or moves 25 Ib./level at longrange.Teleport. Instantly transports you anywhere.Transmute Mud to Rock. Transforms two 10-ft. cubes/level.Transmute Rock to Mud, Transforms two 10-ft. cubes/level.Troll's Blood. Grants a troll's ability to regen-erate for a limited duration. (HO)

Univ Permanency. Makescertain spells permanent;costs XP.

6TH-LEVELSORCERER AND WIZARD SPELLSAbjur Antimagic Field. Negates magic within 10 ft.

Bladeturn. Deflects physical attacks aimed atcaster. (WW)Globe of Invulnerability. As minor globe,plus 4th level.Greater Dispelling. As dispel magic, but +20on check.Guards and Wards. Array of magic effectsprotect area.Repulsion. Creatures can't approach you,Taldock's Spell Inhibitor. Weakens spellscast within 100 ft. (RR)

Conj Acid Fog. Fog deals acid damage.Avalanche. Creates a moving avalanche un-der caster control. (RR2)Awaken Lesser Titan Avatar. Conjure apowerful outsidet. (RR)Call Aquatic Humanoid II. Calls aquatichumanoids to fight fot the spellcastet, (RR)Planar Binding. As lesser planar binding, butup to 16 HD.Power Word, Thunder. Causes a clap ofdeafening thunder. (RR)Summon Monster VI. Calls outsider to fightfor you.

Div Analyze Dweomer. Reveals magical aspectsof subject.Legend Lore. Learn tales about a person, placeor thing.Mass True Strike. One subject/level gains a+20 bonus to their next attack roll. (RR2)

RELIC! S. RITUAL* 2: LOJT LOFU

Nerith's Vigilant Aura. Gives caster the Un-canny Dodge ability and +4 bonuses to Spot,Search and Initiative. (WW)Spectral Hydra. Conjures ghostly hydra headsto guard a location. (HO)True Seeing. See all things as they really are,

Ench Amnesia, The target loses alt memory. (DD)Declaration of Death. Convinces a singlecreature that it has died. (RR)Deep Sleep. Put a large number of creaturesinto a deep sleep from which only magic canwake them.Geas/Quest, As lesser geas, plus it affects anycreature.Mass Suggestion. As suggestion, plus one/level subjects.Rie's Dance of Seduction. Charms all whoview the dancer. (RR)

Evoc Bigby's Forceful Hand. Hand pushes crea-tures away.Chain Lightning. Id6 damage/level; second-ary bolts.Contingency. Sets trigger condition for an-other spell,Enkili's Lightning Storm. Causes an electri-cal storm that the caster can control. (RR)Otiluke's Freezing Sphere. Freezes water ordeals cold damage.Vengeance of the Scorned. Allows caster tofind and defeat a single individual. (DD)

lllus Abrindel's Prism Cloak. Shrouds the casterin an illusory cloak that captivates up to 24HDof attackers. (RR2)Greater Shadow Evocation. As shadow evo-cation, but up to 5th level.Mislead. Turns you invisible and creates illu-sory double.Permanent Image. Includes sight, sound andsmell.Programmed Image. As major image, plustriggered by event.Project Image. Illusory double can talk andcast spells.Reverse Illusion. A real object is cloaked byillusion. (RR)Shades. As shadow conjuration, but up to 5thlevel and 60% real.Talen's Confounding Battlefield. Illusionsmake everyone in the area of effect look likesomeone else, (RR2)Veil. Changes appearance of group of creatures.

Necro Bones of Adamantine. Skeletons totaling 1HD/level gain DR 20/+2. (RR2)Chern's Exhalation. Caster expels a cloud ofbrain-damaging spores. (RR2)Circle of Death. Kills Id4 HD/level.

Plague Touch. Cause disease in others withbut a touch. (RR2)Shade Storm. Summons a horde of wrathfulspirits to harm living enemies. (RR2)Sigil of Ooze. Corporeal undead are markedwith a floating sigil and granted ooze-relatedspecial abilities, (RR2)Touch of Madness. Caster's touch deals per-manent Wisdom damage to victim. (RR2)Transform Dead. Transforms zombies intoghouls. (RR2)Undead Crew. Summons an undead crew tocrew a ship controlled by the caster. (RR2)

Trans Belsameth's Blessing. Transforms one crea-ture into a werebeast. (RR)Blade Meld. Causes weapons that strike thecaster to meld into his flesh. (RR2)Chill Gaze. Gaze paralyzes opponents withnumbing cold inflicting 2dlO points of colddamage. (RR2)Control Water. Raises, lowers or parts bodiesof water.Control Weather, Changes weather in localarea.Death Blade. Ghostly blade deals Id6 damageper round until victim saves. (RR)Disintegrate. Makes one creature or objectvanish.Eyebite. Charm, fear, sicken or sleep one subject.Flesh to Stone. Turns subject creature intostatue.Flesh hammer. Enchants a bludgeoningweapon with the capacity for random abilitydrain. (DD)Mass Haste. As haste, affects one/level subjects.Mord's Lucubration. Recalls spell of 5th levelor less. Wizard only.Move Earth. Digs trenches and build hills.Pass the Years. Ages target by IdlO years. (RR)Rupture. Inflicts 2d4 points subdual, 3d4 pointsactual damage, breaks random bone. (WR)Shadow Smash. Permanently turns any ob-ject into a shadow version of itself. (RR)Stone to Flesh. Restores petrified creature.Tenser's Transformation. You gain combatbonuses.

7TH-LEVELSORCERERANDW1ZARDSPELLSAbjur Banishment. Banishes 2 HD/levelextraplanar

creatures.Mesos' Containment. Absorbs and redirectsphysical energy attacks. (RR2)Sequester. Subject is invisible to sight andscrying.Sever. Severs theconnection of a divinecasterand his deity. (RR)

Spell Turning. Reflect ld4+6 spell levels backat caster.

Conj Daggers of Vaul. Creates a cloud of tinyblades that inflict Id4 points of damage perround. (RR)Drawmij's Instant Summons. Prepared ob-ject appears in your hand.Mord's Magnificent Mansion. Door leads toextradimensional mansion.Phase Door. Invisible passage through woodor stone.Power Word, Stun. Stuns creature with up toI50hp.Summon Monster VII, Calls outsider to fightfor you.

Div Greater Scrying. As scrying, but faster andlonger.Vision. As legend lore, but quicker and strenuous.

Ench Insanity. Subject sufTers continuous confusion,Evoc Bigby's Grasping Hand. Hand provides cover,

pushes or grapples.Dark Lightning, Creates a bolt of anti-magi-cal lightning. (RR2)Delayed Blast Fireball. Id8 fire damage/level;you can delay blast for 5 rounds.Eyeburst. Destroys the eyes of one creature,rendering it permanently blind. (RR2)Forcecage. Cube of force imprisons all inside.Hammer and Anvil. Deals Id8 damage/leveland may stagger target. (RR2)Ilajam Fire, Creates a burst of persistent flame.(RR)Mord's Sword. Floating magic blade strikesopponents.Prismatic Spray. Rays hit subjects with vari-ety of effects.

Illus Mass Invisibility. As invisibility, but affectsall in range.Shade Evocation, Replicates evocation spellsupto6th-level. (RR)Shadow Walk. Step into shadow to travelrapidly.Simulacrum. Creates partially real double of acreature.

Necro Control Undead. Undead don't attack youwhile under your command.Essence Shift. Drains life from a target to healanother's wounds. (HO)Finger of Death. Kills one subject.Greater Turn Resistance. Gives undead tar-get + 5 turn resistance. (RR2)Soulstrike. Tortured spirits drain Constitu-tion from a chosen target. (RR)Stop the Years. Stops target's aging for Id lOyears. (RR2)

Transmute Flesh to Shadow. Transforms onecreature into shadows. (RR)

Trans Ease the Ages' Burden. Slows target's agingwith some side effects, (RR2)Ethereal Jaunt. You become ethereal for 1round/level.Freezing Curse. Target is frozen solid. (RR)Greater Timeheal, Brings a previous versionof the target forward from the past to reverseinjury or death, (RR2)Mormo's Serpent Hands. Turns caster's fin-gers into venomous snakes, {RR)Plane Shift. Up to eight subjects travel toanother plane.Reverse Gravity. Objects and creatures fallupward.Statue. Subject can become a statue at will.Teleport without Error. As teleport, but nooff-target arrival.Vanish. As teleport, but affects a touchedobject.Yugman's Damage Deflection. Transfers dam-age from attacks back to the attacker. (WW)

Univ Limited Wish, Alters reality—within spelllimits.

8TH-LEVELSORCERER AND WIZARD SPELLSAhjur Mind Blank. Subject is immune to mental/

emotional magic and scrying.Prismatic Wall. Wall's colors have array ofeffects.Protection from Spells. Confers +8 resistancebonus.

Conj Greater Planar Binding. As lesser planar bind-ing, but up to 24 HD.Incendiary Cloud. Cloud deals 4d6 fire dam-age/round,Maze, Traps subject in extradimensional maze,Power Word, Blind. Blinds 200 hp worth ofcreatures.Summon Monster VIII. Calls outsider tofight for you.Trap the Soul. Imprisons subject within gem.

Div Discern Location. Exact location of creatureor object.Greater Circle of Seeing. View and affectlocations where runes of seeing exist. {RR)

Ench Antipathy. Object or location affected byspell repels certain creatures.Binding. Array of techniques to imprison acreature.Demand. As sending, plus you can send sug-gestion.Mass Charm. As charm monster, but all within30ft.Otto's Irresistible Dance. Forces subject todance.

RCL1CS &, RITUXLS 2: LOST

Sympathy. Object or Location attracts certaincreatures.

Evoc Blackflame. Surrounds the subject in an in-ferno of black fire. {RR}Bigby's Clenched Fist. Large hand attacksyour foes.Otiluke's Telekinetic Sphere, As Otiluke'sresilient sphere, but you move spheretelekinetically.Sunburst. Blinds all within 10 ft., deals 3d6damage.Yugman's Boon. Allows a person to store anumber of spellsofthecaster'schoosing. {WW)Yugman's Blazing Retribution. Sends a tor-rent of wildfire upon a target that the castercan see or scry. (WW)

lllus Nerith's Phantasmal Aura of Protection. Attackersmust make a Will save or be held. (WW)Screen. Illusion hides area from vision, scrying.Shadow Twin. Turns a creature's shadow intoa hostile twin. (RR)Soul Disk. The caster launches a keen vorpal diskat her foes, dealing 2dl2points of damage. (RR2)

Necro Clone. Duplicate awakens when original dies.Darkstaff. Creates staff of negative energythat drains hit points and levels from foes. (RR)Horrid Wilting. DeaisldS damage/level within30ft.Leech Field. Absorbs hit points from nearbyfoes. (RR)Negative Energy Geyser. Creates an eruptionof negative energy. (RR2)Shadow Storm. Causes damage, and Str andCon loss. (RR)Virulence, Target contracts d3 diseases andbecomes carrier. (RR2)

Trans Elemental Kiss, Target creature temporarilygains the Elemental type. {RR2)Etherealness. Travel to Ethereal Plane withcompanions.Iron Body. Your body becomes living iron.Polymorph Any Object. Changes any subjectinto anything else.Rapidjourney. Allows multiple teleportations.(RR)Strength of Kadum. Target receives a +!/caster level bonus to Strength. {RR)Time Skip. Become nonexistent for a time. (RR)Widdershins. Caster jumps back in time. {RR)

Univ Symbol. Triggered runes have array of effects.

9TH-LEVELSORCERERANDW1ZARDSPELLSAbjur Censure of Mesos. A single target is pre-

vented from using any spell, spell-like or su-pernatural ability for 1 round/level. (RR2)Freedom. Releases creature suffering impris-onment.

Imprisonment. Entombs subject beneath theearth.

Mord's Disjunction. Dispels magic, disen-chants magic items.Prismatic Sphere. As prismatic wall, but sur-rounds on all sides.

Conj Gate. Connects two planes for travel or sum-moning.

Power Word, Kill. Kills one tough subject ormany weak ones.Summon Monster IX. Calls outsider to fightfor you.Tendrils of Eternal Night. Conjures fourshadowy tentacles that pull their victimthrough a negative-energy portal. (RR2)

Div Foresight. "Sixth sense" warns of impendingdanger.

Mind Share. Allows caster to get truthfulanswers to any questions asked of subject. {DD)

Ench Dominate Monster. As dominate person, butany creature.

Evoc Bigby's Crushing Han J As Bigby's interpos-ing hand, but stronger.Meteor Swarm. Deals 24d6 fire damage, plusbursts,

Mindwrack. Destructive energies cause Intel-ligence loss and random debilitation, (RR2)

lllus Weird. As phantasmal killer, but affects allwithin 30 ft.

Necro Astral Projection, Projects you and compan-ions into Astral Plane.

Dagger of Undeath. Creates a dagger-like boltof negative energy which may create an undeadcreature. (RR2)Energy Drain. Subject gains 2d4 negative levels.Healing Interdiction. Target is prevented fromhealing any kind of damage for 1 day/level. (RR2)Soul Bind. Traps newly dead soul to preventresurrection.Soul Exchange. Transfers life essence fromone body to another. (HO)Wail of the Banshee. Kills one creature/level.

Trans Cone of Oblivion. Creates a cone that disin-tegrates everything in its path. (RR2)Refuge. Alters item to transport its possessorto you.Shapechange, Transforms you into any crea-ture, and change forms once per round.

Teleportat ion Circle. Circle teleports any crea-ture inside to designated spot,Temporal Stasis. Puts subject into suspendedanimation.

Time Stop. You act freely for Id4+l rounds.Two Minds. Doubles the caster's mental ac-tions. (RR)

Univ Wish, As limited wish, but with fewer limits.

CHAPTER THREE: S P E L L S

SpellsThe spells herein are presented in alphabetical order.

Abrindel's Prism CloakShrouds the caster in an

illusory cloak that captivates upto 24HD of attackers.

Illusion (Pattern) [Mind-Affecting]

Levd:Brd5,Sor/Wii6

Components: V, S, F

Casting Time: 1 action

Range: Personal

Target: You

Duration: I minute/level (0)

Saving Throw; Will negates

Spell Resistance: Yes

DescriptionThis useful spell was created

by the illusionist Abrindel, whoendured many surprise attacksfrom assassins and other roguishne'er-do-wells in his travels onbehalf of the Order of rhe Morn-ing Sky. Legend holds that thecolorful nature of rhe spell wasintended as a personal slightagainst the Penurnbral Lords ingeneral and the shadow-mageDarTart in particular, whose wiz-ardry of shadow and darknessAbrindel detested.

Spell EffectThis spell shrouds the caster

in an illusory cloak resembling aswirling patchwork of muted pris-maticcolor that twists and wrirhesas if caught in a phantom wind.While the cloak itself is illusoryand does not provide protectionfrom rhe elemenrs or physical at-tacks, its shift ing pat terns providethe equivalent of one-quarter con-cealment (10% miss chance).

The cloak functions as a gazeattack (see DMG, Chapter 3,"Gaze Attacks"). Any creaturewithin 15 feet that attacks or usesa skill against prism cloak's wearermust attempt a Will save. Thiscondition even applies to thosewho flank the foe or make a sneakattack. If the save succeeds, thecreature may acr normally. If theroll results in failure, the arrackeris captivated by the cloak's wild

patterns and may take no furtheractions for the spell's duration.Thiseffect ends if the caster movesout of sight or if the victim isattacked.

The castermay choose toendthe spell before its duration ex-pires. If he does, the prism cloakbursts into a multicolored explo-sion of light and color. Thosecreatures still captivated by thecloak are irrtmediarely affected asif struck by acolorsfra}, with nosave allowed. This effect does notrake place if the spell ends be-cause its duration has expired.

Focus: A prism wrapped in asilk scarf.

Accelerate Reflexes

One target moves with deadlyspeed and skill.

Transmutation

Level: Sor/Wiz 4

Components: V, S

Casting Time: I action

Range: Touch

Target: One living creature

Duration: 10 minutes/level

Saving Throw: None

Spell Resistance: Yes

DescriptionThis spell was developed ac-

cidentally by rhe chronomancersof Darakeene as part of an at-tempt to apply time shiftingmerhods to the cat's grace spell. Itis said that this spell can turneven the most inepr and clumsywarrior into a blindingly quickand deadly combaranr. Acceleratereflexes is often used to enhancethe guards that protectDarakeene's famous PhylactericVault.

Spell EffectTarget creature gains an en-

hancement bonus to Dexterity of2d4 points. In addition, the targetgains the Quick Draw, ImprovedInitiative, and Combat Reflexesfeats for the spell's duration. If the

target already has these feats, noadditional benefit is conferred.Finally, the target gains the eva-sion extraordinary ability if hedoes not already have it.

Affliction

Ray reduces all of a target's

attributes.Transmutation

Level: Sor/Wiz 4

Components: V,S.M

Casting Time: I action

Range: Close (25 ft. + 5 ft./2 levels)

Effect: Ray

Duration: 1 hour/level

Saving Throw: Special (see text)

Spell Resistance: Yes

DescriptionBelieved to be the invention

of the mysterious wizard-sageYugman, this spell is said to beused by the scholar to discourageuninvited guests and those whowould approach his tower with-out leave. Victims often findthemselves wandering in thenearby wilderness, feeling weak,stupid, and unattractive,

Spell EffectA pale multicolored beam

leaps from the caster's palm, sap-ping the target's mental andphysical attributes. If the castersucceeds at a ranged touch at-tack, the rarger must make sixseparare saves; three Will saves{for Intelligence, Wisdom, andCharisma) and three Fortitudesaves {for Strength, Dexterity, andCharisma). Each failed save re-sults in a loss of Id6 points fromthe corresponding attribute forthe duration of the spell, plus 1point/2 caster levels. These savesare made simultaneously, so re-ductions of attributes do nor afiectany other saves. An attribute can-not be reduced to less than 1 bythis spell.

Material Component: A flaskof pure water mixed with a pinchof ash.

R £ U C J &. RITUXU 2: LOST

Arcane ParryGam insight to avoid damage

from foe's next attack.Divination

Level: Sor/Wiz 3

Components: V, 5, M

Costing Time: I action

Range: Personal

Target: You

Duration: I round/ level

DescriptionDeveloped by the warrior-wiz-

ard Vode Nulan, arcane parrya I lowed N u Ian to surv i ve the dead lyattacks of his arch-enemy,Sorshalak the Fiend-Summoner.The two clashed in the catacombsbeneath the city of Aurimar, andthe sound of their battle is said tohave caused all the city's bells toring at once. Struck down bySorshalak's mighty blows, Nulancast his newly-developed arcaneparry upon his foe, deflectingSorshatak's deathblow and en-abling him to unleash his owndeadly assault. From that day for-ward.orcane f>arry remained part ofNulan's normal repertoire of spells.

Spell EffectIf the caster is struck by a

foe's attack while this spell is ineffect, the caster may expend thespell to avoid any damage. Thedecision to use the spell must bemade before damage is rolled. Thespell's effect ends once it is used.

Material Component; A vialof mercury.

Armor of Brambles

Target gains thorny armor thatcan damage attackers.

Conjuration (Creation)

Level: Drd 4, Plant 4

Components: V, S, M

Casting Time: 1 action

Range: Touch

Target: One creature

Duration: 10 minutes/level (D)

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)

DescriptionMost of Dene v's followers see

little wrong with taking advan-tage of the tools of the otherdi vineraces, whether they be iron-nailedboots, cured leather armors, or

forged steel scimitars. Yet thereare those among her followers thatdisdain all but the simplest hand-made garments and weapons, anda few reject even these conven-tions, using only exactly whatDenev supplies for their needs.

One such follower is Lyral theHawk, an old elven druid who haslived in the Ganjus Forest nearVera-Tre for time out of mind. It iswell known among the locals thatall things not completely naturalare anathema to him, includingsuch trappings of "civilization" asclothingand shoes. This con tempthas made defending himself a bitdifficult, however, since he dislikeseven wearing simple hide armor.He created this spell to help hisodds against those who would dohim harm.

Spell EffectA mul t i tud e of tough wooden

vines with iron hard thorns springfrom the caster's hands and wrapthemselves a round the target, pro-viding the target wirh a +5 armorbonus. Armor of brambles is con-sidered medium armor with a +4maximum Dexterity bonus, a -4

CHAPTER ; SP6LLJ -J

skill check penalty, and a 25%arcane spell failure chance. Thearmor weighs 15 pounds.

The thorny vines also make itdifficult to hit the wearer withoutdamage. On each successful attackagainst the target, rhe attacker mustmake a Reflex save at the spell'sDC or take Id4 points of damage.

Material Component: A short,thorny vine.

Aura of Menace

Caster gains + J to his Intimi-dation skill ranks per caster

level.Illusion (Glamer) [Fear, Mind-affecting]

L«vel:Brd2,Clr2,Sor/Wiz2

Components: V. S

Casting Time: I action

Range; Personal

Target: You

Duration: I hour/level (0)

Saving Throw; None

Spell Resistance: No

DescriptionAura of menace was developed

by the priests of Chardun during theDivine War, though arcanespellcasters have practiced some varia-tion ofit long before and since. Manyof Chardun's servants use this spell tohelp impose their will cm others, asthe respect and fear of others is con-sidered vital for any successful followerof rhe Great General.

Spell EffectThis spell creates a subrle but

very reat aura of menace aroundthe caster. Though it is impos-sible to determine exactly why,he seems larger, fiercer, and moreimposing while this spell is ineffect. The castergains +1 rank inIntimidation per character level,to a maximum of +10.

Austlinan' s Vi olentScream

Id6 sonic damage/level in a 20ft. cane.

Evocation [Sonic]

Level: Brd 5, Sor/Wiz 3

Components: S, M

Casting Time: 1 action

Range: 20 Ft.

Area: Cone

Duration: Instantaneous

Saving Throw: Fortitude half

Spell Resistance: Yes

DescriptionThe wizard Austl inan d ied over

l,700yeaisago,yertalesofthemightye If remain pan ofbards'songs, halfiingtales, and ore legends today. Noteven the havoc of the Divine Warwas enough to erase memories of hisexistence. It is sometimes claimedthat Austlinan became the Herald ofMiridum instead of dying and fellwith her when Hririruuk slew thegoddess.

Whatever his fate, Austlinanwas also well-known for his horribletemper, rages that often found theirexpression in awesome displays ofdestructive magic. One of his forgot-ten apprentices developed this spellas a sarcastic commentary on thisfoible of his master, but Ausdinanadopted the spell enthusiastically-after polymorphing the apprenriceinto a rat and keeping him caged fora week.

Spell EffectThis spell produces a 20 foot

cone of damaging sound emittedfrom the caster's mouth, inflict-ing Id6 points of sonic damageper level (up to 10d6). The castermay choose to inflict fewer diceof damage than the maximum,but not less than Id6. The targetmust also make a Forritude saveto avoid being deafened for oneround per die of damage.

Material Component: A sil-ver whistle.

Avalanche

Creates a moving avalancheunder caster's control.

Conjuration (Summoning) [Cold]

Level: Drd 6, Sor/Wiz 6, Earth 6

Components: V, S. M

Casting Time: I Full round

Range: Long (400 ft. + 40 ft./level)

Effect; Moving wall of snow. 10 Ft square/level (see below)

Duration: 1 round /level

Saving Throw: Ref lex half

Spell Resistance: Yes

DescriptionDeveloped almost simulta-

neously upon the peaks of BurokTom and in the wilds of Albadia(where it is known as frigid demise),avalanche has seen fewer uses sincethe Titans war because of the wilderweather assaulting the land.

The dwarves of Burok Tornhave abandoned it completely,relying now on their inner de-fenses to protect them. The witchnomads of Albadia use the spell tovarying degrees, although usuallyas a means of moving snow fromtheir path as they wander rhewastelands they call home.

Spell EffectAvalanche can only be cast in

snowy,mountainous regions. Itcre-ates a fast-moving wall of snow, 20feet high and occupying an areaequal to 10 square feet per casterlevel. The avalanche has a move-ment rate of 60 feet. Its initialdirection is determined by thecaster, but it must always movedownhill. At the beginning of eachround, so long as she maintainsconcentration and stays withinrange, the casrer can cause the ava-lanche to turn up to 45 degrees.

Anyone struck by the ava-lanche takes 8d6pointsof damage.This damage can be halved with asuccessful Reflex save, but thosewho fail this initial save must makeanother Reflex save (DC +2) toavoid being buried {see DMG,Chapter 4, "Cave-Ins and CoE-lapses"). If the avalanche stopsmoving downhill or moves out ofrange, or if the caster ceases con-centraring, the spell's effects end.Those in its area of effect mustthen make a Reflex save (DC +4)to avoid being buried.

MaterialComponent: A hand-ful of snow.

Bane of the Forge

Allows non-metallic weaponsto ignore AC of metal armor.

Transmutation

Level: Drd 2. Rgr 3

Components: V, S, OF

Casting Time: I action

87:i

Rarer &. RITUXU 2-. LOST LOP.E

Range: Touch

Target One weapon

Duration; 1 round/level

Saving Throw: Will negates (object)

Spell Resistance: Yes (object)

DescriptionDeveloped long ago by dru-

ids and shamans wanting to haltthe destruction of their home-lands by "civilized" people wearingmetal armor, many primitive tribesin the jungles and woods of Sea rnnow use this spell. Especially dur-ing the Divine War, the primitivepeople were often slaughteredwithout mercy by knights andother warriors in heavy metal ar-mor. This spell gave the victims afa it chance against such foes, sinceit allows a non-metal weapon toignore metal armor. If invadersand despoilers of woodlands knowthat a tribe has knowledge of thisspell, they often think twice aboutentering such territory.

Spell EffectThis spell enchants a non-

metal weapon such as a cudgel orstone spear so that it ignores metalarmor and other protections madeof metal. Any portion of a target'sAC that derives from metal ar-mor is ignored, though magicalbonuses still apply. Non-metalarmor protects targets normally.If attacking a metal object, theenchanted weapon ignores theobject's hardness rating,

Bath of PurityMakes spirit doll able to heal

its target.Transmutation

Level: Sor/Wiz 4

Components: V, 5, F.XP

Casting Time: 1 hour

Range: Close (25 ft + 5 Ft./2 levels)

Target: One creature marked to the spirit dollfocus

Duration: See text

Saving Throw: Fortitude negates (harmless)

Spall Resistance: Yes (harmless)

DescriptionAny Albadian witch that

understands the power of thespiritdoll (see enchant spirit doll) wellenough to cast this spell is always

sure to do so. These witches makespirit dolls of themselves, castthem in a bath of purity, and thenkeep them with the ir trusted heal-ers. It is rumored that the witchesare so protective of their territoryin Albadiaonly because they havespirit dolls of themselvesand knowthe effects that could be unleashedon them if their own dolls weregiven to enemies.

Spell EffectBy washing the doll and mark

during the casting of this spell,the caster creates a magical bondbetween the two. The doll and itsmark must be within 5 feet of eachother while this takes piace. Oncethis spell is completed, any Con-juration (healing) ot protectionfrom evil/good/lawlchaos spells caston the doll take effect on thetarget as if cast directly onto him.

Once the spell has been cast,the distance between the targetand the caster is irrelevant. Thisspell lasts as long as the spirit dollre mains in one piece i that is, oncethe spirit doll's enchantment endsso does this spell. Refer to theenchant spirit doH spell for detailson that spell's duration.

Focus: Spirit doll (seeenchantspirit doll spell) marked to the tar-get, and enough clean water tobathe both the target and thespirit doll during the casting.

XPcost:75XP.

Battle Projection

Caster creates a spectral copyof himself that can make melee

attach at a distance.Illusion (Shadow)

Level: Sor/Wiz }

Components: V, S, F

Casting Time: 1 action

Range: Close (25 ft, + 5 Ft,/2 levels)

Target: You

Duration: I round /level

Saving Throw: None

Spell Resistance: No

DescriptionArcane spellcasters often find

themselves at a great disadvan-tage when forced into combat.Though their magical powers

make them potent adversaries,their scholarly nature often leavesthem frail and vulnerable to anenemy's blows. In battle, it is wisefor a wizard or sorcerer to stay outof the fray, working his magicfrom behind the lines.

Yet sometimes a spellcastermay wish to confront his enemiesmore directly.

Spell EffectUpon casting this spell, a

spectral copy of the caster is su-perimposed on his person. Thespecrral image follows the move-ments of the caster with a slightdelay, creating a strange swayingeffect. Whenever the affectedwizard or sorcerer strikes out to-ward an enemy, who may verywell be out of the caster's range,the phantasmal copy instantlymoves within striking distance ofthe tatget to deliver the blow.

While under the influence ofthis spell, the caster can makemelee attacks against any visiblecreature within range. The copyacts as if using the same weaponsand attacks as the original, andcan deliver touch spells. Makingan attack with the spectral dupli-cate is a standard action andprovokes attacks of opportunityfrom any foes in range.

Focus: A prism.

BedBugBitesSleeping target is covered with

itchy bites that penalize all rollsfor the next day.

Conjuration (Creation)

Level: Brd 2, Clr 2, Drd !, Rgr 1, Sor/Wiz 2

Components: 5, M

Casting Time: 1 full round

Range: Touch

Target One creature

Duration: Instantaneous

Saving Throw: Special (see below)

Spell Resistance: Yes

DescriptionSaid to have first been re-

searched and designed by Hashanof the Scaled, this spell is mostoften used as a mildly maliciouspractical joke, such as on a bride-groom the night before his

CHAPTER T H R € € r SPELLS

wedding. When cast on a generalthe night before a great battle,however, this spell could conceiv-ably change the course of history.It is a favorite among followers ofEnkili's trickster aspect.

Spell EffectBed bug bites covers a single

sleeping target head to toe in itchyinsect bites, causing a -1 penaltyto all of the target's rolls for theentire following day. The bitesdisappear after one full day. Thereis no saving throw, but since thespell requires the caster to touch asleeping target, the GM may de-termine that the target receives aReflex save in order to wake upand detect the caster.

Material Component: A singlesmall biting insect or arthropodsuch as a flea, mosquito, or spider.This spell does not harm the insectin any way, though the same insectcannot be used more than once.

Beetle SwarmSummons a swarm offlesh- stripping beetles.

Conjuration (Summoning)

Level: Sor/Wiz 5

nts: V, S, M

Casting Time: 1 action

Range: Medium (100 ft. . 10 ft./level)

Area: One 5-ft. cube/3 levels (S)

Duration: 1 round/level

Saving Throw: Fortitude half

Spell Resistance: No

DescriptionWhile using beetles to clean

a skeleton for an experiment, theHollowfaust necromancer VinLocheed got the idea that a con-trollable swarrn of beetles mightmake an extremely effectiveweapon. The resulting spell sum-mons a swarm of flesh-eatingbeetles that can reduce a full-grown man to a skeleton inseconds.

Beetle swarm has so far provenits effectiveness against the lessergorgons of the Hornsaw Forestand is now part of the city's nor-mal defenses. It is, however, aspell that the necromancers ofHollowfaust are willing to partwith . . . for a price.

Spell EffectThis spell summons a swarm

of fiendish beetles from the Abyss.These beetles coalesce out of adark smoke that appears at a de-sired point within the spell's rangeand proceed to consume all or-

ganic material in their immediatevicinity. The beetles summonedare flightless and will only harmtargets on the ground. They canadhere to walls and ceilings, aswell.

Creatures in the areaof effecttake 5d6 points of damage everyround and are considered blind asthe beetles swarm over faces andeyes. A successful Fortitude savereduces the damage by half andnegates the blinded condition forthat round. Those who leave theswarm are no longer consideredblind, but the tenacious beetlescontinue to cling and deal 3d6points of damage each round. Theclinging beetles may be dislodgedif the creature takes a move-equivalent action to brush themoff, after which they immediatelyscuttle back to the main swarm.

As a full-round action, thecaster may command the swarmto move up to 30 feet and canreshape the swarrn however hesees fit. The swarm cannot bemoved if the caster fails a Con-centration check or is otherwisedistracted.

The beetles are considered tobe outsiders, so a repel vermin spelloffers no protection. New beetles

rtl

89 ']

R€LICJ &. RITUXLS 2: LOST

appear to replace any that arekilled, so the swarm cannot beharmed with melee weapons. Areaeffect spells such as fireball, icestorm, and cone of cold can destroythe swarm if more than 75% of itlies within the spell's area. Anyless has no effect, as any slainbeetles will be instantly replaced.A protection from evillgood/law/chaos spell will keep the beetles atbay, and slaying the caster imme-diately ends the spell.

Material Component: An em-balmed beetle husk.

Bend Sounds

Protection from sonic andlanguage'based attacks.

Abjuration

Level: &rd 2, Sor/Wiz 2

Components: V,S,F

Casting Time: 1 action

Range: Personal or close (25 ft. + 5 Ft/level)

Target You or I creature

Duration: 10 minutes/level

Saving Throw: Reflex negates

Spefl Resistance: Yes

DescriptionDeveloped by the mages and

lore masters of the PhylactericVault, bend sounds creates an en-velope similar to a silence spellaround the caster that stops allsound. The original purpose ofthe spetl was to create a zone ofquiet and solitude so that the magecould study and carry out researchwithout disruption due to noise.Since that time, the spell hasproven useful in protecting ar-cane spe lie asters from sonic- andlanguage-based attacks. Alterna-tively, bend sounds has found useas a means of silencing othet spellcasters, battlefield commanders,or as a practical joke on those whosimply will not shut up.

Spell EffectsWhen a mage casts this spell,

she creates an invisible mobilezone of silence all around her.The spell functions by bending alltypes of noise and sound aroundthe caster, yet sti tl allows the casterto hear herself speak. Because thespell stops all sound, it provides

complete protection from allsonic- and language-based attacks.Conversely, the envelope of thespell prevents a protected magefrom launching any sonic- or lan-guage-based attacks but does nototherwise inhibit spell casting.Unlike radius-effect silence spells,those around the caster can hearnormally. Enveloped targets areconsidered deafened (though theycan hear themselves) and cannotproduce any sounds.

If used to envelop anotherbeing, the larger receives a Reflexsaving throw to negate the effect.If the saving throw fails, then thetarget is enveloped and suffersfrom the above effects.

Arcane Focus: A small tun-ing fork,

Blade MeldCauses weapons that strike the

caster to meld into his flesh.Transmutation

Level: Sor/Wiz b

Components: V, S, M

Casting Time: 1 action

Range: Personal

Target: The caster

Duration: 1 round/level

Saving Throw: Special (see below)

Spell Resistance: No

DescriptionMany warriors have suffered

defeat ar the hands of the terribleblade beasrs, losing their weaponstoGolthagga'sservants.lt did nottake long for mages studying thefallen titan's relics and creationsto realize rhe Tremendous advan-tage such a power would provide.

Spell EffectWhen this spell is cast, the

caster's body becomes capable ofabsorbing any metal weaponsstriking it, just as a blade beast'sbody does. If rhe caster is hit byany kind of meral weapon, thewielderofthe weapon must makea Reflex saving throw or have herweapon instantly absorbed intothe caster's body, wrenching itfrom her grasp and inflicting nodamage on the caster. If theweapon is magical, the wielder

receives an enhancement bonusto his save equal to rhe weapon'smagical enhancement bonus{with marker price modifiers in-cluded; see DMG, Chapter 8,Tables 8-15 and 8-16).

A casrer can hold up to 10Small or Tiny weapons - a Me-dium-sized weapon counts as twoSmall or Tiny weapons, and aLarge weapon counts as three forpurposes of absorption. Ifthislimiris reached, further attacks inflictdamage normally.

The casrer can expel all weap-ons inside him at will, but hecannot expel specific weapons,and if the spell duration expiresand the caster still has weaponsinside him, all those weapons areexpelled and fall to the groundaround him. Likewise, if the casterdies, all weapons are released fromhis body. No matter how manyweapons the caster has absorbed,those weapons do not hinder orimpair his movement or abilitiesat all.

Material Components: A shardof metal from a blade beast's body,or from any weapon a blade beastonce absorbed.

Bladethirst

Weapon touched cuts orpierces deeper, inflicting more

damage.Transmutation

Levd:Rgr2,Sor/Wi7l

Components: V. S, F

Casting Time: I action

Range: Touch

Target: Weapon touched

Duration: 1 minute/ level

Saving Throw: None

Spell Resistance: No

DescriptionBladethirst is originally be-

lieved to have been developed byhalfling wizards, or the spellcastersof another small race seeking tocompensate for rhe fact that the itweapons did not inflict the sameharm as those used by bigger folk.Since then, its use has spread

CHAPTER THR££: SPfLLS

among Calastian battle-mages andthe rangers of the Veshan Vigils.

Spell EffectThis spell may only be cast

on stashing or piercing weapons,causing them to bite deeper intoan opponent's flesh. This effec-tively raises the weapon's damagedie by one size for the duration ofthe spell. Thus a dagger that nor-mally inflicts Id4 points of damagewould in f l i c t U16, while agreatsword would inflict 2d8points of damage instead of itsregular 2d6. A weapon that in-flicts d!2 damage will inflict d20when affected by this spell.

Focus: The weapon.

Blaise's Bead of Frost

Enchants bead to produce ablast of frost and numbing

cold.Evocation [Cold]

Levd:Sor/Wiz4,Water5

Components: V, S, W DF

Casting Timer 1 action

Range: Close (25 ft + 5ft./2 levels)

Area: 10-Ft. radius

Duration: Instantaneous

Swing Throw: Reflex haft

Spell Resistance: Yes

DescriptionBlaise Radlock is a member

of Mithril's Guild of Shadows,originally brought into the foldunder Danye Blackburn's tutelage.He is a collector of beads of allsorts — common, rare, ancient,and even otherworldly. His col-lection includes beads crafted fromthe June Roses of the Elves ofVera-Tre, artifacts from aSlarecian archeology dig, and theworks of local artisans, to namejust afew.The wizard usually wearsseveral srrands when out and aboutthe city or on an adventure.

It is not surprising that theunorthodox wizard developed aseries of spells involving beads —in this case, to a chilling end. Heoften brags that he once helped anight patrol capture a drunkensteppe troll barbarian by usingthis spell to freeze a puddle of

water in which his quarry wasstanding.

Spell EffectThe caster creates a chilling

missile from a bead that producesa blast of frost damage if the castersucceeds with a ranged touch at-tack. The cold damage is Id4 percaster level, to a maximum of10d4.

Material Component: A co-balt blue glass bead.

Blaise's Blasting Bead

Enchants bead to explode in adeafening concussive blast.

Evocation [Sonic]

Level: Brd 4, Sor/Wiz 4

Components: V. S, M

Casting Time: I action

Range: Medium (100 ft. + 10 ft./ievel)

ATM: Vft. radius

Duration: Instantaneous

Saving Throw: Reflex half

Spell Resistance: Yes

DescriptionSome say Btaise developed

this spell as a resulr of a love affairwith a Hedradan bard, but no onecan say for certain. Blaise himselfinsists that a gentleman does notkiss and tell. The fact that bardscan learn this spelt lends credenceto such claims.

Spell EffectWhen evoking this spell, the

caster sings {bards can use a musi-cal instrument in lieu of singing)a note to a bead, then tosses it atthe targeted area where it explodeswith concussive force. Those inthe radius affected by the spelltake 3d8 points of damage. Fur-thermore, those in the area ofeffect who fail their Reflex saveare deafened for 2d6 rounds.

Material Component: A beadcarved from bone, horn, or ivoryof any magical sonic creature suchas harpies, dragonnes, orshadowjesters. A necromancer inthe Guild of Shadows has pointedout that the bone of a bard wouldwork equally well.

Blaise's Blazing Beads

Charges beads with magicalenergy and damages oppO'

nents.Evocation [Force]

Level: Brd 2, Sor/Wii 1

Components: V, S, M

Casting Time: I action

Range: Medium {100 Ft. + 10 ft./level)

Target: Up to three opponents within a 5- Ft.

radius

Duration: Instantaneous

Saving Throw: None

Spell Resistance: Yes

DescriptionThis is the first of rhe bead

spells Blaise developed and reput-edly the one he is most fond ofshowing off. He is fond of tellinga story in which he used a string ofbeads to drive off a nest of coalgoblins during an attack on thePenumbral Pentagon.

Spell EffectThecastermayinfusea hand-

ful of small beads with magicalforce. The number of beads in-fused is Id3 per caster level, up toa maximum of 10d3. The beadsthen fly from unerringly from thecaster's hand to strike the target,inflicting one point of damage forevery bead infused. Concealmentreduces damage by a percentageequal to the miss chance listed inthe DMG, Chapter 8, Table 8-10.

Material Component: A hand-ful of loose clear glass or crystalbeads.

Blaise's Iron Bead

Weaves an invisible protectivemagnetic barrier about the

caster.Abjuration

Level: Drd 6, Earth 7, Sor/Wiz 5, Strength 7

Components: V, S, M

Casting Time: 1 action

Range: Personal

Target: You

Duration: 10 minutes/level or until discharged.

Saving Throw: None

Spell Resistance: No

1kl.91 '

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RfUCJ fc. RITUXU 2: LOST

DescriptionThecaster imbues with rnagic

energy an iron bead strung on athong of oxen hide, which thenprovides magical protection. Thespell is negated if the thong andbead are removed. This spell isalso available to druids due to itsconnection to earth magic.

Spell EffectWhile the bead is worn, the

caster gains a +4 bonus to his ACand damage reduction of 15/+5.Once 10 points of damage percaster level have been ptevented,the spell ends and the bead be-comes a normal object again.

Material Component: An ironbead strung on an oxen hidethong,

Biaise's Lucky Bead

The caster imbues a bead withluck energy.

Abjuration

Level: Sor/Wiz 4

Components; V, S, M

Casting Time: 1 action

Range: Personal

Effect: Self

Duration: I round/I eve I

Saving Throw; None

Spell Resistance: No

DescriptionThe caster charges a bead

with magical luck, which he candraw on for the spell's duration.

Spell EffectOnce the bead is charged,

the caster must keep it somewhereon her person, otherwise the spellfails. Whenever a d20 roll is re-quired during the spell's duration,the player is allowed to roll twodice and take the most favorableas the result.

Material Component: A beadembellished with some icon ofluck or chance.

Blind Mark

Tampers with mark's senses.Illusion (figment)

Level; Sor/Wii 2

Components: V, S, F

Casting Time: 1 full round

Range: Long (400 ft. + 40 ft./level)

Target: One creature that is marked by thespirit doll focus

Duration: 1 day/level (D) (see below)

Saving Throw: Will partial

Spell Resistance: Yes

DescriptionThanks to the conduit formed

by the spirit dolls, the spiritwitches of Albadia can effectivelyblind targets much further awaythan a more conventional wizardor sorcerer can.

Spell EffectBy covering the focus's head

with either hand or cloth, themark (see enchant spirit doll) isthen blinded. The effect lasts aslong as the focus remains cove red,up to the spell's maximum dura-tion. If the focus becomesuncovered, the spell ends imme-diately. If the target's savesucceeds, he is not blinded but isinstead dazzled (-1 to attack) foranumber of rounds equal to thecaster's level.

Focus: Spirit doll (seeenchantspirit doll spell) marked to the tar-get.

Blood Water

Person's blood transforms toconsistency of water.

Transmutation

Level: Clr 4, Drd 5, Evil 4

Components: V, S

Casting Time: I action

Range: Touch

Target: One creature

Duration: Instantaneous

Saving Throw: Fortitude negates

Spell Resistance: Yes

DescriptionOriginally developed by cult -

ists loyal to Kadum theMountainshaker, Wood water wasstolen by Belsameth's avatar andgiven to her worshippers shortlybefore the Divine War,

Belsameth's followers usedthe spell to deadly effect duringthe war, casting it to marktitans pawn who were then setupon by Belsameth's hordes. Af-ter the Titanswar, the spell again

turned up, this time in the handsof a Cult of Ancients sect be-sieged by a number of Corean'spaladins. Despite being outnum-bered, clerics of the sect sacrificedthemselves to get close enough tocast blood water on the advancingpaladins. Only when the firstknight felt the sting of an assassin'sblade and gushed watery blooddid the knights know fear. Theassassins made short and bloodywork of the knights, earning thespell newfound respect.

Spell EffectThe caster must make a small

cut on his body, then cast thespell. A victim affected by bloodwater does not feel any outwardchange; however, the next timethe person suffers any cut orwound, his blood does nor clot.Those affected by this spell takebleeding damage on subsequentrounds, based upon the weaponrhar first inflicted the damage.On the round following the ini-tial damage, the victimautomatically suffers damage thatis one die type less. On each fol-lowing round, the damage isreduced by one die type until it isfinally reduced to d4, after whichno further damage is taken. Thisadditional damage does not in-clude any Strength or magicbonuses.

For example, a victim slashedby a longsword suffers the initialdamage (Id8 plus any bonuses),then takes additional da mage (Id6on the next round, Id4 on theround after that, with no bonuses)ashis blood pours from the wound.A strike by a greatswnrd causes2d6 initially, then 2d4 on thefollowing round. No further dam-age is taken in this case, as damagedice cannot be reduced below d4..

Bloodied Blade

Temf)oraril)i gives a weaponthe taste for blood, granting

bonuses to attack and damageroils.

Transmutation

Level: Clr 4, Drd 4, Evil 4, Sor/Wii 4

CHAPTER THREE: SP€LLS

Components: V. 5, M

Casting Time:) action

Range: Touch

Target: Weapon touched

Duration: 1 day + 1 round/level (see below)

Saving Throw: Will negates (object)

Spell Resistance: Yes (object)

DescriptionTired of seeing her loyal coal

goblins and other assassins struckdown by their victims' compan-ions after being revealed by theirinitial attack, Belsameth grantedthem this spelt. Bloodied blade re-wards Belsarneth's servants forsuccessful ambushes and attacksfrom concealment by making theweapon used for the strike eagerto help destroy its wielder's oppo-nents. Drendari stole knowledgeof her mother's spell and craftedan arcane version, which was sub-sequently stolen by the PenumbralLords. Today, the shadow lordDarTan uses bloodied blade out ofadesire to corrupt the holy mithrilswords of his most hated enemies.

Spell EffectBloodied blade can be cast on

any slashing or piercing weapon.The spell lies dormant until theweapon inflicts damage or untilthe next sunrise, at which pointthe spell is discharged withouteffect. If the weapon inflicts atleast one point of damage againsta living creature before that time,however, the spell is activated.

Once activated, the weapongains a limited, feral intelligenceand a lust to shed more blood.Every 5 points of damage that theweapon inflicts grants a +1 mo-rale bonus to attack and damagerolls up to a maximum of +5 for 1round/caster level.. Since this is amorale bonus, it stacks with anyenhancement bonuses theweapon may have and any moralebonuses the wielder may have,but is not considered a magicalbonus for the purposes of damag-ing creatures with damagereduction. In addition, any non-evil creature struck by a bloodiedblade must make a Will savingthrow ot suffer a morale penalty of-2 on attacks made against the

blade's wielder, due to the hor-rible aura of glee emanating fromthe weapon when it draws blood.These effecrs last 1 round/level ofrhe caster, after which the spell isended.

If this spell is cast on a weaponwielded by someone other thanthe caster, the weapon may re-ceive a saving throw if its wielderwishes to avoid the spell's effects.Weapons with the holy specialability under rhe effect of bloodiedblade must make a Will savingthrow each time they slay a livingenemy or become unholy. Simi-larly, intelligent weapons withnon-evil alignments must make aWill saving throw for each livingbeing killed while under this spellor have their alignments shift onestep toward neutral evil. Theseeffects can be eliminated by aremove curse spell.

Material Component: Onedrop of rhe casrer's blood.

Body of SandThe spellcaster transforms his

body into sand, gaining protec-tion from piercing and slashing

weapons,Transmutation

Level: Clr 2, Protection 2, Drd I

Components: V, S, M

Casting Time: I action

Range: Personal

Target: You

Duration: 1 minute/level

Saving Throw; None

Spell Resistance: No

DescriptionIr is said that a legendary trea-

sure lies in the heart of theUkrudan Desert, in a lost cityguarded by warriors who can turntheir bodies to sand. This ancientspell gives some credence to thelegend, but so far all who havesought the treasure have vanishedinto the desert.

Spell EffectThis spell transforms the

spellcaster's body into sand. Thistransformation grants the casterdamage resistance of 5/+1 againstslashing and piercing weapons.

As the caster has been transformedinto sand, he receives a +10 bo-nus to all Hide and Move Silentlychecks made while in desert ter-rain.

Material Component: A pinchof desert sand.

Bolt of PowerProduces a fiery blast of

magma from a stone.Evocation [Fire]

Level: Drd 2, Sor/Wii 1

Components: V. S, M

Casting Time: I action

Range: Close (25 ft. * 5 ft./2 levels)

Effect: Ray

Duration: Instantaneous

Saving Throw: Reflex half

Spell Resistance: Yes

DescriptionUriben, a d warven druid who

revered Golthagga, was the firsrknown user of this spell, althoughit quickly spread to the sorcerousand druidic hosts of the titans'armies. The spell enjoys a renewedpopularity wi th thechronomancers of Darakeene,who discovered a way to dupli-cate its effects with arcane magic.

Spell EffectThe caster holds a piece of

stone and causes it to release all ofthe heat and energy that wentinto its formation, blazing forth asa potent burst of magma. Thisblast of molten stone srrikes asingle target within range, requir-ing a ranged touch attack andcausing 2d8 points of fire damageif it hits. A Reflex save allows thetatget to leapclearand avoid someof the effect, suffering only halfdamage.

Material Component: A vol-canic srone weighing at least onepound.

BonebladesSharp bone spurs sprout all

over caster's body.Necromancy

Level: Drd 5, Sor/Wii 5

Components; V. S. M

Casting Time: 1 action

R t L I C J &. RITUALS 2: LOST LOM

Range: Touch

Target Creature touched

Duration: 1 hour/1 eve I

Saving Throw: Fortitude negates (harmless)

Spell Resistance: Yes (harmless)

DescriptionDeveloped by the crypt lords

of Glivid-Autel, this spell is usedto enhance the combat prowess ofthe city's wire bound berserkers.Thespell's effect mixed with theitinsane rage is devastating to thecity's foes.

Spell EffectThe target of this spell sprouts

long, sharp spurs of bone all overhis body. The target deals 2d6points of piercing damage (criti-cal x2) with a successful grappleattack. Anyone who successfullygrapples the subject will take thesame amount of damage.

Material Component: A smallpieceof bone whittled into ablade.

Bones of AdamantineSkeletons totaling 1 RD/level

gain DR 201+2.Necromancy

Level: Sor/Wiz 6

Component*: V, S. M

Casting Time: 1 kill round

Range: Close (25 ft. + 5 ft./2 levels).

Targets: Skeletons with total HD equal to 1HD/level

Duration: 1 hour/level

Saving Throw: Will negates (harmless, ob-ject)

Spell Resistance: Yes (harmless, object)

DescriptionThe most powerful of the

charduni bonespells, bones of ada-mantine is used by high-rankingpriest-necromancers to create elitebodyguards that are all but im-mune to physical damage.

Spell EffectOne or more skeletons within

range with total HD equal to 1HD/caster level gain damage re-duction of 201+2. Damage frompiercing and slashing weapons ishalved prior to subtracting fromthe skeletons' DR.

Material Component: 1 poundof adamantine per skeleton.

Bones of IronSkeletons totaling I HD/level

gainDR 10/+1.Necromancy

Level: Sor/Wtz 4

Components: V. S. M

Casting Time: 1 round

Range: Close (25 Ft + 5 Ft./2 levels).

Targets: Skeletons with total HD equal to IHD/level

Duration: I hour/level

Saving Throw: Will negates (harmless, ob-

it**)Spell Resistance: Yes (harmless, object)

DescriptionA more powerful spell than

bones of silver, this spell createshighlydamage-resistantskeletonsthat are capable of decimatingentire armies unless opposed witharcane weaponry.

Spell EffectOneor more skeletons within

range with total HD equal to 1HD/caster level gain damage re-duction of 10/+1. Damage frompiercing and slashing weapons ishalved prior to subttacting fromthe skeletons' DR.

Material Component: 1 poundof iron per skeleton.

Bones of SilverSkeletons totaling I HD/level

gain DR 5(silver.Necromancy

Level: Sor/Wiz 3

Components: V. S, M

Casting Time: 1 round

Range: Close (25 Ft. + 5 ft./2 levels).

Targets: Skeletons with total HO equal to 1HD/level, no two of which are more than 30 Ft.apart

Duration: 1 hour/level

Saving Throw: Will negates (harmless, ob-ject)

Spell Resistance: Yes (harmless, object)

DescriptionThe charduni have been

feared for centuries for their use ofundead warriors. This has a fear-some effect on the morale of thecharduni's foes - those who facethedark dwarves know that shouldthey fall, their bodies will be ani-mated as part of the next untlead

legion. Not satisfied with thestrength of their undead forces,charduni priest-necromancerscreated several spells in order tostrengthen their skeletal soldiers.

Spell EffectOne or more skeletons within

range with total HD equal to 1HD/caster level gain damage re-duction of 5/silver. Damage frompiercing and slashing weapons ishalved prior to subtracting fromthe skeletons' DR.

Material Component: 10 sil-ver pieces per skeleton.

Bread of LifeBread provides a day's nour-ishment and a IdS+J/caster

level healing source.Transmutation

Level: Or 2

Component*: V,S, OF

Casting Time: I kill round

Range: Touch

Target: One 2-lb loaF of bread

Duration: Instantaneous

Saving Throw: None

Spell Resistance: No

DescriptionIn the wake of the Divine

War, the clerics of Madriel wan-dered the land comforting thebereaved, healing the sick, andfeeding the hungry. Using thisspell, which was granted by theMother of Mercy herself, thepriests were able to provide foodfor starving families and trans-form humble loaves of bread intonutritious meals.

Spell EffectA 2-lb. loaf of bread is blessed

with healing magic. The breadmust be of good quality andtouched by the caster. The breadis automatically divided into fourquarters, each with the abilitieslisted.

Consuming a quarter of theloaf as a standard act ion sustains aMedium-size creature as if it was aful l meal for a day and heals Id8points of damage +1 per casterlevel.

CHAPTfR THREE: S P E L L S

Breath of DeathCaster exhales a cloud of

spores.Conjuration (Creation)

Level: Drd 5>, Plant 6

Components: V, S, OF

Casting Time: 1 action

Range: Close (25 ft. *5 ft./ level)

Effect: Cone extending out from the caster

Duration: 1 hour/level

Saving Throw: Fortitude negates

Spell Resistance: No

DescriptionPopular among the few dru-

ids who still revere Hrinruuk theHunter, breath of death allows adruid to exhale forth a cloud ofpoisonous fungal spores into thefaces of unsuspecting victims. Thespores then lodge in the soft tissueof the victim's body and begin togrow and multiply with supernatu-ral speed. Soon the dying victimbegins to give off a fecund scentthat draws predators from, all overthe area. . . and then the huntbegins.

Spell EffectThe caster exhales a cloud of

fungal spores. The victim mustmake a Fortitude save to avoidthe spell's effects.

In Id6 hours after a failedsaving throw, the host experiencesan itching, burn ing sensation andloses 1 temporary point ofStrength and Constitution perhour (seeDMG, Chapter3," Abil-ity Score Loss"). Purplish-blackfungus oozes from the victim's eyesand nose, and his skin takes on asickly pallor. Anyone who touchesthe host must make a Fortitudesave {DC 15) or also become in-fected. While infected, the hostemits a foul odor that attractspredators and causes them to at-tack him immediately with a +1bonus to their attack rolls.

A cure disease spell will endthe infestation if the victim haslost less than half his Constitu-tion. After the host has lost morethan half, however, the cure dis-ease will not work unless it is castimmediately after a regenerationspell.

Bull's GraceRa;y reduces target's Dexterity.Transmutation

Level: Sor/Wiz 2

Components: V, SCasting Time: 1 action

Range: Close (25 ft. 15 f t./2 levels)

Effect: Ray

Duration: 1 minute/level

Saving Throw: Fortitude negates

Spell Resistance: Yes

DescriptionOnly the wizard-sage Yugman

would consider it a productive useof time to research an enchant-ment simply because he "likedthe name." This spell was foundin a beginner's spell book alongwith cat's grace, bull's strength, anda spell named "cat's strength" thatupon inspection turned out to hea standard ray of enfeebtement en-chantment,

Spell EffectA crimson beam emanates

from the caster's palm, disorient-ing and unbalancing the target.The caster must succeed with aranged touch attack to strike hertarget, and if a Fortitude save isfailed, the target suffers a -Id6penalty to Dexterity, with an ad-ditional penalty of-1 per 2 casterlevels, to a maximum of -5. Thesubject's Dexterity score cannotdrop below 1.

Burden of Faith

Divine spellcasters withinrange suffer extreme encum-

brance.Conjuration [Force]

Level: Drd 6, Sor/Wiz 5

Components: V, S

Casting Time: I action

Range: Medium (100 Ft. - 10 ft./level)

Area: 30 ft. radius burst

Duration: I minute/level

Saving Throw: Fortitude negates

Spell Resistance: Yes

DescriptionThe spell was created by

Mesos in order to limit the powerof divine spellcasters. He experi-mented with the connection

between the gods and their ser-vants, mercilessly tormentingmortals in order to increase bisknowledge. After the Divine Warbegan, the spell was used to frus-trate the gods' servants. Althoughthe spell is still used today, manyfear that the gods will take noticeand punish its caster. This doesnot concern the servants of thetitans, the dark elves of DierDrendal, the forsaken dwarves ofKrakadom, and the Penumbra!Lords, who all use the spell withgreat relish.

Spell EffectThis speil targets all divine

spellcasters {clerics and paladins,but not druids, whose powers de-rive from the titans) within range.All those affected must make aFortitude save or be treated as ifheavily encumbered (see PHB,Chapter 9, Table 9-2: CarryingLoads).

Burning SightGrants darkvision to mark.

Transmutation

Level: Sor/Wiz 2

Components: V, S, F

Casting Time: 10 minutes

Range: Close (25 Ft, + 5 ft/2 levels)

Target: One creature that is marked by thespirit doll focus

Duration: 1 hour/level (D)

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)

DescriptionPain, fire, and cold are not

the only things that can be trans-mitted across the conduits formedby spirit dolls to their mark {seeenchant spirit doll spell). Somewitches know the secrets of trans-mitting light as well, enablingmarks to see in darkness.

Spell EffectA light source suchasacandte

or torch is placed with in six inchesof a spirit doll. This action grantsthe doll's mark darkvision of 60feet. As with other spells, the dis-tance between the doll and itsmark are irrelevant, unless one orthe other enters a different plane.

RCL1CS cX RITUXLS 2: LOfT LOW

If the doli focus is ever sepa-rated from the light source or ifthe Light focus is extinguished,the spell ends prematurely. Oncethe spell's duration has expired, itmust be cast again to be effective.

Focus: Spirit doll marked tothe target (see enchant spirit dolispell) and an active light source.

Burst of EnergyCoster gains 10 temporary hitpoints and a+1 bonus to all

saving throws.Conjuration (Healing) [Good]

L*vel:Clr2,Drd2,PalJ

Components: V, DF

Casting Time: I action

Range: Personal

Target You

Duration: I round /level

Swing Throw; None

Spell Resistance: Yes (harmless)

DescriptionMadriel, the First Angel of

Mercy, known also as the Re-deemer, taught this blessing toher most faithful warriors whenthey demonstrated prowess inbattle. It has since been taught tothe followers of other good-aligned gods, but is rarely seenamong the evil deities' minions.The spell is today used most oftenby clerics and paladins in direstraits or by those preparing toface the forces of evil.

Spell Effect.The caster gains 10 tempo-

rary hit points and a +1 sacredbonus to all saving throws for thespell's duration.

Call Animal Companion

Sends message to animalcompanion.

Evocation

Level: Ord 1

Components: 5, DF

Casting Time: 1 action

Range: Long (400 ft. 140 ft./ievel)

Target: One animal

Duration: Instantaneous

Saving Throw: None

Spdl Resistance: No

DescriptionSometimes a druid and her

animal companion become sepa-rated. Using this spell, the druidcan maintain basic communica-tion with her animal companionover a considerable distance andcall for aid should she need it.

Spell EffectBy casting this spell, a druid

can transmit a silent, one-wordmessage to an animal companion.The spell does not require line ofsight. If the message is the com-mand "come," the animal gainsan intrinsic knowledge of thecaster's location at the time ofcasting. Only an animal bondedto the caster by animal friendshipcan be targeted.

Censure of Mesos

Prevents target from using anyspell, spell-like, or supernatu-ral ability for I round/level.

Abjuration

Level: Drd 9, Sor/Wiz 9

Components: V, S, M, XP

Casting Time: 1 Full round

Range: Close (25 ft. + 5 ft./? levels)

Target: One creature

Duration: 1 round/level

Saving Throw: Will negates

Spell Resistance: Yes

DescriptionMore powerful than the druid

spelt sever, censure of Mesos pre-vents the target from using anymagical ability. Inspired by theSire of Sorcery's rebuke of Enkiliat the start of the Divine War,censure of Mesos is a less powerfulversion of the ritual ban of Mesos.Used by the early Cult of Mesos tohunt ciown and destroy opposingspellcasters, knowledge of boththe spell and the rirual has re-mained a closely guarded secret ofthe cult for nearly 150 years.

Spell EffectIf the target fails his Will

save, censure of Mesos preventshim from casting any spell or us-ing any spell-like or supernaturalabiliry for 1 rnund/casrer level.

Material Component: A singlediamond of at least 100 gp value.

XPCost: 100 XP per charac-ter level or challenge rating of thecreature targeted by the spell.

Chains of Binding

Summons iron chains thaterupt from the ground, inflict-

ing damage and grappling asingle foe.

Conjuration (Summoning)

Level: Sor/Wii 3

Components: V, S, M

Casting Time: 1 action

Range: 100 Ft. + 10 ft./level

Effect; 4 chains + 1 chain/three caster levels,all within a 5 Ft. area

Duration: I round /level

Saving Throw: Reflex negates

Spell Resistance: No

DescriptionTh isspedservesasareminder

of a darker time in the history ofHollowfaust, before the exile ofTaason.Theleaderofadiabolicalguild house, the Disciples of theAbyss, Taason and his followersdedicated their lives to the re-search of all manner of magic.Through the manipulation of thedark arts, Taason discovered hisinfluence over the realm of deathmagic was so great that he couldsummon forth denizens of theNegative Energy Plane onto theMaterial Plane. Thechai'ns of bind*ing spell isoneof his many legacies.

Spell EffectsThis spell causes hooked

chains to explode from the ground,latching onto a single victim. Fourchains, plus one chain for everythree caster levels, immediatelyspring intoaction. Each chain hasa reach of 10 feet, AC 18, hard-ness 5, and 1 hp/casrer level. Thechains of binding cannot be tar-geted by any spell that does notinflict damage.

The vicrim is allowed a singleReflex saving throw to avoid thespell entirely. If the save is suc-cessful, the chains remain in placeuntil the spell's duration expires.Anyone entering the spell's areaof effect must immediarely make

a Reflex saving throw or suffer theeffects detailed below.

In the case of failure, theunfortunate target suffers damageas the chains rend into her body,causing Id6 points of damage perchain. Additionally, the victim isconsidered grappled by thechains.

In each subsequent round, aheld character may try to wrestlefree, as if attempting to break freefrom anormal grapple. The chainshave an effective combinedStrength of 20 plus 1 per addi-tional chain. A successful checkresults in the character breakingfree from the chains.

Chains can be destroyed tohelp in freeing a held character.Each chain that is destroyed low-ers the Strength of the chains ofbinding by 1 point. When onlyfour chains remain, each destroyedchain lowers the effective com-bined Strength of the chains by 5points.

Martial Component: A singlehooked chain taken from a tor-ture chamber.

Champion SwimmerThe subject gains a+15

competence bonus to all Swimchecks.

Transmutation

Level: Clr 1, Drd 1, Rgr 1, Travel I, Water 1

Cnmn tn \f fc JvrnponetTcs. v T ivt

Casting Time: 1 action

Range: Touch

Target, Effect or Area; Creature touched

Duration: 5 rounds/1 eve I

Savimj Throw: None

Spell Resistance: Yes (harmless)

DescriptionSeveral years ago, a priest of

Enkili warched in vain as severalof his heavily armored comradesperished in ashipwreck. Heprayedour loud to his god as the waveslapped over his sinking craft,threatening to carry him under tojoin in their fate. His prayers wereanswered, and he was able to swimeffortlessly to land, over five milesaway, despite the high seas andstorm — and the fact that he waswearing his armor!

Spell EffectThe subject of this spell gains

a +15 competence bonus to allSwim checks and may hold hisbreath for twice as long as speci-fied in the DMG (see Chapter 3,sidebar: "The Drowning Rule").

Material Components: A fishbone.

Chaos Flame

Creators an uncontrollable ballof fire that inflicts 4d4 damage.Evocation [Fire]

Level: Sor/Wiz 2, Fire 2

Components: V, 5

Casting Time: 1 action

Range: Medium (100 Ft. + 10 ft./level)

Target, Effect or Area: One creature perround

Duration: I round /level

Saving Throw: Reflex half

Spell Resistance: Yes

DescriptionThe titan Mesos is credired

with creating this spell in the earlydays of the world when magic wasan even more dangerous force thanit is today. The spell has fallen outof favor due to its uncontrollablenature, but such mad creatures asiliL1 Day walker slitheren revel inits random, destructive qualities.

Spell EffectThis spell creates a ball of

flame that attemprs to attack arandom target anywhere wirhinrange each round. The caster mustmake a Will save (DC 12) eachround. If he succeeds, then hemay select any target within range;if he fails, then rhe fire attacks arandom target. The caster isnevertargeted by the spell, but his alliesmay be. The ball inflicts 4d4 pointsof fire damage on a successful hit;a Reflex save halves the damage.

Chardun's Branding

Reduces a slave's ability toresist a master's commands.

Enchantment (Compulsion) [Mind-Affect ing]

Level: Clr 8

Components: V, S, F

Casting Time: 1 minute

Range: Touch

CHAPTER THREE: SPELLS

Target: One enslaved creature

Duration: See text

Saving Throw: Will negates

Spell Resistance: Yes

DescriptionChardun commands slaves to

obey their masters, for it is writtenin the Chronicle of the Overlord,"Ir is just and proper for a slave toobey its Master in all things. Todeny this is to deny the funda-mental truth that Power ennobles,and Absolute Power ennoblesAbsolutely," This high-level spellis used ro keep the most impor-tant slaves under control.

Spell EffectsThis spell acts like a special-

ized form of suggestion. Thebranded slave does not think hislegal owner is his friend, but if hefails his saving throw, he doesbelieve that it is futile to resist hisMaster's commands. The slavemay try another Will saving throwonce per year. Also, if ordered todo something suicidal, or com-pletely inconsistent with hisalignment, the slave receives an-other W i l l save. Chardun'sbranding may be dispelled; how-ever, the physical brand remainson the former slave's body for life,unless magically healed.

Focus: A specially madebranding iron, which burns a smallcopy of Chardun's sacred symbolinro the victim's flesh. The sym-bol is a blood soaked goldenscepter crowned by a thorny lau-rel wreath. The branding ironmust be heated inside one ofChardun's temples. This item isnot expended when spell is castand may be reused.

Chardun's Glory

Caster gains +4 natural armorbonus, but is surrounded by a

dark nimbus.Transmutation [Evil, Lawful]

Level: R or 1

Components: V. S, M

Casting Time; 1 full round

Flange; Personal

Target: YOJ

Duration: 1 hour/level (D)

R t L I C J & R I T U X L J 2: LOST

Saving Throw: None

Spell Resistance: No

DescriptionWithout a ditect equivalent

to paladins in his service, Chardunfinds himself at a disadvantagecompared to Corean. Blackguardsare useful, but are necessarily rarer,since they can only be recruitedfrom the experienced and power-ful. In order to make best use ofdedicated youngsters with un-tapped potential, Chardun hasblessed a special order of rangersdedicated to his name. To thisOrder of the BlackThornhe grantsaccess to various spells that rav-age nature for the sake of power.Chardun's glory is the most basicof these spells.

Spell EffectThe caster's skin becomes like

steel as it is infused with the lifeforce of the material component.He gains a +4 natural armor bo-nus to AC, but is also surroundedby a dark violet glow equivalentto faerie fire.

Material Comfwnent: Asacri-ficial animal of Diminutive size orlarger.

Chardun's Presence

Caster gains ld.4+3 Charismaand fear ability

Transmutation [Evil, Lawful]

Lev«l:Rgr4

Components: V, S, M

Casting Time: 1 Full round

Range: Personal

Target: You

Duration: 1 hour/level (D)

Saving Throw; None

Spell Resistance: No

DescriptionThe Great General,

Chardun, is the object of the loy-alties of the secretive Order of theBlack Thorn. Comprised of Law-ful evil rangers, the order serves asa dark counterpart to the Order ofMithril. Chardun looks upon hisrangers with special favor andgrants several special spells to themembers of this order. Chardim'spresence twists the life force of asacrificial animal, granting an aura

of command and authority simi-lar to that of the Great Generalhimself.

Spell EffectCasters of Chardun's presence

gain an enhancement bonus ofld4+3toCharisma. Additionally,if the caster chooses to dism iss thespell before its duration expires,she may cast fear as a spell-likeability the following tound.

Material Component: Asacti-ficial animal of Medium size orlarger.

Charm's Aegis

Grants Charisma bonus toAC; foes can't attack caster

unless they make a Will save.Enchantment (Charm) [Mind-Affecting]

Levef:Brd6,Clr7

Components: V, S, F/DF

Casting Time: 1 action

Range: Close {25 ft. + 5 ft./2 levels)

Area: All Foes within SO ft.

Duration: 1 minute/level

Saving Throw: Will negates (see below)

Spell Resistance: No

DescriptionThis spell is one of the most

powerful defenses offered to Idra'sservants. Idra actually is said tohave learned it from Tanil, butthe Huntress has rarely seen fit tobestow it to her faithful since herbrutal rape at her father's hands.Although it is generally thoughtthat no arcane version of this spellexists, rumors tell of the sorceressRie of Shelzar employing it toescape from the captivity of anentire company of armed men inZathiske,

Spell EffectThis spell has two ptimary

effects. First, the caster gains asacred bonus to AC equal to herCharisma modifier. Second, op-ponents within 50 feet of thecastercannot take any action to harm orimpede her unless they success-fully save against the spell. Thecastet's Chatisma modifier isadded to this spell's saving throwDC (this bonus stacks with thoseofbards and other spellcasters who

normally use their Charismamodifier to determine spell sav-ing throw DCs, effectivelydoubling their modifier). The DCis increased by an additionalamount equal to three times thecaster's Charisma modifier for in-dividuals who are attracted tothose of the caster's gender andgeneral creature type (i.e., ani-mal, humanoid, etc.). Thus, if ahard with 16 Charisma casts thisspell, the saving throw DC wouldbe 31 (10 + 6 + 3 + 3 + 3 x 3 ) forindividuals attracted to the bard'sgender and general creature type,and 22 for all other creatures.

Opponents must roll savingthrows against this spell as soon asthey come within 50 feet of thecaster. Those who fail theit saveare still affected,even if they movefarther than 50 feet from thecaster. Crearures that successfullysave against this spell, however,need not make any further savingthrows. If the caster engages inoffensive action against creaturesaffected by the spell, the spell isbroken only for those creaturesthat the caster attacks. Other-wise, the caster is free to act as shewishes.

Focus: A personal keepsakeand a phial of rare perfume.

Chem's Exhalation

Caster expels a cloud of brain-damaging spares.

Necromancy

Level: Drd 6, Pestilence 6, Sor/Wiz 6

Components: V,S,M

Casting Time: 5 minutes

Range: Close (25 ft + 5 ft/2 levels)

Area: Cone

Duration: I round/level (Discharge)

Saving Throw: Fortitude negates

Spell Resistance: Yes

DescriptionA favorite spell of Chem's

druids and sorcerers, Chern's ex-halation continues to be used inthe post-war Scarred Lands, par-ticularly by Vangal's priests, whodon't care where theirspells origi-nated, so long as they inflict themost suffering possible.

CHAPTER THREE: SPELLi

Spell EffectThe caster exhales a cone-

shaped cloud of deadly spores.Those in the cloud's area of effectmust make an immediate Forti-tude save or permanently lose Id3points of Intelligence as the sporesspread through their brains andnervous systems. Victims mustmake a Fortitude save each subse-quent round up to the spell'smaximum duration or continueto lose Intelligence. The cloud isonly infectious on the round thatit is discharged.

Material Component: Apieceof flesh from a plague victim.

Chill Gaze

Gaze paralyzes opponents, withnumbing coid, inflicting 2dlO

points of cold damage.Transmutation

Level: Sor/Wiz 6

Components: V,S,M

Casting Time: 1 action

Range: Close (25 Ft. + 5 Ft/2 levels)

Target You

Duration: 1 round/ level

Saving Throw: Will negates

Spell Resistance: Yes

DescriptionFavored by the sorcerer

women of Albadia, this spell isthe source of several legends,though it has seen little use out-side the barbarian tribes of thenorth.

Spell EffectThe caster gains the paralyz-

ing chill gaze of an ice basilisk (seeCreature Collection, page 114).Anyone who looks into thecaster's eyes must make a Willsave or become paralyzed by su-pernatural chill (see DMG,Chapter 3, "Gaze Attacks"). Thisparalysis lasts 2d4 days, thoughthis time is decreased to one day ifthe victim is warmed in a dwell-ing, bundled in furs, etc. Thevictim also suffers 2dlO points ofcold damage. Creatures of thecoldsubtype are immune to the chill-ing paralysis of this spell, as areopponents protected by protectionfrom elements (cold).

Material Components: Ahandful of ice or snow.

Chill Weapon

Weapon causes I point oftemporary Strength damage per

successful hit.Necromancy

Level: Sor/Wiz 1

Components: V, S, f

Casting Time: 1 action

Range: Touch

Target: Weapon touched

Duration: I round/ level

Saving Throw: Fortitude negates

Spell Resistance: Yes

DescriptionThough Co rede n Riasi was

bom with a limited talent for ar-cane magic, he was one ofHollowfaust's first Unfailing, cre-ating several battle spells that arestill used in the City of Necro-mancers. Renowned for his heroicdefense of the city during the Firstand Second Sieges, he is remem-bered for his selfless dedicationand his martyrdom at the hands ofan attacking gorgon on the city'swalls.

Spell EffectA weapon touched by the

spellcaster glows with pale blueenergy. If a weapon so endowedsuccessfully hits a foe, it causes 1point of temporary Strength dam-age on a failed Fortitude save, inaddition to normal weapon dam-age. Undead suffer no Strengthloss but must make a successfulWill save or flee directly awayfrom the caster for Id4+l roundsper caster level. The weapon re-mains charged with thisspell for 1round per caster level.

Focus: The weapon.

Clawstrike

Surrounds caster's hand with adestructive claw of force.

Evocation [Force]

Level: Sor/Wiz 1

Components: V, 5, F

Casting Time: 1 action

Range: Personal

Target You

Duration: Diseharge(up to 1 round/caster level

maximum)

Saving Throw: None

Spelt Resistance: Yes

DescriptionThis spelt evidently dates

back centuries before the DivineWar, for it evokes the power ofancient cteatures not seen for yearsonGhelspad.lt is especially popu-lar with sorcerers in primitive orwilderness regions such asAlbadia, but is not favored bymore "civilized" spellcasters whoconsider it somewhat crude anddated. A few scholars have inves-tigated the spell's histoty andclaim that it was originally grantedto stone-age human tribes by thedragons. This tale is scoffed at byother researchers, who believethat, like most arcane spells, itwas first created by Mesos, theSire of Sorcery.

Spell EffectThe caster's primary hand is

sheathed in a spectral dragon'sciaw. This magical "gauntlet" canthen be used to make a singlemelee touch attack for Id6 basedamage plus 1 point of damage/caster level (maximum+ 10), Thisadditional damage replaces anyStrength modifier that the casteralready possesses. This bonus canbe added to the caster's effectiveStrength for purposes of damag-ing inanimate objects. Forexample, a lOth-level sorcererwith a Strength of 10 could in-voke clawstrike, granting aneffective 30 Strength for the pur-pose of battering a locked door.The spell does not impede arcanespel least ing, but it does precludethe use of any armed attacks withthe affected hand. If the strike isnot used during the spell's dura-tion, clawstrike is dischargedwithout effect.

Focws: A thickgloveof scaledreptile hide, tipped with the clawsof a lizard of at least Medium size.

CobwebsCreates flimsy webs to slow

movement.

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RELICS &. R1TUXLS 2: LOST LOK.€

Conjuration (Creation)

Level: Sor/Wiz 1

Components: V, S, M

Casting Time: 1 action

Range: Medium (100 ft. * 10 it /level)

Effect: Creates webs in a 20-Ft. radius

Duration: I minutes/level

Saving Throw: Reflex negates (see text)

Spell Resistance: Yes

DescriptionThis lesser version of web ts

often taught to young apprenticesas a preliminary to more danger-ous and difficult spells.

Spell EffectAppearing nearly identical to

the higher-level web spell andhaving the same requirements(two firm opposing points of an-chorage, etc.), these flimsycreations reduce a creature's speedby 50% and cause a -1 penalty toall attack rolls while within theirarea of effect or against those whoare in the spell's area of effect.Those located in the cobwebs ateconsidered to have one-quartercover. If touched by open flame,the cobwebs simply explode intoflames and the entire mass burnsaway in a single round, inflictingId4 fire damage to any within thearea. Those in the area are al-lowed a Reflex save to avoiddamage.

Material Component: A pinchof cobwebs.

Cone of OblivionCreates a cone that disinte-grates everything in its path.

Transmutation

Level: Destruction 1. Sor/Wiz ?

Components: V. S. M

Casting Time:! action

Range: Close (25 ft. * 5 ft./2 levels)

Area: Cone

Duration: Instantaneous

Saving Throw: Fortitude negates

Spell Resistance: Yes

DescriptionAn ancient scroll bearing this

spell was recently found by Lokilscholars among ruins in the Per-forated Plains. Some of thescholars speculated that the ruinswere Slarecian in origin. The spell

is quite dangerous, as a carelessscholar discovered upon readingthe scroll and obliterating most ofhis fellow explorers.

Spell EffectCone of oblivion creates an

area of pure negation extendingfrom rhe caster's hand in a conicalshape. The cone is only blockedby objects it does not disintegrate.

Every ohject in the path ofthe cone must make a Fortitudesaving throw or be turned intofine ash. This cone affects evenmagical items and spells, but nota globe of invulnerability or anantimagic field. Living things andobjects destroyed by this spell canonly be restored by a wish or simi-lar powerful magic, or by thedirectintervention of the gods.

Arcane Material Component:The ash from a disintegrated per-son.

Continual HeatHeats igneous rock to f>rof ids

ambient warmth.Transmutation

Level: Brd 2, Sor/Wiz 2

Components: V, S, F

Casting Time: 1 action

Range: Touch

Target: f Fist-sized piece of igneous rock

Duration: Permanent

Saving Tnrow: Will negates (object)

Spell Resistance: Yes (object)

DescriptionThe heat of moEten flowing

rocks has long since died out inmany of rhe old lava tube cham-bers of the Underfaust. In fact,the underground passages are un-comfortably cold despite theblazing heat of the terrain above.The necromancers of Hollo wfausthave made this forbidding net-work of chill volcanic tunnelstheir home, college, and fortress.This is not a problem for theundead that work and patrol un-derground, but it presents aproblem for many of the livingwizards. Generally, the necroman-cers bundle up in heavy robeswhile traversing unheated corri-dors and the occupied chambers

are often coveted in tapes tries andcarpets to insulate and tetain heat.Yet multiple fires would be im-practicable underground, and soto combat the bone chilling coldof their chosen home, the necro-mancers developed magical meansto provide heat.

Spell EffectThis spell enchants a piece of

igneous rock to unlock some ofthe heat that went into its cre-ation, warming the surroundingarea through convection. Whena fist-sized chunk of such rock issubjected to this spell, it glowsred-hot and radiates heat suffi-cient to warm a 20 cubic foot areatoTOdegrees. If the rock is toucheddirectly, it causes Id4 points offire damage per round of contact.

Focws: A fist-sized piece ofigneous rock.

Corean'sFireDeals Id6/level fire damage

(max. 20d6) and blinds, 15-ft. radius.

Evocation [Fire]

Level: Clr 8, Fire 7, Sun 7

Components: V, S. Of

Casting Time: 1 action

Range: Medium (100 ft. + 10 Ft./level)

Area: 15-Ft radius

Duration: Instantaneous

Saving Throw: Reflex half

Spell Resistance: Yes

DescriptionLomar, cleric of Corean, was

once a high priest of the evil andtreacherous Vangal and led abloodthirsty band of Vangal wor-shippers in a crusade of death anddesttuction. On a Coreanic festi-val day, Lomar planned hisgreatest act of treachery, intend-ing to slay a group of Corean'spriests and paladins during peacenegotiations. The night before theplanned betrayal, however, Lornarwas visited by Corean himself,who hade him change his waysand repent for his life of evil. Thenext day, even as his warriors drewtheir weapons and prepared toslaughter the Coreanic delegation,Lomar instead called upon the

power of the Avenger, summon-ing a great column of divine firefrom the heavens that consumedthe Vangal worshippers. Thoughhunted by Vangal's minions {and,it is said, by Vangal himself),Lomat continues to serve Core anas a priest, and his fury at thefollowers of his former master isimplacable.

Spell EffectA column of divine fire roars

down from the heavens. This firealways strikes from the directionof the sun, as if being cast downdirectly from its tadLant beams.

Corean's/trc deals Id6 pointsof fire damage per caster level(maximum 20d6). Half the dam-age is fire damage, but the resttesults directly from divine powerand is therefore not subject tobeing reduced by protection fromelements (fire), fire shield, and simi-lar magic. In addition, all those inthe area of effect who fail theirReflex saves must also immedi-ately succeed at a Fortitude saveor be blinded for Id4 rounds.

Curse of SolidityForces one incorporeal crea-

lure to become corporeal.Abjuration

Level: Clr 2, Pal 2

Components: V, S, DF

Casting Time: 1 action

Range: Close (25 ft. t 5 ft./2 levels)

Target One creature

Duration: 1 round/level

Saving Throw: Will negates

Spell Resistance: Yes

DescriptionIn its relentless quest to ex-

terminate the morgaunts, theOrder of the Morning Sky hasfound that these evil creaturescan sometimes leave behind morethan just corpses —ghosts,wraiths, and other horrify ing spir-its can come into being in thewake of a morgaunt infestation.The Order normally seeks outpaladins who wield shadow/bladesto assist it in dealing with theserestless undead, but such paladinsare not always to be found. Thisspell was created by the Order to

helpdeal with incorporeal undeadwhen no other help is available.

Spell EffectOne target incorporeal crea-

ture becomes corporeal. It losesall the benefits normally associ-ated with its incorporeal state.The creature's other abilities areunaffected. A creature that is par-tially or entirely inside of a solidobject when affected by this spellis moved to the nearest open space,taking Id6 points of damage inthe process for every 5 feet it musttravel toget out of theobject. Thecreature remains substantial forthe duration of the spell, at whichtime it returns to its incorporealstate.

Curse of the FireflyTarget glows, making him

easier to spot.Transmutation [Light]

Level:Clr2,Drd2,Rgr1

Components: V,S, Of

Casting Time: 1 action

Rwge: Close (25 ft. + 5 FtV2 levels)

Target: One creature

RELICS &. RITUALS 2: LOST LOK.€

Duration: 10 minutes/level

Saving Throw: Fortitude negates

Spell Resistance: Yes

DescriptionHidden or stealthy creatures

are a serious problem in the shad-owed depths of Seam's forests, indark caverns, or at night. Thisspell enables foes to see such crea-tures and oppose them moreeffectively. It is popular with theVigils of Vesh and with adventur-ers who spend a lot of time belowground or in dank ruins.

Spell EffectThe target glows withabrtght

yellow-green light, providing a+ 10 circumstance bonus to allSpot checks against the creature.The effect is equivalent to a lightspell. The effect can be reducedby throwing on acloak, a cloth, ormore clothing. A cloak or otherbody-cove ring garment reducesthe bonus to +3, while impro-vised coverings (random cloth,branches, dirt) reduce the effectby Id6.

Dagger of Undeath

Creates a dagger'like bolt ofnegative energy that may

create an undead creature.Necromancy [Evil]

Level: Or ?, SoiYWiz ?

Components: V, S, M

Carting Time: I action

Range: Medium (100 ft. + 10 Ft./levei)

Target: One creature

Duration: Instantaneous

Saving Throw: Will Partial

Spell Resistance: Yes

DescriptionIt is unclear who first created

this spell, but many sources sug-gest the ancient necromancerSyominos. It is reputed in ancientwritings that this fell death magecould simply point at an enemy,causing the unfortunate victim todie and instantly rise as an undeadcreature.

Spell EffectThe castercrear.es a dagger of

dark, shimmering energy that in-stantly speeds toward its target.

The caster must make a rangedtouch attack. If successful, thetarget takes Id4 points of damageper level of the caster level {to amaximum of 20d4). Those slainby this spell must make a Willsave or immediately be trans-formed into an undead creature.The victim immediately gains theundead type: it is immune to poi-son, sleep, paralysis, stunning,disease, death effect, and necro-mant ic effects; it ignoresmind-affecting powers such ascharm or feeblemind; it is not sub-ject to critical hits, subdualdamage, ability damage, or deathby massive damage. The newlycreated undead has no Intelli-gence or Constitution score. Itsalignment is neutral, and it willtake no action unless it is con-trolled by a spellcaster.

Arcane Material Component:A dagger rhat has dtawn apaladin's blood.

Dark Lightning

Creates a bolt of anti-magicallightning.

Evocation [Electricity/Chaotic]

Level: Sor/Wiz 7

Components: V. S, M

Casting Time: 1 action

Range: Medium (100 Ft. + 10 ft./level)

Area: 5 ft. wide to medium range (100 ft.* 10ft./level); or 10 ft. wide to 50 Ft. wide * 5 ft./caster level

Duration: instantaneous

Saving Throw: Reflex halF

Spell Resistance: No

DescriptionThis spell's origins are lost in

time. The most popular theory isthat dark lightning was a Slateciancreation that died with their race,only to be re-introduced by a cha-otic titan or god during the DivineWar. It is known that dark light-ning is a rare natural phenomenonthat assaults Scarn on occasion,draining magic and causing greathavoc. Like the naturally-occur-ring dark lightning, the bolt fromthis spell is a wickedly forkedstroke of purple-tinged black.Rather than the thunderous ex-plosion of the light and noise that

accompanies a lightning fcolt, darklightning is accompanied by a blan-ket of darkness and absolutesilence.

Spell EffectIn most respects, dark light-

ning duplicates the effects of themore familiar lightning bolt spell.As with the lightning bolt spell, thetarget suffers Id6 points of elec-tricity damage per level of thecaster, but in the case of darkfightning, the maximum damage is20d6. Additionally, anyonestruckbydarklightningLoses Id6 randomprepared spells instantly if he failshis Reflex save.

Material Comf>onent: 500 gpworth of small gem stones.

DarksoulCaster allows a fiend to possesshis body in order to increase his

combat ability.Conjuration (Summoning) [Evil]

Leve):Clr5,Sor/Wiz5

Components: V, S, F/DF

Casting Time: 1 Full round

Range: Personal

Target You

Duration: I round/level

Saving Throw: None

Spell Resistance; No

DescriptionHateful and deceitful crea-

tures of great power, fiends arenot to be taken lightly. Even so,some intrepid (others would sayfoolhardy) spellcasters maintainthat fiends can be put to great useif properly controlled.

This spell calls out to a fiendon another plane and invites it topossess the caster's body. Whilethe fiend's spirit confers greatStrength upon the possessedcaster, the practice is nor withoutrisk. Each time the spell is cast,the spellcaster must struggle withthe fiend for control. Losing thecontrol of one's faculties to thewhims of a fiend, if only fot amoment, can have dire conse-quences.

C H A P T € R T H R £ £ : S P E L L S •-

Spell EffectThe caster is imbued with

the raw strength of an evil out-sider, growing stronger, faster, andmore powerful. The caster gainsenhancement bonuses toStrength, Dexterity, and Consti-tution of+2d4 each. While underthe effects of the spell, the casterdeals unarmed damage as a monkof level equal to his caster Leveland gains die benefits of the Im-proved Unarmed Strike feat.Furthermore, the caster gains dam-age reduction 10/+1 while underthe influence of this spell.

Each round that the spell isactive, the castet must make aWill save. The DC of this savevaries depending upon the will-power of the being summoned.Roll Id6-l and add the result tothe base DC of 10. This is the DCof the caster's Will saves. If thecaster fails, the fiend then con-trols the caster's body for theduration of the spell and will im-mediately attempt to wreak asmuch havoc as possible, most of-ten by compelling the caster toattack his allies. The fiend canuse the caster's skills, feats, andabilities as normal but has no ac-cess to the caster's spells.

Focus; A small idol depictinga fiendish creature.

DecomposeTurns a single corpse to dustor inflicts Id4+l/caster level

damage to undead.Necromancy

Levd: Drd 2, Rgr 2

Components: V, S, M, XP

Casting Time: 1 action

Range: Touch

Target: Creature touched

Duration: Instantaneous

Saving Throw: Fortitude partial

Spell Resistance: Yes

DescriptionAs the Divine War raged,

Denev chose to turn against herfellow titans and to side with thegods. It is said that her choice ofallegiances ensured the victory ofthe gods and the defeat of the

titans. Yet during the war the ti-tans were not the only oppositionthat Denev faced. The earthmother had observed the use ofundead armies during the con-flict. She took note of how thedevout clerics of the gods werewell equipped to confront theseaberrations, while her own faith-ful broke before such foes. Thus,Denev bestowed decompose uponher followers to prevent theirfallen kin from rising up againsrthem. Several of the gods —Belsameth and Chardun in par-ticular-were enraged that Denevhad dared to inttude upon an areaof knowledge that had been re-served for them and urged thatDenev be imprisoned with herfellow titans, but Hedrada con-vinced the other gods that theknowledge should be shared inorder to ensure the titans' defeat.

Since that time, the follow-ers of Denev have employed thisspell to protect themselves againstthe undead. The druids of Vera-Tre, in particular, have used thisspell to repel several incursions bythe necromancers of Glivid-Auteland their undead creations. Re-cent reports from rhe Vigils ofVesh indicate that this spell maysoon be used against another armyof undead. An emissary fromCalastia has approached severalbands of druids wi th in theHorns aw Forest that surroundsHollowfaust to solicit aid inVirduk's anticipated campaign toseize the City of Necromancers.

Spell EffectNon-animated corpses that

are touched by the caster are in-stantly turned into a fine dust.The corpse can rhen no longer bemagically animated or otherwisebecome undead. Thus, such spellsas animate dead, control undead,create greater undead, and raise deadhave no effect upon a corpse af-fected by decompose. Decomposedoes not interfere with resurrec-tion. A non-animated corpse getsno saving throw. The spell has noeffect on living matter.

If the spell is cast upon askeleton, zombie, ghoul, or any

other corpse that has been raisedas undead, the target must make aForritude save. If it fails, it is in-stantly turned intodust, as detailedabove. If it succeeds, it suffersId4+l/ level (max imum +10)points of damage. If the spell in-flicts enough damage to destroythe undead corpse, the corpseturns to a fine dust and can nolonger be animated or raised againas detailed above. If the spell doesnot inflict enough damage ro de-stroy the undead corpse, the spellhas no further effect.

Material Component: A finepowder made of dried seeds.

XPCost; 50 XP.

Deep SleepPut a large number of crea-tures into a deep sleep fromwhich only magic can wake

them.Enchantment (Compulsion) [Mind-Affecting]

Levd: Brd 6, Dream b, Sor/Wiz 6

Components: V, S, M/DF

Casting Time: 1 actionRange: Medium (tOO ft. + 10 ft/level)

Target, Effect or Area: Several creatureswithin a 50 ft. radius burst.

Duration: I hour/caster level

Saving Throw; Will negates

Spell Resistance: Yes

DescriptionThis spell originated among

the dream priests from the groveof Soos who used it to defend theGanjus forest during the druidwar. Its magical effects have sincebeen replicated by theoneiromancers of the PhylactericVault. The speil puts targetswithin the atea of effect into adeep sleep by sending a portion oftheir astral bodies deep into theDreamlands.

Spell EffectThis spell puts ld4HD worth

of creatures per caster level {maxi-mum 20d4) to sleep. Creatureswith the fewest HD are affecredfirst. Among creatures with equalHD, those closest to the caster areaffected first. Creatures with 13ormore HD are not affected. Crea-tures put to sleep by this spell

ffl

L~'lm

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RtLICJ &. RITUXLJ 2: LOST LOM

remain asleep until the duration expires, or asuccessful dispel enchantment, dispel rn^gic, greaterdispelling, limited wish, restoration or wish is usedto awaken them.

Arcane Material Component: A pinch greenlotus dust.

DemonbaneCaster temfiorarii^ gains great power in

battle against evil outsiders,Transmutation [Good]

Level: Clr 5, Good 4, Pal 4

Components: V. S, OF

Casting Time: 1 action

Range: Touch

Target Creature touched

Duration: 10 minutes/level

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)

DescriptionAs the Titanswar raged, the battlefields

often trembled to the vile tread of demons,devils, and other fiendish creatures torn fromtheir home planes by the titans. Without theimmediate support of their gods, the divineraces' armies were hard-pressed to fight suchfearsome foes. Time and again, entire regi-ments would be devastated as their ineffectiveweapons bounced off the wicked beasts' hides.Desperate to stave off the tide of demons,Corean's Order of Silver designed this spell togive his followers a chance against their evilfoes.

Spell EffectThe power of Corean fills the target, en-

abling him more easi !y to battle demons, devils,and other fiends from the outerplanes. Againstevil outsiders, the target gains a sacred bonus of+4 to attack and damage rolls. In addition,when attacked by such creatures, the targetgets a +4 deflection bonus to AC, and whentargeted by spells, spell-like effects, or super-natural abilities from evil outsiders, he gets a+4 divine bonus to his saving throws if appli-cable. Finally, any attacks by the target againstevil outsiders are treated as if the target is usinga+5 weapon for purposes of damage resistance.

Denev'sLeapCaster travels through earth.

Transmutation [Teleportation]

Level: Drd 5

Components: V, S. OFCasting Time: 1 Full roundRange: Persona]Target: YouDuration: Instantaneous

Saving Throw: None

Spell Resistance: No

DescriptionEven away from the shelter

of Scarn's forests, Denev's druidscan use the power of their patrontitan to travel through the landitself.

Spell EffectWhen casting this spell, the

caster chooses a Location within300 feet that she has either trav-eled through or can see. Theground appears to swallow thecaster at his original location andthen expel her at the specifiedlocation. If the caster is on any-thing other than natural terrain(i.e., a floor, stairs, a boat, etc.) atthe time of casting, the spell fails.If anything other than naturalterrain occupies the destinationpoint, the spell likewise fails.

Denev's Shadow

Increases the casting time ofarcane spells.

Abjuration

Level: Drd 5

Components: V, S, DF

Casting Time; 1 full round

Range: SO ft.

Target, Effect ex- Area: 50-Ft, radius cen-tered on caster

Duration: I minute/level

Saving Throw: None

Spell Resistance: Yes

DescriptionDenev's followers speak of the

campaign against Mormo in theTitanswar with great passion, acampaign in which the EarthMother played an especially cen-tral role. Of her way ward siblings,Denev found the Queen ofWitches especially distasteful.This spell is abyproductof Denev'sattempts to harness her power oversoil and leaf todisrupt the Motherof Serpents' mastery of arcanemagic.

Spell EffectWithin a 50-foot radius of

the caster, the casting time of allarcane spells and spell-like abili-ties is increased. Quickened spells

require a standard action, speltsthat require a standard action in-stead require a full-round action,and spells that require 1 full roundor more have their casting timesdoubled. The globe of life energycreated by Denev's shadow moveswith the caster,

Detect Dreams

See into another's dreams,and learn the secrets of her

past.Divination

Level: Brd 3, Dream 2. Sor/Wiz 3

Components: V, 5, M, F/DF

Casting Time: 1 action

Range: 60'

Target, Effect or Area: Quarter circle ema-nating From you to the extreme of the range.

Duration: Concentration, up to I minute/level

(D)Saving Throw: None

Spell Resistance: No

DescriptionAlthough this spell has been

duplicated by the oneiromancersof the phylacteric vault, it wasoriginally given by the dernigodErias to his priests so that theymight have a tool with which togive guidance to their followers.

Spell EffectThis spell grants the caster

the ability to see the dreams ofsleeping beings. It can also revealthe presence of cerrain creaturesfrom the Dreamlands. Creaturesthat are revealed by this spell in-clude dream snakes, dreamwraiths, dream wracks, dream folk,and night hags. The amount ofinformation revealed depends onhow long the caster studies a par-ticular area or subject:

1st Round: Presence or ab-sence of dreams. Dreams arepresent in sleeping mortal crea-tures with an intelligence of 1 orhigher. The presence of dreamcreatures in an area (but not theirnumber or type) is also detected.

2nd Round: Number ofdreaming beings, and the emo-tional intensity of thedreams. Thenumber and relative power of

CHAPTER THFU6;

dream creatures in the area is alsodiscernable.

3rd Round: If the caster fo-cuses on a single individual, hecan see the subjects dreams in hismind. The caster can also deter-mine the exact type(s) of dreamcreatures in the area of effect.

I Minute or more: For eachfull minute that the caster focuseson a single dreaming individual,he can make a Knowledge(dreams) check at DC 15 to de-termine one of the following: a)one great desire of the individual;b) one significant event in pastmonth of the individual's life (forexample, the subject killed 3 orestwo days ago); c) one significantlife event (the subject's motherdied when he was six).

Focus: A masrerwork qualitydream catcher (cost 150 gp). Inaddition, a divine spell caster re-quires their deity's holy symbol.

Detect Shapechangers

Detects the presence andstrength of shapechangers.

Divination

Level:Clrl,Rgrl,Sor/Wiz1

Components: V, S, M/DF

Casting Time: 1 action

Range: 60 ft.

Area: Quarter circle emanating from you tothe extreme of the range

Duration: Concentration, up to 10 minutes/level (D)

Saving Throw: None

Spell Resistance: No

DescriptionGiven Tanil's dislike for

Eycanthropes, she began grantingher followers the ability to findthem. It was not long afterwardswhen the mages saw this abilityand began researching a versionfor themselves.

Spell EffectThe caster can sense the pres-

ence of creatures wi th theshapechanger type (see MM, In-troduction) regardless of theircurrent form. This spell has theadded benefit of detecting othercreatures in the spell's area thatare currently using spells or other

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RELICS &. RITUALS 2: LOST

abilities to assume a form otherthan their natural form. Theamount of information gaineddepends on how long the casterstudies a particular area or sub-ject.

1st round: Presence or ab-sence of shapechangers orform-altered creatures.

2nd round: Number ofshapechangers and number ofform-altered creatures in the area,and the exact location and powerlevel (see chart below) of thestrongest (highest CR) of the to-tal creatures.

3rd round: The location andpower levelfor each shapechangerand form-altered creature in thespell's area. If a creature is outsidethe caster's line of sight but withinthe spell's area, then the directionbut not exact distance is deter-mined.

Power LevelDimFaintModerateStrongOverwhelming

Note: Each round, you canturn to detect creatures in a newarea. The spell can penetrate bar-riers, but 1 foot of stone, 1 inch ofcommon metal, a thin sheet oflead, and 3 feet of wood or dirtblocks it.

Arcane Material Component:A sprig of wolfsbane.

DiscordCauses a performer to suffer -

I penalty to Perform checks.Transmutation

Level: 8rd 0

Components; S

Casting Time: I action

Range: Close (25 ft. + 5 ft/2 levefs)

Target: One creature

Duration: Single performance

Saving Throw: None

Spell Resistance: Yes (harmless)

DescriptionThis spell causes a singer or

musician near the caster to suffera slight disadvantage for a singleperformance. Unscrupulous bards

Creature CR0-34-67-910-1213+

have used this spell to embarrassrivals and get an edge on theircompetition for centuries.

Spell EffectThe victim suffers a -1 pen-

alty to his next Perform checkonly. Many a bard has made a fewdeadly enemies by overuse of thisspell, and the conductors of bardiccompetitions everywhere frownupon its use, often disqualifyingany bard foolish enough to becaught using it.

Divine Protection

Grants allies a +6 enhance'm&nt bonus to Con, Wis, and

Dex.Transmutation

Levd: Clr 7

Components: V, S, M/DF

Casting Time: 1 action

Range: Personal

Target Up to I ally/level in a 30-ft. radius

Duration: 1 round/ level

Saving Throw: None

Spell Resistance: Yes (harmless)

DescriptionDuring the Divine War,

Madrid's champion KepliKarranor and a small band of herfollowers were besieged by theforces of Mormo in a small templein the titanshome Mountains.Weakened by her battle withChern in Burok Torn, Madrielwas unable to intervene directly,but instead lent her most power-ful possession — her mighty spear— to the defenders, casting itdown from the heavens andsmashing the earth in a thunder-ous explosion. The followers ofMadriel were so inspired by thisact, they were able to overcomethe odds, and Kepli led them tovictory.

Spell EffectUpon casting divine protec-

tion, the caster summons from theheavens a great spear of whitelight. Some believe that Madrielthrows this spear herself from theheavens to the caster of this spell.The blazing white tight strikes atthe feet of the caster, then shoots

forth a beam of pure white lightthat touches and encompasses thecaster and one ally per caster levelwithin a 30 foot radius.

Divine protection grants thecaster and her allies a temporary+6 enhancement bonus to Dex-terity, Constitution, and Wisdom.Divine protection's enhancementsdo not stack with other enhance-ment bonuses to Dexterity,Constitution, and Wisdom. Thecaster and all allies who benefitfrom this spell gain the usual ben-efits to AC, Reflex saves, hitpoints, Fortitudesaves,Willsaves,attribute checks, and correspond-ing skill checks.

Material Component: A pinchof chimera's fur.

Downdraft

Creates a blast of wind fromthe caster's location.

Evocation

Levd:Air2,Drd2,Sor/Wii2

Components: V, S, OF

Casting Time: 1 action

Range: Personal

Area: iO-ft. radius

Duration: Instantaneous

SavingThrow: Special

Spell Resistance: No

DescriptionIn the greatest days of the

elven peoples, millennia beforethe Titanswar, the rulers of a for-gotten elf kingdom made a pactwith the dragons of the KeldetMountains. The twotaces workedtogether in harmony for genera-tions beforecertain haughty elvenlords began to presume too much,some going so far as to treat thedragons as inferiors and expect-ing them to serve as mere mounts.That kingdom no longer exists,and any memory of that alliancehas turned to dust; yet certainmagics still surface from thosedays, when elf and dragon workedside by side to share their lore, andelven druids and sorcerers craftedspells to emulate the abilities oftheit powerful allies.

CHAPUR T H R 6 C : J P € L L $

Spell EffectThe caster makes a wing-like

gesture with his arms while recit-ing the verbal component,unleashing a great rush of wind.The wind generated snuffs out alltorches, campfires, exposed lan-terns, and other small, open flamesof non-magical origin.

If there is any loose dirt, soil,or gravel, the wind blows up agreat cloud of debris, blinding anycreatures in the area of effect thatfail a Reflex save. Creatures in thearea of effect must also make asecond Reflex save or be knockedprone. Creatures in the area ofeffect must also make a Fortitudesave or be temporarily deafenedby the sudden explosion of air.Blindness and deafness last Id4rounds. The caster is not affected,but his allies may be if they are inthe area of effect.

DragonflightWings sprout from the caster's

back, allowing flight.Transmutation

Level: Sor/Wiz 2

Components: V, S. M

Casting Time: I action

Range: Personal

Target: You

Duration; Concentration (1 hour/level maxi-mum)

Saving Throw: Hone

Spell Resistance: No

DescriptionThis spell is known to have

been used by the ancient asaatthi,leading some to conclude that theserpent-folk had connections oralliances with the old dragons. His-torians have theorized that this iswhy the dragons were wiped out ordriven from Ghelspad, but othersclaim that not all dragons were eviland point to legends of some heroicdragons opposing rhe asaatthi.

Spell EffectGreat wings of greenish-gold

leathery scale each as long as thecaster's body burst from her shoul-ders. They rip through cloth butcannot appear if thecaster is wear-ing armor (armor crafted withopenings for the wings can be

used, however, but the cost andlimitations of such armor shouldbe determined by the GM). Thewings allow flight at the caster'sbase movement rate with averagemaneuverability. The magicallystrengthened wings can carry upto the caster's maximum load,using normal encumbrance rules.

Material Component: A pre-served bat wing.

DragonhideTransforms the caster's skin

into a scaly hide.Transmutation

Level: Sor/Wii 2

Components: V, S, M

Casting Time: 1 Full round

Range: Personal

Target: You

Duration: 8 hours

Saving Throw: None

Spell Resistance: No

DescriptionSeveral spells developed by

the ancient elf-dragon unionhavebeen rediscovered, much to the

*rtl

R£LICJ &. RITUALS 2: LOST

m

distress of the Vera-Tre elves andthe Incarnates, many of whomremember {or, in previous life-times, actually participated in) theill-fated aHiance. This spell wasunearthed by the Darakeenechronomancer Ce'Ressa, whodrinks a special tea of her ownconcoction that allows her to seebygone eras clearly,

Spell EffectThe caster's skin hardens, turn-

ing the shade and texture of adragon 's hide, conferring a +3 natu-ral armor bonus to AC for thespell's durarion. Unlike mundanehide armor, dragpnhide causes noarmor check penalty, arcane spellfailure chance, or speed reduction.

Material Component: A scalefrom any reptile.

Dreadmantle

The caster radiates despair,weakening the will of all those

who view him.Enchantment (Compulsion) [Mind- Affect ing]

Level: Brd 5. Sor/Wiz 5

Components: V, S

Casting Time: 1 round

Range: Personal.

Area: 60-f t, radius centered on the caster

Duration: I minute per level

Swing Throw: Will negates

Spell Resistance: Yes

Descriptionis most commonly

used by solitary spellcasters whowish to be left alone (Yugman theSage is one of its best-known prac-titioners) and by bards who use thespell to enhance the effects of theirsadder and more depressing songs.

Spell EffectThis spell inflicts an over-

whelming sense of despair on allthose who can see the caster. Anycreature in the spell's area of effectmust make a successful Will save orsuffer a -2 morale penalty to savingthrows, attack rolls, ability checks,skill checks, and weapon damagerolls. In addition, victims will notvoluntarily attack or take offensiveaction against foes, but will fightwithout penalty if attacked. The

effects of this spell fade one minuteafter leaving the area ofeffect; how-ever, should a creature re-enter thearea of effect, it must make a newWill save,

Dying BreathExhausts one foe.

Necromancy

Level: Sor/W,z 2

Components: V, S

Casting Time: I action

Range: Close (25 ft. * 5 ft./2 levels)

Effect: Ray

Duration: 1 round/level

Saving Throw: Fortitude partial

Spell Resistance: Yes

DescriptionThisspelloriginatedwiththe

necromancers of Hollowfaust,who used it to good effect againsttheir foes during the many siegesof that city.

Spell EffectUpon casting this spell, the

caster exhales toward a tatget,sweeping it with a gust of foul-smelling wind and draining thestrength from its limbs. This is con-sidered a ray attack and requires aranged touch attack to strike. Atarget that fails its Fortitude save isconsidered exhausted (see DMG,Chapter 3, "Condition Summary")for the spell's duration. A targetthat saves successfully instead suf-fers the effectsof fatigue (see DMG,chapter3, "Condition Summary").Unlike normal exhaustion or fa-tigue, once the spell's durationexpires, the subject is restored tofull vigor. This effect does not stackwith any other sources of fatigue orexhaustion.

Eagle SongGrants target aspects of an

eagle.Transmutation [Sonic]

Level: Brd 4

Components: V, F

Casting Time: 1 action

Range: Close (25 Ft, + 5 ft./2 levels).

Target One living creature

Duration: 1 round/level

Saving Throw: Fortitude negates (harmless)

Spell Resistance; Yes (harmless)

DescriptionThis famous bard spell origi-

nated with the mysteriousperformer known only as theMaestro. Eagle song is an exultant,glorious tune that has proven aboon to travelers everywhere.

Spell EffectThe target of this spellsprouts

wings of light from her back, al-lowing her to fly at a speed of 80with average maneuverability.Additionally, tatgets of this spellgain a +6 bonus to Spot checksand a +1 bonus to WildernessLore checks for the spell's dura-rion. Targers also cancommunicare with eagles (only)as if using a speak with animalsspell.

Focus: The bard's instrument.

Ears of the WolfAdds +] insight bonus per

level to caster's Listen checks.Transmutation

Level: Drri 2, Rgr I

Components: V, S,

Casting Time: 1 action

Range: Personal

Target: Self only

Duration: I round /I eve I

Saving Throw: Will negates

Spell Resistance: Yes (harmless)

DescriptionWell-known among the dru-

ids of the Ganjus, the incarnatesof Vera-Tre, and the wildernessscouts of Albadia, ears of the wolfhas gained great popularity in re-cent years due to its adoption bythe Vigilants of Vesh and theWindwalkers of Ontenazu.

Spell EffectThis spell adds a +1 insight

bonus per level to the caster'sListen checks, up to a maximumof +20.

Earth BlastWave of displaced earth

explodes beneath an enemy's

108

CHAPTER THR«: SPALLS

feet, cau$ing4d6 + I/leveldamage.

Transmutation

Level: Drd 3, Earth \ Sor/Wii 4

Components: V, S, M

Casting Time: I action

Range: Medium (100 Ft. + 10 ft./level)

Area: 30-ft. radius

Duration: Instantaneous

Saving Throw: Reflex half

Spell Resistance: Yes

DescriptionDruids used this potent of-

fensive spell reluctantly duringthe Divine War, as it tended toravage the Land as much as it didtheir foes. It did prove useful inallowing them to attack spell re-sistant titanspawn, however, sothe spell was occasionally cast todevastating effect,

Spell EffectTo cast earth blast, the caster

must be able to touch the ground- any natural earthen surface willdo, including stone (but not in-cluding worked stone such as apath, stairs, or a floor). When thespell is cast, a furrow of displacedearth 5 feet across races towardthe target area and explodes in a30-foot radius of stone shrapneland dirt. Anyone standing atopthe furrow as it passes underfootmust make a Reflex save or beknocked prone. Anyone caughtin the blast itself takes 4d6 dam-age +• 1 per level and wi l lautomatically be rendered prone.A Reflex save halves damage andallows the victim to remain on hisfeet.

Material Component: Apieceof volcanic rock.

Earthen ScreenCreates a small wall to provide

cover.Transmutation

Level: Brd S, Drd 3, Rgr 2

Components: V, S, M/DF

Casting Time: I Full round

Range: Close (25 ft. * 5 ft./2 levek)

Effect: Wall, 6 in. thick, S Ft. wide, 2 Ft. high

Duration; 1 round/level (D)

Saving Throw; None

Spell Resistance: No

DescriptionDenev's druids used this spell

to protect themselves and theirfollowers in the early stages of theDivine War, when there was stillhope for a peaceful resolution. Asthey were slowly drawn into theconflict, however, the spell cameinto more widespread use, even-tually being utilized by bards,rangers, and other worshippers ofthe gods. Today, the spell is stillmost commonly used by the elvesof Vera-Tre, but it is also part ofthe repertoire of many rangers ofthe Veshian Vigils.

Spell EffectThis spell can be cast on any

wood or earthen surface and causesa section of ground to reshapeitself into a low wall, 6 inchesthick, 5 feet wide, and 2 feet high.This is enough to provide one-quarter cover to a Medium-sizecreature, one-half cover toa Smallcreature, or full cover for crea-tures of size Tiny or smaller (seePHB, Chapters,"CombatModi-fiers," Table 8-9: Cover). The earthscreen provides cover only againstfoes on the opposite side of thewall.

Any attacks against thescreen itself automatically hit andcan cause it damage. The screen isconsidered to be a construct withrespect to its immunities. Regard-less of the terrain from which itwas formed, the screen has hard-ness equal to one-half the caster'slevel and a number of hit pointsequal to half the caster's currenthit points. If the screen is reducedto zero hit points or is targeted bya spell that reshapes or desttoysearth or stone (such as a transmuterock to mud or a stone shape), thespell ends immediately. The screenreturns to its natural state when itis destroyed or when the spellends.

Arcane Material Component;A small bit of soft clay.

Ease the Ages' Burden

Slows target's aging with someside effects.

Transmutation

Level: Sor/Wiz 7

Components: V,S,M,XP

Casting Time: 1 hour

Range: Touch

Target: One creature

Duration: 1 year/3 levels

Saving Throw: Fortitude negates (harmless)

Spell Resistance: Yes (harmless)

DescriptionFor many years, the wizatd

Anteas has searched for a meansof securing immortality for hislord, King Virduk. Hearing of thegroundbreaking time magic re-search occurring in Darakeene,Anteas of course set about pro-curing some chronomancer"assisrants," With their help, hewas able to develop a spell thatprevented aging by displacing asubject in time. Unfortunately,this proved dangerous, as the spellhad several quirky side effects.Unwilling to subject his liege toan unstable spell, Anteas consid-ered the research a failure andturned it over to lesser colleaguesfor further development. Thechronornancers did not return roDarakeene, and their fate remainsa mystery.

Spell EffectFor the spell's duration, the

target is disconnected from timeand does not age. This state hasseveral disadvantages, however.First, due to the target's displacedpresence in time, he suffers a -4pen airy to all saves versus magicthat involve time or aging (suchas speed the years).

Secondly, time periodically"catches up" with the target, in-fluencing him adversely. Each day,there is a 5% chance that rimewill slow for the target for 24hours. During this time, the tar-get acts as if affected by a slowspell. There is no save against thiseffect and SR does not apply. (SeePHB, Chapter 6, "Age," for de-tails on aging.)

Arcane Material Component;An intricate and accurate plan-etary model worth at least 10,000gp, requiring a Knowledge (as-

RtUCI & RITUALS 2: LOST LOP.E

tronotny) check (DC 30) to con-struct.

XP Cost: 2,500 XP.

Elemental KissTarget creature temporarily

gains the elemental type.Transmutation [Acid, Cold, Fire]

LevetClr8.Drd7.Sor/Wiz8

Components: V. S, M

Casting Time: I action

Rang*; Touch

Target: One creature

Duration: 1 round/ level

Saving Throw: None

Spell Resistance: Yes (harmless)

DescriptionDenev was the mother of the

djinn and other elemental crea-tures, and she mourned when herchildren failed to come to her aidduring the Divine War. Today, sheslumbers, still troubled by thedjinn's failure. Her followers usethis spell to take on the aspect ofone of her elemental kin, gainingsome of the resistance of each type.Denev and her followers hope thatsome day the seated cities will beopened and that her elementalchildren can once more travelfreely, but until that day this spellremains as a reminder of her Loss.

Spell EffectThis spell heals all of its

recipient's hit points and makeshim immune to poison {eliminat-ing any current poison effects),aging, mind control, sleep, pa-ralysis, and stunning. The targetis not subject to critical hits andsneak attacks, has 60-footdarkvision and damage reductionIO/+2. He also choosesa preferredelement for an additional immu-nity (f i re type grants fireimmunity, water grants cold im-munity, air grants electricityimmunity, and earth grants acidimmunity). The target looks nor-mal, save that his eyes reflect thecolor of his chosen element (SpotDC 20 to notice the change).

Material Component: A hand-ful of the desired clemunr or itsequivalent in a container. Air isfreely available, and fire can be

represented by a piece of igneousrock,

Elina's PerfumeChange the scent of an object

or person.Transmutation

Level: Brd 0, Sor/Wiz 0

Components: V, S, F

Casting Time: 1 action

Range: Touch

Target; Object touched or any one creature

Duration: 1 hour/level

Saving Throw: Will negates

Spell Resistance: Yes

DescriptionElina, a bard at the court

Darakeene, developed this spellto save herself the expense of pur-chasing the many differentperfumes that noble ladies wereexpected to wear. Since then,many bards, wizards, and sorcer-ers have used the spell for variouspurposes. It is often employed as apractical joke by the followers ofEnkili and the pranksters of theScaled.

Spell EffectThe target's scent is changed

to any other of the caster's choice.The scent lasts for the duration ofthe spell and can only be removedwith a successful dispel magic. Thescent can be anything that thecaster wishes, either pleasant oroffensive. This effectively gives a-1 or +1 enhancement modifierto the target's Charisma score. Acreature whose scent is changedby this spell is harder to track withthe Scent ability, adding +5 tothe tracking DC.

Focus: A handkerchief or let-ter scented in perfume.

Elina'sWardrobeAllows caster to change out/its

quickly.Transmutation [Teleportation]

Level: Brd I.Sor/Wizl

Components: V, S, F (see text)

Casting Time: 1 action

Range: Close (25 ft. + 5 ft./2 levels)

Target: One or two creatures wearing cloth-

ing (see text)

Duration: Instantaneous

Saving Throw: Will negates (see text)

Spell Resistance: Yes

DescriptionAs a bard in the imperial court

of Darakeene, Elina was expectedto wear elaborate, fashionable garband jewelry. To save herself thetime it took to don such cumber-some apparel, she developed thisspell and perfected it to allow forsome rather amusing effects. Ithas since become a popular spellamong fighters, who use it to dontheir armor quickly.

Spell EffectThe caster can choose to

switch her own clothing with an-other set of clothing that she cansee and that is within range,whether it is hanging in a closet,strewn on the floor, or worn byanother. She may also use it toexchange the clothing worn bytwo other individuals wi thinrange. If a target is unaware of thespell or is resisting, he receives aWillsavingthrow. Ifhesucceeds,the spell fails. If the caster is at-tempting to exchange the clothingof two other individuals, the spellfails if either individual succeedsat his Will save.

All worn items are ex-changed, including cloaks, rings,backpacks, sheathed weapons, etc.Drawn weapons are not ex-changed, nor are magic items.Non-magical armor can also beexchanged or quickly donned us-ing this spell. The GM shouldadjudicate the consequences forswitching items that are the wrongsize: armor that is too small willfall off and be useless; clothingthat is too large will hinder move-ment and provide a Dexteritypenalty; rings that are the wrongsize may break, fall off, or causediscomfort, etc. Physical damageis never taken due to exchangeditems being the wrong size.

Focus: The exchanged cloth-ing.

110

CHAPTERTHR.ee: SPELLS '•<

Enchant Spirit Doll

Creates a spirit doll that can beused in conjunction with other

spirit doll spells.Transmutation

Level: Sor/Wu 5

Components: V,S,M,f.XP

Casting Time: 10 minutes

Range: Touch

Target: One non-magical doll or figure

Duration: 1 day/level (D)

Saving Throw: None (object)

Spell Resistance: No (object)

DescriptionOn a reconnaissance mission,

a vigilant name Fezorh Barpet firstdiscovered a sect of Albadianwitches who specialized in usingsmall simulacra through whichthey could work magic on sub-jects from great distances. He andhis partner, Acacia, Tracked andobserved these witches fora coupleof days in hopes of uncovering thesecrets and extent of this previ-ously unknown spirit magic. Thisincantation is the primary onethat allows the spirit witches' mostpotent magics to have effect.

The most commonly usedspirit doll spells (see bath of purity,

blind mark, burning sight, ghostvoice, spirit watch, and spy senses)are listed here. Other spells existas well, though the witches ofAlbadia are extremely reluctantto share them.

Spell EffectThis spell turns an ordinary

doll or figure into a spirit doll.During the time of casting, thecaster specifies a mark. The markmay he any living creature nativeto the same plane. The spell re-quires a piece of hair, fingernailclipping, blood, or personal pos-session from the intended mark.This item is then attached to thedoll in some fashion.

While the spell has no directeffect on the mark, it does makethe spirit doll a conduit betweenthe mark and the doll, allowingother spirit magic spells to be ef-fective. If the mark and spirit dollare ever on different planes, thelink between the two is suppressedfor that time hut remains activefor whenever the two are onceagain on rhe same plane.

If the spirit doll is used as anextra focus component for anyspell that does not already require

the spitit doll as a component ortarget, the doll's mark receives a -2 penalty to any saves versus spellscast in this manner.

The spell finishes at the endof its duration, if a disjxl magic orsimilar spell is successfully castupon the doll, or if rhe doll andthe personal item used in its cre-ation are ever physically separated.When the spell does end, the dollshrivels into nothingness as it isconsumed by the magic that wasused to enchant it.

Focus: A doll roughly shapedlike the mark, and apiece of hairor personal item from the mark.

XPCost: 25 XPper total levelof the mark.

Enduring Webs

Creates a permanent web.Conjuration (Creation)

Levet:Sor/Wi74

Components: V, S, F

Casting Time: 1 action

Range: Medium (100 ft. + tO Ft./level)

Effect Creates webs in a 20-Ft radius

Duration: Permanent

Saving Throw: Reflex negates (see text)

Spell Resistance: Yes

I I I

HCM

RCUCJ &. RITUXLS 2: LOST LOM

DescriptionThe followers of Sethris and

the sorcerers of the spider-eyegoblin tribes of Ghelspad use thisspell to create permanent webs,protecting important laits andtrapping the unwary.

Spell EffectThis spell acts exactly like

the 2nd-level web spell, save thatit swarms with thousands of tinyharmless spiders that repair andreplace damaged sections withsupernatural speed and efficiency.As a resulr, the enduring webs areindeed permanent, and the spi-ders within them need neitherfood nor air to survive for centu-ries.

Trear the spiders themselvesas creations of the webs they main-tain; they cannot be targeted wirhspells. They are continually re-plenished by the magic of theenduring web, and exist as long asthe spell does,

A single 5-ft. square of webcan be repaired in a single round,and the enduring webs can onlybe permanently destroyed bymagical area fire arracks that arecapable of engulfing the entirearea of webbing, or by a dispeimagic that succeeds in negaringthe spell. If a section is burned orcur away, it will regenerate on thenext round fully, making the webs'destruction nearly impossiblewithout magical assistance.

Focus: A spider and a bit ofwebbing frozen in amber.

Enhanced SensesGrants darkvision; +10 bonus

to Listen, Search, and Spot;plus Scent ability.

Transmutation

Levd: Clr 4. Ord \ Rgr i. Sor/Wiz 4

Components: V, S, M/DF

Casting Time: 1 action

Range: Touch

Target: Creature touched

Duration: 1 hour/ level

Saving Throw: None

Spell Resistance: Yes (harmless)

DescriptionFirst used by Denev's druids,

this spell combines several effecrsinto one spell that enhances themost important senses. Since theDivine War, many followers ofTanil the Huntress use this spell,as well as adventurers and scouts,as it has proven itself very usefulfor ttacking enemies, avoidingambushes, and discovering hid-den passages,

Spell EffectThe spell's recipient gains

darkvision of 120 ft. and a +10competence bonus to Listen,Search, and Spot checks. Further-more, she gains rhe Scent ability(see MM, Introduction, "SpecialQualities").

Material Component: A pieceof dried carrot, a pinch of pepperand a small amount of bat guano.

Enkili's ShadowA shadowy, protective cloak

covers the caster.Abjuration [Chaotic]

Level: 8rd 2

Components: V, S

Casting Time: 1 action

Range: Personal

Target: You

Duration: 1 hour/ level

Saving Throw: None

Spell Resistance: No

DescriptionEnkili had a special fondness

for the elven bard VourlonBlackleaf. A master of satiricaland farcical songs, Vourlon an-gered many, and in order to helpher favored servant escape fromhis enraged enemies, the Jestergranred the bard this spell. Al-though the spell was lost for manyyears, one of Vourlon's old note-books recently turned up duringrenovations of a tavern in Mithril,and information about the spell isbeginning to spread from bard tobard.

Spell EffectWith a few rhyming words

the caster is cloaked in swirlingshadows that help him hide and

provide protection against spells.The shadows conceal the caster,providing a +5 competence bo-nus to all Hide skill checks, a +2competence bonus to all savingthrows, and a +4 competencebonus against spells cast by lawfulopponents. Only characrers ofchaotic or true neurral alignmenrcan cast this spell.

Essential BladeAllows a melee or natural

weapon to ignore objecthardness, to damage incorpo-

real targets, and to make touchattacks when used in melee.

Transmutation [Force]

Level: 6rd 4, Clr 5, Drd 5, Sor/Wz 5

Components: V, F

Casting Time: I action

Range: Touch

Target I melee or natural weapon

Duration: 1 minute/level

Saving Throw; None

Spell Resistance: No

DescriptionOriginally used by the sol-

diers of the ancient LedeanEmpire, the essential blade spellwas thought lost for many yearsuntil it was rediscovered in acacheof old documents. The spell ispopular with swashbucklets,fighter-mages, and others whowear minimal or no armor, en-abling them to bypass foes withheavy armor and overcome evenwe 11-protected opponents.

DescriptionThe caster Touches a melee

or natural weapon such as a clawor a creature's reeth, suffusing itwith raw magical force. So forti-fied, the weapon cleaves easilythrough its targets and acquiresthe ghost touch trait for the spell'sduration. The weapon ignores thehardness raring of inanimate ob-jects, doing damage directly to anobject's hit points. All attacksmade by the essential blade- affectedweapon are resolved as touch at-tacks— the target's armor, naturalarmor, and shield bonuses are ig-nored, though magical bonusesarenot.The weapon's wieldermay

112

CHAPTER THRCC: SPELLS

attack incorporeal rargets with-out penalty.

Focus; The weapon.

EyeburstDestroys the eyes of one

creature, rendering it perma-nently blind.

Evocation

Level:Sor/Wiz7

Components; V, j

Casting Time: 1 action

Range: Close (25 Ft, + 5 Ft,/2 levels)

Target: You

Duration: Permanent

Saving Throw: Fortitude partial (see text)

Spell Resistance: No

DescriptionAn especially cruel and sa-

distic spell, eyeburst is favored bysorcerers who still serve Mesos,and by slitheren and othertitanspawn. It is also rumored tobe a favorite of King Virduk's tor-turers in the dungeons beneathhis palace at Vashon.

Spell EffectAspark of blinding light leaps

from the caster's hand and ex-plodes in the target's face, searingits face and causing the viscousfluid in its eyes to boil and possi-bly rupture.

The victim of eyeburst mustmake a successful Fortitude saveor take 6d6 points of damage andbe permanently blinded. A suc-cessful save halves this damageand avoids the blindness effect.Eyes destroyed in this fashion canbe restored by a regeneration orwish spell,

Eyes of the HawkAdds +] to Spot checks per

caster level.Transmutation

Level: Drd 2, Rgr 1

Components: V, S, M

Casting Time: 1 action

Range: Personal

Target: You

Duration: I round/level

Saving Throw: Will negates

Spell Resistance: Yes (harmless)

DescriptionThe half-elven ranger Lythar

created this spell a few years be-fore the start of the Divine War inorder to aid him in tracking downraiding goblins. Known as Lytharthe Sentinel, he died in the Di-vine War in the service of Tanil,but his legacy lived on in thisspell, which is now widely used bythe Vigilsof Vesh, the elves of theCan jus, and others.

Spell EffectAdds a +1 bonus to all Spot

checks per caster level, up to amaximum of+20.

Material Component: Afeather from a hawk.

False Flavor

Gives food or drink an illusorytaste.

Illusion (Glamer)

Level: Brd 0, Sor/W.iO

Components: V, S

Casting Time: I action

Range: Close (25 ft. * 5 ft./2 levels)

Target! cubic foot/level of food or drink

Duration: 1 minute /level

Saving Throw: Will disbelief (if tasted)

Spell Resistance: Yes (object)

DescriptionThis cantrip is popularamong

apprentices because it lets themenhance the simple meals they'reusually served, though occasion-ally an unfortunate student findsthat bread tastes like cow dungand soup is reminiscent of horseurine (especially if they've an-gered a fellow student). Someassassins use this spell to mask thetell-tale taste of poison slippedinto food or drink. Some inn-keepers with magic ability havebeen known to use this spell todisguise otherwise ordinary {orspoiled) fare,

Spell EffectThis spell gives an edible

object any sort of flavor desired bythe caster. For example, oatmealcan be made to taste like raresteak or smoked flounder, and vin-egar could taste just like ale orfruit juice. The spell can't change

the actual nature or quality of thefood or drink. Spoiled food re-mains spoiled, and poisoned foodis still deadly, but any taste ofpoison or spoilage can be hiddenin this fashion.

Fanningthe Flames

Turns fire into a cone attack.Transmutation [Fire]

Level: Drd 2, Sor/Wiz 2

Components: V, S, M

Casting Time: 1 action

Range: Long (400 ft. + 40 Ft/level)

Target: One Fire source, up to a 20-Ft. cube

Duration: Instantaneous

Saving Throw: Reflex half

Spell Resistance: Yes (object)

DescriptionDarian Tibus, founder of an

ancient druidic order, saw fire asboth his clan's foe and its protec-tor. He created several fire-baseddruidic spells to help his people,and fanning the /lames has sinceseen use by other druids and byarcane spellcasters,

Spell EffectFanning the flames turns a

regular fire into a cone-shapedblast of fire. The spell requires afire at least the size of a smallcampfire to act as the cone's pointof origin. The size of the cone is 5feet per caster level, while thedirection of the cone is deter-mined by the caster. Each creaturecaught in the path of the flames isdealt 2d4 points of fire damageunless a successful Reflex save ismade, in which case the creatureonly takes half damage.

The cone of fire ignites com-bustibles and damages objects inthe area. If the damage caused toan interposing barrier shatters orbreaks through it, the cone of firemay continue beyond the barrierif the area permits; otherwise, itstops at the barrier just as anyothet spell effect does.

Material Component: An or-dinary fire the size of a campfire orlarger.

R 6 L I C J 8k RITUXLS 2: LOST

FarfingerGrants an animated skeleton

the ability to hurl its

fingerbones as missiles.Necromancy

Level: Sor/Wiz 3

Components: V, S

Casting Time: 1 action

Range: Close (25 ft. + 5 ft./2 levels)

Target: 1 animated skeleton per caster level

Duration: Permanent

Saving Throw: None

Spell Resistance: No

DescriptionSkeletons have the advan-

tage of being easy to create, butmany nee romancers feel that theymake unsatisfactory guardians.Students of the craft atHollowfaust have devised a num-ber of simple enchantments tomake skeletons somewhat morepotent. This spell is one such,allowing ordinary animated skel-etons to launch their fingerbonesas deadly missiles.

Spell EffectA skeleton enhanced by

farfmgers gains the ability to useits fingers as missiles. Each fingercan only be used once. If rhe skel-eton uses more than 3 fingers, itloses one of its claw attacks; if ituses more than 7, it has lost bothclaw attacks, A finger can bethrown at any opponent withinrange and hits as a ranged touchattack. If a finger hits, it inflictsId6 points of piercing damage.

Smalt skeletons do only Id3points of damage. Huge or Largeskeletons do Id8 poinrs of pierc-ing damage, and Colossal orGarganruan skeletons do 2d6points of piercing damage. Skel-etons of less thanSrnall size cannorbe affected by this spell,

Field of RazorsCaltrop- like razors cover one

5-ft. square/level.Conjuration (Creation)

Level: Sor/Wiz I

Components: V, S, M

Casting Time: 1 action

CHAPTER : SPfLLS

Range: Medium (100 Ft + 10 ft./level)

Area: One 5-ft .-square/level

Duration: I round /level

Saving Throw: None

Spell Resistance: No

DescriptionTomokeph, a legendary wiz-

ard-general of Chardun, iscreditedwith the creation of this spell.Utilizing field of razors to greateffect, Tomokcph's forces wereable to avoid pursuit when de-feated by Dalim Krai's goblin armyat the battle of Kthom.

Spell EffectThe caster of field o/ razors may

designate up to one 5-foot square perlevel within thespell's range tosproutforth razor-sharpblades. These squaresneed not be contiguous.

The razors function like cal-trops (see PHB, Chapter 7,"Adventuring Gear"), with sev-eral exceptions. First, they dealId4 points of damage instead ofthe usual 1 point caused by cal-trops. Since the razors are affixedto the ground, they also cannot beswept away or inoved in any man-ner save through the use of dispelmagic or similar effects. Creaturesof Tiny size or smaller are notaffected by the razors.

Material Components: A cal-trop and a drop of blood.

FilchConjure a small nearby object

into your hand.Conjuration (Summoning)

Level: BrdO.Sor/WizO

Components: V, S

Casting Time: 1 action

Range: Close (25 ft. * 5 ft 72 levels)

Target: One object within range

Duration: Instantaneous

Saving Throw; Will negates (object)

Spell Resistance: Yes (object)

DescriptionThis cantrip is one of the first

lessons that apprentice wizards inthe Scarred Lands must learn, thefirst faltering step in the difficulttask of mastering the art of Con-juration. Many apprentices whofail to become full wizards, how-ever, use this spell for thieving

purposes or pass it on to wizard-rogues who find it helpful in theirchosen profession. The Scaled ofHedrad teach this cantrip to theirnew recruits and consider it a sig-nature speil. In fact, one of themany reasons Karmut, Luc era, andHashan were expelled from theAcademy was for using this spellon their tutors. The ShelzarianWizards of Sin are also fond of it.

Spell EffectThis canttip makes an object

of Diminutive size or less vanishand then reappear in the caster'shand. If the object is not withinsight, then the caster must knowthe exact location and nature ofthe object to be filched. A thiefwho has seen his victim pocket avaluable ruby, for example, willknow where it is located and so beable to use this spell. Filch cannotbe used to steal magic items,

Force of Will

Substitute your Wisdommodifier for one of your

physical ability modifiers.Transmutation

level: Clr 2, Pal 2

Components: V, S, DF

Casting Time: 1 action

Range: Personal

Target: You

Duration: I round/level

Saving Throw: None

Spell Resistance: No

DescriptionA cleric or paladin's unwa-

vering will is often her mostimportant quality. Through theuse of this spell, the godly servantcan let that unbending faith con-quer the weak flesh of the body,bringing renewed strength andvigor.

Spell EffectFor rhe spell's duration, the

caster's Wisdom modifier rep lacesthat of either Strength, Dexter-ity, or Constitution (chosen bythe caster). This may grant tem-porary hit points (see the PHB,Chapter 8, "Temporary HitPoints"),

Foreaction

Subject gains a +5 bonus toinitiative.

Enchantment

Level: Sor/Wizl

Components: V, S, M

Casting Time: 1 Full round

Range: Touch

Target: Creature touched

Duration: 1 round/level

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)

DescriptionWhen the scholars of the

Phylactric Vault began experi-menting with chronomancy, oneof the most basic ateas they ex-plored was the prediction ofpossible future events. While truesight fulfilled this function in com-bat, /oreoctjonwasdirecredrowardpreparing for combat.

Spell EffectThe subject of this spell gains

rhe ability to see a number ofpossible outcomes, thus enablingher to predict when combat is tobegin and her opponents' likelyactions. She receives a +5 bonusto her initiative for the spell'sduration.

Material Component: A smalllooking glass.

Fountain of Blood

Causes acidic blood to eruptfrom the ground.

Evocation [Acid]

Uwel: Clr 3, Sor/Wn 2

Components: V,S,DF

Casting Time: 1 action

Range: Medium (100 ft. + 10 ft./level)

Area: 20 ft. x 20 ft. square

Duration: Instantaneous

Saving Throw: Reflex half

Spell Resistance: Yes (harmless)

DescriptionClerics of Vangal revere their

god's destrucrive fury and rhe riv-ers of blood thar mark his passing.No one survives a confrontationwith Vangal himself, and slainfoes' souls and rorring bodies areoften reanimated in Vangal's ser-vice as eternal punishment for

(ttUCf &. RITUALS 2: LOST

their arrogance. The blood andhatred of these defeated souls canbe called upon by those who knowthe secret, spraying forth from thevery ground and burning those onwhom it falls with unleashed fury.

Spell EffectCasting this spell causes a

geyser of blood to erupt from theground, spraying all within a 20-foot by 20-foot area. The blood,filled with the hatred of thosedefeated by Vangal, burns as if itwere a powerful acid, causing Id6points of acid damage per 2 casterlevels, up to a maximum of 10d6.Followers of Vangal are not af-fected by the fountain of blood, butinstead revel in it, exulting as theblood pours down upon them.

Frostfofln

Coster's body becomes like ice,granting Cold subtype andbonus cold damage to his

unarmed attacks.Transmutation [Cold]

Level: Drd 4, Sor/Wiz 4, Water 4

Components: V, S, M

Casting Time: 1 action

Range: Personal

Target: You

Duration: 1 round/1 eve I

Saving Throw: None

Spell Resistance: Yes (harmless)

DescriptionIn the wilds of Albadia, the

Huror tribe tells of a hunting ex-pedition that iost its way in theAmber Wood. Amidst the snow-covered pines, it encountered astrangely-clad man who com-manded it to turn back. Beingproud barbarians, the tribesmanrefused, ordering the fellow to stepaside. The man then held up aclear gem and chanted strangewords. As he did so, his skin be-came as ice, and he once moreordered the tribesmen to leave.The haughty barbarians were un-impressed, and one tried to pushpast the man. He soon teamed ofhis mistake, as the man's icy fleshchilled him painfully to the bone.Another barbarian attempted amighty bear hug, but found the

icy sk in to be quite si ippery as wellas painfully cold. Finally, pain-fully frost burned and stymied bythe man's obvious magical power,the barbarians left one of theirswords as tribute, and found an-other way through the forest.

Spell EffectUpon casting frostform, the

caster's body appears to transforminto solid ice. His clothing andequipment remain unchanged.The castergains the Cold subtypefor the duration of the spell. He isimmune to cold damage, but takesdouble damage from fire unlessthe fire attack allows a savingthrow for half damage, in whichcase he takes normal damage on asuccessful save and double dam-age on a failed save.

If the caster strikes an oppo-nent with a natural or unarmedattack, the opponent takes Id6+lpoints of cold damage per casterlevel (to a maximum of 10d6).Anyone who touches the casterwith a natural or unarmed attackalso suffers damage in this man-ner. Frostfcrrm also grants the castera +10 competence bonus to Es-cape Artist checks, due to theslippery nature of his icy skin.

Material Component: A trans-lucent gem worth at least 50 gp.

Gaurak's Corpulence

Causes a target to expand intoa bloated, awkward obesity.

Transmutation

Level: Sor/Wii 4

Components: V, S. M

Casting Time: 1 action

Range: Close (25 Ft. * 5 Ft./2 levels)

Target One creature

Duration: Permanent

Saving Throw: Fortitude

Spell Resistance: Yes

DescriptionThis spell was created by a

cabal of evil wizards during theDivine War. The Order, whichheld a special hatred for Corean'spaladins, transferred their loyal-ties to Gaurak after the death oftheir former patron, Mesos.Gaurak's corpulence was created

to honor the Order's new patron,as well as to deal a humiliatingblow to its hated enemies. Thewizards targeted the leaders of thepaladins with their new spell.Often, the grace of Coreanthwarted their efforts, but theirfew revolting successes so out-raged the holy knights that theevil wizards' cabal was wiped outwithin a year. Today, the spell isknown to a few titanspawn andother twisted individuals.

Spell EffectThe target of Gaurak's corpu-

lence suddenly bloats into a horrificmockery of itself, somewhat resem-bling a fatling. Non-magical belts,buckles, armor, clothes, shoes, andthe like are all destroyed hy rapidlyexpanding rolls of flesh. The newlyobese victim quadruples in weightand girth, incurring extreme pen-alties to his physical abilities: -4 toStrength, -6 to Dexterity, and a50% penalty to speed. Eachmonth,the victim's Constitution willdropby 1 until the condition is cured.Like all such curses, Gaurak's cor-pulence can be countered withremove curse. Abilities cannot bereduced to less than 1 by this spell.

Material Component: A hand-ful of raw animal fat.

GreaterBendSounds

Provides /protection from sonicand language based attacks to

all within area of effect.Abjuration

Level: Brd 3. Sor/Wiz 3

Components: V, S, F

Casting Time: 1 action

Range: Medium (100 Ft. + 10 ft./level)

ATM; Hemisphere with radius oF up to ! ft./level, or wall of area up to one 10-Ft. squareper level

Duration: 10 minutes/level

Saving Throw: None

Spell Resistance: Yes

DescriptionAn advanced version of the

bend sounds spell created by themages and lore masters of thePhylacteric Vault, greater bendsounds crafts a large barrier that

116

ffiiii

CHAPTER THR£€: SPELLS

stops all sound similarly to thelower level version.

Like the original, this vari-ant of the spell was born of theneed for quite and solitude. Spe-cifically, it offered a group ofscholars and or mages protectionfrom eavesdroppers wishing topurloin their discoveries. And likeits predecessor, greater bend soundsis also useful in providing protec-tion from sonic- andlanguage-based attacks as well asa means of isolating opposing ad-versaries in silence.

Spell EffectsWhen a mage casrs thisspell,

an invisible barrier is created thatstops all sounds from reachingthose so protected. Greater bendsounds has two options in the formthat it takes, either creating ahemisphere or a wall in a locationspecified by the caster. If a hemi-sphere is selected, then the casterhas the option of moving it ar arate of 10 feet per round. Further-more, the caster need not be inthe spell's area. If the wall optionis selected, the wall must com-pletely seal off and separate thearea into which it is cast. If thearea of the wall version cannotcompletely fill the space intowhich it is cast, then sound es-capes around it and the spell fails.

Both versions of this spellfunction similarly to the lower-level bend sounds by bending alltypes of noise and sound awayfrom it. Likewise, both createdbarriers stop all normal soundsfrom passing from one side to theother and also therefore providefor complete protection from allsonic- and language-based attacks.Likewise, either version preventsa mage from launching any sonic-or language-based attacks againstan opponent on the other side ofthe barrier, but it does not other-wise inhibit spell casting.

Arcane Focus: A mediumsized tuning fork.

GreaterSpectralHand

Creates disembodied glowinghand to deliver touch attacks.

Necromancy

Level: Sor/Wiz 4

Components: V, S

Casting Time: 1 action

Range: Medium (100 ft. + 10 ft/level)

Target: One greater spectral hand

Duration: 1 minute/level (D)

Saving Throw: None

Spell Resistance: No

DescriptionThis spell, which originated

in Hollowfaust during the Sec-ond Siege, isa more potent versionof the spell spectral hand (see PHB,Chapter 11, "Spells"). The nec-romancers and animators ofHollowfaust were hard-pressed tomatch the high gorgons in mar-tial combat and developed thisspell to allow them todeliver pow-erful spells from safety behind thecity walls. With the help of thisspell, Hollowfaust's defendetsquickly dispatched the gorgons.Since the end of the Second Siege,the spell has been circulatedwidely about Ohelspad and haseven begun to make its way tosavage Termana. Knowledge ofthe spell exists primarily inDarakeene, Hollowfaust, and thePhylacteric Vault.

Spell EffectThis spell functions in all

ways like spectral hand, with thefollowing exceptions. Upon cast-ing the spell, the caster loses IdShit points that return when thespell ends, but not if the hand isdestroyed. Any touch range spellof 6th-level or lower that can becast by the spellcaster can be de-livered by the greater spectralhand.The hand has the spellcaster's savebonuses + 2, AC 24, plus thecaster's Intelligence modifier. Thehand has as many hit points as arelost during the spell's casting.

Greater Timeheal

Brings a previous version of thetarget forward from the past toreverse injury and even death.

Transmutation

Level: Sor/Wiz 7

Components: V, S, M, XP

Casting Time: 1 full round

Range: Touch

Target Living or dead creature touched

Duration: Instantaneous

Saving Throw: Fortitude negates

Spell Resistance: Yes (harmless)

DescriptionA recent development

among the most powerfulchronomancers of Darakeene, thisspell uses time-based magic to re-store the dead to life. So far thespell has been kept secret for fearthat clerics would consider it blas-phemous, as it duplicates a powerreserved for the gods and theirchosen servants alone. Tiywaid,thechronomancerwhodeveiopedthe spelt, currently works in se-cret toeliminate some of the spell'smore unfortunate side effects be-fore it is presented to a generalassembly of the Phylacteric Vault.

Spell EffectGreater timehecd reaches back

through time, creates a duplicateof the target, and pulls it forward,displacing the current target. Thecaster is able to reach back in timeup to 1 round/2 levels, to thepoint where the target is leastinjured; if the target suffered in-jury or death before this time, thespell will fail. The target mustthen make a Fortitude save (DC10 + number of rounds displaced)or remain unconscious for a num-ber of days equal to 10 minus hisConstitution modifier. At the endof that time, he is restored to lifeand health as described below.

IftheFortitudesavesucceeds,the target is then restored to samestate as when she was moved for-ward in time. In addition, thetarget is stunned for a number ofrounds equal to the number ofrounds she was displaced in time.Thisspell normally costs the caster500 XP, but if the target wasdead,it costs 1,000 XP. Characters re-stored to life in this manner loseone character level (or 1 perma-nent point of Constitution if thesubject was 1st level). The targetloses all memory of events thatoccurred between the round shewas displaced in time and theround the spell is cast.

RELICS & RITUXLS 2: LOST LOM

Arcane Material Component:A piece of amber shaped in asundial and containing an ancientinsect worth at Least 500 gp.

XP Cost: 500 or 1,000 XP(see above).

Greater Turn Resistance

Gives undead target +5 turnresistance.

Necromancy

Level: Sor/Wiz 7

Components: V, S, M

Casting Time: I action

Range: Touch

Target One unctead creature that is subject to

turning

Duration: I hour/level

Saving Throw: None

Spell Resistance: Yes (harmless)

Spell EffectThis spell functions as turn

resistance and iesser mm resistance,but gives its target a turn resis-tance of + 5. (See MM,Introduction, "Special Quali-ties.") This effect stacks with anyexisting turn resistance. It cannotbe cast on a target already underthe effect of any other turn resis-tance spell.

Gulaben's Ecstasy

Target is distracted by pleasureand has his will weakened.

Enchantment (Charm) [Mind-Affecting]

Level: Brd 5, Enhancement 5, Sor/Wiz 5

Components: V, S

Casting Time: 1 action

Range: Touch

Target: Creature touched

Duration: 1 minute/level or permanent

Saving Throw: Will negates (see text)

Spell Resistance: Yes

DescriptionNothing pleased Gulaben

more than the adoration of mor-tals. The Lady of the Windsspreadthis spell among her most ardentworshippers, encouraging them toslowly erode the wills of as manyother beings as possible, makingthem more susceptible to the plea-sures of her touch by giving thema taste of what it was like.

When the memory ofGulaben was stricken from mor-tal minds, this spell should havebeen lost, but somehow theCout-tesansof Idra acquired knowledgeof it. Today, the courtesans useGwlofcen'secstasjtoinfluencecer-tain important political figuresmore easily, but they do so spar-ingly, cast ing it only whenabsolutely necessary for fear thatothers might discover it. Theywill do whatever is in their powerto silence rhose who discover itsexistence.

Spell EffectThe target is overcome with

feelings of pleasure and euphoria.He suffers a -4 morale penalty toAC, attack and damage roils, skillor ability checks, and savingthrows. In addition, he loses Id4points of Wisdom until the spellends.

Immediately after the spell'sduration expires, if the target failedhis initial Will save, he must makea Fortitude save versus the spell'sDC or lose one point of Wisdompermanently. Only a greater resto-ration, limited wish, miracle, oriuisfiwill restore this lost point.

Gullibility

Subjects become overly trust-ing, suffering skill and saving

throw penalties.FI u: i i. 111 < 1 1 1 s' M t (Com pulsi on) [ M ind - Af fecti ng ]

Level: Brd 5, Sor/Wn 5

Components: V, S

Casting Time: 1 action

Range: Medium (100 Ft. +10 ft./level)

Target: One or more creatures, no two ofwhich can be more than 30 Ft. apart

Duration: 1 hour/level

Saving Throw: Will negates

Spell Resistance: Yes

DescriptionGullibility is a favorire spell

among bards trying to make anaudience believe an outlandishtale (commonly concerning thebard's own part in an epic con-flict). The spell's more sinisteruses are in the field of politics anddiplomacy, however. Unwary visi-tors to the courts of Darakeene

and Calastia often leave withnewfound confidence and affec-tion for those nations' leaders dueto the surreptitious castingofgwIJ-ibility, and foreign diplomats mustalways be on guard against thisspell during delicate negotiations.A small squad of mages using de-tect magic and other spells oftenaccompany dignitaries on impor-tant missions in order to avoid theinfluence ofgullibility, but thespellcontinues to be used nonetheless.Once the spell's duration has ex-pired, the target once mote returnsto his normal views, but too lateto go back on treaties and agree-ments made while under the spell'sinfluence.

Spell EffectFailing a Will save, ail af-

fected creatures become moresusceptible to coercion and de-ceit. Until the spell expires, eachcreature receives a -2 penalty tosaving throws against Enchant-ment and Illusion spells. Acreature's newfound trusting na-ture also causes this -2 penalty toapply to any rolls made againstthe following skills: Bluff, Diplo-macy, Disguise, Forgery, andIntimidate.

Hammer and Anvil

Deals Id8 damage/level andmay stagger target.

Evocation [Force]

Level: Sor/Wiz 7

Components: V, S. M

Casting Time: 1 action

Range: Long (400 Ft. + 40 ft./level)

Target: One creature

Duration: Instantaneous (see text)

Saving Throw: Reflex half (see text)

Spell Resistance: Yes

DescriptionThis powerful spell was cre-

ated by one of Corean's war wizardsduring the earliest stages of theTitanswat. The young wizardfound the steady ringing of steelon steel oddly calming and wouldoften take his tomes down to thesmiths' fotges to study as theyworked making the tools of war.

CHAPTER THREE: S P E L L S

One day, as he watched oneof the smiths forge hard steel intoswords, he wondered what a gianthammer and anvil could do toCorean's titanspawn enemies.This spell was his answer to thatquestion.

Spell EffectA shimmering hammer and

anvil of force appear on eitherside of the target, slamming

together in a tre-m e n d o u s l y

loud impactthat does

Id8 pointso f

d a m -age per

c a s t e r. e v e I

{ 1 0 d 8maximum).

In addition, thetarget isconsidered

staggered for Id4+lrounds and may take

only partial actions forthose rounds. Creatures

not subject to stunning can-not be staggered by this spell (see

DMG, Chapter 3, "ConditionSummary"). The target may makea Reflex save; if successful, hetakes only half damage and is notstaggered.

Material Component: Asmallsteel hammer and anvil.

Healing Interdiction

Target is prevented fromhealing any kind of damage for

I day/level.Necromancy

Level:Drd6.Sor/Wii8

Components: V, S, OF

Casting Time: 1 full round

Range: Medium (100 Ft. + 10 ft /level)

Target: One creature

mm

120

R6L1CS & RITUXLS 2: LOiT

Duration: 1 day/level

Sewing Throw: Will negates

Spell Resistance: Yes

DescriptionHealing interdiction is an an-

cient spell found only in moldinggrimoires and all but forgotten inthe arcane repositories ofHollowfaust and the PhylacrericVault. Today it is primarily usedby thedruidsofKanThetand theelves of Terrnana. The Church ofMadrid abhors the speil, and theOrder of rhe Morning Sky relent-lessly hunts any spellcaster knownto have cast it. The forsaken elves,themselves barred from divinehealing since Chem's curse andthe fall of their forgotten demi-god , are believed to be the primaryarcane casters of this spell.

Spell EffectHealing interdiction is a pow-

erful curse that prevents all formsof healing, magical or otherwise.If the target fails its Will save, thespell prevents the recovery of hitpoints and ability damage by anymeans. All cure spells and spellswith the healing descriptor auto-matically fail when directed atthe target, and the target cannotrecover damage through naturalhealing, use of the Heal skill, oruseof the fast healing or regenera-tion abilities.

Hedrada'sJusticeGives bonus to attack against

those who had damaged thecaster.

Divination [Lawful]

Level: Clr 3

Components: V, S

Casting Time: 1 action

Range: Personal

Target: You

Duration: 1 hour/level

Saving Throw: None

Spell Resistance: No

DescriptionWhile vengeance is the do-

main of the lawful good Corean,the followers of Hedrada favorthe pursuit of justice — the even-handed application of law againstwrongdoers. Hedrada'$ clergy are

considered the supreme arbitersof justice, so visiting harm uponthe Lawgiver's priests is treated asan especially serious crime. Thisspell allows Hedrada's cleric-judges to defend themselves andjustly revisit harm upon their foes.

Spell EffectThe target gains a +5 en-

hancement bonus to all attacksagainst any single creature thathas inflicted damage upon himduring the spell's duration. Thebonus applies only to one suchfoe, but if the target is damaged bya different foe while the spell is ineffect, he can choose to apply thebonus against this new enemy.

Hold Stone

Prevents transmutation ofstone.

Abjuration

Level: Clr 4, Sor/Wii 4

Components: V. S. M

Casting Time: I action

Range: Close (25 ft. + 5 Ft./2 levels)

Area: 50-ft. cube + 10 cubic ft. per level

Duration: 1 day/level

Saving Throw: None

Spell Resistance: No

DescriptionStone can become a weapon,

especially in the never-ending warbetween the dark elves of DierDrendal and the dwarves of BurokTorn, Frequently, one race or theother has cause to reshape stone,closing passages or transforming asolid floor to liquid mud. Thisspell prevenrs such alreration,locking a given area of stone intoits normal shape for the durationof a battle or important event. Noone knows if the dwarves or thedark elves first developed the spell—unsurprisingly, both sides claimcredit and blame the other for"misusing" it for military purposes.

Spell EffectThis spell prevents the use of

Transmutationspeltsuponagivenarea of stone. Spells such as trans-mute rock to mud simply do notfunction in the area of effect, norcan earth elementals or beingswith similar abilities pass through

the area. Posswo/i and similar spellsdo not work, though teleport(which does not affect the stonesthemselves) does. Evocationsmight damage the stones (thoughtheir hardness is increased by +2),but the stones will not magicallychange form, nor matter what thespell. This spell only works onstone, however, and sand, metal,or earth are not held fast by it.Bricks and non-solid stone wallshalve the area of effect.

Material Component: A smallpiece of stone.

Holy War

+4 bonus to attack, damage,saves, spell DCs, and skills toall worshippers of your god.

Conjuration (Creation)

Level: Clr <?

Components: V, S, DFCasting Time: I action

Range: 100 ft.

Target: All allies of the same Faith withm a100-ft. radius

Duration: 10 minutes/level

Saving Throw: None

Spell Resistance: No

DescriptionThe power of the gods is very

real in the Scarred Lands, and rhecommon bond of faith has seenmany combatants through themosr bloody of battles. The godsgrant this spell to their most de-voted followers, enabling them tocreate a bond of faith with theirfellow worshippers, grantinggrearer ferocity, skill, andstrengthin barrle.

Spell EffectAll those within the spell's

area of effect who worship thesame god as the caster receive a+4 luck bonus to attack, damage,saves, and skill checks for thespell's duration,

Hunter's MoonGrants ranger favored enem;ybonuses vs. lycanthropes for

one night.1 racism utatton

Level: Rgr 2

cHAPieRiHR.ee:

Components: V, S, DF

Casting Time: 1 Full round

Range: Personal

Target: You

Duration: 1 night of a Full moon

Saving Throw: None

Spell Resistance: No

DescriptionGood-aligned rangers, espe-

cially those who worship Tanil,are the implacable foes of evillycanthropes throughout theScarred Lands, Any ranger wor-thy of the name knows to keepthis prayer handy when travelingthrough Albadia on the night of afull moon. Followers of Belsameth,obviously, despise the use of this

•^pell and so label any who woulduse it a self-declared enemy of thechurch.

Spell EffectThis spell can only be cast

under the light of a full moon. Forthe spell's duration, evil-alignedlycanthropes are considered a fa-vored enemy for the caster,thereby granting him a +1 cir-cumstance bonus to Bluff, Listen,Sense Motive, Spot, WildernessLore, and to most damage rolls

against such foes. These bonusesstack with any relevant favoredenemy or similar bonuses that thecaster already has {see PHB,Chapter 3, "Ranger"),

Furthermore, any non-magi-cal weapons (melee or ranged)that the caster wields during thespell's duration are treated as ifthey were silver weapons for aslong as hunter's moon remains ineffect. Natural weapons and un-armed strikes are not consideredsilver.

Regardless of how much timehas passed since the initial cast-ing, the spell's duration and all itseffects end at sunrise.

IceshardsCaster creates several floatingshards of ice that may defendor attack against opponents.

Conjuration (Creation)

Level: Brd 4, Drd 3, Rgr 4, Sor/Wiz 2

Components: V, S, M

Casting Time: I action

Range: Close {25 ft. + 5 ft./2 levels)

Target: Person (s) targeted

Duration: I round/level (D)

Saving Throw: None

Spell Resistance: No

DescriptionUsed by the ice haglings of

northern Ghelspad, this spell hasbeen the bane of many travelerswho have encountered these ma-licious a nd cold- hearted c features.Thisspellcreatesseveral ice shardsthat dance about the caster, ei-ther defending him against attackor flying out to strike opponents.

Spell EffectThis spell creates one shard

of ice per caster level to dancearound the caster (maximum of10 shards), granting him an en-hancement bonus to AC equal tothe total number of shards. As astandard action, the caster maysend one or all of the shards of iceto attack any opponents withinrange, with each shard inflictingId6 points of piercing damage.Using a shard to attack destroysthe shard and lowers the AC bo-nus by one. The caster must roll anormal ranged attack for eachshard in order to hit a foe. Mul-tiple shards may attack multipleopponents.

Material Component: A wine-skin of water. 121

&, RITUXL5 2: LOST LOrU

Iron Butterflies

Creates a flock of iron butterflies thatdamages enemies and harms fey.

Conjuration (Creation)

Levd: Fey 4, Sor/Wiz 4

Components: V, S. M/DF

Casting Time: I action

Range: Close {25 Ft. + 5 ft./2 levets)

Area: Cone

Duration: Instantaneous

Swing Throw: Reflex half

Spell Resistance: No

DescriptionWith the destruction of many of Seam's

good fey in the ravages of the Titanswar, eviland aberrant fey have begun to multiply andspread. As part of her stewardship of the world'sremaining fey, Syhana the Cloudmaiden hasdirected her followers to rout out and destroythese malicious beings. This spelt was devel-oped in Syhana's honor and image to harmthese monstrosities.

Spell EffectThis spell creates thousands of sharp, cold

iron butteries that attack all targets in the spell'sarea of effect. Any creature in the area takes Id4points ofslashingdamage percaster level {maxi-mum 15d4). Any fey within the spell's areareceive a -4 penalty tosaves against this spell. Inaddition, any fey damaged by this spell mustmake a Concentration check (DC 10 +damagetaken from spell) in order to use any of theirspell-like abilities until damage caused by thebutterflies has been healed.

Material Component: The wings of a color-ful butterfly.

Keshmeeri RefugeProtects target from the harsh desert

environment.Abjuration

Level: Clr 4, Drd 2, Protection 2, Rgr 5, Sor/Wiz 2

Components: V, S, M

Casting Time: 1 action

Rang*: Touch

Target: Creature touched

Duration: 24 hours

Saving Throw: None

Spell Resistance: No

DescriptionThe harsh conditions of the Ukrudan Desert

require great fortitude, skill, and strength tosurvive. Even those who live there are some-times hard-pressed. The Keshmeeri nomadscreated this spell to help them endure the

deadly environment of the desert,and since the Keshmeeri mageLison cast it upon the paladinKuroth to aid him in his battleagainst the Daywalker slitheren,it has also become part of therepertoire of Coteanic divinespell casters.

Spell EffectKeshmeeri refuge surrounds

the target with an aura that main-tains a constant temperature of70 degrees Fahrenheit and pro-tects him from both the blazingheat of the day and the freezingcold of the night. It also shieldsthe user from the effects of expo-sure to sun and wind, though itwill not protect him from objectspropelled by the wind such as thesand blown by a sandstorm.

Material Component: A pinchof desert sand.

Legion's MarchOne subject/level gains Id4+l

Con.Transmutation

L*ve):Clr5, Sor/Wiz5

Components: V, S, M/DF

Casting Time: 1 action

Range: Close (25 ft. + 5 ft./2 levels)

Target One creature/level within a 30-Ft.radius

Duration: 1 hour/level

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)

DescriptionMobility is crucial in a mili-

tary campaign — the largest andmost powerful army cannot tri-umph if it cannot reach thebattlefield in time, and sometimesa smaller, fasterforce can triumphover vastly superior opponents.The legion's march spell was thuscreated to improve an army'shealth and vigor, aiding its troopswhile traveling and also when inbattle or while maintaining longwatches.

Spell EffectThe spell grants an enhance-

ment bonus of Id4+l points ofConstitution to 1 creature percaster level within the spell's areaof effect, granting the increased

hit points, Fortitude saves, andability score modifiets for skillsbased on Constitution.

Material Component: A smalllump of granite for each targetaffected by the spell.

Lesser TimehealRapidly accelerates time for

one target in order to heal itswounds.

Transmutation

Level: Sor/Wii 4

Components V. S, M

Casting Time: 1 full round

Range: Touch

Target A single living creature

Duration: Instantaneous

Saving Throw: Fortitude negates

Spell Resistance: Yes (harmless)

DescriptionThe chronomancers of

Darakeene developed this spell inotder to ease their dependenceupon clerical healing. The spellhas spread among thechronornancers, who regard it assomething of a marvel. It is stiltsomewhat quirky, however, andhas been known to fail when deathis unavoidable.

Spell EffectThis spell rapidly advances

time for the body of one indi-vidual, allowing him to heal as ifhe had tested for 1 day/2 casterlevels. The caster may reduce thenumber of days of the effect ifdesired. This heals 1 point of tem-porary ability score loss/dayequivalent and hit points equal tothe caster's level/day equivalent.

The spell's major drawback isthat the timehealed body maysuffer from hunger, thirst, or fa-tigue as a result of being sentforward in time. If the subject ishealed a number of days greaterthan his Constitution bonus, hewill suffer the effects of hungerand thirst and be fatigued (seeDMG, Chapter 3, "ConditionSummary" and "Starvation andThirst Dangers").

Arcane Material Component:A small golden sundial worth atleast 100 gp.

CHAPTER THREE: S P E L L S -

LesserTurn ResistanceGives undead target +1 turn

resistance.Necromancy

Level: Sor/Wiz 3

Components: V, S, M

Casting Time: I action

Range: Touch

Target: One gndead creature that is subject toturning

Duration: I hour/level

Saving Throw: None

Spell Resistance: Yes (harmless)

DescriptionThe necromancers of

Hollowfaust have developed anumber of spells to aid theirundead servants and protect themfrom harm. For the most part, theHollowfausters use turn resistancespells only in defense of theircity,but as the spells spread through-out Ghelspad, many lessscrupulous necromancers haveadapted them to theirown nefari-ous purposes, making their undeadmore resistant to turning. Evenself-willed greater undead havebeen known to use these spells toprotect themselves from especiallypowerful foes.

Spell EffectLesser turn resistance grants a

single undead creatute turn resis-tanceof+lforthespell'sduration.(SeeMM, Introduction, "SpecialQualities.") This effect stacks withany existing turn resistance. Itcannot be cast on a target alreadyunder the effect of any other turnresistance spell.

Material Component: A dropof the castet's blood.

Lethene'slnnerStonnFills subject with electrical

energy, damaging attackers.Evocation [Electricity]

Level; Drd 5

Components: V, S

Casting Time: 1 action

Range: Personal

Target: You

Duration: 2 rounds/level

Swing Throw: Reflex half

Spell Resistance: Yes

RELIC! & RITUXLi 2: LOJT LOFU

DescriptionThe dru ids who revere

Lethene were given this uniquedefense. Lethene's inner storm fillsthe caster with the pulsating powerof an electrical storm, causing herto glow with bluish energy. Thiselectricity will shock anyone whocomes in contact with the casteror touches her with a metal objectsuch as a melee weapon,

Spell EffectAnyone who makes a suc-

cessful attack on the caster mustmake a Reflex save or take elec-tricity damage. Unarmedattackers, or those using metalmelee weapons, take Id6 pointsof electricity damage per casterlevel (maximum 10d6). If the at-tacker is wearing metal armor, thedamage increases to Id8percasterlevel. A successful Reflex savehalves this damage. Attackers us-ing non-metal weapons areimmune from the spell's effect.

Light BladeCreates a sword made of pure

light.Evocation

Levd:Pal2

Components: V,S,DF

Casting Time: 1 action

Range: Personal

Target You

Duration: 5 minutes/ level

Saving Throw: None

Spell Resistance: No

DescriptionA paladin's sword is his in-

strument of justice on behalf ofthe oppressed and in the punish-ment of the corrupt. Corean,master of paladins, granted thisspell to aid his paladins if theywere ever left without weapons.

Spell EffectThis spell creates a weight-

less blade of pure light the samesize and shape as a longswortt. Apaladin armed in thisfashioncan-not be disarmed by a foe. Theblade deals damage as a +1kmgsword, +2 vs. evil creatures.

The blade also produces illumi-nation as per the spell light.

Locate Oasis

Locates an oasis in the desert.Divination

Level: Brd 1, Clr 2, Drd 1, Rgr 1, Sor/Wiz I

Components: V, S. M

Casting Time: I full round

Range: 5,000 ft. + 500 FtVlevel

Area: Circle, centered on caster, with a radiusof 5,000 ft. * 500 Ft/level

Duration: 1 minute/level

Saving Throw: None

Spell Resistance: No

DescriptionSince the wounding of the

lands during the Divine War, thelocation of many oases in theUkrudan Desert has become un-certain. An oasis may exist forseveral seasons before disappear-ing, while another may appearovernight. The Keshmeeri no-mads believe that these oases areremnants of a time before the warwhen the land was more fertile,and that some day with the gods'help, the region will be restoredto f u l l heal th and beauty.Keshmeeri mages use this spell toaid their people in the Ukrudan'sharsh conditions.

Spell EffectThis spell is similar to locate

object^ but specifically tailored fordetermining the location of oa-ses. When the spell is cast, thecaster receives a mental image ofany oases in the area of the spell'seffect as well as their general di-rection and distance. The castercan move normally while main-taining concentration on thisspell.

Material Component: A datepit, covered with sand.

Locate Water

Locates sources of fresh or saltwater.

Divination

Level: Brd 1. Clr 1, Drd 1, Rgr I, Sor/Wiz I

Components: V, S, M

Casting Time: 1 Full round

Range: Long (400 ft. + 40 ft/level)

Area: Circle, centered on caster, with a radiusof 400 Ft. + 40 Ft/level, down to a depth of40 ft. * 4 ft./level

Duration: 10 minutes/ level

Saving Throw: None

Spell Resistance: No

DescriptionThe search for water is para-

mount to those who live in thedesert, thus almost all Keshmeerispellcasters know this spell. Theyare reluctant to share it, save withthose who have helped the tribeor proven themselves to be loyalfriends.

Spell EffectThis spell is similar to locate

object, but specifically modified toaid in determining the location ofwater sources. When the spell iscast, the caster receives a mentalimage of any fresh or salt watersources within the spell's area ofeffect as well as their general di-rection and distance. He candistinguish between both types ofwater and can move normallywhile maintaining concentrationon the spell. The spell also allowsthe caster to detect water that isunderground, though at a lesserdistance.

Material Component: A pinchof dried desert sage.

LureCauses an intense desire topossess a mundane item or

trinket.Enchantment (Compulsion)

Level: Brd 4. Drd 2, Rgr 3, Sor/Wiz 3

Components: V, S, M,

Casting Time: 1 action

Range: Close (25 ft. * 5 ft./2 levels)

Target: Person who sees it first (see below)

Duration: 1 round/ level

Saving Throw: Will negates

Spell Resistance: No

DescriptionA piscean spell seen during

their first attacks on the easterncoasts of Scarn, lure caused manyfoolishly to throw their lives awayfor the possession of a damagedsword or for a few pieces of cop-per.

Spell EffectWhen this enchantment is

placed upon a mundane item, thefirst person who sees it must makea Will save. Failure makes thevictim experience an overwhelm-ing desire to posses the enchanteditem, causing him to move imme-diately toward it, ignoring alldangers. While under the influ-ence of this spell, the victim isconsidered flat-footed and fightsat a -4 attack penalty.

Material Component: A smallmundane item.

Malaise

Mist drains Strength from allin the area.

Necromancy

Level: Sor/Wlz J

Components: V, S, M

Casting Time: I action

Range: Medium {tOO Ft. + 10 ft./level)

Target: 20-ft. radijs spread

Duration: Instantaneous

Saving Throw: Fortitude half

Spell Resistance: Yes

DescriptionOriginated by a wizard-scholar

named Setothes, who visitedHollowfaust in order to improvehis understanding of the necro-mantic arts, this spell is rarely usedby the Hollowfausters, save in de-fense of the ir city. The same cannotbe said for their evil rivals, thenecromancersofGlivid* Autel, whouse it with relish. Setothes wassomething of a dilettante and madehimself unpopular in Hollowfaustby calling necromancy "a limitedbastard art, hut a pale shadow ofevocation" and not worth furtherstudy. Sensing that he may haveoutstayed his welcome, the wizarddeparted Hollowfaust that verynight.

Spell EffectA charneE stench arises from

the ground in the affected area,causing a powerful life-sappingeffect that robs all within the areaof 1 point of temporary Strengthdamage for every two levels of thecaster (to a maximum of -10).Any who resist successfully sufferonly half of the ability damage. In

CHAPTER THRttr SPELLS

either case, the lost Strengthpoints return at an acceleratedrate of one point/hour.

Material Component: Ashfrom the body of a sentient crea-ture consumed by fire.

Malicious Image

Causes mirror images to attacktheir casters.

illusion (Shadow)

Level: Brd 3, Sor/Wiz 3

Components: V, S

Casting Time: 1 action

Range: Medium (100 ft. + 10 ft./level)

Target: All mirror images of one target

Duration: See text

Saving Tnrow: Will negates

Spell Resistance: No

DescriptionA favorite of Belsameth's sor-

ceresses, malicious imagetransforms a mage's protectivemirror images into shadowy foes, itis also popular with adventurersand the foes of powerful wizards,who enjoy the effect that it has onarrogant spellcasters who cast mir-ror image in combat.

m

RfUCJ &. JUTUXLS 2: LOST

1

Spell EffectThis spell causes a target un-

der the effect of a mirror imagespell to be attacked by his images,A successful Will save by the tar-geted caster negates the spell, andhis mirror images continue to func-tion as normal.

Should the targetfailhis Willsave, a deadly transformation oc-curs. Each mirror image becomes ahostile shadow-creature, with hitpoints equal to those of the target,divided by the number of imagesremaining when malicious imagewas cast. Their AC remains 10 +size modifier + Dexterity modifierof target. They attack once perround with the caster's highestattack bonus, dealing Id6 pointsof damage per successful hit. Thetarget loses control of the images,can no longer merge or split withthem, and cannot voluntarily endthe spell. The images do not dis-appear when struck, but must bereduced to 0 hit points to be de-stroyed. They continue to attackuntil the spell ends, at which timethe surviving images go back tofunctioning as normal, or untilthey are all destroyed, at whichpoint both the malicious image andmirror image spells come to anend.

Because the images no longermimic the target's actions, en-emies of the target no longer havedifficulty distinguishing the tar-get from his images.

Man a Sink

Floating sphere absorbs magicwithin its area of effect.

Abjuration

Level: Magic fe, Sor/Wiz 5

Components: V, S, M

Casting Time: I round

Range: Close (25 Ft. + 5 Ft./2 levels).

Effect: A floating orb that absorbs magic

Duration: I round /I eve I

Saving Throw: None

Spell Resistance: No

DescriptionMana sink was developed by

the warrior-wizard Vansin to

lessen the difficulties of facingmultiple spellcasting foes. Thespell was used to great effect whenVansin and his allies destroyed acell of titan-worship ing sorcerersin the city of Fangsfall.

Spell EffectThis spell creates a darkly

pulsing sphere of power 1 foot indiameter that attempts to negateany magic near itself. The spheregenerates a continuous area dis-pel effect in a 30-foot radius, asper dispel magic. The dispel checkof a mana sink is Id20+l per casterlevel (maximum +10) against aDCof 11 + the spell's caster level.

The mana sink also attemptsto counterspell as per dispel magicany spell cast within its area ofeffect. The sphere may only at-tempttocounterspella target onceper round. Any spell cast outsidethe mana sink's area of effect thattargets an area or creature withinthe sink's area of effect is alsosubject to a counterspell attempt.

The sphere may be directedto move once per round at therate of 60 feet (perfect) by thecaster as free action. The caster'sown spells and effects are atsosubject to the effects of the manasink, but the DC for the dispelcheck is 13 + the caster's level.

Mask Magic

Disguises the enchantment of amagic item.

Illusion (Glamer)

Level: Brdi, Sor/Wiz 3

Components: V, S, XP

Casting Time: I action

Range: Touch

Target; A single magic item

Duration: Permanent

Saving Throw: None

Spell Resistance: No

DescriptionIn many places and at many

times during the Scarred Lands'history, the cast ing of magic spellsor the possession of a magic itemhas been a crime. To circumventsuch a ban during the Ledean

Thael Dynasty, one particularlycunning mage/assassin known asWillem the Light cteated this spellto pass off his potent arsenal ofmagical weapons and tools assimple, mundane items.

Spell EffectThis spell must becast during

the creation of a magic item. Allfuture detect magic attempts showthat the affected item isnon-magi-cal. An identify spell, however,will reveal the item's magic quali-ties.

Material Components: A ruby,an emerald, and a diamond, eachworth at least 100 gp.

XP Cost: 327 XP.

Mass True Strike

One subject/level gains a +20bonus to its next attack roll.

Divination

Level: Sor/Wii 6

Components: V. F

Casting Time: I action

Range: Close (25 Ft. + 5 Ft./2 levels)

Target: One creature/level, all within 30 ft. ofeach cither

Duration: See text

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)

DescriptionBy necessity, the Divine War

sparked great ingenuity in the ar-cane arts. It took masses of warriorsenhanced with great magic todefeat the greater titan spawn. Thisspell was especially useful againstcreatures such as dragons that werenigh invulnerable. Though thisspell is obscure to mostspelicastets, adventurers have te-vjved its use.

Spell EffectOne creature per spellcaster

level within the spell's area ofeffect gains a +20 insight bonuson its next attack roll. Addition-ally, they are not affected by themiss chance that applies to at-tacks against concealed targets.

Material Component: An ar-row that has inflicted damage ona target.

•'t*

CHAPTER THR«: JPCLU

Mesos' Containment

Absorbs and redirects physicalenergy attacks.

Abjuration [Force]

Level: Sor/Wiz 7

Components: V, S

Casting Time: 1 action

Range: Personal

Target: You

Duration: I minute/level (0)

Saving Throw: Reflex half

Spell Resistance: Yes

DescriptionMesos was said to have be-

come furious when mortals beganto use magic - which he regardedas his own - against him and hisfollowers. Among the most pow-erful of these early wizards was acabal known as the Iron Tower.Determined to teach these up-start mortals a lesson, Mesos senta brood of arcane devourers torecover the magical energy thewizards had "stolen" from him.Using the magic that they them-selves created and manipulated,the wizards were able to sense thedevourer's presence and reignedfire and lightning down uponthem, obliterating them beforethey could even approach the IronTower.

Enraged, Mesos strode towardthe Iron Tower himself, conjur-ing magical energies into each ofhis six hands. By the time he ar-rived, Mesos held six spheres offorce. When the Iron Tower wiz-ards began to cast magic at him,Mesos simply held up his forceglobes and absorbed the spells.Then, he threw them back at thetower, using the wizards' ownpower todestroy it utterly. Pleasedwith his success, Mesos taughtthis spell to his followers, althoughsince his fall it has also spread rothe hated wizards who serve thegods.

Spell EffectThis spell creates one force

orb per rhree casrer levels rharcanbeusedtoabsorbcertainspells.The type of orb is determined bythe caster. The first type absorbsTransmutation spells, the second

absorbs Conjuration, the thirdtype absorbs Enchantment, thefoutth absorbs Necromancy, andthe fifth absorbs Evocation spells.

Any spells of the appropriatetype that are directed at the casterare automatically absorbed bytheir corresponding orb. After anorb has absorbed a spell, the castercan cause it to explode, inflictingId6 points of damage per spelllevel on all tatgets in a 20-ft. ra-dius centered on the caster. Thecaster is immune to this damage,but his allies are not. Rather thancausing it to explode, the castermay cause the orb to discharge itsabsorbed spell without effect,though this too destroys the orb.If the orbs have not been chargedor caused to explode at the expi-ration of the spell's dutation, theyvanish without effect along withthe absorbed spells.

Mesos'Vengeance

Greatly amplifies, the arcaneheat generated by spettcasting

in an area.Transmutation [Fire]

Level: Sor/Wiz 5

Components: V. 5. M

Casting Time: 1 action

Range: Medium (100 ft. * 10 Ft /level)

Area; 30-ft. radius spread

Duration: Concentration 11 round/level (D)

Saving Throw: Fortitude half

Spell Resistance: Yes

DescriptionEver since the disruption of

Mesos, the Sire of Sorcery, at thestart of the Titans war, arcanespellcasters have suffered fromintense heat whenever castingspells. Although various sageshave posited many theories, fewmortals actually know the reasonfor this arcane heat. Regardless,followers of Mesos have learnedto focus this heat into a moredangerous force. Arcanespellcasrers within the area of rhisspell suffer extreme burns andpossibly even spell disruption.

Spell EffectAny arcane spe lie aster cast-

ing a spell within this spell's area

of effect suffers Id6 fire damageper spell level. Spells of 0 levelcause only 1 point of fire damage.This spell does not affect divinespellcasters.

Arcane Material Component:A pinch of ash from the remainsof a burned spellcastet.

Mindwrack

Destructive energies causeIntelligence loss and random

debilitation.Evocation [Mind-Affect ing. Chaotic, Evil]

Level: Sor/Wiz ?

Components: V,S,F,XP

Casting Time: I full round

Range: Touch

Target Creature touched

Duration: Discharge (see text)

Saving Throw: Will Partial

Spell Resistance: Yes

DescriptionAs the titans created the

wrack dragons to aid them in theDivine War, followers of Mesosbemoaned the loss of their pa-tron. Taking note of the titans'new undertaking, a wicked magestudied the energy being put touse creating the dragons. Manymonths later, he had developed aspell of the darkest magic. Hewasted no time in deliveting thespell to his colleagues, who weremostly driven rnad the first timethey attempted to cast it.

Spell EffectThis spell is only effective on

creatures with an Intelligence of3 or higher. Upon castingnurufwrock.thecaster'shandglowswith crackling black and red en-ergies. If the caster then succeedsin delivering a melee touch at-tack on any crearure, the target isimmediately drained of Id4 pointsof Intelligence and must make aWill save. If this save is successful,no other effects are suffered.Should the tatget fail the Willsave, he is drained of an addi-tional Id6 points of Intelligenceand suffers a random debilitatingeffect. Roll Id6 to detetmine theeffect:

R£UCf &. R1TUXLJ 2: LOJT LOP,t

1: Target becomes shaken (see DMG,Chapter 3, "Condition Summary").2: The tatget develops a severe phobiato a relatively common object. Any-time die target is within 15 feet of dieobject and is able to observe it, hebecomes helpless {see DMG, Chapter3, "Condition Summary") until eitherhe or the source of die phobia is movedout of range. The caster of miridwrackchooses what object will be the sourceofthe phobia. The object should be com-men, but notomnipresent. For instance,"spoons" would be an appropriate sub-ject, while "dirt" would not.3: The target becomes unable to useany Intelligence based skills.4; Target becomes confused (seeDMG,Chapter 3, 'Condition Summary").5; The target suffers amnesia. He isunabie to recall any details of hispast, and he is unable to cast spellsor use Knowledge skills.6: The target's mind regresses to a child-like state. His hit points and abilityscores,asidefromthe Intelligencedrain,remain unchanged. All other aspects ofthe character are treated as if he were a1 st-level commoner (see DMG, Chap-ter 2, "NPC Classes").

All effects of this spell arepermanent and may only be elimi-nated with a remove curse, miracle,or wish spell. A remove curse spellwill only remove either the Intel-ligence drain or the debilitatingeffect, so twocastings are tequiredto completely cure the target.

Wizards who use mmdtfrodcas part of their retinue of spellsmust do so with extteme caution.The forces that give this spell itspower are not easily controlledand can backfire on their wielder.If thespell is notdischarged within8 rounds of casting, it reboundson the caster, causing him to suf-fet the full effect of the spell withno saving throw.

Focus: A small crystal vialcontaining a drop of blood from awrack dragon.

XP Cost: 100 XP.

Missile StormTransforms one projectile into

a volley.Conjuration (Creation)

Level: Sor/Wiz 3

Components: V, S. M

Casting Time: 1 action

Range: Close (25 Ft. + 5 it./,1 levels)

Area: Cone

Duration: Instantaneous

Saving Throw: Reflex negates

Spell Resistance: Yes

DescriptionThroughout the Scarred

Lands, archers are among the mostfeared and skilled warriors. Theelves of the Ganjus, the fearsomeBlack Dragoons, the Vigilants ofVesh and others have raised mis-sile combat to a fine art. Thisspell, which transforms a singlemissile into a hail of deadly magi-cal arrows, makes archers evenmore potent and enables smallgroups of archers to hold off forcesthat are many times their ownnumber.

Spell EffectWhen cast upon asingle mis-

sile such as a bolt, arrow, or slingbullet, this spell causes the missileto transform into a mass of con-jured replicas, striking targetswithin its area of effect. The spellis not effective on thrown weap-ons — only missiles that arelaunched from a bow, sling, orsimilar device. Each target in thearea suffers a single automatic hitfrom a missile identical to theoriginal. Targets are allowed aReflexsavetoavoiddamage. Eachof these projectiles is consideredto be a +1 magic weapon for pur-poses of overcoming damageresistance, but the actual damageis not incteased. The duplicateweapons vanish with the spell,but the original missile may beretrieved as normal.

Material Component: A mas-terwork arrow, bolt, orsling bullet.

Negative Energy GeyserCreates an eruption of nega-

tive energy.Necromancy [Evil]

Level: Death 8, Sor/Wiz 8

Components: V, S

Casting Time: 1 Full round

Rwge: Long (400 ft. + 40 ft./level)

Area: 5 ft., and 30-ft. emanation

Duration: 2 rounds (see text)

Saving Throw: Fortitude, Reflex, and Will half

Spell Resistance: Yes

DescriptionOriginally attributed to the

necromancer Orafid Koralis ofGlivid-Autel,thisspell has spreadacross Ghelspad since his demiseat the hands of a group ofHollowfaust adventurers. Ran-sacking the wizard's lair, theyfound a scroll bearing the negativeenergy geyser spell and soon sold itto the necromancers of their homecity and to the battlemages ofCalastia.

Spell EffectThe caster selects a single 5-

foot square area within range thatacts as the center of the spell. Asmall gate to an alternate ptaneopens, expelling pure negativeenergy in a fountain of darkness,damaging anyone in its area ofeffect.

On the first round of thespell,the geyser's energy deals Id6points of negative enetgy damageper caster level {maximum 20d6)to every thing with in 5 feet of thespell's center. On the secondround, the geyset's area of effectgrows to a 30-foot radius, afterwhich it collapses and the gatevanishes. Undead affected by thegeyser are healed of Id6 points ofdamage per caster level (maxi-mum 20d6), but cannot receivemore hit points than their maxi-mum.

NetherbladeCreates a sword that drainsnegative energy, damaging

undead creatures.Necromancy

Level: Sor/Wiz 2

Components: V, S

Casting Time: I action

Range: Personal

Effect: Sword I ike beam

Duration: I minute/level

Saving Throw: None

Spell Resistance: Yes

CHAPTCR THREE: JP6LLJ

DescriptionRyven Thaem was an infa-

mous necromancer and fearedbattlemage prior to joining theDisciples of the Abyss. Redesignedthis spell early in his adventuringcareer in order to defend himselfagainst undead who might opposehim in his researches.

Spell EffectNetherblade creates a 3-foot

long sword of swirling energy thatsprings forth from the caster'shand. The blade strikes as a rneleetouch attack and drains negativeenergy, inflicting Id8 points ofdamage +1 point per 2 caster lev-els (maximum +10) againstcorporeal and incorporeal undeadopponents. The blade is also bone-chillingly cold and inflicts halfthisdamage as cold damage againstliving opponents.

NetherblastDrains negative energy,

inflicting I d6flevel points ofdamage against the undead.

Necromancy

Level: Sor/Wiz 5

Components: V. S

Casting Time: 1 action

Range: Close (25 ft. + 5 Ft72 levels)

Are*; Cone

Duration: Instantaneous

Saving Throw Fortitude negates

Spell Resistance: Yes

DescriptionThe second of three speils

created by Ryven Thaern duringhis time as a Disciple of the Abyss,rietherblast has quickly became afavorite of necromancers onundead hunting expeditions intoI lollowfausi 's Ghosts' Quiirtu-r.

Spell EffectNetherblasi drains negative

energy in a cone-shaped area thatextends outward from thespellcaster's hand, inflicting Id6points of damage per caster levelagainst all corporeal and incorpo-real undead creatures (maximum20d6). This area is also partiallydrained of hear as well, inflicringId6 points of cold damage per 2

caster levels against living oppo-nents.

NethershieldCreatures attacking the casterare drained of negative energy

and heat while the caster isprotected against energy and

ability drain.Necromancy

Level: Sor/Wiz 5

Components: V,S,M

Casting Time: 1 action

Range: Personal

Target: You

Duration: 1 round/level (D)

Saving Throw: None

Spell Resistance: No

DescriptionOne of three spells given to

the guilds of Hollowfaiist by theforsaken half-elf Ryven Thaernin support of his entry into theDisciples of the Abyss, netnersfiieyexemplified Ryven's master overnegative energy and his ability tomanipulate it cteatively.

Spell EffectThis spell surrounds the caster

in wisps of dark flame, providinghim with immunity against en-ergy drain and ability drainattacks. These flames also drainnegative energy from the undead,inflicting Id6 points of damage+ 1 point per caster level (maxi-mum of+10) upon corporeal andincorporeal undead that attackthe caster in melee. Living crea-tures that attack the caster aresimilarly drained of heat and suf-fer half this damage as colddamage.

Arcane Material Component:A fingernail from a wight or pieceof cloth torn from the robe of awraith.

Nose ofthe RatSubject gains the Scent feat,bonus on tracking, enemy

detection.Transmutation

Level: Animal 1, Ord 1, Rgr 1, Sor/Wiz 2

Components: V. 5. M

Casting Time: 1 full round

Range: Touch

Target, Effect or Area: Creature touched

Duration: 1 hour/level

Saving Tlirow: None

Spell Resistance: No

DescriptionThe druids of Denev origi-

nally developed this spell toidentify each other by scent. Sev-eral times priests of Enk i l iinfiltrated their holy ceremonieswhile under the effects of changeself spells, causing chaos and dis-sention in the ranks. In order toprevent infiltrators, Denev's dru-ids used the animal ability torecognize individuals by scentrather than believe what they sawwith their eyes. Several imposterswere discovered and dealt with byuse of this spell.

Later, a sect of rangers de-voted to Tanil, having learnedthis spell from druid allies, taughtthe incantations to allied wizardsas a method of catching spies.

Spell EffectThe subject of thisspell gains

the Scent feat (described in theMM, "Special Qualities"). Thisability allows the subject to de-tect approaching enemies, sniffouthidden foes, and track by senseof smell. The subject can identifyfamiliar odors just as humans dofamiliar sights.

Material Components: Ratdroppings and a small quantity ofgrain.

Omniscience

Grants the caster great sensoryinsight.

Divination

Level: Ord 4

Components: V, S, M

Casting Time: I full round

Range: Personal

Target: You

Duration: 1 minute/ level

Saving Throw: None

Spell Resistance: No

DescriptionEven after the titans stripped

Golthain the Faceless ofhis senses,legends say that he was able to see

I

129

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RELICS &. RITUALS 2: LOST

through the iand itself. The birdsand insects of Scam were his eyes,the air itself his ears, and the veryground his skin, Druids dedicatedto Golthain have long sought toemulate their master's awesomeawareness, finally succeeding withthis spell.

Spell EffectThe spellcaster is granted

blindsight in a 60-ft. radius. Inaddition, thecasterreceivesa +10insight bonus to Spot, Listen,Wilderness Lore, Intuit Direction,and Search checks.

Material Component: A hand-ful of loose dirt.

Persistent MissilesCreates long-lasting missiles of

magical force.Evocation [Force]

Level: Sor/Wii 4

Components: V.S,M

Casting Time: 1 action

FUnge: Medium (100 ft. * 10 ft./level)

Target One creature per round

Duration; Concentration (maximum of 1 ac-tion/caster level)

Saving Throw: None

Spell Resistance: Yes

DescriptionThis modification of the com-

mon magic missile evocation isprobably the best-known of thespells developed by the witchSammae. Exiled from her home-land of Vera-Tre, she has sincemade a reputation for herself as anadventurer and magical innova-tor.

Spell EffectIn all regards but one, this

spell acts the same as the lowerlevel rruzgic missile spell. Missilescreated with this spell, however,do not disappear when they sttiketheir tatget, but instead return tothe caster and orbit her harm-lessly until her next action, atwhich time they may be directedagainst a target once more. At-tacking with these missiles is astandard action and precludescasting another spell. The mis-siles remain active for the spell'sfull duration, and as long as the

caster re ta i ns concent rat i on, theymay attack any target withinrange. The missiles can only at-tack once per round, even if thecaster is under the effect of spellssuch as haste and two minds.

Material Components: Ahandful of glass marbles, one permissile to be invoked.

PlagueTouch

Cause disease in others withbut a touch.

Necromancy

Level: Clr 5, Drd 5, Sor/Wn 6

Components: V, S, M

Casting Time: I action

Range: Touch

Target: Living creatures touched

Duration: I minute/level

Saving Throw: Fortitude negates

Spell Resistance: Yes

DescriptionThis spell is the result ofcrypt

lord Bolen Graves' research intodisease and sickness. Graves hassince then joined forces with thewizards of the Obsidian Pyre andis furthering the use of plague-magic in Glivid-Autel.

Spell EffectThe caster can infect any liv-

ing creature with a disease bysimply touching it. This effectworks like the spell contagion, andthe victim must make a Fortitudesaving throw or be infected with adisease of the caster's choice,which strikes immediately withno incubation period.

Material Comjjonents: Apieceof putrid flesh and a drop of blood.

Profane StareGaze deah 3d6 damage and

paralyzes good creatures,Evocation [Evil]

Level: Clr 5, Evil 5

Components: V, S

Carting Time: 1 action

Range: Close (25 Ft. + 5 Ft./2 levels)

Target You

Duration: I round/level

Saving Throw: Will hair

Spell Resistance: Yes

130

DescriptionProfane swre causes the caster

to shock the souls of non-evilcreatures with a glance. Met eyesglow with a deep purple radiance,and her pupils reflect a terriblered light while the spell is active.

Spell EffectIf subjected to the caster's

gaze {seeDMG, Chapter 3, "GazeAttacks"), good- or neutral-aligned creatures who fail theirsaving throw take damage andsuffer paralyzation. A Will savehalves this damage and avoids theparalyzation effect. Good crea-tures suffer 3d6 points of damageand are paralyzed for Id6 rounds.Neutral creatures rake Id6 pointsof damage and are paralyzed forId3 rounds.

Quick LearnGrants caster 3 +l}levelrank$

in a desired skill.Divination

Level: Brd 4. Clr 4, Luck 4, Sor/Wiz 4

Components: V, S. M/DF

Casting Time: 1 action

Range: Personal

Target You

Duration: 1 hour/level

Saving Throw; None

Spell Resistance: No

DescriptionThrough the use ofdivinatory

insight, those who use this spellcan temporarily improve their useof a known skill. Quick Icam isespecially popular withspellcasting craftsmen, artists,scholars, and especially bards, whouse thespell to increase theirabili-ties at critical moments duringperformances.

Spell EffectUpon casting this spell, the

caster temporarily gains3 +l/levelranks in any desired skill. Thechosen skill must be one that thecaster already has ranks in, andthe entire bonus must be appliedtoonly one skill. Skill ranks applyequally to both class and cross-class skills. The caster gains noadditional bonuses for multipleapplications of this spell.

Arcane Material Components:A pinch of salt and a lock of thecaster's hair.

Repair DeadSkeletons or zombies, are

instant/^ repaired.Necromancy

Level: Clr 3, Sor/Wiz 4

Components; V, S

Casting Time: 1 action

Range: Touch

Targets: One or more skeletons, corpses, orzombies touched

Duration: Instantaneous

Saving Throw: Will negates (harmless, ob-ject)

Spell Resistance: Yes (harmless, object)

DescriptionThe power of repair dead was

never more apparent rhan duringthe First Siege of HoLlowfaust. Inthe course of the batrle, rhe sutakdestroyed entire legions of undeadservitors, and the minions ofThulkas nearly overran the Cityof Necromancers. With repairdead, however, the members ofthe fledgling Animator's Societywere able to continue to restockHollowfaust with a seeminglyendless supply of skeletal warriors.

Spell EffectWith repair dead, the caster

instantly repairs one animatedskeleton or zombie per caster level,up to a maximum of 20. Ani-mated skeletons and zombies areinstantly repaired and restored tofull hit points. Destroyed skel-etons and zombies are not restored,only those that have been dam-aged,

RicochetAllows an arrow), sling bullet,

or crossbow bolt to strikemultiple targets in a single

round.Transmutation

Level; Clr i, Drd 2, Pal 4, Rgr 4, Trickery 2

Components: V,S,M,F/DF

Casting Time: 1 Full round

Range: Touch

Target: One arrow, sling bullet, or crossbowbolt

Duration: Instantaneous

Saving Throw: None

Spell Resistance: No (item)

DescriptionPrimarily used by the follow-

ers of Denev and Tanil in the waragainst thedruidsofKher, ricochetallowed many outnumbered ar-chers low on ammunition to tipthe scales of battle by strikingmultiple opponents with a singleshot.

Spell EffectWhen this spell is cast on a

single non-magical arrow, slingbullet, or crossbow bolt, the mis-sile becomes able to strike morethan one visible target in a meleeround. The number of extra tar-gets is equal to one for every twocaster levels (maximum 10). Anattack roll is required for everytarget, and the missile can onlyattack each target once (attacksin excess of the total number ofopponents are wasted).

Material Component: An ar-rowhead.

Rie's Lustful Gaze

Those who meet caster's ga%eare captivated and cannot take

actions.Enchantment (Charm) [Mind-Affecting]

Level: Sor/Wi! 2

C«u«ru*ru»niw. \/ COfTiponcnis. v, j

Casting Time: 1 action

Range: Close (25 ft. * 5 ft./2 levels)

Target One creature

Duration: I hour/level

Saving Throw: Will negates

Spell Resistance: Yes

DescriptionThe notorious Shehari cour-

tesan-sorceress Rie is rumored tobe more than a mere entertainerand sometime-adventuress.Though nothing has been defi-nitely proven, many point to themind-affect ing magic that shepractices and her mysterious pros-perity, much of it given to her by"admirers." This spell, which hasalso seen use by the Courtesans ofIdra (leading some to accuse Rieherself of being one of their

CHAPURTHRfC: S P E L L S

agents), enables the caster to fixher target with a smoldering, sen-sual gaze that drives aside allthoughts save lust.

Spell EffectThe caster makes a gaze at-

tack on the target (see DMG,Chapter 3, "Gaze Attacks"). Thetarget can negate the attack witha successful Will save, hut if hefails, he is then captivated by thecaster's gaze and can take no fur-ther actions save shuffling meeklyafter the caster at half speed forthe spell's duration. The victim isconsidered helpless {see DMG,Chapter 3, "Condition Sum-mary") and may be attacked withthe appropriate bonuses, but thisimmediately ends the spell, andthe victim may react and fightnormally on the following round,

Righteous ChargeImbues the caster's next charge

attack with divine power.Evocation

Level: Clr 5. Pal 4

Components: V, OF

Casting Time: 1 action

Range: Personal

Target You

Duration: 1 round/4 levels or until discharged

DescriptionThis spell is glorified in the

famous poem The Charge of theHollow Knights, which tells of asquad of five hopelessly outnum-bered knights who bravely chargedagainst a host of Gormoth's min-ions. Their weapons guided byCorean himself, the squad is saidto have slain hundreds of foesbefore finally being cut down, al-lowing allied divine forces toadvance and route the t itanspawn.

Spell EffectAfter this spell is cast, the

caster's next charge attack is im-bued with a furious burst of divinepower. The caster can charge fourtimes his normal move {instead ofdouble) and can make an attackof opportunity against every foein his path at a +4 circumstancebonus. Successful attacks cause

:

?. R € L 1 C S &. RITUXLJ 2: LOST LOrU

double damage (triple on a criti-cal h i t ) , and those who takedamage from the charger mustmake a Reflex save (DC 15) or beknocked prone and stunned (seeDMC, Chapter 3, "ConditionSummary"). The caster does notprovoke attacks of opportunitywhile moving.

Sap StrengthSteak the strength from

another creature.Transmutation

Level: Clr 5, Drd 5, Sor/W,z 4. Strength 4

Components: V, S

Casting Time; 1 action

Range: Touch

Duration: 1 hour/level

Saving Throw: Fortitude negates

Spell Resistance: Yes

DescriptionThe wizardess Shoq'rarina

was well known for her power andcunning. She was also known forher frailty and had to rely on ser-vants to help her perform eventhe simplest of tasks. While con-duct ing research into thetransference of life energies fromone body to another, shedesigneda way to use other's strength, al-

lowing her to engage in morestrenuous activities (as attested toby the many lovers that she tookafter discovering the spell and bythe somewhat sickly condition ofher servants).

Spell EffectThe caster trades Strength

and Constitution scores with thecreature touched. For the spell'sduration, the caster gains all rel-evant modifiers such as attack anddamage bonuses, temporary hitpoints, improved skill rolls, etc. Ifeither the caster or the target isreduced to 0 or fewer hit points,the spell ends prematurely.

Scent of the Hunted

Subject is relentlessly stalkedby wild predators.

Transmutation

Level: Animal 5, Drd 5

Components: V, S. OF

Casting Time: 1 full round

Range: Touch

Target One creature

Duration: fa hours/level

Saving Throw: Will negates

Spell Resistance: Yes

DescriptionThe druids of Ganjus and

other pristine wilderness areas areferocious in their defense of na-tureand all of Denev'sgifts. Whilethey have no objection to hunt-ing as such, woe unto the poacherwho hunts without their leave orto the gteedy woodsman who takesmore than his fair share. The dru-ids' vengeance is often quitefitting, especially when they usethis spell, which turns the hunterinto the hunted,

Spell EffectThe caster of scent of the

hunted must make a melee touchattack against the target of thespell. The target is then allowed aWill saving throw. The subjectsaves at -4 DC if he is a followerofDenev or Tanil, or at +4 DC if hehas recently committed especiallyheinouscrimes against nature suchas killing a sacred animal or un-necessarily destroying a forest. Ifthe spell is successful, predators inthe region detect the subject as ifhe was theit most favored preyanimal and immediately begin tostalk him.

All meat-eating animals,beasts, magical beasts,

CHAPTER. THREE: iP£LLi

sha pec hangers, and monstroushumanoids gain a + 10 divine bo-nus on any Spot, Listen, orWilderness Lore checks relatedto noticing or tracking the sub-ject of this spell and willrelentlessly pursue him until thespell ends. Creatures with a keensense of smell may be drawn to thetrail from up to a mile away. Intel-ligent creatures may recognize thespell for what it is, but will likelystill pursue the subject becausethey know it makes hunting easierand scent of the hunted affects eventhe taste of whomever it is caston.

The spell will not change thebehavior of any familiars or thetarget's animal companions. Nor-mal pets and captive animals,hunting or riding dogs, will pur-sue the subject unless theirownersmake a successful Handle Animalcheck at DC 20. The exact typeand number of predators attempt-ing to consume a target affectedby this spell depend on the ter-rain, but it can be assumed that inall but the most lifeless regions hewill be hounded almost continu-ously until the spell ends or someform of safe haven is reached.

Scry BlastEnchants a scrying device to

transmit spell energies.Transmutation

L*wl:Sor/Wiz5

Components: V, S

Casting Time: 1 Full round

Range: Close (25 ft. + 5 ft./2 levels)

Target 1 scrying device of focus

Duration: 1 minute/level

Saving Throw: None

Spell Resistance: No

DescriptionScry blast was one of the se-

cret weapons employed by elvendruids during the Divine War.This spell is said to have been agift given by Denev in answer torhe desperare need of her follow-ers, but her followers today scoffat such a claim. Regardless of itsorigins, scry blast allowed the dru-ids to attack and defend againsttitanspawnfrom the safety of their

groves and to conserve theirstrength and diminished numbersfor more pressing engagements. Anumber of arc anespet leas ters whowitnessed and deduced the na-ture of these magical assaultsdevoted a great deal of attentionto discovering this potent secretfor themselves.

The arcane form of this spellis rare and highly prized. It is whis-pered among some who practicethis spell themselves that KingVirduk paid an ourrageous bountyto obtain scry blast for his battlewizards, a tale that the defendersof Burok Torn can sadly confirm.

Spell EffectScry blast enchants a scrying

device such as a crystal ball or thefocus of a scrying spell such as amirror or pool of warer, Trans-forming ir into a weapon capableof transmitting the caster's spells.Only the caster's own spells maybe used through scry blast. Orhercasrer's spells cannot be used, norcan spells that originate from amagical device. Spells of up to 3rdlevel can be cast in this manner,originating from the scrying de-vice as if the caster were physicallypresent.

There are a few drawbacks,however. The spell cast throughthe scrying medium must have arange (touch-range spells cannotbe used, for example), and thatrange is halved when cast throughthe scrying device. Additionally,visible magical effects make thescrying device immediately ap-parent, so ir can be desrroyed orits scrying enchantments dis-pelled.

Serpents' Stare

The caster's gaze freezes asingle target in place.

Enchantment (Compulsion) [Mind-Affect ing]

Level: Brd 1. Drd 2, Sor/Wn 1

Components: V, S, F

Casting Time: I action

Range: Close (25 Ft + 5 ft./2 levels)

Target: One creature up to your caster level inHO

Duration: Concentration

Saving Throw; Will negates

Spell Resistance: Yes

DescriptionWhile crafted by the

titanspawn Asaatthi, thisspellhassince changed hands many timesand is now found in the reper-toires of both divine race andtitanspawn spellcasters.

Spell EffectThe caster fixes the spell's

target with a deep, fearful stare.The spell's effecr is identical rothat of the daze spell, but remainsin effect for as long as the castermainrains concentration. If thecaster breaks concentration forany reason, the spell ends imme-diately.

Material Component: Ashinybauble such as a coin, gem, or bitof glass.

Shade Storm

Summons a horde of wrathfulspirits to harm living enemies.

Necromancy [Death, Evil]

Level: Sor/Wiz &

Components; V, S, M

Casting Time: 1 action

Range: Medium (100 ft. + 10 ft/level)

Area: Cone

Duration: Instantaneous

Saving Throw: Fortitude half

Spell Resistance: No

DescriptionThis dreadful spell was cre-

ated by Malkhus, once aninfluential necromancer in thecity of Hollowfaust, Shortly afterhe authored shade storm, Malkhusvanished into the eastern regionof Ghelspad and was never heardfrom again. Unfortunately, knowl-edge of this spell seems to haveescaped into the Scarred Lands,for its use has been spreading inrecent years.

Spell EffectWhen the caster invokes this

spell, she instantly summons ahorde of dozens of wrathful,screaming spirits — gray and in-corporeal shades driven to slaythe living. The necromancershapes rhese spirits into a cone,which is then directed at foes.

133

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REUCJ &. RITUALS 2: LOST LOK.C

Every creature in the area of effect mustmake a Fortitude save or take Id6 points ofdamage per caster level (maximum 10d6).Those who fail their Fortitude save mustmake an additional Will save or acquireId4 negative levels. A successful Will savecompletely negates this effect. This spell iseffective against undead, who are vulner-able to the wrath of angry spirits.

Material Component: A black opalworth at least 100 gp.

Shadow Chains

Binds different shadows together,holding their owners captive.

Evocation [Darkness]

Level: Sor/Wii 4

Components: V, S

Casting Time: 1 action

Range: Close {25 Ft. + 5 Ft./2 levels)

Target: One living creature/caster's level, maximum oF 6

Duration: I day /I eve I

Saving Throw: Will negates

Spell Resistance: Yes

DescriptionThe Penumbral Lord Dar'erthah dis-

trusted physical prisons, considering themcrude and imperfect. He is said to be theauthor of this spell, which binds the shad-ows of up to six living beings to a singleshadow, holding its captives close togetherand preventing them from sepatating. Thisspell is popular with war wizards and slavemasters, who use it to bind prisoners to-gether and make them easier to manage.

Spell EffectWhen the caster invokes this spell, she

must select up to six creatures within range.Those who fail a Will save are bound toeach other, their shadows merged into asingle unit, and unable to move more than5 feet away from each other. This does notprevent them from moving together, butcoordinaring such movements is difficult,and all such movement is at half rate.

Shocking MissileEnchants an arrow or bolt to inflict

Id8+l electrical damage upon asuccessful hit.

Transmutation [Electricity]

Level: Brd 2, Rgr 2, Sor/Wiz 2

Componenb:V.S,M

Casting Time: I action

Range: Touch

Target: 1 arrow

134

'M

Duration: Permanent until discharged

Saving Throw: None

Spell Resistance: No

DescriptionThis variant of the shocking

grasp spell is used to enhance mis-sile fire. Especially popular withthe Vigils of Vesh and with theelvenarchers of theGanjus, shock-ing missile infuses a single arrow orcrossbow holt with crackling blueenergy that is discharged into itsunfortunate target.

Spell EffectThe caster touches a single

arrow or bolt, which then can beshot at a foe with no risk to thearcher. On a successful hit, inaddition to normal damage, theenchanted arrow inflicts Id8+lpoints of electrical damage percaster level, up to a maximum of10d8+10, If the arrow misses, thespell is wasted and has no effect.

Material Component; The ar-row or bolt.

SigilofFireCorporeal undead are markedwith a floating sigil and granted

the fire subtype.Necromancy [Fire]

Level: Sor/Wiz 5Components: V. S

Costing Time: 1 action

Range: Medium (100 ft. + 10 Ft./level)

Target: 1 HD of animated corporeal undead/level

Duration: Instantaneous

Saving Throw: None

Spell Resistance: No

DescriptionWhen the charduni crypt

lord Borkos became a lich, hebequeathed a book com a in ing hispersonal sigil spells to his son.During the Divine War, the sigilswere used to reinforce thecharduni's undead armies againstthe titanspawn hordes. The sigilsare well guarded spells of thecharduni, although the necro-mancers of Hollowfaust havegained knowledge of them,

Spell EffectUndead creatures animated

by the caster are imbued with aburning sigil that floats just abovetheir heads. The body of the crea-ture radiates heat, and its eyesockets smoke and burn with or-ange flame. The spell affects anumber of hit dice of animatedundead equal to the caster's level,

Undead with the sigt! of firegain the fire subtype as an ex-traordinary ability, granting themfire immunity and exposing themto double damage from cold ex-cept on a successful save.Additionally, undead affected bythe sigil of fire inflict an extra Id6points of fire damage when theystrike with a natural weapon.Creatures touching or striking thesigil-bearing undead with a natu-ral weapon also suffer thisdamage.

Sigil of fire does not stack withother sigil spells.

Sigil of )ceCorporeal undead are marked

with a floating sigil and grantedthe cold subtype.

Necromancy [Cold]

Level: Sor/W.z 5

Components: V, S, M

Casting Time: I action

Range: Medium (100 ft. + 10 ft./level)

Target: 1 animated corporeal undead/level

Duration: Instantaneous

Saving Throw: None

Spell Resistance: No

DescriptionSigil of ice is another spell

created by the charduni lichBorkos and passed on to his son.Its use has spread beyond thecharduni, however, and it is nowfound throughout Ghelspad andTermana.

Spell EffectUndead creatures animated

by the caster are imbued with anicy sigil that floats j ust above theirheads. The body of the creatureradiates cold, and its eye socketsglow with blue energy. The spellaffects a number of hit dice of

CHAPUR THREE: S P E L L S

animated undead equal to thecaster's level,

Undead with the sigil of icegain the cold subtype as an ex-traordinary ability, granting themcold immunity and exposing themtodouble damage frornfire excepton a successful save. Addition-ally, undead affected by the sigil ofice inflict an extra Id6 points ofcolddamage when they strike witha natural weapon. Creaturestouching orstriking the sigil-bear-ing undead with a natural weaponalso suffer this damage.

Sigii of ice does not stack withother sigil spells,

Sigil of OozeCorporeal undead are markedwith a floating, sigil and granted

ooze related special abilities.Necromancy [Acid]

Level: Sor/Wiz fc>

Components: V, S

Casting Time: 1 action

Range: Medium (100 ft. + 10 ft./fevel)

Target: One animated corporeal undead/level

Duration: Instantaneous

Saving Throw: None

Spell Resistance: No

DescriptionSigil of ooze is another spell

created by the charduni crypt lordturned lich Borkos and passed onto his son. Borkos' son has sharedthis spell with a few of his friends,and today it is used primarily bythe charduni,

Spell EffectUndead creatures animated

by the caster are imbued with anundulating sigil that floats justabove their head, The body of thecreature drips with thick grayishslime, and acid oozes steadily fromits eye sockets. The spell affects anumber of hit dice of animatedundead equal to the caster's level,

Undead affected by the sigilof ooze inflict an extra Id6 pointsof acid damage whenstriking witha natural weapon. Creaturestouching orstriking the sigil-bear-ing undead with anatural weaponalso suffer this damage. Thecreature's acidic touch deals 20

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RELICS & RITUXLJ 2: LOST

points of damage per round towood or metal objects. Armor andclothing dissolves and becomesuseless immediately unless suc-ceeding at a Reflex save (DC 19).The acid cannot harm stone. Ametal or wooden weapon thatstrikes a sigil- bear ing undead crea-ture also dissolves immediatelyunless it succeeds at a Reflex save{DC 19). Additionally, undeadunder this spell have acid, cold,and fire immunity.

Sigti of ooze does not stackwith other sigil spells,

Slow the YearsHalves the natural aging of the

target.Necromancy

Level: Clr 5, Sor/Wiz 5

Components: V. S, M

Casting Time: I action

Range: Touch

Target: Living creature touched

Duration: Permanent

Saving Throw: Fortitude negates (harmless)

Spell Resistance: Yes (harmless)

DescriptionSome of the earliest experi-

ments in temporal magic byDarakeene's chronomancers wereaimed at modifying the effects oftime on individuals. Their firstbreakthrough wasslow the years, aspell that later came into heavyuse in their own order, thus en-abling them many more years ofresearch before time claimedthem,

Spell EffectThe target of this spell has

her natural aging magically re-duced to half the normal rate.Additionally, any magical aging,such as that from a pass the yearsspell, is affected by slow the years,Affected years reduce the dura-tion of this spell by one year forevery two years of magical aging.A Fortitude save avoids the ef-fects of this spell. {See PHB,Chapter 6, "Age," for details onaging.)

Material Component: A dropof molasses.

Snake Staff

Creates a magical adder en-python that a druid can use as

a melee weapon.Transmutation

Level: Drd 5

Components: V, S, M

Casting Time: 1 full round

Range: Personal

Target: One wooden staff

Duration: I round/level

Saving Throw: None

Spell Resistance: No

DescriptionDenev blesses her followers

with many abilities, among themthe ability to use nature in theirown defense. To this end, thedruids of Denev have learned toharness the primal power of rep-tiles to do their bidding. Beingneutral, these druids may use bruteforce or poison at their discretionto overpower those who woulddefile nature.

Spell EffectThis spell Transmutes a nor-

mal wooden sraff into a magicalweapon equivalenr ro a rod of thepython or rod of the viper (see theDMG, Chapter 8, "Rods") at thecaster's discretion. The pythonvariant creates a +2 quarterstaff,which if thrown to the ground asa standard action, is animated as agiant constrictor snake (see MM)with a +2 enhancement bonus onall its attacks. The adder variantcreates a +1 heavy mace that in-flicts the effects of a poison spellon any successful strike made inmelee.

Material Components: Apieceof mistletoe and an unshodwooden staff.

SongwailCreates an immobile wall of

sound with a number ofdifferent effects.

Transmutation [see text]

Level: Brd 6

Components: V, S, F

Casting Time: 1 action

Range: Medium (100 Ft. + 10 ft./level)

Effect; Invisible wail of sound up to one 10-ft.cube/level

Duration: Concentration + I round/level

Saving Throw: See text

Spell Resistance: Yes

DescriptionMany of the more powerful

bards of legend learned to weavetheir own music inro powerfultools of manipulation or punish-ment. The songwall was one suchtool.

Spell EffectThrough this spell, the bard

transforms her music into an im-mobile wall of sound that eitherresonates with soothing melodyand song or clashes with discor-dant music into a cacophony ofsonic force. The wall consists ofone 10-foot cube of sound percaster level and must form astraight line. Some groups of ad-venturing bards have been knownto use multiple castings of thisspell to form boxes or other enclo-sures to hold their foes at bay. Thebard chooses which version of thewall to bring into being as shecasts the spell. She must thenmake a successful Perform check(DC 20) in order to create thestrnguiail. The two types of wallsare commonly called the wall ofmelody and the wall of cacophony.

A wall of melody transformsthe bard's song into an area thatresonates with music and songpleasing to the ears of most crea-tures.One side of the wall, selectedby the caster, sends forth waves ofsoothing melody, causing crea-tures within 10 feet to make aWill save or become fascinated asthough un Jtr the effect of a hyp-notic pattern spell. Stepping intothe wall itself forces the creatureto make a separate Will save orfall into a deep slumber for theduration of the wall's existenceplus 1 round/level. Dragging ormoving a slumbering or fascinatedcreature from within the wall'sarea of effect will free it from theenchantment as well. Leavingandre-entering the area forces an-other Willsave to resist the effectsof the wall of melody. Creatures

CHAPTER THR€£; SP6LLS

who cannot hear are unaffectedby the wall ojmelody. The wad ofmelody is an enchantment, com-pulsion, and mind-affecting effect.

A wdtlofcacophony transformsthe bard's music into a maelstromof sound magically funneled intothe area she desires. One side ofthe wall, chosen by the caster,causes 2d4 points of sonic damageto creatures within 10 feet andId4 points of sonic damage tothose who are 10 to 20 feet away.A Fortitude save halves this dam-age. The wall causes this damageevery round that a creatute iswithin range. In addirion, if thecreature steps into the wall, ittakes an additional 2d4+ I/casterlevel points of sonic damage(maximum +20) and is deafenedfor 2d6+1 rounds/Level (asuccess-ful Fortitude save halves damageand negates the deafness).

A silence spell will nuHify theeffects of a songwall in the areawhere it is cast. In addition, an-other bard can nullify rhe effectsof a songwaU within 30 feet ofherself by beating the spell's saveDC with a successful countersangperformance check.

Focus: The bard's instrument,

Soul Blast

Positive energy ray inflictsdamage equal to sacrificed hit

points.Necromancy

Level: Sor/Wiz 2

Components: V.S.F

Casting Time: 1 action

Range: Medium (100 ft. > 10 Ft/level)

Effect: Ray

Duration: Instantaneous

Saving Throw: None

Spell Resistance: No

DescriptionWhen the scholars of Lokil

allowed access to the newly dis-covered esoteric writings of thepte-Titanswar necromancerNordriss the White, they prob-ably did not tealize that they wouldset off a race between the mages ofGlivid-Autel and Hollowfaust tocapitali!e on Nordriss' work. This

spell, first adapted from Nordriss'work by Hollowfaust's necroman-cers but soon after successfullyduplicated by those at Glivid-Autel, represents one of their firstfruits of this rivalry.

Spell EffectWhen this spell is initially

cast, the caster sacrifices a num-ber of his own hit points. He maynot sacrifice more than his cur-rent hit point total +10, althoughtemporary hit points can be sacri-ficed. Once this is done, the castermakes a ranged touch attack onhis target. He may do this even ifhe sacrificed enough hit points tocause unconsciousness, thus fall-ing unconscious immediately aftermaking the attack roll. If theranged touch attack succeeds, thetarget then suffers damage equalto the number of hit points sacri-ficed. As this is a positive energyattack, it inflicts double damageupon undead.

The castet may not regainany of his sacrificed hir points for12 full hours by any means shortof a limited wish, wish, or miracle.After 12 hours have elapsed, thesehit pointscan be regained throughthe usual means.

Focws: A phial of the caster'sblood,

Soul DiskThe caster launches a keen

vorpal disk at her foes, dealing2dl2 points of damage.

Evocation (Force)

LeveJ:Sor/Wiz8

Components: V, S

Casting Time: 1 action

Range: Medium (100 ft. •* 10 Ft./level)

Target: One target

Duration: 1 round/3 levels

Saving Throw: None

Spell Resistance: Yes

DescriptionCrafted by the mages of the

divine races late in the Titanswar,this spell is named for its mostfamous practitioner, the mysteri-ous woman known as the SoulMage. One legend claims that ina particularly fierce battle, the

Soul Mage beheaded a firewrackdragon with a single blow fromthis spell.

Spell EffectThe caster conjures a spin-

ning disk of force and launches itat afoe. The disk remains inextst-ence for 1 round per 3 caster levelsand can attack one target in rangeeachround. Eachattackisarangedtouch attack that deals 2dl2points of damage and has a criti-cal thteat range of 19-20. If thedisk should score a critical hit, itfunctions as a varpal weapon (seeDMG, Chapter 8, "MagicWeapon Special Abilities De-scriptions"). Maintaining thispower is taxing, and the castertakes 2 points of subdual damagefor every round the soul disk re-mains in existence.

Speed the Years

Double the natural aging of thetarget,

Necromancy

Level: Clr 5, Sor/Wiz 5

Components: V. S. M

Casting Time: 1 action

Range: Touch

Target: Living creature touched

Duration: Permanent

Saving Throw: Fortitude negates

Sped Resistance: Yes

DescriptionAn aging spell was a natural

extension of the research thatdeveloped slow the years. As theirsecond major breakthrough intheir development of magic thataltered time itself, Darakeene'schronomancers laid the founda-tion for the later development ofpass the years with this spell.

Spell EffectThe target of this spell has

his natutal aging magically in-creased todouble the normal rate.All of the usual effects of agingapply as if the target had agednormally during the casting ofthis spell. A successful Fortitudesave negates the accelerated ag-ing. (See PHB, Chapter 6, "Age,"for details on aging.)

R6LICI &. RITUXLS 2: LOiT LOFU

Material Component: A smallvial of quicksilver.

Spell Wall

Creates magical lens throughwhich spells ma} pass one way

only.Abjuration

Levd: Sor/Wtz 4

Components: V, 5, M

Casting Time: 1 action

Range: Close (25 Ft. + 5 ft./2 levels)

Effect: Creates magical lens, 10 Ft. in diameterper level, max. 60 Ft.

Duration: 1 turn/2 levels

Saving Throw: None

Spell Resistance: No

DescriptionIn a war that seems increas-

ingly to depend on spells andmagic, the rune wizard OrinBlackstone of Burok Torn craftedthis spell to aid dwarven mages inthe tunnels under the mountains.Master Blackstone h imself turnedthe tide of one particularly nastyseries of dark elf raids when heplaced this wall between a bat-tered division of dwarves and alegion of slave monsters, walkedup to the wall, and leisurely starredhurling spel Is unril the enemy sim-ply fled. Now it is common to seedwarven battle mages placingthese discs in front of themselvesto hold off foes, though the darkelves were quick to discover thatthe rocks around the lens werenot protecred . . . .

Spell EffectThis spell creates a large cir-

cular lens, 10 ft. in diameter percaster level. The casrer can seethrough the lens and freely castspells through it, while the otherside protects him as if he wasunder full cover. Spells of 4thlevel and lower that are cast fromthe front of the lens are com-pletely blocked. Spells that arecast from behind the lens, or areaeffect spells whose center of effectis behind the lens, affect the casrernormally.

Material Component: Oneglass lens worth at least 100 gp.

Spirit Watch

Leam general condition of themark.

Divination

level: Sor/Wiz 1

Components: V, S, F

Costing Time: 10 minutes

Range: Unlimited

Target: One creature marked to the spirit cfollfocus

Duration; Instantaneous

Saving Throw: Will negates

Spell Resistance: Yes

DescriptionBy using the link created by

the spirir doll, Albadian spiritwitches can gather informationabout the mark - be it enemy orally. The witches believe it is goodto know the relarive location andcondition of foes, but it is equallyimportant ro keep an eye on yourown friends,

Spell EffectBy casting this spell, the caster

learns the general condirion andlocation of the target (who is alsothe mark for the spirit dotl focus -see enchant spirit doll spell for de-tails). How injured (unharmed,minor wounds, severe wounds,near death) and status (disabled,dying, poisoned, etc.) becomeknown. Any spells or spell-likeabilities affecting the target (butnot the target's equipment) arefurther divined. The final piece ofinformation gained is the generaldirecrion and approximate dis-tance of the target from the caster'scurrent position. If the target ison another plane, the sped failssince the link from the spirit dollis suppressed for that time.

Focus: Spirit doll {see enchantspirit doll spell) marked ro the rar-get.

Spy Senses

Observe through mark'ssenses.

Divination

Level: Sor/Wiz 3

Components: V. S, F

Casting Time: 10 minutes

Range: Medium (100 Ft. + 10 ft./level)

Target: One creature marked by the spirit dollfocus

Duration: Concentration, up to 1 minute/level

<D)Saving Throw: Will negates

Spell Resistance: Yes

DescriptionUsing this spell and spirit

dolls (see enchant spirit ddl) markedto prominenr targets, manyAlbadian witches canbecome theultimate spy — experiencing theworld through their Targets' ownsenses.

Spell EffectThe caster can see, hear, and

smell everything the mark expe-riences for the spell's duration.The spell gives the caster no abil-ity to understand what is sensednor does it grant control or com-munication of any kind — thecasrer merely becomes a silentobserver to the target's experi-ences.

Once the spell is cast, rhedistance between the target andcaster does not matter as long asthey both remain on the sameplane. The caster can switch fromthe target's senses to his own as afree acrion, though this ends thespell immediately.

Any gaze or sonic effects thataffect the mark can also affect thecaster, since mark and castersharethe same senses. If the effect al'lows a saving throw and rhe markis affected, the caster must make asaving throw as if he were there aswell but with a +4 circumstancebonus ro the save.

Note that the target is un'aware of the spell's effects, thusthe DM should secretly roll thetarget's initial saving throw forthis spell.

Focus: Spiritdotl (see enchantspirit doit spell) marked to the tar-get.

Stalker's Sight

Caster gams insight intocreature tracked.

Transmutation

Lev«l:Rgr2

Components; V. S. W

13JJ

Casting Time: 10 minute;

Range: 5 miles/level

Target Creature to be hunted

Duration; 1 day/level (D)

Saving Throw: Will negates (see text)

Spell Resistance: Yes (see text)

DescriptionBefore the birch of the first

god, before the dwarves built theirfirst city, before even the elvescreated their homes in the trees,Hrinruuk the Hunter stalked theland, hunting great beasts the likesof which have not been seen sincehis defeat. In those early days,hunrers of all races sought to emu-late him as they strove ro providefor their burgeoning tribes. WhileHrinruuk could be easily dis-tracted, sometimes forgetting amonster he created for weeks at atime, it was well known that oncethe Hunter settled on a target, hewas relentless in his pursuit.

Stalker's sight helps a rangerachieve rhat same kind of single-mindedness. It is especiallypopular among the Stalkerslitheren,rhoughdivine race rang-ers use it as well, figuring that itsbenefits outweigh its dubious ori-gins,

Spell EffectThe ranger gains great in-

sight into the behaviorand tacticsof a creature he wishes to hunt.He gains an insight bonus of +1per 3 class levels (up to a maxi-mum of +5) on all WildernessLore, attack, and damage rollsagainst the creature to be hunted.

The tanger designates his in-tended target, which must bewithin the spell's range at thestart of the casting, and that tar-get gets a Will save to avoid theranger's attempt to learn its ways.Due to the single-mindednessgranted by the spell, the rangercannot attempt to track anothercreature for the spell's duration,or the spell ends. The insight bo-nus gained by stalker's sight stackswith the ranger's favored enemybonus, if applicable.

Material Component: A per-sonal item belonging to the target,

or a piece of the target itself suchas a tuft of fur or a tooth.

Stelan's BloodTentacles

Creates tentacles from a deador dying creature's blood.

Necromancy [Evil]

Level: Sor/Wiz 5

Components: V, S, M

Casting Time: 1 action

Range: Close {25 ft. * 5 ft./2 levels)

Target: All corpses and dying creatures inrange

Duration: I hour/level

Saving Throw: Fortitude negates

Spell Resistance: Yes

DescriptionStelan Shadowfall — an in-

famous Belsamerhcultist, assassin,and necromancer — created thisspell to offer himself a quick es-cape should an encounrer rurnagainst him. When the spellproved to be an extremely effec-tive defense, however, he set up afew blood tentacles with contingencyspells to protect his defiled crypt-base; the hideouts of the cells ofhis assassins' guild, the ShadowBrotherhood; and sections of thesewers of the Harbor Ciry regionof Mithril.

Spell EffectWhen this spell is cast, all

corpsesand dying creatures (thosebelow 0 hit points and disabled)in the spell's area are affected.Dying creatures are allowed a For-titude save to avoid the spell'seffects, but slain creatures are not.Those affected by the spell haveall the blood drawn from theirbodies (killingall those still alive),forming horrible tentacles of clot-ted, black blood. These tentaclesalways temain in contact with thebodiesfrom which they aredrawn,lashing out and flailing at thecaster's foes. One tentacle is cre-ated per affected corpse, up to amaximum of I/caster level. Nomore than 20 tentacles can everbe created by this spell. Each ten-tacle is 10 feet long (large) andsaves as the creature from whichit was created. Each has AC 15, 1

CHAPURTHReC: SPELLS

hp per HD of the creature fromwhich it was drawn plus 1 hp/2caster levels, half the attack bo-nus of its host creature, and aStrength of 19, It is immune tospells that do not cause damage,save disintegrate, dispel magic, andthose spells that can affect wateror blood.

Each round that a tentacle isnot already grappling someone,starting the round after it appears,it will make a slam attack againsta foe within reach, dealing Id6points of damage and making agrapple attack as a free action. Ifthe tentacle succeeds in its grappleattack, it deals no further damagebut begins to drown the target(see DMG, Chapter 3, "WaterDangers"). As described in rherules, the target canhold his breathfor a number of rounds equal totwice his Constitution and mayattempt to break the grapple ev-ery round. If he fails, he mustbegin to make Consriturionchecks as described.

Material Components: Ahandful of dirt from a strangledman's grave,

Stone Assault

Stones pour down, damagingand trapping targets,

Conjuration (Creation)

Level: Clr 8, Ord 7, Earth 7

Components: V, S, M, DF

Casting Time: 1 action

Range: Long (400 ft. + 40 Ft/level)

Area: Ore 10-ft. cube/level (5)

Duration; 1 round/level (D)

Saving Throw: Reflex partial

Spell Resistance: No

DescriptionBesieged from above and be-

low, the dwarves of Burok Tornsometimes feel they have onlytwn true allies: their god and themountains themselves. This spellwas originally used by druids ofKadum the Mountainshaker, butthe dwarven god Goran was ableto wrest the secrets of it from thetitan's followers and passe3 it onto his faithful to aid in their wars.The dwarves use this spell liber-

1

139

RfLICJ &. RITUALS 2: LOST

ffi

ally in battle, as it comes fromtheir two greatest allies.

Spell EffectStones and boulders rain

down on the caster's foes. Therocks inflict Id6 points of impactdamage per level (15d6 maxi-mum). A successful Reflex savehalves this damage. In addition,the stones pile up where they fallfor the spell's duration and cantemporarily trap the slow or care-less. Stones created by this spellvanish when its duration expires.

Any creature that fails hisReflex save is considered pinneduntil the spell ends, unless thecreature makes a Strength check(DC 20) or an Escape Artist check(DC 30). The trapped creaturegets a bonus or penalty ro thischeck as if grappling with a Me-dium sized opponent.

Material Components: Ahandful of pebbles.

Stone BoltStone boh causes damage,possible stun, knocks down

target.Evocation [Earth]

Level; Sor/Wiz 1

Components: V. 5, M

Casting Time: 1 action

Range: Medium (100 ft. + 10 Ft./level)

Target: One or more creatures, no 2 of whichcan be more than 15 Ft. apart

Duration: Instantaneous

Saving Throw: See below

Spell Resistance: Yes

DescriptionThis spell, another contribu-

tion from Burok Tom's dwarvenwizards, provides its caster withone or more bolts made of stonerhat can be hurled at enemies.Dwarven lore indicates that stonebolt, like many of the dwarves'stone and earth spells, was gran tedto them many years ago by theirpatron deity, Goran.

Spell EffectsThe caster can create 1 bolt

of stone per character level. Eachbolt requires a successful rangedtouch attack and inflicts Id4+l

points of damage on a successfulhit. In addition, if hit by a stonebolt, a creature must make a Forti-tude save or be stunned for 1 roundand must also make a Reflex saveto avoid being knocked prone bythe impact of the bolt

Material Components: Asrrtallelliptical rock.

Stop the YearsStops target's aging for I d l O

years.Necromancy

Components: V. S, M

Casting Time: 1 action

Range: lout 1 1

Target Living creature touched

Duration: IdlO years

Saving Throw: Fortitude negates (harmless)

Spell Resistance: Yes (harmless)

DescriptionDarakeene's chronomancers

had many successes and failuresin their research of temporalmagic. Due to their limited suc-cess with reverse the years, theyfocused on pausing the ravages oftime on an individual. In doingso, they learned an important les-son -- in many ways, time is arequired aspect of living,

Spell EffectThis spell temporarily stops

all aging in the target. For IdlOyears, the target does not growphysically older. Additionally, anymagical aging, such as that from apass the years spell, is absorbed bystop the years. Absorbed yearsshorten the duration of stop theyears by the number of years ab-sorbed. A Fortitude save preventsthe pause in aging. (See PHB,Chapter 6, "Age", for details onaging.)

Material Components: Ahandful of sand from an hour-glass.

Summon(specific creature)

Summons a single type ofcreature, as specified by the

spell title.

Conj urat ion (Su m mon ing)

Level: Brd, Sor/Wii (varies, see spell effect)

Components: V,S,M

Casting Time: I full round

Range: Close (25 ft. + 5 ft./2 levels)

Effect: Summons one specified creature

Duration: 1 hour/level (D)

Saving Throw: None

Spell Resistance: No

DescriptionA ma Ithean scholars have re-

cently unearthed and translatedthis ancient form of speli thatallows arcane spellcasters a lim-ited ability tocircumvent this lackof natural connection (and, in-deed, allows forms of summoningnever before thought possible).

Though scholars believe thatthe spell can be used for any knownliving creature that can take physi-cal form (anythingbut constructs,undead, and incorporeal crea-tures) — so long as it is learned inrelation to that specific creature— only a few such spelfs have sofar been translated and put intouse. Those versions of the spellcurrently available include: 0 level— summon (light horse), summon(rabbit); 1st level-—summon (uni-corn) (though resring is still inprogress, it appears that this spellwill always summon a naturalunicorn, and never one of rheHornsaw variety); 2nd level —summon (unitaur) (this spell datesback to before rhe unitaurs be-trayed Denev, but still functions);5th level — summon (forestwalker); 9th level — summon (so-lar). Amalthean scholars areconfident that hundreds more ofthese spells wait in the tomes tobe translated, as well as a formatfor wizards to design more of them.One old wizard claims to havediscovered thesummon (boat-tailedgrackle) spell, but no one has yetbeen able to come up with a usefor it.

Some argument has arisen inAmalthea between druids andscholars as ro whether it is ethicalto summon natural or sentientcreatures in this way, and a fewdruids are working peacefully toimpede the research.

: S P E L L S

Spell EffectSummon specific creature is not

a single spell; rather it is a series ofindividual spells that share thesame characteristics. Each versionof this spell must be learned andprepared individually. Summon(rabbit), forexample, must be pre-pared separately from summon(unicorn), Summon (rabbit) wouldthen occupy a single 0-level spellslot, while summon (unicorn)would occupy one 1st level slot.Knowing one variant of the spelldoes not grant access to any otherversions — a wizard who learnssummon (light horse) would notautomatically know summon (so-lar) , hut would have to locate andlearn the higher-level versionseparately,. The various versionsof the spell are identical only in-sofar as they share similarmechanics — otherwise, they aretreated as entirely different spells.The spell's level is always 1/2 thespecified creature's CR. Versionsthat summon creatures of CR 1 orless are always 0-level.

This spell causes creatures toappeat in exactly the same man-ner as the summon monster andsummon nature's ally spells, savethat the spell's duration is 1 hour/caster level.

Summoned creatures are al-ways awake and at full strength,with all normal equipment, spells,and abilities available to them.Creatures that require items orweapons to be considered at fullstrength are always summonedfully equipped. For example, a sa-tyr could never be summonedwithout his pipes. An otc wouldprobably arrive in armor and bear-ing a weapon of some sort.Creatures summoned in this man-ner are also very typicalrepresentatives of their species andate rarely exceptional in any way(i.e., summoned creatures neverarrive with magic items).

Material Components: A smallbit of organic material from thetype of animal being summoned,such as a tuft of fur, a feather, or asnake's shed skin. Componentsfrom common creatures are usu-

ally available for free, while com-ponents from especially rare ordangerous creatures may be harderand more expensive to obtain.

Talen's ConfoundingBattlefield

Illusions make everyone in thearea of effect look like someone

else.Illusion (Glamer)

Level: Brd 5, Sor/Wiz 6

Components: V, S, M

Casting Time: 1 actionRange: Medium (100 ft. + 10 ft./level)

Area: 50-Ft radius

Duration: Concentration + 1 round/2 casterlevels

Saving Throw; Will disbelief

Spell Resistance: Yes

DescriptionInvented by a notorious bard

whose satirical music often re-quired a quick escape, Tafen'sconfounding battlefield causes ev-eryone in its area of effect to takeon the appearance of someoneelse. While Toien's confoundingbaukfield is useful for evasion,clever bards have found manyothet creative uses for it. Castingthis spell on a group of enemysoldiers during a pitched battletends to cause a dtastic break-down in chains of command.When some bards are aidingpeople in speaking out against therulers of a land, they will cast thisspell so that no one person can beeasily identified.

Spell EffectWhen Talen's con/bunding

battlefield is cast, it causes everyintelligent creature within a 30-foot radius of the caster randomlyto take on the appearance of some-one else within that area. Thisillusion extends beyond j ust physi-cal appearance to include itemscarried and the sounds of theirvoices. A successful Will savecauses on lookers todisbelieve thespell's effects.

Material Components: Acracked prism.

Talen's MalignedPerformance

Rums a bard's performancewithout his knowledge.

Illusion (Gamer)Level: Brd 4, Sor/Wiz 4

Components; V, S, M

Casting Time: 1 full round

Range: Close {25 ft. + 5 Ft./2 levels)

Target One performer

Duration: Concentration + 2 rounds

Saving Throw: Will disbelief

Spell Resistance: No

DescriptionThis spell was invented by

the wizard-bard Talen Valithonafter a rival musician performed ascandalous ballad about Talen'sexploits with a lady of ill repute.After hearingabout the song writ-ten in his "honor," Talen spentseveral weeks perfecting his re-venge. At his rival 's nextperformance, Talen surrepti-tiously cast this spell on him. Forthe rest of his set, the poor musi-cian saw his audience react withgreat pleasure to his singing andplaying. Meanwhile, everyone inthe audience saw him give theworst performance of his life. Hisvoice was slighrly off key, hemissed the occasional note, andhe even slipped in the name of hispatron during one particularlybawdy song. Needless to say,Talen's rival was ejected in a mostunpleasant manner.

Despite his best efforts, Talencould not prevent knowledge ofthe spell from spreading to otherbards. This spell is thought bymany to be the main reason whymany bards in the Scarred Landsinsist that any othet bards eitherjoin them in their performance orleave while they sing.

Spell EffectTalen's maligned performance

has two major effects. The firstpart of the spell increases the DCof the tatget's Perform check by 1per caster level. In addition, sincethe target of Taien's maligned per-formance thinks that the audienceis responding favorably to his pet-

R E L I C S &. RITUALS 2: LOST LOFU

m

formance, he is not allowed to usea retry on his Perform check.People under the effect of thisspell will continue to believe that

the performance is going well solong as they are not directly con-fronted with evidence to thecontrary, such as a mass departure

by the audience or a rain of rottentomatoes.

Material Components: A bro-ken mirror and an asp's tongue.

CHAPTER THRU: SPfLLS

Tanil's Spectral ArchersConjures a flight of normalarrows to blanket an area,

causing 4d8 damage.Conjuration (Creation)

Level: Rgr 5, Sor/Wiz 4

Components: V, S. M

Casting Time: 1 action

Range: Medium (100 Ft, + 10 ft./level)

Area: 40 sq, ft. + 10 sq. ft./level (S)

Duration: Instantaneous

Saving Throw: Reflex half

Spell Resistance: No

DescriptionThisspell wasastapleofmili-

cant sorcerers and wizards on bothsides of the Divine War. After theconflict, its use fell into obscurity,except among Tanil's followers.Although its actual otigins areunknown, Tanil's spectral archersis generally credited to the god-dess' followers, but this has notstopped less noble individualsfrom taking ad vantage of its tacti-cal properties.

Spell EffectTanil's spectral archers must

be cast on a single non-magicarrow before it is shot. As it fliesthrough the air, the enchantedarrow transforms into a flight ofhundreds of arrows, raining downupon a 40 square foot area plus 10square feet per caster level. All inthe targeted area, including thecaster's allies, must make a Reflexsave or take 4d8 points of damage+ 1 per caster level (maximum of+20), The arrows vanish as soonas they inflict damage. This spellis not effective on magic arrows.

Material Components; Asingle non-magic arrow.

Tendrils of Eternal Night

Conjures 4 shadowy tentaclesthat pull their victim through a

portal.Conjuration (Summoning) [Evil3]

Level: Sor/Wiz ?

Components: V, S. M

Casting Time: 1 Full round

Range: Medium (100 Ft. + 10 ft./level)

Area: 10-ft. diameter

Oration: I round/level

Saving Throw: See text

Spell Resistance: Yes

DescriptionTendrils of eternoJ night cre-

ates a rift to the Plane of Shadowsand calls for the four black ten-tacles of pure shadow-stuff. Thetentacles attempt to drag victimsthrough the portal so that theirlife may be dtained from them toreplenish further the arcane ener-gies used by the Penumbral Lords.

This spell was first seen usedduring the battle beneath thestreets of Mithril, As the youngpaladin Barconius and several ofhis fellows advanced into the laitof the Penumbral Lords, they en-countered a dark pit from whichsprouted deadly tentacles. Two ofthe paladins were dragged intothe pit and never seen again.Barconius was able to free himselfand saved a fourth paladin from asimilarfate, but the rescued knightwas never again more than ashadow of his former self despiteall the efforts of Corean's cletics.

RCUCf 8k. RITUALS 2: LOST

144

Spell EffectTendrils o/ etemoJ ni,gnt cre-

ates a portal in the ground or floorwith a 10-foot diameter. Anyonestanding in this area must make aReflex save or fall in and immedi-ately suffer the effects outlinedbelow. Four shadow tentaclesspring out from the portal andattempt to grapple the caster'senemies and drag them throughthe portal. Each tentacle is 30 feetlong (Huge) and saves as thecaster. It has AC 22, 2 hit points/per caster level, an attack bonusof +1 per caster level, and aStrength score of 23 {+6 bonus).

Each round that a tentacle isnot grappling someone tt will doso and attempt to drag the victimthrough the portal. Once some-one has been dragged into theportal, a tentacle wilt hold thevictim there until he is dead orthe spell has ended. These arenormal grapple attacks, save thatthey do not allow attacks of op-portunity from opponents. Theycause Id6+6 points of damage perround that the grapple is main-tained. Once grappled, a targetwill be drawn toward the portal atthe rate of 10 feet per round. Thetarget may attempt to break thegrapple in the normal fashion.

Anyone dragged into theportal must make a Fortitude saveeach round or gain two negativelevels.

The portal closes when thespell's duration expires or whenall four tentacles are destroyed.When the portal closes, anyonetrapped in the pit is consideredslain unless he can cast plane shiftor similar planar travel spells. Ifthis is not done, such victims mayonly be brought back through theuse of a wish or similar spell.

Arcane Material Components:A black pearl worth at least 5008P-

Thulkas' Fury

The caster glows, radiatesimmense heat, and is protected

from fire.Evocation [Fire]

Level: Ord b, Sor/Wii 5

Components: V, S. M

Casting Time: I action

Range: Personal

Target: You

Duration: 1 round/level

Saving Throw: None

Spell Resistance! No

DescriptionIt is said that the titan

Thulkas, the Father of Fire, glowedwith the heat of the sun when hewas angered. Indeed, it is said thatwhen the gods drove him fromeastern Ghelspad, he cut a swathof fiery destruction as he movedwestward. Around the Iron titan,trees burst into flame as the landitself withered in to dust. Thulkas'fury is said to have created thewasteland we now call theUkrudan Desert.

The Father of Fire's servitorshave sought to emulate theirpatron's fiery aura. This spell,which allows them to radiate im-mense heat, has spread quicklyamong the sutak and Speakers ofFire of the Ukrudan Desert,

Spell EffectThe caster glows with the

same intensity as a daylight spell,shedding light in a 60-foot radius.Each round, the spell absorbs thefirst 30 points of fire damage thecaster would otherwise suffer, re-gardless of whether its source isnatural or magical.

Additionally, the caster radi-ates heat within a 20-foot radius.Creatures located 0 to 10 feetfrom the caster sustain 2d4 pointsof fire damage per round. Those10 to 20 feet from the caster sufferId4 points of fire damage perround. This damage is halved by asuccessful Fortitude save.

Any creature wielding a metalweapon in melee combat with thecaster soon finds his weapon becom-ing intolerably hot. Weapons areaffected as per the heat metal spell,save that the damage remains in diesearing stage (2d4/round) as long asthe opponent remains in melee withthe caster. During the round after theopponent leaves melee, the metal

drops one stage per round until it hasreturned to its normal Temperature,

Material Components: Ahandful of desert sand and a smallfragment of iron.

Touch of Madness

Caster's touch deals perma-nent Wisdom damage to

victim.Necromancy

Level: Sor/Wiz 6

Components: V, S, M

Casting Time: 1 action

Range: Touch

Target: One creature touched

Duration: Instantaneous

Saving Throw: Will negates

Spell Resistance: Yes

DescriptionDeep in the bowels of

Hollowfaust, necromancers laborto unearth the secrets of the dead.In the Underfaust, the city be-neath the city, the remains of theancient city of Sumara are ex-humed and categorized for study.Knowledge gleaned from ancienttexts and conversations with thelong dead have yielded treasuresbeyond the necromancers' hopes.

One of the more dangeroustreasures is intimate knowledgeof the damage that necromanticenergy can have on the humanmind. Touch of madness is one ofthe spells created with that darkknowledge. The spell destroys vic-tims minds, devouring sanity fromwithin and driving them mad.None of the masters ofHollowfaust use this spell wan-tonly, but all keep it secret lesttheir adversaries from Glivtd-Aurel learn of its existence.

Spell EffectThe caster must make a suc-

cessful melee rouch attack againstthe intended victim. If the touchattack is successful, the target isallowed a Will save to avoid allnegative effects. A failed Will saveresults in 3 points of permanentWisdom damage per 4 caster lev-els. The caster can intentionallylessen the damage dealt but mustdeclare his intention to do so be-

CHAPTER THREE: S P E L L S

fore damage is rolled. Damage dealtto the mind by touch of madness canbe healed by normal means {i.e.,restoration, wish, miracle, etc.), al-though if the damage is not healedwithin 24 hours of the infliction itis permanent and incurable.

Arcane Material Components;A bit of bone from a dead man'sskull and a live maggot.

Touch of RenewalAllows target to gain fast

healing.Conjuration (Healing) [Good]

Leve1:Clr6,Drd5.Pal3

Components: V, 5, M, DF

Casting Time: I action

Range: Touch

Target One creature

Duration: 1 round/2 levels

Saving Throw: None

Spell Resistance: Yes

DescriptionThis spell was taught by the

titan Denev, the Mother or Life andthe Mistress of Earth, who passed iton to her followers in the darkest daysof the Titanswar. Though Denev is adestroyer as well as a creator, shegrieved at the unnecessary death andsuffering ofher children, andallowedher druidic followers to help victimsheal the wounds dealt by the war,Thisprayerhasalso spread among thepriests of other gods and among theholy warriorsofCorean, Madriel, andHedrada. The bloodthirsty warriorsof Vangal and the assassins ofBelsameth have no use for such aspell.

Spell EffectWith a touch, thisspell instantly

removes the effects of any disease orpoison and also grants the target fasthealing at a rate of 3. Every round, thetarget heals 3 points of damage untilthe spell's duration ends. This spellworks just the opposite on undead,causing them to suffer 3 points ofdamage per round, wirh no savingthrow possible.

Material Components: Ahandful of fresh soil.

Transform DeadTransforms zombies into

ghouls.Necromancy [Evil]

Level: Sor/Wjz fc.

Components: V, S, M

Casting Time: Hull round

Range: Touch

Target: One zombie

Duration: Instantaneous

Saving Throw: Fortitude negates

Spell Resistance: Yes

DescriptionAn ancient spell from a for-

gotten empire, trans/orm dead wasdiscovered by the necromancers ofGlivid-Autel in 139 AV and hasbeen closely guarded ever since.According to a dissident necro-mancer who defected toHollowfaust, Glivid-Autel is nowusing the spell to assemble an armyof ghouls to launch against theCity of Necromancers in a FifthSiege. The defector has since van-ished, and the Sovereign Councilis seriously concerned that this in-dicates that G1 iv id-Autel has agentsor magic that can reach within theUnderfaust itself.

Spell EffectThe caster touches a single

zombie, which must then attempta Fortitude save toavoidthespell'seffects. If the zombie fails its sav-ing throw, it becomes a ghoul.Controlled zombies transformedby this spell remain under theircontroller's command and stillcount against controlled undeadHD limits, as do spawn created bythe controlled ghouls.

Material Components; Abonefrom a ghoul and a black onyxgem worth at least 100 gp,

Trust in the GodsOne roll determined by the

caster automatically succeeds,but at great personal cost.

Universal

Level:Brdb.Ljckb,Clr6

Components; V, XP

Casting Time: 10 minutes

Range: Personal

Target, Effect or Area: The caster

Duration: Instantaneous, may be held for 1 day

Saving Throw: None

Spell Resistance: No

DescriptionFaced with impossible odds,

ahighpriestessofTanilbeseechedher god for divine intervention.She cut her own wrists as a symbolof sacrifice to her Lord, offeringpart of her soul if only she coulddo the impossible!

Spell EffectOnce cast, trust m the gods lasts

for one day or until used. When it isused, the caster may select any singledie roll she is about to make, and theresult will automatically be a success(theexact result desired by thecaster).The use of this spell must be declaredprior to thedie being cast. The XP lossaccrues regardless of whether or notthe spell is discharged.

XP Cost; 500 XP per casting.

Turn ResistanceGives undead target +3 turn

resistance.Necromancy

Level: Sor/Wiz 5

Components: V. S. M

Casting Time: 1 action

Range: Touch

Target: One undead creature that issubject toturning.

Duration: 1 hour/level

Saving Throw: None

Spell Resistance: Yes (harmless)

Spell EffectThis spell functions as lesser

turn resistance but gives its target+3 turn resistance. (See MM, In-troduction, "Special Qualities.")This effect stacks with any exist-ing turn resistance. It cannot becast on a target already under theeffect of any other turn resistancespell.

Undead Crew

Summons an undead crew toman a ship controlled by the

caster.Necromancy

Level: Brd 5, Death 6, Sor/Wiz b

Components: V, S, M

145

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RtUCJ &. RITUXLS 2: LOST LOM

Casting Time: 10 minutes

Rang*: Close (25 ft. + 5 ft./2 levels)

Target: One ship

Duration: 1 hour/level. Concentration dis-charge (D)

Saving Throw: None

Spell Resistance: No

DescriptionIt is often hard to find a crew

loyal enough to sail the seas withyou, looking for pirate's gold andnew lands to conquer — espe-cially when you are an evilnecromancer. Likewise, it is anawful inconvenience listening tosailots gripe about the bad foodand long hours, as well as havingto waste all that valuable cargospace with water and rations

Spell EffectThis spell summons a crew of

undead servitors to sail or row a shipfor the caster. These undead will au-tomatically know how to ctew theship as long as the castet maintainsconcentration. If concentration isbroken, the undead simply fail to doanything until the caster resumesconcentrating on directing their ac-tions. A hard who casts th is spell mustdirect the crew though encouragingsinging of sea songs.

Up to 5 undead crew men maybe summoned per caster level.These crewmen are treated asMedium-sized skeletons with theadditional ability of Profession(sailor) +5.

These crewmen will not fightor otherwise engage an enemy incombat, though they can and willoperate ballistae or catapults, fir-ing such machinery as Ist-levelwarriors.

Arcane Material Components:The bones or remains of at least 5drowned men.

UnwaveringAlly

Subject gains +20 divine bonusto saves vs. mind-affecting

spells for I hour/level.Abjuration

L*vel:Brd3,Clr4

Components: V, S

Casting Time: 1 action

Range: Touch

Target: Creature touched

Duration: 1 hour/ level

Saving Throw: None

Spell Resistance: Yes (harmless)

DescriptionThis spell is most often called

upon by servants of Corean andMadriel Though they are servants oflight, these clerics are no fools. Theclerics themselves being somewhatmore resistant to enchantments, thisspell is usually cast upon warriorsserving the faith. The spell is alsopopular with those who wish to havean unwavering bodyguard.

Spell EffectA creature touched by the

spellcaster gains a +20 divine bo-nus to saving throws versusmind-affect ing spells. This lastsfor 1 hour per caster level.

Vampiric Weapon

Half the damage inflicted by atouched weapon is gained as

temporary hit points.Necromancy

Level: Sor/Wiz i

Components: V, S, F

Casting Time: I action

Range: Touch

Target: One touched weapon

Duration: 1 round/level

Saving Throw: None

Spell Resistance: Yes

DescriptionVampiric weapon is perhaps

the most powerful of the necro-mantic battle spells created byCoreden Riasi. Stolen by LucienDaine, the spell has become astaple among the nefarious nec-romancers of Glivid-Autel.

Spell EffectThe caster touches a weapon

white casting the spell. Half thedamage inflicted by the touchedweapon against a living opponentis then gained as temporary hitpoints by the wielder. These tem-porary hit points disappear 1 hourafter being gained.

FOCMS: The weapon.

Vangal's Blessing

One willing subject/level entersa berserker rage.

Transformation [Mind-Affecting]

L*vd:Clr3.Wari,Sor/Wiz3

Components: V, MCasting Time: 1 Full round

Range: Touch

Target: I creature/level

Duration: 1 round/level

Saving Throw: None

Spell Resistance: No

DescriptionDuring the Divine War, Vangal's

warriors were among the fiercest com-batants, rivalingeven the bloodthirstytitanspawn. Even the conscripts andfoot soldiers fighting under Vangal'sbloody banner were vicious and un-stoppable — often due to liberal useof Vongo/'s Messing.

Spell Effect

anumberofpeopleequal tothecaster'slevel mroraging berserkers. Thecastermust be able to touch the subject ofthe spell and may touch one subjectper round. The rage begins when thesubject isso touched and grants all thebenefits, limitations, and other de-tails according to the barbarian's ragespecial ability {see PHB, Chapter 3,"Classes"). Note that only willingsubjects may be affected by this spell.

Material Component: Thefang of a predator.

Veil of LustCaster appears highly desirable

to target, gains +20 to Cha-risma based rolls.

Illusion (Phantasm) [Mind-Affect ing]

Level: 8rd 2, Enhancement 2, Sor/Wiz 3,Trickery 2

Components: V, S

Casting Time: I full round

Range: Medium (100 ft. * 10 Ft/level).

Target: One creature

Duration: 10 minutes/level

Saving Throw: Will disbelief

Spell Resistance: Yes

DescriptionMany spells are two-edged

swords, with hazards as well as ben-efits. Veil of Just, a popular spell with

CHAPTER : SP€LLJ

the mysterious Courtesans of Idra,Sheliari decadents, and seducersacross the Scarred Lands, is but oneexample. It is especially popular withrakish male courtiers, who use it tohave their way widi beauties of vari-ous royal courts, causing victims tosee their seducers as beloved hus-bands or sweethearts.

Not only men have been knownto misuse this spell. One cautionarytale speaks of Karhilla Alto, a mem-ber of the female Tanil order, theHandmaidens of the Huntress, whoused the spell to seduce women awayfrom theirhusbandsand lovers. Whenshe tried to use the spell on a femalepaladin, however, Kathilla's victimrevealed herself to be die goddessTanil in disguise. KarMla was pun-ished for her transgressions, spendingseveral years in the form of a boat-tailed grackle before she was allowedto return to her original form, a muchhumbler and more consideratewoman for die experience.

Since that day, use of thisspell by followers of Tanil gener-ally results in a bss of powers orterrible misfortune, but its otherusers generally need not worryabout the Huntress1 displeasure.In particular, some of the moreunsavory worshippers of Enkilimake extensive use of this spell,as do some socially inept wizards.

Spell EffectShould the target of this spell

fail his Will save, the caster willappear as the most sexually desir-able individual that the target canimagine, gaining a +20 bonus to allCharisma based rolls in regard tothat target only. This spell does notcompel the target to attempt se-duction or abandon a faithful spouseor partner, but it does make thecaster far more likely to get his waywith the target. This spell can bedangerous — evil targets may re-sorr to nefarious means to havetheir way with the caster, whilegood-aligned victims may simplyfollow the caster around in a lust-smitten haze, morally unable to acton their overwhelming desire.

VerisimilitudeIncreases the DC of thesubject's illusion spells.

Illusion (Glamer)

Level:Brd2,Sw7Wiz2Components: V, S, FCasting Time: 1 Full round

Range: Touch

Target One creature

Duration: Concentration + 2 rounds/level

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)

DescriptionThis spell is one of the best-kept

secrets of the Courtesans of Idra,though a few daring bards have man-aged to steal it from its keepers, I tlusionand deceit are important to the cour-tesans, and die liberal use of this spellmakes their quest for secrets evenmore successful, aiding them in dis-tracting foes or discouraging pursuitwirh illusory dangers.

Spell EffectThe DC of illusion spells cast

by the subject increases by 3.Focus: A multicolored glass

etching.

Virtue's CurseGood actions are punished.

Transmutation [Evil]

Lwd: Brd 2. Clr 2, Sor/Wiz 3

Components: V, S, M

Casting Time: 1 action

Range: Touch

Target: Creature touched

Duration: Permanent

Saving Throw: Will negates

Spell Resistance: Yes

DescriptionAgents of Be Is ameth are par-

ticularly fond of using this spellon those who revere Madriel, butworshipers of Corean and Tanilalso make worthy targets. While astrong soul will resist the effects ofthis curse, it is easy to destroy thepurity of heart of a weak one andforever turn it away from the pathof good. Some black-hearted prac-titioners of the arcane arts as wellas sorcerous titan worshippers usethis spell for the perverse pleasureof making the world a worse place.

Spell EffectThis spell manifests itself ev-

ery time the subject performs agood act such as healing or curing,showing kindness, acts of generos-ity or mercy, or any conduct thatshows the virtues of good. Whenperforming any such act, the sub-ject feels a painful clutching at hisheart, as if it was being crushedfrom the inside by the burning handof afiend. The subject takes I pointof damage and must make a Forti-tude save or be nauseated for Id6rounds (see DMG, Chapter 3,"Condition Summary"), Thedam-age is from unholy power andcannot be averted by any form ofenergy resistance or damage reduc-tion. The Fortitude save can bemodified with any spell that im-proves saving throws.

Virtue's curse can be dispelled,or it can be removed by a breakenchantment, limited wish, miracle,remove curse, or wish.

Material Components: Theeye of a crow sacrificed underBelsameth's full moon.

VirulenceTarget contracts Id3 diseases

and becomes carrier; maymanifest diseases again.

Necromancy

Level:ar7,Drd7,Sor/Wiz6

Components: V. S

Casting Time; 1 action

Range: Touch

Target Living creature touched

Duration: Instantaneous

Saving Throw: Fortitude negates

Spell Resistance: Yes

DescriptionThe legendary fiend known as

die Howling Mistress is a favorire ofbends and storytellers. In legend, she isa favored servant of Vangal, spread-ing death, filth, and disease as far asher steed cancarry her. Known by herincessant shrieks and the winged blackunicorn she rides, she has been said tolay waste to entire villages widi herenchanted whip and to infect poorsouls with any number of fout dis-eases. Many say the whip was a giftfrom her god, which harbors diseasesso foul they linger to spread again.

;. RELICS &. RITUXLJ 2: LOJT LOK£

Some of Vangal's worshipperstake offense at these stories, ctairn-ing that [he Howling M istress neverserved Vangal, who favors battleand slaughter over the cowardlysowing of disease. Along with somehistorical scholars, they claim thatthe Misrress was originally a ser-vant of Chem, but that since theDivine War, she has been resur-rected as one of the Reaver'sminions, Vangal's followers oftenrake great pleasure in dismember-ing those who spread these tales,but they continue to spread any-way. As for the Howling Mistressherself, some claim that she Livestoday, spreading filrh and diseasein farTermana,

Spell EffectThe subject contracts ^dis-

eases, which srrike immediately (noincubation period). The caster in-fects the subject with any diseaseallowed by the GM, though a For-titude save is allowed for each. Forthe next day, if uncured, all livingcreatures that come within 20 feetmust save against each disease thesubject carries. The individual dis-ease, not the spell, affects thosefailing their saves in this case. Inorder to rid the victim of this curse,each disease must he individuallycured by magical means.

WebSphereCreates an ensnaring missile.

Conjuration (Creation)

Level: Sor/Wiz 1

Components: V, S, M

Casting Time; 1 action

Range: Medium {100 Ft. +10 ft./level)

Target: Onecreature between Tiny and Largesize, inclusive

Duration: I round/level

Saving Throw: Reflex negates

Spell Resistance: Yes

DescriptionPopular among the spider-

eye goblins and the worshippersof Sethris, this spell is used toentrap targets and drag rhem closerto their doom.

Spell EffectAsmallgraygloboffluidprojects

from the caster's hand, spreading as itflies into asmall net of sticky webbingas strong as fine-spun steel wire. Thetarget must make a Reflex save toavoid the missile. If die missile hiessuccessfully, it wraps itself tightlyaround the target.

An affected creature is af-fected as if by the spell entangkuntil it breaks free or the spellduration expires. A single strandof webbing extends from the tar-get to the caster, and on asuccessfutopposedStrengthcheckthe caster can drag the targer 10feet closer to him each round.

Material Components: Aspider's web rolled into a sphere.

Weeping FoolSubject weeps, helplessly,

Enchantment (Compulsion)

Level: Sor/Wiz 2

Components: V, S, M

Casting Time: 1 action

Range: Close (25 ft. * 5 ft./2 levels)

Target: One living creature

Duration: 1 round/level

Swing Throw; Will negates

Spell Resistance: Yes

DescriptionThis spell, popular with

Enkili's servants (who often al-ternate with Tasha's hideouslaughter), causes its victims to weepuncontrollably. Weeping fool hasits uses both for immobilising acreature and humiliating it beforeonlookers.

Spell EffectA weeping character is consid-

ered helpless (seeDMG, Chapter 3,"Condition Summary"), but can stillmove 5 feet per round by crawlingacross the floor while sobbing. Aweeping character rhat attempts tocommunicate verbally must make asecond Will save or be unable tospeak intelligibly. Success allows thetarget to speak, but does not negatethe spell.

Material Components: A rinypiece of onion.

Wrath of ThujasUses sunbeams to harm

opponents.Evocation [Fire]

Level: Drd 4

Components: V, S, F

Casting Time: 1 action

Range: $0 ft (see text)

Effect: Semicircular 30-ft. long burst (seetext)Duration: Instantaneous

Seving Throw: Reflex half

Spell Resistance: Yes

DescriptionThis spell is said to be the final

gift of the titan Thulkas, who passedit on to his folbwerseven as he wasshot from Corean's bow inro thefiery infemo of the sun. The sutakof the Ukrudan Desert managed tosurvive in the depths of the wilder-ness wirh aid from rhis spell andalso used it to devastate their en-emies and those who trespassed intheir lands. The necromancers ofHollowfaust had good reason tofear this spell, and today they areconcerned thar it will be usedagainst them once more if the sutakever attack the ciry again.

Spell EffectThe caster absorbs the sun's en-

ergy and refocuses it, as ifhis body wasa giant lens. Under normal circum-stances, this spell's area of effect is a30-foot long cone that deals Id4pointsof fire damage per caster level (maxi-mum 2Qd4) to anyone in its area ofeffect. This effect is halved with asuccessful Reflex save. Victims mustalso make a second Reflex save or beblinded for Id4 rounds.

The spell's effects vary, depend-ingon time of day and current weatherconditions. In darkness, at night, orunder dense clouds, the spell cannotbe cast. At dawn orsunnse, the cone'sarea of effecr is halved and the spellinflicts only half damage. One hourbefore and after noon on a cloudlessday in areas of especially great heatsuch as a desert the spell's area of effectis doubled, it inflicts double dainage,and rhe DCs to avoid its effects areincreased by +2.

Focus: A crystal lens or prism.

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CHAPTER THREE: SP6LLi .̂ffl"SUM

Chapter Four:

True Rituals

Ritual magic is both powerful and dangerous. Itsuse is rare, usually due to the vast forces unleashedand the difficulty involved in gathering spellcastersof sufficient power. Many of these rituals involveatrocity and evil on a vast scale and are sure to attractthe attention of the gods. All the same, the mad orsuic id ally- loyal followers of the Titans are often will-ing to attempt such magic, often with disastrousconsequences. Other rituals, such as Chardun's conse-cration, are both blessed and encouraged by certaingods but abhorred by others. Regardless of theirorigin, or in whose name these rituals are conducted,even the least powerful involve potent magics and arealmost never cast without consequence.

CHAPTER FOVR: TRV€ RITUALS

True RitualsTrue rituals are very complicated spells that are

either the stuff of legend or the backbone of religions.They can only be cast in ritual form and cannot beaugmented further with any feats or other abilities.True rituals have no schools of magic associated withthem; their great powercombines all aspects of magic.

True rituals are cast as normal spells with a fewexceptions.

Components: All true rituals have verbal, so-matic, material, and XP cost components. Eachmember of the ritual must pay the XP cost. If theritual is using proxy ritual members (see below) tocast the spell, the XP cost of the replaced caster(s) isdivided among the normal casters who are participat-ing in the true ritual.

Casters Required: Each true ritual has a mini-mum number of required casters. Each caster musthave the spell prepared in the usual fashion at thetime of casting. True rituals are prepared in lieu of oneof the caster's spells of equivalent level.

With multiple casters, the power of the ritual isenhanced. Use the level of the highest caster in thegroup and add the number of other casters {notproxies) participating in the true ritual The spelleffects are based upon this effective caster level.

Proxy: Some true rituals allow a proxy in placeof one or more of the required casters. The proxysection of a true ritual's description details who canreplace a required caster during the ritual. Proxiescannot replace every caster; there must be at least onespellcaster to lead the ritual.

Saving Throw: True rituals have more powerbehind them, which in turn makes them more diffi-cult to resist. Any saving throw against a true ritualspell has a DC of 15 + the level of the spell + therelevant ability modifier (Wisdom for clerics anddruids, Intelligence for wizards) of the highest-levelcaster participating in the ritual.

Researching OriginalTrue RitualsAny spellcaster who can cast a true rirual (cleric,

druid, or wizard) can attempt to create a new, originaltrue ritual. Yet creating a true ritual is much moredemanding than creating a normal spell. Like theresearch of regular spells, the creation of true ritualstequires access to a well-stocked library for a wi^ardand meditation, prayer, and sacrifices in a majortemple or blessed natural location for clerics anddruids. A wizard's library must be comprised of books,treatises, and manuscripts totaling at least 50,000 gpin value. Magical items and spellbooks do not counttoward this total for the personal library's value. Theresearch musr be conducred by at least threespellcasters of the same type (arcane or divine) whocollaborate on the spell's research. During the re-search, each of the spellcasters must pay 1,000 gp perweek with a minimum of one week per effecrive level

of the true ritual. This money goes into the same fees,experimentation, and components that regular spellresearch consumes. At the end of the research period,each of the researchers makes a Spellcraft checkagainst a DC of 20 + the spell level. If all of theresearchers succeed, rhe new rrue ritual has success-fully been created (assuming the spell is viable). If anyone of the researchers fails, rhey must all go throughthe research process again if they wish to keep at-tempting to learn the true ritual.

The crireria for a viable true ritual are entirelydependent upon the requirements of the Game Mas-ter. (See the DMG, Chapter 3, "Creating NewSpells.") Compare any new true ritual concepts tothose presented in the next chapter The followingare required for all true rituals:

• A minimum of three casters is required toperform a true ritual, more depending upon the spell.

• The ritual must have an XPcost to cast. HigherXP costs can balance the power level of some truerituals.

• The number of casters required to cast a trueritual is also the number of casters required to re-search rhe spell. Requiring a high number of casterscan also serve to balance a ritual's power level,though not as much as an XP cost.

Variant: Casting Component -Experience Cost

True riruals feed off rhe life energies of the castersinvolved with their creation, which can result in theloss of a level of experience from the true ritual's XPcost. In the event that the XP cost lowers one of thecasters' levels, the lost level must come from theprimary spellcaster class.

Variant: Power PointsPower points exist throughout the world, where

magic gathers in greater amounts. These power pointsare located throughout the Scarred Lands and can betraced to regions called ley lines. Any magic per-formed on these points is enhanced as if the casterwere a level higher then normal. Dragons naturallygravitate to and attempt to lair at locations withpower points, Druids are likewise required to cast alltrue rituals within the confines of specially preparedpower points ringed with standing stones.

Variant: Power ComponentsThe variant for power components (see the

DMG, Chapter 3, "Variant: Power Components")can be used for ritual spellcasting. For augmented andcombined casting of spells, this variant of the rulesworks normally. For true rituals, however, the use ofpower components will not completely replace theneed for an XP cost in the spell casting. Powercomponents of true rituals eliminate only half therequired XP cost; the casters of the spell must still paythe remainder.

t.

RELICS &. R1TUXLJ 2: LOJT

Countering Ritual MagicDispelling or countering aug-

mented and combined ritualcastings of spells (see Relics &Rituals, pages 128-30) is simitarto countering a normal spell. Ofcourse, the longer casting timeoffers a larger window of opportu-ni ty to disrupt the spell.Throughout the casting, observ-ers get a Spellcraft check (DC 18+ the spell's level). The DC isslightly higher due to the changesin the prolonged casting, but thelonger casting time allows for aretry Spellcraft check each round.Using dispel magic to counter anaugmenred and combined ritualcasting is much easier due to thevery delicate magical energiesbeing manipulared. The dispelcheck goes against a DC of 6 + thespell's caster level if the dispelcheck is made during the castingto counter the ritual spell.

As with counteringmetamagic feats, any additionaleffects or added levels are nottaken into account whencounterspelling a ritual casting.A regular cone o/coid spell countersa ritually enhanced cone of cold.

True rituals cannot be coun-tered with knowledge of the trueritual in question; the prepara-tions are too long and complicatedto enact even throughout thehours of casting time required.True rituals can be easily disruptedthrough combat, distraction, orother means. Unlike ritual cast-ing spells, any dispel magic checksto counterspell a true ritual goagainst a DC of 15 •*- the casterlevel of the ritual's highest-levelcaster.

BanofMesos

Negates the magical ability ofone creature for 1 year/level.

Level: True Ritual —Wiz?

Components: V, S, M, XP

Casters Required: ?

Proxy: No

Casting Time: 1 day

Range: Close (25 ft. + 5 ft./2 levels)

Target: One creature

Duration: 1 year/level

Saving Throw: Will negates

Spell Resistance: Ves

DescriptionLegend holds that the Divine

War began when Mesos strippedEnkili of his divine powers andbarred him from access to his wor-shippers. Inspired by the cunningeffectiveness of their arcane mas-ter, the Cult of Mesos created thisritual in order to gain revengeagainst the sorcerers and magic-using titanspawn that betrayed theirfallen master by joining with thedivine races against the Titans.

The fact that the ritual does notpermanently bar the target from us-ing its magical abilities is unknowneven to the ritual's crearors, though itis suspected .Since no spellcasrer whohassuccumbed to its effects has comeeven close to outliving the ban en-acted by this ritual, the true durationof the ritual remains only a theoreti-cal concern to its creators,

Spell EffectOn a failed Will save, ban of

Mesos prevents the target from cast-ing any spell or using any speil-like orsupernatural ability for 1 yearAevel.

Material Component: An itemof personal significance to thecreature targeted by the ritual andalchemical ingredients totaling10,000 gp per character level orCR of the targered crearure.

XPCost: l,OOOXPpercharacterlevel orCR of the crearure rargeted bythe ritual from each caster.

Chardun's Consecration

Allows a blackguard to becomea Favored of Chardun.

Level: True Ritual — Clr 4

Components: V,S,M,DF.XP

Casters Required:?

Proxy: No

Casting Time: 1 hour

Range: Close

Target: One creature

Duration: Instantaneous

Saving Throw: Will negates (special)

Spell Resistance: Yes (special)

DescriptionThis rare ritual is only used by

rhefollowers of Chardun, and eventhen it is generally cast successfullyonly once in a generation. DukeTraviak is the most recent benefi-ciary of the spell, an event that isinterpreted by some elements inChardun's priesthood as an indica-tion that the church should throwall its power behind him.

Spell EffectAny blackguard judged wor-

thy by Chatdun gains the favor ofChardun, which manifests as grant-ing tile character the specialblackguard benefits usually reservedfor blackguards with 10 levels ofex-paladin (see DMG, Chapter 2,Table 2-12:"Fallen Paladin Black-guard Abilities"). Those judgedunworthy by Chardun are urterlydestroyed, beyond resurrectionshort of a wish or miracle.

Material Component; A pala-din of level equal to the ritual'srecipient must be sacrificed. Apaladin so slain cannot be resur-rected by anything short of a wish,miracle, or divine intervention.

XP Cost: 500 XP per caster.

City of the Dead

Converts all the inhabitants ofan area into undead,

Level: True Ritual — Dr<t 9, Wiz ?

Components: V, S, M, DF, XP

Casters Required: Special

Proxy: No

Casting Time: I night

Range: Special

Duration: Instantaneous

Saving Throw: Will negates

Spell Resistance: Yes

DescriptionThis fearsome ri tual was

thought lost during the Divine War,but recently reports have begun to

Kill?

C H A P T E R FOVR: TRW£ RITVALS

reach the necromancers ofHollowfausr and the scholars ofLokil that it has been rediscovered.These reports have not escaped thenotice of the evil necromancers ofGLivid-Autel, who have heard leg-ends about rhe rirual and are eagerto see it put into practice.

IXiring the Divine War, sorcer-ers who served the Titans (and a fewspeltcasters who served the gods ofevil) would gather in large circles tocast this spell, transforming entirecommunities into hordes of undeadmonsters. So fearful was this spell thatthe clerics of Corean, Madrid, andTanil have all forbidden its use, andHedrada has bade his followers huntdown and destroy any who dare tocastit.Denev'sfoLlowersaresimilarlyhorrified by this spell.andtheelvesofVera-Tre are known ro be keepingclose watch on Glivid-Aurel for anysigns that the necromancers haveLearned it.

Spell EffectThis ritual can only be cast

during a full moon and takes theentire night. At least six casters arerequired to perform rhe rirual. Theyselect a city, town, or similar areaand space themselves in a vast circlearound its perimeter. The casters

may be no more than 300 feet apart- the more casters, the greater thearea within thecircle, Acity that isone mile across, for example, wouldrequire 56 casters, while a smallvillage that is only 300 yards acrosswould require only 10. Needless tosay, rhis ritual was used only rarelyon truly large cities.

Once the casting is complete,every living thing in the affected areamust make a Will save or be instantlyand agonizingly transformed into anundead creature, usually a skeleton(60%), zombie (30%), or ghoul(10%). Animals and vermin are trans-formed into skeletons of equivalentsize — rats are turned into tiny skel-etons, for example. Insects and otherinsignificant creatures are destroyedoutright, H igher- level characters maybe transformed into more powerfulundead ar the GM's discretion. Theundead created by this ritual are allmindless and uncontrolled. Histori-cally, bands of evil spel [casters enteredtowns that were victimized by thisritual, rebuking and otherwise con-trolling the newly-created undead.

Material Component: Eachparticipant must sacrifice one sen-tient, Medium-sized creature.

XPCost; 3,000 XP per caster.

Eternal Youth

Rejuvenates caster, grantstimeless body, regeneration,

+2 Charisma.Level: True Ritual — Wiz 8

Components: V,S,M,XP

Casters Required: '.

Proxy: No

Casting Time: I day

Range: Close

Target; One living creature

Duration: Instantaneous

Swing Throw: Fortitude negates (harmless)

Spell Resistance: Yes (harmless)

DescriptionLardanna was a human wizard

who feared that her beaury wouldslowly but surely wither with time.She sought the way to defeat timeand grant herself end iess youth andbeaury. Surprisingly, this rrue ritualhad some unexpected side effects,including the refinement of herlooks and the ability to regeneratedamage. The arcane knowledgefrom this ritual made the path tothe true ritual of immortality moreclear. It is rumored that Sonnuniel,Herald of Idra, can reach rhis ritual,though he rarely if ever does.

153

R E L I C ! &. RITUAL* 2: LOST

Ffri

Spell EffectThe target of this ritual drinksabowl of nymph's

blood at the beginning of the ritual. Afterwards, thesubject returns to any desired age between her adult-hood and middle age (see PHB, Chapter 6, "Age"),She receives the special quality of timeless body {asper the monk ability), gains regeneration (1 hitpoint per round, damage from fire and acid cannotregenerate), and a +2 enhancement bonus to herCharisma. Undernormalcircumstances, the subject'sbeauty remains even after death — her corpse willnot decay and remains ever-beautifut and youthful.

Material Components: A bowl of nymph's bloodand 50,000 gp worth of herbs, precious gems, andother rare materials.

XP Cost: 4,000 XP per caster.

Infernal Legi onConjures a small army of evil outsiders.

Level: True Ritual - Clr b, Wiz 7

Components:V,S,M,XPCasters Required: 5

Proxy: No

Casting Time: 24 hours

Range: Long (400 ft. + 40 Ft./level)

Target Evil outsiders whose total HD are 100 or less

Duration; 1 night (the night of the new moon)

Saving Throw: None

Spell Resistance: No

DescriptionThis ritual was first used by wizards of Belsameth

during the Divine War. If hard-pressed by powerful foes,Belsameth's arcane spellcasters sometimes used thisspell as a last resort, calling up a horde of deadly outsidersto slaughter their foes. Often these outsiders proveddifficult to control and sometimes even turned on theirsurnmoners, making use of this ritual relatively rare.

Spell EffectThis spell calls 100 HD of evil outsiders to the

mortal world todo battle for the casters. The exact typesofoutsiders are determined by theGM, but they will notvary from the head caster's alignment by more than onestep.Theoutsiders will do the caster's bidding for a singlenight, from sunset to sunrise, at which time they willvanish. This spell is only effective on a night whenBelsarneth's moon is new.

Material Component: 6,000 gp worth of rare mate-rials, and the sacrifice of at least 9 intelligent creatures.

XP Cost; 3,000 XP per caster.

Pyre of SacrificeProvides temporary immunity to heat and

fire.Levd: True Ritual — Drd 5

Components: V, S. M, DF, XP

Casters Required: 3

m

CHAPU R RITVALS

Proxy; Yes: 10 followers per caster.

Casting Time: I day

Flange: Close (25 ft. + 5 ft./2 levels)

Target Casters

Duration: Until discharged

Sewing Throw: None

Spell Resistance: No

DescriptionPeering across the Ukrudan

Desert from atop the Gascar Peaks inthe evening, one can see hundreds oftiny points of lights spreading outacross the sand like a reflection of thestars in the night sky. These are thedying embers of the blazes made bythe hordes of sutak and Daywalkerslitheren in Thulkas' honor. Duringthe day, as the Eye of Thulkas beatsdown upon them, these devoteesgather valuables, plants, and evenliving creatures to be sacrificed to theFather of Fire. The shamans andSpeakers of Fire then pray to Thulkasas the pyres bum until night fells. It isbelieved that this ritual calms theIron God and eases his suffering withinthe confines of the sun. If the firesprovide heat and light, they reason,the sun need not bum so brightly andThulkas will not suffer so. Thulkasrewards them in return by protectingthem from his fiery gaze.

Spell EffectThis spell provides temporary

invulnerability to fire and heat dam-age after a sacrifice to Thulkas. Eachcaster is able to absorb a number ofpoints of fire damage based on theamount of material sacrificed in thespell. For every 100 gp worth of valu-ables or 1 HD of dead or livingcreatures, 1 poinr of fire protection isprovided to each caster (10 points/caster level maximum). This protec-tion rema ins until it has been reducedto zero by fire damage.

Pyre of sacrifice overlaps {anddoes not stack with) resist elementsand endure elements. If the charac-ter is warded by this ritual and oneor both of the other spells, thisritual absorbs damage until it isexhausted and then theother spellsabsorb damage as normal. The pro-tection granted by protection fromfire supercedes that offered by thisritual. J'w o/'socrifia.' remains dor-mant until protection from fire hasbeen exhausted.

Material Components: Thematerials to be burned {see above)as well as special herbs worth atleast 100 gp.

XPCost: 10 XP per caster.

Rite of NullificationDispels, reverses, or neutral-izes another true ritual, spe/i,

or magic item,Level: True Ritual — Clr 3, Wiz 3

Components: V, S, M/DF, XP

Casters Required: 3

Proxy: Yes: 10 followers per caster.

Casting Time: 1 hour

Range: Long (400 Ft. + 40 ft./level)

Target or Area: One spellcaster, creature, orobject; or iO-Ft. radius

Duration: Instantaneous

Saving TFrow: Will negates (object)

Spell Resistance: No

DescriptionThe rite o/nullification was de-

vised by the followers of the gods toreduce the threat caused by thetrue riruals of their dru id ic enemies.Later, the rite was put to use breach-ing titanspawn strongholds bymethodically bartering down theirpowerful magical defenses. Sincethe war, this rite has spread tocasters both friendly and hostile tothe divine cause. It is used com-

• monly as a weapon of war to containan enemy's spellcasters as the sol-diers clash arms.

Spell EffectThis ritual may be used as

dispel magic to counter spells orrituals be ing performed, end thosealready in effect, or to affect en-chanted objects. Spells or ritualswith an instantaneous durationcannot be d ispelled after they havetaken effect, although they maybe cancelled in the casting. Thecasters must choose whether touse this ritual as a targeted dispel,area dispel, or counterspell.

Targeted Dispel; One object,creature, or spell is the target ofthe ritual. A single spell affectingmultiple targets or all the spellsaffecting a single a creature orobject are dispelled if a dispelcheck issuccessful. A dispel checkis Id20 +1 per caster level (maxi-

mum +20}+1 for every caster (orgroup of proxies) beyond 3 (maxi-mum +5)againstaDCof 11 +thespell's caster level.

If an object is targeted, youmust make a dispel check againstthe object's caster level. If you suc-ceed, all the item's magicalproperties are suppressed for Id4hours, after which the propertiesre turn. Asuppressed item becomesnonrnagical for the duration of rheeffect. If the dispel check exceedsthe item's caster level by 10 ormore, the item is instead perma-nently dispelled and is thereafterconsidered nonmagical.

Any spell that was cast byany caster of the ritual is auto-matically dispelled. You gain a +3circumstance bonus to the dispelcheck to dispel any ritual that anyof the casters of the ritual previ-ously participated in or to nullifyany item any caster created.

Area Dispel: The ritual af-fects all spells and spell-likeabilities within a 30-foot radius.For each active spell in the area,you must make a dispel checkagainst the spelt's caster level.Unlike dispel magic, multiple speltson objects or creatures in the areamay be dispelled. Magic itemsand true rituals are unaffected bythis version of the spell.

Cownterspeli: The spell tar-gers a spellcaster or a group ofspellcasters performing a ritual.A ritual or spell may only be dis-rupted in this manner if the rice ofnullification is performed com-plerely before rhe rarget spell hasbeen cast. Normal spells or aug-mented or combined ritualstargeted are automatically dis-pelled by this ritual. A dispelcheck must be made to dispel trueritual magics being cast. The DCof this dispel check is 11 + thehighest caster level of the truerituat, and each side gains a +1bonus for each extra spellcaster{or group of proxies) above theminimum necessary performingin the ritual (maximum +5).

Material Component; 200 gpworth of powered obsidian.

XPCost; 100 XP per caster.

Chapter Five:

Scarred Lands magic items range from powerful relics leftover from the ancient time before the Divine War to lesseritems created in recent years. This chapter contains moreitems that might be encountered by adventurers in the ScarredLands. Owners rarely rest easy, for the more powerful itemsinvariably attract attention, from the followers of both thegods and the titans.

Following the list of "ordinary" magic items is a list ofrelics - especially potent or dangerous items, many of whichwere touched by the gods or titans themselves. Wars have beenfought over some of these artifacts, and possessors of suchthings face even greater challenges.

CHAPTER FIVC: MACJ1C ITCMS H

Magic Items in YourCampaign

When randomly generating treasure for theScarred Lands, two issues should be kept in mind.

Firstly, magical treasures ate rarer in the ScarredLands than the assumed norm for the d20 system.One way of reflecting this would be to cut the per-centage chances for finding magical treasure of alltypes in half. Thus, for instance, on the treasuregeneration table (see the DMG, Chapter 7, Table 7-4), the magic item entry for 3rd-level treasure wouldactually be:

01-5960-89 Id3 mundane90-00 1 minorDo not, however, reduce the amount of magic

items that higher-level characters often have, formany such items usually represent newly createdmagic items, commissioned from powerful NPC wiz-ards and priests, or even created by the characterherself using the potent Item Creation feats.

Secondly, the "average" magical treasures {ifsuch can be said to exist) will be fairly new; theDivine War saw the gathering up and eventual de-struction of a huge amount of the magical items in theland. Treasure troves and burial sites were raided asthe fighting grew desperate, and the often disastrousmagical conflagrations that accompanied the battlesbetween titan and god often destroyed collections ofmagical items. In general, when coming up withhistories and backgrounds for magic items, assumethat most of the non-Major category magic items arerecent creations. There are notable exceptions, suchas those items found in this and the first Relics andRituals tome.

When randomly generating treasure, once thecategory is determined, roll on the following tables todetermine the source for those magic items. Thesystem presented here assumes the use of the RandomMagical Item Generation table (see the DMG, Chap-

ter 8, Table 8-2). Once the category on that table hasbeen determined, use the following guidelines tocomplete tandom magical item generation for ScarredLands campaigns.

Armor and ShieldsRoll on Table 8-3 in the DMG, as normal. Use

the following modifiers for these results:

Specific Armor, Medium

Roll Source

01-75 DMG (Table 8-8)

76-00 Relics and Rituals (Table 5-2}

Specific Armor. Major

Roll

01-6061-TO?l-00

Specific Shield

Roll

01-8081-?0?1-00

Source

DMG (Table 8-8)

Relics and Rituals (Table 5-2)

Relics and Rituals 2 (Table 6-1, below)

Source

DMG (Table 8-?)

Relics and Rituals (Table 5-2)

Relics and Rituals 2 (Table 6-2, below)

Special Ability and Roll Again

When rolling on Table 8-6 in the DMG, the GMmay, at his option, replace any of the +1 bonusSpecial Abilities with the Tarred Special Ability,below.

WeaponsRoll on Table 8-3 in the DMG, as normal. Use

the following tables if a specific weapon or specialability result is obtained.

Specific Weapon

Roll01-6061-85ab-00

Source

DMG (Table 8-17)

Relics and Rituals (Table 5-3)

Relics and Rituals 2 (Table 6-5)

•Yl

Mesos' CurseThe destruction of Mesos sent out waves of arcane force that disrupted the casting of spells for days. In

addition, however, it wasdiscovered that this wave of disruption also adversely affecred many items of magic.Many powerful items were destroyed; some were simply left inert, while others exploded in a brilliant

detonation of arcane energy. Many of them, though, had their functioning twisted and corrupted.This strange warping is referred to as Mesos' Curse. Mesos1 Curse even somehow affects newly

created magic items. Scholars believe that this is because the disruption wave created with Mesos'destruction has not actually dissipated on the Astral Plane, but instead continues to cross and re-crossthe world, expanding to its furthest reaches and then bouncing back, like ripples in a cup of wine.

In game terms, random magical items that date from before the Divine War have a 10% chance to beaffected by Mesos' Curse. Those that date after it have a 5% chance. The exact workings of this curse canbe determined by using the Cursed hems Common Curses charts (see DMG, Chapter 8, Table 8-38).

RELICS 8k R1TUAU 2: LOJT LOFU

Special Ability and Roll Again

Roll Source

01-75 DMG (Table 8-15)

76-00 Relics and Rituals 2 (Table b-3 or Table b-4, as appropriate, below)

Additionally, when determining weapons fromTable 8-13: Uncommon Weapons, the GM is en-couraged to use weapons unique to the Scarred Lands,such as warsceptets (Divine and Defeated, page 69)and the slitheren weapons from Vigil Watch: War-rens of the Ratmcn (page 86), as appropriate for hiscampaign.

PotionsRoll01-75?b-?0

71-00

RingsRoll

01-6061-8061-00

RodsRoll

01-6061-TO?1-00

Source

DMG (Table 8-18)

Relics and Rituals (Table 5-4)

Relics and Rituals 2 (Table 6-6)

Source

DMG (Table 8-r?)

Relics and Rituals (Table 5-5)

Relics and Rituals 2 (Table 6-7)

Source

DMG {Table 6-20)

Relics and Rituals (Table 5-6)

Relics and Rituals 2 (Table 6-8)

ScrollsAfter tolling on Tables 8-21, 8-22, and 8-23 in

the DMG, roll on the following table to determinethe source from which to draw spells. This roll shouldbe made once for each spell on the scroll.

Roll Source01-50 PHB{useTables6-24and8-25intheDMG,

as appropriate)

51-90 Relics and Rituals (use Table 5-7)

?1-00 Relics and Rituals 2 (use Table 6-?, below)

StaffsRoll

01-5051-9091-00

WandsRoll

01-5051-70?1-00

Source

DMG (Table 8-26)

Relics and Rituals (Table 5-8)

Relics and Rituals 2 (Table 6-10. below)

SourceDMG (Table 8-27)

Relics and Rituals (Table 5-?)

Relics and Rituals 2 (Table 6-11, below)

Wondrous ItemsRoll Source

01-50 DMG<Table8-28,Table8-2?,orTable8-30)

51-?0 Relics and Rituals (Table 5-10, Table 5-11,or Table 5-12)

?1-00 RelicsandRituals2(Table6-12,Tableb-BT

or Table b-14)

Armor and ShieldsIn a place as war-torn as the Scarred Lands, it

should come as perhaps little surprise that many ofthe magical innovations have some kind of defensiveapplication.

Armor and Shield Special AbilitiesThe following are some of the special abilities

that may be applied to magical armors and shields.Remember that armors and shields must have a +1enhancement bonus before special abilities may beapplied.

TarredDescription: Developed by the mad druids of

Kan Thet, items created with this special abilityappear to be coated in thick black tar resembling thevomit-like breath weapon of the fearsome tardragon.

Powers: Any bludgeoning or slashing weaponthat strikes the armor (rolling higher than the num-ber needed to hit the wearer on a touch attack)becomes stuck to the armor and can only be freedwith a Strength check (DC 16).

Caster Level: 9th; Prerequisites: Craft MagicArms and Armor, transmute rock to mud; MarketPrice: +1 bonus.

Specific ArmorsTable 6-1: Scarred LandsSpecific ArmorsMedium Major

01-40

41-85

86-00

Specific Armor Market Prke

angelic armor 22,650 gp

Mortno's embrace 50,300 gp

armorofthe i8,175gpshadow goddess

The following specific suits of armor usually arepre-constructed with exactly the qualities describedhere.

Angelic ArmorDescription: Angelic armors were originally be-

stowed upon the goddess Madrid's mightiestchampions during the Divine War, In the timessince, her clerics have learned the prayers and tech-niques for creating these fearsome suits of gold-tintedarmor. Angelic armors shine with a bright aura and arecovered with small engraved prayers to Madriel writ-ten in elaborate Ledean letters. The helmet has acrest of three peacock feathers at its brow. Warriors

CHAPTER FIVE: MAGIC IUMS

&&&&

who wear artgefic armor are reared by creatures of evitalignment, which sense irs aura of divine goodness.

Powers: Angelic armor acts as a suit of +2 fullplate. It automatically allows the wearer to detect evilas a free action. More importantly, it grants thewearer a +4 bonus to all saves vs. spells ot spell-likeabilities. Evil-aligned creatures who see an individualwearing this armor must make a Will save (DC 1 l)orbe affected as if by a cause/ear spelf. Evil creatures whodon the armor must make a Will save (DC 25) everyround that they wear it or take Id6 points of tempo-rary Constitution damage.

Caster Level: 15th; Prerequisites: Craft MagicArms and Armor, detect evil, cause fear, holy aura,protection from spells, creator must be a good-alignedworshipper of Madrid; Market Price: 22,650 gp;Cost to Create: 12,150gp •+• 840 XP; Weight: 50 Ib.

Armor of the Shadow GoddessDescription: According to legend, this suit of

armor was originally given to an elven rogue namedUm'bris by Drendart, the demigoddess of shadows.Whoever first created it, this armor has since beenduplicated and now is worn by rogues across theScarred Lands.

Powers: Besides being +3 studdedleatherofshadou'and silent moves, the armor of the shadow goddess alsogrants the wearer shadow jump {80 feet) as the abilityof a shadowdancer (see the DMG, Chapter 2), anddarkvision of 60 feet.

Caster Level: 11th; Prerequisites: Craft MagicArms and Armor, darkvision, invisibility, silence, planeshift; Market Price: 38,175 gp; Cost to Create:19,175 gp + 1,520 XP; Weight: 20 Ib.

Monno's EmbraceDescription: As the war between titans and gods

raged, it became clear that magical prowess neededphysical might to accompany it. The gods all fieldedpowerful martial champions, from the paladins ofCore an to the berserkers of Vangal. While the titanstailored races to create war-worthy fodder, excep-tional individuals were still required. And so Mormopassed the secrets of crafting this unusual suit ofarmor to a chosen few of her high priestesses.

Reserved for the elite of Morrno, the creation ofthis armor was a quest and rite of initiation unto itself.The supplicant had to hunt down the snakes himself,keep them alive while hunting others, assemble themabout a frame of wicker and bone and use the appro-priate sacrifices and spells. Those who provedthemselves worthy were rewarded with a living suit ofsnakes that would twine about them protectively andattack enemies savagely.

Though the titans are defeated, the secrets of thisarmor remain alive, passed from champion to cham-pion through the ages, allowing each new general ionof titan worshippers to threaten the divine races withas much potency as ever.

RELICS &. RITUXLS 2: LOST

Powers; Mormo's embrace is equivalent to +3chain-mail. In addition, each round, the wearer maymake an attack with the serpents that comprise thearmor. This attack is at the wearer's highest attackbonus, inflicting UJ8 points of piercing damage, andthe serpents striking as +1 weapons and deliveringpoisonous bites that do initial and secondary Id4temporary Dexterity damage (Fortitude save DC 18to resist). The armor also grants a +4 competencybonus when grappling, as the snakes twine about theopponent and trap her limbs.

The armor will not allow itself to be worn byanyone other than worshippers of Mormo and willattack all others who try to don it.

Caster Level: 11th; Prerequisites: Craft MagicArms and Armor, Mormo's serpent hands*, must be aworshipper of Mormo; Market Price: 30,300 gp;Cost to Create: 15,300 gp+1,200 XP; Weight: 40 Ib.

Specific Shi eldsTable 6-2. Scarred Lands Specific ShieldsMedium Major Specific Shield Market Price

01-00 01-30 palisade shield 8,180 gp

31-70 shieldynnssilecaptinng 16,307 gp

71-00 Madi-iel's faith 17,670 gp

The following specific shields usually are pre-constructed with exactly the qualities described here.

Madriel's FaithDescription: These steel shields, crafted by mem-

bers of the martial Madrielite orders, are adornedwith Madriel's holy symbol. It is said that the shieldcan channel the might of a righteous light, but onlyagainst the abominable creations that are the undead,

Powers: Madrid's faith is a +1 large steel shieldthat becomes +3 against undead opponents. In addi-tion, against undead only, the shield may cast searinglight as a 5th-level cleric. After three uses, the shieldmay not use this spell anymore until it is left in the sunto recharge for three hours.

Caster Level: 5th; Prerequisites: Craft MagicArms and Armor, searing light; Market Price: 17,670gp; Cost to Create: 8,870 gp + 700 XP; Weight: 15Ib.

Palisade ShieldDescription: These shields appear roughly hewn

and crude, in contrast to what most people have cometo expect from elven armorsmiths. Cateful inspec-tion shows that the shields have in fact been catefullyengraved with tiny protective runes, but the mark-ings are so fine the wood appears unmarked from adistance. The shields are made from rimber takenfrom Denev's own sacred groves, and the druids allowsuch harvesting only once a year in the fall. Fortu-nately fot the elves, the size of many of these trees isso large that it is possible to harvest enough timber tobuild multiple palisade shields without doing any harmto the sacred trees, and in many cases the harvesters

can use windfalls and branches that have fallen due tonatural causes. Most large wood elf patrols and out-posts will have one officer who possesses a palisadeshield.

Powers: The wielder of this +2 large woodenshield can change it into either of two other formswith the proper command word. As a standard action(which does not draw an attack of opportunity), thewielder can cause the palisade shield to be transformedinto a +2 tower shield (the enhancement bonus ofwhich increases the AC bonus gained from cover by+2), or vice versa.

Once per day as a full-round action (which doesnot draw an attack of opportunity), the wielder cananchor the palisade shield into the ground, as long ashe is standing on soil or dirt that allows natural plantgrowth, and cause it to transform into a 10-foot highby 40-foot long wall of roughly hewn, sharpenedwooden stakes. The wall can be created in any shapethe owner desires (for example, a square surroundingthe user), so long as all eight of its 5-foot sections ateperpendicular to the ground. The wall's growth can-not be used offensively — the sections of the wallsprout so as to avoid impaling living creatures —although the shield's wielder can decide whether acreature ends up on one side of the wall or the other.Each 5-foot section of the wall has hardness 7 and 48hit points. The shield is instantly repaired of anydamage when it is transformed into one of its non-wall forms.

Caster Level: 10th; Prerequisites: Craft MagicArms and Armor, wood shape; Market Price: 8,180gp; Cost to Create: 4,180 gp + 320 XP; Weight: 10Ib, (45 Ib. in tower shield form).

Shield of Missile CapturingDescription: This large circular shield, rimrned

with fur and studded with the teeth of fietce northlandbeasts, is a symbol of great honor among the warriorsof Albadia. It is these shields that allow Albadianwarriors to charge fearlessly into swatms of javelins,catching and launching the missiles back at theirenemies. It is said that these shields can only becrafted by a few specific clans of barbarian sorcerersand shamans who learned rhe secret of enchantingthem from their forefathers.

Each shield has a glorious history that is keptalive by its bearer — no warrior is allowed to claimone of these shields until he or she can recite thenames and deeds of all of its previous bearers. Theshields are not casually traded among warriors, astheir bestowal involves an elaborate ceternony inwhich the recipient must demonstrate his or herworthiness by displaying both courage and the knowl-edge of a shield's history. Those caught bearing sucha shield without having earned the righr to do so riskfearful vengeance at the hands of angry Albadians.

Powers: This +J large wooden shield provides itswielder with an additional +3 deflection bonus to AC

CHAPTER Five VfACIC ITEMS

against ranged attacks. In addition, whenever a rangedattack employing a physical missile of Medi urn-size orsmaller misses the wielder by 5 or less, the missile isabsorbed into the shield itself. Once per round, as afree action, the shield bearer may launch an absorbedmissile from the shield's front, attackinga target. Thisattack is made at the shield bearer's base rangedattack bonus and has a range increment of 10 feet.

Only one missile can be held at a time; thecapture of a second missile causes the first missile tobe ejected from the shield, dropping harmlessly to theground in front of the shield bearer. The shield'smissile capturing abiliry only funct ions against physi-cal missiles such as arrows, bolts, slingstones, javelins,and the like.

Caster Level: 6th; Prerequisites: Craft MagicArms and Armor, protection from arrows, rope trick;Market Price: 16,307 gp; Cost to Create: 8,307 gp +640 XP; Weight: 10 Ib.

WeaponsThe arcanists and priests of the Scarred Lands

are well known for their creation of magical weapons,effectively placing their own devastating magicalprowess in the hands of powerful combatants on thebattlefield.

Weapon Special AbilitiesTable 6-3: Melee Weapon Special AbilitiesMinor Medium Major Special Ability Market Price Modifier

01-00 01-10 01-05 verfjgen' +1 bonus

11-55 06-35 arcane puissance +2 bonus

56-70 36-55 empowerment + 3 bonus

71-75 56-60 deathbane +2 (+3)" bonus

76-85 61-75 sttverbane +1 (+3>t bonus

86-90 76-85 deathbane +2(+4)tbonus

?1-00 86-00 demonbane +2 (*4}t bonus* Must be a double weapon.

** Assumes the inclusion of the ghost touch special ability to theweapon.

t Assumes the inclusion of the bane special ability to the weapon.

•Table 6-4: Ranged Weapon SpecialAbilitiesMinor Medium Major Special Ability01-00 01-25 01-15 imbuemeni*

26-55 16-40 arcane puissance

56-65 41-50 deathbane

66-80 51-70 silverbane tl (+i)t bonus

81-85 71-80 deathbane *2 (+4)T bonus

86-00 81-00 demonbane +2 (+4)T bonus* Must be ammunition only.

** Assumes the inclusion of the ghost touch special ability to theweapon.

t Assumes the inclusion of the bane special ability to the weapon.

The following are some of the special abilitiesthat may be applied to magical weapons. Remember

Market Price Modifier+1 bonus

+2 bonus

that weapons must have a +1 enhancement bonusbefore special abilities may be applied. Additionally,some of the following special abilities may only beapplied if the weapon has other special abilities.

Arcane PuissanceDescription: The infamous elf wizard-assassin

Lindellion, long envious of the master swordsmenwith whom he often traveled, created this sword aftera near-fatal encounter with a cornered rival. His rivalused his own magic to defend against Lindellion'sspells and almost slew the elf before dying himselffrom slow-acring poison.

Lindellion created the first weapon of arcanepuissance in order to prevent himself from ever againfearing such a situation, and he kept it with him everafter. Lindellion was at last cornered by a squadron ofCorean's paladins, who finally put an end to hismurderous career. Lindelion's blade remains inMithril, displayed as a spoil of war in Emili Derigesh'sresidence, the only reminder of Lindellion's exist-ence. Rumor has that before he died, however,Lindellion taught the method of creating weapons ofarcane puissance to his apprentices.

Powers: A weapon with the arcane puissancespecial ability grants to its wielder a +1 competencebonus to attack per 2 arcane spellcaster levels.

Caster Level: 11th; Prerequisites: Craft MagicArms and Armor, Tenser's transformation; MarketPrice: +2 bonus.

DeathbaneDescription: The Order of Silver exists to fight

the supernatural forces of evil, namely undead, eviloutsiders, and evil shapeshifters, and it has createdseveral weapons to use against these foes. Deathbaneweapons (usually blades) are one such weapon, usedby members of the Order who have dedicated them-selves to ending the existence of the undead.

These weapons are usually in the hands of theOrder's members, but the Order has shared the secretof making these blades to the followers of Madriel,whose Order of the Morning Sky also seeks to destroyundead. The weapon appears to be made of clearglass, but is as strong as any other blade. The symbolof Corean or Madriel is usually inscribed on rhepommel.

Powers: The deathbane special ability may onlybe applied to weapons already enhanced with eitherthe ghost touch or undead bane special abilities. Anytime a wielder scores a critical hit against an undeadcreature, the target must make a Fortitude savingthrow (DC 14). If it fails the saving throw, then thecreature takes an additional Id lO points of positiveenergy damage,

Deathbane swords have also been enchanted todetect undead. If a sword comes within 60 feet of anundead creature, the blade will appear to turn fromclear crystal to shining white.

cX RITUALS 2: LOST

Caster Level: 9th; Prerequisites: Craft MagicArms and Armor.CMre moderate wounds,detectundead;Market Price: +2 bonus.

DemonbaneDescription: The Order of Silver has dedicated

itself to fighting the supernatural forces of evil, and ithas created these powerful weapons to help battletheir most dangerous foes - demons and other eviloutsiders. These weapons are crafted of black steelwith Celestial runes etched in the blade, reading, "Istand between the Darkness and the Light."

Powers: The demonfctme special ability may onlybe added to evil outsider bane weapons. These weaponsallow their wielders ro detect evil at will.

Additionally, any critical hit on an evil outsiderforces it to make a Reflex save (DC 16) or suffer theeffects of a holy smite spell, taking an additional 5d8points of damage. In addition, the outsider is blindedfor one round.

Caster Level: 8th; Prerequisites: Craft MagicArms and Armor, detect evil, holy smite; Market Price:+2 bonus.

EmpowermentDescription: Originally of forsaken elf make,

weapons of empowerment were first crafted during theMaelstrom, a time during the Epoch of Mesos thatsaw the forsaken elf people under attack by thestrange (and now extinct) spell-wraiths of Mesos,creatures of wtathfulspell-hurlingfury.Thearchmagesof the Forsaken elves were taught the secrets ofcreating these weapons by their god, which allowedhis people to face the spell-wraiths magical mael-stroms.

Powers: When a weapon with the empowermentspecial ability is unsheathed, it protects its wielder byabsorbing the energy of spells cast ar him. The wieldergains a luck bonus to attack rolls, damage rolls, andsaving throws against magic equal to one-half of thespell levels absorbed. The weapon can absorb onespell per round and only holds a total of 10 spell levelsat a given time. Spell levels "bleed off' ar a rate of twospell levels per minute.

Spells that are even partially absorbed are Totallynegated as they are cast. If more than one spell targetsthe wielder in a round, only the first spell is absorbed;the other takes effect as normal.

Caster Level: I3rh; Prerequisites: Craft MagicArms and Armor, greater magic weapon, spell turning;Market Price: +3 bonus.

ImbuementDescription: Archmage Lianne created the first

of these magical crossbow bolts to augment his al-ready impressive archery ability. His apprenticesstudied their creation, and thus the design passed intocommon use.

Though this special ability may be applied to anyammunition, crossbow bolts were Lianne's favorite;

indeed, crossbow bolts ofimbuement are often referredto as bolts of Lianne. Arrows of irnbuement are oftenfound among the Lilliandeli.

Powers: Ammunition of irnbuement can be"charged" with any 0- to 3rd-level touch or rangedtouch spell. When such ammunition impacts a tar-get, the spell is cast upon the target. Once a chargedpiece of ammunition is fired, the spell detonateswhether or not the ammunition hits the target,destroying the ammunition.

Caster Level: 7th; Prerequisites: Craft MagicArms and Armor; Market Price: +1 bonus.

SilverbaneDescription: The enchanted weapons known as

silverbanes are one of several irems in the arsenal ofrhe Order of Silver used to fight supernatural foes.Siiverfcane weapons were designed to be used againstevil lycanthropes, but they have also been used againstother evil shapechangers such as dopplegangers.

These arms can be found in either the hands ofSilver Knights or the followers of Tanil, since she hasstated her distaste for werecrearures. The weaponappears to be made of silver, hence its name.

Powers: The silverbane special ability may onlybe added to shapechanger bane weapons. When theweapon scores a critical hit against any shapechanger,the victim must make a Fortitude saving throw (DC14) or be forced back into its original form. The Orderof Silver often will then try tocapture lycanthropes sotransformed, in order to cure them of their "curse."

Caster Level: 8th; Prerequisites: Craft MagicArms and Armor, polymorph other; Market Price: +1bonus.

VertigenDescription: Those who know of the vertigen

{see Creature Collection 2: Dark Menagerie) re-member their treachery as assassins and spies.Calrhalas, one of the mightiest iif the vertigen ar t i -san-arcan is ts, developed the strange weapons whichbecame known as vertigen weapons. These two-handedweapons were often crafted in the form of two-bladedswords and wizards' staffs; when spun, the weaponscreated a distortion field that caused vertigo in thoseviewing it. Rumors persist that a cabal of vertigenwizards with the knowledge to craft these weaponslives in the mountains near Amalthea,

Powers: Vertigen weapons can simulate the ef-fect of vertigo sickness. The wielder must take afull-round action to spin the weapon. All creatureswithin a 30-foot radius must make a Will save (DC13) or become vertigo-stricken. Spinning the weapondoes not provoke an attack of opportunity.

Those who are vertigo-stricken are unable to useranged weapons and must concentrate from round toround in order to remain standing. Skill checks are ata -5 morale penalty and the character may only takepartial actions. This sickness lasts for Id4+l rounds

CHAPTER FIV6: XxACIC ITCMS

after this ability is activated, Vertigen are immune toits effects.

Only double weapons may be enchanted withthe veniger\ special ability, so this special ability mustbe applied to both heads of the weapon in order togain any benefit from it.

Caster Level: 10th; Prerequisites: Craft MagicArms and Armor, creator must be vertigen; MarketPrice: +1 bonus.

Specific WeaponsTable 6-5: Specific WeaponsMedium Major Weapon

01-1011-2021-3051-4041-5051-6061-7071-8081-70

?l-00

01-05

Ofa-10

lt-1516-2021-2526-3031-1536-4041-4445-464?-5253-5657-60

61-6465-68

6?-72

73-7677-8081-6485-88

8?-?2

?3-?6

<?7-00

arrow of truth

hunter's bow

sword of peace

shadow dagger

marrowsword

fist of Chern

ghosthammer

bone whip

Keng-thi

MarketPrice

367 gp5,?75 9P

10,302 gp

12,335 gp

15,312 gp

17.812 gp

18.301 gp

t?,615gp

crimson blade of Glivid-Aute! 20,315 gp

storm flail 43,615 gp

warseep terofpain 4 5,530 gp

serpent sword 50,615 gp

dagger of the moon 60,302 gp

gold sword of Corean 70,315gp

net of ophidian vines 72.000 gp

sword of divine prowess 72,315 gp

hammer of shaping 77.112 gp

slaver's scepter ofOunahnae 78.330 gp

momtngstarof the black thorns ?8,30S gp

iron sword of Corean ¥8,315 gp

chardum death scepter 110,142 gp

spear of the redeemer 110,305 gp

Betsameth'sanswer 153,320 gp

Karnock's warscepter 162,330 gp

sorrow's tear 201,065 gp

The following specific weapons usually are pre-

constructed with exactly the qualities described here.

Arrow of TruthDescription: Even to the untrained eye, an

arrow of truth appears to be a weapon of amazingcraftsmanship. An arrow of truth always has silverfletching, a perfecrly straight shaft made of unblem-ished white ash, and a head crafted of clear crystal.Although it is generally thoughr rhat these arrows arethe boon that only Tanil grants her most devoutfollowers, the first arrow of truth was actually a gift tothe Huntress, crafted by Corean and immersed in theaura of Hedrada's truth and justice. Today, thesearrows are seen most frequently in the hands ofTanil's faithful who show a glimpse of the arcanetalent, such as the Lilliandeli, elite archer-druids andrangers of Vera Tre. Many Lilliandeli were known fortheiruncanny ability to fell enemiesftom hundreds of

yards away with a single arrow of truth. Corean andHedrada, roo, need archers, and the most skilledamong them will on occasion be seen carrying rhesedeadly weapons.

Powers: If this +1 arrow scores a critical hit, itscritical multiplier increases by 2 {in most cases, fromx3 to x5). The arrow of truth also scores a criticalthreat on any total attack roll that exceeds the target'sAC by 10 or more, unless the unmodified die roll wasa 1. Finally, the arrow of truth can deal a critical hit toati undead target. The arrow does not, however, allowcharacters with sneak attack or favored enemy dam-age bonuses ro deal addirional damage to undead; aswell, the arrow cannot deal critical damage to othercreature types that are normally immune to criticalhits.

Caster Level: 11 th; Prerequisites: Craft MagicArms and Armor, true seeing and keen edge or harm;Market Price: 18,350 gp (50 arrows) or 367 gp each;Cost to Create: 9,175 gp + 734 XP; Weight: 6 ib.

Belsameth's AnswerDescription: Belsameth's Answer was created in

response to an unfortunate prayer uttered by a desper-ate dwarf named Durkrom Stovelgrimm. During thewar with Calastia, Durkrom's wife and daughter bothbecame gravely ill with a terrible fever. Durkrom andother family members sought healing herbs, bur theCalastian siege made this task impossible. One night,Durkrom prayed to the goddess Madriel to bring reliefto his family's suffering; however, when morningcame, their fever had worsened. The next night, heprayed for Corean's intervention, but the Protectordid not repEy.

And so ir went for seven days: each night Durkromprayed to one of the gods, yet each morning rhe prayerwould go unanswered. On the eighth night, as thetired dwarf began to fall asleep, he prayed to Belsamethto bring an end ro his family's suffering.

Durkrom awoke rhe next morning to find thegreataxe Behametri s answer at his feet. The weapon'sblades were soaked in blood, as were Durkrom'shands, A dark, crimson trail stained the floor. Thedwarf arose from his resting place in a panic. Hehurriedly followed the bloody trail to its gory end.There, in their sick beds, lay the murdered bodies ofhis wife and daughrer.

Ashamed of the acts he had committed andfearful of his fare should they he discovered, Durkromtook Belsameth's answer and fled Burok Tom, As thenumber of unexplained murders in the area is on therise, some wonder if Durkrom was ever able to ridhimself of this wicked iremor if, perhaps, the weaponhas chosen a new, more suitable wielder. In anyevent, Durkrom's story has become a folk tale amongthe dwarves and a monster used to frighten dwarvenchildren into obedience.

Powers: Belsameth's answer is an intelligent +5greataxe that seeks to dominate those who wield it for

163

Micii

fULICf &. RITUALS 2: LOST LdFk€

the purpose of tricking them into killing their allies,family, and loved ones. When a wielder comes incontact with this item, Belsameth's answer attemptsto dominate its wielder. (See the DMG, Chapter 8,"Items Against Characters" in the Intelligent Itemssection.)

Once dominated, the greataxe's wielder becomesconvinced that his allies, family, and loved ones areactually deadly enemies as though he were under theinfluence of the spell Belsameth's strife. While itswielder is dominated, this weapon can force him intocombat and into striking another creature. When-ever the weapon strikes against a creature for whichthe wielder has some affection, however, the wieldermay make a Wilt saving throw (DC 26) to end thedomination. If he then continues to hold the weapon,Belsameth's answer will again attempt to dominatethe wielder the following around.

This weapon grants its wielder the use of Im-proved Initiative, detect good, and detect secret doors,each at will. While wielding Belsamem's answer, acreature may cast fee blemind by touch twice per day.When in pursuit of its special purpose, the weapongrants its wielder the ability to slay living (DC 15).

Belsameth's Answer has the following attributes:Int 19, Wis 17, and Cha 13. Its alignment is neutralevil and it has an Ego of 26,

Caster Level: 18th; Prerequisites: Craft MagicArms and Armor, Belsameth's strife, Mord's sword,feebiemind, slay living; Market Price: 153,320 gp; Costto Create: 76,820 gp + 6,120 XP; Weight: 20 Ib.

BonewhipDescription: The scourge is a common punish-

ment in the nee romancer-city of Hollo wfaust, whereitscitizens take pride in the even-handed nature of itsjustice. The banewhip was used in the city's early daysto mete out punishment, but the extreme cruelty ofsuch penalties has led to the weapon being largelyabandoned today, save in the renegade city of Glivid-Autel.

These items are fashioned from the skeletal tailsof dead creatures. With its massively long tail, thedire monitor (see Creature Collection, page 49) wasparticularly favored. Bonewhips are animated withthe animate dead spell, writhing and twisting like aferocious serpent.

They vary from four to nine feet in length, withsix feet being the average. The last few segments ofthe whip are covered in bronze or silver. Mostbonewhips have a bone handle 12 to 15 inches inlength, bound in wire and wrapped with lizard skinleather.

Though they are scarce in Hollowfaust now,several of the city's necromancers own one of thesefearsome weapons. Bonewhips are far more commoninGlivid-Autel, however, where they are worn openlyas a sign of power and prestige. They are particularly

164

sought after by necromancers owing to their powersrelated to the undead.

Powers: This weapon functions as a +3 whip. Itdeals subdual or regular damage as the wielder desires.There is no penalty to attack regardless of which typeof damage the wielder is attempting to inflict.

Because the bonewhip is animated and responsiveto the wielder's will, it can wrap around an enemy'sleg or other limb, enab! ing it to make trip attacks witha +6 bonus. Bonewhips also add a +2 bonus on anyopposed attack roll when attempting to disarm anopponent (including the roll to keep from beingdisarmed if the wielder fails to disarm the opponent).

Caster Level: 10th; Prerequisites: Craft MagicAnns and Armor,animate dead; Market Price: 18,301gp; Cost to Create: 9,301 gp + 720 XP; Weight: 3 Ib.

Charduni Death ScepterDescription: Favored by the unholy priest-nec-

romancers of the charduni, a charduni death scepter isan evil weapon powered by the might of Chard un andthe foul faith of its creator. A grim weapon, thestriking surface of the warscepter is often formed fromthe skull of one of the necromancer's fallen enemies.

Powers: A charduni death scepter is a +2 unholywarscepter enchanted with the following spells like astaff:

• visage of the overiordt (2 charges)

• slay living (2 charges, DC 17)• Cfiardun's torments* (1 charge, DC 14)• animate dead ( 1 charge)

CHAPTER FIVE: MACIC ITEMS

• death knell ( 1 charge, DC 13)• cause fear (1 charge, DC 11)• grim feast* ( 1 charge)• smite (1 charge)Caster Level: 10th; Prerequisites: Craft Magic

Arms and Armor, Craft Staff, creator must be a lawfulevil worshipper of Chardun, animate dead, cause fear,Chardun's torments*, death knell, grim feast*, slayliving, smite, unholy blight, visage of the overlord^;Market Price: 110,142 gp; Cost to Create: 55,236 gp+ 4,392 XP; Weight: 15 Ib.

tSee The Divine and the Defeated,

Exotic Melee Weapon, Large

Name Cost Damage Critical Weight TypeWarscepler 30gp IdlO xi 15lb. Bludgeoning

Crimson Blade of Glivid-AuteJDescription: These blades are crafted by the

outcast necromancers of Glivid- Autel in the heart ofthe Homsaw Forest. Made of steel, these weaponsbear runes that glow crimson, emitting an unholyradiance. It is now believed by the guild-houses ofHollowfaust that the necromancers of Glivid-Autelhave been preparing for a full-scale assault onHollowfaust during their long exile; as a consequence,production of these blades has increased. There iseven some talk that these weapons are not only beingcrafted by enemies in the Hornsaw, but also in thedarkest recesses of the Underfaust by rebellious Dis-ciples of the Abyss eager to reverse the humiliationthat their guild suffered long ago.

Powers: The crimson blade functions as a +2fangsword. On scoring a successful critical hit, theweapon produces the effects of a vampiric touch spellas cast by a wizard or sorcerer of 5th level in additionto any damage inflicted by the blade. The damageinflicted by the vampiric touch is transferred as hitpoints to the crimson blade's wielder, exactly as per thespell description

Additionally, any character of non-evil alignmentwielding the weapon gains one negative level. Thisnegative level is removed as soon as thecharacter dropsthe blade. Although this effect does not result in actuallevel loss, the negative level cannot be avoided in anyway (including spells such as restoration). There is alsono saving throw allowed to avoid this effect.

Caster Level: 6th; Prerequisites: Craft MagicArms and Armor, vampiric touch; Market Price:20,315 gp; Cost to Create: 10,315 gp + 800 XP;Weight: 4 Ib.

Dagger of the MoonDescription: Daggers of the moon are black daggers,

replicas of Belsameth's favored weapon, in truth, thesedaggers were predecessors of the blade Belsameth car-ries, each rejected by the fickle goddess for someperceived imperfection and cast down to her followers.

The daggers have a wavy blade of jet-black steel,with blood grooves running along both sides. Thehandle is wrapped with black leather and is toppedwith a smooth, unbreakable cabochon-cut crystal.Black and white liquids trapped within the crystalmimic the current phase of Belsameth's moon. Thedagger's potency waxes and wanes with the moon'sphase, and it is at its most powerful during a lunareclipse.

Powers: Daggers of the moon are +3 daggers, buttheir power lies with the moon's phases. Used atnight, the blood grooves transfer liquid from thecrystal sphere into wounds the dagger inflicts. Theliquid is harmless during the day, but at night itseffects vary. The DC to resist these effects is alsonoted below.

Moon Phase EffectNew Victim suffers urtho/yW«fftt (Fortitude save

DC 16)

Waxing Victim sufFers confusion (Will save DC 1t>)

Full Victim is inflicted with [ycanthropy {Forti-

tude save DC 20)

Waning Victim sufFers cause fear(Will save DC 12)

Lunar eclipse Victim suffers s/ay ftwng (Fortitude save DC

17)Additionally, during the lunar eclipse, the dag-

ger of the moon is a +4 dagger.Caster Level: 17th; Prerequisites: Craft Magic

Arms and Armor, Belsameth's blessing*, cause fear,confusion, slay living, unholy blight; Market Price:60,302 gp; Cost to Create 30,302 gp + 2,400 XP;Weight: 1 Ib.

TheFistofChemDescription: Before the Divine War, the follow-

ers of Chem spread his word in the form of death,disease, and suffering. The Titan of Disease caredlittle for the actions of his devoted, but they gatheredup his "offspring" - the flies and other insects thatswarmed in Chem's wake. Their magic bound theplague-ridden insects within a specially-crafted rnaceand created a weapon of terrible purpose, a singleblow of which could lead to death from hideousdisease.

These heavy maces are crafted in the form of aclawed fist. Within these maces is actually a smallhollow space in which resides a single plague insect ofChem. Few of these terrible weapons still exist, andthe remaining cultists of Chern closely guard them.

Powers: A fist of Chem acts a +2 heavy mace andis always made of black iron. Once per day the wieldermay choose to activate the weapon's power of conta-gion . Anything struck by the mace (even if no damageis inflicted) must make a Fortitude save (DC16) orsuffer the effects of a contagion spell.

Caster Level: 7th; Prerequisites: Craft MagicArms and Armor, contagion; Market Price: 15,312gp; Cost to Create: 7,812 gp + 600 XP; Weight: 12Ib.

RCLICi &, R1TUXLS 2: LOST LOfU

GhosthaminerDescription: These imposing ebon warhammers

are well known in Hollowfaust, the City of Necro-mancers. The first ghost/jammer was wielded in battleduring the Second Siege against the forces of Glivid-Aurel. Since then, the fame of these weapons hasspread across Ghelspad, and several arcaneweaponsmiths have duplicated them.

Powers: A ghosthammer is a +J ghost touchwarhammer. Once a day, the wielder may summon aprotective shield of spirit-energy, granting him a +2deflection bonus to AC and 25 temporary hit points.This effect lasts for one hour. Three times per day, thecaster may also project a bolt of necromantic forcethat acts as an ethereal bolt (Reflex save DC 13).

Caster Level: 9th; Prerequisites: Craft MagicArms and Armor, ethereal bolt*, life shield*, plane shift;Market Price: 17,812 gp; Cost to Create: 9,062 gp +700 XP; Weight: 8 Ib.

Gold Sword of CoreanDescription: The Order of Gold is the fourth

order of the Swords of Corean. Dedicated to bringingthe healing hand of Corean to all that need it, theGold Knights are travelers and missionaries withstrong ties to the faith of Madriel. It was through theseties that the Order of Gold gained the assistance ofthe faith of the Redeemer in creating these potentweapons for good.

Powers: A gold sword of Corean is a +3 holylongsward that can shed light equal to a daylight spellon command. When carried or wielded by a paladin

or cleric of Corean or Madriel, this blade grants a +3divine bonus to all saves. When the bearer casts a curespell, the spell heals more damage, gaining a bonus of•*-! point per die (to a maximum of +3).

When carried or wielded by a paladin of Corean,blade grants the paladin a +3 divine bonus to hisCharisma for the purposes of determining how manypoints he may heal per day through the use of his layon hands ability. Additionally, the paladin also gainsthe ability to use remove disease once more per week.

Caster Level: 9th; Prerequisites: Craft MagicArms and Armor, cure serious wounds, daylight,, holysmite, protection from evil; Market Price: 70,315 gp;Cost to Create: 35,312 gp + 2,800 XP; Weight: 4 ib.

Hammer of ShapingDescription: Few beings served at the forge in

the heart of the Cursed Mountain, but those that didcould not help but leam at least some of Golthagga'stechniques. While most of his assistants were giants,a few dwarves quietly worked in the shadow of theTitan's great anvil, trying to learn his secrets. Afteryears of watching Golthagga reshape creatures aseasily as he did metal, one of the dwarves created thefirst of these weapons.

This dwarf is believed now to be the member ofthe Eight-Fingered Hand known only as theForgemaster. Other high-ranking members of theCult of the Reforged Flesh often request that hecreate these hammers for them, believing that usingthem in combat honors the Shaper.

Powers: A hammer of shaping is a +3 warhammer.On a critical hit, the target must make a Fortitudesave (DC 16) or be affected by a polymorph other spellas cast by a 7th-level sorcerer. The wielder choosesthe target's new form. Creatures not subject to criti-cal hits or polymorphing are immune to this effect.

Caster Level: 9th; Prerequisites: Craft MagicArms and Armor, fiolymorph other; Market Price:77,112 gp; Cost to Create: 38,712 gp + 3,072 XP;Weight: 8 Ib.

Hunter's BowDescription: Tanil's followers created these bows

with guidance from the goddess herself and used themto good effect in the Divine War. Since then, few ofthese bows have been made, as the secrets of theircreation are known to but a few {most notably theelves of Vera-Tre and Liiliandeli). Followers of Tanilconsider these bows to be a sign of good luck,

Powers: This bow acts as a +1 long bow. Threetimes per day, however, the hunter's bow can be usedwith deadly accuracy. A full-round action is used tofire a single arrow with the user's highest attackmodifier. If the attack hits, it automatically inflictsdamage as though it were a successful critical hit. Ifthe attack roll misses, that usage for the day is stilllost. Targets immune to critical hits take maximumnormal damage from the attack, but not criticaldamage.

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CHAPTER FIVE: MACICK

Caster Level: 3rd; Prerequisites: Craft MagicArms and Armor, true strike; Market Price: 5,975 gp;Cost to Create: 2,987 gp + 239 XP; Weight: 3 Ib.

Iron Sword of CoreanDescription: The Order of Iron is the second of

the four orders of paladins collectively named theSwords of Corean. Paladins of the Order of Iron,sometimes called Iron Knights, are renowned fortheir skill at arms and ability as strategists. Dedicateddefenders of the faithful, the Iron Knights are fright-eningly efficient in battle and deadly adversaries.Like all true followers of Corean, the Iron Knights arealso skilled craftsmen, and creation of a sword of ironis the ultimate goal of many squires of the order.

Powers: An iron sword of Corean is a special+3holy longsword of defending. When its defending abil-ity is in use, the sword also has the unique ability toprovide damage reduction equal to the bonus trans-ferred to the wielder's armor class (damage reductionI/-, 2/- or 3/-).

Caster Level: 8th; Prerequisites: Craft MagicArms and Armor, holy smite, shield of faith, shield other;Market Price: 98,315 gp; Cost to Create: 49,315 gp+ 3,920 XP; Weight: 4 Ib.

Keng-thi, the white tiger guardianDescription: Several weapons that are grafted to

a guardian spirit-animal are said to exist, but keng'thiis the best known. Its blade is stronger than steel, butseems crafted from blue ice. Its grip is covered insharkskin, and its pommel adorned with a tiger's eyegem. The weapon is currently borne by the Coreanicranger-pal ad in Aemon Greycastle, but it is known tohave been wielded by many heroes throughout itslong history.

Powers: This weapon's powers only functionwhen it is held by a wielderof good alignment. Keng-t/ii, the white tiger guardian is a +3 longs ward and acts asa ring of warmth. Once per week, the user can castbulls' strength on himself. Also once per week, thewielder may summon the sword's guardian, a Largecelestial white tiger, which immediately attacks allevil creatures nearby. This guardian is summonedautomatically if the weapon is touched by a being ofevil alignment.

Celestial White Tiger: CR 4; SZL Animal; HD6d8+!8;hp 48;Init +2 (Dex); Spd 40 Ft.; AC 14 {-1 size, +2 Dex, +3 natural);Atk +1 melee (1d6*6, claw) and +4 melee (2d6+3 bite); SApounce, improved grab, rake 1d8+i, smite evil; SQ darkvision60 Ft, acid/coid/electricity resistance 10, DR 5/+1, SR12; ALLG; SVFort *8, Ref +7, Will +3; Str 23, Dex 15, Con 17, Int 3,Wis12,Chab.

Skills: Balance +6, Hide +5, Listen +3,Move Silently +9, Spot +3, Swim +11.

Caster Level: 11th; Prerequisites: Craft Magi-cal Arms and Armor, good alignment, bulls' strength,

endure elements, summon monster VI (celestial tiger);Market Price: 19,615 gp; Cost to Create: 9,965 gp +772 XP; Weight: 4 Ib.

Kamock'sWarscepterDescription: Though the divine truce prevents

outright combat between Chardun and Corean, thisdoes not prevent their followers from acting on theirgods'enmity. Karnock was one of the most powerfulcharduni war generals in history, and his hatred forCorean's followers knew no bounds. Never defeatedin battle, he wielded this warscepter until his death.Since then, several charduni champ ions have wieldedthis warscepter, but none have been able to live up toKarnock's legend.

Powers: Karnock's warscepter is a +3 unholy law-ful Corean's bane warscepter. Against good- orchaotically-aligned opponents, the warscepter in-flicts an additional 2d6 points of damage (4d6 againstchaotic good opponents). Against paladins and cler-ics of Corean, the warscepter gains an additional +2enhancement bonus and inflicts an additional 2d6points of damage.

Caster Level: 8th; Prerequisites: Craft MagicArms and Armor, creator must be lawful evil, order $wrath, summon monster/, unholy blight; Market Price:162,330 gp; Cost to Create: 81,330 gp + 6,480 XP;Weight: 151b.

MarrowswordDescription: The marrows words were developed

by a sect of blood witches somewhere in the wilds ofeastern Ghelspad. These swords are treasured bythose who seek to destroy the divine races. Several ofthese swords exist, and their powers vary dependingon the blood contained in the hilt. Though the bladeis undoubtedly of finest steel, the hilt seems to becrafted of bone, capped with a steel butt. When thecap is removed, a spongy, cartilaginous marrow canbe seen running up the middle of the hilt. Thismarrow absorbs any blood with which it comes intocontact.

Powers: These +2 bastard swords have a con-tainer built into their hilt that is filled with the bloodof a creature of a divine race. The blood in the hiltdetermines the sword's additional powers. The bloodof only one race can be placed in the sword. Thesepowers are active while the sword is on the person ofthe wielder and applies even if the wielder belongs tothe race whose blood is in the hilt.

• Dwarf: The wielder gains a +2 inherent bonusto Constitution as well as the Endurance feat.

• Elf: The wielder gains a +2 inherent bonus toDexterity as well as the Improved Initiative feat-

• Hal/ling: The wielder gains a +2 circumstancebonus to Hide and Move Silently checks.

• Half-elf: As elf, above.• Half-ore: The wielder gains a +2 inherent bonus

to Strength as welt as the Improved Bull Rush feat.

RELICS 8k R1TUXLJ 2: LOST LOR.G

• Human: The wielder gains the Power Attackfeat. If the wielder already has this feat, he gains theCleave feat. If the wielder has both of these, he gainsthe Expertise feat.

Caster Level: 7th; Prerequisites: Craft MagicArms and Armor, blood enhancement class ability(see Blood Witch prestige class, Relics and Rituals);Market Price: 12,335 gp; Cost to Create: 6,335 gp +480 XP; Weight: 10 Ib.

Momingstarof the Black ThornsDescription: The Order of the Black Thorn is a

society of evil rangers dedicated to Chardun thatseeks to spread his dominion across all of the races ofScarn, These foul weapons are created by the order'sclerics using wooden hafts carved from a hamadryad'sbody and steel headsquenched in a satyr's blood, thenenchanted by rituals that include the torture andslaughter of animals. This horrific process creates aweapon of dark and terrible power that fills naturalcreatures with demonic energies, warping them intoservants of Chardun. Black Thom rangers are knownto sometimes be accompanied by these beasts.

Powers: A momingstar of the block thorns is a +3wounding mamingstar with the power to transformnatural creatures. In lieu of a normal attack, thewielder of the mornmgstdr of the black therms may makea melee touch attack. Any animal, beast, plant, orvermin touched by the weapon must make a Willsave (DC 15) or be warped into a demonic version ofitself (apply the fiendish template from the MM,Appendix 3, ignoring alignmenr restrictions). If thecreature is under the effect of an animal friendshipspell, it breaks free from that spell, unless the caster ofthat spell was an evil worshipper of Chardun.

Caster Level: 15th; Prerequisites: Craft MagicArms and Armor, blasphemy, summon monster II;Market Price: 98,308 gp; Cost to Create: 49,308 gp+ 3,920 XP; Weight: 8 Ib.

N et of Ophi di an VinesDescription: This item is actually a living, semi-

intelligent plant creature. The druids of Termana usespells to transform a normal jungle plant inro a lethalsentry by weaving it into a complex matrix andawakening the spirits that dwell within.

Powers: This +2 net can be used in two ways —its wielder can ser it as a trap or throw it as a normalnet. If the net is set as a trap, it will attack any foe thatcomes within 10 feet of it, employing a grapple attackwith a +13 attack bonus (+4 base attack bonus, +2enhancement bonus, and + 7 for its Strength score of24). An opponent grappled by thenet suffers all of thenormal penalties of being grappled and takes ld3+7points of constricting subdual damage each round.The net will maintain its grapple until the propercommand word is uttered or until the grapple isbroken.

If rhe net is thrown, the attacker must hit thetarget with a ranged touch attack (requires Exotic

Proficiency [Net]; nonproficient wielders suffer a -4penalty to the attack roll). If the attack hits, theopponent is automatically grappled by the net. Treatthe net as a 6 HD plant creature with 30 hit points,AC 22, damage reduction 15/+1, and fast healing 1.

Caster Level: 12rh; Prerequisites: Craft MagicArms and Armor, awaken, plant growth; Market Price:72,000 gp; Cost to Create: 36,000 gp + 2,880 XP;Weight: 10 Ib.

Serpent SwordDescription: A serpent sword resembles a

longsword forged out of dark meral, its surface in-scribed with a series of "V" shaped grooves. Uponcommand, the sword breaks apart along these grooves,transforming into a whip-like weapon surrounded bya nimbus of dark green energy. In combat, the swordstrikes like a snake, giving the weapon its commonname.

Powers: A serpent sword functions as +2 J<eensward of wounding. On command, the sword breaksapart, transforming intoa reach weapon and allowingits wielder to attack foes up to 10 feet away. In thisform, the weapon can also attack adjacent targets, butit does not receive its+2 enhancement bonus (thoughit retains irs keen and wounding qualities).

Caster Level: 13rh; Prerequisites: Craft MagicArms and Armor, animate object, keen edge, Mord'ssword; Market Price: 50,615 gp; Cost to Create:25,615 gp + 2,000 XP; Weight: 4 Ib.

Shadow DaggerDescription: When not being held, the shadow

dagger looks like a plain black iron dagger. It appearsto be wreathed in darkness — shadow tendrils wrapthemselves around the wielder's arm and cause thedagger to appear indistinct and hard to follow. Theassassins of the Cult of the Ancients use these daggersto strike at their targets and retreat back into theshadows, either to escape after a killing blow or towhittle down their foe rapidly.

The creation of shadow daggers is one of themore closely held secrets of the Cult of the Ancients.These daggers are only given to those who hold thehighest prestige among the cult. If a shadow dagger isever lost, the offending assassin is punished, beyondthe grave is necessary, and all efforts are made torecover it,

Powers: This weapon acts as a +1 keen dagger.Whenever a shadow dagger successfully inflicts dam-age on a target, it casts disappear on the wielder. Thereis no limit to the number of times this item may beused per day. Multiple instances of disappear do notadd to the amount of time that the wielder is invis-ible.

Caster Level: 10th; Prerequisites: Craft MagicArms and Armor, disappear*, keen edge; Market Price:10,302 gp; Cost to Create: 5,302 gp + 400 XP;Weight: 1 Ib.

CHAPTER Five: IUMS

Slaver's Scepter of DunahnaeDescription: The si aver-priests of Dunahnae

serve theGreat General Chardun, ruling their penin-sula from the Blossom ing Ocean to the Wall of Boneswith an iron fist. Slavery in Dunahnae is an impor-tant part of the religion, and the slavers of Dunahnaehave long relied on the power of their thorn-en-circled warscepter to "spread the faith."

Powers: A slaver's scepter of Dunahnae is a +Jlawful warscepter that stores the following spells likea staff:

• command (I charge; DC 12)• rend die sovereign soul* (1 charge; DC 13)• hold person (1 charge; DC 1.3)• greater command7 (1 charge; DC 17)Caster Level: 9th; Prerequisites: Craft Magic

Arms and Armor, Craft Staff, command, greater com-mand, hold person, rend the sovereign sou!*; MarketPrice: 78,330 gp; Cost to Create: 39,330 gp + 3,120XP; Weight: 151b.

Sorrow's TearDescription: Only one of these weapons is known

to exist, though rumors persist that there are others.Sorrow's tear is a small scimitar with a pitted, blackiron blade, and its pommel is a tear-shaped shard of astrange black-green, jet-like stone. Its hilt is wrappedin a strip of green leather.

The first recorded use of sorrow's tear was as thesymbol of a thieves' guild of the same name in oldLokil. When the guild's master was ambushed in thecity's sewers, he threw away the weapon to keep itfrom his enemies. With the loss of the weapon, theSorrow's Tear guild lost much of its influence, and itssurviving members were wiped out when the Titansdestroyed the city.

Sorrow's tear resurfaced in the hands of a dwarvenbandit named Githzar Tharin. Githzar led his band insuccessful raids against Shelzar's caravans for manymonths, growing bolder with each victory. Githzar'soverconfidence proved to be his downfall, however,when he led his bandits into a clever ambush laid bythe elven bounty hunter Elentree Amaodel.

Amaodel later gave sorrow's tear to the merchantWellish Tarrow tocover a gambling debt. Tarrow lostthe blade when his merchant caravan was attacked bya band of spider-eye goblins while fording a river. Thesword has not been heard of since.

Powers: In combat, sorrow's tear acts as a +1scimitar. Victims who take damage from this weaponmake a Will save (DC 20) or become affected as if bya s;ymfco(o/fio/>elessnes$for3d4xlO minutes. Sorrow'stear also suppresses sounds, granting its wielder a +5bonus to Move Silently checks and to saves againstsonic effects.

Sorrow's tear is evil in alignment, and any goodcreature attempting to wield it gains one negativelevel. The negative level remains as long as the sword

is in hand and disappears when sorrow's tear is nolonger wielded. This negative level never results inactual level loss, but cannot be overcome in any way(including the restoration spell) while the sword iswielded.

Caster Level: 15th; Prerequisites: Craft MagicArms and Armor, symbol; Market Price: 201,065 gp;Cost to Create: 100,690 gp + 8,030 XP; Weight: 4lb.

Spear of the RedeemerDescription: Madriel knew that even her most

faithful and diligent clerics could not be everywhereat once. She gave the first of these spears to the elvenranger Alandri Amikiir, one of her favored generalsand a fierce foe of the undead. He used that first spearto destroy Harlaak, a powerful lich that was one ofMesos's mightiest followers. As Harlaak led a hordeof undead against the Angelof Mercy's troops, Alandrirallied her army about her, seeming to be everywhereat once, skewering foes and exhorting her troops withequal fervor. Finally, she defeated the great undeadnecromancer with the aid of a few of Madriel's faith-ful, sending him to his final rest.

Before she fell in battle against a legion of Mormo'smedusas, Alandri proved this weapon's value timeand again. After her general's death, Madriel trans-formed Alandri into a deva, and it is said she servesthe goddess to this day. In the timesince the Titanswar,several more of these weapons have been forged, andany hero that finds one is thought to be marked byMadriel for great deeds.

SVI

169

RfLICf S. RITUXLS 2: LOST

Powers: A spear o/the redeemer is a+2 ghost touchuruJeod bane Iongspe<zr. While holding it, the wielderis treated as if protected by a negative energy protectionspell cast by an 8th-level cleric and also has a spellresistance of 15.

Caster Level: 9th; Prerequisites: Craft MagicArms and Armor, negative energy protection, planeshift, spellresistance, summon monster I; Market Price:110,305 gp; Cost to Create: 55,305 gp + 4,400 XP;Weight: 9 Ib.

Storm FlailDescription: Though all the devout seek to

emulate the ideals of their deities, occasionally afollower appears whose dedication becomes zeal andwhose zeal then becomes deadly fanaticism.

One such man was Malekyte Eridion, a powerfulcleric and sorcerer of Enkili who lived some yearsprior to the Titanswar. He was a bundle of wild,chaotic energy whose desire to emulate the StormGoddess included doing everything from dancingnaked in thunderstorms to fleecing every merchanthe met and regularly cross-dressing in an attempt toexperience both of the Trickster's androgynous as-pects. He created the first storm flail in a furtherattempt to honor his deity. Of course, Enkili couldnot help but notice this ardent worship, so whenEridion was making his weapon, Enkili gave it hisblessing (with all the dangers inherent in the blessingof a god of chaos).

Powers: The storm flail normally functions as a+2 shocking heavy flail, but other flails have beenknown to vary in their enhancement bonus from +1or +3, and some may be thundering, shocking burst, orchaotic instead of shocking. The statistics that follow,however, assume a +2 shocking heavy flail.

A storm/laiJ can be used to cast lightning bolt Id4times per day as a standard action by cracking it likea whip. The possessor has no way of knowing howmany Jig/immg bolts he will be able to cast in a day, norwhen he has spent his daily allotment. Additionally,thanks to the dubious blessings of the goddess, thepower of these bolts varies. Every time the wielderuses the storm flail to cast a lightning bolt, he rolls 1 d6and adds 4 to determine the level at which the spellis cast. Enkili, however, will not allow himself to becheated by a mere mortal, and as a result the creationof astorm/IaiJ requires a minimum caster level of 7th.

Caster Level: ?th; Prerequisites: Craft MagicArms and Armor, fightning bolt, caster must be cha-otic; Market Price: 43,615 gp; Cost to Create:21,965 gp + 1,732 XP; Weight: 20 Ib.

Sword of Divine ProwessDescription: The swords of divine prowess were

first created in the forges of the charduni dwarvesduring the Titanswar and were distribured widely tomid-ranking members of the armies of other divineraces. Even aftet their alignment-twist ing drawbackbecame known, many continued to use the swords in

the wars against the titanspawn, considering no pticetoo high to defeat the titans. Since then, new swordsof divine prowess have sometimes been sheathed inscabbards bearing the holy symbols of good faiths{especially that of Corean) and placed in situationswhere the faithful of those deities can find them, inorder to corrupt them into the service of Chardun.Worshippers of Chardun usually trade these swordsback to his church for magic items of similar value,since their enchantments do them little good.

Powers: This +J mithrii longsword gives those oflawful evil alignment no special benefits. If wieldedby someone of another alignment, however, it grantsseveral additional powers. The wielder gains a +5enhancement bonus to Sttength and a spell resis-tance of 15- The wielder also receives temporary hitpoints equal to half the damage he inflicts on livingtargets (up to a maximum of 20 temporary hit points)until he next sleeps. At the end of each day on whichthe wielder kills a foe, he must make a Will save {DC15, +1 for each foe killed that day) or change one steptoward lawful evil alignment.

Caster Level: 15th; Prerequisites: Craft MagicArms and Armor, divine power, unholy aura, vampirictouch; Market Price: 72,315 gp; Cost to Create:37,315 gp + 2,800 XP; Weight: 4 Ib.

Sword of PeaceDescription: Weary and wounded, fleeing his

enemies and the Perforated Plains, the warrior Branturhid in the depths of the Fouled Forest. There he wasenchanted by Dreya'Anad, the fey sorceress and priest-ess of Syhana. When she saw his heart was good, she sethim free, but hechose instead to stay with her and at lastfound peace. To honor the wisdom that Bramur hadgained, Dreya'Anad enchanted his swotd so that evenif he had to face battle he could choose to end it in peaceinstead of death. Eventually, driven by his compassionfor the suffering of others and his desire to aid them,Brantur departed and wandered the world again, but hisheart stayed in the Fouled Forest.

Powers: The sword of peace is a +2 longsword thatgrants the Improved Disarm feat to its wielder and isconsidered a Large weapon for the purpose of thedisarm check only. An opponent successfully dis-armed by the sword of peace must make a Will save(DC 12) or be affected as per the spell Salamar's quietcontemplation (see Relics and Rituals). If the wielderattacks the opponent thus pacified, the enchantmentof the sword of peace is forever unavailable to him. Evilbeings who wield the sword of peace suffer a -2 penaltyto attack and gain none of the weapon's benefits.

Caster Level: 6th; Prerequisites: Craft MagicArms and Armor, divine favor, Salamar* s quiet contem-plation*; Market Price: 9,915 gp; Cost to Create:5,115 gp +384 XP; Weight: 4 Ib.

WarscepterofPainDescription: A century ago, the charduni war-

clericjarhoch the Bloodstained forged the first uwscepter

of pain so that he could more effectively subjugate hisenemies to the agony of Chardun's wrath. Since then,these weapons have become popular among not onlyChardun's followers, but rhose of Belsameth, Vangal,and even the titans Kadum and Gorrnoth.

Of course, Chardun sees the use of these weaponsby the titanspawn as a tremendous blasphemy. He hascommanded his servants to hunt down any titanworshippers whodare wield them, and his temples areunder orders to aid the efforts of the worshippers ofany god fighting such spawn. Paladins of Corean orVigilants of Vesh have occasionally been surprisedwhen Chardunists approach them with offers of heal-ing and beneficial magic, not knowing the titanspawnthey are hunting possess a warscepter of pain.

Powers: A warscepter of pain is a +J woundingwarscepter that inflicts tremendous pain, causing anadditional -4 morale penalty on attack rolls, savingthrows, ability checks, and save checks to those affectedby its wounding power (Will save DC 15 to negate paineffects). The pain lasts as long as the wounding effect.

Caster Level: 5th; Prerequisites: Craft Magic Amisand Armor, fccstouicurse; Market Price: 45,330gp; Cost toCreate: 22,830 gp + 1,800 XP; Weight: 30 Ib.

PotionsTable 6-6: PotionsMinor Medium Major Potion

aura of menace

blade oil, shock weapon

01-07 -

08-14 -

15-21 -

22-28 -

2?-35 -

36-42 -

43-4? 01-06

50-% 07-12

57-63 13-18

64-70 W-24

71-76 25-30 19-24

77-82 31-36 25-30

83-88 17-42 31-16

&?-?4 43-48 37-42

95-00 49-54 43-48

13-18

blade oil, true strike

body of sand

Chardun's gtory

foreactton

blade oil, magic weapon

01-Ob bifurcated tongue

07-12 Wade oil, paralyzing weapon

dragonflight

dragonhide

hunter's moon

Keshmeen refuge

sharpen senses

potion of focus

55-60 49-54 blade oil, flame weapon

61-66 55-60 blade oil, frost weapon

67-72 61-65 potion of horns

73-76 66-70 arcane parry

7?-64 71-75 blade oil, keen edge

85-90 76-80 enhanced senses

91-95 81-85 qhostbody

96-00 86-90 serpentlure

91-95 blade oil, yeafer magic weapon

Market Price

50 gp

50 gp

50 gp

50 gp

50 gp

50 gp

150 gp

300 gp

100 gp

300 gp

300 gp

300 gp

300 gp

100 gp

500 gp

600 gp

600 gp

600 gp

750 gp

750 gp

750 gp

750 gp

750 gp

700 gp

?6-00 blade oil. vampirtc weapon 900 gp

The following descriptions detail specific typesof magic potions.

Blade OilsThese alchemical substances can be applied to a

weapon and to create magical effects for a limited period of

CHAPTER FIVE: N>tACIC

time. They are particularly popular with advenrurers, whouse them to modify their weapons to deal with various foesand their vulnerabilities. Some mercenary companies alsoutilize these potions, sometimes attempting to enhancetheir reputations by creating the illusion that they bear truemagical weapons,

Most of these oils are volatile and evaporatequickly. An applicarion lasrs for the indicated dura-tion and then vanishes along with its effects, even ifit is not used during that time. The prices listed beloware for a single vial of blade oil. Each vial conrains asingle application. Applying the oil to a weapon is afull-round action that provokes attacks of opportu-nity. Crafting blade oils requires the Brew Potion featas well as at least 6 ranks in Alchemy.

Flame WeaponWhen applied, this blade oil creates a wreath of

magical fire around the weapon, burningall those theweapon strikes. A weapon with this blade oil applieddeals + Id6 points of fire damage on a successful hit fora duration of six rounds.

Caster Level: 6th; Prerequisites: Brew Potion,flame/frost weapon; Market Price: 600 gp; Cost toCreate: 300 gp + 24 XP.

Frost WeaponWhenapplied, thisbladeoil makes the weapon icy

cold, freezing a 11 crearures the weapon strikes. A weaponwith this blade oil applied deals +ld6 points of colddamage on a successful hir for a durarion of six rounds.

Caster Level: 6th; Prerequisites: Brew Potion,flame/frost weapon; Market Price: 600 gp; Cost toCreate: 300 gp + 24 XP.

Greater Magic WeaponWhen applied, this blade oil makes a weapon

magically superior, increasing a warrior's chance tohit an opponent and deal damage, A weapon withthis blade oil applied gains a +2 enhancement bonusto attack and damage rolls for six hours.

Caster Level: 6th; Prerequisites: Brew Potion,greater magic weapon; Market Price: 900 gp; Cost toCreate: 450 gp + 36 XP.

Keen EdgeWhen applied, rhis blade oil makes a piercing or

slashing weapon phenomenally sharp. A weaponwith this blade oil applied doubles its threat range {asper the spell keen edge), for one hour.

Caster Level: 5th; Prerequisites: Brew Porion,keen edge; Market Price: 7 50 gp; Cost to Create: 375gp + 30 XP.

Magic WeaponWhen applied, this blade oil makes a weapon

magically superior, increasing a warrior's chance tohit an opponent and deal damage. A weapon withthis blade oil applied gains a + 1 enhancement bonusto attack and damage rolls for three rounds.

Caster Level: 3rd; Prerequisites: Brew Potion,magic weapon; Market Price: 1 50 gp; Cost to Create:75 gp + 6 XP.

RELICS &. RITUALS 2: LOJT

I

Paralyzing WeaponWhen applied, this blade oil infuses the weapon

with a bone-numbing cold that paralyses living crea-tures. After this blade oil is applied, the next livingtarget hit with it must succeed at a Fortitude save (DC13) or be paralyzed for ld6+2 rounds. A single appli-cation lasts for six rounds.

Caster Level: 3rd; Prerequisites: Brew Potion,ghoul touch; Market Price: 300 gp; Cost to Create:150 gp + 12 XP,

Shock WeaponWhen applied, this blade oil electrifies the weapon,

shocking all those struck by the weapon. A weaponwith this blade oil applied deals an additional Id8+1points of electricity damage on a successful hit. Thisapplication remains active until the weapon touchessomething to discharge the electricity.

Caster Level: 1st; Prerequisites: Brew Potion,shocking grasp; Market Price: 50 gp; Cost to Create:25 gp + 2 XP.

True StrikeWhen applied, this blade oil makes a weapon

strike unerringly, almost always hitting the target.After this blade oil is applied, anyone using theweapon gains a +20 insight bonus on his next attackroll. Additionally, those using the weapon are notaffected by the miss chance that applies to attacksagainst concealed targets.

Caster Level: 1st; Prerequisites: Brew Potion,true strike; Market Price: 50 gp; Cost to Create: 25 gp+ 2XP.

Vampiric WeaponWhen applied, this blade oil imbues a weapon

with the ability to drink the blood of its victims andpass on some of that vitality to its user. A weaponwith this blade oil applied deals an additional 3d6points of damage on its next successful hit against aliving target. As well, the wielder gains temporary hitpoints equal to the extra damage inflicted (not thetotal damage, just the additional 3d6). The tempo-rary hit points last for one hour.

Caster Level: 6th; Prerequisites: Brew Potion,vamfiiric touch; Market Price: 900 gp; Cost to Create:450 gp + 36 XP.

Potion of FocusDescription: This potion was developed by the

priests of Hedrada. It is popular among bookish priestsand other scholarly types, as it allows them to hold theirown withhealthier and more physically capablead ven-turers. The Hedradan priests keep the process for creatingthis potion a secret, sharing it only with those who areproven allies of their god or their holy city.

Powers: This elixir focuses the mind with divineguidance for 1 hour. During this time, the drinkermay use his Wisdom modifier instead of hisConstitu-tion modifier for all Fortitude saves. As an added sideeffect, the wearer gains a +2 competence bonus to allConcentration checks.

Caster Level: 3rd; Prerequisites: Brew Potion,spellcastertevel3rd+; Market Price: 500gp; Cost toCreate: 250 gp + 20 XP.

Potion of HornsDescription: Although there have been few

reportsof this potion since theend of the Divine War,bardic tales of incautious adventurers being trans-formed and mistaken for demons persist, leadingsome scholars to believe that several caches of potionsof horns still exist. Many alchemists and wizardswould pay handsomely for examples of this potion.

Powers: After drinking this potion, the imbiber'shead sprouts bull-like horns. Hats, helms, and other head-gear are dislodged by these horns; some tales claim that thehorns actually grow through helms that are strapped to theimbiber's head, punching holes through solid metal.

This process inflicts Id8 points of damage upon theimbiber. Once the horns have fully sprouted, however, theuser may make one extra gore attack per round, inflictingId6pointsof damage plus hisSrrength modifier. This extraattack is still subject to normal extra attack rules.

If making a bull rush, the imbiber gets a goreattack at +2 as a free action. As this is considered anattack with a natural weapon, it does not provokeattacks of opportunity.

While the horns are present, the drinker gains a+2bonus to Intimidate checks and a-2 penalty toall otherCharisma basedchecks. These modifiers may not applyto all opponents, at the GM's discretion. A minotaur,for example, would hardly be impressed by a humanoidwith horns.

The effects of this potion prevent the user fromwearing any kind of headband, hat, or helmet. Theeffects last for Id6 hours.

Caster Level; 6th; Prerequisites: Brew Potion,alter self or animal infusion*, speElcaster level 6th+;Market Price: 600 gp; Cost toCreate: 300 gp -t 24 XP.

Table 6-7: RingsMinor01-2526-50

51-7576-00

-------------

Medium

01-0706-1415-2122-2829-35

36-42

43-4?

50-56

57-63

64-70

71-7677-82

85-86

89-94

?5-00

--

Major

01-0506-1011-16

17-2223-28

2?-34

35-40

41-4647-52

53-5859-64

65-70

71-7677-8283-88

89-9495-00

Ring

ring of the eel's touch

clothing ring

ring of soul protection

ring of turning

ring of the covenant

ring of Burok Torn

ring of sovereigntyring of agelessness

ring of nvening

ring of poison

ring of immaculate form

ring of the loremasters

forsaken ring of life warding

necromancer's ring

animal ring of Vera- Tre

ring of Mesas

oath rings (pair)

Market Price10,000 gp

11,000 gp

12,000 gp

12,000 gp18,000 gp

20,000 gp

20,180 gp

21,000 gp

25.000 gp

27.500 gp

33,600 gp38,000 gp

68.400 gp

70,000 gp

75.000 gp

100,000 gp

147,840 gp

CHAPT€R FIVE: MACIC

••

The following descriptions detail specific typesof magic rings.

Animal Ring of Vera-TreDescription: The wood elves of Vera-Tre are

well known for their reverence of Denev and theirdedicated defense of theGanjus. Beset by foes on allsides, and distrusted by the divine races for their faithin aTitan, rhe elves have created these rings to betterdefend the great Virgin Woods.

Powers: When worn by an elvendruid of Denev,an animal ring ofVera-Tre allows the druid spontane-ously to cast animal friendship, speak with animals, orany summon nature's ally spell in exactly the samemanner that a cleric can spontaneously cast cure/inflict spells.

Caster Level: 17th; Prerequisites: Forge Ring,animal friendship, summon nature'salty I-IX, speak withanimals; Market Price: 75,000 gp; Cost to Create:37,500 + 3,000 XP.

Clothing RingDescription: After the Titanswar, Scarn had

changed in many ways. The land itself was no morewhat it used to be. Lakes became deserts, majesticmountains were nothing more than rubble, and thevery earth had been shaped in new ways. From thatday on, several heroes and explorers traveled theravaged land, trying to discover whar was left of theirworld and where their help would be needed. Theclothing ring became a commonly used item amongtravelers that wandered from the hottest deserts tothe coldest mountains, providing a different set ofclothes according to the weather.

Powers: Twice per day, the ring bearer canchange his clothing from one of four sets. The ring ofclothing normally comes wirh the following outfits:Cold Weather Outfit, Explorer's Outfit, Traveler'sOutfit, and Artisan's Outfit. It is also possible, how-ever, to buy a ring with a personalized set of clothes(see the PHB, Chapter 7, "Clothing"). Aristocratswho purchase a ring of clothing in most cases like tohave a Noble's Outfit added, same as wizards wirhScholar's Outfits or clerics with Cleric's Outfit. Everyadditional outfit increases thecost of the ring by 25%.

In order for the ring to work, the ring bearer mustalready be wearing clothes. Magical clothing such asa cloak ofelvenkind or winged boots cannot be trans-formed unless they canstill be used like they normallyshould. If rhe clothing suffers any damage, it will berepaired with the next change.

Caster Level: 3rd; Prerequisites: Forge Ring,alter self, mending; Market Price: 11,000 gp; Cost toCreate: 5,500 gp + 440 XP.

Forsaken Ring of Lif e WardingDescription: Oncecommonly passed from elven

parent to child, forsaken rings of life warding are now asrare as the elves that wear them. Traditionally gem-inset family heirlooms of great value, the elves have

been unable to forge new rings of life warding sinceChern's curse and the death of their fotgotten demi-god. Like the rings o/wind/ury, these rings disintegrateinto dust on the death of their wearer unless willinglypassed to another,

Powers: A forsaken ring of life warding provides avariable deflection bonus to armor class and resis-tance bonus to saving throws depending on thewearer's race: non-elf +1, half-elf+2 and elf+3. Half-elves also gain immunity to the paralyzing touch of aghoul and elves gain immunity to the paralyzingtouch of a ghast. Finally, the ring negates a nurnbet ofenergy drain or ability drain attacks per day equal roits bonus. Each energy or ability dtain attack negatedreduces the protection and resistance bonus of thering by one for 24 hours, after which time the bonusis automatically restored.

Caster Level: 9th; Prerequisites: Fotge Ring,creator must be an elven cleric, bless, negative energyprotection, resistance, shield of faith; Market Price:68,400 gp; Cost to Create: 34,200 + 2,736 XP.

Necromancer's RingDescription: These silver rings are also called

Hollowfaustian rings because they are often worn bythe guildsmen of the City of Necromancers, and theyare prized by members of the Animator's Society.Knowledge of how to make these rings is not re-stricted to Hollowfaust, however, and they arerelatively common among the renegades of Glivid-Autel and independent necromancers throughoutGhelspad.

RfLlCf & R1TUXLJ 2: LOJT

Powers: A necromancer's ring allows the wearerto control up to 12 HD of unintelligent, corporealundead per day. Undead within sight that fail a Willsave (DC 20) are placed under the wearer's controluntil the next sunrise, up to the ring's 12 HD maxi-mum. Once under the ring's control, undead aredifficult to turn or rehuke and gain turn resistance +4.Ring-controlled undead that are later turned or re-buked still count against the 12 HD daily limit thatthe ring can control.

A necromancer's ring created in Hnllowfaust hasthe special ability to be worn on the same hand as ananimator's band (see Hollowfaust: City of Necro-mancers, page 103). This enables the wearerpotentially to wield three magic rings at the sametime. In addition, when a necromancer's ring andanimator's band are worn on the same hand, the ringsenable the wearer to control any superior or m aster-work skeleton created in Hollowfaustas if the skeletonhad 1 HD (instead of 2HD or 4 HD). The animator'sband also increases the number of undead that can becontrolled per day with the necromancer's ring to 15HD.

Caster Level: 10th; Prerequisites: Forge Ring,control lesser wndeod; Market Price: 70,000 gp; Costto Create: 35,000 gp + 2,800 XP.

Oath RingsDescription: The oath rings wete first created for

marriages, but later were found to be more useful ashonorable implements and were given to manyknights, mostly from Mithril and Vesh, These ringslater came to be extremely popular among knightlybrotherhoods, where a unit of knights could alwayscount on their comrades in arms, even to the bitterend. They could also be found among many druidicand clerical circles, numerous adventuring compa-nies, as well as some mercenary groups. In some cases,these rings were also given to very closely knit familycircles. Over the years, many of these ringscame to beforgotten, as was the lore used in creating them.

Powers: Conttary to most magical items, oatfirings always come in a set of 2 or more rings and areusually made from white gold, and on nearly all therings one can read, «ln heart, oathbound in friend-ship. » It allows anyone included in the ring of rings tomonitor one of his oathbound friend's status. Thus,when concentrating, the wearer may mentally moni-tot his friend's relative position {direction anddistance) and general condition (unharmed, wounded,disabled, staggered, unconscious, dying, dead). Evenif the ring is removed from the wearer's finger, it canstill be used, but it must stay in contact with thewearer (not in a backpack). This power can be usedat will for each ring.

The rings are also bound together in such a waythat, when within 200 feet of each other, they glowin a palish silvery light. If one ting beater dies amongthe group, all the other rings will turn pitch black. Ifever there is one among the citcle who overtly lies

about various facts, the others will automaticallyknow (as long as the ring is in possession, asstipulatedabove).

Another fact about the ring bearers is that theycan send each other messages as by the spell sending,once per week for each ring. The bearer sending themessage decides to whom it is delivered (one ringbearer, two, three, or all of them); he can be asselective as he wants.

The other particularity of the ting is that, whenin great peril for his life, the bearer may use a word ofrecall, which will teleport him to the nearest ringbearer. This can be done only once per week for eachring.

Caster Level: 8th; Prerequisites: Forge Ring,deathwatch, detect magic, discern lies, light, sending,status, word of recall; Market Price: 147,840 gp (2rings) + 73,920 gp per additional ring; Cost to Cre-ate: 73,920 gp + 5,914 XP for the first rwo rings, plus36,960 gp + 2,957 XP per additional ring.

Ring of AgelessnessDescription: In the days before the Titanswar,

Ohm Yom was a wealthy merchant of Rahoch. Hugrew fat and wealthy from the trade between Rahochand Termana, but his five wives failed to produce anheir. Well into middle age, he began to feardeath andthe end of his trading empire. Determined to keep itand himself alive, he commissioned a wizard to finda way to do so. The wizatd presented Olun Yom witha ring of fine silver set with five pearls. For forty-sevenyears Olun Yom lived, suffering none of the ill effectsof aging, increasing his already vast fortune. YetNemorga is not a god to be trifled with, and on OlunYorn's ninety-fifth birthday, when he failed to arriveat the Gate of Death at his appointed time, Nemorgasent his herald to claim the merchant's soul.

After the merchant's death, thieves plunderedhis manor, but the ring was never found. It is thoughtto lie somewhere hidden in the manor's labyrinthinestorerooms, guarded perhaps by Olun Yom himself,cursed with undeath for his presumptuousness.

Powers: While the original ring remains miss-ing, its powers have been duplicated before. Eachnight, while the ring-bearer sleeps, the ring ofagelessness will polymorph him into the man he wasthe day before and heals him of a number of hit pointsequal to his character level. The bearer of Olun Yom'sring suffers none of the physical penalties for aging,though he still accrues the bonuses to Intelligenceand Wisdom. The ring must be worn for a full daybefore it begins to function. If removed, the bearerbegins to age again normally. Upon reaching hisallotted lifespan, the bearer of the ring does not die-—he simply must contend with a perturbed god of deathand his minions.

Caster Level: 7th; Prerequisites: Forge Ring,pol>morf>h other; Market Price: 21,000 gp; Cost toCreate: 10,500 gp + 840 XP.

CHAPT6R : MAC1C

RJngofBurokTornDescription: Forced to fight a war on two fronts

against Calastia and the dark elves of Dier Drendal,the dwarves of Burok Torn found themselves at atactical disadvantage in the caverns deep beneaththeir fortress mountain. Thwarted time and again bythe dark elves' superior darkvision and sorcery, therune wizards of Burok Torn forged these steel rings toovercome this advantage.

Powers: These rune enhanced steel rings pro-vide darkvision of 60 feet unless worn by a dwarf.When worn by a dwarf, a ring of Burok Torn doublesthe range of the dwarfs darkvision {to a minimum of120 feet) and enables the dwarf's darkvision to pen-etrate forms of magical darkness of up to 3rd level.

Caster Level: 5th; Prerequisites: Forge Ring,darkvision, daylight; Market Price: 20,000 gp; Cost toCreate: 10,000 gp + 800 XP.

Ring of the CovenantDescription: When the Calastian Hegemony

took over the lands of the Heteronomy of Virduk, agreat ceremony was held installing the new LordSatrap Tomvolie Kres, including feasts and music.Yet the core of the ceremony was a public proclama-tion of loyalty to King Virduk by the Satrap and apledge of protection to the halflings on the part of theKing, followed by the presentation of a signet ring tothe Satrap with the black dragon emblem of Virduk.This ring was the first ring o/the covenant, forged by aranger-wizard of the Order of the Black Thorn andnow used throughout the Calastian Hegemony toensure the loyalty of Virduk's high-ranking vassals.

Powers: The wearerof a ring of the covenant gainsthe power to cast the enrichment variant of plantgrowth once a day by speaking the appropriate com-mand word. He also receives a +1 deflection bonus toAC and a +2 enhancement bonus to Charisma.

The wearer, however, is also under a charm to theperson designated by the ring's creator during itsforging for as long as it is worn. The wearer can onlyremove the ring wirh the benefit of a remove curse ormore powerful spell,

Caster Level: 7th; Prerequisites: Forge Ring,charm person, plant growth, shield; Market Price:18,000 gp; Cost to Create: 9,000 gp + 720 XP.

RingoftheEel'sTouchDescription: When the Japhinian Dynast Anna

Dragon-Eye firsr fashioned these rings, she had in-tended them to enforce her will upon the ofr-rimesunruly crew of her ship, the Nemesis. She made agrievous error, however, ingiving one to her "trusted"lieutenant Afton Biggs, the "Silvered Eel." During agreat storm on the Blood Sea, the "Eel" made hismove for power.

Armed with the ring, he took Dragon-Eye bysurprise and felled her wirh a single, electricallycharged blow. Throwing the unconscious form of

Anna overboard, the Eel tried to sway the rest of thecrew that Anna Dragon-Eye had abandoned them.Few believed him, however, and he was subdued bythe crew and thrown into the brig in chains. The crewkept the ring, though, and searched fruitlessly forDragon-Eye. The ring was renamed the"Eel's Touch"and promptly sold in the first port at which the crewarrived, Hedrad. The crew disbanded and the Nem-esis was sold. Long months later, however, a strangercame to Hedrad asking about both the ship and thering. The stranger bought the ship and left harborclaiming she had to find an old family heirloom. It iswidely held that the stranger was Anna Dragon-Eye.

Powers: The ring of the eel's touch has only onepower. Upon command, three times per day, it sheathsitself and anything held in the same hand that bearsit in crackling electricity. The wielder may dischargethe energy by making a melee touch attack upon atarget or by striking a target with a weapon held in thesame hand on which rhe ring is worn. The energy isheld until it is successfully discharged. Any attackinflicts an additional ld8+5 points of electricitydamage; the ring can also be used to make meleetouch attacks for ld8+5 points of electricity damage.The ring can be used any number of times per day, butactivating it counts as a standard action.

Caster Level: 12th; Prerequisites: Forge Ring,shocking grasp; Market Price: 10,000 gp; Cost toCreate: 5,000 gp + 400 XP.

Ring of Immaculate FormDescription: During the peak of the Titanswar,

life on the face of Scam was a constant battle toremain sane. The upheavals in the planet's surface,fire falling from the sky, and rampaging hordes oftitanspawn and divine servants were less troublesomein many ways than the recruiring effort. Servants ofthe Titans and gods would frequently bring magics tobear to create arrow-fodder for their sides in the war.Curses and shapechanging magics could easily catchan unsuspecting individual and transform her into abarely-humanoid creature forced to fight on the sideof those who had transformed her.

Some wizards attempted to set up a defenseagainst this chaos. Forging these rings, they wouldgive them to friends and loved ones that they couldnot protect at all times, giving them the chance toresist these obscene press gangs. A character wearinga ring of immaculate form will be bathed in restorativemagics should she ever be subjected to any curses orspells that would alter her form.

Powers: These devices possess two powers thatare used in sequence. Whenever form-altering mag-ics are cast on the bearer, a dispel magic (cast at the12th level of ability) is activated to remove theoffending magic. Subsequently, if the dispel magic isnot successful or the change was instantaneous, apolymorph other spell is cast, returning the bearer tothe form that was worn when the ring was put on.These powers can only be used once per day and do

R E L I C ! &. RITUAL! 2: LO!T

not differentiate between beneficial and malignchanges of the wearer's fotm (such spells aspolymorphself and alter self should be cast after removing thering).

Caster Level: 12th; Prerequisites: Forge Ring,dispel magic, polymorph other; Market Price: 33,600gp; Cost to Create: 16,800 gp + 1,344 XP.

Ring of the LoremastersDescription: The Library of Lokil has long held

a reputation as one of the greatest repositories ofknowledge. It maintains this reputation by sendingout apprentice and journeymen loremasters ro gatherknowledge of the world and thus increase rhe knowl-edge of the Library. Very often these rings are givento these information gathers to help them in theirquests for knowledge. These rings are made of simplesilver and ace engraved wirh runes that say "Knowl-edge is power."

Powers: When worn, these rings have their usercontinuously under the effects of the tongues spell.The wearer can also use the ring to detect magic at willand once per day use it to identify an item.

Caster Level: 5th; Prerequisites: Forge Ring,comprehend languages, detect magic, identify, tongues;Market Price: 38,000 gp; Cost to Create: 2 l,500gp+ 1.320XP.

RingofMesosDescription: Many of these rings were worn in

ancient times, long before the rise of the gods and theDivine War. Engraved with the symbol of the Sire ofSorcery, these archaic rings were worn by many ofMesos' most powerful servants, and mere possessionof a ring of Mesos was taken as strong evidence ofloyalty to the Titans during the Divine War. Afterthe Divine War, many of these ancient rings weredestroyed, though they remain coveted by the Cult ofMesos.

Powers: When worn by a sorcerer, aringo/Mesosdoubles rhe number of 1st to 4th level bonus spellsthat the sorcerer can cast per day, based on herCharisma attribute, and enables the sorcerer to castmetamagic spells more quickly. It does not grant anybonus spells of 5th level or higher. The wearer cancast any spell that she knows, augmented by anymetarnagic feat that she knows, without increasingthe action required to cast the spell. Wearers of a ringof Mesos suffer a -2 circumstance penalty on Cha-risma based skill and attribute checks with membersof the divine races.

Caster Level: 13th; Prerequisites: Forge Ring,haste, limited wish; Market Price: 100,000 gp; Cost toCreate: 49,250 gp + 5,440 XP.

Ring of PoisonDescription: These sinister rings come in two

forms: 70% are sacred to the followers of Belsameth andappear to be plain but elegant silver bands; the remain-ing 30% are druidic in origin and made of carved,

fr 176

unvarnished hemlock, usually consecrated ro Mormoor Chern. Whatever its form, a ringo/poison's functionis tl\e same: ro kill and sicken enemies surrepririously.Such a ring is acrivared with a mere thoughr, allowingirs wielder to inflicr irs deadly touch in a non-combatsiruarion without drawing attention to him- or herself.A creature who is afflicred with the delayed version ofthe ring's poison receives no indication that he or shehas been affected on initial contact, Thesesubtle rings,which are common among Belsarneth's high priestsand priestesses, are a central part of the reputation forextreme subtlety and deadliness owned by the Slayer'sfollowers.

Powers: The ring of poison allows the wielder todeliver a melee touch attack that is equivalent to apoison spell (Fortitude save DC 16) twice a day. Thewearer chooses ar the time of activation whether theinitial effects of the poison will occur immediately oncontact or 10 rounds after contact. Activating thering requires only a free action that does not draw anattack of opportunity, so the ring's wielder can sur-reptitiously inflicr its effect on a crearure that he orshe is already touching (e.g., in a handshake) withoutmaking an attack roll or initiating combat. Discharg-ing the ring's effect against a wary observer or anopponent in combat requires a standard melee touchattack action, however. Finally, the ring resists detec-tion effects as though ptotected by unondetection spellcast by a lOth-level caster.

Caster Level: 10th; Prerequisites: Forge Ring,Delay Spell, dispel magic or nondetectian, poison; Mar-ket Price: 27,500 gp; Cost to Create: 13,750 gp +1,100 XP.

RingofRiveningDescription: The Unfailing of Hollowfaust are

often called to defend their necromancer-chargesfrom the undead or to hunt and destroy intelligentundead drawn to the strong death energy surroundingthe City of Necromancers. In order to support theirwarrior brethren in these dangerous endeavors, thenecromancers forged rings of ripening, silver or plati-num rings engraved with the seven-arched symbol ofHollowfaust. Inspired by the bravery of the Unfailingand their effectiveness against the undead, EltamaTarn, Hollowfaust's first resident priest of Madriel,forged several of these rings (engraved with the spearand peacock feathers of Madriel, of course) for theOrder of the Morning Sky.

Powers: The wearer of a ring of rivenmg canignore the damage reduction of undead opponentsand inflict ctitical hits against undead creatures inmelee and ranged combat. The ring does not negatethe relative immunity of incorporeal undead againstdamage from a corporeal source. The wearer alsogains a +2 bonus on saving throws against life-drain-ing attacks that normally allow a save.

Caster Level: 7th; Prerequisites: Forge Ring,greater magic weapon, pro tectionfrom evil; Market Price:25,000 gp; Cost to Create: 12,500 gp + 1,000 XP.

CHAPTCR. Five: XMACIC ITEMS

I

Ring of Soul ProtectionDescription: The ring of soul protection was cre-

ated to give the wearer an edge against all forms ofevil, not just one specific enemy of the Order ofSilver. As such, the Order of Silver has spread thesecret of making these items far and wide, with thehope that giving enough of these rings to people willmake it next to impossible for the Order's supernatu-ral enemies from being able to gain footholds tospread evil.

Powers: When worn, this ring gives the wearera +2 deflection bonus to AC and a +2 resistancebonus on all saves against attacks from evil creatures,and it also prevents attempts to possess or exercisemental control over the wearer,

Caster Level: 5th; Prerequisites: Forge Ring,protection from evil; Market Price: 12,000 gp; Cost toCreate: 6,000 gp + 480 XP.

Ringof SovereigntyDescription: The priests of Chardun originally

forged the rings of sovereign!)!, though the faiths ofBelsameth and Enkili have also learned to makesimilar rings. These gem encrusted rings are worn byhigh ranking members of all three faiths, as well aspowerful secular allies, and they underscore the powerof the nobility in Dunahnae and Calastia.

Powers: A ring of sovereignty strengthens thewearer's magic, resolve, and personality. The ringprovides a +3 bonus to the spell save DC of allEnchantment spells of the Charm and Compulsionsubtypes cast by the wielder and provides the wielderwith a +3 citcumstance bonus on all Intimidatechecks.

Caster Level: 5th; Prerequisites: Forge Ring,aura of menace*; Market Price: 20,180 gp; Cost toCreate: 10,090 gp +• 807 XP.

Ring of TurningDescription: The ring of turning was first created

by the Order of Silver cleric Zander Toth, whosechildhood village and family were slaughtered by anUnhallowed Faithless Knight, The boy escaped byvirtue of a wander ing pa lad in and dedicated his life toCorean.

The ring of turning was the first ring that heforged. It has since become one of the most commonto be found among the members of the Order ofSilver. The ring is made from a bright white gold thatseems to be lit from the inside and is inscribed withrunes that read "Shine Forth." These letters will glowa fiery read whenever an attempt is made to turn theundead.

Powers: A ring of turning when worn by a classrhat can turn the undead gives the wearer a + 4 sacredbonus to a turning check and +2d6 turning damage.

Caster Level: 9th; Prerequisites: Forge Ring,halhw; Market Price: 12,000 gp; Cost to Create:6,000 gp +2,400 XP.

Table 6-8: RodsMedium Major Rod

vigilant's rod

shadoivjester's wand

wolf en rod

animator's rod

01-40

41-70

71-00 01-60

61-00

Market Price

1,620 gp

10,500 gp

S7.600 gp

75,000 gp

The following descriptions detail specific typesof magic rods,

Animator's RodDescription: Crafted from bone and topped by a

skull, true animator's rods are created only by theAnimator's Society of Hollowfaust. Possession of ananimator's rod within the domain of Hollowfaustwithout permission of the Sovereign Council is acrime punishable by final forfeiture because of theirpotential to disrupt severely the ordered workings ofHollowfaust iansociety. The rods are normally wieldedonly by masters and high ranking members of theAnimatot's Society, who use the rods to maintainand control the servitot undead and constructs thatare vital to Hollowfaust's defense.

Powers: Ananirrwtor's rod enables a necromancerto rebuke undead as though he were a neutral cleric ofequivalent level. The owner may use this power anumber of times per day equal to his Charisma bonus.If the wielder is a cleric or has levels in rhe animator orcrypr lord prestige classes (see, respectively,Hollowfaust: City of Necromancers and Relics &Rituals), or any other class that grants the ability toturn/rebuke undead, the wielder adds his necromancerlevel to his effective turn/rebuke undead level but doesnot gain additional turn/rebuke attempts per day.

An animator's rod also enables the wielder torebuke any construct created by the guildsmen of theCity of Necromancers (ash golem, osseous calabra,risen, etc.; see Hollowfaust: City of Necromancers)just as the wielder can rebuke undead. Undead andconstructs created in Hollowfaust also halve theirnumber of HD when resisting the wielder's rebukeattempts. The rod also enables any of thenecromancer's spells toaffect any construct or undeadcreated in Hollowfaust, regardless of the specificimmunities normally granted the golem, construct,or undead creature.

Finally, the rod doubles the number of undead thatthe wielder can animate with a single casting of theanimate dead spell, though the caster is still limited tocontrolling 2 HD/caster level at any one time.

Caster Level: 13th; Prerequisites: Craft Rod,animate dead, control undead; Market Price: 75,000 gp;Cost to Create: 37,500 gp + 3,000 gp; Weight: 5 Ib.

Shadow-jester's WandDescription: Like its more powerful cousin, a

shadowjes ter's wand is more properly classified as amagic rod rather than a wand. Smaller and less

RELICJ &. RITUXLJ 2: LOST

powerful than the tairfequm's wand, it is wielded bythe misshapen, dwarfish shadowjesters of the Carni-val of Shadows (see Creature Collection II: DarkMenagerie, page 33). It resembles a short rod, toppedwith a laughing jester's head.

Powers: A shadowjester's wand is a use-activatedmagic item that can be wielded like a club. Once perround, the wielder can use the jester's head to makea melee touch attack and inflict, light wounds as per thespell. Alternatively, the wielder can strike with thebase of the wand and cure light, wounds (heals ld8+3points of damage).

Caster Level: 3rd; Prerequisites: Craft Rod,cure light wounds, inflict light wounds; Market Price:10,500 gp; Cost to Create: 5,250 gp + 420 XP;Weight: 5 Ib.

Vigilant'sRodDescription: Vigilants in the service of Vesh

often find themselves working in isolation, with fewresources. Making scavenged animal corpses edible,fixing damaged gear, providing water, healing inju-ries, and providing light in an emergency, these rodsare often all rhat keep vigilants alive in Ghelspad'sharsh wilds.

Powers: Upon speaking the command word, thevigilant'$ rod uses one charge to cast create water, cureminor wounds, mending, light, vr. purify food and drink.It has five charges per day.

Caster Level: Isr; Prerequisites; Craft Rod,create water, cure minor wounds, light, meriting, purifyfood and drink; Market Price: 1,620 gp; Cost toCreate: 810 gp +• 65 XP; Weight: 5 Ib.

WolfenRodDescription: On one end of this polished wooden

rod is the metal head of a snarling wolf and on theother is a wolfs paw with sharp claws. During theDruid War, the elves of the Ganjus were aided by thedescendants of Moon-in-Eyes, the Eldest Beast of thewolves. Th is massivepack of intelligent wolvesformedan army that aided Denev's children in defendingtheir forest. After the war, elven druids and sorcerersjoined forces to create rods that would call their alliesto them in times of need.

Powers: The wolfen rod can be used to attack asa +3 heavy mace. Once per day, the possessor of therod can summon either Id4+l ordinary wolves or 1dire wolf. Also, once per day, if its possessor howls likea wolf, the rod amplifies and transforms the howl intoa loud, terrifying sound. Foes within 60 feet who canhear the sound must succeed at Will save (DC 16) orsuffer the effects of a fear spell.

Caster Level: 7th; Prerequisites: Craft Rod,fear, summon nature's ally IV; Market Price: 37,600gp; Cost to Create: 18,800 gp +• 1,504 XP; Weight:51b.

Table 6-9: Scrolls

.Scrolls

First-Level Arcane SpellsRoll

01-0405-0?

10-B14-18

19-2223-27

28-32

33-37

38-42

43-48

4?- 5251-585?-65

66-7172-77

78-82

83-88

8?-?3

?4-00

Spell

aura of menace

bladethtrst

Blaise's blazing beads

bolt of power

chill weapon

clawstrike

cobwebs

detect shapechangers

Elina's wardrobe

field of razors

foreaction

locate oasis

locate water

mask magic

serpents' stare

spirit watch

stone bolt

summon (specific creature) '

web sphere

Market Price

25 9P

25 UP

25 gp

25 gp

25 gp

25 gp

25 gp25 gp

25 gp

25 gp

25 gp

25 gp

25 gp

1.?60gp

25 gp

25 gp25 gp

25 gp

25 gp

CHAPTER FIVE: MAC1C

Second-Level Arcane SpellsRoll

01-04

05-08

09-11

12-14

15-18

19-21

22-25

26-2?

30- 13

34-17

38-41

42-45

46-52

53-56

57-60

61-65

66-70

71-78

79-81

84-88

69-92

93-76

97-00

Spell

bed bug bites

bend sounds

blind mark

bull's grace

burning sight

chaos flame

continual heat

downdraft

dragonflight

dragonhide

dying breath

Fanning the flames

fountain of blood

iceshards

Keshmeeri refuge

netherbtade

nose of the rat

Rie 's lustful gaze

shocking missile

soul blast

summon (specific creature)

verisimilitude

weeping fool

Market Price

150 gp

150 gp

150 gp

150 gp

150 gp

150 gp

150 gp

150 gp

150 gp

150 gp

150 gp

150 gp

150 gp

150 gp

150 gp

150 gp

150 gp

150 gp

150 gp

150 gp

' 150 gp

150 gp

150 gp

Third -Level Arcane SpellsRoll

01-03

04-06

07-10

tl-14

15-17

20-24

25-10

31-15

36-42

43-48

49-53

54-58

59-65

66-72

71-78

79-81

84-90

91-75

96-00

Spell

arcane parry

Austlman *s violent scream

battle projection

bones of silver

chains of binding

detect dreams

farfinger

greater bend sounds

lesser turn resistance

malaise

malicious image

lure

missile storm

spy senses

summon (specific creature)

vampinc weapon

Vangal's blessing

veil of lust

virtue 's curse

Market Price

375 gp

375 gp

375 gp

425 gp

375 gp

375 gp

375 gp

375 gp

375 gp

175 gp3r

375 gp

175 gp

375 gp

375 gp

•i75gp

375 gp

375 gp

375 gp

375 gp

Fourth-Level ArcaneSpellsRoll

01-01

04-06

07-09

10-12

13-15

16-1?

20-22

23-27

28-33

14-38

19-42

Spell

accelerate reflexes

affliction

bath of purify

Blaise 's bead of frost

Blaise 's blasting bead

Blaise 's lucky bead

bloodied blade

bones of iron

earth blast

enduring webs

enhanced senses

Market Price

700 gp

700 gp

l,075gp

700 gp

700 gp

700 gp

700 gp700 gp700 gp700 gp700 gp

43-4546-4950-54

55-5758-6162-6566-6?70-7273-7576-6081-8485-8990-9394-9796-00

Fifth-

Roll01-0405-1011-1516-2021-2526-2829-3114-3738-4142-4546-4950-5251-5556-5859-6261-6667-7071-7475-78•"7O 0 179-6384-8687-9293-9697-00

Sixth-Roil01-03

04-08

09-12

13-21

22-29

10-13

14-17

38-42

43-50ci to51-37

60-6768-7273-7879-8687-9495-00

frostform 750 gp

Gaurak *s corpulence 700 gp

greater spectral hand 700 gp

hold stone 700 gp

iron butterflies 700 gp

tesser timebeal 800 gp

persistent missiles 700 gp

gu/cfc /earn 700 gp

repaw cteat/ 700 gp

sap strength 700 gp

shadow chains 700 gp

spell wall 800 gp

summon (specific creature) ' 700 gp

Taten 's maligned performance 700 gp

Tanil's spectral archers 700 gp

Level Arcane SpellsSpell

beetle swarm

Btaise's iron bead

boneblades

darksoul

dreadmantle

enchant spirit doll

essential blade

Gtilaben's ecstasy

gullibility

legion's march

mana sink

Mesos' vengeance

netherblast

netbershteld

scry blast

sigiloffire

sigilofice

slow the years

speed the years

Stelan s blood tentacles

summon (specific creature)'

Thulkas' Fury

travel tracker

turn resistance

Market Price

1,125 gp

1,125 gp

1,125 gp

1,125 gp

M25 gp

3,625 9p

1,125 gp

1,125 gp

1.125 gp

1125 gp

1,125 gp

1,125 gp

U25 gp

1,125 gp

U2S gp1,125 gp

1,125 gp

U25 gp

1,125 gp

1.125 gp

1,125 gp

1,125 gp

l,625gp

1,125 gp

-Level Arcane SpellsSpdAbnndel's Prism Cloak

avalanche

blade meld

bones of adamantine

Chern's exhalation

chill gaze

deep sleep

mass true strike

plague touch

shade storm

sigilofooze

summon (specific creature) '

Takn's confounding battlefield

touch of madness

transform dead

undeadcrew

Market Price

1.650 gp

1,650 gp

1,650gp

l,650gp

1,650 gp

1,650 gp

1,650gp

1,650 gp

1,650gp

1,750 gp

1,650 gp

1,650 gp

1,650 gp

1,650 gp

1,750 gp

1,650 gp

,

I

RELICS & RITUAL5 2: LOJT LOfU

SeventhRoll01-0?

10-1713-29

29-SB

3?-4B49- 58

5?-68

6?-78

7f-fQ?1-00

Level Arcane SpellsSpelldark lightning

divine protection

ease the ages' burden

greater timeheal

greater turn resistancehammer and anvil

Mesas' containment

stop the years

summon (specific creature)

Market Price

2,275 gp

2,275 gp

62,500 gp2,275 gp

7,275 gp

Spellelemental kiss

healing interdiction

negative energy geyser

soul disk

summon (specific creature) '

virulence

Eighth-Level Arcane SpellsRoll

01-1718-3435-5152-67

68-63

84-00

Ninth-Level Arcane SpellsRoll

01-1716-5435-5152-67

68-8364-00

Spdl

censure of Mesos

cone of oblivion

dagger ofundeath

mindwrack

summon (specific creature)'

tendrils of eternal night

2,275 9P

2,275 gp

2,275 gp

* 2,275 gp

Market Price3,000 gp

3,000 gp

3,000 gp

3,000 gp

3,000 gp

3,000 gp

Market Prico13,?25 gp

3,825 gp

3,625 gp

4,325 gp

3,825 gp

4.525 gp

First-Level Divine SpellsRoll Spell Market Price

01-15 bedbugbites 25gp

16-30 body of sand 25 gp31-48 call animal companion 25 gp

47-64 champion swimmer 25 gp

65-70 decompose 25 gp71-80 detect shapechangers 25 gp

8t-?0 locate oasis 25 gp

?1-00 locate water 25 gp

Second-Level Divine SpellsRoll Spell Market Price

01-08 aura of menace 150 gp

0?-I5 bane of the forge 150 gp

16-20 bolt of power 150 gp21-25 bread of life 150 gp

26-30 burst of energy 150 gp

31-34 curse of the firefly 150 gp

35-38 curse of solidity 150 gp

39-42 derythcal! 150 gp

43-46 downdraft 150 gp

4?-52 fanning the flames 150 gp53-5? force of will 150 gp

60-66 Keshmeeri refuge 150 gp

67-75 lure 150 gp

76-82 ricochet 150 gp

83-?3 serpent's stare ISO gp

?4-00 virtue's curse 150 gp

Third-Level Divine SpellsRoll Spell

01-14 earth blast

15-30 earthen screen

31-45 enhanced senses46-60 fountain of blood

61-75 Hedrada's justice

75-70 tceshards71-00 repairdead

Fourth-Level DivineSpellsRoll Spell

01-10 armor of brambles

11-22 bioodwater

23-35 bloodied blade

37-50 frostform

51-60 holdstone

61-72 omniscience

73-79 quick learn

80-86 unwavering ally

87-73 Vangal's blessing94-00 wrath of Uutkas

Fifth-Level Divine SpellsRoll

01-0607-1213-1817-2827-3637-424S-48

47-5455-60

6t-66

67-7273-7879-86

87-7374-00

Spedboneblades

darksoul

demonbane

Denev'sleap

essential blade

legion's march

Lethene's inner storm

plague touch

profane stare

righteous charge

sap strength

scent of the hunted

slow the years

speed the years

touch of renewal

Sixth-Level Divine SpellsRoll Spell

01-25 avalanche

26-50 Blaise's,ronbead

51-75 Chern's exhalation76-00 fhulkas'fury

Seventh-Level DivineSpellsRoll Spell

01-20 charm's aegis21-40 divine protection41-60 elemental kiss

61-80 stop the years

81-00 virulence

Eighth-Level Divine SpellsRoll Spell

01-25 Chardun's branding

26-50 Corean s fire

51-75 healing interdiction76-00 stone assault

ISO

Market Price375 9P

375 gp

375 gp375 gp375 gp375 gp375 gp

Market Price700 gp700 gp700 gp750 gp700 gp700 gp700 gp

700 gp700 gp700 gp

Market Price1,125 gp

1.125 gp

1,125 gp

1,125 gp

U25 gp

U25gp

U25gp

U25 gp1,125 gp

1,125 gp

1,125 gp

U25 gp

1,125 gp

1,125 gp

1,125 gp

Market Price

1.650 gp

1,650 gp

l,650gp

1,650 gp

Market Price2,275 gp

2,275 gp

2.275 gp

2.275 gp2,275 gp

Market Price

3,000 gp3,000 gp

3,000 gp3,000 gp

C H A P T E R FIV6:

Ninth-Level DivineSpellsRoll

01-3435-67

66-00

Spellcensure of Mesas

dagger ofundeath

holy war

Market Price

13,<?25 gp

3,825 gp

3,825 gp

StaffsTable 6-10: StaffsMedium Major Staff

staff of craftsmanship

staff of subterfuge

staff of order

staff of night everlasting

staff of Madriet

staff of the forsaken

Calastian battle staff

staff of meteoric fire

Market Price

43,093 gp

56,694 gp

60.036 gp

74,487 gp117.000 gp

117.937 gp168,912 gp

228,687 gp

specific types

01-16 01-0817-32 0<M6

33-48 17-25

49-64 26-40

65-60 41-55

8t-90 56-70

91-00 71-8566-00

The following descriptions detailof magic staffs.

Calastian Battle StaffDescription: One of the most feared weapons of

the Calastian battle-mages, these staffs are crafted ofstout hardwood and shod at hoth ends with steel ortnithral caps and covered in silver runes of arcanepower.

Powers: A Calastian battle stasis a +1 staff of spellstoring capable of casting the following metamagicallyenhanced and srandard spells:

• Enlarged cone of cold (1 charge, DC 17, 15d6damage)

• Empowered fireball (1 charge, DC 14, 15d6damage)

• Empowered lightning bolt (1 charge, DC 14,15d6 damage)

• minor globe of invulnerability (2 charges)• magic missile ( I charge, 5 missiles, Id4+l dam-

age each)• shield (1 charge)Caster Level: 15th; Prerequisites: Craft Magic

Arms and Armor, Craft Staff, cone of cold, fireball,lightning bolt, magic missile, minor globe of irH'ulneraM-ity, shield; Market Price: 168,912 gp; Cost to Create:84,756 gp + 6,732 XP; Weight: 4 Ib.

Staff of CraftsmanshipDescription: This staff is made entirely from

black iron, with a small anvil on the top. If held in themoonlight, silver nines hidden along the shaft arerevealed. It was first created by the rune wizardHaraduk in an attempr to reduce the time required tocreate weapons and armor.

Powers: The staff grants its user a +5 compe-tence honus to any Craft skill check and allows theuse of the following spells:

• minor creation {1 charge)• fabricate (2 charges)

• major creation (2 charges)Once all charges are expended, the silver runes

disappear, leaving only the +5 competence bonus ineffect,

Caster Level: 12th; Prerequisites: Crafr Staff,crearor musr have at least 10 ranks in any craft skill,fabricate, major creation, minor creation; Market Price:43,093 gp (1,000 gp for drained staff); Cost to Cre-ate: 21,546gp + 1,724 XP; Weight: 10 Ib.

Staff of the ForsakenDescription: This staff resembles an elongated,

polished bone inscribed with the faces of wailing andtormented elves. Unsettling to behold, it was origi-nally created by the forsaken eif wizard Aerian afterthe death of the elf god and the defeat of Chem.Aerian traveled throughout Termana, Ghelspad, andbeyond searching fora way to recover his lost god, butto no avail. Though Aerian has not been seen forseveral decades, at least two copies of his staff haveappeared in Glivid-Autel and Hollowfaust. TheChorus of rhe Banshee, one of the ruling guilds ofHollowfaust, is known to have paid a king's ransomfor one of these staves.

Powers: The haunting staff of the forsaken allowsuse of the following spells:

• wail of the banshee (2 charges, DC 23)• doomwail (1 charge, DC 17)• phantom howl (I charge, DC 13)Caster Level: 17th; Prerequisites: Craft Staff,

doomwail, phantom howl, wail of the banshee; MarketPrice: 117,937 gp; Cost to Create: 58,968 gp + 4,717XP; Weight: 4 Ib.

i

RELICS 8k RITUALS 2: LOST LOK.E

Staff of MadridDescription: A beautiful staff of white ash en-

graved with silver runes sacred to the Redeemer, astaff of Madriel is a potent magic item that seeks toemulate the righteous yet compassionate fury of theFirst Angel of Mercy. Holy to the followers of Madriel,many of these staves were used to great effect duringthe Divine War as both weapons of defiance andinstruments of healing. Particularly potent againstthe undead, these staves are prized above all others bytheOrder of the Morning Sky. Exemplify ingMadriel'srighteousness, it is said that a staff of Madriel willshatter if ever used in an evil cause.

Powers: A staff of Madrid is a staff that shedslight in a 20 foot radius at will. It allows use of thefollowing spells:

• sunburst (2 charges; DC 22)• sunspear (1 charges; DC 14)• searing light (2 charges; DC 14)• daylight (1 charge)• lesser restoration (1 charge)• cure moderate wounds (1 charge, cures 2d8+10

hit points)When using the staffs sunspear spell, the staff

itself ttansfotms into a shining spear of light,Caster Level: 15th; Prerequisites: Craft Staff,

creator must be a good-aligned worshiper of Madriel,cure moderate wounds, daylight, holy smite, lesser resto-ration, plane shift, searing light, sunburst, sunspear;Market Price: 117,000 gp; Cost to Create: 58,500 gp+ 4,680 XP; Weight: 4 lb.

Staff of Meteoric FireDescription: Ectorios was the most feared war-

rior-mage of his age and one of the most powerfulevokers of any era. Known to have obliterated entirelegions with his magical might, he crafted the staff ofmeteoric/ireat the heightofhisarcane power, Ecroriosconsidered the staff to be his crowning achievemenrand wielded it without mercy until he was finallydefeated by a ttio of his fellow war-mages, horrified byhis excesses. At that time, the staff came into thepossession of a secret cabal of Ledean fighter-wizards,but with the fall of that order against Mesos at thestart of the Divine War, the staff was lost or destroyed.Legends of the staff's power persist, however, and thebattle-mages of Calastia are known to be activelyresearching a way to duplicate the staff's powers.

Powers: The staff of meteoric fire allows use of thefollowing spells:

• meteor swarm (2 charges, DC 23)• fireball (1 charge, DC 14, 10d6 damage)• protection from elements (fire) (1 charge)• flaming sphere (1 charge, DC 13}• flame bolt (I charge, 9 missiles, Id4+l damage

each)• burninghands (1 charge, DC 11, 5d4 damage)

The wielder of the staff of meteoric fire and allwithin 10 feet of the staff are protected from fire as ifeach were wearing a ring of major elemental resistance(fire), negating the first 30 points of fire damage perround.

The staff can also absorb spells with the firedescriptor in a manner similar to a rod of absorption,gaining 1 charge per level of spell absorbed. Becausethe staff does not communicate the level of the spelldirected at the wielder, absorbing spells does carrysome risk, and exceeding the 50 charge limit of thestaff causes it to explode in a manner similar to aretributive strike (see the DMG, Chapter 8, "Staff ofPower").

Caster Level: 17th; Prerequisites: Craft Rod,Craft Staff, burning hands, fireball, flame bolt, flamingsphere, meteor swarm, protection from elements (fire),spell turning; Market Price: 228,687 gp; Cost toCreate: 114,344 gp + 9,147 XP; Weight: 4 lb.

Staff of Night EverlastingDescription: Before the fall of the Penumbral

Pentagon beneath the city of Mithril, the dark elfDar'Tan spent much of his time devising new plotsand crafting ingenious magical items. The staff ofnig/it everlasting is one of his most dangerouscreations.

Made of a 6-foot length of ivory painted blackwith soot and capped with a piece of obsidian craftedin the shape of the crescent moon, the staff of nighteverlasting was to be a tool to help Dar'Tan achieve hisdream of forever shroud ing the world in darkness. Formany weeks he toiled in his laboratory, perfecting rhedetails on the staff that would forever cover theScarred Lands in an impenetrable cloak of night.

Before the staff could be given the final enchant-ments it needed to become a true artifact, the paladinBarconius laid siege to the Pentagon. While not quitethe weapon he had hoped, the partially finished staffproved to be very powerful all the same, assistingDar'Tan in battle against Barconius and his paladins.The staff was lost in battle, however, and much of itsmagic was drained. Today, the Penumbral Lord toilsin his mountain of shadow devising a new staffofnighteverlasting, which he hopes will allow him at last toachieve his dark goals.

Powers: The staff of night everlasting is a +2quarterstaff. Whenever it strikes an opponent incombat, it automatically casts darkness centered onthe point of impact. This cast ing does not expend anycharges, and the wielder of the staff is able to seewithin the darkness as if he had the improveddarkvision Penumbral Lord ability (see Relics &Rituals, page 16).

When rhe command word is spoken, the staffcan cast any of the following spelts.

• gloom* {1 charge)• darkness (1 charge)• DarTon's shadow bolt* (2 charges; DC 14)• cwrwm of darkness* (2 charges)

CHAPTER Five: MAC1C ITEMS

In addition to these abilities, the staff of nighteverlasting may be used as a substitute for the materialcomponent and XPcost required tocast eclipse. Usingthis power drains the staff of all remaining charges,causing it to become a +2 quarters taff with no specialabilities. The staff must have at least 20 chargesremaining to use this power.

Caster Level: 1 5th; Prerequisites: Craft Magi-cal Arms and Armor, Craft Staff, curtain of darkness,darkness, DarTan's shadow bolt, gloom creator musthave 5 levels in the Penumbral Lord prestige class;Market Price: 94,487 gp; Cost to Create: 72,544 gp+ 6,755 XP; Weight: 4 Ib.

Staff of OrderDescription: As Hedrada strove to persuade the

other gods that war against their titan progenitors wasnecessary, he knew that his own followers had toprepare for the inevitable conflict. Orderly thoughtand calm resolve in the face of the generally morechaotic titans were required if there was to be anychance of victory. These staves were created to boostthe alteady steely resolve and preternatural serenityof the Lawgiver's faithful clerics.

A staff of order is 6 feet long and made of perfectlysymmetrical white ash, topped with a roundcrysral orb.

Powers: A. staff of order is a +1 lawful quarters taffand has the following additional powers:

• cairn emotions (1 charge; DC 13)• Hedrada' s balance* {1 charge)• magic circle against chaos { 1 charge)• order's wrath (2 charges, DC 16)Caster Level: 7th; Prerequisites: Craft Staff, cofm

wrarfi,castermust be lawful; Market Price : 60 ,03 8 gp; Costto Create: 30,319 gp + 2,378 XP; Weight: 4 Ib,

Staff ofSubterfugeDescription: The first of these staffs is said to have

been created by the goddess Idra herself as a gift to oneof net most favored servants (and, legend holds, herlover), a particularly inquisitive and skillful sorcerer/rogue now remembered only us "The Hound. "Even theHound's race and sex are uncerrain today. All that isknown for sure is that when this herald decided to sniffout a secret, no amount of precaution was sufficient tokeep that secrer safe from Idra's chosen one.

The exact fate of this fabled spy is unknown,Perhaps the bold rogue poked into a secret too dan-gerous and too great for even a be ing of enormous skillto overcome. The Hound may simply have died fromold age, or perhaps he still lives and serves Idra quietlyto this day. In a strange, ironic rwisr, the Hound's fatehas become another secret to be searched out. What-ever that fate might be, the one secret the Hound didshare was how to creare the staff of subterfuge, and afew have been seen on Ghelspad and Termana.

Powers: A staff of subterfuge is a +2 defendingquarterstoff with a special glarner that allows its user to

alter its outward aspect at will. This change in appear-ance is limited to appearing as a weapon, staff, walkingstick, or object of roughly similar shape and size, how-ever. This alteration can only be spotted with true seeingorsimilar magic. When not changed by thisglamer, thestasis unremarkable in appearance, looking much likeany other walking stick. Also, note that the defendingqualiry of the staff is only on one head of the quarterstaff.

The staff of subterfuge has the following addi-tional abilities:

• alter self (\ charge)• clairaudience/clai™o;)£mce (1 charge)• gaseous form (2 charges)• improved nwisib^ty (2 charges)Caster Level: 7th; Prerequisites: Craft Staff,

alter self, clairaudience/clairvoyance, gaseous form, im-proved invisibility, shield; Market Price: 56,694 gp;Cost to Create: 28,647 gp + 2,244 XP; Weight: 4 Ib.

WnndsTable 6-11:Minor Medium

01-05 -

06-10 -

11-16 01-04

17-22 05-08

23-27 0?-12

28-32 13-16

33-40 17-22

41-4? 23-28

50-55 2?-32

56-60 33-36

61-64 37-40

65-68 41-43

b?_72 44-46

73-76 47-50

77-80 51-53

81-84 54-57

85-88 58-60

8<?-?5 61-65

76-00 66-70

71-76

77-78

7<?-81

82-84

&5-66

87-?0

?1-<?4

75-98

??-00-.--.....

WandsMajor Wand

Elina's perfume

Filch

bladethirst

8laise's blazing beach

bolt of power

chill weapon

field of razors

stone bolt

weather lore

web sphere

continual heat

dragonflight

dragonhide

fanning the flames

iceshards

Keshmeeri refuge

netherblade

ricochet

soul blast

01-08 chains of binding

0?-I5 earthblast

16-22 earthen screen

23-27 enhanced senses

28-33 Hedrada's justice

J4-40 missile storm

41-46 repair dead

47-52 vamptric weapon

53-60 Vangal's blessing

61-64 accelerate reflexes

65-68 armor of brambles

6?-72 Blaise's bead of frost

73-76 Blaise's blasting bead

77-80 Slatse's lucky bead

61-86 bloodied blade

67-?2 iron butterflies

?3-?6 persistent missiles

?7-00 wrath of Thulkas

Market Price

375 gp

375 gp

750 gp

750 gp

750 gp

750 gp

750 gp

750 gp

750 gp

750 gp

4,500 gp

4,500 gp

4,500 gp

4,500 gp

4,500 gp

4,500 gp

4,500 gp

4,500 gp

4,500 gp

1 1,250 gp

11,250 gp

1 1,250 gp

11,250gp

11,250 gp

11,250 gp

11,250 gp

11,250 gp

11,250 gp

21,000 gp

21,000gp

21,000 gp

21,000 gp

21,000gp

21,000 gp

21,000 gp

21,000 gp

21,000 gp 183 'J

RtLICI &. RITUXLS 2: LOST

Wondrous ItemsTable 6-12: Minor Wondrous ItemsRoll Item MarketPriee

01-05 helping hand 25 gp

06-0? wood elf fetish, eagle 600 gp

10-B wood elf fetish, green man 600 gp

14-17 wood elf fetish, squirrel 600gp

18-21 lungwater venom 800 gp

22-25 wood elf fetish, hawk 1,000 gp26-2? wood elf fetish, raven 1,000 gp

30-33 chisel of the rune, sleep 1,350 gp

34-37 wood elf fetish, stone mask l.?00 gp

38-41 anvil of craftsmanship 2,000 gp

42-46 cloak of comfort 2,500 gp

47-50 dwarven brewing barrel 2,500 gp

51-55 talisman of the dove 2,000 gp

56-5? blastspike 3,000 gp

60-63 boots of the huntress 3,000 gp

64-67 stone of sharpening 4,000 gp

68-71 chisel of the rune, darkness 4,500 gp72-75 amulet of deconstruction 5,000 gp

76-7? censer of parting the veil 5,000 gp

80-83 magma lamp 5,500 gp84-87 minor took of arcane thievery 6,000 gp

88-?l Corean's clasp 6,480 gp

?2-?5 sacredbough 6,600 gp

?6-00 minor symbol of turning 7,025 gp

Table 6-13: Medium Wondrous ItemsRoll Item MtriutPrice

01-05 owlhelm 8,000 gp

06-10 eyes of accuracy ?,000 gp

11-15 bone cage bead ?,600 gp

16-1? chardum amulet of armor 10,000 gp

20-24 renown banner 10,000 gp

25-2? key clay 10,800 gp

30-34 wolf helm 11,200 gp

35-38 chisel of the rune, fire ll,250gp

3?-43 peacekeeper's light 11,250 gp

44-48 gem of forewarning 12,000 gp

47-55 homonculvs orb 12,000 gp

54-58 ranger's cloak 12,000 gp5?-63 amulet of Chern's contagion 15,000 gp

64-67 graveskull 15,000 gp

68-72 formulary of Corean 16,250 gp

73-77 boar helm 16,600 gp

78-82 major took of arcane thievery 18,000 gp

83-87 echo stone 20,000 gp

88-?l horseshoes of earth-shattering 20,000 gp?2-?6 warrior's vambraces 21,800 gp

?7-00 ashen officer's battle gatmHets 27.000 gp

Table 6-14: Major Wondrous ItemsRoll Item KfafcetPttce

01-05 heron mask 52,400 gp

06-11 chains of Chardun 46,000 gp

fZ-15 courtesan's garb 68,000 gp

16-20 death cloak, zombie 50,000 gp

21-26 blood mask 50,400 gp

27-32 death cloak, ghoul 58,000 gp

33-3? bandolier of Neth 72,000 gp

40-46 sorcerer's crystal 72,000 gp

47-52 viper teeth 72,000 gp

55-58 quarlamhinue 72,B8 gp

5?-64 jester's mask of Lokil 80,000 gp

65-70 death cloak, wight 82,000 gp

71-76 eyes of Albadian ice ?5,000 gp

77-82 death cloak, mummy 114,000 gp

83-88 asaatthi serpent helm 117,000 gp

B?-?4 death cloak, vampire I50,000gp

?5-00 death cloak, lich 22fl,000gp

The following descriptions detail specific won-drous items.

Amulet of Chem's ContagionDescription: This foul amulet is commonly worn

by druids of Chern, who use it to spread death anddisease in the name of their fallen Titan. Somefollowers of Vangal have been known to wield theseterrifying tokens as well, however, undoubtedly hav-ing won them from titanspawn.

Powers: When worn by a druid of Chern, anamulet of Chem's contagion enhances any contagion(seePHB, Chapter I I , Spells) spell cast by the druid.A contagion spell cast while wearing the amulet has aduration of 1 round per level, rather than instanta-neous, allowing the caster to affect multiple targets{each with a melee touch attack) witha single castingof the spell.

Caster Level: 5th; Prerequisites: Craft Won-drous Item, contagion; Market Price: 15,000 gp; Costto Create: 7,500 gp + 600 XP; Weight: -.

Amulet of DeconstructionDescription: Faced with the near endless armies

of golems and constructs of the dark elves of DierDrendal, the rune wizards of Burok Torn have craftedthese amulets to combat the minions of Nalthalos.

Powers: The wearerofanamwleto/deconstrwcrioncan inflict critical hits upon and ignore the damagereduction of golems and consrructs in melee combat.

Caster Level: 5th; Prerequisites: Craft Won-drous Item, greater magic weapon, shatter; MarketPrice: 5,000 gp; Cost to Create: 2,500 gp + 200 XP;Weight: -.

Anvil of CraftsmanshipDescription: In an attempt to decrease the con-

struction time of weapons and suits of armor, thedwarven rune wizard Haraduk of Burok Torn crearedthe anvil of craftsmanship, increasing the skill andability of any smith that uses it.

Powers: The anvil of craftsmanship grants its usera +10 competence bonus to any Craft check involv-ing the construction of an iron or other metal object.

Caster Level: 5th; Prerequisites: Craft Won-drous Item, quick learn**; Market Price: 2,000 gp;Cost to Create: 1,000 gp + 80 XP; Weight: 125 Ib

CHAPTER. FIVE:

Ashen Officer's Battle GauntletsDescription: These gauntlets are awarded to

decorated officers of the Ashen Legion. Among mer-cenaries, these items are considered a badge of honor,and those who wear them are afforded great respectand admiration, especially those who have beenawarded more than one. The mercenary with themost gauntlets is the Ashen Legionnaite KorwikSteig. Once a HoHowfaust guardsman, Korwik hasreportedly turned down further promotions in orderto remain a field officer. He keeps the index fingers offive gauntlets on a sturdy leather necklace and wearsa sixth.

Many superstitions surround the use of thesegauntlets. The most common is known as the "curseof the last pearl." It is said that a commander who useshis last pearl will be disastrously defeated, and hissoldiers will come to grief, since use of the last pearlis considered proof that an officer has lost his will andmartial prowess and relies only on his gauntlet tosucceed. For this reason, most officers {includingKorwik, who is known to take all legion traditionsvery seriously) will not spend the final pearl and soretire their gauntlet with but a single pearl remaining.

This item will function for anyone who wears it,even if he is not a member of the Legion of Ash.Needless to say, any outsider who wears an ashenofficer's battle gauntlet risks fearful revenge from mem-bers of the Legion. Some rival mercenary commandersand warlords nevertheless wear looted gauntlets toshow their contempt for the Ashen Legion and itstraditions.

Powers: Masterwork gauntlets crafted of darkmetal, these items confer a +2 deflection bonus totheir wearers' AC. Along the wrist guard are threerows of five pearls, 15 in all, carefully set into thesteel. Each pearl allows the wearer to activate a truestrike (+20 to the next attack). Activating a pearl isa free action and causes the peat! to fall from itssetting, transforming into a glass bead of no value. Ifall of the pearls have been expended, the gauntletloses all magical abilities and bonuses.

Caster Level: 8th; Prerequisites: Craft MagicArms and Armor, true strike; Market Price: 27,000gp; Cost to Create: 13,500 gp + 540 XP; Weight: 2lb.

Asaatthi Serpent HelmDescription: Decadent and cruel in their wor-

ship of the Serpenttnother, the reptilian asaatthiwere infamous for their powerful wizardry and snake-inspired magic items. One such item was the asaatthiserpent helm. Worn by the dreaded asaatthi slayers,these helms were gruesome items of fell power. Anabomination to the divine taces, the helms werecrafted at the height of asaatthi power and resemblednothing less than the Mother of Serpents herself,with dozens of writhing snakes crowning a scaledmetal helm. Few of these helms were believed to

survive the sundering of the Asaatthi Empire, thoughmore than one asaatthi warlord has risen to powerusing the might of an ancient serpent helm.

Powers: When worn by an asaatthi or a wor-shiper of Mormo, an asaatthi serpent helm grants itswearer the petrifying gaze of the medusa and immu-nity to all poisonous snakes. Five times per day, thewearer may activate the helm's most potent enchant-ment. When the helm is activated, anyone within 30feet that meets the wearer's gaze must make a Forti-tude save {DC 15) or be permanently turned to stone(see DMG, Chapter 3, "Gaze Attacks"). Unlike atrue medusa, however, the weater of the helm is notimmune, and can be turned to stone by his ownreflection.

While the helm is worn, the snakes that writheacross its surface can attack the wearer's enemies,making a single melee attack per round at a +3 bonus,inflicting Id4 points of damage plus poison (DC 14,initial damage Id6 temporary Strength, secondarydamage 2d6 temporary Strength). Only a true asaatthior worshipper of a snake-deity such as Mormo is ableto control the helm's snakes. Any other creature whodons the helm is subject to the full wrath of thesnakes, suffering Id6 attacks pet round until the helmis removed.

Caster Level: 15th; Prerequisites: Craft Won-drous Item, creator must be an asaatthi and anevil-aligned worshiper of Mormo, animate object, fleshto stone, poison, polymcrrph any object; Market Price:117,000 gp; Cost to Create: 58,500 gp + 4,680 XP;Weight: 3 lb.

RELICS &. RITUALS 2: LOST

Bandolier of NethDescription: In the days before the Divine War,

the Asaatthi Empire revered the Serpent mother withundying devotion. As with most any race on Scam,however, the asaatthi had dissidents among theirranks. Those who did not fit into the normal asaatthisociety were exiled from the cities or, more fre-quently, executed.

One of these exiles, an enterprising sorcerer-rogue named Neth, escaped from those asaatthi whowould have slain him and roamed across the conti-nent in magical disguise. To survive, he engaged intheft and burglary and hired himself out to the wealthyas an assassin. After a time, Neth became quite rich,and he crafted items of power so that he mightbecome even more formidable. The bandolier of Nethwas among his most renowned inventions. Appear-ing to be nothing more than a simple black leatherstrap with slotted grooves along the front, Neth'sinvention assisted him greatly in his illicit endeavors.As a thief, he could slip unseen into heavily guardedareas, and as an assassin, he always had with himplenty of small yet deadly weapons.

After a while, Neth's overconfidence got thebetter of him, as he attempted to rob a Coreanictemple. There was no way he could have known thata number of paladins were attending a midnight vigilat the time. Although Neth escaped, he was mortallywounded and fell in a nearby forest. It was somemonths later before Neth's body and his great cre-ation were discovered by an assassin seeking blacklotus flowers. Taking the bandolier to a wizard asso-ciate, they created several copies that were sold to allsorts of unsavory types seeking ways to become stron-ger.

Powers: The bandolier of Neth is worn slung overone shoulder, and has 12 slots in which shnriken canbe stored. Once per round, up to three shuriken maybe removed as a free action. If a masterwork shurikenremoved from the bandolier of Neth has been kept ina slot for a period of six hours or more, it receives a +2enhancement bonus. Shuriken used in this mannerare considered magical and can be affected by spellssuch as dispel magic and the like. Once thrown, theshuriken loses its magical bonus. Anyone wearing abandolier of Neth also receives a +2 bonus to her AC,and a +5 circumstance bonus to Hide checks.

Caster Level: I0th; Prerequisites: Craft Won-drous Irern, greater magic weapon, haste, invisibility;Market Price: 72,000 gp; Cost to Create: 36,000 gp+• 2,880 XP; Weight: 4 Ib.

BlastspikeDescription: These potent items are favored by

the dwarven rune wizards of Burok Tom and appearto be nothing more than large iron spikes 6 inches inlength with a broad flat head and a single rune etchedin the top.

Powers: When held against a mundane itemsuch as a door, wall, or chest and struck, the fclostspilceemits an ear-splitting explosion, inflicting Id 10 pointsof damage against its tatget, ignoring any hardnessrating. Blastspikes are ineffective against living tar-gets.

Caster Level: 5th; Prerequisites: Ctaft Won-drous Item, explosive runes; Market Price: 3,000 gp;Cost to Create: 1,500 gp + 120 XP; Weight: 1 Ib.

Blood MaskDescription: It is said that the reddish clay found

in the Homsaw Forest is tainted with Mormo's blood,splattered across the region when she was torn asun-der by the gods. The fearsome blood mask is crafted ofthis fell substance, but elsewhere in Ghelspad druidsand evil sorcerers have created similar items usingsmall quantities of the Serpent Queen's blood. Theblood mask in its normal shape resembles a reddishserpentine face with fangs and slit eyes, but whenworn it allows the user to change his form into that ofsomeone whose blood he has consumed.

In particular, the Ladies of Serpents— the eliteassassins that served the Hag-Queen — used themasks to infiltrate enemy camps or courrs during theDivine War, but many of them were exposed andkilled. As time passes, however, memories fade, andthere are not many who remember the blood masks.

Powers: In order to use the blood mask, the usermust fitst drink at least I hp of blood from a singleindividual, and then don the mask within one hour.When heputson the mask, the user is thenpolymarphedinto an exact duplicate of this individual, as per thepolymorph self spell. The mask's effects last until themask is removed. While the mask is being worn, itspresence cannot be detected via divination spells.

Caster Level: 7th; Prerequisites: Craft Won-drous Item, pol>morf)fi self; Market Price: 50,400 gp;Cost to Create: 25,200gp + 2,016 XP; Weight: 2 Ib.

Boar HelmDescription: While all of the Scarred Lands is

sacred to Denev's druitis, some places are consideredespecially powerful or holy. Fanatical druid wardensdefend rhese places, swearing to die rarher rhan allowthem to fall to the corruption of titanspawn or theunbalanced power of the divine races. These chosenof Denev are said to fight like mad things, droppingonly when their spirits finally flee to her Wheel ofSouls.

Boar helms are heavy helmets made from hoar'shide, typically given to defenders of Denev's mostsacred sites. These helms are transversely crestedwith boar's hair, and boar's tusks sprout from thecheek pieces. The nasal guatd is worked to look likethe snarling nose of a charging boar.

Powers: Characters who don a boar helm gainthe exceptional ability of ferocity (see MM, Appen-dix 1, "Boar"). Also, when the wearer charges anenemy, she gams a +2 luck bonus ro attack and

CHAPTER F1V€: MAC1C ITEMS

damage rolls for the round in which the charge ismade and for the following round {this is in additionto any bonuses granted by the charge attack). If thewearer makes a bull rush, she adds a +2 bonus to herStrength check and gains a +2 luck bonus to attackand damage rolls for the following round.

Any non-druid who dons a boar helm suffersfrom a boar's characteristically horrible vision (-2penalty to attacks, saves, and skill checks requiringvision), but gains the helm's other powers.

Caster Level: 10th; Prerequisites: Craft Won-drous Item, polymarph self; Market Price: 16,800 gp;Cost to Create: 8,400 gp +• 672 XP; Weight: 5 Ib.

Bone Cage BeadsDescription: These small round beads are made

of bone, each marked with a single word in ancientLedean script. Often found in strings of Id3+1, a bonecage bead is activated by speaking the command wordinscribed on the bead and then throwing it at the feetof opponents. The bead then expands into long, rtb-like protrusions of bone that tightly enclose opponentsand prevent them from attacking or even moving.

Bone cage beads were created by the guilds ofHollowfaust to help them keep the peace without theneed for violence or destructive magic. They are rareelsewhere,

Powers: All creatures within a 5-foot radius of athrown bone cage bead must make a Reflex save (DC20) or be pinned. Creatures may make a Strength orEscape Artist check (DC 24) each round they arepinned by a bone cage in order to escape. Each beadmay only be used once.

Caster Level: 13th; Prerequisites: Craft Won-drous Item, enlarge, Bigby's grasping hand; MarketPrice: 9,800 gp; Cost to Create: 4,900 gp + 392 XP;Weight: 1 Ib.

Boots of the HuntressDescription: At the height of the Titanswar,

even with all the armies of the divine races seekinghim, Hrinruuk proved elusive. Despite the sure knowl-edge that her father could not hide forever, Tanilrealized that the longer it took to find him, the moredamage and death he could inflict on innocents. Sothe goddess visited her most devoted followers andbade them create these boots to aid in the search.

Shortly after the secrets of their creation spreadamong Tanil's faithful, Hrinruuk was dead. Howmuch credit should go to these plain-look ing, darkbrown boots is unknown; however, rangers and hunt-ers all across the Scarred Lands value them.

Powers: The boots of the huntress grant the weatera +10 circumstance bonus to all Wilderness Lorechecks. In addition, the wearer is more difficult totrack. The boots of the huntress increase the DC of anyWilderness Lore rolls made to track their wearer by10. If the wearer is in a group, the DCdecreases by onefor each additional party member besides the wearer

(if the wearer is traveling with three companions, forexample, the DC modifier to track the entire partywould be +7). Additionally, if multiple members of agroup are wearing the boots, the increases in the DCdo not stack.

Caster Level: 7th; Prerequisites: Craft Won-drous Item, locate creature, pass without trace; MarketPrice: 3,000 gp; Cost to Create: 1,500 gp + 120 XP;Weight: 1 Ib.

Censer of Parting the VeilDescription: These large, round platinum and

obsidian censers stand a foot high and are two feet indiameter. They were first created by the clerics ofErias to heighten their divination skills and bettercommune with their god. Unlike many such devices,the censer is used while the cleric sleeps. Priests ofErias often burn incense mixed widi a small amountof blue lotus flower to help guide them in their walksthrough the Dreamlands. Clerics of other deitiessleepwalk through their own gods' realms.

Powers: The day after using a censer o/pamng theveil, if the cleric casts augury or divination, the per-centage chance of gaining useful information isincreased by 10 percent, up to a maximum of 99percent. In addition, the cleric may recall one Divi-nation spell of 4th level or less in the course of thefollowing day. Each use of the censer requires theburning of 100 gp worth of incense, including a smallamount of blue lotus equal to about a quarter of adose.

Caster Level: 9th; Prerequisites: Craft Won-drous Item, plane shift; Market Price: 5,000 gp; Costto Create: 2,500 gp + 200 XP; Weight: 10 Ib.

Chains of ChardunDescription: These masterwork manacles are

engraved with the sigil of the Slaver and are rumoredto be unbreakable. Favored by the slave masters ofDunahnae and other slavers throughout Ghelspad,the manacles are enchanted to shock any being thattries to break or escape their bonds.

Powers: These enchanted manacles shrink orgrow in order to bind any size of creature. A shackledcreature can break the manacles with a Strength (DC35) check or escape them with an Escape Artistcheck (DC 35). Failing either check results in thecreature suffering ld8+5 points of electrical damage(either subdual or real damage, as determined by thecreator at the time the manacles are crafted).

Caster Level: 5th; Prerequisites: Craft Won-drous Item, enlarge, reduce, shocking grasp; MarketPrice: 46,000 gp; Cost to Create: 23,000 gp + 1,840XP; Weight: 2 Ib.

Charduni Amulet of ArmorDescription: The dark skinned charduni are

fitting servants for the Overlord. Disciplined andfearsome in battle, yet decadent and given to terriblecruelty, a charduni soldier fights to the death, giving

R6L1CJ 8k RITUALS 2: LOST

noquarrer and asking for none in rerurn. Though thecharduni suffered horrendous losses during the Di-vine War, these losses would have been even greaterhad they not perfected the ability to craft theseptotective amulets.

Powers: A charduni amulet o/armor appears to bea standard amulet of armor +1, but when worn by acharduni dwarf the amulet doubles the charduni'sinnate natural armor bonus.

Caster Level: 6rh; Prerequisites: Graft Won-drous Item, barkskin; Market Price: 10,000 gp; Costto Create: 5,000 gp + 400 XP; Weight: -.

Chisel of the RuneDescription: As the war beneath the Kelders

heats up and more dwarven rune wizards are sacri-ficed to defend Burok Torn against the dark elves ofDier Drendal, the dwarves developed a number ofsilver chisels imbued with the power to aid rheir kineven in death.

These items are solid silver chisels, covered withtiny, carefully inscribed runes. Upon creation, a chiseloftherune is charged with magical energy sufficient tobe used 50 times before crumbling to dust.

Powers: A chisel of the rune allows its user tocarve a magical rune onto any stone surface as thoughhe had cast the spell of the same name. The threemost common chisels create runes of darkness, fire, orsleep (see Relics and Rituals). Creating a physicallypermanent rune takes rwo charges, while rechargingan existing rune or scratching a simple rune that willvanish once it is triggered takes only one charge.

Caster Level: 3rd (rime of darkness), 5th (rune offire), 6th {rune of sleep); Prerequisites: Craft Won-drous Item, rune of darkness, fire, or sleep; MarketPrice: 4,500 gp (rwne of darkness), 11,250 (rune offire), 1,350 (rune of sleep); Cost to Create: 2,250 gp +180 XP (rune of darkness), 5,625 gp + 450 XP (rune offire), 675 gp + 54 XP (rune of sleep); Weight: 2 lb.

Cloak of ComfortDescription: While displays of flesh may be

common among wizards and sorcerers of Albadia andShelzar, some arcane spellcasters are more modest.Yet the intense heat generated by spellcasting oftengives these individuals no choice in the matter,forcing them into either shedding clothes or riskingspell failure. Thus it was that at some point in themurky past a shy, now forgotten wizard developedwhat has come to be known as the cloak of comfort, anarticle of clothing specifically designed to allowspellcasting while mainraining a modicum of dignity.While their appearance varies from culture to cul-ture, these cloaks are universally mildly cool to thetouch, and some have drawn comparisons to thecoldweave clothing of Hollowfaust.

Powers: The effect of this item is quite simple,protecting the wearer from the heat generated bycasting an arcane spell. The drawback is that it alsonegates the advantages that come with the heat.

Thus, a sorcerer wearing leather armor would onlyhave a 10% chance of Arcane Spell Failure as op-posed to 20%, but would also not receive the benefitsof the endure elements effect (see Relics and Rituals,page 26, for more information).

Caster Level: 3rd; Prerequisites: Craft Won-drous Item, protection from elements (fire); MarketPrice: 2,500 gp; Cost to Create: 1,250 gp + 100 XP;Weight: 1 lb.

Corean's ClaspDescription: While King Virduk of Calastia

claims to embrace all faiths and all are welcome roworship in his realm, the truth is that the clerics offaiths other than Chardun tend to meet with unfortu-nate accidents. The paladins and clerics of Mithrilcreated this item to help safeguard their representa-tives in Calastia.

The clasp appeats as a mithral circle two to threeinches in diameter with four tiny swords, blades out,one at each compass point. It is often worn by thetravel ing clergy and questing paladins as a cloak claspor brooch. Those that have attacked clerics or pala-dins of Corean have discovered that the owners ofsuch clasps are anything but defenseless.

Powers: Three times per day when a commandword is given, a +J fangsword appears in the claspowner's hand. The clasp conveys longsword profi-ciency to the bearer for as long as it is acrive. Theweapon wilt remain for one hour or until dismissed.Only one sword can be summoned at a time.

Caster Level: 3rd; Prerequisites: Craft Won-drous Item, spiritual weapon; Market Price: 6,480gp;Cost to Create: 3,240 gp + 260 XP; Weight:-.

Courtesan's GarbDescription: The seductive garb of a courtesan

is often supplemenred with magical enhancements,certain to make rhe wearer far more attracrive and hersubjects more compliant. Popular with "ordinary"courtesans in Shelzar, this item is also unsurprisinglyused extensively by the Courtesans of Idra in theirquest for knowledge and secrets. Courtesan's garbvaries in appearance depending upon the owner andcan look like anything from a fanciful low-cur gownto minimal harem garb. It is also nor limited to femalecourtesans - many male "companions" wear the maleequivalent of this garb and use it for similar purposes.

Powers: While wearing courtesan's garb, theuser's Charisma receives a +3 enhancement bonus.The wearer is also more graceful and sensuous, gain-ing a +3 enhancemenr bonus to Dexterity. Further,even if the garb seerns flimsy and minimal, the wearergains enhanced protection, gaining a +5 naturalarmor bonus.

Caster Level: 10th; Prerequisites: Craft Won-drous Item, cat's grace, hypnotism; Market Price:68,000 gp; Cost to Create: 34,000 gp +• 2,720 XP;Weight: 5 lb.

&

CHAPTER FIVE: MAGIC IUMS

Death CloakDescription: Sewn from many undead hides in

irregular patterns, these cloaks present a gruesomeappearance. Despite their unattractiveness, thesecloaks are greatly sought after by evil necromancers.When worn, they convey the powers of the undeadwhose skin makes the cloak.

Thanta, a necromancer from Glivid-Autel, cre-ated the first of these cloaks after studying manyforms of undead in her quest for immortality andcrafting gatments from the skins of creatures shecollected. Though Thanta eventually succeeded inher quest for immortality, she fled Olivid-Autel,fearing that one day she herself would be made intoone of the cloaks that she helped cteate. It is un-known what other cloaks have been developed in thedepths of the secretive necromancer enclave.

Powers: Once per day the cloak wearer maytransform her body into that of a zombie (as the spellzombie form) foe 10 rounds per castet level of thecloak. While in this form, the cloak grants the attackability of the undead from which it was crafted. Thewearer uses her standard number of attacks, but gainsthe touch effect only once for each opponent perround. The wearer is not subject to the stun ornegative energy damage from the ending of thetransformation. The cloak's power must be used con-tinuously. If its powers are ended before the totalnumber of rounds are up, its powers cannot be in-voked for another day.

In addition to the power of undead form, a deathcloak provides a +2 natural armor bonus unless statedotherwise. The wearer of the cloak must be an evilnecromancer or cleric of an evil deity, otherwise thewearer gains two negative levels while the cloak isworn.

Anyone slain while wearing one of these cloakswill raise in 2d4 rounds as a creature of the same typeas the cloak unless the corpse is blessed within thattime. This cloak does not grant powers to undead.

• Zombie: These grisly cloaks provide the rakmgattack damage (Id8) of a zombie for each attackmade.

Caster Level: 10th; Prerequisites: Craft Won-drous item, armor of undeath*, zombie form*, creatormust be an evil necromancer; Market Price: 50,000gp; Cost to Create: 25,000 gp + 1,000 XP; Weight:lib.

• Ghoul: This cloak allows the wearer to mimica ghoul's touch attack. By making a melee touchattack, the wearer inflicts Id3 points of damage perattack. Those so damaged must also make a successfulFortitude saving throw (DC 14) or be paralyzed forld6+2 rounds.

Caster Level: 12th; Prerequisites: Craft Won-drous item, armor of unleath*, ghoul touch, zombieform*, cteator must be an evil necromancer; Market

RELICS &. RITUALS 2: LOST LOM

Price: 58,000 gp; Cost to Create: 29,000 gp + 1,160XP; Weight: 1 Ib.

• Wight: This cloak allows the wearer to mimica wight's touch attack. By making a melee touchattack, the wearer inflicts 1<H points of damage perattack. Those so damaged must also make a successfulFortitude saving throw (DC 14) or gain a negativelevel. Unlike an attack from a true wight, this nega-tive level is never permanent and heals naturally.

Caster Level: 14th; Prerequisites: Craft Won-drous item, armor of undeath*, enervation, ^ombieform*, creator must be an evil necromancer; MarketPrice: 82,000 gp; Cost to Create: 41,000 gp + 1,640XP; Weight: 1 Ib.

• Mummy: These weathered, macabre cloaksare sometimes sewn with fragments of cloth. In addi-tion to inflicting Id6 points of damage, a successfulmelee attackfrom a wearer of this cloak contaminatesan opponent with mummy rot (see DMG, Chapter 3,Table 3-14).

Caster Level: 16th; Prerequisites: Craft Won-drous item, armor of undeath*, bestow curse, contagion,zombie form*, creator must be an evil necromancer;Market Price: 114,000gp; Cost to Create: 57,000 gp+• 2,280 XP; Weight: lib.

• Vampire: Perhaps the most feared and rare ofthe death cloaks is made from what appears to be silkypale leather. Wearers inflict Id6 points of damage perattack. Any creature so attacked must succeed at aFortitude save (DC 19) or gain two negative levels.Another save must be rolled the next day or the leveldrain becomes permanent.

Caster Level: 18th; Prerequisites: Craft Won-drous item, armor ofundeath*, enervation, (yermanency,vampiric touch, zombie farm*, creator must bean evilnecromancer; Market Price: 150,000 gp; Cost toCreate: 75,000 gp + 3,000 XP; Weight: 1 Ib.

• Lich: Only one of these dreadful cloaks isknown to exist. In addition to claw attacks for IdlOpoints of damage, the wearer can also deliver aparalyzing attack. Victims must succeed at a Forti-tude save (DC 19) or be paralyzed. This cloak alsoconfers a +5 narural armor bonus to the wearer at alltimes.

Caster Level: 18th; Prerequisites: Craft Won-drous item, armor ofundeath*, iiermanency, sowlsrrike*,Zombie form*, creator must be an evil necromancer;Market Price: 228,000 gp; Cost to Create: 114,000gp + 4,560 XP; Weight: 1 Ib.

Dwarven Brewing BarrelDescription: This exquisitely wrought barrel is

made fromdarkwoodand banded withstrips of rnithralengraved with dwarven runes. They are foundthroughout Burok Tom, Vesh, and even Shelzar,suggesting that the dwarves may have found a way ofcircumventing the Calastian Hegemony's strangle-hold on trade in the region.

Powers: The dwarven brewing barrel keeps itselfcold, in the range of 40-50 degrees Fahrenheit, evenin the middle of a burning deserr or steaming jungle.The barrel's contents stay cold as well, so long as thebarrel is kept sealed. Once opened or tapped, thebarrel reaches room temperature in about six hours.Once closed again, ir immediately becomes cold.

Additionally, it also has the effect of making anyalcoholic beverage put into it more intoxicatingwhile negating the effects of a hangover. Anythingedible or consumable that is stored in the barrel alsohas its natural flavoring enhanced.

Caster Level: 5th; Prerequisites: Craft Won-drous Item, da^e, ray of frost; Market Price: 2,500 gp;Cost to Create: 1,250 gp + 100 XP; Weight: 30 Ib.(empty).

Echo StoneDescription: Innovated by parties unknown,

the echo stone has seen use most extensively by theCourtesans of Idra. Unremarkable stones that areeasily placed in a potted plant, window sill, or otherinnocuous areas and then later retrieved, these stonesare perhaps one of the most favored items of spies andintriguers.

Powers: Echo stones are capable of recording anyand all sounds made within 30 feet of it. They must beset in place and activated with a command word.From that point on, any sounds are recorded by thestones. A single stone "remembers" only six hoursworth of sounds; if it records more than that, theprevious sounds recorded are lost. A stone is thendeactivated with another command word. Finally,with a third command word, a stone will repeat all ofits stored sounds.

Caster Level: 8th; Prerequisites: Craft Won-drous Item, clairaudieiKe, ghost sownd; Market Price:20,000 gp; Cost to Create: 10,000 gp + 800 XP;Weight: —.

Eyes of AccuracyDescription: Rumors have reached the ears of

the wizard Anteas, vizier of the wicked King Virduk,that a band of halfling rebels has discovered theprocess for creating these magical lenses and is usingthem to improve the accuracy of their attacks onCalastian soldiers. Anteas' considerable intelligenceresources have been set the task of finding the truthof the rumors and, if possible, destroying the rebelsand stealing the secret of the lenses' manufacture.

Powers: The eyes of accuracy resemble two clear,crystalline lenses. When both eyes are worn, theygrant the wearer a +2 circumstance bonus to allranged attack rolls. In addition, the eyes double thepoint-blank range of the weapon that the wearer isusing (usually increasing point-blank range from 30to 60 feet). This increase improves the effectivenessof the Point Blank Shot feat, a fighter's weaponspecialization bonus, a ranger's favored enemy dam-age bonus, and a rogue's ranged sneak attack. Finally,

CHAPTER FIVE: KXACIC IT£MJ

the wearer can perform ranged coup de grace attacksagainst helpless opponents from a maximum range of15 feet, instead of the normal 5 feet. If only one lensis worn, the wearer gains only a +1 circumstancebonus to ranged attack rolls and no other benefits.

Caster Level: 9th; Prerequisites: Craft Won-dtous Item, arcane eye, true strike; Market Price:9,000 gp; Cost toCreate: 4,500 gp + 360XP; Weight:

EyesofAlbadianlceDescription: Created by the sorcerer women of

Albadia, the eyes of Albanian ice are pairs of ice crystalcusps that fit over the weater's eyes. The eyes are coolto the touch and turn the wearer's eyes ice blue whenworn.

Powers: When worn, the eyes of Albadian iceallow the wearer to use thechill gazeof the ice basilisk{see Creature Collection, page 114) five times perday. Anyone who looks into the wearer's eyes mustmake a Will save (DC 20) or become paralyzed bysupernatural chill. This chill normally thaws outnaturally in 2d4 days, though this time can be short-ened to 1 day if the chilled character is warmed. Avictim frozen for any length of time suffers 2dlOpoints of cold damage. Both crystal cusps must beworn over the wearer's eyes for the gaze attack to beeffective.

Caster Level: 11th; Prerequisites: Craft Won-drous Item, sleet storm; Market Price: 95,000 gp; Costof Creation: 47,500 gp + 3,800 XP; Weight: --.

Formulary of CoreanDescription: Beset by undead and foul titanspawn

in the Festering Fields, the pilgrim Fosteran prayed toCotean for guidance, and in his despair he saw avision of the Great Protector. The vision spoke andbade Fosteran to inscribe his words. The next day,once more assaulted by undead hordes, Fosteran readaloud from his journal and found that the dead couldnot bear to hear the holy words of Corean, Full ofrenewed faith, Fosteran completed his pilgrimage toMithril, and six months later he teturned home toFangsfall where he spread the word of Corean amongthe faithful.

Powers: The formulary of Corean is a small,leather-bound book. There are two ways that it canbe used. First, the wielder tears a page from the tomeand reads aloud the passages inscribed as a standardaction. The page then bursts into brilliant whiteflames, and the reader then makes a turning attemptwith a+5 sacred bonus and a+ld6 bonus to the totalHD of undead affected.

The second method of using the book involvescalling on all the remaining power that it containsand releasing it in a blaze of holy light. To use thisfunction, the user must hold the book aloft and readaloud the inscriptions on the back as a full-roundaction. This causes the entire book to glow with ablinding light, and all undead within 60 feet suffer

Id6 points of positive energy damage per page re-maining. The book is destroyed if this function isused.

Formularies of Corean are created with 20 pagesand are typically found with Id 10+10 pages remain-ing. A formulary of Corean may only be used by a goodcleric or paladin of Corean.

Caster Level: 10th; Prerequisites: Craft Won-drous Item, dispel evil, flame strike; Market Price:16,250 gp; Cost to Create: 8,125 gp + 650 XP;Weight: 2 Ib.

Gem of ForewarningDescription: Clerics of the Redeemer claim that

Madriel herself granted the sectets of making gems offorewarning. These clerics safeguarded the gems, al-lowing their use only in pursuit of truly worthy causes.

Powers: This small {1-inch diameter) sphericalwhite gem looks common enough but is in factenchanted with strong divination magic. If the userholds the gem in hand and concentrates {as if con-centrating on a spell), it levitates just above his palmand begins to spin slowly.

Activating the gem is a standard action thatprovokes an attack of opportunity. If an evil orundead creature approaches within 60 feet of anactivated gem, the item turns black as a warning sign,though it cannot reveal the direction from which thefoe is approaching nor its exact natute. The evil orundead trigger need not be visible to the user- it maybe hidden, invisible, or concealed, but the effect istriggered regardless.

Anything that would mask an evil alignment orblock a detect evil spell will also keep an evil creaturefrom Triggering rhe gem. Likewise, anyrhing thatwould mask an undead aura or block a detect undeadspell will keep an undead creature from triggering thegem. When the uset stops concentrating, the gemfalls back inro his hand and may be stored for uselater.

Gemso//oreu'amm^haveACof24, lOhitpoints,and hardness of 5.

Caster Level: 1st; Prerequisites: Ctaft Won-drous Item, good alignment ot follower of Madriel,detect evil, detect undead; Market Price: 12,000 gp;Cost to Create: 6,000 gp + 480 XP; Weight: -.

GraveskullDescription: According to legend, the first

graveskull was constructed from the decapitated headof the mighty lich Khelkan. Though that originalgraveskull could speak for hours on end and possesseddeep knowledge in many disciplines, the later copiesare but feeble imitations. Though commonly thoughtdestroyed, it is possible that the first graveskull is stillout there, waiting to be found.

A graveskull looks like a human skull, ebony incolor and with a lustrous green gem set in the fore-head. When brought within close distance of the

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dead body of an intelligent creature, the skull acti-vates, its jaws clacking together and the gern flashingwith an eerie green light. Both the clacking andflashing grow more intense as the skull is movedcloser to the corpse. If placed on the reasonably intactremains of a dead creature, the graveskull springs toLife, declaring in a deep voice the identity and causeof death of the deceased.

Always popular among the necromancers ofHollowfaust, graveskulk have recently become in-creasingly common among law keepers, as the skull'spowers make investigating murders much easier.

Powers: A graveskull can detect the location ofall dead bodies within 100 feet. Corpses of creaturesof Small size or less have no effect on the skull, nor dothe bodies of creatures of Intelligence 2 or less, A usercan tell the number and location of any dead bodieswithin 100 feet and can estimate the time of death towithin a month. Though they can be detected by thegravesku.il, bodies older than 10 years are only foundif actively looked for.

If placed on a corpse that is at least 50% intact,is less than three days' dead, and belongs to a creatureof Small size or largerand an Intelligence 3 or greater,the skull starts to speak. Over the course of 10 rounds,the graveskull will elaborate on the identity of thedeceased crearure and the circumstances of its death.Details include the creature's name, race, primaryclass or profession, known aliases, and any otherinformation rheGM considers pertinent. If the crea-ture was slain, the skull can give the identity of itskiller. If it died in a trap, the skull will describe the

trap at length. The skull has no more informationthan the dead creature itself would possess. The skullcannot give the identities of the murderers of acreature killed by strangers, but it can give a detaileddescription of the perpetrators,

Caster Level: 5th; Prerequisites: Craft Won-drous Item, locate corpse*, speak with dead; MarketPrice: 15,000 gp; Cost to Create: 7,500 gp + 600 XP;Weight: 5 Ib.

Helping HandDescription: Mireus, one of the high ranking

clerics in the main temple of Madriel in Doison andnotorious for his feeble jokes, created this item to aidthe followers of Madriel in different tasks. It was lateradopted by many other Madrielite clerics as a rewardfor specific good deeds or as a small token of apprecia-tion to people serving the community. The charmlooks like a small, one-inch hand.

Powers: The user can activate the helping handonce as a standard action, to grant a +1 competencebonus on any single attack roll, saving throw, or skillcheck, exactly as the spell guidance. Once it has beenactivated, the helping hand loses its magical proper-ties, though it is impossible to tell a functional helpinghand from a drained one without some sort of detec-tion method.

Caster Level: 3rd; Prerequisites: Craft Won-drous Item, guidance; Market Price: 25 gp; Cost toCreate: 12 gp, 5 sp + I XP; Weight: -.

Heron MaskDescription: The heron priests have been the

clergy-ambassadors for the Jack of Tears for manyyears, but they are not the only ones. Occasionally, aworthy member of the Carnival of Shadows catchesthe eye of the Momus, who has an ornate heron maskcrafted for the individual. Though heavy, the mask isbeautiful to behold, and it enables the wearer tospread the blessed news of the Carnival and recruitsouls for the Blood Bayou as effectively as any heronpriest.

Powers: A heron mask is a command word acti-vated magic item thar enables the wearer to use thefollowing spells as if she were a 5th-levei sorcerer,each 3/day: charm person, rend the sovereign soul, andsuggestion.

Caster Level: 5th; Prerequisites: Craft Won-drous Item, charm person, rend the sovereign soul*,suggestion; Market Price: 32,400 gp; Cost to Create:16,200 gp + 1,296 XP; Weight: 10 Ib.

Homunculus OrbDescription: This tiny, 6-inch diameter wooden

orb is covered in mirhral spikes and banded with ironstraps. Celestial runes cover rhe orb, crisscrossing atodd angles and forming strange geometrical designs.The orb feels heavier than one would expect.

The homunculus orb has been documented toexist for hundreds of years, although its true origins

are unknown. Many speculate that it was crafted bythe Slarecians as an espionage device. The orb waslast seen in the western plains of Tettnana and wasowned by a forsaken elf whose name is not known.

Powers: Until the orb is activated, it is nothingmore than a spiked ball that radiates magic. Toactivate the orb, a person must puncture his fleshupon a spike and "feed" it with blood equal to 25% ofhis total unwounded hit points. These hit points arethen permanently transferred to the orb and cannotbe reclaimed by any means, save by breaking theconnection with the orb {see below). A large eye, thesame color as the blood donor's eye, then opens in theorb, and the item gains the power to fly at speed 20(perfect maneuverability).

The orb is under the donor's complete mentalcontrol and becomes a magical appendage. It has hitpoints equal to the amount it has taken from thedonor. It has AC 18, with a modifier equal to itsowner's Dexterity modifier. Otherwise, it has thesame statistics as its owner.

The owner can see through the orb at will andmust use his own actions to move the orb. Forexample, if he wishes to move the orb 20 feet, he mustgive up hisown movement action for that round. Theorb can attack with its spikes, replacing the owner'sown attacks. The spikes do Id4 damage plus anybonuses due to Strength, feats, or other sources thatthe owner normally has. The orb itself has no append-ages and cannot manipulate other objects, short of

CHAPTER FIVE: MACJ1C

pushing them or poking them with its spikes. In anyevent, the orb cannot move objects heavier thanitself. The orb heals as if it was a living creature andcan be healed through magical means. The homun-culus orb remains active until it is brought down to 0hit points, the caster dies, or it is separated from itsowner by more than a mile, in which case it falls to theground, releases all of its blood, and deactivates. Ifdeactivated, the connection to its user is broken, andits current hit points return to the owner,

Caster Level: 14th; Prerequisites: Craft Won-drous Item, animate objects , arcane eye; Market Price:12,000 gp; Cost to Create: 6,000 gp + 480 XP;Weight: 151b.

Horseshoes of Earth-ShatteringDescription: For centuries before the onset of

the Titanswar, the city of Aurimar ruled the LedeanEmpire. Among the many weapons at the empire'sdisposal was a regiment of 1,000 elite horsemenwhose horses could make the very earth tremble- thedreaded Quake Cavalry. In the times since the fall ofthe Ledean Empire, the horseshoes of earth-shatteringhave scattered the length and breadth of the land.

While many horsemen would love to have a setof these horseshoes,TivvienKlesh, warlord of Mansk,is actively seeking to collect enough horseshoes ofearth-shattering to outfit his own cavalry in advance ofa bold campaign against the nearest ore settlementson the Plains of Lede.

RELICS &- RITUXLS 2: LOST

Coreanic steeds refuse to be shod with horseshoesof earth -shattering, as wanton destruction of the al-ready-riven landscape of the Scarred Lands is inopposition to Corean's goals and ideals.

Powers: These iron shoes can be found singu-larly, in pairs, or in sets of four, but their magicaleffects only work if four are worn by the same horse.

When affixed to a horse's hooves, the horse gainsthe power to shake the earth when it gallops. Whenit makes a charge, a horse wearing a set of the shoescreates the effects of an earthquake spell in a 5-footradius as it moves. If multiple horses shod with theseshoes charge in close order, the radius of their indi-vidual earthquake effects are cumulative: two horsescause an earthquake with a 10-foot radius, ten horsesaffect a 50-foot radius, and a full company of 100Quake Cavalry cuts a swath of destruction in a 500-foot radius. The horse and its rider are immune tothese effects.

Caster Level: 15th; Prerequisites: Craft Won-drous Item, earthquake; Market Price: 20,000 gp perset of 4; Cost to Create: 10,000 gp + 800 XP; Weight:5 Ib. each.

Jester's Mask of LokilDescription: The scholars of Lokil have been

interested in exploring the Carnival of Shadowssince the rumors of the Jack of Tears' dark court firstreached the shores of Ghelspad over a century ago.Unfortunately, though many scholars tried, no scholarreturned from the Blood Bayou prior to the return ofAlos Liaenar, who credited this mask for protectinghis mind and soul from the dark magic of the Laugh-ing Man's court.

Powers: When worn, a jester's mask of Lokilprotects the wearer from all spells and devices thatdetect, influence, or read thoughts or emotions, ex-actly like the spell mind blank. In addition, the maskblocks any attempt to possess the wearer by anymeans.

Caster Level: 15th; Prerequisites: Craft Won-drous Item, mind blank, protection from evil; MarketPrice: 80,000 gp; Cost to Create: 40,000 gp + 3,200XP; Weight: 1 Ib.

Key ClayDescription: Key clay resembles gray or tan

potter's clay and is generally indistinguishable fromnormal clay. The only odd aspect about it is that itfeels more like soft, malleable metal than it does clay,and it makes a metallic clang when struck.

In most nations, key clay is legal for bondedmembers of locksmiths' guilds, city guards, or lawenforcement officials to possess; anyone else found inpossession of it can be assumed to be up to no good.Manufacture of key clay, except under the auspices ofthe guild, is likewise criminal in nearly all civilizedlands.

Powers: When key clay is pressed into a lock anda command word spoken, the clay will ooze into thelock and form a key perfectly suited to that lock. Thiskey can then be used to open the door. The key ispermanent; it cannot turn back into clay. The key isalso non-magical and can be given to anyone, whomay use it normally for that lock or for any lock thattakes an identical key. It does not work on magical orenchanted locks.

It takes one minute for key clay to form a key.A typical block of key clay will contain enough

clay to form 50 keys.Caster Level: 3rd; Prerequisites: Craft Won-

drous Item, Craft (locksmith) 4 ranks, knock; MarketPrice: 10,800gp; Cost to Create: 5,400 gp + 216XP;Weight: 1/4 Ib.

Lungwater VenomDescription: Created by the pisceans, lungwater

venom appears as nothing more than ordinary water.If a vial of the venom is held up to the light, however,small sparkling flecks may be seen.

Powers: This venom maybe administered eitheras a poison or by applying it to the blade of a weapon.Upon infection, the target must make a Fortitudesave {DC 13). Failure causes the victim's lungs to fillwith water, causing him to drown (see the DMG,Chapter 3, sidebar: "The Drowning Rule"). A singledose of lungwater venom is sufficient to poison onevictim or coat one weapon. The dose is expendedwhen it takes effect.

Caster Level: 5th; Prerequisites: Craft Won-drous Item, create water, poison; Market Price: 800gp; Cost to Create: 400 gp + 32 XP; Weight: -.

Magma LampDescription: Magma lamps were created in the

days of the nameless Empire of Flame. So absolute wasthe empire's mastery of fire magics that virtuallyevery citizen owned one of these tamps, both to lighttheir homes and to act asapowerfuldefensive weapon.

Magma lamps look like everyday household oillamps - though a bit larger than normal - and indeedthey will function as normal lamps. As a conse-quence, a great number of these items are essentiallylost as their owners have no idea that they have avaluable magical item in their possession. Many aZathiskan household has a magma lamp lighting theway to the privy at night.

Powers: To activate the lamp, the owner mustfill ir with stones, which takes a full-round action.When filled with stones, themagma lamp may then beused to send forth a fiery torrent of burning liquidrock. This power can only be used three times per dayand the lamp must be reloaded with stones after eachuse.

The magma is ejected in a spout 5 feet wide and30 feet long. Anyone in the path of the lava takes 5d6points of fire damage and must make a Reflex save

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(DC 16) or be knocked to the ground. Additionally,anyone within 5 feet of the spot where the lava plumestops takes 3d6 points of fire damage from beingsplashed by magma.

Magma will set flammable items alight. Anyonestruck by lava will take additional damage equal to I/2 of the initial damage (round down) in the followinground and 1/4 of the initial damage (round down) inthe round after that. The victim is also in danger ofcatching on fire (see the DMG, Chapter 3, sidebar:"Catching on Fire").

If the lamp is filled with lamp oil, it functions asa normal lamp.

Caster Level: 5th; Prerequisites: Craft Won-drous hem, heat metal; Market Price: 5,500 gp; Costto Create: 2,750 gp + 220 XP; WeigKt: 2 ib.

Major Tools of Arcane ThieveryDescription: These are a more potent and rarer

version of minor took of arcane thievery. Unlike theirlesser counterparts, they include such paraphernaliaas inharmonic arcane disruption forks, planar resona-tors, and a figment resolving lens.

Powers: The possessor of these tools receives a+6 competence bonus on skill checks to find ordisable magical traps, as well as Search and Spellcraftchecks to identify things like magically lengthenedcorridors, magically concealed doors, or areas veiledby illusion. This bonus does not stack with the benefitfor using masterwork thieves' tools or with the benefitof using any other enchanted thieves' tools.

Caster Level: 11th; Prerequisites: Craft Won-drous I tern, greater dispelling, true seeing; Market Price:18,000 gp; Cost to Create: 9,000 gp + 720 XP;Weight: 2 Ib.

Minor Symbol of TurningDescription: The clerics of Madriel created this

item to protect the people of the Scarred Lands fromvengeful spirits. In order to provide even betterprotection, the secret of its creation was shared wirhother religions and its use has spread considerablysince the Divine War.

Powers: The minor symbol of turning is a silverholy symbol rhat allows any cleric or paladin with theability to turn undead to make two more attemptseach day. This effect stacks with the Extra Turningteat.

Caster Level: 3rd; Prerequisites: Craft Won-drous Item, a holy symbol of the creator's god, bless,searmglight; Market Price: 7,025 gp; Cost to Create:3,525 gp +280 XP; Weight: lib.

Minor Tools of Arcane ThieveryDescription: This strange assortment of tools

includes a cleansing crystal, a pentacle disruptionstylus, and a magical flow following pendulum. Al-though the techniques for construe ting minor tools ofarcane thievery are closely guarded by the mage-fixers

of the Scaled, some clerics of Hwyrdd and Enkili alsoseern capable of producing these items.

Powers: The possessor of these tools receives a+3 competence bonus on skill checks to find ordisable magical traps. This bonus does not stack withthe benefits for using masterwork thieves' tools orwith the benefit of using any other enchanted thieves'tools.

Caster Level: 5th; Prerequisites: Craft Won-drous Item, detect magic, dispel magic. Market Price:6,000 gp; Cost to Create: 3,000gp + 240 XP; Weight:2lb .

Owl HelmDescription: The druids of the Earth Mother

often use owl helms to observe the designs of Denevunobtrusively and to learn from the delicate patternsof life, death, and regeneration, as well as defend theland from ravagers.

Owl helms are hard leather helmets that coverthe upper half of the wearer's face with an owl-likemask. The helm's crown is covered in leather scalesreminiscent of feathers.

Powers: Characters who don an owlhelm receivea +10 circumstance bonus to Move Silently checks,a +4 luck bonus to Spot checks, and low-light vision.The helm's wearer, however, tends to unnerve otherswith his predatory, inquisitive gaze. Those wearingan owl helm suffer a -2 penalty to all Charisma-basedskill checks.

Anyone wearing an owl helm cannot wear anyother hat, helmet, or headband, or lenses and goggles.

Caster Level: 10th; Prerequisites: Craft Won-drous Item, polymorph self; Market Price: 8,000 gp;Cost to Create: 4,000 gp + 320 XP; Weight: 2 Ib.

Peacekeeper's LightDescription: Dedicated to the goddess Madriel,

this lantern is carved from what looks like a singlepiece of white marble. Four angels stand on the roundbase, rheir arms upraised, holding the top of thelantern, which looks like a golden sun. A thin goldenchain attaches to the golden sun and acts as thehandle. The lantern itself glows with a warm whiteradiance.

Powers: The light of the peacekeeper's light actsas a magic circle against evil and a consecrate spell. Thespells' effects are centered on the lantern with aradius of 20 feet. The lantern light can be turned onand off by the bearer on command. It provides illumi-nation as per a light spell.

Caster Level: 5th; Prerequisites: Craft Won-drous Item, consecrate, light, magic circle against evil;Market Price: 11,250 gp; Cost to Create: 5,625 gp+450 XP; Weight: 2 Ib.

Quarlani HinueDescription: During the celebrations that fol-

lowed the Divine War, the elves of Vera-Tre feltindebted to the other divine races for their courage

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RCLICS ft. RITUXLS 2: LOST LOW

and faithfulness. After much deliberation, the elvencouncil had their elite craftsmen create a gift thatmight rnend the hearts of those who had survived.They crafted small arrowhead-shaped brooches outof the purest mithral and carved upon their surfacethese words in the elven tongue: "May the forestrejoice, for a kinsman of the elves is walking in the firebeside them. May Denev's hand be gentle." Theynamed these quarlani hinue, which means "soul'ssong."

To this day, those who bear these items arerespected and - by some - even feared. The foes ofVera-Tre hate the bearers of these items, and thedruids of Khet and others who follow the Titans huntdown those who possess the quarlani hinue,

Powers: The soul's song wards its wearer againstmissiles, granting a damage reduction of 10/+1 vs.ranged weapons. If there are evil titanspawn within60 feet, the brooch glows with a pale greenish light.Once per day while the wearer is in a wooded region,the brooch's magic will gtant the wearer a Dexterityenhancement bonus of ld4+I points. Finally, whena brooch's wearer is traveling in any kind of forestedregion, his movement rate is nevet hampered byterrain.

Caster Level: 7th; Prerequisites: Craft Won-drous I tern, cat's grace, detect evil, freedom of movement,protection from arrows, caster must be an elf; MarketPrice: 72,138 gp; Cost to Create: 36,069 gp + 2,885XP; Weight: -.

Ranger's CloakDescription: Created by the followers of Tanil

for use by a select brotherhood of her rangers, thesecloaks are made of soft, black wool, with Tanil'ssymbol embroidered over the left breast. The clergyof Tanil are known to give these cloaks as rewards tothose who serve their church and ethos well.

Powers: Those wearing a ranger's cloak are pro-tected from natural cold up to -90degrees Fahrenheit,Weaters are also granted a + 5 circumstance bonus toHide checks.

Finally, the cloak contains a small, hidden pocket,which can hold up to 10 pounds of items. This pocketadds no weight to the cloak, even if full, and requiresa Search check (DC 25) to find.

Caster Level: 9th; Prerequisites: Craft Won-drous Item, endure elements, invisibility, Leomwnd'ssecret chest; Market Price: 12,000 gp; Cost to Create:6,000 gp + 480 XP; Weight: 1 Ib.

Renown BannerDescription: Common among theforcesof Vesh,

renown banners are a powerful inspiration to unitsfortunate enough to carry one. These battle bannersbear the heraldry of the old Golden Kingdoms ofVesh, as well as the symbols of the realm's patrondeities or even the personal sigils of unit command-ers.

Powers: This enchanted standard inspires allcreatures allied with its bearer, stirring them togreaterefforts. AH allied creatures within a 30 foot radius ofthe bearer gain a +2 morale bonus to all attack rolls,damage rolls, and saving throws. In addition, anyfrightened, panicked, or shaken individuals within thestandard's area of effect may make Will saves {L")C 15)to throw off those effects. Should the bannet's bearerbe slain, all benefits provided by the banner are lostand any cteature who benefited from the banner'smagic suffets a -I morale penalty to attack roils,damage rolls, and saving throws until a new bearerpicks up the standard.

Caster Level: 7th; Prerequisites: Craft Won-drous Item, emotion; Market Price: 10,000 gp; Costto Create: 5,000 gp + 200 XP; Weight: -.

Sacred BoughDescription: This item is an enchanted limb of

an oak tree, typically a larger branch that was con-nected directly to the trunk of the tree. This limb canbe any size, but it must have been sepatated from thetree by natural causes such as high winds or a light-ning strike. No limbs, leaves, or branches are strippedfrom this bough. Sacred boughs are typically used onlyif their possessor feels that his forest, village, ot way oflife isdirectly threatened. Few sacred boughs are foundoutside of the Ganjus, as the secrets of their creationare kept by the Jordeh, who provide small outlyingvillages without Jordeh of their own with these items,which may be used to not only defend the village butto speed messages through the leaves of the Ganjus toJordeh who are listening.

Powers: Given the size of the bough, it usuallytakes more than one person to move these items. Tobe activated, the bough must be set against the trunkof any huge tree. When the command phrase "arisesacred guardian" is spoken, the bough melds into thetree, transforming the tree into a treant. This treantis under the control of the one who spoke the com-mand word. The transformed tree will remain atreant for 11 days. This item functions only once.

Caster Level: l l th; Prerequisites: Craft Won-drous Item, liveoak; Market Price: 6,600 gp; Cost toCreate: 3,300 gp + 264 XP; Weight: 30-50 Ib.

Sorcerer's CrystalDescription: Before he began investigating the

magic of the asaatthi, the wizard Dolomar focused onunlocking the secrets of the slarecians. Experiment-ing on the miredwellers' slarecian muse, he exttactedextensive information before the muse was destroyedby accident. Among the fruits of this experimenta-tion was knowledge that, aftet suitable additionalresearch, allowed Dolornartocreate the first sorcerer'scrystal,

Dolomar, however, was disappointed by the re-sults, for he was a wizard and the insights gained wereof little use tohim. He moved on to the investigationsof asaatthi magic that proved to be his fatal undoing.

CHAPTER. FIVE: MACIC 1T£MS •-)

Powers: When an arcane spell is cast into asorcerer's crystal, any sorcerer or bard possessing thecrystal may cast that spell as if it were any other spellshe knows, provided that it is allowed for her class.The spell may be changed by simply casting a newarcane spell into the crystal.

Caster Level: 15th; Prerequisites: Craft Won-drous Item, limited wish, 5th-level wizard; MarketPrice: 72,000 gp; Cost to Create: 36,000 gp + 2,880XP; Weight: —.

Stone of SharpeningDescription: One of the earliest known magical

items in the Scarred Lands, the stone of sharpening wasdeveloped by early titanspawn tribes whose crudecopper and bronze weapons did not hold their edgefor long. Early cults of Go I thagga crafted these stones,but their use spread throughout Scam, and todaystones of sharpening {many dating back millennia) arestill in use.

Powers: A stoneo/sfiarpenmg increases the threatrange of any slashing weapon by 1. In order to receivethis bonus, the weapon must be sharpened on thestone for one hour at least once per week. If more thana week passes without sharpening, the bonus will belost until the stone is again applied.

The bonus granted by this stone is cumulativewith all other abilities, spells, and spell-like abilitiesthat increase a weapon's threat range such as the keenweapon power. Magical weapons are significantlymore difficult to enhance with this item, However.An already enchanted weapon must be sharpeneddaily to retain the bonus, and the sharpening sessionmust last one hour for each +1 equivalent of theweapon. Thus, wielders of such powerful weaponsusually apply the stone to their blades only on the eveof an important battle.

Caster Level: 5th; Prerequisites: Craft Won-drous Item, keen edge; Market Price: 4,000 gp; Costto Create: 2,000 gp + 80 XP; Weight: 2 Ib.

Talisman of the DoveDescription: In the war-wracked Scarred Lands,

the talisman of the dove has come to be known as a baneto evil and asymbol of hope to good's allies. Althoughclerics of Madriel are the primary holders of thesetalismans, they make no claim to be their originalcreators. Clerics of Madriel who duplicate the item,however, often use the names of great Angels ofMercy from religious history as the command word ofactivation.

Powers: This small golden talisman is shapedlike a dove and dangles from a dainty chain wornaround the neck. Any time a spell with the Gooddescriptor is cast ditectly into the talisman, it gainsone charge per level of the spell. Additionally, if acleric or paladin uses a turn attempt to channelpositive energy into the talisman, it is given a numberof charges equal to one-fourth the turning check'sresult {minimum 1 charge). The talisman can hold a

total of 9 charges at a time; any excess charges givento it are lost without effect.

To unleash the talisman's power and expend asingle charge, the wearer needs to speak the com-mand word and point an open palm toward a visibletarget. This is astandard action that does not provokean attack of opportunity. A bright flash of lightshaped like a dove shoots forth from the wearer'shand and automatically strikes the target if it hasanything less than total cover or concealment. If thetarget is of evil alignment, it takes ld4+I points ofdamage.

The effect can strike ethereal or incorporealcreatures as well. The target does not receive a savingthrow, though any applicable spell resistance maystop the dove. If the target is of any alignment otherthan evil, it takes no damage at all from the dove'simpact. Spells that mask alignment do not affect thedamage caused by the dove - it is the target's truealignment at the time of impact that determineswhether or not he receives damage. As a side effect,for the instant that the dove is in existence, it createslight equal to that produced by a light spell.

Caster Level: 1st; Prerequisites: Craft Won-drous Item, good alignment, holy smite, magic missile;Market Price: 2,000 gp; Cost to Create: 1,000 gp +80 XP; Weight: 1 Ib.

Viper TeethDescription: Sometimes called thefosso/Mormo,

these large fangs are always found in pairs, appearingas the teeth of a huge serpent. These fangs are status

197"v.

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symbols for the Mormo- worship ing druid tribes ofKhet, Normally, only high-ranking druids are al-lowed to wear them.

Powers: Only removing the user's teeth andreplacing them with these items allows the fangs'powers to be utilized. Once placed in the cavity in thegums, the teeth permanently attach themselves. Theseretractable fangs then allow the user to make biteattack, which inflict Id3 + Strength modifier indamage. Unless the attacker has the Improved Un-armed Strike feat or bites as an attack following asuccessful grapple, this attack provokes an attack ofopportunity.

Additionally, three times per day, the user mayinject venom into a target that he successfully bites.The venom is as follows:

Viper Teeth Venom: Type: Injury DC 14; InitialDamage: Id6 Con; Secondary Damage: ld4Con.

Finally, the wielder of viper teeth is immune topoisons.

Caster Level: 8th; Prerequisites: WondrousItem, animal infusion*, neutralize poison, poison; Mar-ket Price: 72,000 gp; Cost to Create: 36,000 gp +•1,440 XP; Weight:-.

Warrior's VombracesDescription: These heavy metal plate vambraces

are prized by warriors across the Scarred Lands. Pre-sented only to the seven greatest war heroes in theLegion of Ash, the items symbolize respect andachievement among the ranks. Some say that thenecromancers of Glivid-Autel created the armor as apact to seal the loyalty to the Legion's elite manyyears ago. Others claim the ancient armor originatedfrom the dwarves of Burok Torn, predating the Di-vine War. Whatever the case may be, the armamentshave earned worthy reverence.

Only seven pairs of these potent items are ownedby the Legion of Ash. They are granted back to theLegion after the defeat or retirement of the ownet, tobe presented to another. The Legion would be veryinterested in acquiring more of these items.

Powers: Warrior's vambraces grant their wearerthe Improved Bull Rush fear if he does not alreadyhave it. Any bull rush attempts made while wearingthese vambraces are made witha+5 bonus toStrength.

The wearer may attempr to knock down a door,gate, portcullis, or other portal twice a day. Thewearer charges the door, which then takes the effectsof a great knock* spell. This ability cannot be usedagainst living targets.

Caster Level: 10th; Prerequisites: Craft Won-drous Item, bull's strength, greatknock*; Market Price:21,800 gp; Cost to Create: 10,900 gp + 436 XP;Weight: 10 lb.

Wood Elf FetishesDescription: Created by the druids and adepts of

the elven tribes in the Ganjus Forest for use by their

warriors and rangers, these items are small pieces ofstone or bone carved into animal shapes. They areusually woven into the user's hair, but can also beworn on necklaces orbracelets. They are simple itemsmade from natural materials, but even so, they are ofmasterwork quality and are usually beautiful works ofart. No more than three fetishes can be worn by thesame person, and no more than one can be activatedin the same round.

Powers: The fetishes have different powers de-pending on their materials and construction. Theymay be worn so that they take up any of the followingunused magic item slots: helmet, amulet, bracers, orbelt. Actually activating these fetishes is only amove-equivalent action, involving simply touchingthem.

• Hawk; Three times per day, this fetish can beused to touch a single arrow, granting it a +3 en-hancement bonus to its next attack.

Caster Level: 9th; Prerequisites: Craft Won-drous Item, caster level 9th+; Market Price: 1,000gp; Cost to Create: 500 gp + 40 XP; Weight: -.

• Eagle: Three times per day, for 10 minutes peractivation, this fetish grants a +5 enhancement bo-nus to all Spot and Search rolls generated by thewearer.

Caster Level: 3rd; Prerequisites: Craft Won-drous Item, caster level 3rd+; Market Price: 600 gp;Cost to Create: 300 gp + 24 XP; Weight: ..

• Raven: Three times per day, this fetish can beused to touch a single arrow, granting it a +3 en-hancement bonus to damage on its next attack. If anarrow so treated does not hit its target, this bonus islost.

Caster Level: 9th; Prerequisites: Craft Won-drous Item, caster level 9th+; Market Price: 1,000gp; Cost to Create: 500 gp + 40 XP; Weight: -.

• Squirrel: Three times per day, for 10 minutesper activation, this fetish grants a +5 enhancementbonus to any Climb or Balance checks made by thewearer.

Caster Level: 3rd; Prerequisites: Craft Won-drous Item, caster level 3rd+; Market Price: 600 gp;Cost to Create: 300 gp + 24 XP; Weight: -.

• Green Man: Three times per day, for 10 min-utes per activation, this fetish grants a +5enhancement bonus to any Hide or Move Silentlychecks performed in natural terrain.

Caster Level: 3rd; Prerequisites: Craft Won-drous Item, caster level 3rd+; Market Price: 600 gp;Cost to Create: 300 gp + 24 XP; Weight: -.

• Stone Mask: The stone mask fetish confersdamage resistance of 5/+2, 3 times per day, for 1minute per activation.

Caster Level: 9th; Prerequisites: Craft Won-drous Item, caster level 9th+; Market Price: 1,900gp; Cost to Create: 950 gp + 76 XP; Weight: -.

CHAPTER ITCMI

Other fetishes are known to exist, but the oneslisted above are the most common.

Wolf HelmDescription: With cheek pieces made from the

jawbones of a huge wolf and crested with a wolfs tail,the wolf helm gives its wearer a fearsome lupine aspectthat has a queer effect on animals. They are made ofhide, horn, and bone.

Powers: Characters whodon a wolf helm gain thescent ability (see the DMG,Chapter3, Special Abili-ties section). Additionally, the helm's wearer appearsto all animals — in scent, sound, and form •— as anunfamiliar wolf. Animal companions will not recog-nize the wearer unless he casts animal friendship onthem a second time while wearing the helm. Thesecond use of the animal friendship spell does notcount against the character's HD limit for animalcompanions. Once the second spell has been cast onan animal companion, it will always be friendlytoward the wearer, but it will never understand thatthe wearer and the strange wolf are the same creature.

Caster Level: 10th; Prerequisites: Craft Won-drous Item, polymorph self; Market Price: 11,200 gp;Cost to Create: 5,600 gp + 448 XP; Weight: 3 Ib.

Tattoo MngirTattoo magic is a rare form of magic that allows

a spellcaster to imbue tattoo ink with magical energy.This ink may then be used to create a tattoo on atarget, which may be enchanted with a spell like anyother magical item. The target gains the ability toactivate the tattoo and benefits from the spell's ef-fects.

Tattoo magic is not without its drawbacks; un-like normal magic items, the spell in question is notenchanting an object, but rather a person. Whileliving beings may normally be affected by spells withno lasting ill effects, they typically do not have tostore the energy powering those spells for extendedperiods of time. Bearers of tattoos, however, mustbecome the conduits for the powers they channel. Asa result, each tattoo conveys unique side effects thatmirror the magic it channels.

The number and type of magical tattoos a char-acter may possess is determined by his Constitutionmodifier. The character may wear a total number ofranks of tattoos equal to his Constitution modifier x2,and no character may receive a tattoo which has aprerequisite spell with a spell level higher than thecharacter's Constitution modifier. For example, acharacter with Con 16 may receive a maximum of sixranks of tattoos, and no tattoo he receives may havea prerequisite spell higher than 3rd level. Characterswho suffer Constitution damage or have their Con-stitution permanently lowered to the point at whichthey can no longer support the power of their tattooswill find their highest tattoo rank magical tattoobecomes dormant and unusable (and likewise further

tattoos in order from highest rank to lowest until thecharacter falls under the Constitution limits for tat-too use). If the character's Constitution is restored oreven temporarily increased to a level that allows useof the dormant tattoo, it will begin functioningnormally as long as the character's Constitutionremains high enough.

Unless a tattoo description specifies otherwise,tattoos must be activated to be successfully used. Theuser must make a Wisdom check (DC 5 + level ofmajor spell effect) to unleash the tattoo's powerssuccessfully, and she must make a similar check todeactivate the tattoo successfully, if applicable. Acti-vation is a standard action that does not provokeattacks of opportunity. If the activation check fails,the tattoo does not function and its daily uses are notexpended.

Like other magical items, tattoos may not simplybe bought in a marketplace; rather, they must beinscribed by a spellcaster who knows the InscribeMagical Tattoo feat (described below) and also meetsthe prerequisites for inscribing that particular tattoo.Even though tattoos do not require a verbal com-mand word to be activated, base prices for tattoos arenormally calculated as command word activated,spell effect items {see the DMG, Chapter 8, Table 8-40). Further, many tattoos have a limited usage perday, which may affect their base price. Since tattooshave their own space limitations, their base price isnot affected by the "no space limitation" modifier.Also, the Game Master should make some allowancefor the side effects of a tattoo by lowering the baseprice commensurately with the difficulties that resultfrom the side effects {if any).

Removing tattoos once in place requires highmagic, as the process is similar to disenchanting anyother magical item. Spells such as MordenkainensDisjunction may remove the magic from a tattoo (butnot the tattoo image itself), and thereby eliminatethe disenchanted tattoo from the limits on the num-ber of magical tattoos a character can possess,Nonmagical tattoos can be removed from a subject'sskin with a regenerate spell cast upon the inked area.

Tattoos in the Scarred LandsThe Scarred Lands campaign setting contains

two particular groups of people that are culturallydisposed to decorating themselves with tattoos andare therefore especially adept at crafting magicaltattoos. These are the wood elves of the VirginWoods in central Ghelspad and the Albadian people(particularly the women sorceresses) in northernGhelspad.

Peoples of other races can leam the craft ofinscribing magical tattoos {assuming they meet theprerequisites as outlined below) and can be foundwith tattoos inscribed upon them, but at a time whentravel is still quite limited in the lingering devasta-tion of the Divine War, few people have benefited

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from this variety of magic to the extent of these twogroups. Close on their heels, however, are severalTitanspawn races whose people perpetuate the an-cient practices of decorating their bodies with tattoos,as well as the dark elves of Dier Drendal (see BurokTorn: City Under Siege). When a caster amongthem is able, such tattoos will sometimes be magicalas well.

Tattoos in the Scarred Lands tend to be moredecorative and less pictorial. That is, the designsinvolve patterns of lines, dots, and geometric shapesalmost exclusively, as opposed to tattoos that are apicture of something such as a unicorn or sword.These patterns can be found on absolutely everypossible part of the body from the toes to the scalp,although the limitation on the number of magicaltattoos a character may possess must heed the rulesabove.

Inscribe Magical Tattoo[Item Creation]

You can infuse mundane tattoos withpowerful magic, allowing the wearer of thetattoo tocastspellsand access magical effects.

Prerequisite: Spellcaster level 3rd+,Craft(tattoo) skill.

Benefit: You can inscribe any magicaltattoo whose prerequisites you meet. Inscrib-ing a magical tattoo takes one day for each1,000 gp in the tattoo's base price and requiresa Craft (tattoo) modifier equal to 3 + thehighest spell level of the spells that are aprerequisites for the tattoo. To inscribe atattoo, you must spend 1/25 of its features'base price in XP and use up raw materials(tattoo inks) costing half of this base price.See beiow for descriptions of magical tattoos,the prerequisites associated with each one,and their prices.

Tattoo DescriptionsThe tattoos described below are meant to be

examples; individual tattoos are often unique itemsand should follow the guidelines described aboveusing die tattoos that follow as templates. The tattoorank is a sum total of the spell levels that are prereq-uisites for creating the tattoo.

Blessing of MadrielTattoo Ranks: 2Powers: This tattoo appears as a knot-work

peacock done in bright colots. When activated, thetattoo glows as per the light spell, granting both lightand a blessing in the form of a bless spell that affectsonly the tattoo user. This may be used twice per day,

Side Effects: None.

Caster Level: 3rd; Prerequisites: Inscribe Magi-cal Tattoo, bless, light; Market Price: 3,240 gp; Costto Create: 1,620 gp + 130 XP.

Cloak of the SunTattoo Ranks: 3Powers: This tattoo depicts a stylized sunburst,

usually in a prominent place upon the wielder. Whenactivated, it surrounds the wielder with the effects ofa daylight spell, which lasts for 50 minutes or untildeactivated. This tattoo may be used once per day.

Side Effects: None.Caster Level: 5th;Prerequisitess Inscribe Magi-

cal Tattoo, daylight; Market Price: 5,400 gp; Cost toCreate: 2,700 gp + 216 XP.

Cloak of the WildTattoo Ranks: 1Powers: This tattoo, which depicts two hands

cupping the outline of an animal's head, grants itswielder the ability to pass unnoticed among animals.When activated, its user is considered to be under theeffects of an invisibility to animals spell. This tattoomay be activated three times per day.

Side Effects: While activated, the user actuallybecomes more noticeable to humans; this tattooinflicts a -2 circumstance penalty to Hide and MoveSilently related to other humans.

Caster Level: 3rd; Prerequisites: Inscribe Magi-cal Tattoo, invisibility to animals; Market Price: 2,600gp; Cost to Create: 1,300 gp + 104 XP.

Countenance of the SunTattoo Ranks: 2Powers: This tattoo, which depicts a stylized

sunburst around an eye, fills its user with great powersof charisma and leadership. When this tattoo isactivated, the user gains a +4 enhancement bonus toCharisma, This tattoo cannot be activated more thanonce per day.

Side Effects: Wearing the glory of the sun doesnot come without a price; once the effects have wornoff, the character is lethargic and tired. In gameterms, the character is considered to be fatigued forone hour.

Caster Level: 3rd; Prerequisites: Inscribe Magi-cal Tat too, commdndin£f»riesence; Market Price: 1,728gp; Cost to Create: 864 gp + 70 XP.

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CHAPT6R FIVE: MAGIC

Eye of NightTattoo Ranks: 2Powers: This tattoo, which is a crescent moon

placed around one of the wearer's eyes, grants theability to notice invisible objects and creatures. Whenactivated, it acts as a see invisibility spell. This may beactivated twice per day.

Side Effects: Use of the eye of night can bepainful, forcing a Fortitude save (DC 15) each time itis activated, or the wearer is considered to be dazzledfor 10 minutes.

Caster Level: 3rd; Prerequisites: Inscribe Magi-cal Tattoo, see invisibility\ Market Price: 3,900 gpCost to Create: 1,950 gp + 156 XR

Familiar MarkTattoo Ranks: 1Powers: This is an ancient druid mark that

grants an animal increased prowess and damage withits natural weapons. Many Heltiann familiars alsosport these tattoos. This tattoo may be activatedtwice per day, granting the animal the effects of amagic fang spell.

Side Effects: None.Caster Level: 3rd; Prerequisites: Inscribe Magi-

cal Tattoo, magic fang; Market Price: 2,160gp; Costto Create: 1,080 gp + 86 XP.

Ghost-hand PatternTattoo Ranks: 2Powers: This odd, jagged pattern is always placed

on the palm of its wielder's hand. Upon activation, anidentical pattern of shifting black energy appears inthe air within 130 feet. The wielder may then casttouch-based spells through the ghost~hand pat tern, justas by a spectral hand spell. This tattoo may be usedthree times per day.

Side Effects: The bone-chilling, supernaturalcold of the pattern weakens those who use it; whilethis tattoo is active, the wielder sustains 2 points oftemporary Strength damage. This damage disappearsonce the effect ends.

Caster Level: 3rd; Prerequisites: Inscribe Magi-cal Tattoo, spectra! hand; Market Price: 5,200 gp;Cost to Create: 2,600 gp + 208 XP.

Greater Familiar MarkTattoo Ranks: 3Powers: The superior version of the familiar

mark tattoo, grea terfami Uar mark grants the benefits ofgreater magic fang (in this case, a +2 enhancementbonus to attacks and damage for the animal). Thistattoo may be activated once per day.

Side Effects: None.Caster Level: 6th; Prerequisites: Inscribe Magi-

cal Tattoo, greater magic fang; Market Price: 6,480gp; Cost to Create: 3,240 gp + 260 XP.

Huror's PawTattoo Ranks: 1Powers: Perhaps one of the most common magi-

cal tattoos among the Albadian people, huror's pawgrants its wearer the ability to ignore the first 5 pointsof cold damage per round. It lasts 24 hours and mayonly be activated once per day.

Side Effects: None.Caster Level: 1st; Prerequisites: Inscribe Magi-

cal Tattoo, endure elements (cold); Market Price: 360gp; Cost to Create: 180 gp +• 15 XP,

Mark of the BelsamaugTattoo Ranks: 2Powers: Innovated by Belsameth's followers

among the Helliann, mark of the behamaug is a darkcircle, represenring the dark of the moon, embla-zoned with the runic symbol for the belsamaug. In thedark of the night, those with this tattoo are able tocause themselves to vanish much like the belsamaug.This tattoo can be used once per day.

Side Effects: Though it is not limited in the waybelsamaug invisibility is by the light of the moon,mark of the behamaug can only be activated whilestanding in darkness, when the sun is not in the sky.

Caster Level: 3rd; Prerequisites: Inscribe Magi-cal Tattoo, invisibility; Market Price: l,730gp; Costto Create: 865 gp + 70 XP.

Mark of the OwlTattoo Ranks: 2Powers: The stylized owl of this marking is very

distinctive and is often seen worn by the Helliannwitches. When activated, it grants the character a +4enhancement bonus to Wisdom. This tattoo cannotbe activated more than once per day.

R E L I C 5 &. RITUXLS 2: LOiT LOW

Side Effects: While the tattoo is activated, thecharacter hecomes short tempered and curt; thespirit ofthe owl is a wise but rude one, reducing the character'sCharisma by 4 for the duration of the effect.

Caster Level: 3rd; Prerequisites: Inscribe Magi-cal Tattoo, divine wisdom; Market Price: 1,728 gp;Cost to Create: 864 gp + 70 XP.

Mother of AnimalsTattoo Ranks: 2Powers: This tattoo — a stylized circle within

which has been worked representations of a claw, afeather, a fin, and a hoof — grants the ability toentrance an animal as per the spell charm [xrson oranimal, save that it affects only animals. This tattoomay be used three times per day.

Side Effects: Tapping inro the powers of MotherDenev requires a sacrifice to the land. In game terms,activating this tattoo requires that the characterexpend 1 hit point, dripping the blood onto theground. In the case of charming carnivorous animals,this blood is actually lapped up by the animal.

Caster Level: 3rd; Prerequisites: Inscribe Magi-cal Tattoo, charm person or animal; Market Price:4,875 gp; Cost to Create: 2,438 gp + 195 XP.

Mother's TongueTattoo Ranks: 2Powers: Perhaps one of rhe most infamous of

tattoos originating in Vera-Tre, mother's tongue isactually tattooed directly onto the tongue of itsrecipienr. When acrivated, it allows its bearer tospeak with animals, as per the spell, twice per day.

Side Effects: While this tattoo is activated, thebearer cannot speak the languages of any sentientbeings -only the tongues of animals.

Caster Level: 3rd; Prerequisites: Inscribe Magi-cal Tattoo, speak with animals; Market Price: 3,460gp; Cost to Create: 1,730 gp+ 138 XP.

Nomad's SheatheTattoo Ranks: 4Powers: A favored item among both intriguers

and nomadic Albadian barbarian chieftains, nomad'ssheathe appears as an intricate pattern of knot-workweb along an arm or leg. When an item is touched toit and the tattoo is activated, the item is affected asper the tattoo item spell, appearing as a tattoo of theitem trapped within the knot-work. Though the itemmay be retrieved at any time, the tattoo can only beactivated once per day.

Side Effects: None.Caster Level: 7th; Prerequisites: Inscribe Magi-

cal Tattoo, tattoo item*; Market Price: 20,580 gp;Cost to Create: 15,540 gp + 403 XP.

Oaken ShieldTattoo Ranks: 2

Powers: This tattoo is created with dark tannininks from ancient oaks, creating the symbol of ashield that appears to be woven oak branches. Whenactivated, this tattoo grants its bearer the effects ofbarkskin, granting a +3 natural armor bonus. It may beactivated twice per day.

Side Effects: The wearer's skin becomes rigidand dark while the tattoo is activated, reducing herDexterity by 2 points until the magic is deactivated.

Caster Level: 3rd; Prerequisites: Inscribe Magi-cal Tattoo, barksian; Market Price: 3,460 gp; Cost toCreate: l,730gp + 138 XP.

Stone SigilTattoo Ranks: 4Powers: This sigil, which is a stylized symbol of

a menhir, grants a spellcaster great concentration inbattle. When activated, the character acrs as thoughhe is under the effects of a mind over matter spell (seeRelics and Rituals, page 91).

Side Effects: The caster must remain still as astone, focused only on the spellcasting. He may takeno move or move-equivalent actions for the durationof this tattoo's effect, as doing so breaks the power ofthe stone sigil. The sigil may be activated three timesper day.

Caster Level: 7th; Prerequisites: Inscribe Magi-cal Tattoo, mind over matter*; Market Price: 24,300gp; Cost to Create: 12,150 gp +• 972 XP.

Three FeathersTattoo Ranks: 1Powers: A depiction of three crossed eaglefeath-

ers, the three feathers tattoo grants its user the abilityto cast the feather fall spell three times per day. Thisis a favored item of the Helliann who dwell on thenarrow slopes of the Witchmount.

Side Effects: None.Caster Level: 3rd; Prerequisites: Inscribe Magi-

cal Tattoo, feather fall; Market Price: 3,250 gp; Costto Create: 1,625 gp + 130 XP.

The Witch EyeTattoo Ranks: 3Powers: This mark, which depicts a three-pupil

eye, allows the caster to use clairaudience/clairvoyanceup to twice per day. As per the spell, the caster is ableto choose whether to see or hear into the area scryed- indeed, those who use the witch eye frequently oftenactivate both uses of the tattoo to do both,

Side Effects: The preternatural sight and/orhearing granred to the user of the tattoo can damagethe natural senses. After the effect is over, the user ofthe tattoo is blinded and/or deafened {depending onwhich senses were used) for 10 minutes.

CasterLevel: 5th; Prerequisites: Inscribe Magi-cal Tattoo, clairaudience/clairvoyance; Market Price:3,460 gp; Cost to Create: 1,730 gp + 138 XP.

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Powerful weapons and items created by gods orTitans, the relics of the Scarred Lands are sought bywizards, kings, priests, and adventurers. Their pres-ence canchange the course of the mightiest of conflicts— and even the gods, when their powers are un-leashed. Below are some of the more prominent relicsof the Scarred Lands.

MinorArtifactsBelsameth's Pinions

Description: The Cult of Ancients claims thatthis pair of 3-foot long, jet-hlack feathets was given toNod of the Iron Soul, a favored assassin of Belsameth,after Gaurak the Glutton (ore them from her wingsduring a battle. Their history is long and torturous,appearing and disappearing for years at a time, some-times in the hands of powerful slayers and others inthe possession of peasants or commoners. The bearerof Belsameth's Pinions gains numerous skills, all ofwhich are useful to assassins and criminals passingunseen through the most closely-guarded fortress andkilling with ease. Normally, the Cult of Ancientswould swiftly destroy anyone who used the pinionswithout their permission, but Belsameth has made itknown that they represent her blessing, and theirbearers are to be left alone, whether or not they aremembers of the Cult. Once the pinions have left theowner's possession, however, he is considered fairgame.

Powers: Both feathers must be in contact withthe bearer's flesh in order to function-normally, theyare tied to the bearer's back and kept under hisclothes. The bearer gains a +3 divine bonus to Dex-terity and moves with abnormal grace. The DCs ofany Spot checks against the wearer are increased by+6, and the bearer's speed is doubled. Three times aday, the bearer may cast the spells invisibility and fly asa wizard of equal character level.

Forsaken Elf BladeDescription: The elves of Termana are the only

race of mortal beings to defeat a Titan without divineintervention. After the fall of the elves' demigod atthe hands of its own herald, Chern arrogantly ad-vanced, intending to smite the defending mortals,laughing at the pathetic sight of thousands of swordsgleaming in the twilight. A small fragment of theelves' fallen deity must have enchanted some of thetheit blades, however, for they bit deeply intoChern'sfoul flesh and—along with the magic of the manospearsand the heroic sacrifices of thousands of elven heroes— helped bring the Titan down.

Sadly, even the greatest of Corean's smiths havebeen unable to forge similar blades since Chern'spassing. Ornate and beautiful to behold, many ofthese swords were destroyed or lost in the Divine War

CHAPTER FIVE: MAC1C !T€M5

or the intervening years, though many remain in thepowerful hands that once wielded them against aTitan, long ago.

Powers: A true forsaken elf blade is a +2 keentitanspawn bane rapier (titanspawn are in this caseconsidered to be individuals who actively worship atitan) with the unique power to ignore the naturalarmor and damage resisrance of any titan ortitanspawn. Against a titan or ti ran-worship per, therapier also has a +4 enhancement bonus on attackrolls and inflicts 2d6 points of additional divinedamage on a successful strike.

Mandolin of ManipulationDescription: Many years before the Titanswar -

when she was only a child as deities count such things- the goddess Tanil watched her titan parents createall manner of creatures and objects. As she grew andher powers increased, the Huntress decided that shetoo would create things of beauty to give pleasure toher mortal followers.

Combining her love of song with her fondnessfor trickery, Tanil crafted several beautiful instru-ments for the bards who sang her praises. Chiefamong these was the Mandolin of Grace, an instru-ment that later came to be known as the Mandolin ofManipulation. Though her intentions were good, Tanilwas still an innocent and did not think that mortalscould misuse the gifts that she gave them. Yet whenshe saw her followers using her gifts for personal gain,she grew troubled.

At first, the goddess would simply reprimandthose who used one of the Mandolins abilities forreasons she found unworthy or unsavory. Usually abrief word from Tanil was enough to sort out anyproblems, but after her rape at the hands of Hrinruukthe Hunter, Tanil's nature grew darker, and sheapplied a powerful curse on her instruments to ensurethat they would never be used to do to another whathad been done to her.

Powers: There are at least three known Mando-lins of Manipulation. Each is a beautiful insttument,made of the finest woods and inlaid with mother-of-pearl and gold filigree. The possessor of one of thesemasterpieces gains a +4 divine bonus to Charismaand an additional +5 divine bonus to all Charisma-based skill checks. The possessor also gains a +2 luckbonus to all saving throws. Additionally, the Mando-lins allow their owners to cast the following spells asa 16th-lcvel bard:

3/day: charm person, Will save DC 18; enthral!,Will save DC 20

I/day: charm monster, Will save DC 21; sugges-tion, Will save DC 20

I/week: dominate person, Will save DC 22, masssuggestion, DC 24

Finally, the possessor gains a spell resistance of28 to all Enchantment spells and effects.

ffln

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Since the Titans war, Tanil cursed these instru-ments, so that they might never be misused. If aMandolin of Manipulation is used to curtail anotherbeing's freedomor to make someone act against his orher will, it ceases to function for one full month, andits possessor automatically fails his next five Cha-risma-based skill checks, A Mandolin's curse does notapply to acts against titanspawn or lycanthropes,however.

If the owner ever coerces — whether throughblackmail, force, magic, or any other means — an-other being into sexual congress, even if that being isa titanspawn or iycanthrope, and with or without thepowers of the Mandolin, Tanil's wrath is terribleindeed. The Mandolin will never again function forthat being, and no test will prove that it is anythingmore than a masterwork mandolin unril it is sold assuch or discarded. The possessor receives a perma-nent -8 penalty to his Charisma and a permanent -4penalty to all saving throws, as his charm and lucksimply disappear. Only an atonement spell cast by acleric of Tanil of at least 16th level can lift this curse,and since the goddess herself imposed it, a great questin her name will undoubtedly be required to receivesuch forgiveness, assuming that she is willing to giveit at all.

RodoftheGhoulKingDescription: The legendary Ghoul King once

ruled an empire of ghouls and ghasts on the far-offcontinent of Termana. A powerful warrior andspellcaster, the Ghoul King ruled through strength,cunning, and the dreaded power of his ghoul-headedscepter. Ir is said that the Ghoul King was defeated inbattle but not slain, and he lives on today, containedon a lonely island by an order of dedicated clerics andpaladins.

Powers: The Rod of the Ghoul King enables thewielder to rule up to 500 HD of ghouls and ghasts inexactly the same manner as a rod of rulership (seeDMG, Chapter 8, "Rod Descriptions"), save that notime limit applies to the rod's rulership ability. Inaddition, the rod strikes as a+3 unholy light mace, andall opponents struck by the rod must make a Fortitudesave (DC 20) or be paralyzed for ld6+2 minutes as ifstruck by a ghoul. Finally, the rod can emit a nause-ating stench equivalent to that of a ghast, requiringall creatures within 10 feet to make a Fortitude save(DC 20) or be wracked with nausea, suffering a -2penalty on all attacks, saves, and skill checks forld6+4 minutes,

WrackbladeDescription: During the Divine War, the titans

created the wrack dragons to serve as mighty soldiersand weapons of destruction. They excelled in suchtasks and some survive to this day. The dm ids thatworshiped the titans beseeched their patrons to allowthem imitate the wrack dragons, and some received

Wrocfcbiodes — mighty scimitars created from thescales of wrack dragons — as rewards.

Powers: Wrackblades are all+5 scimitars. Otherpowers of these minor artifacts vary according to thedragons from which they were created.

Firewrack blades are /laming wounding weapons.In addition, three times per week a firewrack bladecauses a rotting disease in its target on a successful hit.The victim must succeed at a Fortitude save (DC 19)or suffer Id 10 points of damage per hour for the next2d6 hours.

Seawrack blades are ghost touch weapons that dealId6 points of additional acid damage with each hit. Inaddition, three times per week a seawrack blade causesnausea in its target on a successful hit. The victimmust succeed at a Fortitude save (DC 16) or suffer a-3 penalty to attack rolls and must pass a Concentra-tion check (DC 18) to cast spells for the next Id4+lhours.

Woodwrack blades are dancing shock weapons. Inaddition, three times per week a woodwrack bladecauses a wooden stiffness in the joints of its target ona successful hit. The victim must succeed at a Forti-tude save (DC 16) or be slowed as per the spell forId4+l hours.

Major ArtifactsAskatha, The Demon-Slaked Blade

Description: In the early days of the DivineWar, Kadum released hordes of demonic beasts in thewestern lands of Ghelspad with the intent of destroy-ing every liv ing thing they encountered, These beastsoverran the westemreaches of modern day Da takeene,slaughtering thousands in their bloody wake. Amongthe land's defenders was the greatest weaponsmirh ofKeltoi history, Aiden Laigh.

When Kadum's hordes descended upon his vil-iage, Laigh was in the middle of forging a finegreatsword for the commander of one of Darakeene'swar colleges. When a crimson-skinned demon burstthrough the wall of his smithy, Aiden grabbed a pieceof rough bullock-hide and snatched up the nearestweapon—the mighty greatsword, still glowing white-hot and covered in the coals of his forge fire. Withsome difficulty and no small amount of luck, Aidenmanaged to slay the beast, quenching the fires of theforge in the beast's blood.

Still steaming with the foul-smelling ichot of theslain outsider, Aiden cut a swathe through the otherattacking creatures. It was as if the blade itself waspossessed of a will to slay the beasts, needing onlyAiden's hand to hold it aloft. He hewed many ademonic head from its shoulders that day, and bysundown the horde was routed. They continued toravage the countryside for many months, but neveragain in such numbers. The survivors were eventu-ally hunted down and destroyed by the Darakeenelegions.

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Following the battle, Aiden tried to completethe greatsword for his client but found that the bladewould not take the heat of the forge. No matter howmuch he stoked the coals the blade remained cool tothe touch. Eventually, he decided to scrap the bladebut found that even with his great strength he wasunable to lift it from the forge. Frustrated and fright-ened, Aiden offered the blade to anyone who couldlift it and carry it away.

Many tried to take the blade, but none succeededuntil the day a group of mercenaries passed throughthe village on their way to join a battle in the north.Among their number was a mighty Albadian barbar-ian named Hringrorh. He effortlessly lifted the swordand slung it across his back, naming it Askatha inhonor of a woman he had left behind in Albadia.Hringroth wielded the sword for many years until hefell in battle with a tauron warrior of the KelderMountains.

The tauron claimed the blade from his fallen foeand Askatha passed from memory for many years. Ithas since appeared many times, sometimes in thehand of a goodly warrior such as the Coreanic knightTain Forsani and at other times wielded by a wickedfoe such as the infamous ore Lord Skrikt, who isreputed to have owned the blade for a time.

The sword's current whereabouts are unknown.Its most recent owner was a Zathiskan adventurer bythe name of Lehgit Farhaadhi. He and his compan-ions were last reported to be mounting an expeditionto seekout the lost ruins lying benearh the SweEteringPlains. As neither Lehgir nor his fellows have beenseen in nearly three years, it is assumed that theynever returned from that perilous place.

Askatha is a rough-hewn blade of unpolishediron. Its blade is uneven and its edge jagged. No hiltptotects the wielder's hands, and the handle is crudelywrapped in old, wood-hard leather.

Powers: When not in combat, the blade be-comes as heavy as if it were cast in lead - a minimum19 Strength is tequired even to carry it. When com-bat is joined, however, the blade becomes as light asait and can be effortlessly wielded by even rhe weak-est combatants. Askatha will suffer no scabbard andmust be carried openly, or at worst shoved throughthe wielder's belt. Whenever sheathed or covered,the blade begins to glow red-hot until the covering isburned away.

Askatha functions as a +5 keen greatsword ofcleaving. When attacking an evil outsider, the swordadditionally functions as a varpal weapon. Those whohave wielded the blade claim to hear ir laughing withglee as it cuts and slays. Askatha is an intelligentweapon possessed of a single-minded desire tokill eviloutsiders and a most unpleasant lust for blood andcarnage.

Askatha the Demon-Slaked: Int 10, Wts 7, Cha13; CN; communicates empatherically; speaks Ledeanand Darakeene; Powers: see invisibility at will, free use

of Combat Reflexes, jump for 20 minutes on wielderI /day, shield on wielder; Special Purpose; slay eviloutsiders; Special Purpose Power: hold monster (DC14) for Id4 rounds; Ego 2 1 (rises to 24 when fightingevil outsidets).

Belsameth's BladeDescription: WhenChern at last perished, some

of his foul energy was absorbed into a forsaken elfpriest's blade, still buried up to its hilt in the Scourge'spoisonous flesh. Touched by the titan's powerfulcurse and the surge of energy produced by his death,the blade took on an almost sentient malevolence. Itseeks to position itself in the time and place where itcan inflict the most death, disease, and pain. Whenthe gods carried Chern's corpse back to Ghelspad forinterment, the blade fell from his body and was takenup by Belsameth, who gave it to her followers.

The sword appears as a shining mirhral bladeeaten and pockmarked with rust and corruption. Itwas last seen in the hands of Ralrinn Boilspawn, aBrown Foamer slitheren warlord of the MourningMarches. Ralrinn was said to be destroyed in a recentVigilant raid on the swamp, leaving the sword's fateunknown.

Powers: Belsameth's Blade is a +5 keen vorpaflongswardof wounding. Instead of cutting off a randomlimb of an opponent upon a critical strike like anormal vorpal sword, this blade always severs the headon a critical. The head then reanimares IdlO roundslater as a Belsameth spider {see Creature Collection2, page 214). Any spider created by this sword ispermanently under a continual charm monster effectas if it had been cast by the wielder of the sword.

TheBladeofStormsDescription: During the Divine War, Lerhene

never fielded a true army. Instead, she invested herpower into small groups of mortals to form deadlystrike forces and, in some rare cases, one-man killingmachines.

Prease Blood wind was such a man, an adultstormchild trained from birth to be the living incar-nation of the wind's fury. At first no one even knewhe existed. He slew important officers and servants ofthe divine races in the night and disappeared like thewind. When the forces of the divine races learned ofBloodwind, rhey quickly moved to defend them-selves. Divine warriors were sent to kill him, butthose who survived ended up nearly mad, babblingabout a translucent sword with lightning dancingacross its blade.

Before long, the divine races realized that thiswas all part of Lethene's schemes, to draw preciousresources away from the war. So each of the godsappointed a champion and set these eight to huntdown Bloodwind. According to legend, when he wasfinally cornered, a fierce bartle ensued, ending onlywhen Bloodwind was pinned in place by an arrowshot by a ranger of Tanil. Bloodwind was unable to

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evade the slower champions, a paladin of Corean anda fierce barbarian serving Vangal, and Lethene'schampion was at last laid low by these two warriors.His body was destroyed and his sword tossed intowhat would become the Blood Sea. Despite that,Bioodwind's sword, the Blade o/Stonns, has been seenmany times in the hands of all manner of warriors inthe Scarred Lands. Each has eventually faded intoobscurity, leaving one to wonder whether the weaponstill bears the curse of vanished Lethene.

Powers: The B lade of Storms is a +3 keen shockingburst scimitar of speed. Its blade is made of a strange,translucent metal that is hard to see but for thecurrents of electricity that dance up and down itslength. The weapon's hilt is made of ivory and wrappedin a red leather cord.

After the death of Bloodwind, the dreadedwarrior's spirit entered his sword, giving it a wildintellect (NE; Int 18, Wis 21, Cha 12; Ego 30) andallowing it to communicate with its bearer via telepa-thy and speech. It can converse in Ledean, TitanSpeech, Elven, and Dwarven. The sword's wielderhas no need for sleep and can see invisibility at will.The wielder also gains the Combat Reflexes feat if hedoes not already have it. Once per day, the wieldercan create a globe of invulnerability, and also once perday the sword can unleash a lightn ing bolt (8d6,200 ft.,Reflex DC 13 for half).

The sword itself decides when and if to revealthese powers to a wielder and need not reveal all thepowers at once. The sword, though, is a most insidi-ous creature. It will use its powers to aid its wielder ina life-or-death situation, after which it will try tocompel the wielder to goon the same quest that it hasbeen pursuing since Bioodwind's death - namely,finding an immature stormchild and giving him thesword. If the sword should ever make its way into thehands of an immature stormchild, it will immediatelytry to control the child. If it is successful, the stormchildmust make a Fortitude save (DC 15) or reach adult-hood in Id4 days. When this happens, Bioodwind'sspirit will be in total control of the stormchild andwill resume his quest to take vengeance on the godsand to free Lethene.

Denev's HeartDescription: It is well known that Denev the all-

mother has no true physical body or avatar, being onewith the earth itself. When she needs to appear andtake direct action on Scarn, she forms a body forherself from the terrain around her, causing her toappear differently every time she does so. Yet whatmany do not know is that a small portion of Denev'sphysical body — her heart — still exists and harborsher life essence even as she slumbers.

Even among those who know of the heart'sexistence, no one knows exactly where it is currentlylocated. It is said that the heart moves about, healingthe land where it is most needed. A few of the wisestIncarnates of Vera-Tre have tentatively suggested

that its current residence, as Denev struggles to healherself and the land, lies somewhere in the KelderMountains, probably east of the Ganjus and south-east of Mount Amalthea. Certain attitudesand moraltendencies seem inherent in the peoples of thatregion, and according to some Incarnates, these atti-tudes are in keeping with the few records that remainabout the effects of Denev's Heart. If this is true, itwould explain why the druids of Khet want to possessAmalthea so badly. They want to capture Denev anduse her body to revive Mormo.

Powers: For every year that Deneu's Heart spendsin a region, the radius of its influence increases by onemile. Ancient texts claim that while within thissphere of influence, people begin to behave differ-ently, usually in several ways.

Everyone living within this region experiencesan alignment shift toward neutrality. For every fouryears a person lives continuously within the sphere ofDenev's Heart's influence, his alignment shifts onestep (player's choice) toward true neutrality. Lawfulneutral, chaotic neutral, and neutral good characters(not neutral evil) receive a one-time Will save toresist this shift (DC 16). Those who wish voluntarilyto become neutral, or have no moral problems withdoing so, need not attempt this save. Those whosepowers are dependent upon maintaining a certainalignment (paladins, for example) notice the effectsof the region and may to choose to leave or avoid it,thereby preventing the unwanted shift.

In addition to this effect, everyone spendingmore than four years in the region feels positivelyinclined toward Denev and begins to pray to her inaddition to any other gods that they worship.

Beyond these first two effects, peoples of theregion experience one of two other reactions in thefirst four years. Under the first of these two effects,they will feel intensely loyal to each other and to theirregion (after four years of residence, a character mustmake a Will save DC 24 to leave permanently or tobetray the region or its inhabitants) and gain a +3morale bonus to any roll made in defense of the regionor its secrets. The second effect, usually felt by thoseof a druidic or clerical nature, results in an intensespiritual connection to the region. Clerics of neutralalignment and druids who worship Denev receive a-*-1 inherent bonus to Wisdom after four years spentunder the heart's influence.

If a character should leave the region for longerthan four consecutive years, all of the above effectsfade completely, though new alignments and reti-gious practices can be maintained voluntarily. If thecharacter returns to the region, the effects start overagain from the beginning,

Gods, dragons, non-sentient beings, outsiders,and similar powerful beings are unaffected by theDenev's Heart, though those of evil alignment feelgreat discomfort and unease when in the its vicinity.

CHAPTER Five; IT6MS

Should Denev's Heart leave an area, its effects arereversed, vanishing as slowly as they arrived. Thosefew who know of it and its effects do not know if it willever leave its current location, or where it will go if itdoes. What is generally believed is that such a moveis a slow, slow process that takes place over genera-tions.

Flute of the Four WindsDescription: Legend holds that the four winds

are all that remain of the mysterious Gulaben, Ladyof the Winds, When she was imprisoned by the gods,Gulaben's presence was permanently banished fromScarn, but the echoes of her voice can still be heardin the distant howl of the winds. The Flute of the FourWinds is said to be an instrument created by theGu la ben's followers to honor their patron, but no oneknows its origin for certain. Some scholars theorizethat the flute holds a fraction of Gulaben's essence,which would explain the nature of its power. Othersrefer to the flute as the key to Gulaben's imprison-ment, created by the gods when she was defeated.This second theory is especially believed by theremaining followers of the Lady of the Winds, whobelieve the flute might hold the secret to freeing her.

Not only Gulaben's minions pursue the Flute ofthe Four Winds, Any bard worthy of his title (and whobelieves in the flute's existence) would love at least tosee the artifact and blow a few tunes. Legends say thatthe instrument's quality and sound has no peers. Justlike the wind itself, however, the flute never stays inone place for too long. Finding it is a true quest, if nota stroke of sheer luck.

The artifact looks like a beautifully craftedwooden flute, inlaid with silver runes in an unknownlanguage.

Powers: The Flute of (he Four Winds sometimesseems to have a mind of its own when it comes tomusic, and anyone proficient with the instrumentwill receive a +• 10 bonus on a Perform (flute) checkwhile play ing it. Even merely holding the flute grantsthe possessor a +2 divine bonus to Charisma.

Still, rhe flute's true power relies on the fourspecial runesone can play with it. The music for thesetunes is not found with the flute - it must be obtainedseparately. Occasionally, the music for these songscan be found, but few know of its true significance.When played on ordinary instruments, these tunesadd +1 to any Perform (flute) check. It is only whenplayed on the Flute of the Four Winds that the tunesgain their full power.

The flute can play one of the following tunes.Playing one is a full-round action, and the normal+ 10 Perform check bonus does not apply when play-ing them. Each power can be used once per day. If rhePerform check fails, the power cannot be summoneduntil the next day.

Wind of the North: This melody calls upon thefreezing northern wind, creating a cone of cold {15d6,

Reflex DC 15 for half). In order to summon it, theowner of the flute must accomplish a Perform (flute)check at DC 20.

Wind of the East: This melody allows the ownerto wind walk, just like the spell, as a 13th-leveldruid.The owner musr accomplish a Perform Check at DC18.

Wind of the South: This melody allows the ownerto cast a fog cloud as a 6th-level sorcerer with asuccessful Perform (flute) check at DC 15.

Wind of the West: This tune creates a wind imfl asa 6th-level sorcerer with a successful Perform (flute)check at DC 15.

The Four Winds: This melody consists of playingthe four melodies above one after the other in thesame order. Doing so requires a successful Perform(flute) check at DC 30. The flute must also not havepiayed any of its daily allotment of tunes. If successful,the owner of the flute summons a cyclone, just likethe whirlwind spell as if cast by a 20th-level druid. Justas the effect is about to end, however, the cycloneyanks the Flute of the Four Winds from rhe owner'shands and casts it away into a new and unknownlocation.

It has been told by the legends that rhe Flute ofthe Four Winds acts by its own will and is able to callthe cyclone itself without the help of the four melo-dies. This happens when the flute feels bored orunpleased with its current owner and wishes for achange.

Madriel's ChainDescription: This chain was forged by a titan -

which one history does not recount - to bind Madrielto the earth so that she might be more easily slain. YetMadriel would not be so readily imprisoned. Thoughthe titan managed to bind one of Madriel's wristswith a length of chain, the goddess managed to breakfree. She struck the titan with the length of chain thatbound her and then made her escape. Once free of it,Madriel tried to destroy the chain but found that thetitan's blood had rendered it virtually impervious todamage. No fool, Madriel harnessed the raw power ofthe titan's blood and turned it to her own ends withthe aid of Corean the Craftsman. She engraved thechain with her own holy symbols and threaded eachlink with a fine golden chain before bestowing thechain on her seven favored mortal champions ro aidthem in their fight.

The chain is comprised of seven perfect, unbro-ken mithral links. Each link is engraved with a smallpeacock feather - the symbol of Madriel - and has alength of fine, golden chain threaded through it.

Any worshipper of Madriel may grasp a mithrallink and pull it free, along with its golden chain. Thisdoes no damage ro rhe link or the chain. To takeadvantage of rhechain's power, the link must be hungfrom the golden chain around rhe neck as an amulet.

R€LICJ &. RITUAL* 2; LOJT LOP,€

Powers: Damage delivered to anyone wearing alink of the chain is divided evenly among all who arewearing links, regardless of their location. Damage isapplied beginning with the individual with the high-est current hit point total, then the next highest and,so on.

If any one person tries to wear two or more linksat once, the links rejoin into a chain and cease toprovide any protection to the wearer. The link canalso function as a holy symbol of Madriel.

Mask of the Wild WardenDescription: When the titans ruled, there was

no rest. Selfish and cold, they cared little for the landand creatures over which they held dominion. Com-passion pierced only the heart of Golthain, wholonged to give reprieve to Seam's harried denizens. Insecret, he went to Denev, beseeching her for help.Unmoved by pity, she gave him aid only as a matterof survival. Together, they wrought the Mask of theWild Warden, a weapon that turned the tide of battlefor the children of the gods many times during theDivine War.

The druids of Denev, who currendy hold themask, see it as a responsibility rather than a posses-sion. A healthy fear of imbalance keeps them fromhoarding it away or abusing its power. The mask'smovements are carefully monitored to keep it frombeing misused or lost. The druids will attempt to

tetrieve the mask at any cost if it is stolen, and theirfury is terrible.

The Mask of the Wild Warden is carved in theimage of a bestial face with curved homs rising fromits top. A beard of owl, raven, and wild turkey featherssproutsfrom its chin. Its expression is as implacable asnature itself. Oddly, when a dtuid using the mask useswild shape, the mask is not assumed into his or herbody, but changes form to represent a stylized versionof the new creature's face.

Powers: While using her wild sfiof>e ability, acharacter wearing the Mask of the Wild Warden retainsall Strength, Dexterity, or Constitution bonuses thatshe had in her original form. For example, if a druidwearing the Mask has a Strength of 16, she may add her+3 bonus to any Strength check, including meleeattack and weapon damage rolls, while usingwiHs/iope.The wearer's new form retains any armor bonuses fromgear that she wore or carried in her original form. Thewearer can cast greater magic fang at will as a 20th-leveldruid. Finally, because the mask is never fully absorbedinto the wearer's face, the weater always suffers fromobscured vision {-1 penalty to attacks, saves, and skillchecks requiring vision). If a non-druid dons the Maskof the Wild Warden, he gains two negative levels. Thesenegative levels remain until the Mask is removed.These negative levels never resutr in actual level loss,but they cannot be overcome in any way (includingrestoration spells) while the Mask is worn.

Chapter Six:

area an

During the Epoch of Gormoth, millennia beforethe ancient Ledean Empire rose to glory, the myste-rious slarecians built a vast civilization under thesurface of Scarn. Possessed of a power beyond eventhe ken of the Titans and gods, the slarecians were anigh-unstoppable force for untold ages. Only afterthe combined might of the gods and Titans broughtthe mighty slarecians low did the victors feel secureenough to challenge each other, and soon theTitanswar ravaged the land.

But all trace of the slarecians was nor eradicatedfrom the Scarred Lands. Ruins dot rhe land, contain-ing secrets, guardians, and dangers beyond mortalcomprehension. The mysterious powers that disqui-eted the gods and Titans themselves are beginning toreawaken. And in dark places, the allies of the an-cient slarecians yet remain...

RELICS &. RITUALS 2: LOST LOrU

Power of the SlareciansIt is said that after Gormoth the Lifegiver created

the first living beings, then known as the viren, amysterious new race made its appearance on Scam.No Titan claimed creation of these proud and enig-matic beings — were they travelers from anotherworld? Where they a primal force like the Titansthemselves? Where they the universe's reaction tothe first creation of life? Sages still speculate as to theorigins of the ancient slarecians, but agree that theywere possessed of a power that defies all that is knownof arcane and divine magic. For uncounted millen-nia, the slarecians emerged from their subterraneanruins only to destroy those civilizations that dared torise in their shadows.

Ignored by the incautious Titans, the power ofthe slarecians grew until they were able to enslaveother races and their power threatened to rip the veryfabric of Scam. Realizing the risk to their followers,the gods acted decisively, driving their mortal armiesas a wedge into the heart of the subterranean Slarec ianEmpire. But the gods greatly misjudged the might oftheir foes in this first battle. The slarecians slewHadarus, son of Belsameth, and captured Drendari,the demigoddess of shadow. They then probed the

mind of the demigoddess, stealing her control of theshadows and merging it with their own dark powers.

It was at this point — possibly through informa-tion that they found within the very mind of Drendari— that the slarecians realized that they could notconfront the armies of the gods by themselves. Whilethe gods possessed divinely inspired crusaders andpriests, the slarecians had only relatively few slavesand their own formidable, yet mortal powers. Tocombat their foes, the sforecians created two orders offollowers: the penumbral lords and the slareciancults. While the penumbral lords focused on theshadow magic ripped from Drendari, the cultists wereimbued with a measure of the slarecians' own myste-rious power. The gods pressed on, but were checkedby the introduction of these slarecian champions tothe field.

It wasn't until the Titans themselves turnedtheir attention to the war that the gods were able todefeat the Ancient Ones. Ultimately, the fate of theslarecians is unknown. Sages speculate to this day asto whether they were eradicared, banished to anotherdimension, or imprisoned like the various genie races.Regardless, not all remnants of the slarecians weredestroyed. Their ruins remain, plaguing the land with

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animated guardians, enigmatic curses, and the rem-nants of the slarecians' allies.

When the divine and titanic forces engaged theslarecian armies, the penumbral Lords abandonedtheit professed masters to theit fate. Realizing thatthey could not challenge the might of the gods, thetreacherous shadow mages fled to the dark corners ofScarn. To this day, the ancestors of the penumbrallords remain hidden, guatding their stolen knowl-edge from all who would have it, god and mortal alike.

The slarecian cultists, however, perhaps becauseof the slarecian power residing in them, fought along-side their masters until the bitter end. After theslatecians' reign was shattered, the few survivingcultists crept away, hiding among the divine races.Since the fal l of the Slarecian Empire, these cultistshave barely kept their history and ttaditions intact.As a result, many of the ancient powers and lore havevanished or exist only as ha if-remembered legendsamong the cultists. Very few among the divine raceshad a natural aptitude for the slarecians' powers, andthe cultists have been forced to induct new blood-

lines (many of whom are initially unwilling) merelyto survive. All of this has begun to change, however,with the sudden recent changes in the slarecianlanguage virus.

Sages once speculated that the slarecian lan-guage virus served merely to protect ancient slarecianwritings from tampering and discovery by youngerraces. As such, the virus only seemed to affect thoseintent on discovering slarecian secrets, whether byemploying magic or through simple tesearch. A morevirulent form of the virus has recently been discov-ered, however, which seems to spread more easilybetween individuals, even if the individuals have hadnocontactwithslarecian artifacts. Strangely, though,victims tend to recover after a rather uniform periodof time, although recovery is often accompanied bypersonality and mental changes in its victims.Whether this change in the disease is directly linkedwith the current increase in individuals rumored tohave slarecian-like powers, the sages are not certain.However, it is undeniable that many of the diseasedindividuals have developed inexplicable powers.

'•WK&HMThe Slarecian Language Virus

The slarecian language virus (see CreatureCollection, page 178) is much more than asimple disease spread by contact with slarecianwritings. It is actually a specially created psionicconstruct, originally created to ease the processof slarecian domination of the surface world. Byinfecting entite civilizations with this virus, theslarecians were able to ensure that their newsubjects not only spoke their tongue (and onlytheir tongue), but were rendered powerless to useboth arcane and divine magics.

But something has changed of late. Thosewho catch the virus from actual slarecian writ-ings are still afflicted as normal. However, thosewhom they pass the virus onto may sometimesserve as carriers for the virus — although thesevictims catch the virus, within the span of abouta week or so (2d6 days minus the victim's Con-stitution modifier, to a minimum of 2 days), theharmful effects of the virus seem to wear off;victims simply regain the ability to speak nor-mally.

In the meantime, however, strange changeshave taken place. The virus has affected themind of its victim, who sometimes suffers dreamsthat seern to portray a civilization of tall, ridge-browed folk, cruel and intelligent. The victim's

mind has changed, ready to awaken the gifts ofthe slarecians — psionics — within him.

Those who embrace these aspects of theirpsyche {i.e., those who actually take a level inpsion or psychic warrior) find that the dteamsstop, and they regain the ability speak the theslarecian tongue, although the language does notoverride their normal speech patterns. Further-more, these new psions are immune to furtherexposure to the slarecian language virus.

What remains a mystery is exactly why thishappens. Even the slarecian cults, their numbersnewly bolstered, are at a loss to explain why theirformer masters might create a psionic virus origi-nally meant to ease conquest that can actuallyawaken psionic powers in its victims. Surely, theyreason, this is a rather ineffective way of conquer-ing a people?

Most of the cults generally agree that thispsionic awakening was not the original intentionof the virus — intended simply as a tool forconquest, the virus hasevolved or mutated due tosome change in reality, perhaps in time itself, sothat it now seeks out those centers of the mindthat harbor latent psionics and awakens them.But there are still those who wonder...

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RELICS &. RITUXLS 2: LOJT

Variant: Mental FatigueHarnessing the power of the ancient slarecians involves tapping forces that bodies native

to Scarn were not meant to handle. Psions who expend too much power begin to burn away thevery life force that maintains body and soul. In game terms, this means that any psion whosepower point total is reduced to one-quarter or Less of its normal maximum becomes fatigued (seeDMG, Chapter 3, "Condition Summary") until he is able to recover sufficient power points toraise his current total to beyond 2 5% of maximum. Further, any psion who has a current powerpoint total of 0 is exhausted (DMG, Chapter 3). Unlike the normal condition, however, thisexhaustion lasts only until the psion is able to recover at least 1 power point {at which point hebecomes fatigued).

Variant: Coordinate ConcentrationIt is possible for psions and pstonic beings to activate a new power while maintaining

concentration on another or to maintain two or more powers at the same time.Activating Powers: Powers that have a manifestation time of 1 action or less may be

activated even while concentration is being maintained on one or more other powers. Thisrequires a successful Concentration skill check (DC 15 + the level of the highest level powerbeing maintained or activated + 5 per power being maintained beyond the first). In addition, ifthe manifester makes any other Concentration skill check for any reason, the DC of that checkincreases by +5 for each power currently being maintained. If any Concentration check fails, anypower being activated and all powers being maintained instantly fail.

Maintaining Concentration: A psion may maintain concent rat ion on more than one powerat a time, but this requires a standard action for each round of maintenance (unless the psion alsomanifests a power, in which case see "Activating Powers,"above). In addition, if the manifestermakes any other Concentration skill check for any reason, the DC of that check increases by +5for each power currently being maintained. If any Concentration check fails, aEl powers beingmaintained instantly fail.

The teniaining slarecian cults have seen thischange as a sign, and have begun recruiting oncemore for the battle they believe is inevitable.

Psionics in a Scarred Lands campaign may beused to represent the power of the ancient slarecians,which is unique and different from the power wieldedby both the gods and the Titans. As such, this settingutilizes a variant of the "Psionics are Different" rulespresented in thePsionics Handbook (Chapter4, sidebar:Variant; Psionics are Different). In the Scarred Lands,psionics and magic are completely separate forces,which rely on different sources of power and whichhave independent effects. Use the following modifi-ers to psionics in the Scarred Lands:

Dispelling and Negating: Neither psionics normagic has any ability to dispel the other. New spellsthat dispel psionics or new powers that negate spellsare not possible. Null magic or psionic areas have noeffect on the operation of the other.

Mind-Affecting Spells and Powers: Spells orspecial abilities that protect specifically against ef-fects with the [charm], [compulsion], or[mind-affecting] descriptor work equally wellagainstboth psionics and magic. However, abilities thatprovide only a bonus against magic, such as a moun-tain dwarfs + 2 bonus to saves against magic, have noeffect against psionics.

Spell and Power Resistance: Because psionic poweris very rare in the Scarred Lands, very few creatures havedeveloped any form of power resistance. Only slarecianconstructs, creations, or allies have power resistance. Spellresistance generally prov ides no protect ion againstpsionicpowers, and power resistance does not protect againstmagic. Slarecian creatures (such as slarecian dragons,gargoyles, muses and the like) have a power resistancescore equal to their spell resistance.

CHAPTER JDC TH€ iLARtOAN UdACV

Variant: Secondary Disciplines and Variant Powers DiscoveredEvery psion has one primary discipline and two secondary disciplines; the other three

disciplines are by default tertiary disciplines. A psion begins play knowing any three 0-level powers{also called talents) and any one Ist-level power, plus one excra 0-level and one exrra Ist-levelpower, both from within his primary discipline. This yields a total of fourO-level powers and two Ist-level powers. At each level, the psion discovers one or more previously latent powers, as indicatedon the variant table below. Psions can pick powers from any discipline, but the "d" in each columnrepresents a single extra power learned from within the psion's primary discipline. A "—" indicatesthat no extra powers are known; a "d" or a number indicates that the psion can choose one or morepowers at the given level.

To manifest a power, a psion must have a score of at least 10 + the power's level in the key abilityappropriate to that power's discipline. However, a psion can use his primary discipline's key abilityscore for the purposes of manifesring powers in either of his two secondary disciplines as well. Healso uses his primary discipline's key abiliry score to determine the DCs of powers from his secondarydisciplines. Thus, the psion usually chooses his primary discipline for his highest correspondingability score, and his secondary disciplines for having low corresponding ability scores. He uses theability scores normally associated with his tertiary disciplines, as normal, when determining themaximum level of powers he can learn and the DCs of powers from rhose disciplines.

For instance, the corresponding key ability of Telepathy is Charisma, A telepath who choosesMetacreativity and Psychometabolism as his secondary disciplines uses his Charisma rather thanhisIntelligence or Strength scores, respectively, when determining the highest level of powers he canmanifest in these disciplines as well as the DCs of all powers from rhose disciplines. His tertiarydisciplines — Psychoportation, Psychokinesis, and Clairsentience — use Dexterity, Constitution,and Wisdom, respectively, as usual.

A psion gains base power points perday as indicated on Table 6-1, below, but gains bonus powerpoints for his primary discipline's key ability score as usual (see Psionics Handbook, Chaprer 1, Table1-2).

Table 6—1: Psion Powers DiscoveredLevel

1

2i45678

10

II121314151617

18

ZO

PP23571217232336526484100124144153175205235265

0

3+d

4+d

4+d

5+d

5+d

6+d

b+d

7+d

7+d

8+d

8+d

8+d

8+d

8+d

8+d

8+d

6+d

8+d

8+d

11+d1+d2+d2+d3+d3+d4+d4+d4+d4+d4+d4+d4+d4+d4+d4+d4+d4+d4+d4+d

d1+d1+d2+d2+d3+d3+d4+d4+d4+d4+d4+d4+d4+d4+d4+d4+d

dI+dt+d2+d2+di+di+d3+d3+d3+d3+d3+d3+d3+di+d

d1+d1+d2+d2+d3+d3+di+d3+d3+d3+d3+d3+d

d1+d1+d2+d2+d3+d3+d3+d3+d3+d3+d

d1+d1+d2+d2+d2+d2+d2+d2+d

d1+d1+d2+d2+d2+d2+d

d1+d1+d2+d2+d

d1+d2+d

RELICS &. RITUXU 2: LOST

Order of Obsidian (Pro)The ancient slarecians proved a puzzling enigma

ro both the gods and the Titans in the times beforethe Titanswar. It is said that members of this strangerace would slither up from their underground warrensto raid even large cities of the divine races, theirstrange and obscure powers making them more thana match for any defenders. After rhe gods and theTitans came to realize the substantial threat posed bythis powerful race, and with the sanction of Mesosand Kadum, the gods made war upon the slarecians.

After several initial losses, the young gods turnedto their followers for strength, building entire armiesto engage the Ancients. It is said, however, that theslarecians also had allies, imbued with the slarecian'sdark and potent powers. Even after the slarecianswere imprisoned by the gods and Titans, the penum-hral lords and other allies escaped and continued tosptead the slarecians1 taint. Recognizing that theycould not allow the slarecian's allies to free theAncients, the gods and Titans combined their mightto infuse some of the created races with powerssimilar to those of the slarecians. Although theycould not access this strange magic themselves, theimmortals hoped to turn theit enemies' own powersagainst rhem.

The affected members of the divine races werethereafter called the Order of Obsidian due to thedistinctive color of their eyes, and they purported to serve neithergodnorTitan. Instead,they were mandated to seek out and destroyremnants of the slarecians wherever theyremain. With the passing of the ages and therise of the gods, the Order of Obsidian hasmostly gone into hiding for fear that othermembers of the divine races would notunderstand their crusade — to most of thepeople of the Scarred Lands, the slareciansare an ancient myth. The Order of Obsidian realizes,however, that only they stand between currentcivilization and the rise of the ancient slarecians.

Either psions or psychic warriors may join theOrder of Obsidian (who call themselves "obsid-ians"). Since they must often work alone toconfront slatecian horrors, obsidians developquasi-regenerative and anri-psionic powers.

Hit Die: d8.

RequirementsTo qualify to become a member of the Order

of Obsidian (Oro), a character must fulfill all thefollowing criteria:

Base Attack Bonus: +3Base Power Points/Day: 5+Feats: Power Penetration,

Rapid Metabolism, Iron Will.

Skills: Autohypnosis 2 ranks, Concentration 6ranks, Knowledge (psionics) 8ranks, PsicraftSranks,Srabilize Self 2 ranks.

Special: Must be accepted and ttained by amember of rhe order.

Class SkillsThe Order of Obsidian's class skills are

Autohypnosis (Wis), Climb (Srr), Concentration(Con), Disable Device (Int), Jump (Str), Knowledge(psionics) (Int), Psicraft (Int),Search{lnt),StabihzeSelf(Con),Spot (Wis), Tumble (Dex). ,

Skillpointsateach k - \u l : '4 •*• Int modifier.

CHAPTER SIX: THE ILARCC1AK

Class FeaturesAll of the following are class features of the

Order of Obsidian prestige class.Weapons and Armor: Members of the Order of

Obsidian are proficient with all simple and martialweapons and with all armor and shields. Note thatarmor check penalties for armor heavier than leatherapply to the skills Balance, Climb, Escape Artist,Hide, Jump, Move Silently, Pick Pocket and Tumble.Also, Swim skill checks suffer a -I penalty for every5 pounds of armor and equipment carried.

Effective Manifester Level: Members of the order ofobsidian class continue to advance in psionic ability. Atevery level indicated on Table 6-2, the character gains newpower points per day and discovers new powers as if he hadalso gained a level in a psionic class he belonged to beforehe added the prestige class. The levels stack for the purposesof determining psicrystal powers, total power points, free 0-level power manifestations, psionic combat modes, andincreased manifester level. He does not, however, gain anyother benefit a character of that class would have gained.Essentially, he adds the level of order of obsidian to the levelof some other psionic class he has, then detennincs hisrnanifester level accordingly. If the character had morethan one psionic class before he became an obsidian, hemust decide to which class he adds each level of obsidian forpurposes of determining powers and power points per daywhen he gains the new level.

Slarecian Bane: At 1st level a member of theorder of obsidian class no longer suffers a negativelevel when wielding a psibane weapon {see PsionicsHandbook, Chapter 7, "Weapons"). Furthermore, heis not considered a psionic creature for the purposesof being struck with such a weapon.

Obsidian Body: At 2nd level the obsidian gainsthe Psionic Metabolism feat, but need not pay anypower point cost to use the ability. In addition, theobsidian is considered to have a +2 enhancementbonus to Strength for the purpose of determining theeffects when he manifests the biofeedback or improvedbiofeedback power.

At 7th level, this ability converts an amount ofdamage equal to his Constitution modifier to subdualdamage in this way each hour, and the ability functionseven if rhepsion is unconscious or dying. His effectiveenhancement bonus to Strength for figuring the effectsof biofeedback and improved biofeedback is now +4.

Obsidian Shield: At 3rd level the obsidian canraise a powerful caiapsi field {as the power of the samename) as a srandard action, manifested at his order ofobsidian class level; this effect costs 2 power pointsper round to maintain. While the shield is active, theobsidian's eyes turn a solid black color.

At 6th level, the obsidian may choose to pay 3 powerpoints per round to mainrain this ability, thereby forcingopponents to spend 3 times the normal power point coststo manifest powers; the obsidian may still choose to spendonly 2 power points per round, with the standard effects ofcotopsi. At 9th tevel, the obsidian may opt to spend 4 powerpoints per round, thus causing opponents to spend 4 timesnormal power costs to manifest powers; he may alsochooseto spend 3 power points per round, with theeffects listed fora 6th-level obsidian, or to spend only 2 per round, per thebasic ability gained at 3td level.

Any power stone within the area of the obsidianshield is Transformed into an inert shard of obsidian,and thus effectively destroyed, unless its wielder makesa Willsave( 10 + Cha modifier + class level).This effectlasts for as long as the obsidian shield is maintained.

Bonus Feat: At 4th level and again at 8th level,the obsidian gains a bonus feat from the list of psychicwarrior bonus feats. The character must meet allrestrictions as usual.

Breach Resistance: At 5th level the obsidianbecomes more capable of breaching the potent powerresistance of slarecians and similar creatures. Hegains the Greater Power Penetration feat, and all ofhis character levels stack for the purposes of levelchecks to overcome power resistance.

Power Resistance: At 10th level the obsidiangains power resistance 25.

Table 6-2: The Order of ObsidianClass Level

1st2nd

3rd

4th

5th

6th7th

8th?th

10th

Base Attack

Bonus

+0

+1

+2

+3

+3

+4

*5+6

+6

+7

Fort Save RefSave Will Save Special

+2*3

*5

+6

+6

+0

+0

+1

+1

+1

+2

+2

+2

+3+3

+2+3+3+4+4+5+5+6

+7

Slarecian bane

Obsidian body I

Obsidian shield (2 PP)

Bonus feat

Breach resistance

Obsidian shield (3 PP)

Obsidian body 11

Bonus Feat

Obsidian shield {4 PP)

Power resistance

IMwP*.

Effective Manifester Level

+1 level of existing class

+1 level of existing class

*l level of existing class

+1 level of existing class

+1 level of existing class

RELICS & RITUALS 2: LOST

<lCultisl of the Shade (Csh)

At the height of their power, the ancientslarecians commanded a vast empire spanning all ofGhelspad, and possibly including other continents aswell. It is said that ftom their dark thrones they heldlesser races in thrall, and the Titans themselvesfeared to confront them directly. After the godsengaged in the ill-fated venture that led to the deathof Hadarus and the capture of Drendari, the slareciansrealized that their rule might one day be genuinelythreatened. Rather than see all they had worked forcome to naught, the slarecians began to invest cer-tain mortals with a fraction of their own power, inmuch the same fashion as the gods.

These allies of the slarecians separated into twomain factions: fitst, those who employed the magicstolen from Drendari and who have in modern timesbecome the penumbral lords; and second, the slareciancults. The slarecian cults were originally formed from

those individuals whohad a small amount of slarecianblood, allowing them access to tremendous mentalpowers. For all theit might, the slarecians misunder-stood many of the races they held in thrall, andmistakenly believed that allies with even a strongttace of slarecian blood could still not harness the fullbreadth of the slarecians' powers.

Still, while the slarecians' penumbral lord alliesbetrayed them during the great war with the gods andTitans, the various slarecian cutts fought alongsidetheir masters to the bitter end. After the slarecianswere imprisoned, the power of the cults was largelydestroyed. The remaining cultists went into hidingand have been gathering their strength ever since.Today, the loyal followers of the ancient slarectanshave begun to amass once again, their numbersbolstered by the new strain of the language virus.They gather in dark places and seek out forgottenpower in the hope that one day their masters will riseanew and take their revenge.

One of these many cults was the Cult of theShade, a gather ing of ps ions and psychic warriors whodelved into the dimensional recesses where light hadnever before existed. Using the lore handed down tothem by the slarecians who were responsible for thepsionic interrogation of Drendari, the Cult of theShade learned to manipulate the darknesses betweenthe planes using the raw power of their minds.

Either psions or psychic warriors may take thisclass, although most slarecian culrists are either ego-ists, nomads,or savants. Many shadecultistsmulticlassas rogues either before or after taking the prestigeclass. The class requires (and confers) a degree ofstealth in order to help the cultists hide their truenature, as welt as shadow-oriented powers to accessthe true powers of the ancients.

Hit Die: d6.

RequirementsTo qualify to become a Cultist of the Shade

(Csh), a character must fulfill all the following crite-

Alignment: Any evil.Base Attack Bonus; +3Base Power Points/Day: 5+Feats: Encode Stone, Hide Power.Skills: Hide 4 ranks, Knowledge (psionics) 6

ranks, Move Silently 4 ranks.

Class SkillsThe cultist of the shade's class skills are

Autohypnosis(Wis), Bluff (Cha), Concentration{Con), Decipher Script (Int), Disguise (Cha),

Hide {Dex), Innuendo (Wis), Knowledge (history)(Int), Knowledge (psionics) {Int), Move Silently(Dex), Psicraft (Int), Remote View (Int).

Skill points at each level: 4 + Int modifier.

CHAPT6R. SIX: THE SLAR€C1AN LEGACV

Class FeaturesAll of the following are class features of the Cult

of the Shade prestige class.Weapons and Armor: A cultist of the shade is

proficient with all simple and martial weapons andwith light armor. Note that armor check penalties forarmor heavier than leather apply to the skills Bal-ance, Climb, Escape Artist, Hide, Jump, MoveSilently, Pick Pocket and Tumble. Also, Swim skillchecks suffer a-1 penalty for every 5 pounds of armorand equipment carried.

Effective Manifester Level: Cultists of shadecontinue to advance in psionic ability. At every levelindicated on Table 6-3, the character gains newpower points per day and discovers new powers as ifhe had also gained a level in a psionic class hebelonged to before he added the prestige class. Thelevels stack for the purposes of determining psicrystalpowers, total power points, free 0-level power mani-festations, psionic combat modes, and increasedmanifester level. He does not, however, gain anyother benefir a character of that class would havegained. Essentially, he adds the level of cultisr ofshade to the level of some other psionic class he has,then determines his manifester level accordingly. Ifthe character had more than one psionic class beforehe became a cultist, he must decide to which class headds each level of cultist for purposes of determiningpowers and power points per day when he gains thenew level.

Darkblade: The cultist of the shade may sum-mon ps ion ica 11 y-charged shadow energy to sheath hisweapon in a dark nimbus. At 4th level, this abilityremains active as long as the cultist has a power pointreserve of 5+, and the affected weapon deals +ld6shadow damage per strike. At 8th level, if the cultisthas a power point reserve of 20+, the weapon deals+2d6 shadow damage per strike.

Summon Shadows: At 7th level the cultist maysummon shadows (see MM, "Shadow") once per day,calling 1 shadow per 2 cultist of the shadow classlevels. These creatures obey the cultist of the shade'sorders, and remain for 1 minute per cultist level oftheir sumrnoner or until destroyed.

Shadowcloak: The culttst of shade maypsionically wrap herself in a field of shadows. Thispower has three degrees, which are gained at thelevels shown on Table 6-3, and are described here:

Degree Cost Benefit

1 1 power point/minute +4 circumstance bonus to Disguise,Hide, and Move Silently ski II checks.+2 bonus to all saves involving lightor visual stimulus.

2 2 power points/minute Cultist may manifestcontro//<otoorcontrol shadow at will withoutspending power points or concen-trating, to maintain. In addition, theshadowcloak provides 50% con-cealment (20% miss chance).

3 5 power points/minute Acts as shadow body manifested atthe cultist's class level.

The cultist may always opt to use those benefitsobtained at lower degrees, rather than the currentdegree.

Slarecian Pact: No slarecian servant, construct,or ally will attack the cultist unless first attacked bythe cultist. This protection does not extend to thecultist's allies, however. In addition, the cultist gainsa +2 bonus to all Charisma-based skills and checkswhen dealing with slarecians or their allies.

Sneak Attack: A cultist can make sneak attacks,as the rogue ability. This damage stacks with sneakattack damage from orher classes.

Summon Shadowspawn: At 3rd level the cultistmay summon slarecian shadowspawn (see CreatureCollection 2, page 164} once per day, calling 1shadowspawn per 2 culttst of the shadow class levels.These crearures obey the cultisr of the shade's orders,and remain for 1 minute per cultist level of theirsummoner or unril destroyed.

Table 6-3: The Cultist of the ShadeClass Leve)

1st

2nd3rd4th5th6th

7th8th9th10th

Base Attack Fort Save Ref Save Will Save Special

Bonus

+0 +0 +2 *2 Shadowcloak 1, slarecian pact

+1 +0 +3 +3 Sneak attack +ldb

*2 +1 +3 +3 Summon shadowspawn

*J +1 +4 +4 Darkblade +ld6

+} +1 +4 +4 Shadowcloak 2+4 t2 +5 +5 Sneak attack *2d6

+5 4-2 +5 +5 Summon shadows

+6 *2 +6 +6 Darkblade+2dfe

+6 *3 4-6 +6 Shadoweloak 3

+7 +4 *7 +7 Sneak attack+3d6

&I

Effective MantFester

Level

+1 to existing level

+1 to existing level

+1 to existing level

+1 to existing level

+1 to existing level 1217

RCL1CS &. R I T U X L S 2: LOST LOIU

Warped One (Wro)The slarecian language virus is a hazard infesting all

extant texts and writings from chat ancient civilization. Itis not uncommon for the vims to infect scholars whoresearch such matters, in whom it causes mental chaos andan inability to speak or understand any form of language.These same scholars believe that the virus was left by theancient siarecians as a trap to prevent others from acquiringthe vast power and learning held by that civilization.

Occasionally, however, the vims will infect someonewith latent psionic power, most often occurring in diosewith a hint of the ancient slarecian blood. Although thenew strain of the virus most often simply triggers psionicpotential in such individuals, both it and the original formof the virus have been known to react strangely with thepsionic mind, enhancing one's psionic potential, but gen-erally inducing insanity or even causing death. Thus,throughout the ages, so-called "warped ones" have arisen,psions driven insane by the insidious force of the languagevirus. In recent years, the frequency of these warped psionshas increased dramatically. They have been found amongdivine and titanspawn races alike, and sometimes evengather in small groups. Some sages speculate that theseincidents may herald the return of the anc ient siarecians.

After being infected, warped ones quickly developan incredible aptitude for telepathic powers in particular,but in the process lose a degree of mental stability.Warped ones are not necessarily related or subservient tothe siarecians, despite the role of the slarecian vims intriggering their transformation, and in feet generally havecomplete autonomy. Few are associated with any remnantsof the siarecians, and some even choose to protect othersfrom these unleashed ancient horrors. More recently, somewarped ones have begun to gather in small groups to eitherachieve some goal or to further explore their expandedmental states. Quite often warped ones retreat so fer intoinsanity that their motives become unsure and inscrutable.

Only psions may become warped ones, although theclass requires only a small degree of psionic potential.Consequently, warped ones are often rnulticbss ps ions whotake this class to focus on their telepathic powers. Thosemost likely to become infected with the slarecian languagevirus include tomb raiders, explorers, or scholarly wizardswho often become exposed to slarecian ruins or artifacts.

Hit Die: d4.

RequirementsTo qualify to become a warped one (Wro), a

character must fulfill all the following criteria:Alignment: Any chaotic.Base Will Save: +5Feats: Psionic Focus (Telepathy), Psychic Bas-

tion, Iron WillPsionics: Ability to manifest Ist-level psionic

powers, at least one of which must be from theTelepathy discipline.

Skills: Bluff 5 ranks, Concentration 5 ranks,Knowledge (psionics) 4 ranks

Special: Must have been infected with theslarecian language virus.

Class SkillsThe warped one's class skills are Autohypnosis

(Wis), Bluff (Cha), Concentration (Con), DecipherScript (Int) , Diplomacy {Cha), Gather Information(Cha), Innuendo (Wis), Knowledge (psionics) (Int),Psicraft (Int) , Read Lips {Int), Remore View (Int),Sense Motive (Wis).

Skill points at each level: 4 + Int modifier,

Class FeaturesAll of the following are class features of the

warped one prestige class.Weapons and Armor: A warped one gains no

proficiency with weapons or armor.Effective Manifester Level: Warped ones continue

to advance in psion ic abi 1 i ty. When a new warped one levelis gained, the character gains new power points per day anddiscovers new powers as if she had also gained a level in apsionic class she belonged to before she added the prestigeclass. The levels stack for the purposes of determining

psicrystal powers, total power points, free 0-levelpowerrnanifesrations, psionic combat modes,

I and increasedmanifester level. She

does not,h o w e v e r ,gain anyother benefita character ofthat class

-would have- gained. Es-

sential ly,she addsthe levelo fwarpedone to

CHAPTER SIX: THE SLARECIAKI LEGACY

the level of some other psionic class she has, then deter-mines his rnanifester level accordingly. If the character hadmore than one psionic class before she became a warpedone, she must decide to which class she adds each level ofwarped one for purposes of determining powers and powerpoints per day when she gains the new level.

Insanity: The slarecian language virus has warpedand twisted the psion's mind, making it difficult forothers toenter it. She is always considered to have theern^ mind defense mode activated at no cosr (if shehas not manifested another defense mode normally),even if caught flat-footed or while having 0 powerpoints. She is also immune to any spell, power, oreffect that causes confusion or insanity.

Unfortunately, this strain leads to a consistentdecline of the warped one's psychological stability.At 1st tevel, the warped one suffers a -2 penalty toWisdom. She suffers an additional -2 penalty toWisdom at 6th and again at 10th level.

Improved Psicrystal: Because of the warpedone's mental instability, her psicrystal is often forcedto take on the role of caretaker, guiding the psion indaily matters and in dealing with others. The warpedone's psicrystal (if she has one) gains one of thefollowing additional personalities: meticulous, obser-vant, resolve, singlerninded, or sympathetic. Apsicrystal cannot have the same personality twice,but all benefits of both personality types now apply.If the warped one did not already have the ability toencode a psicrystal, he may now create one with oneof the above personalities.

Draining Madness: At 2nd level the warped one'smadness takes a greater toll on the minds of those sheattacks mentally, draining them of strength. The warpedone gains the Disarm Mind feat as a bonus feat,

Virus Shield: At 3rd level, whenever an at-tacker successfully attacks the warped one using apsionic attack mode or telepathic power, the attackermay become infected with the slarecian languagevirus (see Creature Collection, page 178). The at-tacker must make a Will save (1XMO + warped one's

Cha modifier + warped one's class level) or contractthe disease. The infected being is not able to transferthe disease in any way to others. This ability over-comes ps ions' normal immunity to the language virus.

Lunatic's Charm: At 4th level the warped onegains a +2 bonus to Charisma.

Mind Trap: At 5th level the warped one's clut-tered and unruly mind proves to be "sticky" and drainingto psionic attackers. She gains the Mind Trap feat, butis never required to spend power points to use it.

Inflict Virus : At 6th level, whenever the warpedone contacts another mind, there is achance that shewill spread the slarecian language virus. If the warpedone successfully uses a telepathic power against anyopponent, or else deals ability damage or stuns an-other in psionic combat, the opponent must make aWill save {DC 10 + warped one's Cha modifier +warped one's class level) or contract the virus (Crea-ture Collection, page 178). The warped one cansuppress this ability at will to avoid inflicting thevirus upon companions. Infected opponents may nottransfer the virus to others. This ability overcomespsions' normal immunity to the language virus.

Insanity Bastion: At 7th level the warped oneapplies an additional +2 bonus ro mental hardnesswhenever she applies the Psychic Bastion feat. Shepays no additional power point cost to use this ability.

Inflict Insanity: At 8th level, whenever thewarped one successfully uses a telepathic poweragainstan opponent, she may elect to use the insanity poweragainst the same opponent as a free action. She mustpay the normal power point cost of the insanity power.

Enhanced Mind Trap: At 9th level, when using herMind Trap ability, the warped one drains 10 + {4 x Chamodifier) power points from the psionic attacker; she is notrequired to spend power points ro use this ability.

Ultrablast: At 10th level the warped one learnsthe ultrablast telepathic power, even if she is notnormally able to learn powers of that Level. This maybe manifested as normal and requires rhe standardexpenditure of power points.

Table 6— 4: The Warped OneClass Level

1st

2nd

3rd

4th5thbth7th

Bth?th10th

Base Attack Fort Save RefSave Will Save Special

Bonus

+0 +0 +0 *2 Insanity, improved psicrystal

+1 *0 +0 +3 Draining madness

+1 tl +1 +i Virus shield

+2 *1 +1 +4 Lunatic's charm

+2 +1 +1 +4 Mind trap

+3 +2 +2 +5 Inflict virus

+3 *2 +2 +5 Insanity bastion

+4 t-2 +2 +6 Inflict insanity

*4 +3 +3 +6 Enhanced mind trap

t5 +4 *3 +7 Ultrablast

Effective Mamfester

Level

+1 to existing level

+1 to existing level

+1 to existing level

*] to existing level

+) to existing level

+1 to existing level

+1 to existing level

+1 to existing level

+1 to existing level

+1 to existing level

ft. RITUXLf 2: LOST

Psinnir PowersThe following powers have

been manifested by psions of theScarred Lands, usually a result ofthe slarecian legacy.

Crystal CursePsychometabolism (Str)

Level: Psion 4D isplay: V i. A ,

Manifestation Time: 1 actionRange: Medium (100 Ft. + 10 ft./level)Target Any living creatureOration: Concentration, up to 1 round/levd (see text)Saving Throw: Fortitude partialPower Resistance: Yes

Power Points: 7

DescriptionThe slarecians inflicted hor-

rible curses upon their slaves andenemies, often out of sheer spiteand malice. Recently, slareciancultists have rediscovered one suchdisturbing power, which cause crys-tals to grow within a target's body.The crystals grow quickly, tearingthe victim's flesh and hamperinghim as they erupt from the skin.

Power EffectThis power deals 4d4 points

of damage to the target per round(no save). In addition, the targettakes 1 point of temporary Dex-terity damage per round from thecrystalline growths unless hemakes dissaving throw. Finally, ifthe victim fails his saving throwby 10 or more, he is stunned for 1round from the horrible pain.

Imbue ServitorMetacreativity (Int)

Level: Psion 7Display: Au, MaManifestation Time: I hourRange: TouchTarget: One sentient, nonpsionic creature

Duration: PermanentSaving Throw: NonePower Resistance: No

Power Points: H,XP cost

DescriptionThe ancient slarecians were

known for imbuing their followersand allies with their own dark cere-bral powers. The most powerful of theslarecians' allies were said to rivaleven the greatest sorcerers ofScam in

might. Slarecian cultists still whisperfearfully of this power, which was saidto rend the mind and body of theimbued creature even as it grantedgreat power. The most foolhardy ofcultist researchers are working fever-ishly to rediscover this lost gift.

Power EffectThis power permanently grants

a will ing creature the ability to mani-fest a specific psionic power; themanifester must know the power tobe imparted. At 13th level, the psionmay imbue only 0-level or Ist-levelpowers. At 16th level, he may imbue2nd-level powers; and at 19th level,3rd-level powers.

The creature to which the poweris granted may manifest the power anumber of times per day equal to thecreature's ability modifier for the im-bued power's key ability score. Thepower is manifested at the minimummanifester level normally required tomanifest a power of that level. Forexample, acreature with a 17 Dexter-ity (+3 modifier) who is imbued withcfltfo/l may manifest that power 3times per day as a 1st-level psion. Theimbued creature is considered apsionic creature in all respects, butretains a nonpsionic buffer for thepurposes of psionic combat. There isgreat cost to imbuing a lesser beingwith power, however.

Ability Point Cast: The targetcrea-ture permanently sacrifices 1 point inthe key ability of the power imbued.

XPCost: The manifestet mustsacrifice 2000 XP per level of thepower imbued, 0-level spells countas half a level for this purpose.

This power may be used mul-tiple times on the same target.

Obsidian BladeMetacreativity (Int)

Level: Psion i. Psychic Warrior 3Display: Vi

Manifestation Time: 1 actionRange: 0 ft.Target: One weapon of any typeDuration: 10 minutes/level (D)Saving Throw: Will negates (harmless, object)

Power Resistance: Yes (harmless, object)

Power Points: 5

DescriptionThe members of the Order of

Obsidian, slashing through the dark-

ness with their glowing obsidianswords and all-black eyes, are greatlyfeared among the allies and servantsof the fallen slarecians. Obsidianshave been known tocall their deadlyblades from thin air to decimate theirpsionic foes.

Power EffectThis power creates a weapon

that hasa +2 enhancement bonus onattack and damage rolls and thepsibanespecial ability (Psionics Hand-book, Chapter 7, "Weapons"). Thisweapon inflicts a negative level uponpsionic wielders as normal. Theweapon can be of any type, but isalways fonned of obsidian.

Psychic DisruptionTelepathy (Cha)

Level: Psion 4Display: Au, Me

Manifestation Time: t actionRange: Close (25 Ft. + 5 ft./2 levels)Area; 25 Ft, + 5 ft./2 levels radius emanationcentered on maniFester

Duration: 1 minute /level (D)Saving Throw: None

Power Resistance: YesPower Points: 7

DescriptionThis power was developed by the

ancientslatecians to thwart the priestlyand wizardly followers of the gods.Although they could not dispel theirfoes' magic directly, psychic disruptionserves to prevent spellcast ing by creat-ing a field of mental "static" thatprevents the coherent thought neces-sary for spellcasting. Unfortunately,the slarecians soon found that thepower disrupts the concentrationneeded for others to use psionics aswell. Still, the power has been put togood use by isolated slarecian cultistsin covert skirmishes against the pen-umbra! fords and followers of the gods.

Power EffectThis power creates a field of men-

tal static that disrupts concentration.I n order tocast any spell or manifest anypower within the area of effect, thecaster or manifester must make a suc-cessful Concentration skill check {DC

modifier + spell or power level). If thischeck fails, the spell or power is dis-rupted. The psion is immune tohisownuse of this power.

Chapter Seven:

Lost Tomesof the

carred Lands

Ware, my boy. That book you hold has taught itssecrets to wielders of magic since before the line of theBlack Dragon ruled this nation — indeed, since beforetherewasa nation ofCalastia, I'll not have some filthy-handed youth with more curiosity than good sense ruinsuch a treasure.

- War-Master AllLannith, Instructor at theCrucible of Mesos, CaLastia

RELICS &. RITUALS 2: LOST

Since the first wizards unlocked the secrets ofarcane power traditionally wielded by sorcerers, theyhave transcribed and passed on these secrets throughthe use of sigils, eldritch formulae, and words ofpower. These spells are normally kept in jealouslyguarded books that have been scribed with incrediblycostly materials and are shown to none but theoccasional apprentice. However, some spellbooksbecome famous or at least notorious for the knowl-edge they hold, and ate regarded as treasures not onlyfor their secrets, but also for the legacy of wizardrythat they represent.

Often these books hold more than just spellformulae. Some hold the secrets to crafting certainitems of magic, while others hold the methods for thecreation of constructs. Some served their authors asjournals or laboratory notebooks, while others aretreatises on history, alchemy, or other such esotericknowledge.

Not only tomes hold the secrets of wizardry. If amedium will accept the runes and complex writingsthat make up spell notation, chances are someone hasused that medium to do so. From the Brass Tablets ofThulkas to the Flayed Skin of Orboroth to the NinePortraits of Verithunn, etching, tattooing, paintingand all such manner of methods of recording spellshave been used.

Some of the most famous spell compendia —both tomes and otherwise — are collected below.Each entry consists of a brief history of the compen-dium in question, followed by a series of skill checkentries (with DCs). In each case, this is the type ofcheck required to see if a character with a particularskill recognizes the book. Success on any allows thechatacter to identify the book and at least some of itshistory. This DC is modified by -5 if the characteractually physically sees the work.

Spells marked with an asterisk (*) are found inRelics & Rituals. Those marked with a doubleasterisk (**) are found in Chapter 3 of this book.

Bonerigger's BattlefieldCompendium

The most notable thing about this average-sizedspellbook is that it is not completely intact. Thecover, originally a face of leather and bone sculptedin the likeness of the book's author, has been cleftvertically. Along with the cover, the right half of thefirst three pages is missing and the upper half of thenext dozen pages has been damaged by whatever blowsundered the book. The pages themselves are finelycrafted parchment bordered by a slightly raised silverleaf motif of skulls and thorns. The spine and backcover are of heavy black leather that has obviouslyseen some abuse. Despite the damage to this book,however, rhe binding is tight and there is no risk oflosing additional pages.

HistoryBorkos the Bonerigger was a Slaver of the Dead

of great status among the charduni of Chorach duringthe yeats leading to their occupation of Ghelspad.His arcane study of undeath led to the developmentof many necromantic spells that have become sacredto the charduni. Before he disappeared into thedepths of the city, he passed on this volume of spellsthat became central to the charduni invasion andlater to their campaign against the titans and theirspawn.

The spells of the original compendium werecopied into the spellbooks of many charduni necro-mancers while theoriginal was safeguarded by Fendrol,the eldest son of Borkos. Fendrol, a warrior-wizard,traveled to Ghelspad as part of the initial invasionforce that lead to the formation of Dunahnae, andthere used the book to contribute to the many victo-ries across rhe continent during the decades-longcampaign. The Bonerigger's son was among thecharduni who marched on the druids of Denev in theGanjus, one of the few areas of central Ghelspad notunder charduni control at that time. Legends tell ofthe forest irself rising up and swallowing the blackdwarves in a decisive if not complete victory, result-ing in the loss of both Fendrol and Bonerigger'soriginal compendium.

In the first year of the Tiranswar, clerics ofChardun from southern Ghelspad somehow recov-ered the compendium and presented it to a group ofarcane necromancers who were preparing for battleagainst the asaatthi in the Swamps of Kan Thet. Thestudy of Bonerigger's Battlefield Compendium by the

CHAPUR.

necromancers enabled them to command an army ofundead supplemented by the arcane knowledge foundin the book. The tide of battle surged back and forth,but eventually the necromancers and their legionswere still outmatched by the children of theSerpent mother. It was nor until their retreat that thenecromancers realized that the book was missing,replaced in its case by writhing serpents. In a panic,the necromancers sought to have Chardun's clericsrecover the volume once more, only to discover thatthe clerics involved had been murdered in theirhomes by unknown assailants. The Compendium waslost, and the demands of the Titanswar limited thenecromancers' opportunities to find it.

The whereabouts of Bonerigger's Battlefield Com-pendium was unknown for decades, until, in 41 AV, acaravan bound for Hollowfaust recovered it during askirmish with a band of sutak in the Ukrudan Desert.The book had been used to block a sword-blow atsome point during that skirmish, and its cover andfirst three pages were split vertically. By the time theorigins of the book were discovered in Hollowfaust, itwas too late to return to the site of the sutak ambushto search for the lost pages. The book was entrustedto the Animator's Society for safekeeping and studyin their Underfaust library.

However, the book disappeared from the libraryduring the chaos of Hollowfaust's Third Siege (72AV), on the same day as the battlefield death ofBarastrondo, the leader of the Animator's Society.Any connections betweens the Compendium's theftand the Third Siege are not known, and theAnimator's Society have never published the resultsof their investigation.

Bardic knowledge DC 25; Knowledge (arcana) DC20; Profession (boneseller) DC 20; Profession (book-seller) DC 20.

ContentsBonerigger's, Battlefield Compendium is, a 130-page

book of spells and knowledge, rnosrly necromantic,originally intended for charduni eyes only. The firstcloven page, wrirten in dwarven runes, seems to havebeen a thesis on the advantages of an army supple-mented with undead troops.

Starting on the second page are the followingspells: animate dead (10 pages, although since the first2 pages of this spell are partially missing it is unus-able), fear (8p), obscuring mist (2 p), phantom''s howl*(4 p), mage armor (2 p), vermmplogue* {8 p), sigil offlame** ( lOp) , sigil of ice** (10 p), vampiric touch (6p), sigilofooze** (12 p), scare {4 p), circle of death (12p),bones of adamantine** (12 p), bones of iron** (8p)and bones o/sifoer** (6 p).

The final 15 pages are an anatomical journal byBorkos that focuses on a special arcane formula fornecromantic fortification during animation. Any ar-cane speilcaster who can read dwarven may spend 15hours studying the notes and diagrams on these pagesand then attempr an Intelligence check (DC 15); if

: LOST TOMU OF THf SCARRED LAKIDS

the check succeeds, any undead creature animated bythe reader in the future gains a +1 bonus to hit points.Undead created using this knowledge cannot exceedtheir maximum hit points, however. Spellcastersfailing the Intelligence check require 5 additionalhours of study before retrying the check.

The Brass Tablets of ThulkasThe Brass Tablets of Thulkas are at best an

incomplete history of the Empire of Flame and arworst a key to the Scarred Lands' destruction. Com-posed of 49 brass tablets, each 8 feet square androughly 31/2 inches thick (weighing around 10,000pounds each!), and covered with ancient pyromanticglyphs, the Brass Tablets link along their edges roform a square platform 56 feet per side. Linkingsymbols along the tablets' edges describe a true ritualof destructive power, although to perform the ritualall 49 tablets must be assembled and aligned correctly— a daunting task.

The center square of the set remains lockedwithin Burok Torn, jealously guarded by the dwarvennation. The central tile, containing the final portionof the deadly true ritual, was discovered by NorlSteelheart's dwarven legion when they were sent intothe Ukrudan Desert to stop the black sorcerers alliedwith the charduni. Steelheart and the remnants of hisforce dragged the brass tablet behind them upon theirrerum ro the stronghold. The tablet now remainssealed under the mountain, and the dwarves refuserequests by even the Phylacteric Vault to documentthe atttfact's discovery.

223

RCLICI &. RITUALS 2.- LOJT

The Phylacceric Vault Labels the tablets sur-rounding the center tablet the Ring of Fire, the Ringof Smoke, and the Prophecies of Ash, respectively.The Ring of Fire thus includes 8 tablets, the Ring ofSmoke 16, and the Prophecies of Ash 24. Numeroustablets remain missing from the puzzle, but whetherthey are lost or destroyed is unknown.

HistoryDivining the tablets' secrets is difficult, since, as

far as anyone knows (or at least is willing to tell), onlya handful remain. Those sorcerers not wanting to seethe complete set rejoined speculate that many wereprobably destroyed over the centuries since theElThamian reign.

While the tablets' history is sketchy at best, thePhylacteric Vault offers the most likely tale of theircreation.

Created by the Adepts of the Flame in -656 OldCalendar, during the rule of the ElThamian Empire,the tablets were crafted to honor the Titan Thulkas.They were carved from the throne room floor of thepyromancer-druid king Ashratan, and sacrificesburned continuously on each tablet as engraversslaved to record the ElThamian history. New victimswere thrown onto the pyres as the old flames died.When each engraver finished his assignment, he toowas thrown onto the pyre as a final tribute — and tokeep any knowledge he might have gained from beingrevealed. It is estimated that more than 10,000 soulsdied in tribute to Thulkas during the tablets' carving.

The following is a record of divinations castupon 4 of the Brass Tablets by Harstikyl of thePhylacteric Vault as he channeled a pyrornancerpresent at the tablets' creation:

The final panel lies complete, the fires atop it con-suming the final engraver'. At least the flames do not stallas did he near the end. The tablets are glorious! Theinterlockingrunes match precisely, showing the genius ofAshratan. It is a shame the palace staff walks upon ourwords, treading with bare feet upon our coming glory. Atleast the tablets retain the scorching flame of the pyres —look how the servants scamper! All that awaits isAshratan's blessing and the sacrifice of his harem to theflames of Thulkas' breath and the tablets will ignite theworld.

No magic has thus far revealed why Ashratanfailed to complete the ritual. Some speculate thatHrinruuk struck at this (in)opportune time, sendingthe Flame Adepts fleeing for their lives before hismighty bow and monstrous beasts. The tablets weresplit at their seams, and the entire throne room floortorn up and carried to distant hiding spots by thedesperate pyromancers. Today, treasure hunters stilluncover these mysterious tablets in bizarre places,including two that were still linked when found inthe Gascar Peakson the bank of the Splintered River.

Bardic knowledge DC 27; Knowledge (ancienthistory) DC 25; Knowledge (arcana) DC 23.

ContentsFew of the Brass Tablets reside in any oneperson's

or group's possession (as far as anyone knows forcertain), and access to the 17 tablets in the PhylactericVault is limited. The Vault's sages do know thetablets cannot be joined along mismatching symbols:two tablets so joined incinerated the sorcerers study-ing them, the resulting explosion significantlydamaged the Vault's study chamber, and the tabletsthemselves vanished, teleporting randomly from thesorcerers' location. Only because the wizards of theVault had prepared for such an eventuality were thetablets marked and found a short time later. Onetablet had traveled more than a thousand miles andburied itself dozensof feet underground. The possibil-ity thus exists that many tablets lie hiddenunderground, waiting to be unearthed.

The number of spells contained in the completespellbook (for so the Tablets are) is presumed to be56, given the pyromancers' predilection for the num-ber 7 and all roots and squares thereof. Flame-basedmagic fills the spellbook's tablets. Spells are groupedinto two areas: offensive spells in the tablets formingthe Ring of Fire, and other spells in the Ring ofSmoke.

Incendiary cloud is perhaps the deadliest of thecontained spells, written upon the tablet kept lockedin Burok Tom's vaults. Outer tablets hold other fire-based spells, those known including purifyingflames*,rune of fire* and flame bolt*. Many of the mightiestflame-based spells in use, both divine and arcane,appear in passing, as if they were considered mereafterthoughts by the mighty pyromancers, includingfrost/flame weapon* {though only the flame aspect ismentioned), fireball, flame strike, and fire storm, andanother spell similar to Ganest's /arsrrike*.

The outer ring, those tablets designated theProphecies of Ash by the sages of the PhytactericVault, contains predictions of fiery catastrophes thathave struck Ghelspad or that have yet to be revealed.One passage details Mount Chalesh's eruption in3513 OC, correct to within only a few days, thatdestroyed Sumara, and a similar prophecy hints at thesame fate for "the haunted city where hollow menpatrol." This cryptic reference to Hollowfaust, whichstands upon the ruins of the Sumaran Empire, cannotbe denied. Unfortunately, most of the prophecy tab-lets remain missing, hidden or destroyed, leaving thedate of this new catastrophe to be revealed.

One other prophecy, not yet deciphered, fore-tells the "fiery column of heaven striking the land ina fury unknown, blasting away the offending peakand tearing the heart from the land." Sorcerers anddoomsayers maintain various ideas on the possiblenature of this threat, but most likely none can be sure.

CHAPTER

The Caltha Construct GuideThis book is about the size of a typical spellbook,

although it is bound along its top edge, giving it amore panoramic appearance when opened. The coveris a scuffed gray leather of unknown origin with arelief of decorative lead runes. Stitched in Elven withfine silver thread along the spine is the name of thebook's author, Deniarith Caltha. The pages, firmlybound within, are bleached plant fibers woven intolight-weight, canvas-like sheets. The book has sur-vived the centuries quite well and an experiencedbookseller would not place it at more than a fewdecades old.

HistoryDeniarith Caltha, son of one of the original

arcane engineers of the drendali lead golems, beganresearching a way to create a sentient construct toperform intricate tasks for the excavation of BaerethMarn in 3367 OC. After almost two years of study,Deniarith presented his work toKingCherithMatloszand was granted permission to proceed with theconstruction of a prototype golem, Deniarith draftedThe Caltha Construct Guide during the months it tookhis craftsmen to build the gargantuan lead body hehad designed. Deniarith was found dead by his engi-neers the day after his attempt to bring awareness tothe inanimate sculpture. Apparently, the toxic leadfumes had proven fatal to the wizard before theprocess of animation could be completed.

The Caitha Construct Guide, along with the un-finished construct, remained sealed in Deniarith's

: LOST TOM6S OF THE SCARRED LANDS

i*9r̂ 2t:̂ MBMtos*laboratory after the project was abandoned. Throughthe cooperative effotts of the drendali elves and thedwarves of Burok Tom, the work at Baereth Marnwas proceeding rapidly on its own, and the need fotmore advanced golems was deemed unnecessary.

Over a century later, following the death ofdwarven King Ardell the Unfotgiving at the hands ofa rampaging golem, the laboratory was reopenedduring the elves' investigation of the tragedy. TheCaltha Construct Guide was nowhere to be found.

Following Chern's assault and the dwarventreachery at Betrayer's Bridge (3521 OC), Deniarith'sabandoned golem was brought forrh and modified ina near panic, with remnants of fallen golems, into thelikeness of the plagued and dying Nalthalos. Thedivine soul of the dark elf god was transferred into thegolem's body, where it remains bound to this day.With the content of the Construct Guide becoming apossible liability to the dark elves, King CherirhMatlosz passed down orders to recover the book orfind proof of its destmction at any cost.

In 27 AV, a message from a contingent of darkelven spies in the Blood Steppes was intercepted bythe dwarves of Burok Torn. Passed from rhe dwarvesto the Vigils of Vesh, the note related a sighting ofThe Caltha Construct Guide in the possession of highgorgons within the Hornsaw Forest. The drendalinever received this information, and the fate of theirspies was unknown for more than a century.

Following the treaty between the datk elves andthe gorgons in 147 AV, the gorgons informed theelves that they had acquired the guide shortly after irs

225

RELIC5 &. RITUXLS 2: LOST LOM

"abandonment." One of the gorgons1 spies had re-moved it from the lab, and the raids perpetrated byhigh gorgon Masetex in the years following its acqui-sition were due in part to the goal of recovering thegolem that Deniarith had built. Decades after theirdefeat, the gorgons had entrusted theConsrrwct Guideto their red witch slitheren allies who had, in turn,transported it to the Mourning Marshes at the requestof the diseased rat men of Chern. This informationdid not sit well with King Cherith and the gorgonbrood leaders have committed themselves to recov-ering the book.

Bardic knowledge DC $5; Knowledge (arcana) DC30; Knowledge (constructs) DC 25; Profession (book-seller) DC 35. *Dark elves gain a + 10 racial bonus toany of these skill checks regarding this tome.

ContentsBetween the covers of this 100-page book are all

of the notes and designs Deniarith Caltha thought hewould need to construct the prototype for his superiorgolems. The title page, once guarded by a septa snakesigil, now appears blank. However, the page's truecontents can be revealed by speaking the name of thedark elf god, Nalthalos. Revealing the secret pageuncovers a guide to deciphering the next 43 pages ofthe book, which are written in code.

Beyond the title page is a double-page spread,written and illustrated in a manner that requires thebook to be turned 90 degrees to be viewed properly.The illustration, sketched roughly in lead and inkedover in black,depicts thefull body design of Deniarith'sgolem. Notes accompany the artwork and, althoughwritten in Elven, seem to be a jumble of meaninglessletters and numerals. The remaining 41 pages of thissection include various sketches of the golem's hands,feet, head, facial details and body design. Each illus-trated page contains encoded notations that, ifdecoded, reveal measurements, formulae, and mate-rial requirements used in constructing the golem.

Decoding each illustrated page with the assis-tance of the secret title page takes 1 hour. Withoutthe guide, each page requires 3 hours of study and anIntelligence or Decipher Script check (DC 30, -1 foreach page previously translated). Translating thepages also requires the ability to read Elven. Once thetome is translated, 20 hours of further study grant thereader a +2 circumstance bonus to his next Craft skillcheck for the purpose of constructing a lead golem.Following the exact measurements in the ConstructGuide will result in the construction of a Gargantuangolem that costs 4 times the construction price of thestandard Huge lead golem (see Creature Collection,page 83).

The remaining 56 pages are dedicated to the fourspells needed to create a lead golem: polymorph anyobject (\.6pages),cloudkill(\Qp),gea$/qucst( 12 p) andwish (18 p). Any additional feats and skills required tocomplete the construction of a lead golem are ad-dressed only peremptorily in this volume.

The Codex ofNonThis peculiar book has heavy iron covers bound

in smooth, almost silken black leather that reflectsvirtually no light. The fittings holding the leather tothe iron and binding the covers togethet are appar-ently made of lead, but are unnaturally hard, for theydo not bend or scratch very easily. A simple clasp inthe same black leather secures the book. The onlyexternal marking is a thin gray circle repeated onboth front and back. The book's 222 pages are vellumthe color of yellowed bone, and the script is writtenin ancient Ledean; its spells can be read as usual withread magic, but other spells or else knowledge of thelost Ledean tongue is necessary to understand therest.

HistoryThe Codex of Non is the work of the last survivor

of Aurimar, the city destroyed by Madriel, Tanil andVangal for its support of the Titans during the DivineWar. The author is never named, referring to himselfonly as "the last child of Non." The Codex appearedin Albadia in 112 AV, in the hands of a warrior whoclaimed to have discovered it in a shallow cavernsomewhere in the Perforated Plains. He traded it to avisiting vigilant of Vesh, who brought the Codexhome to Lave for further study. The book was passedamong several scholars and wizards, and the legend ofthe fall of Aurimar became more widely known. Butin 139 AV, the Codex was stolen from the sageDunningarn's house, with only a small amount ofonyx dust left behind as evidence of the perpetrator.

CHAPTER SEVEN: LOST TOMEJ OF THE SCARRED LANDS

Many scholars and wizards seek it today, as much forits eyewitness account of the fall of Aurimar as for thespells within.

Bardic knowledge DC 25; Knowledge (arcana)DC 25; Knowledge (history) DC 20.

Contents"Child of the Age of the Betrayers, yamvho inherit

the world that was stolen from us, you who are spared bythegods that slew our people: you hold in your hands thelast work of the last child of Aurimar, which is now Nan.I lay a curse upon you, though I know it will not bearfruit, for my own patrons are now dead and your godstread the corpses of my people,. I curse you, and 1 tell you:Read. Read this, the last words of a dead nation, andcarry the tragedy ofNon within your heart forever."

Thus opens the Codex o/Non. The first 50 pagesof the Codex are devoted to the author's account ofthe fall of Aurimar, as the three "Gods of Ruin"descended upon the land to lay it waste.

Many unfortunate scholars have learned thatthe author's opening curse is not as ineffectual as heclaims. Those who read the entire story of the fall ofAurimar must make a Will save (DC 20) or suffer a -6 penalty to all futute Will saves, as theit remainingdays and nights are haunted by disquieting images ofdestruction and slaughter. This effect is treated as abestow curse effect, and can be lifted by the usualmeans. Once a person has succeeded at the Will saveto avoid the curse, she may reread the tale of the fallof Aurimar as she likes without triggering the curseagain.

After these first 50 pages, the author abruptlybegins to recounr a number of prayers to the Titans,pausingoccasionallytocursetheslayers of his people'spatrons. This continues for 9 more pages. Althoughthe writing style is highly disorganized, careful studyreveals enough of the actual rites to reconstruct,given a week's perusal of the Codex, the druidic trueritual rite of winter*.

In the next section of the book, the author stopsaddressing the reader altogether and inscribes a num-ber of spells; some have theorized that the author hadlosr his true spellbook, and was attempting to pre-serve spells that he had not yet cast. The spellformulae are interwoven with mourning prayers, buta successful read magic and Spellcraft skill check (DC21) will allow the reader to piece together the follow-ing spells: darkness (4 pages), nightmare (10 p),phantasmal killer (8 p), protection from good (2 p),curtain of darkness* (10 p), shadow shield* (8 p),Mormo's serpent hands* (14 p), greater planar binding(16p), and wail of the banshee (18 p).

On the next 4 pages, the author once againaddresses the reader, giving a clear and, from whatcan be verified, remarkably accurate description ofthe destruction of the Titan Mesos. This has causedno small amount of surprise among theologians, who

are unsure how the narrator can have gained suchknowledge.

The author then spends 32 pages discussing thedismembered Titans, describing their original powerwith reverence. Most of this section ranges from half-lucidity to near incoherence, but thepetsistent readetwill find many accurate descriptions of the propertiesof Titans'flesh and Titans'blood. If the informationin this section is properly transcribed, it will granrreaders a +2 competence bonus to all Knowledge(arcana) skill checks relating to the properties of theTitans' flesh and blood if rhe book is used as areference when rhe roll is made. (One of the mostuseful facts hidden here is that if a measure ofGolthagga's blood is acquired and used to quench amagic weapon made with the Ctaft Magic Arms andArmor feat, the cost in gold pieces of creating theweapon is halved. The XP cost is unaffecred.)

The final 36 pages of the Codex are a florid andrambling description of the Sinkhole of Non, com-plete with an account of the Bedso/Non and the ghostwho stilt rings them with unfailing fervor (see Relics& Rituals, page 211), Of greatest interest to mostscholars is the reference to "the Silver Labyrinthbeneath the palace, guardian to the Eight SilverShrines of Sorcery"; it is currently theorized that eachshrine likely contains some object or work of knowl-edge relevant to one of the eighr great schools ofmagic. The book contains some general descriptionof the four entrances into the Silver Labyrinth, but todate none have braved the Sinkhole and its guardiansand brought back news of how true the Codex'saccount may be.

The Coral Tablets of Qul Al Nur RanThese are a set of 666 oddly-shaped pieces of

coral, varying from 6 inches to 2 feet across. Eachslate has a slightly different but vaguely cylindricalshape, and if all the slates are fitted together in thecorrect order, the collection forms a tentacle-likescepter almost 14 feet in length that twists into eerie,alien shapes. When arranged in this fashion, thepieces lock together magically so rhe complete scep-ter may be carried as if it was a Huge quarterstaff. Thetablets are engraved with hieroglyphics in the krakentongue.

HistoryDuring her exile in the Maw of Death, the black

kraken Qul Al Nur Ran, known today as Queen Ran,learned many potent arcane secrets through traffick-ing with demons and consorting with the sea devils.She inscribed rhese secrers on tablets of coral, minedfrom the walls of the chasm around her and shaped byher magic. Afrer defeating her brother and gainingthe rhrone of the Western Sea, Ran had 666 com-plete tablets, which she made into this "tome" andthen dispersed among her allies. The disseminationof this knowledge was probably intended both as a

RELICS &. RITUALS 2: LOST

bribe and as a means of strengthening her vassals inpreparation for her assault against the surface dwell-ers. In the latter regard, the Coral Tablets as a whotecontained the knowledge required tocreate the BloodMonsoon, and so proved invaluable. However, as abribe they were a failure, for the magical knowledgethat they contained was eventually used against QueenRan during the undersea civil war chat followed theBlood Monsoon debacle.

Eventually, eight complete copies of the coraltablets were created. Of these, the pisceans haveacquired one complete set by defeating the strong-holds that belonged to Ran's rebellious southernvassals. Another set is thought to lie within theunderwater slarecian ruins of Tsoliarc, in the coldwaters north of the Titanshome mountains. Scat-tered pieces of two other sets, or possibly even three,have been brought by adventurers from the BloodBayou to be housed the in library of Hedrad. Theremaining sets are thought to still be in the possessionof Ran and her vassals.

Bardic knowledge DC 35; Knowledge (arcana)DC 35; Knowledge (local history: Blood Sea) DC 30.

ContentsThe tablets of Nur Al Qul Ran are carved in the

fluid cuneiform writing of the kraken. The Tabletsare not bound together, and so it is possible to findonly portions of this tome. Further, the writing is readby touch, not by sight. All Spellcraft and Knowledge(arcana) skill checks made to comprehend the con-

tents of these tablets suffer a -5 penalty when thetablets are read visually. In fact, when viewed at all,the logograms engraved on the tablets twist and swirl,making the viewer uneasy and causing dark thoughtsand images of strange and alien places to pass throughhis mind. If a non-aquatic creature does try to readthese tablets by sight, he must make a Will save (DC16) for every tablet read. On a failed save, the readerimmediately suffers Id6 points of temporary Wisdomand Charisma damage (roll separate damage for eachability).

The tablets are not actually numbered. Thecorrect order in which they are to be read is deter-mined only by assembling them, like a jigsaw puzzle,into the three-dimensional sculpture that they wetesculpted to form. The undivided sculpture can bedescribed as a tentacle, and so, traveling from base totip, the following artificial number ing gives the con-tents of the "tablets":

1-23: The introduction begins, "1 am Nur-Al-Qul-Ran, and through my might and power you shallall know glory." It goes on to explain that the greatestpiece of knowledge contained among these tablets isthe ritual fot calling forth the Blood Monsoon.

24-32: Contact other pkme33-42: Sending43-69: Anointment of blood (true rirual: see The

Divine and the Defeated, page 218)70-81: Awaken Jesser titan avatar*82-98: Strength o/Kadwm*99-166: This section extols the virtues of

Kadum's bloocl and states that, by following QueenRan, the reader will have access to great quantities ofthis powerful substance. Once he has successfullyread these tablets, the reader gains a +2 competencebonus to any Spellcraft or Knowledge (arcana) skillchecks related to identifying or using Kadum's blood,items crafted ftom such blood, or the blood's effects.

167-183: Here can be found instructions for thecreation of potions of Kadum's blood (see Relics &Rituals, page 167). The instructions allow the cre-ation of one of these potions in a single day, thoughwith the usual XP and monetary costs. The instruc-tions are slightly flawed, however, and drinking apotion prepared this way requires the drinker to makeall Fortitude saves against the potions effects at a -^penalty. This flaw isn't readily apparent, however,save to one who makes a successful Alchemy skillcheck (DC 30),

184-311: This section details a series of medita-tions and painful scarification rituals that allow thereader to be linked to the titan Kadum, Thisnonmagical ritual, when performed, counts as thespecial prerequisite to become a member of the bloodwitch prestige class (see Relics & Rituals, page 8).

312-333: This section merely curses all land-dwellers and exhorts the reader to desttoy them all.

334: Buoyancy net*

228

CHAPTER KVEK: LOST TOK>!« OF THE SCARRED LAHD5

335-341: Dark water*342-350: Ship snare*351-360: Polymorph other361-370: Calf aquatic monster*371-378: Evard's black tentacles378-383: Bloodstorm*384-555: Prismatic sphere556-665: These tablets describe the great pal-

ace of Queen Ran (granting the reader a +4competence bonus to Intuit Direction skill checksmade within that palace), and Queen Ran's plans forworld domination. Most are impractical and, often,incomprehensible to a mere surface-dweller.

666: The final tablet is a magical trap that opensthe reader's mind to direct telepathic contact fromQueen Ran herself (see The Wise and the Wicked,page 80). The kraken ruler may target the reader ofthe tablet with any [mind affecting] spell she cur-rently has prepared, such as mind raid* or geosfquest,either during the period in which the tablet is read orfor up to 1 minute afterwards.

It is also said that the secret of the Blood Mon-soon ritual is hidden somewhere in the tablets, butthat it can only be deciphered when the scepter hasbeen fully assembled, and only by Queen Ran herself.The arcane energy required to create another BloodMonsoon is beyond her current grasp, but Ran wouldbe quite happy to create another at the earliestopportunity to further her diabolical aims.

Damashar'sTombDamashar's Tomb, a distinctive repository of

spells watched over by the rune masters of BurokTom, lies locked away in the protective embrace ofthat dwarven citadel. A circular room 120 feet acrosswith polished onyx walls, it tises to adorned ceiling 30feet above the resting place of the first — and somesay greatest—of Burok Tom's famed run icspe I Icasters.

A single everburning candle rests upon the sar-cophagus covering Damashar's remains, castingmyriad points of light upon the chamber's reflectiveonyx surfaces. Yet this meager illumination providesenough light for the dwarves to discern the truewonders of the room: thousands of glyphic characterscarved into the walls that compose Damashar's won-drous spell collection,

HistoryDamashar of the Twisted Tunnel was theepitome

of dwarven stubbornness, tradition, and pride. Overthe course of his long life, the wizard never touchedpaper or parchment, disdaining such "wispy frills" fortheir lack of permanence. He much preferred the feelof "good carving stone" beneath his chisel to renderhis writings. Every morning when he awoke, he tookup chisel and hammer and carved the theories, be-liefs, and observations regarding spellcraft that hisgifted mind formulated while he slept. The onyxwalls of his spell laboratory provided the perfectmedium for his notes, and after a time the chamberfilled to overflowing with his words. Damashar's

rtl

R £ U C J &. R I T U X L S 2: LOST

IS*

mind grasped — and unlocked — the mysteries ofspell creation as readily as many a dwarven smithturns out fine axes at his forge.

A few dwarven detractors laughed at the wizard'seccentricity and at the myriad words they jokinglycalled "Damashar's scratchings," Damashar oftenheard the snide question "Where are you going towrite when the walls fill up?" shouted at him as hedined in Burok Torn's feast halls.

But the wizard only smiled and ate quietly, hav-ing long before solved that particular dilemma.Damashar discovered early in his career the secret ofwhat he called "turning the page" — a way of movingaside words carved in stone to create a new blank slatefor more spells. No one knows where the carved spellsgo when they vanish; in fact, no one sees the wordsdisappear at all. One moment, a spell is written uponthe walls, while a moment later a different idea ornotation appears in the same spot. A few dwarvesthink Damashar's spirit makes these changes andclaim to have seen him out of the comer of their eyecarving the spells before they appear. The rune mas-ters dismiss this as idle talk among the youngerwizards.

Despite their occasional skepticism and attemptsat humor, the dwarves of Burok Tom were quite fondof Damashar, and his death shocked the entire city.While training an apprentice in the Kelders, thewizard was struck by a force rune and hurled from acliff. The apprentice, Ertyk Golnast, quickly soughtaid as the broken wizard lay dying. Priests offeredprayers, but Damashar's spirit fled despite their mostdetermined efforts. Not willing to let him go easily,the priests beseeched the demigod Goran to grantthem the strength to revive their brother and leader.

Instead, an image of Damashar appeared andspoke to the stunned group,

"I've earned my rest," the spirit told the as-sembled priests. "This is Goran's will. But know this:my death serves as a catalyst to our longevity. Whenthe rune masters awaken, return to my chamber andremember."

The dwarves drew up Damashar's body and boreit through the core of the mountain, interring hisremains in hisspell laboratory. Master carvers createda stone covering in his likeness, and the saddeneddwarves sealed the chamber and departed. But theydid not forger.

Golnast faithfully recorded Damashar's wordsand tirelessly taught others the spells his mentor hadtaught him. Eventually, he found himself surroundedby a growing legion of dwarven arcanists intent onlearning runic magic from the "new master." Golnastwept openly when he realized he had broughtDamashar's words to fruition. He named thesedwarven wizards the first rune masters.

Those initial rune masters who journeyed intoDamashar's burial chamber stood agape, awed by thesheer number of spells covering every inch of the

walls. Although all were accomplished wizards withknowledge of many spells, the ideas and theoriescontained upon the onyx walls astonished them.

Further, an apparently new message carved intothe wall by Damashar's own hand awaited the dwarves:

These words are our heritage, our life. Maintainthem here and you preserve our ways. Let them crumble,and Burok Tom falls.

The rune mastersare unwilling tortsk this proph-ecy coming true, and today guard the tomb with theirlives. At least three rune masters remain on watchalways, serving as a ceremonial honor guard forDamashar's Tomb. Many otherdwarven wizards comeand go, so thieves with intentions of plunder couldpotentially face an army of rune masters. The candlethat rests atop Damashar's sarcophagus also protectsthe room: if anyone enters by force, the candleexplodes in a fiery burst, dealing 10d6 points ofdamage to all in the chamber (Reflex DC 17 half); theexplosion will not damage the carvings, and thecandle will recharge itself in Id6 hours. Further, theroom itself has on several occasions pro tec ted itself bychanging to blank "pages" when questionable visitorshave entered.

A plethora of new spells and notes still appear onthe chamber's walls at irregular intervals. The runemasters avoid trying to explain this phenomenon,however, calling it simply Damashar's final mystery.Untested theories on runic spell energies promptliving rune masters to perfect new spells, creating agrowing cycle in which innovative magic joins thespellbook's already expanding pages. Rune mastersconsider it a great honor to claim a spot on the wallsas their own.

The room displays a maximum number of spellsand notes at any given time, however, although thisnumber isquite large given thesize of the "spellbook."The secret of turning pages died with Damashar, aswell, and no one has successfully wrested this knowl-edge from the tomb as of yet. Rune masters sometimesmust wait for a spell appear, but, fortuitously, thetombseernstoprovide any desired information quicklyfor the rune masters.

Bardic knowledge DC 26; Knowledge (arcana,dwarven history) DC 25.

ContentsDamashar's Tomb contains many spells consid-

ered unique to Burok Torn, including Damashar'sforce nmet, spell wall**, dust cloud*'1', hold stone**,rockstormt, stone assault**, and blazing shield*. Otherspells adopted from outsiders or adapted from divinespells also appear, including symbol, avalanche**, andearthquake. Rune masters speculate that these joinedthe spellbook after dwarven wizards began usingthem.

Despite Damashar's devotion to the arcane, how-ever, his spellbook also stores clerical spells withoutdifficulty. As dwarven rune masters within Burok

CHAPTER

Torn may follow either a divine or arcane path, noone has really questioned this oddity. Many of thesolely clerical spells upon the walls (such as spikestones, stone shape, and so/ten earth and stone) camefrom the ranks of the priestly rune masters.

tThese spells appear in Burok Torn: City Un-der Siege.

The Dream Maps of the Lotus EatersThe dream maps are contained in a large, square

volume some 2 feet to a side. The book is bound in theleathern hide of a chimera stained with mottled blue,its cover decorated by a mandala of silver and goldinlay, diamonds, and star sapphires. The book is heldshut by an ornately engraved mithril lock that isopened by a silver key.

HistoryFor over five centuries, the Lotus Eaters of Eli

charted and cataloged the dreamlands. Throughoutthe Empire, in places such as the Twilight Monasteryof Lokil, and the Perfumed Monastery of Shehar,they intoxicated themselves with the pollen of theblue lotus, chanted, dreamed, and crafted hundredsof dream maps — richly illuminated mandalas map-ping the tiny yet infinite region of the Astral Planethat is the realm of mortal dreams.

Much of the work the Lotus Eaters was lostduring the Divine War. The monasteries of Mid-night, Twilight, Uncountable Stats, and Desire wereall destroyed. By the war's end, only a few of the LotusEaters' sacred places remained. Foreseeing the col-lapse of the Empire of Eh, the Grand Hierophant of

: LOST TOMB OF TH£ SCARRED LANDS

rhe Lotus Eaters sent monks across the empire togather what were left of the drearn maps and bringthem to the Perfumed Monastery of Shehar. Therethe Grand Hierophant assembled them into a bookthat was to be the definitive atlas of dreams. Helabored seven years in rhe collation and commentaryof the dreams maps. It is said that when he wasfinished, the demigod Erias himself appeared, andpermeated the work with divine power. The GrandHierophant used the book to train his successor in thebrief time that remained before his death.

Since the fall of Eh, the Lotus Eaters have mostlydevolved into an anarchic society of mad prophets;however, the tradition of the hierophants has beenmaintained, and as part of the initiation rites, a newGrand Hierophant must make a copy of this tome.There are at least three copies of this work extant.The original is in the keeping of the G rand Hierophanrin Shehar, The second copy was given to the libraryin Lokil, in honor of rhe lost Twilight Monastery.The third copy was stolen, and its whereabouts areunknown, though it is thought by some to be hiddennow in the libraries of the Phylacteric Vault.

Bardic knowledge DC 25; Knowledge (arcana)DC 30; Knowledge (dreams) DC 25; Knowledge(local hisrory: Shehar) DC 30; Knowledge (religion)DC 30

ContentsThe book contains 1,001 pages of elaborately

drawn maps of the dreamlands, dream narrations,mantras, and prayers ro Erias, the demigod of dreams.Anyone not intoxicated by blue lotus pollen who

231

RELICS &. RITUALS 2: LOST LOrU

attempts to read this text must make a Will save (DC24) orfall into adeep sleep and experience a vivid andlifelike dream. This lotus dream trap is a simple one— the victim believes she is actually reading thebook. The dream lasts until the teader actually awak-ens from the magically induced slumber, whichtypically takes about 10 hours. A would-be reader cango on like this indefinitely, believing that she isreading the book, but never gaining any real knowl-edge, with only a hazy recollection of vague imagery,symbols, and mantras. A prospective reader who failsher initial save is only entitled to a new saving throwaftet one year has passed, while a reader who makesher initial saving throw may thereafter read the bookunhindered. Readers who peruse the tome whileunder the effects of the blue lotus automarically maketheir saving throw against this trap, and may gainadditional powers from studying the work.

Anyone who actually devotes a year of study tothis book without succumbing to the lotus dream trapthereafter gains a gift from Erias: a +4 sacred bonus toKnowledge (dream) skill checks and to Knowledge(planes) skill checks relating to the dream realmwithin the Astral Plane.

Arcane spellcasters who study the book will findenough information contained therein to researchthe following arcane spells in one half the standardtime and at half rhe material cosr, and with a +5insight bonus to attendant Spellcraft checks. Thesespells are skep, modify memory, deep skep**, detectdreams**, dream, nightmare, rune of sleep*, stealsleep*, and astral projection.

If the reader is also a cleric of Erias, and practicesdaily the mantras and prayers thar the book describes,any spells from the Dream domain that she castsreceive a +2 to the spell save DC.

The Eighteen Blades of Vode NulanThe Eighteen Blades of Vode Nulan are magic

swords of varying types, each with a spell engravedalong its length. The warrior-wizard Vode Nulancarved the runes in large, easily read strokes, and thenfilled the etched symbols with gold. Each sword is amarvel of craftsmanship besides serving as a page inNulan's "spellbook."

HistoryRemembered primarily for Wicked's Edge, the

blade he crafted to rid the world of evil (see Relicsand Rituals, page 220), Vode Nulan was originally amartial wizard and a champion of good and justice.Although today he is mostly remembered for becom-ing as evil as those he sought to destroy, Nulan was inthose days renowned as the fighting wizard ofValmatas. His Eighteen Blades are the sole legacy ofthis purer time.

Nulan created this unique spell book by inscrib-ing spells on the blades of various masterwork weaponshe had captured in battle. He kept the "pages" of this

book on elaborate display stands within his training/meditation chamber, in which he usually spent agreat deal of time purifying his spirit before eachbattle. The swords ringed the walls in a beautifuldisplay of destructive power.

Nulan memorized his spells by drawing eachblade from its stand and performing elaborate ritual-istic cuts, thrusts, and parries, and then returning thesword to its resting place and drawing another. Dur-ing his practice, Nulan recited the runes engravedupon each blade until the spell was firmly rooted inhis mind.

After Nulan succumbed to Wicked's Edge, hisapprentices divided the swords and left Nulan's emptyfortress, rightfully fearing reprisals from the families ofthose slain by Wicked's Edge during Nulan's long finalrampage, A number of the Eighteen Blades turned upover the years (one in a sword-sellers can: in Mithrilamong broken and rusted blades), and members of thePhylacteric Vault prize any informarion relating to theweapons. Phytacteric Vault agents readily bought thosefound so far, sometimes paying great sums. Why thesages of the Phylacteric Vault are amassing the collec-tion of Vode Nulan's blades is anyone's guess, but thecuriosities of many have been roused given the lengthsto which the Vault's agents go to procure the blades.Some speculate the Phylacteric sages are grooming aweapons-master to rival Nulan — a master who servesthe interests of the Vault.

Bardic knowledge DC 21; Craft (weaponsmithing)DC 30; Knowledge (ancient history) DC 25; Knowl-edge (arcana) DC 23.

CHAPT6 R : LOST TOMES OF THE SCARRED LANDS

Sword

Warriors Wrath

Foe's Fate

Redeemer's Retribution

Anguish's Longing

Temper's Burning

Razor's Heart

Stamina's Soul

Agility's Breath

Parting's Adhering

Heart's Fury

Purity's Growth

Seeker's Finding

Hatred's Light

Anger's Failing

Mourner's Lament

Believer's Truth

Victor's Speed

Silence's Strike

Type+ ! longsword

+! longsword

+2 longsword, Flaming

+1 longsword

+3 longsword, frost

+ f longsword, shock

+1 tongsword

+2 short sword, dancing

+lsbortsword

+ 1 short sword, thundering

+ 3 short sword

+2 bastard sword

+3 bastard sword, vorpal

+2 greatsword, mighty cleaving

+i two-bladed sword, holy

+/ falchion

t-2 scimitar, speed

*l scimitar, keen

SpeflBull's strength

Spelt turning

Flame/Frost weapon '

Stoneskm

Endure elements

Remove resistance'

Endurance

jump

Blade meld"

Batttecry'

Enlarge

Whereabouts

Phylacteric Vault

Unknown

Thought by some to be destroyed; other rumors say Hollowfaust

possesses it

Phylacteric Vault

An elven bard reports recently spotting it on Termana

Lost during an expedition to Caverns of Blood and Ice inTitanshome Mountains

Phylacteric Vault

Phylacteric Vault

Sighted in a Burok Torn merchant's stall; sold before Vault

agents could buy it

Phytacteric Vault

Lost, believed somewhere in Kelder range

&fanar'sc^(»iifeflpb[»nThylacteric Vault

True strike

Arcane parry"

Soulstnke'

Iron body

Haste

Keen edge

Sailors report that Baron Mirth oF the Carnival of Shadows

possesses it

Possessed by the warrior Anstal Hielthon of Mithril, who re-

fuses to sell

Phylacteric Vault

Possessed by Calastian warrior Kufiom Ganthes

Possessed by corpse whisperer Ranish Shanalf near Hornsaw

Forest

Phylacteric Vault

ContentsThe Eighteen Blades {7 longswords, 4 short

swords, 2 bastard swords, 1 greatsword, 1 two-bladedsword, 1 falchion, and 2 scimitars) are crafted specifi-cally for the needs of a fighter-wizard, offeringcombative spells to make a blade strike true or to keepa foe from landing a fatal blow.

Nulan's spellbook is a warrior-mage's delight.One spell is "enscribed" upon each sword, for a totalof 18 spells. Nulan concentrated on spells furtheringhis warrior skills and disdained "cowards' magic," ashe called ranged spelt attacks. Nulan preferred dis-patching enemies face to face rarher than across thebattlefield.

The name of each blade and its type of enchant-ment is noted below, as is the spell etched on itssurface and its last known (or rumored) whereabouts.Those blades possessed by the Phylacteric Vault arestored in a fairhful imitation of Nulan's originalpractice room, with elaborate stands holding theblades. The Vault still lacks many of Nutan's blades,however.

The OsseocabulaThe Osseocabula is rather innocuous as necro-

mantic texts go. The 206-page book is 18 inches tallby 13 inches wide, bound in midnight-blue leatherwirh copper fastenings that do not tarnish. The coverbears the sigil of Barastrondo, rendered in an ivoryinlay. The book feels cool to the touch even on thehottest of days, and water runs off the cover and pagesalike, leaving the book completely dry.

HistoryThe Qsseocabula was penned by Barastrondo

himself, one of the seven powerful necromancerswho founded the city of Hollowfaust. Barastrondowas famous as a virtuoso of animation, devising manysingular types of animated undead and constructsover the course of his life. He left behind severalworkbooks as manuals for his Animators' Society, ofwhich the Osseocabula is notorious as a comprehen-sive primer on the animation of bone.

The Osseocabula was carried to Lokil in 102 AVby the Animator Miesta Carmere, who transcribedthe book's treatise on the human skeleton as a gift tothe great library there. Somewhere on her returnjourney, however, Carmere vanished and theOsseocabula vanished with her. In the years thatfollowed, the librarians of Lokil distributed theirportion of the book to various temples and insritu-tions of healing, thus indirectly spreading theQsseocabula's reputation as a lost masterwork onmedicine. The true power of the book, however,remains as yet unpublicized. Though the Animators'Society rerains a copy of the original in their libraries,they are eager to recover the lost work.

Bardic knowledge DC 25; Heal DC 35; Knowledge(anatomy) DC 20; Knowledge (arcana) DC 20.

ContentsThe first page is ashort introduction to the book,

which addresses the reader as a fellow student ofanatomy and the art of necromantic animation. Itstresses that the Osseocabula is a professional manualon the topic of bone animation, and is not aimed at

R E L I C J «L RlTUXLJ 2: LOJT LOIU

power-hungry wizards. Buried within the introduc-tion is a magical trap meant to ensure the return of thebook should it ever be stolen.

Trap of Recovery: CR 2; readet geased intoreturning work to the nearest full member ofHollowfaust's Animator's Guild; Will save (DC 21)negates; Search (DC 21); Disable Device {DC 26).

The following 60 pages are a lengthy and thor-ough treatise on the human skeleton, with scatterednotes on elven, dwarven, half!ing, goblin, and orcishskeletons and how each differs from human morphol-ogy. Bone tensile strength and the arcane uses of eachbone are discussed, as is the process of determining acorpse'sage, race, sex, and state of health while alivefrom studying its bones. This work is comparable tothe finest medical texts extant in Ghelspad, andanyone who uses the book as a reference (which willtake a minimum of 1 minute) gains a +2 competencebonus to any Heal or Knowledge (anatomy) skillcheck made with regard to bone setting, skeletaldisorders, or other matters relating to the humanoidskeletal structure.

The next 101 pages are devoted to spells particu-larly important or useful in the animation oraugmentation of skeletal undead. In order of appear-ance, the lesser spells contained here are animate dead(10 pages), animate vermint (2 p), bone construct^ (8p),control undead ( 14p)>fooneu?ea£>ont {2 p),mending(1 p), cadaver dancet (6 p), halt undead {6 p), undead/amifrart (6 p), and geas/quest (12 p). The final twospells in this section are particularly noteworthy. Thefirst is an arcane version of create greater undead (16p;identical to that in PHB, but now Sor/Wiz 8), withthe limitation that it cannot create incorporeal

undead. The second is Barastrondo's inexorable pha-langes (18 p), which calls up a Large skeletal hand;this spell is similar in effect to Bigby's crushing hand,except that it is a Necromancy spell that requires afinger-bone as its material component and the skel-

Secrets of the OsseocabulaThe Osseocobula can be used to create the following substances and constructs:Crone's BileCreating this substance requires 400 gp in raw materials (a price that includes the rare plants). The

creator uses the Craft skill rules for item construction (PHB, Chapter 4, "Crafr") ro distill crone's bile,but makes Alchemy skill checks to actually do so.

Crone's bile: Type Injury DC 20; Initial damage Id6 temporary Con; Secondary damage 2 Con(permanent); Price 1200 gp.

Skeletal ConstructsBone GoJem: Creating this construct requires the spells animate dead and bone weapon, and costs 8000

gp and 160 XP. (See Creature Collection, page 81, for details on the bone golem.)Superior skeleton: Creating this undead requires the creator to cast animate dead, and also requires an

alchemical bath that costs 150 gp and a Knowledge (anatomy) skill check (DC 25), (SeeHollowfaust:City of Necromancers, page 128, for details on the superior skeleton.)

Masterwork skeleton: Creating this undead requires the creator to cast animate dead, and also requiresan alchemical bath that costs 300 gp and a Knowledge (anatomy) skill check (DC 30). (SeeHollowfaust: City of Necromancers, page 128, for details on the masterwork skeleton.)

Marrow knight: Creating this undead requires the spell create greater undead, 800 gp in onyx and otherraw materials, and the skeletons of both a Medium-size humanoid (which must be intact from the waistup) and the skeleton of a horse or similar Large equine (which must be intact except for the skull). (SeeCreature Collection, page 130, for details on the marrow knight.)

CHAPTER, ; LOST OF THE SCARRED LANDS

etal hand of a deceased wizard or sorcerer as its arcanefocus.

tThese spells appear in Hollowfaust: City ofNecromancers.

Barastrondo then devotes a page to the proper-ties of crone's bile, a rare and debilitating poison thateats away at its victim's bone mass. In characteristi-cally thorough fashion, he describes how to recognizethe substance {a greenish, transparent, sticky fluidthat smells slightly of mint), how it is utilized (itenters the bloodstream by injury), and even how tomanufacture it (an alchemical process requiring sev-eral rare plants from the Mourning Marshes).

The next 4 pages are devoted to the formula forcreating acanopicumoftheimdead (Relics & Rituals,page 180). The notes in the margins indicate thatBarastrondo disapproved of the crude result, but thatthe formula was too practical to neglect inclusion forthe serious student of animation.

The rest of the book is filled with exactingformulae and detailed instructions for the creation ofbone constructs and rare skeletal undead, in particu-lar bone golems, superior and masterwork skelerons,and marrow knights. Some passing mention is madeof more esoteric animated creatures, such as thenectomantic golems of the Blood Bayou or the rhreevarieties of siege undead. Enough information ap-pears rhat the reader would be able to recognize suchcreations, but no space is devoted to actual explora-tion of the processes needed to create such things.

The final page of the tome is a brief afterword,wherein Barastrondo hints at the greater achieve-menrs yet to be made in the field of animation. Hecloses the Qsseocabula with a reminder that thescience of necromancy is entirely as helpful or balefulas the wizard who uses it — a reminder that far toomany necromancers have ignored.

The Tome of MidnightThe Tome of Midnight is a massive spellbook,

covered in some kind of srrange jet-black leather thatis as smooth as silk. The cover seems to drink in anylight that touches it, and under full sunlighr it lookslike norhing so much as a black, rectangular hole inspace. The actual edges and corners of the book can'tbe properly made out, so deep is their black colora-tion. In fact, the book cannot actually even be openedin lighted surroundings — there are no discernablecovers to grasp, even by touch. It may, however, bepicked up and carried.

In facr, the Tome's light-drinking properties aresostrong that any spell with the [light] desctiptor thatis cast into an area containing the Tome of Midnightis weakened, reducing the spell save DC against thatspell by 2.

Only under minimal light, such as moon- orcandlelight, may the Tome of Midnight be opened.Its pages seem to be of parchment, though an odd

parchment with a faint silvery sheen. The actualwords are written solely in the coded language ofmagic, requiring a read magic spell to decipher. Thesilver of the pages actually allows the book to be readwith normal human eyesight even in pitch darkness.

HistoryThe origins of the Tome of Midnight are un-

known, though popular legend attributes its creationto the slarecians, who penned this book from rhesecrets they stole from the demigoddess Drendari,According to rhat legend, this book was given to thefirsr Penumbral Lords as a sign of the slarecian'sacceptance of their service, as a lord might grant hisnew vassal a sword.

What is undeniable is that this torne has beenpassed down to the masters of cabals of PenumbralLords for as long as these shadowy manipulators haveexisted. Although it has been lost and stolen occa-sionally {often by thieves and shadowdancers in theemploy of Drendari's clergy), ir has always beenrecovered — until the raid on the Penumbral Penta-gon by Barconius and the Knights of Mithril. At thattime the spellbook was in the hands of the penumbrallord Dar'Tan, but it was lost during rhat assault;whether it was seized by the paladins or stolen by anenterprising apprentice during his escape is unknown.

ContentsThe Tome of Midnight is a massive spellbook of

250 pages, 248 of which are taken up by those spellsfrom rhe penumbral lord spell list (see Relics &Rituals, page 17). The other 2 pages are blank, one inthe fronr and one in the back of the book. The writingof the spellbook itself is dangerous, as it contains aunique variant of the original slarecian languagevims rhar is triggered only if there is any light on thepages when the book is read (see Creature Collec-tion, page 178, and also Chaptet 6 in this book fordetails on the slarecian language virus).

235

R€U« &. RITUXLS 2: LOST LC

AppendixOPEN GAME LICENSE Version 1.0The fbllowing text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast. Inc ("Wizards"). All Rights Reserved.

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7, Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as exptessly licensed inanother, independent Agreement with the ownet of each element of that Product Identity. You agteenot to indicate compatibility ot co-adaptability withany Trademark in conjunction with a work containing Open Game Content except as exptessly licensed in another, independent Agreement with the ownerof such Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. Theowner of any Product Identity used in Open Game Content shall retain all rights, title and intetest in and to that Product Identity.

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H. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make itenforceable.

15. COPYRIGHT NOTICEOpen Game License v 1.0 Copyright ZOOO. Wizards of the Coast, Inc.

System Reference Document Copyright 2000, Wiiards of the Coast. Inc.; Authors Jonathan Tweet, Monte Cook. Skip Williams, based on originalmaterial by E. Gary Gygax and Dave Arneson,

Creature Collection Copyright 2000, Clark PetersonReiics Si Rituals Copyright 2001, Clatk PetersonCreature Collection 2: Dark Menagerie Copyright 2001, White Wolf Publishing, Inc.Mithril: City of the Golem Copyright 2001, White Wolf Publishing, Inc.Hollowfaust: City of Necromancers Copyright 2001. White Wolf Publishing, Inc.The Wise and the Wicked Copyright 2001, White Wolf Publishing. Inc.The Divine and the Defeated Copyright 2001, White Wolf Publishing, Inc.Burok Tom: City Under Siege Copyright 2002, White Wolf Publishing, Inc.Vigil Witch: Warrens of the Ratmen Copyright 2002, White Wolf Publishing. Inc.Secrets and Societies Copytight 2002, White Wolf Publishing, Inc.Scarred Lands Campaign Setting: Ghelspad Copyright 2001. White Wolf Publishing, Inc.Relics and Rituals 2: Lost Lore Copyright 2002, White Wolf Publishing, Inc.If Thoughts Could Kill Copyright 2002 Bruce R. Cordelt. All Rights Resetved.

Requires the use of theDungeons & Dragons* Player's Handbook,

Third Edition, published by Wizards of the Coast*,Sword and Sorcery bunks are published

under the Open Game License andare 100% compatible with 3M edition rules.

More Magic and Mayhem for Your3rd Edition Campaign

Following in the footsteps of its best-selling predecessor,Rc/ics & Kit Mills 2 brings more spells, true rituals, magicitems and artifacts to excite and challenge your players.

Included in this book are 10 new prestige classes, guidelinesfor astrological magic, details regarding lost magical tomes,

and rules for introducing pstonics to your games. Thissourcebook contains a wealth ot material easily incorporated

into any ongoing campaign.

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