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Sourcebook - Magic

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100% found this document useful (2 votes)
1K views194 pages

Sourcebook - Magic

Uploaded by

Alex Lobo
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

. What is it you know about magic?

yrendrus Wylrune, Enchanter of the Winds

IS IS A TOMEOF SOFGERX
range of options. It introduces new
que ways. It presents two completely new

14 New character classes


It’s not the secrets behind the page, but the mysteries we’ve already
uncovered that will destroy us.

0 2002 A d e r a c Entertainment Group, Inc. All rights reserved,


INTRODUCTION

WRITING Very. special


- thanks to Lisa Hunt for all of her hard work
Andrew Getting, Travis Heermann, Jeff Ibach, on the more graphical artistic elements.
Mike Meads, jim pinto, Eric Steiger, Douglas Sun Even more thanks to Rob Vaux for all of his insight and
thoughtful criticism. Of course, if he weren't 6' 7" and 300
ART DIRECTION pounds 1wouldn't be saying this at all.
jim pinto Thanks again to Rick and Joe, mostly because it will
confuse them to put their names on here.
COVER DESIGN
Dave Agoston and Mark Jelfo D ED ICAT10 N
1would like to dedicate this one to the AEG Marketing
COVER ILLUSTRATION and Customer Service team. It's very easy to overlook the
Jon Hodgson guys who answer the phones and make everything run so
smoothly when you're scrambling to get a book out the
INTE R I0R I LLUSTRATI0 NS door.
Marcio Fiorito, Lewis Larosa, Derick W Gross, Lisa Hunt Thanks gang.

EDITING If you're reading this, you've gone too far.


Mike Meark, jim pinto,
NTRODUCT ON

Introduction ................................. 4 Chapter 10: Shadow Magic ...................... 91


Chapter I: Chronomancy ........................ 5 . . . . . . . . . . . . . 91
Shadow Mage....................................... 93
Background.....................
shadow Master . . . . . . . . . . . . . . . . 97
Chronomancer......................................
New Feats . . . . . . . . . . . . . . . . . . .
New Spells.......................................... 9 Chapter 11: Technomancy ......................101
New Magic Items . . . . . . . . . . . . . . 12 .............. 101
Tinker ................................
Chapter 2: Elementalism ....................... 13
.......................... 108
Background ...............................
TechnomancyTemplates ...........
.................................... 15
New Feats .......................
Elemental Adept . . . . . . . . . . . . . . . . . Chapter 12: Thaumaturgy ...................... 119
New Magic Items . . . . . . . . . . . . . . . . . . . Background ........................................ 119
Thaumaturge .... . . . . . . . . . 121
Chapter 3: Fetish Magic ........................ 21
New Artifacts ...................................... 124
................. 21
. . . . . . . . . . . . . 125
. . . 127
Spelcius ........................................... 127
New Feats . . . . . .
New Spells ......................................... 28 Chapter 13:Theur gy .......................... 129
. . . . . . . . . . . 29 Background .....................

New Spells..............................
Chapter 4: Flesh Magic ......................... 31
Background .......................... 31 Chapter 14: Witchcraft ........................ 133
............................... 33 Background ...............
The Beast Maker ...................... 37 The Witch ......................................... 135
...................... 38 New Feats .............
New Spells. . . . . . . . . . . .
Chapter 5: Forge Magic ......................... 41
New Magic Items . . . . .
Background ........................................ 41
The Witchfiight .................................. 141
....................... 44
New Feats .......................................... 48 Chapter 15: Arcana ........................... 143
The Mason of the Black Seal Spell Point System.................................. 143
Spontaneous Magic
. . . . . . . . . . . . . . . . . . 51
Arcane Dueling .....................
Intelligent Magic Items ............................. 166
. . . . . . . . . . . . . . . . . 56
Legendary Magic Items . . . . . . . . . .
New Spells ......................................... 61
Chapter 7: Madness Magic ...................... 63 Souled Constructs . . . . .
Spell Casting Gear .................................. 181
.......................... 65 Arcane Devourer . . . . . . 184
New Feats .......... Exalted Prophet .................................... 185
The God-Touched ................................... 70 NewFeats ......................................... 187
New Magic Items . Magic Items ....................................... 188
Spell Lists ......................................... 189
Chapter 8: Number Magic ....................... 73
Background ............................

The Antithesis .............

........................... 83

New Feats ..............


Dwarven Runesmith ................................ 89
New Magic Items ................................... 90
NTRODUCTION

c
Did you ever wonder why every wizard in a fantasy game
When it comes time to cast spells, there’s no need to
stick to levels and spell slots. The spell point system pre-
sented here allows you to drop the idea of fire and forget
uses the same spells the same number of times per day magic. Want to cast mapc missile again? Go ahead, as long
with largely the same effects? as you have the points. Spell points not flexible enough?
Of course, the obvious answer is - game balance. Then build a spell on the fly using your magical abilities.
Fantasy roleplaying games are meant to let everyone have Want to blast someone off a wall with a bolt of force
a chance to shine. If we let wizards get away with every- shaped from magic missile? Use your Spellcraft and
thing, like they do in paperback novels, no one would Knowledge (arcana) skills to modify the magical potential
want to play a fighter, rogue, or ranger. Mind you, wizards of a spell on the fly and make it do what you want. Break
there have free reign because the author is there to keep the mold of the spells presented here and bend magic to
them in line. Sure, the wizened old spellcaster is a power- your will, rather than restricting yourself to the spells pre-
ful figure. But he won’t atomize the villain with a snap of sented in the game system. Magic is power, not an easily
his fingers. He has to track down a young, fledgling war- detailed list of modifiers and die rolls.
rior to mold into the prophesized hero who is of course Of course, spells aren’twhere magic begins and ends in
prophesized to rid the world of evil. Of course, the wizard roleplaying. From the mightiest demon-slaying sword to
could unleash his magic to smite the bad guy, but there’s a simple scroll of magic missile, adventurers rely on magical
always some operating principle which forbids it. equipment to preserve their lives and help tackle the most
As garners, on the other hand, we have choices. If the powerful creatures in the multiverse. Such items deserve
stereotypical wise and wonderful wizard is controlled by a a better treatment than a few lines in a stat block. New
gamer, he’ll dispense with the notions of obeying prophe- rules presented here allow you to customize a weapon not
cies and hanging out in the background. He’d teleport to only by what it can do but by who made it. Add a trapped
the villain’s hellish lair and beat the villain with a few soul to an enchanted blade to give it that extra kick to help
delayed blast fireballs. There, story over. Let freedom reign, cut down your enemies. Afraid someone will steal your
thank you very much, and where are my XPs? weapon’s secrets? Then perhaps a book bound in dopple-
Magic can’t afford to be mysterious, weird, and unpre- ganger hide is what you need to keep them safe. Best of
dictable in a game. It needs rules to govern it, so players all, with the new rules for granting an item levels, your
and DMs can make use of it. If nobody knows that a trusty sword gains in power right along with you. The
mage’s fireball does, it’s hard to resolve it during a game. next thing you know, it’s offering you advice on how to
But that doesn’t mean magic can’t by mysterious. wield it.
With a few tweaks here, a few changes there, and a new Put the magic back in magic.
game mechanic or two we can build an almost infinite
variety of new types of magic. Madness mages bend reali-
ty with the sheer force of their will. Arcane monks dish
out kung fu with a nice frosting of magic. Shadow mages
call to the darkness and bend it to their will. Flesh mages
treat living things like piles of clay. A tweak here, a quick
cut there, and voila! You can fly.
Within this book, you’ll find over a dozen new types of
spellcasters. They all work on the foundations of the same
magic system, but with just enough changes to make
them noticeably different. Sick of playing the same old
Gandalf wannabe? Try out a numerology mage. Do your
players have to stifle yawns when a sorcerer shows up? Set
a technomage against them, and watch them squirm as a
20-foot tall, fire-belching mountain of metal and steam
against them. With the new classes presented here, along
with their spells, feats, and magic items, your players will
never know what hit them. And if you’re a player, you can
finally pull off the mysterious wizard act. Pick one of
these classes and run with it. There’s no need to tell the
other players what your character is up to. They’llfind out
soon enough.
CHRONOMANCY

C CY
who am I? Now that’s a silly question. You ask me what I am oh, the worship of Throden banned, too? Blasphemy,you say?
now, but in a minute I could be someone else, or somewhere else, My, that’s quite a strong word. Now good sir, there is no need
or perhaps somewhen else. In this discrete moment, what I am, for those manacles. I beseech you, have pity on an old wizard. I
who I am, where I am, and when I am are all completely iwel- mean, old, defenseless,utterly mundane man. Did I say wizard?
evant. Ask me instead, who will I be? o h dear, not again.
Good sir, there is no need for your truncheon. I will go quietly
with you into custody. Violence is not necessavy, though your
thuggish behavior does its best to provoke my ire. Gods, I liked
you much better when you were a tavern keep. Ah, I see a glim- BACKGROUND
mer of recognition. You always did want to own an inn, didn’t Chronomancy is the study of time travel and man-ipula-
you? And now you’vestuck dealing with, what was it you called tion, the study of the realm of possibilities and varying
me, a ranting lunatic? My wounds, I can assure you, were dealt realities that could be, may have been, and could well pass
by no creature of this plane. They are but a tragic result of my into being. The study of time is not without inherent risk.
chosen profession, a working hazard you could say. I am a threat Time moves forward at the behest of a strict set
to none, not even myself on my better days. of fundamental laws of the cosmos. Learning these laws
But we have evaded the meat of our discussion. You wanted is the first step towards understanding the powers avail-
to own an inn, and if I recall correctly you planned to name able to the chronomancer.
it the Drunken Dragon. The name has an appeal,does it not? Let Temporal prime, the cosmic domain of time, is an end-
me see now, you would have sewed a beef stew -your mother’s less black sea sparkling as if it spread beneath stars from
recipe, and at night when the mercenaries and dwawes insisted a thousand galaxies. Glowing, incorporeal figures repre-
on staying a bit too late you were as adept then with the trun- senting all things in the multiverse stand in place on what
cheon as you are now. Ah, those were good days. I miss them so. appears to be a slightly blue flat surface extending to in-
oh, no need t o stand theve gaping. You act as if I’m some sort finity in all directions. Between, through, and around
of wonder. Haven’t master Pandalio and the rest of the order these phantoms are the strands, the pinnacles of change
established their academy here? You must have heard the and circumstance that intertwine through history.
name. No? o h dear. Then what of the other orders, the societies These strands are a countless number of glowing lines,
of magic? some thinner than others, many of different colors,
Banned? each marked by a code understandable by only a select
Me, a wizard? No, of course not. I wouldn’t dream ofpractic- few. The chronomancer learns to project his conscious-
ingmagic. why, I hate wizards. Thank the gods they are banned, ness into this mysterious realm, where it wanders
and they should have been long ago. By Throden’s beard, I hate in search of the critical strand that forms a minor event
wizards.
CHRONOMANCY

in history. For example, a chronomancer could seek The guardians seem to be attracted to the presence of any
the juncture that binds two people for the first time. w i t h outsider, yet it takes them a few moments to organize and
careful manipulation, he could sever that connecting appear. A chronomancer who plans to make small, subtle
strand, breaking the event that bound the two together. changes to the past can enter temporal prime, make his
Perhaps a pair of lovers just misses each other rather than changes, and escape unnoticed. With careful manipula-
meeting at a county festival. Would-be bitter enemies are tion and a thorough knowledge of the rules governing
assigned command of different sections of a battlefield, conduct upon temporal prime, chronomancers can learn
preventing their duel and eventual blood oath to fight to to make subtle changes that are overlooked by the
the death. With that, one might also imagine the strands guardians.They can become masters of their own strands
that lead from the two of them to all the unwritten possi- and caretakers (or meddlers) of others' fates.
bilities would fray, writhe loose and disrupt thousands of When a chronomancer manipulates time, he peers into
others, but they do not. Temporal prime heals the strands, temporal prime and seeks a particular strand that ties
making subtle changes so that time does not break but a cause to his desired effect. Like opening a window and
shifts ever so slightly to keep things right. The lovers peering out on to a crowded street, there is
instead meet later that night when they both attend the always a chance that the watcher may
same party The blood enemies hear himself be watched. The guardians are

'''
of each other's actions in battle ever vigilant to stop those who would
and seek each other out on damage the strands of time beyond
4'
the second day of fighting. repair. Working with chronomancy
Chronomancers under- ;
stand that process and
know how to use it to their
advantage.
Naturally, their abilities do not
f" A
'.
.?
is never a sure thing, either due to
interference from the policing
guardians or the fickle twists of fate.
It is this reason that many chrono-
mancers develop paranoia about their work
come without a price. Time is an and do not like tempting the powers that be
inexorable pro-cess. That which with their unique manipulations. Many
has been committed to its tapestry chronomancers have lived through his-
is almost utterly unalterable. tory never revealing their true nature,
While the future is malleable, the carefully passing their powers off as
past is set in stone. Some chrono- I'IA arcane secrets or divine manipulation.
mancers question just how static A lone, isolated mentor commonly
the past can be, but their efforts to instructs a would-be chronomancer, for
affect wholesale change have uni- stumbling upon the knowledge on one's
versally met with disaster at the own can become a life-consuming task.
hands of the bizarre creatures Frequently a tutor is an aged chronomancer
I
known as the guardians. I' who has peered into the future of a particular
Lurking within the strange angles and young mage and saw potential for greatness-
folds of temporal prime, the guardians swarm forth to within him. Occasionallya more active church of a god of
rend and tear any who dare despoil their realm. time, history, or knowledge sponsors those interested in
Chronomancers who have encountered these fiends studying chronomancy. Whatever the case, chrono-
describe them in vague terms -small, flashing creatures mancers are rarely trustworthy. With their knowledge of
that rip into their victims with long, jagged fangs. On both the past and present, even their most innocent
temporal prime, a visitor has little sense of his body. actions may have tremendous repercussions.
Instead, he appears as a faintly shimmering field of ener-
gy. When the guardians attack, they latch on to a visitor's IN YOUR CAMPAIGN
manifestation yet cause terrible wounds to his physical Chronomancy can place a lot of power into the PCs'
body Observers witness terrible wounds accompanied by hands. Chronomancy spells place many restrictions on
the sickening sounds of rending flesh and gnawing teeth. what a character can do with them and the threat
A careful chronomancer can avoid the guardians' depre- of the guardians limits the chronomancer's power. Still,
dation, but one who grows too bold risks a horrible death. the prospect of time travel poses many problems that
Years of study yield a set of simple guidelines for avoid- can short circuit a campaign. Chronomancy has been
ing these creatures. So long as a chronomancer does not designed from the ground up to prevent the PCs (or a vil-
linger too long in temporal prime, he can make lain) from simply traveling back in time to kill a rival's
alterations to the time stream and slip away unnoticed. parents, and thus prevent his birth.
CHRONOMANCY

Guardians quences. Most likely the guardians could care less.


These are the police of the time stream, an impersonal, If the characters steal a sacred dagger which is later to be
relentless, implacable force that tears to shreds any enchanted and becomes the great symbol of a nation,
chronomancer foolish enough to linger on temporal that’s when the guardians go to work. Under normal cir-
time. These creatures are the primary reason chrono- cumstances, they will simply repair the frayed threads,
mancers cannot simply rewrite history to suit their taste. not alter history. For example, the chronomancer may
Full rules for using and running the guardians appears steal the dagger and return to their own time to discover
later in this section. that a sacred axe was used in place of the dagger. If they
If you want to make time travel and manipulation kill a terrible king, the guardians will attach all the
an integral part of your campaign, you may want to tinker threads of that person to a different, convenient target:
with the guardians to better suit it. In a world where time the king’s brother, or queen, for example, who will con-
travel is common, the guardians are either entirely absent tinue history more or less as written.
or more willing to allow others to manipulate time. As
presented here, they are an impersonal force more in line
with a hurricane than a conscious entity. Give the
guardians personalities, a hierarchy, and a code of conduct CHRONOMANW
if you would rather make them a group of NPCs that The chronomancer is the ultimate seer, the quintessential
can be reasoned with. Perhaps they have their own historian, or even the perfect burglar. He has a home, but
society and factions. Evil NPCs can bribe and intimidate it’s not always a matter of where but when. While only the
some of them to allow major changes to the past, while mightiest of these spellcasters can travel back to previous
the PCs must ally heroic guardians or navigate their com- ages, even an apprentice soon learns how to make subtle
plicated, alien culture to help restore time to its proper alterations in the turn of events and progression of time.
order. While a certain level of responsibility and care is cultivat-
ed in the process of training arcane spellcasters, it is more
Time Travel and Greater Time Travel Spells a part of the school of chronomancy than others. The
Characters can make subtle changes in time threads majority of chronomancers are careful, mindful of the
through persuasion, theft, or spells while they are in your consequences of their actions and careful not to use their
campaign’s past. Since they are not in temporal prime, powers at a whim. The everpresent danger of a horrible
the guardians are not encountered, but they are alerted to death at the rending jaws of time’s guardians weighs upon
changes in threads. If the characters steal a few hundred a chronomancer each time he manipulates reality.
gold nuggets from a lost tomb, there are no real conse-

TABLE1-1: THE CHRONOMANCER


Base Fort Ref Will Spells per Day

4 +2 +1 +1 +4 Probability manipulation (2/day) 4 3 2 - - - - - - -

10 +5 +3 +3 +7 4 4 4 3 3 2 - - - -

20 +10/+5 +6 +6 +12
CHRONOMANCY

Chronomancers usually keep their specialization hid- The churches of gods commonly worshiped by chrono-
den, not from the common folk who don’t understand the mancers sometimes sponsor isolated academies, granting
intricacies of wizardry, but to other arcane practitioners a respectable teacher funding to pass along his knowledge
who in some regions teach others to fear their time-med- to a new generation of time mages.
dling brethren. A chronomancer is more of a loner than Races: Many chronomancers are either human or half
other spellcasters due to a paranoia that can build over his elven, with the occasional half-orc appearing amongst
career. Chronomancers have a strong sense of history and their ranks. Compared to the longer-livedraces, humans,
an awareness of the future, but realize there is no fate half-elves, and half-orcs are fascinated by how much they
but that which we create. can eke out within their limited lifespan. They seek to
Adventures: Chronomancers go on adventures to overcome those boundaries with chronomancy. Elves in
further their skills, usually by tracking down the lairs general are rarely chronomancers, for time magic lies in
or ruins where other masters of their c hich has naturally occurred, a goal that
dwell. These explorers seek to unco with elves. In addition, their chaotic
their own kind) the secrets ill-suited to long, dreary hours of
who see adventuring as a personal c ghtly regimented life of a chronomancy
es also respect and cherish their history
changing any of it for whatever reason
to destiny and righting wrongs d
Characteristics: Chronomancers ancers get along fine with
protective of their powers. Even soph d sorcerers. They are more likely to at
them for their time- cialists such as necro-
work for a good cause, but
possibilities inherent within t large. Paladins respect the
wild tales and speculation ab ntrol exhibited by benevolent chrono-
itations and goals. This r emptation for abuse of the
chronomancers to lead reclusive 1 mortal hands. Druids are
that they are at their best when he1 mancers as they represent
rigors of mundane time and fate. a1 cycle of life and death,
Alignment: Chronoma over time, especially if
e march of time rather

ways of bending them. Rash, emoti

of the guardians. Many chro owing game statistics.


the good and the neutral, act e chronomancer’s most
while a rare few revolt e power of his spells and
and abuse their powers. ster. Constitution helps
Religion: Most chronomancers vie n adventures. Like wizards, chrono-
ry as both mentors and teachers. They w hit points. Dexterity allows him to
phy that the future is unwritten and that w gers and avoid injury.
certainly are ways to examine the probability that a par- Alignment: Any.
ticular event will come to pass, one is never sure until Abbreviation: Chr
it does. The chronomancers that follow gods of knowl- Starting Money: 3d4 x IOgp.
edge and history use time travel to study the past. The few Hit Die: d4.
rogues that delight in twisting history and the present
to personal ends commonly worship gods of trickery, Class Skills
deceit, and destruction. The chronomancer’s class skills (and the key ability for each
Background: Chronomancers are usually chosen, skdl) are Alchemy (Int), Concentration (con), Craft (Int),
not necessarily made. There are no known proper colleges Knowledge (all skills, taken individually) (Int), Profession
of chronomancy nor are there guilds or fellowships. (Wis), Scry (Int, exclusive slull), and Spellcraft (Int).
Chronomancers almost always have a single master- Skill Points at 1st Level: (2 + Int modifier) x 4.
apprentice relationship, created when an experienced skill Points at Each Additional Level: 2 + Int
chronomancer takes in a youngling with the proper modifier.
mindset and the raw potential to master the discipline.
CHRONOMANCY

Class Features NEW SCHOOL OF MAGIC: CHRONOMANCY


All of the following are class features of the chrono- A highly specialized school of magic, chronomancy is
mancer. available only to those spellcasters who have mastered the
Weapon a n d Armor Proficiency: Chronomancers are basic training of the chronomancer’s art. When a caster
proficient with all simple weapons. They are not profi- uses these spells he projects his consciousness temporal
cient with armor or shields. prime, a strange realm where time is given shape and
Temporal Scholar: A chronomancer goes through form. The fearsome, mysterious guardians patrol this
rigorous mental training to prepare himself for all the psy- realm, destroying intruders and preventing them from
chological displacements that occur while manipulating making any major changes to the progress of time.
time. This allows chronomancers to fully understand and
be control the school of chronomancy (detailed in the
chronomancer’s spell list below). Without this knowl-
edge, chronomancy spells written and kept by a chrono- 2 Deja Vu Cause a foe to
mancer are impossible to read. To learn a spell unique to mindlessly repeat
-a t_a_z_k..
the chronomancer’s list (i.e. any spell from the chrono-
3 Temporal Displacement Cast a target into the
mancy school) an arcane spellcaster must go through future.
intensive training and preparation. o n l y characters with 4 Time Fold Twist time to take
this class ability can read, learn, prepare, and cast chrono- extra actions.
mancy spells. This restriction also applies to magic items 5 Rapid Aging Weaken a creature
or structure.
that list a chronomancy spell as a prerequisite. Only char- 6 Inevitable Strike Alter time to cause
acters with the temporal scholar class ability may activate
these items though skill such as Use Magic Device work
normally. 8 Sever Thread Bend time to destroy
Probability Manipulation: After making a skill
check, attack roll, or saving throw but before learning
whether he succeeded, the chronomancer may reroll the
result. He may do this once per day for every four levels
he attains in this class. The chronomancer may not use
this ability more than once on any single die roll. This
ability may be used with any random die roll. The chrono-
mancer briefly peers into the mists of time and uses his
knowledge to improve his chances of success. A chrono- TEMPORAL SCRYING [GENERAL]
mancer may use this ability once per die roll. He may not You can peer into the mists of time to see the ancient past.
elect to re-roll his second try. Prerequisites: Scry IO+ ranks.
Spells: A chronomancer casts arcane spells. He is limit- Benefit: You may scry 5 years per level into the past.
ed to a certain number of spells of each spell level per day, The maximum number of years in unlimited and the DC
according to his class level. A chronomancer must pre- still increases by I for every 25 years. You may not cast
pare spells ahead of time by getting a good night’s sleep spells into the past but you may observe actions and
and spending 1 hour studying his spellbook.While study- events as normal. You must still have a scrying device that
ing, the chronomancer decides which spells to prepare. allows you to see into time.
To learn, prepare, or cast a spell, a chronomancer must
have an Intelligence score of at least IO t the spell’s level.
A chronomancer’sbonus spells are based on Intelligence.
The Difficulty Class for saving throws against wizard
spells is IO t the spell’s level t the chronomancer’s Intel-
ligence modifier. Combat Precognition
Chronomancers use spells from the wizard spell list. In chronomancy
addition they have access to the chronomancy school of Level: Chr 1
magic, detailed below. Components: V; S, IF
Casting Time: 1action
Range: Personal
Target: You
Duration: 1 hour/level (D)
CHRONOMANCY

YOU gain an unnatural premonition for impending attacks Inevitable Strike


and can respond to them a bit quicker than usual. You Chronomancy
gain a t1 insight bonus to your armor class (this bonus Level: Chr 6
doesn’t apply if you are caught flat-footed). You foresee Components: V, S
your opponent’s defenses and dodges. You gain a +I Casting Time: 1action
insight bonus to attacks and increase the DC of spells that Range: Close (25 ft. + 5 ft./2 levels)
require a Reflex save by 1. Target: One creature
Casting this spell does not draw the attention of the Duration: 1 round/3 levels
guardians,as it involves merely observing strands of time Saving Throw: Will Negates
to predict future events. Spell Resistance: Yes
Focus: A miniature magnlfying glass.
mporal prime, watching your
Deja Vu strands of time as they reach
Chronomancy resent. Once per round as a
Level: chr 2 you can force the target to fail a saving
Components:V; S gle attack roll. You alter the
Casting Time: 1 action
Range: Close (25 ft.t 5 ft./2 levels)
Target: One creature
Duration: 1round/3 levels tempt to prevent you from altering the
Saving Throw: Will negates
Spell Resistance:Yes

You cause the target creature to


last took over and over for the spel
ple, if the target attacked and misse
swing (even in the space where th
or fell). If the target moved with it
move and then take the action (which
esting scenes i f a wall is in the way or
the target attempts to duplicate an a
complete, such as casting a prepared
has ready, it merely loses its action
spell.
This spell requires some min
time streams, namely re-looping
ture to experience the same event re d save, you cause your opponent to
ing this spell, you must make a Forti any three attributes of your choice.
suffer 1point of damage.

Greater Time Travel his advancing years.


Chronomancy You may also use this spell against inanimate objects,
Level: c h r 9 which causes them to crumble, rust, and otherwise weak-
Duration: Instantaneous (plus special, see text) en. They lose the benefits of their hardness rating for the
duration of this spell.
As time travel, except you may pick a year and a month in Casting this spell draws the attention of the guardians.
any point in the past, no matter what length. Visiting You must make a Fortitude save (DC 25) or suffer 2d4
characters may interact freely with former versions of points of damage as they attack you, causing what appears
themselves. to be as bite wounds inflicted by invisible foes.
M a t e d Components: A precious gem of no less than
IO,OOO gp value. Sever Thread
Chronomancy
Level: c h r 8
Components: V, S, F
Casting Time: 1 action
CHRONOMANCY

Range: Close (25 ft. t 5 ft./level) This spell affects the future, so the guardians will
Target: One creature ignore those who use it.
Duration: 1minute per level Material components: One humanoid eyelash.
Saving Throw: Will negates
Spell Resistance: No Time Fold
Transmutation
You briefly glance into the target's life strands and tem- Level: Wiz/Sor 4
porarily disrupt those that tie into critical events in his Components: V, S, M
life that granted him the experiences and lessons that Casting Time: 1action
form the foundation of his training. The target suffers a -6 Range: Personal
penalty to all attacks, checks, and saves. In addition, a Target: You
spellcaster loses the ability to cast his highest level spells. Duration: 1round/level
For example, a 9th-level wizard loses the ability to cast
5th-level spells during this spell's duration. You bend and fold time, causing two rounds to pass for
Alternatively, you can seek out the event that granted you for each one of regular time. Everything around you
your target a particular item. You may cause that item to slows down, while you move at regular speed. During this
disappear immediately and remain out of existence for time you may do whatever you normally could in two
the duration of the spell. You could, for example, tem- rounds for each round that passes, essentially doubling all
porarily sever the strands of a knight's armor, leaving him attacks, movement, spellcasting actions, etc. Any effect on
standing in battle without protection. you with a duration passes quickly as well.
This spell represents a major violation of the past. During this spell's duration, the stress and strain you
When casting this spell, the chronomancer must make a place on the streams of time may be noticed by the
Fortitude save (DC 25) or suffer 2d8 points of damage as guardians.Each round during this spell's duration, make a
the guardians assault him. When the spell's duration ends, Fortitude save with a DC of 15 + the number of rounds in
the guardians restore time to its proper state and repair real time the spell has elapsed. On a missed saving throw,
the damage you inflicted. you suffer Id8 damage as the guardians move to attack
Focus: A miniature pair of silver scissors. you. To observers, wounds appear on your body from
invisible foes.
Temporal Displacement Material Components: A rabbit's foot.
Chronomancy
Level: c h r 3
Components: V, S
Casting Time: 1action
Range: Close (25 ft. t 5 ft./level)
Target: Any creature or object weighing no more than
500 lb.
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

You push an item or creature 2d6 rounds into the future.


The subject vanishes instantly from its location. When
the time is up, the subject pops back into normal time,
completing whatever action (if applicable) it was taking
before it was displaced, in the exact position it was when
it moved. For the subject, the trip is viewed much differ-
ently No time passes and so anything around it (if moved
or changed) will appear to have done so instantly If a solid
object is moved to occupy the location where the time
traveler reappears, both the object and the traveler take
8d6 points of damage with no save allowed.
CHRONOMANCY

Time Travel
Chronomancy
Level: Chr 7 Outfit of Ages: This is a set of clothes, such as an arti-
Components: Vj S, M san's, explorer's, or traveler's outfit, which is ensorcelled
Casting Time: 1minute with illusion magic to shift and change ever so subtly to
Range: Close (25 ft. + 5 ft./level) match whatever current time the outfit is in. A character
Target: You and one companion/s caster levels wearing such an outfit will draw no undue attention to
Duration: Instantaneous (plus special, see text) herself because of her appearance.
Saving Throw: None Caster Level: 5th; Prerequisites: Craft Wondrous Item,
Spell Resistance: No change self; Market Price: 500 gp;Weight: varies.
Temporal Compass: The temporal compass is a small
You create a swirling vortex before you, essentially metal globe approximately two inches in diameter cov-
opening a gateway into temporal prime that intersects a ered with numbers and runes with two swirling rings cir-
juncture there leading to a point in the past of the prime culating around it that intersect and line up to determine
material plane. You and up to one companion (of your size the exact time in history at any given moment.
or smaller) may travel through before it closes one minute Caster Level: 4th; Pvevequisites: Craft Wondrous Item, leg-
later. Each subject may carry up to 300 pounds of equip- end love; Market Price: 1,000 gp; Weight: 1 lb.
ment and possessions, though each living creature aside
from familiars count towards the limit of people you may
bring through the vortex.You can pick a year and a month
not to exceed 100 years in the past from the current time
that the gate will lead to. Pinpoint accuracy to a particular
arrival location is nearly impossible;the characters appear
5 to 500 miles (Sd%)from the intended destination. They
appear on a random day of the month chosen when the
spell is cast.
At this point you and your companions can interact
with and study anyone or anything in that time. If anyone
in this group encounters a past version of themselves, the
visiting character is hurled back to the vortex's point of
origination and the character that belongs in that time
willbe stunned for ld4 rounds and remember nothing of
the encounter.
This spell transports the caster and his companions
instantaneously The creatures need to find other means if
they wish to travel back.
Anyone visiting the prime material plane out of their
normal time is considered an outsider to that time period,
and any spell or powers that would effect outsiders will
work against such creatures or characters (i.e., dismissal)
propels a character back to his own time. A character
arrives at a point in time just after he journeyed to the
past.
Material Components: A precious gem of no less than
5,000 gp value.
"
and fatal.
And just because you go back in time, doesn't
mean you stop aging. Take advantage of abusive
chronomancers whenever possible and drop them
E LE M E NTALIsM

m
Watch it burn. Do you see the majesty?The beauty and purity in would call me a master of the earth, but I prefer to see myself as
one immaculate flame? It’s a thing of mystery. The sacred com- an ally of it. The earth aids me in my endeavors like an old
bination of heat and fuel, the way it consumes what it touches. fiend would. I do not make demands of the earth, but rather,
Its relationship with air. You know fire does not burn in the make requests of it. Does the earth have interests, or a will of its
absence of air, on this plane of existence? More proof that ele- own? Ah, a very good question. And not an easy answer, either.
ments do not exist in isolation, at least not on this world. Some of my peers would tell you it does, that they feel the stone
Everything we are, everything we do, consists of some combina- alive beneath them, and answer its desires. For myself, 1must
tion of the four elements.It has been this way since time began, disagree. The earth has always been a powevful ally of mine, but
and so shall it be once the world ends. By studying the power of never has it seemed to me that it i s alive. I mold the earth as I
the elements, we can gain immeasurable insight into the work- need it, even animate it as the situation requires, but it has never
ings of the world, not to mention the power involved. Hey, don’t exhibited a separate intelligence to me, not in the terns you or I
touch that! would understand. I imagine other elementalists would have
You fool. The contents of that bowl have been collecting for similar differences of opinion over their elements of choice, such
nearly as long as you have been alive. If you upset it, I would as a fire mage extollingthe ferocity of the flame as proof of life, or
have had to start over, and all my work wasted. I am collecting an air wizard communing with the wind.
one drop from every body of water in the world, and gathering No, foolish peasant, fire is not alive, nor is the wind. Your
them in that bowl. why? I wish to experiment with long-dis- ignorance is proof. Without our understanding of the compo-
tance water control. The power of water is not to be underesti- nents of existence, precious knowledge and power would be lost.
mated, and I daresay that, when finished, this project will be The world would sink into darkness beyond imagining. Think
quite f ~ ~ i t f .But
1 . enough of that. where was I, before you inter- on that as you go.
Wpted me?
o h yes, the elements of creation. So-calledwizards and sorcer-
ers believe they understand something of the building blocks of
the world, but their knowledge pales in comparison to mine. Do BACKGROUND
you know the ingvedientsfor a tree?The magnetic components of Since time immemorial, mankind has attempted to
a thunderstom? How to build a mountain, one stone at a time? classlfy and catalog the components and ingredients of
Few, veryfew, are more familiar with the raw components of the the world around him. Before there were atoms, particles,
universe than me. The elements answer my call, and heed my or radiation, the universe consisted of four primal ele-
will, in ways inconceivable to a common wizard. ments: earth, fire, water, and air. Alchemists and scholars
My personal preference, of course, is earth. It is pemanent, classified everything in the world by the combination of
solid, and powevful. Not, I might add, unlike myself Some these elements of which they were composed.
E LEM E N TALI s M

Elementalism is the study of the basic building blocks More sophisticated spellcasters usually look down
of creation, and the way that magic affects, and is affected upon elementalists, considering them primitive upstarts
by them. An elementalist understands that the entire and clumsy meddlers. They consider the elementalist’s
material plane is nothing but specific combinations of ele- direct manipulation of matter and energy to be abuse of
ments, and everything can be understood and manipulat- the Art, and some even go so far as to separate elemental
ed by the elements of which it is composed. powers from true magic. However, despite semantic dif-
Elementalism, closer to the raw elements of existence, ferences, elementalist magic affects and is affected by
is a less sophisticated form of magic than most others. other forms of magic perfectly normally. Elemental magic
While wizards, sorcerers, and the like learn complex for- use can be detected, dispelled, and affected by metamagic
mulae to create exactly the effects they desire, elemental- just like any other form. It is best not to men-
ism is more a form of “wingingit.” An elementalist exam- tion this particular trait to those who
ines the raw materials he has at hand, shapes them as he prefer to distinguish elemental magic
needs, and creates a desired effect. As a from other magic, however.
result, elementalists are much more Elementalists are found in
versatile in a given situation than wastelands, harsh environments, and
other spellcasters - having not other areas where the raw power of
learned any actual “spells,”they are the universe is keenly felt.
free to create any effect they can Some think that these envi-
safely control. While there is a ronments breed elemental-
great deal of latitude in this ists, who admire the sheer
method of magic, its flexibility is power and unbridled fury of
its own drawback. Working with such surroundings. Others
the world on such a crude and claim that elementalists are
inexact scale, there are far less merely attracted to such places,
effects at their disposal. For example, tempted by the power at their dis-
an elementalist could quite easily throw posal. However, elementalists
fire from his hands -all he needs to do is have not shown any indication
manipulate the fire element within him- that physical proximity to
self. However, he would be completely elemental power in-
unable to summon any kind of creature (a creases their ability,
relatively simple spell for another spell- much to their dismay.
caster), as such complex manipulation As it turns out, ele-
of so many forms of energy is impos- mentalists have the
sible to improvise. most in common with
As a result, most elemental- sorcerers. Like sorcer-
ists tend towards a lack of sub ers, their power is more
tlety. When it is easier to burn, felt than studied, and ele-
break, smash, or blow a doo mentalists frown upon
down, why bother opening i organized study as much as
ementalism is a powerful force, but any sorcerer. However, ele-
also a very direct one. mentalists are even more
Many elementalists, like other chaotic than sorcerers, for a sorcerer
types of spellcasters, tend towards a needs a certain amount of discipline in order
massive ego. When one is capable to shape his spells into the form and effect he
of the kind of large-scale cre- desires. An elementalist’s main concern when
ation, movement, and destruction throwing around power (and not many have
of matter as an arch-elementalist, such delusions of more finesse than that) is direction and amount, with lit-
grandeur are not so delusional. Hence, most elementalists tle concern for shaping or structuring.
tend towards extremes of alignment: either a strong belief To an elementalist, power is everything. It is freedom,
that their power should be used for the greater good, an life, justice, tyranny, creation, and destruction. The build-
insatiable hunger for destruction and power, or just plain ing blocks of the universe are a t their disposal; why both-
insanity. Fitting their character and abilities, very few ele- er complicating things with needless frippery and super-
mentalists are vague about their opinions, nor are they fluous intricacy? Everybody consists of the four elements
shy about expressing them. anyway: just do what needs to be done, and let the cards
fall where thev mav.
I ,
~

ELEM E NTALISM

Few elementalists are neutral. Elemental power, in all


its brutal majesty, does not favor weakness of conviction,
The purity of the flame. The rush of roaring water. and however an elementalist might feel, it is very likely
The serenity of the south wind, or the steadfastedness that he feels it strongly. The exceptions to this tendency
of stone. To the elementalist, these are more than ideals are those elementalists who delight solely in wielding the
or philosophy; they are allies, tools, and a way of life. For power at their disposal, and care little one way or another
an elementalist, magic lies not in strange words or mysti- for those around them. These individuals (primarily
cal objects, but in the basic building blocks of existence. chaotic neutral) are as unpredictable and dangerous as the
Some elementalists believe they use the only ‘kure” elements themselves.
magic, that all other forms are merely derivatives of their Religion: Most elementalists follow one (or all) of the
ability to channel elemental energy. They theorize that elemental deities, finding affinity where they may. It is
the verbal and material components of magic spells help not unusual, however, to find one worshipping a god of
finesse and delicately manipulate the elemental energy, nature, creation, destruction, or other such primal force.
allowing others to Create more refined effects, but at the What is unusual, however, is an elementalist who wor-
expense of freedom and simplicity. Most, however, have ships a traditional god of magic; while not unheard of, the
lementalists and tradi-
would not have c h instances relatively

Elementalists, as a g r disposal, it is no surprise


their backs on the gods
in themselves alone. Usually,

Adventures: Elementalists adve ere are as many ways to become an ele-


reasons. Some see moral obli e elementalists. Some begin as tradi-
wield, and actively pursue vari t find the demands of wizardry and
delight in the use (and abuse) Others achieve a natural connec-
posal, and adventure in orde s small and blossom in
ways to wield the forces of n
end a significant amount of
prize individuality and
lends itself to conflict, ful inevitably found per-
sonal connections to the elements.
them. Races: The vast majority of elementalists are human,
Characteristics: Elementalists, even more than sor half-breed, or goblinoid. The longer-lived races have too
much appreciation for finesse and delicacy (even
dwarves, who feel that elemental magic is an unreliable
the raw forces of magic, they bypass the need to lear and irresponsible use of power), and too little of the drive
spells, and instead shape power as they see fit. Howeve for power that an elementalist needs.
this technique removes much of the finesse of casting a Other Classes: Elementalists get along well with other
spell, and as a result, elementalists have far less access to direct types of characters, such as fighters and clerics.
the variety of effects that wizards, or even sorcerers, are They have very little tolerance for subtlety, and sneaky
capable of producing. classes like rogues and rangers are often at odds with
Like sorcerers, elementalists are more capable with them over their use of the direct approach. Wizards and
weaponry than study-bound wizards, since so much of sorcerers dislike elementalists, who they consider crude
their magical work is intuitive. and primitive.
Alignment: Elementalists, as a general rule, frown on Elementahsts, in their own way, are as awe-inspiring
restrictions, laws, and other forms of restraint. To an ele- and impressive as sorcerers, albeit rougher and more
mentalist, the amount of power he can wield is a measure intimidating. They radiate power and presence, and their
of his abhty, and what point is there to power if one does dislike for subtlety often gets points across more effi-
not use it? Elementalists favor chaos over law, but this ciently than negotiation.
tendency is neither universal nor inviolate; many
elementalists take comfort in wielding their power for
the good of society, and bend their power towards lawful
ends.
E LE M E N TALI s M

GAME RULE INFORMATION


Elementalists have the following game statistics. Elemental Mastery: At 1st level, the elementalist
Abilities: Intelligence determines how powerful a selects one of the elemental mastery packages from the
spell an elementalist casts, how many bonus spells he list below. Each list includes a set of elemental spells, one
gains per day, and the difficulty of resisting those spells. for each spell level. The elementalist automatically gains
To cast a spell, an elementalist must have an Intelligence these spells in his books when he gains the minimum
score of at least IO + the spell's level. An elementalist gets level necessary to use spells from a specific level. In addi-
bonus spells based on Intelligence, and saving throws tion, an elementalist may prepare his elemental spells in
against his spells are at a DC equal to 10+ the spell's level addition to his normal allotment of spells. He gains one
+ the elementalist's Intelligence modifier. Like other elemental spell per spell level he may use. For example, a
spellcasters, elementalists benefit from high Dexterity 7th-level elementalist can prepare o to 4th-level spells. In
and Constitution scores. addition to his normal allotment of spells, he may prepare
Alignment: Any his 0, lst, 2nd, 3rd, and 4th-level elemental spells.
Abbreviation: Elm Air: The masters of wind, weather, and other atmos-
Starting Money: 3d4 x 10gp. pheric forces, air mages command their elemental powers
Hit Die: d4. to flatten their enemies, lift them aloft in the air, and ward
away enemies. In addition to their elemental spells, air
Class Skills mages can call upon air elementals to save them from
The elementalist's class skills (and the key ability for falling to their death. At 1st level, an air mage may ignore
each skill) are Alchemy (Int), Concentration (con), Craft the first 20 ft. of a fall when determining how much dam-
(Int), Knowledge (arcana) (Int), Profession (wis), and age they take from a fall. This increases to 40 ft. at 5th
Spellcraft (Int). level, 60 ft. at loth level, 80 ft. a t 15th level, and 100 ft. at
Skill Points at 1st Level: (2 + Int modifier) x 4. 20th level. This is a supernatural ability that the air mage
Skill Points at Each Additional Level: 2 + Int may use as often as he wishes.
modifier.
Level Air Elemental Soell
Class Features 1 Obscuring mist
All of the following are class features of the elementalist. 2 Fly
3 Caseousform
Weapon and Armor Proficiency: Elementalists are 4
proficient with all simple weapons, but not with armor,
nor with any type of shield. Armor of any type interferes
with an elementalist's arcane gestures, possibly causing
8 Whirlwind
the spell to fail.
Like wizards, elementalists keep a book of spells. They
gain additional spells for their book exactly as wizards do
and may add any sorcerer/wizard spell to their books. Earth: The friend and ally of stone and earth, these ele-
They use the same rules as wizards for preparing spells mentalists are as tough, durable, and reliable as the
and adding more spells to their book. ground they study. Earth elementalists draw upon the
Spells: Elementalists cast arcane spells in a manner power of the soil to heal their wounds and refresh their
similar to wizards.They may only cast a certain number of bodies. Once per day, an elementalist may heal himself of
spells per level per day, and those spells must be prepared up to twice his level in damage by drawing on the earth's
from their spellbook. ambient energy. The elementalist must be able to touch
The number of spells an elementalist is allowed to cast the ground in order to use this ability Healing counts as a
per day is determined by his level (see the elementalist standard action that draws an attack of opportunity. In
advancement table, below) and Intelligence score. An ele- addition, the earth mage gains both flesh to stone and
mentalist may choose to use a higher-level spell slot to stone to flesh as bonus 7th-level spells and freedom and
prepare a lower-level spell, in the same manner as a wizard imprisonment as bonus 9th-level spell. Each day, he may
(the spell is treated as its actual level, not that of the slot choose one of the two to prepare as his bonus spells.
used). To cast a spell, an elementalist must have an
Intelligence score of at least 10 + the spell's level. The Level Earth Elemental Spell
Difficulty Class for saves against elementalist spells is
equal to 10 + the spell's level + the elementalist's
Intelligence modifier. 4 Stoneskin
E LEMENTALISM

up to five other creatures with his water breathing ability.


5 Wall ofstone
This effect lasts for as long as the hydromancer decides to
6 Flesh to stone/Stone to flesh
7 Gtue maintain the enchantment. He may break it at will as a
8 Iron body free action in order to bestow water breathing on to a dif-
ferent target. The hydromancer must touch his target to
grant it water breathing, but need not see or touch a target
Fire: Fire and heat are this elementalist’s closest allies. to remove this ability. At 20th level, the hydromancer can
While others wilt under intense heat, the fire elemental- speak with all fish, whales, and other creatures native to
ist would feel at home in a boiling cauldron. As a super- aquatic environments.
natural ability, fire elementalists gain fire resistance equal
to their level in this class. Level
~~ Water Elemental Soell
1 Create water
2 Acid arrow
Level Fire Elemental Spell

2 Flaming sphere
4 Ice storm

6 Control water

8 Horrid wilting
6 Fire storm
7 Dela yedblast fireball
8 lncendiaty cloud
9 Elemental swarm (fire elementals only) In addition to the specific abilities listed for each ele-
mental sub-type, all elementalists have the ability to ban-
Water: Commonly known as hydromancers, these ish elementals of their chosen type back to their native
spellcasters learn to control the ebb and flow of elemental plane. Once per day, the elementalist may use his force of
water. At 1st level, they gain the ability to easily move personality to drive away elemental creatures in a manner
through water. They gain a swim speed equal to their similar to how a cleric turns undead (see page 139 of The
walking movement rate. Note that the water elementalist Player’s Handbookm for more information). The elemental-
need never make Swim skill checks, as is normal for all ist makes a Charisma check to see the maximum hit die of
creatures with a swim movement mode. At 5th level, the creature he can affect, then rolls to determine how many
water elementalist gains darkvision with a range of 60 ft. hit dice worth of creatures fall under the influence of this
while submerged beneath water. At loth level, he gains ability. Destroyed elemental creatures are not killed but
the ability to breathe water as a supernatural ability that is immediately return to their native plane. An elementalist
always in effect. At 15th level, a hydromancer can imbue can use this ability against any elemental whose sub-type

2-1: THE ELEMENTALIST


TABLE
Base Fort Ref Will Spells per Day

3 +1 +l +1 +3 Elemental familiar 4 2 1 _-__---


5 +2 +1 +1 +4 4 3 2 1 ------
6 -3 72 +2 +s 4 3 3 2 _-----
7 +3 +2 +2 +5 4 4 3 2 1 -----
8 14 t2 +2 +6 4 4 3 3 2 - - - - -
9 +4 +3 +3 +6 4 4 4 3 2 1 ----
10 +5 -3 +3 +7 4 4 4 3 3 2----
11 +5 +3 +3 +7 4 4 4 4 3 2 1---
12 t6/+1 t4 +4 +8 4 4 4 4 3 3 2 - - -
13 +6/+1 4-4 +4 +8 4 4 4 4 4 3 2 1 - -
14 +7/+2 74 +4 +9 4 4 4 4 4 3 3 2--
15 +7/+2 +5 +5 +9 4 4 4 4 4 4 3 2 1 -
16 +8/+3 75 +5 +10 4 4 4 4 4 4 3 3 2 -
17 +8/+3 +5 +5 +10 4 4 4 4 4 4 4 3 2 1
18 +9/+4 +6 +6 111 4 4 4 4 4 4 4 3 3 2
19 +9/+4 +6 +6 +11 4 4 4 4 4 4 4 4 3 3
20 +10/+5 76 +6 +12 4 4 4 4 4 4 4 4 4 4
E LE M E N TALIsM

matches the elemental type of his mastery class feature. ELEMENTAL RESISTANCE (GENERAL)
At every level divisible by four, the elementalist gains You have built up an immunity to a specific type of
an additional daily use of this ability. energy damage.
Elemental Familiar: An elementalist’s familiar is a Prerequisite: Con 13+
small creature native to the elemental plane that corre- Benefit: When taking this feat, choose one type of ele-
sponds to the caster’s elemental mastery ability. At 3rd mental energy damage (acid, cold, fire, lightning, or
level, the elementalist gains the services of a small sonic). You may ignore the first 2 points of damage per
elemental appropriate to his specialty. At 5th level, his round that you take of that energy type, similar to the
elemental expands to Medium-size, while at loth level endure elements spell.
it becomes Large. At 15th level the elementalist’sfamiliar Special: You may take this feat multiple times (up to s),
becomes a Huge elemental. Finally, at 20th level the ele- each time choosing a different type of elemental energy.
mentalist’s familiar becomes a greater elemental.
An elementalist must complete a ritual requiring 100
gp per the elemental’s hit dice and two days of work and
preparation. After completing these requirements, the FNTAL ADFPT
elementalist gains familiar. If the famil- Elemental adepts are s who have chosen to spe-
iar is destroyed,th st wait a year and day cialize in working ma particular element, be it
to summon a new ntalist gains the ser- earth, water, fire, or the undisputed masters
vices of a more power s current one imme- of their chosen el le of performing feats with

ts are primarily elementalists, whose


stuff of nature makes them well-suited
ist gains a fire elemental as a famili . However, any arcane
ental adept, and most
g so. The elemental adept’s ability
nt is strong enough to make the
-spellcasting characters
an elemental adept, and
ELEMENTAL KNOWLED
with others of different
creatures of one type s or cabals, with each
sen element. Most,
Benefit: When taking this feat, choose one elemental however, tend to become loners, isolating themselves in
harsh areas of their chosen element, such as deep under-
re, they contemplate
their relationships with their chosen force of nature,
urceful or powerful
the case of elementals). enough to reach them.
Special: You may take this feat multiple times (up to 4),
each time choosing a different element type.

TABLE2-2: T H E ELEMENTALADEPT
ELEMENTALISM

Requirements Thus, a 1st-levelfire adept would get a +2 base Will save,


To qualify to become an elemental adept, a character must and +o for Fortitude and Reflex, whereas a 1st-levelwater
fulfill all the following criteria. adept would get a +2 base Reflex save, and +O for For-
Spellcraft:8 ranks titude and Will.
Spellcasting: Ability to cast arcane spells of at least 3rd Elemental Bonus: At lst, 3rd, 5th, 7th, and 9th level,
level. Additionally, the candidate must be able to cast at elemental adepts take on more of the physical traits of
least one spell in cleric Domain of chosen element. their element. As a result, they gain a bonus to a particu-
lar trait, as shown below.
Class Skills Air adept: +1Initiative
The elemental adept’s class skills (and the key Earth adept: +1natural armor (AC bonus)
ability for each skill) are Alchemy (Int), Fire adept: +1bonus to attack rolls
Concentration (con), Craft (Int), Water adept: +I damage bonus.
Knowledge (arcana) (Int),
Profession (Wis), Scry (Int), Elemental Affinity:
and Spellcraft (Int). At 2nd level, the elemen-
Skill Points at Each tal adept gains a +4 com-
Level: 2 + Int modifier. petence bonus on all
attacks, saves, and
Class Features checks against creatures
All of the following of his or her chosen ele-
are class features of the mental type.
elemental adept. Elemental Summon-
Weapon and ing: At 4th level, the
Armor Proficiency: elemental adept may,
Elemental adepts gain once per day, summon a
no proficiency in Medium-sized elemen-
any weapon or tal (of his chosen ele-
armor. ment) to do his bidding.
Spells per Day: The elemental lasts for 2
An elemental adept con- rounds per level, and there
tinues training in magic while he must be enough of the appropriate
studies his element. Thus, when he element present for the elemental to
gains a new level of elemental adept, he manifest. At 6th level, this ability increases
gains new spells as though he gained a new level in to twice per day, and at 8th level, the adept may
an existing spellcasting class. He does not, however, gain summon a Large elemental.
any other benefits which that class would otherwise pro- Elemental Movement: At 8th level, the elemental
vide @onus feats, special abilities, etc.). adept gains the permanent ability to transverse his chosen
Elemental Specialty: Upon becoming an elemental element. The specific details of this ability depend upon
adept, a character must choose one element to specialize the element. All abilities may be activated or deactivated
in. This element defines several of the character’s traits. at will.
The available elements are earth (geomancy), fire (pyro- Air: air walk
mancy), air (aeromancy), or water (hydromancy). The Earth: passwall (only usable on earth or stone)
character must be able to cast at least one spell in the cler- Fire: Immunity to all non-magical fire
ic Domain of their chosen element. water: water breathing, freedom of movement (only in
Elemental Aspect: An elemental adept’s base save regards to movement in/under water)
bonuses depend upon his elemental specialty. Instead of
the normal save ratings, an elemental adept has Elemental Form: At loth level, the elemental adept
a primary save and two secondary saves, dependent upon may, once per day, polymorph into a Small, Medium-size,
the chosen element. The primary save of each adept type or Large elemental of his chosen type. He retains all of his
is listed below: abilities while in elemental form.
Earth: Fortitude
Watev: Reflex
Air: Reflex
Are: Will
ELEMEN TALIS M

Everburning Oil: This oil, when poured on a sub-


EW MAGIC ITFMS stance and ignited, burns indefinitely. While non-magi-
Armor of the Elements: This set of magic armor (type cal, and extinguishable by normal means, flames burning
and bonuses determined randomly) appears normal. this oil do not go out unless deliberately put out. Note
However, it absorbs the first 5 points of any type of ele- that the oil does not insulate, and if it is put on or in flam-
mental energy damage (fire, cold, lightning, sonic, or acid). mable objects, they will burn as normal. This oil is most
Caster Level: 5th; Prerequisites: Craft Magic Arms and commonly used in lamps, lanterns, and other light
Armor, resist elements; Market h c e : t3 bonus. sources, providing for continual illumination
Boots of Water Walking: These boots are oiled to be Caster Level: 4th; herequisttes: Brew Potion, produce flame;
completely waterproof, and as long as they are worn, Market h c e : 300 gp.
bestow a water walk spell upon their wearer, enabling him Flaming Cloak: This light orange cloak can, once per
to walk on water (or any other liquid) as easily as land. day, upon command, form a fire shield (warm shield ver-
Note they provide neither freedom of movement, nor sion) around the wearer, causing anybody who makes a
water breathing, so a wearer forced underwater is no bet- melee strike against him to take fire damage (ld6+8).The
ter off than anybody else. efffect lasts 8 rounds, and cannot be used again that day.
ft Wondrous Item, fire
water walk; Market shield; Market h c e : 1
Potion of Elem

However, it is designed to
and is imbued with a comman Medium-size people turn into

Pverequtsttes: Brew Potion, polymovh

s: This oaken staff is topped


cannot ever be changed. istantly from the end (a dia-

so powerful, a bearer can survive on the elemental plane


of fire, or other hostile environments, as long as they keep
completely covered by the cloak. Caster Level: 8th; Prerequistte: Craft Staff, fireball,
Caster Level: 9th; Prerequtsttes: Craft Wondrous Item, resist gust of wtnd, wall of ice, stonesktn, resist elements; Mavket h c e :
elements; Market h c e : 8,000 gp. Weight: 10 lbs.
Dust of Quenching: This dust, similar in look and tex-
ture to sand, comes in small pouches. A single pinch of armor (roll randomly to determine type and bonuses).
dust, however, is enough to completely extinguish up to However, once per day, upon command, it bestows stone-
25 square feet of flames (one 5 foot by 5 foot square), and skin upon its wearer, taking on the appearance and tex-
can extinguish larger fires in larger doses. The area is still ture of stone (superficially only; the armor’s statistics do
hot, but not dangerously so. Dust ofquenchingworksjust as not change).
well on magical fire as non-magical. Caster Level: 8th; Prerequisite: Craft Magic Arms and
If dust of quenching is used against a fire creature, that Armor, stoneskin; Market h c e : t3 bonus.
creature must make a Fortitude save (DC 18) or be
destroyed. Even if the save is successful, the creature still
takes 5d6 points of damage.
Caster Level: 7th; Pverequisites: Craft Wondrous Item,
pyvotechnics;Market h c e : 1,500 gp. Weight: -
FETISH MAGIC

Feti agic
If1 must credit (or blame) any individual for my fascination he wanted to cast a spell, he would hold one in front of him -
with magical chams and totems, let it be Faros ne-Farm, with perhaps havingplucked itfiom the string with a flourish -and
whom I studied so closely and for so many years. I t is said that speak the incantation into it. The thing would glow in response,
the best students imitate both the vivtues and faults of their sometimes flickering or emitting sparks, and the spell would
teachers without knowing it and, well, I always was a very come into being.
good student. Although it has been many years, I can still remember him
Master Faros came of a good family,one of the most prominent lecture us as we sat before him on the bare floor of his chambers.
in the great old city of Hundun. His father was a Lord ofthe City; “My young fiends, do not think that the gods manifest in this
his eldest brother became Lord Chancellov,and his other siblings plane without a body, as these so-called sorcerers and wizards
were all scholars and enthusiastic patrons of the arts. He came would have you believe!”he would thunder. “I have seen them!
fiom one of the most civilizedfamilies in the most civilized city in I have felt them! I have called them to my aid!” And he took one
the known world. In other words, he seemed the least likely per- of the little bone cawings hanging around his neck and held it
son to dwell among the barbarians who lived in the hinterlands before us. “Here! In here! In this thing that the ignorant dismiss
beyond the ken of the great cities and not only record, but also as a mere bauble, the gods live. If I but speak my request, they
practice the ways in which those peoples manipulated magical will grant me the full power of their blessing.”
power. Yet that is how he lived his life. “~aros
the Feral” his broth- It must have seemed quite mad to all but the most credulous.
er the Lord Chancellor called him, with obvious derision. Indeed, sometimes I didn’t know why I believed in him myself
When he returned to Hundun to take up residency at the uni- But I did, and 1,too, can attest to the power of these little chips of
versity he gathered around him many young students, like animal bone hanging around my neck on a piece of rotten old
myseli fascinated by this charismatic man who had roamed twine.
beyond the boundaries of our knowledge and lived to tell about -Baresh Keyn,
it. He affectedthe rude ways ofthe tribal shamans among whom Memoirs of a Self-confessedTotemist
he had lived, wearing his hair long and unkempt, and draping
roughly-stitched furs or hides over his unwashed tunic.
Sometimes, he painted his face in lurid colors to give himself a
ferocious aspect. Noble lords and refined ladies would all but RACK6 ROUNR
faint at the sight of him. He wore a simple necklace and several In his Memoirs, Baresh Keyn recalls that when he first
bracelets on his left a m , all of them strung with trinkets cawed began studying arcane magic, “I learned that spells had
fiom bone or unpolished quavtz. These were his totems - or three basic components: the material, the somatic and the
chams, or amulets, or magical fetishes; whatever you want to verbal, each of which carried equal importance in getting
call them, they were the essence of his arcane practice. Whenever a spell to work as it ought. For the material, you must
FETISH MAG

grasp exactly the right amount of leaf or powder just so; Fetish magic originated in the age-old practices of
for the somatic, you must move your hands in such an shamans - the religious leaders of barbaric tribes who
exact pattern; for the verbal, you must enunciate each syl- live beyond the fringes of civilization. These cultures lack
lable precisely, thus the importance of learning proper an advanced material culture, and as a result, their under-
Draconic diction. The three components were as the standing of the world is at once very literal and wildly
points of a triangle. Fail in one, and you fail in the whole. imaginative. For them, the notion of a god as an abstrac-
“Butwhen I took up with Faros ne-Faros, with whom I tion or an entity who does not directly touch the material
wouId complete my studies, I learned that everything plane of existence is inconceivable.If the shaman of their
which the wizards who led me through my basic course of tribe has carved the likeness of a deity out of a piece of
study had taught me was wrong. ‘The material compo- ivory or animal bone, then the god must reside in that
nent!’ he would sneer. ‘What do these weaklings know of object. It becomes not just a symbol of the object of their
the material component? They plow through market- worship, but the very object of their worship.
places and stumble through woods It follows, therefore, that if a god literally
searching for their precious materi- resides within your crafted representa-
als. They practice their gestures tion, you can call upon it to mani-
and rehearse their invocations fest itself in your aid. If you
as ifthey were actors. And all speak to the god residing in
the time the true power of the fetish object, it hears
the gods eludes them. your request, and if you
Trust to your charms, have shown the deity
boy; they will never sufficient reverence, it
fail you.” An enthusi- will heed you. As a con-
astic practitioner of sequence, fetish
fetish magic (or objects become the
totemist, as they are center of magical
generally known), practice in cultures
Faros ne-Faros trust- that believe in fetish
ed above all else ma-gic. The need to
to small enchant- keep a t hand a vari-
ed objects carved ety of substan-ces to
from bone or serve as material
other durable ma- component falls
terials - known away, since the
variously as charms, physical presence of
fetishes or totems - the god in the fetish
to manifest arcane pow- ob-ject serves as a the
er on his behalf material focus of the
Fetish magic emphasizes the spell. Any fussiness over the
use of these specially crafted objects as the focal point of verbal and somatic components also falls away, since the
magical energy,whether arcane or divine (and indeed, the god you invoke is close enough at hand (literally right
practice of fetish magic tends to blur the line between the before you) to understand your meaning even if you do
two). Every time a totemist casts a spell, he must do so not make your gestures and speak your invocationsjust so.
“through” the fetish object, holding it before him and The charm, totem, fetish object - whatever you want to
speaking the verbal component into it as if addressing it. call it -becomes the only really important aspect of spell-
This is not, however, the same as simply using the object casting.
as the material component of the spell, for in mainstream In time, adventurers from the great cities - represen-
practice, the materials being used serve merely as a sort of tatives of peoples who had left the superstitions of tribal
fuel to be converted into magical energy and consumed in societies in their ancient pasts - filtered out into lands
the process. Instead, totemists believe that the deity they beyond their ken. And as they did so, they encountered
wish to invoke actually inhabits the fetish object, and that cultures that were, in many ways, mirror images of their
in speaking the invocation to it they are literally calling forgotten ancestors. They were unmannered, pre-literate,
upon the god to manifest on their behalf. The fetish object apparently unsophisticated and therefore both dangerous
functions in part as a holy symbol, in part as a sort of stor- and fascinating. Scholars of arcane magic looking for a
age unit for magical power. different method of tapping into the power of the gods
~

FET SH MAGIC

began to befriend shamans and live among their societies


so that they could share their knowledge and learn their
ways. Some genuinely found mainstream arcane magical
TOTEMIST
Their magical skills aside, totemists cut flamboyant fig-
practice unsatisfactory; others were simply curious; still ures wherever they go. Their customary appearance
others thought acquiring the wisdom of mere barbarians reflects the historical origins of fetish magic in tribal
a good way to alleviate the boredom of civilized life and shamanism, and so they dress themselves like the high
thumb their noses at their elders. priest of some semi-civilized society. Even by the stan-
For many of these adventurous scholars, no matter dards of tribal cultures, the costume of a shaman is calcu-
what their motivation, studying the ways of alien peoples lated to shock and impress the society’s everyday rank-
resulted in their adapting the manners and dispositions of and-file. A totemist in full dress wandering around a big
the objects of their study. “Going outlander,” their col- city (much less a provincial town) raises many eyebrows.
leagues called it, alwa Some totemists are genuine shamans who have learned
from their time abroad y with new knowledge, but fetish magic as part of their cultural inheritance. Others
also with new modes are arcane spellcasters who have deliberately set aside civ-
ways of behaving in so ilized ways and learned this exotic and relatively obscure
looking costume of tri ns and imitated their branch of the magical arts. Either way, being a totemist is
flamboyant manners a not just a profession, but a way of life.
rendered them extravagan Adventures: Most commonly, a totemist who goes
return to their native citie abroad does so in search of knowledge. The secrets of
selves into polite SOC fetish magic are best found among the shamans who prac-
fetish magic, but others remained tice it, and they tend to live in isolated areas, away from
eccentricity (along with their hid cities and settlements. Novice totemists engaged in for-
paint and tattoos) as a1 study must spend some time in the field doing
of such characters g . Even shamans have been known to leave their
rough, renegade bran melands to seek out the wisdom of the priests of

I N YOUR CAMPAIGN stics:Because of their historical and cultur-


Fetish magic can represent an important all totemists dress and
the ancient magical traditions and the modern prac associated with barbar-
wizardry. Common amongst barbarians and other c en totemists who have
lized people, fetish magic was most likely the first step on
the progression from sorcery to the formal study of arcane drape themselves with hides or
magic that produced wizards and their trappings. Fetish faces to make their appearances
magic is an excellent option for barbarian/wizard multi- attoos and body piercings
classed characters or other PCs who originate from isolat- s representing their god or
ed realms. It also makes a good weapon for orcs, goblins, y cultivate brooding facial
and other evil humanoids. These relatively primitive races
rely on fetish magic rather than the complex, theoretical a hint of madness. And all
teachings that produce more sophisticated magic. ings of small fetish objects,
In some regions, fetish magic may be strictly controlled
or even banned. If a civilized realm has previously fought
with a barbarian tribe or evil humanoids who use fetishes, anner similar to sorcerers.
the dress and ornamentation commonly displayed by a
totemist may be reason for arrest or attack. Stung by these addition, they learn to focus their arcane energies into
spellcasters in battle, these realms assume all totemists are small totem objects. While sometimes risky, this practice
in league with the enemy and seek to apprehend and stop allows them to boost some of their spell’s effects. These
them before they can cause damage. totem objects have a fundamental connection to the
In civilized areas, fetish magic may arise as a sort of totemist’s gods. He can use this totem to ask the gods to
fashion statement or intellectual trend. Younger spellcast- empower his spell. While the totemist uses arcane magic,
ers may rebel against the strict hierarchy of magical train- his primitive tradition draws a strong link between arcane
ing, seeing little value in musty old books and gray-beard- magic and the will of the gods.
ed relics. These casters revel in the showy dress and pow- Alignment: On the whole, totemists show little bias in
erful magic promised by totem magic. terms of their alignment. However, those who master
fetish magic in their role as tribal shamans tend to favor
FETISH MAGIC

law, as they occupy positions of responsibility among nature and punishing those who have harmed it. They
their people. Those who learn fetish magic through for- may also look for unconventional materials for their
mal study, however, are usually nonconformists who rel- charms.
ish the wild, uncivilized associations that come with the All totemists feel ill at ease around paladins and most
specialty.These totemists strongly favor chaos over law. clerics, and they tend to regard rogues with suspicion,
Religion: Many totemists - particularly those who especially if they use relatively precious materials for
were not born into tribal cultures -revere gods of magic their fetish objects.
and arcane knowledge.The few who prefer keeping com-
pany with rangers and druids follow nature gods. These GAME RULE INFORMATION
totemists may experiment with various natural materials Totemists have all the following game statistics.
in crafting their charms and fetishes. Totemists who are Abilities: Charisma determines the maximum spell
authentic tribal shamans, however, adhere strictly to their s along with the DC of the
tribal gods. ell, a totemist must have a
Background: Totemists tend to come to the specialty Charisma score of IO spell's level. Charisma also
in two different ways. Some are born into a culture charm focus ability success-
infused with fetish magic. They come from tribal societies and greater charm magical
that use and experience arcane power primarily through emist gains bonus spells based
the use of charms and fetishes. In such societies, the
duties of shaman may be transmitted from generation to
generation, or promising youngsters may be subjected at
a certain age to tests that determine their magical talents.
Urbanites who undertake formal study of fetish mag'
on the other hand, tend to come from background
reflect at least a little comfort and privilege. Ma
are simply
^ . bored with civilized ways, and fet the key ability for each
barbaric associations offers the luff (Cha), Concentration (Con), Craft (Int),
and the thrill of rebellion. These urban s), Intimidate (Cha), Knowledge (arcana) (Int),
that their rude dress and o ge (religion) (Int), Scry (Int, exclusive skill), and
respectable folk. Why do you
totemists in the first place? kill Points at 1st Level: (2 + Int modifier) x 4.
Races: Totemists who are trib skill Point at Each Additional Level: 2 + Int
human, although the semi- modifier.
orcs and giants) occasiona
gent enough to grasp fetish Class Features
half-orc totemists are often All of the following are class features of the totemist.
orc and human society; d Weapon and Armor Proficiency: Totemists are profi-
entirely unknown. cient with all simple weapons and light armor. From their
Humans also predomi historical association with barbarians and semi-civilized
peoples in general, they have absorbed some understand-
particular interest in ing of how to handle themselves in armed combat so that
fetish magic, combin eir natural love of gems. they can use their abilities while wearing armor. Note that
Gnome totemists ave flashier and more a totemist still suffers a chance of spell failure while wear-
ing armor.
Other Classes: Because of their traditional connection Bonus Feats: Totemistsgain a bonus feat every 5 levels.
with uncivilized and semi-civilized peoples, totemists They may choose any item creation or metamagic feat
associate most comfortably with barbarians. Even city- with these bonus feats.
born totemists who acquired their knowledge through Charm Focus: Whenever a totemist casts a spell, he
book learning and formal study will try to cozy up to a must do so through a small carving known variously as a
barbarian as if they are blood brothers. charm, totem or fetish object.To keep them handy (and to
A minority of totemists see themselves as creatures of insure a hefty supply of them) totemists wear them on
nature. They prefer to associate with rangers and druids. strings looped around appropriate parts of the body These
Such members of the class gladly participate in protecting objects take the place of any material component the spell
may require.
FETISH MAGIC

TABLE3-1: THETOTEMIST
Base Fort Ref Will . .
Spells Der Dav
Level Attack 0 1 2 3 4 5 6 7 8 9

20 +lo/ +5 +6 +6 +12 Bonus feat 6 6 6 6 6 6 6 6 6 6

The totemist simply holds the charm in front of him TABLE3-2: TOTEMIST
SPELLSKNOWN
while casting the spell. According to the ideology of fetish Level 0 1 2 3 4 5 6 7 8 9
magic, the process of casting the spell establishes contact
with the god residing within the object, who hears the
appeal of the caster and responds by manifesting its
power in the form of the spell. Charms don’t last forever,
though, as the strain of containing a deity eventually taxes
its material form to the breaking point. Whenever a 8 8 5 3 2 1 - - - - -
totemist casts a spell, there is a 10% chance that the charm
being used shatters after the spell takes effect, rendering
the object useless. A totemist’s peculiarly characteristic
jewelry insures that he always has spare charms at hand.
Once per day at 1st level, totemists may also marshal 14 9 5 5 4 4 3 2 1 - -
their powers to persuade the god in the charm to height-
en a spell’s efficacy.To use this skill, a totemist selects one
key quantifiable aspect of the spell being cast- its maxi-
mum range, duration, the amount of damage that it caus-
es, or its area of effect. That aspect is then increased as if 20 9 5 5 4 4 4 3 3 3 3
the caster’s level were increased by 2. Whenever he uses
this ability,however,he must make a Charisma check (DC
IO + spell level). If he fails, the god looks on his appeal Charms are usually fashioned from bone, hardwood, or
with disfavor. The spell misfires and the charm burns to stone. To craft a typical charm, a totemist must have carv-
ashes in a flash of light, causing ld6 damage to the ing tools and suitable materials at hand. The process takes
totemist and causing him to lose his spell slot. Even ifthe about one day on average, depending on size and the com-
charm doesn’t explode, it disintegrates after it is used in plexity of the design. He must make a Craft (carving)
this way. Totemists may not use this ability to aid a spell check (DC 15; 25 ifworking with an unfamiliar material).
being cast by someone else. If unsuccessful, the charm is unusable. It costs 5 gp to
Totemists may use this ability once per day at 1st level, fashion a c h a m .
with the frequency rising at higher levels. At 4th, 7th, Furious Aspect: The shaman traditions upon which
Ilth, and 16th level, the totemist gains an additional daily fetish magic is based emphasize the importance of the-
use of this ability. atrics and personal charisma in establishing authority
within your tribe. Shamans find it useful to create the
FETISH MAGIC

impression that they are literally touched by the gods, arcane eye, cure critical wounds, dimension door, fear, ice
behaving in ways that seem eccentric, even mad, to most. stom, lesser gem, phantasmal killer, polymorph other,
Totemists retain vestiges of this emphasis on charismatic polyrnovph self,shout, solid fog, wall of fire.
skills. They gain a + class
I bonus to Bluff and Intimidate break enchantment,cloudkill,cone of cold, feeblemind, hold
checks every 3 levels. monster, lesser planar binding, magic jar, nightmare,
Spells: Unique among spellcasters, totemists see little passwall, stone shape, summon monster V, telekinesis,
difference between arcane and divine magic, and their teleport, wall of stone.
repertoire includes a limited number of divine spells.The acid fog, chain lightning, control water, control weather,
tradition of fetish magic originated among shamans liv- disintegrate,flesh to stone, geus, greater dispelling,greater
ing in relatively small, isolated tribal groups, so that they glyph of warding, mass haste, move earth, stone to flesh,
were in many instances the only person their people summon monster VI, transfornation, tme seeing.
could rely upon for magical aid. This meant that the first delayed blast fireball, greater restoration,insanity,instant
totemists had to be versatile if they were to serve their summons, limited wish, phase door, power word (stun),
tribes effectively. Along with their customary transmuta- pvismatic sp~ay,shadow walk, simulacmm,spell turning,
tions and abjurations, they also had to figure out how to summon monster VII, vanish.
heal and cure as best they could. greater planar binding, howid wilting, incendiavy cloud,
Totemists cast and prepare spells in a manner similar to iron body, polymorph any object, power word (blind), pro-
sorcerers. They learn a limited number of spells, but do tection from spells, summon monster VIII,trap the soul.
not need to prepare them before casting. They simply energy drain, freedom, gate, meteor swam, power word
select an appropriate spell and use a spell slot to cast it. (hill), shapechange, temporal stasis, time stop, wish.

TOTEMIST SPELL LIST


create water, cure minor wounds, detect magic, daze, detect
poison, light, mending, openlclose, prestidigitation,ray of
frost, read magtc. Charm masters are practitioners of fetish magic who,
animate rope, burning hands, charm focus, command, cure whether by immersive study of the specialty or by long
light wounds, endure elements, enlarge, erase, expeditious experience practicing it, have gained extraordinary
retreat,feather fall, identify,j ~ m pmage
, amor, mapc insight into the relationship of the gods to the curious
weapon, obscunng mist, ray of enfeeblement,reduce, shock- little objects that they carry on strings looped around
ing gvasp, spider climb, summon monster I. their bodies.
alter self, blindnessldeafness, bull’s strength, cut’sgrace, Although it is theoretically possible for any arcane or
cham shield,create blast cham, cure moderate wound, divine spellcaster to become a charm master, in reality, it
endurance,flaming sphere,fog cloud, invisibility,knock, is rare for anyone other than a totemist to do so. Fetish
levitate, locate object, Melf’s acid awow, pyrotechnics, magic exists far enough outside of the mainstream of
summon monster II, web. arcane magical practice so that few are motivated in the
bestow curse, blink, create food and water, dispel magrc, middle of their careers to re-orient themselves so dramat-
explosive runes, flume awow,fly, gaseousfom, haste, sepia ically. Picking up fetish magic after comfortable years in a
snake sigtl, shnnk item, sleet storm, slow, stinkzngcloud, more accepted specialty requires a substantial psychologi-
suggestion, summon monster 111,tongues, water breathing. cal adjustment, as well as a complete wardrobe makeover.

TABLE3-3: THE CHARMMASTER


Base Fort Ref Will

6 +3 +2 +2 +2 Ferocious aspect +2,

8 +4 +2 +2 +2 Intense concentration +3 +1 level of existing class


FETISH MAGIC

NPC charm masters are usually wily, experienced Class Skills


shamans of tribes that practice fetish magic. They learned The charm master class skills (and the key ability for each)
how to become totemists, and later charm masters, just by are Bluff (Cha), Concentration (Con), Craft (carving)
growing up and living in their societies. It is unlikely that (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha),
you will encounter one outside of his tribal lands. If you do, Knowledge (arcana) (Int), Knowledge (religion) (Int),
he is likely on some urgent mission on behalf of his people. Scry (Int, exclusive skill), Perform (Cha) and Spellcraft
Hit Die: d4. (Int).
Abbreviation: Chm Skill Points at Each Level: 2 + Int modifier.

Requirements Class Features


To become a charm master, a character must fulfill all the All of the following are class features of the charm master
following criteria: prestige class.
Craft (carving): 8 ranks Weapon a n d Armor Proficiency: Charm masters gain
Knowledge (arcana): 8 ranks no additional proficiency with weapons, armor, or shields.
Spellcraft: 8 ranks Ferocious Aspect: A charm master has refined the the-
Arcane o r Divine Caster: Totemist cast- atrical aspect of shamanism and fetish magic to
er level 5, or any other caster level 8 the level of art. He has mastered a repertoire of
Special: To become a charm glowers, grunts, howls, gibbers, chants and
master, you must spend time arm-waving so that he can hold any audi-
engaged in first-hand study of ence spellbound by the sheer outrageous
authentic tribal fetish force of his personality. Not only
magic. If you are already can he cow and intimidate,
a tribal shaman or he can also beguile and
you have otherwise cajole others into seeing
acquired substantial things his way.
knowledge of tribal He thus gains a +1
shamanism that in- class bonus to Bluff,
volves fetish magic (you Diplomacy, Intimidate, and
served your tribe’s high Perform checks every 3 levels.
priest as a youth but left for Intense Concentration: Fet-
a life of adventure when you ish magic originated in societies for
came of age), you already meet whom violence was a fact of life,
this qualification. If, however, you whether it was warfare between tribes,
gained knowledge of fetish magic or fighting within tribes. At times, the
through formal study outside of a tribe line between magical practice and fight-
that practices fetish magic, then you ing skill had to blur. Charm masters retain
have not absorbed its traditions and prac- a vestige of the combat sawy that many of
tices sufficiently well to summon the their shamanic ancestors acquired by hard
power of the gods as a charm master. experience, so that casting spells under
In this case, you must find such a tribe and fire is relatively easy for them. They
persuade their shaman to let you study him and gain a ti class bonus to Concentration
his ways for a period of not less than halfa year. You checks every 2 levels.
need not spend every waking hour in his company Fetish Object Skill: When charm mas-
during this time, but you should treat the tribe’s lands as ters use any of the totemist magical items known as
your home for that period. That is to say, you may go on c h a m s (see below), they may call upon their god without
adventures during your time of study, but that’s where fear of rejection. Whenever a charm master activates a
you come back to when you’re done, and you have to charm, he does not need to check for possible failure or
spend some time absorbing their culture and their magi- destruction of the item.
cal practices before you can become a charm master. Charm masters are also eligible for the exclusive feat
Craft Greater Charm.
~

FETISH MAGIC

s It need not be the caster himself who throws or tosses


the blast charm; his job is simply to infuse the object with
power. Once he has enchanted it, he may give it to anyone
CRAFT GREATER CHARM [ITEM CREATION] he pleases. Blast charms may be created in advance of
You may craft any of the magic items known as greater their actual use, but they only remain enchanted for IO
chams, as well as the magic item great totem. minutes per caster level. After that, the invoked god gets
Prerequisite: Charm Master level Ist+. tired of waiting and departs from the object.
Benefit: You can create any of the following magic Material component: One charm.
items: great totem, greater cham of distance, greatev cham of
duration, greater cham of pain, greater charm of space. Charm Shield
Enchanting one of these items takes 1 day for each 1,000 Evocation
gp in its price. The spellcaster must spend 1/25 of the Level: Tot 5
item’s price in XP and use up raw materials costing half Components: V; M
this price. Casting Time: 1 action

CRAFT MAGICAL CHARM [ITEM CREATION]


You may craft any of the magic items known as chams.
Prerequisite: Totemist level 3rd+ or any other spell-
caster level 9th+.
Benefit: You can create any of the following magic
items: cham of battle, cham of distance, cham of duration, nts a fetish object so that it may pro-
cham of pain, cham of space. Enchanting one of the his allies with supernatural aid. In this
items takes 1 day for each 1,000gp in its pric the form of defense against physical or
caster must spend 1/25 of the item’s price in fetish object enchanted by charm shield
up raw materials costing halfthe charm’sg to absorb up to 10x caster level worth of
physical attacks against its user, or it may
against its bearer up to a total of levels
1 to the cham shield’s caster level. For instance, an
ect enchanted by a 9th level caster can neutralize 3 3rd
eve1 spells, 9 1st level spells, etc., as long as those spells all
Create Blast Charm target someone bearing the object. Before the enchanted
Evocation object is first used, its user must determine whether it will
Level: Tot 2 absorb physical damage or spells; it cannot neutralize
Components: V; M both.
Casting Time: 1action Any physical damage absorbed in excess of the
Range: Thrown weapon or enchanted object’s capacity gets through to its target. An
Area: lo-ft.-radius spread enchanted object cannot neutralize a spell in excess of its
Duration: 10 minutesflev remaining capacity. For instance, if a fetish object
Saving Throw: Reflex ha enchanted by a 9th level caster has already absorbed a 5th
Spell Resistance: Yes level spell, it cannot absorb another 5th level spell. That
second spell affects its target normally,but the enchanted
Create blast cham invo caster’sgod to turn a charm object still has 4 levels worth of capacity left.
into a projectile weapo xplodes on contact, causing Proper use of this spell requires an authentic fetish
ld6 damage per caster level (maximum of 6d6) to all crea- object crafted by a totemist to serve as both its target and
tures and unattended objects within 10feet of the point of material component. The gods will accept no substitutes,
impact. Once enchanted, this blast charm may be thrown and any attempt to cast the spell on a proxy will result in
or tossed with a sling. Since the enchanted charm is an spell failure and the disfavor of the deity who was sup-
area-effect weapon, resolve the attack using the rules for posed to be invoked (DM’s discretion). A fetish object
grenade-like weapon attacks to determine the point of enchanted by charm shield may be used by someone other
impact. When calculating damage, however, assume that than the caster. However, the object only remains
the exploding charm may cause full damage to anyone in enchanted for 10minutes/caster level. Once it absorbs its
the blast radius, as when resolving a fireball spell. Note allotment of either physical damage or magical attacks, it
that any physical object interfering with the charm’s tra- shatters and may not be used again.
jectory will cause it to detonate prematurely. Material component: One charm.
FETISH MAGIC

When it is used on the defensive, add the level of the spell


that it neutralizes. When it is used on the offensive, sub-
tract the level of the spell that it amplifies. If its current
CHARMS status is -1 or less, it cannot be used to aid a spell; it must
Totemists are distinguished by the unique magic items first absorb energy from another spell. When it is first cre-
that they alone may craft. Spellcasters who belong to ated, a charm of battle’s status is 0.
other branches of magical practice tend to regard them Charm of battle is subject to the same risk of failure as
with scorn. In his Memoirs, Baresh Keyn quotes a wizard of other magical charms whenever it is used, except that
his acquaintance as saying, “Only a totemist would use when it is used on the defensive, the Diplomacy check
these things, only a totemist is mad enough to even touch DC against catastrophic failure is 10 + level of the spell
them.” Keyn himself admitted that there was some truth being neutralized.
to this quip, but the dan es primarily to those who Caster Level: 6th; Prerequisites: Craft Magical Charm,
do not understand the cham focus, charm shield;Market Price: 8,000 gp.
Charm of Distance: Charm of distance calls upon the
user’s god to amp& the range of a spell being cast. Ifacti-
caster of the spell in quest activation counts as a vated successfully, it increases the spell’s maximum range
ates it in support of a as if the caster were two levels higher than his current level.
spell cast by someon Charm of distanceis usually carved in the shape of a man
dard action. They serve to enhan with his arms spread wide. In primitive cultures a stick
making it more powerful than i figure may suffice, while more refined totemists have
However, their efficacy is always been known to put some care into the carving - of these
sent some risk to the uninitiated us describes one of his peers who
Whenever a totemist uses one oft ays crafted his charms of distance as self-portraits.
he must roll a d20. If he rolls a 1 ster Level: 6th; Prerequisites: Craft Magical Charm,
Perhaps a flaw or material instability
affects the manifestation of power, or n: Charm of duration calls upon the
calls upon frowns upon his wishes. a spell being cast. If
vate. In addition, the user then makes a Dip it increases the spell’s duration as if
against IO + the level of the spell
If he fails, the item explodes,causi d in the shape of a
spell being aided in damage to the user (successful Reflex as a tortoise or an elephant.
save halves damage). The item is no longer usable after
that point.
If someone other than a totemist attempts to use one of
these items, the risk of failure is much greater and the amage-causing spell being cast.
consequences worse. The user must make a Diplomacy
check as described above every time he attempts to use it. he caster were two levels high-
If he fails, the item does not activate and it explodes,caus-
ing ld6 x the level of the spell being aided in damage to ine healing spells, but it can
the user (successful Reflex save halves damage).The gods
frown upon the uninitiated using their sacred objects. d in the shape of a jagged
These items cannot be used in conjunction with other ar variation takes the
magic items. They can only aid spells being cast.
Charm of Battle: Charm of battle invokes the power of Caster Level: 6th; Prerequuztes: Craft Magical Charm,
the god to aid its user on both the offensive and the defen- charm focus, bull’s strength; Market mce: 8,000 gp.
sive. On the offensive, it acts as a charm focus spell, treating Charm of Space: Charm of space calls upon the user’s
a caster as two levels higher with respect to any single key god to ampllfy the area of effect of a spell being cast. If
quantifiable aspect of a spell. On the defensive, it neutral- activated successfully, it increases the spell’s maximum
izes spells that target its user. area of effect by SO%.
The key to understanding how charm of battle functions, Charm of space is usually carved in the shape of a spi-
however, is the fact that it acts as a sort of storage battery der’s web.
for magical energy as well as a repository for the god. Caster Level: 6th; Prerequisites: Craft Magical Charm,
Whenever it is used, record its current status as a number. charm focus, enlarge;Market Pvlce: 8,000 gp.
FETISH MAGIC

Charm of space is usually carved in the shape of a


spider’s web.
Greater chams are more powerful versions of chams, and Caster Level: 12th; Prerequisztes: Craft Greater Charm,
they can only be fashioned by members of the charm mas- cham focus, enlarge, transfomatzon; Market h c e : 20,000 gp.
ter prestige class who possess the Craft Greater Charm Great Totem: Some tribal societies use large abstracted
feat.These amplified items function in the same basic way representations of their god (or gods) as sacred objects.
as charms, except that their effects are more substantial. Just as practitioners of fetish magic believe that their god
As for the chance of catastrophic failure when used, the literally resides in their little carved charms, so they also
risk must be assessed separately depending on whether a regard these tribal totems as divine containers.
charm master, a totemist or a member of another class is Great totem is a large tribal sacred object that can be
attempting to activate it. Whenever a c h a m master uses a tapped to emit awesome flashes of godly power. Once/
greater cham, he must roll a d20. If he rolls a 1 he must totemist may activate a great
then makes a Diplom
the spell being aided by the item. If he fails, the item
explodes, causing ld4 x the level of the spell being aided
in damage to the user (successful Reflex save halves dam- within 100 feet a t 4 attack
age). The item is no longer usable after that point. If a bonus against fear effects for
totemist uses a greater charm he must make a Diplomacy
check as described above every time he attempts to use it.
If he fails, the item does not activate and it explodes,caus- (DC 25). If unsuccessful,they suf-
ing ld4 x the level of the spell being aided in damage to enalty on all saving throws for 20
the user (successful Reflex save halves damage). If som
one other than a charm master or a totemist atte

except that the DC e ndly creatures within 100 feet of the great

failure is Id8 x the 1


ful Reflex save halves damage).
Greater Charm of Distance: Gre
A non-totemist capable of using magic items may use
cessfully, it increases the spell’s great totem once per day. Activating great totem requires
caster were four levels above hi touching it and calling upon the god (or one of the gods)
that it represents to aid you. If someone of a different
alignment than a god that the item represents tries to acti-
Greater Charm of Dura vate it, however, he must make a Diplomacy check (DC
amplifies the duration of 25). If he fails, he suffers 10d6 in electrical damage
successfully, it increases (Fortitude save halves) from the deity’s wrath.
er were four levels above Great totem usually takes the form of a monumental
object, such as a large wood or stone carving representing
cham focus, endurance, a deity or deities.
Greater Charm of Caster Level: 18th; Prerequisites: Craft Greater Charm,
cham focus, cure moderate wound,fear, greater restoration, ltm-
ited wtsh, power word (ktll); Market Wce: 80,000 gp.
by a spell as if the caster were four levels above his current
level.
It cannot be used to aid divine healing spells, but it can
be used to aid divine damage-causingspells.
Caster Level: 12th; Prerequisites: Craft Greater Charm,
cham focus, bull’sstrengthdisintegrate; Market Price: 20,000 gp.
Greater Charm of Space: Greater cham of space calls
upon the user’s god to amplify the area of effect of a spell
being cast. If activated successfully, it increases the spell’s
maximum area of effect by 100%.
FLESH MAGIC

ic
Oh, fear him not, fear him not. He won’t h a m you unless you despised, but if that is the pnce I must pay to wield the power of
attempt to draw your weapon or h a m me in any way. He’s still the gods themselves, then so be it. O n e day, when I have created
a dog at heart, despite his appearance. Friends have nothing the perfect Man, perhaps then my effortswill be appreciated.
to fear here, young lady. You see why I keep the entrance so dark. Perhaps you could benefit from some of my augmentations.
You shy awayfiom him. Well, that is understandable. Beware of Would you like to be stronger, perhaps? or more beautiful?
his spines. Perhaps you would like eyes the color of the sky, instead of that
so you have come to see ifthe rumors are true. I can assure you drab steel gray. I can see you are tempted. This body I weaY i s
that they have basis in fact, but the nature of people is to twist pleasing to you, no? I have turned the heads of many noble
and warp the truth about that which they do not understand. ladies, to be sure, but it was not always so.. .
I have heard some of the names ascribed to me. Monster Maker. That noise?Oh, that was merely an expenment I’m conduct-
Muster of Abominations. Flesh Twister. I assure you I am all ing. Extensive alterations can take quite a lot oftime, and I must
of those things, and none of them. Yes, I possess the knowledge sometimes rest in between stages. A wild orc that I had captured
and power to mold the shape offlesh and bone, but the changes and brought to me. Pay it no heed. If you like, I can show you
I petform on the living body are not done for malice or cruelty, after we dirze. . .
but out of necessity, and the desire improve upon the bodies
nature has given us.
Yes, right in here, my laboratory. Do not be afraid. Come here,
Manithrax. What a magnificent specimen he is! I caught him RACKG RO 1J N D
sneaking in here one night, an adventurer much like you, Flesh magic is a little known but much reviled form of
but a mere muscle-bound simpleton. Now look at him! I have magic capable of performing drastic alterations on the
toughened his skin and thickened his muscles. Notice these bone form of living creatures.These mages view the living form
spurs on his fists, and greater musculature around his jaw, as a piece of canvas upon which to paint living works of
the shaver teeth. He is more than a match for any human now. art. The physical form, despite its wonderful traits and
And he is grateful. He revels in his potency. adaptive qualities, can be greatly improved upon. It can
What matter that he is my slave now? I feed him and house even be specialized, modified to suit its environment, or
him. Is that not generous to a man who came here to kill me? sculpted like clay to increase its beauty, fighting ability,
I could have used him to feed some of my other experiments. resilience, any physical trait.
Ah-ah-ah! I warned you about touching your weapon! Reach for Flesh mages have an intuitive understanding of the
it again, and Manithrax will snap you in two. inner workings of the body They understand how mus-
Alas, it is a shame those outside fear me so. If they could only cles, bones, and tendons interact, and how they can be
see the wonder of what I can accomplish. A pity that I am so modified. Flesh mages can feel the interaction between
FLESH MAGIC

these elements, and they know how to change it. At lower Creatures spawned on other planes of existence, with no
levels, they can grant temporary augmentations, like connection to this world are as yet unfathomable.
thicker skin or increased strength. At higher levels these Therefore, many of the flesh mage’s abilities do not work
augmentations can become permanent. At the highest on aberrations, constructs, elementals, oozes, outsiders,
levels, they can kill with a mere touch. Some of the horror plants, and undead creatures. However, as flesh mages
instilled by flesh mages stems from the startling effects gain experience, they can affect these other types of
that their abilities can create, and how unnatural their vic- beings, provided they have viable specimens.
tims might appear. To take a face and erase its features, Flesh mages are known by many less positive names,
one by one, until it become a blank slate, is likely to such as freakwrights, monster makers, blasphemers, and
unnerve observers, as well as make it difficult for the sub- flesh mongers amongst others. As a result, most flesh
ject to breathe. mages are quite secretive about the nature of their abili-
Flesh mages almost always have an artistic spirit. Their ties, unless they are secure enough in their power to ade-
intuitive, observant nature opens the door for this kind of quately protect themselves. In areas where flesh mages
power. They see the living form as something that can be are particularly reviled, they must take great pains to hide
modified and shaped to create wondrous new creatures. the effects of their work from prying eyes. A flesh mage’s
The possibilities are limitless. However, they must be drastically altered familiar, for example, must not be seen
careful, because modifications that are too drastic can by the populace, or he risks exposing his master.
cause the death of the subject. One side effect of the flesh mages’ consummate knowl-
The flesh must be alive to be molded; dead flesh is use- edge of the body is that they have incredible abilities to
less to them, just as hardened clay can no longer be sculpt- heal, better even than clerics. They knit shattered bones
ed. In addition, a flesh mage’sintuitive understanding also back together, weave the fibers of torn muscles, and close
only extends to relatively normal, natural creatures. the lips of gaping wounds with an efficacy that astounds
other magical healers. They sometimes use this ability to
assuage the fears of unen-
lightened commoners, perhaps
even as an outright bribe. (“I
will heal you and your friends
if you grant me safe passage. It
is one of the things I do best.”)
Because they are so distrusted
by civilized peoples, they tend to inhabit wilder
lands, away from large cities full of prying eyes. They
try to keep their activities as quiet as possible to avoid
drawing attention to themselves. But no matter where
they try to settle, they are not welcomed. So they tend to
keep moving.
One ability they do not have is to confer an entirely
new form onto the subject. They cannot turn someone
into a toad, for instance, as with a polyrnovh spell; their
abilities are more specialized, making smaller, incremen-
tal changes. Nor can they permanently change a subject’s

nally embrace their own art and


drastically alter their appearance. Their shapes and fea-
tures are limited only by the mages’imagination:all man-
ner of piercings, tattoos, differences in coloration and
skin texture, combat-related augmentations such as
greater strength or nasty claws, defensive spines.
Sometimes they wear voluminous robes to cover them-
selves when they go about in public; sometimes they do
not, preferring to revel in their non-conformity.
FLESH MAGIC

I N YOUR CAMPAIGN create outlandish monstrosities. Neutral flesh mages see


The highly specialized nature of a flesh mage’s ability adventuring as a means to an end, perhaps greater power
makes him an anomaly among spellcasters. However, he and wealth for themselves. Good flesh mages see
can be a great boon to any party of adventurers. They are themselves helping people wherever they can, healing
consummate healers, with capabilities to enhance the those in need, granting augmentations on those who
effectiveness of their comrades in combat.Their augmen- request it. These flesh mages are those most likely to hold
tation spells can provide fighters with just the edge they another’s body in highest respect, seeing it as a living,
need. At higher levels, they can kill an enemy with but a breathing work of wonder that should not be changed
touch. lightly.
mages can cast spells using
anding and extraordinary force of
r spells than wizards, and the types
are more limited than other types of
new spells and abilities to craft livi ives them increased specialization
r. They gain powerful transmuta-
er levels, and their healing spells are
hey do not specialize in other magic
ey are not considered wizards or sorcerers.
their resources. In a world where the flesh mag type of magic user unto themselves. However,
hated and feared, secrecy is their best line of d count as arcane ones.
hey spend many years studying under their
y are still taught the means to defend them-
and are therefore proficient with
ny flesh mages have been forced
bandit with a mace, club, or other
their magic and drawing the sus-

mage is trained to understand the inner workings of the Alignment: Like sorcerers, the flesh mage’s abilities
muscles and skeleton. Through study and concentration stem from his intuition and creativity, but it also requires
they are able to exert their will upon the bodies of them- the discipline and force of will to enact changes upon the
selves and others. Llke sorcerers, they do not memorize living form. Therefore, flesh mages can be of any align-
spells. They simply know the techniques that allow them ment, although the creative spirits tend towards chaos,
to make their desires a reality Their spell limits represent and the more disciplined researchers tend towards law.
the amount of inner fortitude and control those tech- Religion: Flesh mages most often see the living body
niques require, and the drains they place upon the flesh as a divine organism, one not to be changed lightly.
mage. However, many established religions see the abilities of
The flesh mage knows how the body works. He knows the flesh mage as blasphemous, tampering with the wis-
dom of the gods. Most good-aligned religions revile flesh
Evil religions sometimes show
gic, especially those with large
tages wherever they might find
who want to improve upon the capabilities of organizations may attempt to assimilate the
and coerce him into service. As a result,
p an early aversion to organized

form ever greater alterations. He may desire wealth, Background: Flesh mages can come from any back-
which he often gains by hiring out his services as a heal- ground, because they are born with their ability. Most
er. Some flesh mages have an ultimate goal of establishing often this gift is passed from parent to child, with the par-
a personal laboratory, where they can perform their exper- ent serving as the primary teacher to the apprentice child.
iments in peace, without interruption. Some flesh mages come from a long line that stretches
An evil flesh mage has no regard for the lives and bod- back into antiquity, and those individuals are proud of
ies of others, working his will upon his subjects’ flesh their heritage. They sometimes inherit their ancestral lab-
without regard for their wishes, potentially doing oratory to carry on the family tradition.
irreparable harm. These are the flesh mages most likely to
FLESH MAGIC

Flesh mages tend come from civilized lands, because the Class Features
application of flesh magic requires a careful study of All of the following are class features of the flesh mage.
anatomy. However, there are some who retire to the Weapon a n d Armor Proficiency: Flesh mages are
wilderness to pursue their studies in private, taking their proficient with all simple weapons. If they learn how to
protkgks or children with them. use armor, they can use their abilities while wearing
Flesh mages have no special organization or links armor, unlike other spellcasters.
among themselves, aside from a common interest in the Flesh Magic: Flesh magic is different in many respects
art itself. They tend to treat others of their kind with a from arcane magic. The flesh mage is able to cast spells
careful respect, knowing how important each flesh mage spontaneously from the spells he knows, similar to a sor-
considers his efforts. in practice is quite different from
Races: Flesh mages appear predomina ells cast by a flesh mage are iden-
humans, but can come from any arcane counterparts with the following
They are rare among monstrous h
and trolls, because those rac the mage to directly sense the sub-
and patience required to understa ect’s body. To focus his will a flesh
of the body. Elves tend to shun arget when casting a spell. As a
do not enjoy seeing real works of nat spells against an unwilling target, the flesh
whims of others; their cultura essful melee touch attack. Spells
courage those who have the power to ignore i her than Touch have their range
Other Classes: Flesh mages work well with cast by a flesh mage.
classes, because of their powerful healin agic is so different from traditional spellcasting
Fighters and barbarians make not work against it. Furthermore,
rogues, wizards, and sorcerers are always imp0 ater dispelling, and remove curse
bers of a party. Druids, rangers k of a flesh mage. Only flesh
hand, tend to view flesh mages can undo each other’s works with these spells.
often see the flesh mage’s abi However, spells such as limited wtsh, miracle, and wtsh can
gods, while druids, because undo the effects of flesh magic, along with spells that are
nature, frown upon the alter pell. For example, stone to flesh
mages sometimes conduct. rs flesh to stone cast by a flesh
mage. Furthermore, any Spellcraft checks to identlfy
GAME RULE INFORMATION flesh magic spells receive a -5 penalty
Flesh mages have all the following game statistics. Flesh magic does not work on certain types of crea-
Abilities: Wisdom deter cts, elementals, oozes, out-
level the flesh mage can acc reatures are immune to the
spells he uses. To cast a spe ver, at high levels, the flesh
Wisdom score of IO + the mage can learn how to affect some types of those crea-
gains bonus spells based
the DC necessary to resist h Since the flesh mage uses only his intuition and force
level + the adept’s Wisdom s art, his spells require no
also important to the flesh mage, because he mus erial components. Material component requirements
Dexterity to accurately sculpt the changes he mak titioners of flesh magic. The
subjects. g a certain number of spells
Alignment: Any. 1per day, but he need not prepare those spells
Abbreviation: Flh ells he can cast is improved
Starting Money: 3d4 x 10 gp. by his bonus spells, if any. For instance, a 1st level flesh
Hit Die: d8. mage can cast three 1st level spells per day, plus a number
of bonus spells determined by his Wisdom. He may use a
Class Skills higher level slot to cast a lower-level spell if he chooses.
The flesh mage’s class skills (and the key ability for each For example, if an 8th level flesh mage has used up all his
skill) are Alchemy (Int), Concentration (con), Craft (Int), 3rd level spell slots for the day, but wants to cast another
Disguise (Cha), Heal (Wis), Knowledge (all skills, taken one, he could use a 4th level slot to do so. The spell is still
individually) (Int), Profession (Wis), and Spellcraft (Int). treated as its actual level, not the level of the slot used to
skill Points at 1st Level: (2 + Int modifier) x 4. cast it.
Skill Point at Each Additional Level: 2 + Int modifier.
FLESH MAGIC

TABLE
4-1: THE FLESH MACE
Base Fort Ref Will Spells per Day
Level Attack Save Save Save 0 1 2 3 4 5 6 7 8 9

2 +1 +O +o +3

7 +5 +2 +2 +5 6 6 6 4 ______
8 +6/t1 -2 +2 +6 6 6 6 5 3 -----
9 +6/+1 +3 +3 +6 6 6 6 6 4 - - - - -
10 +7/+2 +3 +3 t7 Unfamiliar flesh 6 6 6 6 5 3 - - - -
11 +8/+3 +3 +3 +7 6 6 6 6 6 4 ----
12 t9/+4 14 +4 +8 6 6 6 6 6 5 3 - - -
13 +9/+4 +4 i 4 +8 6 6 6 6 6 6 4 - - -
14 +10/~5 14 74 +9 6 6 6 6 6 6 5 3 - -
15 +11/+6/+1 +5 +5 +9 Unfamiliar flesh 6 6 6 6 6 6 6 4--
16 +12/+7/+2 -5 +5 +10 6 6 6 6 6 6 6 5 3 -
17 +12/+7/+2 +5 +5 +10 6 6 6 6 6 6 6 6 4 -
18 +13/+8/+3 +6 +6 t11 6 6 6 6 6 6 6 6 5 3
19 +14/+9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 6 4
20 +15/+10/+5 +6 +6 712 Unfamiliar flesh 6 6 6 6 6 6 6 6 6 6

Because flesh mages use only the forces of their will to TABLE4-2: FLESHMACESPELLSKNOWN
L e v e l 0 1 2 3 4 5 6 7 8 9
cast their spells, channeling and focusing the inner ener-
gies of themselves and their subjects, they are unaffected
by the use of armor and shields. As a result, they are not
subject to arcane spell failure when wearing armor or car-
rying a shield.
The abilities of a flesh mage still require great concen-
tration; therefore flesh mages must make all Concentra- 8 8 5 3 2 1 - - - - -
tion checks as normal. Any attacks or circumstances that
would impede a spellcaster’s ability to use somatic com-
ponents could hinder the flesh mage’s efforts.
12 9 5 5 4 3 2 1 - - -
Flesh mages may not use metamagic feats to alter their
spells, as their effects are not like traditional magic in 14 9 5 5 4 4 3 2 1 - -
nature. Feats such as Spell Focus function as normal.
Flesh mages may construct flesh golems without know-
ing the normally required feats and spells. They need only
know the spell create flesh golem. All other requirements 18 9 5 5 4 4 4 3 3 2 1
and costs remain the same. They take great pride and care 20 9 5 5 4 4 4 3 3 3 3
in personally constructing the golem’s body, if they
choose to make one. A flesh golem is the only type of con-
struct that flesh mages can affect with their spells. not cast multiple barkskin spells on the same subject.
Flesh Crafter: The flesh mage may make his spell In order to maintain these spells, the flesh mage must
effects with an otherwise limited duration semi-perma- tend to each effect once per day The flesh mage infuses
nent. To do this, the flesh mage must spend XP equal to his permanent spells with additional magical power,
the spell level x 100, with a minimum of 100. The spell tends to their growth and development, and otherwise
effect is then permanent so long as the flesh mage tends maintains their effect. The flesh mage must spend a total
to it. For example, a flesh mage could bestow bavkskin on of an hour per day in contact with the people or creatures
himself permanently by spending 200 XP. This ability who have one of his permanent alterations. Each day that
only affects spells with non-instantaneous limited dura- a permanent spell goes untended, there is a 25% chance
tion. Multiple versions of the same flesh magic spell can- that the spell fades. Make this check on midnight of the
not affect a given subject. For example, a flesh mage could day the spell goes without maintenance.
A flesh mage may make one spell semi-permanent per
FLESH MAGIC

each level he has in this class. The following spells are By the same token, this understanding allows the flesh
eligible for this use: mage to unravel the flesh of his enemies. He gains a tl
caster level bonus when casting all inflict spells.
0 resistance, virtue. Summon Familiar: The flesh mage may summon
1 barkskin, claws of the tiger, ears of the prey, endure a familiar exactly as a sorcerer. As flesh mages gain knowl-
elements, enlarge, eyes of the eagle, jump, reduce, edge and power, they augment their familiars with special
spider climb. changes.The flesh mage’s close attachment to his familiar
2 bull’s strength, cut’s grace, darkvision, endurance, allows him to grant it permanent effects that do not count
resist elements. against his normal maximum of flesh sculpted effects.
3 prehensile tail, water breathing. Unfamiliar Flesh: At sth, loth, 15th, and 20th level,
4 alter features, giant vermin, giant’s strength, the flesh mage may learn how to affect creatures that are
greater endurance, speed of the viper. otherwise unaffected by their magic. He may learn how to
5 animal growth, bone spines, face wipe. affect one from the following list of creature types: aber-
rations, constructs, elementals, oozes, outsiders, plants,
When the flesh mage uses a spell and undead. The chosen creature type is no longer
immune to this flesh mage’s spells. However,
he uses a com- for the flesh mage to learn

target, the flesh mage may only apply the or is otherwise completely destroyed when it
permanent effect to one creature. For example, is killed, then the study is useless.
animal growth may affect more than one creature when it
is cast. However, if the flesh mage wishes to apply it Flesh Mage Spell List
permanently to an animal he must use one application for 0 cure minor wounds, inflict minor wounds, resistance,
each creature he wishes to permanently apply the spell to. virtue.
The flesh mage’s modifications are always obvious and 1 barkskin, claws of the tiger, cure light wounds, ears of the
rather alien-looking. A creature with a permanent bull’s prey, endure elements, enlarge, eyes of the eagle, expeditious
strength wrought by a flesh mage have bulging, asymmet- retreat, inflict light wounds, jump, magic fang, ray of
rical muscles. One with cat’s grace is jittery and moves enfeeblement,reduce, shocking grasp, spider climb.
with swift but jerky motions. Each time a creature 2 aid, alter self,blindnessldeafness, bull’s strength,cut’s grace,
is granted a permanent spell, it suffers a -2 penalty cure moderate wounds, darkvision,endurance,ghoul touch,
to its Charisma. This penalty disappears when the hold person, inflict moderate wounds, resist elements.
modification is removed. 3 cure serious wounds, fly, greater magic fang, inflict serious
In addition to the XP cost for sculpting a creature, wounds, negative energy protection, neutralize poison,
the flesh mage must spend 1day and 100gp per spell level poison, prehensile tail, remove blindnessldeafness, remove
working with his subject. The flesh mage may spend one disease, water breathing.
hour of work to remove a spell from one of his subjects. 4 alter features,cure critical wounds, death ward, divine
Of course, the mage may grant abilities to himself. strength,giant vermin, pant’s strength,greater endurance,
Know the Flesh: The flesh mage’s understanding of hold monster, inflict critical wounds, modify memory, speed
the body and its energies allow him to heal with the great of the viper, stoneskin.
skill. He gains a t 4 competence bonus to all Heal checks. 5 animal growth, bone spines,face wipe, feeblemind, healing
Furthermore, a flesh mage gains a t1 caster level bonus circle, righteous might, slay living.
when casting cure spells. 6 flesh to stone, harm, heal, liquefaction,stone to flesh.
7 create flesh golem, destruction, finger of death, power word:
stun, regenerate, resurrection.
8 greater liquefaction, horrid wilting, iron body, mass heal.
9 energy drain, power word (kill), shapechange,temporal stasis.
FLESH MAGIC

Class Features
THE BEAST MAKFB All of the following are class features of the beast maker
The beast maker is a flesh mage who has broken through prestige class.
the physical and intellectual barriers to his own power. To Weapon and Armor Proficiency: The beast maker
achieve this level of enlightenment, they must focus on gains no additional proficiency with weapons, armor, or
raw, protean, animal nature, seeking the non-thinking shields.
nature of the beast. This breakthrough in power comes Spellcasting: At each level, the beast maker gains a
with a price, however. The beast maker becomes obsessed level of spellcasting ability in one his previous spellcast-
with his abilities, to the extent that he loses control, ing classes.
potentially harming the subject of his efforts. Taint of the Beast: At 1st level the beast maker suc-
The beast maker’s greatest enjoyment is found in alter- cumbs to the wild nature of the beast within, awakening
ing the appearance of wild creatures, such as animals and greater power within himself but taking on some animal-
beasts. They often try to capture a wild creature alive so istic aspect. He must choose one of the following traits.
that they can improve upon what nature has wrought. He gains another trait at 3rd level, and again at 5th level.
Beast makers are most commonly found in wild areas daws:The beast maker grows one-inch claws on his fin-
where a flesh mage has been free to exercise his power at gers and toes. These claws give him two ld6 slashing
will. Beast makers tend to gravitate toward wild animals, attacks in melee, with no off-hand penalty.
finding kinship among them. As a result, they often Ears: The beast maker’s ears grow long and hairy, like
choose to assume beast-like traits, gaining fur, or an those of a wolf, giving him sensitive hearing. He gains a
animal-like snout, or a prehensile tail. +8 racial bonus to all Listen checks. He also suffers -2
Beast makers tend to shun the company of other crea- Charisma.
tures, preferring to spend their time alone in the wilder- Eyes: The beast maker gains a +8 racial bonus to all Spot
ness. They have been known to be loyal and resourceful and Search checks. His eyes change to resemble those of
companions, but only in rare cases. After more than a a bird of prey. He also suffers -2 Charisma.
month away from the wilderness, the beast maker tends Fur: The beast maker grows a thick coat of fur in what-
to feel its call and yearns to return there. ever color he wishes. This fur provides a +2 natural AC
Hit Die: d6 bonus, and absorbs the first 5 hp of cold damage the beast
maker suffers, similar to the spell endure elements. He suf-
Requirements fers -6 Charisma.A beast maker cannot take both fur and
To become a beast maker, a character must fulfill all the scales.
following criteria: Scales:The beast maker gains the coat of hard protective
Arcane spellcaster or flesh magic caster level 5+. scales over his whole body. He suffers -6 Charisma, and
Alignment: Any non-good. gains a +4 natural AC bonus. A beast maker cannot take
Heal: Spellcasting8 ranks. both fur and scales.
Special: The would-be beast maker must spend one Snout: The beast maker’s nose and teeth extend slightly
month alone in the wilderness living off what food he can into an animal snout, giving him a -6 Charisma penalty
catch or gather and refusing all comforts of civilization, He gains the extraordinary ability Scent, as in the Monstev
such as man-made shelter. Manual. Furthermore, he may make a melee bite attack
that does ld6 damage.
Class Skills Tail: The beast maker gains a prehensile tail about six
The beast maker’s class skills (and the key ability for each feet long. It has a Strength equal to his own, and can be
skill) are Alchemy (Int), Animal Empathy (Cha), used for grasping, climbing, carrying, etc. exactly as if it
Concentration (Con), Craft (Int), Disguise (Cha), Heal were another arm. However it is not as dexterous as a
(Wis), Knowledge (all skills, taken individually) (Int), hand, and attacks cannot be made with the tail without
Profession (Wis), and Spellcraft (Int). the appropriate feat (see Monster Manual, page 11).He also
Skill Points a t Each Level: 2 + Int modifier. receives a +2 enhancement bonus to all Climb checks.

TABLE4-3: THE BEASTMASTER


Base Fort Ref Will
FLESH MAGIC

wings: A pair of membranous wings grows from the Bone Spines


beast maker’s back, giving him the limited ability to fly Transmutation
He may fly at 30 ft. per round with poor maneuverability. Level: Flh 5
These wings are too large to be hidden in normal clothing. Components: V, S
Potency of t h e Wild: At 2nd level, the beast maker is Casting Time: 1action
able to plumb the depth of bestial ferocity to augment his Range: Touch
magic. When he invokes this power, he has the option of Target: One creature touched
increasing the DC of all saving throws against his spells Duration: 1minute/level.
by 4, and all spells he casts that cause damage gain a +I SavingThrow: Fortitude negates

ld4 damage perspell level. f the target’s arms, back, shoulders, chest, and
es, capable of both inflicting and
such an affinity for the flesh of he change is quite violent, and caus-
subject as the spines suddenly burst
esh, clothing, and armor. The subject

range spells (25 ft. t 5 ft./2 levels). Furthermor


saves these types of creature make against r, if the target of the spell survives the transfor-
maker’s spells is increased by +2. gains a +4 deflection bonus to AC. Any
nst this creature inflict ld6
may make a Reflex save with
AC to reduce the damage by

If this creature makes a successful grapple attempt, the


spines automatically cause ld6 piercing damage to the

The spell has no effect on creatures with no skeletal


Alter Features structure. When the spell ends, the creature suffers no
Transmutation further damage as the bones recede, returning to their
Level: Flh 4 normal shape beneath the flesh.
Components: V; S n

Casting Time: 1action


Range: Touch Transmutation
Target: One creature touched
Duration: Permanent Components: V, S
Saving Throw: Fortitude negates Casting Time: 1action
Spell Resistance: No

The spellcaster can permanently alter the facial fea

made to look like someone else, but the flesh mage must duration of the spell, which give him two claw melee
make a successful Disguise check (DC 20).Failure means attacks that do Id6 damage. There is no off-hand penalty
the target still has his Charisma altered, and he resembles for using these claw attacks.
the intended person but will not fool anyone who knows
the intended person. On a success, the target gains a +IO Create Flesh Golem
bonus on Disguise checks to pass himself off as the Conjuration
intended target. Otherwise, the target gains a +IS bonus Level: Flh 7
on all Disguise checks. Components: V, S, M
CastingTime: 1 hour
FLESH MAGIC

Range:Touch Duration: One minute/level


Effect: One flesh golem Saving Throw: Fortitude negates (harmless)
Duration: Permanent Spell Resistance: No
Saving Throw: None
Spell Resistance: No The target’s eyes change their appearance, resembling the
yellow-green eyes of an eagle. The target gains the eagle’s
The flesh mage is able to create a construct known as a incredibly sharp eyesight, granting him a +4 enhance-
flesh golem.The creator of the golem must labor at least 8 ment bonus to all Spot and Search checks for the duration
hours a day each day in a specially prepared laboratory or of the spell.
workshop. The chamber is similar t
ratory, and costs 500 gp to establish.
Each day, the creator must cast th
he has conducted that day.
When not working on the spell a
creator must rest, and can perfor
except eating, sleeping, or talking. If
day, the process fails and must be
money spent is lost, but XP spent i
can be reused if the process fails, as can the lab row: Fortitude negates
Completing the process with the final spell
the final day drains 1,000XP from the creator
The pieces of a flesh golem m ve features from the target
humanoid corpses that have no ver been: eyes, ears, nose,
Assembly requires a minimum of ay be removed with each
for each limb, the torso (with head), and the brain. In
some cases, more bodies may be necessary. The golem Note that permanently removing the victim’s features
costs 50,000 gp to create, which includes 500 g p for con- causes various adverse effects.
struction of the body Assembling the body requires a suc- Removing the eyes causes the victim to be blinded.
cessful Craft (leathenvorking) or Heal check (DC 13). Removing the ears causes the victim to become deaf.
Removing the victim’s nose means he can no longer
Ears of the Prey smell. Removing the victim’s mouth means he can no
Transmutation longer eat, and may eventually starve. Removing both the
Level: Flesh 1 victim’s nose and mouth means he can n o longer breathe,
Components: Vj S and he becomes immediately subject to the drowning
Casting Time: 1 action rules on page 85 of the DMG. The victim may cut himself
Range: Touch a new breathing hole by taking a full round action to saw
Target: One creature touched one with a dagger or other edged weapon. The victim
Duration: One minute/level ough not his Strength
Saving Throw: Fortitude negates (harmless)
Spell Resistance: No

The target’s ears elongate and expand, simila magic as potent as a limited wish, mivucle,
ance the ears of a deer. The ta
incredibly sharp, granting him a
to all Listen checks for the duration of the spell.
Transmutation
Eyes o f the Eagle Level: Flh 4
Transmutation Components: V, S
Level: Flh 1 Casting Time: 1 action
Components: V, S Range:Touch
Casting Time: 1 action Target: One creature touched
Range:Touch Duration: 1 hour/level
Target: One creature touched Saving Throw: Fortitude negates (harmless)
Spell Resistance: No
FLESH MAGIC

The target of this spells gains tremendous strength. The Liquefaction


spell grants an enhancement bonus to Strength of 2d4+2, Transmutation
adding the usual benefits to attack rolls, melee damage Level: Flh 6
rolls, and other uses of the Strength modifier. Components: V, S
Casting Time: 1 action
Greater Endurance Range: Touch
Transmutation Target: One creature touched
Level: Flh 4 Duration: Instantaneous
Components: V, S Saving Throw: Fortitude negates
Casting Time: 1action Spell Resistance: No
Range: Touch
Target: One creature touched s the flesh of his target’s body to
Duration: 1hour/level turning the target’sbody into a pud-
Saving Throw: None
Spell Resistance: No ccessful Fortitude save, it is only
Instead of the target’s entire body being
The affected creature gains tremendous spell affects only a single limb. The target
mina. The spell grants the subject a if it has limbs), chosen at random, and sus-
of 2d4t2 points to Constitution, adding the
to hit points, Fortitude saves, Constitution
forth.
Note: Hit points gained by a temporary Transmutation
Constitution score are not tempor Level: Flh 3
away when the character’s Constitution drops back to Components: V, S
normal. They are not lost first as are temporary hit points. Casting Time: 1action
Range: Touch
Greater Liquefaction Target: One creature touched
Transmutation Duration: 1 hour/level
Level: Flh 9 Saving Throw: Fortitude negates (harmless)
Components: V, S Spell Resistance: No
Casting Time: 1 action
Range: Self The target gains a prehensile tail about 6 ft. long for the
Area: IO ft. radius burst duration of the spell. The tail has a Strength equal to his
Duration: Instantaneous own, and can be used for grasping, climbing, carrying,
Saving Throw: Fortitude negates exactly as if it were another arm, however it is not as dex-
Spell Resistance: No terous as a normal hand. Any attacks made using the tail
are subject to the Off-hand penalty.The target also gains a
The area of the effect of this spell is centered on the spell- t 2 enhancement bonus to all Climb checks.
caster. All creatures within the area of effect (with the
exception of the spellcaster) are affected as by the spe
uefactton. Their bodies are turned into lique
Affected creatures make attempt Fortit
reduce the effects. If their saves are suc
only partially affected. Instead of the
body being liquefied, the spell affects on
The creature loses a limb (if it has limbs), chosen at ran- Target: One creature touched
dom, and sustains 6d6 damage. Duration: 1hour/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: No

The target of this spells gains incredible speed and agility


He gains an enhancement bonus to Dexterity of 2d4t2,
adding the usual benefits to ranged attack rolls, AC,
Reflex saves, and other uses of the Dexterity modifier.
FORGE MAGIC

They say that every scar tells a story. They’re lying, of course - wards, they can still fight worth a damn. Further, if our work’s
it’s the same story every time. Clumsiness isn’t anybody’s shoddy,it’s somethingany experiencedwawior can notice with a
fiend, and every blacksmiths got two armfuls of mauled flesh to glance, so there’s less risk ofpurchasing a service we can’tprovide.
remind him. Not that that ever happens, of course - it’s a threat to your
They’re the lucky ones. They don’t have to pound brimstone trademark, and a waste of quality materials.
into heated steel, over a flame that scars souls. Having a forge magician is a great threat to the enemy, too -
We’re not precisely smiths, and we’re not exactly wizards. The you can see a ‘)roper” magician corning, since he’s probably the
forge fire may be a celestial blue or a fell peen, but it works reg- man in the silly robes. By the time an enemy knows he’s dealing
ular steel as surely as magicked metals, even if the burns are as with a forge magician, he’s probably got the handiwork sticking
likely to freeze us as to roast our skin. through him asproof. There’ssomething to be saidfor the relative
ofcourse wizards look down on us. That’s nothing special - subtletyof enchanted a m s and amor.
they look down on everyone. They tend to think of us as spell- In other words, for a one-time, if large, fee, a forge mapcian
casters who couldn’tquite handle our magic, though that’s obvi- can not only equip his patron’smen with the finest ofequipment,
ously stupid. You might even find yourself grudgingly respected but he can also augrltent the men’s abilities and skills.
for your work, but don’t count on it. No, wizards are more likely No wonder we are hired on the moment any earthly com-
to despise us for an entirely differentreason than they do every- mander gets fed up with a wizard’s pride.
body else. Almost all of the benefits, none of the hassle.
It’s because we’re the ones who’ll put them out of business
one day.
Think about it - it’s all about efficiency. A single sorcerer
commands obscene prices for pvivate use, requires regular pay, RACKG ROUN D
and chances are he’s no good if he’s within an am’s length ofthe Forge magic is a rough trade, combining the risks of both
enemy.Sure, he can wreak havoc upon the enemy until then, but wizard and smithy with the benefits of each class. While
he’s dead weight if he himself has to fight, or if he mns out of normal wizards can forge magical items, forge magicians
spells. do so with greater ease and a wider range of effect than
Now, let’s say someone hires a forge magician instead. We can most other spellcasters.Though their progression is slow-
take a little more punishment, to be sure, but that’snot the point. er, few of their companions complain.
We’re not as flexible as a sorcerer or even a wizavd, but here’s the The origin of forge magic is, unlike most specialized
breaking point: the forge magician’spaid for quality as well as styles of spellcasting, widely known. Though races and
quantity. While a sorcerer may cast a dozen spells, a dozen men religions disagree as to the true identity of the first forge
armed by a forge magician can each cast a spell, too, and after- magician (with dwarves perhaps being the most boister-
FORGE MAGIC

ous), the legends resemble each other closely enough that Unfortunately for everyone else, forge magic is diffi-
historians generally discount only the roughest edges of cult, grueling work. Though forge magicians can create
the tales. magical items with less effort than others, the risk is
A smith, the finest of his race, arms his lord with the greater. While others enchant items after their creation,
greatest weapon the world has ever seen, a perfection in forge magicians actually cast their spells throughout the
form and function, although wholly unmagical. In battle process of creating the items themselves, and forge the
against a great foe (usually the race and/or religion’s dire material reagents directly into their creations. While
enemy), however, the weapon breaks before a mystical some reagents either have no effect or actually enhance
weapon of the enemy’s warlord, and the smith‘s master the quality of the item, others are either dangerous addi-
dies as a result. Forlorn, the smith abandons his hearth tions or all but impossible to add without destroying the
and leaves in exile (sometimes involuntary), reagent before the spells take hold. A forge magician still
seeking out new methods to improve his faces some of the same difficulties that others do, not
craft. the least of which is that the final creation must
At the ends of the earth (often a still be masterwork to hold the magic.
desert or frozen wasteland, but For all the problems, however, forge magic pre-
sometimes the literal edge of the sents some unique benefits. A forge magician
world), the smith finally collapses, can subtly alter the qualities of weapons or
exhausted and despairing. He begs armor as he creates them, making them more
the gods for either release or an useful and more valuable. Additionally, forge
answer to his quest. A god of either magicians can make temporary magic items sim-
creation or of war answers, and ilar to talismans, costing a fraction of their per-
brings the smith to his plane where manent cousins’ costs but working on charges
the deity reforges the fallen lords alone. Forge magicians with patrons can gain
broken weapon. easier access to advanced materials for their cre-
The smith watches, enrap- asterwork tools for their pro-
tured, tabulating the new tech- jects. Advanced forge magicians can even create
niques before the god notices unusual new magical items,
the blasphemy, and casts the such as prosthetics, or pro-
smith out. Newly armed with duce more items in less
both the lord’s magical time.
weapon, as well as the tech- One other major dif-
niques he learned from the god, ference between normal
the smith returns a hero (though arcane spellcasters and forge
sometimes a conqueror). The war magicians is that, rather than
ends when a new hero (rarely the relying on memory or force of personali-
smith himself) vanquishes the enemy ty, forge magicians attempt to harness the magic
warlord. physically, literally pounding it into the desired shape as
Not surprisingly forge magicians are quite popular, though it were unfinished steel. Though this provides the
though relatively few practitioners exist (primarily due to forge magician with obvious benefits (not the least of
the extensive training required to learn and maintain it; which is increased hardiness, especially when compared
most spellcasters are simply too impatient for the reduced to other spellcasters), it is also far more dangerous, and
rewards early on).Though others think of forge magicians rare indeed is the forge magician who lacks the terrible
as dwarves, this is in fact a misplaced belief. While scars of his craft. Such power is not handled lightly, and a
dwarves are unquestionably far more accepting of forge forge magician abuses his gifts or overextends himself at
magicians than of either sorcerers or wizards, and there- the risk of his own life. Many find this an acceptable risk
fore more visible than their more traditional brethren, for their art, and hazard far more than that, with some
dwarven forge magicians are no more common among forge magicians accidentally pounding their own souls
their own people than are elven or human forge magi- into their wares (see IntelligentMagical Items, page 166).
cians. Indeed, the race with the largest number of forge Of course, a forge magician’s abilities are not limited to
magicians is a surprising one: orcs. Though hardly cre- the magical, and even when not engaging their other-
ative with their techniques, orcish forge magicians lack worldly craft (a common feint among societies that frown
the restrictions of orcish wizards and sorcerers, and some on magic, but have a thriving black market), the forge
of the race’s greatest forge magicians can rival these spell- magician plies his trade with rare and exquisite skill. with
casters in outright magical ability. time and effort, a forge magician can establish his trade-
FORGE MAGIC

mark, and increase not only his own fame, but that of his of long-running campaigns.The party must not only dis-
brand as well. Though commonly used to drive up the cover where they might find a forge magician, but track
prices of his goods, a popular forge magician can trade- him down, convince him to create their arms, pay him,
mark a valuable tool outside of mere commerce, though and possibly enter into sub-quests to recover the rare
fame can carry its own price. . . materials necessaryfor his task, all the while investigating
Ultimately,most forge magicians choose their craft out into and risking exposure (and subsequent attacks) from
of either greed or a raw talent with materials, but classes the campaign villain and his forces. Canny villains may
similar to the magesmith (see below) do exist. Rural areas attempt to destroy or convert the forge magician as well.
with little access to steel might have tribesmen using Such NPCs are useful supporting players in the story,
enchanted leatherwork, while primitive mountain people capable of lending aid and being a risk at the same time.
arm themselves with rune-enscribed stone weapons.
Similar classes may even exist on other planes, where The Forge Magician as NPC Opponent
practitioners use the strange natural elements to a devas- What’s good for the ghoul is greater for the ghast.
tating end. Magic provides for many options. Campaign villains, particularly those with the Leadership
feat or otherwise in charge of large groups of warriors,
I N YOUR CAMPAIGN could themselves benefit from employing a forge magi-
Forge magic causes relatively little disturbance when inte- cian to arm their legions. With a forge magician among
the enemies, the party finds the difficulty of their encoun-

many as ten times t


neymen in service.
ber may even increase a hundred-fold.
In low-magic worlds, however, forge magicians can counter them with effort, and the
extraordinarily rare. Though somewhat removed fr

cians without patrons risk persecution, exile

receptions outside their immediate circle of allies. In such As with the above section, Forge Magician as NPC Opponent,
campaigns,GMs are well justified in limiting the number the party slowly discovers their foes gaining dispropor-
of forge magicians, or else banning them outright. tionately useful magical items. Unlike the above, howev-
er, there is no obvious source. The villain is arming his
The Forge Magician as Party Member troops clandestinely, seeking to avoid revealing his true
At first glance, forge magicians lend themselves better to nature until none can oppose him. The villainous forge
NPCs than Pcs: they advance slower than wizards, have magician takes on a tone common to evil wizards and sor-
fewer spells than sorcerers, and require bulky equipment cerers, but with a subtler bent - a forge magician can
to use their class abilities. In campaigns where GMs pass himself off as a normal smith, for instance, and can
enforce realistic wear and tear on armor and weapons, use the weaponry and armor that sorcerers and wizards
however, the forge magician’s penalties are vastly out- find unwieldy. Particularly cunning forge magicians may
weighed by his utility to the party, both in the field even frame their rivals, forging enemies’ arcane symbols or
(where he can repair items which would otherwise be trademarks on magic items, giving them to criminals, and
wasted through overuse) and during downtime (where volunteering their services to identdy the creator of these
his abilities allow him to make new equipment at a frac- contraband in their mundane occupations. By the time
tion of its listed cost). This holds true during other cam- the party discovers that the villain has duped them, they
paigns as well, albeit to a lesser extent. may have accidentallyjailed or destroyed their best allies.

The Forge Magician as NPC Ally


In many heroic stories, an enemy of unusual prowess is all
but immortal, and only vulnerable to certain rare
weapons. In such a campaign, the search for a man capa-
ble of creating such weapons can take up many game ses-
sions, and is particularly appropriate for the early games
FORGE MAGIC

Magesmiths thoroughly enjoy working with their


GFSMITH mundane cousins, and it is not uncommon for the two to
Magic is more than chanting and the mixing of obscure enter into business together.
reagents, and even the most superstitious soul finds pause Races: Magesmiths can be of any race, though those
when considering whether to employ magical items. predisposed towards smithing say that their own is of
Whether a fearsome binder of souls or a man who arms greater quality. Few take on an adventurer's life, however,
the righteous with magicked steel, magesmiths provide preferring the relative safety of their home forges.
an invaluableservice. A magesmith tasks himself with the Dwarves are an exception to this and dwarven mage-
creation of magical goods, and profits thereby. Mage- smiths demand high prices for their goods and services.
smiths are the most common practitioners of forge magic. Among the monstrous races, orcs are the unquestioned
Adventures: While most magesmiths are relative masters of forge magic, and as such produce unusually
homebodies,keeping to themselves when not hawking or large numbers of magesmiths. Many evil warlords eagerly
forging their wares, others actively seek out the worlds seek the services of orcish weaponsmiths, though the
mysteries. Rare minerals may yield potent alloys for their orcs' crude ways drive many potential patrons away.
creations, while the greatest designs might demand Other Classes: Magesmiths get on especially well
strange and dangerous forges, such as volcanoes. with more battle-ready classes such as fighters (though
Rarely, a magesmith may indulge his patrons, and trav- rangers and barbarians do not return the magesmith's
el with an army or adventuring party, the better to aid affections), and religious magesmiths enjoy the compan-

find this distasteful ently argue with sor-


each side claims the
see their finest w
discretion of many.

blers at arcane magic, though less adept t RULE INFORMATION


smiths have the following game statistics.
ies: Unlike the more cerebral wizards, mage-
tinguishable from their more ove on their Constitution rather than Intel-
As a side effect of their unusu onstitution determines how powerful the
are hardier than most arcane spel more com- s spells are, how often he can cast them per
bat-ready. They can use simple weapons and armor, day, and how difficult they are to resist. To cast a spell,
though at normal penalty. a magesmith must have a Constitution score of IO + the
Alignment: Magesmiths need not be of any specific spell's level. A magesmith gains bonus spells based on
alignment, though lawful apprentices find the discipline Constitution. The Difficulty Class of a saving throw
and patience necessary to their craft less chafing. Outside against a magesmith's spell is IO + the spell's level + the
of the orcish magesmiths, evil magesmiths are almost magesmith's Constitution modifier. Additionally, a high
unheard of, though this is almost certainly due to a desire Constitution improves a magesmith's hit points. A mage-
for secrecy more than any actual predisposition against smith cannot merely rely on his endurance, however,
evil. Magesmiths can be of any alignment. as almost all of his skills (including Craft, which is crucial
Religion: As most magesmiths equate their class' ori- to most of his class features) rely on Intelligence.
gin with the direct (albeit disapproving)hand of the gods, Alignment: Any.
many magesmiths are quite devout, and it is not unheard Abbreviation: Mgs
of for them to multiclass into divine spellcasting classes. Starting Money: 3d8 x 10 gp.
Magesmiths primarily follow gods of fire, protection, Hit Die: d8.
strength, and/or war.
Background: Magesmiths usually begin their careers Class Skills
as apprentices or journeymen in the service of normal The magesmith's class skills (and the key ability for each
smiths. As the character learns his craft, however, he skill) are Alchemy (Int), Appraise (Int), Concentration
reveals a natural tendency toward unusual flares in (Con), Craft (Int), Knowledge (arcana) (Int), Knowledge
design, as well as an almost fanatical and self-destructive (metallurgy) (Int), Spellcraft (Int).
devotion to his craft. Fortunately, smiths take great pride Skill Points at 1st Level: (2 + Int Modifier) x 4.
in discovering such talents, and refer their charges to a skill Points at Each Additional Level: 2 t Int
proper magesmith for a considerable finder's fee. modifier.
FORGE MAGIC

TABLE5-1: THE M A C ESMITH


Base Fort Ref Will Spells per Day

20 +15/+10/+5 +12 +6 +12 5 5 5 5 5 5 5 5 5 5

Class Features TABLE5-2 M A C ESMITH SPELLSKNOWN


All of the following are class features of the magesmith. L e v e l 0 1 2 3 4 5 6 7 8 9
Weapon a n d Armor Proficiency: Magesmiths are
proficient with all simple weapons, all types of armor
(light, medium, and heavy), and all shields. They still
incur casting penalties when wearing armor, however. 5 4 3 2 1 - - - - - -
6 4 3 3 2 - - - - - -
Spells: A magesmith is an arcane spellcaster and casts
the same type of spells available to wizards. A magesmith's
7 4 4 3 2 1 - - - - -
8 4 4 3 3 2 - - - - -
selection of spells is extremely limited, beginning with 9 4 4 4 3 2 1 - - - -
three 0-level spells and one 1st-level spell of the player's 10 4 4 4 3 3 2 - - - -
choice, as well as the new 0-level spell, trademark. At each 11 4 4 4 4 3 2 I - - -
level, the magesmith gains one or more new spells, as 12 4 4 4 4 3 3 2 - - -
13 4 4 4 4 4 3 2 1 - -
indicated below, but the number of spells he knows is not 14 4 4 4 4 4 3 3 2 - -
affected by his Constitution bonus, if any; the numbers 15 4 4 4 4 4 4 3 2 1 -
below are fixed. These spells can be common to the wizard 16 4 4 4 4 4 4 3 3 2 -
or sorcerer list, or more unusual spells gained from study
(though the magesmith cannot gain spells faster than nor- 18 4 4 4 4 4 4. 4 3 3 9
19 4 4 4 4 4 4 4 4 3 3
mal through this method). 20 4 4 4 4 4 4 4 4 4 4
A magesmith is limited in the number of spells he can
cast per day, but need not prepare his spells in advance
(suffering any normal penalties as such if he uses metam- Apprentice: All magesmiths of 6th or lower level are
agic feats). The number of spells he can cast per day is apprentices to higher level magesmiths (an NPC mage-
improved by his bonus spells, if any, and the magesmith smith of 8th or higher level, with at least Crafts (armor-
may use a higher-level slot to cast a lower-level spell. smith), Crafts (blacksmith), and Crafts (weaponsmith) of
All spells cast by magesmiths have a somatic (move- 10or more ranks). Apprentices may expect a mild stipend
ment-related) component if they do not already. Unllke from their master, usually around 5 gp per apprentice
other spellcasters, magesmiths physically harness the level a month, and may request aid from the master. This
magic for their spells. Additionally, if a magesmith ever master does not aid his apprentice in combat situations,
fails a Concentrate check with a natural 1while casting a nor does he create anything expressly for his apprentice
spell, he suffers Id4 damage for each level of the spell, an without proper compensation. Instead, the master may
experience which leaves the telltale scars of his craft. aid his apprentices by cooperating with them on skill
checks, providing mundane raw materials for the appren-
FORGE MAGIC

tices’ own attempts a t smithing, and/or provide access to smith can simply add more fuel or move the hearth flame,
equipment (not including the master’s hearth flame, or rather than sacrifice again. This is a full-round action.
masterwork tools). Masters are also responsible for the Trademark: AU magesmiths have trademarks identify-
actions of their apprentices, and are sometimes willing to ing their works (magesmiths may forge creations without
provide political or legal aid to wayward pupils. This is by trademarks, but such items are considered of lower quali-
no means out of the kindness of their hearts, and wayward ty, fetching 50%to 75%their actual value, but adding +2O
apprentices may long for jail when their master begins to the DC of all Appraise checks to determine who forged
punishing them. After all, a poor student indicates a poor the item). When dealing with patrons (or when offering
teacher, and a master may beat his apprentice’s crude ways this class’ services), the magesmith adds half his level in
from his flesh. this class to his Diplomacy check as a circumstance
In exchange for these services, apprentices are required bonus. Trademarks can be forged with a Forgery check
to clean the smithy and perform various errands (some (DC 15 + magesmith‘s level; it is easier to recognize forg-
which are quite dangerous and may include combat, such eries when familiar with the trademark).
as retrieving rare materials, but these tasks are reserved Craft Lesser Arms and Armor (ex): At 2nd level, the
for higher-level apprentices) for their master, which magesmith begins making his first forays into magical
require 4d10 hours a week (not including training ses- craftsmanship. Provided he meets all other requirements
sions). Apprentices who leave their duties with permis- for enchanting a magical weapon or armor and has access
sion are still expected to make up for lost time upon their to his hearth flame, he may ignore the level and feat (Craft
return, and the GM s in the item’s cre-

from their indent


until such a time as they make amends with

are not accountableto their master, n


accept responsibility for them. If a m
most recent level gain is in this time the weapon strikes a foe.
ties and restrictions of being a time the weapon strikes a foe of a certain type
recent level is of another class, ead) or race (i.e., orc).
apprentice magesmith until he again advances in levels in With the use of a command phrase (a free action).
the class. Additionally, all the apprentices’ creations are When the item’s wielder is reduced to below half his
technically the property of his master, though most mas- hit points.
ters allow the apprentice to keep any non-magical cre-
ations not for sale. Magesmiths may use this ability to cheaply and quickly
Apprentices
__ are normally bound via contract to their produce magical items, even after they learn Craft Magic
masters, but this need not be the case - orcish mage- Arms and Armor.
smiths are infamous for enslaving promising children, This ability is common to all forge magician classes.
and many masters number their own children among Craft Magic Arms a n d Armor: The magesmith gains
their apprentices. Apprentices not bound by contracts this feat as a bonus feat a t 5th level.
may be forced to work more for less, but suffer no stigma Unnatural Forge (su):At 6th level, the magesmith
for leaving their master or multiclassing out of this class, gains the option to modify weapons he creates using his
and may entice a new master with much greater ease than hearth flame such that they deal damage of a type other
a forsworn apprentice. than listed. While this only includes mundane types ini-
Hearth Flame (su):The character may sacrifice 500 tially (bludgeoning, piercing, or slashing; such weapons
XP to create a hearth flame into a prepared furnace or fire must be masterwork, but are not necessarily magical), at
pit, with which he may forge new items, both magical and loth level this can extend to elemental types (acid, cold,
mundane. This hearth requires one-tenth the fuel of a reg- electrical, fire, or sonic damage; the weapon must be mas-
ular flame, presents no danger of igniting nearby objects terwork and is considered magical, but gains no other
(including clothing) and grants a +I per level circum- benefit). Modified weapons are obviously unusual in
stance bonus to all Crafts checks using it, at the GM’s dis- appearance (a slashing mace has razor-sharpblades along
cretion. The flames of a hearth fire can be doused as nor- its length, while an acidic dagger has a dull gray high-
mal flames, requiring a new sacrifice to relight them. So light), and cost more to both make and sell (double for
long as a single ember still burns, however, the mage- mundane damage types, x10 for elemental).
FORGE MAGIC

Additionally, modlfying a weapon to deal elemental exchange for half the profit. This takes the usual time for
damage costs experience as per the use of Craft Arms and the Crafts skill, and the journeyman must still meet his
Armor. master’s expectations for his training, but otherwise, the
Double weapons modified in this manner count as two journeyman is entirely his own man. He no longer relies
separate weapons. If modifying only one side (or both on his master’s legal or political protection, but neither is
sides so that one deals modified mundane damage and the he otherwise accountable to the man. His stipend is equal
other elemental), halve the base cost for the weapon to to 75%of the listed gold cost of items he produces.
determine what each side costs. Journeymen may also send apprentices on errands, but
Weapons created through unnatural forges may not are accountable for anything that happens to the appren-
combine damage types (unless the base weapon already tices during this time. Apprentices are a limited commod-
had multiple types or was a double weapon -see above), ity, and masters may disown journeymen who abuse this
and damage types cannot be altered after the weapon’scre- privilege. Disowned journeymen may not advance in this
ation. Weapons modified to deal elemental damage types class until they make amends with their former master, or
may not have the following enchantments: bnlliant energy, find a new master willing to overlook such
chaotic, flaming, flaming burst, frost, holy, icy burst, lawful, depredations. Journeymen may also demand
shock, shocking burst, thundenng, or unholy. that apprentices cooperate with them on
Additionally, the magesmith reduces the effective Crafts skill checks.
market price modifier by +I for each of the follow- The master may, at his discretion, task
ing armor enchantments, so long as he is capable a journeyman with a particularly diffi-
of modlfying weapon types to elemental dam- cult duty, such as delivering impor-
age, and has access to his hearth flame: acid tant commissions across borders
resistance, cold resistance, fire resistance, or near a battle. The journey-
invulnerability, and lightning man risks being disowned if
resf stance. he fails or refuses, but is
Adding a mundane modi- usually rewarded by his
fication to a weapon in- master for suc-
creases the DC of its cre- cess, often with master-
ation by 5. Adding an ele- work materials or tools for
mental modification to forging.
weapons or armor increases Master: Upon advanc-
the DC of its creation by IS. ing to the 13th level of his
BOWS, crossbows, and slings class, the magesmith is freed
may not be modified in this from his indentures. He is
manner. now responsible only to him-
Weapons modified in this self, and while he may be on good
manner gain elemental re- terms with his former master (and
sistance against their ele- indeed, may either enter the business
mental type, ignoring the as a partner, or inherit as a son), he can no
first IS points of damage per longer draw upon his master’s resources. The master does,
round taken. This effect applies however, refer his former pupil to a relatively cheap estab-
only to the weapon; the character lishment (usually in a distant part of a city, where the busi-
wielding it still takes full damage. In any nesses do not conflict), as well as a supplier (whose quali-
case, the weapon does not harm the hands that wield it. ty may be questionable).
Journeyman: As the magesmith attains the 7th level of The magesmith‘s benefits for his trademark double
his class, he graduates from his apprenticeship. His mas- upon achieving independence, and he may keep all prof-
ter awards him an apron and tools (if the journeyman its. Additionally, he may now take on journeymen and
does not already have his own), and puts him to work. The apprentices of his own, paying them the usual rate.
journeyman now owns his own creations until sale Poaching journeymen and apprentices from other mas-
(though he must recompense his master for materials, ters, while frowned upon, is only cause for legal action if
and some masters charge rent for the forge, and masters the masters had entered into contracts with their stolen
still refuse to allow journeymen access to the masters’ pupils. NPC apprentices and journeymen are not obligat-
hearth flame), and works the forge instead of performing ed to enter combat for their masters, but are otherwise
apprentice tasks. A master may demand that a journey- identical to apprentices and journeymen, above. Masters
man take on one of the master’s own commissions, in may demand their apprentices and journeymen cooperate
ith them on Crafts checks.
FORGE MAGIC

Additionally, some cities and nations require that mas- tome’s lore), lest he succumb and indulge in the art of
ters of any class, but especially magical ones, join a guild. soulbinding (see New Feats, below; the character perma-
Guild dues can be from 15%to 50% of the master’s profits, nently gains a negative level if he learns the Soulbinding
but dues-paying members are legally-protected business- feat in this manner). The use of multiple copies of the
es. Those who lapse in their payments, or refuse to pay tome are cumulative as well, as long as the character con-
outright, may be subject to seizure of their business as a tinually consults each book, but the level loss does not
criminal operation. Such businesses are highly profitable accumulate; then the books squabble among themselves
(many legal locations mark up their prices to help pay for over who lays claim to the character’ssoul. Should a copy
the dues; consequently, black market operations may get desperate, it may reveal one of the possible methods of
charge only slightly less, but make additional moneys for destroying another tome. At the GM’s discretion, individ-
not having to pay dues), but rarely last without some ual copies may also have detailed texts including both
method of keeping the legal authorities in check. common and new necromantic spells, the ritual for
Grand Master: A 19th level magesmith reaches the becoming a lich or other assorted surprises.
apex of his class, and his name is renowned across bor- Ultimately, each copy of Spivlt Made Flesh strives to
ders. He triples the base effect of his trademark (replacing escape the confines of its pages. Should a single copy ever
Master, above), and can expect regular, exorbitant com- laid claim to 101living souls at a single time, the book
missions. Additionally, would-be apprentices and jour- immediately takes all the souls, consuming them in the

recruited NPCs

reduce the time to craft an item by one d t to destroy Ulis, who for his part, is likely to see

costs as normal). Up to eight people ma


smith in this fashion.
s the connection between soul and form, allow-
NEW MAJOR ARTIFACT rmal methods for freeing a soul (see Intelligent
Spirit Made Flesh: This book append- s, page 166) to take hold. The destruction of all
ed and indexed spellbook containing secrets and tech- five tomes, though a monumental effort, makes it much
niques to enhance the spellcaster’s ability to forge items, easier to end the threat of soulbinders, leaving only Ulis
almost all of which involve a living sacrifice of some sort. Reprand and the Masons of the Black Seal capable of pro-
Five copies of the book exist, three of which are in the ducing new copies.
hands of the order that spawned it (see Masons of the Black
Seal, below), one stolen by an exceptional rogue, and the
fifth lost amid the planes. The book is actually self-aware:
the lich Ulis Reprand, who began the experiments out- FW FEATS
lined in the early chapters, used the books as subjects.
Each book has an Intelligence of 18,a Wisdom of 17, and CRAFT PROSTHETIC [ITEM CREATION]
a Charisma of 15, and can assume the appearance of any YOU can replace lost limbs with prosthetics.
text, collection of scrolls or similar record. All are neutral Prerequisites: Craft Magical Arms and Armor. Spell-
evil. Apart from these common traits, the books’ person- caster level IO+.
alities and powers differ wildly, as chosen by the GM. Benefit: You can replace lost limbs with magical re-
Possible original identities for the books could be the placements, usually an arm or a leg. A prosthetic is a
party that originally threatened Ulis: Artur (Male Human, masterwork unarmed weapon with the following base sta-
R n g 14), Phadoz (Male Halfling, Rogl9), Royce (Male Elf, tistics:
Rng 18), Shamic (Female Human, Clr18), and Varnim
(Male Half-Elf, Sorl7). Limb Weight
For every day a character reads a copy of spirit Made
Flesh for at least one hour, he gains a cumulative +I com-
petence bonus to all Crafts checks, even those not involv-
ing soulbinding. Unfortunately, he must also make a Will Hand 600gp ld4 x3 Bludgeoning 2 Ibs.
save (DC: 18 + 1 for each day he has drawn upon the
FORGE MAGIC

When using prosthetic arms and legs, hands and feet are
included in all effects. Additionally, feet prosthetics have THE MASON
a base speed of 20.
To create a prosthetic requires a Craft check, with the F THE RLACK SEAL
resultant limb having a Str and Dex of 10.When using an While forge magicians normally shy away from such dis-
artificial limb, use the lower of the limbs or the character's tasteful practices, it is wholly possible to take the magic to
abilities (the character can still be too slow to use the limb whole new vistas of power. The Masons of the Black Seal
properly, or too weak to use its strength without risking indulge in that most forbidden branch of forge magic, the
tearing it off). They are also insensate, inflicting a -4 com- art of soul binding.
petence penalty to Dexterity checks requiring fine work The Masons riginally formed at the behest of a lich
(such as Open Lock). Further, the materials used in the patron, Ulis Reprand. The lich provided the masons with
limb's creation determine its natural AC, hardness, and its his old spellbooks, a series of vile works (see Spirit Made
hit points; any hit points lost with the original limb are Steel, above) which the masons greedily devoured and
not replaced by the prosthetic. Limbs are also obviously appended. Unfortunately for Ulis, however, the Masons
false, and easy to recognize (fail all Disguise checks auto- of the Black Seal decided to ally with the books them-
matically unless you hide the limb). To forge a prosthetic selves (though the masons later discovered the tomes too
limb, use the following DCs and modifiers (remember treacherous to trust), and in the resulting clash two of the
that these are masterwork items, and you must also create copies disappeared to thieves. Since the battle, Reprand
the masterwork components as described in the PHB): has disappeared,and the Masons have continued in their
chosen tasks, quietly offering to tutor especially promis-
Modification DC
ing young magesmiths. Reprand, for his part, has yet to
Leg/foot 15 retaliate against his wayward pupils.
The Black Seal itself is an enormous, heavily warded
plaque, to which all prospective members must pledge
Speed increase (feet only) +10 per 10 ft., up to
their souls to preserve. Beyond the seal are three copies of
10 ft. over the
character's own spirit Made Flesh, each more than willing to share their
Extra +1 d6 +15 per additional die, up to secrets with those who would but remove them from the
+2d6 (does not stack with chamber.
wielded weapons) Hit Die: d6.
Sensate Limb +25
Requirements
To join the Masons of the Black Seal, a character must ful-
fill all the following criteria.
Alignment: Any non-good.
Skills: At least one Craft skill of 10or more ranks.
Feats: Craft Magic Arms and Armor, Soulbinding, and
at least one other item creation feat.
Purposefully severing the limbs of others is an evil act, Spellcasting: The ability to cast eight different
and severing your own limbs is a sign of insaniq. A Heal enchantments, two of which must be 3rd level or higher.
check (DC 30 hands or feet, DC 40 for arms or legs) is
required to attach a prosthetic. If a character ever rolls a Class Skills
natural I while making a Strength check with his pros- The mason of the black seal's class skills (and the key abil-
thetic, the limb begins to tear free. The character must ity for each skill) are Alchemy (Int), Appraise (Int), Bluff
make a Fortitude save (DC equal to the Heal checks) to (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha),
avoid losing the limb; if he succeeds,he merely takes 2d8 Knowledge (arcana) (Int), Scry (Int), Sense Motive (Wis),
damage, and loses Id4 from both Strength and Dexterity and Spellcraft (Int).
in the limb until he receives a Heal check (DC 30). Skill Points at Each Level: 2 + Int modifier.
Prosthetic limbs, as weapons, may receive magical
enchantments, and may be modified by a magesmith's Class Features
abilities. All of the following are class features of the Mason of the
You may not take 10or take 20 when creating a pros- Black Seal prestige class.
thetic limb. Weapon and Armor Proficiency: Masons gain no
additional proficiency with armor or shields, but are
trained in the use of simple weapons if not already familiar.
FORGE MAGIC

Spells per Day: Beginning at 1st level and continuing time may be imprisoned in such a manner, but the mason
every other level thereafter, the mason gains new spells in may use the imprisoned soul with his Soulbinding feat so
a previous spellcasting class as though he had gained a long as he has access to the weapon. Destroying the
level in that class. He derives no other benefits upon weapon releases the soul as normal.
advancing. If the mason was a multiclass character with Darkness Beyond Darkness (su):A loth level mason
more than one spellcasting class, he chooses which class has gained insight into the true nature of souls. He may
to advance in when he gains the new level. now use non-corporeal undead with his Soulbinding feat.
The Soul Laid Bare (ex): At 2nd level, the mason has Additionally, when performing a coup de grace, he may
mastered the earliest secrets of Soulbinding, and may choose to immediately consume the soul of his victim.
learn the darkest secret of a victim he slays using the abil- While he may not use this soul for Soulbinding, he may
ity The mason must make a Will save (DC equal to the employ it for any of the following uses:
slain creature’s CR or level) or shift one alignment step
closer to chaotic evil each time he uses this ability The mason temporarily gains a feat or skill from his vic-
Damnation’s Flame (su): At 4th level, the mason can tim, or an extraordinary, supernatural, or spell-like abil-
bind one additional soul into his creations. Should the ity The mason has access to these powers for ld6 hours.
resulting item be intelligent, its alignment automatically The mason uses the passing energy to renew himself.
shifts to chaotic evil as the torture of soulbinding mixes He regains a total number of spell level uses per day
with the confus
ower to heal himself.

ture lead to an Int 15 ng soul’s memories.


equal to the number

he has that class feature from a previou e may recall anything that the passing soul knew.
Evil does double damage to outsiders of th calling such thoughts is a full-round action.
type, as well as paladins and clerics
Good Domain. Additionally, good-ah his power is incredibly dangerous.The mason’s
attempt to wield an evil-modified
level until they no longer in an opposed Will save with the victim.
never results in actual leve the mason irrevocably insane as the angry
_ .
come in any way (including restoration spells) while the soul directs its unfettered wrath upon its killer.
weapon is wielded. Evil-aligned weapons inflict half dam- Characters slain in this manner may only be raised
age (rounding up) against clerics with the Evil Domain, through the use of a miracle or wish spell, which ends all
outsiders of the (evil) subtype, blackguards, and intelli- further effects of this ability
gent, evil undead. Former Masons of the Black Seal: Masons do not
Weapons which inflict evil damage are impossiblydark, take treason lightly, and have methods of dealing with
as though light actually refused to shine on them. traitors. Mason characters may multiclass freely, but may
Reap the Darkness (sp):At 8th level, the mason’s evil- not refuse direct orders from the society without being
modified weapons gain a far darker ability - harvesting branded a traitor. Removing a copy of Soul Made Steel from
souls. When a victim dies to a coup de grace from a its vault is treason.
weapon of elemental evil, his soul is stolen as though a
soul bind spell were cast on the victim. Only one soul at a

TABLE5-3: THE MASONOF THE BLACKSEAL


Base Fort Ref Will
Level Attack Save Save Save Special Spells per Day

4 +3 +4 +1 +4 Damnation’s flame

6 +4 +5 +2
~ +5 - . the
Sow .darkness
-. .-.

7 +5 +5 +2 +5 +1 level o f existing class


8 +6 +6 +2 +6 Reap the darkness

10 +7 +7 +3 +7 Darkness beyond darkness


Kr MAGIC

so, you say you traveled all the way from Wuhan to study here? This is the monastery ofthe open fist. We do not learn to chan-
Perhaps you’d be best suited to a life as a courier then, walking so nel hi, nor do we spend our days intently studying how to shat-
far in rain, snow, and cold. Do you think we just allow anyone ter bones and beat others senseless. Ours is a subtler ad, not
who throws their carcass at ourfront gate to learn the inner mys- unlike the arcane studies practiced by the wizards of your home-
teries? You speak of how you are ready to accept any hardship, land. Other monastic orders teach their members to harness and
endure our trials, and study the ancient texts night and day. As channel their own hi. we learn to call it from the fabric of the
if most of our students expect this to be a vacation from the daily universe and meld it into our own resewes of energy, increasing
drudgeyl. Ha! The many days you spent on the road to get here our abilities far beyond those attained by the cloistered simple-
will seem like a nature walk after your first week oftraining. tons of the Golden Palm, Winged Dragon, or other dens of back-
If we accept you. ward thinking philosophy. They are far more intent on breaking
Now, you know enough of the inner mysteries for sister wooden beams with their bare hands than exercising their
Madara to call me to the gate. No, no. No need to shatter anoth- minds and unleashing theirfull potential. A kick or hand stvike
er of Brother Benden’s granite blocks. He planned on sculpting i s but a vehicle for our true weapons: our minds. we shape the
those into a set of statues of ourfoundingbrothers. I am sure that energy of the cosmos and channel into our every movement.
should you study here he shall take great pains t o properly Why harness the energy within when there is so much more to
instruct you in his ads. Now, first and foremost you obviously harness without?
know painfully little of this monastery You have the strength, And this is what you seek,isn’tit? Good. You will sleep here on
quickness, and endurance to become a warrior, perhaps a great the bridge for a week. Stray more than ten pacesfvom where you
one if your mind’s power matches your body’s. But that is not stand now and you may return home. Rove your mettle and you
what we seek here. will be allowed in the gate.
we are not like the other monastic orders. They learn to chan-
nel hi, the energy found in all creatures. Ki is like a river that
flows through the universe, connecting evevythingfrom the tini-
estfly to the greatest king in one great chain of life. Other monks BACKGROUND
tap into the hi energy that resides within them. They shape it, Monks learn to harness and channel the natural energy
control it, and use it to enhance their bodies. You have seen the that flows through every little thing. Known as hi, this
monks of the Golden Palm, yes? You’ve seen them clear a build- strange power is subtle and difficult to control compared
ing with a single leap, knock an ogre senseless with a barehand- to arcane and divine energies. The powers and abilities
ed blow, pluck crossbow bolts fiom the sky, if what Madam told monks master with the use of hi enhance their physical
me is cowect. skills and allow them to perform feats of agility and
You will learn little of that here. strength that few others can match. Ki energy allows a
KI MAGIC

monk to stun an opponent with a single strike, resist the their inner strength, they rely on arcane study, practice,
effects of poison and magic, move at incredible speeds, and experimentation. Many arcane monks see standard
cure his wounds, and commit other incredible deeds. monks as ignorant bumblers who merely toy with the
While a monks powers are impressive,they are somewhat powers the arcane monk truly masters. From their point
limited. They are not flashy or destructive, like a wizards of view, monks see arcane martial artists as perverting the
fireball, or capable of causing changes over a wide area, purity of their studies by introducing arcane methods and
such as a cleric’searthquake or miracle spells. Still, within the theories into its domain. While some orders work togeth-
limitations of his understanding of hi, the monk does er peacefully, many endure strained at best relations.
quite well for himseE.
Not every order is satisfied with this limited under- I N YOUR CAMPAIGN
standing of hi. Some monks spend less time perfecting Ki magic presents an alternative to the standard monk.
their martial arts and more poring over ancient texts that Compared to the other classes, monks have virtually no
describe and detail the ca choice for customizing their abilities as they gain levels.
out history, monks, wiza Fighters have access to a multitude of feats. Rogues accu-
been intrigued by the possibilities re mulate copious skill ranks and can focus on a tight range
In particular, powerful of abilities or dabble in a number of areas. Wizards and
“diamondsoul”-to sh clerics can alter their daily selection of spells to fit a spe-
deflecting magic spells cific situation or to reflect a caster’s tactics and prefer-
energy source capable ences. Players may come to expect certain abilities from
many sages to endlessly r monks. Introducing the arcane monk can catch players
ing methods of monastic off guard and present a viable alternative to someone who
However, most outsid chance of ever likes the monk concept but is unhappy with the class’s
attaining the same le abilities. Arcane monks are slightly better in combat situ-
monk has with his b. Mol a1 monks, though these enhanced abili-
more than reading a few t f their defensive potential, particu-
ries, and conducting a few esistance, and eventual dam-
rigorous exercise, me present a middle ground
person unlock the potential of his he arcane monk is more a
use it, and control it. While researc
attempt to unlock the secret of other source for arcane monks
someone with a monks trainin ively simple. An existing
and potential for handling ki all monks in addition to stan-
potential. nks are rare, their monas-
The arcane monk blends the spellcasting ability o particular, if arcane monks
sorcerer with the marital arts prowess of a standard monk. , the long years of struggle
Unlike other spellcasters, his abilities and spells are ting martial artists to the
fueled by his personal ki energy. Furthermore, the arcane
monk learns to tap into the hi that flows through the You can also use arcane monks as the backbone of a pre-
world around him, allowing him to create much more viously undiscovered civilization or distant, foreign
powerful magical effects than a normal monk can. While realm. The monks make passable foot soldiers, though
monks are capable of wondrous feats, their abilities alter their spells are their true strength. Their melee skills
and improve their bodies. The arcane monk learns to combined with their magical power can serve to catch
channel his hi to produce gouts of flame, hurl acid at his even the most jaded players off their guard and help inject
foes, and drain strength from his enemies while restoring a distinct flavor and identity into a kingdom or other
his own. realm in your world.
Arcane monks normally build monasteries and other The extent of the rivalry between traditional monks
strongholds separatefrom other monastic orders. In some and arcane ones is matter you should decide for your cam-
areas, the two sides compete for recruits and actively paign. If the two harbor hatred, you should create a reason
struggle against each other for supremacy. Both schools of why. Perhaps the original arcane monks studied at a tradi-
martial arts embrace radically different views and teach- tional monastery then betrayed the sacred pact they
ings on the role of ki and the proper methods to manipu- entered to preserve but never alter or share the secrets
late and apply it. Arcane monks tend to be more extro- they learned.
verted and inquisitive about their powers. Rather than
relying on quiet meditation or contemplation to master
KI MAGIC

Religion: Arcane monks worship gods of magic,


RCANF MONK health, strength, and war. Generally, a monastic order
Fusing a knowledge of arcane magic with intensive train- selects one or two deities as patron gods. Usually, these
ing in the martial arts, arcane monks learn a unique brand deities each represent one of the aspects of the arcane
of magic that makes them powerful, magical warriors. monks’ abilities. Magic and strength gods are the two
Arcane monks stand at the forefront of any battle, incor- most popular for this purpose, as arcane monks seek to
porating their magical techniques into combat maneuvers combine the arcane principles of magic with the more
that allow them to deliver spells without drawing attacks. practical, physical teachings of martial arts.
Unlike other spellcasters, arcane monks eagerly engage Some monasteries form small, unique cults dedicated
the enemy in melee. Other monks may be superior mar- to the worship of the monk or monks who founded the
tial artists, but when an arcane monk combines his order. These ancestral cults treat their forebears as saints
unarmed attacks with his spells he can deal more damage and minor deities. While no clerics of these orders have
in a single strike than other monks can in two or three. yet been encountered, the monks believe that their
Adventures: As part of their training, most arcane founding fathers transcend death and instead go on to a
monks leave their monasteries and seek their way in the near divine state after mastering the principles of arcane
world. By pitting their martial and magical arts against martial arts.
monsters and other threats, young arcane Background: Most arcane monks stud-
monks hope to improve their skills ied for several years at an isolated
and master new magics. As their monastery. There, they learned the
quest to master their skills pro- basics of martial arts and magic.
gresses, they also pool money After several years as an appren-
and eventually create a tice, a monk is sent forth to
monastery of their own. explore the world and test
Many arcane monks his training. only after sur-
seek to establish their viving on his own for a
own schools to pass few years may the monk
along the skills they return to his studies.
have mastered, the However, many monks
philosophies they em- choose to continue on
brace, and the theo- their own and pursue the
ries they espouse. adventurer’s life or take
Characteristics: up some cause.
Arcane monks study Adventuring arcane
martial arts similar to monks are either fresh
those pursued by stan- from training in their
dard monks. Their bare- monastery and eager to see
handed strikes can hit with the world, or experienced trav-
the same force as a longsword elers who have wandered the
or greataxe, though they cann road for a year or two and are now
strike as rapidly as other monks. used to the excitement and promise of
Furthermore, they learn to master their ki and
hone their bodies’ defenses against spells and disease. Arcane monks hail from a diverse range
Arcane monks cast spells much like sorcerers. They of backgrounds. Before joining a monastery, a monk may
master their inborn ability to cast a few spells and never have been a wealthy noble, an abandoned orphan, or sim-
need prepare them before casting. As part of their train- ply a curious youth who felt drawn to the martial arts. The
ing, they learn to meld spellcasting with martial arts. monasteries make no judgement on an applicant’s past
Arcane monks substitute their spells’ somatic compo- deeds and lifestyle. Any would-be monk who has the
nents with elaborate sequences of punches and kicks, physical ability and mental fitness to withstand a
allowing them to attack a foe while casting their spells. monastery’s training regimen is welcome to study there.
Arcane monks can press the attack without pausing to Races: Arcane monks are most commonly human, as
cast many of their spells. that race’s natural tendency to curiosity and experimenta-
Alignment: Mastering martial arts requires dedication, tion makes them more likely to embrace the arcane
commitment, and focus. Only lawful characters may monks training. Tradition-bound, many see arcane
become arcane monks. monks as corrupters of the original teachings of the mar-
KI MAGIC

tial arts. Elves, half-elves, and half-orcs also join this class. Concentration (Con), Craft (Int), Escape Artist (Dex),
Elves and half-elves are always fascinated by new experi- Jump (Str), Knowledge (arcana) (Int), Listen (Wis),
ences, and their love of magic makes them more apt to Profession (Wis), Spellcraft (Int), Swim (Str), and Tumble
view the arcane monks path as a fascinating new devel- (Dex).
opment rather than a twisted blasphemy of true martial skill Points at 1st Level: (4 t Int modifier) x 4.
arts. with their great physical strength, half-orcs excel at skill Point at Each Additional Level: 4 + Int modifier.
both the martial arts and the arcane monks arcane teach-
ings. As half-orcs normally face steep hurdles to learning Class Features
magic, the prospect of not only learning it but mastering All of the following are class features of the arcane monk
a style uniquely suited to their natural tendencies attracts Weapon and Armor Proficiency: Arcane monks gain
many to this class. proficiency with neither armor nor shields. They are pro-
Other Classes: Arcane monks have a natural ficient with the following weapons: club,
rivalry with their more traditional brethren. crossbow (light or heavy), dagger, han-
The two classes often compare their fighting daxe, javelin, kama, nunchaku, quarter-
styles and engage in good-natured rivalries staff, shuriken, siangham, and sling.
to outperform each other. Sometimes While an arcane monk has no training
this rivalry can turn violent, espe- with armor, his intuitive sense of hi ener-
cially if the monks have gy and his intense training give him a
radically different sixth sense that allows him to dodge
alignments. Arcane blows. The arcane monk adds his
monks respect the Wisdom bonus to his armor class.
spellcasting abilities of In addition, as he gains an addi-
wizards and sorcerers, tional bonus to his AC, repre-
though they often senting awareness and intu-
believe that perhaps those ition. Therefore, the arcane
casters should pay as much monk does not lose these
attention to their physical bonuses when he is
well-being as to their studies. caught flatfooted or
Arcane monks have no special would otherwise lose his
like or disllke for other classes. Dexterity bonus to AC.
If the monk is held
GAME RULE INFORMATION immobile, he loses
Arcane monks have all the fob these bonuses.
lowing game statistics. While the arcane
Abilities: Strength is the monk is trained to
arcane monk's most impor- fight and cast spells, he
tant statistic as it regulates his suffers an arcane spell
spellcasting ability and can failure chance when
improve melee attacks. Wis- wearing armor or carry-
dom provides an arcane monk ing a shield. In addition, if
with his defensive skills and dic- he wears armor or carries a
tates the effectiveness of his spe- shield he loses the AC bonus
cial abilities. Dexterity improves his granted by his level and does not add
armor class, an important consideration as arcane monks his Wisdom bonus to his AC.
normally shun armor. Spells: An arcane monk casts arcane spells. The monk's
Alignment: Any lawful. selection of spells is extremely limited. Like a sorcerer, he
Abbreviation: Arm gains a limited set of spells that he may cast many times
Starting Money: 5d4 gp. per day Rather than prepare spells, each time he casts he
Hit Die: d8. chooses one spell he knows to use. The arcane monk
learns to cast his spells by drawing on ki energy to shape
Class Skills arcane effects. Loud, flashy magic such as fireball is gener-
The arcane monks class skills (and the key ability for ally beyond the capabilities of b energy. Instead, the
each skill) are Alchemy (Int), Balance (Dex), Climb (Str), arcane monk focuses on spells that augment his unarmed
KI MAGIC

attacks and increase his combat abilities, such as bull’s Flurry of Blows: The arcane monk may launch a rapid
strength and haste. succession of attacks at his opponent, sacrificing accuracy
The arcane monk learns martial arts maneuvers that for the chance to land multiple hits. The monkgains one
replace somatic spell components with carefully designed additional attack a t his best base attack bonus, but he suf-
unarmed attacks. Thus, the arcane monk may cast any fers a -2 penalty to all of his attacks for the round. The
touch spell as a free action in conjunction with a full- arcane monk must use the full attack action to use this
attack or attack action used to make an unarmed strike. ability. A monk may also use flurry of blows when fight-
The monk executes a quick series of strikes that hammers ing with a kama, nunchaku, or siangham. If fighting with
his foe and activates his spell. When the arcane monk one weapon, he may make his extra attack with the
uses his spells in this manner, he does not draw an attack weapon or barehanded. If fighting with two weapons, he
of opportunity for spell casting. uses one of his weapons for his normal attack(s) and his
The arcane monk may opt to use a ranged touch spell in other weapon for the bonus attack granted by this ability.
melee. Rather than hurl the spell effect or aim it at his foe, bonus to damage when
he delivers it via a melee touch attack. The arcane monk hand weapon in this manner.
may use a free action to cast and deliver this spell as sense and agility
described above. d area effects. If an
When using a melee touch attack, the arcane monk t a Reflex save against an attack
may deliver the spell with an unarmed attack. Roll to hit n a successful save he
as normal. If the monk hits his opponent’snormal AC, he onk may use this ability if
delivers damage for his unarmed strike and deals the asion counts as an extraor-
touch spell’s effect. If he hits his foe’stouch AC but not his
normal one, the touch spell takes effect but he does not 1, the arcane monk gains
deal melee damage. he lacks the prerequisite

the maximum spell level he he arcane monk gains a +2


and the saving throw DC ike effects from the
s arduous training and medita-
in order to use it. The D es against mental compulsion and
against an arcane mon
arcane monks Streng e arcane monk’s body
their physical prowess to t resists and destroys
Physically strong monks iseases that attempt to infect his body. This ability
power necessary to p es not apply to magical diseases such as mummy rot or

magical training, the


arcane monk learns to hold a touch spell in his off hand
grant him a bonus spell of that while casting one on to his primary hand. At 5th level the
bonus spell and gains access to spells of that level. arcane monk may hold two touch spells, one on each
Unarmed Strike: Just like their traditional brethren, hand. If he has already cast a touch spell, he may cast a sec-
arcane monks are trained to fight unarmed. They deal ond one without losing the first. If for some reason the
more damage than normal, as shown on their advance- monk casts a third touch spell before discharging either
ment table. Small size monks deal one die size smaller in spell, he must choose one of the two spells he holds to
damage with their strikes. At 1st and 2nd level, such replace with the one he just cast.
monks deal Id3 damage. An arcane monk gains the bene- Slow Fall: If an arcane monk is within is within arm’s
fits of the Improved Unarmed Strike feat and thus does reach of a wall or similar structure, he can slow his
not draw attacks of opportunity when he attacks. descent from a fall in order to avoid damage. At 6th level,
When fighting unarmed, the arcane monk uses his fist reduce the total distance he falls for purposes of deter-
interchangeably along with his feet, elbows, and knees. mining damage by 20 ft. At 9th level this distance increas-
When fighting with a melee weapon, he may use either es to 30 ft., while a t 12th it increases to 50 feet. At 18th
the weapon or his unarmed strike as an off-handed strike. level, the arcane monk can fall any distance without tak-
A monks barehanded attacks deal normal damage ing damage.
rather than subdual. However, when grappling an arcane Leap of the Clouds: At 7th level, the arcane monks
monk may choose to deal subdual rather than normal jumping distance is no longer limited by his height.
damage.
KI MAGIC

TABLE6-1: T H E EX-ARCANE M O N K
Base Fort Ref Will

TABLE6-1 CONT'D:ARCANEM O N KSPELLSPER DAY TABLE6-2: ARCANEM O N KSPELLSKNOWN


Level 0 1 2 3 4 5 6 Level 0 1 2 3 4 5 6

2 3 0 - - - - -

" v

7 6 4 4 2 " - - -
8 6 4 4 3 - - -
9 6 4 4 3 - - -
10 3 3 3 2 0 - 10 6 4 4 4 2 " - -
11 6 4 4 4 3 - -
12 6 4 4 4 3 - -

1 4 4 3 3 3 3 1 - ..
lA -
6 A 4 A 4 3 -
15 6 4 4 4 4 3 -
16 6 5 4 4 4 4 2"

1 8 6 5 5 5 4 4 3

2 0 4 6 6 6 4 4 4 2 0 6 5 5 5 5 5 4

"Provided the arcane monk has a high enough Strength


Thunderstrike: At loth level, the arcane monk learns to gain a bonus spell of this level.
to channel a wider range of power. He may cast any spell
that deals damage as an attack action, though if the spell is ment bonus to hit or damage. He may now simply injure
not delivered via touch or a ranged touch attack casting creatures that would normally resist his attacks. At 13th
the spell replaces his melee attack. However, as per the level, his bare hands function as +2 weapons for purposes
attack action he is not subject to attacks of opportunity of defeating damage reduction. At 16th, they count as +3
when using his spell. weapons for this purpose. The monk still does not gain an
Ki Strike:At loth level, the arcane monk learns to emit enhancement bonus to his attacks and damage, but he
a continuous ki energy sheath around his hands, feet, may now defeat more powerful damage reduction.
elbows, and other joints he uses to strike unarmed blows. Improved Evasion: At 11th level, an arcane monk
When he uses unarmed blows to attack a creature, he takes half damage on a failed Reflex save. He still takes no
counts as fighting with a +I weapon for purposes of de- damage on a successful one.
feating damage reduction. He does not gain an enhance- Arcane Strike:At 15th level, the arcane monk learns to
KI MAGIC

channel his ki energy to cloak his body in a crackling field 4 aiv walk, enervation, freedom of movement,fire shield,
of energy three times per day. When making an unarmed greater magic weapon, improved invisibility,inflict critical
attack, he may choose to add an energy descriptor to his wounds, polymorph seli poison, shout, stoneskin.
damage. He may select from acid, cold, electricity, fire, or 5 dimension doov, fly, lightning bolt, righteous might, slay
sonic. When he strikes, his unarmed damage is consid- living, telekinesis.
ered to be the type he choose. The arcane monk must 6 cone of cold, ham, ivon body, mass haste, repulsion, Tenser’s
spend a full-round action summoning the hi energy he transformation,
needs to activate this ability. During this round, he must
choose the type of energy he wishes to use. For 10+ the
arcane monks Strength modifier rounds, his unarmed
attacks deal that type of damage he selected. He gains no MONK
other benefits from this attack. For example, if a monk
uses this ability to deal fire energy, a troll cannot regener-
ate damage it sustains from the arcane monks attacks. The path of the arcane monk repels many martial artists
However, the arcane monk cannot ignite flames with his because the principles of warfare corrupt the basic
hands or otherwise gain any other benefits from this premises of their monastic orders. Ki is to be tended to
ability. If a creature takes double damage or any other and guided, not brutally torn from the environment and
additional damage from an energy type, the monk deals reshaped into bolts of lightning or fiery blasts. Traditional
the extra damage. monks believe in finding strength and energy within
Perfect Self: At 20th level, a monk is forevermore treat- themselves. Using spells and magic is the cheater’s way
ed as an outsider rather than as a humanoid. Additionally, out, the path of least resistance, on the road to martial arts
the monk gains damage reduction 20/+1.The arcane mastery. Many orders teach that each successive lesson a
monks body becomes infused with raw ki energy, trans- monk learns is critical for his total depth of understand-
forming him into something more than a normal ing and personal growth. Using magic as a short cut
humanoid. grants power void of understanding. Thus, monastic
orders obey strict rules that prohibit students from
EX-ARCANE MONKS advancing in their studies should they stray from the path
An arcane monk who turns to a non-lawful alignment and seek training with others.
may not gain additional levels in arcane monk, but retains The monks of the cloaked fist are a result directly from
the use of his arcane monk spells and abilities. this attitude. A shadowy, hidden network of magically
Similar to monks, arcane monks face special restric- adept monks, the cloaked fists are typically those who in
tions when taking levels in other classes. If an arcane the course of their training have discovered an inborn tal-
monk ever gains a level in a class other than arcane monk ent for magic similar to a sorcerer’s. Sages theorize that
he may not gain any further levels in arcane monk. these monks come from the same arcane bloodlines that
The arcane monk retains the use of his previously gained produce innate magical ability in humans and other races.
arcane monk abilities and spells. This restriction does not Sorcerous potential mixed with training that allows a
apply to prestige classes, but it does apply to the monk monk to unleash his ki produces a strange new form of
core class: arcane monks and monks practice talents that magic. Cloaked fists master a magical spells, but more
appear closely linked, but the philosophies behind them importantly, the interplay between their ki and their
are vastly dissimilar. magic causes them to physically revert to the ancient
ancestor whose blood provides the foundation for their
ARCANE MONK SPELL LIST magic. As a monk gains in power, his body becomes resis-
detect magic, disrupt undead, flare, guidance, resistance, tant to poison, disease, and magic. These alterations trig-
read magic, virtue. ger his latent magical powers in strange, uncontrollable
burning hands, chill touch, endure elements, entropic ways. A monk with draconic heritage grows scales and
shield, expeditious retreat, inflict light wounds, muge amor, claws, while one with a demonic background sprouts a
magic weapon, shield, shockinggasp, true stvike. barbed tail and fangs.
acid awow, aid, bull’s strength, cut’sgace, death knell, Needless to say, most monks of the cloaked fist hide
endurance, ghoul touch, inflict moderate wounds, invisibili- their appearance from strangers. A monk‘s physical
ty, minor image, resist elements. changes have little to do with his personal morality and
contagion, haste, inflict serious wounds, keen edge, protec- beliefs. A heroic monk cursed with the taint of demonic
tion fiom elements, uampiric touch, water walk. blood must live with his horrid appearance. Luckily, a
monk‘s bearing and heritage have no effect on his mental
state or beliefs.
KI MAGIC

The cloaked fists received their name for their tenden- Ancestral Aspect: At 1st level, the cloaked fist begins
cy to wear long, bulky robes that hide their appearance. to exhibit traits of his ancient forefathers. He must choose
Monks rarely gather for political or military reasons. one of the following aspects: angelic, demonic, draconic,
Their position is merely to practice their religion in a sup- or godlike. As he advances in this prestige class, he gains
portive environment outside of societal confines. The traits from his chosen aspect’s advancement chart. When
cloaked fists are good, neutral, and evil in roughly equal a cloaked fist reaches 2nd level, he gains aspect A from his
proportions. Rivalries amongst them are common. As a chosen path, aspect B at 3rd level, and so on.
monks outward appearance has no connection to his Martial Artist: A cloaked fist continues his martial arts
inner beliefs, evil monks with angelic miens rejoice in training. To determine his unarmed attack bonus,
using their cover to commit terrible deeds. Many good- unarmed damage,AC bonus, and unarmored speed, stack
aligned warriors amongst the cloaked fists make it their his levels in this prestige class with his levels in monk. If
personal crusade to track down and destroy such monks, the cloaked fist does not yet have levels in monk, he gains
particularly those with the fortune to claim a saintly those abilities as a monk whose level equals his level in
ancestor. this class. Though rare, some warriors with mystic
Hit Die: d8. heritage learn martial arts at the feet of cloaked
Abbreviation: Cft fist after pursuing some other path early in their
adventuring career.
Requirements Spells: Cloaked fists learn and cast
To become a monk of the arcane spells similar to sorcerers.The spells
cloaked fist, a character a cloaked fist knows are chosen from the
must fulfill all the follow- sorcerer and wizard spell list. A cloaked
ing criteria: fist is limited to casting a predetermined
Base Attack Bonus: t5 number of spells of each level per day,
Unarmed Damage: d8 but he need not prepare his spells in
Knowledge (arcana): 8 advance. The number of spells he can
ranks cast per day is improved by his
Spellcraft: 4 ranks bonus spells, if any. A cloaked fist
Special: A monk of the cloaked may use a higher-level slot to
fist must discover his heritage and cast a lower-level spell if he so
draw out its potential. His ranks in chooses. The spell is still
Spellcraft and Knowledge (arcana) rep- treated as its actual level,
resent his interest in magic and his not the level of the slot
potential to inadvertently unleash the full used to cast it. To learn or cast a
potential of his heritage. spell, a cloaked fist must have a Charisma
score of at least 10 + the spell’s level. The
CLASS SKILLS Difficulty Class for saving throws against
The monk of the cloaked fist class skills cloaked fist spells is 10+ the spell’s level t the
(and the key ability for each) are Balance cloaked fist’s Charisma modifier.
(Dex), Climb (Str), Concentration (Con), Cloaked fists call on far fewer spells than tradi-
Craft (Int), Diplomacy (Cha),Escape Artist tional sorcerers can. Much of the latent potential
(Dex), Hide (Dex), Jump (Str), Knowledge that powers a sorcerer’s spells manifests as the
(arcana) (Int), Listen (Wis), Move Silently (Dex), cloaked fist’s ancestral aspects.
Perform (Cha), Profession (Wis), Spell-craft Angelic Aspect: Contact between clerics and pal-
(Int), Swim (Str), andTumble (Dex). adins of good-aligned churches and their deities’ planar
skill Points at Each Level: 4+ Int modifier. servants sometimes leads to the birth of half-angel mor-
tals. Such children commonly go on to become powerful
Class Features champions of good, taking up their parents’ crusade
All of the following are class features of the monk of the against the forces of evil or to expand and protect the
cloaked fist prestige class. church. Over successive generations, the divine blood
Weapon a n d Armor Proficiency: Monks of the that courses through a line’s veins becomes muted until it
cloaked fist gain no additional proficiencies with weap- once again awakens in the cloaked fist. Good-alignedfists
ons, armor, or shields. with angelic blood are powerful champions of good. Evil
KI MAGIC

ones are frightening agents of darkness who use their Demonic Aspect: The foul creatures of the lower
appearance and apparent nature to spy on their enemies planes are sometimes called forth by twisted, power-hun-
and spread terror from behind a veil of innocence. gry cultists to breed with their membership. Over several
Aspect A: At 1st level, the angelic monk experiences a generations, the obvious marks of this heritage slowly
surge of divine energy. Once per day, he may smite an fade only to reappear in a monk of the cloaked fist.
opponent with a melee attack. Upon gaining this ability, Tragically, while such a martial artist may appear to be a
the monk chooses one alignment aspect (law, chaos, good, horrid, demonic creature, in truth he could be a valiant
evil). He may now smite opponents of that alignment crusader for good. ‘While a demon’s bodily traits may carry
once per day. Before making his attack, the cloaked fist from generation to generation, its propensity for murder
must announce that he wishes to use this ability. On a suc- and destruction does not.
cessful hit, he inflicts bonus damage equal to his total hit Aspect A: At 1st level, a demonic cloaked fist develops a
dice. Once a monk has chosen an alignment aspect, all of tough, scaly hide. He gains a ti natural bonus to AC and
his future powers work a ult of this transformation,
descriptions, the monks ompetence penalty to all Bluff and
smite power works against. made with good or neutral creatures.
The monk also takes on some of his ancestor’sphysical ’s feet and hands develop
traits, granting him a t2 bonus to Bluff and Diplomacy r +2 damage with his unarmed
checks. He looks slightly more attractive and acquires a armed attacks count as a +I
noble, comforting bearing.
Aspect B:At 3rd level, the angelic monk gains the ability
to detect his opposed es of his heritage, he does
spell, such as detect evil o . Once per day as a free
ability the monk may use at will. Th es for a barbarian entering
the number of times per day the m may enter a blood frenzy.
this ability. h and Constitution for
Aspect C: At 5th level, t creased) Constitution modifi-
grants him resistance to ttack the closest living
gains fire, acid, and cold cannot willingly leave
a +2AC bonus against cre inues to fight until his frenzy ends. In
Regardless of his align pponent in melee he
creatures enjoy the prot use his next action to
The angelic monk also gains ng a standard attack
smite ability. me with rage during
Aspect D: At 7th level, th hese frenzies and sometimes fails to notice that an oppo-
off his opponents. He may ca nent no longer poses a threat.) This ability is usable once
times per day against
protection from evil, protection from goo Aspect D: At 7th level, infernal magic courses through
In addition, his resistance against acid, cold, and fire the cloaked fist’sform. His unarmed attacks now count as
increases to 10. +2 weapons for defeating damage resistance. In addition,
Aspect E: The angelic monk becomes infused with his fire resistance increases to IO and he gains cold and
divine energies as the nearly full potential of his blood- acid resistance 5 .
line is unleashed. The monk may cast flame stnke at a cast- Aspect E: At 9th level, the demonic cloaked fist under-
er level equal to his hit dice three times per day Calling goes a radical change in his physical form. His scaly hide
upon his ancestors (or perhaps their demonic rivals if the thickens, granting him a +2 natural bonus to AC. He
monk is evil) he summons the cleansing fire of judge- sprouts a long, barbed tail dripping with venom. The tail
ment to smite his enemies. In addition, the angelic monk deals ld6 damage on a successful hit (plus half the
gains an additional use of his smite ability per day. cloaked fist’s Strength bonus) and poisons his victim. The
Aspect F: At loth level, the angelic monk becomes a liv- fist’s venom deals an additional ld4 Strength damage as
ing weapon against his opposed alignment. He gains a +2 its primary effect and Id4 Strength as its secondary effect.
bonus to hit creatures of his opposed alignment, does an The Fortitude save DC to resist the poison is 15.The monk
additional +2 damage,and deals divine energy rather than produces enough venom to use his poison 3 times + his
physical damage with his barehanded strikes. Thus, his Constition modifier per day. While using his blood rage
attacks ignore all damage reduction unless a creature has ability, he gains an additional two doses of poison.
a specific resistance to divine energy.
KI MAGIC

TABLE6-3: THE CLOAKEDFIST


Base Fort Ref Will Spells per Day

10 +7 +3 +7 +7 Aspect F 3 3 2

The demonic monk may use this tail to attack as part of TABLE6-4: CLOAKED
FIST SPELLSKNOWN
Level 0 1 2
his standard unarmed attacks, but he suffers a -2 penalty
to his tail attack and all others for that round. If he uses L _.
his tail while using the flurry of blows ability, he suffers a
-4 penalty to his attacks. Otherwise, he may make all his A A 2*
- -
attacks for the round using his tail a t no penalty. The 5 5 2
"
cloaked fist can use his standard or unarmed base attack
7 5 3 2"
bonus when using his tail. 8 5 4 2
Aspect F: At loth level, the demonic monks feral nature 9 6 4 3
grows to allow him to enter his blood frenzy twice per day. 10 6 5 4
In addition, he no longer runs the risk of wasting attacks
*Provided the arcane monk has a high enough Strength
on defeated opponents and can voluntarily end his rage at
to gain a bonus spell of this level.
any time.
Draconic Aspect: With their ability to change shapes
and their propensity to mingle with other races, dragons Aspect B: At 3rd level, the draconic monk gains the keen
commonly breed children with a range of other creatures. senses of his ancestor. He gains darkvision with a 120-foot
Over successive generations, the more extreme physical range and the Scent creature special ability. His eyes take
traits present in a half-dragon slowly fade. In some on a color similar to that of his dragon ancestor, and his
families, later generations develop innate magical abili- nose transforms into a short snout.
ties, as witnessed with sorcerers. In others, their ancient Aspect C: At 5th level, the draconic monks hands and
ancestry is forgotten until a young monk reconnects with feet transform into clawed talons. He gains a +2 bonus to
his heritage as a manner of course during his training and damage inflicted with his unarmed attacks. In addition,
development. he gains resistance 10against the energy type associated
Aspect A: At 1st level, the monk shows the first traits of with his draconic heritage in the table above. For exam-
his ancient heritage. His skin turns to thick scales, granti- ple, a draconic cloaked fist with a white dragon ancestor
ng him a t 2 natural bonus to AC. In addition, the monk gains cold resistance IO.
must choose the nature of his ancestry. The type of drag- Aspect D: At 7th level, the draconic monk gains the
on he claims a relation to dictates the color of his scales ability to fire a short blast of his associated energy type.
and the nature of his future abilities.The draconic monks Once per day, he may make a ranged touch attack against
scales match the color of his ancestor's. a single foe. On a hit, he deals ld4 points of damage per
level in this prestige class. The monk deals energy damage
of the type associated with his draconic heritage.
For example, a draconic cloaked fist with a gold dragon
ancestor deals fire damage with this attack. This attack
Red Fire is a breath weapon that counts as a supernatural ability.
Aspect E: At 9th level, the draconic cloaked fist sprouts
Brass Fire a pair of short, stubby wings. He may fly at normal speed
with average maneuverability. In addition, the draconic
monk gains an additional use of his breath weapon
Silver Cold per day.
KI MAGIC

Aspect F: At loth level, the monks creature type turns to Upon completing this spell, you may strike distant foes
dragon. He is no longer affected by spells such as charm with your unarmed attacks. You look towards your foe and
person, gains immunity to sleep and paralysis attacks, and make your attacks as if your opponent stood right in front
is completely immune to the energy type associated with of you. As you strike, a ghostly image of you appears in
his dragon ancestry In addition, the cloaked fist now front of your foe and makes your attacks against him. Your
uses d6s to determine the damage his breath weapon opponent must be within 60 feet and you must be able to
attack deals. see him. You make your attacks as normal and deal full
Godlike Aspect: Cloaked fists whose ancestry traces damage.
back to gods or godlings have incredible health, strength,
and resistance to mundane concerns such as disease and Ghost's Touch
poison. Their divine blood causes them to develop mag- Transmutation
netic, forceful personalities. Level: Arm1
Aspect A:The godlike cloaked fist gains a +2 bonus on all
saving throws against poison and is immune to all mun-
dane, non-magical diseases.
Aspect B: At 3rd level, the cloaked fist begins to develop
a stronger, tougher body. The cloaked fist gains the
Toughness feat and a +1bonus to Strength.
Aspect C: The cloaked fist's heritage becomes more read- of your body used to
ily apparent. His body alters slightly to give him a more e glowing and insubstan-
attractive, magnetic appearance. When the fist enters (within the spell's dura-
a room, others notice. He gains a +2 bonus to Charisma armor and shield bonus-
and a +2 competence bonus to Blu hrough such defenses,
timidate checks. them with your full
Aspect D: The cloaked fist ga tack incorporeal crea-
s normal; they do not
of his race. nore any damage an

gains a +2 bonus on sav

Aspect F: At loth level,


tion of the god or godlin
gains spell resistance 25. astingTime: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft. radius spread
Duration: Instantaneous
Saving Throw: Reflex half
The spells presented here are available to both monks of Spell Resistance: Yes
the cloaked fist and arcane monks. Unless noted other-
wise, they are not available to other spellcasting character You call upon the power of your kt to craft a small horde
classes. of rampaging dragons sculpted from raw energy. The
beasts charge over anything standing within the spell's
Distance Punch radius, grinding them into the ground and setting them
Transmutation alight. Creatures in the spell's area take ld4 damage per
Level: Arms caster level. In addition, if they miss their Reflex saves
Components: V; S they are knocked prone, set alight, and continue to burn
Casting Time: 1action on subsequent rounds.
Range: Personal
Target: You
Duration: 1 round/3 levels
KI MAGIC

Hurricane Kick Reverse Foe's Strength


Transmutation Transmutation
Level: Arm2 Level: Arm3
Components: V, S Components: V, S
Casting Time: 1action Casting Time: 1 action
Range: Personal Range: Personal
Target: You Target: You
Duration: 1 round Duration: 1 round/3 levels

Magical energies surges through your body, allowing you While this spell is in effect, you can turn your foe's attacks
to make a single, powerful attack that sweeps aside all ene- against him. Once per round, you can force an opponent
mies around you. During the spell's duration, each melee who targets you with a melee attack to instead target him-
attack you make autom self. With a great move and throw, you twist your oppo-
within your threatened a nent around and turn his strength against him. If your
compare the result again opponent hits, he must roll damage as normal against
All creatures you hit take himself. If a foe attacks you multiple times in a single
you roll only once to determin round, such as by taking the full attack action, you may
In addition, if you have the C choose which of his attacks to alter with this spell.
you may use them with t
using either of those feats, his spell apply to Storm o f Fists
those strikes. Conjuration (Creation)
Level: Arm6
Jumping Monkey Whirlwi
Transmutation
Level: Arm5
Components: V, S
Casting Time: 1action
Range: Personal
Target: You conjure a small fleet of
Duration: 1 round/3 levels every five caster levels.
ts make an attack at your
During this spell's duration, you transform into a boun bonus and situational modi-
ing, erratic bundle of en
action, you may move your full speed between eac our barehanded attacks modi-
attack. This movement does not draw an attack of oppor- that you do not need to make
tunity, but you must use your full allocation of attacks. is spell. You may fight
After making your final attack, your movement ceases.
For example, a 13th-level arcane monk receives two
attacks per round, three if he uses a flurry of blows. He Sundering Strike
may move, make his first attack, move again, make his sec- Transmutation
ond attack, then move again and attack if he chooses the Level: Arm1
flurry of blows action. You cannot attack, move, then end Components: V, S
your action, nor can you choose to use an attack on a wall Casting Time: 1 action
or other inanimate object. As part of the spell, you launch Range: Personal
yourself off your enemies and use the momentum of your Target: You
blows to propel yourself forward.You movement does not Duration: 1 round/2 levels
need to be in a straight line. If your first movement is a
charge attack action, you gain the benefits of the charge During this spell's duration, your hands, feet, and other
against all your targets. parts used to make martial arts attacks are surrounded by
a field of energy capable of smashing through inanimate
objects. When you make unarmed attacks during the
spell's duration, you ignore your target's hardness rating,
if any.
MADNESS MAGIC

The word, the run, the poweu, the sun, oh my, oh my, I can feel itx child, this is our path. The mind sees the truth and spillsforth
the power flow, and go, and go, through the gate of a million that knowledge to the world around it,forging a new reality and
dreams, the call of the wild ones seeks my heart and captures my pushing the cosmos to dance to my tune. The mundane mind
soul. The gate of the soul, sundered and open, I saw it, oh yes I sees, and comprehends,and obeys, but the opened mind sees, com-
did, I saw it with my own mind’s eye. yes, the power, the power. prehends, and stands defiant. what is reality, child? The shack-
o h but I have lost myself again, haven’t I? You seek knowl- led mind says reality is what it sees and experiences. It accepts, it
edge, the key of the gate. inward it lies, child, inward it lies. Seek endures, it allows the world to run roughshod over its potential.
the word of the gods from beyond the astral curtain, some do, The opened mind sees that reality works in two directions, not
yes, yes. one. It learns to absorb, watch, and dictate. It listens and
Fools. All of them. responds, rather than sitting back like a whipped dog, a hapless
The others of the south in their cities of stone and wood turn victim of its master’swhims.
to books and tomes of ages old, but tell me child, would the Ah, you ask of control. It will come with experience.Today you
ancients hide their secrets in parchment, protected by nothing overextended yourself, and your companions paid for it. I shall
more than a leather cover?Fools, child, all ofthem, too. Steel, cold tend to your bodily injuries, but more importantly, I shall tend to
steel sheathed in hot blood, the power of simpletons. Worth men- your soul. Like the hatchling newly awakened to the world, you
tioning only us example of greater fools, my child, greater fools have opened your eyes to reality Now you must learn to fly.
still.
All of these seek power from without, when it lurks right
under them, right under the top of their heads tucked within
their ever disused minds. We see, we hear, we taste, we smell, we RACKGROUN D
bring reality into our minds and react to it. But those of my If magic is an art, the wizard‘s mind is his paint brush, the
blood, we absorb reality’s truths and spit buck creations of our world his canvas. His intellect governs the power of his
own. Mad they called me in my village, child, when I first saw spells and the power and complexity of the incantations
the things that lurk between, when I tried to warn them, they he can command. Similarly, a sorcerer’s personality and
refused to heed my words, child. magnetism dictate the limits of his powers. In both cases,
They stopped laughing when I burned their precious temple to a spellcaster’s natural traits set the tone for his career.
the ground. Lock me up in that accursed cell, that damned priest Training, hard work, and rigorous mental exercise can
did. i saw i t in his eyes, he knew I spoke the truth. slowly expand a mage’spower, but the bulk of his abilities
The mind need not be a slave to the whims of the world. The are determined a t birth. A healthy, active mind or
spivit need not be beaten into submission by the dictates ofreali- a powerful personality is the first step on the path to
ty. Rebel against the stricturesofthe cosmos,forge your own real- arcane mastery.
MADNESS MAGIC

By the same token, a mage with a diseased mind or Madness mages tend to eccentricity and extreme
twisted personality reflects his shortcomings or sickness beliefs. Some do teeter on the edge of sanity, but those
in his magic. Most of the time, such damaged spellcasters that fully descend to madness either lose the ability to
are simply incapable of producing even the simplest shape their magic in a coherent manner or live their days
cantrip. Insanity shatters the wizards grip on his spells shackled in prison, deemed too dangerous to run free. A
and the sorcerer’s will to master and use his in-born abili- madness mage is much more likely to resemble a ram-
ties. In some cases, however, madness is the key that bling, distracted sage or professor than a howling maniac.
opens strange new vistas of power. An otherwise mun- There is no denying that madness mages do not experi-
dane mortal, from a simple farmer to a skilled enchanter, ence reality as others know it. They create objects out of
can suddenly gain a powerful insight into the inner work- thin air and alter existing ones with but a thought.
ings of reality following a traumatic head injury, sickness, More importantly, their actions leave no trace of magi-
or mental disease. These madmen exhibit the same cal influence. When a madness mage hurls a bolt of acid
general magical traits, including the ability to at a target, he appears to simply create wholly mun-
change reality on a whim. While rare, their dane acid from thin air and physically throw it
condition is common enough that loremas- towards his foe, leaving no sign of burns on
ters and academics have determined that his hand yet still wounding his enemy.
these abilities all share common traits and Madness mages explain they can see the
abilities. Dubbed “madnessmagic” by sages, underlying structure of reality, allowing
this bizarre tradition results from the inter- them to form materials from what
section of a powerful, magically-aware appears to them as a web of materials,
mind with crippling insanity, Yet those energies, and matter waiting to be
who follow this tradition insist that shaped by a capable mind. A mad-
they are the sole voices of reason in a ness mage’s spells are as physically
dumbfounded world. While their real as a falling rock or steel
origins are shrouded in controversy weapon. Detect magic or dispel
and mystery, these spellcasters’ magic have no effect on their
powers are indisputable. spells, as they seemingly have
Madness mages have the power no magical component. Mad-
to bend reality and create new mat- ness mages simply explain that
ter. They create spell effects that they enforce their will on reality,
duplicate the schools of transmuta- forcing it to mold and shape to
tion and conjuration, but their their demands.Wizards and sorcerers
powers are not magical in the tra- work within the structures of reality while
ditional sense of the word. According madness mages learn to twist and manipu-
to these spellcasters, they can see the
underlying structure of reality and In addition to their spell-like
moddy it through sheer force of capabilities, madness mages have the
will. What others see as undeni- capacity to focus their mental abilities
able symptoms of madness, these
mages claim are the reactions of a
reasonable, stable person to the
x!#xA2 and strengthen their power to bend reality.
Sometimes a madness mage can overextend his abilities,
causing a backlash of energy that forces his spells to fizzle
true nature of the cosmos. Those who embrace supposed and leaves him a weakened shell. Madness mages believe
standards of sanity are self-deluded egomaniacs who that reality can only take so much abuse before it lashes
refuse to acknowledge their blindness to the truth. The back at those who would command it. If a madness mage
madness mage shuns the mundane world and turns his tries to focus too much power, he can let loose a tremen-
eye to the secrets that stand before even the simplest dous wave of energy that threatens himself, his allies, and
dullard. He claims to see the truth that others reject for his enemies. Adventuring with a madness mage is a study
the comforting embrace of a simple, easily explained real- in carefully balancing the mage’s ability to dictate reality
ity. Other minds exist in the shackles of cause and effect, with his propensity to push his powers past their reason-
logic, and attempts to explain the unexplainable. The able limits.
madness mage spurns such mental constructs, viewing
them as useless, hollow crutches needed only by the
weak, blind, or foolish.
MADNESS MAGIC

Madness mages are common in barbaric wastelands The awakened eye sees and comprehends the underly-
and other areas where formal magic, as practiced by tradi- ing structure of reality. His mystic insight allows him to
tion wizards, is rare. Sometimes, an otherwise mundane shape the cosmos as he sees fit, though different adepts of
warrior or peasant manifests the madness mage’s abilities this tradition exhibit different capabilities. Some can
after a serious head injury or a bout with a life-threaten- open rifts to the outer planes, calling creatures to fight for
ing disease. Many times, these powers are preceded by a them, while others can cause the air to ignite and burn
radical change in the subject’s personality and habits, their enemies. Whatever the source of their power, these
leading some observers, particularly those attached to adepts are commonly known as madness mages for their
good-aligned churches, to theorize that madness mages bizarre, off-kilter behavior and idiosyncratic view of reali-
are demonically possessed. ty. Traditional wizards in particular scorn these spellcast-
Madness mages find such rubric both amusing and ers seeing them as dangerous, unpredictable madmen bet-
insulting. On one hand, it highlights the ignorance of ter kept in chains than allowed to roam free. Of course,
those unfamiliar with their art. On the other, it bespeaks part of this fear may spring from the wizards’ inability to
the scorn and prejudice more traditional spellcasters feel defeat the madness mage’s magic with spells such as

eye, a reference to their ability to see the reality ot


deny

I N YOUR CAMPAIGN is skills or uncover for-


Madness mages provide a unique sp edge. Others are driven
mortal plane. These
aries, ancient tombs,

and feared. They repr


lable wellspring of unpredictable powe ubjugation of others. These lone
ians and uncivilized areas, madnes hat lurk a t the edge of civilization,
embraced as messen ing little for the repercussions of
hunted as twisted souls tainted by unnatural infl akened eyes engage in quests pri-

tion. Madness mages see reality and magic in a much dif- powers they worship or as a responsibility tied to their
ferent light than other spellcasters. This grants them a e insight into reality. These benevolent awakened
strange, unique perspective on the world, but it does not believe that with great power comes great responsi-
transform them into hyperactive, babbling idiots.
Madness mages should be played as strange and eccentric,
not bubbly and whacky magic through the force of their personality and their
understanding of reality’sunderlying structure.They alter
the world around them to better serve their needs. While
these changes are temporary in nature and limited to a
AD EPT few effects, they are indistinguishable from natural phe-
nomena. Thus, defenses such as spell resistance are whol-
OF TH E AWAKEN FD FYE ly useless against them. The madness mage’s abilities
The adepts of the awakened eye are an enigma to wizards, mimic many of the spells from the conjuration and trans-
sages, and other experts of magical knowledge.Their abil- mutation schools of magic. In addition, madness mages
ities appear to mimic many common spells yet divina- can pool and focus their power, allowing them to sacnfice
tions such as detect magc show no sign of arcane influence the number of effects they can work for more powerful
on their capabilities. Like sorcerers, these spellcasters ones. However, this ability comes at a risk of the madness
need no books, formal training, or other artifacts of tradi- mage losing control of his powers and hurting himself
tional spellcasting. Instead, they simply impose their will and his allies.
on reality and mold it to their needs.
MADNESS MAGIC

Adepts of the awakened eye are hardier and more Madness mages are more common amongst primitive
skilled in combat than wizards. They are proficient with or savage peoples than civilized ones, though the buffers
all simple weapons and can wear light armor. Many of civilization provides seem to make it easier for madness
them stumbled upon their powers after years of life as mages to survive and thrive there. Some cultures revere
simple peasants, mercenaries, or tradesmen. madness mages as philosophers and wisemen.
Alignment: As their nickname suggests, adepts of the Other Classes: Madness mages’ relationships with
awakened eye tend towards chaos over law. They are other classes are dictated primarily by the depth and
eccentric and given to seize on bizarre or nonsensical nature of their eccentricities. They value the presence of
ideas as deep truths. As madness mages view reality in a fighters and barbarians as bodyguards, and see rogues and
much different manner than normal people, their actions sorcerers as critical members of any successful expedi-
and reactions are usually difficult to predict. That does not tion. These classes all provide valuable talents and rarely
mean madness mages are all chaotic. Some are lawful, have any philosophical prejudices against the madness
though this merely shows that their eccentricities and mages’ art. Sorcerers, clerics, druids, and the spellcasting
oddities are predictable rather than random. fighting classes sometimes come into conflict with out-

ressive set of reli-

Others see their gifts as a ness mages, primari-


er themselvesprophets, h pposing views on magic. Madness
of the awakened ey d theories of magic as the prod-
chaos, madness, and ar minds that impose useless struc-
reality. Thus, the two classes often

leaves them with a the following game

ma determines the maximum spell


meditation and magical research. 1 adness mage can access along with the DC of
of the awakened eye are seen eith he uses. To cast a spell, a madness mage must
demonically possessed menac arisma score of IO + the spell’slevel. The adept of
madness mages keep to themse awakened eye gains bonus spells based on his
lonely recluses. In some citie arisma score, and the DC necessary to resist his spells
homeless madness mages prowl the alleys, engaged in quals IO + the spell’s level + the adept’s Charisma modifi-
seemingly senseless rituals dedicated to an incomprehen- r. A high Constitution is also important to the adept of the
sible end. awakened eye, as he must make Fortitude saves in order to
Madness mages have no special link as a group. In some gather his power and unleash it in concentrated bursts.
areas, they band together in loose alliances, but in others Alignment: Any.
they keep a respectful distance or engage in petty squab- Abbreviation: Aae
bles. Adepts of the awakened eye are too eccentric and Starting Money: 3d4 x OI gp.
prone to erratic behavior to form any long-lasting, Hit Die: d6.
durable bonds.
Races: Madness mages appear amongst all races, even Class Skills
monstrous humanoids such as orcs, trolls, and other crea- The madness mage’s class skills (and the key ability for
tures. Amongst the civilized races, they are rare amongst each skill) are Alchemy (Int), Concentration (Con), Craft
dwarves and half-orcs who seem to lack the inherent mys- (Int), Knowledge (arcana) (Int), Profession (Wis), Scry
tical potential to gain the powers of a adept of the awak- (Int, exclusive skill), and Spellcraft (Int).
ened eye. Elves are rarely members of this class despite skill Points at 1st Level: (2 + Int modifier) x 4.
their magical nature. Their strong reliance on the wizards Skill Point at Each Additional Level: 2 + Int modifier.
tradition of magic dissuades them from this path.
MADNESS MAGIC

Class Features The adept of the awakened eye must use a move equiv-
All of the following are class features of the madness alent action to summon the mental focus necessary to
mage. complete a spell. This action does not draw an attack of
Weapon and Armor Proficiency: Madness mages are opportunity, but the madness mage must do this each
proficient with all simple weapons and light armor. They round he wishes to cast a spell. The force of will and con-
learn the basic combat skills and can use their abilities centration necessary to alter reality takes more time and
while wearing armor, unlike other arcane spellcasters. effort to summon than the focus normally needed to cast
Madness Magic: While many subtleties distinguish a spell. The madness mage must use a different move-
madness magic from arcane spells, for most intents and equivalent action for each spell he wishes to cast.
purposes adepts of the awakened eye spontaneously Madness mages may not use metamagic feats to alter
cast arcane spells in a manner similar to the sor- their spells, as their effects are not truly magical in
cerer class. Madness mages have innate magi- nature. Feats such as Spell Focus function as normal.
cal potential. They cast spells from a limited Aspect of the Eye: The adept’s insight into reali-
list of incantations but do not need to pre- ty’s underpinnings grant him several special
pare them from a book as must a wizard. abilities. At Ist, sth, loth, lsth, and 20th
Technically speaking, the adept of the level, the adept choose one of the follow-
awakened eye does not cast a spell. He
merely learns to tweak reality in order Arcane Eye: The madness mage
to produce an effect. Thus, his incanta- learns to see and interpret the magical
tions ignore spell resistance and are immune aura of enchanted objects. He may cast
to the spells dispel magic and greater dispelling. detect mugu three times per day at his
Note that all other effects that destroy spells caster level in this class.
affect the madness mage’s spells as normal, Furious Outburst: Once per
including counterspells other tha day, the adept of the awakened eye
greater dispelling. For example, a allows his pent up mental strain
haste to cancel a madness mage’s slow spell. to burst into a rampant display of
Madness mages also use a modified set of compo- furious rage. He may rage as per
nents. Their material components are mindless, the barbarian class. While raging,
incoherent chants that help focus their concen- the adept may not use his magic.
tration, imposing a -5 penalty to all Spellcraft Jumbled Mind: The madness
checks made to identify their spells. Madness mage’s bizarre inner thought process
mages use material components primarily as a makes it difficult for others to peer into
focus for their thoughts and fuel to power the his mind and influence his emotions,
material transformations they cause, but they never moods, and mental state. He gains a +2
use somatic components. Madness mages mold reality bonus to all saves against enchantment
using the raw force of their personalities, making ar- spells and spell-like effects.
cane gestures useless ornamenta- Magical Outburst: Fusing his emotion-
tion for their magic. Thus, they a1 turmoil with his magical abilities,
do not suffer a chance for arcane the adept of the awakened eye
spell failure when wearing -. learns to create and hurl bolts of
armor or carrying a shield. pure force with the power of his
Despite these differences, madness mages must make all mind. Once per day, the adept
Concentration checks as normal. Any attacks or circum- may use a 1st-levelspell slot to cast magic missile at his cast-
stances that would wreck a spellcaster’s ability to use er level in this class.
somatic components could potentially hinder the adept’s Method in the Madness: With the strange insights
abilities. The madness mage makes all Concentration gained by his warped mind and twisted view of the world,
checks as normal, though he receives a +2 circumstance the madness mage suddenly masters a subject he has not
bonus in conditions that normally inhibit only somatic previously trained in. The madness mage gains four ranks
components. In such a case, the madness mage has diffi- in a class- or 2 full ranks in a cross-class skill. He may not
culty focusing his power but not to the same extent as select a skill exclusive to another class that he does not
other spellcasters. have access to, nor may he violate the limits on the maxi-
mum ranks he may gain in a class based on his level. Any
excess ranks beyond his maximum are lost. The madness
mage may choose this ability more than once, selecting a
ifferent skill to boost each time.
MADNESS MAGIC

Sense Aura: The madness mage may gain a general this power. While the slots have no effect on the spell he
idea of a creature’s alignment by gazing into the material subsequently casts, using them allows him to avoid termi-
firmament that surrounds him. The mage chooses one of nating this ability too early. For example,a madness mage
the following spells: detect chaos, detect evil, detect good, or lying in wait to ambush an approaching monster could
detect law. The madness mage may cast the chosen spell burn slots to hold his shot, so to speak, until the enemy
three times per day a t his current caster level. comes into range.
Power Surge: The madness mage may slowly build up In addition to using this power with a spell, the adept of
his willpower, collecting it in order to release his power in the awakened eye may also use it to enhance the caster
one, great burst. Once per day, the madness mage may sac- level of any aspect of his eye abilities that use his caster
rifice a number of spell slots to produce a single, powerful level to determine their effect.
effect. As a full-round action, the adept of the awakened Taint of Madness: The strain of the madness mage’s
eye focuses his concentration and gathers his will to pro- magic leaves an enduring mark on all who practice it.
duce a powerful spell effect. He chooses a single unused At 1st level and every level divisible by 5 , the madness
spell slot and to sacrifice that round. On his next round, mage develops a bizarre personality trait that makes it dif-
he may choose to either cast a ficult for him to handle mundane situations.The madness

this manner, the madness gains this class feature.


tion check as if he was tryi sib: Theadept of the awakened eye suffers from
a check, he experiences a
the number of spell levels s. Each day, the madness mage
this ability. A spread of arc from a randomly chosen skill.
madness mage, deali his training and functions at
used to fuel this abili his total ranks in a

- - stic sense of his own abilities and skills.


rounds, he counts his caster lev to acknowledge even the most dangerous foes
burned. An adept may not in at. The madness mage suffers a -1 penalty to AC,
twice its normal, non-modified fuses to duck or dodge what he sees as the puny,
not use more than one spell sl ctual attacks of his foes.
of this ability. For instance, a 3rd-level adept could not bsesnon: Tiny trinkets or wholly useless junk capti-
burn two or three 1st-level spells to boost his caster level. s the madness mage, who believes they harbor great
He would have to use one 2nd-level spell and a 1st-level cosmic secrets or whisper the truth of the world. When
one for a three-level increase. not engaged in any other activity,the madness mage whis-
The madness mage must cast a spell immediately after pers to a bauble such as a coin, button, or spool of thread.
using this ability. If he spends any round doing anything The madness mage suffers a -2 penalty to all initiative
other than burning spells or casting the spell he wishes to rolls. Even under the direst of circumstances, his mind
boost, the energy he gathered dissipates violently in a latches on to his “ally”and prevents him from reacting at
catastrophic power failure as if he failed a Concentration full speed to combat and other threats.
check to maintain his focus. Pavanoia: The madness mage gains glimpses of beings
While the madness mage uses this ability, mystic ener- that lurk at the crossroads of reality. Demons, devils, and
gy crackles and shimmers around him, the smell of ozone other outsiders haunt him, making him twitchy, jumpy,
or brimstone floods the area, and the madness mage’s and overly fearful. He suffers a -2 penalty to all Listen and
body twists, contorts, and warps as he attempts to reign in Spot checks. Phantom dangers and tremendous appre-
his power. Balls of energy belch forth from his mouth and hension make him liable to see danger where none exists
lightning crackles from his eyes, alerting his enemies to and overlook obvious material threats.
the power he gathers. Phobia: The adept develops a wide range of trivial pho-
The madness mage may burn spell slots in order to bias that combine to make him a fearful wreck. These
maintain his grip on this power and save it for a spell. For phobias are as bizarre as they are fleeting. The madness
example, after spending a 1st-level spell slot, the madness mage may flee in terror from an ogre’s dented shield yet
mage may burn further such slots to maintain his hold on harbor no fears against the monster itseK. Once per day,
MADNESS MAGIC

TABLE7-1: THEADEPT OF THE AWAKENEDEYE


Base Fort Ref Will Spells per Day

7 +3 i2 +2 +s 6 6 6 4------
8 +4 +2 +2 +6 6 6 6 5 3 - - - - -
9 +4 +3 +3 +6 6 6 6 6 4 -----
taintofmadness 6 6 6 6 5 3 - ---
6 6 6 6 6 4 ----

the madness mage suffers a -2 morale penalty on all TABLE7-2: THE ADEPT OF THE AWAKENEDEYE
L e v e l 0 1 2 3 4 5 6 7 8 9
attack rolls in a single encounter of the GM’s choice. In
addition, the adept suffers a -2 morale penalty on all saves
against fear effects.
Solipsism:A common trait for a madness mage, this taint
causes him to fancy himself as the center of the universe.
All other living things are mere projections of his mind.
While the madness mage may not openly proclaim
himself a god, he secretly believes this is true. He suffers
a -2 penalty to all Reflex saves and Bluff, Diplomacy,
Intimidate, and Sense Motive checks. His arrogant man-
ner makes it difficult for him to relate to others, while
his first reaction to traps and other sudden threats is to
assume they could not harm the most powerful person in
the universe.

ADEPT OF THE AWAKENED EYE SPELL LIST


arcane mavk, create water, detect magic, detect poison, light,
mage hand, mending, open/close, prestidigitation, ray of
frost, read magic.
animate rope, burning hands, command, detect secret doors, sleet stom, slow, stinking cloud, suggestion, summon mon-
detect undead, enlarge,erase, expeditiousretreat, featherfall, ster 111, water breathing.
grease, identify,jump, mage armor, magic weapon, message, black tentacles, bestow curse, detect scrylng, dimension door,
mount, obscuringmist, reduce, shockinggrasp, spider climb, minor creation, mnemonic enhancev, polymorph other,
summon monster I. polymorph self, secure shelter, solid fog.
acid avow, alter self, blindness/deafness, bull’s strength, cut’s animal growth, cloudkill,fabricate,faithful hound, lesser
grace, darkvision, detect thoughts, endurance,fog cloud, glit- planav binding, majov creation, passwall, secret chest, stone
terdust, knock, levitate, pyrotechnics, rope trick, see invisibil- shape, summon monster V, telekinesis,teleport, transmute
ity, summon monster 11, web, whispering wind. mud to rock, transmute rock to mud, wall of iron, wall of
blink, createfood and water, dispel magic,flame avow, fly, stone.
gaseous form, greater magic weapon, haste, keen edge, acid fog, analyze dweomer, control water, control weather,
phantom steed, secret page, sepia snake sigil, shrink item, disintegrate,eyebite,flesh to stone, greater dispelling,
MADNESS MAGIC

lucubration,mass haste, mass suggestion, move earth, pla- Prerequisite: Madness magic class ability
nar binding, stone to flesh, summon monster VI, transfor- Benefit: You gain a +2 bonus to all Concentration
mation, true seeing. checks. When using the adept of the awakened eye’s
etherealjaunt, insanity, instant summons, limited wish, power surge class ability, you maintain a calm, relaxed
magnificent mansion, phase door, plane shift, power word facade. Anyone watching you must make a Sense Motive
(stun), reverse gavitx statue, summon monster mI,tele- check opposed by your Concentration check to notice
port without error, vanish. that you slowly build up arcane energy to unleash a pow-
etherealness, greater planar binding, incendiary cloud, iron erful spell.
body, maze, polymorph any object, power word (blind),
summon monster VIII, trap the soul.
gate, power word (kill), refuge, shapechange, summon mon-
ster IX, teleportationcircle, temporal stasis, time stop, wish. THE GOD-TOUCHER
The mystical power wielded by a madness mage often
arises in the aftermath of a strange or otherworldly expe-
rience, an encounter with a powerful being, or similar

Madness mages, and thei


access to a few feats that a
magical talents. The follo
characters with levels in the inner workings of the uni-
character class or the god learn to combine traditional

BLESSING OF THE MA
commonly encountered
into the inner worki n worship or minor

select an additional aspect of the eye a own the path to madness magic while

footed.

powers usually traffic with demons and devils, though


Benefit: You gain a +2 bonus to Initiative rolls and sometimes a wizard who travels the planes may encounter
Reflex saving throws. a powerful good creature and gain mystic insight as a
result. These spellcasters meet with fear and trepidation
METHOD TO THE MADNESS [MADNESS MAGIC] from others, particularly in areas where the arcane arts are
Your mind is unhinged to such an extent that spells or merely tolerated, rather than embraced.
effects that normally scramble your senses have no effect God-touched casters do not necessarily get along with
on you. Your senses are addled full-time, making it impos- madness mages. Since these spellcasters gain their abili-
sible for some enchantment effects to harm you. ties and insights through contact with divine beings and
Prerequisite: Madness magic class ability other powerful creatures, many madness mages see them
Benefit: You are immune to any spell or spell-like as mortals with partially open eyes. Those god-touched
effect that causes confusion or insanity. who embrace their divine origins and become prophets
normally arouse contempt amongst adepts of the awak-
MONOMANIACAL FOCUS [MADNESS MAGIC] ened eye, particularly those who sneer at divine powers
When casting spells, you blot out all outside distractions, and as relics of imprisoned, closed minds. Regardless of
such as loud noises, attacks, and pain. When using the the two groups’feelings, there is no mistaking the funda-
adept of the awakened eye power surge class ability, you mental connections between the two in terms of their
are able to keep the magical energies you gather in check, magical abilities.
allowinp.vou to collect them in secret.
MADNESS MAGIC

Hit Die: d6. Madness Magic: A 2nd-level god-touched learns to


Abbreviation: Gdt manipulate reality in a manner similar to the magical tra-
dition used by the adept of the awakened eye. Unlike the
Requirements adept, he uses this knowledge to boost his own, tradition-
To become a god-touched, a character must fulfill all the a1 divine or arcane spells. The god-touched cannot bend
following criteria: reality to the same extent as a madness mage, but he can
Arcane or Divine Caster: level 5 induce slight changes in his spells on the fly The god-
Knowledge (arcana): 8 ranks touched may use this ability three times per day Each
Spellcraft: 8 ranks time he uses it, the god-touched may elect to use one of
Feat: Any metamagic feat these three effects. He may only use one effect per round.
Special: The character must come into close contact
with a powerful being, such as a deity, godling, other- Energy Alteration: The god-touched may choose to
worldly entity, old one, or similar cosmic power, and substitute the energy damage dealt by a spell for a dif-
acquire a profound understanding of reality as a result of ferent type. For example, he may elect for his fiveball
this encounter. At the GM's option, make a Knowledge
(arcana) check (DC 20)
join this class after the encounter.

Class Skills
The god-touched class skills (and the
are Alchemy (Int), Concentratio
Knowledge (arcana) (I ginal, prepared level.
Profession (Wis), Scry ( re than 1 may not be
(Int).
Skill Points at Eac

Class Features
All of the following are class features o
prestige class.
Weapon a n d Armor Proficiency: The go
gains no additional proficiency with weapons, a
shields.
Aspect of the Eye: This class ability is identical to
one listed above under the adept of the awakened eye
character class. The god-touched gains a new aspect at 1st
and 5th level.
Taint of Madness: This class ability is the same as the
one listed under the adept of the awakened eye character
class. The god-touched
5th level. minds have unraveled.The god-touched gains the equiva-
Caster Level: At 2nd, 3rd, and 4th level, the god- lent of the Leadership feat. However, half of his followers
touched gains a level of spellcasting ability in one of his are from the commoner NPC class and his cohort must be
previous spellcasting classes. He gains a level in only one a cleric, druid, adept of the awakened eye, or adept NPC
class of his choice. class character who reveres the same deity as the god-

7-3: THE GODTOUCHED


TABLE
Base Fort Ref Will

Madness magic, taint o f madness


MADNESS MAGIC

touched PC. The followers granted by this ability are the awakened eye hit by this weapon suffers no ill effects,
intense fanatics who gladly lay down their lives for the nor does anyone under the influence of confusion, insanity,
god-touched.They fight to the death in his name and con- or a similar spell.
sider his words to come directly from the gods. Note that Caster Level: 13th; Prerequisites: Craft Magical Arms and
the cohort granted by this ability does not share this Armor, insanity or Craft Magical Arms and Armor, 13th-
sentiment. level adept of the awakened eye; Market Price: 1,000gp.
Improved Madness Magic: At 5th level, the god- Circlet of Clear Thought: This delicate headpiece is
touched improves his ability to alter spells with his reali- fashioned from clear crystal and is commonly set with a
ty-bending powers. He may now use his energy alteration single small diamond. The circlet grants its wearer a clear
option to increase the damage of a spell by +I per caster mind, allowing him to resist the effects of insanity and
level. He can apply metamagic feats that increase the spell confusion. When facing a spell or spell-like effect that
level by 2 using his spontaneous metamagic feat ability. causes either of those two conditions, the wearer gains a
The power boost option increases the save DC by 4. +2 competence bonus to his saving throw. In addition, an
adept of the awakened eye or a god-touched
spellcaster enjoys temporary
/ / reprieve from his madness. while
wearing the circlet, such spellcast-
Those spellcasters who derive strength from insanity ers may ignore the penalties
are known to use a set of common magic items to caused by one taint of madness
contain their maniacal urges and enhance their feature of their choice.
unique form of magic. Unlike typical magic Caster Level: 13th; Pverequisites:
items, these allow characters of a specific Craft Wondrous Item, confusion,
class and level to automatically fulfill mind blank, resistance or Craft
part of the prerequisites necessary to Wondrous Item, 13th-level adept
create them. These items are com- of the awakened eye; Market
monly used by the adepts of the Price: 5,000 gp.
awakened eye. As the adepts Potion of Tumultuous
progress in power, they gain Thoughts: Brewed from the
mystic insights into the eyes of an umber hulk, dust
arcane workings of mad- from a ground mind flayer brain,
ness. Drawing upon this and other exotic ingredients, this
knowledge, they craft the potion is commonly used by
items listed here for per- adepts of the awakened eye to
sonal use. Other spell- boost their spellcasting abilities.
casters, such as wizards Upon drinking this potion, such
and sorcerers, must use characters gain a t 2 caster level
magical spells to dupli- bonus when determining the effects
cate the adept’s special- of their spells, though they do not gain
ized knowledge. additional spells. In addition, they
Arrow of the suffer the effects of a randomly deter-
Splintered Mind: This mined taint of madness feature.
enchanted missile delivers a These effects last for Id4 hours. If the
jolt of mental energy drinker has no levels in the adept of
designed to shatter and the awakened eye, he suffers the effects of
warp its target’s mind. the taint of madness feature but gains no addi-
Any-one hit by this tional benefits.
arrow must make a Caster Level: 7th; Prerequisites: Brew Potion, confusion
Will save (DC 20) or Craft Wondrous Item, 7th-level adept of the awakened
or suffer 2d4 points eye; Market Price: 500 gp.
of Intelligence
damage. An adept of
NUMBERMAGIC

U C
It is quite simple, really. Numbers define the universe. with the Extrapolate this across the world. Perhaps six or seven such
proper equations,a man may chart the movements of the heav- individuals exist for each man, woman, and child.
ens, or the finest songs a bard ever sang. A man one mile to the Now move into the planes.
east ofa border is a national hero; one mile to the west, and he is While mundane methods exist for telling such individuals
the vilest creature under the stars. apart, particularly where extraplanar duplicatesare involved, in
It goes beyond mere generalities, too. Numbers ultimately define many cases magic alone can twly separate the identity of one
a man. An adult human male has ten fingers, ten toes, two arms man from his many identicals.
and two legs. He stands between fivefeet and sixfeet, eight inches This way lies danger, if unchecked by conscience, or at least
tall, and weighs between one hundred-twenty-fourand two-hun- sanity. Through application of spells, a magician may drastically
dred-eighty pounds. A few minor alterations, and he becomes a and quickly do what could take nature decades: magnify the
mild curiosity. A few more, and he becomes a fieak. More than number of differences between the man and his fellows, transfig-
that, and some refuse to acknowledge that he is a man at all. uring him into an ideal.. . or erode the differences to nothing,
The possible applications for this are endless. with quality rendering the subject a virtual nonentity. Afew insurgentsfvom
tools and equations,an engineer can design advanced weaponry our number, the concordants,have chosen to apply such methods
with pwcision aim. Farmers can cycle their crops more efficient- to themselveswith a devastating effectacross the continuum, but
ly, fishermen can predict the tides, and men can predict the they are a warning for another day. As dangerous as the concor-
weather beyond seasonal guesswork. dants are, they are a minority, and too obsessed with themselves
All of this, before even considering the magical applications. to organize. The rest of us are primarily theorists, engaging in
People have confused number magic with individual aspects safer and less vile methods than self-experimentationand extra-
its practitioners follow, the most popularly known of which is planar genocide.
name magic. Other arcanists practice such as well, though they Now, we begtn with the symbolic and real definitions of the
may not realize it -after all, it is virtually impossible to scry on number five. . .
an unfamiliar target, or to polymorphsafely into an entirelynew
creature.Instead, a spellcaster simply uses a preconceived subject
in either circumstance -defining his desired goal with a name.
Number magic branches beyond this. Consider the dopple- CKG ROUN D
ganger effect-not the actual monster, but rather two men who Number magic is a recent development, an offshoot of the
look, sound, and act so similarly that they would be twins, were only slightly older path of thaumaturgy (see Thaumaturgy,
they not born hundreds ofmiles awayfiom each other. To all the page 119), though its foundations predate thaumaturgical
world, distance alone separates the two fiom effectivelybeing one philosophies. Shortly following the establishment of the
man. first thaumaturgical academy, several of its prominent
NUMBERMAGIC

minds departed, claiming that their cohorts were wasting thaumaturges differed, claiming that the existence of the
time and effort by not putting their theories into practice. Concordant and others like him proved that magicians
This would have been a peaceable break, however, were it must do their best to prevent further atrocities. These
not for the argument’s foundation itself. rebels later stole the journals away from the academy,
Thaumaturgists frequently adventure in ruins and dun- turning the philosophical differences into an active
geons, where they better their chances of uncovering for- hatred between the two orders.
gotten lore. On one such expedition, a party of thau- Studying the Concordant’stexts and extrapolatingfrom
maturgists faced a powerful foe which they ini- them, these schismatic thaumaturgists developed new
tially assumed to be some sort of a methods of using their spells, becoming akin to specialist
shapeshifter, an efficient killer who was wizards. The Concordant’sjournals taught them to work
almost wholly identical to one of their com- their magic through defining their subject, using their
rades, save for his incredible power. In the knowledge to better tailor their spells.
scuffle, the killer slew his twin before flee- After six years of plumbing the Concordant’sjournals
ing through the planes, but not before and mastering its secrets, these schismatics used
the party retrieved several books their number magic to track down and fight the
the killer carried. Written in a Concordant himseK. The battle was a short, furi-
strange script, it was months
before the group deciphered Since this incident, however, many number
the code. magicians have succumbed to the temptation to
What they found aston- follow in the Concordant’spath. The other num-
ished them. ber magicians hunt these traitors as best they
The books were extended can, but would-be concordants often reveal
and detailed journals of the their true nature by killing as many who
killer’s life, and how he know them as possible, the bet-
transversed the planes, ter to cover their tracks as
looking to slay his dimen- well as protect against
sional doubles. Each time number magic.
he successfully did so, his person- Number magic takes a different
a1 power increased considerably. approach than most other magic, rely-
The journals explicitly spoke of the ing heavily on knowledge.While number
killer’s methods, as well as the glee magic takes its toll through overspecialization,
with which he used his newfound working less reliably when the number magician
abilities. Halfway through, the killer is unprepared, number magic-empowered spells
abandoned his previous name, and are devastating against known opponents.
referred to himself exclusively as When preparing a spell, a number magi-
the Concordant,a reference to his cian has the option to tailor the spell fur-
desire to amass the power held ther where appropriate (assuming the spell
by his planar brothers, and has a target; otherwise, the number magi-
consolidate it into himself. cian’s modifications are useless, and suf-
The journals both fasci- fer the usual penalties, see below).
nated and horrified the During this preparation, the magician
academy. The Con- defines the target he wishes the
cordant used com- spell to affect. The further he
mon spells in new, defines the subject for the spell,
unpredictable ways, the more powerful it is against
and after experimenta- the target, but the weaker it is against
tion the thaumaturgists dis- others. Furthermore, the more power he wishes
covered that these abilities did not need to rely on cross- to unleash on a target, the more accuratelyhe must define
planar slaughter. The journals also laid bare the possibili- it~ a spell dedicated to the destruction of Goblin King
ty that thaumaturgists’ attempts to uncover the true Gursag has greater effect on the king than a spell tailored
nature of magic could unleash terrible forces upon the against goblins. Unfortunately, if a piece of information is
world. wrong or misleading, this actually has the reverse effect,
The journals divided the early order, with most decid- making the spell weaker than it would otherwise be. This
ing to cautiously increase their knowledge. A few dozen
NUMBERMAGIC

is especially dangerous when dealing with extraplanar The Number Magician as Party Member
doubles, as doubles’ variations are not immediately obvi- Though they rarely trust others, number magicians sur-
ous. round themselves with a host of allies to better prepare for
A greater problem arises from number magicians cast- any given situation. Further, they compliment the party
ing spells which target themselves. While only amnesiac in a manner similar to that of regular wizards, though
or insane number magicians have problems defining their untailored spells are less powerful than the equiva-
themselves, the difficulty is with their self-image. The lent from wizards. Additionally, number magicians’ roles
magician’s own self-deceptions and pride can take their as the self-appointedhunters of concordants may add any
toll here, and only those magicians of uncommonly number of complications to plots involving the party.
strong will can look upon themselves as they truly are.
This is an uncomfortable proposition for many number The Number Magician as NPC Ally
magicians, as a weaker spell in this case indicates a lack of Number magicians, particularly those who have achieved
self-knowledge, while a stronger one likely reveals notoriety (or who quietly seek to become concordants)
uncomfortable truths that rattle the will of the caster. may employ adventuring parties as cats paws or agents on
o n l y the most inexperienced or desperate regularly rely their behalf. The quests the number magician sends the
on such dangerous magic. party on may have any number of goals, from the tradi-
When defining a subject for a spell, the magician
- need tional quests of destroying evil overlords or rescuing
- cap-
-

s or comm

ods are stdl prone to mistakes (in the above instance, the

concordants’prey before the concordants themselves can.


As a third party who opposes both the party and the cam-
I N YOUR CAMPAIGN paign villain or villains, the number magician represents
Number magic is a rare and specialized craft, relying as it a truly dangerous wild card.
does on advanced education and rarefied investigative
techniques. Even in high-magic worlds, they are quite The Number Magician as Campaign Villain
rare, and derided (not unjustly) for their dangerous habits Though the most common number magician takes the
and overzealous behavior. Non-spellcasters view them as form of a concordant, this need not always be the case. By
exceptionally eccentric wizards, while spellcasters view virtue of their magic, number magicians seek out the ties
them as dangerous lunatics. Even in the best of times, binding people of great power, and some magicians natu-
number magicians draw powerful foes to them. rally find it all too easy to abuse this knowledge.
Number magicians ultimately have only themselves to Blackmail, extortion, and assassination are only the most
blame for this. For all their claims of hunting concordants, direct corruptions of a number magician’s faculties, and
the vast majority of concordants are former number magi- he may seek to experiment with the bonds between peo-
cians themselves, and the group’s own disparate ideolo- ple by manipulating the subjects. Llke other spellcasters,
gies often give others all the excuse their paranoia needs. number magicians view temporal power as a means to an
As such, number magicians are few and rarely organized, end, and may seek it with a ruthless will, the better to pro-
sometimes as fearful of each other as of the creatures they tect the world against enemies both native and alien. If
hunt. Because number magicians and their opponents magic is an art, some number magicians are more than
represent powerful abstract and extraplanar forces, GMs willing to paint over the entire canvas, certain that their
may wish to limit or exclude them entirely from some vision will lead to a better world for all.
campaigns.
NUMBERMAGIC

PLANAR DOUBLES great effect, they are not alone in this, and rare indeed is
One of the most curious phenomena associated with the the knowledgeable man who does not fear for his very
planes is the existence of planar twins -individuals from soul if another discovers his true name.
different planes who are virtually the same person. While Fortunately, such a thing is extraordinarily difficult,
variations occur (most notably with the impact from the by no coincidence.Even most gods have carefully hidden
individuals’ native plane; a double from the elemental their true names, fearful that an enemy could discover
plane of fire will be markedly different from his twins on them. As something of a mutual agreement between all
the material planes), these planar doubles lead existences deities, one of the natural laws of creation is that true
remarkably similar to each other. Though only sparsely names are secret. Of course, amongst this collective host of
documented, number magicians theorize that such occur- powers is a legion of trickster gods and gods who favor
rences are part of the natural order of creation, and that knowledge above all else, so this secrecy is not absolute.
concordants abuse this at their own peril (a theory The two most common methods for discovering true
enforced by the lack of concordant clerics and paladins, as names are to appeal to gods of trickery or knowledge or
well as the disappearances of high-level concordants). through treachery. While treachery does not require the
Even more strangely, these patterns hold true even for the usual sacrifices, it is still difficult - while most intelli-
most infamousplanar twins, the antitheses (see Antithesis gent creatures know their true names, they also have pri-
Template, below), albeit in twisted fashions. e. Creatures defend-

same. They voluntarily


ing his cousin on the plane of fire will likely find him

This method is

Should a character slay one of his planar twins (deal the powerful to deal with lightly. Should the warning go
killing blow), he must make a Will save (DC 20, +S for unheeded, the deity can exact revenge in any of a number
every alignment step the slain twin is away from the char- of ways.. . including telling all its faithful the character’s
acterk) or draw the fallen twin’s essence into himself, own true name.
becoming a concordant with his next level of advance- Of course, some things are secret even from the gods of
ment. Characters may choose to fail this save. Characters knowledge. At the GMs discretion, certain names can be
slain in this manner have their souls absorbed by their hidden even from these august individuals, prompting
killer; until the killer himself dies, the dead character may the deity to refuse the request. In contrast, anyone who
not be raised or communicated with. trusts the words of a god of trickery will get what is com-
ing to him.
TRUE NAMES Once a creature’s true name is known to another, only
All things have two names, given and true. While it is the greatest efforts can save him from perpetual slavery.
a mistake to think of a given name as having no power Invoking a creature’s true name in its presence frightens
(the name has the power others invest in it, and people him to his core, disrupting any activity he was engaging
utter the given names of terrible tyrants with shudders), in (automatic failure, as though the creature had rolled a
the true name has mystic properties. Within the confines natural I). If a spellcaster knows the true name of anoth-
of its letters are literally everything there is to know about er, he may invoke it as part of a casting (a free action; 0th-
their owner, including his appearance, his physical and ers who listen to the spell’s casting may make a DC 40
mental prowess, his potential and his actual, and his des- Spellcraft check to discern the true name), denying the
tiny. Though number magicians can use true names to named subject any saving throw, though spell resistance,
if any, remains.
NUMBERMAGIC

Religion: The subject of religion causes one of the few


UMRFR MAGICIAN major divisions among the only loosely-alignednumber
Everything that is, relates to everything else. An ancient magicians. Many magicians believe that power breeds
menace falls to a paladin, himself mortally wounded. The responsibility, and point at their order’s very foundation
dying paladin tells his tale to a nearby boy, who then tells as proof that such goals come before all else. To these
it to all, who believe it a child’s whimsy. The boy, bitter a t magicians, the gods themselves are either complicit or
the barbs thrown his way, grows hard and cold, and works apathetic in all the worlds evils, as the deities could act
against the common good. A new hero rises to oppose more directly, but do not. Others argue that the gods, in
him, and the resulting clash awakens the paladin’s their ineffable and divine wisdom, are doing what they
nemesis. As the battle ends, the hero lies dying, and can where they can, though this is not always obvious. As
passes on his final words of wisdom to a child who passionate as the number magicians can sometimes be,
watched the terrible climax, and the terrible, fatal cycle such discussions can lead to violent conflict if left
begins anew. unchecked. Fortunately, the rarity of the magicians them-
The man who stands at the center of relations, stands at selves means such fights are almost unheard of. That por-
the heart of the world. The number magician,for good or tion which does worship gods favors those of Strength
for ill, wishes to be that man. Like the thaumaturgist, he and War.
Background: Number magiciansbegin their careers in
ards. In rural or
rade under indi-
the world would cals within the magi-
ies or guilds, though
distant cousins at

ation kills when

r d s can theoretically
a certain analytical
mind is necessary beyond the opening steps. Elves have
number magician relies heavily on his magic. He contin- produced some of the finest number magicians, as have
ually tests not only his own limits, but those of others as humans. Dwarven number magicians, while rare, are
well, and gradually increases in power, though this relies among the most respected, due to the famed dwarven
more on his own capacity for reason than on the more tra- engineering skills’ presumed transference into the new
ditional methods of experimentation. As they grow older field. Unfortunately, this is also true of the gnomes, who
and more experienced, many number magicians keep a add their own maddening bent to the craft.
log of their findings, and must resist the temptation to Of the monstrous races, very few have either the intel-
abuse others. lect or the inclination to join the number magicians, but
Like wizards, number magicians can call on familiars, among those who do are the illithid. The mind flayers’
though this relationship is of course a strange one. As a potent psionic abilities, coupled with the knowledge-
familiar shares a tiny portion of its owner’s soul, it forms a reliant number magic, produces some of the most power-
potentially deadly bond which others can exploit. ful and terrlfying magicians, almost all of whom eventu-
Alignment:Though they spend the better part of their ally follow the concordants’path.
lives uncovering the hidden laws in the universe, for most Other Classes: with the exception of the violently
number magicians, the first and strongest impulse is to anti-god sect of the number magicians (who have obvious
dismiss attempts to hold them back. While their teach- problems with clerics), number magicians purposefully
ings show them how to exploit laws, number magicians seek out as many and as varied a set of companions as pos-
dislike constraints upon themselves. Though number sible, the better to prepare for any contingency.
magicians can be of any alignment, almost all are chaotic, Unfortunately, the natural tendencies of bards and rogues
seeking change almost for the sake of it. chafe at the truth-loving number magicians, to the delight
of the more mischievous members of those classes.
NUMBERMAGIC

Though number magicians have little but scorn for the Weapon and Armor Proficiency: Number magicians
reserved thaumaturges, most thaumaturges consider are familiar with the dagger, light crossbow, and quarter-
their wayward cousins to be fanatics with thieving ten- staff. Number magicians are not proficient with any type
dencies, and have as little to do with number magicians as of armor, nor with shields. Armor of any type interferes
possible. with the movements required for somatic spells, risking
spell failure.
GAME RULE INFORMATION Spells: Number magicians cast arcane spells in a man-
Number magicians have the following game statistics. ner similar to wizards. They are limited to a certain num-
Abilities: Intelligence determines how powerful a ber of spells of each spell level per day, according to their
spell a number magician can cast, how many spells he can class levels. Like wizards, number magicians must prepare
cast, and how difficult those spells are to resist. To cast a spells ahead of time following a night’s sleep and I hour
spell, a number magician must have an Intelligence score studying their spellbooks.To learn, prepare, or cast a spell,
of IO + the spell’s level. In addition, a number magician the number magician’s Intelligence must be at least IO +
gains bonus spells based on Intelligence. The default the spell’s level. A number magician’s bonus spells are
Difficulty Class of a saving throw against a number magi- based on his Intelligence, and the base DC for his spells’
cian’s spell is IO + the spell’s level + the wizards saving throws is 10 + the spell’s level + his Intelligence
modifier.

does a high Constitu

bonus feats are so

Scry (Int), Sense Motive (Wis), and Spellcraft (Int). target to another object. When tailoring a spell in such a
skill Points at 1st Level: (2 + Int Modifier) x 4. manner, he may reduce the additional level cost (mini-
Skill Points at Each Additional Level: 2 + Int mum level cost for using metamagic feats is 1 additional
modifier. level per metamagic feat used) for using metamagic feats,
or raise the DC (if any) of the spell, using the following
Class Features chart:
All of the following are class features of the number
magician.

Reduce Metarnagic
DC Increase

Vague specific race or monster; faded bond, such as a n old 2 1

Precise true name of a n individual lifelong friend, enemy, or lover; 6 3


(among other effects, signature item; familiar
NUMBERMAGIC

These definitions concern the actual details of the sub- tures to save against his spells is reduced by 5. In addition,
ject. If a number magician mistakenly applies a definition metamagic feats do not apply to the spell. Resolve the
(i.e. tailoring a rnugzc rnzsszle spell for use against goblins, effect against such creatures as if the caster did not apply
but casting it against a half-fiend goblin), or if the magi- a metamagic feat to his spell.
cian is deceived (i.e. tailoring a spell against a traitorous The number magician must choose the level of defini-
acquaintance, who has taken steps to disguise himself tion he wishes to give to a spell. He cannot gain more than
around the characters), the spell has the weakened affects, one level of definition with a spell. For example,a number
described below. magician prepares a fivebull targeted against the elf king
Number magicians casting spells on themselves may Nueuerius. If he casts that spell at the king and
tailor the spells, but do so at risk. The player chooses the his bodyguards, the king takes the full
level of definition to use for the spell (gener- effects but his elf bodyguards take damage
al, vague, specific,or precise), and makes a as ifthey did not match the definition of
Will save (DC is equal to double the the spell. Part of the definition for the
spell's base level + the DC increase of king may have been his race, but a crea-
the level of definition). A failure on ture that only partially fulfills the spell's
this save negates any metamagic target qualities counts as an unmatched
feats applied, and the magician creature.
prepares the spell as normal (a Spellbooks: Number magicians keep and
roll of a natural Iinstead use spellbooks as do wizards, and may not
wastes a spell slot of the prepare spells (other than read rnugzc, which
spell's normal level for the the magicians can recall from memory)
day). A successful save al- without the spellbook. A number magician
lows for the memorization begins play with a spellbook containing all O-
with metamagic feats, but unless the save was a level wizard spells plus three 1st-level spells of
natural 20, the character learns an uncomfortable truth the player's choice.
about himself, and lowers his base Will save by the spell's Probability Control: The theory of numbers applies
normal level for ld4 days (cumulatively; this does not not only to the relationships and actions of living crea-
reduce the base Will save below +o).If the magician rolls tures, but of the entire universe. As part of his intense
a natural 20,he prepares the spell and suffers no ill effects. training, the number magician learns to unravel the gen-
If a creature does not match the definition used for a era1 patterns of the universe. A slight breeze, a crow that
spell, the number magician's magic has a tremendously suddenly takes fight, and a leaffalling from a tree all form
difficult time affecting him. The base DC for such crea- part of the larger pattern of reality. The number magician

TABLE
8-1: THE N U M B E R
MAGICIAN
Base Fort Ref Will Spells per Day
Level Attack Save Save Save Special 0 1 2 3 4 5 6 7 8 9

2 +1 tO +o +? A. 3- _ _ _ _ _ _ _ -
3 +1 +1 +1 +3 Bonus feat 4 2 1 -------
4 +2 +1 +1 +4

6 +3 +2~ e2
- +5 A. 3- -3 7- - - - - - -
7 +3 +2 +2 +5 Bonus feat 4 4 3 2 1 -----
8 +4 +2 -2 +6 4 4 3 3 2 -----
9 +4 +3 +3 +6 4 4 4 3 2 1 ----
10 t5 -3 73 +7 Probability control (saves) 4 4 4 3 3 2 ----
11 +5 +3 +3 +7 Bonus feat 4 4 4 4 3 2 1 - - -
12 +6/~1 -4 +4 t8 4 4 4 4 3 3 2---
13 +6/+1 +4 +4 +8 4 4 4 4 4 3 2 1 - -

20 +10/+5
NUMBERMAGIC

learns to read those esoteric patterns and use them to


anticipate the future. The number magician is sometimes
one step ahead of his opponents and the world around The cosmic counterbalance to any given character, the
him. antithesis is perhaps most easily (if inaccurately)
At 5th level, the number magician may once per day described as the exact opposite of someone else. Vile
treat any single initiative roll as if he rolled a 20. The num- where heroes are great, loving where their opposites are
ber magician reads the signs of chance, calculates the hateful, the discovery of a character’s antithesis is the
arcane mathematical equations, and anticipates an en- most common precursor for the creation of a new con-
counter before it happens. cordant. Characters and their antitheses instinctively seek
At loth level, the number magician refines his to destroy each other, each viewing the other as an abom-
mathematical ability and can sometimes pre-
dict when he will face mortal danger. Once per Antithetical characters live out roughly mirrored
day, he may treat any saving throw as if he rolled versions of the other character’s life,
a 20. and most have the same class or
At 15th level, this ability becomes even more classes, gender, race, abilities,
refined. The number magician may treat skills and skill ranks, and lev-
one attack roll per day as if he rolled a els of their opposite numbers.
natural 20. Many are physically identical
Finally, at 20th level the num- as well, though minor differ-
ber magician becomes fully ences in eye colors, hair stylings,
immersed in the mathematical pat- and scars or other markings are not
terns, arcane probabilities, and relation-
ships between events in the world. Once Absolute antitheses are unique crea-
per week, he may treat any die roll as if tures - they are precisely opposed to
he rolled the maximum value possible. exactly one of their planar twins,
though others may not like them. For
their part, an antithesis views his oppo-
nent as his own antithesis.

CREATING AN ANTITHESIS
u skill: Knowledge (Int; Trained Only)
“Antithesis”is a template that can be added
to any intelligent creature (non-intelligent
Normal Use: You are familiar with an creatures technically can have such, too,
uncommon body of lore or academic subject. but lack the intellect to find their opposite
New Use: Knowledge (mathematics). You numbers abhorrent, and therefore lack
are familiar with both basic and advanced the features of this template). In most
mathematics, and can create accurate for- cases, this is a template added to a charac-
mulae in preparation other Intelligence- ter (PC or NPC) to create a new NPC.
based skills. The creature’s type changes at the GM’s
Check: When making a DC check for discretion, and has all the base crea-
another Int-based skill, first make a DC ture’s statistics and special abilities
check for this one. The base DC for this except as noted here. The antithe-
new check is equal to the original, sis creature has the same total lev-
with an increased DC of +lo, +is,or els and abilities as the base charac-
+20.This check takes ten, twenty, ter, with which the GM can make
or thirty minutes, respectively, the antithesis character. Alter-
with success granting a one- nately, the antithesis charac-
time +5, +lo, or t15 synergy ter has precisely the same
bonus to the original check. abilities, levels, feats, skill ranks,
Retry: No. Failure indicates complica- etc., with the following modifications.
tions and variables beyond your ability to analyze. Alignment: Diametrically op-
Special: If you have a Knowledge (mathematics) rank posed to the base character. A neutral-aligned character
of +5 or more, you gain a i 2 synergy bonus on Alchemy, has a neutral-aligned antithesis.
Craft, and Disable Device checks.
NUMBERMAGIC

Note: A paladin’s antithesis is a chaotic evil blackguard They are the concordants, and they are abominable.
(if levels allow) or multiclass fighter/cleric (if otherwise). Few concordants initially intend to become such mon-
Special Qualities: In addition to any special qualities sters, and indeed an extraordinarily rare few do not.
of the base character, the antithesis has the following: Throughout planar journeys, it is not uncommon for an
Dire Enemy (ex): Upon either the antithesis or the adventurer to find a being almost entirely like himself,
base character seeing the other, they must make a Will only with an abhorrently opposed alignment and ideolo-
Save (DC 25, +5 for each previous encounter between the gy. When such an encounter occurs, the natural inclina-
two) or attack immediately. Additionally, an antithesis and tion of both creatures is to destroy the other.
its base character will always recognize each other on Unfortunately, in so doing the victor also gains access to a
sight, disregarding all Disguise attempts, illusions, or portion of his fallen foe’s soul, a temptation few can resist.
other means of altering one’s appearance. Though empowering, it is also corrupting, driving most
Equal a n d Opposite (ex): An antithesis gains a level who perform such an act to repeat the process and gain an
whenever his base character does, and at the GM’s discre- addictive increase in power. Fortunately, concordants
tion, may be likewise affected by other changes in the rarely work with each other, as their numbers are small.
base character (i.e. if a base character becomes an On rare occasions, two concordants might be doubles of
Outsider, so too does the antithesis). Additionally, the each other, with each seeking the power the other has
antithesis and the base character receive a +IO circum-
stance bonus to

truction of their

their killer dies.


R
cter must fulfill the
following criteria:
HF CONCORDANT Special: The character must track down and slay one of
They are the predators of the multiverse, the perversion of his planar twins, striking the killing blow. The character
the number magicians’ ideals. They stalk the planes in must then absorb his fallen foe’s essence. Doing so forces
their self-appointedquests, bearing only malice and leav- the character to become a concordant; he has no choice.
ing only bloodshed. Abandoned by the gods, they seek
the ultimate power of the cosmos.

TABLE8-2: THE CONCORDANTS


Base Fort Ref Will

10 +7 +7 +7 +7 Concordant vigor
NUMBERMAGIC

Class Skills . Increased Ability. The character gains +2 to an ability of


The concordant’sclass skills (and the key ability for each
skill) are Concentration (Con), Intimidate (Cha), Intuit . his player’s choice.
Magical Advancement.The character gains ti level to a
Direction (Wis), Knowledge (the planes) (Int), Scry (Int), previous spellcasting class, for the purposes of learn-
Sense Motive (Wis), and Wilderness Lore (Wis). ing and casting new spells per day only. If the charac-
Skill Points at Each Level: 2 + Int modifier. ter had levels in multiple spellcasting classes, he
chooses which class to apply this extra level to.
Class Features He gains no other benefits from this advancement.
All of the following are class features of the concordant
prestige class. All of the above granted options are considered super-
Weapon and Armor Proficiency: Concordants gain natural abilities, and are governed by the rules concerning
no special weapon or armor proficiency, but maintain supernatural abilities.
familiarity with those from previous classes.
Concordant Advancement: In order to advance in Concordant Ascension: As the concordant advances
this class, the character must find and slay (strike the in levels and subsumes greater power into himself, he
killing blow) another of his planar twins, at least one gradually evolves. The most basic signs of this are evident
each level, and then absorb the fallen in his concordant vigor abilities,but upon attaining 5th
foe’s essence. A concordant may level, there is no denying the character’s true
not advance in this class nature. The character becomes a creature of the
without such kills. This Outsider of the Evil subtype (even if the
usually forces the dedi- character is not evil; the character’s
cated concordant to an actions have branded his soul, and
evil alignment, though whatever his morality may encom-
some good concordants pass, he has committed sins
hunt only their evil copies. beyond forgiveness). He is no
Such characters rarely advance longer affected by spells which
beyond the first few levels. Addition- specifically affect humanoids,
ally, concordants who discover a planar but spells which affect
twin must make a Will save (DC 20 + twice Outsiders (including dismiss
their level in this class) or begin hunting said and banishment) now affect him.
twin to the abandonment of all other activities. Additionally, the character’s physical
Concordant Folly: A paladin or cleric who willingly appearance changes - his arms, legs, hands, and feet
joins this class (refuses the Will save for killing the planar elongate, adding a foot to the character’s height (weight
twin) may no longer advance in his class, and loses any remains unchanged). His eyes become solid green, and
special abilities associated with that class. Should a pal- the character gains darkvision (60 ft.) if he did not already
adin or cleric unwillinglyjoin, he may attempt atonement have it. For the purposes of the Disguise skill, the charac-
at a later date; should he advance further in this class, even ter has a permanent -10 circumstance penalty for passing
this is beyond him. Additionally, some gods (particularly as any race known to onlookers.
those of Law) may send their servants to hunt and The concordant also attracts mighty enemies - other
imprison or destroy the concordant. Outsiders. All other creatures of the Outsider type
Concordant Vigor (su): Through consolidating the instantly recognize the concordant’snature, and most will
power of his planar doubles, the concordant himself either attack him on sight or make plans to do so at a
grows more powerful. For every level the character future date. For whatever reason, the planes dislike those
advances in this class (including the first), choose one of who abuse their gifts.
the following: Few concordants survive from this level on, and their
ultimate fates are unknown. Any additional abilities or
Bonus Feat. The character may choose a feat from restrictions beyond those already outlined are created and
among any of the metamagic feats lists, provided he granted at the DM’s sole discretion.
meets all prerequisites and the feats are not restricted
by class.
RUNE MAGIC

Ru
Close the door, whelp! Have you no respect for these old bones? easy path around the forest to your destination. Going through
Bnr! Too many winters gone by. the forest i s like the runes. The way may be more dangerous and
But you’ve come here for a reason, I’ll wager! What is it? You difficult,but it is also direct and without distraction.
need an augury? YOU want me to cast the runes? YOU want Ilga Here, hold this one. Can you feel its power?Like a thrumming
to fall in love with you? you want to cure your father’s gout? heat in your palm. The energy of the cosmos in your hand, my
What then? The runes can do all these things. boy! That rune could destroy this entire village! How does it feel?
Learn about the runes? Hah! You are too old! I’ve been living A bit fnghtening, I’llwager. Such a thing is not to be trifled with,
the runes since I could walk! And here you are with that baby oh no. Don’t drop it. If the stone breaks, it becomes useless. You
fuzz on your chin wanting to learn the runes! Do you know needn’tfear releasingits power, because you don’t know the word,
what the word “rune”means, boy? No, it doesn’t mean “letter”or the sound of the rune. The sound is the key to unlock the rune’s
“character.”It means “mystery”or “enigma”or “secret.” The runes power. But I could tell you the name of that rune, and even that
hold the secretsof the universe,boy! And you want to learn them. would be useless to you, because you don’t know it. Speaking the
Hah! The runes are symbols of greater truths, manifestations of sound and speaking the rune are not the same thing.
universal laws! Aye, you could learn them, but you would not Alas, I see you do not understand.. . As I said, you are too old.
know them! To work the yunes, you must know the runes. You Then perhaps you should go, unless you have a sewice to ask of
must live the runes. When you become the runes, you may then me. I am happy to sewe,for the right price.
work your will upon the universe like the gods themselves. You
might say that the runes formed the words the gods used to cre-
ate the world.
Theyare syinbols of pure truths, pure secrets ofthe cosmos, and RACKGRollND
pure secretshave power, my boy. Undreamed of, aye! you see those Runes represent the deepest secrets of the universe.
wizards sometimeswith their scrollsfullof magical writing. YOU Each rune encompasses the truth of a single concept, a
do not need all that scribbling! You need only a small piece of two-dimensional projection of a multi-dimensional, infi-
wood or stone with the proper runes carved into it, and you have nite truth. The runewright knows these runes, these
something of true power. Imagine it, my boy! The power of the secrets, and in the knowing is able to tap into the power of
universe in a chip of wood! The dwawes know! More non-mag- the universe itself. This is similar to how arcane magic
ical creatures have never lived, but they know the power of the works, but the runewrights believe their method is much
runes! Any dwavf will tell you of the runesmith who creates more immediate and direct than wizards’ spells. Whereas
objectsof incredible power, using only the knowledge ofthe runes. wizard spells require memorization of complex magical
The wizard with his scrollsi s able to tap into the same power, the formulae, rune magic requires only a single symbol and a
same truths, but his way is more roundabout, like taking the
RUNE MAGIC

profound, intimate knowledge of that symbol’s secret that runewright, the runes have real power. Runewrights
does not evaporate when the spell has been cast. sometimes resort to destroying a rune, perhaps as an act of
The power of the runes is universal. Every race that has desperation, perhaps as a display of power, to release its
a written language has those among them who know the power onto the universe. Destroying a rune in this man-
power of symbols. The two-dimensional shape of the ner expends its power permanently, and the runewright
runes differs between each race, but the power remains must then recreate the rune if he wants to use it again.
the same. Some runewrights believe that the various Rune magic appears to emulate arcane spell effects,
shapes of the same runes is like looking at different facets because the power that the runes draw upon remains the
of the same jewel, as if each race looks at a universal truth same. But the method of tapping
_ . into that power is quite
~

from a slightly different perspective, and thus sees each different. The runewright does not use spellbooks or
rune differently. Others believe that each race holds an scrolls. He uses only the runes, and he knows those runes
image of a universal truth in its collective spirit, the uni- so profoundly that he can reproduce them at will. He cre-
versa1 energy that binds each race togeth- ates a set of stone or wooden tablets he can
er, and that each truth holds a different hold in his hand with the runes inscribed
shape for each rune. upon them. Each tablet contains one or more
There are many runes and runewrights runes, the combination of which creates the
are able to learn only a few in their life- effects the runewright wishes. The powers
time. Each race has a rune that corre- possessed by a runewright take the form of
sponds to one universal concept, like love, spells - much like wizards, but he does not
hate, influence, fire, water, wealth, chaos, have to memorize the spell. He merely has to
movement, energy. Magical effects are gen- hold the rune he wishes to use and speak its
erated by tapping into the power of those
concepts, sometimes combining runes to While a runewright’s spellcasting ability
create mixed effects. Because the shape of resembles that of a wizard, a runewright uses
each rune is different between races, Wisdom rather than Intelligence when deter-
runewrights of different races cannot nor- mining spell limits, saving throw DC, etc. This
mally use each other’s runes; however, is because rune magic focuses on the universal
runewrights of the same race can use each meaning, the deeper knowledge of the
other’s runes, as long as they know the runes, rather than the intellectual exer-
runes in question. cise of memorizing a spell.
The earliest runewrights are believed to Runewrights are greatly
have come from the far, frozen north, from respected in nearly every society from
among either barbarian human tribes or which they originate. They are seen as “wise
dwarves of the deep underground. Both ones,” who know the deeper secrets of the uni-
races say they were the first. These early verse and who can bring the power of those secrets to
rune workers slowly spread their knowl- bear on the problems of the world. However, because of
edge throughout the world, and more races the way rune magic is learned, their numbers are small.
began to learn the secrets of the universe. Runewrights in small communities are rare. In more pop-
Some discovered rune magic independent1 ulated areas, runewrights form small guilds where they
and without instruction. Others learned from can share information and help those in need. They view
rune workers of different races, but this process was slow, each other as brothers, sharing a common knowledge of
because the student was forced to adapt the knowledge to something about which the rest of the world is largely
the physical rune that he could perceive. ignorant.
When runes are scribed upon an object, that object
becomes inextricably bound to those runes. The runes IN YOUR CAMPAIGN
cannot be removed or released without destroying the Runewrights are a valuable addition to any party. They
object. Objects bound to runes gain power based on the have spellcasting ability similar to wizards, but they can
runes used, and dwarven runesmiths are masters of creat- wear armor and fight like clerics.They do not proselytize
ing rune weapons. Runewrights call upon the power of or extol the virtues of the runes, but merely let the power
the runes by focusing their minds upon the runes’ mean- act upon the physical world, at the desire of those in need
ing and speaking the sound of the rune. The speaking of or those who ask. Sometimes they offer their services for
the rune introduces its power into the physical universe, a fee, sometimes they offer them because of an altruistic
where the power then runs its course. desire, and sometimes they offer them for self-serving
Not only can the power of runes be channeled by the purposes.
RUNE MAGIC

oped a written language,even if that language borrows its


RUN EWRIG HT alphabet from another race. What is important is that the
The runewright is keeper of the runes, able to draw upon collective racial consciousness has developed the concept
the power of the universe to create powerful magical of writing, and the power behind written symbols. Zfthat
effects. He scribes his runes upon pieces ofwood or stone, concept is missing, creatures of that race are unable to tap
and calls upon them in time of need. Like wizards, these the power of the runes. Runewrights most often pass
spellcasters must have formal training from an experi- down their knowledge through apprentices, choosing
enced teacher. They must learn each rune completely to their own children or relatives as apprentices when they
be able to tap into their power. But unlike wizards, they are very young. In more populated areas, they sometimes
need not memorize their spells in advance. They merely form guilds where the apprentices can study under sever-
choose the rune they wish to use from a special pouch, al teachers. In some areas, the runewrights’ guild holds
hold it forth, speak its sound, and the power is made considerable power.
ifest according to their will. Runewrights enter their training or apprenticeship
Adventures: The runewright adventures for th efore they reach adolescence,and spend countless hours
reasons as many other adventurers, such as a q tudying the runes and their purpose and meaning in the
fame, a desire to bring balance to the universe, or iverse. The prestige runewrights possess depends large-
tiable wanderlust. They sometimes seek ou on how their respective cultures view the craft, but
runewrights to share knowledge or seek comrade ually they are held in high regard. In less populated
Evil runewrights feel no compunction about re often village elders or wise men.
others to the power they can invoke, perha newrights hold each other in high regard, even
to gather power or wealth for themselves. Ad of other alignments, because of the brotherhood of
a means to this end. Good runewrights a on knowledge. However, if two runewrights have a
to use their power to help others to fight th out, they become bitter enemies, each viewing the
feeling that evil corrupts the purity of a stain upon the universe.
Neutral runewrights tend to view the Runewrights are most often human or dwarven.
verse as oblivious to the concepts of ome from any race that has a written
everything is a matter of perspective, ures that have no concept of writing can-
is there to be used as necessary. newrights. Gnome runewrights are also
Characteristics: Runewrights ar n but elves and half-elves tend to dis-
combat than other types of arcane cause they are so steeped in the tradi-
bling clerics in that respect. They c tions. Monster runewrights are not
and wear light armor. Because the rtainly more numerous than elves.
released from the rune itself, t Runewrights’ have no strong feelings
chance of arcane spell failure. T ng any other character class.They tend
other types of arcane spellcasters mired in their own traditions, but they
advantage. They can learn new sp source for their magic is the same.
but they cannot specialize in sc s are superior to other spellcasters in
do. However, they can learn meta still recognize the value of fighters,
the power of their runes. rangers, and paladins as their first line of defense, behind
Alignment: Because runewrig whom they can invoke their runes in relative safety
having a natural order, of which the runes are a manifes-
tation, they tend to favor law over chaos. The diligent GAME RULE INFORMATION
study required to plumb the depths of the runes’ myster- Runewrights have all the following game statistics.
ies also favors law over chaos. As a result of these factors, Abilities: Wisdom determines the maximum spell
the largest portion of runewrights is lawful neutral. level the runewright can access along with the DC of the
Religion: Runewrights most often revere the god of spells he uses. To cast a spell, a runewright must have a
magic, but some have been known to worship the goddess Wisdom score of OI + the spell’s level. The runewright
of death and magic. In general, though, runewrights have gains bonus spells based on his Wisdom score. The DC
but one deity - the runes themselves. necessary to resist his spells equals OI + the spell’s level +
Background: Runewrights can come from almost any the runewright’s Wisdom modifier. A high Dexterity is
background. They can come from any race that has devel- also important for AC because runewrights can wear only
light armor.
RUNE MAGIC

Alignment: Any. the Rune feat described below. The runewright must then
Abbreviation: Rnw recreate that rune on a fresh piece of stone or wood, using
Starting Money: 3d4 x 10 gp. the Create Rune feat below, if he wants to cast the spell
Hit Die: d6. again. Unless the runewright has the rune already pre-
pared, he is unable to cast the spell.
Class Skills A runewright may learn new runes based on the table
The runewright’s class skills (and the key ability for each on page 88. When he advances in level, he gains a number
skill) are Concentration (Con), Craft (Int), Diplomacy of spells as described in the table,
(Cha), Heal (Wis), Knowledge (all skills, taken separately) The only verbal component required for the casting of
(Int), Listen (Wis), Profession (Wis), Scry (Int, exclusive rune magic is the sound of the rune, usually only one or
skill), and Spellcraft (Int). two syllables. This imposes a -5 penalty to all Spellcraft
Skill Points at 1st Level: (2 + Int modifier) x 4. checks made to identdy runewright spells,
skill Points at Each Additional Level: 2 + Int Just like arcane magic, rune magic requires intense con-
modifier. entration. Therefore, runewrights must make all
1. Any attacks or circum-
Class Features ces that would wreck a spellcaster’sability to use ver-
All of the following are c or somatic components could potentially hinder the
Weapon and Armor hts also may use metam-
proficient with all he DC of saving throws
learn the basics of o + the spell’s level + the
wearing armor, unlike other arcane spe
Rune Magic: Rune magic is very may not read or use arcane scrolls,
spells, because both tap from the same not know the traditional language of
sal power. Spell effects from rune mag e language of the runes.
be arcane magic and are identical may not use magic items normally restrict-
However, there are so
the methods of dra miliar: The runewright may summon a
ent. Runewrights do as a sorcerer (see page 51 of PHB).
spells in advance. They have a speci n create the physical
pieces of stone or wood with the te magical effects. They can create
inscribed upon them. fting a rune takes 1day
components they require to cast t e. To craft a rune, a
are not expended lik he rune’s base price in
can be reused. They function as a a rune is its caster level multiplied by
gy. Because all magical en iplied by 25. The runewright must
through the rune and not t runes in a piece of wood or stone
fer no chance for arcane s arven runes are always
armor. Runewrights can shape of the rune is
according to the table be , greater dispelling, and
the caster’s Wisdom scor erase may destroy a rune before it is activated. Treat the
er-level slot to cast a lower-level spell if he chooses. For rune as a spell cast by the runewright at its assigned cast-
example,if an 8th level runewright has used up all his 3rd er level.
level spell slots for the day, but wants to cast another one, In addition to carving a rune to use when casting spells,
he could use a 4th level slot to do so. The spell is still treat- a runewright can also scribe runes on to items. A rune-
ed as its actual level, not the level of the slot used to cast wright could scribe a rune of shocking grasp on to a mace,
it. allowing the weapon to discharge the spell when it is used
However, one important difference between rune in combat. Scribing a rune in this manner requires twice
magic and other arcane magic is that the runes them- the gp needed to create a rune for casting use, as the
selves have stored power, much like a scroll.A runewright runewright must use rare, mystic inks and valuable mate-
may destroy a rune to cast the spell it represents, just as if rials to build it. Once a rune is discharged, its power is lost
it were a scroll. The runewright must already know the and it must be re-scribed in order for it to function again.
spell to cast because he must know the proper sound. A runewright may scribe a limited range of runes on to
Runes that the runewright does not know how to pro- specific item types, as summarized below.
nounce are usually useless to him, unless he has the Know An item may only carry one rune at any given time.
RUNE MAGIC

Weapons: Any weapon, including arrows and other safely use the doorway A rogue may find and disarm the
ammunition but not crossbows, bows, slings, and ranged rune using his Search and Disable Device skills to disable
weapons that deliver projectiles, may have a rune that the rune as with any other magical trap.
delivers a ranged or melee touch attack added to it. If a portal has more than one rune, it activates the runes
Activating these runes is a move-equivalent action that in the order they were scribed on to it. Each time the por-
does not draw an attack of opportunity. After activating tal is opened, a rune discharges. Thus, if a doorway had
the rune, the weapon delivers the touch attack if it hits its two runes, the first time an adventurer opened it, the first
target’s touch AC with its next attack. If the weapon hits rune added to it activates. The second time someone
the target’s normal AC, it delivers its normal damage and opens the door, the second rune activates. After that, the
the rune’s spell. doorway is safe. If after the first rune activated the door
Armor and Shields: These items may accept run was spiked open before it was closed again, others could
that deal with defensive magic and protection. A s walk through the doorway without triggering the rune.
armor or shield may only carry one unused ru Fortifications: A runewright may scribe a single, large
time. Any spell with the word ‘$protection” in ate, or similar fortification.
may be scribed on to armor or words ‘$protection,”“detect,”
runes is a standard action that provokes an “see”in its title. When activated, anyone who touched
opportunity. The spell’s area of defensive fortification within 20 ft. of the rune or in
item. spell’s benefit. A creature
Helm: The runewright may scribe any spe only gain the benefit of one rune used in this man-
the words “detect” or “see”in its name on to a If more than one rune activates, the creature gains the
other piece of headgear. Activating this ts of the first rune it was subject to. A creature only
equivalent action that draws an attack of he benefits of the rune for the length of its duration
helm’s wearer gains the benefit with the fortification
thin 20 ft. of the rune or in its area of effect. If
Rune Knowledge: The runewright not within the rune’s range when it is activat-
primal alphabet allows him to e rune’s area and gain its
the meaning of any written langu the spell functions otherwise. The “forti-
does not glean a word-for-word tra e a clearly defined portion of a keep, cas-
passage. Instead, he uses his k
his magical affinity for writings t sman: At 15th level, the rune-
the passage’s meaning. Using ree runes to an object or item.
minute per page of text the ru obey all rules for activation and use.
must make a caster level check
against a DC of 20. On a success, t
intuitive understanding of th ,detect magic, disvupt undead, Pare, light,
Bonus Feats: Every five levels mg, openlclose, ray offvost, resistance.
bonus feat. This must be a rune person, comprehend lan-
feat, or item creation feat. ead, endure elements,
Greater Rune Crafting: At loth 1 ,erase, expeditiousretreat, pease, hold portal, identi-
expands his mastery of scribing runes an c weapon, obscunng mist, pro-
to a greater range of items. In addition, he learns how to tection ofgood/evil/law/chaos, ray of enfeeblement, reduce,
weave two runes together without a conflict between shield, shockinggrasp, sleep, tvue strike.
their arcane energies. A runewright may now scribe two
runes on to an item, though the runes may not be activat-
ed simultaneously.After using one rune, the item’swield-
er must wait for the duration of the first to elapse before
activating the second.
Portals: The runewright may scribe a rune on to any
door, treasure chest, or similar barrier. When the door or
chest is opened, the spell contained within the rune acti-
vates. The spell’s effect centers on the door or automati-
cally targets the person responsible for opening the door-
way. The runewright may open the door without harm, as
may anyone whom the runewright instructs on how to *
RUNE MAGIC

TABLE9-1: THERUNEWRICHT
Base Fort Ref Will Spells per Day


7 +3 +5 +2 +5 4 4 3 2 1 -----
8 +4 +6 +2 +6 4 4 3 3 2 -----

3 3 2 ---

18
.- +91+4
-1 ’
+11
.. +fi +11
.. 4 4 4 4 4 4 4 3. 3 2. ~

19 +9/+4 +11 +6 +11 4 4 4 4 4 4 4 4 3 3


20 +10/+5 +12 +6 -12 Bonus feat 4 4 4 4 4 4 4 4 4 4

TABLE9-2: RUNEWRICHT SPELLSKNOWN 4 bestow curse, cham monster, confusion,contapon, detect


L e v e l 0 1 2 3 4 5 6 7 8 9 scrying, dimensional anchov,dimension doov, emotion,
- - enervation, fear, fire shield, fire trap, ice storm, locate crea-
ture, minor globe of invulnerability,remove curse, scrying,
shout, solid fog, stoneskin,wall offire, wall of ice.
5 animal gowtlz, cone of cold, contact other plane, dismissal,
-
6 7. A. 3- .
1 _ _ _ _ _ _ dominate person, dream, feeblemind, hold monster, lesser
7 7 5 3 2 - - - - - -
8 8 5 3 2 1 - - - - - planar binding, mind fog, nightmare, passwall, pemanen-
9 8 5 4 3 2 - - - - - cy, Rary’s telepathic bond, telekinesis, teleport,wall offorce,
10 9 5 4 3 2 1 - - - - wall of iron, wall of stone.
11 9 5 5 4 3 2 - - - - 6 analyze dweomeu, antimagic field, chain lightning, circle of
12 9 5 5 4 3 2 1 - - - death, control water, control weather, disintegrate,eyebite,
13 9 5 5 4 4 3 2 - - -
14 9 5 5 4 4 3 2 1 - - globe of invulnerability, geater dispelling, guards and
15 9 5 5 4 4 4 3 2 - - wards, harm, heal, legend lore, mass haste, mass suggestion,
16 9 5 5 4 4 4 3 2 1 - Otiluke’s freezing sphere, repulsion, true seeing.
17 9 5 5 4 4 4 3 3 2 - 7 banishment, control undead, delayed blast fireball, destvuc-
18 9 5 5 4 4 4 3 3 2 1
tion, ethereal jaunt, finger of death,forcecage, greaterscrying,
19 9 5 5 4 4 4 3 3 3 2
20 9 5 5 4 4 4 3 3 3 3 insanity, limited wish, Mordenkainen’ssword,plane shift,
power word: stun, psmatic spray,reverse gravity, sequestev,
spell turning, teleport without ewov,vanish, vision.
arcane lock, auguq blindnessldeafness, bull’s strength, 8 antipathy, binding, discern location, etherealness,geater
cat’s grace, darkness, darkvision, daylight, detect thoughts, planar binding, horrid wilting, incendiary cloud, iron body,
endurance,flaming sphere,fog cloud, ghoul touch, knock, mass charm, maze, mind blank, power word: blind,
levitate, locate object, obscure object, protection from awows, prismatic wall, protection from spells, sunburst, symbol,
votechnics, resist elements, scare, see invisibility,shatter. sympathy.
clairaudience/clainloyance,dispel magic, explosive runes, 9 astral projection, dominate monster, energy drain,
fireball,flame awow,fly, geater magic weapon, gust of foresight, freedom,gate, imprisonment, meteor swam,
wind, halt undead, haste, hold person, keen edge, Mordenkainen’s disjunction,power word: kill, prismatic
Leomund’stiny hut, lightning bolt, magic circle against sphere, refuge, teleportation civcle, temporal stasis, time stop,
goodlevillchaosllaw, nondetection,protection from ele- wail ofthe banshee, wish.
ments, sepia snake sigil, sleet storm, slow, vampiric touch,
wind wall.
RUNE MAGIC

a great honor and privilege for a dwarf to be granted a


FW FEATS rune weapon, and even more so for a character of a differ-
ent race. One of the fastest ways to anger a dwarf is to
K N O W THE RUNE [RUNE MAGIC] show disrespect for a rune item.
You are able to read and use the runes of other races to cre- Runewrights and runesmiths hold each other in high
ate spell effects, as long as you know the spell in question. regard, because they spring from the same roots.
Prerequisites: Craft Rune, Wisdom 15+ Runesmiths spend most of their time creating rune items,
Benefit: You can read and use a rune created by any but occasionally they venture away from the forge to test
race. However, you must also know the spell. If you know their new creations, or to the gather the wealth necessary
the spell, you can use the rune as if you created it yourself. to create more.
Special: You cannot normally read the runes inscribed Runesmiths occasionally gather in secret conclaves to
by a runewright of a different race. perform their art together, all adding in the creation
processes of the others in the group, lending aid, offering
MASTER OF THE RUNES [RUNE MAGIC] advice, trading secrets and knowledge. Some incredible
You are able to read and use all runes, even if feats of runecraft are performed at these meetings.
you do not know the spells associated with Dwarven clerics say that the dwarf god Moradin looks
them. upon a gathering of runesmiths with great interest, and
Prerequisites: Craft Rune, Master of the sometimes even attempts to challenge or guide the rune-
Runes, Wisdom 17+ smiths who are present.
Benefit: You can read and use any rune, Hit Die: d8.
including those you do not know as spells. If Abbreviation: Rnw
you are of sufficient level to cast the spell, for
as long as you possess the rune, you may use
it to cast spells as if you know that spell. You To become a runesmith, a character must
may also destroy the rune to cast its spell, even fulfill all the following criteria:
if you are not of sufficient level. If the rune
ever leaves your possession,you may no longer Wisdom: 14+
cast the spell. Spellcasting: Ability to cast 5th
At any one time, you may not have more level arcane spells.
than three runes you use with this feat. To Class Ability: Craft Rune.
learn a rune, you must spend one day Skills: Craft (armorsmith or
studying it intensely to learn its secrets. weaponsmith) S+ ranks.
After this day of study, you may add it
to your arsenal of runes.
Special: You cannot normally use The runesmith's class skills (and
runes that you do not know. the key ability for each skill) are
Concentration (Con), Craft (Int),
11 skills, taken indi-

>The dwarven runesmiths are legendary for the power-


t), Listen (Wis),
Scry (Int, exclusive
skill), and Spellcraft (Int).
ful rune items they can produce. They possess an extra- skill Points at Each Level: 2 + Int modifier.
ordinary skill and knowledge with binding runes to
items, particularly weapons and armor. All runesmiths are Class Features
taken from the ranks of dwarven runewrights who want All of the following are class features of the runesmith
to combine their runic arts with those of smithing and prestige class.
metallurgy.They spend hundreds of grueling hours near a Weapon a n d Armor Pro-ficiency: The runesmith is
blistering forge, learning the skill necessary to create the proficient with all simple and martial weapons, all types
legendary dwarven rune items. of armor, and shields.
Runesmiths are revered throughout dwarven society as Casting spells: At each level, the runesmith gains a
symbols of perhaps the dwarves' greatest strength. While level of spellcasting ability in rune magic.
most dwarves prefer to fight, there are some who merely
wish to create great weapons for others to fight with. It is
RUNE MAGIC

Craft Magic Arms a n d Armor: As a 1st level rune- Caster Level: 15th; Prerequisites: Craft Magic Arms and
smith, the character gains the item creation feat Craft Armor, 5th-level runesmith, spell turning; Market Price:
Magic Arms and Armor. 330,000 gp.
Master's Efficiency: At 2nd level, the runesmith gains Rune of Obliteration: This simple item appears to be
the ability to create magic arms and armor at greater speed a normal rune. Any runewright who sees this rune will
and efficiency When using the Craft Magic Arms and see the rune for one of the spells the runewright knows
Armor feat, all production or repair times and XP costs (DM's choice). As soon as the runewright uses this
are reduced by half, and all gp costs are reduced by 25%. rune to cast any spell, the rune activates and
Legendarykmorer: At 3rd level the runesmith is so ~\II, I! attemDts to destrov the unfortunate him. He is
skilled at forging magical armor that he gains a +5 com- o the spell destruction.Any
petence bonus to all Craft (armorsmithing) checks. attempts to destroy this rune imme-
Furthermore, the weight of any armor he create diately subject the would-be
reduced by 25%. destroyer to the spell in like man-
Legendary Weaponsmith: At 4th level, the
runesmith has acquired such expertise with Castev Level: 15th; Prerequisites:
forging weapons that he gains a +5 com- Craft Wondrous Item, 15th-level
petence bonus to all Craft (weapon- runewright, bestow curse, destvuction;
smithing) checks. Market h c e : 330,000 gp.
Master Craftsman: When cre- Universal Rune: If the mean-
ating magic arms and armor, the ing of the universe, the ultimate
runesmith gets a free +I bonus to secret of the cosmos can be distilled
the item. For example, the rune- into a single item, a single shape,
smith must spend the gp time the universal rune is just that. All
and gp cost as necessary to create other runes are merely projections
a +2 battleaxe, but when he is fin- or simplifications of it. This object
ished, the weapon is a +3 bat- appears to be a simple fist-sized
tleaxe. stone, rounded and smooth, with
its entire surface covered by runic
arving is actually a single
I rune. The shapes on the
, and they are impossible
or reproduce in any way When
runesmith, this exquisite weap th level, they are able to grasp the
tle axe with its faces polish e runes and their magic, and thus
iversal rune is all runes.
face. This item functions as a ny runewright to cast any spell they
more, any runewright or rune e. Furthermore, it can be destroyed
on can feel its profound connect to cast any rune magic spell, even ones
it increases the power of his or her
es: Craft Wondrous Item,
ical energy to emerge. All rune magic spells cast by 20th-level runewright, wish;Market Wce: 360,000 gp.
a runewright or runesmith while using this weapon have
the DC of all pertinent saving throws increased by +4.

TABLE9-3: THE RUNESMITH


Base Fort Ref Will
SHADOWMAGIC

S
0

1
Do not bother with your lantern, human. It will function no Shadow?You know that true Shadow can block even the Dark
longer. How does it feel, when the light goes away? For those of Sight of under-races.
us who spend our lives in darkness, light is an amtation, a nui- Why did you gaspjust now? Do you feel something? What is
sance. Bnngmg it here is an affront to myself and my brethren. it? Ah, I see. You felt something snuffling at your ankle. Was its
You see,for some of us who live in the darkness, the darkness breath hot on your skin, or chill? What is it that you fear? YOU
becomes as real as the flesh ofour bodies. You feel it, don’t you?Its see the Shadow has created something taken from the dark
caress. oh, don’t w o ~Not . yet. The darkness was merely inves- recesses of you mind, something that you feav. Perhaps you’ve
tigating you, getting to know you. For those of us who embraceit, thinking, ‘It’snot real, then! It cannot hurt me’An illusion!’ You
it becomes OUT fiend. Our confidant. Our servant. Unfortunate would be mistaken. The substance of Shadow is as real as you or
that your pitiable human eyes cannot see the symphony of I, and that makes the thing your mind created just as real, and
shadows all around you. You see only “cave darkness.” Perhaps just as capable of hurting you.
you recall from nights in the upper world, that shadows appear Perhaps yourfnends will follow the sound of your screams . . .
to move sometimes of their own volition, the longer you stare at
them. Perhaps when you were a child, alone in your bed, with
the blessed night closed around you, you glimpsed the true essence
of Shadow.
When the shadow seems to move the harder you watch it, that
BACKGROUND
The manipulation of darkness, the molding and shaping
is when you have gained just a glimpse of its true nature. It is not of something that does not exist, the direction of some-
merely the absence of light, but the antithesis of Iight! As real, as thing that is produced by the absence or blockage of light,
powevful,as necessary as the rays of the accursed sun! For those shadow magic is an obscure but powerful kind of magic.
who can touch the true Shadow, it becomes an ally, a weapon. shadow mages believe that darkness has a substance all its
When the shadowsmove in your vision, it is at the behest of your own, just as real and workable as light but harder to
own mind. When that happens you are on the verge of under- understand, because the user must focus his mind not on
standing. But when you look so deeply into the Shadow that it the solidity of real objects, but the negative spaces
looks back, that is when it becomes yours to use as you will. between them. He must focus his awareness not upon the
I told you not to move. Do you feel its tentacles? I can make bowl, but the space occupied by the bowl, not on the rays
them into thorny vines, if you like, teanng through your flesh as of light, but on the darkness created by the absence of the
real as any dagger. Do not tempt me further. Like most of my light. Shadow mages say that this darkness is a real sub-
race, I see inflicting pain as something to be savored. I’llwager stance, as real as air and just as necessary, and that it can be
that you wonder how long before yourfnends comefor you. How shaped and used by one whose mind is properly tuned to
long? Tell me, how do you think they will find you in all this its nature. Others say that the darkness is merely a focus
t

SHADOWMAGIC

for the shadow mage to exercise his unusual gifts, that Shadow magic differs from arcane and divine magic in
darkness cannot be a tangible substance. But they cannot that it uses no scrolls, memorization, or preparation. A
deny the reality of powers that a shadow mage can call shadow mage has abilities much more akin to those of a
upon. They cannot deny that the magic is real, even if its sorcerer than a wizard or a cleric. He simply knows the
true source is a matter of debate. procedure required to attune himself to the shadow, focus
Shadow mages come almost exclusively from races that his will, and then manipulate the shadow into the effect
dwell underground, primarily dark elves. The intellect he desires. Shadow magic spells cannot be scribed on

-
and environment of dark elves is well suited for the awak- scrolls or taught by any means other than direct instruc-
ening of the ability to use shadow magic, also called dark tion. The advancement of a shadow mage comes from his
magic by some. The term “dark magic” own experimentation. He gains new spells by learning
leads many to believe that shadow new techniques on his own. He can also learn new spells
magic is inherently evil, or associated from other shadow mages. ., Shadow
somehow with the “forces of dark- mages who happen to meet on friend-
ness,’’but that is not the case. While it ly terms often trade spells among
is true that the majority of shadow themselves, exchanges which usual-
I ly require only a couple hours of
7 instruction.
shadow mages use the matter of
i darkness itself to create their “magical”
effects. The Shadow is a versatile and
1 powerful ally; after all, it can assume
r
nearly any shape and slip
$1
LJ
-4 through any crevice, even into
a body. Because Shadow is
everywhere,the mage can use
it to divine information at
great distances. With suffi-
L cient willpower, he can
force it to become real
and solid, creating magi-
cal blades and barriers as
real as any other. The
Shadow knows the secrets
of the heart and mind,
V allowing the mage to tap into
thoughts and control the
1 minds of others. The mage
can use the Shadow to probe

-
the fears of others and then
mold the shadow into a
solid manifestation of the
target’s fears. The
mage can call upon
I
the Shadow to pro-
-- tect him in time of need,
more accomplished practi- or use it to move things, including himself.
tioner. The teacher uses long periods of meditation and Because of the Shadow’s versatility, its spells can come
practice to condition the neonate’s mind to properly use from nearly any school of magic, but it is not truly part of
the powers of shadow,When the mind is sufficiently con- any of those schools. It merely resembles abjuration, div-
ditioned, the teacher imparts techniques required to per- ination, enchantment, illusion, and so forth.
form the shadow magic equivalent of spells. While a shadow mage’s spellcasting ability resembles
that of a sorcerer, a shadow mage uses Wisdom rather
than Charisma when determining spell limits, saving
SHADOWMAGIC

throw DC, and other factors relating to his spells. This is Shadow mages tend to be most comfortable hiding in
because shadow magic is intuitive, requiring awareness dark corners, watching, listening, or slinking undetected
and abstract thinking rather than any intellectual ability. into forbidden places, and sowing fear and uncertainty in
To cast a spell, a shadow mage attunes himselfto any shad- enemies.
ows present and then taps into their power to create the
effect he desires. Because deep shadow is required as a
starting point for all shadow magic spells, it is significant-
ly harder to use in daylight. That is another reason that
shadow magic is hardly known in the surface world. It The shadow mage is one with the darkness, able to the
take the shadows and mold them to his will. To a shadow
However in the un mage, the Shadow is much like a living entity, a friend and
shadow magic is a PO ally that he coaxes into creating the spell-like effects he
desires. Like sorcerers, these spellcasters need no books,
formal training, or other artifacts of traditional wizardry.
light, but the absence of 1 Instead, they simply manipulate the Shadow and use it to
things. His eyes function as perform their requests.
Shadow mages are little known and little understood
on the surface world, but they have been known to devel-
op there, especially in polar regions with long periods of
nightfall. However, in the subsurface realms, shadow
son. While this inve ages are known and feared, much like bogeymen or
Their incredible aptitude for
hem to come and go without
referring the company
1s coincide with
times even control t

shadows themselves. Some never return, and fade away


like a shadow in the sun, vanishing as if they had nev
existed at all. me little more than shadows

IN YOUR CAMPAIGN
The strange abilities of shadow
unusual addition to a desire the walk the vast
make them ideal in ncrease his power over
shadow mage's power ca
retreat but can also
mages are known to d
versa. However, their dark, unnerving powers can breed might wish to explore the true nature of the substance
distrust among those who know their true nature. they call Shadow, and seek it out in ever-greater quantity
In civilized regions of the surface world, few have ever in the deep, dark places of the world.
heard of a shadow mage. In the darkness of the under- Evil shadow mages lust to subject others to their power,
world, shadow mages are feared and respected, if not wel- to conquer them with the power of the darkness, perhaps
comed. Most races find their peculiar perceptions and as revenge for past mistreatment, or perhaps to stave off
powers to be unnerving at best, frightening when future mistreatment. Adventures are a means to this end.
brought to bear with full potency. There are rumors that a Good shadow mages are more likely to see the Shadow as
group of dark elf shadow mages has formed a secret acad- their friend, and want to use it to help others, or at least to
emy where they gather to teach their art to one another, cause no harm to others. All shadow mages remember
but since such a thing has been heretofore unknown, how frightened they were when they first gained power
most others do not believe it. over the Shadow, and they know just how frightening
it can be.
SHADOWMAGIC

Characteristics: Shadow mages work the stuff of Shadow mages of opposite alignment who recognize
Shadow through their insight into its nature and through each other as such may be intensely interested in the
their own peculiar perceptions of reality. The shadow knowledge the other possesses, because learning from
mage can order the shadows around him to spring to life one another is the fastest way to gain new insights. In civ-
and serve his whim. Because it is not true arcane or divine ilized lands, shadow mages keep to themselves, knowing
magic, traditional magical defenses such as spell resis- that they are misfits among the common populace.
tance and dispel magic are useless against shadow magic. Races: Shadow mages appear primarily from the race
The shadow mage’s abilities resemble those of arcane of dark elves. Because of the penchant for shadow magic
spellcasters, and the spells are analogous, but created by embraced by their dark brethren, elves
totally different forces. hold shadow magic in contempt, basically.
Shadow mages are slightly hardier and more skilled I,,,@
\I The large majority of shadow mages come
than wizards, and s 4 from subterranean races such as
penchant for stealth gnomes and monstrous humanoids.
cient with all simple weapons. Dwarves and halflings rarely be-
Alignment: The nature of a shad- come shadow mages because
ow mage’s intellect tends him their races do not encourage
towards chaos over law. His the study of such things.
skewed view of reality Human shadow mages
often alienates him from are not uncommon
other people. Lawful because they can
shadow mages are also develop per-
not unknown, but ceptions twisted
they are rare indi-
viduals who have
stayed connected Shadow. Half-
with normal soci- elves tend to
ety. Since the side with their
larg-est racial elven cousins
group of shadow
mages is dark
elves, the ma-jority
of shadow mages
are evil, but there are
many ex-ceptions. wisdom, but half-
Religion: A shadow orc shadow mages
mage is so fixed on the have been known to
source of his power that he
has only one true god, the Other Classes: Sha-
Shadow. He does not worship it dow mages have no ill feel-
or pay homage to it like a cleric, but
his perceptions allow him to see no other
source of power. He may occasionally pay respect to Wizards, paladins, and clerics tend to be very dis-
the gods of his native race out of respect, but he would not trustful of shadow mages, but for different reasons.
consider himself an adherent to that religion. However, Wizards see shadow mages as unnatural, defying the laws
he knows that most others are incapable of seeing the of traditional magic. Clerics of good deities and paladins
world the way he does, so he allows them their beliefs. see shadow mages as blasphemers or minions of the
Background: A shadow mage can come from almost forces of evil. Other characters in general see shadow
any background, but they tend to originate from races mages as unnerving and creepy, and tend to give them a
that dwell primarily underground. The ability to manipu- wide berth. Rogues however,can see the usefulness of the
late Shadow knows no boundaries of social class or race. It shadow mages’ abilities, and sometimes work well in tan-
is a function of the individual’s perception. Once his abil- dem with shadow mages.
ities are recognized, he must find a teacher to show him
the proper techniques, or his potential will remain just
that -potential.
SHADOWMAGIC

TABLE
10-1: T H ESHADOW M A C E
Base Fort Ref Will Spells per Day
Level Attack Save Save Save Special 0 1 2 3 4 5 6 7 8 9

-2 +l
.. +o +o
.. +3
3 +1 +1 +1 +3

5
I

+2
-

+1 +1 +4 6 6 4 ___--__
6 +3 +2 +2 +5 Taint of shadow 6 6 5 3------

R” r A
I . .-
4-7 1. -3 .-
C6 6- 6- 6- -
5 -7 - - ---
9 +4 +3 +3 +6 6 6 6 6 4-----
10 +5 +3 +3 +7 6 6 6 6 5 3 - - - -

20 +10/+5 +6 +6 +12 Taint of shadow 6 6 6 6 6 6 6 6 6 6

GAME RULE INFORMATION TABLE10-2: SHADOW M A C ESPELLSKNOWN


L e v e l 0 1 2 3 4 5 6 7 8 9
Shadow mages have all the following game statistics.
Abilities: Wisdom determines the maximum spell
_ - - - _ _ _ -
L a -

level the shadow mage can access along with the DC of 3 5 3


the spells he uses. To cast a spell, a shadow mage must
have a Wisdom score of IO + the spell’s level. The shadow
mage gains bonus spells based on his Wisdom score, and
the DC necessary to resist his spells equals 10 + t h e spell’s 8 8 5 3 2 1 - - - - -
level + the shadow mage’s Wisdom modifier. A high
Dexterity is also important because shadow mages often
emulate the infiltration abilities of rogues, using Shadow
to aid them.
Alignment: Any.
Abbreviation: Sdw
Starting Money: 3d4 x 10 gp.
Hit Die: d6.
18 9 5 5 4 4 4 3 3 2 1
Class Skills 20 9 5 5 4 4 4 3 3 3 3
The shadow mage’s class skills (and the key ability for
each skill) are Concentration (con), Craft (Int), Gather
Information (Cha), Hide (Dex), Intuit Direction (Wis), Shadow Magic: Shadow magic holds some things in
Knowledge (all skills, taken separately) (Int), Listen common with arcane spells, but shadow mages function
(Wis), Move Silently (Dex), Profession (Wis), Scry (Int, more like sorcerers than wizards. They use their percep-
exclusive skill), and Spellcraft (Int). tions and insight into the nature of Shadow to create
Skill Points at 1st Level: (3 + Int modifier) x 4. effects that mimic traditional magic in many ways.
Skill Points at EachAdditional Level: 3 + Int modifier. However, they do not need to memorize or prepare spells
in advance,and they do not require material components.
Class Features They can cast a certain number of each level of spells per
All of the following are class features of the shadow mage. day, as determined by the tables below, and modified by
Weapon and Armor Proficiency: Shadow mages are their Wisdom bonus.
proficient with all simple weapons and light armor.They
learn the basics of combat and can use their abilities while
wearing armor, unlike arcane spellcasters.
SHADOWMAGIC

The shadow mage is limited to casting a certain number Summon Familiar: The shadow mage may summon a
of spells of each level per day, but he need not prepare familiar exactly as a sorcerer.
those spells in advance. The number of spells he can cast Blacksight: Because the shadow mage is no attuned to
is improved by his bonus spells, if any. For instance, a 1st darkness, he can use the darkness to perceive his sur-
level shadow mage can cast three 1st level spells per day. roundings at all times, in utter cave darkness or even in
He may use a higher-levelslot to cast a lower-levelspell if magical darkness. Spells such as blindness function normal-
he chooses. For example, if an 8th level shadow mage has ly. This does not extend to seeing through physical barri-
used up all his 3rd level spell slots for the day, but wants ers of any kind. The shadow mage cannot perceive color
to cast another one, he could use a 4th level slot to do so. with this ability Black sight has a range of 10 feet/level.
The spell is still treated as its actual level, not the level of Taint of Shadow: Th attuned a shadow mage
the slot used to cast it. grows with the Shado
Shadow magic uses the stuff of Shadow to create its and frame of mind b
effects. Any spell effects that describe any lighted or color
effects have that special effect changed to pure black
energy.

material components. They need only the Shadow t spells or affect the phys-
focus and enact their will. They also do not suffer an pletely insubstantial and
chance for arcane spell failure when wearing armor or e harmed by spells and by

the radius of a daylight spell. This effect is cumulative


with any racial sensitivity to bright light the character

Sunlight Sensitivity:The shadow mage is no longer able

symbols cannot express th his flesh is exposed to direct


and states of mind requir includes the spells sunbeam, sunburst, and
If a shadow mage trie age is added onto any damage caused by
a chance he cannot

must roll d% to determ


check, the shadow mage cannot cast his spell but he does 0 dancing sh guidance, know direc-
not lose his spell slot. Instead, the shadow mage senses tion, mage tidigitation, resistance.
that he cannot complete the spell and stops his casting. If 1 bane, black shards, chill touch, command, darkness, detect
the shadow mage fails to complete his spell, he still uses a animals or plants, detect secret doors, detect snares and pits,
full standard action to cast it and draws attacks of oppor- divine favor, doom, message,sleep, true stnke, ventnlo-
tunity if applicable. Since the shadow mage needs shad- quism.
ows to work his spell, total darkness can hamper his spells 2 augury, blur, death knell, deeper darkness, detect thoughts,
in a manner similar to bright sunlight. find traps, hypnotic pattern, invisibility,levitate, mirror
image, obscure object, scare, see invisibility,silence, sound
bunt, undetectable alignment.
3 dark swam, discern lies, displacement, domznate animal,
Evard’s black tentacles, fear, helping hand, nondetection,
phantom steed, sctyng, sculpt sound, spike growth, sugges-
tion, vampinc touch.
Day time 75%
SHADOWMAGIC

detect scrying, dimenston doov, divination, divine power, REQUIREMENTS


enewatton, hallucinatory terratn, illusory wall, legend lore, To become a shadow master, a character must fulfill all the
modifymemory nightmare, repel vermin, shadow conjura- following criteria:
tion, spike stones, status. Arcane or shadow magic caster level 6+
Bigby’s antevposinghand, circle of doom, dominate person, Wisdom: 14+
false vision, great command, greater shadow conjuratton, Special: The shadow master must have his Strength
mirage arcana, mislead, shadow evocation, slay living, spell reduced to o or less by a shadow he calls forth with a spe-
resistance. cial ritual detailed in the infernal Codex of Absolute
Bigby’sforceful hand, blade barner, circle of death, contan- Darkness. The would-be shadow master must spend 500 gp
on material components and work three days preparing
the ritual. Rather than kdl its summoner, the shadow
infuses him with a shard of pure darkness after reducing
his Strength to 0.
antimagic field, Bigby’s
discern locatton, shadow Class Skills
The shadow mage’s class skills (and the key ability for
each skill) are Concentration (Con), Craft (Int), Gather
Information (Cha), Hide (Dex), Intuit Direction (Wis),
Knowledge (all skills, taken individually) (Int), Listen
(Wis), Move Silently (Dex), Profession (Wis), Scry (Int,

ill Points at Each Level: 3 + Int modifier.

tures of the shadow

e shadow master
apons, armor, or

pline are honed to such a degree that he becomes e shadow master gains

in this prestige class.


night, when their powers are most 1st level shadow master, the
mages in general are viewed with su
those who cross the threshol
ter are actively feared. Their

to believe they are va e casts that cause damage

described above. They prefer to wear voluminous black shadow master must make a Will save (DC 12 t spell
robes and cloaks that blend with the Shadow, making it level) or take l d 6 damage/spell level, and turn into a shad-
difficult to discern their outline. ow for 2d4 rounds. While he is in the form of a shadow, he
Standard shadow mages view the shadow masters as the cannot cast spells or affect the physical world in any way.
epitome of their art, but remain unwilling to pay the price He is completely insubstantial and two-dimensional. He
of taking that step, the complete giving over of oneself to can only be harmed by sunlight, spells, and by magic
the Shadow, the loss of identity, the change in appearance. weapons of +2 or greater. Sunlight causes ld6 damage per
For those that do take that step, it becomes ever more dif- round of exposure when the character is a shadow.
ficult to discern where the person ends and the Shadow Dark Taint: At 1st level the shadow master gives - him-
begins. self over to Shadow, with strange physical changes. He no
Hit Die: d6. longer needs to eat or drink. He draws all of his suste-
Abbreviation: Sdm
SHADOWMAGIC

nance from Shadow. However, he suffers a -2 Charisma


loss as his skin becomes deathly pale, and his face takes on FI I 5
a sunken cadaverous appearance. He gains an increased Shadow mages have several spells available only to them.
sensitivity to sunlight, suffering a -I circumstance penal- These spells cannot be copied onto scrolls or learned by
ty to attack rolls, saves, and checks in daylight or within anyone who is not a practitioner of shadow magic.
the radius of a daylight spell.This effect is cumulative with
any other Taint of Shadow or racial sensitivity to bright Black Shards
light the character might have. Evocation [Shadow]
Cloak of Shadow: At 2nd level, whenever the shadow Level: Sdw 1
master is not exposed to direct sunlight, the shadow clus- Components: V; S
ters and merges with the character's clothing, making his Casting Time: 1actio
outline indistinct. He gains a +4 deflection bonus to AC
anytime he is not exposed to direct sunlight, or within the
radius of the spell daylight.
The Shadow Knows: At 3rd level, the shadow master
can use the shadow to plumb the dark crevices of the
minds of others. The shadow master may detect thoughts
as per the spell a number of times per day equal to his nife-like shards of two-dimen-
character level/3. icing through nearly anything
shadow Body: At 4th level, the shadow master can ended target. The shards move
alter his form to change into pure Shadow.
since he does this with full control, he suffers n

unable to affect

Components: V; S

Fortitude save (DC 25) or


In addition, while he is caug

Shadow Mind:
sbelief (if not interacted with)

magic mind-bending. g, two-dimensional shad-


wish. The dancing shad-
ows must stay within a lo-ft.-radius area in relation to
each other but otherwise move as you desire. No concen-
tration is required. The shadows can move up to 100ft. per
round. The shadows disappearif the distance between you
and them exceeds the spell's range.

TABLE
10-3: THE SHADOW MASTER
Base Fort Ref Will
SHADOWMAGIC

Dark Swarm This spell creates an area of complete blackness, with a


Conjuration (Summoning) [see text] radius up to 40 ft./caster level. Even creatures who can
Level: Sdw 3 normally see in the dark with darkvision cannot see
Components: V, S through this magical darkness. Sunlight cannot penetrate
Casting Time: 1action this area of darkness. Daylight brought into this area (or
Range: Long (400 ft. + 40 ft./level) vice versa) is considered dispelled. Night’s blackness coun-
Effect: Cloud of black insect-like shards 180 ft. wide ters and dispels any light spell of equal or lower level,
and up to 60 ft. high including daylight and light. Within the area of this spell,
Duration: 1minuteflevel (D) shadow mages can see normally and have a 100% chance
Savingfirow: See text to successfullycast their spells.
Spell Resistance: No
Shadow Form
A coal-black, shifting cloud of pure Transmutation
Shadow shards like multitudes of swarm-
ing insects envelops the target area. These Components: V, S
are not true insects, merely bits of Shadow CastingTime: 1action
given an insect-like form. The swirling
black cloud limits vision to 10ft. spell Target: One living creature
casting within the cloud is impos- Duration: 1minute/caster
sible. Creatures inside the
cloud, regardless of AC, sus- Saving Throw: Fortitude
tain 1d2 points of damage
each round they remain Spell Resistance: No
within the affected area,
taken from hundreds of tiny You cause the Shadow essence within the body
pricks and stabs from the bits of one living creature to spring to life and take
of Shadow. Invisibility is no over the target’s physical form. The target of the
protection. All creatures with spell is transformed into a pitch-black, two-
2 HD or fewer are driven dimensional version of itself, completely
from the cloud a t their fastest insubstantial. The subject may move in
possible speed in a random the same manner and speed as normal,
direction and flee until they are at gains Damage Reduction 20/+2 and
least 100 ft. away from the cloud. Spell Resistance 20, but may not
Creatures with 3 to 5 HD flee also, cast spells or make any physical
thought they can make a Will save to attacks. He cannot interact with
negate this effect. the physical world for the dura-
The only things that can cause this tion of the spell, but he is subject
cloud of quasi-insects to disperse are to physical barriers as normal.
direct sunlight and the daylight spell.
Shadow Killer
Night’s Blackness
Evocation [Darkness]
Level: sdw 6 Components: V, S
Components: V, S Casting Time: 1 action
Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level)
Range: Long (400 ft. + 40 ft./level) Target: One living creature
Effect: Circle with radius of 40 ft./caster level Duration: Instantaneous
Duration: 1 weekflevel Saving Throw: Fortitude for partial
Saving Throw: None Spell Resistance: No
Spell Resistance: No
You create a solid manifestation of the target’s deepest,
darkest fears. These fears are drawn from the target’s sub-
conscious, and are made from the substance of Shadow.
SHADOWMAGIC

Conjuration (Creation)
Level: Sdw 7
Components:V; S
Casting Time: 1 action
Range: Medium (100ft. + 10 ft./level)
Effect: l d 6 tentacles t 1 tentacle/level,
all within 30 ft. of a central point.
Duration: 1 hour/level
SavingThrow:None
Spell Resistance: No

You create several pitch-black barbe, tentacles tA.at erupt


from whatever surface is underfoot: earth, stone, floor,
even water. Id6 + caster level tentacles appear where you
choose in the spell's area. Each tentacle is 20 ft. long
(Large) and makes saves just as you do. It has AC 20,2 hit
points/caster level, an attack bonus of +l/caster level, and
a Strength of 21 (t5 bonus). It is immune to spells that do
not cause damage, and disintegrate.
Each round that a tentacle is not already grappling
someone or something, starting the round after it appears,
it makes a grapple attack a t a random creature within 20
ft. of it. These attacks take place on your turn. The tenta-
cles do not attack each other, nor do they attack objects
that are smaller than a Tiny creature. The attacks are regu-
lar grappling attacks, except they do not provoke attacks
of opportunity from opponents. They cause ld8 (+5 for
Strength) points of normal damage, not subdual damage.
Each round, a grappled subject must make a Fortitude
save of suffer 1 point of temporary Strength damage.
If the subject's Strength is reduced to 0, he must then
make a Fortitude save each round or suffer 1 point of tem-
porary Constitution damage. A tentacle maintains its
grasp even after the subject is dying or dead.
TECHNOMANCY

Let us reconsider the matter at hand,for my own edification. You There’sno need to blubber about it. I always knew the duke
need a wizard, preferably one who specializes in the fine art of didn’t have it in him to stand by the colonists when this day
calling upon fire, ice, and wind to smash this invading war host. came. Make no doubt about it, the generals knew that Fangstaff
You spend three weeks braving the wilderness in search of my was neither the first nor the last war shaman the OYC tribes
tower, dodgingogves, giants, and OYC war parties. You finally find would produce. The duke’sfather was the one who insisted we let
my tower, the object of your quest, then batter down my door and the orcs free through Biedhert Pass. Like father like son.
quite rudely lay into my sewitor with your broadsword. well, I didn’tstand along the wall for nothing back in my day.
And now you expect me t o go with you, with nary a word of I can’t stay on my feet long enough to walk sentinel duty, what
complaint. Just pack rny bags, wave goodbye to the workshop, with my bad knees, and my back is too sore and twisted for me to
and let you trundle me across the countrysideto what sounds like take my place amongst the pikemen. I’m not sure I can even
certain doom at the hands ofa marauding amy. You didn’t pay make the trip to Andusia on foot or horseback, with my aching
too close attention to the burghers when you asked them about old bones. I’m afvaid then, we’ll have to ride in my dirigible.
my magic, did you? You heard Sunderstyom War College and Never heard of that, have you? Well, I’m not surprised consider-
assumed that I was some sort of crusading evoher, the type that ing I invented it just last month. And I can bet that the OYCS don’t
stood along the Hyrak wall and tossed back the last invading know what one is either. But soon enough they will, soon
horde. Yes, I was there, but no, I am no evoker. That school’s enough.
pyrotechnics are a bit beyond my magic. That thing you so
valiantly assaulted was my butler. And I am not interested in
heaving any more of your silly protestations about the matter.
Unless the rules of war have changed quite radically since my BACKGROUND
time, “May I take your cloak sir” is not a challenge to battle. Since the dawn of the arcane arts, the invention and cre-
Even ifthe thing saying it is a walking, animated coat rack. Poor ation of magical a m s , armor, wands, and other trinkets
little Bondato took me months to pevfect, and now my effort is has grown alongside other magical studies to produce a
ruined. Though of course, if your companion’sbreathless recount wide range of items capable of holding, discharging, and
of the events of this spring hold any truth, a new coat ruck is the duplicating magical effects similar to those achieved by
least of my worries at the moment. spells. Considering the limitations of magic (primarily
None of you wear the duke’slivevy,and I can also assume that the cap on the number of spells a wizard or sorcerer can
our pompous, cowupt lordship sold off the royal armory to the work), wands, scrolls, and wondrous items play an
highest bidder and found a ship big enough to cawy his royal COY- important role in preserving the lives of adventuring
pulence back to the empire. mages, and allowing researchers and sages to toil at their
TECHNOMANCY

studies without pushing themselves to their limits each produces a whole new range of items. Rather than use
and every day. Magical items also allow a mage’s compan- magic to duplicate existing spells in an item, technc-
ions to mimic his spells and abilities. Considering the mancers produce wholly new items and constructs that
magical nature of many monstrous threats such as are far more complicated and powerful than standard
demons, devils, and other outsiders, enchanted weapons magic items. These spellcasters study arcane mathematics,
and items are a necessity for the defense and preservation pan-dimensional physics, and planar engineering to build
of a community. powerful constructs. Apprentice technomancers learn to
All wizards produce the simplest magic items, scrolls, produce simple technologies such as firearms and explo-
and many more go on to master the ability to brew sives. More advanced ones combine arcane magic with
potions, forge magic armor, or design wondrous items. It their weird, esoteric sciences to forge steam-drive wag-
is that last category, wondrous items, that most concerns ons, flying machines, self-propelled suits of plate armor,
the branch of magic known as technomancy. and other wonders. While other spellcasters rely on
Technomancers are very rare but the their magic and produce enchanted items to
fruits of their efforts are always in supplement their spells, technomancers
demand. While other mages learn follow an exact opposite path. They pro-
to produce items that mimic duce items first and foremost and use
their spells and serve their spells to help enhance and sup-
port their creations.
With their specialization in
technomancer designing and producing magical
items, technomancers are capable of
creating powerful, complex contrap-
tions that have capabilities far beyond
the typical wand, staff, or enchanted
cloak. Many technomancers focus on
TECHNOMANCY

producing autonomous, animated objects that fulfill a nary repairs can bring it back to a fully functional state.
specific role or are designed to function within parame- The technomancer himself must work on the item to
ters. Others produce giant, wondrous machines that restore it.
require a human operator but boast more features than This limiting factor is the single most important ele-
their autonomous versions. Still others avoid such elabo- ment to keep technomancers from overrunning a game
rate devices, instead preferring to devise simple but effec- world with steam-powered robots, floating dirigible war-
tive tools that rival magical items in utility and power. ships, and high-powered nfles.
In all cases, though, technomancers study the same On the other hand, you could decide that such tech-
basic field of magic. Technomancers operate like scien- nology is a perfect fit to your game. In that case, feel free
tists. They study the physical world, building a vast to remove the constraints placed on other characters’ use
knowledge of basic physics and mathematics. They then of technological equipment. In such a world, firearms are
use that knowledge to craft magical devices and spells common, as are sky ships, steam-propelled vehicles, and
that interact with the world in a much subtler manner other wonders. While this gives a campaign a much dif-
than traditional spells. While in the currency of raw ferent feel from the traditional sword and sorcery epic,
power a technomancer does not command lightning such a change of pace may be what you seek. If so, go for
bolts or ice storms, his magic works with the physical laws it. Just remember that if the human and dwarf kingdoms
of the world to produ have built such wonders, their enemies undoubtedly have

can create some fantastic resu


only linger for short
through the expendi
efforts of mighty spe
effects exist for long perio
In contrast, technoman

While technomagic tends t s. Tinkers combine magical training with studies in

for a week to produce a tool that can last him for several
years.
agic. He can alter an
IN YOUR CAMPAIGN materials from thin
Technomancers represent a radical departure from the of constructs such
norms established in most fantasy campaigns. They can
forge guns, build what amounts to archaic robots, and
fashion highly advanced suits of armor. As such, they con- wizards have no power to warp or alter a construct’s mind,
stitute a significant change to any game world in which but the tinker does. While a tinker may not command the
they appear. After all, if technomancers can produce flash magics of a sorcerer, his mechanical followers and
firearms, what’s to stop a kingdom from hiring a few out copious inventions more than make up for it.
and giving them full reign over the royal treasury to pro- Adventures: Tinkers go on adventures to field test
duce blunderbusses for an entire regiment of royal their creations; in a dangerous adventuring environment
troops? they can study and grade the effectiveness of their
As presented here, the items produced by techno- mechanical creations. While an invention may function
mancers are highly unstable and likely to malfunction if perfectly in a lab or isolated test area, the strain placed on
anyone other than the technomancer attempts to use it in a combat situation or other dangerous environment
them. A musket produced by one of these mages requires is the true test of its utility Tinkers also seek out magical
constant care and maintenance which only a techno- texts, constructs, and other artifacts to study To a tinker,
mancer can provide. A fighter may be able to get a few uses the wreckage of an ancient iron golem may be as worth-
out of a technomancer’s d e , but after a day or two the while a treasure as a chest full of gold. Of course, tinkers
weapon jams, malfunctions,and no longer operates. While need plenty of cash to fund their research. Adventuring is
the item may seem wholly mundane, it is in fact powered a surefire way to help fund the design and construction of
by the technomancer’s magic. Thus, no amount of ordi- a new device.
TECHNOMANCY

Characteristics: Tinkers build and command mechan- prestigious line of work, influential families use their
ical servitors who make able combatants and can fulfill money and power to ensure their children a spot in these
other roles in an adventure. They also cast spells, though schools.
their magic is not quite as powerful as a wizards or sorcer- Races: Gnomes are far and away the most commonly
er’s spells.The tinker spell lists focus more on interactions encountered tinkers. Their love of invention and sense of
with constructs, the maintenance and care of the tinker’s curiosity - tempered with a strong practical streak -
creations, and spells that create raw materials or alter the make them apt to study the tinker’s magic. The human
physical composition of matter. Compared to other tendency to master and adapt new skills also makes them
arcane spellcasters,tinkers are better fighters. They know common members of this class. Humans rely on adapt-
how to handle picks, hammers, and other tools in combat ability to overcome their environment, and the tinker’s
and can wear light armor without upsetting their spell- studies and talents are uniquely suited such challenges.
casting abilities. Though the dwarven martial tradition pushes many of
Alignment: Tinkers come from a wide range of align- their youngsters to seek training as fighters and paladins,
ments. Lawful tinkers believe in studying the underlying in some regions tinkers outnumber other dwarf arcane
order of the universe, using a set of principles similar to spellcasters by a considerable margin. Dwarves have no
the scientific method. Chaotic ones are bound to leap special talent for magic, but the tinker’s combination of
from one project to the next, running with the seemingly hip appeals to the
random inspirations that grab their attention. Good tin- nwork and smithing.
kers sometimes wander the land, pitching in to help com- ell with other class-
munities with their devices whenever they are needed. ustomed to viewing each tool
Evil ones focus on creating devices that can destroy their nkers know that the
enemies and help advance their causes. ork together to pro-
Religion: Some tinkers are too absorbed in their work to value others for
to pay any mind to spiritual matters. These tinkers care ions. They see sorcerers
only for their work and see religion as something of a dis- gh a tinker can repro-
traction. Others are devotees of the gods of industrious- g inventions, they see the
ness, the arts, blacksmithing, and other areas of crafts- ity to spontaneously create
manship and toil. These tinkers dedicate their work t d weeks of work to pro-
gods and seek protection from malfunctions e other hand, tinkers view
tion from the heavens. and useful in the long-
Background: Most tinkers continu term compared to a spell.
stretches back for generations i Tinkers value clerics, fighters, and rogues when adven-
kers learn their trade at their turing. These classes can all contribute skills and talents a
work to produce inventio tinker lacks. In particular tinkers are curious about the
understand the princi work. These tin- workings of divine magic, as their arcane engineering
kers have a carefully cultivated sense of engineering and skills do not yet allow them to duplicate the effects of
feel a responsibility to uphold their families’ tradition. healing magic and other divine spells. Tinkers enjoy pro-
Other tinkers stumbled on to this field through experi- ducing items and equipment that other classes can use. To
mentation and curiosity. From an early age, these inven- most tinkers’ way of thinking, an invention should be put
tors could not help but wonder a t the possibilities of the in the hands of the person who is apt to get the most use
world. As children, they cobbled together crude devices out of it.
from their toys and other available materials. As they grew
older, this curiosity blossomed into a desire to study GAME RULE INFORMATION
under a wandering tinker. Many tinkers accept a young- Tinkers have all the following game statistics.
ster as a student in order to propagate the knowledge of Abilities: Intelligence is the tinker’s single most
engineering and to help cultivate an active young mind. important attribute. It dictates the effectiveness of his
In regions where tinkers and their inventions are com- inventions and his ability to design and build new
mon, academies similar to those founded and used by wiz- machines. Dexterity helps him use some of his more use-
ards and other arcane casters train a new generation of ful class skills, while a good Strength allows him to carry
tinkers each year. These students come from a wide range and use bigger, heavier machines.
of backgrounds. Most academies select students on the Alignment: Any
basis of their natural intelligence and aptitude for the tin- Abbreviation: Tnk
ker’s arts, though in regions where the tinker’s craft is a Starting Money: 3d6 x 10 gp.
Hit Die: d8.
TECHNOMANCY

Class Skills whose hit dice equal twice his level. Gearwork hu-
The tinker’s class skills (and the key ability for each skill) manoids count as twice their hit dice when determining
are Alchemy (Int), Appraise (Int), Concentration (Con), the total minions the tinker can claim.
Craft (Int), Disable Device (Int), Knowledge (any) (Int), At loth level, the tinker can produce mechanized giant
Open Lock (Dex), Profession (Wis), Search (Int), insects. These creatures are similar to mechanical animals.
Spellcraft (Int), Use Magic Device (Inty, and Use Rope Apply the mechanical template to any vermin to create
(Dex). the statistics for a robotic insect. Mechanical vermin
’?Notethat while Charisma is normally the key ability count as animals due to the total hit dice of robots the tin-
for Use Magic Device, the tinker uses his Intelligence ker may command.
with this skill. Normally, Use Magic Device relies on an At 15th level, the tinker can produce giant, mechanical
innate feel for magic and strength of personality. humanoids. Unlike gearwork humanoids, these creatures
However, the tinker calls on his knowledge of magic cannot gain class levels. When a tinker designs a giant
items and their operation to use them. gearwork, he chooses how many hit dice he wishes to
Skill Points at 1st Level: (4 + Int modifier) x 4. grant the machine and selects from a menu of abilities
Skill Point at Each Additional Level: 4 + Int and feats he may design for his creation. Gearwork giants
modifier. count as 1.5 times their hit dice when determining the
total hit dice worth of minions a tinker may command.
Class Features When a tinker produces a mechanical servant, he must
All of the following are class featu teach it some basic commands and tactics. Mechanical
creatures lack intelligence and have none of the natural
cient with simple wea instincts and reactions of animals or beasts. A tinker can
proficient with the fol teach his servitors one trick for each level he has in this
class. All servitors know a few basic tricks that allow them
to function normally They know how to obey an attack
particular, tinkers who s command from their creator and always come when
neers quickly learn called by their owner. Mechanical creatures based on ani-
weapons.
Artificial Minions: As p accept a rider. The creatures learn tricks as per
into using scientific
lore, the tinker learns the guidelines set forth there
ical creatures that gu
with his work. A tink
whose total hit dice less modified by their
tinker may apply the mechanical template to an animal to creature template and
yield the statistics for a minion. He may have as many
minions as he wishes, so long as their total hit dice are less
than or equal to twice his tinker level. For example, a 4th- ranks, the tinker gains additional ranks at each level he
level tinker could have a total of 8 hit dice worth of crea- may spend on Craft skills. At 1st level, he gains 8 bonus
tures. He could command a mechanical polar bear or a ranks. At 2nd level and higher, he gains 2 bonus ranks.
mechanical lion and three mechanical monkeys. See the These ranks can only be spent on Craft sub-skills, such as
mechanical template for more information on how it Craft (blacksmith) or Craft (armorer).
effects a base creature and its game statistics. Invention: The tinker can produce almost any magic
A robotic minion costs 100 gp per hit die to build and item for which he owns the necessaryfeats. Count his lev-
requires the use of Craft (blacksmith) or a similar skill els in the tinker class as his caster level to determine if he
that involves metal working. The tinker uses his 1st-level can produce an item. In addition, he can compensate for
spell imbue with artificial intelkgence to grant the mechani- any arcane spells (though not divine ones) required to
cal hull a basic intelligence. produce an item by spending enough gold to research and
At 5th level, the tinker learns to produce gearwork duplicate the spell using his scientific magic. For purpos-
humanoids. These creations operate much like his es of determining which spells a tinker cannot duplicate,
mechanical animals,though they are smarter and capable any spell that appears on the cleric or druid lists but does
of mastering more specialized skills and abilities. Each not show up on the sorcerer/wizard lists is beyond his
gearwork humanoid can gain a number of levels in a class abilities.
equal to half the tinker’s level in this class. In addition, the
tinker may still only keep a total of mechanical servitors
TECHNOMANCY

TABLE11-1: THE TINKER


Base Fort Ref Will Spells per Day
Level Attack Save Save Save 0 1 2 3 4 5 6 7

3 2 ------

6 5 5 5 5 4 4 3 3 2

20 +15/+10/+5 +12 +6 +12 Bonus feat 6 5 5 5 5 5 4 4 4 4

The cost to duplicate a spell is 50 gp per spell level. In person tries to use it. o n l y the tinker may use the item,
addition, the tinker must supply the gold, material com- and he each time he attempts to activate it he must make
ponents, and experience point cost necessary to cast the a Use Magic Device check with a t5 competence bonus to
spell. These costs are added directly to the total price in his roll. Other tinkers (and only tinkers) may attempt to
gold and experience necessary to produce the item, and use items crafted in this manner, but they do not gain the
represent research and materials that are consumed dur- benefit of the competence bonus to their check.
ing the process of the item’s creation. The tinker must In return for this reduced effectiveness,the tinker may
make an Invention Check by making a d20 roll and pay halfthe gold and experience cost it would take him to
adding his Intelligence modifier and level in the tinker produce an item for general use, as detailed above. The
class. The DC of this check equals the market price of the tinker cuts corners and draws upon his training as an
item divided by 1,000. If the check fails, the tinker must engineer to produce an item that works most of the time.
spend half the item’s gold cost to produce, and half the When a tinker creates an item, it mimics the function-
time necessary to complete the item before making ality but not the form of the magical item on which it is
another check (the item fails to operate fully and needs based. A wand, for example, may appear as a rifle or other
more work to complete it). gizmo. When designing an item, the tinker should create
rfthe check succeeds,the tinker produces a fully func- a visual description that matches the item’s functionality
tioning magic item. The item detects as magical and can This design should have no effect on the in-game usabili-
be used normally. A tinker may use an item he produces ty and characteristics of the item. Instead, it should add
in this manner if he lacks the prerequisite spellcasting or some flavor to the item and help mark it as the work of a
class abilities with his Use Magic Device skill. When tinker.
using this skill on an item he created in this manner, the In addition to duplicating the effects of a magical item,
tinker gains a +OI competence bonus to his check. The tinkers also have the ability to craft a set of wondrous
tinker is intimately familiar with the item and knows how items that only they have the talent and knowledge to
to operate it. produce. These items, including flying machines, motor-
Rather than produce a traditional magic item, a tinker ized wagons, and other wonders, are listed under the New
may opt to produce an item that functions only for him. Magic Items section after the tinker class description.
The tinker creates the item as normal but cuts corners in Spells: A tinker casts arcane spells. He is limited to a
its production, building a functioning but difficult to use certain number of spells of each spell level per day,
item. A wand, for example, continually breaks and must according to his class level. A tinker must prepare spells
be activated with a different command word each time a ahead of time by getting a good night’s sleep and spend-
TECHNOMANCY

ing Ihour studying his spellbook. To learn, prepare, or The tinker’s spells are specifically designed to aid con-
cast a spell, a tinker must have an Intelligence score of at structs. All of his spells affect constructs as if they were
least IO t the spell’s level. A tinker’s bonus spells are based living creatures.
on Intelligence. The Difficulty Class for saving throws Traps: Much like rogues, tinkers can use the Search
against tinker spells is IO + the spell’s level t the tinker’s skill to locate traps which require a DC of 20 or higher to
Intelligence modifier. find.They can also use their Disable Device skill to disarm
Unlike wizards, all tinkers gain and use the same spell- magic traps. If the tinker’s Disable Device check is 10 or
book: The Manuals of Arcane Mechanics. This three-volume more above the DC needed to disarm a trap, he has figured
set describes the basics of the tinker’s craft and provides out how the trap works. He and his friends can bypass the
him with his spells. The manuals include all of the spells trap without triggering it, if he so wishes. Otherwise, he
on the tinker’s list. Thus, a tinker need never scribe spells may disable the trap as normal.
into his book. If a tinker comes across a new spell that he Bonus Feats: Every 4th level, the tinker gains a bonus
may use but that is not included in his books, he may feat. He may select any item creation feat or a feat from
scribe them into his manuals as a wizard adding a new the following list: Alertness, Endurance, Great Fortitude,
spell to his books. If a tinker finds one or more new spells, Iron Will, skill Focus, or Toughness. In addition, the tin-
he must keep a new book separate from his manuals to ker may select any of the new item creation and invention
store them. These books act exactly like a wizards spell- feats detailed in this section.
book. The tinker must use read magic to decode a spell
and pay to add it to his book as a wizard would. TINKER SPELL LIST
A tinker’s spells are unique combinations of arcane o arcane mark, detect magic, light, mage hand, mend, mend
mathematics,geometry, and eldritch mechanics. A wizard construct, open/close, read magic, resistance.
cannot read or use a tinker’s spellbooks.A read magic spell 1 alarm, animate rope, burning hands, comprehend lan-
allows him to determine the general nature of spell, but guages, disrupt construct, enlarge,grease, hold portal, identi-
he cannot copy the spell into his books and prepare it for fy imbue with autificial intelligence, jump, magtc weapon,
use. patch construct, unseen servant.
2 arcane lock, bluv, bull’s strength, cut’sgrace, bedazzle con-
struct, darkness, darkvision, daylight, endurance,fog cloud,
knock, levitate, pyrotechnics,repair construct,see invisibili-
ty, shatter.
3 charm construct, dispel magic, explosiverunes, fly, greater
magic weapon, gust of wind, haste, keen edge, restore con-
struct, slow, stinking cloud, water breathing.
4 fire trap, minor creation,polymorph other, polymorph self,
rebuild construct, shout,wall offire, wall of ice.
5 confuse construct,fabvtcate, interposing hand, major
creation, stone shape, telekinesis, transmute mud to rock,
transmute rock t o mud, wall offorce, wall of iron, wall of
stone.
6 analyze dweomer, dominate construct, flesh to stone,forceful
hand, greater dispelling, mass haste, move earth, stone to
flesh.
construct growth, grasping hand, reverse gravity, spell
turning, statue.
Bigby’s clenchedfist, iron body, polymorph any object,
protection f.om constructs, protection from spells, symbol.
Bigby’s crushing hand, dispel construct, foresight, refuge,
temporal stasis, time stop.
TECHNOMANCY

Range: Touch
FW SPFl I S Target: One touched construct
Duration: Permanent
Charm Construct
Evocation This enchantment allows a tinker to imbue his creations
Level:Tnk3 with the basic intellect they need to function properly
Target: One construct After building his creation’s outer hull, he uses this spell
Duration: 1hour/level to give it life. Only machines built according to the guide-
lines outlined below may be granted this spell. Over the
As charm peyson, except this spell creates a quick blast of course of building his constructs, the tinker designs their
energy that disrupts a construct’s programming and caus- bodies with the geometric and arcane arrangements nec-
es it to treat you as an ally. This spell is effective against essary to grant the creature life.
golems and all other constructs. It has no effect against
other creatures. Mend Construct
Conjuration
Disrupt Construct Level: Tnko
Evocation
Level:Tnk2 As patch con cept this spell repairs only I point of
Components: V, S
Casting Time: 1action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One construct
Duration: 1round/level
Saving Throw: Will negates
Spell Resistance:Yes astingTime: 1 action

You create waves of energy that interfere with the mag


powering a construct, disrupting its ability to fun
properly. On a failed save, a construct may on
tial actions for the duration of this spell.

Dominate Construct w i t h this touch spell, you direct arcane energies into a
Evocation construct to mend the damage it has sustained. This spell
Level:Tnks cures Id8 damage suffered by a construct of any type. It
Target: One constru ignores any spell immunities a construct, such as a golem,
may have.
As dominate person, except this spell functions only against
creatures of the construct sub-type, including golems. Rebuild Construct
The caster creates a disrupting beam of energy that bends Conjuration
the construct to his will be reconfiguring its magical Level: Tnk4
design. Components: V, S, M
Casting Time: 1hour
Heal Construct Range:Touch
Conjuration Target: One touched construct
Level:Tnk3 Duration: Instantaneous
Saving Throw: No
As patch construct, except this spell repairs 3d8 points of Spell Resistance: No
damage.
This powerful restorative spell returns a destroyed con-
Imbue with Artificial Intelligence struct to a function state. The caster must have the major-
Transmutation ity of the construct’s original body on hand for this spell
Level:Tnkl to function. After completing the spell, the construct’s
Components: V, S body reassembles and it may function as normal.
CastingTime: 1hour
TECHNOMANCY

However, each time this spell is cast on a construct its


maximum hit points are reduce by 25%.This spell restores ECHNOMANCY TFMPLATES
the construct to an imperfect state, leaving it without The following templates are used to create the statistics
parts of its structure and vulnerable to more damage. for the tinker’s mechanical creations.
Matevial Component: A silver wrench worth 100 gp.
MECHANICAL CREATURES
Repair Construct Mechanical creatures are self-mobile, tinker-designed
Conjuration constructs that mimic the form and function of a living
Level: Tnk2 creature such as a wolf or snake. These constructs appear
as metallic, mechanical versions of their base crea-
As patch construct, except ture. They are forged from iron, wood, and other
this spell repairs 2d8 ~ materials. No one would mistake a mechanical
points of damage. creature for the real thing, though its general
shape and habits make it easy to tell what sort of
Restore Construct beast it is based on.
Conjuration Note that a mechanical creature is
Level: Tnk7 not derived from a living one. Instead,
the tinker merely studies the animal
This spell is similar to he wants to produce and builds his
rebuild constvuct except it creation from scratch.
retains the construct’s or-
iginal hit point total and fully Building Mechanical Creatures
restores it to a functioning A creature costs 100 gp per hit die
state. A construct restored to plus additional gp for special fea-
life with this spell regains its tures. It takes 1 day per 1,000gp in
maximum hit points. In addition, total value to craft a mechanical
a damaged but still functioning
construct is restored to its maxi-
mum hit points with this spell. Creating a Mechanical Creature
Material Component: A golden “Mechanical”is a template that can
wrench worth 1,000gp. be added to any animal. A mechan-
ical creature’s type is always con-
Tinker’s Hammer sidered to be a construct.
Evocation A mechanical creature
Level: Tnkl has all the base animal’s
Components: V, S game statistics and abilities
Casting Time: 1action except as noted here.
Range: Close (25 ft. + 5 ft./2 levels) Hit Dice: Mechanical
Effect: Ray creatures use d l o as hit
Duration: 1round/3 levels dice rather than an animal’s
Saving Throw: No d8. In addition, constructs
Spell Resistance: No do not have Constitution
scores. A mechanical crea-
A ray of seering blue energy springs ture never receives bonus
from your hand, striking a construct and hit points due to a high Con.
dealing ld4 damage for every two caster They always receive 5.5 hit
levels, with a maximum damage of 10d4.This points per die, rounded down
spell ignores all inherent immunities a construct enjoys. and multiplied by the creature’s hit dice.
This spell damages only constructs and inanimate objects. Speed: Mechanical creatures have all the same move-
ment modes and speeds as their base animal type.
AC: Mechanical creatures gain a +2 natural bonus to
AC. If the base creature type already has a natural bonus,
this +2 bonus stacks with it.
TECHNOMANCY

Attacks: A mechanical creature uses the same attack Skills: As machines, mechanical creatures do not have
bonus and modes as its base animal. the same experience and instincts as living animals.They
Damage: The mechanical creature’s form mimics the have no ranks in skills.
animal on which it is based.Thus, it deals the same damage. Challenge Rating: As base creature.
Special Attacks: A mechanical creature gains all the Alignment:Always neutral.
special attacks of its base creature. Advancement: None.
Special Qualities: In addition to the base creature’s Sample Creature: Mechanical Black Bear
special qualities, mechanical creatures count as con-
structs. They are immune to mind-influencing effects, Medium-Size Construct
poison, sleep, paralysis, stunning, disease, death effects, H i t Dice: 3dlO (16 hp)
and necromantic effects. They do not have Initiative: +1(Dex)
Constitution or Intelligence score.
Mechanical animals cannot heal damage naturally AC: 15 (+I Dex, +4 natural)
and instead must be repaired with a tinker’s spells or Attacks: 2 claws t 6 melee, bite +1melee
through repair work. A tinker may repair 1 hit Damage: Claw ld4t4, bite ld6+2
point of damage to an animal by spending 1gold Face/Reach: 5 ft. by 5 ft./S ft.
piece per hit point and spending 1 day for Special Qualities: Construct, scent
each 100 gp worth of repairs work- Saves: Fort +1,Ref +2, Will +3
ing on his minion. Abilities: Str 19, Dex 13, Con -,
Mechanical creatures Int -, Wis 12, Cha 6
are immune to critical Climate/Terrain: Any
hits, subdual damage, Organization: Solitary
ability damage, ability Challenge Rating: 2
drain, and energy drain. Treasure: None
They are immune to all Alignment: Always neutral
effects that require a
Fortitude save unless the M ECHANI CAL C R EATURE
spell or ability specifically UPGRADE PACKAGES
states it can affect objects. Over time, a tinker can install
Constructs never make additional equipment and
saves to avoid death by upgrades on to his mechanical
massive damage, but as followers. These upgrade
soon as one is reduced to packages have two costs, one
o or fewer hit points it is listed in gold pieces and a
destroyed. A destroyed second listed in hit dice. A
mechanical creature can- tinker must pay the gold
not be repaired but can be piece cost and spend one day
rebuilt from scratch. working on the creature he
Unlike other constructs, wishes to upgrade for every
mechanical creatures do not SO gp worth of upgrade.
automatically receive darkvi- The hit die cost affects the
sion. total number of creatures a
Saves: Mechanical creatures tinker can command. When
lack the intuitive reflexes and danger sense determining the hit die worth
that allow animals to dodge threats or resist spells. of mechanical animals, add the hit dice value of
To determine its base saving throws, divide its hit dice by the upgrades to the creature’s hit dice to determine how
three and round down. Apply the creature’s ability modi- much it counts against the tinker’s limit.
fiers as normal. Note that since a mechanical creature The bonuses granted by a package all have the upgrade
does not have a Constitution score, it gains neither a descriptor. Thus, bonuses provided by packages do not
bonus nor penalty to its Fortitude save. stack. For example if two packages provide a bonus to
Abilities: The mechanical version of an animal has the damage, use only the highest damage bonus.
same ability scores as its base creature. However, like all
constructs they lack a Constitution or Intelligence score.
TECHNOMANCY

Amphibious Package: By adding crude flippers to the This package increases a mechanical animal’s ground
mechanical creature’s hull and incorporating webbing to speed by OI feet. In addition, it gains OI ranks in the Jump
its feet, paws, and other limbs, the tinker can make his skill and is not limited by its speed when determining the
creation suitable for underwater use. distance of its jump.
This package grants a mechanical creature a swimming Gold Plece Cost: 500 gp; Hit Die Cost: 1HD.
movement speed equal to its walking movement rate. Mauler: This fearsome upgrade package transforms a
Mechanical creatures whose base animals have a swim mechanical animal into a vicious, dangerous fighter. The
movement speed gain no benefits from this package. tinker modifies the creature’s jaws to give it a larger
Gold Plece Cost: 500 gp; Hit Die Cost: 1HD. mouth filled with steel fangs, while increasing the range
Combat Package: The tinker improves the mechanical of motion of its limbs and paws. With these modifica-
creature’sreflexes and weaponry, making it a more formi- tions, the animal can tear through several weak foes in a
dable fighter. It reacts more quickly to attackers and deals single attack.
more damage with its attacks. This package grants a mechanical creature the Power
This package grants a mechanical creature a t 2 bonus to Attack and Cleave feats.
initiative and a +2 bonus to damage on all its attacks. Gold Plece Cost: 1,000 gp; Hit Die Cost: 2 HD.
Gold Plece Cost: 500 gp; Hit Die Cost: 1HD. Scout Package: By making an investment in redesign-
ing a mechanical beast’s joints and hull, the tinker can
grant it an improved ability to stay out of sight and creep
up on its enemies. The scout package is an excellent
struts, supports, and armored choice not only for reconnaissance purposes but to help a
sensors. machine surprise its enemies.
This package grants This package grants a mechanical creature 6 ranks in
a1 t 4 natural armor c Hide and Move Silently.
Gold Plece Cost: 500 gp;Hit Die Cost: 1HD.
Subterranean Package: This combination of upgrades
Gold Plece Cost: 1,000gp; is designed to enhance a mechanical creature’s ability to
erate underground. It gains improved senses and foot
creature’s form and its ability to climb and allow it to deal
crude, rudimentar
grants a mechanical creature darkvision
This package grants a mechanical creature a flight that allow it to deal t 2 dam-
speed equal to twice its normal walking movement rate. It ranks in Climb, 4 ranks in
has clumsy maneuverability but otherwise operates as a
flying creature. Obviously, flying creatures gain no bene-
fit from this upgrade.
Gold Piece Cost: 2,000 gp; Hit Die Cost: 4 HD. claws, and fangs, adding sharp hooks that allow to grasp
Intelligence: This upgrade allows a tinker to program and tug enemies. In addition, he trains it to grab enemies
a complex trick into a mechanical creature. and pull them to the ground.
Unlike the other upgrades, this one may be taken mul- This package grants a mechanical creature the
tiple times for each creature. Each time you select it, you Improved Trip feat. In addition, on a failed trip the crea-
grant a creature an additional complex trick. For example, ture cannot be tripped by its target.
you could teach a mechanical alligator to accept a rider or Gold Plece Cost: 1,000 gp; Hit Die Cost: 2 HD.
train a mechanical falcon to pluck objects from a person’s Tracker: Many mechanical beasts have an innate abili-
hands. ty to detect creatures by scent. To take advantage of this
When determining your total hit dice of mechanical ability, some tinkers modify their creations so that they
creatures, add together your creations’ hit dice then become experts at pursuing and tracking their prey.
round up. This package grants a mechanical creature the Track
Gold Piece Cost: 250 gp. Hit Die Cost: 1/2 HD. feat and 8 ranks in the Wilderness Lore skill.
Long Jumper: By increasing the size and strength of Gold Ptece Cost: 1,000 gp; Hit Die Cost: 2 HD.
the mechanical creature’s hind legs, the tinker grants it
the ability to jump great distances. Mechanical animals
with this upgrade package can move faster and jump far-
ther than other constructs.
TECHNOMANCY

MECHANICAL INSECTS Building Gearworks


Tinkers who have reached loth level or higher may apply A geanvork costs 100 gp per hit die plus additional gp for
the mechanical template to vermin in order to produce a special features. It takes 1day per 1,000gp in total value to
robotic follower. Apply the template to these creatures as craft a gearwork.
normal. However, if the creature has a poison special
attack the tinker must buy poison to keep his minions Creating a Gearwork Servitor
supplied with it. A mechanical vermin can store six doses When designing a geanvork, the tinker must first choose
of poison. Each time it hits its opponent with an attack the basic type he wishes to construct -expert, fighter, or
that causes him to make a saving throw against the poi- rogue - and what hit die construct he can design.
son’s initial effect, it uses one dose. The tinker does not Remember that a geanvork counts as twice its hit dice
necessarily have to use the same type of poison found in when determining the maximum number of mechanical
the living version of his construct. Instead, he may choose followers a tinker may command.
any sort of injury poison to supply his creations. Refilling The gearworks class determines its abilities and basic
a single dose of poison into a mechanical vermin is a stan- chassis. All gearworks share the following basic statistics.
dard action. Type: Gearworks count as Medium-size constructs.
Attacks: All gearworks have a slam attack that does Id4
GEARWORK HUMANOIDS
As tinkers progress in their mastery of building and main-
taining artificial creatures, they learn to produce compli-
cated, intelligent machines. These geanvork humanoids tructs, gearworks are
are far from fully intelligent, but they are capable of oper- , poison, sleep, paral-
ating independently and can sometimes take the initia- , and necromantic
tive and respond to threats in an aggressive, proactive
manner.
Geanvork humanoids are essentially robotic humans
programmed with skills and abilities that somewhat hit point of damage to a gear-
mimic those granted by a class. They may receive pro- hit point and spending
gramming similar to the training gained by repairs working on his
fighter, or rogue. Expert gearworks are advisor
ing databanks of knowledge. They ca a1 hits, subdual damage,
-
range of languages,compile information ability damage, ability drain, and energy drain. They are
immune to all effects that require a Fortitude save unless
the spell or ability specifically states it can affect objects.
Constructs never make saves to avoid death by massive
scouts and spies wh damage, but as soon as one is reduced to o or fewer hit
threats. While gearworks have many of their namesake points it is destroyed. A destroyed mechanical creature
classes’ abilities and features, their limited intelligence cannot be repaired but can rebuilt from scratch.
makes it difficult for them to master the more advanced Unlike other constructs, gearworks do not automatical-
class abilities. A geanvork expert, for example, may be ly receive darkvision.
able to perfectly recall many historical subjects but lacks Challenge Rating: A gearworks challenge rating
the intuition and ingenuity to draw comparisons between equals its hit dice minus 2.
history and current events.The geanvork fighter lacks the dignment: Always neutral.
skill and tactical sense to master many feats. While the
gearwork rogue’s clunky limbs make it difficult to pick GEARWORK EXPERT
locks and disarm traps as efficiently as a humanoid rogue Created to serve as assistants and aides, geanvork experts
can. work best as walking catalogs of information. Unlike
Gearworks appear as humanoid frames made from iron, most constructs, the expert has an Intelligence score.
wood, and other materials. They have surprisingly smooth While pitiable in comparison to a living creature, it allows
gaits and motions considering their construction. While the geanvork to store and recall great amounts of infor-
no one would ever mistake a gearwork for a living crea- mation. The gearwork never applies its Intelligence
ture by looking at it, its actions and motions become dis- penalty to a skill that has Intelligence as its key ability.
turbingly life-like as a tinker refines and improves its While far from sharp, the gearworks excellent recall
form and programming. allows it to compensate for its stupidity.
TECHNOMANCY

Skills: Gearwork experts gain 32 skill points a t for their GEARWORK FIGHTER
first hit die and 8 additional skill points per additional hit Designed to serve as bodyguards, elite soldiers, and spe-
die. They may spend up to 3 + their hit dice ranks in any cialized shock troops, gearwork fighters are capable of
permissible skills. Experts may spend ranks on Appraise mastering many of the same skills and talents that human
(Int), Decipher Script (Int), Heal (Wis), Intuit Direction warriors and other skilled combatants study and use in
(Wis), Knowledge (any), and Speak Language. Gearwork battle. Unlike other mechanical creatures the tinker
experts are generally designed with a wide range of builds, the fighter is capable of learning to use new
Knowledge skills. Gearworks may not spend ranks on weapons, and develops a low-level of intelligence that
skills not listed here. Unlike living creatures, they cannot allows it to operate with a fair degree of autonomy. While
master skills outside of their area of expertise. mechanical animals need constant supervision, the gear-
Combat Ability: A gearwork expert is not designed for work fighter is capable of receiving, understanding, and
combat. Its base attack bonus equals its hit dice divided by completing complex orders.
two, rounded down. It lacks proficiency with any Skills: Gearwork fighters do not gain any skill ranks.
weapons, armor, or shields. Its natural attack deals ld4 Combat Ability: A gearwork fighter’s base attack
blunt damage. bonus equals its hit dice. In addition, gearwork fighters
Armor Class: The gearwork expert’s chassis is usually gain one feat at every even-numbered hit die of their
designed to resemble a slender, spin design. For example, a IO hit die gearwork fighter has five
feats, while a 4 hit die one has two. In addition, gearwork
fighters are proficient with all simple and martial

with the race that desi Gearwork fighters may be given feats that do not
require too much tactical cunning or quick decision mak-
mechanical servant to ing. They may select Armor Proficiency (light), (Armor
Proficiency (medium), Armor Proficiency (heavy), Exotic
ator can fly or swim natu
expert’s only available move tiative, Point Blank Shot (Far Shot, Precise Shot, Rapid

Since the expert has an Intelligence score, it operates as ts of punishment. Their hulls
a fully independent creature. It is not limited in the tricks el, iron, and bronze. They re-
or commands it has been taught as are mechanical ani- ceive a +8 nat
mals. Instead, it operates as a truly independent being.
The expert is still utterly loyal to its creator and fulfills all e rate as a human
orders gladly, even suicidal ones.
Advancement: Gearwork experts do not gain levels. Saving Throws: A gearworks base saving throws equal
They are built and programmed to fulfill a specific role. A its hit dice divided by three, rounded down.
tinker can add additional hit dice to an expert by paying Special Abilities: As constructs with Intelligence
100 gp per extra level beyond its current one and com- scores, gearwork fighters are more independent and
pleting the necessary work as normal. When an expert autonomous than other artificial creatures.They operate as
gains a hit die, it earns the additional skills and improved a humanoid creature of their listed Intelligence. While
statistics of a higher hit die expert. their Intelligence is below 6 , they operate as clockwork
animals. They must be trained and given limited orders.
TABLE11-2: C E A R W O REXPERT
K Once their score equals or rises above that mark, they may
operate independently, and can understand and enact
complex orders. A gearwork fighter is absolutely loyal to
its creator and gladly obeys all orders, including suicidal
ones.
Advancement: Gearwork experts do not gain levels.
They are built and programmed to fulfill a specific role. A
tinker can add additional hit dice to a fighter by paying
100 gp per extra level beyond its current one and com-
10 8 10 14 12 12 35 pleting the necessary work as per the Craft skill.
TECHNOMANCY

TABLE11-3: CEARWORK
FIGHTER Combat Ability: While gearwork rogues are not
designed for combat use, they can hold their own in a
2 12 10 2
~ 4 4 11 fight when cornered. A gearworks base attack bonus
3 14 12 4 4 4 16 equals its hit dice divided by two, rounded down.
4 14 13 4 4 4 33 Geanvork rogues are proficient with all simple weapons.
Armor Class: A gearwork rogue has some minor
armor plating, but too much armor would hinder its
movement and interfere with its skills. It gains a +4 nat-
ural bonus to armor class.
10 20 18 10 6 6 55 Speed: Small geanvork rogues have a base speed of 20
feet. Medium-size ones move a t a base speed of 30 feet.
GEARWORK ROGUE Saving Throws: A gearworks base saving throws equal
Designed to serve as scouts and supporting fighters, gear- its hit dice divided by three, rounded down.
work rogues are small, nimble, and stealthy. They range Special Abilities: As constructs with Intelligence
ahead of a traveling tinker and alert him to any dangers. scores, gearwork rogues are more independent and
They are also experts at picking locks and detecting traps, autonomous than other artificial creatures. They operate
though compared to a human or other humanoid rogue as a humanoid creature of their listed Intelligence. While
their skills are quite limited. Still, a geanvork rogue is bet- their Intelligence is below 6, they operate as clockwork
ter than no rogue at all. animals. They must be trained and given limited orders.
Size: To help them remain out of sight and fulfill their Once their score equals or rises above that mark, they may
role as scouts and spies, gearwork rogues are normally operate independently and can understand and enact
designed to be only 3 feet tall, making them small crea- complex orders. A geanvork rogue is absolutelyloyal to its
tures. A tinker may optionally decide to build a Medium- creator and obeys all orders, including suicidal ones.
size gearwork. This choice has no bearing on the gear- Advancement: Geanvork rogues do not gain levels.They
works cost or abilities, but a Small gearwork gains a +I are built and programmed to fulfill a specific role. A tinker
size bonus to hit and AC, a +4 size bonus to Hide checks, can add additional hit dice to a geanvork rogue by paying
and all the other benefits and disadvantages of being a 100 gp per extra hit die beyond its current hit die total.
Small creature.
Skills: A 1 hit die geanvork rogue gains 16 skill ranks. TABLE1 1 4 . CEARWORK
ROGUE
With each additional hit die the geanvork gains an addi- Hit Dice Str Dex Int Wis Cha hp
tional 4 ranks to spend. These gearworks may spend their
ranks on Balance (Dex), Climb (Str), Disable Device (Int),
Escape Artist (Dex), Hide (Dex),Jump (Str), Listen (Wis),
Move Silently (Dex), Open Lock (Dex),Pick Pocket (Dex),
Search (Int), and Spot (Wis). Gearworks may not spend
ranks on skills not listed here. Unlike living creatures,
they cannot master skills outside of their area of expertise.
10 8 18 10 14 6 35

TABLE11-5: THE STEAM GIANT


HD Str Dex Int Wis Cha ho Base

6 1x 6 3 fi 4

10 22 8 6 8 6 45 loft. b y 5 ft. 15 ft. t

14 Lb

16 211 10 12 10 8 72 loft. by
TECHNOMANCY

GEARWORK UPGRADE PACKAGES Focus. In addition, gearwork fighters may select bonus
Much like mechanical animals, gearworks can be upgrad- feats from their list of allowed feats.
ed with additional armor, weapons, or programming with Gold Plece Cost: 500 @/feat.
new skills. Since gearworks have Intelligence scores, they Skills: By altering a gearworks chassis, programming,
are much more flexible when it comes to mastering new and basic design, a tinker can grant it a rudimentary mas-
abilities and can accept a much wider range of customiza- tery of a few basic skills. The listed cost is for one rank in
tions. a skill. A gearwork may have up to 3 t its hit dice skill
Appearance: Banned in some areas for its potential to ranks in any skill. You may not use this upgrade to violate
cause fear and confusion amongst those unfamiliar with a that maximum. In addition to the skills listed here, you
tinker’s works, this upgrade allows a geanvork to pass for may grant additional ranks in skills listed under the gear-
a living creature. The tinker adds layers of make-up, can- works type as available to that particular model.
vas, paint, hair, and clothing to his geanvork in an attempt All gearworks may be granted ranks in Balance (Dex),
to disguise its true nature. These disguises are rather rudi- Climb (Str), Jump (Str), Listen (Wis), Speak Language,
mentary, but at a distance or with a casual inspection, a Spot (Wis), and Swim (Str).
relaxed guard or other observer who pays no special mind Gold Rete Cost: 50 gp/skill rank.
to a gearwork may mistake it for a living creature. Speed: Gearworks may be designed to swim, fly, or
Whenever a person looks at and inspects a gearwork,he climb along sheer surfaces. A flying geanvork is designed
must make a Spot check to detect that it is an artificial with a set of simple, mech-anical wings that flap
construct in disguise. The base DC wildly, granting it poor maneuverabil-
for this check is 5 . By investing ity and a flying speed equal to twice
more cash and time into improv- its walking speed. A swimming
ing this upgrade, the thinker can geanvork has webbing in-stalled
boost this DC. The gearwork between its fingers and toes
does not automatically trigger a and crude fins installed along
Spot check when it moves about its back and limbs. It may
in public. Only observers who swim at a speed equal to its
interact with it or pay any walking movement rate.
attention to it may make a Gearworks designed to
skill check. If the gear- climb walls have suckers
work can somehow cover and hooks added to their
its face, it increases hands and feet. They can
the Spot DC by 5. climb at a movement rate
The face is the hard- equal to their walking
est part for a tinker to speed.
duplicate and the one area where most The cost of this upgrade is
observers detect the disguise. determined by the gearworks level.
Gold Plece Cost: 500 gp for a Spot DC of 5 , t50 More complex gearworks have to be
gp per +1 DC. redesigned and rebuilt to incorporate
Armor: A geanvork can be granted an addi- this major change to its structure. If
tional +I natural bonus to armor class by reinforc- an existing geanvork is given one of
ing its joints, bolting additional plates to its hull, these movement modes, then later
and rebuilding portions of its body with tougher upgraded to a higher level, you must
materials. Each time you add it to a geanvork, it pay the additional cost for granting a
gains an additional + AIgeanvork
. may gain a maxi- new method of movement to a higher
mum +S additional bonus to its natural armor with this level gearwork. For example, if you upgrade a flying 2nd-
upgrade. level geanvork to 6th-level, you must pay an additional
Gold Piece Cost: 100 gp/+l AC bonus. 2,000 gp to grant the 6th-level version of flying. Flight
Feats: A gearwork may be upgraded to gain one addi- costs 3,000 gp for a 6th-level geanvork. Subtracting the
tional feat for every two hit dice it has. Thus, an 8th-level cost of granting flight to a 2nd-level one (1,000 gp) from
gearwork may be granted a total of four additional feats that total yields an additional cost of 2,000 gp.
via this upgrade. You may grant a gearwork the following Gold Plece Cost: 500 =/level for flying, 250 gp/level for
feats: Alertness, Armor Proficiency, Dodge, Exotic swimming or climbing.
Weapon Proficiency, Improved Initiative, Run, Simple
Weapon Proficiency, Skill Focus, Track, and Weapon
TECHNOMANCY

Steam giants cannot heal damage naturally and instead


STEAM GIANTS must be repaired with a tinker’s spells or through repair
The pinnacle of the tinker’s art, a steam giant is a fear- work. A tinker may repair I hit point of damage to a steam
some, terrlfying creation that stalks across the battlefield giant by spending I gold piece per hit point and spending
and sends lesser creatures scurrying for cover. Steam I day for each 100 g p worth of repairs working on his
giants are heavily armed and armored humanoid minion.
machines that stand roughly 10 feet tall. They are Steam giants are immune to critical hits, subdual dam-
designed expressly for combat and rarely see other uses. age, ability damage, ability drain, and energy drain. They
In battle, they rely on their tremendous strength and are immune to all effects that require a Fortitude save
durability. As war machines, they are valued by generals unless the spell or ability specifically states it can affect
for their ability to single-handedly plug breaches in objects. Constructs never make saves to avoid death by
defensive formations or spearhead assaults on heavily massive damage, but as soon as one is reduced to o or
defended fortifications. fewer hit points, it is destroyed. A destroyed mechanical
Steam giants are designed in a manner similar to gear- creature cannot be repaired but can be rebuilt from
work servitors. You decide how many hit dice you want scratch. Unlike other constructs, steam giants do not
your giant to have, assign it feats and skill points via automatically receive darkvision.
upgrades, and select upgrade packages to improve is abili-
ties. They are more expensive to produce than other servi-
tors, but they are amongst the most powerful and fear- t’s ability scores are determined
some machines a tinker can produce. iants are stronger than small-

BUILDING STEAM GIANTS


A steam giant costs 250 gp per hit die plus additional g p
for special features. It takes 1 day per 1,000 gp in total
value to craft a steam giant. giant’s CR equals its

Designing a Steam Giant


A steam giant’s base abilities and size are determ ing a steam giant, a tinker
its hit dice. A steam giant counts as 1.5 times it
when determining how it counts two of the following weapons and pieces of equipment to
allowed hit dice of mechanical foll mount on a steam giant’s arms. A steam giant may attack
Type: Steam giants count as const with one of these weapons each round a t its full base
Speed: Large steam giants attack bonus, gaining multiple attacks if its bonus is above
Huge ones move 40 ft., a ones have a speed six. It may attack with both weapons but fights as if it
of 50 ft. wielded two weapons. The steam giant may choose which
AC: All steam giants have a +lo natural AC bonus. They weapon it counts as its off-weapon each round and can
are forged from iron, wood, bronze, and other tough mate- switch between the two freely.These weapons are mount-
rials, allowing them to shrug off powerful blows with ed as an integral part of the steam giant’s arms. It cannot
ease. drop them or wield other weapons in their place unless
Attacks: Steam giants are designed for combat and are the steam giant is equipped with battle fists. In that case,
programmed to make the most of their attacks. They have it may pick up and wield weapons as normal for a creature
a base attack bonus equal to their hit dice. In addition, all of its size.
steam giants have a natural slam attack. Large ones deal A steam giant is proficient with all simple and martial
Id8 damage with a slam, Huge ones 2d6, and Gargantuan weapons, shields, and armor. In addition, it automatically
ones 2d8. gains proficiency with any special steam giant weapons
Face/Reach: A steam giant’s hit dice determine its size, and attack modes that are incorporated into its design.
face, and reach. Large steam giants are around IO ft. tall, For example, a steam giant equipped with a chain blade
Huge ones reach 20 ft. in height, while Gargantuan steam is automaticallyproficient in its use.
giants can reach 50 ft. Ballistae and Catapults: A steam giant may also have
Special Qualities: Steam giants count as constructs. a ballista or catapult mounted on its hull as a weapon.
They are immune to mind-influencing effects, poison, When granted one of these weapons, the giant is
sleep, paralysis, stunning, disease, death effects, and equipped with a set of pulleys and ropes that allow it to
necromantic effects. They do not have Constitution automatically reload and fire the siege engines. Needless
scores.
TECHNOMANCY

to say, since steam giants lack the necessary skill to aim a 19-20 and has a x 2 critical multiplier regardless of its size.
catapult they are rarely equipped with these weapons. In addition, like a smaller flail the great flail grants its
Still, in times of war, a heavy volume of catapult fire from wielder a +2 bonus to hit when making a disarm attack.
a steam giant unit can disrupt and destroy enemy forma- Lance: The lance is a long, sharp spear mounted in
tions. Since steam giants use pulleys and automated sys- place of one of the steam giant’s arms. It may be used as a
tems to load their weapons, the time needed to load these stabbing weapon that extends the steam giant’s reach by 5
weapons is cut in half, rounding down. feet and is also effective when used to charge or when set
Battle Fist: A battle fist is a spiked, armored gauntlet against a charge. If the steam giant attacks with the lance
which a steam giant may use to smash and pummel ene- while charging or if it readies an attack with this weapon
mies. In addition, the fist functions as a mechanical hand. to receive a charge, it deals double damage on a hit. If it
The giant may use it to grab items, carry weapons or scores a critical, increase its damage multiplier by one.
shields, and otherwise utilize it just as a humanoid uses its A Large steam giant’s lance deals Id8 damage, a Huge
own hands. The battle fist is a steam giant’s default arma- one 2d6, and a Gargantuan one 2d8. All lances inflict a
ment. If it is not equipped with the weapons listed here, it critical threat on a 20 and have a critical damage multipli-
sports two of these fists, one on each arm. er of x3.
A battlefist deals the steam giant’s slam damage when Siege Tower a n d Assault Bridge: Not a weapon but a
used in battle. The gi simple shelter for passengers, the siege tower is a mobile,
base attack bonus is fortified structure attached to the steam giant’s outer hull.
Siege towers may only be mounted on Gargantuan steam
Chain Blade: This long, blad giants. Up to a dozen Medium-size creatures may ride in
the siege tower. Large creatures count as two Medium-size
ones, while Small ones count as half a Medium-size crea-
ture. In battle, the steam giant may deploy its assault
bridge to allow the occupants of the siege tower to rush
damage on a hit, scores a forth and storm a wall, tower, or other fortification. The

dge is a standard action. When extend-


tive weapon. It chops through hordes of weak opponents wide, 10-foot high passage that the
with ease, spraying blood and bone into the air. When a
steam giant makes a Cleave or Great Cleave attack with
this weapon, it receives a +2 bonus to hit. d as a weapon, even to
If a chain blade’s attack roll is a natural 1, the chain
snaps and must be repaired. A tinker must spend 30 min- combat.
utes working on the chain blade and make a Craft Sledge Hammer: This weapon is a large, leaden
(weaponsmith) or similar skill check with a DC of 15 to warhammer designed to smash fortifications and pum-
repair it. On a failed check, the tinker may continue work- mel the steam giant’s opponents into submission. An
ing on the weapon, making checks every half-hour until incredibly heavy weapon even by a steam giant’s stan-
he succeeds. dards, the sledge hammer is an incredibly unwieldy but
Great Flail: This fearsome weapon is a long, spiked punishing weapon. It is so top-heavy that a steam giant
pole attached to the steam giant’s upper arm by a long, may only swing it once per round. Even if the steam
thick chain. In battle, the steam giant swings the flail in a giant’s base attack bonus is high enough to grant it multi-
wide arc before slamming it into its opponents. On a suc- ple attacks, it may strike once per round with this
cessful hit with this weapon that deals IO or more dam- weapon. The steam giant may use the sledge hammer as a
age, the steam giant receives a free trip attack against its second weapon and use its full number of attacks with its
foe as the tremendous force of this weapon knocks the primary weapon.
giant’s opponent to the ground. The steam giant cannot be A sledge hammer used by a Large steam giant deals 2d8
tripped as a result of this attack. damage, one wielded by a Huge giant deals 4d8 damage,
A great flail wielded by a Large steam giant deals I d l o and one used by a Gargantuan steam giant inflicts 6d8
damage, a Huge one deals 2d6 damage, and a Gargantuan damage. The hammer scores a critical threat on a 20 and
one inflicts 4d6. The great flail causes a critical threat on a has a x 2 critical multiplier.
TECHNOMANCY

Armor Type Large Huge Gargantuan


Grappling Attack: If a steam giant is equipped with a
battle fist, it may be upgraded with this special weapon.
The steam giant gains the use of the Improved Grab spe-
cial ability when attacking with the fist equipped with
this upgrade.
Gold Piece Cost: 3,000 gp.

Feats: Steam giants can be programmed with addition-


al combat abilities and talents. While they are inca-
pable of mastering specialized feats such as
Expertise, they can be trained and designed
to handle simple ones that rely on brute
force such as Power Attack and Cleave. A
steam giant may be granted the follow-
ing feats: Improved Critical, Improved
Initiative, Power Attack, Cleave,
Improved Bull Rush, Sunder, Great
Cleave, and Weapon Focus. It costs 1,000
gp to add a feat to a steam giant. In addi-
tion, a steam giant can gain no more than a
number of feats equal to half its hit dice,
rounded down.
Gold Plece Cost: 1,000 gp/feat.
Skills: As intelligent constructs, steam giants are
capable of learning new skills and increasing their abil-
ities with older ones. However, this training and pro-
gramming requires time, raw goods, and money for
research. A tinker or other character who can create steam
giants must spend 100 g p and one day of work teaching a
steam giant a rank in a skill. A steam giant may never have
ranks more than 3 t its hit dice in any skill.
All steam giants may be granted ranks in Balance (Dex),
Climb (Str), Jump (Str), Listen (Wis), Speak Language,
Spot (Wis), and Swim (Str). Unlike living creatures, they
are not mentally agile enough to gain ranks in other skills.
Gold Piece Cost: 100 gp/skill rank.

jecial Weapons
In addition to the standard steam giant weapons listed
above, these great war machines may also be fitted
with exotic weapons that belch fire, hammer enemies
with sonic energy, and the like.
Flame Tongue: The steam giant’s head can be fit-
ted with a large flame projection machine
designed to blast the giant’s enemies with sheets
of fire. Three times per day, the steam giant may
create a 60 ft. cone of fire that inflicts 5d6
points of damage. Targets may make a Reflex
save (DC 13) for half damage.
Gold Plece Cost: 10,000 gp.
THAUMATURGY

T
Before I begtn today? lecture for new apprentices, I must make we have therefore proven that the two distinct spells are, in
two demands. pay attention, and do not open your texts until I fact, one and the same. we need progvess no further to make this
tell you to. Ifwe are all willing to comply,I shall begtn the lesson. conclusion - fire is still fire, whether it comes from a bolt of
The world consists of laws, both artificial and natural. These lightning OT heated tinder. The sources, uses, and dangers offire
latter laws we shall discuss today, and I trust you will all avoid are inherent in both forms.
breaking the former. Natural laws shape the world around us. Extrapolate.Spellcastersfollow the same rules: they must con-
The air turns cold in winter night. A man held underwater too centrate, use certain gestures, invoke words of power, and apply
long will drown. An animal will fight if hungry or t o protect its other components to cast the spell without expendingenergy, and
lair or young. Most everyone knows of natural laws, even if they still producingpredictable effects. Certain monsters can also sim-
do not know how to use them for their own benefits. Careful ulate spells. Most interestingly, however, spells fail from within
study revealsfurther aspects of the laws themselves how they help an antimagu field, without regard for origin. we can therefore
hunters suwive in the wilderness or fanners reap their harvest. assume some general tie.
Since magtc occurs naturally, most famously in the f o m s of This means, theoretically, other races use spells as though they
powevful creatures such as dragons, we can only assume there are posess the inherent ability to do so. Naturally, we must experi-
natural laws surrounding magtc as well, yet rarely before has ment until we achieve that point.. . but experiment we must.
anyone attempted to catalogue these laws. As far as we know, The dangers are obvious,yet we must ever reach for the stars and
thaumaturgists are the first organized group to attempt such a be mindful, lest we fa11 into the darkness between them.
monumental task, where before it was the idle pastime of elderly open your books. That the pages are all blank is intentional.
wizards or mad Itches. You yourselves shall help us write this book, and together, we
Most all of you are familiar with one of the more basic spells, shall discover the underpinnings of magic.
light, so it shall be our reference point. Arcane casters require a
matenal component, divine casters a focus, and neither can use
lightscrolls inscnbed by the other.Two similar but differentspells.
Reverse the flow of cause and effect. The effectis clear regard- RACKGROUN D
less offunction: the light spell creates light from a certain object, Thaumaturgy is a new mindset among spellcasters, a set
with a certain area bnghtened, and for a certain duration. Take of teachings less than two centuries old. The basic con-
a step back. Though the exact components of the arcane and cept came from the natural tendency of certain wizards to
divine spells vary, the spells take the same length of time to cast use magic for intellectual rather than for material gain.
and have the same requirement ofa physical object from which The impetus came when a powerful conjurer, Spelcius,
to coax a nimbic glimmer. grew frustrated at his repeated failed attempts to dupli-
cate any sort of healing spells through arcane methods.
THAUMATURGY

When he announced his intent to discover why this was, In the years that followed,the brightest students of the
most of his fellow wizards at the academy dismissed the school spent many hours pouring over the texts, collating
comment as an already eccentric wizard finally going the more reliable material and discarding the rest. As the
mad. Since his insanity was evidently confined to a harm- school’s headmasters read the edited versions of the text,
less pursuit, he was left largely alone in his studies. they slowly decided upon a more permanent solution.
Unfortunately for them, many of Spelcius’apprentices Certainly, they thought, Spelcius’original ideas had merit,
were still legally bound to serve him until released and but the madman’s lack of self-control had drowned his
found themselves effectively exiled from the rest of the ideals in blood, and a more cautious approach was neces-
wizard community Compounded with the half-sane rants sary for the future. Unfortunately, whole books referred
and teachings of Spelcius, it was a wonder that any of to texts evidently remaining in Spelcius’lair, and a second
them survived the first few years. expedition, armed with some of Spelcius’ magic, proved
Spelcius’ experimental zeal eventually eclipsed his disastrous when a killer emerged from one of the planar
nobler ideals, and he turned his lunatic gaze upon his portals and murdered one of the wizards (see Number
pupils. Though they attempted to fight their master, Magic, page 7 3 ) . Though the second group returned with
Spelcius’ power was too great, and each fell in turn, until more texts, they also claimed that the lair was
the last one. even more dangerous than initially believed,
A decade after Spelcius made his announcement, and the academy since banned its members
he returned to his fellows a t The Wizards’
University with the results of his findings. Before Though working with incomplete texts
a dumbfounded audience, he slit the throat of his and partial records, the academy decided to
only remaining apprentice, then cast a spell, allow a slow, supervised training of what
healing the wound. The spell was obviously Spelciusdefined as thaumaturgy.Initially,
arcane, and the wizard obviously insane . fewer than a dozen of the academy’s stu-
as evidenced by his subsequent dents were among the thaumaturgists,
assault on the audience. In the and the number has grown only very
following flurry of spells, slightly in the years since. Fewer than
Spelcius’ body was utterly a hundred exist today, and most of
annihilated by his colleagues. those are former thaumaturgists who
The madman slain, the abandoned the craft in frustration. In
academy then turned to ,there have been very few
the decision as to what to further results. The academy, con-
do with Spelcius’ work. cerned that their regulations were sti-
His findings were too fling possible results, has recently
important to simply announced that a select few student
ignore or destroy, but nei- thaumaturgists may work largely unsu-
ther could the academy . pervised. They hope that a touch of per-
reveal them to the world at sonal initiative might work where their
large, lest they incite panic and sterile teachings have failed.
warfare from clerics for the fallen In theory, a thaumaturgist can learn any
man’s heresy. They ultimately assigned spell, regardless of class restriction. This is,
seven wizards, three of whom were Spelcius’ however, a daunting and difficult task, requiring
former students, to thoroughly investigate the wiz- extraordinary patience and personal restraint. The thau-
ards lair and works, and report their findings once com- maturgist must study a spell scroll repeatedly, decipher-
plete. ing its meanings and subtexts, before even attempting to
Spelcius’ lair was a chamber of horrors, with magical rework it to fit his own familiarities, much less cast the
traps and guardiansprotecting virtual abattoirs, some con- spell. In most cases, the scroll is simply destroyed. In rare
taining the still-twitching remains of the other appren- instances, however, the thaumaturgist discovers a way to
tices, lingering on the edge of death. Books and scrolls cast the spell as an arcane spell. Most spells reworked in
laid across floors and tables, covered in half-written rants this manner remain under the academy’sprotection, and
or detailed pictographs of dissections. Portals to dozens of are not shared with others. A rare few have been smug-
other planes yawned wide in the basement, only ineptly gled out by greedy apprentices, and sold on the black
warded against invaders. Exhausted after the first few market (at the GM’s discretion, any spell which clerics
days’ incursions, the wizards gathered their discoveries and wizards can use may be one such spell). To date, how-
and retreated to the academy ever, the failures far outnumber the successes, and the
THAUMATURGY

present crop of thaumaturgists are all eager to produce Religion: Not surprisingly, most thaumaturges are
more results than their fellows. Some of the older wizards very religious in some way, and most multiclass as either
recall the last time they saw such excitement over thau- a cleric or a druid at some point. Thaumatures frequently
maturgy, and worry that they have created a new genera- worship gods of Knowledge and/or Magic domains, with
tion of victims for Spelcius’magic. the hopes of receiving these deities’blessings. Even those
Fortunately for the thaumaturgists, the academy’s thaumaturges who do not actively worship maintain a
secrecy has paid off in one respect: those few outside the healthy respect for most religions and their followers,
academy who know of thaumaturgy either underestimate even if only as a possible source of power or conflict.
it, or completely misunderstand it. For now, at least, thau- Most gods, for their part, would have no qualms about
maturges need not fear that other wizards will seek to dispatching their followers to destroy thaumaturges, but
steal their work, or that clerics will burn them as heretics. for the fact that the thaumaturges have deliberately
For now. secreted their designs. Gods of knowledge and/or magic
are somewhat more lenient, as the thaumaturges’goalsare
roughly in line with proper worship, but even then some
of their followers may view these magicians as heretics.
HAU M ATU R G E Background: Unlike most other spellcasters, all thau-
Free from the century-old regulation of the academy, the maturges share an origin: they have attended an academy,
thaumaturges seek to fulfill the powers proffered by whose name they choose not to mention in mixed com-
Spelcius’ texts. As the favored students of their masters, pany, where their talents for experimentation and curios-
they are headstrong and brash, but also capable and intel- ity drew the notice of their peers and masters. Separated
ligent. This new breed has received training for use from their fellow students, these apprentices were
beyond the halls of their school. Whatever their futures informed of the secret lores of Spelcius and of his disas-
hold for them, they seek to change the nature of magic trous fate. The existence of thaumaturgy was a deliberate
forever. . . secret, even within this academy, and thaumaturges and
Adventures: For once, an organization of wizards normal wizards and specialists trained in rooms just down
has pushed forward a series of students for the express the halls from one another. This deliberate deception was
purpose of adventuring. Whereas previous generat further failsafe - should thaumaturgy ever be
of thaumaturges were little more than clerks, librari vered, its roots in a “real”academy would likely be
and lab assistants, the present group has a direct ed as a hoax, since no academy would indulge in
mand from their masters to seek out new troves o fanciful notions.
and to mark the world with their presence. If a current group of thaumaturges are also formally
these thaumaturges are too eager to adventure, a d from the academy, and required to submit to a
overreach themselves in the process. f random interviews to ensure their sanity.This is,
Characteristics: Thaumaturges are inquisitiv e, a front, and the “interviews”are actually semi-
intelligent, willing to learn. This strikes some as ontacts with their superiors.
eyed naivite, but nothing could be further from the t Races: w i t h its foundation in a wizards academy, thau-
- knowledge is power, a principle the thaumaturg maturges hail from a similar background as true wizards,
hold close to heart. Though a thaumaturgist is akin to a though for reasons of expediency rather than natural ten-
wizard in many respects, the thaumaturge’s spells are less dencies. Elves, humans, and half-elves make up the great-
flexible, a weakness from his dedication to learning the est bulk of thaumaturges, with a total of less than a dozen
backgrounds of magic. among the combined dwarf, gnome, half-orc, and halfling
Like wizards, thaumaturgists can call familiars. Unlike races.
a wizards familiar, however, a thaumaturge’sis often less a One of the academy’s secrets, kept even from their own
companion and spy than a bodyguard, trained to protect students, is that Spelcius did not always act alone, and
and occasionally fight. some of his texts refer to the aid of dark elves, kobolds,
Alignment: Though thaumaturges have had many dif- and ogre mages in his studies. The academy dreads the day
ferent alignments, the academy’spresent agents were cho- they must finally discover whether he shared his lore
sen not only for their skill, but also for their dedication. with these other races. If such has occured, they must
While almost all traditional thaumaturges are simply divulge their findings early, before these other races can
non-chaotic, the current crop are all lawful good or lawful master thaumaturgy in secret.
neutral. Some rare thaumaturges allow their frustration to Other Classes: The new batch of thaumaturges have
overcome their sensibilities, turning chaotic, but these yet to learn the value of self-preservation in the field, and
exceptions are usually destroyed by the more extreme as such the academy quietly contracts a fighter or ranger
members of the academy’s hierarchy. to act as their bodyguard.Thaumaturges see value in most
THAUMATURGY

every class, showing greatest deference to clerics and Spells: A thaumaturge casts arcane spells (even the
especially druids (if magic is natural, natural magic is per- divine spells he later adds to his repertoire are added as
haps the art’spurest form). Druids, for their part, typically arcane spells). He is limited to a certain number of spells
enjoy such flattery.They are uncomfortable with the felo- of each spell level per day, according to his class level. A
nious ways of bards and rogues, however, and quietly fear thaumaturge must prepare spells ahead of time by getting
the day when such a person might happen to look over a night’s sleep and spending one hour studying his spell-
the thaumaturge’sbelongings. book, plus one additional hour if he intends to prepare
spells normally not available to wizards. While studying,
GAME RULE INFORMATION the thaumaturgist decides which spells to prepare. To
Thaumaturges have the following game statistics. learn, prepare, or cast a spell, the thaumaturge must have
Abilities: As with wizards, Intelligence remains prima- an Intelligence score of at least 10 + the spell’s level. A
ry among a thaumaturge’s abilities. Intelligence deter- thaumaturge gains bonus spells (purely spells from the
mines how powerful a spell a thaumaturge can cast, how list of wizard spells) based on his Intelligence. The
many spells he can cast, and how difficult those spells are Difficulty Class of saving throws against thaumaturgical
to resist. To cast a spell, a thaumaturge must have an spells is 10 + the spell’s level + the thaumaturge’s
Intelligence score of IO + the spell’s level. In addition, a Intelligence modifier.
thaumaturge gets bonus spells based on Intelligence. The A thaumaturge may know any number of spells.
Difficulty Class of a saving throw against a thaumaturge’s Spellbooks: Thaumaturges keep and use spellbooks as
spell is 10+ the spell’s level + the wizards Intelligence do wizards, and may not prepare spells (other than read
modifier. High Dexterity and Constitution are also most rnupc, which the magicians can recall from memory)
useful, as only the rarest thaumaturge wears armor. without the spellbook.A thaumaturge begins play with a
Alignment: Begins as lawful good or lawful neutral. spellbook containing all 0-level wizard spells plus three
Older thaumaturges may be of any alignment, though Ist-level wizard spells of the player’s choice.
chaotic thaumaturges are considered outcasts. Thaumaturgical Restrictions: Despite the benefits of
Abbreviation: Thm thaumaturgical training, the philosophy imposes restric-
Starting Money: 3d4 x IO gp. tions as well. As a thaumaturge is trained to see the simi-
Hit Die: d4. larities and differences between different types of magic,
to use them as the basis for his conversions, he has
Class Skills aordinary difficulty in otherwise modifying his spells
The thaumaturge’sclass skills (and the key abili nd their original boundaries. When casting spells as
skill) are Alchemy (Int), Bluff (Cha)’?, Co aumaturge, the character may not use any metamagic
(Con), Craft (Int), Knowledge (all skills, taken s. This penalty extends to his converted spells as well,
ly) (Int), Perform (Cha),* Profession (Wis), Sc if he has multiclassed into another arcane spellcast-
Search (Int): Sense Motive (Wis),* Spellcraft (I class; it is simply too difficult to understand the spell
Use Magic Device (Cha).
*Older thaumaturges do not have the Bluff, P us Languages: A thaumaturge begins play with
Search, or Sense Motive skills, as these are taught nic in addition to other languages gained due to
those thaumaturges who become adventurers. ace or increased Intelligence, allowing him to read and
In game terms, this means characters joining this clas extract ancient texts and treatises.
after the 1st character level do not receive these skills as Familiar: A thaumaturge summons a familiar in a man-
class skills. They may still however take them as cross- ner similar to that of sorcerors and wizards. Unlike sor-
class skills. cerors and wizards, however, a thaumaturge’sfamiliar is a
skill Points at 1st Level: (3 + Int Modifier) x 4. different breed. Consult the following chart for thau-
skill Points at Each Additional Level: 3 + Int maturgical familiars’ special abilities and granted powers.
modifier. Aside from the powers listed below, the thaumaturge’s
familiar gains the same benefits and abilities as a standard
Class Features sorcerer or wizards familiar.
All of the following are class features of the thaumaturge.
Weapon a n d Armor Proficiency: Thaumaturges are FAMILIARS
familiar with all simple weapons. They are not proficient
with any armor, nor with shields, as these interfere with
their ability to cast spells with a somatic component.
THAUMATURGY

Monkey Has the Weapon Finesse feat forever bans the thaumaturge from converting it or its
with any one weapon, and wields
variations (i.e. cure rntno~wounds, cure senous wounds, etc.),
even if the thaumaturge later learns the spell through
some other means.
Thaumaturges receive a t3 synergy bonus to these
checks ifthey have multiclassed into a class which has the
Familiar Special Abilities spell as part of its spell list. One other thaumaturgist may
Master cooperate for this check, but any more than that has no
Class Natural effect as the thaumaturgists’ disparate methods hopeless-
Level Armor Int Snecial ly corrupt the effects.
Spells learned in this manner are thaumaturgical spells,
native to this class alone.
Domain: At 7th level, and again at the 14th and 20th
7-8 +4 9 levels, the thaumaturgist’sstudies of divine magic expand
to include a basic understanding of cleric’s Domains. At
each of this levels, he may choose one clerical Domain.
15-16 +8 13 From this point forward, he has the Granted Power of this
Domain, and may use it as a though he were a cleric. He
19-20 +10 15 does not automatically have access to the spells of these
Domains, however, and must use thaumaturgy to convert
New Familiar Ability Descriptions them as normal.
Combat Reflexes: The familiar is more accustomed to Improved Scribe Scroll: At loth level, the thau-
fighting, and gains the Combat Reflexes feat. maturge is so familiar with the process of converting
Savage Attack: The familiar gains an enhancement scrolls that he may summarize it when scribing himself.
bonus to attack and damage equal to the amount of dam- By doubling the XP cost of a scribed scroll, he may
age its master took last turn. attempt to allow any class to use it, not just arcane spell-
shared Life: The body and soul of a thaumaturge and his casters. The thaumaturge must make a Spellcraft check
familiar are inextricably linked. Following a successfulhit (DC equal to the difficulty in learning the spell, +IO if the
against them, but before damage is rolled, either can force spell is a thaumaturgical spell normally banned to wiz-
the other to suffer half the damage for them. This ability ards). Success scribes the spell, which requires an
only applies if the thaumaturge and his familiar are with- Intelligence check to use (Spellcraft or Use Magic Item
in sight of one another. skills add their ranks, but are not required; DC is equal to
Scribe Scroll: A thaumaturge has the bonus item cre- the thaumaturge’sown Spellcraft check for the item’s cre-
ation feat of Scribe Scroll, enabling him to create magic ation; failure has no effect whatsoever).Failure wastes the
scrolls. materials used to create the scroll, but the thaumaturge
Thaumaturgy: The thaumaturge’s most important does not lose any XP for the item’s creation (though he
class feature is that of learning spells normally banned to loses any XP which the spell requires as an XP compo-
him. While those spells a thaumaturge gains during level nent).
advancement are from the wizard spell list, the thau- Former Thaumaturges: Though thaumaturges can
maturge may attempt to copy any spell from a scroll, not multiclass freely (and are encouraged to by their men-
simply those he could cast naturally. When making such tors), some actions are banned by the academy, and those
an attempt, the DC for his Spellcraft check is increased to who break the academy’s rules face reprimands, demo-
IS + twice the spell’s level (if arcane), or 20 t twice the tion, expulsion, or death, depending on the severity of the
spell’s level (if divine). Success scribes the spell in the infractions, and the thaumaturge’s own trustworthiness.
thaumaturge’sspellbook as though it were an arcane spell Some of the most basic rules are: not to speak of thau-
of one higher level (maximum nine for ninth-level spells), maturgy with outsiders without academy approval; not to
with Divine Foci components replaced with expensive enter Spelcius’ lair; not to sell, trade, or otherwise allow
material components of the GM’s choosing. As a rule of thaumaturgical spells into the hands of other spellcasters;
thumb, these spells require gems or gold worth SOgp per to meet with the thaumaturge’s appointed master upon
spell level. Some spells may be further altered, again at the demand, or else have a thoroughly supported explanation
GMs choosing (see the Spelcius’ Specious Sanguisuge as to why the meeting must be canceled or was missed.
series and associated spells on page 126 for some exam-
ples), as this conversion is only prototypical, and may take
centuries to master precisely Failure to convert the spell
THAUMATURGY

TABLE12-1: THE THAUMATURCE


Base Fort Ref Will Spells per Day
Level Attack Save Save Save Special 0 1 2 3 4 5 6 7 8 9

-7 ..
Cl +n
I -
+n
.- .-
+3
3 +1 +1 +1 +3 4 2 --------
4 +2 -1 +1 +4 4 2 1 _ _ _ _ _ _ -
5 +2 +1 +1 +4 4 3 2 -------
6 +3 -2 +2 +5 4 3 2 1 ------
7 +3 +2 +2 +5 Domain 4 3 32------
8 +4 +2 +2 +6 4 4 32 1 -----
9 +4 +3 +3 +6 4 4 33 2-----
10 t5 t3 +3 -7 Improved Scribe Scroll 4 4 43 2 1 ----
11 +5 +3 +3 +7 4 4 43 3 2----
12 +6/+1 +4 -4 +8 4 4 4 4 3 2 1 ---
13 +6/+1 +4 i 4 +8 4 4 4 4 3 3 2---
14 +7/+2 +4 +4 -9 Domain 4 4 4 4 4 3 2 1 - -
15 +7/+2 +5 +5 +9 4 4 4 4 4 3 3 2--
16 t8/+3 +5 +5 +10 4 4 4 4 4 4 3 2 1 -
17 +8/+3 +5 +5 +10 4 4 4 4 4 4 3 3 2 -
18 t9/+4 +6 +6 +11 4 4 4 4 4 4 4 3 2 1
19 i9/+4 +6 +6 +11 4 4 4 4 4 4 4 3 3 2
20 tlO/tS t6 +6 +12 Domain 4 4 4 4 4 4 4 4 3 3

The texts’ origins and precise nature are a mystery, even


to themselves. They remember being whole once, and
Roughly described as a collection of tomes and journals, being far more potent than they are now, a galhng fact.
these are in fact little more than a series of poorly orga- They remember hearing strange shouts and screamsfrom
nized and occasionally self-contradiciting notations. They the basement of Spelcius’ lair, and musing unto them-
are also incomplete, with the vast majority of the texts selves as to what their master was doing. They remember
remaining within Spelcius’abode, and some others appar- the master’s strange guests, and how some could not help
ently lost throughout the planes or in the possession of but take some small pages for themselves. They faintly
some of his former allies. Written in a nearly illegible remember that Spelcius himself divided the rest of them
melange of Draconic, EL€, Ogre, and Undercommon, the up, though they do not recall where the missing portions
known texts are relatively benign, and have produced sev- are (other than those within his lair). Neither do they
eral of Spelcius’ more infamous spells (see Spelcius’ know his motivation for doing such a thing, though they
Spells, below). After nearly a century of study, however, remember advising Spelcius to share his discoveries.
the thaumaturgists believe they have plundered all the The incomplete texts in the academy’s hands are quite
secrets to be had from their copies of the texts, and quiet- powerful on their own, however, and have the following
ly plan a third (and hopefully final) raid on Spelcius’ lair game statistics: Int 16, Wis 11, Cha 10,AL: NE, speech
to recover the rest. (though they prefer giving off semiempathic suggestions
Unfortunately for the thaumaturgists, this is not their by means of flipping to a certain page once opened; the
idea, but that of the texts themselves. Likewise, the cre- texts speak Common, Draconic, Ogre, and Under-com-
ation of an adventuring group of thaumaturges is also the mon, but ironically cannot read such script other than in
texts’ idea, the better to draw the attention of Spelcius’for- their own pages), Sense Motive at 10Ranks, can cast sug-
mer allies. gestion as a 15th-level enchanter three times per day, and
The texts are indeed incomplete, and fill roughly a its user does not need to sleep. The texts also have a spe-
dozen loosely bound tomes the size of spellbooks.While cial purpose, that of reuniting with each other, and may
the texts know far more spells than they have imparted, choose to grant their user a +2 luck bonus to all saving
they are stingy, offering up more spells only if they think throws, a +2 deflection bonus to his AC, and SR of 15.
doing so will lead to a reunion with some of their missing Additionally, they know all of Spelcius’ Spells printed
pieces. The last such attempt backfired, however, as the below, as well as all conjuration and necromancy spells in
other texts attacked the thaumaturgists sent to retrieve the PHB (these latter spells they have never divulged).
them. Though reunited with a small portion of their miss- should the texts reunite with more of their missing por-
ing pages, the texts consider this quest a failure. tions, they will grow stronger, gaining greater abilities,
THAUMATURGY

primary abilities, and extraordinary powers. The missing Though these spells are marked for thaumaturges only,
texts are similar, though more powerful (as they are more they are in fact arcane spells, and wizards and sorcerers
complete), but have no idea where the other texts are who discover them may use them at the same level as
located. None of Spelcius’Texts contain any transmuta- would a thaumaturge. These spells are not currently
tion spells, as transmutation was Spelcius’banned school. known by any wizard or sorcerer, however, and their dis-
The academy’s texts intend to convince someone to covery by one could signal some very interesting times
bring them to Spelcius’lair. Once there, they will contact ahead for thaumaturges.
the portions which remain in that location (a supernatur-
al ability similar to telepathy, but with a range of only 100 Spelcius’ Corruptive Restoration
ft.), and the texts will then join forces to either destroy or Conjuration
enslave the expedition. Furthermore, once within Level:Thm 5
Spelcius’lair, the texts may activate any number Components:Vj S, M
of magical traps prepared for invaders; with-
in its walls, the will of the texts is As Spelcius’ lesser cowuptive restoration, but Spelcius’ cov-
supreme. mptiue restoration also dispels negative energy levels
The solitary weakness of Spelcius’ and restores one experience level to a creature who
texts is their reliance on proximity has had a level drained. The drained level is
with other portions to work prop- restored only if the time since the creatrue lost
erly. Though the texts will sug- the level is equal to or less than Iday per
gest otherwise, if all the pages caster level. Thus, if a loth-level
are more than 100 ft. away character has been struck by a
from each other, the texts wight and drained to 9th level,
lose all abilities and powers, Spelcius’ corruptive vestovation
including the supernatural brings the character up to
resistance to damage exactly the minimum num-
associated with artifacts. ber of experience points
The texts may then be necessary to return him to
destroyed as normal, loth level (45,000 XP),
though destroying the gaining her an addition-
text in its entirety a1 hit die and new level
has repercussions else- functions accordingly.
where (see below). The Spelcius’ cowuptiue rest-
texts may also be divided into oration cures all temporary
smaller sections, each of which is far less ability damage, and restores all
a threat, so that the individual portions may be studied points permanently drained from a sin-
with relative safety. gle ability score (caster’s choice if more than one is
drained). Spelcius’ lesser restoration does not restore levels
or Constitution points lost due to death and subsequent
raising.
As with Spelcius’ other imperfect attempts at healing,
The following are the spells thaumaturgists recovered however, Spelcius’ comptive restovation exacts a price: each
from Spelcius’ tomes. Until recently, each was thought use permanently reduces the target’s base Fortitude and
too dangerous for experimental testing, but the new Reflex saves by Ieach, with no minimum.
movement of thaumaturgical research lrfted this restric- Material Component:Diamond dust worth 100 gp,which
tion. The copies of Spelcius’ tomes in the hands of the is sprinkled over the target.
academy are incomplete, and refer to other, similar works
of varying levels of ability and and danger, none of which Spelcius’ Greater Corruptive Restoration
have been recreated by thaumaturgists since. Necromancer
Thaumaturgists are almost positive that Spelcius failed in Level:Thm 8
his ultimate attempts to raise the dead, but this may be Components: V, S, XP
wishful thinking on their part. Nobody really wishes to Casting Time: 10 minutes
dwell on what the flaws in Spelcius’version of tvue vesuv-
vection might be. . .
THAUMATURGY

As Spelcius’ lesser corruptive restoration, except that Spelcius’ lost ability points are restored, the character’s base
greater cowuptive restoration dispels all negative energy lev- Fortitude save is permanently reduced by I, with no min-
els afflicting the healed creature, restoring the creature to imum. The target may select to automaticallyfail the sav-
the highest level it achieved previously.This reverses level ing throw.
drains by a force or a creature. The drained levels are
restored only ifthe time since the creature lost the level is Spelcius’ Lesser Specious Sanguisuge
no more than 1week per caster level. Conjuration
Spelcius’greater corruptive vestoration also dispels all magi- Level:Thm 2
cal effects penalizing the creature’s abilities, cures all tem- Components:V, S
porary ability damage, and restores all points permanent- Casting Time: 1 action
ly drained from all ability scores. It also removes all forms Range: Touch
of insanity, confusion, and similar effects. Spelcius’greater Target: Creature touched
corruptive restoration does not restore levels or Constitution Duration: Instantaneous
points lost in the event of death. Saving Throw: Will negates or halves (see text)
As with Spelcius’ other flawed attempts at healing Spell Resistance: Yes
spells, Spelcius’ greater corruptive restoration exacts a toll for
its use. The target permanently reduces all of his base sav- When laying your hand upon a living creature, you chan-
ing throws by I. nel positive energy that cures Id8 points of damage, +I
XP cost: 500 XP. point per caster level (up to +5). Unfortunately, this spell
is imperfect at best, and the thaumaturgical academy has
Spelcius’ Greater Specious Sanguisuge refused to allow further experimentation with it due to its
Conjuration dangerous side-effects. While the spell does heal, it exacts
Level: Thm 5 a price: the loss of Ipermanent hit point from the target.
Until recently, this spell was outright banned, but the
As Spehus’ lesser specious sanguisuge, but Spehus’geater academy reversed their ruling as the spell is occasionally
cious sanguisuge cures 3d8 points of damage, +I point useful. Targets of the spell may select to automaticallyfail
caster level (up to +IO), at the cost of 3 permanent the saving- throw.
points from the target. As the thaumaturgist is still channeling positive energy
umsily so), the thaumaturgist can damage undead
Spelcius’ Least Specious Sanguisuge this spell. Instead of healing the undead, this spell
Conjuration icts positive energy damage on an undead target, who
Level: Thm 1 make a Will save for half damage. Strangely, though
pel1 initially damages undead, any undead who sur-
As Spelcius’ lesser specious sanguisuge, except Spel the spell’s use find their maximum hit points
specious sanguisuge cures only 1 point of damag ased by 1.
employing this spell, make a Spellcraft check
Failure costs the target 1 permanent hit point. elcius’ Mastered Specious Sanguisuge
Conjuration
Spelcius’ Lesser Corruptive Restoration Level: Thaum 6
Conjuration
Level:Thm 3 As Spelcius’ lesser specious sanguisuge, but Spelcius’ mastered
Components: V, S specious sanguisuge cures 4d8 points of damage, +I point
Casting Time: 3 rounds per caster level (up to +20), at the cost of 4 permanent hit
Range:Touch points from the target.
Duration: Instantaneous
Saving Throw: Will negates Spelcius’ Moderate Specious Sanguisuge
Spell Resistance:Yes Conjuration
Level: Thm 3
Spelcius’ lesser cowuptive restoration dispels any magical
effects reducing one of the subject’s ability scores (such as As Spelcius’ lesser specious sanguisuge, but Spelcius’ moderate
ray of enfeeblement), or cures ld4 points of temporary abili- specious sanguisuge cures 2d8 points of damage, +I per cast-
ty damage to one of the subject’s ability scores (such as a er level (up to +IO), at the cost of 2 permanent hit points
shadow’s touch or poison). It does not restore permanent from the target.
ability drain (such as that of a wraith‘s touch). Though the
THAUMATURGY

Though presently a secretive and paranoid sect of spell-


casters, the ultimate goal of the thaumaturges is to release LICH
their theories of magic’s interactivity, thereby allowing all Medium-SizeUndead
to benefit. This is more difficult than even the thau- Hit Dice: l8d12 (117)
maturges believe, however. Initiative: +3 (Dex)
The primary obstacle to teaching thaumaturgical spells Speed: 30 ft.
to others is that thaumaturgy, as a philosophy, is only AC: 31 (+3 Dex, +5 natural, +8 bracers of amzor, +5 robe of
rarely discussed, much less thoroughly taught and the evil archmagi)
learned. As such, thaumaturgy itself is as alien to other Attacks: Touch +10/+5 melee
classes as they are to each other, despite the thaumaturges’ Damage: Touch ld8+5 and paralysis
attempts to find common ground. Face/Reach: 5 ft. by 5 ft./S ft.
For arcane spellcasters to learn a thaumaturgical spell, Special Attacks: Damaging touch, fear aura,
they must first have access to a thaumaturgical spell paralyzing touch, spells
inscribed on a scroll with the Improved Scribe Scroll abil- Special Qualities: Undead, +4 turn resistance,
ity of the thaumaturge class. Merely casting the prepared damage reduction 15/+1, immunities, SR 17 (robe ofthe
spell is easier than understanding it so thoroughly as to evil archmagi)
recall it from memory or transfer it into a more familiar Saves: Fort +7, Ref +IO,Will + 13
text, however, and the spellcaster must make a Spellcraft Abilities: Str 12, Dex 17, Con -, Int 22, Wis 9,
check with a DC equal to the DC of inscribing the scroll + Cha 15
double the difference between the spellcasterb level and Skills: Concentration +18, Hide +8, Knowledge
the thaumaturge’s (ifthe spellcaster is of higher level than (arcana) +18, Knowledge (planes) +18, Listen +8,
the thaumaturge, the former finds the writing too sim- Move Silently +8, Scry +14, Search +8,Sense Motive +22,
plistic and lacking in detail; if the reverse, the writing is Spellcraft +18, Spot +8
dense and difficult to follow precisely). Wizards who Feats: Alertness, Blind Fight, Combat Casting,
learn thaumaturgical spells in this manner may not select Combat Reflexes, Craft Wondrous Item, Iron Will,
these spells with use of the Spell Mastery feat. Maximize Spell, Scribe Scroll, Spell Focus (Conjuration),
As difficult as it is for arcane spellcasters to learn thau- Spell Focus (Necromancy),Spell Penetration, Still Spell,
maturgical spells, however, it is virtually impossible for Quiet Spell
divine spellcasters. An as yet undiscovered oversight - in
thaumaturgical training is that, while thaumaturgists
can convert divine spells to arcane spells with diffi-
culty, they have never attempted the opposite (due pri-
marily to a lack of need; no divine spellcaster has as yet
presented an interest in learning thaumaturgy). Divine
spellcasters not only require a thaumaturgical spell
inscribed on a scroll with the Improved Scribe Scroll abil-
ity, but must also discover a method to tie the new spell
with their previous understanding of their own magic.
They must not only make a Spellcraft check as arcane
spellcasters do (see above), but must make a Knowledge
(religion) check of the same DC (clerics’DCs are lowered
by 5 for each Domain with an obvious tie to the spell; cler- 1
ics with access to the Magic Domain always receive this
benefit). Even then, the spell is effectively one level
higher for them to cast, and divine spellcasters
using formerly arcane spells may themselves
be marked as heretics by their fellows. --
- -
Dark elves, kobolds, and ogre mages suffer G
=- - - c _

none of these restrictions, and in fact may - - - c-d!@-.=-


find the inaccurate portions of thaumaturgy
highly amusing.
THAUMATURGY

Climateperrain: Any land and underground Spelcius appears as a tall, pale elf with exceptionally
Organization: Solitary loose skin, which sometimes catches and tears on sharp
Challenge Rating: 20 edges. These tears (as well as any orifices, such as his
Treasure: Standard coins; double goods; double items mouth, nose, and ears) swarm with tiny beetles and wasps.
Alignment: Chaotic evil His black robes are immaculate, however.
Advancement: By character class
SPELCIUS’ LA1R
Combat Spelcius’ Lair contains over half the missing texts of
Undead: Spelcius is immune to mind-influencing Spelcius (Int 18, Wis 15, Cha 11,AL: NE, speech, telepa-
effects, poison, sleep, paralysis, stunning, and disease; he thy, can read all languages and magic; wielder can see invis-
is not subject to critical hits, subdual damage, ability dam- ible, detect secret doors and detect magic at will; can cast finger
age, energy drain, or death from massive damage. of death (100 ft. range, DC 17) 2/day; has a special quest to
Immunities (ex): As a lich, Spelcius is immune to reunite with its missing portions, and may choose to
cold, electricity, polymorph, and mind-affecting attacks. grant their user a +2 luck bonus to all saving throws, a +2
The Will save against his fear aura and damaging touch, deflection bonus to his AC, and SR of 15). Though these
and the Fortitude save against his paralyzing touch, have texts do not know the exact whereabouts of their missing
a DC of 18. portions, they do know how they were separated. Texts of
Magical Items Carried: Bracers of a n n o y +8, robe of the varying size, none of which are individually as powerful
evil archmag, staff of swaming insects as either section listed here, were scattered before the
Spells: With the separation of his texts, Spelcius’m texts lost contact with their missing pieces: Id8 are in the
tal capacity is somewhat erratic. Though his spellbo hands of ogre mages, Id6 with dark elves, ld4 were
contains every conjuration and necromancy spell claimed by kobolds, and Idlo (including the thau-
ever known, as well as those spells of his own creation a maturges’ section) were stolen by adventurers or visiting
id12 other spells per level, his ability to cast them
diminished. Though he was a level 15 conjurer/leve The lair itself is an empty ruin of a keep, its upper levels
thaumaturge in life, he casts spells as though he were o dusty and unused. Beyond a secret door (DC 25 to Spot) in
a 14th level spellcaster. its basement, however, is a series of tunnels branching out
That Spelciusstill exists is not likely to surpri a central antechamber.This antechamber has a shim-
who has read his texts -the old conjurer, whil ring series of pools of water, each glowing a cascade of
a genius. He survived the encounter with his ors. These are in fact portals to other planes, and there
by means of a clone spell, and was none too p 20 chance that anyone approaching a portal will
their actions which followed. He became a li e attention of an Elemental or Outsider of a ran-
his phylactery among the pages of his alrea ne (GM’s choice; most are evil and/or chaotic in
texts. Knowing that the entirety of the texts ). The wards protecting these portals deal 3d6
to be destroyed before the phylactery was, a to Outsiders who pass through them (Will save,
that, while his former academy members would retri 20 to avoid), and are destroyed on a successful save.
some of the texts without taking it all, he felt him texts which run the lair seal off portals unless they
secure in his immortality. He then departed across ve unwelcome visitors, but some Outsiders too weak to
planes in search of more answers. leave on their own still wander the halls, maddened with
At first, he attributed the occasional memory loss or their imprisonment.
nervous tic as a side-effect of becoming a lich, something Beyond the antechamber, the air is safer only in com-
which would either disappear or else to which he would parison. Each door has a rune enscribed upon it which,
become accustomed.As the memory lapses grew, and he when the door is touched, casts summon monster VI.There
suffered uncontrollable fits of rage, the lich Spelcius is a 1 in 4 chance that any given door has already had its
returned, only to find that his experiment with the phy- rune triggered.
lactery had an unforeseen effect: as the texts divided, so Aside from missing texts, the lair contains numerous
too were aspects of his mind. Those texts which remained magical items, particularly those involving summoning
at his lair recognized but did not trust him, and drove the monsters, or those with strange or unusual effects (such
mad lich back to the planes. Spelcius is desperate to as a wand ofwonder). At least three adventurers claim that
retrieve his missing texts, fearful that someone might ren- one room contains a deck of many things as well, though
der them and him senseless. none attempted to retrieve it.
THEURGY

“All praise Arym-Ahya,Queen of the Sky,o starry Oracle,for her


wisdom and mercy.Amen.” RACKG ROlJN D
%men,” the child repeated. After a moment, he looked up. “My Faith is a powerful force. Though there are those that pre-
lady, why do you ask the gods for magic?” fer to live without it, most feel a strong need for a belief
His teacher blinked in surprise, then chuckled gently. “You system of some kind. As a result, religious organizations
mean, when I could cast spells like any other wizard?” are potent forces in society, but arcane spellcasters are
The child nodded. often held at arm’s length by those organizations. Their
“Fairenough. When I was young, I believed that the power of powers come from impersonal forces that some clerics
dragons was the path to magical supremacy I studied dragon don’t trust. While there are arcane spellcasters who react
lore, I could read Draconic when I wasn’t much older than you, to their talents by disdaining any power other than the
and I learned of the arcane wisdom of Atym-Ahya.” one they control, others still crave the approval of the
She patted her spellbookand continued. ‘XsI studied the ways gods and a connection to the divine.
of Arym-Ahya and Her teachings, I began to feel differently While arcane magic and divine forces may not seem
about magic. Indeed, I began to feel differentlyabout life. I real- to fit each other well, there are wizards who study the
ized that there was more to the world than hoarding knowledge connection between arcane magic’s impersonal forces
and power. To use that knowledge and power wisely,for the good and the gods. Combining science and faith, these holy
of all, is to find fulfillment. Further, when one has power, there is wizards study cosmology with an eye to bridging the gap
an obligationto use it on behalf ofthose less fortunate. In the case between arcane understanding and divine faith. The
of mapc, my devotion gives me a greater ability to aid others, result is theurgy.
through the gifts Atym-Ahya grants me in her generosity,In the In a sense, divine spellcasting could be considered
case of knowledge,” she added, tousling the child’s hair, “we have theurgy. It involves casting spells under the auspices of
the duty to pass it along. Does that answer your question, my the gods or the divine energy in nature. However, theur-
curious young apprentice!” gy usually implies actual magical study as is done with
The child thought about this, then nodded. A moment later he arcane spellcasting. Clerics and paladins generally receive
spoke again. “My lady, why are all dragons magic?” their powers as gifts of the divine. A theurgist combines
The wizard sighed. study and faith to infuse arcane formulas with an under-
standing of the divine order of creation.
As the wizards magical study advances, he begins to
make real advances in the combination of arcane magic
and divine lore. w i t h study, devotion, and communion
with the deity’spowers, he can eventually become a true
THEURGY

theurgist: a wizard who empowers his arcane magic with of the class devotes himself to meeting the requirements.
divine knowledge and cosmological insight. As a result of this, theurgists are sometimes called “holy
Theurgists, their beliefs aside, have at least one thing in wizards.”
common. Their study of metaphysics is profoundly differ- While the holy wizard gains a great deal of respect from
ent from that of their strictly arcane cousins. As a result, his religious community, he is held to a very high stan-
there is a certain amount of brotherhood between even dard - often an even higher one than that expected of
the most diametrically opposed religions, at least among clerics.The theurgist who holds the respect of the faithful
the theurgists. This won’t stop them from fighting each can expect total support. One who doesn’t live up to these
other with all the fervor that faith can evoke,but the con- standards will receive a chilly reception indeed.
nection lends itself to certain scholarly communications. Hit Dice: d4.
Holy wizards of allied deities are likely to compare theo- Abbreviation: Tgt
ries and experiments, and if a religion is large enough to
support theurgical colleges, this form of arcane study Requirements
becomes the supreme magical art form in a kingdom. ist, a character must fulfill

I N YOUR CAMPAIGN The theurgist must be


The faith that the theurgist follows is more likely to ment, as with clerics, and
accept and even embrace his art as he reconciles arcane
magic with divine teachings into a hopefully elegant suits, tend towards law-
whole. This reaction is not universal, but in worlds where
arcane magic is well known, theurgy is usually accepted
by the religion it supports. After all, magic is simply
another tool for a religion to exploit and use against rival
faiths. Wizards who do not devoutly follow a god, on the
other hand, react in many diffe theurgist must cast contact
theurgy a curious wrinkle in magic intent of swearing fealty and
on it condescendingly, and a few
Sorcerers are far less likely to become theurgists
the nature of their abilities, as they
and comprehend magical theory, bu
deeply rewarding. Other sorcerers a the outsider questions the spellcaster, checking
ed in theurgical theory unless they t sure that he is loyal and devoted to the deity, and
religious. In such a case, a sorcerer’s the caster knows what he’s getting into. If successful,
will be entirely dependent on his fa 1 in theurgist. Thereafter, the
theurgist’s. is replaced with the ability to
spell. It is cast as an arcane

A theurgist is an arcane spellcaster whose study of reli- The theurgist’s class skills (and the key ability for each)
gion is combind with faith to grant him additional magi- are Alchemy (Int), Concentration (Con), Craft (Int), Heal
cal capabilities. As they study the relationship between (Wis), Knowledge (all skills, taken individually) (Int),
the arcane and the divine, they gain great power. They Profession (Int), Scry (Int, exclusive skill), and Spellcraft
may not acquire it as quickly as some other arcane pres- (Int). The theurgist also gains any class skills granted by
tige classes, but a powerful theurgist is a formidable foe, his chosen domains (see Domains under Class Features,
not to be taken lightly. The pinnacle of the theurgist’s art below).
is to pur& himself through his study and magic, becom- skill Points at Each Level: 2 + Int modifier.
ing one with his faith in a very real sense.
Theurgists are almost exclusively wizards. Theoretical- Class Features
ly, bards and sorcerers can become theurgists as well, but All of the following are class features for the theurgist
few from either class ever develop the knowledge base prestige class.
required to become a theurgist. It is also unllkely that any Weapon a n d Armor Proficiency: Theurgists gain no
of the core classes presented in this book would become additional proficiency with weapons, armor, or shields.
theurgists, but it may be possible if an individual member
THEURGY

Spells: A theurgist continues his training in arcane of times equal to the number of times the increased or
spellcasting, perhaps even more devotedly than ever. supplemented power can be used. For example, a theur-
When a level of theurgist is gained, the character gains gist with the Sun domain can perform one greater turn-
new spells per day as if he had also gained a level in his ing per day, but no ordinary turnings until 4th level.
original spellcasting class.The theurgist does not gain any Regardless of the domains chosen, the theurgist can
of the other benefits a character of that class would make friendly contact with outsiders related to the cho-
receive for going up in level, such as bonus feats. In the sen domain more easily than other wizards. Any planar
unlikely event that the character has more than one spell- binding spell can be cast as a planar ally spell instead, when
casting class when he becomes a theurgist, he must cast as a spell with the same descriptor as the name of the
decide which class to add each level of theurgist to for domain. This includes (but is not limited to) air, chaotic,
spellcasting purposes. earth, evil, fire, good, lawful, and water spells.
Domains: Through a combination of study and prayer, Divine Focus:At first, the theurgist continues to use
theurgists gain access to clerical domains. Like clerics, normal material components. When he reaches 4th level,
they receive two of the domain if a spell he knows is available to both divine and arcane
The player chooses the domains wh spellcasters and divine casters use a divine focus instead
reaches the 1st level of theurgist. The of the material components, the theurgist can now use a
changed later. divine focus in place of the materials. The spell is still con-
The domain spells granted are sidered arcane for all other purposes.
purposes of arcane spell failure A theurgist can now also turn undead as a cleric, but his
ponents (until the character recei equivalent cleric level is only equal to his levels of theur-
ture). They follow the rules for gist. Levels received from an arcane spellcaster class do
other way, however. The caster not count. For example, when Ojinin reaches 4th level in
spell level that the character is ca rgist, he can turn undead as a 4th-level cleric, not a
can only be used to memorize a
available domains. The char invariably a complex
spell slots for additional uses of either doma
level or lower. For example, Ojinin is a
ard/3rd-level theurgist, and ca
level spells per day plus one d ny of the limitations of ‘‘pure’’arcane
are Chaos and Trickery. He can use the domain
memorize either magic circle he theurgist’s faith now affects
tion, and can memorize either ns the benefits of the “celestial”
those in his spellbook,with an
The theurgist also gains the case it receives the “infernal” template
domain. In all cases where a type
er level, this affects all spells o
theurgist, whether gained thro e higher of the caster’s
combined spellcaster level (normally wizard lev e familiar is now con-
theurgist levels; use the highe e hedged out by spells
character) functions as the clerical level for granted pow- that affect enchanted creatures such as magic circle. If the
ers. If a granted power increases or supplements a clerical familiar is slain, the caster does not suffer the normal
power, the theurgist can use that clerical power a number

TABLE13-1: T H ETHEURCIST
Base Fort Ref Will
THEURGY

penalties. Further, unless the theurgist dies as well, the bonus to Strength. If the character commits a truly evil
familiar will return to life in 2d4 days as if true resurrection act, however, the spell ends immediately and the caster
had been cast on it. The original body vanishes and the must make a Will save with a DC of 22 or be stunned for
familiar appears within 30 feet of the character. The deity 2d4 rounds.
may instead (solely at the DM’s option) grant the familiar Focus: The staff or mace to be empowered.
a more powerful and/or appropriate form when the caster
reaches 7th level. In this case, the familiar does not Planetar’s Clarity
receive a template or doubled hit points, but is considered Transmutation [Good]
an outsider and does receive the true resurrection ability Level: Good 8, Tgt 8
Divine Purification: In many ways, the goal of t h e w Components: V; S, DF
gy is to use study and devotion to become closer to the Casting Time: 1action
divine. A loth level theurgist has achieved this goal to a Range: Personal
certain extent. The character is now treated as an outsider Duration: Ten minutes/level
rather than a humanoid, and can no longer be affected by
spells that specifically target humanoids (such as hold
person) but is affected by spells that hedge out enchanted
creatures. The character gains damage reduction 20/+1 ance, so does his ability to
and immunity to cold and acid attacks. Evil theurgists also ectors. Planetar’s clar-
gain fire resistance 20. All other theurgists receive elec- spell-like abilities at his
tricity resistance 20 and immunity to petrification attacks. 11, detect snares and pits, discern
He also gains darkvision with a range of 60 ft. e flow of divine energy
is regeneration is ineffec-
EX-THEURGISTS nless another spell (like Solar’s
If the theurgist loses the gods favor or changes alignment them. Ifthe charac-
to one incompatible with the patron deity, he loses access ver, the spell ends imme-
to the domains granted, the ability to use the divine focus, er must make a Will save with a DC of
and cannot gain new levels in the t n a successful save, the
abilities can be regained with aton
caster is of the appropriate alignment at t
is cast. Alternately, as with clerics, th
able to find a new divine patron.

(see text)
Deva’s Might
Transmutation [Good]
Level: Good 7, Tgt 7
Components: V; S, F At the pinnacle of the theurgist’s understanding of celes-
Casting Time: 1action tial power is the ability to become all but invulnerable.
Range: Personal Solar’s invincibility bathes the caster in a golden aura that
Duration: One minute/level adds +4 bonus to AC and a +4 resistance bonus to saves.
Saving Throw: None The spell also grants fire resistance 20, tongues, immuni-
Spell Resistance: No ty to electricity, cold, acid and petnfication, +4 save vs.
poison (cumulative with the +4 resistance bonus) and
Part of the theurgist’s power comes from studying the damage reduction IO/+I. If the character commits a truly
arcane laws of other planes. By learning the ways of goods evil act, however, the spell ends immediately and the cast-
celestial champions, the caster can emulate some of their er must make a Will save with a DC of 26 or die. On a suc-
power. cessful save, the caster is stunned for 4d4 rounds.
Deva’s might transforms both the caster and his staff or
mace into a powerful weapon. In addition to granting the
weapon (which must be a staff or mace) a +3 disruption
bonus for the duration of the spell, the caster receives a +6
Easy, easy. That ogre wounded you badly, you shouldn’t try to
move too quickly.
Yes, I’m the witch you saw. No, I’m not going t o sacrifice you to “science”and sorcerers brag about dragons’blood, but we were the
anything. It’s an awful mess and stains the wg. first, and it was our magic that held eternal night at bay when
I was joking. YOU left your sense of humor at the altau, yes? mighty powers roamed the world.
Paladins. Ah, but listen to me. I do ramble with patients sometimes.
Quick lesson in witchcraft. First, it’s not inherently evil. Your Forgive me. Here, drink this.
god gives you the ability to sense evil’staint, yes? Please use your Heh. Should’ve warned you about the taste, I suppose, but
gift now. then you might not have taken it. wisdom teaches us more than
Don’t look so shocked.I saved your life, after all. Of course,you magic, you see.
saved my apprentice, so it was onlyfair. Yes. There are evil witches, I must admit, and they can indeed
Yes, that young man you stopped the ogre from eating. That’s learn the foulest aspects of necromancy. I am at a loss to under-
the next lesson - not all witches are human women. He’s male, stand how one can be called to the Craft and yet be willing to per-
and I’m sure you noticed my ears. You see, not all elves have for- vevt it. still, they are rare enough,I promise you that.
gotten what it is to be one with the magic. My people study dry Called,yes. I t is why so many ofus live awayfrom civilization.
texts and master arcane equations,and forget what it is to be liv- We can feel it more wheve life and nature flow more freely. The
ing wonder. I refuse to forget. suspicion that causes is an unfortunateprice to pay, but that is for
Oh, the other man? He’s my companion. I’ve granted him a another time. Your wounds are mending, and you must rest.
bit of my power, and in return he “watchesmy back?”I believe
that’s the tern, yes.
Then what is witchcraft, you ask?Afair enough question. It is
oneness with magic substance. I t is awareness ofmagic. It is to RACKG ROU ND
understand Mystery, t o accept the infinite and one’ssmall place Witch.
within it. And oh yes, there is power. We cannotfetter it as easi- It’s one of the most conflicted, misunderstood, and
ly as the wizard does,I grant you that. Evocation of raw force and powerful words ever spoken. At turns a healer, a mind-
conjuving substancefrom emptiness, these things are dangerous bender, a devil-worshipper,a virtuous priestess, a power-
to us. Not impossible, mind you - nothing is impossible to the ful spellcaster, and/or a strong-willedwoman the speaker
open mind - simply a greater risk. But our magic is older. Not doesn’t like (among others), the witch holds a strange
as refined, perhaps, yet every bit as potent. place in contemporary social thought. Some fear witches
For example,knowledgeflowseasilyfrom that oneness. wards, as harbingers of evil, while others take the name with
banishings, protection, these are also things that come from pride, refusing to accept the stereotype.
WITc H c RAFT

The matter of witchcraft is equally difficult, though not Witches are not all evil. In fact, they almost never are
entirely the same issue.Though the concept of a witch has - their acute magical senses and expanded awareness
moved beyond any one type of magic (indeed beyond give them enough insight into the consequences of an
magic entirely in some cases), witchcraft itself is certainly evil life that most avoid it assiduously.
understood to be a magical concept. However, whether The problem is, as in all matters concerning witchcraft,
this craft is a sacred gift, an innate talent, the result of there are exceptions.
demonic worship, or simple delusion, is hotly debated. Even the wisest can be seduced by evil, and the most
There is one archetype that runs through all the con- patient have their limits. Witches are often hounded, mis-
flicts and conceptions,however. The mysterious older fig- treated, maligned, attacked, and sometimes even mur-
ure who lives in solitude on the edge of civilization, or at dered. They can be scapegoats for everything from bad
least the edge of town. This person is usually a woman, but crops to plagues, when they often do everything in their
is sometimes the “crazyold man”who lives out beyond the power to prevent such things. Most witches can take such
village. She is rumored to talk to fairies, demons, animals, matters philosophically (or leave the area). For others,
or all of the above. Her brews can heal the sick or bewitch though, enough is enough.
the senses, and she can work strange magics. Nearly Evil witches will rarely build armies of undead mon-
everyone avoids her until they need something only she sters or mutated apes. Instead, they slowly and subtly use
can provide. (Then they wonder why she delights in their powers to gain influence. Divination,normally used
frightening visitors with her spooky reputation.) Oc- for enlightenment, becomes a powerful weapon here.
casionally, a child who doesn’t know better or a young w h o needs to bend the will with magic when simple
couple trying to dodge disapproving elders is befriended blackmail is so much more permanent? Gossip, passion,
by the lone figure. illicit wealth.. . there are no secrets from the witch who
Witches, as a rule, are not the adventuring kind. Still, if puts her mind to it. Any failed attempts to deal with the
they were the sorts of people that were especially fond of witch permanently will have unpleasant consequences...
rules, they probably wouldn’t be witches in the first place. and with the witch‘s defenses, failure is a very likely
Older, more experienced witches will sometimes travel outcome.
with young heroes to provide guidance and wisdom.
When the heroes get in over their heads, the witch can
provide impressive magical power. Though they rarely
generate large amounts of damage, powerful mental
effects and protective magics are simplicity itself for the
experienced witch.
Younger witches may well go on adventures for the
same reason many young people do -to go out and ya
have adventures!The call can come at any age, and
while few other than witches ever see the appren-
tices, they do exist. And, like any apprentices, they
often chafe at their limitations. As a general rule, a
human witch can go up one level every two years spent
in the relative solitude that allows them to
feel the magic more strongly. This time
period is roughly proportionate to a
race’s life span. That results in some
powerful older witches, but it can seem
llke an eternity to the young spellcaster.
Younger witches must be far more cau-
tious about how they use their magic.
Even relatively simple spells can
fail them, and they haven’t yet
learned to channel more than
a trickle of magical energy.
Even so, the few basic tricks av
able to them can make a low-level witch a valuable
addition to an adventuring party.. . until his mentor
catches up with him, that is.
WITCHc RAFT

When blackmail and rumor aren’t enough, however, Adventures: Adventuring witches are uncommon but
the witch‘s magic makes for a deadly arsenal if turned to not unheard-of. While a witch is more likely to accompa-
evil purposes. Mind-bending is quite effective when used ny a quest or follow his instincts than seek treasure,
cleverly, and an herbalist’s knowledge can bring death as witches are highly individualistic. As a rule, however, a
easily as life. A single witch who’s grown tired of her witch has much better reasons for adventuring than trea-
neighbors’attitude can terrorize entire cities. sure or power. Traditional magical resources like spell-
Good witches, not surprisingly, have very little patience books and scrolls, in particular, hold little interest for the
with peers who have been seduced by evil. Unlike the bat- adventuring witch. Their arcane understanding comes
tles of wizards, however, a duel of witchcraft is a subtle from insight and awareness, not equations or symbols.
and quiet affair. Few will ever know it occurred, and there Occasionally, a witch will adventure just to ‘get out of
may not even be a visible indication of victory or defeat. the house,”so to speak. Witches may appreciate their soli-
Instead, the victor might have a new gardener or servant tude as a means of honing magical focus, but sometimes
who won’t quite meet anyone’s eyes, or the vanquished connection means getting out and dealing with the world
may decide to withdraw from political entanglements and
such. On the other hand, eath magic is quite dan-
gerous for the witch, dea
them. The result of a truly witch‘s power flows from her con-
found several days later -albe
of death. a witch‘s magic is end-
s versatility, however, is
IN YOUR CAMPAIGN at a wizard would call the

such as wizard or sorcerer. In a world


witch represents something differen
follows a magical tradition quite d
commonly employed in civilized regions.
magic is strange and unpredictable.
ural talent to call and bind magical energie
mystic formulae and magical spells.
Witches make good NPCs if you do not w cent child’s life subtly bolsters the witch‘s
either the spell point or spontaneous casti that child, and thus indirectly to creation.
allies, they provide help and support to d alignment helps to counter some of the sus-
magic. As enemies, their flexibility and skills urrounds the witch class. Witches also tend
range of magic make them dangerous enem rd the chaotic, since trusting their intuition
hem to “ridethe wind,”in a metaphoric sense.
Nevertheless, witches can choose to be evil, and llkewise
some witches respond to their intuitive understanding by
HF WITCH desiring to bring order to it. Witches can be of any
While the witch‘s magical beliefs and methods are quite alignment.
different from the wizard and sorcerer, the magic itself is Religion: It can seem odd when compared to the
fundamentally identical. The real difference is how that witch‘s self-reliance, but most witches do revere some
magic is wielded - not through devoted study of arcane higher force. Few actually worship a particular god, but
theory or a birthright made manifest in a display of artful showing respect and making regular offerings are quite
talent, but by opening up to a sort of magical “sixth sense.” common. Witches are drawn most often to gods of nature,
This almost spiritual gift is a part of the reason witches magic and luck. Mother Green (from AEG’s Gods supple-
prefer solitude, or at least others innately connected to ment) is a popular choice.
magic for companionship. Not only is this perception eas- Background: Witches come from all walks of life.
ier in areas where the energy is allowed to flow freely, Unlike sorcerers, whose talent seems almost inborn,
but the witch‘s new perceptions set her apart even more witchcraft calls to a rare few with the right mixture of
thoroughly than wizards and sorcerers. open-mindedness, perception, and willpower. As a mental
or spiritual gift, the call can come a t any time of life as
WITc H cRAFT

long as the character has the right attitude. While witch- tion, but a high Intelligence is also important to a witch
es don’t consider themselves part of a great order and pre- for the skill points and bonuses it provides (particularly to
fer solitude, they also have a tendency to form small the all-important Spellcraft).
groups (sometimes called covens) and respect the ancient Alignment: Any.
tradition from which they spring. Abbreviation: Wch
Races: Ironically, the supposedly pedestrian humans Starting Money: 3d4 x 10 gp.
are highly likely to take to witchcraft. Many human Hit Die: d4.
witches claim that it was their craft that made humans
more than ants beneath the feet of dragons and giants, Class Skills
and there is no denying that their magic is well-suited to The witch‘s class skills are Alchemy (Int), Concentration
protecting fragile humanity. Half-elves are the only “race” (Con), Craft (Int), Handle Animal (Cha), Heal (Wis),
more likely to take to witchcraft than humans. Between Knowledge (arcana) (Int), Knowledge (local) (Int),
their primordial human calling on one side and their Knowledge (nature) (Int), Knowledge (religion) (Int),
ancient elven magic on the other, they just seem to have a is), Scry (Int), Sense Motive
ot (Wis), Swim (Str), and

evel: (4 + Int modifier) x 4.

more “common-sense” app


most are far too communal

d magic through a less intellectually


an wizards. While this should be no
craft is easy, it does mean that they
ther pursuits. Witches are proficient
however, a few witches can be found. ons. They are not proficient with
Other Classes: Witches have an undeserved ields, and are subject to arcane spell failure as
utation with just about everyone. Adventurers, ny arcane spellcaster.
quickly learn to appreciate the benefits a witch ca agic: Witches don’t usually cast “spells”in the normal
vide for the party. Druids and rangers, ot ad, each witch has a pool of arcane magical
prefer nature and relative solitude, are described in the Spell Points chapter) that can
understand the witch‘s path. Bards, with rmed into effects more or less at will. Witches
style and broad spectrum of magical abili 1points in the same manner as other spellcast-
stand witches better than most. Some wizard class’slisted spell
- point
- totals and max-
arrangements with witches, providing information for imum spell level per level.
shelter. Clerics and paladins, on the other hand, tend to be Familiar: A witch can summon a familiar in exactly the
particularly wary of witches, especially if doctrine frowns same manner as a sorcerer. See the sidebar on familiars
on their craft. Witches can get along with nearly every- next to the sorcerer description in Core Rulebook I for
one, though the highly urbanized (and often dishonest) details.
rogues can annoy them, and they sometimes return the Arcane Senses: The witch is attuned to the flow of
disdain of the cleric and paladin in kind. magical energy - but that energy is in all things. Just as
he can feel magical energy flowing through him, so can
GAME RULE INFORMATION the witch sense this magical energy flowing through all
Abilities: Wisdom determines how powerful an effect things. While the witch can’t watch everything, these
a witch can cast, and affects how many spell points he has senses provide certain bonuses. Also, as a result of this
as well as how hard his spells are to resist. To cast a “spell,” deep, innate attunement, the witch can detect magic as a
a witch must have a Wisdom score of 10 + the spell’slevel. spell-like ability This ability duplicates the effects of the
In addition, a witch gets bonus spell points based on his spell detect magic.
Wisdom ability modifier (if any). The Difficulty Class of a Flexible Magic: Witches don’t memorize spells or
saving throw against a witch‘s spell is IO + the spell’s level develop them innately. Instead, every magical effect cre-
+ the witch‘s Wisdom modifier. Like wizards and sorcer- ated is a unique craft unto itself. Even when the same
ers, witches benefit from high Dexterity and Constitu- effect is created several times, the witch does things dif-
c RAFT
WITCH

TABLE1 6 1 : THE WITCH


Base Fort Ref Will Spells per Day’”
Level Attack Save Save Save Special 0 1 2 3 4 5 6 7 8 9

7 +I +n +n +7

4 +2 +1 +1 +4

-
6 +7 +?- +?
.- 4.5 4 3 3 2 _-----
7 +3 +2 +2 +5 4 4 3 2 1 -- ---
8 +4 +2 +2 +6 4 4 3 3 2-----

20 +10/+5 +6 +6 +12 4 4 4 4 4 4 4 4 4 4

* Optional system.

ferently each time as a result of shifting arcane energies. TABLE14-2: WITCH SPELLTALENTS
L e v e l 0 1 2 3 4 5 6 7 8 9
The sole exception to this is the small selection of “tal-
ents” that a witch has, as explained above. While this L . , I

means that all but the most well-known basic effects have
a respectable chance of being less than what the witch
hoped for, this also means that a witch is theoretically

capable of anything. 1 1 - - - - - -
7 4 3
Witches use the freeform magic rules to cast all of their 8 4 3 2 1 _ - _ _ _ -
effects, with a few exceptions and several changes. First, 9 5 3 2 1 1 - - - - -
Profession (witchcraft) replaces Knowledge (arcana); the 10 5 4 2 1 1 - - - - -
witch‘s magical knowledge base is far more grounded in 11 5 4 2 1 1 1 - - - -
12 5 4 3 1 1 1 - - - -
practical application than arcane formula. A character
13 5 4 3 1 1 1 1 - - -
with a t least five ranks in Profession (witchcraft) gains a 14 5 4 3 2 1 1 1 - - -
+2 synergy bonus to Alchemy and Profession (herbalism).
Most freeform magic is easier for witches than it is for
other spellcasters. All related skill checks have the DC
18 6 4 3 2 2 2 1 1 1 -
reduced by 5, with a few exceptions. Divination, abjura-
tion, healing (when performed as a ritual; see ritual spell- 20 6 4 3 2 2 2 2 1 1 1
casting in the spontaneous magic section) and mind-
altering effects have the check DC reduced by 10 due
to the witch‘s natural talent with these types of magic. be learned), and those with the force and death descrip-
Conversely, evocation, conjuration, force and death tors. The witch may select spells from the druid and sor-
effects are all more difficult and dangerous for witches, cerer/wizard spell lists. These spells can be cast as written,
and use the standard difficulties provided in the sponta- including casting time, and components. However,
neous magic chapter. In case of contradicting school, sub- unless the spell is from the divination or abjuration
school, and/or descriptor, use the lowest DC unless the schools, the healing subschool, or has the mind-altering
spell does damage or kills the victim on a failed saving descriptor, the witch must still make three skill rolls to
throw, in which case use the highest DC applicable. cast the spell successfully There are other advantages to
Witches also master a few spells completely A witch knowing a spell, however;the check DC is reduced by 10
can learn any spell except those from the evocation and instead of 5. See the Witch spell Talents table to deter-
conjuration schools (other than healing spells, which can mine how many spells the witch is adept with at each
WITCHCRAFT

level. A witch who advances in a prestige class that grants CONVICTION [G ENERA11
equivalent spellcaster levels receives extra talents with A strong-willed character is more likely to succeed with
each equivalent level as well as spell points and a higher spontaneous magic.
maximum spell level. A witch who learns healing spells Prerequisites: Iron Will, Skill Focus (any skill used for
can cast them normally (Le. as regular spells rather than spontaneous magic).
rituals) without having to make skill checks to determine Benefit: The character receives the t2 bonus from Iron
success. will to all skill rolls involved in spontaneous magic.
Witches use the same charts as Wizards for Spell Point
Progressionand Maximum Useable Spell Level. For more IMBUE HERBS [ITEM CREATION]
information on spell points, see Chapter 15. The character can create herbal remedies, which carry
healing spells within them or which can undo harmful
TABLE14-3: WITCH SPELLPOINT PROGRESSION magical effects.
Prerequisites: Spellcaster level 4th+, at least 5 ranks in
Heal and either Profession (herbalism) or Profession
(witchcraft).
4 10 2 Benefit: The caster can create an herbal concoction or
5 15 3 poultice, which can carry any of the following spells: break
6 21 3 enchantment, cure critical wounds, cure light wounds, cure
7 28 4
minor wounds, cure moderate wounds, cure serious wounds,
8 36 4
9 45 5 delay poison, greater restoration,heal, lesser restoration, neutral-
10 55 5 ize poison, protection from chaos/evil/good/law, regenerate,
11 66 6 remove blindnessldeafness, remove curse, remove disease, remove
12 78 6 fear, remove paralysis, or restoration.The character must be
13 91 7
able to cast the desired spell to imbue the remedy with the
14 105 7
15 120 8 intended effect. At the DMs discretion, other abjuration
16 136 8 effects can also be imbued in herbs, so long as they are
17 151 9 spells that would normally only affect the caster. Imbuing
18 169 9 (and preserving) the herbal remedy takes one day per
level of the spell to be imbued (minimum one day).There
20 208 10“
is no XP cost in creating the remedy However, the mate-
* loth-level spells are normally only possible by adding rials cannot be purchased -the gp cost must be “worked
metamagic feats to high level spells. For example, an off by using Profession (herbalism) or Profession (witch-
8th-level spell modified with a feat that adds +2 to the craft) like a Craft skill used to produce an item. Whoever
spell’s level is a loth-level spell. drinks the concoction or has the poultice placed on them
is the target of the spell.
Any process not specifically described above functions
identically to the Brew Potions feat. In cases of conflict,
the rules for Imbue Herbs take precedence when using
this feat.
Witches usually learn feats with a fair amount of general Special: You can never produce a number of poultices
use, but otherwise follow the same pattern as other char- greater than your current level. Once you reach that max-
acters with them. A few feats particularly suited to witch- imum, you must use one of these items before you can
es are presented below. create another. The poultices require a steady stream of
ambient magic that you must maintain at all times to keep
ARCANE EVASION [GENERAL] their magic fresh. If you die, your poultices lose all effec-
The character can use evasion as a supernatural ability. tiveness.
Prerequisites: Arcane senses, Lightning Reflexes.
Benefit: The character can emulate the rogue’s evasion IMPROVED ARCANE EVASION [GENERAL]
ability. If exposed to any effect that normally allows a The character can use improved evasion as a supernatural
character to make a Reflex saving throw to take halfdam- ability.
age, he takes no damage on a successfulsaving throw. This Prerequisites: Dex 13+, Supernatural Evasion, caster
ability can be used while wearing any armor the character level 6+.
is proficient with. This is a supernatural ability dependent
on the character’sarcane senses.
WITCHCRAFT

Benefit: The character can emulate the rogue’s Witches often find themselves dealing with enemies or
improved evasion ability. Even on a failed Reflex save rivals that, for one reason or another, they do not wish to
against a spell or other damaging effect, the character harm. This spell creates a solution that benefits all
takes only half damage from the effect. This is a supernat- involved.
ural ability.

Though witches don’t research spells in the usual sense,


certain useful tricks make the rounds fairly quickly It
takes somewhat longer for such magic to become com-
mon among other spellcasters, as wizards rarely seek a
witch‘s insight on spell research. Sorcerers, ironically, pro-
vide a sort of cross-pollination, as they intuitively pick up
a useful trick by watching a wizard or witch, later demon-
strating the new spell elsewhere.

Competence
Divination
Level: Wiz/Sor 4, Wch4
Components: YS
Casting Time: 1action
Target: One creature
Duration: 10 minutesflevel
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Knowledge is power. For those gifted with arcane insight,


knowledge can be turned into destructive fire, invincible
shields, and mental domination. Even in its raw form,
however, knowledge can be turned to the spellcaster’s
advantage.
By casting this spell, the target is granted a constant
flow of understanding that merges seamlessly with his
own, making him better at all basic tasks other than direct
combat.The spell grants a +I competence bonus to saving
throws, ability checks, and skill checks.
As the caster goes up in level, the bonus increases. A 9th
level caster grants a +2 bonus, a 12th level caster grants a
+3 bonus, a 15th level caster grants a +4 bonus, and an
18th level caster grants a +S bonus.

Distant Boon
Abjuration
Level: Wch 3, Wiz/Sor 5
Components: YS,M
Casting Time: 8 hours
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: No
WITc H CRAFT

The caster performs a day-long ritual that involves


cleaning your home and wishing the rival well. (Witches N FW MAG IC ITEMS
tend to practicality in their magic.) If the ritual is inter- Cloak of Magical Connection: To most witches, the
rupted for any reason, the spell is lost and the caster must thought of being disconnected from the flow of magic is
begin again. Once the ritual is complete, a chain of events a sobering one. Though rare, an encounter with an
is set in motion. As soon as is feasible (never more than antimagic field robs a witch of all his powers and special
one week), an excellent opportunity arises for the spell’s abilities. This feels supremely unnatural to the witch.
target. A messenger will arrive as quickly as possible, and While wearing this cloak, the wearer is able to use
for some reason bandits and monsters will avoid him. supernatural powers, spell-like effects, and spells, even
Once the target receives the message, he makes a stan- while within an antimagic field, as long as he has a range
dard Will save if he wishes to resist the opportunity.This of personal or touch. Thus, a witch can use spells llke alter
is only likely if there is some compelling reason for him self or true strike, but not magic missile or slow. Spells that
to stay, and the opportunity allows immedi- allow the caster to bypass space and time can also be used
ate household (spouse, children, any on areas outside the antimagic field, but not on targets
other important members) to come within it. This ability allows the caster to use spells like
with the target. Rivalry with the cast- scrying or teleportation, as long as the target area is out-
er should not be considered “com- side the antimagic field.
pelling” unless hatred between cast- The cloak also provides a +4bonus to all saving throws
er and target is deep and unrelenting. 1effects, and allows standard saving throws
Spell resistance does not apply; the Will that don’t normally permit them, such as
save is a relatively mundane one.
Material Components: A drop of honey and a Caster Level: 18th; Prerequisites: Craft Wondrous Item,
grain of wheat. Mordenkainen’sdisjunction, prismatic sphere; Market Price:
350,000 gp; Weight: -.
Ghost Ward Rings of Shared Danger: Rings of shared danger
Abjuration come in batches. They are usually paired, but up
Level: Clr 3, Wch3, Wiz/Sor 3 to a dozen rings can be linked at any one time.
Components:RS,M Whenever one of the ring wearers is in dan-
Casting Time: 1minute ger that would be obvious to a nearby
Range:Touch observer (though not necessarilythe wearer
Area: One room, taking up space no greater than himself), all other wearers are aware of the
one 10ft. cube per caster level endangered character’s location and what is
Duration: Until ward is physically broken threatening him. The rings do not provide any
SavingThrow:No aid i n reaching the endangered character.
Spell Resistance:No Anyone who knows what a ring of shared danger is
may be reluctant to kill the wearer, however,
The ghost ward is a useful trick for witches since all other ring wearers will be able to see the
plagued by incorporeal nemeses. The character attackers. The ring’s power does not provide any
spends the casting time placing appropriate sym- bonuses to seeing through disguises, nor does it
bols on all entrances to the warded room. Once grant any ability to penetrate illusions.
the spell is in place, the walls of the room are ren- Caster Level: loth; herequisites: Forge Ring, locate creature,
dered completely impassable to gaseous, ethereal, astral, scrying;Market Price: 20,000 gp per ring (minimum 40,000
and otherwise incorporeal creatures. The symbols provide g p for two).
absolutely no protection from physical entities, magical Staff of Lithira: The only known artifact forged from
or otherwise. The spell ends the moment the barrier is witchcraft, the staff of Lithira is said to have been created
physically broken, either by opening one of the entrances by the first witch. The existence of Lithira herself can’t be
or if any section of the wall, ceiling or floor is breached proven, but the staff has flitted in and out of history
(hit points reduced to 0). enough times that few doubt its existence.
Material component: The chalk or charcoal used to mark This major artifact functions as a +5 quarterstaff,and also
the room. grants its wielder +S to AC and all saving throws. The
wielder may cast daze, detect magic and prestidigitation at will
as standard actions. The staff also has 20 charges per day,
each of which can be used for one of the following effects:
WITCHCRAFT

mll of Ages: By using one charge, the staff can provide a Ward Candle: This unusual magic item generates a
mind blank to any one target as if cast at 20th level. magic circle when lit (a full-round action). The type of
End Stnfe: By using one charge, the staff allows the magic circle (chaos, evil, good or law) is determined when
wielder to convince any number of targets that are not the ward candle is created and cannot be changed. The
directly involved in combat to spend one day considering magic circle is always directed outward from the candle,
options other than violence. Alternately, the wielder and affects the area that the flame illuminates. Normally,
instead uses mass suggestion normally, as if cast at 20th this is a 10 ft. radius, exactly like a normal magic circle spell.
level.The primary effect is considered a highly reasonable However, the candle can be placed in a mundane object
suggestion and is made at -3 to saving throw, unless the that alters the direction of the light cast from it. For exam-
group affected will clearly be adversely affected by wait- ple, placing the ward candle in a bullseye lantern changes
ing a day to fight. the affected area into a 30 ft. long cone. The ward candle
Flow of Life: By using one charge, the wielder can cast has SO charges. Extinguishing the flame prematurely ends
cure cntical wounds, neutralize poison, remoue blindnessldeaf- the effect. (The flame cannot be extinguished by normal
ness, remoue disease, or restoration.By using two charges, the out by the candle’s wielder.)
Other than the ward candle’s
effects are as the spell cast a s exactly like a mapc circle.
sites: Craft Wand or Imbue
the type desired; Market Wee:
to breathe, and is immune t
minutes. The wielder can a1

the command wo accused of many things throughout


is almost never one of them. While a
dly opponent, his reliance on magic
e requirement for somatic compo-
leaving it in a plane completely devoid of arc lengthy casting time for witchcraft
for a full year, but how to get to such a plane at a strong opponent with a large weapon can
only known means of planar travel is magic is ho short work of the witch if he can get in close.
ed. It is known that the staff has survived the re, witches occasionally look for allies with open
demon kings and great wyrms untouched. s and strong arms. If a warrior is talented and strong-
Stone of Great Fortune: Essentially even be granted the power to channel a
version of the luckstone, a stone of geat f arcane energy.
bonuses to saving throws, ability checks, a ts are generally linked to a single witch,
It always appears to be a common, u asionally covens combine their powers to cre-
though merely using detect magic will knight. Either choice will have benefits and
for what it is. drawbacks to the prospective witchknight.
Caster Level: 13th; Puevequwtes: Craft Wondrous Item, Hit Die: d8.
competence; Market Pnce: 10,000 gp (+l), 20,000 gp (+2),
30,000 gp (+3),40,000 gp (+4), or 50,000gp (+s).

1 4 4 THEWITCHKNIGHT
TABLE
Base Fort Ref Will
Level Attack Save Save Save Special

2 +1 +3 +O +3

A .-
+3 4. A. +1
.. +A
5 +3 +4 +1 +4
6 +4 +5 +2 +5

8 +6 +6 +2 +6

10 +7 +7 +3 +7
WITCHCRAFT

TABLE14-5: WITCHKNICHTSPELLSKNOWN on his Wisdom. A witchknight learns a spells based on


Level 1 2 3 4
the Witchknight Spells Known chart; when a o appears
on the chart, the witchknight only learns a spell if he has
access to a bonus spell of that level. The Difficulty Class of
A 7 n a saving throw against a witchknight’s spell is IO + the
spell’s level + the witchknight’s Wisdom modifier.

WITCHKNIGHT SPELL LIST


8 3 2 1 Witchknights can choose their spells from the following
list:
10 4 2 1

1 command, daze”, feather fall, hold portal, resistance”, true


Requirements strike, ventriloquism.
To become a witchknight, a character must fulfill all of 2 blindnessldeafness, blur, magic weapon*, tongues, shield*
the following criteria: 3 detect thoughts”, displacement,protection from awowP,
Base Attack Bonus: +S. suggestion.
Knowledge (nature): 4 ranks. 4 competence, ghost ward, greater magic weapon*, lesser gem,
Feats: Iron Will, Weapon Focus (any). polymovph self.
Special: A witch (or witches) must perform a special
rite on the prospective witchknight, which determines * All spells on this list that normally have somatic com-
the truth of his loyalty and imbues him with the ability to ponents are considered permanently altered as with
sense and channel magical energy, albeit to a limited still Spell. The witch who empowers the witchknight
degree. One of the witches involved must have the feat is not required to have the Still Spell feat to grant
Imbue Herbs. this ability

Class Skills TABLE14-6 WITCHKNIGHTSPELLPOINT PROGRESSION


The witchknight’sclass skills (and the key ability for each
skill) are Climb (Str), Craft (Int), Handle Animal (Cha),
L 3 I
Jump (Str), Knowledge (nature) (Int), Ride (Dex), and 3 5 1
Swim (Str). 4 8 2
Skill Points at Each Level: 2 t Int modifier. 5 11 2
6 14 2
Class Features 7 18 3
8 22 3
All of the following are class features for the witchknight 9 26 3
prestige class. 10 30 4
Arcane Senses: Identical to the class feature available
to the witch.
Healing: The witchknight can use arcane energy to
heal, much like the paladin’s ability to lay on hands. To use
this spell-like ability,the witchknight touches the wound-
ed character and channels energy into him. Every spell
point used in healing restores one hit point to the target.
Unlike paladins, the witchknight can’t use this power to
damage undead. A witchknight can heal 8 hit points per
level per day using this ability
Spells: Unlike the witch, the witchknight’s magical
arsenal is focused and limited. The witchknight casts
spells normally, and does not need to use somatic compo-
nents at all. Like the witch, a witchknight’s power is
derived from Wisdom, which determines how powerful
an effect he can cast. It also affects how many spells he has
as well as how hard his spells are to resist. To cast a spell, a
witchknight must have a Wisdom score of IO + the spell’s
level. In addition, a witchknight learns bonus spells based
~

ARCANA

This chapter contains all of the arcane knowledge handed level falls by the wayside. Instead, each spell’s power and
down from various authors of magerial law. The informa- difficulty are defined by the number of magic points the
tion here can be used in part, or in whole, to enhance caster must spend to use a spell. Under such a system,
game play and add additional dimensions of magic to new spellcasters have a lot more flexibility in managing their
or pre-existing campaigns. spells. They can choose to burn their points casting a few
powerful spells or conserve them and use many weaker
spells over the course of an adventure. Not only must a
spellcaster choose the right spell for a situation, but he
must also judge whether the situation warrants a powerful
The spell point system presented here is designed as an or weak spell. In the standard magic system,casting cham
alternative to the core magic system. Rather than prepar- monster on a troll doesn’t affect your ability to use a bum-
ing a static list of spells each day or organizing spells into ing hands spell later on in the day. c h a m monster con-
slots by level, spellcasters each draw on a pool of spell sumes a 4th-level spell slot, while burning hands uses up
points they spend to power a spell. a 1st-level one. In a spell point system, the points used to
power a 4th-level spell come out of the same resource pool
SPELL POINTS: A GAME DESIGN DISCUSSION that powers lower-levelspells. Thus, each time a caster in
In the core d20 magic system, a spellcaster has the ability a spell point system uses his magic he reduces his ability
to cast a clearly defined number of spells from each level to cast all of his other spells later on in the adventure.
per day. Spells are arranged in neat, discrete units that Spells are no longer quite such separate units as they are
each represent a piece of magical power. Most classes, in the core d20 system.
such as wizard and cleric, must define their available The biggest hurdle to introducing such a variant magic
spells before they can use them while the sorcerer and system using the existing spell lists is that many spells,
bard have the option to select from a limited list of incan- particular evocationssuch as fireball, magic missile, and cone
tations when casting a spell. of cold, rely on the caster’s level to determine their effects.
Traditionally, a spell point system breaks down the Mapc missile cast by a 9th-level wizard is a much more
walls that separate spells. Instead of gaining access to a set powerful spell than one used by a 1st-level apprentice.
number of spells per level, a caster has a pool of points he Such mechanics defeat the core assumption of a spell
may spend to cast his spells. When a mage decides to use point system: a weaker spell should cost fewer points to
a spell, he subtracts its spell point cost from his current use because it is always weaker than a costlier spell. Under
available pool of points. When his pool falls to zero, he a particular set of circumstances a weaker spell may be
cannot cast any more spells that day. The concept of spell more useful, but when two spells serve roughly the same
ARCANA

purpose, such as injuring the enemy, the costlier spell &Level Spells: Any spellcaster capable of using 0-level
must always be superior. Otherwise, there’s never any spells may cast up to 3 per day without spending any spell
benefit to paying more points for a weaker spell. points. For each 0-level spell beyond the third you must
Under the spell slot system, weaker spells scale up in spend 1 spell point. A character with 0 spell points may
power with the caster’s experience level in order to avoid still use his free cantrips provided he has access to 0-level
crippling spellcasting classes by leaving them with access spells. For example, a 1st-levelbard has no spell points but
to many low-level spells that become useless at higher lev- has mastered 0-level spells. Thus, he may use 3 cantrips
els. The spells designed to work with a spell slot system per day.
look much different than the ones built for a spell point
one. Thus, a true spell point system is not feasible without SPELL POINT PROGRESSION
defining a completely new set of spells to go along with it. The spell points available to a character are determined by
Instead of building a whole new set of spells from his class and level. In addition, a caster’slevel dictates the
scratch, the material presented in this chapter introduces maximum level spell he may learn and cast. For example,
new rules and alternate applications of the existing rules a 6th-level wizard may learn spells of up to 3rd-level. Even
for magic. They grant spellcasters increased flexibility at if he has enough spell points to cast a 4th-level spell, he
the cost of raw casting power. lacks the training and experience needed to handle such

ers using this spell sys-

er worry about wasting a

to ward off their melee attacks, and 1 er mindless creatures. Under the spell

full 8 hours of sleep, he wakes up refresh


allotment of 15 points. During the seco
lls and ignore ones that do not fit into his cur-

with web.
INT PROGRESSION:
CASTING SPELLS
In order to cast a spell, the caster must have enough spe

spellcasting class has its own point progression per level.


However, all classes pay the same point cost to use spells
of the same level.

A 7 17 JR 117 AA

6 11 14 105 157 62

20 208 31 2 126
ARCANA

SPELLPOINT PROGRESSION: MAXIMUM USABLESPELLLEVEL:


DIVINESPELLCASTING
CLASSES DIVINESPELLCASTING
CLASSES
Level Cleric Level Cleric

2 3 3 0 0 7
L
1 1 - -

4 10 10 1 1

8 36 36 2 2

12 78 78 7 7

16 8 8 4 4

18 169 169 22 22 18 9 9 4 4
19
20 208 208 30 30

MAXIMUM SPELLLEVEL:
USABLE
ARCANESPELLCASTING
CLASSES *' loth-level spells (or 7th-level ones for bards) are
Level Wizard Sorcerer Bard normally only possible by adding metamagic feats to
high level spells. For example, a 9th-level spell modi
2 1 1 1 fied with a feat that adds +I to the spell's level is a 10th-
level spell. Similarly, bards do not have a 7th-level spell
list but may produce them by adding metamagic feats
to lower level spells.

CASTER LEVEL AND SPELLS


Under the core d20 magic system, many spells become
more effective as a caster's level increases, particularly
evocations. Under the spell point system, a higher level
spell that costs more points should always be more effec-
tive than a cheaper spell that fills the same role. To enforce
that stricture, under the spell point system a caster's level
16 8 8 6
normally only affects a spell's duration. To gain the other
18 9 9 6 benefits of a higher caster level, you must spend addition-
al spell points to power up the spell. For each caster level
above the minimum necessary to use the spell, the caster
must spend I additional spell point to cast the spell.
A spell may never be used with a caster level below the
minimum necessary to cast it. For example, a wizard can-
not use fireballwith a caster level below 5, since that is the
level at which a wizard gains access to 3rd-level spells.
For example, Findus the 12th-level sorcerer knows
lightning bolt, a 3rd-level spell. Since sorcerers gain access
to 3rd-level spells at 6th level, he can use lightning bolt at
caster level 6 by paying the standard 5 points for the spell.
If he wants to deal 10d6 damage with the spell, he must
use it at caster level IO. Since caster level 10 is
4 above 6th, he would have to spend 4 additional

+!-
spell points, for a total of 9, to cast a 10d6 damage lightning
bolt.
ARCANA

By design, this system forces more powerful versions of focuses the spell. When they complete the spell’s compo-
low-levelspells to cost the same as higher level ones. The nents, they unlock their inner magical abilities (repre-
biggest hurdle between converting the core d20 slot- sented by their spell points), channel that energy through
based system to a spell point scheme is the inflating the spell construct they built through their studies, and
power of spells. By increasing the cost of a spell cast at a create the spell effect. When a caster drops one spell and
high caster level, less powerful spells are balanced against replaces it with another one, he purges the old construct
their higher level counterparts. from his mind and shapes a new one.
A caster may never increase a spell’s effective caster
level above his own current caster level. Obviously, if a INNATE SPELLCASTING
character is not yet skilled enough to cast a cone ofcold as a Sorcerers and bards do not prepare spells. Instead, they
14th-level sorcerer he cannot simply pump spell points automaticallygain a small selection of incantations. As in
into the cone in order to boost its effectiveness. the core spell system, they do not need to study a book or
While a spell with increased caster level costs more to pray to a deity in order to build the mental construct nec-
cast, its saving throw and spell level do not change. From essary to channel their magical energy. Rather,their spells
the example above, Findus’s caster level 10lightning spontaneously form in their minds. A bard or sorcerer
bolt is treated as a 3rd-level spell for saving throws, must still use or complete the appropriate spell com-
dispel magic, and all other effects even though it ponents to activate his spells.
costs the same as a 5th-level spell to cast.

PREPARING SPELLS Under the spell point systems, spell books


Most classes, including work exactly as they do in the core magic
clerics, druids, paladins, system. A wizard, or other class that stores
rangers, and wizards, spells in a book pays the same gold piece
must study and prepare a cost to scribe spells, prepare them, and
spell before they can spend otherwise use a spellbook.
spell points to cast it. A wiz-
ard spends hours reading
magical tomes and memoriz- nly repeat a particular
ing the arcane gestures and spell a limited number of times per day
incantations necessary to before focusing his magical abilities on a
focus his magical power and particular pattern strains it beyond his
transform it into a spell. A der- abilities. Using a pattern too often dis-
ic meditates and prays to his rupts that matrix built within the caster’s
deity, using the power of his mind and renders it useless, forcing him
faith to study and understand to study the spell again after one full
his gods mysteries. To deter- day of rest. He may use his other
mine how many spells a spells as normal, but must rest for
caster may memorize and a full day to relax his mind and
later cast, use the standard prepare to re-learn the spell he
spells per day chart modified by the
character’s relevant spellcasting- attribute. Characters with innate spell ability, such
For example,in the core magic system a 2nd-level wizard as sorcerers and bards, lose the ability to cast a spell they
may cast 4 0-level spells and 2 1st-level ones. Under the use more than their allocated number of times for the rest
spell point system, he could study and learn the same of the day and one additional full day after resting for
selection of spells to cast with his spell points. If the wiz- the night.
ard had an Intelligence of 12 or higher, he could memo- The Maximum Spell Repetition tables list the maxi-
rize an additional 1st-levelspell. mum number of times a caster may safely use a spell. He
All character classes who must prepare spells before may use it one additional time above his maximum but
casting them obey the standard rules for resting and doing so incurs the penalties described above.
preparing spells. The nomenclature in a spell point sys- If the stat that governs a spellcaster’s magical abilities is
tem is slightly different. Casters no longer prepare spells high enough, he can cast a given spell more often than
and finish them at casting time. Instead, when studying normal. Look up the character’s bonus spells due to his
or praying for a spell they learn how to construct a tem- characteristics. Rather than add those bonus spells to his
porary energy conduit in their minds that shapes and spells per day, they increase the maximum number of
ARCANA

times a caster can repeatedly cast a spell of the listed level.


For example, a wizard with a 12 Intelligence can cast a
given 1st-level spell 5 times per day, one more than the
normal limit of 4. Since a 12 statistic grants an additional
1st-levelspell, it increases the maximum number of times
a caster may use a 1st-level spell by 1. Note that this
applies to all 1st-levelspells.A wizard with Intelligence 12
could cast shield and magic missile each 5 times per day. A
wizard with Intelligence 34 increases the maximum num-
ber of times he could cast 1st through 4th-level spells by 3
each, 5th through 8th-level spells by 2 each, and 9th-level
spells by I.
When a caster uses the mental construct he completed
to channel and shape a spell, he places a great deal of
strain on the construct and his mind. Using a given con-
struct too often causes it to collapse and temporarily dam-
ages the caster's mind. Until a caster has rested and
allowed his mind to settle, he is incapable of reproducing
the construct he shattered through overuse. His ability to
prepare and use other spells is never affected by casting a
spell too many times.
A spellcaster cannot retroactively exceed his cap on
spells. If a caster uses a spell up to his maximum number
of times including bonus uses due to high stats, he is not
considered to have burnt out that spell if he later takes
ability damage that reduces the number of times he can
use any single spell.

MAXIMUM SPELLREPETITION:
ARCANESPELLCASTING CLASSES
Wizard Sorcerer Bard

MAXIMUMSPELLREPETITION:
DIVINE CLASSES
SPELLCASTING
Cleric Druid Paladin Ranger

METAMAGIC FEATS
Feats that alter a spell's effects and level work a little dif-
ferently in the spell point system than they do in the stan-
dard magic system. Wizards, clerics, and other casters that
prepare spells must allocate one of their spell slots to a base
spell modified with the metamagic feat as normal. Bards
and sorcerers still take longer to cast metamagic-enhanced
spells as they must modlfy the spell as they cast it. A spell modified with a metamagic obeys the standard
A spell modified with a metamagic feat costs a number rules presented above for changing a spell's caster level.
of additional spell points equal to 2 times the level modi- The spell's base caster level is considered to be the level
fication the feat applies to a spell. For example, Silent needed to cast the standard, non-modified spell. You must
Spell increases a spell's level by I for purposes of casting pay the standard spell point cost to increase a metamagic-
and preparing it. Thus, it costs an additional 2 spell points enhanced spell's effective caster level.
to cast a spell modified with it. Note that as normal for The Heighten Spell metamagic feat is a special case. It
metamagic feats, the spell's level does not change for the increases a spell's effective level. Therefore, it does not
purposes of saving throws and all other effects. require any additional spell point costs beyond the
ARCANA

increase associated with casting a higher level spell. pared spell as a use separate from spontaneous healing.
When determining a heightened spell's base caster level, The cleric may use his spontaneous healing up to his nor-
use the minimum caster level necessary to use the spell's mal maximum limit and may also use a prepared cure
newly determined level. spell up to its normal maximum. If a cleric uses his spon-
taneous healing spells too many times, he loses the ability
DOMAIN SPELLS to spontaneously cast that particular cure spell for 1 day
Clerics gain domain spells that do not fall under the spell after a night's rest.
point system. These spells are special blessings received The above guidelines also apply to an evil cleric's ability
from their divine patron, not prayers or chants the to spontaneously cast inflict spells.
cleric has studied and memorized.A cleric receives
one domain spell for each spell level he has access SAVING THROWS
to. These domain spells are chosen as per the stan- Saving throws against spells are determined as per the
dard magic rules and may not be converted into rules presented in the standard magic system. Using spell
healing magic. When a cleric uses a domain spell, points to alter a spell's effective caster level does not
it is gone for the day just as in the standard magic change the spell's level or its saving throw DC. The stan-
rules but does not cost any magic points. dard formula for determining a save DC, 10 + spell level +
Otherwise, use the rules from the standard magic attribute modifier, works the same in the magic point sys-
system for preparing and casting domain spells.
You may not use magic points to repeatedly cast You cannot spend additional spell points to boost a
domain spells. If a domain spell appears on the spell's level without the Heighten Spell metamagic feat.
cleric lists and you select it as one of your normal Paying a higher then necessary spell point cost for an
spells for the day, you use magic points to cast it as incantation does not alter on its saving throw DC.
normal from your list of cleric spells.
For example, Abbal is a 5th-level cleric. He can MULTICLASSING
cast spells of up to 3rd level, granting him access to If a character has levels in more than one spellcasting
domain spells from the Ist, 2nd, and 3rd levels. Each class, keep track of the spell points granted by each class
day, he picks one of his two domain spells for each of separately. You cannot cross spell points between classes.
those levels to prepare. Once a prepared domain spell For example, a cleric/wizard could not use spell points
is cast, it is gone for the day. Casting a domain spell granted by the cleric class to cast wizard spells and vice
prepared in this manner does not cost any magic
points. Abbal has access to the Good and War
domains. He picks magtc weapon as his 1st-level PRESTIGE CLASSES
domain spell, aid as his 2nd-levelone, and magic vest- If a prestige class allows you to gain additional levels of
ment as his 3rd-level domain spell. If he casts his spellcasting ability, you gain the spell points, higher
magic weapon domain spell, he spends no magic level spells, and greater spell selection granted by your
points but burns the spell for the day, just as if he was increased caster level.
using the standard magic system. If Abbal prepared
magic weapon as a cleric spell he could cast it up to his NEGATIVE LEVELS
normal maximum per day using magic points and also When a spellcasting gains a negative level, he
cast it once as his domain spell. Domain spells and spells loses spell points equal to the difference
selected from the cleric spell lists are prepared in a com- between his maximum spell points at his origi-
pletely separate manner. You cannot use magic points to nal level and the maximum possible at his current
cast spells prepared from your domains. level.

SPONTANEOUS CURING OR INFLICTING PRESTIGE CLASSES, FEATS, AND MAGIC ITEMS


Clerics have the ability to spontaneously transform pre- A fundamental change to the inner workings of the core
pared spells into healing magic. A cleric may always cast a magic system opens up many avenues for additional rules
cure spell, such as cure light wounds, by spending the designed to expand and alter how magic works in a game.
appropriatemagic points. Clerics are considered to always The following game artifacts make use of the spell point
have those spells prepared for use in addition to the spells system and provide models for your own game design
they pick for the day. However, they are limited in the efforts using this system.
number of times per day they may use their curing magic
as with any other spell. However, a cleric who elects to
prepare a cure spell ahead of time counts casting a pre-
ARCANA

by knowing the spell innately). A spellcaster can never


SPONTANEOUS MAGIC take 10or 20 on a Knowledge (arcana), Spellcraft, or
What is magic? Concentration check for spontaneous magic purposes.
Perhaps the single most dangerous question in arcane Regardless of the results, spell slots or points are expend-
study, the issue of magic’s true source can be said to have ed normally
as many answers as students of magic. In truth, however, If all three skill checks are successful, then so is the
there are a few primary groups of theories. The three most spell. The character gets the expected effect at full power.
popular are presented below. The desired effect must be fully described by the player in
Meraliel sighed. “The source of magic i s szmply occult or ‘hid- advance.
den’energy all around us. By combiningthese energtestn certain If two of the three skill checks are successful, then the
scientificallyreproducible ways - through words, gestures, and spell is cast, but all numerical values other than the save
matenals - effects we call ‘spells’ can be created. Some learn DC are halved. This includes (but is not limited to) dam-
them through intuition, but the proof i s there - you use the age, area, range, duration, and bonuses. If no such values
same components that we wizards do.” are applicable, the relevant save DC is halved, as is the
Hztttn chuckled. “Sctentific. Huh. You’ue just binding yourself caster’s level for determining Spell Resistance penetra-
in smart-sounding theo t we are, gorgeous. y increases gained from
enhancements are like-
ized Spell automatical-
the spell is capable of.
ecks is successful, the
to control just enough
ster. Optionally,at the
get an insignificant

The answer may never be know checks are failed, the magical energy
versed, resulting in
the caster or his allies.
n any number of malicious effects, which
arm the caster’s group or aid enemies. See the
tion later in this chapter for full details.
required to alter magical energy is based on
ty of the change. While the concept of a “sim-
tions each style of magic imposes on dealing with sponta-
ards the ability to use spells they ha s extensive as others
he Difficulty Class.
of full round actions,
k and the Spellcraft
check each requiring full-round actions and the Concen-
SPELL ALTERATION: A N OVERVIEW tration check being a free action. The Concentration
Sometimes, the magic available to an arcane spellcaster check takes place at the end of the Spellcraft checks full-
isn’t enough. Though there are many different ways in round action.
which a spell can be altered, and the amount of time Complex changes require more time, as they are funda-
required varies, the basic process remains the same.Three mental alterations of the spell’s structure. Complex
skills are required to alter arcane energies, whether changes take OI minutes, with both the Knowledge check
changing the rigid matrix of a prepared slot or bending and the Spellcraft check taking 5 minutes each. The
wild and intuitive magic to the trained will. Knowledge Concentration check takes place immediately after the
(arcana) gives the caster the theoretical background to Spellcraft check.
devise a way of altering the magic he already knows. In both cases, if the caster is distracted while the spell is
Spellcraft is the central skill, with which the spell is actu- being altered, the DM can call for regular Concentration
ally changed. Finally, the caster’s Concentration skill checks. If a check is successful, the distraction has no
comes into play once the effect is released, as the energies effect on the casting attempt. If the check is failed, howev-
must be held in place while the casting is done (since it er, it is considered to be a failure of the required
wasn’t done in advance, either through preparation or Concentration check. Further failures on Concentration
ARCANA

checks during the spontaneous effect are considered fail- For purely offensive spells, the caster becomes the tar-
ures for the other skill checks as well, in reverse order. For get. Afireball is centered on the wizard or finger of death tar-
example, Meraliel is attempting to spontaneouslychange a gets the sorcerer. If a spell allows the target to make a sav-
burning hands spell into a fivebdl. While making her ing throw, the caster can make a Will save with a DC of 15
changes, she takes damage twice, and fails both + the spell’s level. However, feats and extraordinary abili-
Concentration checks. She is considered to have failed her ties that change the result of Fortitude or Reflex saves
Concentration and Spellcraft checks. If the Knowledge don’t apply A multiclass wizard/rogue, for example, can’t
(arcana) check is also failed, she is subject to backfire. benefit from the evasion ability, because the character is
Keep in mind that a specialist wizard can’t cast a spell trying to shunt the energy away rather than dodge the
from a prohibited school, no matter what skills he pos- effect. Spells that don’t allow a target to make a saving
sesses. Likewise, the bonus slot can only be used to cast a throw, such as mugzc missile, can’t be avoided. Spell
spell of the specialist’schosen school. Resistance never protects an arcane spellcaster from back-
Only arcane spellcasters may use this system. Divine fire.
spellcasters and those who use different forms of magic In the case of non-damaging offensive spells, the caster
presented here, such as shadow magic or madness magic, also becomes the target - but if a save negates the effect,
cannot use this system. o n l y arcane magic is flexible then if possible the caster should still be partially affected.
enough to accommodate changes and governed by pre- A failed hold person should result in the caster being
dictable rules that allow it to be changed on the fly. slowed on a successful save, for example, while dominate
person could result in the caster being charmed with the
BACKFIRE intended victim. Spells that are more difficult to reduce in
This capacity to alter magic at will begs a question - why effect, like slow and charm person, could take effect for a
not do it all the time? Well, aside from the risk of losing single round on a successful save instead.
spell energy, if the caster fails all three skill checks he’s in If the spell is defensive in nature, then either an oppo-
serious trouble. That trouble comes as a release of uncon- nent receives the benefits (the enemy’s most powerful
trolled arcane energy, or backfire. spellcaster or highest level character, whichever is more
Backfire can come in many forms, and ultimately the appropriate) or the caster becomes more vulnerable in
DM may freely determine its effect. However, there are whatever way he was trying to be more resilient. In the
certain guidelines that maintain consistency when deter- latter case, reverse the value of the spell exactly. Muge
mining results. amor backfire would reduce the caster’s AC by 4,endure
The most common and obvious backfire result is how elements would add 5 points of damage taken from the
the phenomenon gets its name - the spell’s desired effect appropriate energy type by the first such attack each
is reversed. In all cases, range is irrelevant, but area and round, and mvutbihty would create a faerie fire field
duration remain the same. Anyone standing behind a wiz- around the subject. Spells with the (D)quality can’tbe dis-
ard who fails to control a spontaneously cast lightning bolt missed normally A successfulsave halves the penalty, but
is going to be very unhappy. not the duration.

T A B L E15-1: S P O N T A N E O U S
C A S T I N GC O M P L E X I T Y
Change Type Complexity Base DC

Ritual Complex 20 + 2 x spell level


Unprepared Spells
Spell Mastery Simple 20 + 2 x spell level

Increased Power Com pl ex DC 20 + spell level + 2

Substitute Spell
-
x metamaiic level cost

Same Type and School Simple DC 20 + final spell’s level


Same Type or School (lower) Simple DC 20 + final spell’s level
Same Type or School (higher) Complex DC 25 + final spell’s level
Neither Type nor School Complex DC 25 + 2 x higher spell level -r lower spell level

Careful Com pl ex DC 30 + spell level


ARCANA

Direct backfire for a spell without an immediate offen-


sive or defensive effect is more difficult to adjudicate.
Most divination and non-damaging illusion spells can
simply hinder the character’sperceptions for the duration
of the spell (minimum one round per level), adding the
spell’s level x 2 to any DC that requires the character to
sense what’s going on around him. o level spells add +I to
relevant DCs in this case. Spells that provide bonuses, like
cat’sgrace, inflict penalties instead. Alteration spells used
on the caster, such as alter selJ either prevent shapechang-
ing for the duration of the effect or make a useless change
that make stealth impossible (bright blue skin, for
instance). Transmutation spells cast on enemies, such as
using polymovph other to change a dragon into a toad,
rebound on the caster. Attempts to cast such spells on
allies to benefit them, like giving a fighter wings, create
effects that hinder the character, such as adding enough
weight to increase his load rating.
Another way of determining backfire is by school.
When determining a direct reversal effect seems overly
complex or harsh, a more “generic” backfire can be deter-
mined by spell type and level. These effects last one round
per level of the spell the caster attempted to mod*.
Abjuration: Choose or roll ld4: 1= Nearest opponent’s
AC is increased by (spell level + 1); 2 = Caster’s AC is
reduced by (spell level + I); 3 = Nearest opponent granted
damage reduction against all attacks equal to (spell level/2
+ I); 4 = Caster takes (spell level +I) in additional damage
from each successful attack made on him.
Conjuration: Summon monster cast a t level of spell
attempted (minimum 1st level) as alignment exactly
opposite of caster’s (if caster is neutral, roll ld4: 1= LG, 2
= CG, 3 = LE, 4 = CE). Monster attacks caster for duration
of spell or until slain. If caster is slain, monster attacks
nearest ally of caster, continuing to attack until slain, spell
duration ends, or all potential targets are killed.
Divination: Choose or roll l d 4 . 1 = DCs for all Int and
Wis checks are increased by (spell level + 1); 2 = Leader of
group that is of most immediate threat to the caster
instantly becomes aware of caster’s position, abilities, and
intentions; 3 = Caster receives circumstance penalty equal
to (spell level + 1) to all attack rolls; 4 = All opponents
receive a (spell level + 1) insight bonus to all attacks on
caster.
Enchantment: Caster becomes enamored with enemy,
acting as if charmed by the enemy character with the high-
est Charisma.
Evocation: Caster takes ld6 x (spell level + 1) in dam-
age. Caster takes half damage on a successfulWill save at
DC 15 + (spell level x 2).
Illusion: Anyone who would be adversely affected by
the attempted illusion (including anyone who looks at the
target of a change self or invisibility spell) is affected as if
true seeing had been cast on them by a 20th level cleric.
ARCANA

Necromancy: The caster must make a Will save at DC (spell’s level x 2). A spellcaster using a high level in this
O
I + (spell level x 2) or die. If the save is successful, the manner may elect to burn more than one spell of a given
caster loses half his remaining hit points. If any injured level.
undead are within the spell’s range, the closest is healed
by that amount. If any hit points are left over, the next- UNP REPARED SPELLS
closest wounded undead is healed, and so forth. Occasionally, a wizard needs a spell he hasn’t memorized,
Transmutation: Caster is turned into a newt (use and he needs it immediately A character in this position
lizard from Core Rulebook 111). He gets better in (spell has three options. All three assume the caster is high
level + I) days. enough level to use the spell or has the required attribute
If no other form of backfire seems appropriate, have the score. Otherwise, the caster must make an overcasting
caster make a Will save with a DC of 15 + (spell level x 2). attempt.
If the save is failed, the caster is held as ifby a hold mon- Spell Mastery: The first requires the wizard to have the
ster spell for 2 + (spell level x 2) rounds. If successful, the Spell Mastery feat. In this case, as a free action, he can
caster is slowed for an identical amount of time. This is a attempt to “burn”a spell or slot to cast a spell known with
result of the caster’s attempt to stop the magic from burst- Spell Mastery, using the standard spontaneous magic
ing free, thus hindering his own energy pattern. rules as normal. This spontaneous casting attempt has a
and counts as a simple

access to but can’t caster must use his


the same effect if he

requires 5 minutes
game terms, he either lacks the abili (arcana) and Spellcraft skill checks.
to prepare or cast the spell. spellcaster can attempt to unravel a
rning it into raw power to blast his foes.
SPELL SOURCES ther options presented above, casters with
agic (like sorcerers and bards) can try this,

DC of the scroll’s caster level + 1.Ifthis check is 0+ the spell’s level. The unraveled spell does Id6
caster must immediately make a Wisdom check per spell level, firing the energy as a ray that
out to close range (25 ft. + 5 ft./2 levels).The char-
must make a ranged touch attack, and the target can
wizard can theoretically have spells beyond his capa a Fortitude save (DC 10 + spell level + caster’s

level wizard from adding a 5th-level spell to his books. spells are useless for use with spell burn.
While he cannot prepare the spell, he can understand its No matter the method, unleashing the raw energy of a
basic mechanics and scribe it into his book. When casting spell hurts. The caster takes 2 points of damage per level
a spell in this manner, the wizard must burn spell slots of the spell and must make a Will save at a DC of 15 + the
totaling the level of the spell he wishes to use. He may not spell’s level or be stunned for one round.
elect to burn more than one spell of any given level.
Ritual Magic: The caster must spend at least five min- SPELL ALTERATION
Utes casting the spell from his spellbook for both his How many heroes have survived dragons and deathtraps,
Knowledge (arcana) and Spellcraft checks. The Concen- only to be fried by an ally’s poorly-aimed fireball? Does
tration check takes place immediately after the Spellcraft the party need a wall of ice, but the wizard only memorized
check. For spells of higher level than the caster’s normal cone of cold? And is it worth the risk of unlearning a spell
capability, slots equal in total levels to the spell being to be able to cast it this very second?
attempted are used, the caster can’t take 20 on the The skilled spellcaster can take the spells he knows and
Knowledge (arcana) check, and the difficulty is DC 20 + change them in different ways. By applying his knowl-
edge of spontaneous magic, known or memorized spells
can be slightly modified, significantly altered, or changed
ARCANA

MODIFICATION a simple change, with a DC of 20 + the spell's level + twice


Many combat spells affect large areas. Other spells are the number of levels the metamagic feat adds. The caster
instantly lethal, have permanent effects, or otherwise cre- must also expend spell slots equal to the number of slots
ate results that are sometimes inappropriate to certain sit- the metamagic feat or feats would have added. A spell-
uations. When necessary, the skilled spellcaster can caster may not use more than one spell from any given
reduce a spell's power. level to meet this requirement. A modification of this sort

-
A spell can be modified to reduce any of its relevant val- can't create a spell of a higher level than the highest level
ues, including range, area, duration, damage dealt, saving spells the character can cast.
throw difficulty, and/or Altering a Spell's Effects:
the number of targets Some changes to a spell are
affected. Damage can
e easier than others. In
also be changed from nor- 1 between simple modifi-
mal to subdual damage. A
I
, cation and complete
death effect thus changed spell change are situa-
doesn't kill the target, instead
doing twice the target's starting hit *---7 LJ d
tions where a spell the
caster has is similar to one
points in subdual damage. Spells with E 7
he wants, but still different

".
a duration of permanent can have the enough that mere metamag-
duration reduced by any amount, ic is insufficient. Both spells
but spells with a duration of must be known to the caster and
instantaneous can't. no alteration of this sort can create
Reducing a Spell's Pow- a spell of a higher level than the
er: Reducing a spell's effect highest level spells the character
is a simple change with a can cast. That requires freeform
I
DC 15 + the spell's level. magic.
Any number of reductions
can be made without in- 2
0 Spells which share both the
same school and the same energy
creasing the difficulty of
the modification,but the + \A Br *
+
21
type (subschool or descriptor) are
the easiest to change, such as

a?
<---
changes must be decided changing a cone of cold to a wall of
upon before making the ice or cure moderate wounds to delay
h
poison. If the caster wishes to alter
skill rating
ical checks.connected
Any numer-
to
a spell into a lower level one,
the spell, such as damage,
area of effect, range, or
i
LA
such an attempt is a simple
change with a DC of 20 +
duration, may be reduced
by up to 50%. If the caster 4
- ! J
,
*\
.
e- the final spell's level.
The caster must expend
rolls two successes on his
three skill checks the
changes are made but one
additional factor is cut in
half, such as damage, dura- -
d
*
-A-7 L a ~

3 '
the original spell. The
caster must have the
desired spell in his
books and be capable of
casting it normally.
tion, or area, or the spell's If the desired
save DC is decreased by 4. - 5 . 5
*' spell is higher level
If the caster makes one or
no successes, the spell has e;, -Nd
\\
-- = . "/
than the original
one, the caster must
expend a bit more effort to
its full effect as normal.
Increasing a Spell's Power: create the change. Such an attempt
Modification can also be used to increase a spell's effec- is a complex change with a DC of 25 + the final spell's
tiveness, but this is both more difficult and more costly in level. The caster must expend the original spell and a sin-
terms of power. This is done by adding metamagic feats to gle spell with a level equal to or greater than the differ-
a spell that was not memorized with the feats added. The ence between the original spell and the desired spell. The
caster must have the feats to be added to attempt such a caster must have the desired spell in his books and be
modification. Increasing the spell's power this way is also capable of casting it normally.
ARCANA

the spellcaster can add expensive material components or


an experience point cost to lower the effect if the DM
allows. Materials should cost a minimum of 200 g p per
spell level (before adjustment) to reduce the final spell
level by one. Freeform spells can’t be reduced by more
than one level in this manner. Alternately, for a minimum
of 200 xp spent for every level that’s “bought down,”a cast-
er can reduce a spell’s effective level with a maximum
reduction of five levels.
Freeform spells can be affected by metamagic feats nor-
mally, including still Spell and Silent Spell. The spell’s
effective level increases as described by the feat.

Freeform Guidelines
Suggestions for maximum allowable effects are provided

r the desired effect.


Rulebook I are exam-
ted magic. Improving
is somewhat more ed effect simply isn’t a
ty to equal such magic
impressive display of
these values as he

or lower level. a freeform spell, the caster selects a spell


ections below, such as an attack spell or an
FREEFORM MAGIC
When the available resources just aren’t enou s. The caster selects
of arcane spellcasting can completely rewor
energy. Essentially, the caster invents a new spel
spot. Unquestionably the most difficult and da
effect a spellcaster can attempt, there is non
something awe-inspiringabout the idea of taking izards may seek knowledge and enlightenment,
adventuring spellcaster quickly learns to value
desired effect from it, and making that “spell”a rea
all at once. ted limits on arcane spell damage by single target and
All freeform magic skill checks are made against a DC for area effects, in practical terms few basic spells are only
of 35 + (effect’s equivalent level x 2), with guidelines for capable of doing damage to a single target. Most attack
determining level equivalency provided below. If the spells that can only affect a single target are either melee
spell’s equivalent level is higher than the highest level touch attacks or death spells.
spell the character can cast, the caster cannot duplicate The school of evocation is the most effective one when
the effect. The caster must use a spell slot equal to the it comes to dealing damage. Unless duplicating an exist-
spell effect’s equivalent level. The school of spell used ing spell, freeform evocation spells do Id6 damage per
determines the type of effect the caster can create. spell level. To determine the total spell level of an evoca-
Freeform casting counts as a simple change. This casting’s tion effect, pick the effects from the list below and note
high DC reflects the rushed nature of using magic in this each‘s equivalent level. Add up each factor’s level to deter-
manner. Alternativelya caster may elect to make it a com- mine the spell’s total level.
plex casting, in which case the DC is 30 + the spell’s equiv-
alent level effect.
Unless emulating a pre-existing spell, all freeform
magic requires verbal and somatic components, but not
material components, arcane foci, or experience points. If
a spell’s power exceeds the guidelines presented below,
ARCANA

For example, taking Strength twice in a spell means that


Spell
the spell will add 2d4 to Strength and cost 4 additional
Level Damage Type Area
levels.
1 st 1 d6 Cold Ranped touch
0
Spontaneous enhancement spells last 2 rounds per
2nd 3d6 Acid 1 targets level equivalent of the spell. Since the caster must create
3 rd 5d6 Electrici the spell on the fly, it does not have the staying power of a
standard spell. The raw power of the magic used to create
the spell determines how long it persists.

Spell
Level Duration
9th 17d6
1 st 2 rounds +1 enhancement,
. - zkill
+IO - .....
The second most useful school for dealing out damage 2nd 4 rounds +ld4 stat
is conjuration. It doesn’tdo nearly as much damage as evo- 3 rd 6 rounds
cation, but conjuration effects can linger and do damage
over several rounds. A freeform conjuration attack can do
ld4 damage per level of the spell, and can last up to half 7th 14 rounds
the spell’s level in rounds (round up). The effect lingers,
dealing damage to all within it who fail their saving throw. 9th 18 rounds
Aside from the reduced damage,create a damaging conju-
ration spell in the same manner as an evocation one but
increase its total spell level by 2. FIGMENTS, GLAMERS, PHANTASMS,
Finally, necromancy can do a respectable amount of AND SHADOW ILLUSIONS
normal damage, as well as temporary ability or level dam- Illusions are already highly flexible. Each spell above the
age. Necromancy rarely does significant amounts of dam- cantrip level allows the caster to create any senses-deceiv-
age, but howid wilting may be the single most devastating ing effect he desires, limited only by the number of sens-
damage-dealing attack available to arcane casters. es that can be fooled by a single spell at lower levels. A 1st-
Necromancy spells are created in the same manner as evo- level spell can create any sight, sound, or smell, but only
cation ones. However, they deal one point of temporary one of these senses can be fooled at a time. At 2nd level,
ability damage can be done per equivalent spell level cost. two senses can be fooled, and at 4th level, all senses other
These effects can be combined into a single attack. For than touch can be fooled with one illusion. At 5th-level
example, a necromantic attack that does 3d6 damage and equivalent or above, the illusion can duplicate any spell of
2 point of temporary ability damage is a 4th level spell, 4th-level or lower. All numerical aspects of the spell func-
can be used on a single target with a touch attack. tion as a percentage of their normal values, as indicated on
To save against a damaging effect, the victim must make the table below, including duration. These spells do not
a Reflex save with a DC equal to 10 + the spell level + the need to have a separate duration or size aspect.
caster’sappropriate attribute modifier. An illusion’s size is dictated by the level equivalent
spent to determine its total area of effect. Level equivalent
ENHANCEMENT SPELLS 2 allows an illusion of Large size, while 4 allows one of
Spells that enhance abilities or skills are almost exclu- Colossal size.
sively transmutation and divination effects. Enchantment Only illusion spells can be used to create these sponta-
spells can occasionally create “enhancement” effects neous effects.
through objects. Generally, the broader and more useful
an effect, the smaller the bonus value. In general, a 1st Spell
level spell can add O+I to any skill check or a +I enhance- Level Duration Size Effect
ment bonus to a weapon. At 2nd level, an enhancement on
1 st Concentration Medium-size One sense
spell can add ld4 to an ability score.
Normally, higher-level spells that provide bonuses to
abilities, to attack rolls, or to skill checks provide “package
deals” centered around a theme. Tenser’s transformation, for
example, adds hit points, Strength, Dexterity, natural
armor, and provides an attack bonus and a bonus to
Fortitude saves. Bonuses of the same type can be stacked. 9th 18 rounds 50% spell effect
ARCANA

INFORMAT10 N SPELLS PROTECTIVE SPELLS


While other schools may occasionally grant a subject While wizards and sorcerers are known for their sheer
knowledge, divination unquestionably reigns supreme in destructive power, the discerning adventuring party val-
this regard. See the text below for divination's general ues their defensive magics even more. Arcane spellcasters
information-gathering capabilities. Note that the ability are capable of a wide array of protection spells, ranging
to counter magical concealment at certain levels does not from Armor Class bonuses to virtual invulnerability.
bypass spells that specifically block scrying or other Obviously, abjuration is predominant in terms of pro-
forms of divination. tective magic, and only spells from that school can pro-
Generally speaking, a spontaneous divination effect vide any form of defense in this manner. However, in
counts as one level higher than a standard divination some specialized cases other schools are useful in provid-
spell. Only divination spells can be used to create these ing a defense against attacks.
effects. Armor Class is the most immediate form of defense
available, and can be provided by evocation and trans-
Divination mutation as well as abjuration. Freeform magic
1st level: detect something that can provide +1 to AC with a cantrip, +2 to
could be found without too AC with a 1st level spell, and +I to
much difficulty (DC 10-15) AC for each additional spell level.
by someone with the Illusions can instead grant a
right skills, when the 10%miss chance at 3rd level,
subject is present a 30% miss chance at 5th
and non-resisting level, and a 50% miss
(example: detect poi- chance at 7th level.
son). General saving throw
2nd level: Un- bonuses can be provided
derstand subject, by abjuration and trans-
when the subject mutation, though any
is present and school can provide a
non-resisting (ex- bonus to save against
ample: compre- spells of the same school,
hend languages), and divination can grant a
detect something save bonus against illusions.
hidden, so long as The total bonus can be no
clues to its presence ex- higher than the spell's level,
ist or it is magically em- but this total can be divided
powered (example: detect between the three types of saving

+v
undead), or provide large bonus throws. For example, a 6th level
to a single roll (example: tvue strike). freeform abjuration spell could pro-
3rd level: sense that which is completely vide a +2 bonus to all saving throws, a
hidden by another (example:see invisibility). +6 bonus to one save, or a +4 bonus to
4th level: extend senses for short periods (example: one and a +2 to another.
cIairaudience/clairvo~ance) and have comprehensive Defenses against specific forms of attack, such as
knowledge on one specific subject (example:tongues). energy types, spells with specific descriptors, and forms
5th level: extend senses to any distance, with consider- of normal combat (bludgeoning, slashing, piercing,
able effort (example: scrying) and sense divination (exam- unarmed, melee, or ranged) can be created with abjura-
ple: detect scrying). tion, conjuration and evocation.This effect creates a pool
6th level: limited extraplanar contact (example:contact of energy equal to the spell level times 5. 1st level spells
other plane) and multiple simultaneous awareness (exam- block 5 points of damage per attack, 2nd level spells block
ple: Rary's telepathic bond). IO points of damage per attack, and 3rd level spells can
7th level: near-total knowledge of any one thing block any amount of damage per attack up to the pool's
(example: analyze dweorner). remaining value. A 5th level spell can render the caster
8th level: rapid divination (example: vision). immune to the attack type for the duration of the spell. A
9th level: perfect knowledge of a single subject, any- 7th level can provide protection from two types of attacks
where (example: discern location). at once, and each spell level above 7th adds one form of
defense.
ARCANA

Damage resistance can be created with abjuration or 3rd level: Travel along unusual two-dimensional medi-
transmutation, as follows: um or block travel within an area (spider climb, levitate,
web)
Spell Level Damage Reduction 4th level: Total freedom or helplessness for one subject
-travel in normally inaccessible medium or render
6th 101+1
helpless (fly hold person, water breathing)
5th level: Limited spacial bypass, block magical travel,
or create challenging barriers (dimension door, dimen-
sional anchor, wall of ice)
The effects possible with protective magic cannot be 6th level: Spacial freedom, nearly impassible barriers,
stacked. For example, you could not use freeform magic move large objects (telekinesis,teleport, hold monster)
to cast a spell that absorbs energy damage and provides 7th level: Group enhancement, permanent helplessness,
damage reduction. A spell's duration is determined by strong repulsion (Bigby'sforceful hand, flesh to stone,
adding level increments to the effect's base cost. A spell mass haste)
lasts 3 rounds as a default, plus 2 per each level equivalent 8 th level: Planar travel, group imprisonment (ethereal
spent on duration. For example, a spell with a duration of jaunt, forcecage, plane shift)
7 rounds would have an additional level cost of 3. 9th level: Group transportation, virtual impassibility
(etherealness, prismatic wall)
SUMMONING
Creating a proxy combatant is possible through conjura- TRUE FREEFORM MAGIC
tion (summoning), and necromancy.Conjuration may be At a certain point in a fantasy worlds development, magic
used call any outsider, while necromancy may summon becomes so powerful and prevalent that spellcasters no
undead. The maximum challenge rating of the sum- longer need spell slots or energy points. Whether arcane
moned (or briefly created) warrior is the spell's level science, ever-present force, or endless mystery, a spell-
minus 2. The spell lasts for 1round plus the level equiva- caster's access to magic is limited only by mortal weak-
lent spent on duration. ness. Whether the limits are physical (stored energy),psy-
chological (conceptual limits), or spiritual (a lack of one-
Caster Level Challenge Rating ness with magic), eventually they can be surpassed.
Magic, no matter its origins, has a single pinnacle: lim-
2nd 112
I -

3rd 1 itless possibility. By removing the need for spell slots


4th
. _.. -3 and/or energy points, the arcane spellcaster realizes that
5th 3 potential. Instead of a reliance on rigid slot storage or per-
6th A
V . 8 ,
sonal power, knowledge and understanding become para-
7th 5
8th 6
mount. The character becomes one with magic instead of
-.

9th 7 merely using it.


The problem with allowing a PC to reach this pinnacle
is game balance. Someone capable of transcending the
OBJECT MANIPULATION AND ALTERATION limitations of standard magic is probably highly enlight-
Travel, binding and shapechanging are all major elements ened, and (unless extraordinarily evil) thus unlikely to
of a spellcaster's arsenal. In these areas of magic, any type misuse that great power. Whether or not a player is capa-
of magic dealing with the creation and manipulation of ble of showing similar restraint is something DMs will
forces can produce these effects. Transmutation, evoca- have to determine for themselves.
tion, and conjuration spells can all power this type of If the DM wishes to explore this aspect of magic while
spontaneous casting. To determine the spell's equivalent preventing arcane spellcasters from dominating the cam-
level, choose an effect from the table below. As a default, paign, there are several options available. The easiest
the effect lasts 1 round. Increasing the spell's equivalent method is simply to raise the difficulties involved in cast-
level by Iboosts its duration by 2 rounds. ing a freeform spell. If the player always has to run a real
risk of backfire, judicious use of magic is more likely.
Movement A related option is to require a Will save with the same DC
1st level: Move easily handled object (mage hand, as casting the spell; failure can cause normal damage of
openlclose,prestidigitation) ld6 times (I + the spell's level), temporary ability damage
2nd level: Double speed, increase travel difficulty, or of ld4 to the relevant spellcasting ability, and backfire -
entangle one target (mount, hold portal, animate rope) doubling backfire effect if the caster also fails all three
skill rolls.
ARCANA

Another option is increasing the effect and/or risk of gains the ability to cast a wide range of fire spells. In some
backfire. The highest level effects available to a spellcaster ways, sorcerers quickly surpass wizards in campaigns
are still determined by the caster’s relevant ability, so if a where freeform casting is unlimited.
caster takes temporary ability damage as well as other As another alternative, perhaps sorcerers lack the train-
backfire effects when no successes are rolled, that will ing, dedication, and scholarly mindset to ever use
cause most players to weigh their chances carefully. freeform altered casting. In this case, sorcerers are still
Lesser backfire (half backfire effect, as on a successful limited in their selection of spells while the wizard class’s
Will save), temporary ability damage, or both, when only strength, its flexibility of spells, is enhanced compared to
one success is rolled will drastically increase the chances other spellcasting classes. If your players tend to opt for
of unpleasant results when freeform magic is attempted. sorcerers over wizards, these rules can help close any per-
Whatever the mechanism, as long as spellcasters can- ceived gap between the two classes.
not throw infinite fireballs with impunity, they can have
complete flexibility - if they’re willing to handle it
responsibly
DFSIGN
Beyond the Rules s live out their lives without

caster’sarsenal. So0 marks upon the his-

ates no immutable ... and behind very

ers shy away from the task

on. This chapter provides benchmarks s side effects (see Thaumaturgy, page 119,

time and money (as well as the potential life


reaten to overwhelm the spellcaster. Further,
campaign can ultimately be very rewarding.
work, viewing it as a waste of time at best, and a
I N YOUR CAMPAIGN their lives (or worse still, their reputation) at
The skill DCs presented here are designed to ma nfortunately, even the most powerful solitary
taneous casting a viable option at aroun research materials to properly formulate a
caster. At even higher levels, it becomes spell, and an academy’s library is better

slot to produce a very wide range of effects. Sorcerers in ards’.For once, politics may be worth the risk.
particular gain a lot of flexibility under this system. As petty as the wizards’ problems may seem, they are
Wizards need not worry so much about their spell choic- still dangerous; creating new divine spells is even more
es for the day, as they can alter their prepared incantations so. A divine spellcaster who seeks to create a new spell
to deal with problems as they arise. Thus, it is generally must also convince others (particularly in a lawful or evil
not a good idea to allow the PCs to freely use spontaneous hierarchy) that they are not being ungrateful for what the
magic. Generally speaking, arcane spellcasters can only blessings already granted them, or worse still, challenging
use freeform casting of any sort three times per day the powers themselves.
Alternatively, you can use this system as a foundation Spell design demands much of a spellcaster, in terms of
for all arcane magic. Perhaps spells and other formulae are time, materials, and risk. While lower level spells are
merely an attempt to impose order on what is otherwise somewhat easier to create, they are less rewarding except
a wild, barely controllable process. In this case, allow as a small step towards the eventual creation of a greater
spellcasters to use this system as often as they wish. spell. The spellcaster cannot expect to begin his designs
Remember, though, that sorcerers gain a lot more from with spells which rival the power of wish.
the ability to freely alter their spells than wizards do. A
sorcerer who takes one evocation with the fire subtype
ARCANA

PREPARAT10 N5 spell outlines: a low-level spell that allows a character to


With proper planning and materials (to say nothing of take extra actions and move faster. Looking over the PHB,
DM permission), any spell is theoretically possible. Spells her player notices that although no spells exactly match
do not simply come into being, however, and even the this premise, there is a spell somewhat similar to the
wisest cleric or most intelligent wizard must push them- planned one - haste - that is also different enough to justi-
selves to acheive success. Despite the potential dangers of fy the existence of a similar, less overtly powerful spell.
the latter stages of creating new spells, the earliest stages Unfortunately, haste is uniquely arcane, and has no fea-
are unquestionably more difficult, for it is here where the tures overtly tying it to nature, further making it unsuit-
spellcaster must begin by wringing the actual from the able for a druid spell. Rather than abandon the idea, the
potential. player adds a few wrinkles to the spell for both flavor and
The first step is always the same, regardless of class or mechanics - instead of simply increasing the running
spellcaster type: inspiration. Though many clerics wish speed of the spellcaster, the spell harnesses the spirit of a
they could heal better, or wizards throw about bolts of common woodland animal -the deer -granting speed
purest flame earlier in their careers, the simple fact of the at the cost of courage. With this slight modification, the
matter is that most mellcasters Dlaver feels the well is more

well as the spell school that, and often is for wizards), nor need it be at
and/or Domain, and possible types thereof. This need not the cost of game time. Indeed, for more unusual or pow-
be overly specific, nor necessarily follow the trends of e r f d effects, the spellcaster must consult rarer sources, a
other, similar spells (i.e. restoration is a conjuration spell, sure sign of a quest.
but greater restoration is a necromantic spell), but both Research takes different forms for different types of
remain good guidelines, as spells are far easier to create spellcasters. While wizards and sorcerers can pour over
with a frame of reference. ancient texts or research notes of their predecessors, they
Let’s apply this to an example. Saretina is a 5th level may also conduct field investigations - researching a new
druid, and after several encounters with a band of evil spell based on fire magic certainly justifies an incursion
monks, is determined to negate some of their advantages. into the Elemental Plane of Fire. Bards may seek out new
Because they use fast-strike tactics against their enemies tales of great heroes or villains whose legends inspire the
and flee after their objectives are complete, Saretina has very powers they seek to master. Clerics and paladins
decided to make a spell that invokes the powers of nature quest to prove themselves worthy for their deities’
to increase her own speed. Her player defines the basic benefices, while rangers and druids might commune
ARCANA

through nature by fasting or protecting its resources, par- to a valley, wherein she finds the monks hidden enclave!
ticularly in those areas central to the new spell’s ideals. Though only a druid could easily travel the route in win-
The extent of the spellcaster’s learning depends on both ter, she reports her findings to the party, and the group
the quality of his efforts and his capability of understand- begins planning in earnest how to defeat their foe once
ing the research itself, requiring Knowledge checks. the spring thaw arrives.
Additionally, the spellcaster may seek out the advice or At the close of the session, the DM forces Saretina to
aid of an expert in the field of study covering the prospec- make a Knowledge (nature) check to determine how well
tive spell (not necessarily a spellcaster themselves; a pal- she understands the deer. Since her role as a protector of
adin could certainly gain useful insight from a planetar). the wild comes second to her adventuring ways, the DC is
Such individuals typically demand quests or recompense high - 25. With an Intelligence of 14 and a Knowledge
in exchange,which may or may not be secretly part of the (nature) skill of 8 ranks, granting her a total of ti0 to the
research. The price of aid is always more dear than that of check - not bad, but ultimately the odds are against her,
advice, but a living expert provides more than the notes of and her check is only 23 - so close! still, Seratina does
a dead one. Mentors may offer other benefits besides not despair. The winter has only just begun, and the party
advice or an extra set of hands during the experiment has already uncovered an important secret of the enemy.

unlikely to press the

stice, Saretina discov-


th the changing of its
vert skill with druidic
the experimentation
most unusual spells wo its long life. Saretina

ple pragmatism and mathematics. ves up is that it is easier to under-

guess, there is the distinct possibility that t of druids. Saretina accepts the treant’s advice
the spellcaster seeks to design is already

fame associated with having a spell named for h ce the treant will give advice freely so long as it lives
retina does not anger it, the DM does not force a
ck for this portion of the druids research. If
is confused about any aspect of the treant’s
dously.
To continue out earlier example, with the spell
approved,Saretina seeks to further understand the sp
of deer. As a relatively low-level character, she can do lit- Once the spellcaster feels he has researched enough, he
tle to halt transgressions of greater forest menaces, but may begin the experimentation process. At this time, the
chooses to protect a family of deer during winter months. player and DM work out the final details of the spell -
Since the DM has ample preparation time, this becomes the name, level, components, casting time, range, area of
part of the story, rather than a subplot played out during effect, duration, the presence or lack of saving throws or
downtime. Through their efforts, Saretina’sparty has dis- spell resistance, and the other details of its function.
covered the general region where the evil monks lair, near While the player may make suggestions, the DM is ulti-
a wooded forest. Unfortunately, the monks’ frequent con- mate arbiter of the game, and should ever remember play
flicts with the party have driven the villains into hiding balance when creating new spells.
for the moment, resulting in a small checkmate as each Returning to our druid, after spending a month with
group plans their next move. As the party cannot afford to the deer and listening to the treant’s advice, Saretina
abandon the hunt so close to their quarry, they winter decides she is ready to begin experimenting to create her
near the forest. Here, Saretina couples her duties as an new spell. The DM has reviewed the PHB and DMG for
adventurer with her research on the new spell. She pro- advice, and come to the conclusion that while the spell is
tects the deer of the forest from sportsmen but not from feasible, it is also useful enough to be a 3rd-level spell,
hunters seeking food (which is part of the natural order). which limits Saretina’s daily uses of it more than her play-
During this time she also discovers a difficult trail leading er would like. Even with her Wisdom of 16, if the spell
ARCANA

were 3rd-level she could only cast the spell on two of her
party members a day, less than half the group. The player
asks the DM what it would take to lower the spell’s level
to 2nd (which, while only giving her one more casting per
day, means that both scouting the monastery and cutting
off the monks’ escape is that much easier). The DM con-
sults the DMG, and decides that the addition of a rare
component - a whole antler of a deer that has died
peacefully of old age, used as a material component -
would do the trick. Saretina’s player considers, then
agrees.
Saretina bids farewell to her friends as she enters the
woods alone. She hopes to return with a new blessing of
the forest, the spell which she will call Hart’s Soul.
Afterwards, the DM writes up the new spell:

Hart’s Soul
Evocation [Animal]
Level: Animal 3, Drd 2, Rgr 2
Components: V, S, M
Range: Touch
Target: One creature touched
Duration: Iround/level
Saving Throw: Will negates [harmless]
Spell Resistance: No

Through the use of the antler, you draw the spirit of a deer
into the target’s heart for a time, increasing both the tar-
get’s speed and timidity. The target may take an extra par-
tial action on his turn, either before or after his regular While experimenting, the spellcaster must work unin-
one, which may only be used for movement. Additionally, terrupted for a period of no fewer than 8 hours a day, and
he can jump one and a half times as far as normal, an must have absolute concentration during this time. The
increase counting as an enhancement bonus. character may work longer hours, gaining checks more
Deer are timid creatures, however, and for the duration frequently, but risks exhaustion (which ultimately slows
of the spell, the target suffers a -4 circumstance penalty the design process). He may also work fewer hours, low-
on all fear saves and when resisting Intimidate checks. ering the chances of interruption, but this delays the
M a t e d components: The whole antler of a deer that finalized spell. The spellcaster announces how many
died peacefully of old age. hours he intends to work each day between skill checks,
but as the world goes on about him, interruptions may
Application occur.
Unlike the research stage of the design process, seclusion He may receive aid from others of his class, or that of an
makes experimentation much less risky, both for the expert, but no one else can reliably help him with the
spellcaster and any unfortunates who might wander by experiments. Other aides {such as the ever-popular lab
during an early miscast. Seclusion is not strictly neces- assitant for wizards) may help keep interruptions to a
sary, however, but distractions risk hampering or corrupt- minimum, or perform other functions which allow the
ing the experiments. spellcaster to work longer than the default 8 hours a day.
Before the retreat into isolation, the spellcaster gathers Unfortunately, co-workers and assistants are the most
together all materials needed for the process, including common source of sabotage during experiments.
any lab materials, holy texts, epic stories, or the like, as An interruption is anything which prevents experi-
well as any and all research notes the spellcaster has col- ments’ work being begun or finished in a day (such as a
lected up until this point. The research stage is not actual- fire, the revelation that a new spell component is needed
ly over, however, as both early successes and failures are but not at hand, an attack, adventuring, etc.), or which
valuable in the creative process. damages or destroys vital materials. Work does not
progress during this time. If a spellcaster does not experi-
ARCANA

Benefits Bonus to Skill Check

* One-time benefit. Announce the use ofthe bonus (or bonuses, ifthe marked bonus accumulated) before making the
check. If the check fails, the spellcaster has grossly misapplied or misinterpreted lessons from the research or from
previous experimentation.
** This is a one-time benefit unless the spellcaster can summon (by spell or other means) the expert or mentor in less
than a day throughout the duration of the experiment.
*** An assistant is a character or creature who performs miscellaneous duties which would otherwise fall to the spellcaster.
An assistant has no skills pertinent to the skill check, and may not cooperate.

Penalties DC Increase

* This penalty only affects the present check, and subsequent checks do not necessarily have this penalty.

ment for two or more days, he loses the benefits of all does exist, but its limits and subtleties are undiscovered.
hours spent experimenting since the last skill check, and The Spellcraft checks determine the spellcaster’s knowl-
must begin anew. So long as he makes and keeps his edge of the spell’s limits, whereas the other checks build
notes, however, he does not lose the benefits of any of his upon his familiarity with the nuances and subtleties of
previous skill checks. A successful Concentration check the new spell. Consult the tables below to determine how
(DC equal to double the excess hours over 8 intended to successfulthis periods experiments are. Up to three other
be worked that day + double the spell level of the characters may cooperate on these skill checks, assuming
researched spell) negates the interruption’s ill effects, so that they have the appropriate skills.
long as it is still physically possible to continue with the Base DC: New spell’s level for spellcaster’s class x 10
day’s experiments. (minimum IO).
After 60 hours of experimentation, the spellcaster Natural 20s during experiment checks provide extraor-
makes a skill check, usually of a Knowledge (arcana for dinary insight, and count as an additional success toward
wizards and sorcerors, religion for clerics and paladins, the spellcaster completing the spell. Natural 1 s during
nature for rangers and druids), Perform (bards), or experiment checks indicate a massive mishap during that
Spellcraft, which alternate (use the same skill for checks periods tests, dealing a number of dlos in damage to a
until scoring a success). At this point, the spell essentially
ARCANA

random character in the vicinity and destroying an After resting up for one day, Seratina continues. As the
important piece of equipment. Spellcasters may not take skill checks involved alternate, she must now make a
IO or take 20 on these checks. Spellcraft check. While her DC is unmodified ( 3 9 , she
To complete a spell, the spellcaster must have a number only has 6 ranks in her spellcraft skill, and she has one
of successes equal to twice the spell’s level (minimum of successful experimental check to her name already, for a
I). Once completed, the spell is the caster’s to do with as net of +20 to her check. With eight more weeks before the
he pleases, though it is considered common courtesy to thaw, she is confident that she will have the spell ready in
reward other spellcasters who have a direct hand in either time, and again chooses to keep her research bonuses
the research or the final product with a copy of the scroll. until later. This turns out to be a good decision for all the
Should word get out, the spellcaster’s fame will also wrong reasons - needing a 15 or better, Seratina’s check
increase, garnering him more jealous enemies as well as result is a natural I! During the experiment, her sample
greater recognition and respect from his acquaintances antler shatters into hundreds of shards, and she takes
and allies. 2d10 hits. Fortunately for her, low rolls are the order of
To finish our example, let’s assume that Saretina jour- the day, and she suffers only 5 points of damage.
neyed into the forest once more, and the treant Healing and pressing forward, Seratina must again face
provided her with a hidden copse in which the Spellcraft check. Her DC is higher this time -
to conduct her experiments. Her research +2 to a total of 37, due to having had one
into the deer, and her subsequent protec- check since the last successfulcheck
tions of them, produced only modest - but this is offset by the +2 to
results: 2 successful checks overall. She her check she gets from a previ-
still has access to the treant’s wisdom, ous failed check. While her
however, and has two antlers from an confidence is shaken, she has
old buck who died in her arms. learned a valuable lesson in
Deciding that time is of the essence, her failure. On the morning
Saretina experiments for IO hours a she is to finish the weeks
day Fortunately, the treant’s protec- experiments, she finds
tion spares her interruptions, and she some most unwelcome
suffers no ill effects for this. After six visitors - the monks
days, she is ready for the first check. heard the previous
Her DM decides that her first weeks misfire, and
experiment check will be a three of them have
Knowledge (nature) check, to finally found the source of
determine whether she the strange noise! She cannot let
understands the nature of the
deer. Her base DC for the check
is 20 (10 times the spell level of th
new spell), +S for not having
similar spells, +IO for having the
similar spell - haste -be arcan
- them escape knowing what they’ve
seen, so she quietly whispers a request
of her treant ally - that the forest close
in around them, completely trapping all
four combatants. While Seratina and the
treant make short work of the monks once
total DC of 35. Her Knowledge (nature) they could not flee, the danger has not passed -
and Intelligence modifier bonus combined is once they realize their fellows are missing, the
only +IO, but she consulted an expert (+3), can cast spells monks will know that there is a nearby threat, and further
of 1 level higher than Hart’s Soul (+I), is inspecting in a investigate. Not only has the interruption cost her a day,
guarded location (+2), and the spell requires a rare com- but she must also step up her timetable and either change
ponent - the antlers (+s),for a total bonus of +21. Cursing the location for her experiments or chance that her foes
the lack of druids in the area, as well as the lack of assis- stumble across her again!
tants willing to trudge into winter’s snow to help her, The following morning makes the choice easy Finally
Saretina must roll a 14 or better to succeed at this point. able to perform her skill check (now +I to DC 38 due to the
Since she has nine weeks before the thaw, she’s not terri- interruption,but she expends both of her research benefits
bly worried, and chooses not to expend the research for a total of +4;she now needs a 12 or better), her run of
bonuses at this time. She rolls a IS, barely succeeding, but bad luck ends when she scores a natural 20! Not only did
now needs only three more checks before she can cast the she succeed, but the check counted double, and she only
spell. needs one more success before learning Hart’s Soul.
ARCANA

With three successes, Seratina leaves early to warn her BEFORE THE DUEL
friends of the monks’ movements. Deciding that the for- A formal duel requires a t least 5 participants: the 2 com-
est holds less possibility for discovery than the nearby batants, a judge, and no fewer than 2 witnesses. The judge
town, Seratina and her friends return to the copse, chanc- officiates the contest and insures that its rituals are per-
ing that between the treant and their own skill at arms, formed properly The witnesses keep an eye on the judge
they can handle any attacks launched their direction. to make sure he carries out his duties fairly and they also
Seratina is now ready for the final push. Working at SI help him watch out for any cheating. All parties involved
hours a day, she can finish in only four days. The final must be arcane spellcasters. Seconds for the combatants
check is again one of Knowledge (nature), and back down are not necessary, except in those rare cases when a duel is
to DC 35. Her total bonus, however, is a staggering + 34 fought to resolve personal differences, for blood and
(+2 Intelligence modifier, +8 Knowledge (nature) ranks, honor rather than gentlemanly competition.
+3 from her treant advice, +I for having a higher level of Many dueling societies require that duelists pledge a
casting, +2 for a guarded location, +S for the rare compo- token of distinctive personal value as a prize. The winner
nent, +2 from a previous failure, +6 from three effective of the contest gets to keep his opponent’swager. Usually,
prior successes, and an additional +S from her party mem- these tokens are amulets or badges - something small

g from whom it was


or otherwise promi-
carry tokens carved

judge establishes the


ing parallel lines ten

the power of arcane magic. h y o n

ile, the judge takes his place, off to the side


training, and the feeling of professional so etween the duelists. He pronounces a benedic-
this unique experience creates. the contest, asking a deity of his choice to wit-
uel and watch over the combatants. Procopios
of that shared experience. Wherever arcane a duel between two young wizards that he wit-
congregate, you are likely to find a dueling s the city of Nodh as typical in this sense. The
posed of novice practitioners eager to show t an older wizard who stood on the sideline as

lowship and respect of their peers. When they are not luck], we beseech that you keep watch over these young
dueling as scholars and gentlemen (or so they fancy them- devotees of thine, for they test their skill only to honor
selves), you are llkely to find them debating theories of thee. Let them acquit themselves so that they prove them-
arcane magic or tapping a keg of ale and composing selves worthy, yet let no harm befall them.”
bawdy lyrics in Draconic. As it turned out, Procopios wrote, the judge need not
No governing body or official set of regulations over- have worried. “The two youths were so inexpert in their
sees arcane dueling, but duelists everywhere follow the practice that their spells hardly singed a hair on the
same general forms and rules of etiquette. It seems that other’s head. They harmed each other not a whit, so that
dueling originated in a single place (now unknown) and the judge was forced to declare the contest a draw when
spread by demonstration and word of mouth so that, local both so exhausted themselves that they could cast no
variations notwithstanding, the essence of the practice more that day.”
remains the same everywhere. It is also a tribute to the
influence of the work of the scholar Procopios Belzus, THE CONTEST
who devoted his career to the subject and wrote the defin- Once the judge gives the pre-arranged signal, the duel
itive treatise on it, Tome of the Arcane Challenge. The book commences. At this point, both duelists may begin cast-
became an instant success among young spellcasters, and ing a spell of their choice. Whoever gets his spell off first
now serves as the canonical text for arcane dueling soci- is deemed the first caster for the remainder of the contest.
eties in everv corner of the known world.
ARCANA

He may not cast again until his opponent has had a Ending the Duel
chance to cast (assuming that his opponent is still stand- A duel continues until one combatant yields or is unable
ing, of course). If the judge determines that both have cast to cast a spell on his turn, whether because of wounds,
simultaneously,he gives the signal again. spell effects, or spell depletion. The judge determines
After that initial exchange, the duelists take turns cast- how much of an opportunity a combatant should be given
ing at each other, with the first caster initiating. Each to cast on his turn before he is disqualified. Standard pro-
duelist must remain on his mark while the other casts. He tocol also dictates that a duelist in obvious distress must
may not move his feet to dodge the effects of a spell. be given the chance to yield by his opponent. And the
Procopios notes that the following restrictions on what judge may step in and end the duel at any time if he deter-
may be done in the course of a duel appear to be univer- mines that one combatant has taken enough physical
sal: damage so as to place him in danger of his life and award
victory to the other.
Duels are not fought to the death. Dueling is not
bloodsport (although it has been used on rare occa- DIVINE SPELLCASTERS AND DUELING
sions to settle feuds), but a pursuit of scholars and Procopios noted that the practice of dueling never took
gentlemen. A duelist who kills his opponent without
d to it. He acknowl-
abhor combat for its
what they perceive as

clerical orders already

spellcasters had no such

strongly discouraged unless the dueling gr ad overarching organizations that tied various

wounds upon the judge, witnesses or innoce

dueling ethics. Use of such a spell gives the


justification for disquallfying a duelist right
there.

death is unacceptable to spellcasting fraternity, spells lows, even within individual specialties.The customs and
that can kill your opponent in a single blow without rituals of dueling gave arcane practitioners a common
giving them the opportunity to yield, like power word frame of reference, a way of relating to each other and
kill, are very much forbidden. forging a collective identity, that they otherwise lacked.
Similarly, spells that create permanent and profound
transformations that are difficult to undo (such as Notes for DMs on Game Mechanics
gem) are also forbidden. Arcane dueling is a ritualized form of combat and as such,
rules for handling -
- combat -govern it. At the beginning of
Y

The exact list of spells that are banned from use varies the duel, each combatant should roll for initiative, with
from locale to locale, but Procopios could not find a single the winner acting as first caster for the remainder of the
place where duelists did not accept these general princi- duel.
ples. Banned spell lists are kept and amended as necessary Because duels will probably involve combatants taking
by individual dueling societies, and petty political dis- damage, remember to enforce Concentration checks
putes within these groups can emerge over what spells when appropriate. If one duelist misfires a spell because
get on the list and who gets to put them there. he’s in too much pain to cast it properly, it could mean the
difference between victory and defeat. It may also be a
sign that the judge needs to step in and end the duel.
ARCANA

Remember that etiquette strictly forbids dueling to the in a dispute over improper observation of the forms, or
death. As soon as one of the combatants takes damage, even accusationsof cheating). Or perhaps the party comes
consider that the judge begins to scrutinize him, weigh- to a place where dark rumors circulate about the doings of
ing when it would be appropriate to end the duel. Under a dueling society composed of evil (or simply eccentric)
normal circumstances,the judge should step in as soon as spellcasters, and someone tasks the PCs with investigat-
one duelist has suffered damage worth half of his hit ing them.
points and declare the other combatant the winner.
Duels also end if one combatant simply runs through
his entire day’sallotment of legal spells and cannot cast on
his turn. In this case, he forfeits the duel. A duel between
a high-level and a low-level spellcaster is therefore a sub- Enchanted items that possess a mind of their own are a
stantial mismatch, and if a low-level spellcaster is staple of fantasy gaming and literature. From a malevolent
foolhardy enough to take one on, he should have ring that yearns to return to its dark master to a dwarf axe
a sound plan for taking his opponent out early in crafted to defeat a terrible orc king, intelligent items add
the contest. an additional level of roleplaying and tactical processes to
If a PC wins a duel, award him XPs worth
10% of his opponent’snormal XP value. This section is broken down into two parts. The
In highly advanced cities with a rich first piece describes a few basic intelligent item per-
magical tradition, the duelists are each pro- sonalities. Each item presents personality notes and
tected by a screen that glows with a faint item qualities appropriate to sort of item it covers.
blue haze. As the screen absorbs damage, it The second section gives rules for expanding an
flashes brightly Any spell that deals direct intelligent item’s abilities over time. In essence, it
damage to a duelist instead causes his presents a simple, flexible character class which
screen to flash. The artifact absorbs the items can use to advance their abilities.
physical damage and transforms it into
light. Thus, duelists may unload spells INTELLIGENT ITEM PERSONALITIES
such as magx missile or acid awow with The templates presented here are described using
impunity. At the end of the contest, the the following format:
caster who dealt the most total dam- Name: The personality’sname.
age is the winner. Each caster Description: A brief explanation of the personali-
makes saving throws as normal to ’s origin and purpose. Also, this section describes
determine the total damage the personality’stypical attribute score spread.
spell would inflict against him. ersonality: Notes on traits and social tendencies
In addition, a duel automatically amongst items that use this personality.
ends after Iminute (10 rounds) of Weapon Qualities: Magic weapon quali-
casting. Thus, a duelist could use a ties appropriate to armament that uses this
spell such as charm person or resilient personality
sphere to halt or delay his opponent’s Primary Abilities: Common primary
casting while continuing his abilities.
own. Extraordinary Abilities: Typical extra-
ordinary items imbued into the item.
ADVENTURE HOOKS
You can use the existence of Alien Item
dueling societies and the ritual of arcane dueling as a Description: The alien intelligent item is much more
pleasant diversion for your PCs or weave it tightly into the than a magical construct imbued with intelligence.
fabric of an adventure. Perhaps one of your PCs belonged Instead, it is a wholly alien life form that appears on the
to a dueling society as a novice spellcaster and formed life- material plane as an inanimate object. h e n s find their
long friendships; you can use this as a way to introduce an predicament somewhat odd. They are rarely happy with
important NPC to the party. Or, if an arcane spellcasting the dependent nature of their relationship with their own-
PC arrives in a city or large town for an extended stay, he ers and of all the intelligent items they are the most likely
could have the option ofjoining a local dueling society for to rebel. Alien items tend to exhibit powerful abilities,but
a bit of professional camaraderie and some relatively risk- their motives and goals are largely inscrutable. Alien
free XPs. Local duelists in a pinch might ask a qualified items favor Intelligence and Charisma over Wisdom.
PC to serve as a judge or a witness (only to get caught up
ARCANA

Personality: Alien items are bizarre, strange, and diffi- Primary Abilities: Ancestor weapons normally have
cult to comprehend. Most are chaotic neutral, though ranks in skills such as Intuit Direction and Sense Motive.
largely because their personalities and motives fail to In addition, an ancestor weapon may have 10ranks in any
match any human norms. Aliens are very curious about Knowledge skill, usually one related to history. This rep-
their environment and grill their owners endlessly about resents the ancestor’s accumulated decades of experience.
the nature and purpose of topics ranging from the utterly Extraordinary Abilities: As befits their roles as advi-
mundane (why do you need to eat?) to the deeply philo- sors and supporters, ancestor weapons have extraordinary
sophical (are good and evil relative or absolute?) Imagine abilities that allow them to support and aid their wielders.
a talkative tourist badgering the locals for information Cut’s puce, bull’s strength, haste, and heal are all common
and you have a good picture of the alien’s personaliq. abilities for ancestor items.
Alien items seize control of their users in order to investi-
gate an interesting event or phenomenon. Avenger
Other alien items are so thoroughly divorced from Description: Forged to right some terrible wrong, the
their surroundings that their few statements are bizarre avenger exists solely to deal out punishment for a trans-
and nonsensical.These items are potentially quite danger- gression that may have taken place centuries ago. Some
ous, as their goals and desires usually remain unknown
until the item attem

ay every last orc who


illage of Thuellai and

e single-minded to the
lly badger their bear-
and, namely striking

abilities. ng an avenger blade has awakened in the


e night and crept away from his comrades to

ities amongst alien items. As mentioned above,


sess a hodgepodge of qualities that seem to have enger’s two primary
nection to one another.
Qualities: Bane is the most common charac-
Ancestor

are both quite common as they deal additional dam-


weapon, the ancestor gladly serves his people to help pre- age to enemies in a gruesome, painful manner. Similarly,
serve his line. Ancestors seek to impart their accumulated vorpal is also popular for these weapons. Traits they operate
wisdom to a younger generation and can be rather obnox- on alignments,such as chaotic, lawful, holy, and unholy are
ious about dismissing the beliefs and desires of the young- common in weapons designed to operate against religious
sters who bear them. sects or alignments.
Personality: Ancestors have seen it all. Battling a red Primary Abilities: Avenging weapons normally have
dragon on the crumbling battlements of the duke’s castle? the abhty to grant the Power Attack feat to their wielder.
The ancestor has been there and done that three times Against their chosen enemies,they attempt to control their
over. It does its best to counsel and advise its bearer, some- bearers and force them to use that feat to the maximum of
times going so far as to seize control in order to put what it their abhties. For example, avenger sword carried by a
considers the best plan of action into motion. Ancestor loth-level fighter may try to force him to convert his entire
items are a tremendous asset when they serve as advisors +IO base attack bonus into extra damage when he attacks.
but can be a liabibty when they insist that their way is the Extraordinary Abilities: Avenging weapons focus on
only way to deal with a problem. Wisdom and Intelligence dealing damage. Thus, extraordinary abilities such as fin-
are the ancestor’sfavored attributes. ger of death and mupc missile are common in avenger
Weapon Qualities: Weapons imbued with ancestral weapons.
spirits show no particular tendencies to any weapon
qualities.
ARCANA

Diplomat masters provide advice and constructive criticism that


Description: Designed to aid emissaries and other rep- allows a warrior to improve over time, while bitter or
resentatives in their dealings with other races, the diplo- cranky ones merely berate their users for their incompe-
mat intelligent item is best used in social situations. The tence and moan over the poor luck that landed them with
satraps of the sunken city of Tairk were renowned for car- a bungling idiot. Masters take control of their wielder
rying these weapons while lording over their conquered when they feel they are being misused or are stuck in the
domains. According to legend, the swords always asked hands of an incompetent. They favor Intelligence and
anyone who grasped their pommel “Drawingme in anger Wisdom over Charisma.
now may gain you victory today, but how many enemies Weapon Qualities: Masters are very commonly danc-
will it earn you tomorrow? Diplomats seek to guide their ing weapons. When they can no longer withstand their
bearers to solutions other than violence, yet when battle wielder’s fumbling, they demand to be let loose to show
is called for they are powerful weapons. how a competent warrior fights.
Personality: Diplomats are calm, reasonable,and never Primary Abilities: Abilities such as the free use of
show emotions. They can be maddeningly logical, dis- feats such as Combat Reflexes, Sunder, and Improved
missing out of hand any situations, complications,or con- Initiative are all common to master weapons. They seek to
siderations that arise fr by showing them how to
rdens that cloud

ges favor abilities such


the alternatives.

imbued within Sentinel

to defend a domain, castle, kingdom,

ng knowledge of the areas with which they


defending ability.
Primary Abilities: Diplomats have the
mary abilities: 10 ranks in Sense Motiv Sentinels are worriers. They fret over the
Expertise, uncanny dodge, and evasion. In a r realm, their wielder’s health, and their abili-
diplomats have the ability to cast tongues once pe with any threats they may face. Sentinels have
their user. defensive mindset. They believe in securing
Extraordinary Abilities: Diplomats favor
that make it easier to deal with others in social si

are all common in them. These items sometimes become avengers. Sentinels most
commonly attempt to seize control of their bearer in
Master order to force him to help defend the sentinel’s home or
Description: Dedicated to achieving the pinnacle of hold back an attack in favor of aiding an ally. They favor
some field, the master is a tool driven to extract the great- Intelligence and Wisdom over Charisma.
est performance possible from its wielder. When found as Weapon Qualities: Obviously, the defending ability is
a weapon, the master expects to help its wielder improve a common choice for sentinels. Abilities that help quickly
his skill and study the art of combat. Others serve as dispatch foes, such as shock, mighty cleaving, or icy burst,
helpers for an artisan, possessing knowledge and training are also common. The sentinel prefers not to fight, but if
to aid in his development and magical abilities to protect needed it can put down a foe before it can pose a threat to
and preserve his work. the weapon’s homeland.
Personality: Masters are relentless, demanding, and Primary Abilities: In keeping with the sentinel’s
unafraid to voice their opinions in harsh, insulting words. defensive tendencies, it favors abilities such as uncanny
The master demands excellencefrom his wielder and will dodge, evasion, and Expertise. In addition, abilities that
have it no matter what the cost. A master weapon pum- preserve the wielder to survive dangerous environments,
mels its wielder with continuous commentary on his such as removing the need to sleep or breathe, are also
maneuvers, tactical choices, and fighting style. Useful common.
ARCANA

Communication

extraordinary power, and can


read any languages which it
can speak
18+ 1 7 or lower Speech, Telepathy Three primary abilities and two
extraordinary powers, and
can read all languages and
read magic
18+ 18+ Speech, telepathy Four primary abilities
and two extraordinary powers,
and can read all languages and
read magic

Extraordinary Abilities: Telepovt is the most common Level Total Value Weapon Qualities Intelligence Level
extraordinary ability for a sentinel item. If its homeland is 2 Masterwork +O 0
in danger, it may attempt to seize control and force its
wielder to immediately teleport there to aid in its defense.

MAGIC ITEM PROGRESSION


In many fantasy stories, the heroes wield items that slow-
ly gain in power and importance as the plot progresses.
One of the oddities of fantasy RPGs is the PCs’ willing-
ness to discard trusted weapons and other items that have
seen them through difficult times as soon as a more pow- 12 49 500
erful item becomes available. Presented here is a new sort
of NPC class, one designed to be taken and used by magi-
cal items. It works best for weapons, though it can be
applied to permanent items such as cloaks, boots, and
other wondrous items.
20 299,OOOgp +10 8
THE BASICS
The epic item class is available to any magical item that
does not consume charges as it is used.Thus, wands, staffs, Requirements
rods, scrolls, potions, and some rings are barred from this To become a legendary magic item, an item must fulfill all
class. The class is designed primarily for weapons,though the following criteria:
it can be applied to rings, armor, and other permanent Charges: The item must not rely on charges for its
items. magical power.
Quality: The base item must be of masterwork crafts-
manship.

Class Skills
Forged from the most powerful magics, crafted for epic The legendary magic item class skills (and the key ability
heroes, legendary magic items gain in power at the same for each) are Appraise (Int), Bluff (Cha), Decipher Script
rate as their wielder. Some items contain slumbering spir- (Int), Diplomacy (Cha), Intimidate (Cha), Intuit Direction
its that awaken over time, while others watch their user’s (Wis), Knowledge (any) (Int), Listen (Wis), Perform
actions and reveal their abilities when they judge their (Cha), Sense Motive (Wis), Speak Language (Int),
wielder worthy of them. Spellcraft (Int), and Spot (Wis).
Hit Die: + item
I hit pointsflevel. Skill Points at Each Level: 2.
ARCANA

Note that a magic item must use its skills in such a man- a legendary longsword is worth 315 gp, the standard price
ner dictated by its physical form and abilities. An item for a masterwork longsword. At later levels, add that base
that has not yet gained Intelligence, Wisdom, and 315 gp cost to the item’s total value. At 4th level, the leg-
Charisma scores may not use its skills. Furthermore, endary longsword is worth 2315 gp, 2,000 gp for attaining
many skills are not usable until the item gains the ability 4th level and an additional 315 g p for being a longsword.
to communicate. For example, an item that communi- When designing legendary magic items, the gold piece
cates via empathy cannot use its Intimidate or Diplomacy value listed for a given level is the primary cap on its
skills against NPCs. Even though an item has not yet value. The weapon qualities and intelligence level are
gained an Intelligence score, it still accumulates and based on that g p value. If you build a magic weapon using
spends skill points. When it is awakened, it may then the listed bonus and intelhgence, its value equals the list-
begin to use its skills. ed gp total.
Items receive 2 skill points at each level. Do not multi- Weapon Qualities: The bonus listed under this head-
ply this total by 4 at 1st level. The item’s total skill points ing represents the maximum combination of enhance-
are not modified by the item’s eventual Intelligence score. ment bonuses and weapon special qualities that you may
Otherwise, the item may use its skills as normal within normally add to a weapon. This cap is not a hard and fast
the restrictions of its
with Perform would
ce level corresponds

Perform skill cou ader is designed as a

Class Features on an item’stotal listed

erience DESIGNIN
points. When they are crafted, they posse an item with this class, it is easiest to plan
tial of their 20th-level abilities. However, ion of its abilities all the way to 20th level.
intellect stored within the weapon sinks in to make full use of

Each time the legendary weapon’s wielder gains a lay some abilities until later levels. For example, at
el an item may have a total of abilities equal to a +4

a 5th-level legendary sword, the sword becomes


level weapon when the fighter gains his 9th level. lities and replace them with more powerful ones. For
item advances when the fighter does, but it never example, a legendary longsword could gain the flaming
leapfrogs levels to catch up. ability at 6th level and then later drop it in favor of flam-
Total Value: The legendary item has magical qualities ing burst at 9th level.
and abilities equal to the total gp value listed at a given Legendary items should always have a history, detailed
level. Note that these values do not include the cost of the personality, and coherent set of abilities. Legendary items
base masterwork item used to create the magic item. At are the pinnacle of the magical craft and are always craft-
1st to 3rd level, the legendary item is worth only the mar- ed for a specific person, event, or purpose.
ket price of its base masterwork item. At 1st to 3rd levels

Int Lvl Mental Ability Scores Communication Capabilities

8 Two at 2d6+12, one at 3d6 Speech, telepathy 4 primary, 2 extraordinary


ARCANA

For non-weapon legendary items, use the total gp value Later on, the item may change its mind if the PC comes
by level to design the item. Since wondrous items and around to the item’s beliefs or takes up its goals.
others do not have the clear progression of abilities found
with weapons, those treasures simply gain a completely SAMPLE LEGENDARY ITEM
new set of abilities as they gain levels. You may combine The following legendary item is suitable for use in play
the abilities of more than one magic item of a given type. and serve as an example of how to design legendary items.
Determine the value of such an item by adding the com-
ponent items’ values together and increasing the sum by Pardek’s Hammer
20%. Combining capabilities into a single item is more In the ancient days of the dwarven kingdom, the great
valuable than the sum of its parts because a character can king Pardek was a wise and just ruler. In those days, the
now gain the advantages of two magic items in one item dwarves had only just recently emerged from the gods’
slot. For example, a character can wear one ring that com- plane and begun their first efforts to mine the mountains.
bines the abilities of three even though creatures cannot Those first years were marked by great prosperity as the
normally wear more than two rings. All rules for stacking dwarves uncovered massive veins of gold, mithral, and
bonuses still apply. Combining two abilities of two +I other valuable ores. As is sadly the case, all good things
must come to arves dug deeper, they
, unleashed hordes of
need to add in the
forced to retreat to

break down the abi . As he stood atop the


bonus value and st If thundered through

es of the depths dare not take to the sur-

the same level.

CHARACTERS AND LEGENDARY ITEMS


he power of the air,”thundered father sky.
They are meant to cover powerful artifac shall never wander from their dark caverns,”

with this shard of my being. Bring to them

powers after uses of disuse or an intelligent


- ite h that a final barrage of lightning bolts slammed
tance and approval of a new master. into King Pardeks hammer, infusing it with the power of
As an optional rule, however, you may allow PCs to cre- the sky. With his newly enchanted weapon, Pardek lead
ate these items. If a character wishes to make one, he must his people on a crusade against the invaders. His hammer
have all the feats, spells, and other prerequisites necessary blasted his foes with thunder, smote them with lightning,
to create the highest level version of the legendary item and drove them back to deepest caverns of the earth.
and must create that item normally. He may then create a For eons, the hammer has since been lost. Originally
level progression table using the rules above that results buried with Pardek, it was subsequently stolen by human
in the final item. He may not use any abilities in the pro- tomb robbers and lost in the mists of time.
gression table that he could not add to an item. Purdek’shammer was forged by the lords of elemental air
in the ancient days of the dwarven kingdom. In that time,
ALIGNMENT AND LEGENDARY ITEMS dwarves had only recently established their mines and
As an optional rule, you may assign an alignment and per- had not yet claimed the earth as their home. The hammer
sonality to a legendary item, including the sample per- speaks in low, rumbling tones. It is slow to anger and is
sonalities presented earlier in this section. If the item’s normally calm and placid. In battle, its demeanor changes
wielder does not live up to the item’sgoals or ideals, it may markedly. It shouts battle cries and rumbles with enerm.
refuse to rise in level as the character progresses.The item Electricity crackles around its head and when its thun-
finds the PC unworthy and chooses to hide its abilities. dering ability activates, the hummer shouts in dwarvish
“Deathto the fiends of the depths.”
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The hammer i s carved f r o m a n unidentifiable black


rock, in actuality the raw, physical essence of elemental
air. I t s head a n d haft are inscribed with pictographs o f
thunder clouds hurling lightning bolts at cowering orcs,
demons, a n d other figures.

Level Pardek's Hammer 16 +4 mighty cleaving shocking burst


1 Masterwork warhammer warhammer
Listen +1, Perform +l Listen +20,Perform +19
2 Masterwork warhammer Int 10,Wis 18,Cha 16,speech
Listen +2, Perform +2 (Dwarven), telepathy
Grants Improved Initiative,

4 +1 warhammer
Listen +4, Perform +4

6 +1 shock warhammer
Listen +6, Perform +6

8 +1 shock warhammer 18 +5 mighty cleaving shocking burst


Listen+lo, Perform +9 warhammer Listen +23,
Int 10,Wis 14,Cha 12, Perform +22 Int 10,Wis 20,
semiempathy Cha 18,speech (Dwarven),
telepathy Grants Improved Initiative,
Mobility, uncanny dodge
Cast lightning bolt (8d6damage,
2004.range, DC 13) 1 /day
Cast globe o f invulnerabilitv 1 ldav

10 +1 mighty cleaving shock


warhammer
Listen +12,Perform +11
Int 10, Wis 15, Cha 13,
empathy, Grants Improved
IniGative, Mobil'ity

20 +5 mighty cleaving shocking burst


thundering warhammer
Listen +25,Perform +24 Int 10,
12 +2 mighty cleaving shock Wis 21,Cha 19,speech
warhammer Listen +15, (Dwarven), telepathy
Perform +13 Int 10,Wis 16, Grants Improved Initiative,
Cha 14,speech (Dwarven) Mobility, uncanny dodge
Grants Improved Initiative, Detects evil at will
Mobility Cast lightning bolt (8d6damage,
200-ft.range, DC 13) 1/day
Cast globe of invulnerability 1 /day

Deep Scout's Cloak


This legendary i t e m serves as an example of a n o n -
weapon o r armor legendary item. Since other i t e m types
burst warhammer do n o t have enhancement bonus equivalents for their
Listen +17,Perform +16
abilities, you must calculate the value o f the i t e m as
Int 10,Wis 17,Cha 15,
speech (Dwarven) described above. N o t e that this i t e m does n o t include the
Grants Improved Initiative, 300 gp cost o f a masterwork cloak. That cost i s already
Mobility, uncanny dodge included in t h e price o f i t s component parts. The weapon
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given above does not need to break down its exact cost group. A magical longsword produced by a dwarf crafts-
because it was designed using the given guidelines for man may have slightly different characteristics than one
weapon bonuses and intelligence levels. produced by an expert elf swordsmith. The dwarf blade
In the days of an epic invasion of the dark elf realms, may be heavier and more durable, while the elf weapon is
the attacking surface elves found it difficult to navigate lighter, easier to handle, and more pleasing to the eye. The
the dark, alien realm of the underearth. To help solve this dwarf forges a tool designed to chop through orcs, while
problem, the elves crafted cloaks using the raw essence of the elf produces an art object that happens to be a sword.
shadows, cavern spirits, and earth elementals. These Item templates allow you to make minor changes to a
vaguely sentient items were designed to aid elf scouts as weapon, armor, ring, or any other object’s basic statistics
they explored passages leading to the dark elf vaults. to reflect the culture or craftsman that produced it.
Over time, the cloak attunes to its wearer’s intellect,
granting him the use of its true abilities and slowly form- USING TEMPLATES
ing a bond of communication with him. The templates are a simple way to differentiate between
items. In game terms, a +I longsword is just as good as any
other similarly enchanted sword. Templates allow you to
introduce some variation into a weapon’s details without
radically altering its performance. For example, dwarf
weapons are more durable than normal ones while
8 cloak of elvenkind (2,000 gp) gnomes ones are slightly smaller than normal. Elf rings
cloak of resistance ;2 (4,600 gp) are designed and built to readily accept magical enhance-
cloak of arachnida (6,000 gp) ments, making them much easier to imbue with magic
Intuit Direction +8, Knowledge (underearth) +8 than to normal items.
Total value: 14,400 gp
Each template functions much like a monster template.
The item template slightly alters the item’s base statistics
and modifies its base price up or down. In some cases, the
item may gain additional, minor magical qualities.
Typically, the template adds some additional detail to the
item’sappearance and functionality.
Not every weapon or magic item produced by a race
must use that race’s template. For instance, dragons pro-
duce primarily normal magical items. o n l y in select cases
MAGICAL AND MUNDANE ITEM TEMPLATES do they craft items with the draconic template. The tem-
Templates added to magical items allow you to customize plates are meant to cover rare and exquisitely crafted
particular traits, abilities, and enhancements granted to items, not everyday or common tools.
items by a particular race, culture, religion, or other
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TEMPLATES AND MAGIC WEAPONS gains a +I bonus to its Hardness and a +2 bonus on all
While in some cases a masterwork weapon may receive a item saving throws in addition to any bonuses gained for
template, such an armament is considered mundane for magical enchantment. Note that unattended ancient
purposes of damage reduction and other defensive items do not receive a saving throw, as normal.
effects. For example,a wererat (DR 15/silver) gains its DR Items: Armor, weapons, rings, scrolls, rods, staffs,
against a blessed longsword unless the blade was enchant- wands, wondrous items.
ed with an enhancement bonus in addition to the tem- Cost: Ancient items are not only valued for their magic
plate or was forged from silver. but as rare art objects. Collectors pay a premium for his-
torical artifacts in working order. Increase the market
GAME STATISTICS price of an ancient item by 250 gp.
Each template has the following modifiers and rules list- Prerequisites: None. Ancient items were made with
ed with it. processes either long lost to modern spellcasters or sim-
Modifications: This lists the changes made to a mun- ply too primitive to employ. Optionally,casters with 13 or
dane item of the appropriate type. It includes any magical more ranks in Knowledge (ancient history) may decipher
effects or alterations to an item’s size, hardness, or hit the secrets necessary to duplicate ancient craftsmanship.
arket price, an ancient
ble to receive the lete which allows for

hing proper construe-

price. In some case

quality than normal. ores of the upper planes,


ings, “blessed’items
r heroic crusaders.
Generally speaking,most of the

they enhance the value and durability of it lessed items for use against the fell powers
treasure.

Ancient
“Ancient”is a template that may be applied to a detect good spell or power senses a blessed item’s
produced by a long-lost civilization that rose
before the current age of a campaign world. The

pherable markings. In some cases ancient ite ine power connected to their creation. Other mate-
forged from bronze, particularly if current civilizat are common in pantheons that associate a particular
are more technologically advanced than their ancestors metal, wood, or color with a saintly deity.
were. In others, ancient weapons and items are forged Divine items are elegantly shaped and carefully crafted.
from incredibly strong, unrecognizable alloys whose Armor includes elaborate carvings that represent myths,
secrets have long since been lost. Common ancient legends, and parables connected to a good-aligned deity,
weapons include hand axes, javelins, spears, maces, and while wondrous items take the form of symbolictools and
clubs. Armor heavier than scalemail and weapons such as artifacts connected to important religious icons.
the bastard sword and crossbow may have been complete- Modifications: Blessed items may never be damaged
ly unknown to older civilizations. Ancient scrolls are writ- by necromantic spells or negative energy. A character
ten on papyrus or small stone tablets, while wondrous grasping a blessed item gains a +2 morale bonus on saves
items are built from bronze. An ancient item is recogniz- versus all fear effects. Only one character may gain this
able on sight, even if its exact origin is not. These items bonus. The power of the heavenly planes fills him with
bear the design and materials of an obviously foreign or confidence in the face of overwhelming evil. In addition,
ancient culture. No one would mistake an ancient sword a blessed weapon counts as gaining an additional ti
for a freshly forged one. enhancement bonus for purposes of defeating any evil-
Modifications: Items that managed to weather the aligned creature’sDR. Note that this bonus does not apply
ravages of time represent the pinnacle of an ancient civi- to attack or damage rolls, only to determining if a crea-
lization’s craftsmanship and technology. An ancient item ture’s DR applies to the damage dealt by a blessed weapon.
ARCANA

Items: Armor, weapons, rods, staffs, wands, wondrous Diabolic


items, masterwork items. Within the many levels of hell whole sections of the plane
Cost: Increase the market price of any blessed item by are given over to great workshops where minor devils toil
1,500 gp. under the supervision of towering cyclops weaponsmiths.
Prerequisites: A character who wishes to craft a These iron-skinned beasts are hell’s sword smiths, respon-
blessed item must be able to cast 3rd-level divine spells sible for producing the many weapons, tools, items, and
and have a good alignment. siege engines deployed by the diabolical legions in the
many wars fought between the dukes of hell. It is said that
Demonic every tool designed to kill or injure mortal beings was
swords that pulse with infernal lust for battle. Armor that first devised in these infernal workshops before their
feels hot, cramped, and sweaty even on the coldest day. secrets were let loose into the multiverse to spread vio-
Scrolls fashioned from human skin. These are all items lence and pain throughout the many planes.
with the “demonic” template, tools crafted by pitiable Diabolic items are expertly crafted from steel, leather,
slave demons damned to toil for an eternity within the and wood. In the hands of a trained warrior or wizard,
horrid workshops of the abyssal planes. No demonic they perform admirably. However, such power comes at a
items are crafted from ir other mundane ores. ielder of a diabolic item is

crafted his wand, staff,

to centuries of to om black iron, brass,


lasphemies etched on

presses an ear to them c


souls bound within th

earer or user, only to the item itself.


ant a +2 competence bonus on all saves
cts. This bonus comes at a steep price.
bleed when torn. character carries a diabolic item, his sleep is
terrible dreams of the great battles fought in

e carried the item, with the visions concentrating


Demonically crafted wares are horrific to beh
strike fear into mortals. In addition, a demonic

Note that this bonus does not apply to attack or dam


rolls, only to determining ifa creature’s DR applies to the not be consecutive and the user must make a save each
damage dealt by a demonic weapon. morning following a day in which he makes any use of
Demonic items detect as evil when inspected with the the item. A character must only make one of these saves
appropriate divinations. Paladins who wield such per day. If he uses more than one item, he must save
weapons violate their sacred code. against the highest DC amongst the item. On a failed save,
Items: Armor, weapons, scrolls, rods, staffs, wands, the character embarks on a quest to journey to hell and
wondrous items. enlist in its legions. Good and neutral characters recog-
Cost: Increase the market price of any demonic item nize the source of the visions and may immediately dis-
by 1500 gp. Few good-aligned merchants buy demonic card the item.
items, but many churches offer full market price to buy Needless to say, the wise thief never steals from hell’s
and destroy such items. workshops.
Prerequisites: A character who wishes to craft a Diabolic items are marked as evil when inspected with
demonic item must be able to cast 3rd-level divine spells detect evil and similar divinations.
and have an evil alignment. Items: Weapons, armor, rings, rods, staffs, wands, won-
drous items.
Cost: Diabolic items cost an additional 1000 gp. Good- on’s unique method of constructing magical items. Some
aligned churches pay full market price to buy items from counterfeiters have forged such items, but none have
adventurers in order to permanently dispose of them. fooled a dragon.
Prerequisites:Only lawful evil outsiders may produce
diabolic items. Dwarven
Sequestered in the halls of stone, the master dwarven arti-
Draconic sans labor for decades to produce items designed to with-
An item with the draconic template was crafted by a drag- stand the toll of many years of heavy use. “Built for a
on wizard, one who spent years studying the art of pro- dwarf‘‘ is a common saying to indicate an exceptionally
ducing magical items in an effort to increase the worth stout piece of craftsmanship, as dwarves value durable,
and utility of its treasure hoard. Some dragons lose inter- rugged tools designed to last centuries. To a dwarf‘sway of
est in their wealth over time. To help stave off boredom, thinking, it is better to spend a year forging a warhammer
they use a portion of their treasure to produce breathtak- that will last a century of handling than to forge one in a
ing art objects and powerful magical items. As a miser month that lasts less than a decade.
carefully invests his savings and joys in watching his for- Dwarf items are shaped from as much steel and stone as

rs that can rot or easily


Draconic items a that can’t withstand

ver function, yet that


artistic flourishes into
reassemble them in sman focuses first on
s embellishments to it.
almost unnoticeable
creations. re as remarkable for their subtly as their
A draconic item is eye-catching, stud warhammer forged for a high priest may
and almost borderline gaudy. To a dragon’s ook of scripture engraved in tiny runes on
ing, why make a plain steel sword when one a wizards steel wand lists the names and
diamonds will do just as well? Dragon items are line of his spellcast-
to draw attention and flaunt the materials and craft
ship that went into their manufacture. All dwarf items are forged from durable
Modifications: Draconic items are rare an
dwarf item gains a +I bonus to its hardness and

om steel by dwarf wizards.


to influence. When speaking with a dragon, the bearer of Items: Armor, weapons, rings, rods, staffs, wands, won-
a draconic item gains a +2 competence bonus to drous items, masterwork items.
Diplomacy checks if the item he bears was crafted by a Cost: Owing to their durability and expert artisanship,
dragon type that normally fights against the dragon he dwarf items cost 10% more than normal items.
speaks with. Generally speaking, all chromatic dragons Prerequisites: only dwarves may produce an item
react favorably to those who bear items crafted by metal- with the dwarven template. Dwarf items take five times as
lic dragons and vice versa. A dragon would never willing- long as normal to produce, as only patient, slow progress
ly part with an item, even as a gift. Thus, a non-dragon in on an item can yield products with the dwarven items’
possession of a draconic item presumably either stole it or renowned durability.
defeated its creator.
Items: Armor, weapons, rings, wondrous items, mas- Elven
terwork items. As the longest-lived of the civilized races, elves have many
Cost:A draconic item costs 10% more than its standard years to study and perfect their artistic skills. Yet, their
version. chaotic nature makes it difficult for an elf master to focus
Prerequisites: Only dragons may produce draconic on a single art form for long. Elves love new experiences
items. No amount of study or research can mimic a drag- and tend to be dabblers rather than experts. Rarely does
an elf attain the same level of focus or attention to detail
ARCANA

as a dwarf swordsmith or armorer. Furthermore, as crea- Items: Armor, weapons, rings, rods, staffs, wands, won-
tures of the forests, elves are well-adapted to the cycle of drous items, masterwork items.
the seasons and the inevitability of change. Compared to Cost: An elven item’s market price is 500 gp more than
dwarves, elves expect a tool to serve a single important the standard version’s. This price increase applies when
purpose rather than endure for centuries. making, buying, or selling an elven item.
The most notable elven works combine the elves’ love Prerequisites: only elves may produce elven items. In
of nature with their unwillingness to slave over an item addition, it takes three times as long to produce an elven
for months or even a year. Instead, an elf would much item as it does a normal one.
rather carefully guide a process when necessary and leave
it to its own devices for much of the time.Thus, elf crafts- Gnomish
men developed the art of tending to and cultivating items, Gnomes are practical and inventive, driving them to craft
rather than forging them by hand. Rather than sculpt a items that incorporate innovative and useful features. To a
stone, an elf aaist places an unworked rock into a gnome, an item’sbeauty lies in a combination of its novel-
stream in such a manner that the rushing water ty and utility Gnomes love crafting original creations
slowly gives it the shape he desires. Perhaps once that fill previously unfilled roles in their daily lives.
a year, the artist returns to inspect his project Gnomes are never afraid to take risks in building
and slightly alter its position, slowly but and designing items, but their practical natures
surely directing the natural world to help rein in their creative tendencies and
produce a beautiful sculpture. of prevent them from running rampant.
course, at some point the sculp- Creativity without focus yields
tor must tend to his project wasted efforts in a gnome’s way
himself, but elves believe in of seeing things.
allowing nature to take Gnome items tend to
care of as much of the package magical objects in
work as possible. new forms. For instance,
Elven items are crafted rather than build a cloak of
from natural materials resistance a gnome wizard
such as wood and stone. may craft a pair of boots of
Elves rarely mine ore but resistance. The newly invent-
instead eagerly trade for ed item has no real advantages
mithral and steel produced over its original form, unless
by their human and gnome you happen to prefer wearing a
allies. To an eK an item must pair of comfortable boots to a hot,
be both useful and aesthetically stuffy cloak. Gnomes are masters of
pleasing. All elf craftsmen, even invention and adaptation, allowing
simple blacksmiths, believe it is their them to take the theory and basic design
duty to add beauty to the world. of existing magical item types and adapt
Elven items incorporate nature them to new forms.
imagery such as leaves, trees, stars, Gnome items exhibit a wide
the sun, and moon. Ehen items are range of craftsmanship. Some gnomes
never gaudy, instead relying on sub- consider themselves artisans and
dued uses of gold, gems, and other seek to combine form with function.
expensive materials to highlight These craftsmen and wizards create
and enhance an item’s natural items that are pleasing to the eye
form. yet still quite useful. Other gnomes
Modifications: With their care little for what an item looks llke
strong connection to nature and so long as it functions properly. This
the elves’ natural magical capabilities, elven items are can lead to magical items that look like battered pieces of
especially receptive to enchantment. When adding magi- junk yet function quite nicely.
cal enhancements to a masterwork or magical elven item, Modifications: Gnomes may craft wondrous items
deduct IO% from the gold piece cost. In addition, elven that alter the sort of item that holds a dweomer. For exam-
items weigh only 75% as much as their counterparts. ple, rather than create slippers of spider climbing a
gnome could produce gloves of spider climbing that
ARCANA

duplicate the slippers’ function in a new form. A gnome


may only alter items that must be worn and can craft a INFUSING SOULS
new item that is also an article of clothing. One of the most fearsome and forbidden magical acts is
Items: Wondrous items. the infusing of souls into magical items. Almost univer-
Cost: Gnomish items cost the same as their normal sally condemned, this action nonetheless produces some
counterparts. of the most powerful magical items known.
Prerequisites: Obviously, only gnomes may produce The process is easily outlined, if difficult to perform
gnomish items. properly. First, the spellcaster must gain access to a soul,
usually through either the spell soul btnd a mirror of life
Orcish trapping, or through the use of the Soulbinding feat (see
Though not exactly renowned for their ability to craft below), but always through a method in which the soul is
items and master magic, orc wizards, clerics, and adepts bound into a cut gem or other worked object of value. The
are normally recruited by chieftains or forced into service spellcaster may then add the gem to the creation of any
as bonded slaves who produce arcane weapons, armor, magical item, using the tnftlse soul spell. The soul gem
and potions for their master’s use. Thus, orc items are is prominently displayed as part of the item, and
never crafted with any inclination for beauty or directly empowers it. If the magical item is one-
elegance. Instead, they are crude, simple items use, the gem’s inclusion replaces the caster’s
designed to withstand the punishment of battle. experience cost for creating the item. If the
As a highly violent race, orcs expect what few item has charges, the charges are doubled. In
tools and items they produce to eventually see either case, this is an evil act, as the soul is con-
some sort of use in a combat situation. sumed through the use of the object. should
Orcs craft items from stolen mas- the magical item be destroyed before its last
tenvork items, iron ore raided from use, the soul is freed. The soul is fully aware
caravans, and wood taken from the the entire time (albeit powerless) and simply
nearest fallen tree. Orcs would much freeing it may unleash a ghost, spectre, or
rather simply steal a magic item than wraith, as the lengthy imprisonment may
make one, but when forced to craft drive the soul to madness.
something from scratch they are
rarely willing to go to the effort SOULBINDING
of harvesting raw materials Prerequisites: At least one
themselves. Item Creation feat. You must
The finished products find a mentor willing to
produced by an orc crafts- teach you this feat (includ-
man are simple and ing a copy of Spirit Made
durable. More importantly, Flesh, or a member of the
they are all designed to Masons of the Black
have some martial Seal; see Forge Mag-tc,
application. Orc pages 49-50), and
wands, for example, most patrons de-
function as small clubs that can mand that you com-
be used to beat an enemy in a pinch. Orc rings mit a portion of your
include sharp hooks and spikes that allow them to serve as soul to the patron, per-
knuckledusters.Ifan item can’t be used as a weapon, an orc manently gaining one neg-
wants nothing to do with it. Then again, everything is a ative level until either the patron or you die (if the latter
weapon in an orc’s hands. occurs, the patron claims your soul).
Modifications: Orc items may be used as simple weap- Benefit: When creating a magical item, you may sacri-
ons. spiked orcish rings allow their wearer’s unarmed fice one intelligent being, which may not be of the fol-
strike to deal normal damage. Rods and wands both func- lowing types: animal, beast, construct, elemental ooze,
tion as light clubs in melee, dealing d4 damage on a hit, a outsider, or undead. For every hit die or level of the crea-
x2 critical, and threatening on a 20. ture slain, reduce either the gold cost or the experience
Items: Rings, rods, wands. cost of the item’s creation by 100 (minimum 0). You may
Cost Orcish magical items cost no more than normal. only sacdice one such creature per item, and the crea-
Prerequisites: Only orcs and half-orcs may produce ture’ssoul is inexorablybound to your new creation. If the
orcish items. item relies on charges, is one-use, or if the subject is
unwilling, then the use constitutes an evil act. Items cre- its prison, as well as a pinch of grave dust mixed with rust
ated in this manner sometimes “weep”blood, particularly from a set of manacles.
if intelligent but only semi-empathic.
Additionally, there is a greater chance than normal that Souls and Intelligent Items
the item is intelligent, due to the trauma of this act. If the item is permanent, it automatically becomes
During the item’s creation, the DM should secretly have intelligent, gaining the Intelligence, Wisdom, and
the slain creature make a Will save with a DC equal to Charisma abilities, alignment, and known languages of
twice the soulbinder’s level. If the creature succeeds, the the infused soul. The new magical item has abilities of its
item is always intelligent, even if it is of a type that nor- own as well, ones over which the creator has little control.
mally cannot be intelligent. Intelligent charged and one- An intelligent item created by the infusing of a soul has its
use items grow quite angry if their limited-use abilites are communication and capabilities determined by its ability
used, and may direct their other abilities against their scores.
user. The DM should assign the primary abilities and
Special: should your character die after sacrificing part extraordinary powers of infused items, based on the per-
of his soul, his patron collects the soul before it departs. sonality of the infused soul. Additionally, intelligent mag-
Your character may not return to life without his patron’s ical items created from infused souls have an additional
permission, assuming the patron does not use the soul in number of Ego points equal to their Will save former
his own experiments. level. Should a personality conflict occur between the
Use of this feat on an unwilling participant is an evil magical item and a user, and the user fail his Will save, the
act, but some societies (particularly dwarves and gnomes) magical item does not exact demands. Instead, it actually
view judicious use of this feat on willing participants possesses the user, as though it were a sorceror of its for-
(usually those who are already dying) as a proper and hon- mer level casting a m a p jar spell. During this time, the
orable method of preserving the soul’s abilities for use of item enacts its own plans, and some especially powerful
his descendants. items will seek out new possessors who are strong of
mind but weak of body. Once the duration of the posses-
INFUSE SOUL sion is over, the item may choose to force its will again,
Necromancy (Death) with the possessor making another personality conflict
Level: Sor/Wiz 5, Death 4, Evil 6 check.
Components: V, S, M The conversion from a living being to an object is an
Duration: 1 hour uncomfortable one for most creatures. Though most are
Saving Throw: Special (see below) still capable of seeing, hearing, and speaking, the deprava-
Spell Resistance: None tion of other senses exacerbates the personality traits of
the soul as it seeks to replace the lost sensation with emo-
This spell infuses a soul into an object as part of the cre- tion. Paladin souls demand quests, for instance, while
ation of a magical object. During the casting, the soul fighters demand combat. The souls do not precisely
slowly grows to permeate the item, binding itself to it. change their nature, but rather become more extreme
This process is not a t all pleasant for the soul involved, as examples of it. The worst and best of the personality
it is being channeled through and anchored into an inan- comes constantly to the foreground.
imate object. Worse still, the competence of the spellcast- Souls in semiempathic items have perhaps the least
er affects the soul’s journey - the soul’s Intelligence, painful conversion, though it is no less terrible. The soul
Wisdom, and Charisma cannot exceed those of the spell- continually exists in a constant, dream-like state, and is
caster’s;any excess points bleed away, permanently lost to only aware of its surrounding environment if its ability
the soul even if they are later freed. The remaining points activates. Even then, this sensation is dim, and the item
are assigned in proportion to the soul’s original ability answers like a man half asleep. In those rare instances
scores. The soul does remember having higher abilities, where a semiempathic item takes control, it will do every-
and their loss is exmaordinarily painful -most souls hold thing in its power to avoid losing control again.
nothing but malice for those who dilute them so. Sadistic Souls in empathic items, in contrast, are fully con-
spellcasters may purposefully bleed away portions of the scious, and fully aware of the world around them, but frus-
soul, but this is wasteful and unnecessary. trated by their lack of ability to communicate. Possessors
Once bound, the soul maintains most or all of its facul- of such objects often feel waves of anger or frustration
ties, and may have some powers and extraordinary abili- from the items, and personality conflicts with the host are
ties appropriate to its personality. Over time, they may frequent. As with the semiempathic items, empathic
even grow more comfortable with their new forms. items who achieve possession over their owners will do
The material components for this spell are the soul and whatever they can to maintain control.
ARCANA

Souls capable of speech or telepathy are still dissociated CREATING A SOULED CONSTRUCT
from their conversion, and suffer extremes of personality “SouledConstruct” is a template that can be added to any
common to their new status, but are otherwise as in con- construct (refered to hereafter as the “character”),provid-
trol of themselves as they were in life - a discomforting ed it can create the soul chamber (see Soul Chamber,
fact considering how some evil souls are bound to items below), and transfer its soul into it. The character’s new
in an attempt to contain them. Such souls not only seek statistics are unchanged, except as noted here.
out vulnerable hosts, but attempt to complete their quests Special Attacks: A souled construct retains all special
from their former lives as well. Some of the infamous rites attacks of a normal construct of its kind, and gains the fol-
of challenge to determine leadership in evil nations come lowing:
from these items, which are nominally the symbols of Spells: The character can prepare and cast spells as he
office passed on from one leader to the next. did in life, although his effective spellcasting level is
reduced by 4. Constructs, while durable and powerful, are
poor choices for conducting varied magical talents.
Special Qualities: A souled construct retains all spe-
D CONSTRUCTS cial qualities of a normal construct of its kind, save those
ter.” The souled construct

e advantages of their
not feel the touch of
. When performing
fits and restrictions vement, the character
Additionally, the char-

minds and souls are intact, and wit from behind, the character is not

to attack the character until he discov-


invulnerable.
Souled constructs, while considered far mor the damage suffered from the attack) to notice.
haracter automatically fails all checks based on

some fanatics may find the souled construct to (ex): The souled construct, despite appearances,

tinguishable from other constructs only by the soul Spot checks within a 180 degree field of vision, suffering
chamber (see below), very few constructs have any per- no penalties for peripheral vision.
sonality at all, much less the intellect of a wizard or the Saves: Same as the construct, though the Will save is
sagacity of a cleric. To further distance themselves from replaced by the spellcaster’s.
other constructs, the souled construct may wear clothing Abilities: The character’s Intelligence, Wisdom, and
as an affectation, or hire smiths to fashion his base visage Charisma are replaced by the spellcaster’s,and the charac-
to be more like it was in life. ter’s Dexterity is the lower of the base construct’s and the
Souled constructs speak all languages which they did spellcaster’s,as the new body is clumsier than what flesh
in life. and blood is capable of. This may render the character
incapable of using special abilities and feats requiring a
high Dexterity. All constructs, including souled ones, do
not have Constitution scores.
skills: As the spellcaster’s,though some (such as Ride)
are rarely compatible with the souled construct’s form.
Feats: Same as the character
Climateflerrain: Any land and underground
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Organization: Solitary or gang (1-3 additional Abilities: Str 22, Dex 10,Con -,Int 16,Wis 13, Cha 13
constructs of the same base type and similar appearance) skills: Alchemy +IO, Concentration + 15, Craft (black
Challenge Rating: As the base construct, t 2 smith) t16, Knowledge (arcana) +17, Spellcraft (+16)
Treasure: Becomes standard coins; double goods; Feats: Alertness, Blind Fight, Combat Casting, Combat
double items Reflexes, Craft Magic Arms and Armor, Craft
Alignment: Replaced by spellcaster’s Wondrous Item, Iron Will, Scribe Scroll, Spell
Advancement: Becomes by character class Penetration
Climate/Terrain: Any land and underground
SOULED CONSTRUCT CHARACTERS Organization: Solitary
Though still intelligent and capable of magic, the reduced Challenge Rating: IO
casting ability frustrates spellcasters used to operating Treasure: Standard coins; double goods; double items
with greater facilty. Souled constructs prefer to multiclass Alignment Lawful neutral
into fighters, a class with few restrictions and many bene- Advancement: By character class
fits in consideration of the character’s new nature.
Combat
THE SOUL CHAMBER Construct: Immune to mind-influencing effects, poi-
The most vital part o construct is cre- Not subject to critical
age, energy drain, or

The creation of
Wondrous Item feat,

base gp and XP costs to construct.


As mentioned above, the soul chamb in conjunction with castings or the
upon the brow or chest of the construct,
the world. Such housings are out of melee gic or make them less costly. Others keep

wielding medium or smaller weapons. Oppon


size categories smaller than the character can only r created rather than purchased. Few spellcasters
the soul chamber at range.
The default soul chamber has 1/2 concea are and expensive that few stores could afford

Emblem: This curious device, normally a

struct, allowing the character to see out of its eye a spell focus for castings. Each of these is created
soul chamber has 3/4 concealment, but does not have the through repeated castings (over a hundred or more) of
Vision ability. spells from the same school of magic. Much llke a magnet
can charge iron, so to do the spells’ passing alter the
SAMPLE SOULED CONSTRUCT emblem itself. When using the emblem to cast a spell
This example uses an 12th-levelwizard combining him- from the appropriate school, there is a small chance (1 in
selfwith a shield guardian. 20 or 5%) that the spell is not expended for the day. Each
time this happens, however, there is a risk that the spell
Souled Shield Guardian also burns out the emblem (roll a d20; ifthe result is equal
Large Construct to or less than twice the spell’s level, the emblem burns
Hit Dice: Isdl0 (82 hp) out), and it crumbles to dust. These items are not magical,
AC: 24 (-1 size, +15 natural) but detect magic reveals faint traces of the school of the
Attacks: Slam t16/+11/+6 melee many spells cast through it.
Damage: Slam ld8+9 Binding, Doppleganger’s Flesh: Despite the appear-
Face/Reach: 5 ft. by 5 ft./lo ft. ance of a dark-stained leather case for a book, dopple-
Special Attacks: Spell storing, spells ganger’s flesh binding is actually much, much more.
Special Qualities: Construct, fast healing 5 When covering a book or scroll case and placed among
Saves: Fort t5, Ref t5, Will t11 other books or scrolls, the flesh takes on the appearance of
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its neighbors, with only the fleshy feel of the binding giv- blood ink is a deep, dark red. As an expensive ink, it adds
ing away its true nature. Books or scrolls bound in dopple- a t4 enhancement bonus to all Craft (calligraphy) checks,
ganger’s flesh and hidden amid other books and scrolls but the true power is that gorgon’sblood ink acts as a per-
increase by +the IO DC of Search attempts to discover manent dye or stain. Writings of gorgon’sblood ink do not
them. fade, run, or smear, and only the destruction of the actual
Binding, Manflesh: A favored material of diabolists parchment will get rid of the script. If used in tandem
and evil wizards, manflesh bindings are literally the treat- with the Scribe Scroll feat, the scroll created may be used
ed skins of humans (other common race variants exist, one additional time before it is destroyed,though copying
with the same qualities).Tomes bound in manflesh quiver
slightly when tkched,’forcinga Will save (DC 19) t; the ,
unsuspecting. A character who fails this save drops the
A the spell still destroys the scroll in the process.
Ink, Kraken: Though rare and difficult to obtain, only
specialty stores are interested in purchasing or selling
book in horror, usually arousing the attention of a hid- this ink. Harvested from a kraken, the ink is too thin to
den guardian. readily take to paper, and bleeds through even the
Binding, Nagahide: thickest parchment. When used as part of scribing
ance of these items (wh scrolls or spellbooks, the resulting work appears to
striped, poorly-treated lea be an inky black mess, and totally illegible. Under
Appraise checks), nagahide bindings are not only read rnagrc, however, the letters stand out quite well.
expensive, but worth every copper to a paranoid h k , Shadow: Taken from the Plane of Shadow,
wizard. The skin secretes a narcotic contact poison this rare ink is especially prized among spymasters
(Fortitude save, DC 19, or become unconscious for as well as wizards. Visually indistinguishable from
2d6 minutes). Gloves of any thickness protect regular black ink, shadow ink evaporates within
against the poison. seconds of its use, seemingly without trace.
Binding, Salamander Skin: This thick, n shadow ink is easily visible
red leather binding is war
Cut from salamander hide, the skin Inkwell, Crystalline: Frequently dis-
retains its natural qualities. Books missed as a mere decorative affectation, a
bound with salamander skin take no crystalline inkwell has greater proper-
damage from fire or heat. ties than most are aware of. Ink con-
Candle, Skull: Literally the skull tained in a crystalline inkwell eventual-
of a medium-size creature with a can- ly distills into its disparate components.
dle jutting from its top. Considered An Alchemy check (DC 20 + 5 for each
gaudy by most spellcasters, these ink) can combine the properties of sev-
items are particularly popular
among melodramatic bards and Spell Component Bag, Mas-
necromancers, as well as cler- terwork: Like the more common
ics of death or evil. Though variants, this small, watertight
used primarily for ambi- leather belt pouch contains
ence (granting their many small compartments,
owner a +2 circumstance each filled with a tiny, com-
bonus to Bluff, Intimidate, and mon material spell components or foci.
Sense Motive checks when lit), skull candles have anoth- A spellcaster with this item has access to all spell foci or
er, lesser known use: once lit, the candle burns precisely material spell components without an additional gold
one hour for every year the creature lived. cost that are not too large to fit into the bag itself. Unllke
Holy Symbol, Masterpiece: Like normal holy (and lower quality bags, however, the material components are
unholy) symbols,these items serve as foci for clerics and as fresh and pure as possible, while the foci are of excep-
paladins. Made of fine materials by the best craftsmen, tional quality. When using a masterwork spell component
they are also slightly stronger than normal. When used as bag, the DC to resist the spellcaster’sspells is increased by
a Divine Focus in a spell, the DC to resist the spell is .I Unfortunately, maintaining fresh and quality compo-
increased by I. Additionally, the cleric or paladin has a +2 nents is time-consuming and expensive,costing 500 gp a
sacred (or profane) bonus to his checks to turn (or rebuke) month. If this expense is not met, the spell component
undead. bag loses its masterwork benefits.
h k , Gorgon’s Blood: At first glance, writing made
with gorgon’s blood is no different from that of regular,
black ink. Upon closer examination, however, gorgon’s
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Stylus, Scorpion: A specially-treated tail of an actual


scorpion, this stylus is still quite functional, and leaks
small traces of poison when used for writing, which invis-
ibly bleeds through to the whole paper. Those who handle
paper written upon with a scorpion stylus must make a
Fortitude save (DC 13) or become nauseated for 2d6 min-
utes. Those who use a scorpion stylus for more than six
hours in a two day period build up a tolerance, and auto- Vial, ether
matically make the save. Unfortunately, the poison
negates any special abilities of the ink it writes with, and * No weight worth noting.
the poison itself is diluted (DC 8). There is no secondary
damage to this poison. SPECIAL MATERIALS
Vellum, Illithid: This thin, translucent parchment is The following special materials are rare and highly prized
slightly rubbery, and requires twice the time to write by expert smiths, and found almost exclusively through
upon. Made from the flayed skin of an illithid, these the use of magic. In both cases, effects which cancel
expensive pages are well worth it to wizards who worry
~~
magic also negate
- the benefits of the materials.
about the time they need to prepare spells. If a spellbook Magesteel: Magesteel is a new material, first created
uses illithid vellum for its pages, wizards need only IO within the last ten years through an exacting alchemical
minutes’ study to prepare their spells, as they bum them- process, essentially removing all the impurities from
selves quickly into the caster’s mind. physical matter (DC 50 to create). The resulting material
Illithid vellum’speculiar texture does not hold any ink is only barely substantiaL Utterly weightless, the metal is
other than basic black. a shimmering cascade of colors, leaving no doubt as to its
Vellum, Slaadskin: A thick, greasy sheet of vellum, magical nature. Unfortunately, the metal is also quite brit-
slaadskin is very difficult to write on, and even more dif- tle, making it unsuitable for weapons or heavy armor.
ficult to read. The ink on slaadskin vellum appears to slide Magesteel armor has no chance for spell failure, no armor
of its own accord. All attempts to write on slaadskin vel- check penalty for skills (though it remains in effect for
lum require a Crafts (calligraphy) check with a DC of 23, nonproficient characters) and no maximum Dexterity
and all attempts to read it require a Concentration check bonus, but is utterly useless against non-magical weapons,
with a DC equal to the calligraphy check result. providing no AC bonus in such scenarios.
Alrernately, a writer could use gorgon’s blood ink, which Armors fashioned from magesteel are treated as mas-
writes well on the slaadskin, and has a Concentration DC terwork items with regard to creation times, but the mas-
of 25 to read. terwork quality does not affect the armor check penalty of
Vial, Ether: This specially-treated vial contains a tiny armor.
pinch of essence from the ethereal plane, which only Magesteel has a hardness of 15 and 30 hit points per
escapes when the vial itself breaks. The ether renders dan- inch of thickness, but non-magical weapons deal double
gerous substances such as acids and poisons (even super- damage to it.
natural ones) inert, allowing safe storage of otherwise Item Market Price Modifier
volatile humours. You can use a vial of ether as a grenade- Light armor +750 gp
like weapon with a range of I O ft. When thrown, the vial Medium armor +3,000gp
Shield +750 gp
breaks upon any corporeal being or solid surface. The Other items 7375 gp
ether instantly dissipates, dealing damage (if any, includ-
ing unusual effects) to the target based upon the contents’ Shadowsteel: Forged with a dark ore stolen from the
nature, and may do 1 point of splash damage (among Plane of Shadow, shadowsteel is an extraordinarily flexi-
other effects) if the substance is dangerous. ble, black metal that is utterly without luster save when
sharpened. Applied to a whetstone, shadowsteel’s edges
SPELLCASTINC
GEAR are golden. The blades of a shadowsteel weapon are finely
Item cost Weight honed, and remain sharp indefinitely Wounds inflicted by
Aligned emblem 100 gP 1 Ib. shadowsteel resist magical healing, and any such effects
Binding, doppleganger’s flesh 125 gp 2 Ibs.
Binding, manflesh 75 gP 1 Ib. only produce half the results (rounding up). Such cuts, if
Binding, nagahide 115 gP 1 Ib. survived, commonly leave deep black scars. The metal is
Binding, salamander skin 150 gP 3 Ibs. also uncommonly cold, even on the forge. Anyone with-
Candle, skull 100 gp x CR 4 Ibs. out cold resistance or immunitv touching it with bare
Y

of creature flesh suffers a -1 circumstance penalty on all checks for


ld4 minutes, though they suffer no further ill effects.
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Shadowsteel armor is not as prized as shadowsteel world. Next to necromancers they are considered some of
weapons are. Though shadowsteel armor provides protec- the most foul practitioners of magic.
tive bonuses, and reduces armor check penalties by 2 Arcane devourers drain the mystic energy from their
and increases maximum Dexterity modifier bonuses an victims, leaving them little more than dried husks. As
equal amount, the armor retains its unnatural qualities. they master the foul secrets of their path, they slowly take
Shadowsteel armor, when worn, limits the effectiveness on the aspects of the vampiric creature that helped spawn
of magical healing, and all such effects have half the ben- them. Powerful devourers develop fangs, great strength,
efit (rounding up), leaving the same black scars associated and the ability to hypnotize victims with little more than
with shadowsteelweapons. eye contact. Their skin takes on a bluish, bruised tone,
Weapons or armors fashioned from shadowsteel are while their eyes turn yellow and grow increasinglyblood-
treated as masterwork items with regard to creation times, shot. Some sages theorize that devourers slowly become
but the masterwork quality does not affect the enhance- addicted to the raw magical energy they strip from their
ment bonus of weapons or the armor check penalty of foes. The physical changes they display are the outward
armor. manifestation of this increasing dependence on magic as
Shadowsteelhas a hardness of IO and 25 hit points per a food source. Whatever the truth, arcane devourers are
inch of thickness. fearsome foes who are best avoided.
Market Price Hit Die: d6.
Item Modifier
._-

Light armor +1,600 gp Requirements


Medium armor
To become an arcane devourer, a character must fulfill all
Shield the following criteria:
Arcane Caster level 5
Weapon damage 1d8,1d10, or 1dl 2 +7,200 gp Knowledge (arcana): 8 ranks
Spellcraft: 8 ranks
Special: The character must destroy a vampire in a spe-
cial ritual that requires 1,000gp worth of materials and I
FW PRFSTIGF CLASSFS week to complete. At the end of the ritual, the character
absorbs part of the vampire’s essence and may gain levels
ARCANE DEVOURER in this prestige class.
The arcane devourer is rightly feared amongst spell-
casters of all types. After undergoing a bizarre ritual that Class Skills
allows them to absorb the essence of an undead vampire, The arcane devourer class skills (and the key ability for
arcane devourers gain the ability to sap the mystic each) are Alchemy (Int), Concentration (Con), Craft (Int),
strength from their enemies. Those who follow this path Knowledge (any) (Int), Profession (Wis), Scry (Int), and
are power hungry, greedy, and willing to take whatever Spellcraft (Int).
means are necessary to achieve their goals. In many cities Skill Points at Each Level: 2 + Int modifier.
and regions, arcane devourers are considered aberrants
and vile outlaws. Small cadres of inquisitor-wizards wan- Class Features
der the land seeking to scour arcane devourers from the All of the following are class features of the arcane
devourer prestige class.

TABLE15-2 THE ARCANEDEVOURER


Base Fort Ref Will
Level Attack Save Save Save Special

4 +2- +21
- +1 +1 +4 n aura
Unsettling
- .. -- -
5 +2 +24 +1 +7 +4 Arcane devourer, Id10

10 +5 +39 +3 +3 +7 Maximum spell level +1


ARCANA

Weapon and Armor Proficiency: The arcane devour- class, he must choose which class’s spell ability receives
er gains no additional proficiency with weapons, armor, this bonus.
or shields. Unsettling Aura: At 4th level, the devourer takes on
Bonus spell Points: The arcane devourer gains addi- some of the traits of an undead creature. His skin stretch-
tional spell points with each level he gains in this class. es tight over his bones and an unhealthy chill continually
The magical nature of the ritual necessary to join this surrounds him as he drains heat energy from the air. The
prestige class bathes the devourer in magic, making him devourer gains a +2 competence bonus to all Intimidate
highly attuned to the ebb and flow of arcane energies. The checks and increases the save DC of any fear-based spells
total listed for each level is added directly to the devour- he casts by +I.
er’s spell point total. For example, a 5th-level wizard has 15 VampiricTraits: At 8th level, the devourer gains some
spell points. He gains a level of devourer and adds +12 of the abilities of the vampire he destroyed to achieve this
points to that total, giving him 27 total. If he prestige class. He gains the domination and
attains 2nd level in arcane devourer blood drain vampire special attacks.
nets an additional +IS points for a tota However, he may only use domination
of 42. If the devourer has levels in once per day and his blood drain deals tem-
more than one arcane casting class, he porary, rather than permanent, Constitu-
must choose which class’sspell point tion damage.
total receives this bonus.
Arcane Devourer: Once per day EXALTED PROPHET
per level, the arcane devourer can If clerics are a gods foot soldiers
make a melee touch attack against a and minions, the exalted prophet is his
creature that has spell points. If the mouthpiece. Granted divine magical
devourer hits with this attack, he powers beyond those of his brethren, the
drains spell points from his victim exalted prophet bears his gods mark of
and adds them to his total. The favor. His deity grants him visions of the
devourer may use this ability to future, an innate sense for those who
exceed his maximum spell points, would do harm to the faithful, and magi-
though excess magical energy dissi- cal powers far beyond those wielded by
pates in 1 hour. At 1st level, the any simple cleric.
devourer drains Id6 points. This The appearance of an exalted prophet
damage increases one die size every heralds troubling times. The gods do not
two levels, to Id8 at 3rd, i d l o at sth, carelessly imbue this power upon just any
1d12 at 7th, and id20 at 9th. mortal. In periods of need, the exalted
At 5th level and above, the prophet appears to rally the faithful and
devourer’s most horrific power lead them against their enemies and
develops. When he uses his arcane
devourer ability to drain spell
points, the victim of the attack must
make a Fortitude save (DC 15) or suffer permanent spell
point drain. In addition, if the victim fails his save the
* oppressors. His word is law amongst those
who follow his god, yet inevitably a rift forms
between those who cling to the old religious hier-
archy and the prophet’s new breed of followers.
Whether the prophet succeeds in prying away the major-
devourer gains 1 permanent additional spell point. If the ity of his gods worshippers from the current theocrats, he
devourer drains a spellcaster to o or fewer spell points, the inevitably leaves a mark on the religious landscape in his
victim must make an additional Fortitude save (DC 15) or wake.
die. If the victim fails his save and perishes, the devourer Exalted prophets who fulfill their duties rise to become
immediately gains 4 permanent spell points. The victim’s important figures in their religion, usually attaining a
remains shrivel to a withered, browned husk. In cities level on par with sainthood. In life, the prophet draws fol-
plagued by a devourer, many unlucky young apprentices lowers and sets religious doctrine with a few spoken
turn up dead in such a state. words. In death, he is an icon and example for those who
Maximum Spell Level: At znd, 6th, and loth level the follow in his footsteps and heed his teachings.
arcane devourer increases the maximum spell level he Hit Die: d6.
may cast by one. In addition, the devourer gains the abili-
ty to prepare two spells of his newly gained spell level. If Requirements
the devourer has levels in more than one arcane casting To become an exalted prophet, a character must fulfill all
the following criteria:
ARCANA

Divine Caster Level 10 must choose a spell list that he already has access to. Once
Diplomacy: 13 ranks he has made his choice, all bonus spell points and other
Knowledge (religion): 13 ranks spellcasting abilities granted by the prestige class stack
Languages: Speak any 3 languages in addition to with his chosen class’s casting abilities.
Common. In essence, the exalted prophet must choose which
Feat: Leadership spellcasting class he wishes to combine with this prestige
Feat: skill Focus (Diplomacy) class.
Special: Receive a vision directly from your deity that The exalted prophet may use this ability with spells
prompts you to take up the role of the exalted prophet. whose level is less than or equal to his level in this pres-
Only those chosen by the gods may follow this path. As a tige class. Thus, a t 1st level the prophet may pick and
rule of thumb, a character must perform a great deed in choose his 1st-level spells as he casts them. At 2nd level,
his gods name against the enemies of the faithful to he gains this ability with 2nd-level spells, and so on. The
receive this vision. Single-handedly defeating a cleric of a prophet must pray for and study spells as normal for spell
higher level than your own who worships a god directly levels above his current level of ability in this prestige
opposing your deity is a good baseline for achieving this class.

t can sense the align-


nd level, the prophet

Class Skills

(Int).
eak of his travels.The prophet attracts 2 + his

CLASS FEATURES
All of the following are class features of the a druid draws NPCs of his class. These followers
prophet prestige class. to the prophet’s needs and record his words and
Weapon and Armor Proficiency: The exalted
gains no additional proficiency with weapons, a
shields. a replacement to take his place. The replacement
Additional Spells Per Day: The exalted play at 3rd level, no matter what the level of the

action.The exalted prophet may choose any spell from the to the prophet. They obey his orders unquestioningly and
cleric spell lists and his domains or from the druid spell do their best to please him. In their minds, the prophet is
lists. He must choose which of the two he wishes to use a divine figure. However,the DM must keep the prophet’s
upon gaining 1st level of this prestige class. The prophet

TABLE15-3: THE EXALTED PROPHET


Base Spell Fort Ref Will

10 +5 +39 +3 +3 +7 Divine seer


ARCANA

alignment in mind as he interacts with his followers. If AUTONOMOUS SPELL [METAMAGIC]


the DM feels the prophet has abused this ability (if, for When you cast a spell that requires concentration to
example he sends his followers ahead of the party to trig- maintain, you can instead feed the spell, a steady stream of
ger traps), he may deny him replacements for lost priests. spell points to keep it active when you focus wanes.
Ambassador of the Faith: At 6th level the prophet Benefit: An autonomous spell continues to function
gains a t2 competence bonus to all Charisma checks and without concentration for up to 3 rounds total if you
skills based on Charisma. Divine power flows through his spend 2 spell points per round to maintain the spell.
voice and makes him a very persuasive speaker. Spending those points is a free action. If you concentrate
Tongues: At 8th level, the prophet may communicate on the spell as part of your next action, you do not need to
with any intelligent creature. The prophet does not gain spend magic points to maintain the spell and may contin-
any additional languages. Instead, when he speaks all lis- ue using it as if you did not lose focus on it. You automati-
teners hear their native tongue regardless of what lan- cally spend the points to keep the spell going if you lose
guage the prophet uses. In turn, the prophet understands concentration on it, though you may choose to let the spell
any language spoken to him. end and save your points. The 3 rounds do not have to be
Favor of the Gods: With the divine support of his god consecutive,though if after the last round you cannot con-

reveals more infor-

wishes. He is no
ion listed as concentra-

g undead, you can funnel your magical ener-


he attempt in order to increase the power of

dard and point-based system. d 3 spell points to gain a +I bonus to your turn-
k and to your turning damage roll. You must
ARCANE DEFENSE [GENERAL]

you from spells cast by your enemies.


Benefit: Once per round as a free action you may for the two bonuses separately, though you may gain
spend 2 spell points to gain a +I bonus to any single sav- bonuses on both rolls as part of a single turning attempt.
ing throw. You may spend up to 10 spell points to gain a +5 You may not gain more than a +5 bonus to either roll
bonus with this feat. using this feat.
Special: You must spend your spell points before
rolling your saving throw. DIVINE SURGE [GENERAL]
You can use your magical energy to open a connection to
ARCANE LUCK [GENERAL] your deity and call upon his power.
The magical energy you command seems to help turn Prerequisite:Ability to turn undead.
events to your advantage. Your magic has brought you Benefit: You may spend 5 spell points to turn undead
luck in addition to power. without consuming one of your daily uses of that ability.
Prerequisite:Arcane Defense You may use this feat even if you have already used up all
Benefit: Once per day, you may spend 5 spell points to your turning attempts for the day.
gain a +I bonus to an attack, check, or save after making
your roll. You may gain up to a +2 bonus by spending 10
spell points.
ARCANA

FAVORED WEAPON [G ENERAL]


The character is especially adept with his deity’s favored GIC ITFMS
weapon. Most magical items work as normal under the spell point
Prerequisite: Theurgist prestige class. system. Any item that grants additional spells per day,
Benefit: The character gains proficiency in the gods such as a pearl of power, instead grants you bonus spell
favored weapon. His base attack bonus with that weapon, points equal to the points needed to use a spell of the level
and only that weapon, is equal to the bonus to hit granted it grants.
by the cleric class of the same level as the theurgist’s total Armor of the Gods: The theurgist’s art allows a limit-
spellcaster level. For example, an 8th level wizard/4th ed amount of divine magic to be combined with arcane
level theurgist with Favor Weapon (longsword) would knowledge. Aside from the immediate benefits, it gives a
have a base attack bonus of +9/+4 when wielding a theurgist more options when designing magic items. One
longsword. If the character has multiclassed, the base result of this power is the Amor of the Gods.
attack bonus of other classes is added to the improved This +2 plate mail grants the wearer several powers. The
bonus granted to the arcane spellcaster levels. Base attack first is to fire volleys of five spikes, each of which does
bonuses received from other classes are not increased by damage as a +2 holy dagger, three times a day. The wearer
this feat. makes normal attack rolls for each spike at his full attack
end of the round in
o fly as the spell once

aft Magic Arms and


e; Market hce: 82,650

one additional target. ecklace is designed to

wounds to make both of his attacks

spell points cost of casting the spell. 1. A caster who has enough spell points to use

MYSTIC SENSES [GENERAL]


You have an innate ability to sense magical aura
this ability lacks the refined precision of detect er knows. He may apply metamagic feats to it, is
similar divinations, it gives you a sixth sense in the number of times per day he can use it as
comes to spells and magical items.
Prerequisite: Wis 13+.
Benefit: As long as you have at least 1 spell p
remaining, you can sense if an item is magical or not by attuning his abilities to its magical abilities. A spellcaster
grasping it and making a Wisdom check (DC 20). You may may only attune with one amulet per day.
attempt this once per item per day. Caster Level: 7th; Prerequisites: Craft Wondrous Item, abil-
ity to cast spell stored in amulet; Market hce: 1,000 gp
SPELL PROFICIENCY [GENERAL] (lst), 4,000 gp (2nd), 9,000 gp (3rd).
Through long hours of study you have learned to fort+ Circlet of Arcane Regeneration: A plainly crafted sil-
your spells, allowing you to repeatedly cast a spell without ver headpiece, the circlet refreshes and invigorates the
placing too much strain on your magical abilities. mind of whoever wears it. For each full hour the circlet is
Benefit: Choose a single spell you may cast. Increase worn, the bearer regains 1 spell point. The circlet never
the maximum number of times per day you may repeat- allows the wearer to gain more than his normal spell point
edly cast the spell by +2. maximum. Any points beyond this total are lost.
Normal: You may cast a given spell a limited number of Caster Level: 1Ith; Prerequisites: Craft Wondrous Item;
times per day based on your class before the strain of Market h c e : IO,OOO gp.
using it purges it from your mind for a limited time. Potion of Arcane Sustenance: This viscous, amber
Special: You may gain this feat multiple times, choos- liquid is infused with raw magical power. When con-
ing different spells for it or applying each +2 bonus to the sumed, it grants its user additional spell points. This
same spell.
ARCANA

potion does not allow the user to exceed his maximum 2nd-Level Chronomancer Spell
normal spell point total. Any points beyond that total are Deja Vu. You can cause a foe to mindlessly repeat a task.
lost. A potion of arcane sustenance can grant from 1 to 17
spell points. o n l y one of these potions may be used per 3rd-Level Chronomancer Spell
day. All potions consumed after the first have no effect. Temporal Displacement. Casts a target into the future.
Caster Level: By potion type; Prerequisites: Brew Potion;
Market Price: By potion type. 4th-Level Chronomancer Spell
Time Fold. Twists time to take extra actions.
Spell Points Caster Level Market Price
5th-Level Chronomancer Spell
3 3 rd 400 PD
Rapid Aging. Weakens a creature or structure.

6th-Level Chronomancer Spell


Inevitable Strike. Alters time to damage a target.

7th-Level Chronomancer Spell


Time Travel. Moves backwards in time.

8th-Level Chronomancer Spell


Sever Thread. Bends time to destroy an opponent.

9th-Level Chronomancer Spell


ARCANE MONK SPELLS Greater Time Travel.Travels back to a more precise date.

1st-Level Arcane Monk Spells FLESH MACE SPELLS


Ghost’s Touch. Your fists ignore armor and shields.
Sundering Strike. Shatter inanimate objects with your 1st-Level Flesh Mage Spells
hands. Claws of the Tiger. Grows long, jagged claws that
deal damage.
2nd-Level Arcane Monk Spell Ears of the Prey. Alters target’s ears, granting +IO
bonus
Hurricane Kick. You strike many foes with one attack. to Listen checks.
Eyes of the Eagle. Alters target’s eyes, granting
3rd-Level Arcane Monk Spell +IO bonus to Spot checks.
Reverse Foe’s Strength.Turn an opponent’sattacks
against him. 3rd-Level Flesh Mage Spell
Prehensile Tail. Grants target a useful, temporary tail.
5th-Level Arcane Monk Spells
Distance Punch. You make melee attacks against a 4th-Level Flesh Mage Spells
distant target. Alter Features. Permanantly alters a creature’s face.
JumpingMonkey Whirlwind. You bounce off creatures Giant’s Strength. Grants the target 2d4+2 bonus to
you attack. Strength.
Greater Endurance. Grants a target 2d4+2 bonus to
6th-Level Arcane Monk Spells Constitution.
Hundred Legged Dragon Dance. Fire dragons set fires, Speed of the Viper. Grants a target 2d4+2 bonus
knock over enemies. to Dexterity.
Storm of Fists. Summon cloud of phantom fists to
attack enemies. 5th-Level Flesh Mage Spells
Bone Spines. Sharp spines of bone sprout from the
CHRONOMANCER SPELLS target’s body.
Face Wipe. Destroys a target’s facial features.
1st-Level Chronomancer Spell
Combat Precognition.You foresee attacks and defenses. 6th-Level Flesh Mage Spell
Liquefaction.Turns target into protoplasmic slime.
ARCANA

7th-Level Flesh Mage Spell Patch Construct. Repairs Id8 damage suffered by a
Create Flesh Golem. Builds and enchants a flesh construct.
golem servitor. Tinker’sHammer. Energy ray deals damage to golems,
constructs, objects.
9th-Level Flesh Mage Spell
Greater Liquefaction. Turns creatures into organic 2nd-Level Tinker Spells
slime. Disrupt Construct. Confuses and stuns constructs.
Repair Construct. Fixes 2d8 damage suffered by a
SHADOW MACE SPELLS construct.

0-Level Shadow Mage Spell 3rd-Level Tinker Spells


Dancing Shadows. Conjures and directs small shadows. Charm Construct. Construct treats you like an ally.
Heal Construct. Fixes 3d8 damage suffered by a
1st-Level Shadow Mage Spell construct.
Black Shards. Slices of pure darkness strike enemies.

Dark Swarm. Sum

6th-Level Shadow M

rns destroyed construct to

7th-Level Shadow Mage Spell


Shadow’sRipping Tentacles. Shadowy ck, tear TOTEM1
apart foes.

THEURGIST SPELLS
Shield.Transforms a charm into a defensive ward.
7th-Level Theurgist Spell

into powerful mace.


3rd-Level Witch Spells
8 t h-Level Theurgist Spell Distant Boon. Drives rival away with lure of a distant
Planetar’sClarity. Grants caster regeneration, divination opportunity.
abilities. Ghost Ward. Prevents incorporeal creatures from
entering area.
9th-Level Theurgist Spell
Solar’sInvincibility. Grants a variety of protections, 4th-Level Witch Spell
resistances. Competence. Grants bonus to skill checks.

TINKER SPELLS

0-Level Tinker Spell


Mend Construct. Heals a construct of 1 point of damage.

1st-Level Tinker Spells


Imbue with Artificial Intelligence. Grants Intelligence
score to construct.
ARCANA

Charms ........................ 29 Magic Items Spells


charm ofbattle . . 5 ...........
charm of distance . . . . . . . 29 ............
charm of duration . . . . 29
arrow of the splmtered mind . . . . . . . . . .72
charm of space . . . . . . . . . . . .29 boots of water walking

Classes .................... 29
Adept of the Awakened Eye . . . . . 65 . . . . . . . . . . . . . . . .28
ArcaneMonk . . . . . 53
Chronomancer . . . . . . . . . . . . . .7 cloak of fire protectton . . . . . . . . . . . . . . . .20
Elementahst . . . . . . . . 15 cloak of magtcal connectton
Flesh Mage . 33 deep scout’s cloak . . . . . . . . . . . . . . . . . . . . . . 10
Madness Mage dust ofquenchtng . . . . . . . . . . . . . . . . . . .20
(adept of the awakened eye) . . . . . 65 euer burning oil . . . . . . . . . . . .
Mage Smith . . . . . . . . . . . . . . .44 . . . . . . .61
Number Magician . . . . . . . . . . 77
Runewright . 85
Shadow Mage . . . . . . . . . . 93 Pardek’shammer . . . . . . . . . . . . . .171 ..............
Thaumaturge . . . . . . . . . . . .121 potion of arcane sustenance . . . . . . . . . . . . . . . . . . .39
potion of elemental form . .
. . . . . . . . . . . . . . . . . . .139
. . . . . . . . . . . . . 61
. . . . . . . . . .40
Feats . . . . . . . . . . . .40
Arcane Defense .

. . . . . . . . . . 62
Conviction ........................ 138 imbue with artificial intelligence . . . . . . . 108
Craft Greater Charm inevitable strike ...................... 10
. . . . . . 179
Craft Prosthetic ..................... 48 . . . . . . . . . . . .62
Divine Hammer liquefaction ......................... 40
mend construct . . . . . . 108
Elemental Knowledge . . . . . . . . . . . . . . . 18 night’s blackness...................... 99
Elemental Resistance . . . . . . . . . . . . . . . . 18 patch construct...................... 108
Favored Weapon . . . . . . . . . . . . . . . . . . .188 planetar’s clarity . . . . . . . . . 132
Imbue Herbs ...................... 138 prehensile tail........................ 40
Improved Arcane Evasion rapid aging.......................... 10
Insight of the Mad . . . . . . rebuild construct . . . . . 108
Know the Rune ..................... 89 repair construct ..................... 109
Master of the Runes . . . . . . . . . . . . . . . . .89 restore construct ..................... 109
Method to the Madness . . . . . . . . . . . . . . 70 reuerse foe’s strength . . . . . . . . . . . . . . . . . . 62
.
Monomaniacal Focus sever thread ......................... 10
shadow form . . . . . . . . . . . .99
Mystic Senses ..................... 188 shadow killer ........................ 99
Spell Proficiency 188 shadow’s ripping tentacles . . . . . . . . . . . . .100
Temporal Scrying .................... 9 solar’s invincibility . . . 132
Ether Vial . . . . . . . . . . . . . 183 speed of the viper ..................... 40
Greater Charms .................. 30 Gorgon’s Blood Ink . . . . . . . . . . . . . . . 182
Illithid Vellum . . . . . . . . . . . . . . . . .183
spekius’corruptive restoration . . . . . . . . . .125
greater charm of distance . . . . . . . . . . . .30 spelcius’ gveater corruptive restoration
greater charm of duration . . . . . . . . . . . .30 Kraken Ink . . . . . . . . . . . . .182 spekius’greater specious sanguisuge . . . . . 126
greater charm of pain . . . . . . . . . . . . . . . .30 Manflesh Binding . . . . . spekius’least specious sanguisuge . . . . . . . 126
greater charm of space . . . . . . . . . . . . . . .30 Masterpiece Holy Symb spekius’ lesser comptiue restoration . . . . . 126
great totem ......................... 30 Masterwork Spell Component Bag . . . 182 spelcius’ lesser specious sanguisuge. . . . . . .126
Nagahide Binding . . . . . . . . . . . . . . . . .182 spelcius’ mastered specious
Salamander Skin Binding . . . . . . . . . . 182 spelcius’ moderate specious
Scorpion Stylus . . . . . . . 183 storm offists ......................... 62
Shadowhk . . . . 182 sundering strike ...................... 62
skull Candle . . . . . . . . . . . . . . .182 temporal displacement . . . . . . . . . . . . . . . . 11 .
Slaadskin Vellum . . . . . . . . . . . . . 183 time fold ............................ 11
time travel .......................... 12
tinker’s hammer . . . . . . . . . . . . . 109
OGL
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